RangerWickett
Legend
In my planning for an update of Elements of Magic, I'm trying to identify possible problem effects, things that won't easily fit into a "pay x magic points, get y effect" model.
Where this typically becomes a problem is scaling between short duration and long-duration effects, and the difference between single-use abilities and infinite-use ones. For instance, gaining +4 AC for a minute, dealing 1d6 damage with a bolt of energy, healing 1d6 damage, and creating water for one person might all be about the same power level, somewhere around a 1st level spell.
However, consider how different their power becomes if you change the number of times they can be used, or their duration. Giving +4 AC to hundreds of people one at a time isn't useful if the spell only lasts a minute, but healing 1d6 damage hundreds of times is amazing. Dealing 1d6 damage hundreds of times isn't much better than swinging a sword hundreds of times, but no mundane effect can simply create enough water for an entire village.
I mean, my players always joke that they just need enough GP to buy a lyre of building and a decanter of endless water, and they could go off and start their own kingdom. So what sorts of magic is problematic if you can use it a lot, or if you can make it last a long time? I've got a few in mind:
healing
teleportation
divination (one question a day is hard to abuse, but with twenty questions it's hard not to solve any mystery)
creation or building effects
What are others?
Where this typically becomes a problem is scaling between short duration and long-duration effects, and the difference between single-use abilities and infinite-use ones. For instance, gaining +4 AC for a minute, dealing 1d6 damage with a bolt of energy, healing 1d6 damage, and creating water for one person might all be about the same power level, somewhere around a 1st level spell.
However, consider how different their power becomes if you change the number of times they can be used, or their duration. Giving +4 AC to hundreds of people one at a time isn't useful if the spell only lasts a minute, but healing 1d6 damage hundreds of times is amazing. Dealing 1d6 damage hundreds of times isn't much better than swinging a sword hundreds of times, but no mundane effect can simply create enough water for an entire village.
I mean, my players always joke that they just need enough GP to buy a lyre of building and a decanter of endless water, and they could go off and start their own kingdom. So what sorts of magic is problematic if you can use it a lot, or if you can make it last a long time? I've got a few in mind:
healing
teleportation
divination (one question a day is hard to abuse, but with twenty questions it's hard not to solve any mystery)
creation or building effects
What are others?


