doctorhook
Legend
I actually had a pretty detailed look at the cleric spell list recently, including which spells are rituals and which aren't. My observations:
If you want to add more rituals to your game consider that the casting time makes them unsuitable for combat (100 rounds to cast!). Since they don't use spell slots, rituals should never provide a direct combat benefit (e.g.: fly is too combat-valuable to be a ritual, but water walk isn't). Finally, consider if they spell you're inventing actually needs to be a ritual; it might just need a long casting time.
EDIT: Damn it, [MENTION=20323]Quickleaf[/MENTION]! You ninja'd me and wrote a more thorough post. Well played, son.
- In 5E, slots above 5th are a very precious thing that should almost never be given freely given like they would be with rituals.
- Ritual spells are never able to be cast at a higher level, otherwise the caster would always choose to cast the ritual at the highest possible level.
- There are numerous "almost-ritual" spells that would probably be rituals if the base casting time had been less than 10 minutes.
- There is a secret category of spell: the kind that can be made permanent with repeated casting. Off-hand, I can't recall if any of these are ritual spells, but it's worth noting that they're not necessarily tagged as anything.
If you want to add more rituals to your game consider that the casting time makes them unsuitable for combat (100 rounds to cast!). Since they don't use spell slots, rituals should never provide a direct combat benefit (e.g.: fly is too combat-valuable to be a ritual, but water walk isn't). Finally, consider if they spell you're inventing actually needs to be a ritual; it might just need a long casting time.
EDIT: Damn it, [MENTION=20323]Quickleaf[/MENTION]! You ninja'd me and wrote a more thorough post. Well played, son.
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