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Ritual spell casting in Old School games

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One of the things that has particularly irked me about D&D/AD&D and their ilk is the higher level of spells (particularly resurrection, gate, wish, limited wish, and alter reality).  For me, it always seemed as if it would be a little too easy to misuse those spells (and in my experience, they often were).  I was reading the Swords and Wizardry forum earlier today and stumbled on a thread that discussed this topic and caught my interest.  It was suggested that these higher level spells utilize ritual magic instead of D&D/AD&D's traditional Vancian magic system.  I know this in not by any means a new concept, but it does seem to make the higher levels of gameplay more in line with my tastes in fantasy.  I am thinking of utilizing such a system in my games to see it it goes over.  Has anyone done this and if so how well did it work and how did you implement it? 

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On June 20th, 2009 10:04 pm (UTC), [info]silverbladeadventures.blogspot.com commented:
We are doing something along these lines for Astonishing Swordsmen & Sorcerers of Hyperborea. The bottom line is that the game breaks down at about twelfth level or so for conventional play. The number of modules available for character levels higher than twelfth speaks to that rather clearly, I think. Gygax had been known to opine that he expected characters to retire at around fourteenth level, only coming out of retirement for one shot high level adventures.
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On June 21st, 2009 05:24 am (UTC), [info]xyanthon replied:
I don't think we ever played much beyond tenth level (thus I never really did any planar adventuring as per my earlier post). It seemed to me that the game lost something at that point. Usually if I wanted super-powerful gonzo adventuring we would just play Marvel Superheroes or Villains and vigilantes. Most of the breakdown was due to the spells and how to handle folks of that power level.
I am very interested in Astonishing Swordsmen & Sorcerers. I liked the feel of the adventure from Knockspell and will be looking out for more.
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On June 22nd, 2009 07:02 am (UTC), [info]neutronjockey commented:
I used to encourage my players to toss the rules books aside, tell me how they set up their ritual, give me the verbage to the rites in character, then tell me how many levels of spells they wanted to crank into it.

I'd have them toss a die for good measure.

...then I'd make up "the coolness" based upon how much effort they poured into it (the die roll was meaningless, but fun).

I enjoyed working with players to deepen the game experience---rules aside.

If you're looking for a rules based system, consider the max damage, length width etc for each level and use those as guidelines for the max effect of ritual magic. I haven't touched 4e, but I suspect that the higher level of spells are still practically god-like in effect... so really, imagination is the limit---just offer a saving throw. ;)

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