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

Arcane spellcasters need to choose a limited amount of spells they know, therefore I think it's fine for them.

However, I may agree with you about Clerics (and partly Druids), which have a lot of spells which are quite similar to each other - for example many spells to give an AC bonus - and they know ALL of them! But if I ever HRule some restriction I would rather introduce a limit on "spell known" to divine casters too.
 

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Kamikaze Midget said:
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).

If we use the common/uncommon/rare/unique spell system mentioned above, you could simply assume specialists treat spells in their school as one level 'higher' (i.e. uncommon spells are common, etc.)
 


Nightfall said:
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.

Exactly. :cool:
 

I like the idea a lot, myself. Half of the Player's Handbook is spells; on some level to me that seems ridiculous that something used by only half the classes takes up half the book. I'd cut about half the spells in the core books; I'd also combine many spells (like Detect Evil and Detect Undead). I'd have more generic damaging and protecting spells, that increase with level. I'd probably use something like the Arcana Unearthed method of splitting spells into Simple, Complex and Exotic to take care of Bard, Ranger, Paladin and Sorcerer spell lists; they would get just Simple spells off the same list as their 'Major'. I'd make Bards pure arcane casters as well. (This is assuming we want to keep the Divine/Arcane seperation, since it is a big Sacred Cow).

CLERIC SPELLS
0-LEVEL Simple: Detect Magic, Detect Poison, Light, Mending, Resistance
Complex: Cure Minor Wounds, Guidance, Virtue
1ST-LEVEL Simple: Bless, Detect Chaos/Evil/Good/Law, Divine Favor, Endure Elements, Entropic Shield, Magic Weapon, Shield of Faith Complex: Protection from Chaos/Evil/Good/Law, Doom, Command, Wpn Bless
2ND-LEVEL Simple: Aid, Align Weapon, Calm Emotions, Make Whole, Remove Paralysis, Resist Energy, Complex: Generic Stat Buff Spell, Consecrate, Hold Person, Restoration (Lesser)
3RD-LEVEL Simple: Continual Flame, Daylight, Deeper Darkness, Magic Vestment, Prayer, Protection from Energy, Searing Light Complex: Dispel Magic, Glyph of Warding, Speak with Dead

I'd break out all the Cure Whatever spells into a Supernatural Ability of the Cleric that increases per level. This would also serve to power abilities that replace Consecreate/Desecrate, Hallow/Unhallow, etc.
 

I guess I am the other way around. While fewer spells might be easier to keep track of, in the end the thing I like about magic is the colourful array and the selection of spells to fit your mode, rather than just to have something generic. At that point, you should also reduce weapons lists to Sword, Spear, Dagger, Mace, Bow, Axe.

Of course this may be due to playing HarnMaster and Ars Magica -- the Design Your Own Spells habit is hard to break ;)
 

I recently read the Dying Earth stories by Jack Vance, and I kinda like the idea of a post-golden age of magic where most of the formulae have been 'lost' and scrolls from long-ago wizards are one of the most valuable treasures.
 

The compromise we use for divine casters is that for every third-party spell they add to the list, they have to remove a core spell from their list. This allows divine casters to have themes (earth-based spells, for instance) without being even more ridiculously flexible than they already are.

Daniel
 


If they want a particular spell, they can always resreach it. Even the Rare spells can be found in the huge wizard's library....

For me, it just makes less sense to allow the entire suite of spells as an option, rather than seperating them based on rarity. Especially considering how the spells are presumably 'invented' (by specific mages who are reluctant to discolse their secrets). This way, a spellcaster who gains access to a certain spell no one has ever seen before (or few have ever seen before) has a real treasure, as opposed to a spell they may never use found in a chest someplace that they could've chosen anyway.
 

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