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Here are the notes I made while reading through the Core preview
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Apparently foci (as in “an item needed as a focus component for a spell”) is being renamed to “Locus” to avoid confusion with focus spells.

Clerics GAIN the holy/unholy trait, depending on their deity. Also, this had to be said: “You can have the holy trait, unholy trait, or neither, but can never have both the holy and unholy traits.”

The “You cannot take a Dedication feat until you’ve taken two other feats from this archetype” clause is now rolled into the dedication trait.

Okay, wizard schools act more like sorcerer bloodlines. There’s a list of spells (about 2 spells per rank) that’s the wizard’s “curriculum.” They do still get bonus slots, but only to prepare their curriculum spells. At 1st level they gain one curriculum cantrip and two 1st-rank curriculum spells. When they get a new rank of spell, they automatically add one curriculum spell of that rank to add to their spellbook.

Ohhh…Interesting. The 12-level “Focus” feats (like Bloodline Focus) instead FULLY refill your Focus Pool. The “Wellspring” feats (like the 18th-level Bloodline Wellspring) are just completely getting the axe.

Three levels of potency crystals: level 1 for regular, level 9 for greater (makes it 2 greater striking), and level 15 for major (makes it 3 major striking)

Shark tooth charm grants a 1 item bonus to the check, and doesn’t require being an expert in Acrobatics anymore.

Noble genies are referred to by “the title of shuyookh (typically adjusted to ‘sheikha’ if the genie is female or ‘sheikh’ for a male).”

Slight name change for the level 4 genie: Janni (plural jann) --> Jann (plural janns). ALL JANNS can grant wishes, even non-shuyookhs. Janns also gain a variant Frightful Presence where non-jann genies take a -4 penalty to their saves. They also no longer have the size-change ability and instead has All Made One, which gives 1d4 elemental damage and a additional arcane spell until they use it again.

Djinni --> jaathoom. Much more of an emphasis on visions and dreams. They have telepathy, but can only do images (not words). No longer immune to acid and resistant to mental/sonic (dunno why they were in the first place). They can shut off their aura. They are now naturally invisible. They can grant a sleeping creature the effects of an augury spell. Can Change Shape.

Shaitan --> jabali. No longer resistant to electricity (that one didn’t really make sense to me). 25 foot land Speed now

Marid --> faydhaan. Their skill bonuses got modified a bit, but not enough for it to be noteworthy. They no longer have Rush of Water and instead have Gift of Hospitality, granting a willing creature a 2 status bonus to Society/Diplomacy until they either act hostilely or the genie renounces the recipient as an action. 25 foot land Speed now.

Efreeti --> ifrit (pronounced almost identically, if memory serves). They now have weakness to water. 25 foot fly Speed (instead of 35). They no longer have a size-change ability. Instead they can get wings of fire as an action, granting a 35-foot fly Speed and a damaging aura of fire.

Augury removes the “weal” and “woe” terminology.

Scorching ray --> blazing bolt

Burning hands --> breathe fire

Purify food and drink --> cleanse cuisine. Now has a Heightened 2 entry for an additional cubic foot to the area.

Detect magic’s rank 3 effect now determines “the rank or level of the most powerful magical effect the spell detects” (it used to determine school)

Entangle --> entangling flora. Has the wood trait

Endure elements --> environmental endurance

Meteor swarm --> falling stars. Can deal different damage types: “Choose for the falling stars to be airbursts (sonic), asteroids (fire), comets (cold), or plasma (electricity).”

Ghost sound --> figment. Can now create more than just sounds. You can Create a Diversion with a 2 circumstance bonus when you Cast the Spell, but if it fails against a creature, they automatically disbelieve it.

Fire shield is now…a shield made of fire.

Cone of cold --> howling blizzard. Deals 2d6 less damage. Is 2- to 3-actions. 2-action is 60-foot cone, 3-action is 30-foot burst within 500 feet. The area becomes difficult terrain until the start of the caster’s next turn. Has the air trait.

Produce flame --> ignition. It now initially deals 2d4 instead of 1d4 plus spellcasting modifier (otherwise heightens the same). If you use it in melee, it does d6s.

Plane shift --> interplanar teleport. Instead of tuning forks, its “planar keys.”

Know direction ---> know the way. It now lets you know the direction of a location you were at within the last 24 hours (last week at 3rd-rank, and at any point in time at 7th-rank)

Alter reality, miracle, primal phenomenon, wish --> manifestation. All those spells are now under one umbrella. So yes, there IS still the “cast a lower-rank spell” wildcard spell at rank 10.

Hallucinatory terrain --> mirage

Stoneskin --> mountain resilience

Mage armor --> mystic armor

Tree stride --> nature’s pathway. The tree you exit no longer has to be the same species as the tree you enter.

Barkskin --> oaken resilience. Has the wood trait.

Tree shape --> one with plants. Can alternatively merge you with an existing plant for 10 minutes, so you don’t become a tree suddenly in the middle of nowhere. Has the wood trait.

Meld into stone --> one with stone. Literally the exact same effect as one with plants, except your AC is 23.

Gentle repose --> peaceful rest

Flesh to stone --> petrify. The target can be made of any organic material instead of just flesh. It now has flavor of stone growths creeping across the target’s body as it becomes more slowed.

Dimensional lock --> planar seal

Faerie fire and glitterdust --> revealing light. Specifically uses the text of glitterdust. Is now all four traditions. If the creature would be concealed, it instead isn’t (like faerie fire). Does not cause blindness on a crit fail like glitterdust did. Has the light trait.

Magic fang --> runic body. 2 greater striking at rank 6, and 3 major striking at rank 9. Affects ALL the target’s unarmed attacks. All four traditions.

Magic weapon --> runic weapon. 2 greater striking at rank 6, and 3 major striking at rank 9. All four traditions.

See invisibility --> see the unseen. Also grants the ability to see incorporeal creatures phased into objects. Also grants a 2 status bonus to checks to disbelieve illusions

Speak with animals now lasts 1 hour.

Speak with plants now lasts 1 hour (8 hours at rank 4). Is divine, occult, and primal. Has the wood trait. And is now four actions??? (The two-action symbol was printed twice; likely a typo)

Stone tell --> speak with stones. Common, 5th-rank spell now. Lasts 1 hour (8 hours at rank 6). Divine, occult, primal.

Longstrider --> tailwind. Has the air trait.

Tanglefoot --> tangle vine. Has the wood trait.

Mage hand --> telekinetic hand

Shocking grasp??? --> thunderstrike. Super tangential, honestly. 1d12 electricity and 1d4 sonic to one creature (basic Reflex) within 120 feet. Creatures wearing or made of metal take a -1 circumstance penalty and become clumsy 1 for a round if they take any damage. Increases each die of damage for each rank heightened.

Dimension door --> translocate

Tongues --> truespeech

Gaseous form --> vapor form. Has the air trait.

Storm of vengeance --> wrathful storm. 400-foot burst (instead of 360). Rank 10 version has a range of 2,000 feet (instead of 2,200). The “Acid Rain” and “Rain and Wind” is now a “Blizzard” that deals cold damage and causes concealment and difficult terrain. Can create a 30-foot radius “Tornado” that flings everyone in the area up 40 feet (no save). “Thunderclap” is no longer an option.

The wish ritual…just see it yourself

Couple more. These ones are conjecture based on educated guesses:

True strike --> sure strike

Color spray --> dizzying colors

Touch of idiocy --> stupefy

Phantasmal killer --> vision of death

Weird --> phantasmagoria

Feeblemind --> never mind. I honestly have no justification for this one; feeblemind is just the only rank 6 spell that would tangentially make sense to be renamed “never mind”

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