Spell Rarity


Homebrew and House Rules


I've been toying around with the idea of classifying spells into rarities to give some general guidelines on how readily available certain spells are to learn. Part of this includes using the concept that Clerics, Paladins, Druids, and other divine type casters receive their power from their deities, but the actual spells are created by the priesthoods, priests, druidic orders, etc and so spell rarities also apply to them. Initially, I would just like to deal with the spells in the Core Pathfinder RPG, although the concept could potentially be expanded to other sources.

I would like to use the following rarity categories:

(C)ommon
(U)ncommon
(R)are
(O)ne-of-a-Kind/Unique

The (O) rating would mostly be used for spells created by specific NPCs, the players and other similar spells.

I want to use single letter codes for each of the rarity categories, although if it works better I could probably work out a 2 letter coding system.

Spells are categorized using the following rough guidelines that may not be strictly followed at all times:

Low (1-3) and medium level spells (4-6) shared by many classes and iconic low (1-3) level to medium (4-6) level spells are (C)ommon

Single class low level (1-3) spells, specialized low to medium level spells for less common circumstances, and Iconic high level spells (7-8) are (U)ncommon

Specialist medium level spells, less iconic high level spells (7-8), and max level spells (9) are (R)are

(I posted a thread with a similar topic back in August, but it is now in the archives and cannot be added to.)

Below is my attempt to go through the PRD spell list and assign rarities to spells.

Spells (A):

o Acid Arrow - C
o Acid Fog - R
o Acid Splash - C
o Aid - C
o Air Walk - U
o Alarm - C
o Align Weapon - U
o Alter Self - C
o Analyze Dweomer - R
o Animal Growth - C
o Animal Messenger - C
o Animal Shapes - R
o Animal Trance - C
o Animate Dead - C
o Animate Objects - U
o Animate Plants - U
o Animate Rope - C
o Antilife Shell - R
o Antimagic Field - U
o Antipathy - R
o Antiplant Shell - U
o Arcane Eye - C
o Arcane Lock - C
o Arcane Mark - C
o Arcane Sight - C
o Arcane Sight, Greater - U
o Astral Projection - R
o Atonement - C
o Augury - C
o Awaken - U

Spells (B):

o Baleful Polymorph - C
o Bane - C
o Banishment - U
o Barkskin - C
o Bear's Endurance - C
o Bear's Endurance, Mass - C
o Beast Shape I - C
o Beast Shape II - C
o Beast Shape III - U
o Beast Shape IV - R
o Bestow Curse - C
o Binding - R
o Black Tentacles - C
o Blade Barrier - C
o Blasphemy - R
o Bleed - C
o Bless - C
o Bless Water - U
o Bless Weapon - U
o Blight - U
o Blindness/Deafness - C
o Blink - C
o Blur - C
o Break Enchantment - C
o Breath of Life - R
o Bull's Strength - C
o Bull's Strength, Mass - C
o Burning Hands - C

Spells (C):

o Call Lightning - C
o Call Lightning Storm - U
o Calm Animals - C
o Calm Emotions - C
o Cat's Grace - C
o Cat's Grace, Mass - C
o Cause Fear - C
o Chain Lightning - C
o Changestaff - R
o Chaos Hammer - R
o Charm Animal - C
o Charm Monster - C
o Charm Monster, Mass - U
o Charm Person - C
o Chill Metal - U
o Chill Touch - C
o Circle of Death - R
o Clairaudience/Clairvoyance - C
o Clenched Fist - U
o Cloak of Chaos - R
o Clone - R
o Cloudkill - C
o Color Spray - C
o Command - C
o Command Plants - U
o Command Undead - C
o Command, Greater - U
o Commune - C
o Commune with Nature - C
o Comprehend Languages - C
o Cone of Cold - C
o Confusion - U
o Confusion, Lesser - C
o Consecrate - U
o Contact Other Plane - U
o Contagion - C
o Contingency - U
o Continual Flame - C
o Control Plants - R
o Control Undead - U
o Control Water - C
o Control Weather - U
o Control Winds - U
o Create Food and Water - U
o Create Greater Undead - R
o Create Undead - R
o Create Water - C
o Creeping Doom - U
o Crushing Despair - U
o Crushing Hand - R
o Cure Critical Wounds - C
o Cure Critical Wounds, Mass - R
o Cure Light Wounds - C
o Cure Light Wounds, Mass - C
o Cure Moderate Wounds - C
o Cure Moderate Wounds, Mass - U
o Cure Serious Wounds - C
o Cure Serious Wounds, Mass - U
o Curse Water - U

Spells (D):

o Dancing Lights - C
o Darkness - C
o Darkvision - C
o Daylight - C
o Daze - C
o Daze Monster - U
o Death Knell - U
o Death Ward - C
o Deathwatch - U
o Deep Slumber - U
o Deeper Darkness - U
o Delay Poison - C
o Delayed Blast Fireball - U
o Demand - R
o Desecrate - U
o Destruction - U
o Detect Animals or Plants - C
o Detect Chaos - C
o Detect Evil - C
o Detect Good - C
o Detect Law - C
o Detect Magic - C
o Detect Poison - C
o Detect Scrying - U
o Detect Secret Doors - U
o Detect Snares and Pits - C
o Detect Thoughts - C
o Detect Undead - C
o Dictum - R
o Dimension Door - C
o Dimensional Anchor - U
o Dimensional Lock - R
o Diminish Plants - C
o Discern Lies - C
o Discern Location - R
o Disguise Self - C
o Disintegrate - C
o Dismissal - C
o Dispel Chaos - U
o Dispel Evil - U
o Dispel Good - U
o Dispel Law - U
o Dispel Magic - C
o Dispel Magic, Greater - C
o Displacement - U
o Disrupt Undead - C
o Disrupting Weapon - U
o Divination - U
o Divine Favor - C
o Divine Power - C
o Dominate Animal - C
o Dominate Monster - R
o Dominate Person - U
o Doom - C
o Dream - R

Spells (E):

o Eagle's Splendor - C
o Eagle's Splendor, Mass - C
o Earthquake - U
o Elemental Body I - U
o Elemental Body II - U
o Elemental Body III - R
o Elemental Body IV - R
o Elemental Swarm - R
o Endure Elements - C
o Energy Drain - R
o Enervation - U
o Enlarge Person - C
o Enlarge Person, Mass - C
o Entangle - C
o Enthrall - U
o Entropic Shield - U
o Erase - C
o Ethereal Jaunt - U
o Etherealness - R
o Expeditious Retreat - C
o Explosive Runes - C
o Eyebite - U

Spells (F):

o Fabricate - U
o Faerie Fire - C
o False Life - C
o False Vision - U
o Fear - C
o Feather Fall - C
o Feeblemind - C
o Find Traps - U
o Find the Path - U
o Finger of Death - U
o Fire Seeds - U
o Fire Shield - C
o Fire Storm - U
o Fire Trap - U
o Fireball - C
o Flame Arrow - C
o Flame Blade - C
o Flame Strike - C
o Flaming Sphere - C
o Flare - C
o Flesh to Stone - C
o Floating Disk - C
o Fly - C
o Fog Cloud - C
o Forbiddance - R
o Forcecage - U
o Forceful Hand - U
o Foresight - R
o Form of the Dragon I - R
o Form of the Dragon II - R
o Form of the Dragon III - R
o Fox's Cunning - C
o Fox's Cunning, Mass - C
o Freedom - R
o Freedom of Movement - C
o Freezing Sphere - R

Spells (G):

o Gaseous Form - C
o Gate - R
o Geas, Lesser - U
o Geas/Quest - U
o Gentle Repose - C
o Ghost Sound - C
o Ghoul Touch - C
o Giant Form I - U
o Giant Form II - R
o Giant Vermin - U
o Glibness - U
o Glitterdust - C
o Globe of Invulnerability - C
o Globe of Invulnerability, Lesser - C
o Glyph of Warding - U
o Glyph of Warding, Greater - R
o Good Hope - U
o Goodberry - C
o Grasping Hand - U
o Grease - C
o Greater (Spell Name)
o Guards and Wards - U
o Guidance - C
o Gust of Wind - C

Spells (H):

o Hallow - U
o Hallucinatory Terrain - U
o Halt Undead - U
o Harm - C
o Haste - C
o Heal - C
o Heal Mount - U
o Heal, Mass - R
o Heat Metal - U
o Helping Hand - U
o Heroes' Feast - U
o Heroism - C
o Heroism, Greater - U
o Hide from Animals - C
o Hide from Undead - C
o Hideous Laughter - C
o Hold Animal - C
o Hold Monster - U
o Hold Monster, Mass - R
o Hold Person - C
o Hold Person, Mass - U
o Hold Portal - C
o Holy Aura - R
o Holy Smite - U
o Holy Sword - U
o Holy Word - U
o Horrid Wilting - U
o Hypnotic Pattern - C
o Hypnotism - C

Spells (I):

o Ice Storm - C
o Identify - C
o Illusory Script - C
o Illusory Wall - C
o Imbue with Spell Ability - R
o Implosion - R
o Imprisonment - R
o Incendiary Cloud - U
o Inflict Critical Wounds - C
o Inflict Critical Wounds, Mass - U
o Inflict Light Wounds - C
o Inflict Light Wounds, Mass - U
o Inflict Moderate Wounds - C
o Inflict Moderate Wounds, Mass - U
o Inflict Serious Wounds - C
o Inflict Serious Wounds, Mass - U
o Insanity - U
o Insect Plague - C
o Instant Summons - U
o Interposing Hand - C
o Invisibility - C
o Invisibility Purge - C
o Invisibility Sphere - U
o Invisibility, Greater - C
o Invisibility, Mass - U
o Iron Body - R
o Ironwood - U
o Irresistible Dance - U

Spells (J):

o Jump - C

Spells (K):

o Keen Edge - C
o Knock - C
o Know Direction - C

Spells (L):

o Legend Lore - C
o Lesser (Spell Name)
o Levitate - C
o Light - C
o Lightning Bolt - C
o Limited Wish - R
o Liveoak - R
o Locate Creature - C
o Locate Object - C
o Longstrider - C
o Lullaby - C

Spells (M):

o Mage Armor - C
o Mage Hand - C
o Mage's Disjunction - R
o Mage's Faithful Hound - R
o Mage's Lucubration - U
o Mage's Magnificent Mansion - U
o Mage's Private Sanctum - C
o Mage's Sword - U
o Magic Aura - C
o Magic Circle against Chaos - C
o Magic Circle against Evil - C
o Magic Circle against Good - C
o Magic Circle against Law - C
o Magic Fang - C
o Magic Fang, Greater - C
o Magic Jar - R
o Magic Missile - C
o Magic Mouth - C
o Magic Stone - C
o Magic Vestment - U
o Magic Weapon - C
o Magic Weapon, Greater - C
o Major Creation - C
o Major Image - C
o Make Whole - C
o Mark of Justice - C
o Mass (Spell Name)
o Maze - U
o Meld into Stone - U
o Mending - C
o Message - C
o Meteor Swarm - R
o Mind Blank - R
o Mind Fog - R
o Minor Creation - C
o Minor Image - C
o Miracle - R
o Mirage Arcana - C
o Mirror Image - C
o Misdirection - C
o Mislead - C
o Mnemonic Enhancer - R
o Modify Memory - R
o Moment of Prescience - R
o Mount - C
o Move Earth - C

Spells (N):

o Neutralize Poison - C
o Nightmare - R
o Nondetection - C

Spells (O):

o Obscure Object - C
o Obscuring Mist - C
o Open/Close - C
o Order's Wrath - R
o Overland Flight - C
o Owl's Wisdom - C
o Owl's Wisdom, Mass - C

Spells (P):

o Pass without Trace - C
o Passwall - U
o Permanency - C
o Permanent Image - U
o Persistent Image - C
o Phantasmal Killer - U
o Phantom Steed - C
o Phantom Trap - C
o Phase Door - R
o Planar Ally - U
o Planar Ally, Greater - R
o Planar Ally, Lesser - C
o Planar Binding - R
o Planar Binding, Greater - R
o Planar Binding, Lesser - U
o Plane Shift - U
o Plant Growth - C
o Plant Shape I - U
o Plant Shape II - U
o Plant Shape III - R
o Poison - C
o Polar Ray - R
o Polymorph - C
o Polymorph Any Object - R
o Polymorph, Greater - U
o Power Word Blind - U
o Power Word Kill - R
o Power Word Stun - R
o Prayer - C
o Prestidigitation - C
o Prismatic Sphere - R
o Prismatic Spray - U
o Prismatic Wall - R
o Produce Flame - C
o Programmed Image - U
o Project Image - U
o Protection from Arrows - C
o Protection from Chaos - C
o Protection from Energy - C
o Protection from Evil - C
o Protection from Good - C
o Protection from Law - C
o Protection from Spells - R
o Prying Eyes - U
o Prying Eyes, Greater - R
o Purify Food and Drink - C
o Pyrotechnics - C

Spells (Q):

o Quench - C

Spells (R):

o Rage - C
o Rainbow Pattern - U
o Raise Dead - U
o Ray of Enfeeblement - C
o Ray of Exhaustion - C
o Ray of Frost - C
o Read Magic - C
o Reduce Animal - C
o Reduce Person - U
o Reduce Person, Mass - U
o Refuge - R
o Regenerate - U
o Reincarnate - U
o Remove Blindness/Deafness - C
o Remove Curse - C
o Remove Disease - C
o Remove Fear - C
o Remove Paralysis - C
o Repel Metal or Stone - R
o Repel Vermin - C
o Repel Wood - U
o Repulsion - U
o Resilient Sphere - C
o Resist Energy - C
o Resistance - C
o Restoration - C
o Restoration, Greater - U
o Restoration, Lesser - C
o Resurrection - U
o Reverse Gravity - R
o Righteous Might - U
o Rope Trick - U
o Rusting Grasp - R

Spells (S):

o Sanctuary - C
o Scare - C
o Scintillating Pattern - R
o Scorching Ray - C
o Screen - U
o Scrying - C
o Scrying, Greater - U
o Sculpt Sound - U
o Searing Light - U
o Secret Chest - C
o Secret Page - C
o Secure Shelter - C
o See Invisibility - C
o Seeming - U
o Sending - C
o Sepia Snake Sigil - C
o Sequester - U
o Shades - R
o Shadow Conjuration - C
o Shadow Conjuration, Greater - U
o Shadow Evocation - C
o Shadow Evocation, Greater - U
o Shadow Walk - U
o Shambler - R
o Shapechange - R
o Shatter - C
o Shield - C
o Shield Other - C
o Shield of Faith - C
o Shield of Law - R
o Shillelagh - C
o Shocking Grasp - C
o Shout - C
o Shout, Greater - U
o Shrink Item - C
o Silence - C
o Silent Image - C
o Simulacrum - U
o Slay Living - U
o Sleep - C
o Sleet Storm - C
o Slow - C
o Snare - C
o Soften Earth and Stone - C
o Solid Fog - C
o Song of Discord - R
o Soul Bind - R
o Sound Burst - U
o Speak with Animals - C
o Speak with Dead - C
o Speak with Plants - C
o Spectral Hand - C
o Spell Immunity - U
o Spell Immunity, Greater - R
o Spell Resistance - R
o Spell Turning - U
o Spellstaff - U
o Spider Climb - C
o Spike Growth - C
o Spike Stones - U
o Spiritual Weapon - C
o Stabilize - C
o Statue - R
o Status - U
o Stinking Cloud - C
o Stone Shape - C
o Stone Tell - U
o Stone to Flesh - C
o Stoneskin - C
o Storm of Vengeance - R
o Suggestion - C
o Suggestion, Mass - U
o Summon Instrument - C
o Summon Monster I - C
o Summon Monster II - C
o Summon Monster III - C
o Summon Monster IV - C
o Summon Monster V - C
o Summon Monster VI - U
o Summon Monster VII - U
o Summon Monster VIII - U
o Summon Monster IX - R
o Summon Nature's Ally I - C
o Summon Nature's Ally II - C
o Summon Nature's Ally III - C
o Summon Nature's Ally IV - C
o Summon Nature's Ally V - U
o Summon Nature's Ally VI - U
o Summon Nature's Ally VII - U
o Summon Nature's Ally VIII - U
o Summon Nature's Ally IX - R
o Summon Swarm - C
o Sunbeam - R
o Sunburst - R
o Symbol of Death - U
o Symbol of Fear - U
o Symbol of Insanity - U
o Symbol of Pain - U
o Symbol of Persuasion - U
o Symbol of Sleep - U
o Symbol of Stunning - U
o Symbol of Weakness - U
o Sympathetic Vibration - R
o Sympathy - R

Spells (T):

o Telekinesis - C
o Telekinetic Sphere - R
o Telepathic Bond - R
o Teleport - C
o Teleport Object - U
o Teleport, Greater - U
o Teleportation Circle - R
o Temporal Stasis - R
o Time Stop - R
o Tiny Hut - C
o Tongues - C
o Touch of Fatigue - C
o Touch of Idiocy - U
o Transformation - U
o Transmute Metal to Wood - R
o Transmute Mud to Rock - C
o Transmute Rock to Mud - C
o Transport via Plants - U
o Trap the Soul - R
o Tree Shape - U
o Tree Stride - R
o True Resurrection - R
o True Seeing - C
o True Strike - C

Spells (U):

o Undeath to Death - U
o Undetectable Alignment - C
o Unhallow - U
o Unholy Aura - R
o Unholy Blight - U
o Unseen Servant - C

Spells (V):

o Vampiric touch - C
o Veil - U
o Ventriloquism - C
o Virtue - C
o Vision - U

Spells (W):

o Wail of the Banshee - R
o Wall of Fire - C
o Wall of Force - U
o Wall of Ice - C
o Wall of Iron - U
o Wall of Stone - C
o Wall of Thorns - C
o Warp Wood - C
o Water Breathing - C
o Water Walk - C
o Waves of Exhaustion - R
o Waves of Fatigue - U
o Web - C
o Weird - R
o Whirlwind - R
o Whispering Wind - C
o Wind Walk - U
o Wind Wall - C
o Wish - R
o Wood Shape - C
o Word of Chaos - R
o Word of Recall - U

Spells (Z):

o Zone of Silence - R
o Zone of Truth - C

I have tried to organize spell rarity to also be somewhat internally consistent as to what types of spells would tend to be developed for everyday needs, and so more common. Looking through the choices I've listed here, it also appears as if I've made illusions more common and defenses against scrying more common.

I would welcome people's thoughts on this list and possible suggestions for reclassifying specific spells.


If you have some means of codifying what the game effects of a "rare" spell would be, what are they? (Otherwise, if there's no rules difference, what purpose is served by the classification?)


You'll be able to find an interesting system of spell rarity/complexity in Arcana Evolved. Spells are common/complex/exotic. IMO it is the best spell system ever released for 3.5.


Heladriell wrote:
You'll be able to find an interesting system of spell rarity/complexity in Arcana Evolved. Spells are common/complex/exotic. IMO it is the best spell system ever released for 3.5.

It has its charms, although classifying a given spell as simple/complex/exotic is still kind of a crapshoot (e.g. exotic spells aren't necessarily any better than similar simple or complex spells).


From my perspective there are several features that all else being equal, would make a spell rarer. Of course there are specific setting conditions that can easily change the influence of these factors.

1. Higher level, as levels go up, the number of spellcasters able to cast the spell and hence the general availability of copies of the spell will go down.

2. Fewer classes able to cast the spell. If every spell-casting class can cast a spell then the more common it will probably be. Reduce the number of spell lists and the spell becomes more uncommon.

3. Specialized usage. Some spells such as communication, transportation, healing, curing, fabrication, construction and other everyday ways that magic can make life better are going to be in demand as long as their cost isn't too high. Spells designed specifically for a niche role are going to be less common.

4. Smoke and mirrors. In the animal world there are many examples of creatures appearing to be what they are not in order to get a mate, intimidate predators, and survive. Illusion spells typically allow one to give the appearance of effects far beyond the caster's capability, and much of the time an illusion is all that is needed.

5. The "Halfling Hurler Effect". If there is a spell that is clearly the best option in most situations, or which has effectiveness disproportionate to its level then it is going to become one of the 'staple spells' since everyone and their dog will be using it. People use what works.

6. Countermeasures. If there are a selection of staple spells and tactics that everyone uses, then everyone is also going to know the countermeasures, since they have a good idea of what types of spells/situations they will be facing.


These all rely 100% on "rule zero," though, which means it's all DM fiat -- or, more realistically, the ability of the player to talk the DM into letting him have a particular spell. Assigning some numerical probability (a spellcraft DC or the like) or other hard houserule would create a framework of impartiality.


hogarth wrote:
Heladriell wrote:
You'll be able to find an interesting system of spell rarity/complexity in Arcana Evolved. Spells are common/complex/exotic. IMO it is the best spell system ever released for 3.5.
It has its charms, although classifying a given spell as simple/complex/exotic is still kind of a crapshoot (e.g. exotic spells aren't necessarily any better than similar simple or complex spells).

The only exceptions to that are Force Spells. The basic idea for most of the spells were how rare the spell is used. A second consideration was if the spell had multiple interactions. For the most part, I liked them, but some were sorta arbitrary. Monte was trying to limit spells that were too good, but power-wise didnt justify any real modification. Just needed to be restricted to what he felt were the appropriate casters of those spells.


xorial wrote:
The only exceptions to that are Force Spells. The basic idea for most of the spells were how rare the spell is used. A second consideration was if the spell had multiple interactions. For the most part, I liked them, but some were sorta arbitrary. Monte was trying to limit spells that were too good, but power-wise didnt justify any real modification. Just needed to be restricted to what he felt were the appropriate casters of those spells.

The example I was thinking of was the spells Enhance Magical Flow (Lesser) and Invigorate Item. One increases spell DCs by 1 for 10 min/level and one increases item DCs by 1 for 1 round/level. Increasing spell DCs is usually much more useful, but Invigorate Item is the exotic spell. I really don't know who would spend a feat on Invigorate Item.


The issue I see with using spell DCs to assign spell rarities is that it suggests that more complex items/skills are harder to come by than less complex items/skills. As we can see in the real world, there are plenty of examples where that is not the case. For example, it is probably easier to find a civil engineer capable of engineering a shopping mall than it is to find a cooper able to make barrels. Digital watches with bells and whistles attached are easier to come by than a sextant. In other words, complexity is not necessarily a good determination of rarity.

Also, unless the mechanical system of assigning spell rarity makes sense from a flavour perspective, I would rather not use it. The flavour is the important aspect of the rarity classification, so it should take precedence.


Caedwyr wrote:
The issue I see with using spell DCs to assign spell rarities is that it suggests that more complex items/skills are harder to come by than less complex items/skills. As we can see in the real world, there are plenty of examples where that is not the case. For example, it is probably easier to find a civil engineer capable of engineering a shopping mall than it is to find a cooper able to make barrels. Digital watches with bells and whistles attached are easier to come by than a sextant. In other words, complexity is not necessarily a good determination of rarity.

I agree that power shouldn't be the determinant of rarity. So the problem with Arcana Evolved is that many powerful spells are rare (in which case it's somewhat fair for access to cost a feat) and a handful of not very powerful spells are rare (in which case charging a feat for access is ridiculous).

I didn't mean to hijack your original thread. Sorry!


Caedwyr wrote:
The issue I see with using spell DCs to assign spell rarities is that it suggests that more complex items/skills are harder to come by than less complex items/skills.

Then divorce your ratings (rare, etc.) from spell level, and instead assign them arbitrarily as you like. Then put a houserule that, for a wizard gaining a level and two free "spells known," he needs to succeed at a Spellcraft check or level check or something to learn a given spell, and base the DC on the rarity rating (e.g., Common = DC 10, Uncommon = DC 15, Rare = DC 20, Very Rare = DC 25, Unique = DC 30, or something like that). That way, the rarity is "hard-wired" in, instead of just being flat-out wrong (for example, declaring that Melf's acid arrow is "very rare," but allowing all PCs to select it without restriction). See what I'm saying? If you declare one thing to be common, and another to be rare, but then include no rules whatsoever that cause things to tend that way, then the labels are essentially meaningless.


Kirth Gersen wrote:
Caedwyr wrote:
The issue I see with using spell DCs to assign spell rarities is that it suggests that more complex items/skills are harder to come by than less complex items/skills.
Then divorce your ratings (rare, etc.) from spell level, and instead assign them arbitrarily as you like. Then put a houserule that, for a wizard gaining a level and two free "spells known," he needs to succeed at a Spellcraft check or level check or something to learn a given spell, and base the DC on the rarity rating (e.g., Common = DC 10, Uncommon = DC 15, Rare = DC 20, Very Rare = DC 25, Unique = DC 30, or something like that). That way, the rarity is "hard-wired" in, instead of just being flat-out wrong (for example, declaring that Melf's acid arrow is "very rare," but allowing all PCs to select it without restriction). See what I'm saying? If you declare one thing to be common, and another to be rare, but then include no rules whatsoever that cause things to tend that way, then the labels are essentially meaningless.

I think its perfectly Ok for you to arbitrary rate your spells for your campaign (or according to your own logic and reasons would be more accurate), as long as players are:

1) well aware of what's common and what's not.
2) given the opportunity to get the spell if they put some effort to it.
3) Are facing the reality of your own houserule. They may cry "foul" if they have not access to disintegrate and yet face a disintegrate-happy sorcerer every two encounter.

I've done something similar for my game, except that spells are either "restricted" or they are not. I restricted the spells that I though were problematic or unbalancing (usually more in the macro-economics sector than for their raw power in combat). Specialists have full access to spells from their school of specialization, including restricted ones. Clerical and druidic restricted spells cannot be prepared without access to the said spell via domain spells or granted favour from their deity (kind of a non-XP reward). Druids can find old spells carved on menhirs and stone circles etc.

'findel


Pathfinder Adventure Subscriber

How do you intend to use the spell rarity?

When a cleric or druid goes up in level he is automatically granted access to all spells of that level. Will this change?

Sorcerers get a small number of spells to choose are you going to restrict what they can pick based on rarity.

The wizards big ability is the huge number of spells they are allowed to gather. If half of the spell list is considered rare and difficult to find isn't this a nerf on the classes main advantage?


I'm still working out a system, but the idea I am playing with is as follows.

For divine casters such as clerics and paladins, their deity provides them with the power for their spells but the actual make-up of the spells themselves were created by the church and other priests. On occasion, a spell formula might be given by a divine servitor, but in general the spells are creations of the priests. Thus, priests, clerics, paladins, and other non-spontaneous divine casters have to learn their spells through their churches, and they can also find their spells in magic shops. I will probably allow some sort of selection of spells from the common lists and a chance at the uncommon and rare lists on level up and treat these as spells commonly taught to members of the priesthoods. The plan is for another mechanism that allows clerics and paladins to learn their spells, but to have it a bit closer to what mages need to go through in their spell scavenger hunt.

Spontaneous casters will probably follow something similar, though it would be more along the lines of requiring special training (magic shop) or experience around the casting of the spells to learn the rare spells. I'd like some sort of mechanism where the sorcerer's or bard's creativity and experiences are the controlling factors in what spells they know.

For rangers and druids, their spells could come from organizations, communing with nature, experiences with nature spirits and creatures, creativity, and even some magic shops.

Mage's would follow something similar to the clerics, where they'd be able to choose spells from the common list on level up, with a chance at the uncommon and rare spells. They'd need to scour libraries, magic shops, research their spells, receive training from other wizards, and maybe trade with creatures from other planes for their spells.

The general idea is to provide a baseline selection of spells all the classes can obtain relatively easily while promoting roleplay in obtaining other spells and allowing the DM a mechanism to justify making some spells harder to obtain if he/she so desires.

Contributor

I generally rule as follows:

All of the spells in the Core rulebook are Common. Every large mage's college or high temple will have all of them, if just in the private books of the faculty. Getting access may be tricky for some, but they're all known and available, and any wizard or archivist going up a level can pick them for his spell list, and any sorcerer or cleric can likewise get them no questions asked.

Rarer spells are those from any other non-core books. I generally let player pick one non-core spell per level for each level where they could gain new spells. I also vet the spells to make sure there's nothing too broken. Clerics and druids DO NOT have access to every spell ever printed in any book ever, but like the wizards, they can get one "special prayer" a level, meaning that their god expands their spell menu with a special non-core spell each casting level.

I also use spellbooks as treasure. Recently, the players recovered a large cache of spellbooks from some ancient ruins. Rather than stat up all the spells, I simply said that mixed in with a lot of duplication of stuff the players already had was the complete spell list from Monte Cook's Arcana Unearthed which one of the players owns and is quite familiar with. This expanded their spell list by quite a bit, and also gives them some special status in the world, as their the only characters with access to so many of these fabled spells. (It's a higher DC for Knowledge Arcana checks to know about non-core spells than it is to know about core spells.)


I've given some thought on how I want to handle classes learning spells under my house rules and I thought I might share them and list them in one place with the spell rarities. I'd like to hear some feedback as to what people think of the various DC's I've chosen.

Quote:

Knowledge Arcana

To be aware of the existence of a spell and what it does, the player needs to make a Knowledge Arcana check.

Common Spells: DC 15+spell level
Uncommon Spells: DC 20+spell level
Rare Spells: DC 25+spell level
One-of-a-kind Spells: DC 30+ spell level.

If the player gains access to a library or other possible source of reference material related to Knowledge (Arcana) they may retry a previously failed knowledge check.

The effect of this change is to help control what spells people are aware of. Obviously, a player can still learn of spells via merchants, NPCs, encountering them, etc. This also encourages the spell casters to belong to an order, grove, academy, wizard school, college, or some other organization which can provide them familiarity with more spells and research resources.

My only worry is that the DCs may be a little too high. What I want is for players to be aware of the common spells at their level, or what they may likely encounter from NPCs. Uncommon spells would be a little rarer, and less well known. Rare spells would be almost unheard of. Famous spells like Wish would be setting specific and how well known they are would be something the GM would tweak to achieve the desired effect.

Quote:

Gaining Spells at level up:

Prepared Casters get to choose 2 spells at level up for free, to represent ongoing research. The prepared caster must have encountered the spell previously, or make a knowledge Arcana check to be aware of the existence of the spell. The prepared caster can also attempt to research a custom spell.

In order to write the researched spell into his spellbook, the prepared caster must make a Spellcraft check (DC 15 + spell's level). A prepared caster who has specialized in a school or domain of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty school/domain. If the check succeeds, the prepared understands the spell and can copy it into his spellbook (see Writing a New Spell into a Spellbook). If the prepared caster fails the spellcraft check, he must wait 24 hours before trying again.

Spontaneous Caster gains spells each time she attains a new level in her class and never gains spells any other way. When your spontaneous caster gains a new level, consult the appropriate Table: Class Spells Known to learn how many spells from the appropriate spell list she now knows, provided she makes a Knowledge Arcana check to be aware of the spell's existence, or have previously encountered the spell. With permission from the GM, spontaneous can also select the spells they gain from new and unusual spells that they come across while adventuring or from personal research.

The first time the spontaneous caster attempts to cast a new spell, she must Spellcraft check (DC 15 + spell's level). A spontaneous caster who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialization/bloodline/domain or similar. If the check succeeds, the spontaneous caster understands the spell and can cast the spell. If the prepared caster fails the Spellcraft check, he must wait 24 hours before trying again.

This adds some control to the GM over what spells the players gain access to, and encourages more interaction with NPCs and the game world in gaining new spells. This will likely result in a different game from the baseline, but should hopefully encourage more interaction with the world.

One other change related to spell casting, is changing scrolls so they can only teach a new spell; a caster cannot cast directly from a scroll.

Hopefully others might find some of the rule ideas here useful. I'd love to hear some feedback on the DCs I've chosen and if there are any gaping holes or outcomes I might have missed.

The Exchange

I don't know if this will help but at one time I did toy with the option of having feats to be able to learn spells.
Examples:
Apprentice
You can cast arcane spells
Benefit
You gain access to spells from 4th to 6th level. You still gain access to your spell slots or spells per day, you just do not have access to the spells themselves.
Special
You must be taught this feat from a being or group with access to these spells.

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