D&D General Lowest level of magic that still "feels like D&D"

Where do you think you can cap magic and still have a game that feels like a D&D world? My intuition says 5th level magic, beyond that seems more of the same, but more powerful. Any thoughts?
 

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Yeah, that's probably a dividing point between "useful in an adventure" and "more of a narrative device, really."

I could maybe see an argument for up to 3rd level spells, but up to 5th level gives us a bit of room to grow beyond fireball.
 


Where do you think you can cap magic and still have a game that feels like a D&D world? My intuition says 5th level magic, beyond that seems more of the same, but more powerful. Any thoughts?
Honestly? 1st level.

For those of us who've been playing a long time, it's easy to forget how many D&Disms / game-changing spells / iconic D&D spells are in the game right out of the gate.

Comprehend Languages. Create/Destroy Water. Disguise Self. Feather Fall. Goodberry. Magic Missile. Speak with Animals.
 

Third level, anything beyond that is not needed, but for practical reasons I would curate and change the spells up to 5th level and cap it there.
 

Where do you think you can cap magic and still have a game that feels like a D&D world? My intuition says 5th level magic, beyond that seems more of the same, but more powerful. Any thoughts?
According to WotC, 96% of campaigns don’t go past 10th level, so most magic after 5th is largely aspirational or there for NPCs and creatures.

If you did go past 10th level, do spell casters automatically multiclass?
 

Anytime between 5th-7th level spells.

Disintegrate, Resurrection, and such are still "D&D" to me, albeit the very highest end of power.

For character levels, about 12-13th problem.

Now, in the game I am co-designing with @DND_Reborn and others, the game caps at 6th level, but "5th level" spells are there. Frankly, we're in discussions about levels and such still. Good arguments on both sides IMO.
 

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