New Spells Supplement

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Solomoriah
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Re: New Spells Supplement

Post Sun Apr 23, 2017 12:12 am

Y'know what, I've decided to rethink the whole thing.

New Spells was originally conceived as a way to fill in some gaps:

1. Spells providing effects common in "advanced" games of the era, but absent from the "coverage target" game;
2. Spells implementing effects that exist in the current game, but for which there are not spells (i.e. clairaudience, immunity from normal weapons, etc.); and
3. A useful set of 7th Level Spells for both classes.

I've just released R5 to the Downloads page, with some edits (up into the P's). I'm going to begin in earnest stripping down New Spells until it consists of only those things listed above. We have Libram Magica in the Showcase as a representative of an "omnibus" spell volume, and that's where the spells I'm going to strip out should be, along with any of Stuart's spells from this thread that I don't include in the supplement.

We still need a new champion for Libram Magica, if anyone is interested. I do think it performs an important function, but because of its expansive nature I feel like it needs to stay "unofficial," and thus in the Showcase.
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Dimirag
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Re: New Spells Supplement

Post Sun Apr 23, 2017 5:04 pm

Minor question, the normal spell progression (the core one) is the same for both clerics and magic users, with the notation that clerics are one level behind, now, looking at the tables here, I noted that the progression for 7th level spells is different, is that intentionally to give clerics a third 7th level spell?
Sorry for any misspelling or writing error, I am not a native English speaker
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Solomoriah
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Re: New Spells Supplement

Post Sun Apr 23, 2017 5:27 pm

I actually don't know, but I expect that was the plan. I didn't create that part.
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Solomoriah
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Re: New Spells Supplement

Post Sun Apr 23, 2017 7:54 pm

Okay, I just posted R6, which omits the spells that fall outside the parameters I mentioned above, and also adds the Clairaudience spell which was still missing. For those who want the omitted spells, I'm including R5 here.

Hopefully someone will step up and take over Libram Magica...
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BF-New-Spells-Supplement-r5.pdf
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BF-New-Spells-Supplement-r5.odt
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doctorhook
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Re: New Spells Supplement

Post Thu Jun 22, 2017 8:29 pm

The spell "Phase Door" exists on this list as well as in the Illusionist supplement, but the levels for each spell are different. The Illusionist doc lists it as "Illusionist 6, Magic-User 3", but this version says "Magic-User 7". Four levels is a pretty big gap for a mistake, so this must be a deliberate change (this version is dated 2017). Any insight?

Until I hear otherwise, I'm going to treat this spell as 7th level for MUs and Illusionist both.
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Solomoriah
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Re: New Spells Supplement

Post Thu Jun 22, 2017 10:12 pm

Illusionists don't get 7th level spells.

Should be Magic-User 7, Illusionist 6.
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doctorhook
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Re: New Spells Supplement

Post Fri Jun 23, 2017 11:34 pm

Solomoriah wrote:Illusionists don't get 7th level spells.

Should be Magic-User 7, Illusionist 6.
Oh, okay. Is that be design or omission? They seemed to otherwise be parallel to Magic-Users; so when MUs got 7th level spells in a supplement, I assumed that would also translate over to Illusionists.
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Solomoriah
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Re: New Spells Supplement

Post Sat Jun 24, 2017 9:04 am

Why? Because no one ever created 7th level spells for Illusionists, so they don't have any.
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SmootRK
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Re: New Spells Supplement

Post Sat Jun 24, 2017 9:34 am

I did create 1 such 7th level Illusionist spell. Raise Shade, a sort of re-imagination of Reincarnation for the class. Never got around to any other such illusionist spells. Certainly there are ideas that could be developed.

Anyway, details in Libram Magica. Note that it is not tested, never had illusionist in game that ever lasted beyond a few levels (game lasting that long, not necessarily meaning the character didn't make it).
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