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What are your "Problem Spells"?
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<blockquote data-quote="Varianor Abroad" data-source="post: 1127584" data-attributes="member: 12425"><p>Raise dead is not a problem from a plot perspective in my mind. It's more of an issue of the banality of death if it's common. The aforementioned Dragaera example is perfect. There's easy resurrection, but Morganti "true death" weapons exist. It changes the world without unbalancing it. </p><p></p><p>In a world where clerics are told to keep certain spells handy for their rulers (great idea by the way), what about Reincarnation? Perhaps there's social consequences in some societies of the game when a druid turns you into something else. How do you prove you are who you say you are? Conversely, I could see a very nature-oriented society where raise dead is eschewed in favor of reincarnate. </p><p></p><p>There's some interesting discussion of these spells (and other issues) in a thread on Monte's boards about <a href="http://pub102.ezboard.com/fokayyourturnfrm16.showMessage?topicID=680.topic" target="_blank">low magic settings</a>. Transportation and Info Retrieval (discussed on the fourth page) are two system balance issues.</p><p></p><p>A salient point for this discussion is Communication magic. What changed the world rapidly? Radio and the telephone and television. The ability to send information quickly. D&D doesn't have many far-reaching instant communication spells that are accessible at low levels. But, it is still possible to get information places faster than on foot. (Lesser Planar Ally can be used to get a message anywhere in a pinch.) Think of Sending. Yes, it's 5th level, but a kingdom that wants the equivalent of the telegraph would set up mages capable of casting it at strategic locations to pass information. Enemies who invade must then think about trying to disrupt the information network.</p><p></p><p>In one game that I'm in, we created a pair of Message items, essentially enabling walkie-talkie communication. That empowers a party to be more effective than their opponents until the high levels when you have foes that communicate Telepathically. Would armies buy these items over better weapons? Probably for their elite scouts and skirmishers.</p><p></p><p>Lastly, Clairaudience/Clairvoyance fall into the same category of spells that society will have evolved methods of dealing with. Would you want spies to be easily able to listen in on your secret conversations?</p><p></p><p>Good topic!</p></blockquote><p></p>
[QUOTE="Varianor Abroad, post: 1127584, member: 12425"] Raise dead is not a problem from a plot perspective in my mind. It's more of an issue of the banality of death if it's common. The aforementioned Dragaera example is perfect. There's easy resurrection, but Morganti "true death" weapons exist. It changes the world without unbalancing it. In a world where clerics are told to keep certain spells handy for their rulers (great idea by the way), what about Reincarnation? Perhaps there's social consequences in some societies of the game when a druid turns you into something else. How do you prove you are who you say you are? Conversely, I could see a very nature-oriented society where raise dead is eschewed in favor of reincarnate. There's some interesting discussion of these spells (and other issues) in a thread on Monte's boards about [URL=http://pub102.ezboard.com/fokayyourturnfrm16.showMessage?topicID=680.topic]low magic settings[/URL]. Transportation and Info Retrieval (discussed on the fourth page) are two system balance issues. A salient point for this discussion is Communication magic. What changed the world rapidly? Radio and the telephone and television. The ability to send information quickly. D&D doesn't have many far-reaching instant communication spells that are accessible at low levels. But, it is still possible to get information places faster than on foot. (Lesser Planar Ally can be used to get a message anywhere in a pinch.) Think of Sending. Yes, it's 5th level, but a kingdom that wants the equivalent of the telegraph would set up mages capable of casting it at strategic locations to pass information. Enemies who invade must then think about trying to disrupt the information network. In one game that I'm in, we created a pair of Message items, essentially enabling walkie-talkie communication. That empowers a party to be more effective than their opponents until the high levels when you have foes that communicate Telepathically. Would armies buy these items over better weapons? Probably for their elite scouts and skirmishers. Lastly, Clairaudience/Clairvoyance fall into the same category of spells that society will have evolved methods of dealing with. Would you want spies to be easily able to listen in on your secret conversations? Good topic! [/QUOTE]
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