DND_Reborn
The High Aldwin
After our session the other day, our DM told us there are basically three "adventures" left in the campaign. One player is also DMing CoS, which we will play for a while before returning to our main game. But, when the main game is over it is my turn to DM. 
A while ago I toyed with making an L10 version of 5E and got lots of nice feedback on it. I was giving it some more thought today about implementing it for my new game and adding an aspect for magic.
Basically, the idea is spellcasters will have their normal spell slot progression, but cap out at 5th level for the spells they can learn. 6th and higher levels spells are "High Magic" and have been lost to the past ages. Such magics can be found on scrolls, etc. but casters cannot learn them. So, the higher level slots can still be used to upcast spells of level 1-5.
My concern is whether or not removing 6th and higher level spells will really hurt most casters significantly as long as I am still granting them access to the slots to upcast.
Thoughts?

A while ago I toyed with making an L10 version of 5E and got lots of nice feedback on it. I was giving it some more thought today about implementing it for my new game and adding an aspect for magic.
Basically, the idea is spellcasters will have their normal spell slot progression, but cap out at 5th level for the spells they can learn. 6th and higher levels spells are "High Magic" and have been lost to the past ages. Such magics can be found on scrolls, etc. but casters cannot learn them. So, the higher level slots can still be used to upcast spells of level 1-5.
My concern is whether or not removing 6th and higher level spells will really hurt most casters significantly as long as I am still granting them access to the slots to upcast.
Thoughts?