It can feed 15 people per day and the cleric can cast it twice. The cleric needs to be 5th level or higher, which is already rare to begin with. There are not enough clerics and not enough spells they can cast per day to fix every injury, and if conventional medicine and rest can do the trick as well, they might be better off using their spells to fix other problems, such as the following.Ĭreate Food and Water: This is a 3rd level spell. Accidents, mostly, but other things happen as well. People are getting hurt all the time, constantly. Do you know how much traffic a hospital in the real-world gets per day in a city? Now imagine that in the fantasy world. Sounds like you'll never need bandages again, right? Wrong. Pretty neat, bypasses the need for medicine when it comes to simple injuries. Now, let's break down some specific "problem-solving" spells:Ĭure Wounds: 1st level spell, widely available to all sorts of classes. If all the NPCs could do the same thing they could do, then they'd fix all the problems themselves and wouldn't need the PCs to save the day. The short of it is, the really powerful stuff is usually reserved for very rare individuals, such as the heroes and villains of a campaign. Also, a lot of DMs lose this perspective because they feel pressured to "level up" everything in the world to match the power of the PCs, rather than scaling difficulty in other ways, and then they fall into the trap of thinking that the rest of the world should be equally high-powered. A lot of them die on adventures or when exposed to danger. I think these help put things much more into perspective, because you have to consider that NPCs don't level up as quickly or easily as PCs. Most others are far lower, probably only level 1 at best, some aren't even considered to have the "heroic" character classes and according capabilities. You look to a large town, that's only a +3 modifier, so a maximum of level 9, and only 6 or 7 on average.Īnd according to the guidelines, that's the highest one. On average, they're only going to reach about 9 or 10 in such a huge community. ![]() So according to this breakdown, even in a metropolis, the highest possible level of an NPC cleric is 12. Other classes like wizard or sorcerer only have 1d4, and paladins only get 1d3, even. ![]() Clerics, bards, and druids only have 1d6 + the CM. Rogues and fighter get the highest odds of 1d8 + the community modifier. You apply a "community modifier" (based on the community size, ranging from a -1 on a thorp to a +6 on a metropolis) to a random roll of what maximum level any NPC can have in a given class in that settlement. ![]() The 3E DMG, for instance, broke down the guidelines on the highest levels of NPCs in any given settlement if you create towns and cities for the game. Adding to this, I always like to reference books from older editions of the game.
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