BlivetWidget
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I was pondering, how much would the game actually change if all spells were rituals? Instead of ritual spells being treated as a special case, simply allowing ritual casters to cast any spell as a ritual.
Some thoughts:
- At +10 minutes to cast a spell as a ritual, there is no effect on combat spellcasting (setting aside extreme edge cases like a magical siege).
- The duration of most spells is short enough that, for the most part, this does not result in much opportunity for out-of combat, preparatory buffs, with a few exceptions (Mage Armor spell tax goes away -arguably that should have been a ritual anyway- and spells like Invisibility would likely see more use, etc.).
- More spells would be used to solve out-of-combat problems, spell slots would become largely a combat resource.
- A lot of spell-related features cap out at 5th level. If all spells as rituals ends up too disruptive somehow, the feature could easily be given a cap without breaking form with the rest of the rules.
So, I feel like the game changes slightly, but not significantly, and not in any ways I don't like. Feels more streamlined in the ruleset while adding flexibility in the gameplay. Might be an interesting idea for a high-magic campaign. Or a new wizard subclass feature (granted at what level, I wonder?). Or flip the tables by making spells only castable as rituals for a lower-magic setting (but that's another discussion for another time).
Do you see anything particularly game-breaking here?
Some thoughts:
- At +10 minutes to cast a spell as a ritual, there is no effect on combat spellcasting (setting aside extreme edge cases like a magical siege).
- The duration of most spells is short enough that, for the most part, this does not result in much opportunity for out-of combat, preparatory buffs, with a few exceptions (Mage Armor spell tax goes away -arguably that should have been a ritual anyway- and spells like Invisibility would likely see more use, etc.).
- More spells would be used to solve out-of-combat problems, spell slots would become largely a combat resource.
- A lot of spell-related features cap out at 5th level. If all spells as rituals ends up too disruptive somehow, the feature could easily be given a cap without breaking form with the rest of the rules.
So, I feel like the game changes slightly, but not significantly, and not in any ways I don't like. Feels more streamlined in the ruleset while adding flexibility in the gameplay. Might be an interesting idea for a high-magic campaign. Or a new wizard subclass feature (granted at what level, I wonder?). Or flip the tables by making spells only castable as rituals for a lower-magic setting (but that's another discussion for another time).
Do you see anything particularly game-breaking here?