Lanefan
Victoria Rules
I find this thread somewhat amusing from my 1e perspective, because 3e has weakened or tossed out completely so many spells whose previous-edition versions were actually useful. You'll get no sympathy from me in suggesting spells are too low level...
Never mind that the risk of using certain spells has also been taken away (e.g. teleport), and that you can relatively easily cast while in combat, and most spells resolve when cast (no more casting time during which you can be interrupted)...spellcasters have never had it so good!
In fact, I'd like to see some spells' power jacked up. First thing: take off all damage caps. If a spell does d6 damage per level, then it should do d6 damage per level regardless whether your level is 5th or 50th. (this would solve some of the nerfed-evokers problems also) Second thing: make some spells harder to save against either by putting a straight minus on the save or by using different save mechanics for select spells to break out the save from the class and level...or by having no modifiers whatsoever apply to the roll, for a particularly hard-to-resist spell (sleep vs. low-level types would be a good candidate here)...you just roll the dice, period.
Raise Dead is fine where it is, mainly because the game needs such a mechanic. Teleport is fine mainly because so little can be carried (though I'd like to see the small chance of teleporting into solid rock and dying be put back in; even with a small risk, people will think twice before using it) Planeshift is fine, though this silly business of showing up 5-500 miles away from intended destination needs to go (why would the spell *always* miss?). To prevent use as a travel spell, just have it only take you to where you last were on that plane, or the nearest safe substitute...simple solution.
There's one exception: I'd like Commune to be more informative, but jumped up to 8th or 9th level as a spell. Nothing ruins the mystery more than a few well-placed Communes...
Now, whether all the spells the game has are worth keeping...that's another question entirely.
Lanefan

In fact, I'd like to see some spells' power jacked up. First thing: take off all damage caps. If a spell does d6 damage per level, then it should do d6 damage per level regardless whether your level is 5th or 50th. (this would solve some of the nerfed-evokers problems also) Second thing: make some spells harder to save against either by putting a straight minus on the save or by using different save mechanics for select spells to break out the save from the class and level...or by having no modifiers whatsoever apply to the roll, for a particularly hard-to-resist spell (sleep vs. low-level types would be a good candidate here)...you just roll the dice, period.
Raise Dead is fine where it is, mainly because the game needs such a mechanic. Teleport is fine mainly because so little can be carried (though I'd like to see the small chance of teleporting into solid rock and dying be put back in; even with a small risk, people will think twice before using it) Planeshift is fine, though this silly business of showing up 5-500 miles away from intended destination needs to go (why would the spell *always* miss?). To prevent use as a travel spell, just have it only take you to where you last were on that plane, or the nearest safe substitute...simple solution.

There's one exception: I'd like Commune to be more informative, but jumped up to 8th or 9th level as a spell. Nothing ruins the mystery more than a few well-placed Communes...
Now, whether all the spells the game has are worth keeping...that's another question entirely.

Lanefan