D&D 5E Reworking Spell Lists (Reducing "Sameyness")

TwoSix

Dirty, realism-hating munchkin powergamer
So, if I'm just totally outnumbered on the idea of other classes having unique spells, why not just...remove spellcasting from all but the sorcerer?

Seriously, I just don't see the point of them being spellcasters if it isn't possible that any ranger in history has ever developed a spell that requires training as a ranger. Might as well give them magical thematical abilities that entirely bypass spell slots and the spellcasting feature, and if you want them tied to druids, give them druidic ritual casting.
It's just not something I see as vital. Rangers have access to pretty much all the spells they had before (since I think @dnd4vr and I both moved Ranger exclusive spells into Druid), and more besides. It's actually probably a net buff to Rangers. I don't see Druids also being able to use Cordon of Arrows or Swift Quiver as a big deal.
 

log in or register to remove this ad

doctorbadwolf

Heretic of The Seventh Circle
It's just not something I see as vital. Rangers have access to pretty much all the spells they had before (since I think @dnd4vr and I both moved Ranger exclusive spells into Druid), and more besides. It's actually probably a net buff to Rangers. I don't see Druids also being able to use Cordon of Arrows or Swift Quiver as a big deal.
Well, I'm probably gonna bow out here, then. It's a cool project, but IMO you're increasing sameyness, not decreasing it. Magic can't be viewed exclusively through the lense of 3 classes. Add that on to making Bards and Sorcerers half-casters seemingly just because y'all decided that the cleric druid and wizard should be the classes that define what magic is....and I'd rather not risk being a thorn in the thread. Good luck, though!

edit: In case it wasn't clear, I'm not bowing out because you disagree with me, but because the project, when taken in totality, seems very much to be moving inevitably toward a game that I would look at much as lowkey described the current game in the other thread. A game that is samey and boring, where half the classes might as well not exist even from the perspective of someone who likes having more distinct classes, with a magic system that is not idiosyncratic enough to be interesting.
 

Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
I just went through the 3rd level spells...and I think its not that hard; most spell are much more easier to categorize in different Spheres than those before, IMHO.

Arcane Sphere
Animate Dead
Blink
Catnap
Clairvoyance
Conjure Barrage
Counterspell
Fear
Feign Death
Fireball
Fly
Haste
Hunger of Hadar
Leomund's Tiny Hut
Ligthning Bolt
Major Image
Phantom Steed
Sending
Slow
Tiny Servant
Vampiric Touch

Divine Sphere
Aura of Vitality
Beacon of Hope
Blinding Smite
Create Food and Water
Crusader's Mantle
Daylight (druids will have dawn)
Dispel Magic
Glyph of Warding
Magic Circle
Mass Healing Word
Remove Curse
Revivify
Speak with Dead
Spirit Gardians
Summon Lesser Demon
Tongue
Water Walk

Primal Sphere
Bestow Curse
Call Lightning
Conjure Animal
Elemental Weapon
Enemies Abound
Erupting Earth
Flame Arrow
Gaseous Form
Hypnotic Pattern
Life Transference
Meld Into Stone
Plant Growth
Melf's Minute Meteor
Nondetection
Protection from Energy
Sleet Storm
Stinking Cloud
Thunderstep
Tidal Wave
Wall of Water
Wall of Sand
Water Breathing (can got to Wizard since druid already have Alter Self and Wildshape)
Wind Wall
 




tetrasodium

Legend
Supporter
Epic
Joining this a bit late & figured I'd throw in some complications to interesting up the list since it's just moving the same deckchairs around & doesn't seem to be changing flavor too much. those marked with an * don't seem to be on swordmeow's reddit for whatever reason but since I didn't see a pattern it's probably oversight or failed googlefu
 
Last edited:

Tony Vargas

Legend
I just went through the 3rd level spells...and I think its not that hard; most spell are much more easier to categorize in different Spheres than those before, IMHO.
Definitely starting to see cracks in that there are spells at this level that are needed by both support classes...

...and Dispel Magic, really, neither divine nor arcane can do without it.
Edit: no, wait, Arcane getting Counterspell and Divine gitting Dispel Magic, that holds together.

And, I do like the idea of Primal getting "Spirit" spells, like healing spirit and Spirit Guardians.

Also too many classic MU spells jumping ship for my (jaded old D&Der) taste.
 
Last edited:


TwoSix

Dirty, realism-hating munchkin powergamer
I just went through the 3rd level spells...and I think its not that hard; most spell are much more easier to categorize in different Spheres than those before, IMHO.
Not too hard, but we had 18 disagreements, so I guess not too easy either. :)

Conjure Barrage
Create Food and Water
Daylight
Dispel Magic
Enemies Abound
Fear
Feign Death
Gaseous Form
Hunger of Hadar
Hypnotic Pattern
Melf's Minute Meteors
Nondetection
Slow
Stinking Cloud
Thunder Step
Tongues
Vampiric Touch
Water Walk
 

Remove ads

Top