TEXT: Magic of the Mire
  Alex Riggs, Joshua Zaback
  Lizardfolk Spells
  
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  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  2
  Introduction
   
  From the misty swamps come these secret spells 
  of primal and potent magic. The spells presented in 
  this book are meant to inspire a feeling of primal and 
  dread power used by the denizens of the marshes and 
  swamps. While these spells are perfect for swamp-
  dwelling shamans and evil lizardfolk witch doctors, any 
  character desiring to utilize potent plant, poison, and 
  earth magic will find these spells a useful addition to 
  their repertoire. 
  New Spells
   
  The following spells are presented in 
  alphabetical order.
  BITTER BERRY 
  School necromancy; Level cleric 1, druid 1, sorcerer/
  wizard 1, witch 1
  Casting Time 1 standard action
  Components V, S, M/DF (ground mosquitoes) 
  Range touch 
  Target fruit-bearing plant touched
  Duration 1 day/level 
  Saving Throw Fortitude negates; see text; Spell 
  Resistance no
   
  You cause the fruit of a plant to wither and die, 
  and it their place grow several berries filled with the 
  corruption and sickness of your swampy homeland. 
  The target plant immediately sprouts a wealth of 
  healthy-looking fruit which appears both edible and 
  highly nutritious; only with a successful Survival or 
  Knowledge (nature) check (DC 10 + your caster level + 
  your primary spellcasting ability score) can the truth 
  about these fruits be discovered. Any creature which 
  eats the fruit brought forth by bitter berry suffers 1 point 
  of bleed damage and gains the sickened condition for 
  24 hours; a successful Fortitude save negates this effect. 
  Regardless of whether or not the save is successful, the 
  fruit does provide food sufficient to sustain a Medium 
  creature for 24 hours.
  BLACK RAIN
  School transmutation; Level druid 5, sorcerer/wizard 
  5, witch 5
  Casting Time 1 minute
  Components V, S, M/DF (a black pearl worth 200 gp)
  Range 1 mile
  Area 1-mile-radius emanation
  Duration 1 hour/level
  Saving Throw Fortitude partial; Spell Resistance no
    
  You transform the rain in the area into noxious 
  black water, causing afflictions to take hold more 
  readily and severely irritating the bodies of creatures 
  in the area. This spell can only be cast outdoors while 
  it is raining; the rain then continues to fall for the 
  spell’s duration, regardless of what the weather would 
  have otherwise done (though it must be raining each 
  round you spend casting the spell). The water from 
  the rain is transfigured by your magic, becoming black 
  and obviously unnatural, and taking on a horrible 
  smell of decay. Creatures in the area of the rain must 
  make a Fortitude save every hour or become fatigued. 
  Additionally, the black rain causes curses, diseases, 
  and poisons to thrive within the rain. The saving throw 
  DC to resist any curse, disease, or poison within the 
  spell’s area, as well as any spell with those descriptors, 
  is increased by 5. Further, creatures that are normally 
  immune to one or more of those conditions can be 
  affected by it as though they were not immune, though 
  they gain a +5 bonus on their saving throws to resist the 
  condition they would normally be immune to. 
   
  When you cast this spell, you may choose a 
  specific group of people to exclude from it. You can 
  choose to exclude up to 1 individual per caster level, or 
  you can choose to exclude an entire type of creatures 
  (if you choose to exclude humanoids or outsiders, you 
  must also choose a subtype). 
  BLIGHT BOMB
  School necromancy; Level druid 4, sorcerer/wizard 4, 
  witch 4
  Casting Time 1 standard action
  Components V, S, M/DF (a rotten apple core)
  Range medium (100 ft. + 10 ft./level)
  Target one plant of at least Small size or one plant 
  creature 
  Duration instantaneous
  Saving Throw Fortitude negates; see text; Spell 
  Resistance yes
   
  You fill the target plant or plant creature with 
  blackened ichors that cause extremely rapid decay, 
  
  3
  and which expand until the plant bursts, spraying a 
  bubbling black liquid that damages and cripples nearby 
  creatures. If the spell targets a non-creature plant, it is 
  immediately destroyed, exploding in a 10-foot radius 
  burst of black ichor that deals 5d6 points of damage to 
  creatures in the area and forces all damaged creatures to 
  succeed on a Fortitude save or become nauseated for 1 
  round per 3 levels (minimum 1). 
   
  If the spell instead targets a plant creature, the 
  target receives a Fortitude save to negate the effects 
  of the spell; if it fails, it suffers 1d6 points of damage 
  per level. If that damage is sufficient to kill the plant 
  creature, it explodes and deals 1d6 points of damage per 
  CR it possessed to surrounding creatures.
  FEVER CURSE
  School necromancy [curse, disease]; Level druid 6, 
  witch 6
  Casting Time 1 standard action
  Components V, S, M/DF (a maggot)
  Range touch 
  Target living creature touched
  Duration permanent
  Saving Throw Will negates, and Fortitude partial; 
  Spell Resistance yes
   
  You cause the target to suffer from a debilitating 
  disease which recurs constantly, festering within him. 
  After failing the initial Will save, the target is wracked 
  by a dire disease. The disease forces the victim to make a 
  Fortitude save initially, then once each day at midnight 
  until the disease is contracted. Once contracted, the 
  disease functions as described below, except that it 
  cannot truly be cured. Successfully curing the disease 
  merely activates the curse’s magic again, forcing the 
  target to succeed on saving throws made to resist the 
  disease every day unless the curse is broken. Breaking 
  the curse requires a remove curse spell or more powerful 
  magic, and the caster must succeed on a caster level 
  check (DC 10 + your caster level).
  Type disease, injury; Save Fortitude (DC equals spell’s 
  DC)
  Onset -; Frequency 1/day
  Effect 1d4 Con damage; Cure 2 consecutive saves
  
  4
  LILY PAD MINE
  School conjuration (creation); Level druid 3
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ff. + 5 ft./2 levels)
  Effect 1d4 explosive lily pads
  Duration instantaneous
  Saving Throw Fortitude partial, Reflex partial; see text; 
  Spell Resistance no
   
  From the water you conjure forth several 
  magical lily pads, each crested with a flower which 
  produces flammable spores when approached by the 
  unwary. This spell produces 1d4 highly explosive lily 
  pads, which can be placed individually within any body 
  of water within range. When a creature approaches 
  within 10 feet of one of these lily pads, it produces 
  great gout of spores and explosive gasses. Each creature 
  within 15 feet of the explosive lily pad must succeed on 
  a Fortitude save as the spores burrow into him or gain 
  the nauseated condition for 1d4 rounds. Additionally, 
  each creature within 20 feet of the lily mine suffers 10d6 
  points of fire damage; a successful Reflex save halves 
  this damage. Finally, any amount of hit point damage 
  from any source, including fire damage from a nearby 
  lily pad mine, will cause a lily pad mine to detonate, 
  even if no creature is within 10 feet.
  MUD SERPENT
  School conjuration; Level druid 1, sorcerer/wizard 1, 
  witch 1
  Casting Time 1 standard action
  Components V, S, M/DF (a snake’s fang)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous
  Saving Throw Reflex negates and Fortitude partial; 
  Spell Resistance no
   
  You call forth a hideous fanged serpent from the 
  very earth, which strikes out, sinking its earthen teeth 
  into its target and injecting him with arcane poison. 
  This spell can only be cast in an area of natural earthen 
  ground and causes the serpent to immediately appear, 
  just in time for one strike. The target is entitled to a 
  Reflex save in order to avoid the serpent; if he fails, he 
  suffers 2d4 point of piercing damage and must succeed 
  on a Fortitude save or be affected by the serpent’s 
  venom, suffering a -1 penalty to his Strength score per 2 
  levels (maximum -5 at 10th level) for 1 minute. 
  POISON PLANTS
  School conjuration (creation) [poison]; Level druid 3, 
  witch 3
  Casting Time 1 standard action
  Components V, S, M/DF (a dead beetle) 
  Range close (25 ft. + 5 ft./2 levels)
  Area 10-ft. radius emanation
  Duration 1 round/level
  Saving Throw Reflex negates and Fortitude partial; 
  Spell Resistance no
   
  From the ground burst writhing vines with 
  wicked thorns dripping hot golden venom, which 
  lash out to strangle and impale anything in their way. 
  This spell can only be cast outdoors in areas with light 
  undergrowth or similar concentrations of plant life. 
  Writhing vines wrap about all those in the area, holding 
  immobile any creature that fails his Reflex save and 
  continuing to constrict the targets every round. Each 
  round a target remains trapped within the vines, he 
  suffers 1d4 points of damage and must succeed on a 
  Fortitude save or suffer 1 point of Strength and Dexterity 
  damage from the spell’s poison. While trapped in the 
  vines, the target is held immobile, unable to act as 
  though pinned in a grapple (though he is not helpless). 
  A successful Strength check or Escape Artist check (DC 
  equals this spell’s DC) can be used to escape the vines. 
  The spell’s area is considered difficult terrain, and any 
  creature that enters the spell’s area is required to make a 
  Reflex save to avoid being entangled by the vines.
  PRIMAL AWAKENING
  School transmutation; Level druid 8
  Casting Time 1 standard action
  Components V, S, DF
  Range touch 
  Target animal or magical beast touched
  Duration instantaneous
  Saving Throw Will negates; Spell Resistance yes
   
  You awaken the latent intelligence in a truly 
  monstrous creature and bend it to your will. This spell 
  functions similarly to the druid spell awaken, with the 
  following differences. Primal awakening cannot affect 
  plants, but can affect animals and magical beasts, so 
  long as the magical beast does not have an Intelligence 
  of greater than 3. Additionally, the creature may not 
  necessarily befriend you, but may fall under your 
  control. At the completion of the spell, the target must 
  succeed on a Will save or fall under your control as the 
  spell dominate monster for 24 hours, after which time 
  
  5
  this spell must be recast or the creature returns to its 
  previous mental state and becomes free-willed once 
  more.
  SWELTERING HEAT
  School evocation; Level druid 2, sorcerer/wizard 2, 
  witch 2
  Casting Time 1 standard action
  Components V, S, M (a lizard’s heart)
  Range 0 ft. 
  Area 20-ft. radius emanation, centered on you
  Duration 1 minute/level
  Saving Throw Fortitude partial; Spell Resistance no
   
  You greatly increase the level of heat around 
  you, causing all cold-blooded creatures to gain in power 
  while warm-blooded creatures become uncomfortable 
  and have trouble functioning. All cold-blooded 
  creatures (such as reptilian humanoids, dragons, and 
  dinosaurs) within the area or entering the area gain 
  a +2 enhancement bonus to Strength, Dexterity, and 
  Constitution so long as they remain within the area. 
  Conversely, warm-blooded creatures within the area or 
  entering the area must succeed on a Fortitude save or 
  become fatigued for as long as they remain within the 
  spell’s area.
  WEATHER CURSE
  School transmutation (curse) Level druid 9
  Casting Time 1 standard action
  Components V, S, DF
  Range touch 
  Target one living creature, or 200-ft.-radius emanation 
  touched
  Duration permanent
  Saving Throw Will negates; see text; Spell Resistance 
  yes
   
  You curse a single living creature or a single area 
  to always suffer extremely poor weather. If you cast this 
  spell on a creature, he is entitled to a Will save to negate 
  the effect; otherwise, you can control the weather in the 
  area 200 feet around the target as though by the spell 
  control weather. You can change what kind of weather 
  the target is experiencing with a standard action.  
  If 
  you instead choose to target an area, the weather merely 
  persists in that area. In either case, a break enchantment 
  spell or more powerful magic can dispel the effect, if the 
  caster succeeds on a caster level check.
  WITHERING WATER
  School transmutation; Level druid 7, sorcerer/wizard 
  7, witch 7
  Casting Time 1 standard action
  Components V, S, M/DF (a may fly)
  Range touch 
  Area 30-ft.-radius emanation
  Duration 1 round/level
  Saving Throw Fortitude partial; Spell Resistance yes
   
  You transmute a large area of water into a 
  withering acidic liquid which froths and foams in 
  the presence of living creatures larger than a fish, but 
  which is otherwise indistinguishable from regular 
  water. Any living creature of Tiny size or larger that 
  enters the spell’s area activates the water’s withering 
  magic. A creature that enters or begins his turn within 
  the affected area suffers 5d6 points of acid damage and 
  must succeed on a Fortitude save or suffer a -8 Strength 
  penalty for as long as he remains within the water, plus 
  1d4 rounds thereafter. Additionally, swimming in the 
  water is nearly impossible, as creatures swim at half 
  speed through the churning waves and suffer a penalty 
  on all Swim checks equal to half your caster level. 
  Finally, water affected by this spell cannot be frozen, 
  even by such magic as a freezing sphere spell, though 
  any spell which can freeze acid or lava affects the water 
  normally.
  
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  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors 
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  Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Brood of the Spider Queen: Spider Bloodlines Copyright 2015, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
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  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Wells of Wonder: Arcane Fonts Copyright 2015, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Magic of the Mire: Lizardfolk Spells Copyright 2015, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
   
  END OF LICENSE 
  
   
  There are many different approaches to magic, and different 
  groups are able to master it in different ways, creating strange and 
  exotic spells that others would never dream of. The lizardfolk of the 
  swamps are no different in this regard, and their strange magic, which 
  is a mix of primitive naturalistic mysticism, and dark unspeakable 
  ritual, provides a number of potent spells for those who have a chance 
  to learn them. While such secrets are rarely shared with outsiders, and 
  the lizardfolk who use them almost never write them down, a number 
  the lizardfolk who use them almost never write them down, a number 
  of these lost spells of the swamp have been collected in this tome.
   
  This book contains 11 new spells for the druid, sorcerer/wizard, 
  and witch spell lists, all of which are thematically linked to lizardfolk 
  and their swampy homes. The black rain spell allows you to bring 
  misery and misfortune to a large stretch of land by cursing it with 
  foul, black rain, while the mud serpent spell conjures a snake made of 
  living earth to rise up and attack your foes. Use poison plants to create 
  a tangled mass of thorny, poisonous vines, which entraps your foes and 
  injects them with a deadly toxin. Or, call upon sweltering heat to 
  injects them with a deadly toxin. Or, call upon sweltering heat to 
  empower cold-blooded creatures, while rendering the warm-bloods 
  uncomfortable and weakened. Whether you’re looking for unique and 
  exciting spells for your swamp-dwelling or reptilian NPCs, or just 
  want to expand your wizard’s ever-growing spellbook, the magic of 
  the mire is not to be overlooked!
  Discover the Magic of the Swamplands!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Magic of the Mire - Lizardfolk Spells.pdf