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General Tabletop Discussion
*TTRPGs General
Are Spells Balanced by Level?
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<blockquote data-quote="kenjib" data-source="post: 89688" data-attributes="member: 530"><p>I don't think that minor creation is balanced based on principles of the amount of magical energy required to create stable matter or anything of that sort. The primary guiding logic behind D&D is mechanical balance. My guess is that the fear is that someone casting this spell over and over again every day for a year can make a lot of gold by selling the creations. Try several masterwork bows per day at 375 gp a pop, for example. They make the spell high level in order to make sure that the recommended treasure-per-level in the DMG is high enough that the economic impact of the spell will not be as significant - although it's still abuseable in this way if you think about it. Sure, there would be market limitations for offloading so many high quality weapons, and also the consideration of the number of wizards who have this capability, but indulge me and think like a munchkin for a minute here. </p><p></p><p>I think many of the non-combat spells are also incredibly powerful if considered in a more realistic situation. The balance seems geared mostly around how important the spells are to dungeon crawlers. Charm person, for example, is a very powerful spell when you consider the full implications of what you can do with it. Just imagine using in your real life a few times every day as you go about your business. Yikes! I find invisibility to also be very powerful - think of how in Lord of the Rings it is one of the most powerful magics in the entire story and think about why this is so.</p><p></p><p>Raise Dead at 5th level is also completely insane in my opinion. Bringing someone back to life should be a 9th level spell only in my opinion. It's one of the greatest feats that one could ever possibly accomplish - think Jesus. My goodness...even Jesus got the shaft!!!</p></blockquote><p></p>
[QUOTE="kenjib, post: 89688, member: 530"] I don't think that minor creation is balanced based on principles of the amount of magical energy required to create stable matter or anything of that sort. The primary guiding logic behind D&D is mechanical balance. My guess is that the fear is that someone casting this spell over and over again every day for a year can make a lot of gold by selling the creations. Try several masterwork bows per day at 375 gp a pop, for example. They make the spell high level in order to make sure that the recommended treasure-per-level in the DMG is high enough that the economic impact of the spell will not be as significant - although it's still abuseable in this way if you think about it. Sure, there would be market limitations for offloading so many high quality weapons, and also the consideration of the number of wizards who have this capability, but indulge me and think like a munchkin for a minute here. I think many of the non-combat spells are also incredibly powerful if considered in a more realistic situation. The balance seems geared mostly around how important the spells are to dungeon crawlers. Charm person, for example, is a very powerful spell when you consider the full implications of what you can do with it. Just imagine using in your real life a few times every day as you go about your business. Yikes! I find invisibility to also be very powerful - think of how in Lord of the Rings it is one of the most powerful magics in the entire story and think about why this is so. Raise Dead at 5th level is also completely insane in my opinion. Bringing someone back to life should be a 9th level spell only in my opinion. It's one of the greatest feats that one could ever possibly accomplish - think Jesus. My goodness...even Jesus got the shaft!!! [/QUOTE]
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