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11 spell levels... really
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<blockquote data-quote="Shieldhaven" data-source="post: 6049965" data-attributes="member: 23427"><p>A long time ago in my blog, I put together the following breakdown to explain why I thought there should be fewer than ten spell levels. Obviously this is based on 3.x D&D.</p><p></p><p>tl;dr: If you start with modest effectiveness and increase upon it either eight or nine times (that's improvement <em>relative to</em> increasingly potent monsters), how could you not wind up with an unbalanced situation?</p><p></p><ul> <li data-xf-list-type="ul">A first-level wizard can cast a first-level spell to moderately injure a level-appropriate opponent (<em>magic missile</em>). </li> <li data-xf-list-type="ul">A third-level wizard can injure a level-appropriate opponent a little bit more, or completely freaking murder a first-level opponent (I'm thinking of <em>scorching ray</em> here). </li> <li data-xf-list-type="ul">A fifth-level wizard can injure a large group of level-appropriate opponents, or completely freaking murder a large group of first-level opponents (<em>fireball, lightning bolt</em>). (Rarely used side note: <em>hold person</em> is great for single-target murder at this level.)</li> <li data-xf-list-type="ul">A seventh-level wizard can inconvenience a large number of level-appropriate opponents (<em>ice storm</em>, <em>wall of fire</em>, whatevah) or slay outright one level-appropriate opponent who fails two saves. (<em>phantasmal killer</em>).</li> <li data-xf-list-type="ul">A ninth-level wizard can significantly injure a large group of level-appropriate opponents (<em>cone of cold</em>), instantly kill a huge swath of low-level opponents (<em>cloudkill</em>), or slay outright one level-appropriate opponent who fails one save (<em>hold monster</em> - okay, maybe technically two, depending on how the coup de grace works out for you). <em>Baleful polymorph</em> also gets a mention here - while they're not dead, a beached carp is not much of a threat, and you can whittle down their unaltered hit point total at your leisure.</li> <li data-xf-list-type="ul">An eleventh-level wizard can kill a level-appropriate target with one failed save (<em>flesh to stone</em>), and instantly kill a potentially very large number of almost-level-appropriate targets (<em>circle of death</em>). Note that we've left hit point damage behind. I regard this as bad, because a fighter and a wizard no longer really contribute to the other's attempt to kill a target. The wizard could keep slinging big evocations, of course, and these will continue to be a big problem for level-appropriate targets, but never really enough to kill an uninjured opponent outright.</li> <li data-xf-list-type="ul">A thirteenth-level wizard can kill a level-appropriate target in a variety of unusual ways, mostly based on spells specific to the creature's Type (<em>banishment</em>, <em>mass hold person</em>) or... kind of whatever. <em>Reverse gravity</em> is always good for a laugh, and it's a great workaround for high saving throws or spell resistance. So is <em>finger of death</em> - it's like <em>disintegrate</em>, but without that pesky ranged touch attack.</li> <li data-xf-list-type="ul">Wizards of fifteenth and seventeenth levels do commensurately more awful things to their opponents. Almost nothing in the ninth-level spell list deals hit point damage, other than <em>meteor swarm</em>, <em>Bigby's crushing hand</em>, and sometimes <em>prismatic wall</em>.</li> </ul><p></p><p>Haven</p></blockquote><p></p>
[QUOTE="Shieldhaven, post: 6049965, member: 23427"] A long time ago in my blog, I put together the following breakdown to explain why I thought there should be fewer than ten spell levels. Obviously this is based on 3.x D&D. tl;dr: If you start with modest effectiveness and increase upon it either eight or nine times (that's improvement [i]relative to[/i] increasingly potent monsters), how could you not wind up with an unbalanced situation? [LIST] [*]A first-level wizard can cast a first-level spell to moderately injure a level-appropriate opponent ([I]magic missile[/I]). [*]A third-level wizard can injure a level-appropriate opponent a little bit more, or completely freaking murder a first-level opponent (I'm thinking of [I]scorching ray[/I] here). [*]A fifth-level wizard can injure a large group of level-appropriate opponents, or completely freaking murder a large group of first-level opponents ([I]fireball, lightning bolt[/I]). (Rarely used side note: [I]hold person[/I] is great for single-target murder at this level.) [*]A seventh-level wizard can inconvenience a large number of level-appropriate opponents ([I]ice storm[/I], [I]wall of fire[/I], whatevah) or slay outright one level-appropriate opponent who fails two saves. ([I]phantasmal killer[/I]). [*]A ninth-level wizard can significantly injure a large group of level-appropriate opponents ([I]cone of cold[/I]), instantly kill a huge swath of low-level opponents ([I]cloudkill[/I]), or slay outright one level-appropriate opponent who fails one save ([I]hold monster[/I] - okay, maybe technically two, depending on how the coup de grace works out for you). [I]Baleful polymorph[/I] also gets a mention here - while they're not dead, a beached carp is not much of a threat, and you can whittle down their unaltered hit point total at your leisure. [*]An eleventh-level wizard can kill a level-appropriate target with one failed save ([I]flesh to stone[/I]), and instantly kill a potentially very large number of almost-level-appropriate targets ([I]circle of death[/I]). Note that we've left hit point damage behind. I regard this as bad, because a fighter and a wizard no longer really contribute to the other's attempt to kill a target. The wizard could keep slinging big evocations, of course, and these will continue to be a big problem for level-appropriate targets, but never really enough to kill an uninjured opponent outright. [*]A thirteenth-level wizard can kill a level-appropriate target in a variety of unusual ways, mostly based on spells specific to the creature's Type ([I]banishment[/I], [I]mass hold person[/I]) or... kind of whatever. [I]Reverse gravity[/I] is always good for a laugh, and it's a great workaround for high saving throws or spell resistance. So is [I]finger of death[/I] - it's like [I]disintegrate[/I], but without that pesky ranged touch attack. [*]Wizards of fifteenth and seventeenth levels do commensurately more awful things to their opponents. Almost nothing in the ninth-level spell list deals hit point damage, other than [I]meteor swarm[/I], [I]Bigby's crushing hand[/I], and sometimes [I]prismatic wall[/I]. [/LIST] Haven [/QUOTE]
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