Clint_L
Hero
In the interests of considering what spells should be re-tuned for OneD&D, what would folks say are the "must-have" or "no-brainer" spells? My premise is that player choice is good, and if a spell is so obviously strong that an experienced player takes it almost automatically, it should probably be re-tuned or turned into a class ability.
Cantrips:
Guidance
Eldritch Blast
Level One:
Bless
Find Familiar
Healing Word
Shield
Level Two:
Pass without Trace
Level Three:
Counterspell
Fireball
Leomund's Tiny Hut
Revivify
Spirit Guardians
Level Four:
Banishment
Polymorph
Level Five:
Greater Restoration
Level Six:
Heal
Level Seven:
Forcecage
Level Eight:
Clone
Level Nine:
Mass Heal
Shapechange
True Polymorph
Wish
Cantrips:
Guidance
Eldritch Blast
Level One:
Bless
Find Familiar
Healing Word
Shield
Level Two:
Pass without Trace
Level Three:
Counterspell
Fireball
Leomund's Tiny Hut
Revivify
Spirit Guardians
Level Four:
Banishment
Polymorph
Level Five:
Greater Restoration
Level Six:
Heal
Level Seven:
Forcecage
Level Eight:
Clone
Level Nine:
Mass Heal
Shapechange
True Polymorph
Wish