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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.

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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

Kara-kara this close to Ierendi? Those inbred M ost M akai of the Ier endi island ar e content
savages must be getting desperate to try and leading pastor al lives w ithout w or r y or conflict
attack our ship. Let's give those waterlogged on their native islands. A handful how ever long
orcs a remember on why no one attacks us. of the old days w hen the M akai w er e know n for
M aster of the M arines, tell the Toa to start the their w ar r ior savager y. These heavily tattooed
Haka. Show those swine men the true meaning w ar r ior s, called Toa, em br ace the ancient
fighting styles of their ancestor s. The Toa ar e
of savagery. not m indless ber ser ker s fuelled by r age, their
pr ow ess com es fr om r itual and tr aining. Found
-Thana Koori, Ierendi Captain m ost com m only am ong the m ar ines of Ier endi
ships, the Toa ar e ter r ifying foes in m elee.
Toa M akai
Restr ictions: M ust be M akai.
Fighter Ar chetype
H ak a.

At 3r d level the Toa lear ns the sacr ed w ar songs
of his people. To gain the benefit of the Haka
the Toa m ust not be w ear ing any ar m or heavier
than light ar m or and m ust be using sim ple
m elee w eapons. The toa spends a full action to
per for m a M akai w ar dance com plete w ith
chanting, for the r em ainder of the com bat he
gains advantage on all attacks.. The Toa cannot
be r estr ained or silenced to per for m this action.
The Toa m ust take a shor t r est to use this ability
agai n .

Tr i bal Savager y.

At 7th level under the effects of the Haka the
Toa now scor es a cr itical hit on a r oll of 18, 19 or
20.

Ta M ok o.

At 10th level w hile w ear ing light or no ar m or,
the Toa doubles the AC bonus he gains fr om his
Dexter ity.

St or m of Bl ow s.

At 15th level on your fir st attack each r ound you
scor e a cr itical hit on a r oll of 16, 17, 18, 19 or
20.

Sk u l l cr u sh er .

At 18th level the Toa now does tr iple dam age on
cr itical hits.

51

Tr eekeeper

W izar d Ar chetype

Sacr ed w izar ds of the Canolbar th for est,
Tr eekeeper s ar e r esponsible for m aintaining the
m agic of the gr eat for est. Though their pow er s
ar e ar cane, not divine, the elves ar e often
m istaken for dr uids. Their har m ony w ith
natur e is so gr eat they can change the ver y
clim ate ar ound them .

Tr eewal k er .

At 2nd level the Tr eekeeper tr eats all for est
ter r ain as open ter r ain.

M agi c of t h e Can ol bar t h .

At 2nd level the Tr eekeeper can lear n Dr uid
spells as if they w er e w izar d spells. The spells
ar e tr eated as ar cane spells in ever y w ay.

W i se i n t h e Ol d Ways:

At 6th level the Tr eekeeper gains advantage on
all Anim al Handling, Natur e and M edicine tests.

Friend squirrel please tell M aple Bark if she could Pr ot ect or of t h e Woods:
move so we may plant a new Sentinel Tree? I
At 10th level the Tr eekeeper can see thr ough
know she is stubborn but that is the best place for tr ees as if they w er e not ther e, and can cast a
the tree. Treants can move where they like, we spell w ithout har m ing plants if they ar e caught
can only build our fortresses where needed. Of in an ar ea of affect spell.
course she will be cross, but tell her you are just
my messenger. She can talk to me directly if she On e w i t h Nat u r e:

would like. Now go, I have to memorize my spells At 14th level the Tr eekeeper can cast Speak w ith
of the day. Anim al or Plant at w ill.

Brightleaf, Treekeeper of Alfheim

52

Your m ethods r esem ble that m or e a tr ibal
sham an than an ar chm age, but no one confuses
the destr uction you can call for th.

Bon u s Pr of i cen ci es

W hen you chose this ar chetype at 2nd level you
becom e pr oficient in the Natur e and Sur vival
sk i l l s.

Dar k Ton gu e of M agi c

Star ting at 1st level w hen you begin to cast a
spell you can ignor e the som atic and m ater ial
com ponent by spending an extr a sor cer y point
for each com ponent ignor ed. Ver bal
com ponents cannot be ignor ed, and any spell
you cast

gain a Ver bal com ponent if it did not have one.

Un br i dl ed Pow er

Star ting at 6th level w hen you cast a spell using
the Em pow er ed Spell m etam agic option, you
can r er oll double the num ber of dice equal to
your Char ism a m odifier (m inim um of one).

Through the magic of my people I gain power. Con t r ol t h e Fl ow
Through the power of my clan I become stronger.
At 14th level you gain a num ber of bonus
Through the strength of my ancestors I will sor cer y points equal to your Char ism a m odifier.
prevail. W ith my victory, my people will endure. These can only be spent to activate m etam agic
options. You r egain any bonus sor cer y points
Speaks-W ith-Fire, Atruaghin Wokani spent after a long r est.

Wok an i

Sor cer er Ar chetype Un f et t er ed Sor cer y

Pr acticing an ancient m agic, your contr ol of At 18th level you can spend double the num ber
m agic is fr om r itual and tr adition, not study and of sor cer y points to cast a spell to do m axim um
r ote. You lear ned your m agic fr om the w okani dam age w ith that spell. You cannot add any
befor e you, as the tr adition w as passed fr om m etam agic options to the spell, but the cost of
teacher to student. This is not a subtle or a Dar k Tongue of M agic is unaffected.
civilized m agic, it is loud and and it is savage.
53

M i x ed Bl ood D8 Per son al i t y Tr ai t
1 I sw itch betw een my r acial languages on accident w hen
You w er e bor n of tw o r aces, a r ar ity in M ystar a.
Though you only have the featur es of one of talking to fr iends.
your par ents, you have a bond w ith both of your
cultur es. You ar e accepted as the her itage of 2 I am obsessed w ith tr ivia about my hidden her itage.
your appear ance, but you sur pr ise people w ith 3 I tr y not to m ention the fact I am m ixed r ace.
your know ledge of your other par entage.
4 I dr ess like the m em ber s of my other r ace.
Choose r aces for your her itage, hum an and elf
ar e the m ost com m on but other com binations 5 I go out of my w ay to m ake fr iends w ith people of my other
ar e not unhear d of, w ith the help of m agic even r ace.
hum an and hin have happened. You have all
the tr aits of one par ent, you ar e consider ed 6 I cannot stand pr ejudice of any sor t.
their r ace for all pur poses. You have som e of
the behavior tr aits of the other par ent, a hin's 7 I can't stand it w hen people assum e I know ever ything about
hunger, an elf ' patience or a dw ar f 's gr uffness. both my cultur es.

Sk i l l Pr of i ci en ci es: Histor y, Insight 8 I w ant to see the lands of my par ents.

Lan gu age: Your other par ent's language d6 I deal s

Equ i pm en t : A piece of jew elr y (a heir loom fr om 1 Cu r i osi t y: The w or ld is m eant to be explor ed. (Chaotic)
your par ents), 2 books about your r aces, set of 2 Har m on y: We m ust all live together as one people to thr ive.
com m on clothes, 5 sheets of paper, pen, ink .
(Good)
Feat u r e: Best of Bot h Wor l ds
3 Reven ge: I w as never given my due for my her itage, now I
As a half-br eed you ar e affor ded a bit m or e tr ust w ill take it. (Evil)
that people outside your r ace. W hile you m ight
not be tr usted com pletely by str anger s, your ar e 4 I sol at i on : I never fit in either cultur e, I just w ant to be left
given the benefit of the doubt by m em ber s of alone. (Any)
both your r aces. A dw ar ven taver n m ight m ake
your fr iends w ait outside w hile you ar e 5 Fr i en dsh i p: No r eason you can't be a cheer ful sor t, after all,
per m itted entr ance, or you can enter a gr ove that's how your par ents m et! (Good)
sacr ed to elves for a r itual because of your
her itage. 6 Bitter : You never knew one par ent, leaving you alone in a
w or ld that you didn't belong. (Evil)
Su ggest ed Ch ar act er i st i cs
d6 Bon d
Half br eeds ar e caught betw een tw o w or lds.
Though they com pletely pass as one r ace, they 1 M y fr iends ar e my fam ily now.
w ill fr equently car r y m em entos of their other
r ace. Their flaw s m ight be a pr efer ence of one 2 I w as accepted openly by my village, I w ill never for get that.
r ace over another, or a denial of their hidden
her itage all together. 3 I w as consider ed exotic, but ther e w as one that liked m e for
w ho I w as.

4 I never knew one par ent, the one that r aised m e is my life.

5 Though w e didn't shar e the sam e par ents, it didn't m atter to
my siblings.

6 I pr om ised by fam ily I w ould do them pr oud.

d6 Fl aw

1 I hate one of my races.

2 My openness gets me into trouble.

3 I tend to become obsessed with relics of my ancestors.

4 I don't want people to know about my mixed blood.

5 I trust members of my secret race too easily.

6 I tend to be quite indecisive.

54

Sl ave D8 Per son al i t y Tr ai t
1 I w ake up in the m iddle of the night fr om bad dr eam s.
You w er e ow ned by another sentient being.
Either in a land w her e slaver y is allow ed like 2 The sound of a w hip m akes m e flinch.
Thyatis or Alphatia, or kidnapped by a cr im inal 3 M y m aster w as kind, but I w ill never adm it that.
or ganization like the Ir on Ring, or taken by
hum anoids, you only r ecently r egained your 4 If I'm not told w hat to do I don't know how to act.
fr eedom .
5 I don't like taking or der s.
Choose w ho w as your m aster, either a noble
fr om a nation w her e slaver y is allow ed, a cr im e 6 I hoar d little things so they can't be taken fr om m e.
boss or a tr ibe of hum anoids that held you
pr isoner. They m ay have been kind, but m or e 7 If str uck I fight back w ith all my m ight.
than likely they w er e br utal. You know you w ill
never give up your fr eedom again how ever. 8 I don't like to be touched.
You ar e fr ee now, and that is never going to d6 I deal s
ch an ge.
1 Abol i t i on . I w ill fr ee all that I find being held unjustly.
Sk i l l Pr of i ci en ci es: Deception and Sur vival (Good)

Tool Pr of i ci en ci es: One type of Ar tisan's tools 2 Reven ge. Those that w r onged m e w ill pay in kind. (Evil)

Lan gu age: The language of your m aster. 3 Li ber t y. Now that I am fr ee, I w ill live my life as I see fit.
(Ch aot i c)
Equ i pm en t : One set of poor clothes, br oken
m anacles, a sm all per sonal heir loom blanket, 4 Con f or m i t y. I need som eone giving m e or der s to m otivate
sack , sm all pouch containing 10sp m e. (Law ful)

Feat u r e: Not a Nu m ber 5 For gi ven ess. You w ill not let those w ho w r onged you contr ol
you any fur ther. (Good)
As a slave you per for m ed w hat ever task your
m aster dem anded of you. Now that you ar e fr ee 6 Hedon i sm : You w er e denied your w ishes w hen you w er e in
you have let it be know n that you w ill not be bondage, now you w ill live it up. (Chaotic)
contr olled again. Because of your histor y ther e
ar e quite a few that give you a lot of leew ay. d6 Bon d
Thieves w ill not attem pt to cr oss an escaped pit 1 I ow e my life to the per son that liber ated m e.
fighter, and m any tem ples offer aid to those that
have suffer ed such as your self. You m ay not 2 M y br other s that toiled alongside m e get my undying loyalty.
w ant their aid, but it your s for the asking.
3 Ther e w as a slave that taught m e to r ead, I sw ear I w ill them
Su ggest ed Ch ar act er i st i cs and fr ee them .

Slaves tend to be either w ithdr aw n or r esentful 4 M y m aster one day fr ee m e w ithout explanation. I w ill never
of their past. Per haps your m aster still lives and for get that.
w ants you r etur ned. How you r espond is up to
you. Do you fight or do you flee? Does the sight 5 I sw or e my devotion to the noble that saw my m aster br ought
of other s in chains r aise your ir e? to justice.

6 The only thing of value is the heir loom my m other left m e, it
never leaves my side.

d6 Fl aw
1 Any attem pt to hold m e dow n w ill be m et w ith for ce.

2 I am par anoid my for m er m aster is still after m e.
3 I hate the people of my m aster 's r ace.

4 I r ar ely get a good night's sleep.
5 M y tem per gets the best of my w hen I'm for ced to do

som ething I don't w ant to do.
6 I left behind people I could have saved w hen I escaped

55

ImmortalsandPriests

56

Im m or tals of M ystar a The path of the Dynast is one of tim e. The her o
m ust pr ove them selves w or thy by building a
M ystar a does not have actual gods like other dynasty w or thy of an Im m or tal. This task
settings, cler ics vener ate the Im m or tals instead. r equir es the her o to establish a long lasting r ule
Im m or tals w er e once gr eat adventur er s that by the her o and descendants. The her o m ust
have epic quests and petitioning to past populate the r ealm w ith sufficient people and
Im m or tals tr anscended their m or tal for m to build a capitol for the new r ealm .
take their place for ever in the Outer Planes.
The other challenge of the Dynast is they m ust
Each Im m or tal ser ves one of the five Spher es of tr avel in tim e to help their descendants r etain
Pow er, each Spher e r epr esents one of the the r ealm built by the her o. The her o m ust
distinct com ponents of the M ultiver se. Cler ics quest for an ar tifact to accom plish this, then
of M ystar a can vener ate a specific Im m or tal, they ar e w or thy of im m or tality.
and entir e pantheon or just a Spher e of Pow er.
The Epic Her o m ust under go a ser ies of quests,
The Im m or tals hold each other in balance, none fir st to find a pow er ful ar tifact of Thought.
m ay actively inter fer e w ith the w or ld w ithout Then to destr oy an ar tifact of Entr opy. Then the
r ebuke fr om other s. Instead the Im m or tals Epic Her o m ust cr eate a gr eat w eapon, tr ain a
secr etly take m or tal guise to w alk the w or ld w or thy successor and finally com plete an epic
unnoticed. W hile their pow er is gr eatly quest taking no less than five year s to
r educed w hen they do this, they ar e still accom plish.
cr eatur es of im m ense pow er in their guise.
The Par agon is a test of cr eation and conquest.
The pr im ar y r ole of the Im m or tals is to keep The her o m ust find an ar tifact of Thought, then
balance am ong the Spher es. Each Spher e m ust cr eate an entir ely unique m agical item that
be kept in har m ony w ith the other s for the r equir es at least one im possible com ponent.
M ultiver se to continue. An im balance betw een Once those ar e finished the Par agon m ust tr ain
the Spher es can have catastr ophic r esults. The no few er than half a dozen appr entices and see
Spher e of Entr opy stands apar t fr om the other s, them r ise in pow er. Finally the Par agon m ust
tr ying to cause the end of the M ultiver se to they challenge and defeat all w izar ds w ith 1,000
can r ecr eate the next w or ld in their im age. m iles befor e they ar e eligible.

The other pur pose for Im m or tals is to sponsor The Polym ath dem ands its candidate par take a
m or tals that w ish to join them . It is not a easy quest for an ar tifact that w ill for ce the her o to
task , for m or e per ish than ever succeed. One quest for it sever al tim es. Each tim e the her o
cannot becom e an Im m or tal w ithout the help of attains the ar tifact the ar tifact r esets the her o
a sponsor, and ther e is no guar antee a m or tal back to 1st level of a differ ent class w ith no
w ill ever gain a sponsor. Once a m or al has m em or ies of the past lives. The her o m ust then
obtained a sponsor they m ust par take of a task find the ar tifact again w ith a par ty w ith at least
to pr ove the m or tal is indeed w or thy. four differ ent classes, until the four th tim e
w hen all m em or ies and levels ar e r etur ned.
Then the candidate m ust build an m onum ent of
their achievem ent.

57

I m m or t al I nf l uence Sph er e Dom ain M aj or Fol l ow i n gs
Al-Khalim Ylar uam Ener gy/ War / Ylar uam , Ier endi
Th ou gh t Know ledge
Ahm anni Tur tle Clan Sham ani Atr uaghin
Al p h ak s Ch aos Tim e Deat h Alphatia, Thyatis
Entr opy Sham ani Atr uaghin
Deat h Atr uaghin, Tiger Clan Only
Atr uaghin Atr uaghin M atter Know ledge Thyatis, Dar okin
Entr opy Know ledge M inr othad Dw ar ves
Atzanteotl Sacr ifice Th ou gh t Tr icker y Et h en gar
M atter Natur e M inr othad (Wood Elves)
Aster ius M er chants Th ou gh t Sham ani Atr uaghin, Tiger Clan Only
Tim e
Augr ism Excellence Entr opy

Cr etia Wind M atter

Dainr ouw Wood Elves

Dan el Tiger Clan

Tiger str ipes

Diam ond Law ful Life Law ful Dr agons
War Th yat i s
Diulanna Victor y Ener gy Natur e Al p h at i a
Tim e
Eir yndul Al p h at i a
El v es Tim e
M atter
Elendaen Sea Elves Tem pest M inr othad (Sea Elves)
M atter Life Vestland, Ostland, Soder fjor d
Fr ey and Fam ily
Fr eya M atter

Gar al Gnom es Tr icker y Gnom es
Glitter lode War
War Kar am eikos, Thyatis
H al av Sham ani Atr uaghin, Bear Clan
Deat h Soder fjor d
H at t an i Bear Clan M atter Hin M aster Five Shir es

H el Deat h Entr opy

H i gh Hin Pantheon M atter
Her oes
El v es Th ou gh t Uses Dr uid class Elves Ever yw her e
I l su n d al Su n Ener gy
Dw ar ves M atter L i gh t Dar okin
I x i on Kagyar Rockhom e, Thyatis
Kagyar Ar chetype
Dar okin
Khor onus Histor y Tim e Know ledge

58

Kor otiku the Tr icker y Th ou gh t Tr icker y Thyatis, Pear l
Kor yis Life Thyatis, Alphatia
Loki Peace Tim e Tr icker y Vest l an d
M aeliden Life Al f h ei m
M ahm atti M ischief Th ou gh t Sham ani Atr uaghin
Minr oth Life M inr othad Guilds
Od i n Tr ee of Life Tim e Know ledge Nor ther n
Opal Know ledge Neutr al Dr agons
Or dana Elf Clan Ener gy Natur e M inr othad Guilds
Pear l Tem pest Chaotic Dr agons
People's Tem ple Minr othad Tim e Life Ier endi
Petr a Life Kar am eikos,
W isdom Th ou gh t Th yat i s
Tem pest Th yat i s
Neutr al Dr agons Tim e
Tem pest Glantr i
For ests Th ou gh t Shadow Elf City of Star s,
Sham an Shadow Elves
Chaotic Dr agons Ener gy Tem pest Al p h at i a
Sham ani Atr uaghin
Ph i l osop h y Th ou gh t War Th yat i s
H eal i n g Tim e Deat h Now her e
Tem pest Nor ther n
Pr otius, Old M an Ocean Tim e Reaches, Thyatis
of the Sea L i gh t Et h en gar
Rad Rad i an ce Ener gy Tr icker y Th yat i s
Shadow Elves Ener gy War Th yat i s
Raf i el Life Et h en gar
Ener gy Know ledge Kar am eikos,
Rat h an os Fir e Th ou gh t
Tah k at i Hor se Clan M atter 59
Tar astia Ju st i ce Entr opy
Th an at os Ev i l Ener gy
Th or Th u n d er

Tu b ak Law Th ou gh t
Valer is Love Th ou gh t
Van ya War M atter
Yam uga Yur ts M atter
Zir chev For est Folk Th ou gh t

Redu ced Rest

At 1st level you finish a long r est in 4 hour s.

Bon u s Can t r i p

W hen you take this dom ain at 1st level, you gain
the produce flame cantr ip if you don't alr eady
know it.

Al t er En er gy

Can you feel it? Chaos and change all around you. Star ting at 2nd level you can spend use Channel
That is energy: motion, progress and power. If you Divinity to change the ener gy type of a spell.
want power, that is energy in all its forms. Through W hen you cast a spell you invoke your devotion
energy lies immortality, for being immortal is the to the Im m or tals of Ener gy. If the spell has an
ener gy dam age type you can alter it to another
greatest change of all. type. The dam age types that can be changed
fr om or to ar e Cold, Fir e, Lightning, and
Vandovar Allenas, Priest of Alphatia Th u n d er .

Ener gy En er gy Bl eed

At 6th level the pow er you channel fr om the
Spher e of Ener gy begins to over pow er your
spells. W hen you cast a dam aging spell, you
add 1 point of dam age to each die you r oll. A
spell doing 5d6 dam age w ould do an addition 5
points of dam age.

Cler ic Dom ain Di v i n e St r i k e

The Spher e of Ener gy is extr em ely dynam ic. At 8th level you gain the ability to infuse your
Ener gy seeks to cr eate m or e ener gy and activity, w eapon str ikes w ith divine ener gy. Once on
and as such is closely tied to the elem ent of fir e each of your tur ns w hen you hit a cr eatur e w ith
and the Chaotic alignm ent. Ener gy consum es a w eapon attack , you can cause the attack to
M atter, slow s Tim e and stim ulate Thought. It is deal an extr a 1d8 dam age of the ener gy type of
opposed to M atter 's attem pt to contr ol it, your choice to the tar get. W hen you r each 14th
Thought's attem pts to define it and Tim e's level, the extr a dam age incr eases to 2d8. The
attem pts to outlast it. ability is affected by Ener gy Bleed.

Level Ener gy Dom ain Spells Over pow er ed

1st Continual Flame, Flame Blade Star ting at 17th level w hen you cast a dam aging
spell, you cannot r oll less than a 3 on any of the
3r d Fireball, Lightning Bolt dice. Tr eat all r olls of the dice low er than that
as r oll of 3.
5th Flamestrike, Wall of Fire

7th Reverse Gravity, Chain Lightning

9th Storm of Vengeance, Cone of Cold

60

Bon u s Pr of i ci en cy

W hen you choose this dom ain at 1st level, you
gain pr oficiency in m ar tial w eapons.

Di sci pl e of Decay

Also star ting at 1st level, your inflict w ound
spells ar e m or e effective. W henever you use an
inflict w ound spell, the cr eatur e takes an
addition am ount of dam age equal to 2 + the
spells level.

M i nor Hex

Life is pain, this is not to be disputed, as you live At 2nd level you can use your Channel Divinity
you will suffer. Every one suffers. People grow to m ake other s m or e susceptible to m agic. As
old and die, nations fall, races go extinct. But an action you pr esent your holy sym bol and
what if we could start anew? That is the promise select a tar get to be hexed. For 10 m inutes the
of Entropy. This world is flawed, the Immortals tar get has disadvantage on saving thr ow s, this
that shaped it ruined it. We can be rid of them, effect im m ediately ends if you use the ability
we can be rid of everything. Watch the world again dur ing the dur ation. A bless or r em ove
cur se spell ends this effect im m ediately.
burn, and build a perfect one from its ashes.
Di ssi pat e En er gy
Sonya the One Eyed, Cleric of Hel
Star ting at 6th level w hen you take dam age
Entr opy fr om any sour ce, r educe the dam age by the
num ber of dice. A sour ce doing 3d8 points of
Cler ic Dom ain dam age is r educed by 3 points befor e any other
m odifier s.
Entr opy is the end of ever ything. Not associated
w ith any elem ent, Entr opy is m or e closely Di v i n e St r i k e
aligned w ith death and evil. Its sole pur pose is
the destr uction of the other four spher es. It is At 8th level you gain the ability to infuse your
the spher e of r ot and decay. Entr opy seeks to w eapon str ikes w ith divine ener gy. Once on
destr oy M atter, stagnate Tim e, dissipate Ener gy each of your tur ns w hen you hit a cr eatur e w ith
and stop Thought. This dom ain is pr im ar ily for a w eapon attack , you can cause the attack to
NPCs, ask your DM befor e selecting it. deal an extr a 1d8 necr otic dam age to the tar get.
W hen you r each 14th level, the extr a dam age
Level Entr opy Dom ain Spells incr eases to 2d8.

1st Inflict Wounds, Bane Redu ce Pr obabi l i t y

3r d Bestow Curse, Silence Star ting at 17th level all attacks against you
have disadvantage.

5th Contagion, Confusion

7th Disintegrate, Harm

9th Power Word Kill, Finger of Death

61

Level M atter Dom ain Spells
1st Enlarge/Reduce, Shield
3r d Stone Shape, Hold Person
5th Stone Skin, M eld into Stone
7th Creation, Wall of Stone
9th M eteor Swarm, Earthquake

For anything to persevere it must stand on its Bon u s Pr of i ci en cy
own. Change for its own sake is doomed to fail,
life must have purpose. That is the reason for At 1st level, you gain pr oficiency w ith heavy
ar m or.
M atter. If everything has a place, everything
knows its role. There is no more suffering, there En du r an ce

is no more struggle, every one will do what is Also at level one ever y tim e you gain a level you
expected of them and as a whole our people will gain 1 addition hit point.

prosper. St eady as a Rock

Grund Rockroar, M inister of M inrithism Star ting at 6th level you have advantage on any
save or test to avoid being knocked pr one. In
M atter addition you have advantage any attem pts to
escape being gr appled.
Cler ic Dom ain
Di v i n e St r i k e
The Spher e of M atter is stable and dur able.
M atter is the building block of all things. M atter At 8th level you gain the ability to infuse your
is constantly tr ying to cr eate new for m s. M atter w eapon str ikes w ith divine ener gy. Once on
is tied to the elem ent of Ear th and the Law ful each of your tur ns w hen you hit a cr eatur e w ith
alignm ent. M atter r esists Tim e's attem pt to a w eapon attack , you can cause the attack to
change it, to channel Ener gy into a useful for m deal an extr a 1d8 bludgeoning dam age to the
and pr ovides or der to Thought. tar get. W hen you r each 14th level, the extr a
dam age incr eases to 2d8.

I m pl acabl e Def en se

At 17th level you have r esistance to
bludgeoning, pier cing and slashing dam age.

62

Level Thought Dom ain Spells
1st Detect M agic, Detect Thoughts
3r d Clairvoyance, Sending
5th Dream, Telekinesis
7th M irage Arcane, Scrying
9th Foresight, Telepathy

Bon u s Pr of i ci en cy

At 1st level, you gain pr oficiency in tw o of the
follow ing skills: Ar cana, Histor y, Insight or
Per ception.

Bon u s Can t r i p

Befor e it can be done it m ust be conceived. W hen you choose this dom ain at 1st level, you
W ithout Thought ther e is nothing, m atter gain the message cantr ip if you don't alr eady
know it.
cannot be constr ucted, tim e cannot be
m easur ed, ener gy cannot be utilized. W hen you Deep Thi nk er
w alk the path of Thought you show your self to
At 6th level you gain pr oficiency in Intelligence
be the tr ue visionar y. Thought gr ow s on its saving thr ow s.
ow n, you just pr ovide the spar k . Your ideas w ill
Di v i n e St r i k e
cr aft this w or ld, your philosophies w ill spar k
debate and discussion and cr eate m or e thoughts At 8th level you gain the ability to infuse your
to be consider ed. Thought cannot be stopped as w eapon str ikes w ith divine ener gy. Once on
each of your tur ns w hen you hit a cr eatur e w ith
long as som eone w onder s w hy? a w eapon attack , you can cause the attack to
deal an extr a 1d8 psychic dam age to the tar get.
Petr ov Rom anov, disciple of Zir chov W hen you r each 14th level, the extr a dam age
incr eases to 2d8.
Th ou gh t
Savan t
Cler ic Dom ain
Star ting at 17th level you have advantage on all
Intelligence based skill tests.

The Spher e of Thought is m anipulative and
logical. Thought is the essence of the Im m or tals,
it ser ves to categor ize all of existence. Thought
r epr esents r ealization, philosophy and
under standing. Thought is tied to the elem ent
of Air but not any specific alignm ent. Thought
opposes the excesses of Ener gy, attem pts to
m anipulation Tim e and cr eate for m in M atter.

63

Level Tim e Dom ain Spells
1st Expeditious Retreat, Longstrider
3r d Haste, M irror Image
5th Legend Lore, Hypnotic Pattern

7th Teleport, Etherealness
9th Time Stop, Holy Aura

Bon u s Sk i l l

W hen you select this dom ain at 1st level you
gain pr oficiency w ith the Histor y skill.

Sen se Ti m e

At 1st level you can spend a full action to know
exactly w hat tim e of day it is.

Ex t r a At t ack

Everything has its place, a time for its creation Beginning at 5th level, you can attack tw ice,
and a time for its end. If nothing is created and if instead of once, w henever you take the Attack
nothing ends, the world will stagnate. Time is the action on your tur n.
judge of all things. Because of Time as things end
new things are created to replace them, the cycle Di v i n e St r i k e
of life continues. There is no end to time, there is
only the next moment. At 8th level you gain the ability to infuse your
w eapon str ikes w ith divine ener gy. Once on
Galtar von Breck, High Priest of Vanya each of your tur ns w hen you hit a cr eatur e w ith
a w eapon attack , you can cause the attack to
Tim e deal an extr a 1d8 necr otic dam age to the tar get.
W hen you r each 14th level, the extr a dam age
Cler ic Dom ain incr eases to 2d8.

I m pr oved React i on

At 17th level you gain pr oficiency in Dexter ity
saving thr ow s.

The Spher e of Tim e pr om otes change and
pr ogr ess. Tim e is constant, alw ays flow ing and
ebbing for w ar d. Tim e r epr esents change and
r ebir th, teaching the futur e w ith the lessons of
the past. Tim e is tied to the elem ent of Water
and the Neutr al alignm ent. Tim e opposes
M atter 's r esistance to change, lessens Ener gy
over tim e, and teaches Thought the lessons of
histor y.

64

Spells and Runes

65

Secret Magical Craftsof Glantri

Deep in the halls of the Gr eat School of M agic in Tim e and cost to lear n each Cir cle:
Glantr i city r ar e m agics ar e taught. Using
m ethods they have gleaned fr om study of the Fir st Cir cle: 7,000 gp/14 days
Radiance, the w izar ds of Glantr i can use m agic
in w ays unhear d of outside the nation. Such Second Cir cle: 28,000 gp/28 days
know ledge does not com e w ithout r isk , as the
Radiance can have unusual effects on car eless Thir d Cir cle: 63,000 gp/42 days
w izar ds.
Four th Cir cle: 112,000 gp/56 days
Requir em ents:
Fifth Cir cle: 175,000 gp/70 days
The Cr aft Cir cles ar e lear ned as a feat. W izar d
or Sor cer er m ust be a hum an or elf w ith a Skill Test: M any of the feats r equir e a skill test to
Glantr i or igin. Once you have taken a Cr aft feat, activate. Unless other w ise stated, the num ber of
you m ay not take another Cr aft feat. You m ust tim es a you can use a Cr aft feat befor e needing a
take tim e off in the cam paign and spend the long r est is equal to your Intelligence bonus.
r equisite am ount of gold befor e you can lear n Failed tests count as uses.
the feat. You only gain the benefit of the fir st
cir cle, to gain use of the next cir cle you m ust Cr itical Failur e
for ego your Ability Scor e Im pr ovem ent, take the
next cir cle instead of an Ability Incr ease. If the m age is r equir ed to test Ar cana for an
effect and r olls a 1, r er oll the die. If the r esult is
another 1 then apply the Cr itical Failur e r esults
descr ibed by the Feat. Other w ise tr eat the
r esult as just a nor m al failur e.

66

Al chem y per pound of m ater ial being tr ansm uted. The
lab is autom atically destr oyed.
1st Ci r cl e of Al ch em y
4t h Ci r cl e of Al ch em y
Requir em ents: 4th level, W izar d or Sor cer er
Requir em ents 3r d Cir cle of Alchemy, Level 16
- Find Com ponents: You m ay m ake a DC10
Ar cana check to know the r equir ed - Tr anscend Ener gy: You can attem pt to focus
ingr edients to r eplicate a potion. This ener gy into m atter to cr eate one of the
destr oys the potion in the pr ocess. follow ing effects:

- Alchem ical Pr epar ation: You m ay cr eate any - Rechar ge an expended m agic item . Item is
com m on availability potion as a balm . This r etur ned to it's nor m al status w ith its star ting
r equir es a DC15 Ar cana test and 1 hour of num ber of char ges.
w or k . The balm is good for 1d4 days
after w ar ds it separ ates and is useless. If the - Rever se the aging pr ocess. The r ecipient
the Ar cana test is failed the ingr edients ar e r ever sed 1 w eek of aging per level of the
lost and the you w ill need to m or e alchem ist. You can use this pr ocess on
ingr edients to tr y again. your self.

2n d Ci r cl e of Al ch em y - Anim ate a golem . The golem had 1HD per
level of the caster, cost to cr eate the golem is
Requir em ents: 8th level, 1st Cir cle of Alchemy the sam e as a r ar e m agic item .

- Find M agical Com ponents: You can identify - Raise the dead. A cor pse cannot be dead
m agical potions on a DC15 Ar cana test. In m or e than a num ber of days equal to the
addition you can take a bonus action to caster 's level, it is tr eated as if it has r eceived
identify the dam age type of any m agic item a r aise dead spell. In or der to use the pr ocess
on a DC15 Per ception test. the alchem ist m ust m ake a DC25 Ar cana
check , and needs to take the test in an ar ea
- M agical Pr epar ation: You can now cr eate any w ith a lar ge ener gy outbur st like a lightning
potion up to uncom m on availability. These stor m . Alter natively you m ay expend spells
ar e cr eated at half the tim e and speed it that do a com bined 60d6 points of dam age.
w ould take to m ake the potion nor m ally, but
only lasts 1d4 after it is cr eated. Cr itical Failur e: The lab explodes as above.

3r d Ci r cl e of Al ch em y 5t h Ci r cl e of Al ch em y

Requir em ents: 2nd Cir cle of Alchemy, Level 12 Requir em ents: 4th Cir cle of Alchemy, Level 20

- Tr ansm ute M atter : You m ay alter one - M utate Lifefor m : You can take on pr oper ties
non-living object to another non-living of another cr eatur e or m ater ial. You can
object. You m ay change 1lb of m ater ial per change into another cr eatur e, or just adapt
exper ience level. Yout can change the item par t of its physiology. You m ake a DC20
into another item of the sam e w eight, excess Ar cana check as a bonus action and selects
m ater ial is lost. The item 's value is w or th the one of the follow ing effects:
caster level x the w eight of the item . You
m ust spend a day inside a fully stocked - Gaseous Form: As the spell, but cannot effect
labor ator y and m ake a DC20 Ar cana check . gear .

Cr itical Failur e: The tr ansfor m ation fails and - True Polymorph: As the spell, but only
ever yone w ithin 20' takes 1d6 points of dam age cr eatur e to cr eatur e.

- Stoneskin: As the spell.

67

Dr acol ogy - Dr agon Scal e: The char acter m akes a DC20

1st Ci r cl e of Dr agon s ar cana test, if successful their natur al ar m or
class becom es equal to a dr agon w ith equal or

Requir em ents: 4th level, W izar d or Sor cer er lesser hit dice than his level. This ability last

- Dr agon Totem : The w izar d picks a dr agon one r ound per level of the caster.
type, w hen he m akes a test using a cir cle of - Dr agon W i n g: The caster m akes a DC20
dr agons feat, he m anifests changes into the
featur es of a dr agon of that color. ar cana test, if successful they m anifest w ings
of the chosen type, and can fly at the speed of
- Pr otection fr om Dr agons: The char acter his chosen dr agon, his car r y w eight is 100lbs
m akes a DC15 Ar cana test to pr event a dr agon per char acter level.

fr om attacking him . The effect is autom atic if 3r d Ci r cl e of Dr agon s

he is a higher level than the dr agon's hit dice,
Requir em ents: 2nd Cir cle of Dr agons, Level 12

other w ise the dr agon m ake m ake a w ill save

against the w izar d's spell pow er to ignor e the - Dr agon Br eat h : The caster gains a br eath

effect. W hile the effect is active the dr agon w eapon identical to his chosen dr agon. The
cannot attack the w izar d or his par ty, dam age is the sam e as a dr agon w ith equal or
including casting spells or using a br eath lesser hit dice to the caster 's level. This ability
w eapon. The dr agon can com m unicate w ith can be used thr ee tim es befor e needing a long
the w izar d and know s their exact location but r est.

cannot har m him . The effect ends if the 4t h Ci r cl e of Dr agon s

w izar d gets m or e than 120' fr om the dr agon,

or if he or a m em ber of his par ty attacks the Requir em ents 3r d Cir cle of Dr agons, Level 16

dr agon or tr ies to steal fr om the dr agon. - Dr agon M i gh t : The caster m ay attem pt to

2n d Ci r cl e of Dr agon s dom inate a dr agon, the dr agon m akes a
saving thr ow against the Dr aconology's spell
Requir em ents: 8th level, 1st Cir cle of Dr agons pow er, if the dr agon fails to save tr eat the

- Dr agon Toot h : The char acter m akes a DC20 effect as a Dom inate M onster spell. The effect
ar cana test. If successful he can m anifest lasts 1 tur n per the caster s level.

m agical fangs that have a r ange of 10' and 5t h Ci r cl e of Dr agon s

attack as a dr agon bite attack of a dr agon w ith

the hit dice equal or lesser to the char acter 's Requir em ents: 4th Cir cle of Dr agons, Level 20

level. The effect lasts five r ounds. - Hi gh M ast er of Dr agon s: You m ay m ake a

- Dr agon Eye: The char acter m akes a DC20 DC25 ar cana check , the caster polym or phs

ar cana test. For a num ber of r ounds equal to into a Gr eat Wyr m var iant of the chosen

his level, the w izar d autom atically detects dr agon. This effect lasts for 1d4 r ounds.

invisible or polym or phed dr agons. Cr itical Failur e: A Gr eat Wyr m of your type
- Dr agon Cl aw : The char acter m akes a DC20 appear s in 1d6 tur ns and attacks. The Gr eat
Wyr m has m axim um hit points.
ar cana test, if successful his hands becom e
claw s and attack as a dr agon of the sam e hit

dice equal or lesser to his level. This effect

lasts one r ound per level.

68

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

1st Ci r cl e of El em en t s Requir em ents: 16th level, 3r d Cir cle of Elem ents

Requir em ents: 4th level, W izar d or Sor cer er El em en t al M ast er y: You gain fur ther abilities

based on their focus.
Pr otection fr om Elem ents: Pick an elem ental type

as your Elem ental focus. You gains the follow ing - Full Elem ental Contr ol: You m ay m ake a D20

benefits depending on elem ent. ar cana check . If successful the you can cr eate

- Fir e: Resistant to Fir e dam age, can w alk over an elem ental out of appr opr iate m ater ials on
lava w ithout har m for 90ft or 3 r ounds, hand. The new ly cr eated elem ental is
w hichever com es fir st. com pletely under the your contr ol.
- Fir e: You takes no dam age fr om heat, though
- Water : Resistant to Water dam age, can w alk still takes dam age as nor m al fr om fir e. The
over w ater for 90ft or 3 r ounds, w hichever you can change the size of a fir e by 2ft per
com es fir st. r ound at w ill.
- Water : The you can m ake w ater be as still or
- Ear th: Resistant to dam age fr om Ear th r ough as a stor m equal to 3ft tim es your caster
dam age. Can w alk over quicksand, m ud or level. You can br eathe w ater at w ill, and has
cr um bling ledges for 90ft or 3 r ounds, advantage on all sw im m ing checks, ignor ing
w hichever com es fir st. even cur r ents and w hir lpools.
- Ear th: The you can cast move earth at w ill.
- Air : Resistant to dam age fr om Air dam age. You can never im m obilized by being bur ied.
Can w alk on clouds or clim b sm oke up for 90ft
or 3 r ounds, w hichever com es fir st.

2n d Ci r cl e of El em en t s - Air : The you can cast gust of wind at w ill. All

Requir em ents: 8th level, 1st Cir cle of Elem ents m issile attacks against the you ar e at a
disadvantage. The you take no dam age or can
- M inor Conjur ation: You m ust m ake a DC15 be m oved by high w inds.
ar cana check . On a success the you sum m on
1d4 m inor elem entals of you focus. The Cr itical Failur e: The cr eated elem ental cr eatur e
elem entals have the m inim um am ount of hit goes ber ser k , attacking all near by.

points they could have. The elem entals w ill 5t h Ci r cl e of El em en t s

per for m one task , and disappear after Requir em ents: 20th level, 4th Cir cle of Elem ents

finishing it. They also vanish after a num ber

of days equal to your caster level. M etam or phosis: You m ust m ake an Ar cana D25

test, if successful you becom e an elem ental of
Cr itical Failur e: A elem ental of the r ival elem ent your focus. You r etain all spells and abilities. In
appear s, hostile to you.

addition the you can tr avel to the elem ental plane

3r d Ci r cl e of El em en t s of your focus at w ill.

Requir em ents: 12th, 2nd Cir cle of Elem ents Cr itical Failur e: An elem ental of the focus type

- M ajor Conjur ation: As above, except you appear s w ith m axim um hit points hostile to you.

sum m on any cr eatur e fr om the chosen

elem ental plane. That cr eatur e w ill per for m a

task exactly as above.

Cr itical Failur e: The cr eatur e ar r ives hostile
tow ar ds you.

69

I l l u si on is attacked by an illusionar y m onster or
m onster s w ith a CR no gr eater than your
1st Ci r cl e of I l l u si on level. The cr eatur es exist only in the tar get's
m ind, but the dam age dealt is r eal. The
Requir em ents: 4th level, w izar d or sor cer er. 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.
test. If successful the tar get m akes a w isdom
save against the your spell casting ability. If Cr itical Failur e: The Illusionist sees w hat he
the tar get fails, they act as if they ar e under a w ants to see happen, but nothing actual occur s.
suggestion spell. The suggestion cannot You can take no other actions than attem pting to
m ake the tar get violate their alignm ent or m aintain the failed illusion until they pass a
har m them selves. The effect ends w hen DC20 Intelligence test at the star t of each r ound.
tar get has per for m ed a task for the
Illusionist, taken dam age or the Illusionist 4t h Ci r cl e of I l l u si on
ends it. If the suggestion isn't clear the effect
autom atically fails. You r egains the ability to Requir em ents: 16th level, 3r d Cir cle of Illusion
use this after a shor t r est.
- Shadow Reality: You m ust m ake a DC20
Cr itical Failur e: You ar e affected by the Ar cana test, if successful you m ay dimension
suggestion instead, w ith all the above door fr om one shadow to another in sight, or
r estr ictions. becom e a non-cor por eal shadow. W hile in
the shadow you can cr eate im m ovable solid
2n d Ci r cl e of I l l u si on objects like stair s out of shadow s. You can
alter shadow s w ith in 1 yar d per level.
Requir em ents: 8th Level, 1st Cir cle of Illusion
Cr itical Failur e: You ar e instead tr anspor ted to
- Dr eam Alter ation: You m ust m ake a DC12 the Dim ension of Nightm ar es, w her e you m ust
Ar cana test against a sleeping tar get. The find your ow n w ay back to safety.
tar get can be up to 1 m ile aw ay per caster
level. You can send a m essage or a 5t h Ci r cl e of I l l u si on
nightm ar e. If a m essage is sent the tar get
w akes up w ith the m essage fr esh in their Requir em ents: 20th level, 4th Cir cle of Illusion
m ind. If a nightm ar e is sent, the tar get m ay
m ake a W isdom save vs. the your spell - Dr eam lands: You cr eate an inter dim ensional
casting ability. If successful nothing str onghold in the Dim ension of Nightm ar es.
happens. Other w ise the tar get does not This is tr eated exactly like M ordenkainen's
benefit fr om the r est. If the tar get can pass M agnificent M ansion, except the m ansion
tw o saving thr ow s in a r ow they ar e im m une does not expir e. To entir e the str onghold you
to your pow er Dr eam Alter ation m ay only be m ust m ake a DC20 Ar cana check .
used once per dr eam .
- You can cr eate shadow cr eatur es w ith a CR
Cr itical Failur e: The sleeping tar get w akes up up to your level and send them fr om
w ith the know ledge of your identity. str onghold on a m ission. This r equir es a
DC25 Ar cana test. You can see thr ough their
3r d Ci r cl e of I l l u si on eyes and hear w hat they hear. They w ill
r em ain until the task is done or they ar e
Requir em ents: 12th Level, 2nd Cir cle of Illusion sl ai n .

- Delir ium Tr em ens: You m ust m akes a DC15 Cr itical Failur e: The cr eated cr eatur es go
Ar cana test, if successful a tar get w ithin 120' ber ser k instead and attack you.

70

Necr om ancy Cr itical Failur e: You take 1d6 points of Necr otic
dam age per CR of the cr eatur e attem pted, plus
1st Ci r cl e of Necr om an cy another d6 for each im m unity or special attack
of the undead. This dam age ignor es any
Requir em ents: 4th level, w izar d or sor cer er r esistance or im m unities.

- Pr otection fr om Undead: You m ust m ake a 4t h Ci r cl e of Necr om an cy
DC10 Ar cana test. W hile this is active a
num ber of undead cr eatur es w ith CR up to Requir em ents: 16th level, 3r d Cir cle of
the your level cannot attack anyone w ithin Necr om ancy
10? of the your r itual. Cr eatur es w ith low er
CRs ar e affected fir st. This pow er lasts until - Raise Dead: You m ust m ake a DC20 Ar cana
the you m ove out of the cir cle, or som eone in test. If successful you can cast Tr ue
the cir cle attacks. Resur r ection w ithout spell com ponents.

Cr itical Failur e: The you cannot attack undead Cr itical Failur e: You loses 1 point of Constitution
instead until you is attacked by one. for ever y level or Hit dice of the cr eatur e you
w as tr ying to r aise. If this r educes your
2n d Ci r cl e of Necr om an cy Constitution to 0 the caster tur ns to a pile of ash
and cannot be r esur r ected by any m eans.
Requir em ents: 8th level, 1st Cir cle of Other w ise the Constitution r etur ns at the r ate of
Necr om ancy 1 per long r est.

- Contr ol Undead: You m ust m ake a DC15 5th Cir cle of Necr om ancy
Ar cana test. If successful he im m ediately
gains contr ol of undead w ithin 120' w ith a Requir em ents: 20th level, 4th Cir cle of
com bined CR equal to your level. This Necr om ancy
undead can be contr olled or destr oyed at
w ill. The effect ends at the r ise of the next Attai n Li chdom
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 25,000gp. At the end of the r itual the
catatonic for 1d8 hour s other w ise. You stay Necr om ancer m akes a DC25 Ar cana test. If
under contr ol until the next full m oon or the successful the caster im m ediately gains the
undead is destr oyed. follow ing abilities fr om the Lich entr y in the
m onster m anual:
3r d Ci r cl e of Necr om an cy
- Dam age Resistance: per lich
Requir em ents: 12th level, 2nd Cir cle of - Dam age Im m unity: per lich
Necr om ancy - Condition Im m unity: per lich
- Tr uesight 120ft
- Cr eate Undead: You can cr aft undead after a - Legendar y Resistance 3/day
r itual. The r itual r equir es tw o w eeks of - Rejuvenation
r esear ch per challenge r ating, and 1000gp - Par alyzing Touch
per CR. Cor por eal undead need a fr esh - Tur n Resistance
cor pse, incor por eal just a par t of a cor pse. - Undead
The actual r itual r equir es 1 hour per CR and
r equir es a Ar cana DC15 test, at the end the Cr itical Failur e: The Lich is tur ned into a dem on
undead is com pletely loyal to you, unlike of the DM 's choice and is r em oved fr om the
Contr ol Undead. Liches cannot be cr eated. gam e.

71

Cr ypt om an cy by its intelligence. To acquir e a r une
r equir es 2 w eeks of study, 500gp in cost and
Runic m agic is extr em ely danger ous, the m or e a DC12 Investigation test.
you use r unes the m or e likely ther e is a
catastr ophe. Each r une used past the fir st in a 3r d Ci r cl e of Ru n es
given day incr eases the chance of a cr itical
failur e by 1. So the second tim e you check for a Requir em ent: 12th level, 2nd Cir cle of Runes
Cr itical Failur e the failur e is confir m ed on a 2,
then 3, 4 etc. All r unes use the sam e Cr itical - Rune of Pow er : Your lear n the tr ue nam e for
Failur e char t. a sour ce of ener gy, (fir e, cold, electr icity, etc).
M ake a DC15 Ar cana test to incr ease or
Cr itical Failur e: Fir st attem pt that day: A stor m decr ease the dam age of a spell using that
occur s in a 24 m ile ar ea center ed on you. No ener gy by a num ber of dice equal to your
tr avel is possible. The stor m lasts 1d12 hour s. level. This cannot r educe dam age below 0 or
incr ease it above 20d6. This m ay be done as
Second attem pt that day: A earthquake occur s a r eaction. To acquir e a r une r equir es 4
like the spell. The ear thquake has a 36 m iles w eeks of study, 1000gp in cost and a DC15
r adius center ed on the you. The ear thquake Investigation test.
lasts for one m inute.
4t h Ci r cl e of Ru n es
Thir d or m or e attem pt that day: The stor m and
the ear thquake both occur, and the r une is Requir em ent: 16th level, 3r d Cir cle of Runes
r ipped fr om the m ind fr om your m ind and m ust
be r elear ned. - Runes of M agic: You lear n to bind spells to
item s. M ake a DC20 Ar cana test, if successful
1st Ci r cl e of Ru n es the spell is bound to an item . The spell
tr igger s w hen the item is used or picked up.
Requir em ent: 4th level, W izar d or Sor cer er Each spell r equir es a differ ent r une. Only
one r une per item can inscr ibed, the r une is
- Rune of M atter : You lear n the tr ue nam e for per m anent until activated or dispelled. The
a com m on m ater ial (gold, sand, glass, ir on). r une is invisible after casting. You can bind
M ake a DC10 Ar cana test. If successful the cr eatur e nam es to ar eas to pr event the
you can m old the m ater ial 1sq ft per caster cr eatur e fr om enter ing. You can inscr ibe
level. The m ater ial r etur ns to its nor m al five r unes on a golem to activate it, at a
shape in 1d4 r ounds. To acquir e a r une m ater ial cost of 1,000gp per hit die. To
r equir es 1 w eek of study, 100gp in cost and a acquir e a r une r equir es 8 w eeks of study,
DC10 Investigation test. 2500gp in cost and a DC20 Investigation test.

2n d Ci r cl e of Ru n es 5th Cir cle of Runes

Requir em ent: 8th level, 1st Cir cle of Runes Requir em ent: 20th level, 4th Cir cle of Runes.

- Rune of Life: Your lear n the tr ue nam e for a - Tr uenam e: You lear n the tr ue nam e of an
non-m agical cr eatur e of anim al intelligence intelligent cr eatur e. This acts exactly as a
or low er. M ake a DC12 Ar cana test, if Rune of Life. You can r eplace spells the
successful can take contr ol of the nam ed tar get has m em or ized w ith your ow n, and
cr eatur es, w ith a com bined CR equal to their can cast the tar get's spells or inscr ibe them
level. You can see thr ough their eyes and in your spell book . To acquir e a r une
hear w hat they hear. The ability lasts for r equir es 6 m onths of study, 5000gp in cost
1d10 tur ns. The anim al's actions ar e lim ited and a DC25 Investigation test.

72

Wi tchcr af t 3r d Ci r cl e of W i t ch cr af t

Penalties: After each feat is acquir ed the Requir em ent: 12th level, 2nd Cir cle of
char acter loses 2 points of Char ism a W itchcr aft
per m anently, to a m inim um of 3.
- Spellbinding: M ake a DC15 Ar cana test, if
1st Ci r cl e of W i t ch cr af t successful you conjur es a num ber of
cr eatur es w hose com bined CR ar e equal to
Requir em ent: 4th level, W izar d or Sor cer er the your level. The cr eatur es m ust be of the
sam e alignm ent as you. The cr eatur es ar e
- Br ew s and Potions: Identical to the Alchemy utter ly loyal to you, and you can see thr ough
feat Alchem ical Pr epar ation, except the their eyes. The cr eatur es last until slain or
concoction is in the for m of a potion. You do dism issed.
not get the incr eased pr epar ation tim e like
alchem ists how ever. Cr itical Failur e: Instead of appear ing, the
cr eatur e takes over your body for an entir e day.
Cr itical Failur e: The potion has the opposite
affect intended. 4t h Ci r cl e of W i t ch cr af t

- Silver Tongue: M aks a DC10 Ar cana check , if Requir em ents:16th level, 3r d Cir cle of
successful the you gain advantage on all W itchcr aft
per suasion r olls for one hour.
- Shapechange: M akes a DC15 Ar cana test and
Cr itical Failur e: You ar e incapable of falsehoods, can assum e the shape of a cr eatur e or
including by om ission for one hour. cr eatur es w hose com bined CR is equal or
less than your s. The cr eatur es cannot have
2n d Ci r cl e of W i t ch cr af t m or e than 4HD each. In the case of m ultiple
cr eatur es you becom es a single cr eatur e and
Requir em ent: 8th level, 1st Cir cle of W itchcr aft contr ols the other s. Dam age dealt to a
contr olled cr eatur e is dealt the you w hen
- Doll Cur se: You cr eate a pair of dolls that you r etur ns to nor m al for m . This ability
look like your victim , the pr ocess taking tw o lasts until you dispels it.
days per level of the victim , r equir ing you to
place one doll in the victim 's hom e. If the Cr itical Failur e: You cannot r etur n to nor m al
doll is destr oyed all effects end. Each night for m , the effect m ust be dispelled nor m ally
you can per for m one of the follow ing actions
by m aking a DC12 Ar cana test. 5t h Ci r cl e of W i t ch cr af t

- Pain: The victim takes 1d6 dam age, not Requir em ents: 20th level, 4th Cir cle of
r educed by anything. W itchcr aft

- Sickness: The victim becom e violently ill, no Ultim ate Possession: On a DC25 Ar cana test the
m agic can cur e the disease. W itch m ay M agic Jar into an unw illing victim as
per the spell. The victim m ust be of equal or
- M adness: The victim m ust m ake a W isdom low er level but gets no save. You m ay stay in
Save vs. your Spellcasting Ability or lose a the victim s body until you decides to r elinquish
point of Constitution. The only w ay to contr ol. The victim is fully aw ar e of w hat is
r estor e this loss is to find and destr oy the happening w hile possessed. The w itch m ay
doll. cast her spells or use any of the victim 's abilities
w hile in possession.
Cr itical Failur e: The doll is destr oyed and the
you suffer the effects of a Bestow Curse spell, Cr itical Failur e:You possess the victim , but your
effects up to the DM . The cur se is dispelled body dies. If you r elease contr ol or ar e for ced
nor m ally. out by a dispel m agic spell or sim ilar, you die.

W itches Char m : M akes a DC12 Ar cana test, if
successful the Char m r estor es all lost Char ism a
fr om the W itchcr aft Cir cle for 24 hour s.

Cr itical Failur e: The w itch loses a per m anent
point of Char ism a.

73

Nor dic Rune Magic

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

74

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 tests saving thr ow at the the spell.
Jar n/Fr uitful Natur e 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 tests due to
cr eatur e appr oaches fatigue or w eather

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 tests to Per suasion tests to None
acquir e assistance com e to a peaceful Cr eatur es in 20' m ust None
agr eem ent. m ake Char ism a saving
thr ow or stop fighting
You gain advantage on You gain advantage on None
Per for m tests in fr ont of any Per suasion test to
an audience acquir e aid

Casts a lightning bolt Casts sleet stor m
like the spell, for 3d6 center ed on your self
dam age for 1 tur n.

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.

75

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 tests w ith hor se know char acter.
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 1d10 tur ns. keep one per son afloat
Causes vegetation to per son. 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'

76

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: 1 Tur n 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 : Per m anent
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 : Per m anent 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 : 1 tur n 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 char ge per level. The caster
students at the Gr eat School of M agic. can spend the char ges w hen casting later spells
to change the one die 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 i zar d) W hen the spell is cast the caster m ust m ake a
Cast i n g Ti m e: 1 action Constitution save or becom e exhausted, the DC
Ran ge: 360 yar ds goes up by tw o for ever y tim e a Radiance spell
Com pon en t s: V, S, M (bit of sail cloth) has been cast since a long r est. This spell is
Du r at i on : 10 m inutes. consider ed extr em ely r ar e, casting it in public,
W hen you cast this spell you change all w eather especially in Glantr i or Alphatia w ill dr aw all
affects on the w ind char t (Page 109 of the DM G) 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 77
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 : 1 hour per level

W hen cast this spell changes the clim ate in 1
m ile per level. You can decide any clim ate 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 : Per m anent

78

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 : Per m anent
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 : 1 hour per level. additional 10x10x10 section of air for each level
above 3r d.
W hen you cast Contr ol Destiny you gain a
num ber of Destiny char ges equal to your level. Cr ow d Su m m on i n g
Until 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 2nd Level Enchantment (Bard, W izard)
you autom atically pass the saving thr ow. Each
saving thr ow costs one char ge. Cast i n g Ti m e: 1 tur n

W hen the spell is cast the caster m ust Ran ge: 120' feet
m ake a Constitution save or becom e exhausted,
the DC goes up by tw o for ever y tim e a Radiance Com pon en t s: V, S, M (a piece of shiny cloth)
spell has been cast since a long r est. This spell
is consider ed extr em ely r ar e, casting it in Du r at i on : Concentr ation, up to 1 hour
public, especially in Glantr i or Alphatia w ill
dr aw all sor ts of unw anted attention. Cr ow ds ar e natur ally dr aw n to you w hile this
spell is active. Any test to gain attention fr om
Cou n t Coi n s people or selling a pr oduct have advantage. You
m uch have at least 50 people in the affected
Cantrip Divination (W izard) ar ea to cast this spell. It does not pr ohibit them
fr om leaving, but m akes you m uch m or e
Cast i n g Ti m e: 1 action inter esting to them . This spell is nor m ally
taught only by the Dar okin M er chant's Guild
Ran ge: Touch and M inr othad Tutor ial Guild.

Com pon en t s: V, S Di sch ar ge

Du r at i on : Instantaneous 8th level Invocation (W izard/Sorcerer/Radiance)

W hen you touch a container and cast this spell Cast i n g Ti m e: 1 Action
you instantly know n the num ber and quantify
of the coins w ithin. This has no effect on Ran ge: 10' per char ge
anything other than m etal coins, and does not
tell you the nationality of the coins. This spell is Com pon en t s: V, S
taught only by the Dar okin M er chant's Guild
and M inr othad Tutor ial Guild. Du r at i on : Instantaneous

You r elease all Radiance char ges you still have
fr om other spells. This spell does 10 points of
Radiant dam age per char ge expended to a single
tar get. Dischar ge ignor es all dam age r esistance
and im munity.

79

W hen the spell is cast the caster m ust m ake a end of tw o hour s, the shield dissolves,
Constitution save or becom e exhausted, the DC disintegr ating all tr apped inside, no saves or
goes up by tw o for ever y tim e a Radiance spell m agic r esistance allow ed. If w izar ds br ing
has been cast since a long r est. This spell is gr oups w ith them , all pr esent m ust declar e their
consider ed extr em ely r ar e, casting it in public, loyalty. The spell ends w hen the last com batant
especially in Glantr i or Alphatia w ill dr aw all of one side is dead.
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 : Per m anent
By touching an item you im m ediately know its
You im m ediately extinguish a 10x10 section of value in gold pieces. This spell r eveals nothing
non-m agical fir e. You even r em ove all heat, so other than m onetar y w or th. This spell is taught
ther e is no danger of the fir e r eigniting. This only by the Dar okin M er chant's Guild and
spell has no effect on m agical fir e or cr eatur es M inr othad Tutor ial Guild.
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)
Com pon en t s: V, S, M (a touch of char coal)
Cast i n g Ti m e: 1 hour
Du r at i on : 1 Day
Ran ge: Self
After casting this on a docum ent or ledger, all
Com pon en t s: V, S, M (r uby w or th 5,000 that is tests to check the m ath or see if m oney is
cr ushed w hen spell is cast) m issing is at a disadvantage. This spell is
taught only by the Dar okin M er chant's Guild
Du r at i on : 2 hour s or death of w izar d. and M inr othad Tutor ial Guild, though they ar e
both loathe to adm it it.
This spell r equir es tw o m ages to cast, each m ust
know the spell. This is a spell unknow n outside Eye of t h e Eagl e
Alphatia, w hen it is cast it can only end w ith the
death of one of the w izar ds. It cr eates a dom e 5th level Enchantment (Cleric/Druid)
60' in diam eter encom passing both w izar ds. Cast i n g Ti m e: 1 action
Nothing shor t of a w ish spell can br ing this Ran ge: Touch
shield dow n once cast. Nothing can penetr ate Com pon en t s: V, S, M (eagle feather )
the shield fr om either dir ection. Dur ation: 1 tur n

The shield is used for duels to the death,
as soon as one of the w izar ds is slain the shield
ends. If neither of the w izar ds is dead at the

80

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 Sur vival tests. If the bear er of
can r oll another die of the sam e type and add the paint fails a saving thr ow against a w ater
that dam age to the total. Continue doing so based attack or is subm er ged the spell ends. If
until you do not r oll m axim um dam age on the cast as a r itual the caster m ay tar get a num ber
d i e. of people equal to his caster level w ith this spell.

Fi r ebow I gn or e Road

3rd level Invocation (Cleric) 1st level Abjuration (W izard)

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

Ran ge: Touch Ran ge: 100 feet

Com pon en t s: V, S, M (hickor y ash) Com pon en t s: V, S, M (dir t fr om the r oad being

Du r at i on : 1 r ound/level or until all the char ges tr aveled on)
ar e used.
Du r at i on : 1 day
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 W hile under this spell car avans ar e able to
any num ber of char ges. Each char ge adds 1d8 avoid holes, bad w eather and other pitfalls
to the dam age if the attack hits. If the attack along badly m aintained r oads. You have
m isses the char ges ar e lost. The spell expir es if advantage on all Anim al Handling or Vehicle:
all the char ges ar e spent. Land tests you have to m ake w hen testing to see
how far you've tr aveled over land. This spell is
At Higher Levels. W hen you cast this spell taught only by the Dar okin M er chant's Guild.
using a spell slot of 4th level or higher, add tw o
additional char ges for each level above 3r d. I n f u si on

Fi r e Gat e 6th level Enchantment (Cleric)

5th level Conjuration (Cleric) Cast i n g Ti m e: 1 tur n

Cast i n g Ti m e: 1 r ound Ran ge: 10 feet

Ran ge: 10 feet Com pon en t s: V, S, M (bit of buffalo dung)

Com pon en t s: V, S Du r at i on : Per m anent

Du r at i on : Instantaneous You m ay cast this spell on a num ber of tar gets
equal to your cler ical level. W hile this spell is
W hen you cast this you enter any bonfir e lar ge active, each per son under its effect
enough to cover you com pletely. You take no autom atically passes their next saving thr ow.
dam age fr om the fir e w hen you do this. You The spell for them then expir es. The spell can
m ay then telepor t to any fir e that you know of, expir e on one per son and stay active on
stepping out of the second fir e unscathed. an ot h er .

Hu n t i n g Pai n t I nventor y

2nd level Enchantment (Cleric, Druid) ritual 3rd level Divination (W izard)
Cast i n g Ti m e: 30 m inutes Cast i n g Ti m e: 1 tur n
Ran ge: touch Ran ge: Touch
Com pon en t s: V, S, M (face paints) Com pon en t s: V, S, M (sm all abacus)
Du r at i on : 1 day Du r at i on : Instantaneous

81

You instantly know the contents and quantity of Cast i n g Ti m e: 1 action
any container, w agon or vessel that you touch.
You w ill know w hat is in it, but not anything Ran ge: Self
m or e specific than w hat it is m ade of. You
cannot detect if som ething is m agical inside. Com pon en t s: S
You w ill know a chest contains a sw or d, but not
if it is a the king's sw or d. This spell is taught Du r at i on : Instantaneous
only by the Dar okin M er chant's Guild and
M inr othad Tutor ial Guild. You autom atically know w hich dir ection is
nor th w hen you cast this. It does not tell you
anything apar t fr om the or ientation.

Ni gh t wat ch Pr eci pi t at i on

2nd level Enchantment (W izard) 1st level Conjuration (W izard, Druid)
Cast i n g Ti m e: 1 tur n
Cast i n g Ti m e: 1 action Ran ge: Self
Com pon en t s: V, S, M (vial of pur e w ater )
Ran ge: Touch Dur at i on: 1 hour
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 2nd level Cantrip (W izard)
by the Dar okin M er chant's Guild and M inr othad Cast i n g Ti m e: 1 tur n
Tutor ial Guild. Ran ge: 10 m iles
Com pon en t s: V, S, M (dir t fr om local ar ea)
Oi l sk i n Du r at i on : Instantaneous
You know w hat kind of w eather and of w hat
1st level Transmutation (W izard) intensity it w ill occur in a 10 m ile diam eter
ar ound you. You have a gener al idea w hen the
Cast i n g Ti m e: 1 action w eather w ill ar r ive, and fr om w hat dir ection.

Ran ge: Touch Qu i ck en Pace

Com pon en t s: V, S, M (bit of eel skin) 2nd level Enchantment (W izard)
Cast i n g Ti m e: 1 tur n
Dur ation: 2 tur ns Ran ge: Self
Com pon en t s: V, S, M (sm all w hip)
You cannot get w et by any m eans shor t of Du r at i on : 1 day
com plete im m er sion. Rain w ill not touch you, Any hor se or w agon under your contr ol dur ing
even w aves acr oss a ship w ill not get you w et. this spell incr eases it over land tr avel by 2 m iles
You suffer no penalty tr ying to see in a stor m for daily tr avel. It has no effect on speed other
because r ain does not get in your eyes. This
spell is taught only by the M inr othad Tutor ial 82
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 2 tur ns for each level above
1st .

Or i ent at i on

Cantrip Divination (W izard, Ranger)

than total daily distance tr aveled. This spell is Cast i n g Ti m e: 1 action
taught only by the Dar okin M er chant's Guild.
Ran ge: Self
At Higher Levels. W hen you cast this spell
using a spell slot of 3r d level or higher, you Com pon en t s: V, S, M (bit of cologne)
m ove an addition 2 m iles for each level above
2n d . Dur at i on: 1 hour

Ret ai n Pow er You instinctively know how not to em bar r ass
your self w hen in an unfam iliar setting. You
7th level Enchantment have advantage in tests to m ake fr iends in
(W izard/Sorcerer/Radiance) locations w her e you ar e not fam iliar. You m ay
not know the language but can get by being a
Cast i n g Ti m e: 1 action w allflow er or w ith hand gestur es. This spell is
nor m ally taught only by the Dar okin M er chant's
Ran ge: Self Guild and M inr othad Tutor ial Guild.

Com pon en t s: V, S, M (soul cr ystal) At Higher Levels. W hen you cast this spell
using a spell slot of 3r d level or higher, the
Du r at i on : Per m anent dur ation is incr eased by an hour for each level
above 2nd.
You can r etain the char ges fr om Radiance spells
per m anently by casting this spell. You can then Sea Legs
spend the char ges w henever you w ish, stor ing
them indefinitely. The m or e Radiance you stor e 1st level Enchantment (W izard)
in your body the m or e difficult it becom es to
cast spells. Ever y five char ges of Radiance you Cast i n g Ti m e: 1 action
have stor ed counts gives a +2 to the DC of any
tests m ade to avoid fatigue fr om casting Ran ge: Touch
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,
casting it in public, especially in Glantr i or Dur at i on: 1 hour
Alphatia w ill dr aw all sor ts of unw anted
at t en t i on . W hile under the effects of the spell the tar get
suffer s no penalties for m oving on a r ocking
Rot ship, and is im m une to seasickness and other
ailm ents br ought on by being unaccustom ed to
2nd level Necromancy (W izard) ship life. This spell is taught only by the
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 : Per m anent
Range: self
You cause a single non-m agic item to decay into
uselessness. The item m ust be able to be held in Com ponents: V, S, M (silver piece)
your hand. Wood r ots, cloth becom es m oth
eaten, m etal r usts. Item s held by another m ust Dur ation: 1 tur n
be touched w ith an attack r oll, the ow ner of the
item can m ake a Dexter ity save to avoid the As long as you do not lie, you have advantage on
item 's destr uction. all Per suasion tests. Om issions and
exagger ations ar e per m itted, but if you tell a
Sav i or Fai r e blatant falsehood the spell ends. Telling
som eone ?This is the finest dagger in Dar okin?
2nd level Enchantment (Bard, W izard) is acceptable, but not that it w as w ielded by
Halav him self. This spell is nor m ally taught
only by the Dar okin M er chant's Guild and

83

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: 1 tur n 1st level Conjuration (Cleric, Druid)
Cast i n g Ti m e: 1 action
Ran ge: Touch Ran ge: Self
Com pon en t s: V, S, M (bit of m istletoe)
Com pon en t s: V, S, M (sm all electr um statue) Dur ation: 1 minute
You cr eate a 5' long m agical spear that does
Du r at i on : 1 day 3d10 dam age and can be thr ow n. The spear is
nor m al in all aspects, but disappear s after you
This spell can affect a per son, a w agon, or a attack w ith it.
ship. W hile affected anyone tr ying to sear ch the
tar get for hidden contr aband has disadvantage Thunder dr um
on all Per ception tests. It does not m ake the
car go invisible, but people ar e m or e likely to 3rd level Invocation (Cleric)
over look it. This spell is taught only by the Cast i n g Ti m e: 1 action
Dar okin M er chant's Guild and M inr othad Ran ge: 120'
Tutor ial Guild, but not openly. Com pon en t s: V, S, M (dr um )
Du r at i on : Instantaneous
Tal k t o Sea Cr eat u r es Your dr um cr eates a deafening noise that dr ives
enem ies aw ay. Cr eatur es, fr iend or foe, w ithin
1st level Divination (W izard) ritual 10' of you ar e not affected. Cr eatur es CR1 or
less autom atically becom e fr ightened.. Other
Cast i n g Ti m e: 1 action cr eatur es m ust pass a W isdom saving thr ow or
becom e fr ightened. This spell has no effect on
Ran ge: Self cr eatur es w ith m or e hit points than you. All
cr eatur es affected take Thunder dam age equal
Com pon en t s: V, S to your cler ic level.

Du r at i on : 10 m inutes W hile fr ightened by this spell, a cr eatur e
m ust take the Dash action and m ove aw ay fr om
You gain the ability to com pr ehend and ver bally you by the safest available r oute on each of its
com m unicate w ith sea cr eatur es for the tur ns, unless ther e is now her e to m ove. If the
dur ation. The know ledge and aw ar eness of cr eatur e ends its tur n in a location w her e it
m any beasts is lim ited to their intelligence, but doesn't have live of sight to you, the cr eatur e
at a m inim um beasts can give you infor m ation can m ake a W isdom saving thr ow, on a
about near by locations and m onster s, including successful save the spell ends for that cr eatur es.
w hatever they can per ceive or have per ceived
w ithin the past day. You m ight be able to 84
per suade a sea cr eatur e to per for m a sm all
favor for you, at the DM 's discr etion. This spell
is taught only by the M inr othad Tutor ial Guild.

Tar

1st level Conjuration (W izard)

Cast i n g Ti m e: 1 action

Ran ge: Touch

Com pon en t s: V, S, M (a sm all bit of tar )

Du r at i on : Per m anent

You cover a 50' r ope or 10x10 ar ea w ith tar. The
tar is sticky and w ill bur n if an open flam e is
applied to it. Tur pentine w ill r em ove it. You

Tr an scen d Li f e For ce Ran ge: 100 feet
Com pon en t s: V, S
9th level Transmutation (W izard, Sorcerer, Du r at i on : Per m anent
Radiance) ritual 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
Cast i n g Ti m e: 2d12 hour s 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
Ran ge: Self as r ough ter r ain if on the gr ound.

Com pon en t s: V, S, M (100,000 gp w or th of exotic Tr u st
m ater ials as deter m ined by the DM )
1st level Cantrip (W izard)
Du r at i on : Per m anent Cast i n g Ti m e: 1 action
Ran ge: Self
The ultim ate spell of the Radiance, this spell Com pon en t s: S, M (silver piece)
gives you a chance at becom ing an Im m or tal. Dur at i on: 1 r ound
Just lear ning this spell should be the goal of an Your gain advantage on the next Deception test
entir e cam paign. The only w ay to acquir e the you m ake befor e the spell expir es. This spell is
spell is to lear n it fr om a Pr ince or Ar chduke of nor m ally taught only by the Dar okin M er chant's
Glantr i, be a m em ber of the Br other hood of the Guild and M inr othad Tutor ial Guild.
Radiance, and have the sponsor ship of an
Im m or tal of the Spher e of Ener gy. War p Wood
1st level Transmutation (W izard, Druid)
To cast the spell you m ust have 50 Cast i n g Ti m e: 1 action
Radiance char ges saved thr ough the Retain Ran ge: Touch
Pow er spell. Once cast the you finds your self Com pon en t s: V, S, M (bit of w yr m w ood)
floating befor e a golden door, w hich becom es Du r at i on : Per m anent
m or e difficult to r each as the caster tr ies. To You cause a single non-m agic w ooden item to
r each the door the caster m ust pass six tests in w ar p into uselessness. The item m ust be able to
the for m of saving thr ow s. You m ust save be held in your hand. Item s held by another
against each saving thr ow at DC25 to pr ove they m ust be touched w ith an attack r oll, the ow ner
ar e w or thy. If you fail any of them you w ake up of the item can m ake a Dexter ity save to avoid
in pain at the end of the spell. For 2d4 days you the item 's destr uction.
have a 30% chance of spell failur e and cannot
cast any Radiance spells for the dur ation. In Wat er y For m
addition you m ust m ake a DC15 Constitution 2nd level Transmutation (W izard) ritual
save or lose a point of Constitution per m anently. Cast i n g Ti m e: 1 m inute
Ran ge: Self
If all the tests ar e passed, you find Com pon en t s: V, S, M (dr op of pur e w ater )
your self on the other side of the door befor e an Du r at i on : Concentr ation
Im m or tal of the Spher e of Ener gy. The
Im m or tal w ill explain ever ything that has just
happened, and the m eaning behind the
Radiance. The Im m or tal w ill then explain the
last test is a duel. You m ust fight an Em pyr ean
loyal to the Spher e of Ener gy alone. If you
succeed, you have becom e an Im m or tal, if you
fail your life for ce is used to pow er the
Radiance. Your 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

85

You tr ansfor m into a volum e of w ater equal to If you m aintain your concentr ation on this spell
your m ass. Your clothing and gear tr ansfor m s for its w hole dur ation, the w all becom es
w ith you, and you cannot be separ ated. W hile per m anent and can?t be dispelled. Other w ise,
you ar e in this state you can only be har m ed by the w all disappear s w hen the spell ends.
m agic w eapons, cannot attack , and m ove 1/3
your nor m al speed. In addition you can br eath Wat cher
w ater nor m ally, but if you ar e in a body of
w ater you m ove along w ith the w ater at the 1st level Divination (W izard)
speed of the cur r ent. Cast i n g Ti m e: 1 action
Ran ge: Touch
Wall of Wood Com pon en t s: V, S, M (piece of ivy)
Dur at i on: 1 hour.
4th level Conjuration (Druid) 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
Cast i n g Ti m e: 1 action another cr eatur e as least sm all size or above
causes the plant or cr eatur e to sound a loud
Ran ge: 120 feet keening noise, clear ly audible to all w ithing 60'.
Undead do not tr igger the effect, but invisible
Com pon en t s: V, S, M (hear tw ood of an oak) and flying cr eatur es do. This spell is nor m ally
only taught to Tr eekeeper s or For ester s.
Du r at i on : Concentr ation, up to 10 m inutes At higher levels: W hen you cast this spell using
a spell slot of 2th level or higher, extend the
A nonm agical w all of solid w ood spr ings into dur ation by 1 hour per 1 slot over 1st.
existence at a point you choose w ithin r ange.
The w all is 6 inches thick and is com posed of ten Wr at h of At r u agh i n
10-foot-by-10-foot panels. Each panel m ust be
contiguous w ith at least one other panel. 9th level invocation (cleric)
Alter natively, you can cr eate 10-foot-by-20-foot Cast i n g Ti m e: 1 action
panels that ar e only 3 inches thick . Ran ge: 120 feet
Com pon en t s: V, S, M (m edicine pouch,
If the w all cuts thr ough a cr eatur e?s space w hen consum ed in the casting)
it appear s, the cr eatur e is pushed to one side of Du r at i on : Instantaneous
the w all (your choice). If a cr eatur e w ould be You br ing dow n the w r ath of the Im m or tal
sur r ounded on all sides by the w all (or the w all Atr uaghin on your foes. Assign a num ber of
and another solid sur face), that cr eatur e can dice equal to tw ice your cler ic level to the
m ake a Dexter ity saving thr ow. On a success, it tar geted cr eatur es, the pool m ay be divided any
can use its r eaction to m ove up to its speed so w ay you decided by you, it need not be the sam e
that it is no longer enclosed by the w all. 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
The w all can have any shape you desir e, though lightning for exam ple.
it can?t occupy the sam e space as a cr eatur e or
object. The w all doesn?t need to be ver tical or 86
r est on any fir m foundation. It m ust, how ever,
m er ge w ith and be solidly suppor ted by existing
w ooden suppor ts. Thus, you can use this spell to
br idge a chasm or cr eate a r am p.

If you cr eate a span gr eater than 20 feet in
length, you m ust halve the size of each panel to
cr eate suppor ts. You can cr udely shape the w all
to cr eate cr enelations, battlem ents, and so on.

The w all is an object m ade of w ood that can be
dam aged and thus br eached. Each panel has AC
15 and 30 hit points per inch of thickness.
Reducing a panel to 0 hit points destr oys it and
m ight cause connected panels to collapse at the
DM ?s discr etion.

GoodsandServices

87

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 ΒΌ Signal noise
Cabinetm aker 's 8gp 7 lbs Ar r ow lb. only

Canvas M aker 's 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

88

Captain Quinn's Nautical Empor ium

The pr ide of the Minr othad Islands is pr oud to of f er these f ine magical items
acquir ed af ter a lif etime of adventur e on the high seas. Each of these f ine
magic items w ill make any ship's captain's lif e so much easier , you'll w onder
how you got along w ithout them. Pr ices ar en't listed, because if you have to
ask, you can't af f or d it. Check us out in Harbortow n, the Old Tow n side.

Am u l et of Ti m ek eepi n g. For those you who know anything about navigation,
the only real way to know where you are going east to west is by keeping
accurate time. This beauty does exactly that. Use the command word and it
will keep accurate time no matter what.

W hile activated you know the exact tim e, and gain advantage on all Sur vival
tests m ade on the open ocean for navigating. (Uncom m on)

Bal an ce of Con ver si on . This beauty is a must for people trading in areas that
don't accept coins, or for cashing in gems without having to pay the jeweler's
fee. Simply put either coins or a gem on one side of the balance, say the magic
word, and the balance will turn coins into a gem of equal value or the gem into
coins of the gem's worth.

W hen activated the balance w ill tur n up to 1,000 coins (the balance only
holds 100 coins if not in a bag) in a gem of equal value. If a gem is placed on
the balance then the balance tr ansfor m s it into local coins of equal value.
The balance can be used up to thr ee tim es a day. (Rar e)

Bead of Dew. This one you'll want to stock up on. Perfect when you have to
stock up on your water supplies but your source of water is of a dubious
nature. Just drop one of these into a barrel of water, and you've instantly got
pure clean drinking water.

The bead w ill pur ify up to 100 gallons of w ater w hen places in the vessel
containing the w ater. The effect is per m anent, though the w ater m ay foul
nor m ally after w ar ds. This uses up the bead. (Com m on)

Cabi n et of Secu r i t y. A must for captains who don't like people meddling in
their affairs. The cabinet has several functions, and you'll use all of them. First
only you can open it without magic. Second it can't be moved unless you want
it to. Third, and most important, you can decide what drawers are visible when
people are looking through it.

The cabinet has thr ee effects, all tr igger ed w ith the com m and w or d. The fir st
effect causes Ar cane Lock to be cast on the cabinet. This lasts until its ow ner
uses the com m and w or d to deactivate it. The second pr events the cabinet
fr om being m oved. The only w ay to m ove the cabinet to take a section of the
floor w ith it. The last effect allow s the ow ner to cr eate an illusion that any
num ber of dr aw er s to appear as em pty shelves. Any of the effects can be
used as often as needed. (Rar e)

Ch al i ce of Det ect i on . This one is a true lifesaver. Nothing fancy about it, any
kind of poison is put into the chalice and it turns it into a frothy foul smelling
green liquid. You will instantly know that somebody is trying to drug you.
Then all you have to do is use the cat of nine tails to figure out who.

W hen a poison is placed in the chalice, the chalice tr ansfor m s the liquid
inside it to a gr een foul sm elling fluid. W hile it does not neutr alize the
poison, it is im possible to m iss the tr ansfor m ation. (Uncom m on)

89

Desk of St u dyi n g. For you Aurumancers or other wizardly types, you need
this. The desk speeds up the time it takes to memorize spells from a few hours
to just a few minutes. W hile the desk to too large to take adventuring, it's
perfect in a captain's cabin.

W hen a w izar d sits at the desk to pr epar e spells, it only takes 1 tur n to
pr epar e all the spells instead of 1 m inute per spell level. (Ver y Rar e)

Ear r i n g of Seam an sh i p. So you've got a landlubber that don't know the jib
from the head and you can't just throw him overboard. W ith this little gem
you'll make a salt out of him yet. Just stick it in his lobe and he'll automatically
know the difference between a rope and a line. If he ain't got his ears pierced
yet, well, that's why they made knives.

W hile w ear ing the Ear r ing you gain pr oficiency in Vehicles (Water ).
(Uncom m on)

Fi gu r eh ead of Pr ot ect i on . If you don't have one of these on your ship yer a
damned fool. This beauty will keep your ship from harm, no matter what.
Rocks, sea monsters, or ballista fire fire just scratches the paint. The only way
your ship is going to the deep is through sorcery, nothing else will touch it.

W hile attached to the bow of an ocean going ship, the ship gains Im m unity
(non-m agic attacks). (Legendar y)

Gaf f of Dock i n g. The best way to make money on the seas is to leave nothing
to chance. This item's effect isn't impressive, but the peace of mind it gives a
ship's captain is worth the price. Just touch the gaff to the ship or mooring you
are docking with and your ship will effortlessly slide along side it. Can also be
used for boarding actions, but you didn't hear that from me.

W hen touched to a dock or another ship, your ship w ill gently m ove along
side it, no test needed. (Com m on)

Gavel of Au t h or i t y. W hile a Captain's M ast is rarely a pleasant thing, with the
gavel at least they will listen to you. Just slam it down once and everyone
present will be captivated by your every word. Great for stopping mutinies
before they start.

W hen activated your Char ism a based tests have advantage for 1 tur n. The
Gavel can be used thr ee tim es per day. (Uncom m on)

Han dk er ch i ef of Fl i r t i n g. This one you will get a lot of use out of at parties
and soirees. Just wave it in front of your face, say the magic word and for the
next hour you will be the life of the ball. Ladies will find you irresistible, no
matter how bad your jokes.

W hen activated you have advantage on all Per suasion tests of a r om antic
natur e against char acter s of the opposite sex for one hour. The Handker chief
of Flir ting w or ks once per day. (Uncom m on)

Han dk er ch i ef of Len gt h s. This is a discrete but effective lifesaver. Looks like
an ordinary kerchief, but you say the command word and you can lengthen it
out for a couple hundred feet. Great when you need to make a quick get away
off a balcony or have to tie up some guard while you do a little ransacking.

The Handker chief w ill go fr om sever al inches long to up to 200 feet long
w hen you pull on it as you use the com m and w or d. The w eight w ill not
change, and the handker chief has the sam e toughness of silk r ope. It w ill
r etur n to nor m al size if you use the com m and w or d again, untying itself on
the opposite end if necessar y. (Uncom m on)

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Ever f u l I n k w el l . If you're a penny pincher like myself, you'll love this magical
creation. It never runs out of ink, ever! Write your memoirs knowing you've
spent your last copper on ink. It won't even spill when tipped over! How can
you beat that kind of value?

The inkw ell never r uns out of ink w hen used w ith a pen. The ink is
non-m agical, and w ill only com e out w hen a pen is dipped in it. (Com m on)

I r on s of I m pr i son m en t . Sometimes you have to clap a man in irons. Knowing
our business, that man will usually know his way around a lock or two. So
what to do? Try these magical shackles. They work on command words, they
don't even have a lock! One word locks them in place, another word frees them.
Remember to take them off before you chuck the sorry bastard overboard.

The ir ons w hen activated lock in place as an Ar cane Lock until the other
com m and w or d unlocks them . The ir ons cannot be dam aged except by
m agic. (Uncom m on)

Ladl e of Dr i n k i n g. An absolute must for extending the life of your rum ration!
Just say the magic word and the ladle will refill itself ten times with what ever
beverage you just poured. M orale is much easier to maintain if they know the
booze is safe.

W hen activated the Ladle r efills up to ten tim es w ith a non-m agical bever age
that w as last in the ladle. The bever age is non-m agical, but has all the sam e
pr oper ties as the copied bever age. The copied bever age m ust be potable. The
Ladle can be used once per day. (Uncom m on)

Li br u m of Eval u at i on . W hen you are tired or just being lazy, this book will
turn the task of appraising your latest haul into a minor distraction. Just touch
the gem or jewelry to the blank page on the left, and the librum will give you a
description and monetary appraisal on the blank page on the right. Then just
turn the page and start with the next bit of loot. W hen the book is full, close it
up and start again the next day with all the pages pages magically wiped clean!

A Libr um of Evaluation com es w ith 80 + 2d20 pages. Touching a non-m agical
piece of jew elr y or gem causes the libr um to cast an evaluate spell on it, w ith
the r esults m agically w r itten on the opposite page. W hen the book is full, it
ceases to function for 24 hour s after w ar ds the book is w iped clean and can be
used again. (Uncom m on)

Por t abl e M ast . You will want several of these, trust me. Say you lose a mast in
a storm or to hostile action. Normally you are in dire straights, but with a
portable mast replacing the lost sail is a breeze. Just clear the damaged one out
of the way, place this pole and say the magic word. The pole will grow to
replace the missing mast, complete with fully rigged sails!

The por table m ast only w or ks on ships. W hen the com m and w or d is spoken
the 10' pole gr ow s to the size of the desir ed m ast, and even pr oduces sails and
r igging of the appr opr iate type. Saying the com m and w or d again r etur ns the
sail back to its nor m al shape. (Rar e)

Needl e of Sew i n g. Got this little treasure off an Ierendi captain in a game of
cards, along with everything she was wearing but her socks. This one is a real
time saver. Just touch it to what you need fixed, say the magic word and the
needle will stitch back up! Not just cloth, I've seen this thing sew back
splintered wood good a new. Your sailmaker will thank you for this one.

The needle can be used to cast the mending cantr ip at w ill. (Com m on)

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Oar of Row i n g. Another fantastic piece of nautical magic, the Oar will row by
itself with the strength of twenty men! Just put the business end in the water
and say the magic word and off you go. Now unless you want to go in circles,
you'll need twenty men on the other side of the boat as well. Or just just buy
two!

W hen the paddle is placed in the w ater the oar w ill r ow by itself as if pulled
by tw enty m en until the com m and w or d is spoken again. Unless an equal
am ount of r ow er s or another Oar of Row ing is on the opposite side of the
ship, the ship w ill go in cir cles. (Rar e)

Ar om at i c Pi pe. This is just a creature comfort, but a needed one. Place any
combustible material in the pipe, from tobacco to paper, say the command
word and the pipe will turn it into a lovely pipeweed with any flavor desired.
Turn torn up paper into the finest Belcadiz tobacco, or go for more exotic smells
like cherry wood or m int.

W hen the com m and w or d is spoken the pipe the pr oduces a flavor ed sm oke
of the sm oker 's choice. (Com m on)

Pol e of An gl i n g. If you need fresh fish for the crew, or you are fishing for
bigger game, this gem here is what you be needing. Bait the hook, cast the line,
and name your catch. As long as its near by you'll haul it without harm within
a minute. Best part it as long as it lives in the sea, you can catch it! Giant
crabs, sea serpents, merfolk, all can snatched from the sea with this beauty.
Yeah don't expect the mermaid to be happy to see you if you reel her in with
this.

The user nam es a sea cr eatur e and casts the line. If the cr eatur e is w ithin 1
m ile they w ill sw im to the line in 1d6 r ounds. Once the tar get has taken the
bait the pole w ill r eel them in w ithout har m . The pole w ill not w or k on
cr eatur es w ith 100hp or m or e, and any cr eatur e CR3 or higher can m ake a
Str ength save vs. DC10 to avoid the affects. The pole can be used thr ee tim es
a day, including failed attem pts.

Qu i l l of For ger y. W hile I'm not suggesting you partake of any illegal activities,
sometimes you need something authorized and the local authorities are asking
for a tad more than the going price for the service. W ith this dandy item, just
get a sample of their handwriting and you can make any form look perfectly
legal!

The Quill of For ger y r equir es a sam ple of the w r iting to be copied to be held
in the off hand. W hen activated you can per fectly copy the handw r iting of
the sam ple w ell enough to pass any scr utiny. The Quill can w r ite up to 100
w or ds per day befor e needing to r echar ge for 24 hour s. (Rar e)

Ru dder of Gu i dan ce. Any captain that doesn't have one of these on his ship is
a damned fool if you ask me. You put the rudder on your ship, say the
command word and your destination and the rudder will steer straight to the
destination, never once veering off course. If you have to take a detour, just say
the command word again and the ship is yours. Cuts down on the need for a
helmsman dramatically.

The Rudder of Guidance has to be installed on a ship to w or k . Once activated
the ship w ill not go off cour se, but w ill go the shor test w ay possible, even if
that r oute takes the ship thr ough inclem ent w eather or danger ous ar eas.
(Rar e)

Soap of Wash i n g. You will thank me for this purchase later. Just put this bar

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of soap in a bucket of water and for the next hour and stain the water touches is
instantly cleaned. Works on crew as well! Just line them up in a row and get to
washing, your nose will appreciate it!

Put the soap in a container of w ater, for the next hour any non-m agical stain
touched by the w ater is instantly cleaned. The soap is used up in the pr ocess.
(Com m on)

Spoon of M edi cat i on . So you've got a man down with an illness, before it
spreads to the rest of the crew get him back to shipshape with this dandy
charm. Just fill it with honey and shove the remedy down his throat, disease
cur ed!

To activate fill the spoon w ith honey and im bibe. The spoon w ill cur e all
non-m agical diseases. The spoon can be used once per day. (Com m on)

Tabl e of Pl en t y/Ban qu et s. This wonder is perfect for saving your ship's stores,
especially if your steward isn't the greatest cook in the world. Simply say the
command word and four meals will magically appear, complete with settings!
The food is adequate fare, and can be summoned three times a day. Now if you
have the gold, upgrade to the Table of Banquets to keep the entire ship happy.
Now the table will expand to feed up to 40 people, just like above. You'll need
the space of course, my suggestion is to use it above decks when possible as the
table will be 60' long. Best part, say the command word again and all the
scraps instantly vanish!

The Table of Plenty w ill m agically cr eate up to four m eals thr ee tim es a day,
com plete w ith place settings, candles and tablecloth. Anything m oved m or e
than 5' fr om the table vanishes. The Table of Banquets w ill also expand up to
60', w ith settings for four additional people per 5' expanded. The Table of
Banquets w ill r etur n to nor m al size w ith the com m and w or d again. It is
identical in all other pur poses as the Table of Plenty. (Rar e/Ver y Rar e)

Tom e of Tr an sl at i on . So you're ashore on the Isle of Dread and the village
chief is telling something and you don't know if he's offering you his daughter
or inviting you to be the main course at dinner. Well, worry no longer! Hold
open the Tome of Translation and all conversation will be translated into the
language of the reader. Works great until you realize the village chief can't
r ead.

W hen the Tom e is open all dialogue is tr anscr ibed into the language of the
per son being spoken to. The Tom e w ill r ecor d up to 300 pages of dialogue
befor e it slam s shut and r equir es 24 hour s to r echar ge, then it w ill open w ith
all pages blank again. (Uncom m on)

Xylogr aph. One problem you have with a lot of sailors is they can't write for
anything. This is the answer to your prayers! This seemingly boring square
piece of wood will sketch out everything you say with perfect spelling as soon
as you say the command word. Say it again and the grooves magically fill with
ink! Then just put a piece of parchment to it and you've got yourself a letter
that would make any scribe jealous.

W hen you say the com m and w or d the Xylogr aph r ecor ds ever ything said in
its pr esence by inscr ibing the w or ds onto its self. Activating it again fills the
gr ooves w ith m agical ink and you can use paper to m ake the dialogue into a
letter. You can also dr aw on it w ith just your finger, the Xylogr aph w ill shape
to for m your dr aw ing. The Xylogr aph can be used once per day.

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Tarla'sEpicureanDelights

After asuccessful career adventurering, I havesettleddownandfocusedonmytryloveof finefoodand
drinks. NowI amabletooffer youthewidest varietyof beverages, cheesesandbreadsfromacrossthe
knownworld. Perfect for diningwithroyaltyor seasalts. WithlocationsinDarokin, Minrothad, Thyatis,

AlphatiaandnowGlantri City, youarenever far awayfromthebest foodsat thelowest prices.
Askabout dealsonlarger quantities.

W ines

Azu r e Lu n e de Vi n : A m agical br ew fr om the W izar ds of W ines, this fr uity br ight blue w ine m akes
its im biber aler t and ener getic, until the effect w ear s off and the full effect of the w ine kicks in.
(Rem ove one level of fatigue for 4 hour s at the end of four hour s gain tw o levels of fatigue.)
Bottle: 20pp, Glass: 7pp (You m ay only benefit fr om a glass once per day)
Cava: A light, bubbly w ine m ade by the Belcadiz elves of Glantr i. The w ine of choice by them ,
consider ed a delicacy by vintner s.
Bottle: 8pp, Glass: 8gp
Ch am pagn e de l e St om p: Fr om the W izar d of W ines w iner y in New Aver oigne, de le Stom p is
consider ed one of their finest. A heady w ine, w ith a str ong distinct taste.
Bottle: 15pp, Glass: 3pp
Deepw ood Spi ce W i n e: A special blend fr om Clan Chossum , this one is unique as its r ich alm ost
bitter flavor is loved by hum ans and dw ar ves, but elves consider it a poor house w ine.
Bottle: 12pp, Glass: 12gp
Gl ow t r ee Fr u i t W i n e: Another im por t fr om Clan Chossum , this one is pr efer r ed by elves and has a
sm all dem and by Hin. To other s the str ong citr us flavor can be over w helm ing.
Bottle: 5pp, Glass: 1pp.
Hi gh Sh i r e M u l ber r y W i n e: A com m on w ine im por ted fr om the Shir es, the ber r y taste on this
vintage is an acquir ed taste.
Bottle: 2pp, Glass: 2gp
I m per i al Spi ce W i n e: Fr om the Alphatian Em pir e, this m agically enhanced br ew can leave the
hear tiest dr inker in an alcoholic stupor after a single glass. (M ake a DC15 Constitution save or be
stunned for 1d6 r ounds)
Bottle: 120pp, Glass: 14pp
M osi t i u s Label Red: One of the finest w ines pr oduced in the Thyatis Em pir e, a thick str ong bodied
w ine favor ed by Em per or Thincol him self.
Bottle: 20pp, Glass: 4pp

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M osi t i u s Label W h i t e: Not as in dem and as Red Label, this light fr uity w ine is still extr em ely
popular in the Thyatis Em pir e.
Bottle: 16pp, Glass: 13gp
Nor w or l d I ce W i n e: A r ar e im por t fr om Alphatia, this obviously m agically enhanced w ine is cold
no m atter how long it has set out. A unique taste, this w ine is bought m or e for the novelty value.
Bottle: 20pp, Glass: 4pp
Pat x ar an : An acquir ed taste even am ong the Belcadiz elves, this bitter spiced w ine is consider ed
best ser ved w ith the zesty food you find am ong the Glantr ian Elves
Bottle: 2pp, Glass: 2gp
Pu r pl e Gr apesm ash #3: A m ass pr oduced w ine fr om the W izar ds of W ines in Glantr i City, this
w ine can be found in m ost taver ns acr oss the know n w or ld.
Bottle: 1gp Glass: 2sp
Red Dr agon Cr u sh : A r ich hear ty w ine popular am ong adventur er s, this W izar ds of W ines
specialty is in gr eat dem and in M inr othad.
Bottle: 4pp, Glass: 1pp
San gr i a: The m ost com m on of the Belcadiz w ines, this fr uity blend is pr oduced in enough quantity
to m ake it to the tables of m ost taver ns in Glantr i and Dar okin.
Bottle: 2pp, Glass: 2gp
Si l ver Sel ect i on Sh er r y: A extr em ely com m on m ass pr oduced w ine fr om Dar okin, w hose pr im ar y
advantage is it w ill get you dr unk quickly and cheaply.
Bottle: 1gp, Glass: 2sp
Su n l ess Sea Bl u e W i n e: A dw ar ven w ine of unknow n or igin, this dar k blue tinted liquor is filled
w ith unusual but delicious flavor m aking it gr eatly in dem and. Dw ar ves seem to hate it though.
Bottle: 60pp, Glass: 12pp

Br a ndies

Al l 's Reck l ess Br an dy: Br ew ed but once a year on the holiday that gives it the nam e, this liquor is
gr eatly in dem and outside M inr othad as m ost of it is dr unk in a single day.
Bottle: 12pp, Glass: 3gp
Bl ack bot t om Por t : A br andy despite its nam e, this cheap quality Shir e dr ink is fam ous for tasting
better the m or e you dr ink it.
Bottle: 2gp Glass: 1sp
Qu or t w i z: A gnom ish br andy m ade fr om r utabagas and cauliflow er. A unique taste, usually dr unk
by other r aces on a dar e, then follow ed up w ith a chaser, tr aditionally w ith six shots of Wodka.
Bottle: 8gp, Glass: 1ep

95

Ales, Beer s a nd M ea ds

Bl ack h ear t Dar k St ou t : One of the few things to com e out of that dar k land, this stout is a thick and
heady dr ink , w ith m or e than enough kick so you w on't need m or e than a few to for get the day.
Keg: 37gp, Pint: 3sp
Br ok en Lan ds St ou t : An extr em ely str ong beer com ing out of Dar okin, this one is thick enough to
m ake it a sipping beer. The str ong taste is not m eant to be taken all at once.
Keg: 6gp Pint: 5cp
Deep Dar k Pal e Al e: Sold in lim ited quantity by the dw ar ves of Rockhom e, this ale is sur pr isingly
sm ooth for a dw ar ven dr ink . W hile m uch m or e expensive, m ost think its w or th it.
Keg: 62gp Pint: 1ep
Gai t y Local Bl en d: The house br ew of Gaity Island in Alphatia, this beer is know n for its r ich taste,
m er ciful hangover s and over pr iced m ugs. You ar e paying for the nam e.
Keg: 124pp (124gp in Alphatia), Pint: 5gp (5sp in Gaity Island, 1gp in Alphatia)
Hat t i an Lager : W hile the people m aybe unpleasant, their beer is not. This lager is a r ich and
flavor ful blend that alw ays seem s to beg for another r ound.
Keg: 2pp, Pint 8cp
Jar l 's Al e: The com m on nam e of any num ber of ale pr oduced in the Soder fjor d Jar ldom s, this m ass
pr oduced bever age is typically found acr oss the r ealm s in taver ns ever yw her e.
Keg: 1pp, Pint: 4cp
Low Por t Al e: A com m on citr us tasting ale fr om M inr othad, this cheap str ong dr ink is ver y popular
w ith sailor s as they say it keeps scur vy aw ay.
Keg: 6gp, Pint: 4cp
M l ek o Bor su k Gol den Label : A sur pr isingly sm ooth and cr eamy m ead fr om the gnom es, this
r ecipe is kept secr et, though the dr inker s don't ask m any questions.
Keg :2pp, Pint 8cp
Och al ean Gi n ger Beer : Don't let the nam e fool you, this is a Thyatian br ew. M ade w ith a r ather
com plicated br ew ing pr ocess, this br ew has a shar p citr us taste that can sur pr ise you.
Keg: 2pp, Pint: 8cp
Ol d Tow n Lager : A new beer fr om Vestland, Old Tow n is alm ost clear br ew w ith a str ong kick but
flavor ful after taste.
Keg: 62gp, Pint: 1ep
Ross' Fi n est : The pr ide of Klantyr, this Glantr i br ew is the favor ite of Cr ow nguar d w ar r ior s, though
its thick body and extr em ely high alcohol content ar e too m uch for m any m en.
Keg: 7gp 1ep, Pint: 6cp

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Ru by Dr agon St ou t : The str ongest beer m ade in the Shir es, this nutty stout w ill knock dw ar ves off
their stools, and leave them w ith a str ong w alnut sm ell on their br eath.
Keg: 1pp, Pint: 4cp
Tan gor : Low in flavor, but high in alcohol this cheap beer fr om the Isle of Daw n at least w ill let you
for get how bad it tastes w hen you w ake up.
Keg: 3gp, Pint 2cp
Tr al dar 's Ki ss: An extr em ely com m on, cheap and str ong beer fr om Kar am eikos, this is the beer for
som eone looking to get dr unk on a budget.
Keg: 4gp, Pint 3cp
Wyr w ar f Fu n gal M ead: A ver y unusual m ead fr om Rockhom e, m ade out of fer m ented
m ushr oom s. Dw ar ves m ay favor it, but it is a dr ink other s have to for ce them selves to like.
Keg: 6gp, Pint: 4cp
Zeabu r g Royal M ead: W ithout a doubt the best m ead pr oduced. This Ostland dr ink pr ovides the
r ight am ount of flavor com par ed to its kick . It's a dr ink to enjoy w ithout getting dr unk too quickly.
Keg: 6gp, Pint: 5cp

Spir its

Br am bl er ose Rose W h i sk ey: The best w hiskey fr om the Five Shir es, Br am bler ose is long
fer m ented in r ose w ood vats to give it a ver y distinctive taste. The flavor m akes it quite popular
Bottle: 7gp, Shot: 6sp
Cr ow n gu ar d Bl ack Label : W hile other lands pr efer w ine, the Klantyr e love their w hiskey.
Fer m ented for at least five year s, ther e is no w hiskey in the w or ld better know n than Black Label.
Bottle: 50gp, Shot: 4gp
Jen ev i r : A har sh liquor fr om Glantr i, only the Flaem ish dr ink this str aight. Alm ost ever yone else
m ixes it w ith a w eaker dr ink to lighten the kick .
Bottle: 12gp, Shot: 1gp
Ku m i s: An extr em ely unusual dr ink fr om Ethengar, m ar e's m ilk fer m ented w ith sugar. The taste is
highly exotic w ith a legendar y kick . W hile an acquir ed taste or other s the Ethengar love it.
Gour d: 4gp
Nal ew k i : A str ong fr uit liquor fr om Kar am eikos, this Tr aladar an staple has found a hom e in
Thyatis and elsew her e for it's pleasant flavor and m ild after taste.
Bottle: 16gp, Glass: 2gp
Sapaa: A fr uity liquor fr om the Pear l Islands, this is a m ajor expor t of Thyatis m ainly because of the
ease to br ew it. W hile not the best tasting liquor, it is one of the cheapest.
Bottle: 8sp, Glass: 2cp

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