Removing 5 Spells

Gomez

First Post
If you removed 5 spells from the all caster's spell lists to provide a interesting change in magical dynamics in a campaign. What would they be and why?

Example:
This campaign is set in a desert world where conditions are hard. Travel is also limited by the great sand dunes that dominate the world.

For flavor I would remove these spells
1. Create Food and Water
2. Create Water
3. Hero's Feast
4. Teleport
5. Greater Teleport

Just having food and water is not a sure thing now. And travel is now limited to walking, riding animal or some sort of transport (dune ships?).
 
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Voadam said:
teleport
shadow walk
wind walk
greater teleport
teleport circle

Excellent. Since I've never played to 9th level spells, I might drop teleport circle and add dimension door (to avoid the rest of the scry-teleport problem) or overland flight to keep even mages on the boat.
 


THe problem is you can't have the effect you all want with remvoing only 5 spells. There are more spells of different names that can easily replace these spells.
 

wizards
clerics
sorcerers
druids
bards

There you are. Suddenly, paladins and rangers become the only masters of the mystical arts.

More seriously, I don't want to remove any of the core spells from the list. (To the contrary, I've added a lot.) The create food and water ones, for example, help removing part of the intendance. Keeping track of rations is boring, and once you're high level enough to devote spell slots for them, well, you've already proved previously you can survive during adventures.

Same thing for the fast movement/teleportation ones. If, after 8 levels of plot hooks that are "move from place A to place B and get beat up by wandering monsters on the way", you're not tired of that and yearning for a change of pace anyway, you obviously do not have the same patience as me.
 

In my last campaign, my goal was to isolate a high level party on a lose continent. So, by necessity I had to remove teleport and its variants. My player argued that Plane shift could work, but by the wording, it almost sounds like you can't return back to the prime with it. But I argued that even if you could, it would stick you back to where you started from. But suffice it to say, I wasn't going to let them do that, anyway.

Actually, now that I think about it, I didn't eliminated them, just limited their range, severely. So, ignore me. :)
 

Extremely fast travel spells (Teleport, Wind Walk, and the like) would be one thing, or the Resurrect line. I could see reasons to remove both to obtain a certain flavor.

Bye
Thanee
 

Gez said:
The create food and water ones, for example, help removing part of the intendance. Keeping track of rations is boring...

If you use the upkeep rules, you don't really have to keep track of rations. So long as the party keeps enough ready carrying capacity, and are not too long away from civilized lands, they have food. You only need to keep track of them when the party can't resupply, and then it isn't boring, it's a plot point :)
 

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