One thing that came up Sunday, during our character Level Up discussions. When going over spells, and balancing some (had to amend some where, without the tempering of spell slot allowance, which I dont' use, are altogether too powerful for their level) with material costs, it came to my attention that the ultra-popular Magic Missile barrage we've started most adventure battles with was similarly out of balance. now that we are going to pay a lot more attention to what you carry and how you carry it, what you bring when you hit the road, etc., I think Magic Missile is in dire need of adjustment. In low level adventures, when the bad guys are frequently like 8 HP, a barrage of 3 D4 + 1 pretty much toasts their prospective @ss in one go. Not the intent, but without spell slots, with no material cost, much too powerful for a 1st level (now 2nd level wizard). Wizards were the ass kickers so far, so need to get this resolved. Going forward, if you have Magic Missile, it now has a material componant. A pinch of Phosphorous power - 3GP, and MUST be kept dry and wrapped. Since this is a mid-game correction, I will assume all MU who have this spell already, have 3 uses of Phosphorous in their possession. Please update your spell descriptions for the material component, or if you don't have the authority, let me know and I can do it. I knew this as going to be a balancing act running magic without the level stuff. Hopefully we can hit most head-on (like we did Sunday) and not have to backtrack like this.