Common Arcane Spells [Archive] - Wizards Community

Post/Author/DateTimePost
GreyWanderer

08-26-05, 02:00 AM
Gang:

Since the advent of 3.0/3.5, the concept of common vs uncommon arcane spells has pretty much fallen by the wayside (now that casters can pick any two spells when they go up a level).

But I'm making a homebrew class that gets limited spells - but casts from spellbooks, like a Wizard. I don't want to use the whole wizard/sorcerer list (for those he can take as he goes up in level), but what are the common or core spells? What spells would most commonly be found in another wizards spellbook (besides those he himself created)?

Grey
was_fired

08-26-05, 02:26 AM
Looking through the PHB there are more spells which are common than uncommon at any given level. For the rarer ones (both flavor wise and use wise) levels 1 to 3:

1: Chill Touch, Animate Rope

2: Arcane Lock, Leomund's Trap, Spider Climb (those live spiders suck unless
you have eschew materials)

3: Sepia Snake Sigil, Gentle Repose

The thing you have to remember is that any spell which is taken commonly for out of game reasons (mainly because it is powerful) would also be taken frequently by people in the world for the exact same in game reason (powerful spells are nice). So the spells which would become infrequent would be the ones with the least utility or the ones which are the most difficult to use.

Some of the spells listed are wonderful, but they aren't spells which many would have. Spider climb for instance is only useful if you have eschew materials because live spiders don't stay alive (or still) very long in a small bag filled with sulfer. Likewise sepia's sigil would only commonly be used by paranoid or down right rude wizards (well rich and rude wizards).