Old-school D&D Magic - Spell Switching

We're currently making some rules changes relating to spell acquisition and magical research in our Old-School Essentials and AD&D games.

The most notable of these changes would allow spellcasters to switch spells during play. 

According to the Dungeon Masters Guide for 1st-edition AD&D, it takes 15 minutes per spell level to memorize each spell at the beginning of the day. I intend to use this time requirement to allow players to switch spells that have not been cast.

This means that spellcasters faced with a problem during an adventure can hit their spell books or meditate in order to prepare the right spell for the job. It is my belief that, without this, many limited-utility spells simply will not be memorized or come into play, and that players are less likely to come up with interesting magical solutions to their immediate problems. 

I feel this doesn't undermine the "feel" of Vancian magic, nor does it provide unlimited access to magic. After all, once the spellcaster's daily quota of spells have been cast, they're out of luck. Furthermore, switching spells requires them to expend 15 minutes per spell level (10 minutes (1 turn) might fit the mechanics better) on memorizing a different spell while in the dungeon/wilderness setting, and this provides ample opportunity for wandering monsters to add complications, so that the decision to switch a spell should not be made lightly.

Finally, the image of a magic-user flicking through their spell book for a solution, or a cleric praying for guidance, seems a perfect fit for the D&D genre as I see it. Why else would Aleena the cleric have been meditating all alone in that cave back in 1983 if not to switch the spell she'd memorized for a more useful one?


Comments

  1. A couple of points:
    15min is 1.5 turns, better I think to keep it to 1 turn per level, and dont forget the wandering monster checks.
    Do you also consider that the player has to 'disarm' their current spell?

    I agree with what you are trying to achieve, but I've concluded that I prefer giving more spells at Level 1 and then amending spell acquisition after. I give 4 level 1 spells (RM, one utility, one defensive and one offensive) and then bump up the acquisition sequence by one level. Hence the first lvl2 spell is acquired at lvl 4, first lvl spell at lvl 6 and so on.

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    1. Thanks, Jacob. The 1.5 turns could always be rounded up or down (even based on an INT or WIS, as appropriate, roll if you like). In BX D&D/OSE, we typically check for wandering monsters every 2 turns, whereas in AD&D it's every turn, so that might also have an impact on (re)study times.

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