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General Tabletop Discussion
*Dungeons & Dragons
ritual casting overpowered?
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<blockquote data-quote="shoak1" data-source="post: 6739069" data-attributes="member: 54380"><p>Am I missing something or is ritual casting incredibly overpowered? It eliminates the aspect of limited resources that is so crucial to the game. A 10 minute cast time effectively precludes their use in combat, but out of combat, you gain virtually unlimited access to a plethora of abilities, some of which are obviously useful and others which are less obvious but also powerful. Many of the ritual spells have durations of 1 hour, 8 hrs, or even the whole day, allowing virtual continuous use.</p><p></p><p>Here are just a few of the uses we have found in our game:</p><p>1) water breathing/water walk - for the party w/a ritual caster, water=land, continiously, at will</p><p>2) rary's telepathic bond - permanent telepathy for whole party, continuously</p><p>3) beast sense - unlimited safe scouting</p><p>4) commune w/nature/speak w/animals - unlimited continuous knowledge of your area</p><p>5) detect magic/poison/plants animals - unlimited sense of these everywhere, any time</p><p>6) leomunds hut - never worry about shelter again</p><p>7) tenser's disc - carrying capacity limitations? nahhh</p><p>8) meld into stone - so many uses I cant even count</p><p>9) alarm - cast a dozen or so of these in a large radius around your camp, virtually eliminate surprise</p><p>10) animal messenger - virtually unlimited communication over vast distances at will</p><p>11) magic mouth - how about 1000 of these surrounding your lair? permanent until dispelled</p><p>12) unseen servant - forget about traps</p></blockquote><p></p>
[QUOTE="shoak1, post: 6739069, member: 54380"] Am I missing something or is ritual casting incredibly overpowered? It eliminates the aspect of limited resources that is so crucial to the game. A 10 minute cast time effectively precludes their use in combat, but out of combat, you gain virtually unlimited access to a plethora of abilities, some of which are obviously useful and others which are less obvious but also powerful. Many of the ritual spells have durations of 1 hour, 8 hrs, or even the whole day, allowing virtual continuous use. Here are just a few of the uses we have found in our game: 1) water breathing/water walk - for the party w/a ritual caster, water=land, continiously, at will 2) rary's telepathic bond - permanent telepathy for whole party, continuously 3) beast sense - unlimited safe scouting 4) commune w/nature/speak w/animals - unlimited continuous knowledge of your area 5) detect magic/poison/plants animals - unlimited sense of these everywhere, any time 6) leomunds hut - never worry about shelter again 7) tenser's disc - carrying capacity limitations? nahhh 8) meld into stone - so many uses I cant even count 9) alarm - cast a dozen or so of these in a large radius around your camp, virtually eliminate surprise 10) animal messenger - virtually unlimited communication over vast distances at will 11) magic mouth - how about 1000 of these surrounding your lair? permanent until dispelled 12) unseen servant - forget about traps [/QUOTE]
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ritual casting overpowered?
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