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<blockquote data-quote="Stormonu" data-source="post: 5972773" data-attributes="member: 52734"><p>Looking at that list disappointed me in how many Lesser/Greater/Mass/Cure Level X spells are in the version I favor. Just make the base spell and some sort of universal mechanic for the Amped and Mass versions of the spell already.</p><p></p><p>Likewise, when it gets stripped down to the likes of 10 spells per level, resurrecting Reversible spells for the cleric seems like an excellent idea (and I put that in my comments).</p><p></p><p>I also didn't end up selecting the AnimalName StatIncrease spells either because I realized they'd take up so many slots in any given level. Roll them into one spell, make the spellcaster either choose what stat it boosts when they learn the spell or when they memorize it, and go with that.</p><p></p><p>As far as the Symbol spells go, I'd like to see them stripped out and replaced with some sort of "crafting" mechanic - literally etching any ol' spell into a surface (and perhaps an advanced technique for drawing it in the air - but there doesn't need to be a "Symbol of Sleep" spell; just a "Sleep" spell and some universal mechanic for turning it into a symbol). Same goes for Permanency.</p><p></p><p>Finally, I also put a big ol' X through the cleric 8th and 9th level spells. I always thought that was one of 3E's big mistakes with the cleric.</p><p></p><p>I'm hoping the final list per level will be more than 10; B/X's 12 spells per level made it easy to randomly roll up spellbooks/lists with a d12. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Were there any spells folks noticed that weren't on there that probably should have been? For example, I don't remember seeing Rope Trick being listed. Also a little surprising that they listed the Cure spells for every level for cleric, but only listed the Summon Monster spells at 1st level.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5972773, member: 52734"] Looking at that list disappointed me in how many Lesser/Greater/Mass/Cure Level X spells are in the version I favor. Just make the base spell and some sort of universal mechanic for the Amped and Mass versions of the spell already. Likewise, when it gets stripped down to the likes of 10 spells per level, resurrecting Reversible spells for the cleric seems like an excellent idea (and I put that in my comments). I also didn't end up selecting the AnimalName StatIncrease spells either because I realized they'd take up so many slots in any given level. Roll them into one spell, make the spellcaster either choose what stat it boosts when they learn the spell or when they memorize it, and go with that. As far as the Symbol spells go, I'd like to see them stripped out and replaced with some sort of "crafting" mechanic - literally etching any ol' spell into a surface (and perhaps an advanced technique for drawing it in the air - but there doesn't need to be a "Symbol of Sleep" spell; just a "Sleep" spell and some universal mechanic for turning it into a symbol). Same goes for Permanency. Finally, I also put a big ol' X through the cleric 8th and 9th level spells. I always thought that was one of 3E's big mistakes with the cleric. I'm hoping the final list per level will be more than 10; B/X's 12 spells per level made it easy to randomly roll up spellbooks/lists with a d12. :) Were there any spells folks noticed that weren't on there that probably should have been? For example, I don't remember seeing Rope Trick being listed. Also a little surprising that they listed the Cure spells for every level for cleric, but only listed the Summon Monster spells at 1st level. [/QUOTE]
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