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<blockquote data-quote="Mistwell" data-source="post: 6263203" data-attributes="member: 2525"><p>If you are fleeing and need to lock door behind the party with arcane lock (an example that happened in my playtest game not that long ago) then concentration isn't an issue, but casting in a single action is critical. And as I said with the diplomacy situation, unless you know you need the bonus before hand, if you find yourself in a situation suddenly where diplomacy is important, you don't get 10 minutes to cast the spell, you get an action. Same with many other utility spells. You may need to dispel that magic that is damaging your party right now, not after 10 minutes. Augury requires you to describe an action you're going to take in the next 30 mins, and the longer ritual casting time eats into that time frame. Comprehend languages may well need to be triggered quick to understand a potentially hostile communication so the situation can be diffused. Detect evil right away may be the difference between getting back-stabbed by a potential new ally, or preventing the party from attacking them right away. Knock may be the difference between the party escaping pursuit or not. And so on. A lot of these spells (but not all) are highly beneficial as a single action rather than as a ritual.</p><p></p><p></p><p></p><p>I didn't say "at the top of your lungs" and please don't strawman during these conversations. I said they will likely hear you chanting, given you're doing it for 10 minutes straight. "Unless a spell’s description says otherwise, a spell requires you to chant mystic words, which constitutes its verbal component". Creatures MOVE in most locales, and if you're chanting, they will likely hear that in any given 10 minute time frame. I am unaware of any DM that would make chanting inaudible to creatures in nearby locations. It's one of the purposes of that component, and has been since D&D's inception.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 6263203, member: 2525"] If you are fleeing and need to lock door behind the party with arcane lock (an example that happened in my playtest game not that long ago) then concentration isn't an issue, but casting in a single action is critical. And as I said with the diplomacy situation, unless you know you need the bonus before hand, if you find yourself in a situation suddenly where diplomacy is important, you don't get 10 minutes to cast the spell, you get an action. Same with many other utility spells. You may need to dispel that magic that is damaging your party right now, not after 10 minutes. Augury requires you to describe an action you're going to take in the next 30 mins, and the longer ritual casting time eats into that time frame. Comprehend languages may well need to be triggered quick to understand a potentially hostile communication so the situation can be diffused. Detect evil right away may be the difference between getting back-stabbed by a potential new ally, or preventing the party from attacking them right away. Knock may be the difference between the party escaping pursuit or not. And so on. A lot of these spells (but not all) are highly beneficial as a single action rather than as a ritual. I didn't say "at the top of your lungs" and please don't strawman during these conversations. I said they will likely hear you chanting, given you're doing it for 10 minutes straight. "Unless a spell’s description says otherwise, a spell requires you to chant mystic words, which constitutes its verbal component". Creatures MOVE in most locales, and if you're chanting, they will likely hear that in any given 10 minute time frame. I am unaware of any DM that would make chanting inaudible to creatures in nearby locations. It's one of the purposes of that component, and has been since D&D's inception. [/QUOTE]
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