I was excited to stumble across a book expanding the use of ritual magic for 5th Edition D&D. But, while this book makes the attempt to do this, the effort is really pretty middle of the road.
It lists new spells specifically intended to be used as rituals (rather than fast cast like most spells). These are generally fine. They are probably the best part of the book, and they didn't stand out as obviously bad to me. The book suggests using them as adventure seeds, and in fact the ritual to "Raise the Sky Citadel" seems specifically intended for this purpose.
But I also had hopes that this game would open ritual magic up to non-magicians. And it sort of does. It has a section on non-ritual casters (characters not trained to perform rituals). But the entire extent of those rules boil down to the idea that non-ritual casters will always screw things up in some way. There's a random roll table of consequences (with some potentially much worse than others), which are presumably intended for use with ritual spells from the standard D&D list.
But also, each new ritual spell from this document comes with it's own specific consequence (I can only assume to be used instead of the random roll table) for non-ritual casters. These specific consequences are often so bad that there is really no point for a non-ritual caster to even attempt the spell.
So, as an extension of the existing ritual rules this system seems not particularly useful to me.
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