Loss of what 4 spells would change the game dramatically?


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I don't feel any setting, that I've seen, truly accounts for the drastic changes that a single spell would accomplish. I guess I see the question a bit backwards. Therefore, I feel most spells can be interchanged without significant consequences--unless you are dealing with direct oppositions that counter on another.

<shrug>
 

Resurrection
Detect Evil
Cure Light Wounds


These are the major three that would dramatically skew most D&D worlds, even where PC's are not concerned. They're still going to have a tremendous effect on the world in which they exist.

The four spell is probably debatable. I'd suggest Purify Food and Drink; to the average village, that's going to be a tremendously useful spell.
 


Keep Detect Magic but get rid of any type of identifying spell. People would have magic items lying around unused because nobody would know what they did. (Hey Mr. Adventurer, wanna buy a magic sword... cheap? Is it cursed? How should I know!)
 

It obviously depends on your game world. Create Water and Plant Growth never came up in my three-year campaign. It wasn't that type of setting.

I'd say "Detect Good/Evil/Law/Chaos", as well as any spell that acts differently for people of different alignments. (Cloak of Chaos, Dictum, etc.) At least in my game, those were huge -- both game-setting-wise, because there were big churches and governments using those spells liberally, and PC-wise, because at high levels, alignment-specific magic let PCs throw some heavy-duty area-effect stuff out there without damaging PCs who were in close with the bad guys.
 


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