mmadsen said:
Then what are the levels for?
What's the difference between a 1st-level Wizard spell and a 2nd-level Wizard spell then?
So then spells are intended to be balanced by level. And, again, I ask: Which spells have you found most popular (and powerful) at each level? Magic Missiles and Fireballs certainly seem quite powerful and quite popular.
Obviously if you raise the cost (level) of some spells, you weaken the class that casts those spells. If that's not your goal, to weaken the class, there's an obvious cure: you lower the cost (level) of other spells.
Any spell that fits the theme you'd like (e.g. Bestow Curse) that never gets used should have its cost (level) reduced -- just as any spell that gets used all the time (e.g. Fireball) should have its cost (level) increased.
KM already answered this for me, but the difference between a second and first level mage is the number of times they can cast magic missile, etc. Levels act as a good method of trading out combat effectivness for utility. And you misunderstand my point, utility spells are not underpowered, they are powerful in certain situations. What you want to create is more of a straight up utility wizard; the problem with that is that would make a very 'passive' class. One can assume combat will be a prominant part of most campaign sessions; that can't be said for those situations that call for many of the spells considered underpowered. What you will have is a wizard dominates many scenarios because the dm designed it specifically towards the classes strengths. Every module or session would have to be tweaked for the wizard.