D&D 5E How much magic do you have in your game?

What level of spells is considered "powerful" in your game?

  • Cantrip

    Votes: 4 4.2%
  • 1st

    Votes: 0 0.0%
  • 2nd

    Votes: 3 3.2%
  • 3rd

    Votes: 26 27.4%
  • 4th

    Votes: 15 15.8%
  • 5th

    Votes: 23 24.2%
  • 6th

    Votes: 11 11.6%
  • 7th

    Votes: 2 2.1%
  • 8th

    Votes: 0 0.0%
  • 9th

    Votes: 6 6.3%
  • Other (please explain)

    Votes: 5 5.3%

DND_Reborn

The High Aldwin
The peasants and freeman watch in terror as the small band of zombies move slowly towards their tiny village. They cheer when your PC steps forward and unleashes a massive ball of fire into the midst of the zombies! The undead burn and collapse, only a few stragglers managing to lurch forward after slowly gaining their feet. Emboldened, the villagers rush forth with pitchforks and axes, destroying the last remnants. The vile priest curses your interference and flees back into the mountains.

So, that was quick (not my greatest writing LOL) but you get the idea. How much magic do you have in your game? What level of spells marks the truly "powerful" level of magic? Is a fireball a mundane thing, something many commoners might witness at least once in their lives, or is it truly a thing to behold, something they will tell their grandchildren about years later?

I am asking because the commonplace of magic in 5E is something that removes a lot of the element of wonder from the game. Common and uncommon magic items seem like a crazy concept to me. What should ever be "common" about magic? I am sure they don't mean it the same way I am implying, but hopefully you get the idea.

Some people want magic-prevalent games, where each city has a tower of magic or ye-ol'-magic-shops. Others want it to be so rare as to make the players cheer. So, in the thoughts of focusing on SPELLS, what level of spells would be considered powerful (however you define that) to the typical person in your game world?

You can only pick one spell level, and then assume everything above it is also powerful by default. And please share your thoughts on this and thanks!
 

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I voted 5th, because that's where you start really getting into spells normal people can't deal with. Fireball is dangerous, but it's still just a lot of damage in a medium-sized area: townspeople might not have that kind of power, but they have seen it before and have ways of coping. (On the other hand, a town-sized settlement tends to have at least one caster capable of 3rd-level spells.)

That's really just an average of the games I'm playing, rounded up. I've seen dm's treat 3rd level spells as amazing, but I've never seen them brush off 5th+ level spells.
 

DND_Reborn

The High Aldwin
I voted 5th, because that's where you start really getting into spells normal people can't deal with. Fireball is dangerous, but it's still just a lot of damage in a medium-sized area: townspeople might not have that kind of power, but they have seen it before and have ways of coping. (On the other hand, a town-sized settlement tends to have at least one caster capable of 3rd-level spells.)

That's really just an average of the games I'm playing, rounded up. I've seen dm's treat 3rd level spells as amazing, but I've never seen them brush off 5th+ level spells.
Cool. And thanks for expressing your reasons for your vote. I agree by 5th level there shouldn't be any doubt we're talking POWER. ;)
 


Stormonu

Legend
My choice was 4th - besides kicking in at "name" level (9th character level), it's also when spells feel like they go beyond the mundane into the truly powerful (old Stoneskin, Phantasmal Killer, etc.) <EDIT:> I'd also note that you can automatically Dispel/Counterspell spells of 1st-3rd level. Doing so to 4th level and above spells isn't so guaranteed, lending credence to the spells being "powerful".

I've broken the spells in my games into tiers

Tier 0 - cantrips (also sometimes referred to as folk magic)
Tier 1 - "Common Magic", encompassing spells of 1st-3rd level (these are the spell generally associated with most spellusers)
Tier 2 - "Name Magic", encompassing spells of 4th-6th level (reserved for "name" level characters
Tier 3 - "Archmagic", encompassing spells of 7th-9th level (powerful wizards, clerics, liches, some dragons and the proxies of powerful beings)
Tier 4 - "God Magic", encompassing spells of 10th level and above (supernatural abilities of demigods, legendary monsters and of course, dieties)

In my homebrew campaign, maybe a handful of people in a village has access to Tier 0 magic that isn't actually some superstition. About 1 in maybe a 100 has access to Tier 1 spells. Perhaps 1 to 3 people in a country can cast Tier 2 spells, and the names of those that can use Tier 3 are legendary - spells are often named after them, books are written about them, tales are told of them globally and there is perhaps a handful alive at a time.

Large cities might have a potion shop or possibly a single smith or tradesman with the talent to make and sell magic items. There is a trading coaster run out of one of my countries (Nyrr Ryan) that specializes in making magic items, but their wares are expensive, rare and take some time to create and distribute. The common man - or even wandering adventurer - would unlikely to meet or have dealings with them.

In the distant past, magic and magic items were more prevalant, and there were mighty wars using spells and items. In the ages since, much of that magic capability has been lost and rare, wondrous items crop up unusually often - but more often than not, if they're not lost they're in the hands of someone who guards them jealously and isn't afraid to use them.
 
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JiffyPopTart

Bree-Yark
In my campaign I picture that many of the "common folk" might have an adventure level in their background. The farmer may be a bit of fighter because of time in the army/guards. The shopkeeper might know a bit of magic to keep things honest. The thugs down the street might have a streak of rogue in them, etc...

Because of this, the mere existence of "magic spells" isn't some rare event for the townsfolk. They expect them to exist and in some cases use the regularly.

I voted for 5th level because of one iconic spell, Raise Dead. I know there is now a lower level spell that does the same, but within a very short time. I view that more as just-in-time-divine-soul-healing more than actually returning life to a completely dead body. In my mind this spell is what sets the truly powerful men apart from well practiced regular folk.
 

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