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Modifying/Expanding Ritual Casting
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<blockquote data-quote="Esker" data-source="post: 7852490" data-attributes="member: 6966824"><p>Find Familiar is a ritual already, as is Water Breathing...</p><p></p><p>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. </p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Esker, post: 7852490, member: 6966824"] 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. [/QUOTE]
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