Dispel Magic.Tiny Hut.
Yes. I only went up to 2nd level spells in that list because the players are creating 4th level PCs for this first trial adventure. Before we start play in a proper campaign I will curate the whole list (or at least up to 5th level since I think there will be a 9th level campaign cap for characters).@Reynard - if you're whacking Rope Trick you might also want to add to your banned-spells list the various Leomund's sheltering spells - Leo's Hut, Leo's Mansion, etc. - or at the very least use the 1e versions rather than the 5e ones.
Looks good to me just one comment:Here's the list of guidelines I sent to my group for a playtest this week just to see what we may or may not cover in a 3 or 4 hour session:
CORE BOOKS ONLY
Create 4th level characters.
Available Backgrounds: all PHB backgrounds
Available Races: Human, Dwarf, Elf, Half-Elf, Half-Orc, Halfling. NOTE: Any race that has Darkvision has Low light vision instead.
Available Classes (and Archetypes): Barbarian (Berserker), Bard (Lore), Cleric (Knowledge, Life or War), Fighter (Champion or Battle Master), Paladin (Devotion), Ranger (Hunter), Rogue (Thief), Wizard (all PHB traditions allowed).
No feats. No multiclassing.
Equipment: Starting equipment plus up to 200 gp additional gear. No magic items.
Spells: The following spells are banned
Continual Flame, Create or Destroy Water, Darkvision, Gentle Repose, Goodberry, Purify Food and Drink, Rope Trick
OPTIONAL RULES IN PLACE
Slow Natural healing: You only heal by way of spending hit dice, which you recover normally (½ your total after a long rest).
If you use a healing kit and succeed at a DC 15 medicine check, you may spend hit dice outside of a short rest by taking 10 minutes.
If you are not safe and secure (such as in town or a fortress), Short rests take 8 hours and long rests take 72 hours. When in town or similar, normal rests apply.
On a failed death saving throw you gain a level of exhaustion.
Encumbrance will be counted, along with consumables such as ammo, rations and components.
Lingering injuries on critical hit.
Madness.
Massive damage.
NPC/monster Morale checks.
May I suggest no ASI but allow feats instead (maybe ban troublesome ones). I think this gives a more old school & grittier feel than ever increasing stats (and makes +1 feats more attractive). YMMVNo feats. No multiclassing.
I'm in the same boat. I have all the PDF for Into the Unknown, but haven't used it.I'm looking at Into the Unknown to mine for subsystems like travel, morale and so on (not least because it is modular in design and you can buy just the GM section). Does anyone have any experience with it?
How is material in the "Running the Game" book? That's the one I am considering buying.I'm in the same boat. I have all the PDF for Into the Unknown, but haven't used it.
quite a bit of useful info on how to handle travel, exploration, morale checks, player's "stunts" during combat, other things.How is material in the "Running the Game" book? That's the one I am considering buying.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.