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<blockquote data-quote="mellored" data-source="post: 7373106" data-attributes="member: 6801209"><p>That would need limitations, yes. Possibly 4e style, where the limites where per-person. Which was also nice because having high con meant you got more healing.</p><p>i.e.</p><p></p><p>Cure Wounds: The target can spend a number of hit dice equal to half your cleric level. They heal twice the amount they roll.</p><p>Heal: The target can spend a number of hit dice equal to half your cleric level. They maximize the roll and heal twice the amount.</p><p></p><p>Shadow monks can teleport at-will. It causes no issues.</p><p></p><p>If you mean long range teleport. Make it an 8 hour casting time. Then it's no different from casting and taking a long rest which is what usually happens right before or after a long range travel.</p><p></p><p>Friends is already a cantrip. Possibly some bonus to saves if they try it repeatedly.</p><p>Or better IMO, charm person simply gives you a diplomacy bonus.</p><p></p><p>Comprehend language is already a ritual.</p><p>I don't see an issue with druids or rangers speaking with animals at-will.</p><p></p><p>Add a concentration type mechanic, and sure. I imagine something like...</p><p></p><p>Gather Magic: As a bonus action, you gain magic power equal to half your wizard level (minimum 1). You can hold a maximum amount equal to your wizard level. The more energy you hold, the easier it is for others to sense you.</p><p></p><p>Concentration: Spells that take concentration drain magic from you each turn. If you do not have enough magic to sustain the spell, it ends. Damage can also disrupt your concentratoin.</p><p>Fly: Concentration 4</p><p>Animate Dead: Concentration 3+1 for each skeleton.</p><p>Foresight: Concentration 7. Damage cannot disrupt your concentration.</p><p></p><p>Also, there are flying races.</p><p>Locate animals and plants is already a ritual.</p><p>Also, i regularly give out a "mug of locate beer" as a magic item. Never had any issue with it being used at-will. So I don't see any issue with it being a ritual.</p></blockquote><p></p>
[QUOTE="mellored, post: 7373106, member: 6801209"] That would need limitations, yes. Possibly 4e style, where the limites where per-person. Which was also nice because having high con meant you got more healing. i.e. Cure Wounds: The target can spend a number of hit dice equal to half your cleric level. They heal twice the amount they roll. Heal: The target can spend a number of hit dice equal to half your cleric level. They maximize the roll and heal twice the amount. Shadow monks can teleport at-will. It causes no issues. If you mean long range teleport. Make it an 8 hour casting time. Then it's no different from casting and taking a long rest which is what usually happens right before or after a long range travel. Friends is already a cantrip. Possibly some bonus to saves if they try it repeatedly. Or better IMO, charm person simply gives you a diplomacy bonus. Comprehend language is already a ritual. I don't see an issue with druids or rangers speaking with animals at-will. Add a concentration type mechanic, and sure. I imagine something like... Gather Magic: As a bonus action, you gain magic power equal to half your wizard level (minimum 1). You can hold a maximum amount equal to your wizard level. The more energy you hold, the easier it is for others to sense you. Concentration: Spells that take concentration drain magic from you each turn. If you do not have enough magic to sustain the spell, it ends. Damage can also disrupt your concentratoin. Fly: Concentration 4 Animate Dead: Concentration 3+1 for each skeleton. Foresight: Concentration 7. Damage cannot disrupt your concentration. Also, there are flying races. Locate animals and plants is already a ritual. Also, i regularly give out a "mug of locate beer" as a magic item. Never had any issue with it being used at-will. So I don't see any issue with it being a ritual. [/QUOTE]
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