2- eliminate overpowered spells from the game and make them available only to powerful NPCs, BBEGs, etc.
There are spells widely considered overpowered and exploitable such as wall of force, simulacrum and polymorph. Spells that can end an encounter in one round or are too devastating or simply too good for the levels at which they become available should only be possible for NPCs that advance the story in some way.
Or just fix them? For example:
Wall of Force (and all other force construct spells): give it AC and HP.
Simulacrum: instead of "half HP", it's "half level" or something equivalent. Still plot-useful (in fact, probably better; the simulacrum of a archmage is a mage, which is perfect for an early encounter with the BBEG), kills the exploits.
Polymorph: give it the standard 1HKO treatment -- an affected creature is poisoned for one turn and must make an additional save at the end of their next turn, ending the effect on success, becoming polymorphed on success. In addition, max CR is 4 (+1 per spell level above 4), not character level.
There are very few spells that I would consider unfixable (Wish should probably be item-only, not a spell at all, though just giving it a 20,000 gp material component or something would also work).
Personally on simulacrum front I'd probably reduce its level 1 or 2 levels, but the thing created would have the abilites of like a commoner. maybe it keeps its phys/mental stats but no abilities, let it keep the skills the target was trained in, maybe reduce the component cost a smidgeon, maybe allow multiples. Change it from adding a combat mob to the party to its purely for subterfuge and intrigue, you replaced the mayor, you have a you walking around that can do chores and gather information at no risk to yourself etc. Any permanent summon is just going to be a hassle if it can fight.
I generally don't have a problem with wish though, a flexible spell for your 9th slot is nice but not game breaking. And you are giving up heavy hitter spells like meteor swarm which is well above any 8th level evocation. This is especially true if they fix the 1-8th level spells it can duplicate. About the only limit I think might be reasonable is cap the material component cost it can waive.
Or just fix them? For example:
There are very few spells that I would consider unfixable (Wish should probably be item-only, not a spell at all, though just giving it a 20,000 gp material component or something would also work).
that could work, too.
Personally on simulacrum front I'd probably reduce its level 1 or 2 levels, but the thing created would have the abilites of like a commoner. maybe it keeps its phys/mental stats but no abilities, let it keep the skills the target was trained in, maybe reduce the component cost a smidgeon, maybe allow multiples. Change it from adding a combat mob to the party to its purely for subterfuge and intrigue, you replaced the mayor, you have a you walking around that can do chores and gather information at no risk to yourself etc. Any permanent summon is just going to be a hassle if it can fight.
I generally don't have a problem with wish though, a flexible spell for your 9th slot is nice but not game breaking. And you are giving up heavy hitter spells like meteor swarm which is well above any 8th level evocation. This is especially true if they fix the 1-8th level spells it can duplicate. About the only limit I think might be reasonable is cap the material component cost it can waive.