Originally Posted by
47Ace
I really have too different opinions about this on one hand I fell that part of the appeal of high level D&D is the bonkers high power level that spells like these represent. On the other hand I get that these spells don't necessarily fit certain play styles (neither does healing spirit, goodberry's food aspect, create food and water, or others) Pathfinder 2e has a really clean solution of giving spells certain rarities so spells like these are not in the game by default but need DM permission.
On clone in particular I personally feel that it solves a big problem with world building and high level play. I find that from a world building perspective that the easiest way to explain the world not being the Tippyverse is to pretend that the players are mostly the only people of their level. The PC being effectively immortal due to clone solves the huge (in my opinion) problem of otherwise trying to explain where the replacement character comes from. This is why I dislike high magic setting like the Forgotten Realms where it is still somehow medieval-esc despite multiple (I think) high level NPC of which Elminister is the best known example and, why I like the low but broad magic of Eberron where there is a soft cap of about level 10 with few npc exceptions (few with more then 3rd level spells even) but, magic has still effected the world in mostly logical ways. Though I do understand that not everyone shares my opinions about this which is why I like the Pathfinder 2e system of spell rarities.