Why aren't these spells rituals?

cthulhu42

Explorer
I was recently reading some older threads, one of which was Avalongod's Wizarding 101 guide in which he laments the fact that a handful of spells either feel like they should have been rituals, or would have been far more useful (and see far more use) had they been rituals.

I agree with most of his sentiments, and there's a few I would add.

But I play almost exclusively wizards, so I'm biased.

However, I also DM quite a bit, and even from that POV I don't think many of these spells would be particularly game breaking as rituals.

Since wizards are limited to a single spell slot at high levels, many of these spells, which have a special place in my old school heart, never see use in my 5E game.

For example, Mord's Magnificent Mansion is one of my all time favorite spells. It is just so cool. But with only a single 7th level spell slot I'd probably never memorize it.

Granted, having an extradimensional retreat easily available might cause some DM headaches, but still, I think it'd almost be worth it just to allow my wizard player that cool factor.

Anyway, here's a quick list of spells that might have the ritual tag applied to them. Yes? No? If not, why not?

[FONT=Times New Roman, serif]DisguiseSelf, Alter Self, Continual Flame, Rope Trick, Nondetection, RemoveCurse, Sending, Tongues, Fabricate, Mord's Faithful Hound, Mord'sTiny Sanctum, Legend Lore, Teleportation Circle, Mord's MagnificentMansion, Sequester, Mind Blank, Gate[/FONT]
 

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Keep in mind you can memorize a spell and then use lower level spells in that slot. Or save it for the cool utility power.

Some of the spells you list aren’t gamebreaking.... at high levels. But being able to freely cast them at low levels might be disruptive.

If some of the spells you list were rituals, would any wizard not have them in their spellbook? Suddenly, every wizard would spend every night in a magnificent mansion. It basically becomes an at-will spell.
 

[FONT=Times New Roman, serif]DisguiseSelf, Alter Self, Continual Flame, Rope Trick, Nondetection, RemoveCurse, Sending, Tongues, Fabricate, Mord's Faithful Hound, Mord'sTiny Sanctum, Legend Lore, Teleportation Circle, Mord's MagnificentMansion, Sequester, Mind Blank, Gate[/FONT]

Most of those I could see but there's a few that shouldn't:
Rope Trick: One of the best healing spells of 2nd level, and you want it to castable for free?
[Insert others when I wake up]
 

I also wish more spells were rituals, the rituals of 4e were one of my favourite parts of the game and I'd like to see more in 5e. I'm tempted to even make some summon spells rituals but requiring a longer cast time than the current ritual system. I might also require ritual resources that are burned when rituals are used as a sort of balancing factor (which I admit might not be a balancing factor at higher levels when the party is loaded with gold).
 

Sending could be powerful in certain games where logistics and communication over long distances is important(moving armies and/or reporting orders to various commanders etc...). The 25 word limit has less significance if you can cast it often.

In other games, it probably isn't that big a deal.
 

I also wish more spells were rituals, the rituals of 4e were one of my favourite parts of the game and I'd like to see more in 5e. I'm tempted to even make some summon spells rituals but requiring a longer cast time than the current ritual system. I might also require ritual resources that are burned when rituals are used as a sort of balancing factor (which I admit might not be a balancing factor at higher levels when the party is loaded with gold).

I think you touched upon somethng interesting: 5E lacks the summoning spells of previous editions. Perhaps there is a viable way to reintroduce them to 5E as rituals only?

(Hah! My 420th post ;-) )
 

In my experience, magnificent mansion is well worth the spell slot. Part of that is down to how badly the other level 7 spells have been nerfed. Mostly it's just that, by the time they have access to it, they have more than enough memorization slots available to them, so it costs very little to leave it prepared in case they don't need forcecage or teleport that day.
 

Rituals are extremely powerful in that they allow unlimited use, in some cases of powerful or frustrating magic. If they all had expensive material components maybe it could be considered in some cases. Otherwise the mechanization of magic would take place with wizards acting as telegraph systems and rapid transit. It just isn’t core D&D though could work in Eberron, or some other steampunk style settings.

I have banned rope-trick from my games, on the grounds that it is the Drone Strike of d&d. No adventuring party should be able to rest up completely safe in the middle of a dungeon.
 

I have introduced a house rule where rituals cost a HD. It makes enough sense for me to have magic require a resource cost of some kind. And it doesn't break the game but does instill a sense that spellcasting requires some effort.
 

I have introduced a house rule where rituals cost a HD. It makes enough sense for me to have magic require a resource cost of some kind. And it doesn't break the game but does instill a sense that spellcasting requires some effort.

That is a nice idea for using a HD and I will add it to the proposed house-rule list. :)

I do admit, I find it kind of interesting that most people (from what I have read, anyway) are fine with Cantrips being at will, but dislike other spells being at will. Honestly, how much would it break the game if ALL spells could be considered rituals? I mean, it makes casters much more versatile and useful outside of having limited slots. Besides, in pressure (combat, etc.) you couldn't use a ritual since it takes so long, so what really is the downside?
 

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