The granularity of the spell system has always bothered me. Without getting into the "low magic/high magic" discussion, look at the cure line of spells and the transporation line of spells by the best spell a caster of each level can cast:
1st - Cure Light Wounds (d8+1)
2nd - Cure Light Wounds (d8+2)
3rd - Cure Moderate Wounds (2d8+3)
4th - Cure Moderate Wounds (2d8+4)
5th - Cure Serious Wounds (3d8+5)
6th - Cure Serious Wounds (3d8+6)
7th - Cure Critical Wounds (4d8+7)
8th - Cure Critical Wounds (4d8+8)
9th - Cure Critical Wounds (4d8+9) or perhaps Empowered Cure Serious (4.5d8+13.5)
10th -Cure Critical Wounds (4d8+10) or perhaps Empowered Cure Serious (4.5d8+15) or about 28 hp average [35 in the empowered case]
11th - Heal (110hp + all conditions)
Except for the fact there is a missing spell (cure fatal wounds?) at 9th, it scales rather nicely until 11th level where bam! you can cure 4 times as much and all conditions as well. Why is the cure curve so clunky? The same thing applies to the inflict/harm curve.
Now look at transport spells:
1st - Expeditious Retreat (run 30' more/round for 1 minute)
2nd - Expeditious Retreat (run 30' more/round for 2 minutes)
3rd - Levitate, Spider Climb, or Exp Retreat (so now you can bypass of climb checks)
4th - Same
5th - Fly (5 minutes at 60', or about 6000' if you hustle the whole time)
6th - Fly (6 minutes at 60', or about 7200')
7th - Dimension Door 680' or fly 8400'
8th - Dimension Door 720' or fly 9600' (a little under 2 miles in 8 minutes)
9th - Teleport 900miles
Does anyone else see the disconnect? Shouldn't Teleport at 9th level be more like 1 mile/level, and then have greater teleports with longer distances at higher levels?
Same applies to the "remove condition" series of spells: once you hit, raise dead (remove death) there is not much more room to move (just like once you hit teleport 900 miles, you
1st - Cure Light Wounds (d8+1)
2nd - Cure Light Wounds (d8+2)
3rd - Cure Moderate Wounds (2d8+3)
4th - Cure Moderate Wounds (2d8+4)
5th - Cure Serious Wounds (3d8+5)
6th - Cure Serious Wounds (3d8+6)
7th - Cure Critical Wounds (4d8+7)
8th - Cure Critical Wounds (4d8+8)
9th - Cure Critical Wounds (4d8+9) or perhaps Empowered Cure Serious (4.5d8+13.5)
10th -Cure Critical Wounds (4d8+10) or perhaps Empowered Cure Serious (4.5d8+15) or about 28 hp average [35 in the empowered case]
11th - Heal (110hp + all conditions)
Except for the fact there is a missing spell (cure fatal wounds?) at 9th, it scales rather nicely until 11th level where bam! you can cure 4 times as much and all conditions as well. Why is the cure curve so clunky? The same thing applies to the inflict/harm curve.
Now look at transport spells:
1st - Expeditious Retreat (run 30' more/round for 1 minute)
2nd - Expeditious Retreat (run 30' more/round for 2 minutes)
3rd - Levitate, Spider Climb, or Exp Retreat (so now you can bypass of climb checks)
4th - Same
5th - Fly (5 minutes at 60', or about 6000' if you hustle the whole time)
6th - Fly (6 minutes at 60', or about 7200')
7th - Dimension Door 680' or fly 8400'
8th - Dimension Door 720' or fly 9600' (a little under 2 miles in 8 minutes)
9th - Teleport 900miles
Does anyone else see the disconnect? Shouldn't Teleport at 9th level be more like 1 mile/level, and then have greater teleports with longer distances at higher levels?
Same applies to the "remove condition" series of spells: once you hit, raise dead (remove death) there is not much more room to move (just like once you hit teleport 900 miles, you