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*Dungeons & Dragons
What Spells Would a Commoner Want?
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<blockquote data-quote="Greenfield" data-source="post: 6407789" data-attributes="member: 6669384"><p>Okay, let's address a couple of points raised.</p><p></p><p>Plant Growth covers a circle a mile across, so for farmers with small plots, they would have to gather together and arrange for it as a group.</p><p></p><p>That being said, this discussion comes in two flavors: </p><p></p><p>1) What spells would commoners want <em>to hire someone to cast</em>?</p><p></p><p>or</p><p></p><p>2) What spells would commoners want <em>to be able to cast themselves</em>?</p><p></p><p>For question 1, the answer would be "Almost nothing". The cost for spellcasting services, as listed in the book, places any and all spells at a price range well over a month's pay even for the average skilled craftsman.</p><p></p><p>Version 2 is quite different. Now we're looking at things with a practical, non combat use, no Exp cost and low or non existent material costs.</p><p></p><p>To keep things sane, let's limit things to the lower level spells.</p><p></p><p>There aren't any pain relief spells in D&D. There are spells to relieve discomfort however, so let's start with <em>Endure Elements</em>. We'll ad <em>Bear's Endurance</em> and <em>Bull's Strength</em> for good measure. Both of these are short term, so they won't make a day's work any easier, but they will give you that edge when you need it.</p><p></p><p><em>Prestodigitation</em> is an incredibly flexible and useful spell, with a very good duration for its level. You can warm food, clean a table or dust a room, season a poor meal, or sew up a torn garment. (It was detailed in 3.0 that you could use it to mend clothing, and if you provided needle and thread the work would be permanent.</p><p></p><p><em>Mage Hand</em> is a bit less useful, but still worth having.</p><p></p><p><em>Light</em> and <em>Dancing Lights</em> are also useful spells at the cantrip level.</p><p></p><p><em>Enlarge Person</em> and <em>Reduce Person</em> would have their uses, like the <em>Bull's Strength</em> but like that spell it only lasts a short time.</p><p></p><p><em>Cure</em> spells will be popular. For low level types, the <em>Cure Light</em> version would be more than enough.</p><p></p><p><em>Plant Growth</em> would be incredibly useful for farmers, and for foresters as well. If the woods provide more food for the wildlife, there's more wildlife. </p><p></p><p><em>Wall</em> spells are potentially useful, though Stone is free, and Iron costs 50 gp per use. Bottom line, however, you don't need to erect a building very often. They're also a bit high level for my "low level only" list.</p><p></p><p><em>Dimension Door</em> is nice for short distance hops, but <em>Teleport</em> is what's called for to do any real travel. They're both a bit high level.</p><p></p><p>For merchant types, <em>Shadow Walk</em> might be better.</p><p></p><p><em>Shrink Item</em> would be priceless for merchants. Again, the duration is a few days, so it's not for any kind of long term storage or long distance travel.</p><p></p><p><em>Detect Evil</em> and <em>Detect Chaos</em>, as well as <em>Detect Lie</em> would be useful as hell for law enforcement.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 6407789, member: 6669384"] Okay, let's address a couple of points raised. Plant Growth covers a circle a mile across, so for farmers with small plots, they would have to gather together and arrange for it as a group. That being said, this discussion comes in two flavors: 1) What spells would commoners want [I]to hire someone to cast[/I]? or 2) What spells would commoners want [I]to be able to cast themselves[/I]? For question 1, the answer would be "Almost nothing". The cost for spellcasting services, as listed in the book, places any and all spells at a price range well over a month's pay even for the average skilled craftsman. Version 2 is quite different. Now we're looking at things with a practical, non combat use, no Exp cost and low or non existent material costs. To keep things sane, let's limit things to the lower level spells. There aren't any pain relief spells in D&D. There are spells to relieve discomfort however, so let's start with [I]Endure Elements[/I]. We'll ad [I]Bear's Endurance[/I] and [I]Bull's Strength[/I] for good measure. Both of these are short term, so they won't make a day's work any easier, but they will give you that edge when you need it. [I]Prestodigitation[/I] is an incredibly flexible and useful spell, with a very good duration for its level. You can warm food, clean a table or dust a room, season a poor meal, or sew up a torn garment. (It was detailed in 3.0 that you could use it to mend clothing, and if you provided needle and thread the work would be permanent. [I]Mage Hand[/I] is a bit less useful, but still worth having. [I]Light[/I] and [I]Dancing Lights[/I] are also useful spells at the cantrip level. [I]Enlarge Person[/I] and [I]Reduce Person[/I] would have their uses, like the [I]Bull's Strength[/I] but like that spell it only lasts a short time. [I]Cure[/I] spells will be popular. For low level types, the [I]Cure Light[/I] version would be more than enough. [I]Plant Growth[/I] would be incredibly useful for farmers, and for foresters as well. If the woods provide more food for the wildlife, there's more wildlife. [I]Wall[/I] spells are potentially useful, though Stone is free, and Iron costs 50 gp per use. Bottom line, however, you don't need to erect a building very often. They're also a bit high level for my "low level only" list. [I]Dimension Door[/I] is nice for short distance hops, but [I]Teleport[/I] is what's called for to do any real travel. They're both a bit high level. For merchant types, [I]Shadow Walk[/I] might be better. [I]Shrink Item[/I] would be priceless for merchants. Again, the duration is a few days, so it's not for any kind of long term storage or long distance travel. [I]Detect Evil[/I] and [I]Detect Chaos[/I], as well as [I]Detect Lie[/I] would be useful as hell for law enforcement. [/QUOTE]
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