threedeesix 492 Posted November 8, 2020 Report Share Posted November 8, 2020 "Are the 100 new spells also unique from the level 4-5 spells in the Expert supplement?"In regards to the above question, here is a list of all of the spells being added to the upcoming Classic Fantasy Unearthed Companion. There are actually quite a few more spells than the 100 I may have mentioned. Closer to 200 actually. I guess I was on a roll when I wrote them. Some of the spells published in the Expert Set have been moved around in the Rank structure. Now typically available at a lower Rank then before. This was done to maintain overall power level consistency.Disclaimer: There is always the chance that some spells may be removed for space limitations, however, any that are will be made available in some format at a later date. Arcane Rank 1Acid ArrowAlarmArmourBindChill TouchDancing LightsDetect IllusionDetect UndeadEnlarge (Reversible)GreaseJumpLeonard's False TrapMagic AuraMessageProtection from CantripsShield (Revised)Spider ClimbUnseen ServantArcane Rank 2Alter SelfEnfeeblementESPForgetFlame ArrowGust of WindHold UndeadFlame ArrowInfravisionLeonard's Tiny Magic HutMinute MeteorsProtection from Mundane MissilesPyrotechnicsScareSpectral HandStinking CloudVampiric TouchArcane Rank 3Big Interposing HandCloud KillCone of ColdConjure ElementalDemi-Shadow MonstersDistance DistortionHold AnyLeonard's Secure CottagePasswallShadow DoorShadow MagicSolid FogSummon ShadowTeleportWall of ForceWord of Power - StunArcane Rank 4Anti-Magic ShellBig Grasping HandControl UndeadControl WeatherDeath SpellDemi-Shadow MagicDisintegrateDuo-DimensionEnchant ItemFire Ball (Delayed Blast)Flesh to Stone (Reversible)Invisible StalkerLimited WishMonster Summoning, GreaterPermanent IllusionPhase DoorProgrammed IllusionProject ImagePrismatic SprayPrismatic WallReincarnation, ArcaneShadow WalkSphere of InvulnerabilityTeleport without ErrorTrue SeeingWord of Power - BlindArcane Rank 5Antipathy/SympathyAstral SpellBig Clenching FistDisjunctionEnergy DrainGateIrresistible DanceMass CharmMazeMeteor ShowerMonster Summoning, UltimatePermanencyPrismatic SphereSymbolTrap the SoulWishWord of Power - KillTime StopDivine Rank 1CombineDetect PoisonDust DevilFlame BladeInvisibility to UndeadMagical StoneMessengerSanctuaryDivine Rank 2AidCall LightningFlame WalkGlyph of WardingObscurementPyrotechnicsRemove ParalysisWater WalkDivine Rank 3Aerial ServantAir WalkAnimal Growth (Reversible)Animal Summoning IIAnti-Plant ShellCommuneCommune with NatureControl TemperatureControl WindsDispel Evil (Reversible)Flame ShieldFree ActionInsect PlaguePass PlantPlane ShiftProduce Fire (Reversible)QuestRaise Dead (Reversible)Repel InsectsRock to MudTrue SeeingWall of FireDivine Rank 4Animal Summoning IIIAnimate ObjectAnti-Animal ShellBlade BarrierConjure AnimalsConjure Fire Elemental (Reversible)Find the PathForbiddanceHeal (Reversible)Heroes FeastLive OakPart WaterSpeak with MonstersStone TellTransport Via PlantsTurn WoodWall of ThornsWater to Dust (Reversible)Weather SummoningWord of RecallDivine Rank 5Animate RockAstral SpellChangestaffConfusionConjure Earth Elemental (Reversible)Control WeatherCreeping DoomEarthquakeExactionFinger of DeathFire Storm (Reversible)GateHoly Word (Reversible)Metal to WoodRegenerate (Reversible)Reincarnation, Divine (Reversible)Restoration (Reversible)Resurrection (Reversible)SuccorSun RaySymbolWind Walk 4 Quote Link to post Share on other sites
rleduc 26 Posted November 11, 2020 Report Share Posted November 11, 2020 I love "Big Clenching Fist"! Not to be confused with Big Bee's Clenching Fist which makes a giant insect claw.... :-) 1 Quote Link to post Share on other sites
ReluctantGM 13 Posted December 17, 2020 Report Share Posted December 17, 2020 Is there a projected release date for this? Quote Link to post Share on other sites
RogerDee 45 Posted December 25, 2020 Report Share Posted December 25, 2020 I never saw the need to have magic separated into arcane, divine etc, DnD doesn't. The spells are identical, just the source is different. It would be easier to assign a level to the type of deity, then make the intensity / magnitude be based on 10% (could be more) on Pact skill. Quote Link to post Share on other sites
threedeesix 492 Posted January 7 Author Report Share Posted January 7 On 12/25/2020 at 7:49 AM, RogerDee said: I never saw the need to have magic separated into arcane, divine etc, DnD doesn't. The spells are identical, just the source is different. It would be easier to assign a level to the type of deity, then make the intensity / magnitude be based on 10% (could be more) on Pact skill. D&D has always had mage spells and cleric spells (arcane and divine). From 3rd edition on, the spells have been grouped together, but there are still spells only a mage can cast and spells only a cleric can cast. And in 1st and 2nd edition, all spells were separated. Not only that, a cleric version of one spell could have completely different ranges, durations, and so on, then the same mage spell. Just not sure of your point. Quote Link to post Share on other sites
threedeesix 492 Posted January 7 Author Report Share Posted January 7 On 12/17/2020 at 6:26 PM, ReluctantGM said: Is there a projected release date for this? Yes, a few months ago. 😉 Sorry, still plugging away. I can say, I'm closer today then yesterday. 3 Quote Link to post Share on other sites
RogerDee 45 Posted Wednesday at 01:07 PM Report Share Posted Wednesday at 01:07 PM On 1/7/2021 at 2:11 AM, threedeesix said: D&D has always had mage spells and cleric spells (arcane and divine). From 3rd edition on, the spells have been grouped together, but there are still spells only a mage can cast and spells only a cleric can cast. Just not sure of your point. Yeah i[ have never seen the point in this - magic is well magic; just the source may be different. So to use the example from PF Deep Magic, mages are using Vril, while Clerics have a divine source. But the spells remain the same. Quote Link to post Share on other sites
Simlasa 396 Posted 23 hours ago Report Share Posted 23 hours ago Magic can be such a big part of describing a setting, its metaphysics and how it operates. Not all magic is created equally, the purposes of its users and their capabilities come into play. I prefer spells for Clerics to match the nature of whatever god(s) they worship. Not just choosing willy nilly from a big list but prayed for an granted. Similarly, I think it matters what culture a Wizard hails from and that worldview. People from the desert will develop different magical practices than people from the frozen north. Some magic might be outwardly seem similar between different traditions, but I'd like there to be variables I can tweak to better suit one or another. 1 Quote Link to post Share on other sites
RogerDee 45 Posted 11 hours ago Report Share Posted 11 hours ago 11 hours ago, Simlasa said: Magic can be such a big part of describing a setting, its metaphysics and how it operates. Not all magic is created equally, the purposes of its users and their capabilities come into play. I prefer spells for Clerics to match the nature of whatever god(s) they worship. Not just choosing willy nilly from a big list but prayed for an granted. Similarly, I think it matters what culture a Wizard hails from and that worldview. People from the desert will develop different magical practices than people from the frozen north. Some magic might be outwardly seem similar between different traditions, but I'd like there to be variables I can tweak to better suit one or another. Thing is magic is magic, just the source is different. So have the power of the clerical spells be 10% of Pact skill. So someone with a high level, say 90% is calling down some serious heavenly power. Those with lower levels can call on less. so mages have Shaping, clerics have Pact. All other classes are essentially using Heroic abilities to boost their abilities, or gaining access to Folk magic. Quote Link to post Share on other sites
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