Giltonio_Santos said:
What I wanted to state is that D&D spells don't follow a logical curve.
Sure they do, all of the time. At its most basic spells get more powerful the higher up you go in levels. Sometimes they do not follow it well, but if you look at other spells of the same level and the spells of the level before you can judge about what it should be doing.
Disjunction is way over the top. The only spells I can think of offhand which are in the same ballpark are Gate and Shapechange, which are both overpowered as written as well.
Giltonio_Santos said:
Mass healing may be the direct comparison to critical healing, but my point is that from one level to the other we go from fairly potent healing (not enough to bring your fighter to full HP, I believe) to raising the dead (which some cultures would see as a miracle); and that's one miserable level.
But you are almost literally comparing apples to oranges. Those spells have completely different effects and different costs. One is a change of state with massive penalties and the other is a change of a variable number which only matters when it hits certain thresholds.
We have the progression for healing there. It gets stronger each level and at some point it jumps up to being weaker for healing individually but heals multiple people.
We also know about the time that being able to undo a certain status effect happens. 4th level is reincarnation and at 5th level we have raise dead, albeit for two seperate classes.
Hp recovery vs status change. They just aren't directly comparable here because you are switching effects and saying one is greater than the other. 4d8+9 could heal someone from -9 (the literal deaths door) up to full hp with a single touch and standard action for the lowly cost of a 4th level slot vs raise dead which takes a minute, 5k gp worth of diamond, a 5th level slot, and either a level or 2 constitution points from the subject. Very different costs, very different effects, completely different parts of the healing spectrum. The poor guy that just got raised likely wants someone to cast a hit point healing spell on him now as well.
Giltonio_Santos said:
So, saying that disjunction is ridiculous because you'd expect something weaker only three levels above greater dispelling is not a reasonable point at the D&D system, since it never really cared about a logical progression of spell power.
I listed my reasoning about why each was bad and how to fix them along with a reasoning about a progression that is more in line with other progressions. If you feel that the reasonings are imperfect that is fine, but there are progressions there and there are other effects to compare with about how to get them. Along with the costs associated with each.
For a single 9th level spell we would expect very impressive effects, but those effects should be balanced on what it costs. Being able to take out any number of items, spells already cast, and artifacts is simply much too much for a 9th level slot that is merely a standard action with no extraneous costs such as exp. It doesnt have a focus or a spell component either. If you don't care about selling opponents gear, and that should not be used as a balance reason either way, then the only reason to not use it is that you are worried about them having an artifact which will then have a 17% chance of being effected and then get a saving through to avoid the effect and then, if it works, you get a saving through to avoid the bad things happening to you.
What other spells even come close to being able to change the effective challenge rating of a party by such a large amount so easily?