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General Tabletop Discussion
*Dungeons & Dragons
How to get into a Mordenkainen's Magnificent Mansion
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<blockquote data-quote="Celebrim" data-source="post: 6432193" data-attributes="member: 4937"><p>Personally, I've always been really bugged by the fact that most of the spells in D&D are balanced not by internal logic, but by how useful they are presumed to be in the context of D&D's default dungeon crawling game. For many spells, this isn't really a problem but for a few spell - Mount, Mord's Mansion, etc. - it just bugs the heck out of me.</p><p></p><p>In one sense, Mord's Mansion is the single most powerful spell in the core game, in that it does something I'd be hesitant to allow a Wish to do - grant free access to a perpetually safe, well stocked, nearly undetectable fortress, which is always accessible wherever you go. It even does things that arcane magic doesn't normally do well - like provide for perpetually abundant high quality food. (The food itself would be economy wrecking if the mage ever bothered to take it out and sell it, as just one usage represents more economic output than the daily production of a small town.) Generally my games end well before this becomes a problem - I've played 100+ sessions over 4 years in my current campaign, and the party just hit 7th level. But preemptively I've made Mord's Mansion a 9th level spell that requires a one time ritual to create the Mansion in the first place. This ritual costs XP and in addition to setting up your initial private dimension, makes a bargain with a powerful extraplanar being capable of furnishing and maintaining the Mansion - basically every time you or a visitor use the mansion, you agree to serve the extraplanar being for an equal amount of time in the afterlife. Color, but interesting. This explains what I find otherwise completely inexplicable - how in the world a mere mortal magician conjures all this into being without spending serious quintessence (XP) every time he does.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6432193, member: 4937"] Personally, I've always been really bugged by the fact that most of the spells in D&D are balanced not by internal logic, but by how useful they are presumed to be in the context of D&D's default dungeon crawling game. For many spells, this isn't really a problem but for a few spell - Mount, Mord's Mansion, etc. - it just bugs the heck out of me. In one sense, Mord's Mansion is the single most powerful spell in the core game, in that it does something I'd be hesitant to allow a Wish to do - grant free access to a perpetually safe, well stocked, nearly undetectable fortress, which is always accessible wherever you go. It even does things that arcane magic doesn't normally do well - like provide for perpetually abundant high quality food. (The food itself would be economy wrecking if the mage ever bothered to take it out and sell it, as just one usage represents more economic output than the daily production of a small town.) Generally my games end well before this becomes a problem - I've played 100+ sessions over 4 years in my current campaign, and the party just hit 7th level. But preemptively I've made Mord's Mansion a 9th level spell that requires a one time ritual to create the Mansion in the first place. This ritual costs XP and in addition to setting up your initial private dimension, makes a bargain with a powerful extraplanar being capable of furnishing and maintaining the Mansion - basically every time you or a visitor use the mansion, you agree to serve the extraplanar being for an equal amount of time in the afterlife. Color, but interesting. This explains what I find otherwise completely inexplicable - how in the world a mere mortal magician conjures all this into being without spending serious quintessence (XP) every time he does. [/QUOTE]
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