What's the thickest part of any D&D edition or clone? Easily the spell listings, followed by the magic item listings. Does it have to be that way? Hell no. Especially not as I gear up for the 49 Page Rules Project ... an entire clone-like adventure game presented in modular, "one page rules" format that you can rip and plunder for your own games.
After all, we all know what the "staple" spells are at each level, the ones you keep memorizing over and over again. Then there are the "weird" specialist spells like Spider Climb and stuff ... but maybe those could be bought on scrolls, or found as treasure. After all, what you do is just hoard them up anyway.
Imagine there's only 6 spells at 1st level and 3 at each level thereafter.
And picking up a good idea from 4E, that was ridiculously overextended to character classes it shouldn't have reached: you start with one of the two weakest 1st level spells as an at-will power, then one of the next two as a power you need to rest 10 minutes to recover, then one of the two strongest as a power you need to sleep on. At 2nd level you get another 10 minute power. At 3rd you get one of the three 2nd level spells, and at 4th you get another, at 10 minute or overnight levels depending on their strength. And so on.
6 pages. For everything. |
So, participation time. Pick a magic-user spell level (any edition D&D, really, because I have a suspicion the answers across editions are going to look very much the same).
If it's first level, pick 6 spells. If it's any other level, pick 3. Those would be the only spells any adventuring magic-user had at that level. What would you pick for power and interest value? And are these any different from what players pick in your game, especially if it enforces pre-memorization?
I think your blog is excellent.
ReplyDeletePart of the parsing spells down to that low amount is that they all tend to be combat focused. I've put 'combat spells' as alternates in ().
1st
Alarm (or sleep)
Magic Missile (or color spray)
Shield
Mount (or Burning Hands/Shocking Grasp)
Enlarge Person
Feather Fall
2nd
Spider Climb (or Web)
Levitate (or Invisibility)
Magic Mouth (or Mirror Image)
3rd
Fireball (or Lightning Bolt)
Haste (or Fly)
Dispel Magic
4th
Stoneskin
Dimension Door
Wall of Fire/Ice
5th
Cloudkill
Teleport
Transmute Rock to Mud
6th
Antimagic Field (or Disintegrate)
True Seeing
Stone to Flesh (Flesh to Stone)
7th
Banishment
Plane Shift
Limited Wish
8th
Mind Blank
Maze
Clone
9th
Wish (or Time Stop)
Imprisonment
Power Word Kill (or Meteor Swarm)
"an entire clone-like adventure game presented in modular, "one page rules" format"
ReplyDeleteI'm actually heading that way myself. One page or less for: potions, poisons, monster special abilities, etc. Cool, seems natural once you know that & is so similar to start looking at the component parts.
I'll think about the spells, but I actually have little higher level experience with them.
I have a set of rules that trims down the spell list to a lowly 20 at first level, so this seems like an interesting exercise. My naming may be a little idiosyncratic, as I have combined and expanded spells a little, but here goes:
ReplyDelete1st:
Magic Missile
Light
Prestidigitation
Charm Person
Comprehend (comprehend languages/read magic)
Shield
2nd:
Detect (detect magic/see invisible)
Mirror Image
Levitate
3rd:
Dispel Magic
Fireball
Lesser Monster Summoning
4th:
Dimension Door
Elemental Storm
Polymorph
I'm going by 3.5 as that's the edition I know best
ReplyDeleteCantrips:
Detect Magic
Light
Prestidigitation
1st:
Charm Person
Feather Fall
Identify
Magic Missile
Shield
Sleep
2nd:
Flaming Sphere
Invisibility
Spider Climb
3rd:
Dispel Magic
Fireball
Invisibility Sphere
4th
Animate Dead
Charm Monster
Wall of Fire
This is a nice thought experiment, though I don't know if I'd actually run it this way. I might; I have been hoping to push players to do magical research....
ReplyDelete1st Level:
1. Charm Person
2. Detect Magic
3. Hold Portal
4. Light
5. Shield
6. Sleep
2nd Level:
1. ESP
2. Invisibility
3. Knock
3rd Level:
1. Dispel Magic
2. Fireball
3. Fly
4th Level:
1. Charm Monster
2. Polymorph Other
3. Remove Curse
5th Level:
1. Animate Dead
2. Contact Other Plane
3. Teleport
6th Level:
1. Geas
2. Enchant Item
2. Reincarnation or Stone to Flesh
7th Level
1. Cacodemon
2. Limited Wish
3. Simulacrum
8th Level
1. Mass Charm
2. Permanency
3. Symbol
9th Level
1. Prismatic Sphere
2. Shape Change
3. Time Stop
Culling the Ad&D lists to 6 and 3 I'd go with
ReplyDelete1st.
Charm Person
Featherfall
Holdportal
MagicMissile
Sleep
ReadMagic
2nd.
ESP
Invisibility
Web
3rd.
Clairvoyance
Dispel Magic
Fireball
4th.
Charm Monster
Ice Storm
Polymorph (shove both spells into one)
5th.
Animate Dead
Conjure Elemental
Teleport
6th.
Anti-magic shell
Geas
Stone to Flesh
7th.
Cacodemon
Limited Wish
Power Word Stun
8th.
Mass Charm
Power Word Blind
Trap the Soul
9th
Astral Spell
Meteor Swarm
Wish
This exercise shows how easy it is to change the role of MU's in a campaign with spell availability.
1
ReplyDeleteSafe Fall
Read Magic
Command
Call Animal
Familiar
Cantrip
2
Hold Person
ESP
Invisibility
3
Dispel Magic
Clairvoyance
Adaptation
4
Ice Storm
Remove Curse
Legend Lore
5
Creation
Raise Dead
Chaos
6
Anti-magic
Contingency
Quest
7
Petrify
Regeneration
Succor
8
Polymorph Anything
Permanence
Clone
9
Disjunction
Wish
Contract Demon