Spells: The Essentials

steeldragons

Steeliest of the dragons
Whether there are 5 or 7, 9 or 20 spell levels, I highly advocate a simplified list of spells, per level.

I'm thinking 10 or 12 spells per spell "tier".

So, the question of this thread: What spells are D&D? If there are only 10 or 12 spaces per spell level, what spells do you think absolutely MUST be there?

I'll start things off with a few levels worth....something like so:
(assuming Read Magic, Detect Magic, Light and Dancing Lights would be relegated to 0lvl/cantrip stuff.)

1st level MU/Wizard/Arcane Spells
-Alarm
-Burning Hands
-Charm Person
-Floating Disc
-Hold Portal
-Identify
-Magic Missile
-Protection from Evil
-Shield
-Sleep

2nd level MU/Arcane Spells
-Darkness 15' Rad.
-Detect Invisibility
-ESP/Detect Thoughts
-Invisibility
-Levitate
-Mirror Image
-Misdirection
-Knock
-Web
-Wizard/Web Lock

3rd level Arcane Spells
-Dispel Magic
-Fireball
-Gust of Wind
-Invisibility 10'rad.
-Lightning Bolt
-Fly
-Protection from Normal Missiles
-Slow/Haste
-Suggestion
-Water Breathing

Though for the most part, I'd like to see the return of Clerical "Spheres/Domains" to help flavor different orders/religions/gods' special interests, if there is going to be a "generic cleric" option for easy use/pick up play, they should include the following...and then Spheres/Domains can be an optional breakdown of spells for those who want to use them.

1st level Cleric/Divine Spells
-Bless
-Command
-Cure Light Wounds
-Detect Good/Evil
-Light
-Protection from Good/Evil
-Purify Food/Water
-Remove Fear
-Resist Cold/Fire
-Sanctuary

2nd level Divine Spells
-Augury
-Chant
-Detect Lies
-Find Traps
-Hold Person
-Silence 15' rad.
-Slow Poison
-Snake Charm
-Speak with Animals
-Spiritual Hammer/Weapon

3rd level Divine Spells
-Continual Light (I'd really like to see this back)
-Create Food/Water
-Cure Blindness/Deafness
-Cure Disease
-Dispel Magic
-Locate Object
-Prayer
-Remove Curse
-Remove Paralysis
-Speak with Dead

What about Druid spells? Other "quintessential" mage or cleric spells? High level, "can't do without" spells? Whatever you like.
 

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Silent image.

Baleful transmutation (or foe to frog or whatever you want to call the classic spell) as something high level.

I disagree we need Protection from Normal Missiles - or that a wizard needs Protection from Evil.
 

So, we get a minimal spell list in the core book... and then have to buy another book or books to get other spells that have been in the core books in the past?

That will not go over well.
 


Whether there are 5 or 7, 9 or 20 spell levels, I highly advocate a simplified list of spells, per level.

I'm thinking 10 or 12 spells per spell "tier".

I propose that an even more limited list of spells be included in the Red Box/Starter Box. However the Advanced Players' Handbook, which should be published the very next month (or at least its playtest version), would include a fulsome Vancian spell list as well as another index listing those spells as at-will, encounter and daily powers.

The Starter Box should go to 5th level (for characters: I also advocate labelling spells by character level). The Players' Book to 20th. There can be a later Essentials Box which takes the Starter Box to 10th, without all of the bells and whistles of the Advanced Players' Book. Fully compatible, same system, just stripped down for Old Schoolers.
 

I noticed that the initial list heavily favors the AD&D PHB.

I would add these spells to the now "classic" list:

Arcane
mage armor
acid arrow
major image (spectral forces, etc.)
black tentacles
stoneskin


Divine
entangle
aid
flame blade
protection from energy
divine smite (holy/unholy)
flame strike

I don't mind seeing either Hold spells or Continual Light, but they need to be higher level; holds are basically save-or-lose spells that shouldn't be available to low level casters, and continual light should be higher level to aid in verisimilitude (otherwise, permanent lights easily castable would light up every little village through the whole world).
 

Dispel Magic and Identify should go with Detect magic into the Arcana skill.

It might make it too complicated, but pehaps conditions should have the equivalent of hit points.

A character is charmed by a wizard called Malafix using charm person. A friend wants to remove it. He uses his Arcana to Dispel Magic. He basically attacks the charm and hits for 11 points of damage. The charm has 6 left.

On Malafix's next turn he reinforces the charm healing it for 3 hit points. The friend attacks the charm again on his next turn for 12 points removing the charm.
 

I would like some sort of demarcation of what each type of magic can encompass, rather than simply being able to do anything and everything.

Alternatively, all casters should in my opinion be limited to a certain number of schools/domains/whatever.
 

I would like a better universal school.

Mage Armour
Magic Missile
Shield

Basically anything unthemed, where it is just magic based and gives the wizard well rounded abilities no matter what theme/school they choose/drop.
 

Eldritch Bolt
Feystep
Dragonbreath
Storm Pillar
Thunder Wave
Fireball
Aegis of Assault
Aegis of Ensnarement
Aegis of Shielding
Lashing Asp
Dimensional Thunder
Teleporting Strike
Blazing Starfall
Chromatic Orb
Chaos Bolt


All of these should be in 5E too.
 

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