The existence of the lightning rail, airships, and other details of the setting such as that the streets of Sharn are lit by magical means strongly suggests otherwise.
It's just that the approach Eberron takes to being high magic isn't exactly the approach some people (possibly even most) think of when they hear the phrase "high magic" - there aren't an overabundance of supremely powerful magic users, nor is the magically capable population of the world a higher percentage than most settings, but some forms of magic (basic quality of life improving items and spells) are far more present than would be possible in a genuinely low-magic world.
I think that is a wildly pessimistic view of what the world would look like if DnD's low level magic were available, even for only 1% of the population.
And that's my thing, the economic assumptions of the core books are such a big part of the decision wotc made to *not* extrapolate a world where this stuff exists, that I can't imagine what the point of this thread even is, if we bind ourselves to those assumptions.
Economies are changed by technology. Period.
Literally any broad boost to any of; crop yield, travel/trade, ability to reliably store food without it spoiling, reliable irrigation, basic cleanliness, general public health, or reduction of human labour required to produce X calories would change the economy.
If we assume that most of those are boosted by the magic mentioned in this thread, the idea of a world where 70+% of people are substinence farmers just doesn't make any sense. If we assume that any of this 0-1st level magic can be taught, and/or enchanted into items anyone can use, nah.
Much better, imo, to determine what is possible first, and then work out what sort of economy might exist, and let the idea of prices come in later, so that it makes sense in the world.
I think you are egregiously misusing the term "high magic".
More specifically, you seem to be of the opinion that there is only "high magic" and "low magic", when that is simply not the case.
Eberron is wide magic, or broad magic. It definately is not high magic. No world in which the highest level mortal spellcasters are less than 10th level, ain't high magic.
Any world where 5th level casters are extremely rare and extraordinary, and characters powerful enough to have more than 1 PC class level are pretty damn rare, isn't high magic.
Eberron just uses magic in a different way than settings like FR, which is actually high magic, imo.
It also isn't "low magic", like A Song of Ice And Fire, or maybe Conan. But again, it isn't a binary.
The existence of the lightning rail, airships, and other details of the setting such as that the streets of Sharn are lit by magical means strongly suggests otherwise.
It's just that the approach Eberron takes to being high magic isn't exactly the approach some people (possibly even most) think of when they hear the phrase "high magic" - there aren't an overabundance of supremely powerful magic users, nor is the magically capable population of the world a higher percentage than most settings, but some forms of magic (basic quality of life improving items and spells) are far more present than would be possible in a genuinely low-magic world.
This is a great thread and gives GMs something to think about when crafting a world where magic is common.
Its fun to think of what powerful mages do with their abilities when there isn't a dragon tearing across the continent. Those with a number of health or utility spells available to them might make enough gold in peace time to decide against ever returning to the adventurers life.
They aren't low level but two spells that come to mind are stone shape and stone wall. Any city that is home to a mage capable of casting those spells is going to have an unusual number of stone structures.
Friends cantrip would render wizards extinct. A bunch of shut-in nerdy bookish types going out into the world would naturally cast and recast this cantrip, and very soon, they would have a lot of enemies- some of whom would probably be violent and capable of taking out a low level mage.
Vicious Mockery would render bards extinct. While performing, eventually every bard would be heckled by someone, and eventually every bard would reach their breaking point and viciously mock the heckler, probably killing them. At this point, the crowd- and city guard probably- would turn on the bard, and now its pitchforks and gallows time.
Purify Food and Drink could possibly wipe out all people. If all food and drink were purified, nobody would be exposed to food-born viruses and bacteria, rendering whole populations highly susceptible to them if ever exposed.
Shillelagh would destroy baseball. Steroids scandals would be remembered as 'the good old days.'
Locate Object would destroy the world by opening a portal to a pocket dimension containing all the worlds keys and socks, which would spill over into our dimension, smothering everyone.
Shape Water would not directly destroy the world, but a 5'x5'x5' ice cube melting in one hour hints at some serious climate and habitability concerns.
Illusory Script would render all semblance of contract law moot.
Continual Flame would lead to an industrial revolution, as there would be an unending source of heat energy available. The industry, combined with other low level magics, would vastly change the world and its peoples in a short time, spurring them to greater challenges. New planes of existence and reaches of the universe would be explored. Inhabitants of this world eventually evolve into the Q Continuum.
Basically, this cantrip makes things last forever. And almost every spellcasting class has it. Any community, large or small, would have a shop manned by someone who can cast this cantrip fixing things. This poses an economic problem, too: maintenance, although not without value, would be less of a priority. Broken horseshoe or window pane? It would otherwise take some decent amount of work, expertise, and resources to fix those, but a quick casting of Mending, and you're back in business. Regardless of how widespread magic is in a campaign, if this spell is available and known with any real frequency, it would become a staple in most communities.
Agree and disagree with this assessment. Remember mending fixes one tear, break or cut. It does not fix deformed metal. It does not replace material. Seeing how maintenance is primary training tool prior to creation there would likely still be craftsmen doing some. And because those craftsmen are still needed to create goods in the first place there are likely to be some areas where they embrace this ability and either use it themselves, or employ others who do. There are also likely places where there are prohibitions about using the ability commercially. If all the smith's in town stop creating goods because mages are butting in on their work then they might get some traction.
A DM once described my apprenticeship this way on "Wizard's Day" each month all the various casters would setup booths where they and their apprentices would tackle "mundane" problems magically. An apprentice who could only cast cantrips would have to work for what the petitioner was willing to pay... My particular specialty was mending and I would make a small pile of coppers, several misc household items, chickens, cheese, baked goods, fruits, vegetables, un-milled grain, and a case of the crabs. Of course as an apprentice, half of everything I made went to my master.
Guild law in the town was this one day each month was the only day it was legal for mages to use magic to perform "mundane" tasks using magic, for hire. I was also the only day it was legal for a commoner to hire to seek them out for such tasks. Of course most nobles were exempt from the restriction and work under ongoing contract would be allowed anytime. The craft guilds insisted on it. The wizards for the most part welcomed it otherwise all their time would be spent dealing with petitioners to do menial tasks that they felt were beneath them.
Finley... I don't think any cantrip would lead to the extinctions you are referring too. Behavior tends to be self regulated. Just because wizards and bards would want to abuse those cantrips does not mean they would. At least not more than once unless they were sure they could get away with it.
As the amount of ice increases the ratio of surface area to volume decreases. The lower this ratio the long it takes for ice to melt. A 5'x5'x5' is going to last a good long time even in a hot sunny environment. Here in kentucky, in the early spring, it is not unusual to get a foot or two of snow and ice and have a week of 80° weather immediately after. And trust me those piles of snow and ice that end up around lamp posts in parking lots will sometimes take a week or more of 80° weather before they finally melt. I see a common use of this spell is casting it in cellars... An underground cellar lined with mud and straw with a 5' cube of ice in it is going to stay cold and the ice is going to take a long time to melt.
I could definitely see where continual flame and steam power would be an awesome combination.
The suppositions made in this post are the primary reasons I don't like unlimited cantrips. As long as they are unlimited there is no reason for the magically endowed not to cast them willy nilly for the most trivial of reason... However if you limit them (Even to a number so high it's not likely to be met during any normal adventuring day) then you cause the caster to stop and think, I have 20 dishes to clean, is it worth 20 castings of prestidigitation to get it done.
I mean even if you set it to the sum of all your stats + caster level per short rest. Then with a standard array you have somewhere between 70 and 130 per short rest... That's a huge amount but it is a limit and as long as there is a limit casters are going to want to save some of their abilities, just in case. (Personally I would set it to (Con + Primary Caster Stat + (caster level x 2)) per short rest)
It happens to be the biggest gripe I have about casting in 5e, more so than the nerf caused by the changes to concentration and most spells requiring it, and more so than spells not scaling with caster level.
Basically, this cantrip makes things last forever. And almost every spellcasting class has it. Any community, large or small, would have a shop manned by someone who can cast this cantrip fixing things. This poses an economic problem, too: maintenance, although not without value, would be less of a priority. Broken horseshoe or window pane? It would otherwise take some decent amount of work, expertise, and resources to fix those, but a quick casting of Mending, and you're back in business. Regardless of how widespread magic is in a campaign, if this spell is available and known with any real frequency, it would become a staple in most communities.
Agree and disagree with this assessment. Remember mending fixes one tear, break or cut. It does not fix deformed metal. It does not replace material. Seeing how maintenance is primary training tool prior to creation there would likely still be craftsmen doing some. And because those craftsmen are still needed to create goods in the first place there are likely to be some areas where they embrace this ability and either use it themselves, or employ others who do.
There are also likely places where there are prohibitions about using the ability commercially. If all the smith's in town stop creating goods because mages are butting in on their work then they might get some traction.
A DM once described my apprenticeship this way on "Wizard's Day" each month all the various casters would setup booths where they and their apprentices would tackle "mundane" problems magically. An apprentice who could only cast cantrips would have to work for what the petitioner was willing to pay... My particular specialty was mending and I would make a small pile of coppers, several misc household items, chickens, cheese, baked goods, fruits, vegetables, un-milled grain, and a case of the crabs. Of course as an apprentice, half of everything I made went to my master.
Guild law in the town was this one day each month was the only day it was legal for mages to use magic to perform "mundane" tasks using magic, for hire. I was also the only day it was legal for a commoner to hire to seek them out for such tasks. Of course most nobles were exempt from the restriction and work under ongoing contract would be allowed anytime. The craft guilds insisted on it. The wizards for the most part welcomed it otherwise all their time would be spent dealing with petitioners to do menial tasks that they felt were beneath them.
Sure: settings will and can implement this however they want, and guildifying and regulating abilities so that those who have some power can keep it is a very common response.
I'm not sure where we disagreed, but I appreciate your comments.
I was referring to those places where the availability of food and water are quite scarce. Those spell might make a huge difference.
filcat, you wouldn't even need to do this in a location where water is scarce.
The ability to *create* pure parasite/disease free water itself is a HUGE increase in the health of a population.
Also a Druid's "Produce Flame" can allow for the boiling of any water source. I once played a Druid with proficiency in cooking utensils and used this for description.
So if low level magic would have an impact on the economy, how would the presence of monsters impact it. In D&D it seems that most towns and villages are under near constant threat of immensely powerful creatures (in comparison to the average non adventurer). I think that would have a major impact on trade at the very least.
So if low level magic would have an impact on the economy, how would the presence of monsters impact it. In D&D it seems that most towns and villages are under near constant threat of immensely powerful creatures (in comparison to the average non adventurer). I think that would have a major impact on trade at the very least.
It would ensure that most magical resources be used for defensive or combat reasons and would be a perfectly acceptable explanation of why spells (as opposed to cantrips) would be held in the event of an emergency. However since cantrips are not limited in the number that "Classed" individuals can cast (at least not those classes available to pc's), then there is no reason to not cast them whenever it is beneficial. Six seconds to clean something via prestidigitation is probably a time savings of between 3 and 100 times as effective as doing it manually. There would be no reason not to staff "Handy Maids" with 0 level or 1st level wizard apprentices. "We clean your house by day and remove kobolds and carrion crawlers from sewers by night."
Basically, this cantrip makes things last forever. And almost every spellcasting class has it. Any community, large or small, would have a shop manned by someone who can cast this cantrip fixing things. This poses an economic problem, too: maintenance, although not without value, would be less of a priority. Broken horseshoe or window pane? It would otherwise take some decent amount of work, expertise, and resources to fix those, but a quick casting of Mending, and you're back in business. Regardless of how widespread magic is in a campaign, if this spell is available and known with any real frequency, it would become a staple in most communities.
Agree and disagree with this assessment. Remember mending fixes one tear, break or cut. It does not fix deformed metal. It does not replace material. Seeing how maintenance is primary training tool prior to creation there would likely still be craftsmen doing some. And because those craftsmen are still needed to create goods in the first place there are likely to be some areas where they embrace this ability and either use it themselves, or employ others who do.
There are also likely places where there are prohibitions about using the ability commercially. If all the smith's in town stop creating goods because mages are butting in on their work then they might get some traction.
A DM once described my apprenticeship this way on "Wizard's Day" each month all the various casters would setup booths where they and their apprentices would tackle "mundane" problems magically. An apprentice who could only cast cantrips would have to work for what the petitioner was willing to pay... My particular specialty was mending and I would make a small pile of coppers, several misc household items, chickens, cheese, baked goods, fruits, vegetables, un-milled grain, and a case of the crabs. Of course as an apprentice, half of everything I made went to my master.
Guild law in the town was this one day each month was the only day it was legal for mages to use magic to perform "mundane" tasks using magic, for hire. I was also the only day it was legal for a commoner to hire to seek them out for such tasks. Of course most nobles were exempt from the restriction and work under ongoing contract would be allowed anytime. The craft guilds insisted on it. The wizards for the most part welcomed it otherwise all their time would be spent dealing with petitioners to do menial tasks that they felt were beneath them.
Sure: settings will and can implement this however they want, and guildifying and regulating abilities so that those who have some power can keep it is a very common response.
I'm not sure where we disagreed, but I appreciate your comments.
I don't think it's a disagreement on general assumptions just a disagreement on scale. I tend to take a fairly limited view of what mending can fix. For the most part I see it as a reason a party with access to it does not have to buy new equipment after a week in the field... "All those hit points lost are hell on one's wardrobe."
If I look at my own wardrobe and the clothes I wear often and have had a while and think about the reasons I have to eventually throw them away, I don't think mending would fix the wear in the seat of my jeans... When it does finally rip mending would fix the rip but the jeans would still be worn and the fabric there weak. Same with the frayed hem on my slacks. Maybe with a routine of mending on the small problems over time would result in the clothes lasting substantially longer, but I don't know if couldn't do that anyway by taking a similar amount of time and mundane methods.
I guess the main point of disagreement is the statement "Basically this cantrip makes things last forever." I see it as a logical assumption taken to an illogical extreme. It would certainly increase the average life of a lot objects by fixing most "accidental" damage but over time many would still wear out. In some cases that wear could be fixed via mending but in most cases you would end up with a worn object ready to fail again (like the seat of my jeans.)
Now in editions of D&D (or PF) with more detailed skills I allowed mending to be used by craftsmen to greatly speed up repairs and in some cases make "impossible" repairs "possible."
It's not that I didn't allow an unskilled caster to use it for repairs... I just limited the quality. A simple cut on a standard wool cloak... No problem anyone can mend it and afterwards no one could tell it was mended. A elaborate wool and silk cloak with beading and embroidery... The unskilled mage could fix the cut but the join would show signs of the mend along the edges of the embroidery and bead work as some of the actual stitching and beading would have been undone as a result of the cut. An expert tailor with access to mending and some replacement thread and beads however could render the object as good as new in a matter of minutes as opposed to "almost as good as new" after hours of work manually.
Clerics would be litigated into oblivion. My lawyer tells me that when I tripped in the street in front of the temple, those clerics were obligated to heal me. Also, my lawyer tells me that those clerics have magic that could have warned them I was prone to tripping, and even more magic that would help reduce my chances of tripping.
But then again... Lawyers would be obliterated by the zone of truth spell. Darn. There goes my payday. Guess I can dispell that minor illusion neckbrace now... ;)
That said, the most important perspective, I believe, is this: It's a game.
It's a game that's already full of anachronisms, silly stereotypes, and defiance of natural physics. That's not a problem - that's the beauty of the whole thing.
Exactly! Any game that lets you us a feature called Evasion to take no damage from having a 40'-radius meteor fall on you and still be in the same place does not precisely lend itself to realism. In my opinion.
That said, the most important perspective, I believe, is this: It's a game.
It's a game that's already full of anachronisms, silly stereotypes, and defiance of natural physics. That's not a problem - that's the beauty of the whole thing.
Exactly! Any game that lets you us a feature called Evasion to take no damage from having a 40' radius meteor fall on you and still be in the same place does not precisely lend itself to realism. In my opinion.
I've always argued this whenever someone talks about "realism" in this game. I can cast a fireball in the middle of a rogue's forehead, and somehow they are able to move in such a way that the magical explosion of fire doesn't affect them at all?
“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
I was referring to those places where the availability of food and water are quite scarce. Those spell might make a huge difference.
True, although it would make settling in those areas still undesireable, since they would be dependent on the spellcasters to survive. If spellcasters are plentiful, that's reasonable. Otherwise, not so much.
An enterprising spellcaster could make a killing selling their services in a little pop up stand in the desert, maybe using Light to attract people to them.
More then detect diese what about spells that create fire i a manga that I read one of the chareturs jobs was to burn villages that had been effected with plagues to stop them spreading, so mass castings of fire ball.
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I think that is a wildly pessimistic view of what the world would look like if DnD's low level magic were available, even for only 1% of the population.
And that's my thing, the economic assumptions of the core books are such a big part of the decision wotc made to *not* extrapolate a world where this stuff exists, that I can't imagine what the point of this thread even is, if we bind ourselves to those assumptions.
Economies are changed by technology. Period.
Literally any broad boost to any of; crop yield, travel/trade, ability to reliably store food without it spoiling, reliable irrigation, basic cleanliness, general public health, or reduction of human labour required to produce X calories would change the economy.
If we assume that most of those are boosted by the magic mentioned in this thread, the idea of a world where 70+% of people are substinence farmers just doesn't make any sense. If we assume that any of this 0-1st level magic can be taught, and/or enchanted into items anyone can use, nah.
Much better, imo, to determine what is possible first, and then work out what sort of economy might exist, and let the idea of prices come in later, so that it makes sense in the world.
We do bones, motherf***ker!
I think you are egregiously misusing the term "high magic".
More specifically, you seem to be of the opinion that there is only "high magic" and "low magic", when that is simply not the case.
Eberron is wide magic, or broad magic. It definately is not high magic. No world in which the highest level mortal spellcasters are less than 10th level, ain't high magic.
Any world where 5th level casters are extremely rare and extraordinary, and characters powerful enough to have more than 1 PC class level are pretty damn rare, isn't high magic.
Eberron just uses magic in a different way than settings like FR, which is actually high magic, imo.
It also isn't "low magic", like A Song of Ice And Fire, or maybe Conan. But again, it isn't a binary.
We do bones, motherf***ker!
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This is a great thread and gives GMs something to think about when crafting a world where magic is common.
Its fun to think of what powerful mages do with their abilities when there isn't a dragon tearing across the continent. Those with a number of health or utility spells available to them might make enough gold in peace time to decide against ever returning to the adventurers life.
They aren't low level but two spells that come to mind are stone shape and stone wall. Any city that is home to a mage capable of casting those spells is going to have an unusual number of stone structures.
Friends cantrip would render wizards extinct. A bunch of shut-in nerdy bookish types going out into the world would naturally cast and recast this cantrip, and very soon, they would have a lot of enemies- some of whom would probably be violent and capable of taking out a low level mage.
Vicious Mockery would render bards extinct. While performing, eventually every bard would be heckled by someone, and eventually every bard would reach their breaking point and viciously mock the heckler, probably killing them. At this point, the crowd- and city guard probably- would turn on the bard, and now its pitchforks and gallows time.
Purify Food and Drink could possibly wipe out all people. If all food and drink were purified, nobody would be exposed to food-born viruses and bacteria, rendering whole populations highly susceptible to them if ever exposed.
Shillelagh would destroy baseball. Steroids scandals would be remembered as 'the good old days.'
Locate Object would destroy the world by opening a portal to a pocket dimension containing all the worlds keys and socks, which would spill over into our dimension, smothering everyone.
Shape Water would not directly destroy the world, but a 5'x5'x5' ice cube melting in one hour hints at some serious climate and habitability concerns.
Illusory Script would render all semblance of contract law moot.
Continual Flame would lead to an industrial revolution, as there would be an unending source of heat energy available. The industry, combined with other low level magics, would vastly change the world and its peoples in a short time, spurring them to greater challenges. New planes of existence and reaches of the universe would be explored. Inhabitants of this world eventually evolve into the Q Continuum.
;D
Agree and disagree with this assessment. Remember mending fixes one tear, break or cut. It does not fix deformed metal. It does not replace material. Seeing how maintenance is primary training tool prior to creation there would likely still be craftsmen doing some. And because those craftsmen are still needed to create goods in the first place there are likely to be some areas where they embrace this ability and either use it themselves, or employ others who do. There are also likely places where there are prohibitions about using the ability commercially. If all the smith's in town stop creating goods because mages are butting in on their work then they might get some traction.
A DM once described my apprenticeship this way on "Wizard's Day" each month all the various casters would setup booths where they and their apprentices would tackle "mundane" problems magically. An apprentice who could only cast cantrips would have to work for what the petitioner was willing to pay... My particular specialty was mending and I would make a small pile of coppers, several misc household items, chickens, cheese, baked goods, fruits, vegetables, un-milled grain, and a case of the crabs. Of course as an apprentice, half of everything I made went to my master.
Guild law in the town was this one day each month was the only day it was legal for mages to use magic to perform "mundane" tasks using magic, for hire. I was also the only day it was legal for a commoner to hire to seek them out for such tasks. Of course most nobles were exempt from the restriction and work under ongoing contract would be allowed anytime. The craft guilds insisted on it. The wizards for the most part welcomed it otherwise all their time would be spent dealing with petitioners to do menial tasks that they felt were beneath them.
Finley... I don't think any cantrip would lead to the extinctions you are referring too. Behavior tends to be self regulated. Just because wizards and bards would want to abuse those cantrips does not mean they would. At least not more than once unless they were sure they could get away with it.
As the amount of ice increases the ratio of surface area to volume decreases. The lower this ratio the long it takes for ice to melt. A 5'x5'x5' is going to last a good long time even in a hot sunny environment. Here in kentucky, in the early spring, it is not unusual to get a foot or two of snow and ice and have a week of 80° weather immediately after. And trust me those piles of snow and ice that end up around lamp posts in parking lots will sometimes take a week or more of 80° weather before they finally melt. I see a common use of this spell is casting it in cellars... An underground cellar lined with mud and straw with a 5' cube of ice in it is going to stay cold and the ice is going to take a long time to melt.
I could definitely see where continual flame and steam power would be an awesome combination.
The suppositions made in this post are the primary reasons I don't like unlimited cantrips. As long as they are unlimited there is no reason for the magically endowed not to cast them willy nilly for the most trivial of reason... However if you limit them (Even to a number so high it's not likely to be met during any normal adventuring day) then you cause the caster to stop and think, I have 20 dishes to clean, is it worth 20 castings of prestidigitation to get it done.
I mean even if you set it to the sum of all your stats + caster level per short rest. Then with a standard array you have somewhere between 70 and 130 per short rest... That's a huge amount but it is a limit and as long as there is a limit casters are going to want to save some of their abilities, just in case. (Personally I would set it to (Con + Primary Caster Stat + (caster level x 2)) per short rest)
It happens to be the biggest gripe I have about casting in 5e, more so than the nerf caused by the changes to concentration and most spells requiring it, and more so than spells not scaling with caster level.
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So if low level magic would have an impact on the economy, how would the presence of monsters impact it. In D&D it seems that most towns and villages are under near constant threat of immensely powerful creatures (in comparison to the average non adventurer). I think that would have a major impact on trade at the very least.
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If I look at my own wardrobe and the clothes I wear often and have had a while and think about the reasons I have to eventually throw them away, I don't think mending would fix the wear in the seat of my jeans... When it does finally rip mending would fix the rip but the jeans would still be worn and the fabric there weak. Same with the frayed hem on my slacks. Maybe with a routine of mending on the small problems over time would result in the clothes lasting substantially longer, but I don't know if couldn't do that anyway by taking a similar amount of time and mundane methods.
I guess the main point of disagreement is the statement "Basically this cantrip makes things last forever." I see it as a logical assumption taken to an illogical extreme. It would certainly increase the average life of a lot objects by fixing most "accidental" damage but over time many would still wear out. In some cases that wear could be fixed via mending but in most cases you would end up with a worn object ready to fail again (like the seat of my jeans.)
Now in editions of D&D (or PF) with more detailed skills I allowed mending to be used by craftsmen to greatly speed up repairs and in some cases make "impossible" repairs "possible."
It's not that I didn't allow an unskilled caster to use it for repairs... I just limited the quality. A simple cut on a standard wool cloak... No problem anyone can mend it and afterwards no one could tell it was mended. A elaborate wool and silk cloak with beading and embroidery... The unskilled mage could fix the cut but the join would show signs of the mend along the edges of the embroidery and bead work as some of the actual stitching and beading would have been undone as a result of the cut. An expert tailor with access to mending and some replacement thread and beads however could render the object as good as new in a matter of minutes as opposed to "almost as good as new" after hours of work manually.
Clerics would be litigated into oblivion. My lawyer tells me that when I tripped in the street in front of the temple, those clerics were obligated to heal me. Also, my lawyer tells me that those clerics have magic that could have warned them I was prone to tripping, and even more magic that would help reduce my chances of tripping.
But then again... Lawyers would be obliterated by the zone of truth spell. Darn. There goes my payday. Guess I can dispell that minor illusion neckbrace now... ;)
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“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
Impact of low level spells? Ask a gnome or a halfling... ;p
More then detect diese what about spells that create fire i a manga that I read one of the chareturs jobs was to burn villages that had been effected with plagues to stop them spreading, so mass castings of fire ball.