Oct 5, 2022 4:21 am
New Spells
In a limestone cave at the edge of Lake Littleblood, dancing lights illuminated a shuffling figure. Arudek, the old tattooed magician, daubed more of the ochre paint on his fingertips, squinting at the geometry he was painting on the wall. He hummed tunelessly as he worked, never ceasing to scuttle back and forth, shifting his weight from one foot to the other.
"How long does this go on?" asked Mizca, who sat against the other wall with her companion. Her axe had been sharpened, her arrows double-checked, her tusks polished, and she was long past bored.
"All night, easily," whispered Sushesh. "Maybe into tomorrow. It depends on what he’s working on. Did he tell you?"
"He said ‘something to do with binding.’"
"Then we’d better get comfortable."
As Mizca groaned, Sushesh chuckled. "You think this is bad. Once he worked for seven days without sleep, forgot to eat, collapsed, hit his
head, forgot everything, and had to start all over."
"Spellskins."
"Yes. Spellskins. But if you want to kill a god, you couldn’t ask for a more brilliant mind."
Mizca’s tusks seemed to grow as a slow smile spread over her face. "Well. I do want to kill a god."
The world is still largely unformed and unknown, with magical essences roving across the land, sea, and air. But just as animals can be tamed, so can spells, and many of the intelligent kinships of Planegea have coaxed one kind of magic or another into a more or less predictable pattern.
Any character of any kinship has access to whatever magic is granted by their features and abilities, but the origins of magic are visible in the casting of spells, and different types of magic show the culture of those who first discovered its secrets.
Use the Magical Origins table to inspire the verbal and somatic effects used to bring about the spells your character casts. Use the material column to inspire how your components or focus are moved or how materials that are consumed may be destroyed in the process of casting. This table is only for flavor and should not alter the mechanics of spellcasting in any way.
If a racial ability grants you access to a spell from a different primal origin, use the verbal, somatic, and material behaviors of your own kinship (if applicable) to cast it.
MAGICAL ORIGINS
OPTIONAL RULE: SPELL DISCOVERY
Since magic is still being shaped for the first time, you can increase the feeling of discovery by assuming that all spells over 4th level are yet to be created. Individual gods or powerful spellcasters may be able to create the effects of a spell of 5th level or higher, but they are not known or shared as commonly recognized spells. If your spellcasting character gains a spell of 5th level or higher, rather than learning the spell, they invent it, and may need to perform rituals or take time to craft it so that it can be cast again in the future. Also, since schools of magic originate from various cultures, you may need to seek out high-level spellcasters in those cultures to learn sufficient lore to create spells of those schools.
Altered Spells
Some spells in 5th Edition refer to metal specifically. In a world without metal, use the Metal Conversion table (p. 100) for alternate components. Additionally, use the following guidelines for other spells that may be altered by the setting:
Heat metal. Since there is no metal in Planegea, this spell can be substituted with a heat stone spell, which works in exactly the same way, but targets stone instead.
Commune and other divine spells. Spells that call upon the power of gods may have one of two effects outside the range of your primary god: they can extend the range of your primary god to your current location, or they can compel a local god to respond. Work with your DM to determine which effect comes into play for your spells.
Plane shift and other planar spells. The planes of this world are all geographically linked, but they’re still separate realms. You can use plane shift to travel from the mortal realm (the Great Valley, Wintersouth, and Giant Empires) to the Elemental Wastes, the Sea of Stars, Nod, the Kingdom of the Dead, or other locations at your DM’s discretion, including the hallows of some gods.
Resurrect and other necromancy. Spells that bring the dead back to life are considered a personal affront by Nazh-Agaa (p. 251), and should only be undertaken with extreme caution. There are no mechanical limitations or alterations to these spells, but be warned that the King of the Dead is not to be trifled with.
New God and Defiant creature tags. Gods have a new creature tag: "god." You cannot use polymorph, wildshape or any other transformation spell (including wish) to transform into a creature with the god tag, even temporarily.
Some beasts have the new "defiant" tag. Creatures with this tag are not valid creatures to transform into for the purpose of spells and features that enable shapechanging, such as a druid’s Wild Shape or a wizard’s Polymorph. Additionally, creatures with the defiant tag are unaffected by dominate beasts unless cast at 7th level or higher, or by animal friendship unless cast at 3rd level or higher.
Blood Magic
Not every hunt in Planegea is for food. Shamans often send seasoned hunters into the wild to bring back certain components that have been spilled with the blood of prey, which the shamans use for the magic power inherent in the blood of living things.
Many higher-level spells in 5th Edition have a material cost listed in gold pieces (gp). Since gold doesn’t exist in Planegea, when a spell calls for gp as part of a material cost, you can instead use blood. Where the object lists a worth in gp—e.g., "10 gems worth 100 gp each"—substitute spilled with hp of blood—e.g., "10 gems spilled with 100 hp of blood each." This means that the objects have been touched with the blood of one or more creatures equivalent to 100 hp of damage. This might be the blood of 1 creature with 100 hp, or 100 creatures with 1 hp each, or any other combination totaling 100 hp.
Such magic requires spilling liquid blood, and therefore cannot be fulfilled with constructs, oozes, elementals, spectral undead, or other non-bleeding creatures. It is not required that the caster be the one to have spilled the blood, or that the blood be spilled at the same time, only that the object in question has been touched with the requisite amount of hp’s worth of blood. Blood used to touch one object cannot be re-used for another object. An object can be reused for such magic as long as it is not consumed by the spell.
In a limestone cave at the edge of Lake Littleblood, dancing lights illuminated a shuffling figure. Arudek, the old tattooed magician, daubed more of the ochre paint on his fingertips, squinting at the geometry he was painting on the wall. He hummed tunelessly as he worked, never ceasing to scuttle back and forth, shifting his weight from one foot to the other.
"How long does this go on?" asked Mizca, who sat against the other wall with her companion. Her axe had been sharpened, her arrows double-checked, her tusks polished, and she was long past bored.
"All night, easily," whispered Sushesh. "Maybe into tomorrow. It depends on what he’s working on. Did he tell you?"
"He said ‘something to do with binding.’"
"Then we’d better get comfortable."
As Mizca groaned, Sushesh chuckled. "You think this is bad. Once he worked for seven days without sleep, forgot to eat, collapsed, hit his
head, forgot everything, and had to start all over."
"Spellskins."
"Yes. Spellskins. But if you want to kill a god, you couldn’t ask for a more brilliant mind."
Mizca’s tusks seemed to grow as a slow smile spread over her face. "Well. I do want to kill a god."
The world is still largely unformed and unknown, with magical essences roving across the land, sea, and air. But just as animals can be tamed, so can spells, and many of the intelligent kinships of Planegea have coaxed one kind of magic or another into a more or less predictable pattern.
Any character of any kinship has access to whatever magic is granted by their features and abilities, but the origins of magic are visible in the casting of spells, and different types of magic show the culture of those who first discovered its secrets.
Use the Magical Origins table to inspire the verbal and somatic effects used to bring about the spells your character casts. Use the material column to inspire how your components or focus are moved or how materials that are consumed may be destroyed in the process of casting. This table is only for flavor and should not alter the mechanics of spellcasting in any way.
If a racial ability grants you access to a spell from a different primal origin, use the verbal, somatic, and material behaviors of your own kinship (if applicable) to cast it.
MAGICAL ORIGINS
School | Kinship | Verbal | Somatic | Material |
Abjuration | Dwarves | Deep, rolling syllables in monotone chants that rise to a thundering crescendo | Constricted motion, with short, sharp movements in geometric forms | Carving, etching, burying or unearthing, stacking, or polishing |
Conjuration | Genies | Clear, commanding calls with crisp annunciation of complex syllables | Fluid, unpredictable motion of the whole body, twisting and turning | Burning, dousing, throwing, dropping, breaking, scattering, or twisting |
Divination | Giants | Short, deep cries of harsh monosyllables invoked at set rhythms | Vertical motions, stooping and elongating, pulling and pushing movements | Stretching, crushing, throwing, raising or lowering, stomping, or breaking |
Enchantment | Elves | Whispering circular stanzas of rhyming syllables, full of sounds like running water | Subtle gestures of the hand, foot, shoulders, and neck in circular movements | Twisting, knotting, juggling, winding, waving, weaving, or spinning |
Evocation | Dragons | Wordless cries in rising and falling tones, punctuated by short, sharp syllables | Primal, animalistic motions, aggressive stances and forceful gestures | Ripping, devouring, circling, embracing, burning, or throwing |
Illusion | Gnomes | Rapid, ticking syllables tumbling out almost too quickly to comprehend | Quick movements of the hand and wrist, turning and obscuring the face or body | Hiding, concealing, revealing, turning, spinning, juggling, fanning, or dropping |
Necromancy | Saurians | Hushed, croaking chants and deep throat sounds with glottal stops and clicks | Hunching and crouching, limbs low over the ground, bowed head | Mixing, spinning, twisting, pulling, cutting, stabbing, or crushing |
Transmutation | Orcs | Rhythmic chanting and singing, broken by loud cries and commands | Confident motions of the whole body in disciplined, triangular forms | Lifting, gathering, throwing, waving, drumming, clasping, or rolling |
OPTIONAL RULE: SPELL DISCOVERY
Since magic is still being shaped for the first time, you can increase the feeling of discovery by assuming that all spells over 4th level are yet to be created. Individual gods or powerful spellcasters may be able to create the effects of a spell of 5th level or higher, but they are not known or shared as commonly recognized spells. If your spellcasting character gains a spell of 5th level or higher, rather than learning the spell, they invent it, and may need to perform rituals or take time to craft it so that it can be cast again in the future. Also, since schools of magic originate from various cultures, you may need to seek out high-level spellcasters in those cultures to learn sufficient lore to create spells of those schools.
Altered Spells
Some spells in 5th Edition refer to metal specifically. In a world without metal, use the Metal Conversion table (p. 100) for alternate components. Additionally, use the following guidelines for other spells that may be altered by the setting:
Heat metal. Since there is no metal in Planegea, this spell can be substituted with a heat stone spell, which works in exactly the same way, but targets stone instead.
Commune and other divine spells. Spells that call upon the power of gods may have one of two effects outside the range of your primary god: they can extend the range of your primary god to your current location, or they can compel a local god to respond. Work with your DM to determine which effect comes into play for your spells.
Plane shift and other planar spells. The planes of this world are all geographically linked, but they’re still separate realms. You can use plane shift to travel from the mortal realm (the Great Valley, Wintersouth, and Giant Empires) to the Elemental Wastes, the Sea of Stars, Nod, the Kingdom of the Dead, or other locations at your DM’s discretion, including the hallows of some gods.
Resurrect and other necromancy. Spells that bring the dead back to life are considered a personal affront by Nazh-Agaa (p. 251), and should only be undertaken with extreme caution. There are no mechanical limitations or alterations to these spells, but be warned that the King of the Dead is not to be trifled with.
New God and Defiant creature tags. Gods have a new creature tag: "god." You cannot use polymorph, wildshape or any other transformation spell (including wish) to transform into a creature with the god tag, even temporarily.
Some beasts have the new "defiant" tag. Creatures with this tag are not valid creatures to transform into for the purpose of spells and features that enable shapechanging, such as a druid’s Wild Shape or a wizard’s Polymorph. Additionally, creatures with the defiant tag are unaffected by dominate beasts unless cast at 7th level or higher, or by animal friendship unless cast at 3rd level or higher.
Blood Magic
Not every hunt in Planegea is for food. Shamans often send seasoned hunters into the wild to bring back certain components that have been spilled with the blood of prey, which the shamans use for the magic power inherent in the blood of living things.
Many higher-level spells in 5th Edition have a material cost listed in gold pieces (gp). Since gold doesn’t exist in Planegea, when a spell calls for gp as part of a material cost, you can instead use blood. Where the object lists a worth in gp—e.g., "10 gems worth 100 gp each"—substitute spilled with hp of blood—e.g., "10 gems spilled with 100 hp of blood each." This means that the objects have been touched with the blood of one or more creatures equivalent to 100 hp of damage. This might be the blood of 1 creature with 100 hp, or 100 creatures with 1 hp each, or any other combination totaling 100 hp.
Such magic requires spilling liquid blood, and therefore cannot be fulfilled with constructs, oozes, elementals, spectral undead, or other non-bleeding creatures. It is not required that the caster be the one to have spilled the blood, or that the blood be spilled at the same time, only that the object in question has been touched with the requisite amount of hp’s worth of blood. Blood used to touch one object cannot be re-used for another object. An object can be reused for such magic as long as it is not consumed by the spell.