If D&D spell lists were reduced to 10/level...

Emirikol

Adventurer
I've been wrestling with allowing in some new spells lately and it got me thinking about the D&D spell lists. Basically, there are too many 'core' spells. There's one for everything. Instead, I harken back to the old red D&D boxed sets. There were like 10 1st level spells.

Shouldn't the 'core' list of spells be limited to 'less than one spell for everything?'

Then a DM could release other spells at will..instead of the exact opposite.

Any of you DM's out there try this? Is this a terrible idea?

jh
 

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Emirikol said:
I've been wrestling with allowing in some new spells lately and it got me thinking about the D&D spell lists. Basically, there are too many 'core' spells. There's one for everything. Instead, I harken back to the old red D&D boxed sets. There were like 10 1st level spells.

Shouldn't the 'core' list of spells be limited to 'less than one spell for everything?'

Then a DM could release other spells at will..instead of the exact opposite.

Any of you DM's out there try this? Is this a terrible idea?

jh

I haven't tried this but I would caution you

Taking away the goodies (in this case spell availability) from a class makes people less likely to play that class

If I did this the players would shrug and either play something else or just switch to Sorcerers only for arcane casters

Otherwise its not a bad idea. If I wanted to do this would divide spells into 3 or 4 catagories ala the 1st edition rules

Common
Uncommon
Rare
Unique

Just assume only the common (say a dozen of these) can be taken when leveling up unless you can find a teacher

It works fine with the caveat that a PC who gets acess to an unusual spell may use it all the time. This may wreak havok against enemy casters who won't know what the spell is and won't have prepared for it
 

Specialist wizards may deserve a wider selection of spells from your their school.

I do like the idea of categorizing spells as common, uncommon, etc. You could make the spellcraft DCs higher for rare and unique spells, as well.
 

Well, I've never tried this but it sounds interesting for a sort of 'primitive' game. I believe that Piratecat makes the clerics in his game swap PH spells out of their spell list if they want to use spells from other sources- so, for example, if Velendo wanted to learn a 6th level cleric spell from Defenders of the Faith he'd have to pick a 6th level cleric spell to swap out for it.

I do restrict wizards to the PH when choosing their free level-up spells. However, they always have the option of picking a school and level and getting a mystery spell from a random source.
 

I have considered to run a game using a limited spell list. Basically, I would copy the list found in the old D&D Rules Cyclopedia, perhaps with some editing. It is a pretty good list, covering nearly all that is necessary to a full campaign.
 

Ace said:
If I wanted to do this would divide spells into 3 or 4 catagories ala the 1st edition rules

Common
Uncommon
Rare
Unique
That sounds like a good idea.
And casters can't get buy individual spells; they need to buy them in lots of 16 at a time, in special sealed spellbooks. The book will come with 10 common spells, 5 uncommon ones, and a single rare-- but you don't get to pick the specific spells ahead of time. Of course if you want to get a meteor swarm, you'll have to wade through nine hundred copies of magic missile first, but you can always trade those extras to your friends.

Your players will hate your guts, but the magic merchants in your game world will be very very rich.
 
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Hahahahaahaaha....that's hilarious.....


Though I do think a sort of "collectable card game" of spells is acceptable...delightful, even. Gives cabals a reason to spring up. I just may finangle something like this in my next campaign. If somebody gets a list of those spells and rarity (preferably not based on level....), post it here, I'd use it in an instant. :)

I think specialist wizards should get more access, and perhaps have a different list of rarities for wizards/sorcerers (to encourage different spell lists....give sorcs the charms, manipulations, and 'dragon-like' spells, give wizzies the kabooms, the research, etc).

This also makes for interesting wizard duels...very Yu-Gi-Oh or something, where the value of a wizard's 'deck' (spell list) is important, and victory perhaps nets an unusual spell...
 

I would rather wade into a shark tank filled with chum and have roast beef hanging from my waist, raw roast beef, than do what you suggest.

Course if you do want to decrease spell usage, I'd suggest going AU spell system to limit such powers.
 
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Frostmarrow said:
Mostly it's the same ten 1st level spells that are chosen so I don't really see a problem here.
Maybe they don't WANT the same ten spells as the other guys? Maybe they want to be different! Limits are fine IF they aren't made to just make the DM feel more in control at some level. If he wants that I suggest AU spell stuff.
 

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