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D&D spells are overpowered

Some guy with Prestigidation and Mending (both cantrips that can be cast pretty much whenever) could not only clean their home in minutes and prevent the usual filth and disease from medieval life, but also repair anything with no menial labor, meaning nothing would ever get worn out. And since humans can get a bonus feat, and the Magic Initiate feat grants two cantrips, there's no reason why every human shouldn't just have these spells and improve quality of life dramatically. Not only that, but hire a bunch of people who can cast Sending and suddenly you have long distance communication (hell, depending on how you houserule it, a line of tall towers and guys with Dancing Lights could do a similar thing for less magic cost). Make enough teleportation circles and you have long-distance transportation instantly. Why is every D&D campaign world not super high-magic? I hate "low-magic" settings because logically, with magic as powerful as this, it would quickly spark an industrial revolution-scale magic item boom, people's lives would drastically improve, and there would be no way to get rid of it without causing a societal collapse. All you need is one Chaotic Good wizard communist who settles down and builds cheap magic items to give to peasants and you've transformed the world forever. And that's just fifth edition! Those 3.5 bastards get like 5 9th-level spell slots a day? That's insane!
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justbob · 61-69, M
This is what happens if you have a logical mind. The setting and atmosphere stops making sense. Unless the DM makes his or her own more sensible rules.