I copied the 3.5 core spells from d20srd. I figure rather than giving spells at different levels, it is cleaner to just have one version only per each spell. So I did my best to delete out duplicate versions of spells (usually keeping the lowest level version).
I’ll refer to these lists and cherry pick out of them appropriate spells for each class, and then tweak class features a bit to keep them interesting through 20 levels.
Complete Spell List:
Level 0 Spells:
- * Acid Splash
* Arcane Mark
* Create Water
* Cure Minor Wounds
* Dancing Lights
* Daze
* Detect Magic
* Detect Poison
* Disrupt Undead
* Flare
* Ghost Sound
* Guidance
* Inflict Minor Wounds
* Know Direction
* Light
* Lullaby
* Mage Hand
* Mending
* Message
* Open/Close
* Prestidigitation
* Purify Food and Drink
* Ray of Frost
* Read Magic
* Resistance
* Summon Instrument
* Touch of Fatigue
* Virtue
- * Alarm
* Animal Messenger
* Animate Rope
* Bane
* Bless
* Bless Water
* Bless Weapon
* Burning Hands
* Calm Animals
* Cause Fear
* Charm Animal
* Charm Person
* Chill Touch
* Color Spray
* Command
* Comprehend Languages
* Confusion, Lesser
* Cure Light Wounds
* Curse Water
* Deathwatch
* Delay Poison
* Detect Animals or Plants
* Detect [Alignment]
* Detect Secret Doors
* Detect Snares and Pits
* Detect Undead
* Disguise Self
* Divine Favor
* Doom
* Endure Elements
* Enlarge Person
* Entangle
* Entropic Shield
* Erase
* Expeditious Retreat
* Faerie Fire
* Feather Fall
* Floating Disk
* Goodberry
* Grease
* Hide from Animals
* Hide from Undead
* Hold Portal
* Hypnotism
* Identify
* Inflict Light Wounds
* Jump
* Longstrider
* Mage Armor
* Magic Aura
* Magic Fang
* Magic Missile
* Magic Mouth
* Magic Stone
* Magic Weapon
* Mount
* Obscure Object
* Obscuring Mist
* Pass without Trace
* Produce Flame
* Protection from [Alignment]
* Ray of Enfeeblement
* Read Magic
* Reduce Person
* Remove Fear
* Sanctuary
* Shield
* Shield of Faith
* Shillelagh
* Shocking Grasp
* Silent Image
* Sleep
* Speak with Animals
* Summon Monster I
* Summon Nature's Ally I
* True Strike
* Undetectable Alignment
* Unseen Servant
* Ventriloquism
- * Acid Arrow
* Aid
* Align Weapon
* Alter Self
* Animal Trance
* Arcane Lock
* Augury
* Barkskin
* Bear's Endurance
* Blindness/Deafness
* Blur
* Bull's Strength
* Calm Emotions
* Cat's Grace
* Chill Metal
* Command Undead
* Consecrate
* Continual Flame
* Cure Moderate Wounds
* Darkness
* Darkvision
* Daze Monster
* Desecrate
* Detect Thoughts
* Eagle's Splendor
* Enthrall
* False Life
* Find Traps
* Fire Trap
* Flame Blade
* Flaming Sphere
* Fog Cloud
* Fox's Cunning
* Gentle Repose
* Ghoul Touch
* Glitterdust
* Gust of Wind
* Heat Metal
* Heroism
* Hideous Laughter
* Hold Animal
* Hold Person
* Hypnotic Pattern
* Illusory Script
* Inflict Moderate Wounds
* Invisibility
* Knock
* Levitate
* Locate Object
* Make Whole
* Minor Image
* Mirror Image
* Misdirection
* Owl's Wisdom
* Phantom Trap
* Protection from Arrows
* Pyrotechnics
* Rage
* Reduce Animal
* Remove Paralysis
* Resist Energy
* Restoration, Lesser
* Rope Trick
* Scare
* Scorching Ray
* See Invisibility
* Shatter
* Shield Other
* Silence
* Snare
* Soften Earth and Stone
* Sound Burst
* Speak with Plants
* Spectral Hand
* Spider Climb
* Spike Growth
* Spiritual Weapon
* Status
* Suggestion
* Summon Monster II
* Summon Nature's Ally II
* Summon Swarm
* Tongues
* Touch of Idiocy
* Tree Shape
* Warp Wood
* Web
* Whispering Wind
* Wind Wall
* Wood Shape
* Zone of Truth
- * Animate Dead
* Arcane Sight
* Bestow Curse
* Blink
* Call Lightning
* Charm Monster
* Clairaudience/Clairvoyance
* Command Plants
* Confusion
* Contagion
* Create Food and Water
* Crushing Despair
* Cure Serious Wounds
* Daylight
* Deep Slumber
* Deeper Darkness
* Diminish Plants
* Discern Lies
* Dispel Magic
* Displacement
* Dominate Animal
* Explosive Runes
* Fear
* Fireball
* Flame Arrow
* Fly
* Gaseous Form
* Geas, Lesser
* Glibness
* Glyph of Warding
* Good Hope
* Halt Undead
* Haste
* Heal Mount
* Helping Hand
* Inflict Serious Wounds
* Invisibility Purge
* Invisibility Sphere
* Keen Edge
* Lightning Bolt
* Magic Circle against [Alignment]
* Magic Fang, Greater
* Magic Vestment
* Magic Weapon, Greater
* Major Image
* Meld into Stone
* Neutralize Poison
* Nondetection
* Phantom Steed
* Plant Growth
* Poison
* Prayer
* Protection from Energy
* Quench
* Ray of Exhaustion
* Remove Blindness/Deafness
* Remove Curse
* Remove Disease
* Repel Vermin
* Scrying
* Sculpt Sound
* Searing Light
* Secret Page
* Sepia Snake Sigil
* Shrink Item
* Sleet Storm
* Slow
* Speak with Dead
* Stinking Cloud
* Stone Shape
* Summon Monster III
* Summon Nature's Ally III
* Tiny Hut
* Vampiric Touch
* Water Breathing
* Water Walk
- * Air Walk
* Animal Growth
* Antiplant Shell
* Arcane Eye
* Black Tentacles
* Blight
* Break Enchantment
* Commune with Nature
* Control Water
* Cure Critical Wounds
* Death Ward
* Detect Scrying
* Dimension Door
* Dimensional Anchor
* Dismissal
* Divination
* Divine Power
* Dominate Person
* Enervation
* Enlarge Person, Mass
* Fire Shield
* Flame Strike
* Freedom of Movement
* Giant Vermin
* Globe of Invulnerability, Lesser
* Hallucinatory Terrain
* Hold Monster
* Holy Sword
* Ice Storm
* Illusory Wall
* Imbue with Spell Ability
* Inflict Critical Wounds
* Invisibility, Greater
* Legend Lore
* Mark of Justice
* Minor Creation
* Mnemonic Enhancer
* Modify Memory
* Phantasmal Killer
* Planar Ally, Lesser
* Rainbow Pattern
* Reduce Person, Mass
* Reincarnate
* Resilient Sphere
* Restoration
* Rusting Grasp
* Secure Shelter
* Sending
* Shadow Conjuration
* Shout
* Solid Fog
* Spell Immunity
* Spike Stones
* Stoneskin
* Summon Monster IV
* Summon Nature's Ally IV
* Tree Stride
* Wall of Fire
* Wall of Ice
* Zone of Silence
- * Atonement
* Awaken
* Baleful Polymorph
* Call Lightning Storm
* Cloudkill
* Command, Greater
* Commune
* Cone of Cold
* Contact Other Plane
* Control Winds
* Cure Light Wounds, Mass
* Dispel Chaos
* Dispel Evil
* Dispel Good
* Dispel Law
* Dispel Magic, Greater
* Disrupting Weapon
* Dominate Person
* Dream
* Fabricate
* False Vision
* Feeblemind
* Hallow
* Heroism, Greater
* Hold Monster
* Inflict Light Wounds, Mass
* Insect Plague
* Interposing Hand
* Mage's Faithful Hound
* Mage's Private Sanctum
* Magic Jar
* Major Creation
* Mind Fog
* Mirage Arcana
* Mislead
* Nightmare
* Overland Flight
* Passwall
* Permanency
* Persistent Image
* Planar Binding, Lesser
* Plane Shift
* Prying Eyes
* Raise Dead
* Righteous Might
* Secret Chest
* Seeming
* Shadow Evocation
* Shadow Walk
* Slay Living
* Song of Discord
* Spell Resistance
* Summon Monster V
* Summon Nature's Ally V
* Symbol of Pain
* Symbol of Sleep
* Telekinesis
* Telepathic Bond
* Teleport
* Transmute Rock and Mud
* True Seeing
* Unhallow
* Wall of Force
* Wall of Stone
* Wall of Thorns
* Waves of Fatigue
- * Acid Fog
* Analyze Dweomer
* Animate Objects
* Antilife Shell
* Antimagic Field
* Banishment
* Bear's Endurance, Mass
* Blade Barrier
* Bull's Strength, Mass
* Cat's Grace, Mass
* Chain Lightning
* Circle of Death
* Contingency
* Create Undead
* Cure Moderate Wounds, Mass
* Disintegrate
* Eagle's Splendor, Mass
* Eyebite
* Find the Path
* Fire Seeds
* Flesh to Stone
* Forbiddance
* Forceful Hand
* Fox's Cunning, Mass
* Freezing Sphere
* Geas/Quest
* Globe of Invulnerability
* Glyph of Warding, Greater
* Guards and Wards
* Harm
* Heal
* Heroes' Feast
* Inflict Moderate Wounds, Mass
* Ironwood
* Liveoak
* Mage's Lucubration
* Move Earth
* Owl's Wisdom, Mass
* Permanent Image
* Planar Ally
* Planar Binding
* Programmed Image
* Project Image
* Repel Wood
* Repulsion
* Scrying, Greater
* Shout, Greater
* Spellstaff
* Stone Tell
* Stone to Flesh
* Suggestion, Mass
* Summon Monster VI
* Summon Nature's Ally VI
* Symbol of Fear
* Symbol of Persuasion
* Sympathetic Vibration
* Transformation
* Transport via Plants
* Undeath to Death
* Veil
* Wall of Iron
* Wind Walk
* Word of Recall
- * Animate Plants
* Arcane Sight, Greater
* Blasphemy
* Changestaff
* Control Undead
* Control Weather
* Creeping Doom
* Cure Serious Wounds, Mass
* Delayed Blast Fireball
* Destruction
* Dictum
* Ethereal Jaunt
* Finger of Death
* Fire Storm
* Forcecage
* Grasping Hand
* Hold Person, Mass
* Holy Word
* Inflict Serious Wounds, Mass
* Insanity
* Instant Summons
* Invisibility, Mass
* Limited Wish
* Mage's Magnificent Mansion
* Mage's Sword
* Phase Door
* Power Word Blind
* Prismatic Spray
* Refuge
* Regenerate
* Restoration, Greater
* Resurrection
* Reverse Gravity
* Scrying, Greater
* Sequester
* Shadow Conjuration, Greater
* Simulacrum
* Spell Turning
* Statue
* Summon Monster VII
* Summon Nature's Ally VII
* Sunbeam
* Symbol of Stunning
* Symbol of Weakness
* Teleport Object
* Teleport, Greater
* Transmute Metal to Wood
* Vision
* Waves of Exhaustion
* Word of Chaos
- * Animal Shapes
* Antipathy
* Binding
* Charm Monster, Mass
* Clenched Fist
* Cloak of Chaos
* Clone
* Control Plants
* Create Greater Undead
* Cure Critical Wounds, Mass
* Demand
* Dimensional Lock
* Discern Location
* Earthquake
* Holy Aura
* Horrid Wilting
* Incendiary Cloud
* Inflict Critical Wounds, Mass
* Iron Body
* Irresistible Dance
* Maze
* Mind Blank
* Moment of Prescience
* Planar Ally, Greater
* Planar Binding, Greater
* Polar Ray
* Power Word Stun
* Prismatic Wall
* Protection from Spells
* Prying Eyes, Greater
* Repel Metal or Stone
* Scintillating Pattern
* Screen
* Shadow Evocation, Greater
* Shield of Law
* Spell Immunity, Greater
* Summon Monster VIII
* Summon Nature's Ally VIII
* Sunburst
* Symbol of Death
* Symbol of Insanity
* Sympathy
* Telekinetic Sphere
* Temporal Stasis
* Trap the Soul
* Unholy Aura
* Whirlwind
- * Astral Projection
* Crushing Hand
* Dominate Monster
* Elemental Swarm
* Energy Drain
* Etherealness
* Foresight
* Freedom
* Gate
* Heal, Mass
* Hold Monster, Mass
* Implosion
* Imprisonment
* Mage's Disjunction
* Meteor Swarm
* Miracle
* Power Word Kill
* Prismatic Sphere
* Shades
* Shambler
* Shapechange
* Soul Bind
* Storm of Vengeance
* Summon Monster IX
* Summon Nature's Ally IX
* Teleportation Circle
* Time Stop
* True Resurrection
* Wail of the Banshee
* Weird
* Wish
Transmute Rock to Mud and Transmute Mud to Rock are combined as Transmute Rock and Mud. The caster chooses which effect she desires upon casting (Rock to Mud vs. Mud to Rock).
Polymorph and Polymorph Any Object are gone.
Shadow Conjuration, Shadow Evocation, Greater Shadow Conjuration, Greater Shadow Evocation, and Shades are all altered as follows:
Instead of the impossible task of figuring out what "X%" of a given spell is, against foes who have successfully made their will save versus a shadow spell and thus realized that the spell is a shadow illusion, each round they interact with the spell they may roll a percentile chance as given by the spell to see if they are affected by the spell for that round. If they roll at or below the % chance for that round then they treat the spell as though it were 100% real rather than an illusion, if they roll above the % chance then the spell has no effect upon them for that round.
Several alignment (Chaos, Evil, Good, Law) specific spells are combined into a single spell each whose alignment affected is chosen at the time of casting.
Detect (Chaos, Evil, Good, Law) is now Detect [Alignment].
Protection from (Chaos, Evil, Good, Law) is now Protection from [Alignment].
Magic Circle against (Chaos, Evil, Good, Law) is now Magic Circle against [Alignment].
I'm open to moving around some spells that don't have appropriate spell levels and will gladly accept suggestions and likewise suggestions for what spells belong on what class lists when I create those threads.
The Classes:
[FCCC] Barbarian
[FCCC] Bard
[FCCC] Cleric
[FCCC] Druid
[FCCC] Fighter
[FCCC] Monk
[FCCC] Paladin
[FCCC] Ranger
[FCCC] Rogue
[FCCC] Sorcerer
[FCCC] Wizard
(I'll have these linked to their respective threads once created)
Additional Rules and Considerations:
Multiclassing
Characters may change classes, however whatever class you initially started out as will determine your spellcasting list, daily progression and the ability that your spellcasting is based upon. So I will still have a challenge in making the non-casting traits of core classes as roughly equivalent and interesting.
Divine vs Arcane
With the unified spell list all spells will be treated as arcane.
All casters may use a spellcasting focus or material components for spells that do not have costly material components.
When wearing armor or shield with which they are proficient, an adventurer does not incur any spell failure chance due to wearing that armor or shield.
[edit log]
10/1- removed more duplicate spells I had missed on my first passes
10/2- removed tons more duplicate spells that I noticed when doing the Bard class. Finally finished removing dupes? Doubt it.
Also inserted links for the Barbarian and Bard.
Removed Armored Spellcasting feat and replaced it with brief text noting that Spell Failure chances from armor and shields only apply if the character is not proficient in their use.
10/3- moved spellcasting progressions to the post below for easier linking.
*sigh* still finding duplicate spells
combined some spells, removed others from play
10/4- added link for Druid