This is sort of a proof-of-concept post. The gist of the system is that the entire spell family is memorized as one spell and the caster may choose at which level to cast it within the limits of his available spell slots. Number of spells which can be memorized is equal to the number of 1st level spells the magic-user can cast; thus a level 5 magic-user in a B/X-based game can memorize two spells, and cast them at the 1st, 2nd, or 3rd level of magnitude by expending a corresponding slot.
The 0-level line represent a minor at-will powers that a magic-user may access while having that spell memorized, i.e. a cantrip. Presented for your examination, three popular magic-user spells:
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Invisibility
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Range: 120' Duration: See below
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0
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Minor Vanishing
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Makes a small object, weighing no more than ½ pound, invisible
for 1 round (10 seconds.)
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1
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Lesser Invisibility
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Subject is made invisible for 2d6 rounds. Attacking or
spellcasting ends the effect.
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2
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Invisibility
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Subject is made invisible for 2d6 turns. Attacking or
spellcasting ends the effect.
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3
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Circle of Invisibility
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Caster and all within 15' radius become invisible for 2d6
turns. Attacking or spellcasting ends the effect for that
individual only. Stepping outside spell radius ends the effect
for that individual. Subjects can see each other.
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4
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Indefinite Invisibility
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As Invisibility, but the effect is permanent until the subject
attacks, casts a spell, or voluntarily cancels the effect. If
cast on an object, effect ends when the object is touched.
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5
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Intermittent Invisibility
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As Invisibility, but effect may be toggled on and off at will.
Attacking or spellcasting renders the subject visible, but may
become invisible again in one round.
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6
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Improved Invisibility
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As Invisibility, but attacking and spellcasting will not end
the effect. After initial attack, the subject may be attacked at -4.
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Charm
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Range: 120' Duration: Special
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0
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Charming Presence
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Character is treated as one row higher on the Charisma
adjustment table for 1 round. Makes a good first impression, but
any given creature may be affected only once per day.
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1
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Charm Person
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Single living humanoid of no more than 4 HD treats the caster
as a trusted friend and ally. Receives another save in 1 day, 1 week, or 1 month, for high, average, or low intelligence.
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2
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Charm Animal
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Charms a single normal or giant mammal, bird, reptile,
amphibian, or fish.
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3
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Charm Group
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Charms up to 6 humanoids or animals of no more than 2 HD each.
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4
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Charm Monster
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Charms a single living (not undead, construct, or extraplanar)
creature of unlimited HD.
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5
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Mass Charm
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Charms up to 18 living creatures of 4 HD or less.
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6
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Charm Enchanted
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Charms one construct or extraplanar creature whose HD do not exceed twice the caster's
level.
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Illusion
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Range: 120' Duration: Concentration +1d6 rounds (if not permanent)
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0
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Miniscule Phantasm
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Create an illusion affecting one sense, which must fit within a
1' cube and lasts 1 round.
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1
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Lesser Phantasm
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Illusion affecting one sense in a 20' cube within spell range.
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2
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Phantasm
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Illusion affecting up to two senses in a 20' cube, which may be
moved at will within the spell's range.
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3
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Mass Phantasm
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Illusion affecting up to three senses, which may fill the
entire spell range, i.e. a diameter of 240'.
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4
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Permanent Phantasm
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Illusion affecting up to four senses, which may fill the entire
240' diameter of the spell's range, permanent until dispelled.
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5
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Programmed Phantasm
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Illusion affecting up to five senses, which may fill the entire
240' diameter of the spell's range, triggered by a specific event
of the caster's choosing, permanent until dispelled.
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6
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Grand Delusion
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Affects all within a 20' cube. Alters the target creatures'
perceptions of themselves, e.g. they believe themselves to have
grown or shrunk, been polymorphed into toads, lost a limb, gone
blind or deaf, changed sex, etc. Save vs. spells to avoid;
thereafter permanent until dispelled.
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These are great I would love to see all the B/X spells done like this
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