threedeesix Posted November 8, 2020 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 6 Join my Mythras/RuneQuest 6: Classic Fantasy Yahoo Group at https://groups.yahoo.com/neo/groups/RQCF/info "D100 - Exactly 5 times better than D20"
rleduc Posted November 11, 2020 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 1
ReluctantGM Posted December 17, 2020 Posted December 17, 2020 Is there a projected release date for this?
RogerDee Posted December 25, 2020 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.
threedeesix Posted January 7, 2021 Author Posted January 7, 2021 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. 2 Join my Mythras/RuneQuest 6: Classic Fantasy Yahoo Group at https://groups.yahoo.com/neo/groups/RQCF/info "D100 - Exactly 5 times better than D20"
threedeesix Posted January 7, 2021 Author Posted January 7, 2021 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. 4 Join my Mythras/RuneQuest 6: Classic Fantasy Yahoo Group at https://groups.yahoo.com/neo/groups/RQCF/info "D100 - Exactly 5 times better than D20"
RogerDee Posted January 13, 2021 Posted January 13, 2021 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.
Simlasa Posted January 14, 2021 Posted January 14, 2021 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. 2
RogerDee Posted January 15, 2021 Posted January 15, 2021 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.
threedeesix Posted January 16, 2021 Author Posted January 16, 2021 Ok, so I posted a list of all the spells I have been working on because people wanted to see it. Now my thread has turned into why you don't like a particular game mechanic. I'm not saying it isn't a valid opinion, just that it has nothing to do with my list of spells. Your problem is really with the way D&D set up is spell hierarchy, not with what spells I'm including in my own product. After all, I already established the way it works in the core book which has been out a few years now. And D&D established it a wee bit longer ago than that. I think it's too late for me to change it now, even if I wanted to. Wouldn't this be a great topic for another thread? I have no problem with "why did you included this or that spell", or "where is power word tickle". Arguing about game mechanics in a thread about a list of spells wasn't really the intent of the post. Rod 6 Join my Mythras/RuneQuest 6: Classic Fantasy Yahoo Group at https://groups.yahoo.com/neo/groups/RQCF/info "D100 - Exactly 5 times better than D20"
Simlasa Posted January 16, 2021 Posted January 16, 2021 On 1/15/2021 at 1:55 AM, RogerDee said: Thing is magic is magic, just the source is different. Thing is, magic is imaginary, make-believe, so it can be whatever you want... 1
Raleel Posted January 17, 2021 Posted January 17, 2021 On 1/15/2021 at 7:13 PM, threedeesix said: where is power word tickle" This is actually the most pressing question I’ve had in Mythras in a long time. 1 1
RogerDee Posted January 17, 2021 Posted January 17, 2021 14 hours ago, Simlasa said: Thing is, magic is imaginary, make-believe, so it can be whatever you want... Well hello Captain Obvious! It is about making a cohesive, structured world, and having magic split like that makes absolutely no sense.
lawrence.whitaker Posted January 17, 2021 Posted January 17, 2021 Okay. Threedeesix has very politely asked for the thread-capping to stop. It seems some of you aren't listening. Knock off the sniping now. Consider this topic closed. 4 The Design Mechanism: Publishers of Mythras
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