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Kumori
2012-11-23, 01:14 AM
I'm in the midst of creating a campaign setting, and I want to limit the effects that spellcasting has on the economy. In order to accomplish this, I think I'll have to go spell by spell and alter or refluff many to prevent exploitation. I've come to the playground today to ask this: Which spells can break the economy, and how? I'm looking for 3.5 and PF spells, not interested in dragon mag or 3rd party materials. Anything involving other planes is not of concern, but feel free to include them for completeness.

Kumori
2012-11-23, 01:16 AM
(this post will be a list of spells that need reworking)

Gavinfoxx
2012-11-23, 01:19 AM
*whistles*

https://docs.google.com/document/d/1aG4P3dU6WP3pq8mW9l1qztFeNfqQHyI22oJe09i8KWw/edit

Kumori
2012-11-23, 01:24 AM
*whistles*

https://docs.google.com/document/d/1aG4P3dU6WP3pq8mW9l1qztFeNfqQHyI22oJe09i8KWw/edit

After a very brief look, it seems this may be worthy of ending this thread... Thanks for the quick reply, and the useful link!

Gavinfoxx
2012-11-23, 01:25 AM
Be sure to look at the various links that I link in that document! The Airship guide, the link to the Tippyverse, the Mechonomicon, the living in a flying box thread, the domo arigato link... the works... it's all good!

Endarire
2012-11-26, 02:08 AM
The Metaphysical Revolution (http://campbellgrege.com/work-listing/the-metaphysical-revolution-dd-3-5-module/) goes in another direction, basing modern society on the mass production of magic items and, at least at the start, an E6 Tippyverse.

Kumori
2012-11-26, 02:24 AM
The Metaphysical Revolution (http://campbellgrege.com/work-listing/the-metaphysical-revolution-dd-3-5-module/) goes in another direction, basing modern society on the mass production of magic items and, at least at the start, an E6 Tippyverse.

From your overview it sounds a little similar to Gavinfoxx's Post Scarcity link. These are exactly the sorts of things that I am aiming to prevent, so having a solid understanding of how they happen is invaluable. Thanks for the link.

I guess prevent isn't the right word for it... I aim to make a world with a consistent economy, in that the things that should influence it do and those that shouldn't don't, game mechanics included.

gomipile
2012-11-26, 02:38 AM
The biggies are Wall of Salt, Wall of Iron, Create Food and Water, Create Water, Remove Disease, and Prestidigitation. All of these are mentioned directly or indirectly in the link above.

Another is Wall of Magma. Wall of Magma can be used to provide infinite steam power, or to build a permanent furnace to make all the iron produced with Wall of Iron easier to deal with.

However, in games I've been in, creative DM and player common sense has worked better than outright bans. For instance, the PC's might make quite a bit of gold at first from selling salt, iron, etc., but soon the market will be flooded. Alternatively, the trick has already been discovered by NPCs and salt/iron/etc. are essentially valueless except for their practical uses.

Darrin
2012-11-26, 07:03 AM
The biggies are Wall of Salt, Wall of Iron, Create Food and Water, Create Water, Remove Disease, and Prestidigitation. All of these are mentioned directly or indirectly in the link above.


Don't forget water to acid (Stormwrack).

Also:

Summon monster VII = 86 million GP of Black Lotus Extract (http://www.giantitp.com/forums/showpost.php?p=10040483&postcount=5).

Solophoenix
2012-11-26, 08:25 AM
Don't forget water to acid (Stormwrack).

Also:

Summon monster VII = 86 million GP of Black Lotus Extract (http://www.giantitp.com/forums/showpost.php?p=10040483&postcount=5).

That last one doesn't work unless you can sell off the poison *very* quickly, and then shortly afterward deal with furious buyers because: "When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire."

ahenobarbi
2012-11-26, 08:47 AM
That last one doesn't work unless you can sell off the poison *very* quickly, and then shortly afterward deal with furious buyers because: "When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire."

It does because Djin description (http://www.d20srd.org/srd/monsters/genie.htm) states in spell-like ablities for Djin:

major creation (created vegetable matter is permanent)

Solophoenix
2012-11-26, 09:12 AM
Permanent is still a duration, and thus, it expires when the Summon Monster spell ends.

ahenobarbi
2012-11-26, 09:33 AM
Permanent is still a duration, and thus, it expires when the Summon Monster spell ends.

Why? I don't see anything even suggesting that in the spell text (http://www.d20srd.org/srd/spells/summonMonsterI.htm).

Spuddles
2012-11-26, 10:00 AM
Why? I don't see anything even suggesting that in the spell text (http://www.d20srd.org/srd/spells/summonMonsterI.htm).

http://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#summoning

ahenobarbi
2012-11-26, 10:04 AM
Spells the creature have cast expire, not spell-like abilities it used.


When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire.

Solophoenix
2012-11-26, 10:05 AM
I suppose one could argue that the Major Creation becomes a spell with Duration: Instantaneous, and that the matter created is non-magical and persists due to that, but I think it's a stretch, given that the Djinni description actually uses the word 'permanent'.

Solophoenix
2012-11-26, 10:11 AM
Spells the creature have cast expire, not spell-like abilities it used.

"A spell-like ability takes the same amount of time to complete as the spell that it mimics (usually 1 standard action) unless otherwise stated. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled. In all other ways, a spell-like ability functions just like a spell"


Note the "all other ways"

EDIT: Is there any reason not to just use Planar Binding?

Spuddles
2012-11-26, 11:09 AM
Spells the creature have cast expire, not spell-like abilities it used.

SLAs count as spells. You can look this rule up on the SRD if you don't believe me.