Spell List vs Ritual List

Ahglock said:
I guess you oculd make the spell caster go all a whoopin and a hollerin for an hour then he throws the bones but to me that is really lame
There's no reason a ritual will need to take a hour. I would guess that most are a one minute cast. After all, we've been told that spectral steed is a spell that won't be competing against fireball for space on your list of things you can cast, so I would assume that spectral steed is a ritual.

It would kind of defeat the purpose of summoning a mount if you had to sit around for an hour to do it.
 

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Traycor said:
There's no reason a ritual will need to take a hour. I would guess that most are a one minute cast. After all, we've been told that spectral steed is a spell that won't be competing against fireball for space on your list of things you can cast, so I would assume that spectral steed is a ritual.

It would kind of defeat the purpose of summoning a mount if you had to sit around for an hour to do it.

I think your assumption is incorrect and based upon a spell vs. ritual dichotomy that no longer seems to exist. With at will, per encounter, per day, and ritual spells, it doesn't make sense to make phantom steed a ritual. I think phantom steed will be a "per day" (i.e. prepared) spell and fireball will be a "per encounter" spell.

Actually, with both per day and ritual spells, it would not make sense that rituals would be quick (though I agree that 1 minute is probably long enough for the simple ones).

Gadget said:
As for knock, I've never really seen a problem with it. Maybe I play a different style than others, but if the only reason your rogue can be made useful is picking locks, the poor guy has other problems.

That isn't the issue. The issue is that the wizard / sorcerer is guaranteed to succeed giving the rogue no reason to spend time on Open Locks: it will either be so easy that he can do it with just his Dex bonus plus a few ranks or the wizard will do it. This, however, leaves the danger that the wizard will be incapacitated or out of spells and the rogue will be the only option. The rogues player is aware of this so spends extra ranks, taking away from other fun tricks. Losing these other tricks would be fine if he actually got a chance to make use of the Open Lock skill, which most of the time he will not.

On the other side, the knock spell makes it so that a DM has to contrive doors that are unopenable (cause between knock, dispel magic, etc) the wizard can do it even if the rogue cannot.

DC
 

Traycor said:
It would kind of defeat the purpose of summoning a mount if you had to sit around for an hour to do it.
There it is, the balance for rituals :)

Any ritual involves a sequence of moves, words, candles and of course, the magic Circle :)
Some "ritual" that takes shorter than 1 or 2 minutes is not much of a ritual... It's just a long prayer or littany...

I belive that more than material costs and skills checks, time is the balancer of Rituals.
Otherwise you wouldn't need to cast them outside of combat (I realize that a spell that takes 1 min to cast is impractical in a fight, but it is possible to cast)

So yeah, I'm expecting rituals to take at least 1 hour. Sort of like the incantantions from Unearthed Arcana.
 
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Wepwawet said:
I realize that a spell that takes 1 min to cast is impractical in a fight, but it is possible to cast
I would imagine that the casting time on rituals will vary. Raise Dead, for instance, would clearly need to be an hour casting or more to avoid trying to get a casting off during a long combat.

Others could easily be a minute depending on the spell.

I would love to see Remove Curse taking all day to cast. That way if you get a curse on you, you are forced to deal with the problem until the party can get to a safe location, as opposed to only dealing with the problem for a couple of minutes.
 

Lackhand said:
I'd guess that they work the way rituals did in Unearthed Arcana (and I think they were reprinted in DMG II? Or am I making that up?)

They're gated on fairly ridiculous skill checks, such that if you can't pass that check on a 10, you're sad (or better yet, on a 5 -- because you have to make three or four of them). There is backlash, as I recall. These combine to make it so that they'll effectively cost action points :) They also certainly have material component and foci costs, so that's GP.

Ah. Incantations. http://www.d20srd.org/srd/variant/magic/incantations.htm -- same thing, I think.

I found incantations to be very cool. I put out a book detailing how to do the Call Forth the Dweller one in a campaign, and the players really enjoyed that session (I did it basically as a completely separate augmentation to the normal magic system). They actually did fail near the end, and the Dweller partially revealed a secret of one of the characters that all the other players (and chars) had been wondering about since the start of the campaign.
 

Lackhand said:
.. but for some reason I really need a rune circle and candles and a blood sacrifice, even at high levels, to bring in a Big Gun.

This can now be done with 3 small bits of wood and 4 cc's of mouse blood. ;)
 

DreamChaser said:
I think your assumption is incorrect and based upon a spell vs. ritual dichotomy that no longer seems to exist. With at will, per encounter, per day, and ritual spells, it doesn't make sense to make phantom steed a ritual. I think phantom steed will be a "per day" (i.e. prepared) spell and fireball will be a "per encounter" spell.

Actually, with both per day and ritual spells, it would not make sense that rituals would be quick (though I agree that 1 minute is probably long enough for the simple ones).

And here I was thinking players would be able to pick their at will/per encounter/per day spells, such as: at 5th lvl, you have 1 per day spell picked from the 3rd lvl spell list. At 6th lvl, 2 per day spells from the 3rd lvl spell list. At 7th lvl, 1 per encounter spell from the 3rd lvl list, 1 per day from the 3rd lvl list and 1 per day from the 4th lvl spell list and so on. In this way a wizard could have fireball and phantom steed per day. He doesn't need phantom steed that often, so he keeps it as a per day ability, while he makes fireball his per encoounter when he is powerful enough, but it is his choice, not inherent in the spell how often he gets it per day.

Just my assumption on how things might work with spells advancing from per day to per encounter to at will as the character levels up.

That isn't the issue. The issue is that the wizard / sorcerer is guaranteed to succeed giving the rogue no reason to spend time on Open Locks: it will either be so easy that he can do it with just his Dex bonus plus a few ranks or the wizard will do it. This, however, leaves the danger that the wizard will be incapacitated or out of spells and the rogue will be the only option. The rogues player is aware of this so spends extra ranks, taking away from other fun tricks. Losing these other tricks would be fine if he actually got a chance to make use of the Open Lock skill, which most of the time he will not.

On the other side, the knock spell makes it so that a DM has to contrive doors that are unopenable (cause between knock, dispel magic, etc) the wizard can do it even if the rogue cannot.

DC

If Open Locks and Disable Disvices is being wrapped up in one skill, the rogue still has reason to load up this skill because it does more than open locks. Also, at low levels, the wizard might not have the resources to open locks at all, so it makes sense the rogue will want the skill. If the wizard has to decide between taking knock or taking something else and the rogue is competent as a lock picker, there is really no reason the wizard would pick knock as a spell instead of something else more useful to the group (being that knock, in this group, is not useful because someone else can do the same effect).

Knock only steps on a rogues toes when it comes in wand form, and as such is not consuming the wizard's resources. At that point, the rogue never needs worry about unlocking anything again; anyone with the wand can get through anything.

I'd rather see knock either auto-succeed a certain static Open Lock DC check (a 5th lvl caster automatically gets an Open Lock roll of 20 as though he "took ten" on the roll) or it allowed the wizard to make a check versus the DC of the lock (Knock gives a +2/caster lvl + int mod Open Lock roll vs the lock's DC or something like that). While emulating a rogue with the Open Locks skill, it eats the wizard's spell resources to do so and doesn't make him better than the rogue - he still needs to make a check. And the rogue might have ways to modify the roll (special picks, feats, what-have-you) while the wizard would not.

Magic's knack for auto-success (particulary in low level spells like Knock and Invisibility) has always annoyed me. I hope they reduce that quality.
 


Hmm, didn't Races & Classes have something about all classes supposedly being able to bypass hindrances even if certain class is not present in party. I at least remember reading something about trapfinding being a feat that any class can pick - not just rogues.

Wouldn't this also apply to doors and other locked objects too? A fighter can kick the door in, a wizard can knock it open and rogue pick the lock?

Anyone here that has the book and who can check the rogue entry to confirm this?
 

Beregar said:
Hmm, didn't Races & Classes have something about all classes supposedly being able to bypass hindrances even if certain class is not present in party. I at least remember reading something about trapfinding being a feat that any class can pick - not just rogues.

Wouldn't this also apply to doors and other locked objects too? A fighter can kick the door in, a wizard can knock it open and rogue pick the lock?
The fighter can kick the door in, the mage can blast it down with a spell, and the rogue can pick the lock. Anyone gets it open, but only the rogue can close it afterwards.
 

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