The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.

Filled with everything you need to start playing in Mystara. New races, archetypes, spells, magic items, fluff, food, runes, and a much more, over 100 pages of Mystara just for you.

Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by ravengames, 2015-08-27 23:31:15

Mystara Players Handbook

Filled with everything you need to start playing in Mystara. New races, archetypes, spells, magic items, fluff, food, runes, and a much more, over 100 pages of Mystara just for you.

Keywords: Dungeons and Dragons,Mystara,5E

Pl ai n Br ei d: Another br ead of Klantyr e, Br eid is a sim ple br ead, though chew y and ar om atic. The
people of Klantyr e bake the loafs tall, so fam ilies can put m or e food w ith them .
1 Loaf: 4cp
Reedl e Br ead: A com m on br ead found in Dar okin, Reedle m akes it r ye br ead baked w ith com m on
nuts. It is found in taver ns acr oss the nation.
1 Loaf: 2cp
Sh adow gat e W h i t e Br ead: The m ost com m on br ead m ade in the Five Shir es. W hile the taste is
nothing special, the hin pr oduce it in enough quantities that it is found of peasant tables
ever yw her e.
1 Loaf: 1cp
Sk yf yr M i l l et Loaf : An extr em ely low quality br ead found in Alphatia, this is w hat passes for food
for the Jennite slaves. Flavor less and har d, it's only r edeem ing quality is it is extr em ely cheap to
m ake.
10 Loaves: 1cp
St on ebr ead: This flaky br ead is a popular expor t fr om Alphatia. Long lasting, w ith a distinctive
but not unpleasant taste, it is a com m on choice for adventur er r ations.
1 Loaf: 3cp
St r eel Ri ver Fl at Br ead: A failed attem pt at Dar okin to copy the br eads of Ylar uam , the Flat br ead
is used as a br eakfast food w ith any host of spr eads.
1 Loaf: 2cp
Th an t abbar Fest i val Br ead: A r ecipe that w on sever al cooking contests in a r ow, this is a sw eet
br ead cooked w ith a nutty glaze sw ir led inside. Consider ed a tr eat for childr en.
1 Loaf: 6cp
Th r esh ol d Sal t ed Ch el b: A com m on br ead in Kar am eikos, Chelb is a sour dough that is used for all
for m s of cooking, One pr actice is to scoop out the ends to m ake a bow l for soup.
1 Loaf: 2cp
Tor t i l l a: This Belcadiz specialty as a flatbr ead m ade fr om finely gr ound flour. Per fect for w r apping
up your m eal into just a few single bites, it is per fect for the adventur er on the go.
5 Tor tillas: 2sp
Vest l an d Zw ei back : This tw ice cooked br ead is com m on in the Nor ther n Reaches. It tr anspor ts
w ell, and can be dipped in jam s to ser ve as a snack . Popular w ith par ents of teething childr en.
2 Sticks: 1cp
Wyr w ar f Fu n gal Br ead: A br ead m ade by dw ar ves fr om fungus. It has a str ange taste, and a
linger ing after taste as w ell. Dw ar ves seem to the only r ace that can stom ach it.
1 Loaf: 4cp

104

Ex ot i c Speci al t i es

Al h am br a Gol d Sn u f f : A extr avagance am ong the nobles, this finely gr ound tobacco causes a
r elaxing feel w hen you w ant it, w ithout the need for lighting a pipe or a cigar.
1 Tin: 8gp
Ci gar : M ade w ith fine Belcadiz tobacco leaves, these exquisite sm oking tr easur es ar e tr easur ed by
gentr y ever yw her e. Per fect for celebr ations, they go w ell w ith any of our br andies.
1 Cigar : 4gp
Cocoa: This bean can be tur ned into any num ber of tr eats, and the taste is bor der line addictive.
Im por ted fr om an unknow n location by M inr othad, this delicacy is taking the continent by stor m .
1 lb Bag: 50gp
Locu m : A popular specialty fr om fr om the finer confectioner s of Thyatis, Locum is m ade w ith dates
w r apped in a sw eetened gel then cover ed in pow der ed sugar. Extr em ely popular w ith the nobles.
1 Tin (20 pieces): 4gp
M ok t aar : A str ange dw ar ven tr eat, this is the for m of a har d candy popular am ong its m iner s.
Instead of being sw eet, it tastes of a var iety of m eat pr oducts. A single M oktaar candy lasts for
about six hour s.
1 Pack (six pieces): 6sp
Pem m i can : Fr om the Atr uaghin plateau com es this sm oked bison delicacy. Pow der ed and
flavor ed w ith a var iety of ber r ies, this high ener gy r ation is per fect for adventur er s on long
ter m quests.
1 Pouch: 8sp
Pepper pot 's Pr i sm at i c Taf f y: A tr eat fr om the Shir es, this candy consists of a foot long str ing of
sticky taffy of var ious color s. The delight is that each of the seven color s is a differ ent flavor.
1 Piece: 1cp
Pi pew eed: Gr ow n in m any var ieties acr oss the Five Shir es, w hile a staple am ong the hin, pipe
sm oking is not as com m on in other countr ies. For those that possess the habit, please specify br and
w hen or der ing.
Com m on Quality 1lb pouch: 8sp. Good Quality 1lb pouch: 2gp. Excellent Quality 1lb pouch: 1pp.
Pipe: 1 ep.
Qu azzi di n gs (Candied): A gnom ish confection, The Quazziding is a extr em ely bitter fr uit w hen
candied m akes for one of the m ost unique tastes of extr em e bitter ness and tar t sw eetness.
1 Jar (5 fr uits): 1ep
Tabl et : Fr om the Pr incipality of Cr ow nguar d com es this cr um bly tr eat. M ade w ith butter, eggs and
sugar and flavor ed w ith w hisky. Consider ed a delicacy by the Klantyr e w ar r ior s, and it tr avels
w ell.
1 Half-Pound Br ick: 3sp

105









Pr i m : The spr eadable for m of Br unost, Pr im is found m ainly in the Nor ther n Reaches, but
tr anspor ts w ell enough to r each other m ar kets.
1lb Loaf: 2sp
Ru sh an : A ver y tough cheese fr om Ochalea, Rushan is m eant to be cover ed w ith sw eets or nuts so
the eater can savor it over tim e. Eating it plain is not advised.
¼lb Stick: 2cp.
Sat eek a Fan g Ch eese: This dur able cheese is found all over the Shir es and is expor ted to other
nations. A m ild, cr um bly cheese, it is par t of field r ations for m any ar m ies in the Know n Wor ld.
5lb W heel: 6sp, 1 Wedge: 3cp
Sel en i ca Gol d: One of Dar okin's m ost popular expor ts, this cheese is sem i har d until eaten then
alm ost m elts in your m outh. It is also extr em ely popular as a cooking ingr edient.
3lb W heel: 1gp, 1 Wedge: 2sp
Tw ar og: Another com m on Tr aladar an cheese, Tw ar og is a soft cr eamy cheese that does not tr avel
w ell, but is extr em ely easy to m ake. It is a staple in m any diets.
1lb Loaf: 5cp
Wek r an St on e Ch eese: A com m on cheese fr om Rockhom e, it lives up to its nam e. The cheese is
extr em ely har d, the dw ar f sucks on it to soften it, usually w hile he w or ks, r eleasing the flavor
slow ly.
10lb W heel: 8gp, 1 Slice: 1ep
Wer esk al ot Fi ve Year Ch eese: A difficult cheese to m ake, Wer eskalot Five Year is a str ong
extr em ely bitter cheese that is a m ajor cooking ingr edient in sever al nations. It is pr iced
accor dingly.
5lb W heel: 12gp. Slice: 1ep.
W h i t e Noso Ro?ec: An extr em ely str ong and unusual gnom ish cheese, it is consider ed an
expensive delicacy am ong the sm all folk . For other r aces, it is best eaten quickly.
5lb W heel: 3pp, Slice 1gp.

Br eads:

Bagu et t e: A thin cr ispy br ead fr om New Aver oigne, baguettes ar e long loafs of br ead usually eaten
along side br eakfast or lunch.
1 Loaf: 2cp.
Desem : Another Glantr i br ead, Desem is found in Ber gdhoven. Desem is a tangy br ead, often
spiced to the desir es of the Flaem ish living ther e. It has found som e popular ity as a novelty food.
1 Loaf: 4cp.

110

Favar o Deep Gr ai n : A popular Shir e br ead, Favar o has a thick taste to it, and is extr em ely chew y.
The hin use som e spices to give it a tangy textur e, incr easing its dem and.
1 Loaf: 7cp.
Kh u bz: The staple br ead of the Ylar i, Khubz is a slightly leavened flat br ead that is used to ser ve
other food w ith. In par ts of Ylar uam it has r eplaced dishes entir ely.
5 Loafs 1cp.
Ku bl at z Spi ced Br ead: A gnom ish delicacy, Kublatz is spiced w ith cinnam on, saffr on, cayenne,
gar lic, pepper m int, ginger and tw elve other spices. Best eaten quickly.
1 Loaf: 2sp
Lef se: A flaky flat br ead com m on to the Nor ther n Reaches. Tr aditional uses is to w r ap other foods
in it and eat ever ything together. Catching on in Rockhom e and Ethengar.
5 Loafs: 1cp
Lon g Br ead: An expor ted staple fr om Alfheim , this bland tasting br ead w ould not be popular
except for the fact it never spoils, m aking it in dem and w ith sailor s and adventur er s.
1 Loaf: 8sp
Lu ci an Sal t Br ead: A com m on staple fr om Seashir e, Salt Br ead does not go bad easily, w hile the
taste leaves m uch to be desir ed, sailor s cannot pass up its longevity.
12 Biscuits: 1cp
M al l ow f er n Dar k W h eat : Another Shir e br ead, M allow fer n is know n for its full taste and
satisfying natur e. It does not take m uch to fill a stom ach, and the flavor is quite enjoyable as w ell.
1 Loaf: 8sp
M an ch eco: Baked by the elves of Belcadiz, this br ead is cooked w ith nuts and fr uits inside, giving it
a ver y pleasant taste. It is one of the few delicacies of Belcadiz the other pr inces enjoy.
1 Loaf: 1ep
M an t ou : A sw eat br ead fr om the Thyatis pr ovince of Ochalea, M antou is m eant to be filled w ith
other tr eats. It is com m only ser ved as a pastr y filled w ith sw eet m eats or candies.
1 Loaf: 3cp
M u l l : The people of Klantyr e love str ength, and their br ead is no exception. W ith a ver y distinctive
flavor and loaded w ith fr uit, M ull is ver y m uch a food of it's land.
1 Loaf: 7cp
Pan em : Possibly the m ost com m on br ead in the Know n Wor ld, this basic Thyatian br ead is given
out fr eely to its people. Know n for being extr em ely easy to m ake, it is a staple ever yw her e.
5 Loaves: 1cp

111

Pl ai n Br ei d: Another br ead of Klantyr e, Br eid is a sim ple br ead, though chew y and ar om atic. The
people of Klantyr e bake the loafs tall, so fam ilies can put m or e food w ith them .
1 Loaf: 4cp
Reedl e Br ead: A com m on br ead found in Dar okin, Reedle m akes it r ye br ead baked w ith com m on
nuts. It is found in taver ns acr oss the nation.
1 Loaf: 2cp
Sh adow gat e W h i t e Br ead: The m ost com m on br ead m ade in the Five Shir es. W hile the taste is
nothing special, the hin pr oduce it in enough quantities that it is found of peasant tables
ever yw her e.
1 Loaf: 1cp
Sk yf yr M i l l et Loaf : An extr em ely low quality br ead found in Alphatia, this is w hat passes for food
for the Jennite slaves. Flavor less and har d, it's only r edeem ing quality is it is extr em ely cheap to
m ake.
10 Loaves: 1cp
St on ebr ead: This flaky br ead is a popular expor t fr om Alphatia. Long lasting, w ith a distinctive
but not unpleasant taste, it is a com m on choice for adventur er r ations.
1 Loaf: 3cp
St r eel Ri ver Fl at Br ead: A failed attem pt at Dar okin to copy the br eads of Ylar uam , the Flat br ead
is used as a br eakfast food w ith any host of spr eads.
1 Loaf: 2cp
Th an t abbar Fest i val Br ead: A r ecipe that w on sever al cooking conskill checks in a r ow, this is a
sw eet br ead cooked w ith a nutty glaze sw ir led inside. Consider ed a tr eat for childr en.
1 Loaf: 6cp
Th r esh ol d Sal t ed Ch el b: A com m on br ead in Kar am eikos, Chelb is a sour dough that is used for all
for m s of cooking, One pr actice is to scoop out the ends to m ake a bow l for soup.
1 Loaf: 2cp
Tor t i l l a: This Belcadiz specialty as a flatbr ead m ade fr om finely gr ound flour. Per fect for w r apping
up your m eal into just a few single bites, it is per fect for the adventur er on the go.
5 Tor tillas: 2sp
Vest l an d Zw ei back : This tw ice cooked br ead is com m on in the Nor ther n Reaches. It tr anspor ts
w ell, and can be dipped in jam s to ser ve as a snack . Popular w ith par ents of teething childr en.
2 Sticks: 1cp
Wyr w ar f Fu n gal Br ead: A br ead m ade by dw ar ves fr om fungus. It has a str ange taste, and a
linger ing after taste as w ell. Dw ar ves seem to the only r ace that can stom ach it.
1 Loaf: 4cp

112

Ex ot i c Speci al t i es

Al h am br a Gol d Sn u f f : A extr avagance am ong the nobles, this finely gr ound tobacco causes a
r elaxing feel w hen you w ant it, w ithout the need for lighting a pipe or a cigar.
1 Tin: 8gp
Ci gar : M ade w ith fine Belcadiz tobacco leaves, these exquisite sm oking tr easur es ar e tr easur ed by
gentr y ever yw her e. Per fect for celebr ations, they go w ell w ith any of our br andies.
1 Cigar : 4gp
Cocoa: This bean can be tur ned into any num ber of tr eats, and the taste is bor der line addictive.
Im por ted fr om an unknow n location by M inr othad, this delicacy is taking the continent by stor m .
1 lb Bag: 50gp
Locu m : A popular specialty fr om fr om the finer confectioner s of Thyatis, Locum is m ade w ith dates
w r apped in a sw eetened gel then cover ed in pow der ed sugar. Extr em ely popular w ith the nobles.
1 Tin (20 pieces): 4gp
M ok t aar : A str ange dw ar ven tr eat, this is the for m of a har d candy popular am ong its m iner s.
Instead of being sw eet, it tastes of a var iety of m eat pr oducts. A single M oktaar candy lasts for
about six hour s.
1 Pack (six pieces): 6sp
Pem m i can : Fr om the Atr uaghin plateau com es this sm oked bison delicacy. Pow der ed and
flavor ed w ith a var iety of ber r ies, this high ener gy r ation is per fect for adventur er s on long
ter m quests.
1 Pouch: 8sp
Pepper pot 's Pr i sm at i c Taf f y: A tr eat fr om the Shir es, this candy consists of a foot long str ing of
sticky taffy of var ious color s. The delight is that each of the seven color s is a differ ent flavor.
1 Piece: 1cp
Pi pew eed: Gr ow n in m any var ieties acr oss the Five Shir es, w hile a staple am ong the hin, pipe
sm oking is not as com m on in other countr ies. For those that possess the habit, please specify br and
w hen or der ing.
Com m on Quality 1lb pouch: 8sp. Good Quality 1lb pouch: 2gp. Excellent Quality 1lb pouch: 1pp.
Pipe: 1 ep.
Qu azzi di n gs (Candied): A gnom ish confection, The Quazziding is a extr em ely bitter fr uit w hen
candied m akes for one of the m ost unique tastes of extr em e bitter ness and tar t sw eetness.
1 Jar (5 fr uits): 1ep
Tabl et : Fr om the Pr incipality of Cr ow nguar d com es this cr um bly tr eat. M ade w ith butter, eggs and
sugar and flavor ed w ith w hisky. Consider ed a delicacy by the Klantyr e w ar r ior s, and it tr avels
w ell.
1 Half-Pound Br ick: 3sp

113





- Gaseous Form: As the spell, but cannot effect check, if successful your hands becom e claw s

gear . and attack as a dr agon of the sam e hit dice

- True Polymorph: As the spell, but only equal or lesser to his level. This effect lasts

cr eatur e to cr eatur e. one r ound per level.

- Stoneskin: As the spell. - Dr agon Scal e: You m ust m ake a DC20 Ar cana

Dr acol ogy check, if successful your natur al ar m or class
becom es equal to a dr agon w ith equal or

1st Ci r cl e of Dr agon s lesser hit dice than his level. This ability last

You have begun to under stand the m agic of one r ound per class m age level.
dr agons. - Dr agon W i n g: You m ust m ake a DC20 Ar cana

- Dr agon Totem : Pick a dr agon type, w hen you check, if successful you m anifest w ings of the
m akes a skill check using a cir cle of dr agons chosen type, and can fly at the speed of your
feat, you m anifests changes into the featur es chosen dr agon, your car r y w eight is 100lbs
of a dr agon of that color. per char acter level. This ability lasts one
r ound per cr aft m age level.
- Pr otection fr om Dr agons: You m ust m ake a
DC15 Ar cana check to pr event a dr agon fr om 3r d Ci r cl e of Dr agon s

attacking you. The effect is autom atic if you You gain dr agon's br eath.

ar e a higher total level than the dr agon's hit - Dr agon Br eat h : You gain a br eath w eapon
dice, other w ise the dr agon m ake m ake a w ill identical to your chosen dr agon. The dam age
save against your spell pow er to ignor e the is the sam e as a dr agon w ith equal or lesser
effect. W hile the effect is active the dr agon hit dice to your char acter level. This ability
cannot attack the w izar d or his par ty, can be used thr ee tim es befor e needing a long
including casting spells or using a br eath r est.
w eapon. The dr agon can com m unicate w ith

you and know s your exact location but cannot 4t h Ci r cl e of Dr agon s

har m you. The effect ends if you get m or e You can bend the w ill of dr agons to your ow n.
than 120' fr om the dr agon, or if you or a
m em ber of his par ty attacks the dr agon or - Dr agon M i gh t : You m ay attem pt to dom inate
tr ies to steal fr om the dr agon. a dr agon, the dr agon m akes a saving thr ow
against the your spell pow er , if the dr agon
2n d Ci r cl e of Dr agon s fails to save tr eat the effect as a Dom inate

You have lear ned how to m anifest aspects of M onster spell. The effect lasts 10 m inutes per
dr agons. your cr aft m age level.

- Dr agon Toot h : You must m ake a DC20 ar cana 5t h Ci r cl e of Dr agon s

check . If successful you can m anifest m agical You can assum e the for m of a dr agon.
fangs that have a r ange of 10' and attack as a

dr agon bite attack of a dr agon w ith the hit - Hi gh M ast er of Dr agon s: You m ay m ake a

dice equal or lesser to the char acter 's level. DC25 ar cana check, you can polym or phsinto a

The effect lasts five r ounds. Gr eat Wyr m var iant of the chosen dr agon.

- Dr agon Eye: You m uch m ake a DC20 Ar cana This effect lasts for 1d4 r ounds.

check . For a num ber of r ounds equal to your Cr itical Failur e: A Gr eat Wyr m of your type

level, the w izar d autom atically detects appear s in 3d10 m inutes and attacks. The Gr eat

invisible or polym or phed dr agons. Wyr m has m axim um hit points.

- Dr agon Cl aw : You m ust m ake a DC20 Ar cana 116

El em en t al i sm Cr itical Failur e: The cr eatur e ar r ives hostile

1st Ci r cl e of El em en t s tow ar ds you.

4t h Ci r cl e of El em en t s

At 1st level you gain pr otection fr om your chosen

elem ent. At 4th level you gain even m or e elem ental

contr ol.
Pr otection fr om Elem ents: Pick an elem ental type

as your Elem ental focus. You gains the follow ing El em en t al M ast er y: You gain fur ther abilities

benefits depending on elem ent. based on their focus.

- Fir e: Resistant to Fir e dam age, can w alk over - Full Elem ental Contr ol: You m ay m ake a D20

lava w ithout har m for 90ft or 3 r ounds, ar cana check . If successful the you can cr eate

w hichever com es fir st. an elem ental out of appr opr iate m ater ials on

- Water : Resistant to Water dam age, can w alk hand. The new ly cr eated elem ental is

over w ater for 90ft or 3 r ounds, w hichever com pletely under the your contr ol.

com es fir st. - Fir e: You takes no dam age fr om heat, though

- Ear th: Resistant to dam age fr om Ear th still takes dam age as nor m al fr om fir e. The

dam age. Can w alk over quicksand, m ud or you can change the size of a fir e by 2ft per

cr um bling ledges for 90ft or 3 r ounds, r ound at w ill.

w hichever com es fir st. - Water : The you can m ake w ater be as still or

- Air : Resistant to dam age fr om Air dam age. r ough as a stor m equal to 3ft tim es your caster

Can w alk on clouds or clim b sm oke up for 90ft level. You can br eathe w ater at w ill, and has

or 3 r ounds, w hichever com es fir st. advantage on all sw im m ing checks, ignor ing

2n d Ci r cl e of El em en t s even cur r ents and w hir lpools.
- Ear th: The you can cast move earth w ithout

You can sum m on m inor elem entals. using a spell slot. You can never im m obilized

- M inor Conjur ation: You m ust m ake a DC15 by being bur ied.
ar cana check . On a success the you sum m on - Air : The you can cast gust of wind w ithout
1d4 m inor elem entals of you focus. The
elem entals have the m inim um am ount of hit using a spell slot. All m issile attacks against
points they could have. The elem entals w ill the you ar e at a disadvantage. The you take
no dam age or can be m oved by high w inds.

per for m one task, and disappear after Cr itical Failur e: The cr eated elem ental cr eatur e

finishing it. They also vanish after a num ber goes ber ser k, attacking all near by.

of days equal to your caster level. 5t h Ci r cl e of El em en t s

Cr itical Failur e: A elem ental of the r ival elem ent
At 5th level you can change for m into an

appear s, hostile to you.
elem ental.

3r d Ci r cl e of El em en t s M etam or phosis: You m ust m ake an Ar cana D25

At 3r d level you can sum m on all sor ts of check, if successful you becom e an elem ental of

elem ental cr eatur es. your focus. You r etain all spells and abilities. In

- M ajor Conjur ation: As above, except you addition the you can tr avel to the elem ental plane
sum m on any cr eatur e fr om the chosen of your focus at w ill.

elem ental plane. That cr eatur e w ill per for m a Cr itical Failur e: An elem ental of the focus type

task exactly as above. appear s w ith m axim um hit points hostile to you.

117

Pen u m br a Ar cana check, if successful a tar get w ithin
120' is attacked by an illusionar y m onster or
1st Ci r cl e of I l l u si on m onster s w ith a CR no gr eater than your
level. The cr eatur es exist only in the tar get's
At 1st level you have lear ned the ar t of m ind, but the dam age dealt is r eal. The
hypnotism . effect lasts until the illusionar y m onster is
defeated, you end it, or br eaks concentr ation.
- Hypnosis: You m ust m ake a DC10 Ar cana You r egains this ability after a long r est.
check . If successful the tar get m akes a
w isdom save against the your spell casting Cr itical Failur e: The illusion fails but you ar e
ability. If the tar get fails, they act as if they unaw ar e of that. You can take no other actions
ar e under a suggestion spell. The suggestion than attem pting to m aintain the failed illusion
cannot m ake the tar get violate their until they pass a DC20 Intelligence check at the
alignm ent or har m them selves. The effect star t of each r ound.
ends w hen tar get has per for m ed a task for
the Illusionist, taken dam age or the 4t h Ci r cl e of Pen u m br a
Illusionist ends it. If the suggestion isn't clear
the effect autom atically fails. You r egains the At 4th level you lear n how to cr eate item s out of
ability to use this after a shor t r est. sh ad ow .

Cr itical Failur e: You ar e affected by the - Shadow Reality: You m ust m ake a DC20
suggestion instead, w ith the sam e r estr ictions. Ar cana check, if successful you m ay
dimension door fr om one shadow to another
2n d Ci r cl e of Pen u m br a in sight, or becom e a non-cor por eal shadow.
W hile in the shadow you can cr eate
At 2nd level you can now tam per w ith dr eam s. im m ovable solid objects like stair s out of
shadow s. You can alter shadow s w ith in 1
- Dr eam Alter ation: You m ust m ake a DC12 yar d per level.
Ar cana check against a sleeping tar get. The
tar get can be up to 1 m ile aw ay per caster Cr itical Failur e: You ar e instead tr anspor ted to
level. You can send a m essage or a the Dim ension of Nightm ar es, w her e you m ust
nightm ar e. If a m essage is sent the tar get find your ow n w ay back to safety.
w akes up w ith the m essage fr esh in their
m ind. If a nightm ar e is sent, the tar get m ay 5t h Ci r cl e of Pen u m br a
m ake a W isdom save vs. the your spell
casting ability. If successful nothing At 5th level you can cr eate your ow n str onghold
happens. Other w ise the tar get does not fr om the Dr eam lands.
benefit fr om the r est. If the tar get can pass
tw o saving thr ow s in a r ow they ar e im m une - Dr eam lands: You cr eate an inter dim ensional
to your pow er Dr eam Alter ation m ay only be str onghold in the Dim ension of Nightm ar es.
used once per dr eam . This is tr eated exactly like M ordenkainen's
M agnificent M ansion, except the m ansion
Cr itical Failur e: The sleeping tar get w akes up does not expir e. To entir e the str onghold you
w ith the know ledge of your identity. m ust m ake a DC20 Ar cana check .

3r d Ci r cl e of Pen u m br a - You can cr eate shadow cr eatur es w ith a CR
up to your level and send them fr om
Star ting at 3r d level you can conjur e illusionar y str onghold on a m ission. This r equir es a
m onster s. DC25 Ar cana check . You can see thr ough
their eyes and hear w hat they hear. They
- Delir ium Tr em ens: You m ust m akes a DC15
118

w ill r em ain until the task is done or they ar e per CR. Cor por eal undead need a fr esh
sl ai n . cor pse, incor por eal just a par t of a cor pse.
The actual r itual r equir es 1 hour per CR and
Cr itical Failur e: The cr eated cr eatur es go r equir es a Ar cana DC15 check, at the end the
ber ser k instead and attack you. undead is com pletely loyal to you, unlike
Contr ol Undead. Liches cannot be cr eated.
Th an at ol ogy
Cr itical Failur e: You take 1d6 points of Necr otic
1st Ci r cl e of Th an at ol ogy dam age per CR of the cr eatur e attem pted, plus
another d6 for each im m unity or special attack
Star ting at 1st level you lear n how to pr otect of the undead. This dam age ignor es any
your self again undead. r esistance or im m unities.

- Pr otection fr om Undead: You m ust m ake a 4t h Ci r cl e of Th an at ol ogy
DC10 Ar cana check . W hile this is active a
num ber of undead cr eatur es w ith CR up to At 4th level you can attem pt to r aise the dead.
the your level cannot attack anyone w ithin
10? of the your r itual. Cr eatur es w ith low er - Raise Dead: You m ust m ake a DC20 Ar cana
CRs ar e affected fir st. This pow er lasts until check . If successful you can cast Tr ue
the you m ove out of the cir cle, or som eone in Resur r ection w ithout spell com ponents.
the cir cle attacks.
Cr itical Failur e: You loses 1 point of Constitution
Cr itical Failur e: The you cannot attack undead for ever y level or Hit dice of the cr eatur e you
instead until you is attacked by one. w as tr ying to r aise. If this r educes your
Constitution to 0 the caster tur ns to a pile of ash
2n d Ci r cl e of Th an at ol ogy and cannot be r esur r ected by any m eans.
Other w ise the Constitution r etur ns at the r ate of
At 2nd level you have developed the ability to 1 per long r est.
contr ol the undead.
5t h Ci r cl e of Necr om an cy
- Contr ol Undead: You m ust m ake a DC15
Ar cana check . If successful he im m ediately W hen you r each the 5th level of Thanatology
gains contr ol of undead w ithin 120' w ith a you obtain lichdom .
com bined CR equal to your level. This
undead can be contr olled or destr oyed at Attai n Li chdom
w ill. The effect ends at the r ise of the next
full m oon. Liches ar e im m une to this affect. - The Necr om ancer under takes a r itual that

Cr itical Failur e: You fall under the contr ol of the r equir es 20 w eeks to com plete, and costs
near est intelligent undead w ithin 120', or goes
catatonic for 1d8 hour s other w ise. You stay 25,000gp. At the end of the r itual the
under contr ol until the next full m oon or the
undead is destr oyed. Necr om ancer m akes a DC25 Ar cana check . If

3r d Ci r cl e of Th an at ol ogy successful the caster im m ediately gains the

W hen you r each 3r d level you gain the ability to follow ing abilities fr om the Lich entr y in the
contr ol undeal.
m onster m anual:
- Cr eate Undead: You can cr aft undead after a
r itual. The r itual r equir es tw o w eeks of - Dam age Resistance: per lich
r esear ch per challenge r ating, and 1000gp
- Dam age Im m unity: per lich

- Condition Im m unity: per lich

- Tr uesight 120ft

- Legendar y Resistance 3/day

- Rejuvenation

- Par alyzing Touch

119

- Tur n Resistance or low er. M ake a DC12 Ar cana check, if
- Undead successful can take contr ol of the nam ed
cr eatur es, w ith a com bined CR equal to their
Cr itical Failur e: The Lich is tur ned into a dem on level. You can see thr ough their eyes and
of the DM 's choice and is r em oved fr om the hear w hat they hear. The ability lasts for 1
gam eHigh . hour. The anim al's actions ar e lim ited by its
intelligence. To acquir e a r une r equir es 2
Cr ypt om an cy w eeks of study, 500gp in cost and a DC12
Investigation check .
Runic m agic is extr em ely danger ous, the m or e
you use r unes the m or e likely ther e is a 3r d Ci r cl e of Ru n es
catastr ophe. Each r une used past the fir st in a
given day incr eases the chance of a cr itical Upon r eaching 3r d level you have lear ned to
failur e by 1. So the second tim e you check for a contr ol the elem ents.
Cr itical Failur e the failur e is confir m ed on a 2,
then 3, 4 etc. - Rune of Pow er : Your lear n the tr ue nam e for
a sour ce of ener gy, (fir e, cold, electr icity, etc).
Cr itical Failur e: Fir st attem pt that day: A stor m M ake a DC15 Ar cana check to incr ease or
occur s in a 24 m ile ar ea center ed on you. No decr ease the dam age of a spell using that
tr avel is possible. The stor m lasts 1d12 hour s. ener gy by a num ber of dice equal to your
level. This cannot r educe dam age below 0 or
Second attem pt that day: A earthquake occur s incr ease it above 20d6. This m ay be done as
like the spell. The ear thquake has a 36 m iles a r eaction. To acquir e a r une r equir es 4
r adius center ed on the you. The ear thquake w eeks of study, 1000gp in cost and a DC15
lasts for one m inute. Investigation check .

Thir d or m or e attem pt that day: The stor m and 4t h Ci r cl e of Ru n es
the ear thquake both occur , and the r une is
r ipped fr om the m ind fr om your m ind and m ust At 4th level you have lear ned to bind m agic to
be r elear ned. item s.

1st Ci r cl e of Ru n es - Runes of M agic: You lear n to bind spells to
item s. M ake a DC20 Ar cana check, if
At 1st level you lear n the tr ue nam es for successful the spell is bound to an item . The
com m on elem ents. spell tr igger s w hen the item is used or picked
up. Each spell r equir es a differ ent r une.
- Rune of M atter : You lear n the tr ue nam e for Only one r une per item can inscr ibed, the
a com m on m ater ial (gold, sand, glass, ir on). r une is per m anent until activated or
M ake a DC10 Ar cana check . If successful the dispelled. The r une is invisible after casting.
you can m old the m ater ial 1sq ft per caster You can bind cr eatur e nam es to ar eas to
level. The m ater ial r etur ns to its nor m al pr event the cr eatur e fr om enter ing. You can
shape in 1d4 r ounds. To acquir e a r une inscr ibe five r unes on a golem to activate it,
r equir es 1 w eek of study, 100gp in cost and a at a m ater ial cost of 1,000gp per hit die.
DC10 Investigation check . Acquir ing a r une r equir es 8 w eeks of study,
2500gp in cost and a DC20 Investigation
2n d Ci r cl e of Ru n es check .

At 2nd level you lear n to contr ol non m agical 120
anim als.

- Rune of Life: Your lear n the tr ue nam e for a
non-m agical cr eatur e of anim al intelligence

5t h Ci r cl e of Ru n es - Sickness: The victim becom e violently ill, no
m agic can cur e the disease.
Upon r eaching 5th level you have lear ned how
to contr ol sentient cr eatur es thr ough their tr ue - M adness: The victim m ust m ake a W isdom
nam e. Save vs. your Spellcasting Ability or lose a
point of Constitution. The only w ay to
- Tr uenam e: You lear n the tr ue nam e of an r estor e this loss is to find and destr oy the
intelligent cr eatur e. This acts exactly as a doll.
Rune of Life. You can r eplace spells the
tar get has m em or ized w ith your ow n, and Cr itical Failur e: The doll is destr oyed and the
can cast the tar get's spells or inscr ibe them you suffer the effects of a Bestow Curse spell,
in your spell book . To acquir e a r une effects up to the DM . The cur se is dispelled
r equir es 6 m onths of study, 5000gp in cost nor m ally.
and a DC25 Investigation check .
W itches Char m : M akes a DC12 Ar cana check,
Wi tchcr af t if successful the Char m r estor es all lost
Char ism a fr om the W itchcr aft Cir cle for 24
Pen al t i es: After each feat is acquir ed the hour s.
char acter loses 2 points of Char ism a
per m anently, to a m inim um of 3. Cr itical Failur e: The w itch loses a per m anent
point of Char ism a.
1st Ci r cl e of W i t ch cr af t
3r d Ci r cl e of W i t ch cr af t
At 1st level you have lear ned to br ew potions
and char m those ar ound you w ith your w or ds. At 3r d level you lear n to cr eate m inions to ser ve
your needs.
- Br ew s and Potions: Identical to the Alchemy
1st cir cle ability Alchem ical Pr epar ation, - Spellbinding: M ake a DC15 Ar cana check, if
except the concoction is in the for m of a successful you conjur e a num ber of
potion. You do not get the incr eased cr eatur es w hose com bined CR ar e equal to
pr epar ation tim e like alchem ists how ever. the your level. The cr eatur es m ust be of the
sam e alignm ent as you. The cr eatur es ar e
Cr itical Failur e: The potion has the opposite utter ly loyal to you, and you can see thr ough
affect intended. their eyes. The cr eatur es last until slain or
dism issed.
- Silver Tongue: M aks a DC10 Ar cana check, if
successful the you gain advantage on all Cr itical Failur e: Instead of appear ing, the
per suasion r olls for one hour. cr eatur e takes over your body for an entir e day.

Cr itical Failur e: You ar e incapable of falsehoods, 4t h Ci r cl e of W i t ch cr af t
including by om ission for one hour.
W hen you r each 4th level you gain the ability to
2n d Ci r cl e of W i t ch cr af t shapechange into lesser cr eatur es.

Star ting at 2nd level you have lear ned to cr aft - Shapechange: M akes a DC15 Ar cana check
dolls to inflict cur ses upon your enem ies. and can assum e the shape of a cr eatur e or
cr eatur es w hose com bined CR is equal or
- Doll Cur se: You cr eate a pair of dolls that less than your s. The cr eatur es cannot have
look like your victim , the pr ocess taking tw o m or e than 4HD each. In the case of m ultiple
days per level of the victim , r equir ing you to cr eatur es you becom es a single cr eatur e and
place one doll in the victim 's hom e. If the contr ols the other s. Dam age dealt to a
doll is destr oyed all effects end. Each night contr olled cr eatur e is dealt the you w hen
you can per for m one of the follow ing actions you r etur ns to nor m al for m . This ability
by m aking a DC12 Ar cana check . lasts until you dispels it.

- Pain: The victim takes 1d6 dam age, not Cr itical Failur e: You cannot r etur n to nor m al
r educed by anything. for m , the effect m ust be dispelled nor m ally

121

5t h Ci r cl e of W i t ch cr af t decides to r elinquish contr ol. The victim is
fully aw ar e of w hat is happening w hile
W hen you r each the 5th level of W itchcr aft, possessed. The w itch m ay cast her spells or
you have lear ned to take possession of other use any of the victim 's abilities w hile in
cr eatur es. p ossessi on .

Ultim ate Possession: On a DC25 Ar cana check Cr itical Failur e:You possess the victim , but
the W itch m ay M agic Jar into an unw illing your body dies. If you r elease contr ol or ar e
victim as per the spell. The victim m ust be of for ced out by a dispel m agic spell or sim ilar ,
equal or low er level but gets no save. You you die.
m ay stay in the victim s body until you

Nor dic Rune Magic

In the old tales of Jar ls, ther e w er e given to thr ee death saves w ith no healing or help
the gr eat lor ds of old w or ds of pow er by the fr om other s. Any non-m agical ability to
Im m or tals. The w or ds give those that use m odify deaths saves is allow ed. If you die
them tr em endous w isdom , str ength, w ealth then you cannot be r esur r ected. Other w ise
or a host of other gifts, but at a ter r ible cost. you w ill aw aken in nine days fr om your near
Each tim e a Nor thm an lear ns a new r une, death state. You then lose 1 point of
ther e is a ver y good chance they w ill per ish in Constitution per m anently, but gain the
the attem pt. Ther e is a gr eat cost to acquir ing know ledge of a r une. You m ust m ake a DC15
each r une. Char ism a save, if successful you can pick the
r une you have lear ned, other w ise it is
To acquir e a r une you m ust seek out a cler ic deter m ined at r andom .
of the Nor ther n Im m or tals, know n as a
godr ic. You m ust then convince the godr ic to A r une has m ultiple uses. You can use
per for m the r itual to let them r equest each ability of the r une once befor e needing a
know ledge fr om the Im m or tal. Dur ing the long r est. The effect of the r une lasts for 10
r itual the ar e ar e hung fr om a tr ee, bur ied m inutes unless a spell effect or other w ise
alive, left to the elem ents or other w ise placed stated. If the r une allow s for a saving thr ow ,
in extr em e danger. Ther e the char acter w ill you use your char ism a to deter m ine the DC of
r em ain for nine days. W hen the Godr ic the saving thr ow. Som e r unes have
r etur ns you w ill either aw aken, gr eatly per m anent affects that tr igger autom atically.
w eakened fr om the or deal, or have died in Rune effects that tr igger im m ediately r esolve
the attem pt. It is a r isk m any ar e w illing to upon being activated. The r une m ust be
t ak e. applied to an item or a per son to activate.
This take a full action.
To per for m the r itual you m ust w or ship of the
Nor ther n im m or tals (Odin, Thor , Fr ey/Fr eya,
Loki or Hel) and m ust contact the Godr ic as
above. If you ar e able to convince the Godr ic
helps you under goe a r itual suicide. This puts
you at 0 hit points. Then you m ust m ake

122

Rune/Nam e Ef f ect Ef f ect Ef f ect Ef f ect
Feh u /Cat t l e
Ur ur /Aur och You detect gr eatest Indicates dir ection to a Item of value is under Per m anently
Thur s/Giant am ount of tr easur e in specifically identified effect of nondetection announces your
90f t . cr eatur e spell for one day ow ner ship of an item
As/Im m or tals w hen picked up.
Raidu/Jour ney Causes hostile w ild Your str ength becom es All attacker s w ithin 30' None
Kaunna/Fir e anim al to becom e 18. w ill only attack your
placid unless a w isdom char acter for dur ation None
Gef u /Gi v i n g save is m ade. Hostile giant cr eatur e of effect.
W u n j u /Joy becom es stunned
Hagla/Cr uelty Per m anent advantage unless it can pass a Char acter enlarges like
Isar /Ice on per suasion skill saving thr ow at the the spell.
Jar n/Fr uitful Natur e checks against giantish star t of each r ound
Ihw ar /Hunter cr eatur es.

Gr ants True Sight like Center s a Protection You have advantage on None
sp el l from Good and Evil in a all saving thr ow s
10' cir cle ar ound you.

For next six hour s Can autom atically For the next six hour s None
autom atically aw aken if deter m ine w hich w ay is gain advantage on all
enemy or hostile your destination Constitution skill checks
cr eatur e appr oaches due to fatigue or

For tw o hour s the r une The r une w ill bur n on a None None
w ill bur n on an item w eapon, dealing 3d4
like a tor ch, but not extr a fir e dam age. This
consum e the item . w ill not har m the
Rune goes out if w eapon.
subm er ged.

You gain advantage on You gain advantage on None None
any Per suasion skill Per suasion skill checks None
checks to acquir e to com e to a peaceful None
assi st an ce agr eem ent.

You gain advantage on You gain advantage on Cr eatur es in 20' m ust
Per for m skill checks in any Per suasion check to m ake Char ism a saving
fr ont of an audience acquir e aid thr ow or stop fighting

Casts a lightning bolt Casts sleet stor m None
like the spell, for 3d6 center ed on your self
dam age for 10 m inutes.

Fr eezes a 10x10 ar ea of Casts Ice Storm w ithin None None
w ater into ice thick 60'. Dam age is 3d6.
enough to hold your
w eight.

You detect poison of You detect spell None None
any type in food or com ponents or None
dr ink alchem ical ingr edients You autom atically pass
in 1 m ile. any attem pt to tr ack a
You gain advantage to non-m agical anim al.
hit w ith m issile W hen using Sur vival
w eapons. skill to hunt, you can
autom atically captur e
anim als alive.

123

Rune/Nam e Ef f ect Ef f ect Ef f ect Ef f ect
Pethr u/Unseen
Algir /Elk You ar e ignor ed by M essages w r itten w hile You know s of pr esence None
Sow elu/Sun those w ithin 60' until the r une is activated ar e but cannot see invisible
Tiw ar /War effect ends or you invisible except to cr eatur es w ithin 60'
Ber kana/Bir ch attack . r ecipient
Ehw ar /Hor se
Mannar /Man Your shield gains a +1 You gain advantage on You can cause one None
Lagur /Water m agical bonus. savings thr ow s against attack against him to
Ingw ar /Gr ow th m agic. m iss autom atically.
Odala/Bir thr ight
One healing effect used You can cast Revivify None None
Dagar /Day heals the m axim um just like a cler ic. None
am ount of dam age. The None
r une then expir es.

You can autom atically You ar e im m une to fear Enem ies w ithin 10'
do m axim um dam age for dur ation of r une. have disadvantage
w hen r olling, r une then testing for fear.
expir es.

You cast Barkskin on You have r esistance You can im m ediately
your self. against next sour ce of use any available hit
dam age dice for healing.

You can see thr ough You autom atically Can sum m on specific None
your hor se's eyes. passes any Anim al hor se w ithin one m ile if
Handling skill checks hor se know char acter.
w ith hor ses

You im m ediately know s You can ask thr ee Instantly know the None
m otivation of one questions to a per son dir ection of the ow ner
str anger. that m ust be answ er ed of an item .
in full and tr uthfully.

You can cast water You can float, Invoking the r une on a Using the r une on a
br eathing. r egar dless of w eight, as ship keeps it fr om stick causes the stick to
w ell has hold up one sinking for 10 m inutes x keep one per son afloat
Causes vegetation to per son. 1d6. for 24 hour s.
gr ow r apidly in 15',
cr eating difficult Causes a single item Casts enlarge on a single None
ter r ain. m ade out of a plant anim al.
m ater ial to becom e 5x
lar ger.

Another char acter You ignor e the next None None
im m ediately ignor es attack that w ould
one attack that w ould r educe them to 0 hit
r educe their hit points points. This effect does
to 0 not expir e until attack
is negated.

Rune becom es br ight as Rune cr eates dar kness Char acter can see None
day for 200'. w ithin 120' of char acter. per fectly in the dar k for
Illum ination is tr eated
as dir ect sunlight. 120'

124

NewSpells

Accounti ng At higher levels. W hen you cast this spell using
a spell slot of 4th level or higher , add 10 m inutes
4th Level Divination (W izard) to the dur ation for ever y level above 3r d.

Cast i n g Ti m e: 10 M inutes Car een

Ran ge: 10 feet. 2nd level Transmutation (W izard)
Cast i n g Ti m e: 1 action
Com pon en t s: V, S, M (1 ledger w or th 10gp, Ran ge: 100 feet
consum ed) Com pon en t s: V, S, M (sand paper )
Du r at i on : Instantaneous
Du r at i on : Instantaneous This spell r em oves all sea gr ow th fr om a 10x10
section of a ship. If used as a touch attack, the
W hen cast on a r oom no bigger than 10x10x10, victim takes 1d8+1 per caster level on a failed
this spell checks the m ath of ever y ledger , saving thr ow. This spell is taught only by the
invoice, and sales slip in the ar ea. All er r or s ar e M inr othad Tutor ial Guild.
discover ed, em bezzling detected, and r ecor ds
balanced. Anything suspicious is r ecor ded in
the ledger used as a com ponent. This spell is
taught only by the Dar okin M er chant's Guild
and M inr othad Tutor ial Guild.

Bl each Cal l u pon Radi an ce

Cantrip (W izard) 5th level Invocation (W izard, Sorcerer/Radiance)
Cast i n g Ti m e: 1 m inute r itual
Ran ge: Touch Cast i n g Ti m e: 1 m inute
Com pon en t s: S Ran ge: Self
Du r at i on : Instantaneous Com pon en t s: V, M (soul cr ystal)
W ith a touch you r em ove a stain fr om a cloth, Du r at i on : 10 m inutes per level
non-m agical w r iting fr om paper , or dye fr om The caster infuses him self w ith the pow er of the
fabr ic. This spell is extr em ely popular w ith the Rad, gr anting him 1 Rad die per level. The
students at the Gr eat School of M agic. caster can spend the die w hen casting a spell to
change one die of dam age per char ge to it's
Cal m W i n ds m axim um value. The spell expir es at the end of
the dur ation or w hen all char ges ar e spent.
3th level Alteration (W izar d) W hen the spell is cast the caster m ust m ake a
Cast i n g Ti m e: 1 action DC 13 Constitution saving thr ow or becom e
Ran ge: 360 yar ds exhausted, the DC goes up by tw o for ever y tim e
Com pon en t s: V, S, M (bit of sail cloth) a Radiance spell has been cast since a long r est.
Du r at i on : 10 m inutes. This spell is consider ed extr em ely r ar e, casting
W hen you cast this spell you change all w eather it in public, especially in Glantr i or Alphatia w ill
affects on the w ind char t (Page 109 of the DM G) dr aw all sor ts of unw anted attention.
fr om heavy to light. It has no effect on fog or
pr ecipitation. This spell is taught nor m ally only 125
by the M inr othad Tutor ial Guild.

Du r at i on : Instantaneous

By touching the w agon you can autom atically
detect w her e the w agon w as packed cor r ectly.
This spell does not guar antee the w agon w ill be
r epacked cor r ectly, just if it w as done r ight the
last tim e. The spell is taught only by the
Dar okin M er chant's Guild.

Ch eck Car avan Cl ear Si gh t

4th level Divination (W izard) 1st level Divination (W izard)

Cast i n g Ti m e: 1 hour Cast i n g Ti m e: 1 action

Ran ge: 1 m ile Ran ge: Self

Com pon en t s: V, S, M (Cr ystal w or th 100 GP) Com pon en t s: V, S

Du r at i on : Instantaneous Du r at i on : Concentr ation

This spell finds any flaw s in a car avan befor e it You can see to the hor izon as if it w er e ten feet
leaves. Sick anim als, badly secur ed car go, or in fr ont of you. You ar e r estr icted by nor m al
dam aged w agons, the spell w ill let the caster conditions like fog or dar kness, and can only see
know autom atically w hat is the pr oblem . The nor m ally or at m axim um r ange. Spells and
spell w ill w or k on car avans up to 100 w agons in abilities that ar e in effect ar e not affected, so
length, but m ust be cast befor e they leave in the spells like Tr ue Seeing ar e am plified by this
m or ning. It w ill only detect physical pr oblem s, spell. This spell is nor m ally only available
not intentions. It w ill not tell you if the guar ds thr ough the M inr othad Tutor ial School.
ar e planning to r ob you. This is spell is only
taught by the Dar okin M er chant's Guild. Cl i m at e

Ch eck Load 3rd level Transmutation (W izard)

2nd level Divination (W izard) Cast i n g Ti m e: 1 hour

Cast i n g Ti m e: 1 m inute Ran ge: 30 feet

Ran ge: Touch Com pon en t s: V, S, M (sm all jar of w ater )

Com pon en t s: V, S Du r at i on : Concentr ation, up to 1 day.

W hen cast this spell changes the clim ate in 1
m ile per level. You can decide any tem per atur e
fr om ar ctic to tr opical. The w eather w ill behave
like the desir ed patter n for as long as the spell is
active. Weather patter ns w ill for m slow ly, it is
not an instantaneous effect.

Cl ot h w al l

4th level Conjuration (W izard)
Cast i n g Ti m e: 5 m inutes
Ran ge: Self
Com pon en t s: V, S, M (silver needle)
Du r at i on : Instantaneous

126

A single sheet of cloth extr udes fr om your Cr eat e Ai r
hands, cr eating a single 30x30 non-m agical
cloth. If you have pr oficiency in Weaver 's Tools 3rd Level Conjuration (W izard)
you can shape the cloth into a shape like a tent
or a gar m ent. The cloth com es out a single Cast i n g Ti m e: 1 action
color , and is tough and dur able. It cannot be
attached to anything w hen cast, it com es in a Ran ge: Self
pile on the gr ound.
Com pon en t s: S, M (gr ain of sea salt)
Con t r ol Dest i n y
Du r at i on : Instantaneous
7th Level Enchantment
(W izard/Sorcerer/Radiance) You cr eate enough fr esh air to fill a 10x10x10
r oom . The cr eated air displaces any gas ther e,
Cast i n g Ti m e: 1 M inute but heavier gases w ith displace the air after the
casting. The air cr eated is not pow er ful enough
Ran ge: Self to push anything other than gas.

Com pon en t s: V, S At Higher Levels. W hen you cast this spell
using a spell slot of 4th level or higher , cr eate an
Du r at i on : Concentr ation, up to 8 hour s. additional 10x10x10 section of air for each level
above 3r d.
W hen you cast Contr ol Destiny you gain a
num ber of Rad dice equal to your level. Until Cr ow d Su m m on i n g
the spell expir es or w hen you r un out of char ges
w hen you have to m ake a saving thr ow you 2nd Level Enchantment (Bard, W izard)
autom atically pass the saving thr ow. Each
saving thr ow costs one char ge. Cast i n g Ti m e: 10 m inutes

W hen the spell is cast the caster m ust Ran ge: 120' feet
m ake a DC 15 Constitution saving thr ow or
becom e exhausted, the DC goes up by tw o for Com pon en t s: V, S, M (a piece of shiny cloth)
ever y tim e a Radiance spell has been cast since
a long r est. This spell is consider ed extr em ely Du r at i on : Concentr ation, up to 1 hour
r ar e, casting it in public, especially in Glantr i or
Alphatia w ill dr aw all sor ts of unw anted Cr ow ds ar e natur ally dr aw n to you w hile this
at t en t i on . spell is active. Any test to gain attention fr om
people or selling a pr oduct have advantage. You
Cou n t Coi n s m ust have at least 50 people in the affected ar ea
to cast this spell. It does not pr ohibit them fr om
Cantrip Divination (W izard) leaving, but m akes you m uch m or e inter esting
to them . This spell is nor m ally taught only by
Cast i n g Ti m e: 1 action the Dar okin M er chant's Guild and M inr othad
Tutor ial Guild.
Ran ge: Touch
Di sch ar ge
Com pon en t s: V, S
8th level Invocation (W izard/Sorcerer/Radiance)
Du r at i on : Instantaneous
Cast i n g Ti m e: 1 Action
W hen you touch a container and cast this spell
you instantly know n the num ber and quantify Ran ge: 10' per char ge
of the coins w ithin. This has no effect on
anything other than m etal coins, and does not Com pon en t s: V, S
tell you the nationality of the coins. This spell is
taught only by the Dar okin M er chant's Guild Du r at i on : Instantaneous
and M inr othad Tutor ial Guild.
You r elease all Radiance dice you still have fr om
other spells. This spell does 10 points of Radiant
dam age per die expended to a single tar get.
Dischar ge ignor es all dam age r esistance and
im m unity. A successful Dexter ity saving thr ow

127

halves the dam age. ends. If neither of the w izar ds is dead at the
end of tw o hour s, the shield dissolves,
W hen the spell is cast the caster m ust m ake a disintegr ating all tr apped inside, no saves or
DC 16 Constitution saving thr ow or becom e m agic r esistance allow ed. If w izar ds br ing
exhausted, the DC goes up by tw o for ever y tim e gr oups w ith them , all pr esent m ust declar e their
a Radiance spell has been cast since a long r est. loyalty. The spell ends w hen the last com batant
This spell is consider ed extr em ely r ar e, casting of one side is dead.
it in public, especially in Glantr i or Alphatia,
w ill dr aw all sor ts of unw anted attention. Eval u at e

Dou se Fl am e 1st Level Divination (W izard)

1st Level Abjuration (W izard) Ca sting Time: 1 action

Cast i n g Ti m e: 1 Action Ran ge: Touch

Ran ge: 10 feet Com pon en t s: V, S, M (1 platinum piece)

Com pon en t s: V, S, M (spr inkle of w ater ) Du r at i on : Instantaneous

Du r at i on : Instantaneous By touching an item you im m ediately know its
value in gold pieces. This spell r eveals nothing
You im m ediately extinguish a 10x10 section of other than m onetar y w or th. This spell is taught
non-m agical fir e. You even r em ove all heat, so only by the Dar okin M er chant's Guild and
ther e is no danger of the fir e r eigniting. This M inr othad Tutor ial Guild.
spell has no effect on m agical fir e or cr eatur es
m ade of fir e.

At Higher Levels. W hen you cast this spell Em bezzl e
using a spell slot of 2th level or higher ,
extinguish an additional 10x10 section of fir e 4th Level Illusion (W izard)
for each level above 1st.
Cast i n g Ti m e: 1 m inute
Du el -Sh i el d
Ran ge: Touch
8th Level Conjuration (W izard)
Cast i n g Ti m e: 1 hour Com pon en t s: V, S, M (a touch of char coal)
Ran ge: Self
Com pon en t s: V, S, M (r uby w or th 5,000 that is Du r at i on : 1 Day
cr ushed w hen spell is cast)
Du r at i on : 2 hour s or death of w izar d. After casting this on a docum ent or ledger , all
This spell r equir es tw o m ages to cast, each m ust skill checks to check the m ath or see if m oney is
know the spell. This is a spell unknow n outside m issing is at a disadvantage. The em bezzle
Alphatia, w hen it is cast it can only end w ith the spell w ill only detect the deception if cast by a
death of one of the w izar ds. It cr eates a dom e higher level w izar d. This spell is taught only by
60' in diam eter encom passing both w izar ds. the Dar okin M er chant's Guild and M inr othad
Nothing shor t of a w ish spell can br ing this Tutor ial Guild, though they ar e both loathe to
shield dow n once cast. Nothing can penetr ate adm it it.
the shield fr om either dir ection.
Eye of t h e Eagl e
The shield is used for duels to the death,
as soon as one of the w izar ds is slain the shield 5th level Enchantment (Cleric/Druid)
Cast i n g Ti m e: 1 action
Ran ge: Touch
Com pon en t s: V, S, M (eagle feather )

128

Du r at i on : 10 m inutes Du r at i on : 1 day

W hile under the effect of this spell, if the per son W hile the paint is w or n by the tar get, they ar e
affected by this spell r olls m axim um dam age under the effects of a bless spells and have
w ith an attack fr om a long or shor t bow , you advantage on all W isdom (Sur vival) tests. The
can r oll another die of the sam e type and add bless effect ends once it is used, but but not the
that dam age to the total. Continue doing so skill advantage. If the bear er of the paint fails a
until you do not r oll m axim um dam age on the saving thr ow against a w ater based attack or is
d i e. subm er ged the spell ends. If cast as a r itual the
caster m ay tar get a num ber of people equal to
Fi r ebow his caster level w ith this spell.

3rd level Invocation (Cleric) I gn or e Road

Cast i n g Ti m e: 1 action 1st level Abjuration (W izard)

Ran ge: Touch Cast i n g Ti m e: 10 m inutes

Com pon en t s: V, S, M (hickor y ash) Ran ge: 100 feet

Du r at i on : Concentr ation or until all the char ges Com pon en t s: V, S, M (dir t fr om the r oad being
ar e used.
tr aveled on)
A long or shor t bow is char ged w ith 3 char ges.
W hen the ar cher shoots an ar r ow , he can use Du r at i on : 1 day
any num ber of char ges. Each char ge adds 1d8
to the dam age if the attack hits. If the attack W hile under this spell car avans ar e able to
m isses the char ges ar e lost. The spell expir es if avoid holes, bad w eather and other pitfalls
all the char ges ar e spent. along badly m aintained r oads. You have
advantage on all Anim al Handling or Vehicle:
At Higher Levels. W hen you cast this spell Land skill checks you have to m ake w hen
using a spell slot of 4th level or higher , add tw o testing to see how far you've tr aveled over land.
additional char ges for each level above 3r d. This spell is taught only by the Dar okin
M er chant's Guild.

Fi r e Gat e I n f u si on

6th level Conjuration (Cleric) 6th level Enchantment (Cleric)
Cast i n g Ti m e: 1 r ound
Ran ge: 10 feet Cast i n g Ti m e: 10 m inutes
Com pon en t s: V, S
Du r at i on : Instantaneous Ran ge: 10 feet
W hen you cast this you enter any bonfir e lar ge
enough to cover you com pletely. You take no Com pon en t s: V, S, M (bit of buffalo dung)
dam age fr om the fir e w hen you do this. You
m ay then telepor t to any fir e that you know of, Du r at i on : One day.
stepping out of the second fir e unscathed.
You m ay cast this spell on a num ber of tar gets
Hu n t i n g Pai n t equal to your cler ical level. W hile this spell is
active, each per son under its effect
2nd level Enchantment (Cleric, Druid) ritual autom atically passes their next saving thr ow.
Cast i n g Ti m e: 30 m inutes The spell for them then expir es. The spell can
Ran ge: touch expir e on one per son and stay active on
Com pon en t s: V, S, M (face paints) an ot h er .

I nventor y

3rd level Divination (W izard)

129

Cast i n g Ti m e: 10 m inutes above 1st.

Ran ge: Touch Or i ent at i on

Com pon en t s: V, S, M (sm all abacus) 1st level Divination (W izard, Ranger) ritual
Cast i n g Ti m e: 1 action
Du r at i on : Instantaneous Ran ge: Self
Com pon en t s: S
You instantly know the contents and quantity of Du r at i on : Instantaneous
any container , w agon or vessel that you touch. You autom atically know w hich dir ection is
You w ill know w hat is in it, but not anything nor th w hen you cast this. It does not tell you
m or e specific than w hat it is m ade of. You anything apar t fr om the or ientation.
cannot detect if som ething is m agical inside.
You w ill know a chest contains a sw or d, but not Pr eci pi t at i on
if it is a the king's sw or d. This spell is taught
only by the Dar okin M er chant's Guild and 1st level Conjuration (W izard, Druid)
M inr othad Tutor ial Guild.
Cast i n g Ti m e: 10 m inutes
Ni gh t wat ch
Ran ge: Self
2nd level Enchantment (W izard)
Com pon en t s: V, S, M (vial of pur e w ater )
Cast i n g Ti m e: 1 action
Dur at i on: 1 hour
Ran ge: Touch
You cr eate a light pr ecipitation or r ain, snow ,
Com pon en t s: V, S, M (bat's w ing) sleet or hail in a 120' diam eter center ed on
your self. The w eather isn't heavy enough to be
Du r at i on : 1 night anything m or e than annoying. Fr ozen
pr ecipitation w ill m elt in hotter tem per atur es
The affected cr eatur e can see in the dar k as w ell w hen it hits the gr ound.
as he could see if it w as daylight, up to 200 feet.
After 200 feet ever ything appear s to be in a Pr edi ct Weat h er
haze. This spell has no affect in daylight, or
inside or under gr ound. This spell is taught only Cantrip (W izard)
by the Dar okin M er chant's Guild and M inr othad
Tutor ial Guild. Cast i n g Ti m e: 10 m inutes

Oi l sk i n Ran ge: 10 m iles

1st level Transmutation (W izard) Com pon en t s: V, S, M (dir t fr om local ar ea)

Cast i n g Ti m e: 1 action Du r at i on : Instantaneous

Ran ge: Touch You know w hat kind of w eather and of w hat
intensity it w ill occur in a 10 m ile diam eter
Com pon en t s: V, S, M (bit of eel skin) ar ound you. You have a gener al idea w hen the
w eather w ill ar r ive, and fr om w hat dir ection.
Du r at i on : 20 m inutes
Qu i ck en Pace
You cannot get w et by any m eans shor t of
com plete im m er sion. Rain w ill not touch you, 2nd level Enchantment (W izard)
even w aves acr oss a ship w ill not get you w et. Cast i n g Ti m e: 10 m inutes
You suffer no penalty tr ying to see in a stor m Ran ge: Self
because r ain does not get in your eyes. This Com pon en t s: V, S, M (sm all w hip)
spell is taught only by the M inr othad Tutor ial
Gu i l d .

At Higher Levels. W hen you cast this spell
using a spell slot of 2th level or higher , the
dur ation incr eases 20 m inutes for each level

130

Du r at i on : 1 day Sav i or Fai r e

Any hor se or w agon under your contr ol dur ing 2nd level Enchantment (Bard, W izard)
this spell incr eases it over land tr avel by 2 m iles
for daily tr avel. It has no effect on speed other Cast i n g Ti m e: 1 action
than total daily distance tr aveled. This spell is
taught only by the Dar okin M er chant's Guild. Ran ge: Self

At Higher Levels. W hen you cast this spell Com pon en t s: V, S, M (bit of cologne)
using a spell slot of 3r d level or higher , you m ay
extend the ability to another hor se or w agon Dur at i on: 1 hour
you can see.
You instinctively know how not to em bar r ass
Ret ai n Pow er your self w hen in an unfam iliar setting. You
have advantage in skill checks to m ake fr iends
7th level Enchantment in locations w her e you ar e not fam iliar. You
(W izard/Sorcerer/Radiance) m ay not know the language but can get by being
a w allflow er or w ith hand gestur es. This spell is
Cast i n g Ti m e: 1 action nor m ally taught only by the Dar okin M er chant's
Guild and M inr othad Tutor ial Guild.
Ran ge: Self
At Higher Levels. W hen you cast this spell
Com pon en t s: V, S, M (soul cr ystal) using a spell slot of 3r d level or higher , the
dur ation is incr eased by an hour for each level
Du r at i on : Per m anent above 2nd.

You can r etain the Rad dice fr om Radiance Sea Legs
spells per m anently by casting this spell. You
can then spend the char ges w henever you w ish, 1st level Enchantment (W izard)
stor ing them indefinitely. The m or e Radiance
you stor e in your body the m or e difficult it Cast i n g Ti m e: 1 action
becom es to cast spells. Ever y five char ges of
Radiance you have stor ed counts gives a +2 to Ran ge: Touch
the DC of any skill checks m ade to avoid fatigue
fr om casting Radiance spells. Com pon en t s: V, S, M (bit of lim e)

This spell is consider ed extr em ely r ar e, Dur at i on: 1 hour
casting it in public, especially in Glantr i or
Alphatia w ill dr aw all sor ts of unw anted W hile under the effects of the spell the tar get
at t en t i on . suffer s no penalties for m oving on a r ocking
ship, and is im m une to seasickness and other
Rot ailm ents br ought on by being unaccustom ed to
ship life. This spell is taught only by the
2nd level Necromancy (W izard) M inr othad Tutor ial Guild.

Cast i n g Ti m e: 1 action Si l ver Ton gu e

Ran ge: Touch 2nd level Enchantment (Bard, W izard)

Com pon en t s: V, S, M (bit of r ust) Casting Tim e: 1 action

Du r at i on : Instantaneous Range: self

You cause a single non-m agic item to decay into Com ponents: V, S, M (silver piece)
uselessness. The item m ust be able to be held in
your hand. Wood r ots, cloth becom es m oth Dur ation: 10 m inutes
eaten, m etal r usts. Item s held by another m ust
be touched w ith an attack r oll, the ow ner of the As long as you do not lie, you have advantage on
item can m ake a Dexter ity save to avoid the all Per suasion skill checks. Om issions and
item 's destr uction. exagger ations ar e per m itted, but if you tell a
blatant falsehood the spell ends. Telling
som eone ?This is the finest dagger in Dar okin?

131

is acceptable, but not that it w as w ielded by You cover a 50' r ope or 10x10 ar ea w ith tar. The
Halav him self. This spell is nor m ally taught tar is sticky and w ill bur n if an open flam e is
only by the Dar okin M er chant's Guild and applied to it. Tur pentine w ill r em ove it. You
M inr othad Tutor ial Guild. can cast this spell offensively, if the tar get fails a
Dexter ity save they ar e cover ed in tar , and m ay
Sm u ggl i n g be set on fir e as nor m al.

3rd level Illusion (W izard) Th or n spear

Cast i n g Ti m e: 10 m inutes 1st level Conjuration (Cleric, Druid)

Ran ge: Touch Cast i n g Ti m e: 1 action

Com pon en t s: V, S, M (sm all electr um statue) Ran ge: Self

Du r at i on : 1 day Com pon en t s: V, S, M (bit of m istletoe)

This spell can affect a per son, a w agon, or a Dur ation: 1 minute
ship. W hile affected anyone tr ying to sear ch the
tar get for hidden contr aband has disadvantage You cr eate a 5' long m agical spear that does
on all Per ception skill checks. It does not m ake 3d10 dam age and can be thr ow n. The spear is
the car go invisible, but people ar e m or e likely to nor m al in all aspects, but disappear s after you
over look it. This spell is taught only by the attack w ith it.
Dar okin M er chant's Guild and M inr othad
Tutor ial Guild, but not openly. Thunder dr um

Tal k t o Sea Cr eat u r es 3rd level Invocation (Cleric)

1st level Divination (W izard) ritual Cast i n g Ti m e: 1 action

Cast i n g Ti m e: 1 action Ran ge: 120'

Ran ge: Self Com pon en t s: V, S, M (dr um )

Com pon en t s: V, S Du r at i on : Instantaneous

Du r at i on : 10 m inutes Your dr um cr eates a deafening noise that dr ives
enem ies aw ay. Cr eatur es, fr iend or foe, w ithin
You gain the ability to com pr ehend and ver bally 10' of you ar e not affected. Cr eatur es CR1 or
com m unicate w ith sea cr eatur es for the less autom atically becom e fr ightened.. Other
dur ation. The know ledge and aw ar eness of cr eatur es m ust pass a W isdom saving thr ow or
m any beasts is lim ited to their intelligence, but becom e fr ightened. This spell has no effect on
at a m inim um beasts can give you infor m ation cr eatur es w ith m or e hit points than you. All
about near by locations and m onster s, including cr eatur es affected take Thunder dam age equal
w hatever they can per ceive or have per ceived to your cler ic level.
w ithin the past day. You m ight be able to
per suade a sea cr eatur e to per for m a sm all W hile fr ightened by this spell, a cr eatur e
favor for you, at the DM 's discr etion. This spell m ust take the Dash action and m ove aw ay fr om
is taught only by the M inr othad Tutor ial Guild. you by the safest available r oute on each of its
tur ns, unless ther e is now her e to m ove. If the
Tar cr eatur e ends its tur n in a location w her e it
doesn't have live of sight to you, the cr eatur e
1st level Conjuration (W izard) can m ake a W isdom saving thr ow , on a
successful save the spell ends for that cr eatur es.
Cast i n g Ti m e: 1 action
Tr an scen d Li f e For ce
Ran ge: Touch
9th level Transmutation (W izard, Sorcerer,
Com pon en t s: V, S, M (a sm all bit of tar ) Radiance) ritual

Du r at i on : Per m anent 132

Cast i n g Ti m e: 2d12 hour s You change all w ater in a 10x10x10 ar ea to ice.
If cast at a r iver or ocean the spell w ill cr eate an
Ran ge: Self iceber g, w hich w ill be m oved by cur r ents as
nor m al. The ice in non-m agical, and is tr eated
Com pon en t s: V, S, M (100,000 gp w or th of exotic as r ough ter r ain if on the gr ound.
m ater ials as deter m ined by the DM )
Tr u st
Du r at i on : Per m anent
1st level Cantrip (W izard)
The ultim ate spell of the Radiance, this spell Cast i n g Ti m e: 1 action
gives you a chance at becom ing an Im m or tal. Ran ge: Self
Just lear ning this spell should be the goal of an Com pon en t s: S, M (silver piece)
entir e cam paign. The only w ay to acquir e the Dur at i on: 1 r ound
spell is to lear n it fr om a Pr ince or Ar chduke of Your gain advantage on the next Deception
Glantr i, be a m em ber of the Br other hood of the check you m ake befor e the spell expir es. This
Radiance, and have the sponsor ship of an spell is nor m ally taught only by the Dar okin
Im m or tal of the Spher e of Ener gy. M er chant's Guild and M inr othad Tutor ial Guild.

To cast the spell you m ust have 50 War p Wood
Radiance dice saved thr ough the Retain Pow er 1st level Transmutation (W izard, Druid)
spell. Once cast the you finds your self floating Cast i n g Ti m e: 1 action
befor e a golden door , w hich becom es m or e Ran ge: Touch
difficult to r each as the caster tr ies. To r each Com pon en t s: V, S, M (bit of w yr m w ood)
the door the caster m ust pass six skill checks in Du r at i on : Per m anent
the for m of saving thr ow s. You m ust save You cause a single non-m agic w ooden item to
against each saving thr ow at DC25 to pr ove they w ar p into uselessness. The item m ust be able to
ar e w or thy. If you fail any of them you w ake up be held in your hand. Item s held by another
in pain at the end of the spell. For 2d4 days you m ust be touched w ith an attack r oll, the ow ner
have a 30% chance of spell failur e and cannot of the item can m ake a Dexter ity save to avoid
cast any Radiance spells for the dur ation. In the item 's destr uction.
addition you m ust m ake a DC15 Constitution
save or lose a point of Constitution per m anently. Wall of Wood

If all the skill checks ar e passed, you find 4th level Conjuration (Druid)
your self on the other side of the door befor e an Cast i n g Ti m e: 1 action
Im m or tal of the Spher e of Ener gy. The Ran ge: 120 feet
Im m or tal w ill explain ever ything that has just Com pon en t s: V, S, M (hear tw ood of an oak)
happened, and the m eaning behind the Du r at i on : Concentr ation, up to 10 m inutes
Radiance. The Im m or tal w ill then explain the A nonm agical w all of solid w ood spr ings into
last check is a duel. You m ust fight an existence at a point you choose w ithin r ange.
Em pyr ean loyal to the Spher e of Ener gy alone. The w all is 6 inches thick and is com posed of ten
If you succeed, you have becom e an Im m or tal, if 10-foot-by-10-foot panels. Each panel m ust be
you fail your life for ce is used to pow er the
Radiance. If you achieve im m or tality your 133
char acter is r em oved fr om play to becom e a
pow er ful for ce in the Know n Wor ld.

Tr an sm u t e Wat er t o I ce

3rd level Transmutation (W izard)

Cast i n g Ti m e: 1 m inute

Ran ge: 100 feet

Com pon en t s: V, S

Du r at i on : Per m anent

contiguous w ith at least one other panel. dur ation by 1 hour per 1 slot over 1st.
Alter natively, you can cr eate 10-foot-by-20-foot
panels that ar e only 3 inches thick . Wat er y For m
2nd level Transmutation (W izard) ritual
If the w all cuts thr ough a cr eatur e?s space w hen Cast i n g Ti m e: 1 m inute
it appear s, the cr eatur e is pushed to one side of Ran ge: Self
the w all (your choice). If a cr eatur e w ould be Com pon en t s: V, S, M (dr op of pur e w ater )
sur r ounded on all sides by the w all (or the w all Du r at i on : Concentr ation
and another solid sur face), that cr eatur e can You tr ansfor m into a volum e of w ater equal to
m ake a Dexter ity saving thr ow. On a success, it your m ass. Your clothing and gear tr ansfor m s
can use its r eaction to m ove up to its speed so w ith you, and you cannot be separ ated. W hile
that it is no longer enclosed by the w all. you ar e in this state you can only be har m ed by
m agic w eapons, cannot attack, and m ove 1/3
The w all can have any shape you desir e, though your nor m al speed. In addition you can br eath
it can?t occupy the sam e space as a cr eatur e or w ater nor m ally, but if you ar e in a body of
object. The w all doesn?t need to be ver tical or w ater you m ove along w ith the w ater at the
r est on any fir m foundation. It m ust, how ever , speed of the cur r ent.
m er ge w ith and be solidly suppor ted by existing
w ooden suppor ts. Thus, you can use this spell to Wr at h of At r u agh i n
br idge a chasm or cr eate a r am p.
9th level invocation (cleric)
If you cr eate a span gr eater than 20 feet in Cast i n g Ti m e: 1 action
length, you m ust halve the size of each panel to Ran ge: 120 feet
cr eate suppor ts. You can cr udely shape the w all Com pon en t s: V, S, M (m edicine pouch,
to cr eate cr enelations, battlem ents, and so on. consum ed in the casting)
Du r at i on : Instantaneous
The w all is an object m ade of w ood that can be You br ing dow n the w r ath of the Im m or tal
dam aged and thus br eached. Each panel has AC Atr uaghin on your foes. Assign a num ber of
15 and 30 hit points per inch of thickness. dice equal to tw ice your cler ic level to the
Reducing a panel to 0 hit points destr oys it and tar geted cr eatur es, the pool m ay be divided any
m ight cause connected panels to collapse at the w ay you decided by you, it need not be the sam e
DM ?s discr etion. dam age type per tar get. You can descr ibe each
affect, som e cr eatur e ar e hit by fir e, other s by
If you m aintain your concentr ation on this spell lightning for exam ple.
for its w hole dur ation, the w all becom es
per m anent and can?t be dispelled. Other w ise, 134
the w all disappear s w hen the spell ends.

Wat cher

1st level Divination (W izard)

Cast i n g Ti m e: 1 action

Ran ge: Touch

Com pon en t s: V, S, M (piece of ivy)

Dur at i on: 1 hour.

W hen you cast this on a plant or local anim al,
any attem pt to m ove past the plant or anim al by
another cr eatur e as least sm all size or above
causes the plant or cr eatur e to sound a loud
keening noise, clear ly audible to all w ithing 60'.
Undead do not tr igger the effect, but invisible
and flying cr eatur es do. This spell is nor m ally
only taught to Tr eekeeper s or For ester s.

At higher levels: W hen you cast this spell using
a spell slot of 2th level or higher , extend the

GoodsandServices

135

M agical Item Availability

M ystar a is a w or ld r ich in m agic. M agical To find an item for pur chase, fir st calculate
devices ar e fair ly com m on, especially in the the var ious m odifier s for city size, location
m agocr acies of Alphatia and Glantr i. Other and item r ar ity. If the per centage is less than
nations like M inr othad and Dar okin ar e so 1% the item is not pr esent at your location.
involved in tr ading that anything can be Other w ise m ake the r oll to see if you can find
found for a pr ice. Indeed, in som e cities the item . Each r oll takes up one w eek of
m agic item s ar e openly haw ked to passer sby, dow n tim e. If you fail the r oll the w eek is
fr om the m undane tool to the exotic ar tifact. w asted. If you fail thr ee r olls looking for the
item , it is not pr esent at that location.
Item Rar ity

National M odifier s

Rar ity Base Cost Chance # Found Nat i on Cost M odifier Bonus #

Com m on 75 40% 2d6 Al f h ei m +25% +20% 1d3
Uncom m on 300 gp 20% 1d6

Al p h at i a -10% +30% 1d6

Rar e 2250 gp 10% 1d3

Ver y Rar e 35000 gp 5% 1 Atr uaghin +500% -75% 0

Legendar y 50000+ GP 1% 1 Ever Dar okin -20% +15% 1d6

Et h en gar +50% -50% 0

City M odifier

Five Shir es -10% -20% 1d2

Size Population M odifier Bonus #

Settlem ent <500 -30% 0 Glantr i -25% +40% 1d8
-10% 0
Tow n <5000 0 1 item Ier endi +30% -30% 0
+10% 1d3
City <20000 +20% 1d6 Kar am eikos 0% 0% 0%

Cap i t ol <50000 Minr othad +10% +25% 1d4

M etr opolis >50000

Ost l an d +30% -20% 0

Special M odifier s Rockhom e +65% -40% 0
Ser r aine +100% +50% 0
Featur e M odifier Bonus # Cost Soder fjor d +40% -50% 0
Por t Th yat i s -15% -10% 1d6
Tr ading Post +10% 1d2 -10% Vest l an d +10% -10% 0
M age's Guild Ylar uam +100% -50% 0
For eign Nation +5% 0 +20%

+10% 1d3 +25%

-20% 0 +30%

136

Major ImportsandExports

You have advantage tr ying sell m ajor im por ts or buy m ajor expor ts.
You have disadvantage tr ying to sell m ajor expor ts or buy m ajor im por ts.

Ci t y Notes Nation Export s Import s

Aasl a P Alphatia Gems, Spices, Glass, Ivory, Common Metals Fish, Monsters, Books, Precious Metals, Silk

Akesol i Darokin Fish, Porcelain, Coffee, Tea Silk, Spices, Salt

Akorros Darokin Meat, Fish, Hides Cloth, Wine, Semi-precious stones

Alfheim City G, T Alfheim Precious Woods, Glass Rare Books, Wine

Al pha P, G Alphatia Grain, Meat Ivory, Wine, Tea, Coffee

At henos P Darokin Meat, Gems, Spices, Ivory, Glass Monsters, Animals, Porcelain, Precious Woods

Atruaghin T Atruaghin Tobacco, Coffee, Tea, Horses Silk, Beer, Semi-precious stones

Biazzan Thyat i s Spices, Coffee, Tea, Silk Rare Books, Ivory, Animals

Cast el l an Soderfjord Dyes, Semi-precious stones, Precious Woods Armor, Fish, Pottery

Cor ungl ai n Darokin Gems, Monsters, Semi-precious stones Weapons, Pottery, Hides

Cubia P Thyatis Pottery, Dyes, Horses Grain Meat, Hides

Darokin City G Darokin Grain, Ivory, Precious Woods, Silk Monsters, Gems, Precious Metals, Horses

Dengar Rockhome Armor, Gems, Weapons Grain, Tobacco, Animals

Dunadale P Alphatia Weapons, Monsters, Gems, Porcelain Coffee, Tea, Ivory, Grain, Glass

Et hengar T Ethengar Horses, Salt, Hides Weapons, Common Metals, Common Wood

Fabia P Thyatis Wine, Dyes, Animals Fish, Common Woods

Fi l t ot P Ierendi Oil, Salt, Grain Meat, Monsters, Rare Books

Freiburg P Free City Animals, Porcelain Weapons, Armor, Oil

Gapt on P Minrothad Textiles, Coffee, Tea Rare Books, Spices, Pottery

Glantri City G Glantri Rare Books, Monsters, Pottery Gems, Tobacco, Glass

Harbortown P Minrothad Fish, Dyes, Animals Spices, Meats, Wines

Hel ski r P Alphatia Dyes, Salt Fish, Hides, Coffee, Tea, Pottery

Ierendi P Ierendi Fish, Precious Metals Dyes, Cloth, Animals

Jaboor P Ylaruam Coffee, Tea, Oil, Glass Meat, Spices, Wine

Kel vi n Karameikos Glass, Porcelain, Common Metals Grain, Ivory, Meat

137

Ci t y Notes Nation Import s Export s
Kerendas P Thyatis Meat, Wine, Beer, Precious Woods Dyes, Common Wool, Oil, Grain
Kobos P Ierendi Hides, Monsters, Horses Silk, Ivory
Kopst ar Oil, Dyes, Common Metals Precious Wood, Semi-Precious Stones, Spices
Landf al l Gl ant ri Hides, Monsters Grain, Coffee, Tea, Dyes
P Alphatia

Mal f t on P Minrothad Spices, Oil, Porcelain, Grain Common Wood, Meat, Beer, Cloth
Mi nrot had P, G Minrothad Coffee, Tea, Grain, Fish, Dyes, Beer
Precious Metals, Gems, Common Wood,
Newkirk P Al phat i a Dyes, Armor Pottery, Cloth
Coffee, Tea, Gems, Porcelain

Norrvik P Vest l and Silk, Salt, Weapons Ivory, Pottery, Cloth

Oceansend P Al phat i a Rare Books, Common Woods Dyes, Salt, Silk

Seahome P Minrothad Common Wood, Precious Wood Silk, Dyes, Hides

Sel eni ca Darokin Rare Books, Cloth, Precious Wood Dyes, Fish, Glass

Shi ret on P Five Shires Grain, Wine, Beer Coffee, Tea, Fish

Soderf j ord P Soderfjord Common Wood, Grain Wine, Armor

Specularum P Karameikos Common Wood, Animals, Hides, Precious Weapons, Armor, Horses, Furs
Woods
St ahl P Meat, Silk, Textiles
St ronghol d Rockhome Monsters, Ivory, Previous Metals Grain, Precious Wood

Minrothad Weapons

Surra-Man-Raa Yl ar aum Precious Metals, Rare Books, Monsters, Weapons, Cloth
Pot t ery
Tameronikas P Thyat i s Glass, Porcelain, Salt
Tel Akbir P Thyat i s Coffee, Tea, Cloth, Animals Hides, Cloth, Dyes

Coffee, Tea, Oil, Beer

Tenobar P Darokin Fish, Cloth, Pottery Precious Metals, Salt, Hide

Thyat i s P Thyatis Silk, Weapons, Armor, Horses Gems, Precious Metals, Spices, Oil, Furs

Verdun P Minrothad Common Wood, Precious Wood, Cloth, Dyes, Silk, Salt, Furs
Yvoness Rare Books
Silk, Beer, Meat
Gl ant ri Textiles, Hides, Wine Common Woods, Meat

Zeaburg P Ostland Fish, Cloth, Textiles

Notes: P: Por t G:M age's Guild T:Tr ading Post

138

Great Marketsof theKnownWorld

Al f h ei m is the only tr ue city in the nation of The Gr an d Bazaar of Ylar uam is a fr enzied

Alfheim . Built to concentr ate for eign tr ader s site for tr ading. Her e ever ything m ust be

in one location inside the elven kingdom , it is pur chased thr ough haggling, and coin is not

the best place to find elven goods. the only w ay to pur chases m er chandise.

At h en os Har bor in Dar okin is w her e you can Thyatis' Gr eat M ar k et is one of the busiest in

find alm ost anything, r egar dless of legality. the w or ld. Stalls str etch for m iles as ever y sor t

Busy day and night, the city in know n for it's of good or ser vice can be found her e if you

thr iving and open black m ar ket. look har d enough, not m atter the tim e.

The Cen t r al M ar k et in Dar okin City is possibly Stahl's M ar k et Di st r i ct is the best place to find

the lar gest m ar ket in the w or ld. Anything can the goods of Rockhom e. The m ar ket is the

be found her e, fr om m agical devices to w ild staging gr ound for the car avans, but item s can

anim als. Ever ything has a pr ice her e. be pur chased her e befor e they leave.

Glantr i's Open M ar k et is the place to pur chase M i n r ot h ad Ci t y is one lar ge m ar ket itself.

m agic item s. Pr oduced by the Gr eat School of Fr om the Low er and Upper M ar kets to Cr aft

M agic and local w izar ds, seem ingly ever ything Row , you ar e never far fr om a stor e fr ont in

for sale her e has som e sor t of dw oem er. this m er cantile haven.

The M ar k et of t h e Gol den Cou r t is Ethengar 's The Wor l d El evat or in Atr uaghin is a lift

only tr ue m ar ket. Ther e under heavy guar d constr ucted to m ove m er chants up the plateau.

m er chants can str ike deals w ith the nom ads to The Bear Tr ibe has set up a lar ge tr ading post

pur chase lar ge quantities of livestock . at the base to get goods befor e the other tr ibes.

139

DarokinGuilds MinrothadGuilds

Al -Azr ad. Located in Selenica, Al-Azr ad Cor ser . Set up by hum ans, Cor ser specializes
specializes in tr ade w ith Ylar uam . The guild in luxur y goods. W hile the guild actually
does actual little business w ith the r est of pr oduces ver y few pr oducts, the sheer cost of
Dar okin because of its distant location. them m akes the guild pr ofitable.

Cor u n . Based out of Cor unglain, Cor un El san . Set up by the w ater elves, Elsan is the
focuses on tr ading m er chandise str ictly lar gest ship building guild in M inr othad.
inside of Dar okin. Cor un is know n for it's Elsan m akes a lar ge am ount of m oney
pow er ful political connections. thr ough fishing and w haling.

Fr an i ch . The new est m ajor guild, Fr anich has Ham m er . Com pr ised of dw ar ves, Ham m er
no specialty and instead has inter ests in handles all tr ade dealing w ith m etal and
alm ost ever y type of com m er ce. As befits stone. The guild m akes the finest w eapons
their style, Fr anich is located in Dar okin City. and ar m or s thr ough a secr et pr ocess.

Hal l on i ca. Based in Selenica this is the M er cen ar i es. Actually the standing ar my for
dom inant house in the East. Hallonica M inr othad, the guild is found both on land
succeeds by being one of the m ost politically and in ships. The guild is a political one and
adept houses thr ough m utual diplom acy. is paid for its ser vices by the gover nm ent.

Li n t on . Located in the por t city of Athenos M i n r ot h ad. The nation of M inr othad uses a
Linton is the only nautical tr ade guild in guild str uctur e as its gover nm ent. Neutr al in
Dar okin. They ar e one of the r ichest guilds the affair s of other guilds, M inr othad is still
because of their gr eatly incr eased r ange. the m ost dom inant guild in the nation.

M au n t ea. The m ost pow er ful guild in Qu i ck h an d. A guild consisting of pr im ar ily
Dar okin, M auntea has set the standar d for hin, Quickhand deals w ith leather goods and
political pow er in Dar okin city for centur ies. fuelm aking. The guild also focuses on
M ost innovations have com e fr om M auntea. cr eating dishes and ar t objects fr om clay.

Pen n ydow n . Another guild based in Dar okin Ver di er . Pr im ar ily w ood elves, Ver nier
City, Pennydow n m akes its m oney on sheer specializes in all goods w ood and cloth.
volum e. W hile not of the best quality, their Ver dier also has a duty to handle agr icultur e,
pr oducts can be found ever yw her e. a duty they shar e w ith Guild Quickhand.

Ton ey. The sm allest of the gr eat houses, Sea M er ch an t s. A political guild com pr ised
Toney dom inates lake shipping out of Akesoli. of sailor s and dockhands, the Sea M er chant
Tr ading heavily w ith Glantr i and Atr uaghin, or M er chant Sailor 's guild handles the
Toney also specializes in agr icultur e. tr anspor t of all goods m ade in M inr othad.

Um bar t h . Though based in distant Akesoli, Tu t or i al . A com bination of sever al sm aller
Um bar th m akes its m oney by being the m ost guilds, the Tutor ial Guild handles all legal
w idespr ead guild. Tr ading w ith alm ost ever y pr oceedings and tr ains guild w izar ds in the
know n nation, Um bar th r eaches ever yw her e. w ays of guild m agic.

140

ToolsandEquipment

M any adventur er s in M ystar a ar e tr ained in a tr ade or pr ofession befor e becom ing adventur er s.
For som e, especially in M inr othad and Dar okin, adventur ing is a m eans to acquir e m or e capitol for
a side business. Other adventur er s pick up use tr ades that help them m end or cr eate w eapons,
ar m or or even legal know ledge in cases of legal difficulties.

I t em Cost Wei gh t Weap on s Cost Dam age Wt. Pr oper ties
Advocacy Books 75gp 10 lbs Nam e 1 lb. Finesse, Light
Ar m or er 's Tools 35gp 70 lbs Cest u s 1gp 1d4
b l u d geon i n g

Bar ge M aking Tools 35gp 7 lbs Kasas 25gp 1d6 slashing 3 lb. Finesse, Light

Bow yer Tools 15gp 3 lbs

Builder 's Tools 50gp 20 lbs W histling 3 sp None ¼ Signal noise
7 lbs Ar r ow lb. only
Cabinetm aker 's Tools 8gp

Canvas M aker 's Tools 5gp 4 lbs

Car t M aker 's Tools 15gp 8 lbs

Cooper 's Tools 3gp 5 lbs

Far m er 's Tools 5gp 22 lbs

Financier 's Ledger s 50gp 8 lbs

Fletcher 's Tools 3gp 1 lb

Law yer 's Books 100gp 15 lbs

Lum ber jack's Tools 25gp 30 lbs

M ining Tools 10gp 25 lbs

Net M aker 's Tools 2gp 4 lbs

Rope M aker 's Tools 1gp 6 lbs

Saddle M aker 's 25gp 10 lbs

Shepher d's Tools 10gp 10 lbs

Shipw r ight's Tools 65gp 120 lbs

Tailor 's Tools 15gp 4 lbs

Tool M aker 's Tools 25gp 18 lbs

Tr ap M aker 's Tools 45gp 7 lbs

Wagon M aker 's 35gp 6 lbs

W heelw r ight's Tools 15gp 4 lbs

141


















Click to View FlipBook Version