I'm really fond of the notion of ancient wizards locked up in their towers and conducting innovative research into the arcane arts. Given how vast and ancient the Forgotten Realms are, I get the feeling that a lot of such investigations must have been conducted. However, even though the list of existing spells might seem quite massive from our point of view, I get the impression that you could fit everything there is to know about them in a book of two - and yet wizards have vast libraries and life-long careers. Additionally, in cases when spells at a similar level of difficulty can be directly compared (i.e. damage dealing spells at the same level), their efficiency is suspiciously similar.
An explanation that I came up with for this state of affairs is that there are a lot more known spells in the world, and the ones we see come from a carefully selected list containing only the most efficient uses of magic. After all, if your life and death depend on casting a spell, you're normally not going to settle for second-best. If you really want to, you can carefully go through all the books in the library in search of whatever spell strikes your fancy, but you should be aware that it's almost certainly going to be inferior to the popular ones.
For instance, at the time of writing, DnDBeyond lists spells named Wall of X, where X is any of: Sand, Water, Fire, Force, Light, Stone, Ice. But surely there is also Wall of Water hidden somewhere, except it's as hard to cast as Wall of Ice and ostensibly has less uses. There is also Wall of Lightning, except it's as difficult as Wall of Fire and deals half as much damage. If you look really hard, there's even Wall of Pebbles, which is the worst of both worlds between Wall of Sand and Wall of Stone. Probably there is a thick tome entitled "On Walls" that most libraries have a copy of, with optional bookmarks for the wall-related spells that actually have practical applications.
For the sake of concreteness, let's restrict attention to damage dealing spells. I would like to add the following principle:
For each spell that deals damage there exists an equivalent spell that is identical in all aspects except it deals damage of any other chosen type and deals 25% less damage (e.g. an Iceball that's exactly like Fireball except it deals 6d6 damage)
This related question mentions a similar feature called Spell Secrets introduced in an Unearthed Arcana Wizard subclass called Lore Master, which allows for a very similar effect, except without any reduction in efficiency.
I don't expect that this would be frequently used. The main applications I see are:
- creation of flavourful characters that lean heavily into a specific damage type;
- creation of optimised characters that rely on specific damage types;
- overcoming resistances or exploiting vulnerabilities of enemies;
- making the magical world feel a little more full and fleshed out (subjective).
Is this in some way unbalanced and/or exploitable? Each individual new spell added this way is, almost by definition, underpowered. However, I'm concerned if this change could be bigger than the sum of it's parts. For instance, the ability to use Wish to copy spells becomes somewhat more versatile (although Wish is already powerful enough that probably this is not a big difference). Is there anything else that might lead to problems?