Definitely want to spread Remove Disease far and wide.

Tongues seems super useful for a burgeoning Imperium. People are far more likely to travel if they have a handy translator while they're learning the language.

Tiny Hut is perfect for anyone stuck out in the elements far from shelter, which would do quite a bit for the safety and wellbeing of citizens who need to go into the outskirts for their living.

Gentle Repose for anyone who wants to keep a corpse from rotting.

And then there's also Fly and Water Breathing, but at that point NPCs are just more likely to get themselves killed.
 
As a side note: Everything necessary to produce infinite food without needing any land is available to the Imperium, but doing so, if desired, would require more effort than a low-magic ritual.
 
As a side note: Everything necessary to produce infinite food without needing any land is available to the Imperium, but doing so, if desired, would require more effort than a low-magic ritual.
I'm far more interested in the spells needed to maximize and then securely preserve food.

I get the feeling the Long Night is going to see us wanting decades of backup supplies.
 
Here are some potential spells I've put together if ya'll want to use them to help come up with your vote. They're all benign effects, cheap or free to use, useful, and where applicable, they have a long duration even at minimum caster level. I left out healing spells and those Divination spels like Zone of Truth, as they have already been distributed, according to the chapter. These should be more utilitarian effects that could make life easier for people in general, or which should make people more likely to accept the benefits of minor ritual magic.

[] Cantrip: Create Water
[] Cantrip: Mending
[X] Cantrip: Naturewatch
[X] Cantrip: Purify Food and Drink

[] 1st Level: Alchemical Tinkering
[] 1st Level: Ant Haul
[] 1st Level: Blessing of the Watch
[] 1st Level: Dream Feast
[] 1st Level: Endure Elements
[] 1st Level: Floating Disk
[] 1st Level: Keep Watch
[X] 1st Level: Ceremony
[] 1st Level: Goodberry
[] 1st Level: Hidden Spring
[] 1st Level: Nature's Paths
[X] 1st Level: Read Weather

[] 2nd Level: Gentle Repose
[X] 2nd Level: Lay of the Land
[X] 2nd Level: Make Whole
[] 2nd Level: Marching Chant
[] 2nd Level: Tears to Wine

[X] 3rd Level: Plant Growth
[X] 3rd Level: Signs of the Land
[] 3rd Level: Tongues
[] 3rd Level:
Ward of the Season
 
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Here are some potential spells I've put together if ya'll want to use them to help come up with your vote. They're all benign effects, cheap or free to use, useful, and where applicable, they have a long duration even at minimum caster level. I left out healing spells and those Divination spels like Zone of Truth, as they have already been distributed, according to the chapter. These should be more utilitarian effects that could make life easier for people in general, or which should make people more likely to accept the benefits of minor ritual magic.

[] Cantrip: Create Water
[] Cantrip: Mending
[X] Cantrip: Naturewatch
[X] Cantrip: Purify Food and Drink

[] 1st Level: Alchemical Tinkering
[] 1st Level: Ant Haul
[] 1st Level: Blessing of the Watch
[] 1st Level: Dream Feast
[] 1st Level: Endure Elements
[] 1st Level: Floating Disk
[] 1st Level: Keep Watch
[X] 1st Level: Ceremony
[] 1st Level: Goodberry
[] 1st Level: Hidden Spring
[] 1st Level: Nature's Paths
[X] 1st Level: Read Weather

[] 2nd Level: Full Pouch
[] 2nd Level: Gentle Repose
[X] 2nd Level: Lay of the Land
[X] 2nd Level: Make Whole
[] 2nd Level: Marching Chant

[X] 2nd Level: Tears to Wine
[X] 3rd Level: Plant Growth
[X] 3rd Level: Signs of the Land
[] 3rd Level: Tongues
[] 3rd Level:
Ward of the Season
I nominate Remove Disease and Tiny Hut for consideration. The former because obviously having that spread around will improve healthcare (and fingers crossed we see that reflected in the system) and the latter because it's just dead useful. Why have a campsite when you can have a house wherever you go?
 
I nominate Remove Disease and Tiny Hut for consideration. The former because obviously having that spread around will improve healthcare (and fingers crossed we see that reflected in the system) and the latter because it's just dead useful. Why have a campsite when you can have a house wherever you go?
I left off Remove Disease because I consider it a healing spell and one that has already been distributed to the Houses of Healing and other potential users. Tiny Hut is neat, but it's a 3rd level spell. The ritual version of it isn't likely to be quick or easy to cast, and I wouldn't expect most ritual casters able to use it to often be in a situation where they would need it.
I don't think that infinite item duplication is a good idea.
Yeah, agreed on that.
Several of our people have had it as part of their spell loadouts for years now, either through personal knowledge or a PoSK. It's use is limited by available spell slots, of course, so there isn't anything infinite about it for regular casters. Since that might not be the case with ritual magic, I'll remove it from my list.
 
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Several of our people have had it as part of their spell blowouts for years now, either through personal knowledge or a PoSK. It's use is limited by available spell slots, of course, so there isn't anything infinite about it for regular casters. Since that might not be the case with ritual magic, I'll remove it from my list.
I don't think that spell was ever relevant in any fashion to the narrative and it just slipped through the cracks.

None the less, infinite alchemical items on the cheap are not fine.
 
Here are some potential spells I've put together if ya'll want to use them to help come up with your vote. They're all benign effects, cheap or free to use, useful, and where applicable, they have a long duration even at minimum caster level. I left out healing spells and those Divination spels like Zone of Truth, as they have already been distributed, according to the chapter. These should be more utilitarian effects that could make life easier for people in general, or which should make people more likely to accept the benefits of minor ritual magic.

[] Cantrip: Create Water
[] Cantrip: Mending
[X] Cantrip: Naturewatch
[X] Cantrip: Purify Food and Drink

[] 1st Level: Alchemical Tinkering
[] 1st Level: Ant Haul
[] 1st Level: Blessing of the Watch
[] 1st Level: Dream Feast
[] 1st Level: Endure Elements
[] 1st Level: Floating Disk
[] 1st Level: Keep Watch
[X] 1st Level: Ceremony
[] 1st Level: Goodberry
[] 1st Level: Hidden Spring
[] 1st Level: Nature's Paths
[X] 1st Level: Read Weather

[] 2nd Level: Gentle Repose
[X] 2nd Level: Lay of the Land
[X] 2nd Level: Make Whole
[] 2nd Level: Marching Chant
[] 2nd Level: Tears to Wine

[X] 3rd Level: Plant Growth
[X] 3rd Level: Signs of the Land
[] 3rd Level: Tongues
[] 3rd Level:
Ward of the Season
Gonna need some more votes, y'all. There are plenty of possibilities to choose from among the spells I listed if you don't want to look further.
 
I don't think that infinite item duplication is a good idea.
I think can make up a way for that one and other similar create matter from nothing spells to work without breaking the setting , first these spells work as descripted when cast be proper spell casters as they aren't creating matter from nothing they are spending magical energy to create matter from nothing , but for someone who is not a spell caster like a none spell casting class or commoner the spell won't work that way as they have no magical energy to expend , instead for a spell that creates item of value X gold coins then the ritual caster must sacrifice during the casting something of equivalent gold coin value or utilize some kind of catalyst that makes up for the missing magical power
@DragonParadox what do you think ?

also what do you think of applying these to a bellow level spell caster as well ? , for example a level 1 wizard wants to ritual cast one of those create matter from nothing spells but the spell he wants is in the forth circle way beyond his level so he doesn't have the magical power to cast it so he is treated as a none spell caster for the purpose of the rule I put forward above
 
I think can make up a way for that one and other similar create matter from nothing spells to work without breaking the setting , first these spells work as descripted when cast be proper spell casters as they aren't creating matter from nothing they are spending magical energy to create matter from nothing , but for someone who is not a spell caster like a none spell casting class or commoner the spell won't work that way as they have no magical energy to expend , instead for a spell that creates item of value X gold coins then the ritual caster must sacrifice during the casting something of equivalent gold coin value or utilize some kind of catalyst that makes up for the missing magical power
@DragonParadox what do you think ?

also what do you think of applying these to a bellow level spell caster as well ? , for example a level 1 wizard wants to ritual cast one of those create matter from nothing spells but the spell he wants is in the forth circle way beyond his level so he doesn't have the magical power to cast it so he is treated as a none spell caster for the purpose of the rule I put forward above
Er... no. You can still create something in the Fleshforge which has the offending spell as an At-Will SLA, and even if conservation of mass was respected, you would still create an Alchemical good without putting work and effort into it on a potentially massive scale.
 
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you would still create an Alchemical good without putting work and effort into it on a potentially massive scale.
but their is work being done in my idea the logic being if you want an alchemical good that costs 10 gold coins them you must sacrifice something that is worth 10 gold coins during the ritual so their is value being exchanged , plus the spell/ritual is relatively low level so maybe putting a cap or limit on the potency/quality/power of the alchemical goods created would help balance it like the ritual can not make anything higher than 2 circle magic equivalent in power at most
 
but their is work being done in my idea the logic being if you want an alchemical good that costs 10 gold coins them you must sacrifice something that is worth 10 gold coins during the ritual so their is value being exchanged , plus the spell/ritual is relatively low level so maybe putting a cap or limit on the potency/quality/power of the alchemical goods created would help balance it like the ritual can not make anything higher than 2 circle magic equivalent in power at most

That works fine in a standard D&D campaign with fixed prices for anything and everything, but this sort of direct value exchange when accounting for market fluctuations in the price of stuff as well as the fact that your greatest limitations are labor and not gold just won't work. Seriously that spell is more trouble than it is worth.
 
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