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Spells: The Essentials
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<blockquote data-quote="steeldragons" data-source="post: 5819373" data-attributes="member: 92511"><p>Whether there are 5 or 7, 9 or 20 spell levels, I highly advocate a simplified list of spells, per level.</p><p></p><p>I'm thinking 10 or 12 spells per spell "tier". </p><p></p><p>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?</p><p></p><p>I'll start things off with a few levels worth....something like so:</p><p>(assuming Read Magic, Detect Magic, Light and Dancing Lights would be relegated to 0lvl/cantrip stuff.)</p><p></p><p>1st level MU/Wizard/Arcane Spells</p><p>-Alarm</p><p>-Burning Hands</p><p>-Charm Person</p><p>-Floating Disc</p><p>-Hold Portal</p><p>-Identify</p><p>-Magic Missile</p><p>-Protection from Evil</p><p>-Shield</p><p>-Sleep</p><p></p><p>2nd level MU/Arcane Spells </p><p>-Darkness 15' Rad.</p><p>-Detect Invisibility</p><p>-ESP/Detect Thoughts</p><p>-Invisibility</p><p>-Levitate</p><p>-Mirror Image</p><p>-Misdirection</p><p>-Knock</p><p>-Web</p><p>-Wizard/Web Lock</p><p></p><p>3rd level Arcane Spells</p><p>-Dispel Magic</p><p>-Fireball</p><p>-Gust of Wind</p><p>-Invisibility 10'rad.</p><p>-Lightning Bolt</p><p>-Fly</p><p>-Protection from Normal Missiles</p><p>-Slow/Haste</p><p>-Suggestion</p><p>-Water Breathing</p><p></p><p>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.</p><p></p><p>1st level Cleric/Divine Spells</p><p>-Bless</p><p>-Command</p><p>-Cure Light Wounds</p><p>-Detect Good/Evil</p><p>-Light</p><p>-Protection from Good/Evil</p><p>-Purify Food/Water</p><p>-Remove Fear</p><p>-Resist Cold/Fire</p><p>-Sanctuary</p><p></p><p>2nd level Divine Spells</p><p>-Augury</p><p>-Chant</p><p>-Detect Lies</p><p>-Find Traps</p><p>-Hold Person</p><p>-Silence 15' rad.</p><p>-Slow Poison</p><p>-Snake Charm</p><p>-Speak with Animals</p><p>-Spiritual Hammer/Weapon</p><p></p><p>3rd level Divine Spells</p><p>-Continual Light (I'd really like to see this back)</p><p>-Create Food/Water</p><p>-Cure Blindness/Deafness</p><p>-Cure Disease</p><p>-Dispel Magic</p><p>-Locate Object</p><p>-Prayer</p><p>-Remove Curse</p><p>-Remove Paralysis</p><p>-Speak with Dead</p><p></p><p>What about Druid spells? Other "quintessential" mage or cleric spells? High level, "can't do without" spells? Whatever you like.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5819373, member: 92511"] 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. [/QUOTE]
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