What Spells Would a Commoner Want?

A +4 Strength bonus makes a definite difference in load capacity. If a task takes only a few minutes to perform, say quickly lifting baskets of ore onto a wagon, this is going to make a worker more efficient. Through in an Enlarge spell and things just get better. A 7th level sorcerer can cast 6 2nd-level spells per day. At that point it becomes a matter management science to maximize efficiency.

Strength
Score Light Load Medium Load Heavy Load
1 3 lb. or less 4-6 lb. 7-10 lb.
2 6 lb. or less 7-13 lb. 14-20 lb.
3 10 lb. or less 11-20 lb. 21-30 lb.
4 13 lb. or less 14-26 lb. 27-40 lb.
5 16 lb. or less 17-33 lb. 34-50 lb.
6 20 lb. or less 21-40 lb. 41-60 lb.
7 23 lb. or less 24-46 lb. 47-70 lb.
8 26 lb. or less 27-53 lb. 54-80 lb.
9 30 lb. or less 31-60 lb. 61-90 lb.
10 33 lb. or less 34-66 lb. 67-100 lb.
11 38 lb. or less 39-76 lb. 77-115 lb.
12 43 lb. or less 44-86 lb. 87-130 lb.
13 50 lb. or less 51-100 lb. 101-150 lb.
14 58 lb. or less 59-116 lb. 117-175 lb.
15 66 lb. or less 67-133 lb. 134-200 lb.
16 76 lb. or less 77-153 lb. 154-230 lb.
17 86 lb. or less 87-173 lb. 174-260 lb.
18 100 lb. or less 101-200 lb. 201-300 lb.
19 116 lb. or less 117-233 lb. 234-350 lb.
20 133 lb. or less 134-266 lb. 267-400 lb.
 

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Presuming that the caster had an unlimited number of spells of those levels, as well as the Persistent feat, so they'd last long enough to do any good.

Well, depending on edition and sources, remember that some of those buff spells have "Mass" versions that change the math somewhat. Durations are still short on those, though, so those might be used for limited purposes. I could see, for instance, an Extended Mass Bull's Strength being used for a mining rescue team.
 

In 4e, there's some very long-lasting rituals that evade the buff duration problem. There's even a specific ritual (I think it's Ant Haul, which only boosts your carrying capacity, and there's a similar one for animals) that does something similar. Downside? Expensive component costs. Pathfinder has Muleback Cords that let you buff your carrying capacity but again, items are expensive.
 

The good things about wondrous items is their permanency, eventually they pay for themselves if you use them enough times to increase your profit margins...
 

Having said that, they're so expensive you can't really buy a lot of them. I think an item that can cast Remove Disease 1/day is more valuable to a noble than an item that gives a few peasants carrying capacity bonuses for a short duration.
 

Having played with the "Run a business" rules in the DMG II, skill boosting items. Commoners have access to craft and profession; 5 extra sp per week may not sound like much, except that's an increase in your profit over expenses. Presuming that the half of your check result you don't earn is paid in taxes, one +1 to your craft or profession skill results in 26 gold pieces per year, and pays for itself in four years. Compared to the profits of an adventurer, this is petty change. However, you are a commoner, and so have to think long term. In twenty years, you can have paid for five of them; enough, probably, for all of your sons and daughters to have one.

So the first generation all have one Profession (Farmer) or Craft (Wheat) item, or whichever skills the GM deems relevant. Over their twenty years, they each earn 520 gold pieces more than you did. One of the items can be enchanted to +2, and two extra items to another skill; or five extra items to another skill.

By the third generation, everyone is making 520 gold pieces more over twenty years as a default, with +1 to a skill used for aid another. That is at least a regular 60% chance of +2 to your skill, meaning up to one extra gold piece a week. Of course, the real fun comes when you compute in husband-and-wife teams and double the result each generation. Or the effects of apprentices; that is, the couples' children. This not only continued the family (being "childless" was considered a major shame in most medieval societies), but allowed more work to be done (and thus a higher chance of future survival and prosperity).

This is an ideal calculation, though, not adding in catastrophe. And catastrophe is likely; even with my limited experience with the "run a business" rules in the DMG II, a business is likely to either get rich over many years, or fall into utter disaster. Which fits the implicit setting conceits.

So, in short, being a peasant in D&D may seem strange, but it isn't hopeless. One of your sons or daughters, or grandchildren, may rise to the prominence of a warrior, expert or even an adept. One of their children, or grandchildren, may rise to the prominence of a fighter, or ranger. Eventually, if your family continues to prosper, one of you might be knighted, or become a paladin, or become a great orator (bard). Your line may even produce a great person of miraculous faith (cleric), or astounding intellect (wizard). And, of course, you cannot plan for the designs of the divine (favoured soul) or eldritch (sorcerer).

Provided marauding monsters, run-away carts, sabotage, fire, flood, or other hazard are successfully endured.
 

Having played with the "Run a business" rules in the DMG II, skill boosting items. Commoners have access to craft and profession; 5 extra sp per week may not sound like much, except that's an increase in your profit over expenses. Presuming that the half of your check result you don't earn is paid in taxes, one +1 to your craft or profession skill results in 26 gold pieces per year, and pays for itself in four years. Compared to the profits of an adventurer, this is petty change. However, you are a commoner, and so have to think long term. In twenty years, you can have paid for five of them; enough, probably, for all of your sons and daughters to have one.

So the first generation all have one Profession (Farmer) or Craft (Wheat) item, or whichever skills the GM deems relevant. Over their twenty years, they each earn 520 gold pieces more than you did. One of the items can be enchanted to +2, and two extra items to another skill; or five extra items to another skill.

By the third generation, everyone is making 520 gold pieces more over twenty years as a default, with +1 to a skill used for aid another. That is at least a regular 60% chance of +2 to your skill, meaning up to one extra gold piece a week. Of course, the real fun comes when you compute in husband-and-wife teams and double the result each generation. Or the effects of apprentices; that is, the couples' children. This not only continued the family (being "childless" was considered a major shame in most medieval societies), but allowed more work to be done (and thus a higher chance of future survival and prosperity).

This is an ideal calculation, though, not adding in catastrophe. And catastrophe is likely; even with my limited experience with the "run a business" rules in the DMG II, a business is likely to either get rich over many years, or fall into utter disaster. Which fits the implicit setting conceits.

So, in short, being a peasant in D&D may seem strange, but it isn't hopeless. One of your sons or daughters, or grandchildren, may rise to the prominence of a warrior, expert or even an adept. One of their children, or grandchildren, may rise to the prominence of a fighter, or ranger. Eventually, if your family continues to prosper, one of you might be knighted, or become a paladin, or become a great orator (bard). Your line may even produce a great person of miraculous faith (cleric), or astounding intellect (wizard). And, of course, you cannot plan for the designs of the divine (favoured soul) or eldritch (sorcerer).

Provided marauding monsters, run-away carts, sabotage, fire, flood, or other hazard are successfully endured.

Excellent analysis, meant to give you an XP and hit laugh by mistake. It goes to show why I think even minor magics used regularly would increase the wealth of a community...
 


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