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General Tabletop Discussion
*Dungeons & Dragons
Why aren't these spells rituals?
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<blockquote data-quote="Ganders" data-source="post: 7542397" data-attributes="member: 37815"><p>Just my opinions here:</p><p></p><p>For the housing, I'd say it's to keep you from casting them too many times, since they aren't concentration spells. One magnificent mansion is already pretty good, even at the cost of a big spell slot. But a row of ten or more mansions, to house a whole army, is a bit ridiculous. And on top of that you could still cast Forcecage on the same day? Yeah... too much. Same for the sanctums. Tiny Hut only squeeked by because it disappears as soon as the caster exits, thus preventing multiples. But it's still on the edge of overpowered as a ritual. I suspect this also applies to Mord's Hound and any other summon spells without concentration.</p><p></p><p>The answer for Rope Trick could be similar, but I think it's actually to keep it away from tomelocks, as it makes short rests too easy. This might also be the reason for a number of other spells that tomelocks shouldn't get, such as Continual Light, Fabricate, Teleportation Circle, Mind Blank, Nondetection.</p><p></p><p>For Gate, it's to make sure it can't be used more than once a day. For Mind Blank and Nondetection, to make sure you can't just cast it on the entire party; if they wanted it to work that way they'd have allowed multiple targets. Come to think of it, there seem to be quite a few spells at 8th level not because they're more powerful than level 6-7 spells, but just to keep them from being cast more than once per day. It's even possible that's a factor in why warlocks were designed to never ever get any of their high level casts back on a short rest, and why Arcane Recovery doesn't work on high level slots.</p><p></p><p>For Sending, it's to prevent international or even interplanar telegram services. Similarly for Continual Flame, it's to prevent sweat shop factories (or monasteries) churning these out too fast (that's already an issue even without being a ritual). Same for Fabricate.</p><p></p><p>For Disguise Self and Alter Self it may be simply to keep them from being too good. If every wizard always wants that spell, and every wizard guide suggests you get that first, then it's too good. There are still a few cases of this, such as Find Familiar, but they at least try to avoid it when possible. If you want to encourage more use of disguises, they could be rituals.</p><p></p><p>For Teleportation Circle, it might be to make sure there's a real cost for making a permanent one by casting it every day for a year. But that does seem like a rather lame reason. I'd allow it to be a ritual if I didn't mind tomelocks getting it.</p><p></p><p>Legend Lore might be so that it's not too easy, so you won't use it too casually. But again, pretty lame; this is so similar to Identify it's hard to justify treating it differently. I'd allow it to be a ritual. Same with Tongues; no reason not to treat it the same as Comprehend Languages.</p><p></p><p>For Remove Curse and Sequester I see no reason not to make them rituals. They're in the classic mold of utility spells that you wouldn't otherwise keep prepared very often.</p></blockquote><p></p>
[QUOTE="Ganders, post: 7542397, member: 37815"] Just my opinions here: For the housing, I'd say it's to keep you from casting them too many times, since they aren't concentration spells. One magnificent mansion is already pretty good, even at the cost of a big spell slot. But a row of ten or more mansions, to house a whole army, is a bit ridiculous. And on top of that you could still cast Forcecage on the same day? Yeah... too much. Same for the sanctums. Tiny Hut only squeeked by because it disappears as soon as the caster exits, thus preventing multiples. But it's still on the edge of overpowered as a ritual. I suspect this also applies to Mord's Hound and any other summon spells without concentration. The answer for Rope Trick could be similar, but I think it's actually to keep it away from tomelocks, as it makes short rests too easy. This might also be the reason for a number of other spells that tomelocks shouldn't get, such as Continual Light, Fabricate, Teleportation Circle, Mind Blank, Nondetection. For Gate, it's to make sure it can't be used more than once a day. For Mind Blank and Nondetection, to make sure you can't just cast it on the entire party; if they wanted it to work that way they'd have allowed multiple targets. Come to think of it, there seem to be quite a few spells at 8th level not because they're more powerful than level 6-7 spells, but just to keep them from being cast more than once per day. It's even possible that's a factor in why warlocks were designed to never ever get any of their high level casts back on a short rest, and why Arcane Recovery doesn't work on high level slots. For Sending, it's to prevent international or even interplanar telegram services. Similarly for Continual Flame, it's to prevent sweat shop factories (or monasteries) churning these out too fast (that's already an issue even without being a ritual). Same for Fabricate. For Disguise Self and Alter Self it may be simply to keep them from being too good. If every wizard always wants that spell, and every wizard guide suggests you get that first, then it's too good. There are still a few cases of this, such as Find Familiar, but they at least try to avoid it when possible. If you want to encourage more use of disguises, they could be rituals. For Teleportation Circle, it might be to make sure there's a real cost for making a permanent one by casting it every day for a year. But that does seem like a rather lame reason. I'd allow it to be a ritual if I didn't mind tomelocks getting it. Legend Lore might be so that it's not too easy, so you won't use it too casually. But again, pretty lame; this is so similar to Identify it's hard to justify treating it differently. I'd allow it to be a ritual. Same with Tongues; no reason not to treat it the same as Comprehend Languages. For Remove Curse and Sequester I see no reason not to make them rituals. They're in the classic mold of utility spells that you wouldn't otherwise keep prepared very often. [/QUOTE]
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Why aren't these spells rituals?
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