What is 5e did away with the long list of 0-3e spells or the 4e powers and went with a more Savage Worlds/Hero/M&M/Tristat approach where you have a list of general powers that you define the look (and keywords like fire force ice when appropriate) when taken, but without the point costs and power cost modifiers (which might be saved for a dial or supplement).
The Game would give guidelines for different styles: alchemy, arcane casting, divine casting, psionics, Shamanistic Casting, ritual casting (and require one to have a feat as a pre-requisites for taking powers (giving the appropriate feat , automatically, to a given class). The designers could give some sample "spells", create sample domains with suggestions for fitting powers and how they appear. They could also give guidelines are ritual casting and creating other casting styles
This has several benefits.
1. It saves a lot of space in products- especially, the core book as you do not have multiple listings for what are essentially, the same spell or power with a different appearance or power source
2. It allows the DM to limit a specific power rather going through every spell or 4e power to determine if it fits the campaign.
3. It also allows the DM set a requirement that certain powers are rituals with extended casting times in their setting or only allowed
For those wanting different pre-made spells, WOTC could give some pre-made examples in the book and then have a supplement dedicated to them.
The following is a partial list of powers that might be included. I have not given specific mechanics. In many instances, I have given examples of how the power might be defined. The game good add a line for suggested implements or forms that an item might take. I have also broken a few examples down by save, but they could be combined and allow keywords like poison, mind to differentiate them rather than have as separate powers.
Adjustment powers note: also see senses below
Accuracy: Turns a failed attack roll into a normal successful attack or just gives a hefty bonus
Bless: Turns a failed skill roll into a success or just gives a hefty bonus
Boost: You temporarily enhance the bonus to all rolls based on the attribute for a limited duration (must choose if target is yourself or another when power is taken).
ex. Bull's Strength, Owl's Wisdom
Curse: target receives a penalty to a specific rolls
Dispel: Negate the effects of a particular power
ex. Cure Blindness, Dispel Magic, Extinguish Flames, Remove Curse
Drain: Inflict a penalty that lasts until the target is fully healed or set time has passed whichever happens last!
ex. Ray of Enfeeblement,
Healing: restore hit points
ex. Cure wounds
Attack Powers
Missile:
You are able to target a single opponent with a ranged attack
Ex: Magic Missile, conjured "stinging bee" (no venemous), icy dart
Blast
Burst
Entangle
You are able to bind foes with a successful ranged attack.
A bound opponent can break free with a successful strength check or slip free with a reflex save.
Ex: Animate Vines, Animate Rope, conjured snake, Web
Paralysis:
You can paralyze an opponent with a toxin upon making a successful melee attack. Target gets a Fortitude Save
Ex: Toxic Touch, Saliva
Mental Paralysis
You can mentally paralyze a foe. Target gets a Will Save
Dazzle
Push
Defenses
Armor: gain natural armor or DR
Ex: scaly hide, stone skin
Deflect: a deflection bonus to AC due to being harder to hit
Ex. Lucky charm, enhanced reflex, precognitive insight
Resistance: Temporarily gain a bonus to a particular save
ex. Poison Resistance, Disease Resistance, Element (specify), Fear,
Mental Powers
Projection: you create "holographic images"
Mental Illusion: you implant an illusion directly into a target' smind
Move Object: You can move inanimate objects
ex. Mage Hand, Telekinesis, Move Earth, Move Water
Animal Control
Emotion Control
Mind Control
Spirit Control
Undead Control
Telepathy
Movement Powers
Astral Travel: You can spirit travel into the astral plane leaving your body behind in the real world
Dimension Travel: The
Leaping
Teleport
Wall Walking
ex. Spider Climb
Alteration
Disguise: Change one's own appearance (e.g., age, sex, height, weight)
Shape Change: Transform one's self into animal
Transform: Transform living creatures into other forms
Transmute: Transform non-living creatures
Size Change
Shrinking
Senses
Clairvoyance
ex. see through an animals eyes, far sight
Clairaudience
Detect: Detect the presence of a class of object or creature with a Perception roll
ex. Detect Demons, Detect Fey, Detect Spirit, Detect Undead, Detect Life
Heightened Sense: Bonus to Perception rolls for one sense including tracking attempts using the sense
ex. heightened sight, heightened hearing, heigtened Detect
Precognition,
Postcognition
ex. speak with dead, object reading
Spatial Awareness:
ex. Tremor Sense
Other powers
Alter Environment: create minor changes to the environment that have only minor effects.
Darkness: Create an area of effect that hinders normal site for those withing its borders. Darkvision will see through it, but other descriptons may allow other variations of Darkvision to work.
ex. Fog, Darkness.
The Game would give guidelines for different styles: alchemy, arcane casting, divine casting, psionics, Shamanistic Casting, ritual casting (and require one to have a feat as a pre-requisites for taking powers (giving the appropriate feat , automatically, to a given class). The designers could give some sample "spells", create sample domains with suggestions for fitting powers and how they appear. They could also give guidelines are ritual casting and creating other casting styles
This has several benefits.
1. It saves a lot of space in products- especially, the core book as you do not have multiple listings for what are essentially, the same spell or power with a different appearance or power source
2. It allows the DM to limit a specific power rather going through every spell or 4e power to determine if it fits the campaign.
3. It also allows the DM set a requirement that certain powers are rituals with extended casting times in their setting or only allowed
For those wanting different pre-made spells, WOTC could give some pre-made examples in the book and then have a supplement dedicated to them.
The following is a partial list of powers that might be included. I have not given specific mechanics. In many instances, I have given examples of how the power might be defined. The game good add a line for suggested implements or forms that an item might take. I have also broken a few examples down by save, but they could be combined and allow keywords like poison, mind to differentiate them rather than have as separate powers.
Adjustment powers note: also see senses below
Accuracy: Turns a failed attack roll into a normal successful attack or just gives a hefty bonus
Bless: Turns a failed skill roll into a success or just gives a hefty bonus
Boost: You temporarily enhance the bonus to all rolls based on the attribute for a limited duration (must choose if target is yourself or another when power is taken).
ex. Bull's Strength, Owl's Wisdom
Curse: target receives a penalty to a specific rolls
Dispel: Negate the effects of a particular power
ex. Cure Blindness, Dispel Magic, Extinguish Flames, Remove Curse
Drain: Inflict a penalty that lasts until the target is fully healed or set time has passed whichever happens last!
ex. Ray of Enfeeblement,
Healing: restore hit points
ex. Cure wounds
Attack Powers
Missile:
You are able to target a single opponent with a ranged attack
Ex: Magic Missile, conjured "stinging bee" (no venemous), icy dart
Blast
Burst
Entangle
You are able to bind foes with a successful ranged attack.
A bound opponent can break free with a successful strength check or slip free with a reflex save.
Ex: Animate Vines, Animate Rope, conjured snake, Web
Paralysis:
You can paralyze an opponent with a toxin upon making a successful melee attack. Target gets a Fortitude Save
Ex: Toxic Touch, Saliva
Mental Paralysis
You can mentally paralyze a foe. Target gets a Will Save
Dazzle
Push
Defenses
Armor: gain natural armor or DR
Ex: scaly hide, stone skin
Deflect: a deflection bonus to AC due to being harder to hit
Ex. Lucky charm, enhanced reflex, precognitive insight
Resistance: Temporarily gain a bonus to a particular save
ex. Poison Resistance, Disease Resistance, Element (specify), Fear,
Mental Powers
Projection: you create "holographic images"
Mental Illusion: you implant an illusion directly into a target' smind
Move Object: You can move inanimate objects
ex. Mage Hand, Telekinesis, Move Earth, Move Water
Animal Control
Emotion Control
Mind Control
Spirit Control
Undead Control
Telepathy
Movement Powers
Astral Travel: You can spirit travel into the astral plane leaving your body behind in the real world
Dimension Travel: The
Leaping
Teleport
Wall Walking
ex. Spider Climb
Alteration
Disguise: Change one's own appearance (e.g., age, sex, height, weight)
Shape Change: Transform one's self into animal
Transform: Transform living creatures into other forms
Transmute: Transform non-living creatures
Size Change
Shrinking
Senses
Clairvoyance
ex. see through an animals eyes, far sight
Clairaudience
Detect: Detect the presence of a class of object or creature with a Perception roll
ex. Detect Demons, Detect Fey, Detect Spirit, Detect Undead, Detect Life
Heightened Sense: Bonus to Perception rolls for one sense including tracking attempts using the sense
ex. heightened sight, heightened hearing, heigtened Detect
Precognition,
Postcognition
ex. speak with dead, object reading
Spatial Awareness:
ex. Tremor Sense
Other powers
Alter Environment: create minor changes to the environment that have only minor effects.
Darkness: Create an area of effect that hinders normal site for those withing its borders. Darkvision will see through it, but other descriptons may allow other variations of Darkvision to work.
ex. Fog, Darkness.