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    Barbarian in the Playground
     
    DrakebloodIV's Avatar

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    Oct 2007
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    Default Re: The Introduction of magic into a D&D Economy

    0th Level spells (Caster level still lvl 1)
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    0th level Cleric/Druid spells(Orisons if you must)
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    Create water- Only significantly economy shaking in a desert environment, and even then minimally so with only 2 gallons.

    Cure Minor Wounds- Maybe used in emergencies, could improve the quality of life but economically unimportant.

    Detect poison- Infinitely valuable to any unloved High class citizens, they would pay a hefty sum to be able to tell if their beverage was deadly.

    Light- Valuable in low wood areas, but not very due to low duration.

    Mending- High value, even a minimal amount of clerics would quickly outdate the repair industry and many smiths.

    0th level Bard/Wizard/Sorcerer spells (Cantrips, I guess)
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    See Light and Mending in the Orisons list



    1st level spells
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    1st level cleric spells
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    Heal light wounds- Obviously a potent way to provide emergency medical response
    Comprehend languages- Totally outdates any form of translator, international relations skyrocket

    1st level Druid spells
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    Goodberry- Incredibly useful because it isn't just one-shot, a druid can stash berries or occasionally even sell them. They also have the potential to be sold as a medical commodity

    1st Level Sorcerer/Wizard spells
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    Same as Cleric, suprisingly



    MORE SOON, to tired to read through more tables on freakin d20srd
    Last edited by DrakebloodIV; 2008-12-01 at 03:37 PM.
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