Green Monster wrote: ↑Sun Nov 12, 2023 11:13 am
DaloLorn wrote: ↑Sun Nov 12, 2023 11:01 am
Maybe someone is running a dwarf farm somewhere. Illithids would be perfect for it, considering they're already known for enslaving lots of duergar thralls. Birth rates are also probably higher in a fantasy setting. (Though my roster doesn't seem to have gotten the memo, considering
most of my PCs have few or no siblings.

)
There's also a necessary element of suspension of disbelief inherent to the operation of any PW whose world wants to pretend at internal consistency (i.e. not Ravenloft): You're not killing thousands and tens of thousands of monsters for every PC in your vault, and by the same token, you are likely not casting hundreds of Abyssal Mights in the lifetimes of those PCs who are willing to use the spell.
Alright, but there are 414 wizard spells and my wizard has every one of them in her spellbook. Doing outside research on all 414 to know what the components are
As I mentioned earlier, there's not all that many Good/Evil spells. It would be somewhere between 5 to 20 spells that research is needed for.
It is no different than playing a Cleric of Chauntea, and having to look up the lore on the clergy of Chauntea. While the portfolio and domains do give some hints at what Chauntea is all about, they don't mention anything about rituals, important days of the year, what time of day prayer happens, what the pecking-order is inside their temples, or when clergy of Chauntea might choose (not) to use their magic in aiding the land.
Anyone wanting to play a character, who casts evil spells should realize there is some expectation towards doing the homework on those spells. The polar opposite, paladins, don't just get a free pass either to skimp on homework, as they have to uphold good and order, adhere to the tenets of their deity as well as their personal beliefs and code, and the laws of the land and local code of conduct.
As others have mentioned too, spells aren't intended to be used the way they are in this game. In lore, and even PnP, no spell caster runs around with 25+ active spells, and asks their companions to take a rest every 30 minutes because Lesser Mind Blank ran out. They have a few basic protections on, with only the most powerful spell casters having permanent spells upon their person.
Anyone wanting to have near 100% uptime on a spell requiring a special material component would quickly realize it is unlikely to happen, and only use it sparingly. When they are powerful enough to make a magical effect permanent upon themselves, then the cost of course becomes a non-issue, as it is a single cast. Note that in NWN2 permanent spells last 24 hours, while in PnP they last forever or until dismissed by the caster or dispelled by a more powerful caster. On this server the permanency option has been removed as it doesn't fit into the low-mid magic setting.