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[-] Noossablue@lemmy.world 0 points 1 year ago

Oooh, wish is a ritual now? Interesting...

[-] SenseiRat@pathfinder.social 1 points 1 year ago

Honestly, I think that makes more sense now that Paizo has proposed the adjustment.

[-] Noossablue@lemmy.world 1 points 1 year ago

Not sure I'm familiar. What's the adjustment?

[-] SenseiRat@pathfinder.social 1 points 1 year ago* (last edited 1 year ago)

Mostly flavor, but some mechanical. You won't be casting wish in combat any more.

From the Ritual entry on AON (emphasis mine to highlight the changes from Wish as a spell):

A ritual is an esoteric and complex spell that anyone can cast. It takes much longer to cast a ritual than a normal spell, but rituals can have more powerful effects.

When you take charge of a ritual, you are its primary caster, and others assisting you are secondary casters. You can be a primary caster for a ritual even if you can’t cast spells. You must know the ritual, and the ritual’s spell level can be no higher than half your level rounded up. You must also have the required proficiency rank in the skill used for the ritual’s primary check (see Checks below), and as the primary caster, you must attempt this skill check to determine the ritual’s effects. The primary skill check determines the tradition. Rituals do not require spell slots to cast. You can heighten a ritual up to half your level rounded up, decided when the ritual is initiated. A ritual always takes at least 1 hour to perform, and often longer. While a ritual is a downtime activity, it’s possible—albeit risky—to perform a ritual during exploration with enough uninterrupted time. A ritual’s casting time is usually listed in days. Each day of casting requires 8 hours of participation in the ritual from all casters, with breaks during multiday rituals to allow rest. One caster can continue a multiday ritual, usually with some light chanting or meditation, while the other casters rest. All rituals require material, somatic, and verbal components throughout their casting time.

Considering that Wish is supposed to be the end-all-be-all of spells, it makes sense that it would be a ritual rather than just a quick "wave my hands and say mumbo jumbo" cast as an afterthought. It now takes at least an hour, requires gathering other spell casters, multiple checks, and it fits the description of a ritual in that it can have more powerful effects than a normal spell.

Edit to add: I may have misunderstood your question. The adjustment I was referring too was the change from a spell to a ritual, not that rituals had been adjusted.

[-] Nyashes@pawb.social 1 points 1 year ago* (last edited 1 year ago)

I'm assuming they're also changing the wish-like spells for each tradition like alter reality then? I'd like to see if outside of that they'll put back a joker style spell (the cast any spell of a lower level part of wish) or if it's something they're moving away from. It feel like a good option to have as a caster, one way or another, and I'm not sure I'm a fan of seeing it fully go away

[-] Firefox@midwest.social 1 points 1 year ago

I think I'd be fine with Wish proper being a ritual, but the arcane wildcard spell being renamed. I like the niche of "whatever spell you want" as a max level spell, and would be sad to see it gone.

[-] Noossablue@lemmy.world 1 points 1 year ago

Ah thanks for the breakdown. Turns out I misunderstood your original comment, thinking there was already a rewritten wish ritual out there from paizo.

[-] Thebazilly@pathfinder.social 0 points 1 year ago

Vitality and void, huh? I approve of the alliteration.

[-] renaissancegamer@lemmy.world 1 points 1 year ago

I'm not sure about vitality for positive though, "vitality damage" doesn't sound to me like something that only affects undead

[-] Lortian@ttrpg.network 0 points 1 year ago

"Ability scores have been removed" YES! FINALLY!

[-] mnemonicmonkeys@sh.itjust.works 0 points 1 year ago

Except now we've lost the ability to slowly invest in attributes over 18. Not good imo, and having ability scores didn't raise problems

[-] SenseiRat@pathfinder.social 1 points 1 year ago

Paizo originally wanted to get rid of ability scores and just use modifiers with 2nd Edition, but they were afraid of a D&D 4th Edition schism happening and didn't make the change when they were releasing it. Now they have the perfect opportunity to make the shift without angering the playerbase.

What I have heard is that they haven't quite finished working out how the change from attributes to modifiers will be implemented, but it is something being handled with the official changes of the remaster. What they have said so far is that we will still have the ability to raise ability modifiers above 18, we just don't know how it will work yet.

[-] Firefox@midwest.social 0 points 1 year ago

If anything I think it'd be an improvement if the text just said "you can't raise an ability modifier over +4 until lv10, and over +5 until lv20." It'd free up an ability boost at levels 5 and 15 too, which would be nice for more MAD builds.

[-] mnemonicmonkeys@sh.itjust.works -1 points 1 year ago

That is just taking choice away from the players. How is that a good thing?

[-] GaryPonderosa@lemmy.world 1 points 1 year ago

How is giving players more choice taking choice away from the players?

[-] mnemonicmonkeys@sh.itjust.works -2 points 1 year ago

You have no idea what you're talking about. This is not giving them more choices. At best it's status quo, at worst it's removing choice

[-] Jaarsh119@lemmy.world 0 points 1 year ago

Anyone know what's the meaning of the spell schools one?

[-] treed@lemmy.zenithia.net 0 points 1 year ago

Spell schools were invented for Dragonlance in the lead up to the 2e era. The idea of an Illusionist is probably demonstrable enough outside of D&D, but the rest are pure TSR lore.

[-] bionicjoey@lemmy.ca 1 points 1 year ago

Other fantasy worlds slice up magic differently. I personally would like to see the concept of magic schools stick around in some form but the D&D schools always felt a bit arbitrary in their divisions.

I feel like necromancy could definitely be split up into "actual NECROmancy" and "Restoration is a perfectly valid school of magic, and don't let anyone tell you otherwise!"

Enchantment also feels like it could stay, though maybe with a different name; although realistically it's already kinda covered by the [Mental] trait. Anything that previously referred to "enchantment spells" could be changed to refer to "mental spells"

Abjuration, Conjuration, Transmutation, and Evocation were always the ones that felt the weakest in terms of having well-defined boundaries.

this post was submitted on 07 Jul 2023
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