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.
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.