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Spells that Still Need to be Fixed
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<blockquote data-quote="Li Shenron" data-source="post: 6166132" data-attributes="member: 1465"><p>The discussion on which spells should be rituals and which not is complicated... I still often read suggestions based on narrative (ie whether the "image" of a spellcaster lighting up candles and drawing diagrams on the ground "fit" with a certain spell), but as a matter of fact the issue is much more <em>practical</em>: 5e rituals are spells that don't take up a slot to cast, as long as you don't cast them in the middle of a fight.</p><p></p><p>Let's also keep in mind that in the latest packets every Mage doesn't even have to prepare her rituals. Any spell she knows, she can cast as a ritual.</p><p></p><p>To me that would suggest that "tactical" spells such as Gate, Move Earth, Pass without Trace, Planar Ally, Scrying, Teleportation Circle, and True Seeing might need to be though carefully... making them rituals means they cost NO slot. You could teleport a few dozen times per day for instance, as long as you wait 10 minutes between each.</p><p></p><p>I don't think it's clear what is the actual purpose of Rituals in the game. Personally I think one motivation was to avoid "spells that are never useful except that one time when you haven't prepared them". So maybe something like Knock is still a good example, but even Speak with Dead, Water Breathing and Zone of Truth can be day-savers that one time every 20 adventures, but they can <em>also</em> be used as a daily tactical resource, in which case I am not really so sure they should be slot-free.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6166132, member: 1465"] The discussion on which spells should be rituals and which not is complicated... I still often read suggestions based on narrative (ie whether the "image" of a spellcaster lighting up candles and drawing diagrams on the ground "fit" with a certain spell), but as a matter of fact the issue is much more [I]practical[/I]: 5e rituals are spells that don't take up a slot to cast, as long as you don't cast them in the middle of a fight. Let's also keep in mind that in the latest packets every Mage doesn't even have to prepare her rituals. Any spell she knows, she can cast as a ritual. To me that would suggest that "tactical" spells such as Gate, Move Earth, Pass without Trace, Planar Ally, Scrying, Teleportation Circle, and True Seeing might need to be though carefully... making them rituals means they cost NO slot. You could teleport a few dozen times per day for instance, as long as you wait 10 minutes between each. I don't think it's clear what is the actual purpose of Rituals in the game. Personally I think one motivation was to avoid "spells that are never useful except that one time when you haven't prepared them". So maybe something like Knock is still a good example, but even Speak with Dead, Water Breathing and Zone of Truth can be day-savers that one time every 20 adventures, but they can [I]also[/I] be used as a daily tactical resource, in which case I am not really so sure they should be slot-free. [/QUOTE]
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Spells that Still Need to be Fixed
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