First, I have a setting that I am working on where the god(s), if they exist, aren't making their presence obvious. So I want to eliminate Divine Magic from the rules. To do this I plan on removing at least the Druid, Cleric, and Paladin classes from core, and incorporating some of those classes' spells into a new school of magic for wizards and sorcerers.
Second, I wish to remove major, obvious game-breaking powers to magic. Such things include, but are not limited to: teleportation, matter creation (such as
Create Food/Water and
Wall of Stone, and things like
Message (I don't need e-mail in medieval times!) and
Speak with Dead (CSI episodes that last 30 seconds!) This is the one that I'm a little unsure on how to accomplish apart from digging through the rulebooks ripping out spells and writing out new spell lists, which would prove tiresome and tedious for both my players and I. The best way that I can think of is just pretending that these 'bad' spells don't exist in my campaign world, never mention them, and hope my players follow along (

). I guess the problem to that plan is fairly obvious.
So that's my plan, but I'm eager to listen to any feedback/criticisms/concerns that you guys and gals can come up with. I'm sure my tiny lizard brain has missed some gaping, obvious flaw in my plan, so I hope if I have people point it out now, I will be able to fix it and have less problems when I take the campaign to the table. Thanks!