New World Magic

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Blood Magic

Blood Magic is exclusively used by LizardFolk, and is the cornerstone of the Illuminated’s belief system.

Although Sorcerors use a large number of lower-level spells there are few spellcasters (mainly Illuminated) who wield more powerful magics: but there is a catch. Arcane spells of level 6 or above require a portion of the users life force, albeit temporarily (damage can be healed as normal). The exception is Necromantic spells - these can be cast normally without any penalty.

Spell Level HP cost
Level 6 costs 1d4 HP to cast
Level 7 costs 1d6 HP to cast
Level 8 costs 1d8 HP to cast
Level 9 costs 1d10 HP to cast

LizardFolk recharge their magic items using their blood and a number of items exist enabling them to channel their magic without life force cost.

Clerical Magic

Note: The Illuminated (worshippers of the Serpent Gods) have no clerical magic as such, but the Unenlightened have shamans of Semuanya.

New spells

Beget Bogun

Conjuration (Creation)

Level: Drd 1

Components: V, S, M, XP

Casting Time: 1 action

Range: Touch

Effect: Tiny construct

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

Beget bogun allows you to infuse living magic into a small mannequin that you have created from vegetable matter.

This is the final spell in the process of creating a Bogun. See the bogun’s description for further details.

Material Component: The mannequin from which the bogun is created.

XP Cost: 25 XP.

Charge of the Triceratops

Transmutation

Level: Drd 4

Components: V, S, DF

Casting Time: 1 standard action

Range: Touch

Target: Living creature touched

Duration: 1 round/level (D)

Saving Throw: Will negates

Spell Resistance: Yes

The spell’s recipient grows large horns, a bony skull plate, and thickened hide similar to those possessed by a triceratops.

This grants a natural gore attack that deals 1d8 damage (2d8 when used in a charge). The recipient also gains a +4 enhancement bonus to the creature’s existing natural armour bonus. The enhancement bonus provided by charge of the triceratops stacks with the target’s natural armour bonus, but not with other enhancement bonuses to natural armour.

Enrage Animal

Enchantment (Compulsion)

[Mind-affecting]

Level: Drd 1, Rgr 2

Components: V, S

Casting Time: 1 standard action

Range: Medium (100 ft. + 10 ft./level)

Targets: One animal per 3 levels, no two of which may be more than 30 ft. apart

Duration: Concentration +1 round/level

Saving Throw: None

Spell Resistance: Yes


Enrage animal affects only creatures of the animal type and bestows a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC. This effect is otherwise identical to a barbarian’s rage (see page 25 in the Players Handbook) except that the animal is not fatigued at the end of the rage.

Sink

Transmutation

Level: Clr 4, Drd 4

Components: V, S, DF

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Targets: One creature per 3 levels, no two of which may be more than 30 feet apart

Duration: 1 round/level (D)

Saving Throw: Will negates

Spell Resistance: Yes

When this spell is cast it causes 1 creature per 3 caster levels that is currently in water or another liquid to sink. Each round, each affected creature must make a DC 25 Swim check. If this check is successful, then the creatures can swim at a normal rate. If the check fails by 4 or less, the creature stays in place, balanced against the pull of the spell. If the creature fails by 5 or more, it sinks 30 feet or until it hits bottom. Once on the bottom, the creature must still make a Swim check to move.

Swamp Lung

Conjuration (Creation)

Level: Drd 5

Components: V, S, DF

Casting Time: 1 standard action

Range: Medium (100 ft. + 10 ft./level)

Target: One living creature with a respiratory system

Duration: Instantaneous

Saving Throw: Fortitude negates

Spell Resistance: No

This spell causes stagnant swamp water to flood the target’s lungs. If the target is unable to breathe water, it must cough it out. If it makes the save, then this expulsion is done with little effort. If it fails, then the creature drops to the ground in a fit of coughing for 1d6 rounds and is helpless during that time. Furthermore, on a failed save, the target contracts filth fever (see page 292 in the Dungeon Master’s Guide). Creatures able to breathe water must make the Fortitude save in order to avoid the disease, but are otherwise unaffected.

Swamp Stride

Conjuration (Teleportation)

Level: Drd 5, Rgr 4

Components: V, S, DF

Casting Time: 1 standard action

Range: Personal

Target: You

Duration: 1 hour/level or until expended; see text.

This spell functions as tree stride, but is performed by diving into swamp water and puddles rather than trees. Each pool must be at least 1 foot deep, and the exit pool of water must be similar in depth to the entry pool (within 1 foot). Unlike tree stride, each jump has a maximum range of 500 feet. All other effects and limitations are the same.

Swim

Transmutation

Level: Drd 3, Rgr 3

Components: V, S, M

Casing Time: 1 standard action

Range: Touch

Target: Creature touched

Duration: 1 hour/level

Saving Throw: Will negates (harmless)

Spell Resistance: Yes

The subject gains a swim speed equal to its land speed and can move at that speed without making Swim checks. The subject also gains a +8 bonus on any Swim checks made to perform special actions or to avoid hazards. The subject can choose to take 10 on Swim checks, use the run action while swimming, provided it swims in a straight line.

Material Component: The scale or fin of a fish or other aquatic animal.

Swim, Mass

Transmutation

Level: Drd 6

Range: Close (25 ft. + 5 ft/2 levels)

Targets: One creature per level, no two of which can be more than 30 ft. apart

The spell functions like swim, except as noted above.

Existing spells

A number of spells function in odd ways in the New World considering the nature of the area, especially ones relating Death and Necromancy. These differences are noted below. Unless noted below, spells have their normal effect otherwise.

Animate Dead

The caster controls 5HD per level, rather than the usual 4HD.

Circle of Death

Slays 1d4+1 HD per caster level, rather than 1d4.

Command Undead

Undead receive a +2 bonus to the opposed Charisma roll.

Create Undead

The casters level is counted as being two levels higher for purposes of the number of the Undead created i.e. a 12th level caster casting this spell is counted as being at 14th level.

Create Greater Undead

The casters level is counted as being two levels higher for purposes of the number of the Undead created i.e. a 12th level caster casting this spell is counted as being at 14th level.

Detect Evil/Good

This spell fails - the caster only picks up the residual energy of evil and cannot detect any aura.

Dispel Evil

Evil creatures get a +2 bonus to their saving throws.

Energy Drain

Target gains 2d4+1 negative levels, rather than 2d4. The effects on Undead last a number of hours equal to the caster level.

Enervation

Target gains 1d4+1 negative levels, rather than 1d4. The effects on Undead last a number of hours equal to the caster level.

Hallow

Casting time is one week, not 24 hours.

Planar Ally

Likely to be Couatl, or reptile of some description.

Reincarnate

Most likely to be LizardFolk, or some reptile.

Summon Monster

Summons a non-planar creature - a reptile in all likelihood.

1st Level

Celestial Giant Fire Beetle NG

Celestial Monkey CG

Corollax NG

Fiendish Monstrous Centipede, Medium NE

Fiendish Monstrous Scorpion, Small NE

Fiendish Hawk CE

Fiendish Monstrous Spider, Small CE

Fiendish Octopus † CE

Fiendish Snake, Small Viper CE

Fiendish Eagle LE

Stirge CN

2nd Level

Ash Rat NE

Celestial Giant Bee LG

Celestial Giant Bombardier Beetle NG

Celestial Eagle CG

Celestial Ant, Giant (Worker) N

Darkmantle NE

Fiendish Squid † LE

Fiendish Monstrous Centipede, Large NE

Fiendish Monstrous Scorpion, Medium NE

Fiendish Shark, Medium † NE

Fiendish Monstrous Spider, Medium CE

Fiendish Snake, Medium Viper CE

Fiendish Ant, Giant (Worker) CE

Fiendish Monstrous Centipede, Large NE

Fiendish Monstrous Scorpion, Medium NE

Fiendish Monstrous Spider, Medium CE

Lemure (Devil) LE

3rd Level

Abyssal Maw (Demon) CE

Celestial Ant, Giant (Soldier) N

Celestial Dinosaur, Ornithomimus NG

Celestial Giant Beetle, Bombardier NG

Celestial Lizard, Monitor N

Cloaked Ape LN

Dretch (Demon) CE

Elemental, Small (Any) N

Fiendish Ape LE

Fiendish Snake, Constrictor LE

Fiendish Monstrous Centipede, Huge NE

Fiendish Crocodile CE

Fiendish Snake, Large Viper CE

Fiendish Ant, Giant (Soldier) LE

Fiendish Crocodile NE

Fiendish Giant Beetle, Bombardier CE

Fiendish Lizard, Monitor NE

Fiendish Snake, Constrictor NE

Phase Wasp LN

Shocker Lizard NG

4th Level

Abyssal Skulker (Demon) CE

Ankheg LN

Celestial Ape NG

Celestial Dinosaur, Bellusaurus NG

Celestial Dinosaur, Cryptoclidus † NG

Celestial Dinosaur, Dilophosaurus NE

Celestial Dinosaur, Dimetrodon NG

Celestial Dinosaur, Oviraptor CG

Celestial Dinosaur, Placerias N

Celestial Dinosaur, Protoceratops NG

Celestial Dinosaur, Pteranodon LG

Celestial Dinosaur, Teleosaurus † CE

Celestial Dinosaur, Titanosuchus LE

Celestial Giant Eagle CG

Celestial Wasp, Giant LG

Displacer Beast NE

Fiendish Dinosaur, Cryptoclidus † LE

Fiendish Dinosaur, Dimetrodon NE

Fiendish Dinosaur, Oviraptor CE

Fiendish Dire Hawk LE

Fiendish Giant Praying Mantis NE

Fiendish Giant Wasp LE

Fiendish Monstrous Centipede, Huge NE

Fiendish Monstrous Spider, Large CE

Fiendish Shark, Large † NE

Fiendish Snake, Huge Viper CE

Mephit (Any) N

5th Level

Celestial Crocodile, Giant CG

Celestial Dinosaur, Huayangosaurus LG

Celestial Dinosaur, Zuniceratops NG

Celestial Giant Stag Beetle NG

Devil, Bearded LE

Elemental, Medium (Any) N

Fiendish Dinosaur, Deinonychus LE

Fiendish Dire Ape LE

Fiendish Giant Crocodile CE

Fiendish Monstrous Scorpion, Large NE

Fiendish Shark, Huge † NE

6th Level

Abyssal Ravager (Demon) CE

Basilisk N

Celestial Ape LG

Celestial Dinosaur, Bellusaurus NG

Celestial Dinosaur, Pteranodon LG

Celestial Dire Ape LG

Celestial Dire Toad NG

Celestial Wasp, Giant LG

Chaos Beast CN

Devil, Chain LE

Displacer Beast NE

Elemental, Large (Any) N

Fiendish Dinosaur, Pteranodon NE

Fiendish Dinosaur, Teleosaurus † CE

Fiendish Dinosaur, Titanosuchus NE

Fiendish Dire Toad NE

Fiendish Elasmosaurus † CE

Fiendish Monstrous Centipede, Gargantuan NE

Fiendish Monstrous Scorpion, Large LE

Fiendish Monstrous Spider, Huge CE

Fiendish Rhinoceros NE

Fiendish Snake, Giant Constrictor CE

7th Level

Babau (Demon) CE

Blood Ape NG

Bulette LE

Celestial Dinosaur, Meiolania N

Celestial Dinosaur, Pachycephalosaurus LG

Devil, Bone LE

Elemental, Huge (Any) N

Fiendish Dinosaur, Helicoprion† NE

Fiendish Dinosaur, Pachycephalosaurus LE

Fiendish Dire Ape LE

Fiendish Dire Snake LE

Fiendish Giant Octopus † CE

Fiendish Girallon CE

Fiendish Megaraptor LE

Fiendish Monstrous Scorpion, Huge NE

Invisible Stalker N

Slaad, Red CN

8th Level

Behir NE

Celestial Dinosaur, Ankylosaurus LG

Celestial Dinosaur, Iguanadon NG

Celestial Dinosaur, Parasaurolophus CG

Celestial Dinosaur, Styracosaurus CG

Celestial Triceratops NG

Elemental, Greater (Any) N

Fiendish Dinosaur, Allosaurus NE

Fiendish Dinosaur, Elasmosaurus † CE

Fiendish Giant Squid † LE

Fiendish Monstrous Centipede, Gargantuan NE

Fiendish Monstrous Scorpion, Huge LE

Fiendish Monstrous Spider, Gargantuan CE

Fiendish Tyrannosaurus CE

Slaad, Blue CN

Vrock (Demon) CE

9th Level

Bebilith (Demon) CE

Couatl LG

Devil, Barbed LE

Elemental, Elder (Any) N

Fiendish Monstrous Centipede, Colossal NE

Fiendish Monstrous Scorpion, Gargantuan NE

Fiendish Monstrous Spider, Colossal CE

Hezrou (Demon) CE

Leonal (Guardinal) NG

Slaad, Green CN

† May be summoned only into an aquatic or watery environment.

Summon Natures Ally

A large number of creatures can respond to the call of this spell, usually a reptile of some sort will respond.

1st Level

Baboon (Animal)

Dinosaur, Archaeopteryx

Dinosaur, Compsognathus

Dinosaur, Micropachycephalosaurus

Dinosaur, Trodon

Eagle

Manta Ray

Monkey

Octopus †

Snake, Small Viper (Animal)

2nd Level

Crocodile

Dinosaur, Dimetrodon

Dinosaur, Ornithomimus

Dinosaur, Pteranodon

Dire Hawk

Shark, Medium †

Snake, Medium Viper

Squid †

3rd Level

Ape

Eagle, Giant

Elemental (Small), Any

Lizard, Monitor

Shark, Large †

Snake, Large Constrictor

Snake, Large Viper

4th Level

Arrowhawk, Juvenile

Crocodile, Giant

Dinosaur, Bellusaurus

Dinosaur, Cryptoclidus †

Dinosaur, Deinonychus

Dinosaur, Dilophosaurus

Dinosaur, Oviraptor

Dinosaur, Placerias

Dinosaur, Protoceratops

Dinosaur, Zuniceratops

Dire Ape

Dire Toad

Elemental, Medium (Any)

Shark, Huge†

Xorn, Minor

5th Level

Arrowhawk, Adult

Dinosaur, Helicoprion †

Dinosaur, Huayangosaurus

Dinosaur, Meiolania

Dinosaur, Teleosaurus †

Dinosaur, Titanosuchus

Dire Snake

Elemental, Large (Any)

Snake, Constrictor, Giant

6th Level

Dinosaur, Elasmosaurus †

Dinosaur, Iguanadon

Dinosaur, Megaraptor

Dinosaur, Pachycephalosaurus

Dinosaur, Parasaurolophus

Dinosaur, Styracosaurus

Legendary Ape

Legendary Eagle

Octopus, Giant

Xorn, Average

7th Level

Arrowhawk, Elder

Dinosaur, Allosaurus

Dinosaur, Ankylosaurus

Dinosaur, Triceratops

Dinosaur, Tyrannosaurus

Elemental, Greater (Any)

Invisible Stalker

Squid, Giant (Animal) †

Xorn, Elder

8th Level

Dinosaur, Baryonyx

Dinosaur, Edmontosaurus

Dinosaur, Parasaurolophus

Dinosaur, Quetzalcoatus

Dinosaur, Stegosaurus

Dire Shark †

9th Level

Dinosaur, Carcharodontosaurus

Dinosaur, Charonosaurus

Dinosaur, Kronosaurus

Dinosaur, Seismosaurus

Elemental, Elder

Forest Sloth

Megalodon †


† May be summoned only into an aquatic or watery environment.

Undeath to Death

Undead receive a +2 bonus to their saving throw.

Spell components (House rule)

Material components have been seen as an impediment to game flow. They are not required to cast spells, although this is at the DM’s discretion.