What 4 Spells Must You Learn? And Which Ones Are Banned?

WayneLigon

Adventurer
This thread set me to wondering.

I'm always jotting down little notes about what the Next Campaign will be like. The thread got me to thinking about a more civilized and perhaps staid society than we normally seem to assume for D&D worlds.

Here, if you're an arcane caster, then you are considered to have a responsibility to a higher authority. Let's call it The Crown. All mages are members of The Wizards Guild. If you're not a member, you are a criminal. If you learn magic and don't join the Guild, you're a criminal. All mages swear an oath of some sort - perhaps even a magically binding one - and owe The Crown so much service per year. It's a pretty light duty, but one owed nonetheless.

The Crown mandates that all mages have a certain minimal degree of training. Knowing that magic is a somewhat quantified science, they can say 'You will learn the following magics, any of which you can be called upon to perform by agents of The Crown'.

So, what spells would they mandate each and every student learn. Let's assume that that vast majority of arcane casters never get past about sixth level or so, so only consider third level or lower spells. They don't have to always have these prepared, but they are requires to learn these spells ASAP.

I'd say:

Comprehend Languages/Tongues
Detect Magic/Arcane Sight

Good candidates are also Detect Thoughts, Sleep, and Continual Flame

As a corolarry, which spells would be restricted and which spells would be banned (possibly as 'black magic')?

Good candidates for Restricted (to learn these spells, you'd have to pass some kind of test or board review, or be issued some other kind of dispensation by The Crown or it's agents) would be:
Any mass damage spell
Invisibility
Charm Person

Good candidates for outright Banning (to even learn these without being a trusted agent of The Crown is a prison sentence) would be:
Touch of Idiocy
Command Undead
Nonedetection
 

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WayneLigon said:
Let's assume that that vast majority of arcane casters never get past about sixth level or so
Why would that be?

I like the idea of the thread though, by the way.

I can see Locate Objects, Identify and Alarm as being potentially useful in certain situations, for these purposes.
 

Aus_Snow said:
Let's assume that that vast majority of arcane casters never get past about sixth level or so

Why would that be?

I figure it's a good rule of thumb. If we're looking at the whole world of NPCs and not just the exceptional PC's, most of them are going to get to a certain competancy in their chosen craft and then never advance any further. There are a lot of bookkeepers in the world but not as many CPAs, and even less that acheive advanced financial degrees.

Also, learning third level spells requires a 13 Intelligence. I figure the majority of even people going into that field (it will naturally self-select people with a greater than average intelligence) are not going to exceed that number; once they top out, there's no real impetus to make them go further. If they're an artificer, only rods and staves are beyond them.
 

4 spells that might well be required for all wizards:

detect magic, identify, dispel magic, fire trap/sepia snake sigil

restricted:
blindness/deafness, bestow curse, charm person, glibness, detect thoughts

banned:
animate dead, command undead, dominate person, suggestion
 


Are there enemies of the Crown who are also magicians that don't swear allegiance? I would think at least one PC will want to go this route.

Anyway, detect magic (L0), comprehend languages (L1) or protection from chaos/evil/good/law (L1), knock (L2), and dispel magic (L3).

I love the idea of a door flying open. Several dark figures, one with a pointy hat and a bright shiny badge pointing where the door was yells "Stop! In the name of the Queen!"

Banned spells? There I tend to agree with Mav. Perhaps non-core? ;)
 

Varianor Abroad said:
Are there enemies of the Crown who are also magicians that don't swear allegiance? I would think at least one PC will want to go this route.

IMC, Wizards are all part of a Guild. The Guild is a fundamental aspect of civilization. It has existed throughout demi-human society for thousands of years.

Wizards, before they are accepted as pupils to a master, are subject to divination spells that determine their risk factors for becoming evil (or if they are evil already). Those deemed unacceptable are rejected.

If they are accepted, these apprentices then immediately swear a magically binding oath not to do evil, interfere with souls going to the afterlife, animate the dead, control innocent minds, not to assist in political wars (between countries, lords, etc. Invading demon armies or whatnot, wizards are fair game), and not to sell spells over 3rd level for money (jewels, property, a hand in marriage, spellbooks, etc. are okay--not money).
If they break these strictures, others in the Guild are magically notified of what they have done, who they are and their power level.

Sure, Evil Sorcerors and Bards could escape notice of the Hunters, but they would have to focus on Illusion and Abjuration spells to hide from the Hunters, diluting their power.


"Black Magic"? Why would you ban Control Undead? It's extremely useful for fighting undead.
 

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