rycanada said:
So in my next game I'm restricting development to level 12, largely to keep 7th, 8th, and 9th level spells out of the game.
Then I'm reading the Greyhawk article on Wikipedia and it talks about how those spell levels were "expansions" when they put out the original Greyhawk book?
Is this true??
Another "yes" confirmation here. I'll also point out the fairly small number of spells available -- "You've got just 8 1st-level spells for magic-users, 10 2nd-level, then 14, 12, 14, and 12 again. Clerics have just 4 spells on their 2nd & 3rd level lists, 6 spells on the others." (From my blog.)
Somewhat like you, I was hunting for PDFs of the OD&D boxed set, and oddly they're about the
only thing in the entire history of D&D not on RPGNow.com in PDF format. So, I recently went and snatched a copy on EBay. It's profoundly different from Rules Cyclopedia D&D. (RC is more like 3E, than it is OD&D, in my mind.)
One thing that works very well in OD&D is what spells are distributed as "the max", i.e., the top-level spells in the game. Examples for wizards top level (6th): Reincarnation, Anti-Magic Shell, Death Spell, Geas, Disintegrate, Control Weather. Examples for clerics top level (5th): Dispel Evil, Raise Dead, Commune, Quest. When people complain about D&D being wacked out at high levels, I think it's partly because of the historical layering effect of the spells on this foundation, sometimes with weaker spells (or less campaign-altering) getting introduced in later, higher spell slots.