an_idol_mind
Explorer
I personally liked providing my input.
Going through the list, it seemed like wizard spells are great at 1st level, giving a lot of interesting choices. 3rd level is the "Heck yeah!" spell moment where you get fireball and lightning bolt. After 6th level, the spells become less interesting to me overall.
Clerics seem not to have many spells that really define what they do aside from heal. They could certainly use more spells that call down angels or demons or show how they wield their divine might a bit more - preferably without being directly damaging, or at least not to the same extent as wizards.
If I was drawing up an edition from scratch, I think I'd be tempted to axe all spells above 6th level (they weren't in the original game, anyway). Then make those uber-spells something that requires a ritual/feat/power/whatever other special ability you want to use that reflects your character getting cool stuff. But that's just me spitballing.
Going through the list, it seemed like wizard spells are great at 1st level, giving a lot of interesting choices. 3rd level is the "Heck yeah!" spell moment where you get fireball and lightning bolt. After 6th level, the spells become less interesting to me overall.
Clerics seem not to have many spells that really define what they do aside from heal. They could certainly use more spells that call down angels or demons or show how they wield their divine might a bit more - preferably without being directly damaging, or at least not to the same extent as wizards.
If I was drawing up an edition from scratch, I think I'd be tempted to axe all spells above 6th level (they weren't in the original game, anyway). Then make those uber-spells something that requires a ritual/feat/power/whatever other special ability you want to use that reflects your character getting cool stuff. But that's just me spitballing.