Modifying/Expanding Ritual Casting

Stormonu

Hero
I’m contemplating modifying ritual spells as follows in my D&D games, and wanted to share to see what others think. I’m only listing PHB spells in this first post, but may add spells from other sources as I work this out further.

Wording of ritual spells would change thusly:

Ritual Spells

Ritual spells can be cast following the normal rules for spellcasting. The ritual version of a spell takes 10 minutes per spell level longer to cast than normal (for example, a 5th level ritual takes an extra 50 minutes to cast). Casting a ritual version of a spell doesn't expend a spell slot, which means the ritual version of a spell can't be cast at a higher level. A ritual version of a spell cannot be cast more than once per day

To cast a spell as a ritual, a spellcaster must have a feature that grants the ability to do so. The cleric, druid and wizard, for example, have such a feature. The caster must also have the spell prepared or on his or her list of spells known, unless the character's ritual feature specifies otherwise, as the wizard's does. Likewise, the spellcaster must attune themselves to the ritual spell to use it in ritual version. A spellcaster can attune themselves to a number of ritual spells at one time equal to their Proficiency modifier. It takes 24 hours to attune or reattune one's self to a ritual spell.

Level 1

Alarm (1)
Animal Friendship (1)
Bless (1)
Charm Person (1)
Comprehend Languages (1)
Create or Destroy Water (1)
Detect Magic (1)
Detect Poison And Disease (1)
Disguise Self (1)
Faerie Fire (1)
False Life (1)
Find Familiar (1)
Healing Word (1)
Identify (1)
Illusory Script (1)
Longstrider (1)
Mage Armor (1)
Protection from Evil and Good (1)
Purify Food And Drink (1)
Sanctuary (1)
Silent Image (1)
Speak With Animals (1)
Tenser's Floating Disk (1)
Unseen Servant (1)

Level 2

Aid (2)
Alter Self (2)
Animal Messenger (2)
Arcane Lock (2)
Augury (2)
Barkskin (2)
Beast Sense (2)
Continual Flame (2)
Darkness (2)
Darkvision (2)
Detect Thoughts (2)
Enhance Ability (2)
Enlarge/Reduce (2)
Find Traps (2)
Gentle Repose (2)
Invisibility (2)
Lesser Restoration (2)
Levitate (2)
Locate Animals Or Plants (2)
Locate Object (2)
Magic Mouth (2)
Mirror Image (2)
Nystul's Magic Aura (2)
Phantasmal Force (2)
Prayer of Healing (2)
Protection from Poison (2)
Rope Trick (2)
See Invisibility (2)
Silence (2)
Suggestion (2)
Zone of Truth (2)

Level 3

Animate Dead (3)
Bestow Curse (3)
Clairvoyance (3)
Feign Death (3)
Fly (3)
Gaseous Form (3)
Glyph of Warding (3)
Leomund S Tiny Hut (3)
Magic Circle (3)
Major Image (3)
Mass Healing Word (3)
Meld Into Stone (3)
Nondetection (3)
Phantom Steed (3)
Protection from Energy (3)
Remove Curse (3)
Revivify (3)
Sending (3)
Speak with Dead (3)
Spirit Guardians (3)
Tongues (3)
Water Breathing (3)
Water Walk (3)

Level 4

Arcane Eye (4)
Banishment (4)
Conjure Minor Elementals (4)
Conjure Woodland Beings (4)
Control Water (4)
Death Ward (4)
Divination (4)
Fabricate (4)
Freedom of Movement (4)
Giant Insect (4)
Hallucinatory Terrain (4)
Leomund's Secret Chest (4)
Locate Creature (4)
Mordenkainen's Faithful Hound (4)
Mordenkainen's Private Sanctum (4)
Polymorph (4)
Stone Shape (4)
Wall of Fire (4)

Level 5


Animate Objects (5)
Antilife Shell (5)
Awaken (5)
Commune (5)
Commune With Nature (5)
Conjure Elemental (5)
Contact Other Plane (5)
Contagion (5)
Creation (5)
Dispel Evil and Good (5)
Dream (5)
Geas (5)
Greater Restoration (5)
Hallow (5)
Insect Plague (5)
Legend Lore (5)
Mislead (5)
Modify Memory (5)
Planar Binding (5)
Raise Dead (5)
Reincarnate (5)
Scrying (5)
Seeming (5)
Teleportation Circle (5)
Wall of Force (5)
Wall of Stone (5)


Level 6


Arcane Gate (6)
Blade Barrier (6)
Conjure Fey (6)
Contingency (6)
Create Undead (6)
Drawmij's Instant Summons (6)
Find the Path (6)
Forbiddance (6)
Guards and Wards (6)
Heroes' Feast (6)
Magic Jar (6)
Mass Suggestion (6)
Move Earth (6)
Planar Ally (6)
Programmed Illusion (6)
Transport via Plants (6)
True Seeing (6)
Wall of Ice (6)
Wall of Thorns (6)
Wind Walk (6)
Word of Recall (6)

Level 7

Conjure Celestial (7)
Etherealness (7)
Forcecage (7)
Mirage Arcana (7)
Mordenkainen's Magnificent Mansion (7)
Plane Shift (7)
Project Image (7)
Regeneration (7)
Ressurrection (7)
Reverse Gravity (7)
Sequester (7)
Simulacrum (7)
Symbol (7)
Teleport (7)

Level 8

Animal Shapes (8)
Antimagic Field (8)
Antipathy/Sympathy (8)
Clone (8)
Control Weather (8)
Demiplane (8)
Earthquake (8)
Holy Aura (8)
Mind Blank (8)
Telepathy (8)
Trap the Soul (8)

Level 9

Astral Projection (9)
Foresight (9)
Gate (9)
Imprisonment (9)
Prismatic Wall (9)
Shapechange (9)
Time Stop (9)
True Polymorph (9)
True Ressurrection (9)
Weird (9)
Wish (9)
 
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Celebrim

Legend
I generally approve of your rule changes, but I would hesitate to make a ritual version for:

a) Any long duration spell the spell caster was probably going to cast at the start of the day anyway. I'm looking at your 'Mage Armor'. You do this sort of thing, you might as well make the spells class features and be done with it.

b) Any spell where repeated casting has potential economic impact. I'm look at for example 'Create Water' or 'Purify Food and Drink'. Even if these already have a ritual tag, I'd look to remove it simply because the balancing point on these spells is not what can they do for a party in a dungeon, but what can they do the society as a whole. Or, if you don't want to remove the ritual tag, consider giving the ritual a small cost in material components that will tend to discourage players from just declaring that they spend the next 10 hours repeatedly performing a ritual.
 

Stormonu

Hero
On your point B, that was why I limited it to a 1/day.

As to Mage Armor, I think that the expanded list opens up enough options that it’s not a given to automatically take - after all, you’ll only be able to do between 2-5 (Max) rituals in a day.
 

Arnwolf666

Adventurer
Eh. For rituals I would just wing it as needed rather than hard code it. Although good rules of thumb may be helpful. I think the main key to a ritual is that it can’t be done in combat and flavor. I don’t care if it is 30 minutes or 60 minutes. I want to know what rare item they need for it and if their is some astrological time it needs performed. I really don’t need a system to day water breathing takes 30 minutes as a ritual to cast. That’s pretty boring and doesn’t need alot of time devoted to it.
 

Celebrim

Legend
On your point B, that was why I limited it to a 1/day.
Aha! Missed that in your earlier text. Which is interesting, because what you've essentially done at that point is define a set of ritual exclusive spell slots. And that's probably going to prove very hard to break.

Of course the down side of that is that effectively you are just giving casters more spell slots.
 

Stormonu

Hero
Well, ritual casting already existed, so the extra slots were already there. This opens up more spells to be used, but curtails how many can be used overall.
 

Blue

Ravenous Bugblatter Beast of Traal
I've evaluating this in the framework of a normal campaign I'd be in. If you have some specific goals you are trying to achieve I'd love to hear them so I can talk more in that context. My comments may seem negative, but I don't know what you are looking to get out of this at your table so my default point of view may not match what you are aiming for.

On one side, you are opening up a number of utility spells that weren't rituals, ones that wouldn't be cast a lot so the 1/day isn't a big limit, which seems to make casters able to do more in non-combat pillars of play due to not needing to expend a slot. Where they arguably are already overpowered compared to non-caster classes. I'd probably want to winnow the list of additional spells added.

On the other side, you are limited rituals you can cast on top of the already limit of spells known and reducing them each to 1/day. For many limited-spells-known casters it was the fact that the spell could be cast ritually which made it stand above it's peers. I fear with this some spells that were provisionally worthwhile now aren't anymore, and we'll see less variation among those casters. Especially with some of the new spells added that were good even without being rituals, I fear that the same ones will be the top of the bunch and get attuned every campaign, so that characters of the same class will have less variation and pick the same spells to attune to campaign after campaign.

The once each per day feels like pre-5e casting, where each slot had a specific spell assigned to it and you were laser focused on what you could cast. Part of the march of progress as a system seems to be having a usage per day from a larger list, and how many of each you use each day can be tailored to the story. Along those lines if you want to limit usage, I'd make it proficiency uses per day, split as you like among all rituals, rather than limiting the number of rituals and making each 1/day.
 

tetrasodium

Explorer
here's a blurb from something I'm writing. You might want to pull some stuff from it since you also include a bunch of spells like conjureX & faerie fire/banishment/etc. I don't really care if the party manages to somehow catch/restrain an extraplanar being long enough to banish it, but I want that being's friend's/allies/etc to be able to track down the party and repay them with their kindness clubs >:D This is only a small part & it's still early, it makes references to stuff not quoted, take from it what you will.

Spells with a ® are also ritual but take 1 hour per spell level, if that spell was already ritual it changes to 1 hour/level ritual casting time. When I use the word week to describe a duration, that is however many days exist in a week for the setting. To the best of my knowledge Eberron, darksun, & Ravenloft (possibly others) have a 7-day week but Forgotten reals is different with a ten day week. Ask your GM. Spells with an ® can be tracked back to the caster just like 友 spells. Be aware that ® are even louder than ® spells & involve quite a bit of loud chanting along with flashy effects as the spell is being cast in that manner. Races that do not sleep a full 8 hours such as elves, warforged, & Kalashtar can use the portion they don’t need in order to cast (or begin casting) these spells while the rest of their party is sleeping…. Huzzah for the sleepless!

The concentration mechanic is problematic for some of the spell changes I made. In some cases, a spell is changed to refresh every so often or made ritual. Spells with the 友 (friend) Kanji denotes that a caster can only have one instance of this spell active at any given time. A successful arcana check on someone affected by these spells will result in learning the caster. If the caster is present at the time of the check then the results are obvious. If the caster is not present, then the magic can be tracked back towards the caster using wis(arcana) for a duration equal to 1 minute per spell level after the death of the spell’s recipient. The gentle repose spell will extend the time this can be tracked for the duration of that spell.

Spells with a © can be counterspelled by targeting the caster with counterspell even after they have been cast as long as the caster is present & known or correctly guessed. Counterspell works in this manner even if the target is inside an antimagic field.
 

iserith

Magic Wordsmith
I've evaluating this in the framework of a normal campaign I'd be in. If you have some specific goals you are trying to achieve I'd love to hear them so I can talk more in that context. My comments may seem negative, but I don't know what you are looking to get out of this at your table so my default point of view may not match what you are aiming for.
Agreed, it's difficult or impossible to evaluate a house rule's efficacy without knowing the goals for the house rule and at least some context of the game in which it is played. As far as I can tell from the house rule above, it's something like "make rituals take longer" and "have access to fewer rituals per day with an expanded spell list." Okay. To what end? What problem is this trying to solve or what play experience is it meant to create?
 

Bacon Bits

Adventurer
I honestly don't see much functional difference between 10 minutes and 90 minutes extra to cast. There are very few situations where the PCs are going to have 10 minutes extra available to cast a spell, but 90 minutes extra is going to be onerous. Furthermore, the rest of the party will often just short rest once you get to 30 or 40 minutes to cast the spell, so it's not really a big hindrance at all. Unless all your adventures have time pressure, I don't really see the point.

Think of it this way. There were situations in previous editions where the extra time required to stop, long rest, prepare the desired spell, cast it, and sometimes even long rest, and prepare the original spell was a completely reasonable use of in-game time. For table time it just takes seconds. It's really not the amount of in-game time that matters. The only thing that's important is that it's long enough that it's never useful in combat to cast a ritual. That's why it's 10 minutes. 600 rounds is a lot. As a result, I don't think extending the time is really a meaningful new limitation.

Even a 1/day limitation for most rituals isn't going to be meaningful unless that spell's specific purpose is making day-to-day adventuring and living easier (e.g., Leomund's tiny hut). Similarly, requiring players to select 1 or 2 spells (or ability mod or prof bonus number of spells) isn't really necessary. Wizards already have to have them in their spellbook, and other classes already have to prepare them to cast them as a ritual. Might as well just make those spells not be rituals if they're a problem.

If we look at other possible mechanics, I don't think adding die rolls or skill checks to cast spells as rituals is particularly worthwhile, either, unless you want to start importing complications mechanics from Modiphius 2d20 (where casting any spell is dangerous). Similarly, adding expensive material components just means that -- after your melee characters get fully equipped -- your spellcasters will have a gold sink for the party. It's additional bookkeeping and planning, potentially, but that's all. I suppose it also offers a contrivance to prevent certain spells from being cast (i.e., "bats are extinct so you can't cast fireball") but if you're going to ban a spell or make it not a ritual, just do that instead.

Ultimately, I don't know what your goal is with your rules change. You don't state any intended goal for modifying the ritual rules at all so it's difficult to judge whether or not the change will be successful. If it's change for change's sake, then, okay, they're different rules. However, I'm not sure what desired outcome or effect you're trying to have with the change. What is your goal?
 

tetrasodium

Explorer
Agreed, it's difficult or impossible to evaluate a house rule's efficacy without knowing the goals for the house rule and at least some context of the game in which it is played. As far as I can tell from the house rule above, it's something like "make rituals take longer" and "have access to fewer rituals per day with an expanded spell list." Okay. To what end? What problem is this trying to solve or what play experience is it meant to create?
Since it was discussed in another thread, I'm going to say that likely to expand on the various forms of "ritual caster" as something much more than mostly detect magic, identify, comprehend languages, & tiny hut. Personally I disagree with some of the spell choices for inclusion (and would add the cure wounds/mass cure wounds spells) because the spells themselves don't sound like they are being altered, but all things considered I think it will clearly show the OP what he likes & what he doesn't so he can make more informed choices down the line as he tweaks it to his liking

I honestly don't see much functional difference between 10 minutes and 90 minutes extra to cast. There are very few situations where the PCs are going to have 10 minutes extra available to cast a spell, but 90 minutes extra is going to be onerous. Furthermore, the rest of the party will often just short rest once you get to 30 or 40 minutes to cast the spell, so it's not really a big hindrance at all. Unless all your adventures have time pressure, I don't really see the point.

Think of it this way. There were situations in previous editions where the extra time required to stop, long rest, prepare the desired spell, cast it, and sometimes even long rest, and prepare the original spell was a completely reasonable use of in-game time. For table time it just takes seconds. It's really not the amount of in-game time that matters. The only thing that's important is that it's long enough that it's never useful in combat to cast a ritual. That's why it's 10 minutes. 600 rounds is a lot. As a result, I don't think extending the time is really a meaningful new limitation.

Even a 1/day limitation for most rituals isn't going to be meaningful unless that spell's specific purpose is making day-to-day adventuring and living easier (e.g., Leomund's tiny hut). Similarly, requiring players to select 1 or 2 spells (or ability mod or prof bonus number of spells) isn't really necessary. Wizards already have to have them in their spellbook, and other classes already have to prepare them to cast them as a ritual. Might as well just make those spells not be rituals if they're a problem.

If we look at other possible mechanics, I don't think adding die rolls or skill checks to cast spells as rituals is particularly worthwhile, either, unless you want to start importing complications mechanics from Modiphius 2d20 (where casting any spell is dangerous). Similarly, adding expensive material components just means that -- after your melee characters get fully equipped -- your spellcasters will have a gold sink for the party. It's additional bookkeeping and planning, potentially, but that's all. I suppose it also offers a contrivance to prevent certain spells from being cast (i.e., "bats are extinct so you can't cast fireball") but if you're going to ban a spell or make it not a ritual, just do that instead.

Ultimately, I don't know what your goal is with your rules change. You don't state any intended goal for modifying the ritual rules at all so it's difficult to judge whether or not the change will be successful. If it's change for change's sake, then, okay, they're different rules. However, I'm not sure what desired outcome or effect you're trying to have with the change. What is your goal?
That's why I do it 1 hr/spell level & suggested it earlier :D sure ritual spells are super available, but spell slots are reserved for making incredible things happen now.
 

Stormonu

Hero
Since it’s been asked, the reason I am considering this is a) the group’s wizard is just starting to understand how this feature works but is frustrated (as I am) of what spells qualify, b) the group cleric (my wife) is adverse to casting ANY of her spells for fear of not having healing spells available when the party needs them and c) I think it’s completely dumb that you HAVE to waste a spell slot on Mage Armor or Find Familiar when they make so much more sense as rituals*.

<edit: Oh, and there’s an upcoming adventure that will require the party to be equipped with potions of Water Breathing. Rather than have the NPCs just show up with a solution for the party, I’d like to empower them to set themselves up by using Water Breathing as a ritual by themselves - more self-empowerment>

* And don’t get me started on 5E’s version of Shield and True Strike, just ....grrrr....
 
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Mort

Community Supporter
First, a question. Do you allow feats? If so, ritual caster is about to become very, very, popular.

Since it’s been asked, the reason I am considering this is a) the group’s wizard is just starting to understand how this feature works but is frustrated (as I am) of what spells qualify, b) the group cleric (my wife) is adverse to casting ANY of her spells for fear of not having healing spells available when the party needs them
I'm in favor off expanding rituals, but you have to take resource management into account.

If fly is a ritual, for example, it suddenly becomes really hard to challenge a party with any kind of terrain hazards.

and c) I think it’s completely dumb that you HAVE to waste a spell slot on Mage Armor or Find Familiar when they make so much more sense as rituals*.
Mage armor as a ritual is a near no brainer, though you introduce some limits. I like the spell casters to make hard choices, they get so many options.

Find familiar is already a ritual.

<edit: Oh, and there’s an upcoming adventure that will require the party to be equipped with potions of Water Breathing. Rather than have the NPCs just show up with a solution for the party, I’d like to empower them to set themselves up by using Water Breathing as a ritual by themselves - more self-empowerment>
Water breathing is already a ritual, am I missing something?

* And don’t get me started on 5E’s version of Shield and True Strike, just ....grrrr....
Bi confused:

Shield is an excellent spell that works at all tiers of play.

True strike is near useless except in some very specific circumstances.

Neither, as written, make any sense as rituals.
 

Bacon Bits

Adventurer
Since it’s been asked, the reason I am considering this is a) the group’s wizard is just starting to understand how this feature works but is frustrated (as I am) of what spells qualify, c) I think it’s completely dumb that you HAVE to waste a spell slot on Mage Armor or Find Familiar when they make so much more sense as rituals*.
I'm putting these together because I think they're the same issue.

Mage armor intentionally costs a spell slot every day. If it was a ritual, the Wizards could just cast it from their spellbook at it would have no cost at all. Other classes, like Draconic Sorcerers, get AC 13 + Dex mod as a class feature or can wear armor. Wizards are supposed to be limited by having to cast it every day. You might make a rule that the spell is a ritual, but in that case I would still require the player to prepare it every day unlike most wizard rituals.

Find familiar is already a ritual.

b) the group cleric (my wife) is adverse to casting ANY of her spells for fear of not having healing spells available when the party needs them and
This is the central conflict of playing a cleric or druid. Again, this is part of the game's design. It's supposed to be a difficult decision. You've got to play for awhile to know when you should burn spells to heal vs buff, or when you should short rest to recover. Short rest really is very effective.

I would consider making short rests to heal more attractive by making all hit dice recover from a long rest instead of only half. That should significantly reduce the tension for healing. Alternately, you might grant the character the Healer feat if you find your PCs actually struggling.

<edit: Oh, and there’s an upcoming adventure that will require the party to be equipped with potions of Water Breathing. Rather than have the NPCs just show up with a solution for the party, I’d like to empower them to set themselves up by using Water Breathing as a ritual by themselves - more self-empowerment>
Water breathing is a ritual already, too. The wizard can take it when they reach 5th level, or you might give them access to (or let them buy) a scroll or spellbook with water breathing in it already that they can copy.
 

Esker

Explorer
I think it’s completely dumb that you HAVE to waste a spell slot on Mage Armor or Find Familiar when they make so much more sense as rituals*.
Find Familiar is a ritual already, as is Water Breathing...

Some of the things you've added I like a lot as rituals: Disguise Self, Longstrider, Arcane Lock, Darkvision, Find Traps, Locate X, Rope Trick, See Invisibility, Zone of Truth, Clairvoyance, Magic Circle, Nondetection, Sending, Speak With Dead, Tongues... just to name the 1st-3rd level ones that stood out to me.

In the case of cleric-only spells, I don't think you make anything overpowered if you just make these rituals and don't change any of the rules about how ritual casting works, since they still have to prepare those spells, but you give them a greater incentive to prepare more utility spells like these. In the case of spells the wizard has access to, there might be some of these that would need additional restrictions if they were rituals: Darkvision, for example, might need the added restriction that if you cast it again as a ritual, the first casting ends, so that you don't just remove the racial benefit of innate darkvision entirely any time a wizard manages to learn that spell and just casts it three or four times at the start of every adventuring day to cover the whole party. Some are already limited by having consumed material components (Arcane Lock, Magic Circle, Nondetection, for example).

Some of the things you listed really don't make a lot of sense as rituals. Charm Person? How are you ever going to be able to sit there casting this ritual with your target there? Any really any of the spells with a one minute duration are unlikely to be much use as rituals, especially those that affect an enemy.

And then there are some on this list that I think legitimately become overpowered as rituals: any of the Conjure X spells, Regenerate, Foresight (I think that one is OP even with the 1/day restriction and the attunement limits you're proposing; it's already a good use for a 9th level slot, but you'd be making it so that any wizard would be nuts not to take it and just cast it every day while keeping their spell slot open for something which is also incredibly powerful). Mind Blank I'd put in that category too, though not as bad.

One possible concern one might have with just giving the spells I listed the ritual tag without making other changes is stacking non-concentration buffs, like See Invisibility, Darkvision and Longstrider. A possible way around this without a wholesale overhaul of how ritual casting works would be to borrow from the concentration mechanic and say that you can only have the effects of one ritual spell active at a time.

But apart from that, it seems to me that just adding the ritual tag to a more tightly curated list of spells would be a nice incentive to pick up utility options, especially if paired with the new UA option on Spell Versatility for Sorcerers, Bards and Warlocks, since it seems to me like the only class for whom this is a significant boost, as opposed to a nudge toward picking options you wouldn't otherwise pick, is the Wizard. And even then, the DM has full control over which spells they can add to their book without using their level-up picks.
 

dnd4vr

Supercalifragilisticexpialidocious!
Since it’s been asked, the reason I am considering this is a) the group’s wizard is just starting to understand how this feature works but is frustrated (as I am) of what spells qualify, b) the group cleric (my wife) is adverse to casting ANY of her spells for fear of not having healing spells available when the party needs them and c) I think it’s completely dumb that you HAVE to waste a spell slot on Mage Armor or Find Familiar when they make so much more sense as rituals*.

<edit: Oh, and there’s an upcoming adventure that will require the party to be equipped with potions of Water Breathing. Rather than have the NPCs just show up with a solution for the party, I’d like to empower them to set themselves up by using Water Breathing as a ritual by themselves - more self-empowerment>

* And don’t get me started on 5E’s version of Shield and True Strike, just ....grrrr....
I am a bit confused.

It seems like you are expanding spells that can be cast as rituals but them limiting how many rituals you can cast in a day by your attunement feature and then also each of those only 1/day and making them take longer to cast???

How is this helping any of your goals? I mean, you have a lot more spells as rituals, but then you hardly get to use them.

a) sure, a lot of spells could be rituals that aren't. if you want to give some spells the ritual tag that don't have it, go ahead and do it. if it is too powerful that way, switch it back.

b) your wife can cast any prepared ritual spell as a ritual without expending a spell slot. so, she should still have slots available for healing spells. now, as a cleric she still has to have the rituals prepared.

c) as others have stated, Find Familiar is a ritual (as is Water Breathing) and Mage Armor can be a ritual if you as the DM want it to be.

Personally, I don't think your idea is going to accomplish much towards helping your goals. Maybe I am missing something...?

There are other ways you might want to consider. Maybe grant classes with the ritual feature a number of spells equal to their spellcasting ability score modifier to make rituals. When they level, they can change out a custom ritual spell they have for a new one. Or maybe when their proficiency bonus improves they gain a new one (and begin with two) if you want to keep it based on proficiency bonus. This way they begin with two "custom" rituals, and gain another at 5th, 9th, 13th, and 17th.
 

Stormonu

Hero
Forgive me, I'm still getting my hands wet with utilizing the existing ritual system, so please ignore me if I'm already calling out spells that are already rituals; my main goal is to expand the list without it becoming too powerful.

That's part of the reason for the tight clamp - attunement + 1/day. I'm hoping to start with higher restrictions and loosen them, rather than needing the reverse.

Also, since I don't run campaigns past about 9th-12th level (in the 30 years I've played), I'm not overly familiar with higher level spells in actual play (especially for this version). Part of posting here was to get some comments on what spells added to the list were or were not appropriate.

As for spells such as Charm, those are more villian options - using a ritual on a captured enemy to bend them to your will to perform some required task. Less so something I would expect an actual PC might use, but possible.
 

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