No. Youa re absolutely wrong. D&D magic system is fantatsic. I've expalined why multiple times. Not gonna bother to again until someone gives an actual good reasons why the D&D magic system is as horrible as they claim it to be.
To me, it seems most claims of it being horrible are 'it doesn't give me much power as I'd rather spam spells non stop". R00fles!
And, no, Orik, mana systems buy and large, I have yet to see a good one. At best, they are abrely acceptable ala BL. Otherwise, poo poo is their middle name.
No, Volourn, it actually is
a sacred cow. It is one of those things that the designers of 3E stated would not be significantly changed as it was "integral" to D&D. Further, D&D magic is horrible. Why? Because it is horribly unbalanced. In order to make up for the limited spell use of the magic users in D&D, spells were introduced and designed to give the wizard, cleric, etc. tremendous power. Don't believe me? Then let's take a look at the simplest, most popular D&D spell: Magic Missle. Magic Missle casts a missle of Force which automatically does 1d4+1 point of damage (to a maximum of 5). This is a spell which never misses. No attack roll is made, nor is a Spellcraft check required. Armor has no effect on a Magic Missle, and there is no save
Find me a Fighter who never misses. Second, it is a Force effect, which means that it is one of the very few things that can effect Ethereal beings.
Now, Volo, I'm sure you're scratching your head right now, thinking, "Howd oes this aaply to the D& Dspell evel issue?" Well, it's fairly simple: the spells only get more and more powerful as the spell level increases. Take a look at spells like Fireball; not many (if any) warriors can do 10d6 worth of damage in a round to all enemies in a 20ft radius. And that's just a 3rd level spell! What about the higher spells? Finger of Death requires a save; if you pass, you just take massive damage, if you fail, you die. Do other, non-spellcasting classes have this cabability? Nope. Shapechange is one of the most ungodly spells that I have ever seen, giving wizards a versatiliity unmatched by any other class.
You see, the problem with the current D&D spell system is that spells have to be made more
powerful to compensate for the fact that spellslingers only get so much to use per day. This power issue increases exponentially with each spell level, to the point that a 20th level wizard, cleric, or druid is substantially more powerful and infinitely more versatile than any other 20th level class (or even most of those classes once they go epic). That inbalance is symptomatic of the spell level system; if, for example, wizards received a mana pool (or had to make a Spellcraft, which is my preferred solution), then there would be no need for a 1st level spell that always hit, allowed no save, inflicted 1d4+(1->5) points of damage per missile (up to five), and which could hit ethereal creatures. Why? Because they'd be able to cast more, less powerful spells, and would not be totally combat-heavy (or utility-heavy, depending). Moving to a mana-based or skill-based system for magic would go a long way to balancing D&D.