New World Magic
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.