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*Pathfinder & Starfinder
Ritual Stones
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<blockquote data-quote="Scion9" data-source="post: 4762939" data-attributes="member: 83262"><p>I think a better solution to 'in combat rituals' is just hand pick the rituals you want usable on the fly, like Knock, and create a set of consumable items (scrolls, potions, stones, et cetera) that can be created with the relevant item creation rituals that replicate the effects of those specific rituals.</p><p></p><p>You would avoid the mid-combat disenchant, mid-combat fully functional group teleport, but still allow your ritualist to throw around a knock or two around in a dungeon without having him sit down for a full 10 minutes, straining the narrative pace of skulking through a dungeon, evading patrols, or whatever particular .</p><p></p><p>Alternatively, perhaps a Woundrous Item that cuts the casting time down on some rituals to a more reasonable out of combat time frame. Say, 30 seconds to a minute for Knock. Too long to throw around in combat, but not too long to bog down the narrative pace.</p></blockquote><p></p>
[QUOTE="Scion9, post: 4762939, member: 83262"] I think a better solution to 'in combat rituals' is just hand pick the rituals you want usable on the fly, like Knock, and create a set of consumable items (scrolls, potions, stones, et cetera) that can be created with the relevant item creation rituals that replicate the effects of those specific rituals. You would avoid the mid-combat disenchant, mid-combat fully functional group teleport, but still allow your ritualist to throw around a knock or two around in a dungeon without having him sit down for a full 10 minutes, straining the narrative pace of skulking through a dungeon, evading patrols, or whatever particular . Alternatively, perhaps a Woundrous Item that cuts the casting time down on some rituals to a more reasonable out of combat time frame. Say, 30 seconds to a minute for Knock. Too long to throw around in combat, but not too long to bog down the narrative pace. [/QUOTE]
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Ritual Stones
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