I like to think of them as magic that most people don't remember how to work but if someone put's it together or some ancient order or religion is still around will work.
There's even modern precedents. Some scientists a few years back took an old book of quack herbal remedies and found out most of them worked. The most effective one was, a clove of garlic, an onion, some other member of the onion family like a leek chop em up real fine put em in a brass cup pour in a cup of wine and let it sit at room temperature for 3 days I think. then use it to dress infected wounds. Sounds like certain death right? Nope the brass reacting with the wine and the actual bacteria that survive it will kill most of the bacteria that infect your wound. But till someone analzyed it and watched it under a microscope no sane person would have tried it. Just like those folkloric rituals.
I like to think of them as magic that most people don't remember how to work but if someone put's it together or some ancient order or religion is still around will work.
There's even modern precedents. Some scientists a few years back took an old book of quack herbal remedies and found out most of them worked. The most effective one was, a clove of garlic, an onion, some other member of the onion family like a leek chop em up real fine put em in a brass cup pour in a cup of wine and let it sit at room temperature for 3 days I think. then use it to dress infected wounds. Sounds like certain death right? Nope the brass reacting with the wine and the actual bacteria that survive it will kill most of the bacteria that infect your wound. But till someone analzyed it and watched it under a microscope no sane person would have tried it. Just like those folkloric rituals.
I would say that even if adventurers do not use these spells, seeing them in action makes the setting more real. No reason they cannot occasionally be added to a plotline in an adventure as a change of pace. If your party of heroes is hired for escort or bodyguard duty for a princess who is with child, your party cleric may well need one of those spells. Finding a Girdle of Birth-Easing in a hoard of treasure just adds to the realism of setting.
That sounds perfectly plausible to me, wine is an acid and both onion and copper have known antiseptic and antibacterial properties. It has been observed by scientist that brass vessels will release copper ions into water which can kill up to 1 million bacteria per milliliter (fecal bacteria counts).
It also reminds me of the fact that the Ganges River despite being polluted has proven anti-bacterial and bacteriophage properties.
Agreed, but you can easily just narrate them. The same goes for big boom spells, the like which, with the exception of plot based/one-shot occurrences should never fall into the standard repertoire of player characters. I mean those who have cataclysmic effects and the like; the best way to do them is not to make complicated fixed rules with numbers but just tell the players what they see and the outcome...
...There you go, no rocket science needed on that. You neither want them PCs to replace the local cleric, nor to have them have powers like the archwizard, so you really do not need accurate rules in a mechanical way for every aspect of such things.
That is exactly the kind of hand waving that to me makes a setting less authentic. Winging it feels like cheating. Sure, it is quicker and easier, but I think everything in a setting should have actual rules behind it. I think a DM or game designer should be able to show his work, the way we did in Algebra class. Also, letting players see things in the rules beyond their part in it makes the setting more real.
Well I did it the complicated way also, when I let my players cast a toned down version of the rain of colorless fire to evaporate 400 orcs, I did let the party mage roll hefty arcana checks every round (because it was a scroll, far above his league being quasi a 10th level spell), and the rest of the group, who additionally empowered the spell with their life force, had to roll for the damage they take each round, as well as to make a constitution save.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.