Arcane spellcasters (and spell lists) for a low-magic world

Mages have to specialze. They have to choose one (or two) additional schools. They do NOT get benefits from specialisation.
(but give them one or two martial weapon prof and the light armor prof)
Acquiring spells
Next, consider if spells should be much harder to acquire. Spellbooks and scrolls scarce or even unique and therefore extremely valuable.
 The spelluser never automatically gets new spells when she advances a level.
 Spellbooks or scrolls are very expensive and wizards may go to any lengths to get them.
 Wizard guilds are very secretive about their spells and will hunt down any unauthorised copy of a spell they consider their property.
 Some ancient spellbooks might be legendary and it is impossible to copy them. Such items are considered to be minor artefacts and therefore difficult to destroy. Also, they have a mind of their own and tend to find their readers as well as protecting themselves from harm. Spells from those books also cannot be copied down to a scroll or another spellbook..
 Alternatively spells can be copied once from a spellbook or scroll. Copies from a copy are flawed or simply not functional.
 Some spells might be inscribed on bizarre surfaces. Tattooed on a demons skin (the demon might still be alive and unwilling to co-operate ...), a gigantic stone pillar buried in the sands of the deadly dessert of tears, the lid of a mummy’s sarcophagus (to be found in a gigantic pyramid hidden in the same dessert...), painted on the stone walls of an ancient cave inhabited by savage barbarians, chiselled into the surface of a stone golem aimlessly wandering the seafloors...
Clues about such spells may be found in a wizards dairy, can be stuff of well known legends or mentioned in ancient songs. Usually such spells can only be copied once, so every spell caster willing to learn that spell, has to do it the hard way and travel to those places.
 Though access to powerful spell levels is restricted to 5th level or lower, it might be possible to create powerful magical items utilising such spells. This means, a wizard has to sacrifice experience to be able to use them.
 Spells above a certain level can only be used in certain places or at certain times. This can also be tied to the creation of magical items.
 Special components might be necessary. A powerful spell might require sacrificing a specific creature, the blood of a king, a certain deed, fulfilling a quest, etc.
Just some ideas.
 

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Here's some thoughts off the top of my head...

1. Get rid of all (or most) spells that have an obvious effect. Fireball, Lightning Bolt, etc.

2. Make summonings take a longer time to cast, with more of a cost... maybe 1-2 hp of damage per level of spell, kinda like a blood sacrifice.

3. Increase the difficulty to resist charm and dominate type spells.

4. Most importantly, describe the effects of spells, but never just say "The wizard casts a charm person, make your save." Describe the feeling of eldritch tendrils burrowing through their mind.

5. Make magic big, sometimes. In a normal game, a wizard casting Horrid Wilting isn't that big a deal. In a low magic world, that would be legendary. Make sure you give it the attention it deserves.

Aside from that, I like the idea of getting rid of Read Magic. Makes spellcraft all that more important.
 


candidus_cogitens said:
The trick is to make the class feel different but not simply weaker. I want a low-magic world, but if I weaken the arcane spellcasters too much, I might as well eliminate them because no one will want to play them.

Are there other ways to create this different feel, other than an altered spell list?
A couple of the previous posts have come close, but I'll spell out my suggestion. Get rid of evocations.

When I was looking for a change for the "campaign I am perpetually working on but may never run," I looked to my favorite fantasy fiction. There were plenty of spellcasters; enchanters, necromancers, conjurers, illusionists. But the lack of direct damage, evocation-type spells gives the fiction a more heroic feel.

So here's what I do. Every arcane spellcaster (including sorcerers) get the benefits of "free" specialization. Essentially, every arcanist is a specialist with evocation as their opposition school (using 3.0 rules you could specialize in any school and choose evocation as your only opposition school - I haven't decided whether or not arcanists will have to choose a second opposition school for 3.5 yet). I went through and adjusted all the spell lists. Most evocations were eliminated. Some, which had the right feel changed schools (like wall of fire now opens a tiny gate to the elemental plane of fire). Some of the basic cleric evocations were moved to a new 'sacred' school (hallow, spiritual weapon, etc.). Many domains have had spells removed and other spells substituted.

This acheives the goal I set of making magic in the campaign feel different without nerfing the arcane spellcasters. It makes use of rules which have already been playtested and are part of the core rules, so I'm not overly concerned about unbalancing the campaign.

Hope this helps.
-Dave
 

DaveStebbins said:
Get rid of evocations.

This is quite an elegant solution. I like house rules that are really simple like that. It doesn't upset the balance of the system, but it changes it in a very noticeable way. Kudos to Dave!

I think Blue Sky had a very similar idea when he said get rid of spells that have "an obvious effect" like fireball and lightning bolt. Great minds think alike!

I really appreciate Winternight's ideas about spellbooks. Those suggestions add a lot of flavor, and I find them quite harmonious with the ideas I had been considering myself: namely, putting more emphasis on the process of acquiring, reading, and learning spells. I think we can assert that any low-magic system should avoid any possible impression that learning spells is in any sense automatic.

Thanks guys.
 

The problem with low magic is that D&D isn't low magic. If at the end of the day your character has slots left, he may as well burn em because if he doesn't he loses them. I'd make a few changes, all of which are pretty simple.

1) I'd probably ditch evocation. Nothign says high fantasy like fireballs.

2) I wouldn't grant auto spells every level.

3) Make it rare. This also goes a long way to making the now weakened magic still cool. A huge mistake is that people often declare low magic, and then don't follow up. Ruins everything.

4) Remove all the little spells. If magic is rare, why are you using it to Repair a tear in your cloak? Pull the vast majority of spells that have minor "convenience" affects.

5) This last one I'd put in to cure the spell slot aspect. Every time you cast a spell you must make a DC 10 + spell level Fort save or suffer one temporary constitution damage. The save is easy enough that people will still cast (although less at low levels) but there are still those low die rolls that can really screw them up. They aren't going to burn their slots for fear of those little slips. Plus it'll encourage multi-classing into fighter types (thus slowing progression) to boost up those Fort saves.
 

AeroDm said:
The problem with low magic is that D&D isn't low magic. If at the end of the day your character has slots left, he may as well burn em because if he doesn't he loses them. I'd make a few changes, all of which are pretty simple.

1) I'd probably ditch evocation. Nothign says high fantasy like fireballs.

2) I wouldn't grant auto spells every level.

3) Make it rare. This also goes a long way to making the now weakened magic still cool. A huge mistake is that people often declare low magic, and then don't follow up. Ruins everything.

4) Remove all the little spells. If magic is rare, why are you using it to Repair a tear in your cloak? Pull the vast majority of spells that have minor "convenience" affects.

5) This last one I'd put in to cure the spell slot aspect. Every time you cast a spell you must make a DC 10 + spell level Fort save or suffer one temporary constitution damage. The save is easy enough that people will still cast (although less at low levels) but there are still those low die rolls that can really screw them up. They aren't going to burn their slots for fear of those little slips. Plus it'll encourage multi-classing into fighter types (thus slowing progression) to boost up those Fort saves.

I really like the idea of nixing the convenience spells. Spellcasting should never be casual.

As for #5, I have mixed feelings. I like the idea of creating a disincentive. But shouldn't we add a (low-magic) goodie to compensate for this hassle that is going to haunt the wizard throughout his career? Other than that, I feel cautiously approving of the suggestion.
 

MORE SKILL POINTS!

if you are going to weaken the spellcasters, you have to give something back, and skills fit almost every fantasy archetype. I'd weaken the rogue skill points so it is no longer the default skill class and give the wizard/sorcerer an Expert style skill progression but with 8 points. Throw in a skill focus or +2/+2 feat slot at each level they would now get metamagic then nerf spells to your hearts content.

Wizards are supposed to know everything, be able to do a bit of everything, etc. make that part of the class and you can make the magic as subtle as you want...

oh, in the same vein, a simple way to restrict magic items is to say that the entire item must be crafted by the creator. So you must be able to make a masterwork item without taking twenty in order to enchant said item. Just a thought.

Kahuna Burger
 

See:

http://hyboria.xoth.net/sorcery/spell_list_wizard.htm

List is as follows:

0th-level Spells
Arcane Mark
Dancing Lights
Daze
Disrupt Undead
Flare
Ghost Sound
Light
Mage Hand
Mending
Open/Close
Prestidigitation
Ray of Frost
Resistance
1st-level Spells
Alarm
Animate Rope
Burning Hands
Cause Fear
Change Self
Charm Person
Chill Touch
Detect Poison
Detect Secret Doors
Detect Undead
Endure Elements
Expeditious Retreat
Feather Fall
Hold Portal
Hypnotism
Identify
Mage Armor
Magic Missile
Magic Weapon
Message
Mount
Obscuring Mist
Protection From Chaos
Protection From Evil
Protection From Good
Protection From Law
Ray of Enfeeblement
Shield
Shocking Grasp
Silent Image
Sleep
Spider Climb
Summon Monster I
Tenser's Floating Disk
True Strike
Unseen Servant
Ventriloquism
2nd-level Spells
Alter Self
Arcane Lock
Blindness/Deafness
Blur
Continual Flame
Darkness
Darkvision
Daylight
Detect Thoughts
Flaming Sphere
Fog Cloud
Ghoul Touch
Glitterdust
Hypnotic Pattern
Knock
Leomund's Trap
Levitate
Locate Object
Magic Mouth
Minor Image
Mirror Image
Misdirection
Obscure Object
Protection From Arrows
Pyrotechnics
Resist Elements
Scare
See Invisibility
Shatter
Spectral Hand
Summon Monster II
Summon Swarm
Web
Whispering Wind
3rd-level Spells
Blink
Clairaudience/Clairvoyance
Dispel Magic
Displacement
Explosive Runes
Gaseous Form
Gentle Repose
Greater Magic Weapon
Gust of Wind
Halt Undead
Haste
Hold Person
Illusory Script
Keen Edge
Lightning Bolt
Magic Circle Against Chaos
Magic Circle Against Evil
Magic Circle Against Good
Magic Circle Against Law
Major Image
Nondetection
Phantom Steed
Protection from Elements
Secret Page
Sepia Snake Sigil
Shrink Item
Sleet Storm
Slow
Stinking Cloud
Suggestion
Summon Monster III
Tongues
Vampiric Touch
Water Breathing
Wind Wall
4th-level Spells
Arcane Eye
Bestow Curse
Charm Monster
Confusion
Contagion
Detect Scrying
Dimension Door
Dimensional Anchor
Emotion
Enervation
Evard's Black Tentacles
Fear
Fire Shield
Fire Trap
Hallucinatory Terrain
Ice Storm
Illusory Wall
Lesser Geas
Locate Creature
Minor Creation
Minor Globe of Invulnerability
Otiluke's Resilient Sphere
Phantasmal Killer
Rainbow Pattern
Remove Curse
Scrying
Shadow Conjuration
Shout
Solid Fog
Stoneskin
Summon Monster IV
Wall of Fire
Wall of Ice
5th-level Spells
Animal Growth
Animate Dead
Cloudkill
Cone of Cold
Contact Other Plane
Dismissal
Dominate Person
Dream
Fabricate
False Vision
Feeblemind
Greater Shadow Conjuration
Hold Monster
Leomund's Secret Chest
Lesser Planar Binding
Magic Jar
Major Creation
Mind Fog
Mirage Arcana
Mordenkainen's Faithful Hound
Nightmare
Passwall
Permanency
Persistent Image
Prying Eyes
Rary's Telepathic Bond
Seeming
Sending
Shadow Evocation
Stone Shape
Summon Monster V
Telekinesis
Teleport
Transmute Mud to Rock
Transmute Rock to Mud
Wall of Force
Wall of Iron
Wall of Stone
6th-level Spells
Acid Fog
Analyze Dweomer
Antimagic Field
Chain Lightning
Circle of Death
Contingency
Control Water
Control Weather
Disintegrate
Eyebite
Flesh to Stone
Guards and Wards
Geas/Quest
Globe of Invulnerbility
Greater Dispelling
Legend Lore
Mass Haste
Mass Suggestion
Mislead
Move Earth
Otiluke's Freezing Sphere
Permanent Image
Planar Binding
Programmed Image
Project Image
Repulsion
Shades
Stone to Flesh
Summon Monster VI
Tenser's Transformation
True Seeing
Veil
7th-level Spells
Banishment
Control Undead
Drawmij's Instant Summons
Ethereal Jaunt
Finger of Death
Forcecage
Greater Scrying
Insanity
Limited Wish
Mass Invisibility
Mordenkainen's Sword
Phase Door
Plane Shift
Power Word, Stun
Reverse Gravity
Sequester
Shadow Walk
Simulacrum
Spell Turning
Statue
Summon Monster VII
Teleport without Error
Vanish
Vision
8th-level Spells
Antipathy
Binding
Clone
Demand
Discern Location
Etherealness
Greater Planar Binding
Horrid Wilting
Incendiary Cloud
Iron Body
Mass Charm
Maze
Mind Blank
Otiluke's Telekinetic Sphere
Polymorph Any Object
Power Word, Blind
Protection from Spells
Screen
Summon Monster VIII
Sunburst
Symbol
Sympathy
Trap the Soul
9th-level Spells
Astral Projection
Dominate Monster
Energy Drain
Foresight
Freedom
Gate
Imprisonment
Mordenkainen's Disjunction
Power Word, Kill
Refuge
Soul Bind
Summon Monster IX
Teleportation Circle
Temporal Stasis
Time Stop
Wail of the Banshee
Weird
Wish
Why are some spells missing?
Here are some thoughts as to why some spells were removed from the list:

Flashy spells of mass destruction: Removed fireball, delayed blast fireball, meteor swarm and the like, since it doesn't really fit the setting. Left magic missile and lightning bolt to retain some arcane firepower.
Convenience spells: Removed create water, create food and water and some other convenience spells. Makes for a more interesting trek through a desert, for instance, when 1st-level characters can't simply conjure up water from thin air.
Life-restoring magic: Removed raise dead and resurrection. Those who come back from the dead, come back as undead!
Powerful low-level divinations: Removed detect magic and comprehend languages. A first-level spell that allows you to understand all written languages? Not in this campaign!
 


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