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Stripping the Wizard to Bare Bones (+)
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<blockquote data-quote="Stormonu" data-source="post: 9318186" data-attributes="member: 52734"><p>I'm contemplating gutting the wizard of their spells. At least, sharply restricting what spells are available to ALL wizards. I want to move most of the spells off to the various schools for the subclasses and leave a very small core of spells that all know - the most iconic of spells that make up a "wizard". Something in the neighborhood of 3-5 spells per level. It's a huge task, and I'd like to get opinions on what should stay as essential to a wizard's identity. This is my initial thoughts:</p><p></p><p>CANTRIPS</p><ul> <li data-xf-list-type="ul">Blade Ward (every wizard benefits from preventing taking damage)</li> <li data-xf-list-type="ul">Firebolt (the most basic magic attack spell)</li> <li data-xf-list-type="ul">Light (an essential "human" spell to see by)</li> <li data-xf-list-type="ul">Mage Hand (basic "move [dangerous] things at a distance)</li> <li data-xf-list-type="ul">Prestidigitation (universal near magic)</li> <li data-xf-list-type="ul">Message (basic magical communication)</li> </ul><p></p><p>1ST LEVEL</p><ul> <li data-xf-list-type="ul">Detect Magic (essential magical detection)</li> <li data-xf-list-type="ul">Magic Missile (I think there'd be a riot if this wasn't core to the wizard)</li> <li data-xf-list-type="ul">Mage Armor (pretty basic magical protection)</li> <li data-xf-list-type="ul">Shield (again, magical protection - might be better reserved for the Abjurer)</li> <li data-xf-list-type="ul">Find Familiar (basic magical companion)</li> <li data-xf-list-type="ul">Identify (basic magic item identification)</li> </ul><p></p><p>2ND LEVEL</p><ul> <li data-xf-list-type="ul">Blindness/Deafness (simple defense)</li> <li data-xf-list-type="ul">Invisibility (core magical protection)</li> <li data-xf-list-type="ul">Levitate (basic magical movement)</li> <li data-xf-list-type="ul">Rope Trick (basic extradimensional space)</li> </ul><p></p><p>3RD LEVEL</p><ul> <li data-xf-list-type="ul">Counterspell (basic magic defense)</li> <li data-xf-list-type="ul">Dispel Magic (basic magic denial)</li> <li data-xf-list-type="ul">Fireball (core blast spell)</li> <li data-xf-list-type="ul">Fly (advanced magical movement)</li> <li data-xf-list-type="ul">Magic Circle (essential magical summons protection)</li> </ul><p></p><p>4TH LEVEL</p><ul> <li data-xf-list-type="ul">Arcane Eye (basic magical scrying)</li> <li data-xf-list-type="ul">Dimension Door (moderate magical movement)</li> <li data-xf-list-type="ul">Private Sanctum (basic magical space)</li> </ul><p></p><p>5TH LEVEL</p><ul> <li data-xf-list-type="ul">Animate Objects (advanced magical companion)</li> <li data-xf-list-type="ul">Contact Other Plane (advanced knowledge acquisition)</li> <li data-xf-list-type="ul">Geas (advanced magical compulsion)</li> <li data-xf-list-type="ul">Legend Lore (advanced knowledge acquisition)</li> <li data-xf-list-type="ul">Scrying (advanced scrying)</li> <li data-xf-list-type="ul">Teleportation Circle (advanced magical movement)</li> </ul><p></p><p>No base spells of 6th+level</p><p></p><p>I am considering any long casting time spell (1 minute or more) being dropped into the "Core".</p><p></p><p>I'm open to discussion about what spells should be left in the core, but not whether it should be done (hence the "+"). Let the debate begin!</p></blockquote><p></p>
[QUOTE="Stormonu, post: 9318186, member: 52734"] I'm contemplating gutting the wizard of their spells. At least, sharply restricting what spells are available to ALL wizards. I want to move most of the spells off to the various schools for the subclasses and leave a very small core of spells that all know - the most iconic of spells that make up a "wizard". Something in the neighborhood of 3-5 spells per level. It's a huge task, and I'd like to get opinions on what should stay as essential to a wizard's identity. This is my initial thoughts: CANTRIPS [LIST] [*]Blade Ward (every wizard benefits from preventing taking damage) [*]Firebolt (the most basic magic attack spell) [*]Light (an essential "human" spell to see by) [*]Mage Hand (basic "move [dangerous] things at a distance) [*]Prestidigitation (universal near magic) [*]Message (basic magical communication) [/LIST] 1ST LEVEL [LIST] [*]Detect Magic (essential magical detection) [*]Magic Missile (I think there'd be a riot if this wasn't core to the wizard) [*]Mage Armor (pretty basic magical protection) [*]Shield (again, magical protection - might be better reserved for the Abjurer) [*]Find Familiar (basic magical companion) [*]Identify (basic magic item identification) [/LIST] 2ND LEVEL [LIST] [*]Blindness/Deafness (simple defense) [*]Invisibility (core magical protection) [*]Levitate (basic magical movement) [*]Rope Trick (basic extradimensional space) [/LIST] 3RD LEVEL [LIST] [*]Counterspell (basic magic defense) [*]Dispel Magic (basic magic denial) [*]Fireball (core blast spell) [*]Fly (advanced magical movement) [*]Magic Circle (essential magical summons protection) [/LIST] 4TH LEVEL [LIST] [*]Arcane Eye (basic magical scrying) [*]Dimension Door (moderate magical movement) [*]Private Sanctum (basic magical space) [/LIST] 5TH LEVEL [LIST] [*]Animate Objects (advanced magical companion) [*]Contact Other Plane (advanced knowledge acquisition) [*]Geas (advanced magical compulsion) [*]Legend Lore (advanced knowledge acquisition) [*]Scrying (advanced scrying) [*]Teleportation Circle (advanced magical movement) [/LIST] No base spells of 6th+level I am considering any long casting time spell (1 minute or more) being dropped into the "Core". I'm open to discussion about what spells should be left in the core, but not whether it should be done (hence the "+"). Let the debate begin! [/QUOTE]
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