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<blockquote data-quote="Celebrim" data-source="post: 8979800" data-attributes="member: 4937"><p>Excellent analysis.</p><p></p><p>Just wanted to make a note of how much it infuriates me as a GM when authors write spells entirely based on how useful they think they would be in a dungeon environment to solve dungeon exploration problems and pay absolutely no attention at all to the economic consequences of their creation. </p><p></p><p>Move Earth was a sixth level spell. It's potent but easy to argue that spellcasters of that puissance aren't common and don't like being conscripted into physical labor. And, it's not clear how other than adventuring you'd get an 11th level character and adventuring is likely a funnel that most people won't attempt and few people will survive. IF it takes powerful magic to have powerful economic impact, then we can sort of imagine magic having an occasional impact on an otherwise familiar world.</p><p></p><p>It would appear that Mold Earth as an unlimited cantrip effect duplicates a 6th level spell with the sole exception that if I did the math in my head right, it moves about 1/3rd as much every 10 minutes. There has never been anything particular in the rules of D&D that said that anything prevented average intelligence people from learning spells except time and education. Wizards aren't sorcerers; they don't need to be born special. In a world that can train wizards, virtually everyone has access to 1st level magic - say 50% or more of the population. If magic has that massive of an economic benefit, then societies would quickly gravitate towards a universal magical education system. Any society that didn't would be overwhelmed by the ones that did. IF you make economically powerful magic common, it implies nothing should be familiar about the resulting world.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 8979800, member: 4937"] Excellent analysis. Just wanted to make a note of how much it infuriates me as a GM when authors write spells entirely based on how useful they think they would be in a dungeon environment to solve dungeon exploration problems and pay absolutely no attention at all to the economic consequences of their creation. Move Earth was a sixth level spell. It's potent but easy to argue that spellcasters of that puissance aren't common and don't like being conscripted into physical labor. And, it's not clear how other than adventuring you'd get an 11th level character and adventuring is likely a funnel that most people won't attempt and few people will survive. IF it takes powerful magic to have powerful economic impact, then we can sort of imagine magic having an occasional impact on an otherwise familiar world. It would appear that Mold Earth as an unlimited cantrip effect duplicates a 6th level spell with the sole exception that if I did the math in my head right, it moves about 1/3rd as much every 10 minutes. There has never been anything particular in the rules of D&D that said that anything prevented average intelligence people from learning spells except time and education. Wizards aren't sorcerers; they don't need to be born special. In a world that can train wizards, virtually everyone has access to 1st level magic - say 50% or more of the population. If magic has that massive of an economic benefit, then societies would quickly gravitate towards a universal magical education system. Any society that didn't would be overwhelmed by the ones that did. IF you make economically powerful magic common, it implies nothing should be familiar about the resulting world. [/QUOTE]
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