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Spells that Still Need to be Fixed
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<blockquote data-quote="Falling Icicle" data-source="post: 6166370" data-attributes="member: 17077"><p>You make some good points, especially regarding Teleportation Circle. The way I see it, rituals help accomplish a couple things. They make it so that spells which are highly situational, and thus rarely ever worth preparing, get to see some use in play, whereas before, they were basically wasted space in the book, or maybe only used occasionally from a scroll. Rituals also help make up for the drastic reduction in spell slots that spellcasters have in Next compared to past editions. The ability to cast these spells without using a spell slot is very powerful, granted, but many of these spells already have expensive material components to deter abuse. For most ritual spells, the +10 minute casting time is more than enough of an inconvenience. I'm just not sure I understand their thought process on why some spells are rituals but not others. Why is it okay for characters to bypass obstacles with knock, for example, but not with water breathing?</p><p></p><p>We also have the odd situation where quite a few spells have long casting times even though they aren't rituals. I see there being a tactical choice in choosing to prepare such spells in order to be able to cast them quickly, vs. using them as a ritual. Raise Dead is a good example. I would find it worthwhile to prepare that spell and spend a spell slot casting it if I could raise a dead party member in the middle of battle, for example. As of right now, you don't get to make that choice. You have to both prepare it and spend a slot <em>and also</em> spend an hour casting it.</p></blockquote><p></p>
[QUOTE="Falling Icicle, post: 6166370, member: 17077"] You make some good points, especially regarding Teleportation Circle. The way I see it, rituals help accomplish a couple things. They make it so that spells which are highly situational, and thus rarely ever worth preparing, get to see some use in play, whereas before, they were basically wasted space in the book, or maybe only used occasionally from a scroll. Rituals also help make up for the drastic reduction in spell slots that spellcasters have in Next compared to past editions. The ability to cast these spells without using a spell slot is very powerful, granted, but many of these spells already have expensive material components to deter abuse. For most ritual spells, the +10 minute casting time is more than enough of an inconvenience. I'm just not sure I understand their thought process on why some spells are rituals but not others. Why is it okay for characters to bypass obstacles with knock, for example, but not with water breathing? We also have the odd situation where quite a few spells have long casting times even though they aren't rituals. I see there being a tactical choice in choosing to prepare such spells in order to be able to cast them quickly, vs. using them as a ritual. Raise Dead is a good example. I would find it worthwhile to prepare that spell and spend a spell slot casting it if I could raise a dead party member in the middle of battle, for example. As of right now, you don't get to make that choice. You have to both prepare it and spend a slot [I]and also[/I] spend an hour casting it. [/QUOTE]
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