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5 Edition DnD in the World of Mystara

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Published by rwbiles, 2021-05-03 23:22:49

Mystara Player Handbook

5 Edition DnD in the World of Mystara

Nob Nar has never lost his vocation for w isdom thr ough exper ience, and to keep in
enter taining and im possible adventur e, and touch w ith the w or ld ar ound them . He ur ges
he w atches w ith favour all those individuals his follow er s to becom e w ise and fair leader s,
that r isk their lives to follow dr eam s of glor y follow the exam ple of vir tue and justice of the
and for the good of the next. He is a faithful m or e enlightened r uler s, savour the joys of
ally of Br indor hin and Cober ham , w ith w ho life and lear n fr om their m istakes instead of
he is busy w atching over the w elfar e of the living as her m its. He sur r ounds him self w ith
hin of the Five Shir es. He has never stopped a gr oup of im m or tals he has sponsor ed or
adm ir ing and helping his patr on, Sinbad, w ho helped dur ing their quests for im m or tality,
is ever ything Nob Nar
aspir es to be. Since the so-called Aesir and
becom ing im m or tal, Ásynjur , w ho m ake up
he has developed a m ost of the nor thm en?s
str ong attr action for pantheon. He?s also
Ar nelee, a w om an allied w ith another
given of gr eat cour age gr oup of Im m or tals w ho
and astuteness and ar e know n as the Vanir
w ho shar es his by the follow er s of the
passion for Antalian Cult.
adventur e.
His tw o enem ies ar e Hel
ODI N and Loki. Hel is his
opposite, w ho
Wotan, Viuden, r eincar nates souls of
Taranos, Zephyr, evildoer s to spr ead chaos
Amon, He W ho and evil in the w or ld as
Watches, Grammaton, m uch as he r eincar nates
Jumal, Oloron, Father the good souls to r ally
Sky, Perun, Patron of m or e cham pions. Loki is
the Northlands, Patron one of the Aesir , but he?s
of Fair Rulership and doom ed to betr ay
Nobility, Lord of Sky and W inds ever yone m uch like he did w ith his for m er
patr on Rathanos. Despite know ing and
Odin appear s to be an elder ly bear ded m an for etelling this, Odin insists in keeping him
w ear ing an eyepatch over his left eye, w ith am ong his ?childr en?, and close by w her e he
br oad shoulder s but an ar ched back, clad in can keep an eye on him .
gr ey dusty clothes, w ith an old hat and cloak,
holding a long spear w hile w alking w ith a ORDA N A
staff. His tw o r avens, Hugin and M unin,
alw ays follow him and he often appear s M other Forest, Thendara, Breig, Tawnia, Uì,
r iding his mythical eight-legged flying hor se, Patroness of Sylvan Races, M other of the Elves
Sl ei p n i r .
Or dana m anifests her self in var ious for m s,
Odin teaches his follow er s to use their w its accor ding to the cultur es she is r ever ed by.
and intelligence in life, seek know ledge and
- M other For est / Uì : An im posing and
ver dant oak tr eant.

101

- Thendar a / Taw nia : A beautiful elven w ar r ior cler ics, of those w ho defend besieged
m aiden w ith long flow ing hair and settlem ents, and of Tr aldar s and M ilenians
em er ald gr een skin clad w ith (and their descendants) all ar ound the w or ld.
w oodsm an clothes. She is often in open disagr eem ent w ith Vanya
because of Vanya?s disposition for conquer ing
- Or dana / Br eig: A char m ing dr yad w ith anything (including Kar am eikos), and
em er ald gr een hair and eyes, clad in a because Vanya is sw or n enemy of the
sim ple thin tunic m ade w ith the leaves M ilenians. She also despises Leptar (aka
of differ ent tr ees. Hir cism us) w ho played a lar ge par t in the
collapse of the last Tr aldar cities.
Or dana is a for ce of natur e, and she em bodies
the m ajesty and tim eless str ength of for ests PROTI US
and w oodland r aces. For this r eason, she
view s her self as pr otector of all the r aces that Ahti, M anadyn, M anwara, Nithys, Father
dw ell in, r espect, and love the for est. On the Ocean, The Spuming Nooga, Old M an of the
other hand, she passionately opposes all Sea, Sovereign of the Oceans and Water,
those civilizations that destr oy w oodland Patron of Sailors, Protector of M arine Fauna
ar eas or m indlessly use fir e (thus, she
consider s Rathanos and Zugzul her enem ies). The r ace of Pr otius?s m anifestation for m
Despite losing m any follow er s to the elven var ies based on each type of follow er that
im m or tals, she consider s Ilsundal, Lor nasen w or ships him , but all (hum an, tr iton, m er r ow ,
and Calitha loyal allies, and she know s she etc.) shar e cer tain char acter istics. He alw ays
can alw ays count on the Kor r igans? appear s w ith the tr aits of a m ale individual of
pr otection, on Zir chev?s aid, and on Ka?s advanced age, w ith a bear d, m oustache, and
w isdom . hair of gr eenish algae, w ith a nude body or
enveloped by algae that constantly dr ips salt
PETRA w ater , and a tr ident held in his fist. His face is
m er cur ial: at one tim e, he is calm and
Warden of Traladara, Patroness of Defenders, ser aphic, then suddenly he is happy, only to
Patroness of Besieged Cities get angr y the next m om ent, passing to
alter nate stages of r eflection or deter m ined
Petr a is a petite w om an w ith a light by his fixed expr ession. His other
com plexion and shor t dar k hair w ho spor ts a m anifestation for m s ar e a gr eat dolphin of
deter m ined and sever e countenance. She r em ar kable intelligence and gigantic w hale.
w ear s an ancient br onze cuir ass of Tr aldar or
M ilenian tr adition and w ields a r ound shield For m illions of year s Pr otius has em bodied
on her left ar m and a heavy m ace in her r ight the sea in all its aspects: beauty, abundance,
h an d . unpr edictability, danger , vastness, r iches, and
myster y. Dur ing the evolution of the species,
Petr a is a ver y pr actical im m or tal w ho he has alw ays pr esided and w atched over the
doesn?t like nonsense and tr ivialities. She oceans; causing stor m s and calm ing the
does not feel pity for those w ho do not have oceans at his w ill in or der to m ake m or tals
the cour age to challenge fate and adver sity under stand just one thing: that he is the
and pr efer instead to cr y and m our n. She unchallenged lor d of M ystar an w ater s, w hich
pr efer s those char acter s that go on despite effectively is the only thing that m atter s to
the har dships and never fear to face the
im possible. Petr a is the patr oness of m any

102

him . Pr otius is a loner and doesn?t Rad is too kind-hear ted to take his enem ies
par ticular ly love the hum an or hum anoid ser iously.
r aces; not that he detests them : he sim ply has
no inter est in their fate. Usually he r eceives RAFI EL
the pr ayer s of sailor s and fisher m en, and he
either listens to or ignor es them depending Patron of the Shadowelves, Patron of Science
on his w him s. W hat he tr uly values and is
only inter ested in ar e the subaquatic r aces, Rafiel is a m iddle-aged hum an w ith m eek
anim als (including those intelligent ones) and outlook but a pier cing and cunning gaze. He
plants. Even so, he can be per suaded to help a w ear s a w hite tunic (a scientist?s apr on) and a
land-based hum an or dem ihum an if it has pair of spectacles.
per for m ed par ticular ly gener ous acts tow ar ds
the sea and the m ar ine beings that Pr otius Rafiel is a calm , w ise, and good w illed
pr otects. Im m or tal. It w as because of his extr em e
hum anity and sense of duty that he helped
RA D the Shadow elves sur vive their affliction and
that he becam e so attached to them . The 14
Etienne d?Ambreville, Patron of Glantri, Patron Ver ses he gave them as his com m itm ents m ay
of M agic, Lord of Radiance seem har sh at tim es, but they have helped
pr otect the Shadow elves and allow ed them to
Rad appear s to be an elder ly m an w ith a long thr ive over the centur ies. His follow er s have
w hite bear d, a gr uff outlook, but w ith keen how ever alw ays consider ed him ster n and
and pier cing eyes, w ear ing a long r obe sever e because of these r eligious tr aditions
em br oider ed w ith myster ious r unes and (such as the habit of abandoning the
m agical sym bols. m alfor m ed babies in the upper tunnels and
chase off the elder ly elves), but this is only
Rad is br illiant, unpr edictable, lonely, and because they do not know the r easons behind
ter r ibly stubbor n. W hile he im per sonates these law s. In fact, Rafiel guides var ious
Etienne, he pr etends to be absent-m inded and hum anoids to find and r aise the m alfor m ed
gr uff, in or der to m ake other s believe he is Shadow elves as their babies, to pur ify the
senile, w hile his m ind is as keen as ever. Rad Shadow elf r ace of r adiation and infiltr ate his
enjoys teasing all those people he consider s follow er s am ong the hum anoids.
too pr oud or stiff-necked by using his typical
Aver oignese ir ony. In par ticular , he ir r itates His m ain inter est is the differ ent kinds of
Ixion ever y tim e he can, since he has never ener gies found thr oughout the M ultiver se, in
acknow ledged his leader ship in his Spher e. par ticular the Radiance, and he has alw ays
secr etly studied that sam e ener gy w hich
This ir r ever ence for the im m or tal hier ar chy m ade him im m or tal. His m ost am bitious
obviously br ings him the sym pathy as w ell as pr oject is the constr uction of a nuclear
the hatr ed of m any fellow im m or tals. Rad?s r eactor know n as the Cham ber of the Spher es
ir r ever ent char acter is often the point of (sim ilar to the Beagle?s Nucleus) under the
m any debates w ithin the Spher e of Ener gy, Refuge of Stone, w ith the only pur pose of
w her e m any hot-headed im m or tals w ho w ant assur ing that all the pr inciples and scientific
to shake the hier ar chy and over thr ow the law s that he based his m or tal life on ar e still
r eigning im m or tals follow his exam ple. viable (a clear sign of an
Despite his stubbor nness and his boldness, obsessive-com pulsive per sonality). For this

103

sam e r eason, he is ver y inter ested in Rad?s fir e giants and self-appointed M aster of Fir e
r esear ches, and even if they ar e not allies, w ay befor e Rathanos r ose am ong the
they often collabor ate to fur ther their im m or tal r anks.
exper im ents.
TAHKATI STORM -TAM ER
Rafiel is a pacifist but he has alw ays used
ever y m eans to fight against Atzanteotl?s Patron of the Clan of the Horse
influence over his people. Atzanteotl is his
only tr ue nem esis, and he?s held r esponsible A copper -skinned hum an m uch sm aller than
for cor r upting m any Shadow elves (am ong nor m al, but w ith shoulder s so w ide and
w hich ar e the Schattenalfen) to the cause of m uscular the r esult is both im posing and
Entr opy. thr eatening. The sides of his head ar e shaven
and the r em aining hair is gather ed in a black
RATH A N OS m ane sim ilar to that of a hor se, w hilst the r est
of his body is nude, except for a linen
Ra, Patron of Nithia, Lord of Fire loincloth held up by a belt that also holds the
scalps of his enem ies, and a dagger car ved
Rathanos appear s to be a 7 foot tall hum anoid fr om a buffalo?s hum or ous.
m ade of blazing fir e, w ithout any distinctive
featur es. Since Atr uaghin becam e im m or tal, the tw o
have fr equently collabor ated, and even if they
Rathanos is obsessed w ith pow er and his ar e not tr ue fr iends, they r espect each other
m isogynist view of the univer se, w hich leads and Tahkati is faithful to Atr uaghin. Because
him system atically to oppose ever y fem ale of his fier ce, haughty, and deter m ined
im m or tal just for being fem ale (the sam e char acter (w hich fr equently causes him to
attitude is also pr esent in m any of his cler ics). r espond to any pr ovocation, placing him in
Rathanos?s only inter est is the com plete difficult situations) he doesn?t appr ove of
tr ansm utation of all m atter into ener gy, Atr uaghin?s calm and tem per ance, and
par ticular ly fir e. w ishes that Atr uaghin w ould be quicker and
m or e decisive in pr om oting the cr usade
He is constantly sear ching for a spell that w ill against the Entr opic Im m or tals and the Clans?
allow his follow er s to tr ansfor m into beings enem ies.
of pur e ener gy, m aking them indestr uctible
and im m or tal. How ever , up to now his TARASTI A
r esear ch has not pr oduced the ultim ate spell,
and ther efor e he continues to push his Pax Bellanica, The Judge, Var, Ta Lai Si-Fa,
follow er s along this path, pr om ising them Patroness of Justice and Revenge, M istress of
that this is the only w ay they w ill achieve tr ue Truth and Order
im m or tality. If his plan ever happens, he w ill
cr eate a nation of beings that w ill be bor n as A hum an fem ale w ith dar k, tanned skin, w ith
m or tals and lear n as fast as only m or tals can a squar e jaw , alw ays w ith a ser ious
do, but w ho w ill later becom e eter nal beings expr ession and an im passive air , she w ear s
ser ving the cause of Ener gy. black plate ar m our and car r ies at her side a
black, executioner ?s axe.
Because of his char acter and goal, he is in
eter nal conflict w ith m any fem ale im m or tals Tar astia is obsessed by the concept of Justice.
(notably Tar astia) and w ith Zugzul, patr on of She helps those w ho pur sue a just vendetta,
but only if it concer ns an im por tant and

104

ser ious deed. She does not ur ge her faithful to r obes w ith dar k skin w ithout any par ticular
give out punishm ents that ar e sever er than r acial tr aits. Her expr ession is both ster n and
the cr im e, but she show s no m er cy w hen com passionate. The colour of her hair var ies
dealing w ith people w ho have deliber ately w ith the tim e of the day: r osy r ed at daw n,
ignor ed the law s. To her thinking, these ar e br ow n dur ing the m or ning and after noon,
the only pillar s that keep any society fr om blond at m idday and black fr om sunset until
falling into anar chy. Tar astia does not sunr ise.
appr ove of the m ethods of Kor yis and
Alphatia, w hich ar e too peaceful and Ter r a?s m ain inter est lies in the cr eation and
per m issive in her view , even if she does not pr otection of new living species, and she tr ies
consider them enem ies. Her r eal enem ies ar e har d to do this especially in those ar eas of the
the chauvinist Rathanos and the br utish univer se w her e M atter dom inates. Ter r a
Jam m udar u. Her only ally is Diulanna, w ho over sees m any aspects of a planet?s or a
shar es Tar astia?s deter m ination and appetite civilization?s life cycle and she is w or shipped
for justice. thr oughout the M ultiver se as Patr oness of
Life, Bir th, and Fer tility. Even if she despises
the plots and intr igues m ost im m or tals spin
ever y day, she w ould do anything to pr otect
the inter ests of her ow n Spher e and to
tr ium ph over death and chaos.

Ter r a is extr em ely stubbor n and focused on
ancient law s and or der. She does not follow
new theor ies, nor does she pr om ote changes
fr om the pr im eval or der of the M ultiver se.
Or der and life m ust be pr otected at all costs.

TH A N ATOS

Tha-to, Karr, The Grim Reaper, Old Nick,
Father of Demons, Darga, The Eternal One,
Patron of Death and Destruction

A hum anoid w r apped in dar k stained
bandages that hide his featur es, w ear ing a
w ide black r obe, w ith decom posed w ings on
his back and a black r usted scythe tightly
hold in his skeletal claw s.

TERRA Thanatos hates ever y kind of living for m , and
he consider s death as the only possible
Cay, Dun, Fr igg, M ader akka, M other Ear th, r em edy to the pestilence that the living
M agna M ater , M ar au-Ixuì, M okosz, M ut, spr ead thr ough the univer se. So, he tr ies to
Sum ag, Yam ag, Yam uga, Patr oness of Life and br ing death and destr uction ever yw her e: this
Fer tility w ay Chaos w ill r ule and death w ill be the
per fect state of the univer se.
A squat, hum an w om an clad in sim ple br ow n

105

He uses any and ever y w ay to attain his goals w ar r ior , and he dem ands his follow er s to stay
(both br ute for ce and com plex schem es), tr ue to his code of conduct based on honour ,
w hich m akes him the m ost active Entr opic cour age, and r espect for tr adition. Fear less
Im m or tal in the univer se. It doesn?t m atter and ever r eady for battle, Thor has an
how im por tant his goal is (w hether it affects easygoing char acter m ost of the tim e, even if
an individual or a w hole countr y); Thanatos he?s pr one to fits of r age w hen offended or
alw ays focuses all his effor ts to succeed w ith teased, som ething Loki loves to do w henever
m er ciless devotion, savour ing all of the they m eet.
individual m om ents of gr ief he causes to the
living tow ar ds the final ends. He often loves Thor consider s all Aesir as his allies except
to kill m or tals and assum e their identities to for Loki (w ho doesn?t m iss a chance to
deceive his enem ies and per sonally push his r idicule or tr ick him ), and he is often in
plans fur ther , but m ost of the tim e he has to leaguew ith Hym ir , the only giant im m or tal he
r ely on the thousands of w or shipper s he has gets along w ith (thanks to Hym ir ?s ability
acr oss the M ultiver se to spin his w eb of w ith liquor s and a few com m on adventur es
w ickedness. they had w hile m or tals). He also consider s
Bar tziluth, Bem ar r is, and M adar ua (the only
Thanatos has no stable allies, but he never m or tals he sponsor ed to im m or tality) as his
hesitates to use other im m or tals as paw ns or thr ee childr en (M odi, M agni, and Thr ud
conscious (albeit tem por ar y) allies in his accor ding to Antalian legends); pr ecious allies
plots, and none of the
im m or tals he sponsor ed alw ays r eady to obey his
w ould ever dar e to r efuse com m ands. He hates Zugzul
his r equests. Thanatos has w ith a fier y passion because
alw ays sur vived thanks to he?s patr on of all those evil
his incr edible cunning giants w ho fr equently
and m er ciless soul, and, tor m ented his people, and he
because he know s has all constantly w atches Hel?s m oves
the time in the because of her alliance w ith
M ultiver se, he never Loki. He also opposes Kir anjo,
needs to r ush his w ho tr ied to influence the
schem es. Nor se ber ser ker w ith his cult of
Gylgar id, and for this r eason he
TH OR beat him soundly in an open
im m or tal contest.
Donar, Donegal, Tuatis,
The General, The VALERI AS
Thunderer, Dugong,
Patron of Warriors, Lord of Battle and Honour Ashanti, Biao Hun Xi? Ai,
Girder-on of Weapons, Hathnor, Isiris, Shaya,
A pow er fully built Antalian w ith fier y r ed Sjofn, Vanu, Immortal of Love, Patroness of
hair and bear d, w ear ing a chain m ail w ith a Passion and Desire, Lady of Charity, Protector
typical Nor se hor ned helm and a huge of Lovers
w ar ham m er at his belt.
A m ost beautiful w om an w ho appear s to be of
Thor is the em bodim ent of the per fect the obser ver ?s r ace, dr essed in clothes of

106

uniquely tasteful design and pr ecious jew els single br aid, w ear ing a r ed dr agonscale
typical of the cultur e to w hich she m anifests, ar m our , hor sem an?s clothes and spur s on the
besides a pair of golden ear r ings that boots, and car r ying a pair of w eapons alw ays
r epr esent the r ising sun, a gift of her lover fastened at the belt (long sw or d or shor t
I x i on . sw or d and spear ).

Valer ias is a ver y passionate Im m or tal and as Vanya is the per fect exam ple of a per son w ho
such, her tem per am ent is stor my, pr oud, and lived by leaps and bounds. Dur ing her m or tal
sanguine. She likes to m eddle in the affair s of life, she launched her self w ithout r estr aint
m or tals and is inclined to inter vene indir ectly into ever y w ar , battle, adventur e, challenge,
to help all those m or tals that affect her and even per sonal r elationships. As an
fantasy or dem onstr ate char m and char ism a. Im m or tal, she view s w ith favour all those
These r ushes of blood ar e how ever tr ansitor y, individuals w ho live their life to the m ax as
and so as suddenly as her inter est for a stor y she did her self. Vanya appr eciates above all
or an individual can bloom it can dim inish those follow er s w ho never hesitate w hen
equally r apidly w hen it gr ow s tr oublesom e or faced w ith danger , but ar e pr epar ed to test
pr edictable. Even her r om antic r elationship their faith and their for ce of w ill against
w ith Ixion, w hich has lasted since tim e im possible challenges. On the other hand, she
im m em or ial, suffer s disr uptions fr om tim e to despises cow ar dice and doesn?t hesitate to
tim e w hen Valer ias loses her head to punish cow ar ds and tr aitor s.
som eone else, but in the end she alw ays
r etur ns to Ixion, w hen looking for stability. For Vanya, w ar is an ar t that m ust be
appr eciated, pr acticed and under taken
Despite being both the uncontested patr oness ser iously. She believes, in fact, that w ar and
of love and beauty, she has how ever r ecently conquest ar e the m ajor for ces that influence
began to feel a ser ious r ivalr y tow ar ds the histor y and cultur e of any society. War
Kythr ia, a young Im m or tal w ho w as once her tests people?s w illpow er and r esour cefulness,
pr iestess and w ho is now under the w her e only the best sur vive to im pr ove the
pr otection of Eir yndul (another Im m or tal that w or ld. Likew ise, conquest stim ulates
Valer ias detests for his unendur able pr ogr ess, since it br ings together differ ent
ar r ogance and his r epeated advances), w ho civilizations (the victor ious and the defeated
seeks to steal her place and her follow er s. ones) and for ces them to confr ont each other ,
Fur ther m or e, given his spir ited and unstable m ixing elem ents of both to gener ate new
char acter , she doesn?t suppor t the pedantr y of ideas, new possibilities, and new par adigm s.
Khor onus, often ending w ith her ar guing
with him. Vanya also know s that w ar br ings
destr uction and desper ation, and that if the
VA N YA conquer or is not w ise, the r isk of negating all
the benefits of the conquest w ith its
Belbion, Faña, the Grey Lady, the Inquisitor, dysfunctions (tyr anny, abuse, and indolence
M atera, Varellya, Patroness of War and w er e the m ar k of the M ilenian conquer or s to
Conquerors, Patroness of the Heldannic her ) is high. Ther efor e, only those w ho
Knights, Patroness of the Kubitts m aster the ar t of w ar w ill be capable of
choosing the futur e of the w or ld, and for this
A hum an w om an of m edium height w ith r eason, she tr ains her follow er s to cover this
br ow n eyes and long br ow n hair w or n in a

107

r ole. clothes (gr een and br ow n) and w ith a
longbow on his shoulder s, usually
Vanya does not like to m aintain the status accom panied by a gr oup of sylvan cr eatur es
quo, since her vision of the w or ld r eflects her or tam ed beasts.
per sonality: ever
changing and full of Zir chev has alw ays
possibilities, m uch like been an intr over t
any battle. She blesses and lonely type and,
the w inner s: she does not getting along
not car e the pur pose of w ith hum ans, he
the battle; she just ended up str iking a
car es for victor y and bond w ith anim als.
the glor y that com es He spent so m uch
w ith it. Vanya show s no time in the w oods
m er cy tow ar ds the that he befr iended
loser s or the w eak the intelligent sylvan
ones, and she does not cr eatur es (centaur s,
car e to pr om ote fey, tr eants, etc.) and
kingdom s or law s that gr ew to love this
w ill eventually led to lifestyle. For this
stagnation and r eason he is now a
ther efor e to indulgence patr on of outcasts
and sloth. She and pr eaches
encour ages battle and toler ance and r espect
w ar to str engthen her for fellow beings (be
follow er s and shape it a m an or
healthier futur e som ething else).
gener ations, so that the m or e skilled (not just
the str onger ) w ill be victor ious. The later Tr aladar an legends distor ted the
facts and pr esented him only as a huntsm an
Rem em ber ing her distr ess under the and w oodsm an that had the gift of tam ing
M ilenians?yoke, Vanya has never for given ever y anim al he m et, m aking him patr on of
them and passionately fights against those the w oods. Zir chev has never done anything
Im m or tals w ho pr otect the M ilenians (Halav to change this view , am ong the Tr aldar s or in
and Petr a above all); adding to her enem ies Tr aladar a, as he likes their por tr ayal of him .
Rathanos because of his m ale chauvinist The Sylvan r aces how ever , have a better
pom posity. under standing of his r eal per sonality and
goals. He has m any allies, all am ong the
ZI RCHEV natur e-or iented im m or tals (fir st and
for em ost Halav and Petr a), but only one r eal
The Huntsman, Leug, Uatumà, Protector of the enemy: Ruaidhr i, r esponsible for slaughter ing
Sylvan Races, Patron of Hunting a w hole r ace of good-aligned lycanthr opes
(w er ehaw ks).
A w ell-m uscled har dened hunter w ith a
char m ing look, clad in m im etic hunting

108

Can you feel it? Bon u s Can t r i p
Chaos and change
W hen you take this
all around you. dom ain at 1st level, you
That is energy: gain the shocking grasp
motion, progress cantr ip if you don't
and power. If you alr eady know it.
want power, that
is energy in all its Ch an n el Di v i n i t y:
forms. Through Al t er En er gy

energy lies Star ting at 2nd level you
immortality, for can spend use Channel
being immortal is Divinity to change the
ener gy type of a spell.
the greatest W hen you cast a spell
change of all. you invoke your
Vandovar Allenas, devotion to the
Priest of Alphatia Im m or tals of Ener gy. If the spell has an ener gy
dam age type you can alter it to another type.
Ener gy The dam age types that can be changed fr om or
to ar e Cold, Fir e, Lightning, and Thunder.
Cler ic Dom ain
En er gy Bl eed
The Spher e of Ener gy is extr em ely dynam ic.
Ener gy seeks to cr eate m or e ener gy and activity, At 6th level the pow er you channel fr om the
and as such is closely tied to the elem ent of fir e Spher e of Ener gy begins to over pow er your
and the Chaotic alignm ent. Ener gy consum es spells. W hen you cast a dam aging spell, you
M atter , slow s Tim e and stim ulate Thought. It is add 1 point of dam age to each die you r oll. A
opposed to M atter 's attem pt to contr ol it, spell doing 5d6 dam age w ould do an addition 5
Thought's attem pts to define it and Tim e's points of dam age.
attem pts to outlast it.
Di v i n e St r i k e
Redu ced Rest
At 8th level you gain the ability to infuse your
At 1st level you finish a long r est in 4 hour s. 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
Level Ener gy Dom ain Spells a w eapon attack, you can cause the attack to
deal an extr a 1d8 dam age of the ener gy type of
1st Flame Blade, Thunderwave your choice to the tar get. W hen you r each 14th
level, the extr a dam age incr eases to 2d8. The
3r d Scorching Ray, Shatter ability is affected by Ener gy Bleed.

5th Fireball, Lightning Bolt Over pow er ed

7th Ice Storm, Fire Shield 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
9th Animate Objects, Flame Strike dice. Tr eat all r olls of the dice low er than that
as r oll of 3.

109

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.

Ch an n el Di v i n i t y: M i n or 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 or the tar get fails a
saving thr ow. A bless or r em ove cur se spell
burn, and build a perfect one from its ashes. ends this effect im m ediately.

Sonya the One Eyed, Cleric of Hel Di ssi pat e En er gy

Entr opy Star ting at 6th level w hen you take dam age
fr om any sour ce, r educe the dam age by the
Cler ic Dom ain num ber of dice. A sour ce doing 3d8 points of
dam age is r educed by 3 points befor e any other
Entr opy is the end of ever ything. Not associated m odifier s.
w ith any elem ent, Entr opy is m or e closely
aligned w ith death and evil. Its sole pur pose is Di v i n e St r i k e
the destr uction of the other four spher es. It is
the spher e of r ot and decay. Entr opy seeks to At 8th level you gain the ability to infuse your
destr oy M atter , stagnate Tim e, dissipate Ener gy w eapon str ikes w ith divine ener gy. Once on
and stop Thought. This dom ain is pr im ar ily for each of your tur ns w hen you hit a cr eatur e w ith
NPCs, ask your DM befor e selecting it. a w eapon attack, you can cause the attack to
deal an extr a 1d8 necr otic dam age to the tar get.
Level Entr opy Dom ain Spells W hen you r each 14th level, the extr a dam age
incr eases to 2d8.

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

3r d Crown of M adness, Darkness Star ting at 17th level all attacks against you
5th Bestow Curse, Fear have disadvantage.

7th Blight, Phantasmal Killer

9th Dominate Person, M islead

110

Level M atter Dom ain Spells
1st Enlarge/Reduce, Shield
3r d Hold Person, Locate Object
5th Create Food and Water, M eld into

Stone
7th Fabricate, Stoneskin

9th Creation, Wall of Stone

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 Ch an n el Di v i n i t y: En du r an ce

is no more struggle, every one will do what is Star ting at 2nd level you can spend use Channel
expected of them and as a whole our people will Divinity incr ease your stam ina. As an action
you pr esent your holy sym bol and gain
prosper. tem por ar y hit points equal to tw ice your
W isdom bonus for one m inute.
Grund Rockroar, M inister of M inrithism
St eady as a Rock
M atter
Star ting at 6th level you gain pr oficiency in
Cler ic Dom ain Str ength saving thr ow s. In addition you have
advantage any attem pts to escape being
The Spher e of M atter is stable and dur able. gr appled.
M atter is the building block of all things. M atter
is constantly tr ying to cr eate new for m s. M atter Di v i n e St r i k e
is tied to the elem ent of Ear th and the Law ful
alignm ent. M atter r esists Tim e's attem pt to At 8th level you gain the ability to infuse your
change it, to channel Ener gy into a useful for m w eapon str ikes w ith divine ener gy. Once on
and pr ovides or der to Thought. 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
deal an extr a 1d8 bludgeoning dam age to the
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.

111

Level Thought Dom ain Spells
1st Comprehend Languages, Detect M agic
3r d Calm Emotions, Detect Thoughts
5th Clairvoyance, Sending
7th Compulsion, Confusion
9th Dream, M odify M emory

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.

Ch an n el Di v i n i t y: Tel epat hy

Before it can be done it must be conceived. Star ting at 2nd level you can spend use Channel
W ithout Thought there is nothing, matter cannot Divinity to send a telepathic m essage. You can
be constructed, time cannot be measured, energy send a m essage to any intelligent cr eatur e
w ithin 120 feet of you. They w ill under stand
cannot be utilized. W hen you walk the path of the m essage even if you do not shar e a com m on
Thought you show yourself to be the true l an gu age.

visionary. Thought grows on its own, you just Gen i u s
provide the spark. Your ideas will craft this
At 6th level you gain pr oficiency in Intelligence
world, your philosophies will spark debate and saving thr ow s.
discussion and create more thoughts to be
Di v i n e St r i k e
considered. Thought cannot be stopped as long
as someone wonders why? At 8th level you gain the ability to infuse your
w eapon str ikes w ith divine ener gy. Once on
Petrov Romanov, disciple of Zirchov 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
Th ou gh t deal an extr a 1d8 psychic dam age to the tar get.
W hen you r each 14th level, the extr a dam age
incr eases to 2d8.

Cler ic Dom ain Savan t

The Spher e of Thought is m anipulative and At 17th level w hen you m ake an Intelligence
logical. Thought is the essence of the Im m or tals, ability check that lets you use your pr oficiency
it ser ves to categor ize all of existence. Thought bonus, you can tr eat a d20 r oll of 9 or low er as a
r epr esents r ealization, philosophy and 10.
under standing. Thought is tied to the elem ent
of Air but not any specific alignm ent. Thought 112
opposes the excesses of Ener gy, attem pts to
m anipulation Tim e and cr eate for m in M atter.

Level Tim e Dom ain Spells
1st Expeditious Retreat, Longstrider
3r d M irror Image, M isty Step
5th Blink, Haste

7th Arcane Eye, Divination
9th Legend Lore, M ass Cure Wounds

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.

Ch an n el Di v i n i t y: Sl ow Ti m e

Star ting at 2nd level you can spend use Channel
Divinity to slow the speed of attacks against you.
Until your next tur n all attacks against you have
d i sadvan t age

Tem pu s Fu gi t

Everything has its place, a time for its creation Beginning at 6th level, you can take an
and a time for its end. If nothing is created and if additional tur n im m ediately after your nor m al
nothing ends, the world will stagnate. Time is the tur n in a r ound. You cannot use this ability
judge of all things. Because of Time as things end again until after a long or shor t r est.
new things are created to replace them, the cycle
of life continues. There is no end to time, there is Di v i n e St r i k e
only the next moment.
At 8th level you gain the ability to infuse your
Galtar von Breck, High Priest of Vanya 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
Tim e a w eapon attack, you can cause the attack to
deal an extr a 1d8 necr otic dam age to the tar get.
Cler ic Dom ain W hen you r each 14th level, the extr a dam age
incr eases to 2d8.
The Spher e of Tim e pr om otes change and
pr ogr ess. Tim e is constant, alw ays flow ing and I m pr oved React i on
ebbing for w ar d. Tim e r epr esents change and
r ebir th, teaching the futur e w ith the lessons of At 17th level you gain pr oficiency in Dexter ity
the past. Tim e is tied to the elem ent of Water saving thr ow s.
and the Neutr al alignm ent. Tim e opposes
M atter 's r esistance to change, lessens Ener gy 113
over tim e, and teaches Thought the lessons of
histor y.

Spells and Runes

114

Secret Magical CraftsPrestigeClasses

Pr estige Class: Cr aft M age Pr er equ i si t es:

Deep in the halls of the Gr eat School of M agic in - I n t el l i gen ce 15. Cr aft M ages m ust be
Glantr i city r ar e m agics ar e taught. Using som e of the br ightest to lear n the secr et
m ethods they have gleaned fr om study of the cr afts.
Radiance, the w izar ds of Glantr i can use m agic
in w ays unhear d of outside the nation. Such - Pr of i ci en cy i n t h e Ar can a sk i l l .
know ledge does not com e w ithout r isk, as the Know ledge of ar cane lor e is par am ount to
Radiance can have unusual effects on car eless lear ning the secr et cr afts.
w izar ds.
- Pr of i ci en cy i n t h e Hi st or y sk i l l . The
Cr af t M age secr et cr afts r equir e a lar ge am ount of
r esear ch to lear n their secr ets.
-Spel l Sl ot s per Spel l Level -
- W i zar d or Di sci pl e of t h e Radi an ce
Level Feat ures 1st 2nd 3rd ch ar act er l evel 10. Only the m ost
1st 1st Circle 2 -- pr om ising w izar ds can begin to lear n the
2nd 2nd Circle 3 -- secr et cr afts.
3rd 3rd Circle 4 2-
4th 4th Circle 4 3- - I n v i t at i on by a Secr et Cr af t M en t or .
5th 5th Circle 4 32 One m ust be invited into the cir cles of the
secr et cr afts.

- Pay t h e I n i t i at i on Cost s: Ever y level
r equir es a cost in r esour ces and tr aining
to r each the next level of study.

115

Ti m e an d cost t o l ear n each Ci r cl e: High Illusion: Disguise kit, Gam ing set,
Fir st Cir cle: 7,000 gp/14 days calligr apher 's tools.
Second Cir cle: 28,000 gp/28 days
Thir d Cir cle: 63,000 gp/42 days High Necr om ancy: Poisoner 's kit, m ason's
Four th Cir cle: 112,000 gp/56 days tools, potter 's tools.
Fifth Cir cle: 175,000 gp/70 days
Cr yptom ancy: Calligr apher 's tools, m ason's
Cr aft Featur es tools, w oodcar ver 's tools.

As a Cr aft M age, you gain the follow ing class W itchcr aft: Disguise kit, alchem ist's supplies,
featur es. poisoner 's kit.

Saving Thr ow s: None

Skills: None

Hit Points Ar can a Ch eck s

Hit Dice: 1d6 per Cr aft M age level Skill check: M any of the feats r equir e a skill
Hit Points per Level: 1d6 (or 4) + your check to activate. Unless other w ise stated, the
Constitution m odifier per cr aft m age level. num ber of tim es a you can use a Cr aft feat
befor e needing a long r est is equal to your
Pr oficiencies Intelligence m odifier. Failed skill checks
count as uses.
Tools: By cr aft.
Alchemy: Alchem ist's supplies, cook's Cr itical Failur e
utensils, glassblow er 's tools.
Dr acology: Light ar m or , leather w or ker 's tools, If the m age is r equir ed an Ar cana skill check
jew eler 's tools. for an effect and r olls a 1, r er oll the die. If the
Elem entalism : Alchem ist's supplies, m ason's r esult is another 1 then apply the Cr itical
tools, potter 's tools. Failur e r esults descr ibed by the Feat.

116

Al chem y Cr itical Failur e: The tr ansfor m ation fails and
ever yone w ithin 20' takes 1d6 points of dam age
1st Ci r cl e of Al ch em y per pound of m ater ial being tr ansm uted. The
lab is autom atically destr oyed.
At 1st level you have lear ned the basics of
alchemy, and gain the follow ing benefits: 4t h Ci r cl e of Al ch em y

- Find Com ponents: You m ay m ake a DC10 You have lear ned to channel ener gy into m agical
Ar cana check to know the r equir ed devices and or ganic m atter.
ingr edients to r eplicate a potion. This
destr oys the potion in the pr ocess. - Tr anscend Ener gy: You can attem pt to focus
ener gy into m atter to cr eate one of the
- Alchem ical Pr epar ation: You m ay cr eate any follow ing effects:
com m on availability potion as a balm . This
r equir es a DC15 Ar cana check and 1 hour of - Rechar ge an expended m agic item . Item is
w or k . The balm is good for 1d4 days r etur ned to it's nor m al status w ith its star ting
after w ar ds it separ ates and is useless. If the num ber of char ges.
the Ar cana check is failed the ingr edients ar e
lost and the you w ill need to m or e - Rever se the aging pr ocess. The r ecipient
ingr edients to tr y again. r ever sed 1 w eek of aging per level of the
alchem ist. You can use this pr ocess on
2n d Ci r cl e of Al ch em y your self.

At 2nd level your alchem ical tr aining intensifies, - Anim ate a golem . The golem had 1HD per
you gain the follow ing abilities. level of the caster , cost to cr eate the golem is
the sam e as a r ar e m agic item .
- Find M agical Com ponents: You can identify
m agical potions on a DC15 Ar cana check . In - Raise the dead. A cor pse cannot be dead
addition you can take a bonus action to m or e than a num ber of days equal to the
identify the dam age type of any m agic item caster 's level, it is tr eated as if it has r eceived
on a DC15 Per ception check . a r aise dead spell. In or der to use the pr ocess
the alchem ist m ust m ake a DC25 Ar cana
- M agical Pr epar ation: You can now cr eate any check, and needs to take the skill check in an
potion up to uncom m on availability. These ar ea w ith a lar ge ener gy outbur st like a
ar e cr eated at half the tim e and speed it lightning stor m . Alter natively you m ay
w ould take to m ake the potion nor m ally, but expend spells that do a com bined 60d6 points
only lasts 1d4 after it is cr eated. of dam age.

3r d Ci r cl e of Al ch em y Cr itical Failur e: The lab explodes as above.

You can now begin to change m atter fr om one 5t h Ci r cl e of Al ch em y
substance to another.
Your know ledge of alchemy is absolute, you can
- Tr ansm ute M atter : You m ay alter one now alter your ow n for m .
non-living object to another non-living
object. You m ay change 1lb of m ater ial per M utate Lifefor m : You can take on pr oper ties of
exper ience level. Yout can change the item another cr eatur e or m ater ial. You can change
into another item of the sam e w eight, excess into another cr eatur e, or just adapt par t of its
m ater ial is lost. The item 's value is w or th the physiology. You m ake a DC20 Ar cana check as a
caster level x the w eight of the item . You bonus action and selects one of the follow ing
m ust spend a day inside a fully stocked ef f ect s:
labor ator y and m ake a DC20 Ar cana check .
117

- Gaseous Form: As the spell, but cannot effect fangs that have a r ange of 10' and attack as a
gear . dr agon bite attack of a dr agon w ith the hit
dice equal or lesser to the char acter 's level.
- True Polymorph: As the spell, but only The effect lasts five r ounds.
cr eatur e to cr eatur e. - Dr agon Eye: You m uch m ake a DC20 Ar cana
check . For a num ber of r ounds equal to your
- Stoneskin: As the spell. level, the w izar d autom atically detects

Dr acol ogy invisible or polym or phed
dr agons.
1st Ci r cl e of Dr agon s - Dr agon Cl aw : You m ust m ake a
DC20 Ar cana check, if successful
You have begun to under stand your hands becom e claw s and
the m agic of dr agons. attack as a dr agon of the sam e
hit dice equal or lesser to his
- Dr agon Totem : Pick a dr agon level. This effect lasts one r ound
type, w hen you m akes a skill per level.
check using a cir cle of - Dr agon Scal e: You m ust m ake a
dr agons feat, you m anifests DC20 Ar cana check, if successful
changes into the featur es of a your natur al ar m or class
dr agon of that color. becom es equal to a dr agon w ith
equal or lesser hit dice than his
- Pr otection fr om Dr agons: level. This ability last one r ound
You m ust m ake a DC15 per class m age level.
Ar cana check to pr event a - Dr agon W i n g: You m ust m ake a
dr agon fr om attacking you. DC20 Ar cana check, if successful
The effect is autom atic if you you m anifest w ings of the
ar e a higher total level than chosen type, and can fly at the
the dr agon's hit dice, speed of your chosen dr agon,
other w ise the dr agon m ake your car r y w eight is 100lbs per
m ake a w ill save against your char acter level. This ability lasts
spell pow er to ignor e the one r ound per cr aft m age level.
effect. W hile the effect is
active the dr agon cannot 3r d Ci r cl e of Dr agon s
attack the w izar d or his
par ty, including casting You gain dr agon's br eath.
spells or using a br eath
w eapon. The dr agon can - Dr agon Br eat h : You gain a br eath w eapon
com m unicate w ith you and identical to your chosen dr agon. The dam age
know s your exact location but cannot har m is the sam e as a dr agon w ith equal or lesser
you. The effect ends if you get m or e than 120' hit dice to your char acter level. This ability
fr om the dr agon, or if you or a m em ber of his can be used thr ee tim es befor e needing a long
par ty attacks the dr agon or tr ies to steal fr om r est.
the dr agon.

2n d Ci r cl e of Dr agon s

You have lear ned how to m anifest aspects of 4t h Ci r cl e of Dr agon s

dr agons. You can bend the w ill of dr agons to your ow n.

- Dr agon Toot h : You m ust m ake a DC20 ar cana
- Dr agon M i gh t : You m ay attem pt to dom inate

check . If successful you can m anifest m agical

118

a dr agon, the dr agon m akes a saving thr ow elem entals have the m inim um am ount of hit
against the your spell pow er , if the dr agon points they could have. The elem entals w ill
fails to save tr eat the effect as a Dom inate per for m one task, and disappear after
M onster spell. The effect lasts 10 m inutes per finishing it. They also vanish after a num ber
your cr aft m age level. of days equal to your caster level.

5t h Ci r cl e of Dr agon s Cr itical Failur e: A elem ental of the r ival elem ent

You can assum e the for m of a dr agon. appear s, hostile to you.

- Hi gh M ast er of Dr agon s: You m ay m ake a 3r d Ci r cl e of El em en t s

DC25 ar cana check, you can polym or phsinto a At 3r d level you can sum m on all sor ts of

Gr eat Wyr m var iant of the chosen dr agon. elem ental cr eatur es.

This effect lasts for 1d4 r ounds. - M ajor Conjur ation: As above, except you

Cr itical Failur e: A Gr eat Wyr m of your type sum m on any cr eatur e fr om the chosen

appear s in 3d10 m inutes and attacks. The Gr eat elem ental plane. That cr eatur e w ill per for m a

Wyr m has m axim um hit points. task exactly as above.

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

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

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

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

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

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

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

benefits depending on elem ent. based on their focus.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

- M inor Conjur ation: You m ust m ake a DC15 by being bur ied.
ar cana check . On a success the you sum m on - Air : The you can cast gust of wind w ithout
1d4 m inor elem entals of you focus. The
using a spell slot. All m issile attacks against
the you ar e at a disadvantage. The you take

119

no dam age or can be m oved by high w inds. - Hypnosis: You m ust m ake a DC10 Ar cana
check . If successful the tar get m akes a
Cr itical Failur e: The cr eated elem ental cr eatur e w isdom save against the your spell casting
goes ber ser k, attacking all near by. ability. If the tar get fails, they act as if they
ar e under a suggestion spell. The suggestion
5t h Ci r cl e of El em en t s cannot m ake the tar get violate their
alignm ent or har m them selves. The effect
At 5th level you can change for m into an ends w hen tar get has per for m ed a task for
elem ental. the Illusionist, taken dam age or the
Illusionist ends it. If the suggestion isn't clear
M etam or phosis: You m ust m ake an Ar cana D25 the effect autom atically fails. You r egains the
check, if successful you becom e an elem ental of ability to use this after a shor t r est.
your focus. You r etain all spells and abilities. In
addition the you can tr avel to the elem ental Cr itical Failur e: You ar e affected by the
plane of your focus at w ill. suggestion instead, w ith the sam e r estr ictions.

Cr itical Failur e: An elem ental of the focus type 2n d Ci r cl e of Pen u m br a
appear s w ith m axim um hit points hostile to you.

At 2nd level you can now tam per w ith dr eam s.

- Dr eam Alter ation: You m ust m ake a DC12
Ar cana check against a sleeping tar get. The
tar get can be up to 1 m ile aw ay per caster
level. You can send a m essage or a
nightm ar e. If a m essage is sent the tar get
w akes up w ith the m essage fr esh in their
m ind. If a nightm ar e is sent, the tar get m ay
m ake a W isdom save vs. the your spell
casting ability. If successful nothing
happens. Other w ise the tar get does not
benefit fr om the r est. If the tar get can pass
tw o saving thr ow s in a r ow they ar e im m une
to your pow er Dr eam Alter ation m ay only be
used once per dr eam .

Cr itical Failur e: The sleeping tar get w akes up
w ith the know ledge of your identity.

3r d Ci r cl e of Pen u m br a

Star ting at 3r d level you can conjur e illusionar y
m onster s.

Pen u m br a - Delir ium Tr em ens: You m ust m akes a DC15
Ar cana check, if successful a tar get w ithin
1st Ci r cl e of I l l u si on 120' is attacked by an illusionar y m onster or
m onster s w ith a CR no gr eater than your
At 1st level you have lear ned the ar t of level. The cr eatur es exist only in the tar get's
hypnotism . m ind, but the dam age dealt is r eal. The

120

effect lasts until the illusionar y m onster is Th an at ol ogy
defeated, you end it, or br eaks concentr ation.
You r egains this ability after a long r est. 1st Ci r cl e of Th an at ol ogy

Cr itical Failur e: The illusion fails but you ar e Star ting at 1st level you lear n how to pr otect
unaw ar e of that. You can take no other actions your self again undead.
than attem pting to m aintain the failed illusion
until they pass a DC20 Intelligence check at the - Pr otection fr om Undead: You m ust m ake a
star t of each r ound. DC10 Ar cana check . W hile this is active a
num ber of undead cr eatur es w ith CR up to
4t h Ci r cl e of Pen u m br a the your level cannot attack anyone w ithin
10? of the your r itual. Cr eatur es w ith low er
At 4th level you lear n how to cr eate item s out of CRs ar e affected fir st. This pow er lasts until
sh ad ow . the you m ove out of the cir cle, or som eone in
the cir cle attacks.
- Shadow Reality: You m ust m ake a DC20
Ar cana check, if successful you m ay Cr itical Failur e: The you cannot attack undead
dimension door fr om one shadow to another instead until you is attacked by one.
in sight, or becom e a non-cor por eal shadow.
W hile in the shadow you can cr eate 2n d Ci r cl e of Th an at ol ogy
im m ovable solid objects like stair s out of
shadow s. You can alter shadow s w ith in 1 At 2nd level you have developed the ability to
yar d per level. contr ol the undead.

Cr itical Failur e: You ar e instead tr anspor ted to - Contr ol Undead: You m ust m ake a DC15
the Dim ension of Nightm ar es, w her e you m ust Ar cana check . If successful he im m ediately
find your ow n w ay back to safety. gains contr ol of undead w ithin 120' w ith a
com bined CR equal to your level. This
5t h Ci r cl e of Pen u m br a undead can be contr olled or destr oyed at
w ill. The effect ends at the r ise of the next
At 5th level you can cr eate your ow n str onghold full m oon. Liches ar e im m une to this affect.
fr om the Dr eam lands.
Cr itical Failur e: You fall under the contr ol of the
- Dr eam lands: You cr eate an inter dim ensional near est intelligent undead w ithin 120', or goes
str onghold in the Dim ension of Nightm ar es. catatonic for 1d8 hour s other w ise. You stay
This is tr eated exactly like M ordenkainen's under contr ol until the next full m oon or the
M agnificent M ansion, except the m ansion undead is destr oyed.
does not expir e. To entir e the str onghold you
m ust m ake a DC20 Ar cana check . 3r d Ci r cl e of Th an at ol ogy

- You can cr eate shadow cr eatur es w ith a CR W hen you r each 3r d level you gain the ability to
up to your level and send them fr om contr ol undeal.
str onghold on a m ission. This r equir es a
DC25 Ar cana check . You can see thr ough - Cr eate Undead: You can cr aft undead after a
their eyes and hear w hat they hear. They r itual. The r itual r equir es tw o w eeks of
w ill r em ain until the task is done or they ar e r esear ch per challenge r ating, and 1000gp
sl ai n . per CR. Cor por eal undead need a fr esh
cor pse, incor por eal just a par t of a cor pse.
Cr itical Failur e: The cr eated cr eatur es go The actual r itual r equir es 1 hour per CR and
ber ser k instead and attack you. r equir es a Ar cana DC15 check, at the end the
undead is com pletely loyal to you, unlike

121

Contr ol Undead. Liches cannot be cr eated. and cannot be r esur r ected by any m eans.
Cr itical Failur e: You take 1d6 points of Necr otic Other w ise the Constitution r etur ns at the r ate of
dam age per CR of the cr eatur e attem pted, plus 1 per long r est.
another d6 for each im m unity or special attack
of the undead. This dam age ignor es any 5t h Ci r cl e of Necr om an cy
r esistance or im m unities.
W hen you r each the 5th level of Thanatology
4t h Ci r cl e of Th an at ol ogy you obtain lichdom .

At 4th level you can attem pt to r aise the dead. Attai n Li chdom
- Raise Dead: You m ust m ake a DC20 Ar cana
check . If successful you can cast Tr ue - The Necr om ancer under takes a r itual that
Resur r ection w ithout spell com ponents. r equir es 20 w eeks to com plete, and costs
25,000gp. At the end of the r itual the
Cr itical Failur e: You loses 1 point of Constitution Necr om ancer m akes a DC25 Ar cana check . If
for ever y level or Hit dice of the cr eatur e you successful the caster im m ediately gains the
w as tr ying to r aise. If this r educes your follow ing abilities fr om the Lich entr y in the
Constitution to 0 the caster tur ns to a pile of ash m onster m anual:

- Dam age Resistance: per lich
- Dam age Im m unity: per lich
- Condition Im m unity: per lich
- Tr uesight 120ft
- Legendar y Resistance 3/day
- Rejuvenation
- Par alyzing Touch
- Tur n Resistance
- Undead

Cr itical Failur e: The Lich is tur ned into a dem on
of the DM 's choice and is r em oved fr om the
gam eHigh .

Cr ypt om an cy

Runic m agic is extr em ely danger ous, the m or e
you use r unes the m or e likely ther e is a
catastr ophe. Each r une used past the fir st in a
given day incr eases the chance of a cr itical
failur e by 1. So the second tim e you check for a
Cr itical Failur e the failur e is confir m ed on a 2,
then 3, 4 etc.

Cr itical Failur e: Fir st attem pt that day: A stor m
occur s in a 24 m ile ar ea center ed on you. No
tr avel is possible. The stor m lasts 1d12 hour s.

Second attem pt that day: A earthquake occur s

like the spell. The ear thquake has a 36 m iles

r adius center ed on the you. The ear thquake

lasts for one m inute.

122

Thir d or m or e attem pt that day: The stor m and w eeks of study, 1000gp in cost and a DC15
the ear thquake both occur , and the r une is Investigation check .
r ipped fr om the m ind fr om your m ind and m ust
be r elear ned. 4t h Ci r cl e of Ru n es

1st Ci r cl e of Ru n es At 4th level you have lear ned to bind m agic to
item s.
At 1st level you lear n the tr ue nam es for
com m on elem ents. - Runes of M agic: You lear n to bind spells to
item s. M ake a DC20 Ar cana check, if
- Rune of M atter : You lear n the tr ue nam e for successful the spell is bound to an item . The
a com m on m ater ial (gold, sand, glass, ir on). spell tr igger s w hen the item is used or picked
M ake a DC10 Ar cana check . If successful the up. Each spell r equir es a differ ent r une.
you can m old the m ater ial 1sq ft per caster Only one r une per item can inscr ibed, the
level. The m ater ial r etur ns to its nor m al r une is per m anent until activated or
shape in 1d4 r ounds. To acquir e a r une dispelled. The r une is invisible after casting.
r equir es 1 w eek of study, 100gp in cost and a You can bind cr eatur e nam es to ar eas to
DC10 Investigation check . pr event the cr eatur e fr om enter ing. You can
inscr ibe five r unes on a golem to activate it,
2n d Ci r cl e of Ru n es at a m ater ial cost of 1,000gp per hit die.
Acquir ing a r une r equir es 8 w eeks of study,
At 2nd level you lear n to contr ol non m agical 2500gp in cost and a DC20 Investigation
anim als. check .

- Rune of Life: Your lear n the tr ue nam e for a 5t h Ci r cl e of Ru n es
non-m agical cr eatur e of anim al intelligence
or low er. M ake a DC12 Ar cana check, if Upon r eaching 5th level you have lear ned how
successful can take contr ol of the nam ed to contr ol sentient cr eatur es thr ough their tr ue
cr eatur es, w ith a com bined CR equal to their nam e.
level. You can see thr ough their eyes and
hear w hat they hear. The ability lasts for 1 - Tr uenam e: You lear n the tr ue nam e of an
hour. The anim al's actions ar e lim ited by its intelligent cr eatur e. This acts exactly as a
intelligence. To acquir e a r une r equir es 2 Rune of Life. You can r eplace spells the
w eeks of study, 500gp in cost and a DC12 tar get has m em or ized w ith your ow n, and
Investigation check . can cast the tar get's spells or inscr ibe them
in your spell book . To acquir e a r une
3r d Ci r cl e of Ru n es r equir es 6 m onths of study, 5000gp in cost
and a DC25 Investigation check .
Upon r eaching 3r d level you have lear ned to
contr ol the elem ents. Wi tchcr af t

- Rune of Pow er : Your lear n the tr ue nam e for Pen al t i es: After each feat is acquir ed the
a sour ce of ener gy, (fir e, cold, electr icity, etc). char acter loses 2 points of Char ism a
M ake a DC15 Ar cana check to incr ease or per m anently, to a m inim um of 3.
decr ease the dam age of a spell using that
ener gy by a num ber of dice equal to your 1st Ci r cl e of W i t ch cr af t
level. This cannot r educe dam age below 0 or
incr ease it above 20d6. This m ay be done as At 1st level you have lear ned to br ew potions
a r eaction. To acquir e a r une r equir es 4 and char m those ar ound you w ith your w or ds.

- Br ew s and Potions: Identical to the Alchemy

123

1st cir cle ability Alchem ical Pr epar ation, ser ve your needs.
except the concoction is in the for m of a
potion. You do not get the incr eased - Spellbinding: M ake a DC15 Ar cana check,
pr epar ation tim e like alchem ists how ever. if successful you conjur e a num ber of
cr eatur es w hose com bined CR ar e equal to
Cr itical Failur e: The potion has the opposite the your level. The cr eatur es m ust be of
affect intended. the sam e alignm ent as you. The cr eatur es
ar e utter ly loyal to you, and you can see
- Silver Tongue: M aks a DC10 Ar cana check, thr ough their eyes. The cr eatur es last
if successful the you gain advantage on all until slain or dism issed.
per suasion r olls for one hour.
Cr itical Failur e: Instead of appear ing, the
Cr itical Failur e: You ar e incapable of cr eatur e takes over your body for an entir e
falsehoods, including by om ission for one day.
hour.
4t h Ci r cl e of W i t ch cr af t
2n d Ci r cl e of W i t ch cr af t
W hen you r each 4th level you gain the ability
Star ting at 2nd level you have lear ned to cr aft to shapechange into lesser cr eatur es.
dolls to inflict cur ses upon your enem ies.
- Shapechange: M akes a DC15 Ar cana check
- Doll Cur se: You cr eate a pair of dolls that and can assum e the shape of a cr eatur e or
look like your victim , the pr ocess taking cr eatur es w hose com bined CR is equal or
tw o days per level of the victim , r equir ing less than your s. The cr eatur es cannot
you to place one doll in the victim 's hom e. have m or e than 4HD each. In the case of
If the doll is destr oyed all effects end. m ultiple cr eatur es you becom es a single
Each night you can per for m one of the cr eatur e and contr ols the other s. Dam age
follow ing actions by m aking a DC12 dealt to a contr olled cr eatur e is dealt the
Ar cana check . you w hen you r etur ns to nor m al for m .
This ability lasts until you dispels it.
- Pain: The victim takes 1d6 dam age, not
r educed by anything. Cr itical Failur e: You cannot r etur n to nor m al
for m , the effect m ust be dispelled nor m ally
- Sickness: The victim becom e violently ill,
no m agic can cur e the disease. 5t h Ci r cl e of W i t ch cr af t

- M adness: The victim m ust m ake a W isdom W hen you r each the 5th level of W itchcr aft,
Save vs. your Spellcasting Ability or lose a you have lear ned to take possession of other
point of Constitution. The only w ay to cr eatur es.
r estor e this loss is to find and destr oy the
doll. Ultim ate Possession: On a DC25 Ar cana check
the W itch m ay M agic Jar into an unw illing
Cr itical Failur e: The doll is destr oyed and the victim as per the spell. The victim m ust be of
you suffer the effects of a Bestow Curse spell, equal or low er level but gets no save. You
effects up to the DM . The cur se is dispelled m ay stay in the victim s body until you
nor m ally. decides to r elinquish contr ol. The victim is
fully aw ar e of w hat is happening w hile
W itches Char m : M akes a DC12 Ar cana possessed. The w itch m ay cast her spells or
check, if successful the Char m r estor es all lost use any of the victim 's abilities w hile in
Char ism a fr om the W itchcr aft Cir cle for 24 p ossessi on .
hour s.
Cr itical Failur e:You possess the victim , but
Cr itical Failur e: The w itch loses a per m anent your body dies. If you r elease contr ol or ar e
point of Char ism a. for ced out by a dispel m agic spell or sim ilar ,
you die.
3r d Ci r cl e of W i t ch cr af t

At 3r d level you lear n to cr eate m inions to

124

Nor dic Rune Magic

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

125

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
90 feet 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 you for
placid unless a w isdom the dur ation of effect.
Gef u /Gi v i n g save is m ade.
W u n j u /Joy
Hagla/Cr uelty Per m anent advantage Hostile giant cr eatur e You enlarge like the None
Isar /Ice on per suasion skill becom es stunned sp el l .
Jar n/Fr uitful Natur e checks against giantish unless it can pass a
Ihw ar /Hunter cr eatur es. saving thr ow at the
star t of each r ound

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

For next six hour s Can autom atically For the next six hour s None
autom atically aw aken if deter m ine w hich w ay is gain advantage on all
enemy or hostile your destination Constitution skill checks
cr eatur e appr oaches due to fatigue or
w ithin 100 ft. w eather conditions

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

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

You gain advantage on You gain advantage on Cr eatur es in 20' m ust None
Per for m skill checks in any Per suasion check to m ake Char ism a saving
fr ont of an audience acquir e aid thr ow or stop fighting

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

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

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

126

Rune/Nam e Ef f ect Ef f ect Ef f ect Ef f ect
Pethr u/Unseen
You ar e ignor ed by M essages w r itten w hile You know s of pr esence None
Algir /Elk those w ithin 60' until the r une is activated ar e but cannot see invisible
Sow elu/Sun effect ends or you invisible except to cr eatur es w ithin 60'
Tiw ar /War attack . r ecipient
Ber kana/Bir ch
Ehw ar /Hor se Your shield gains a +1 You gain advantage on You can cause one None
m agical bonus. savings thr ow s against attack against you to
m agic. m iss autom atically.

One healing effect used You can cast revivify None None
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 pass Can sum m on specific None
your hor se's eyes. any Anim al Handling hor se w ithin one m ile if
skill checks w ith hor ses hor se know s you.

Mannar /Man You im m ediately know s You can ask thr ee Instantly know the None
Lagur /Water m otivation of one questions to a per son dir ection of the ow ner
Ingw ar /Gr ow th str anger. that m ust be answ er ed of an item .
Odala/Bir thr ight in full and tr uthfully.

Dagar /Day 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 one hour 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 feet. w ithin 120 feet of per fectly in the dar k for
Illum ination is tr eated char acter. 120 feet.
as dir ect sunlight.

127

NewSpells

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

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

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

Bl each Cal l u pon Radi an ce

Cantrip (W izard) 5th level Invocation (W izard, Sorcerer/Radiance)
Cast i n g Ti m e: 1 m inute r itual
Ran ge: Touch Cast i n g Ti m e: 1 m inute
Com pon en t s: S Ran ge: Self
Du r at i on : Instantaneous Com pon en t s: V, M (soul cr ystal)
W ith a touch you r em ove a stain fr om a cloth, Du r at i on : 10 m inutes per level
non-m agical w r iting fr om paper , or dye fr om The caster infuses him self w ith the pow er of the
fabr ic. This spell is extr em ely popular w ith the Rad, gr anting him 1 Rad die per level. The
students at the Gr eat School of M agic. caster can spend the die w hen casting a spell to
change one die of dam age per char ge to it's
Cal m W i n ds m axim um value. The spell expir es at the end of
the dur ation or w hen all char ges ar e spent.
3th level Alteration (W izar d) W hen the spell is cast the caster m ust m ake a
Cast i n g Ti m e: 1 action DC 13 Constitution saving thr ow or becom e
Ran ge: 360 yar ds exhausted, the DC goes up by tw o for ever y tim e
Com pon en t s: V, S, M (bit of sail cloth) a Radiance spell has been cast since a long r est.
Du r at i on : 10 m inutes. This spell is consider ed extr em ely r ar e, casting
W hen you cast this spell you change all w eather it in public, especially in Glantr i or Alphatia w ill
affects on the w ind char t (Page 109 of the DM G) dr aw all sor ts of unw anted attention.
fr om heavy to light. It has no effect on fog or
pr ecipitation. This spell is taught nor m ally only 128
by the M inr othad Tutor ial Guild.

Du r at i on : Instantaneous

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

Ch eck Car avan Cl ear Si gh t

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

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

Ran ge: 1 m ile Ran ge: Self

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

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

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

Ch eck Load 3rd level Transmutation (W izard)

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

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

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

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

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

Cl ot h w al l

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

129

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

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

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

130

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

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

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

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

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

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

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

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

131

Du r at i on : 10 m inutes Fi r e Gat e

W hile under the effect of this spell, if the per son 6th level Conjuration (Cleric)
affected by this spell r olls m axim um dam age
w ith an attack fr om a long or shor t bow , you Cast i n g Ti m e: 1 r ound
can r oll another die of the sam e type and add
that dam age to the total. Continue doing so Ran ge: 10 feet
until you do not r oll m axim um dam age on the
d i e. Com pon en t s: V, S

Fi r ebow Du r at i on : Instantaneous

3rd level Invocation (Cleric) W hen you cast this you enter any bonfir e lar ge
enough to cover you com pletely. You take no
Cast i n g Ti m e: 1 action dam age fr om the fir e w hen you do this. You
m ay then telepor t to any fir e that you know of,
Ran ge: Touch stepping out of the second fir e unscathed.

Com pon en t s: V, S, M (hickor y ash) Hu n t i n g Pai n t

Du r at i on : Concentr ation or until all the char ges 2nd level Enchantment (Cleric, Druid) ritual
ar e used.
Cast i n g Ti m e: 30 m inutes
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 Ran ge: touch
any num ber of char ges. Each char ge adds 1d8
to the dam age if the attack hits. If the attack Com pon en t s: V, S, M (face paints)
m isses the char ges ar e lost. The spell expir es if
all the char ges ar e spent. Du r at i on : 1 day

At Higher Levels. W hen you cast this spell W hile the paint is w or n by the tar get, they ar e
using a spell slot of 4th level or higher , add tw o under the effects of a bless spells and have
additional char ges for each level above 3r d. advantage on all W isdom (Sur vival) tests. The
bless effect ends once it is used, but but not the
skill advantage. If the bear er of the paint fails a
saving thr ow against a w ater based attack or is

subm er ged the spell ends. If cast as a r itual the
caster m ay tar get a num ber of people equal to
his caster level w ith this spell.

I gn or e Road

1st level Abjuration (W izard)

Cast i n g Ti m e: 10 m inutes

Ran ge: 100 feet

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

tr aveled on)

Du r at i on : 1 day

W hile under this spell car avans ar e able to
avoid holes, bad w eather and other pitfalls
along badly m aintained r oads. You have
advantage on all Anim al Handling or Vehicle:
Land skill checks you have to m ake w hen
testing to see how far you've tr aveled over land.
This spell is taught only by the Dar okin
M er chant's Guild.

132

I n f u si on Tutor ial Guild.

6th level Enchantment (Cleric) Oi l sk i n

Cast i n g Ti m e: 10 m inutes 1st level Transmutation (W izard)
Cast i n g Ti m e: 1 action
Ran ge: 10 feet Ran ge: Touch
Com pon en t s: V, S, M (bit of eel skin)
Com pon en t s: V, S, M (bit of buffalo dung) Du r at i on : 20 m inutes
You cannot get w et by any m eans shor t of
Du r at i on : One day. com plete im m er sion. Rain w ill not touch you,
even w aves acr oss a ship w ill not get you w et.
You m ay cast this spell on a num ber of tar gets You suffer no penalty tr ying to see in a stor m
equal to your cler ical level. W hile this spell is because r ain does not get in your eyes. This
active, each per son under its effect spell is taught only by the M inr othad Tutor ial
autom atically passes their next saving thr ow. Gu i l d .
The spell for them then expir es. The spell can At Higher Levels. W hen you cast this spell
expir e on one per son and stay active on using a spell slot of 2th level or higher , the
an ot h er . dur ation incr eases 20 m inutes for each level
above 1st.
I nventor y
Or i ent at i on
3rd level Divination (W izard)
1st level Divination (W izard, Ranger) ritual
Cast i n g Ti m e: 10 m inutes Cast i n g Ti m e: 1 action
Ran ge: Self
Ran ge: Touch Com pon en t s: S
Du r at i on : Instantaneous
Com pon en t s: V, S, M (sm all abacus) You autom atically know w hich dir ection is
nor th w hen you cast this. It does not tell you
Du r at i on : Instantaneous anything apar t fr om the or ientation.

You instantly know the contents and quantity of Pr eci pi t at i on
any container , w agon or vessel that you touch.
You w ill know w hat is in it, but not anything 1st level Conjuration (W izard, Druid)
m or e specific than w hat it is m ade of. You Cast i n g Ti m e: 10 m inutes
cannot detect if som ething is m agical inside. Ran ge: Self
You w ill know a chest contains a sw or d, but not Com pon en t s: V, S, M (vial of pur e w ater )
if it is a the king's sw or d. This spell is taught Dur at i on: 1 hour
only by the Dar okin M er chant's Guild and You cr eate a light pr ecipitation or r ain, snow ,
M inr othad Tutor ial Guild. sleet or hail in a 120' diam eter center ed on
your self. The w eather isn't heavy enough to be
Ni gh t wat ch anything m or e than annoying. Fr ozen
pr ecipitation w ill m elt in hotter tem per atur es
2nd level Enchantment (W izard) w hen it hits the gr ound.

Cast i n g Ti m e: 1 action 133

Ran ge: Touch

Com pon en t s: V, S, M (bat's w ing)

Du r at i on : 1 night

The affected cr eatur e can see in the dar k as w ell
as he could see if it w as daylight, up to 200 feet.
After 200 feet ever ything appear s to be in a
haze. This spell has no affect in daylight, or
inside or under gr ound. This spell is taught only
by the Dar okin M er chant's Guild and M inr othad

Pr edi ct Weat h er casting it in public, especially in Glantr i or
Alphatia w ill dr aw all sor ts of unw anted
Cantrip (W izard) at t en t i on .

Cast i n g Ti m e: 10 m inutes Rot

Ran ge: 10 m iles 2nd level Necromancy (W izard)

Com pon en t s: V, S, M (dir t fr om local ar ea) Cast i n g Ti m e: 1 action

Du r at i on : Instantaneous Ran ge: Touch

You know w hat kind of w eather and of w hat Com pon en t s: V, S, M (bit of r ust)
intensity it w ill occur in a 10 m ile diam eter
ar ound you. You have a gener al idea w hen the Du r at i on : Instantaneous
w eather w ill ar r ive, and fr om w hat dir ection.
You cause a single non-m agic item to decay into
Qu i ck en Pace uselessness. The item m ust be able to be held in
your hand. Wood r ots, cloth becom es m oth
2nd level Enchantment (W izard) eaten, m etal r usts. Item s held by another m ust
be touched w ith an attack r oll, the ow ner of the
Cast i n g Ti m e: 10 m inutes item can m ake a Dexter ity save to avoid the
item 's destr uction.
Ran ge: Self
Sav i or Fai r e
Com pon en t s: V, S, M (sm all w hip)
2nd level Enchantment (Bard, W izard)
Du r at i on : 1 day
Cast i n g Ti m e: 1 action
Any hor se or w agon under your contr ol dur ing
this spell incr eases it over land tr avel by 2 m iles Ran ge: Self
for daily tr avel. It has no effect on speed other
than total daily distance tr aveled. This spell is Com pon en t s: V, S, M (bit of cologne)
taught only by the Dar okin M er chant's Guild.
Dur at i on: 1 hour
At Higher Levels. W hen you cast this spell
using a spell slot of 3r d level or higher , you m ay You instinctively know how not to em bar r ass
extend the ability to another hor se or w agon your self w hen in an unfam iliar setting. You
you can see. have advantage in skill checks to m ake fr iends
in locations w her e you ar e not fam iliar. You
Ret ai n Pow er m ay not know the language but can get by being
a w allflow er or w ith hand gestur es. This spell is
7th level Enchantment nor m ally taught only by the Dar okin M er chant's
(W izard/Sorcerer/Radiance) Guild and M inr othad Tutor ial Guild.

Cast i n g Ti m e: 1 action At Higher Levels. W hen you cast this spell
using a spell slot of 3r d level or higher , the
Ran ge: Self dur ation is incr eased by an hour for each level
above 2nd.
Com pon en t s: V, S, M (soul cr ystal)
Sea Legs
Du r at i on : Per m anent
1st level Enchantment (W izard)
You can r etain the Rad dice fr om Radiance Cast i n g Ti m e: 1 action
spells per m anently by casting this spell. You Ran ge: Touch
can then spend the char ges w henever you w ish, Com pon en t s: V, S, M (bit of lim e)
stor ing them indefinitely. The m or e Radiance
you stor e in your body the m or e difficult it
becom es to cast spells. Ever y five char ges of
Radiance you have stor ed counts gives a +2 to
the DC of any skill checks m ade to avoid fatigue
fr om casting Radiance spells.

This spell is consider ed extr em ely r ar e,

134

Dur at i on: 1 hour This spell can affect a per son, a w agon, or a
ship. W hile affected anyone tr ying to sear ch the
W hile under the effects of the spell the tar get tar get for hidden contr aband has disadvantage
suffer s no penalties for m oving on a r ocking on all Per ception skill checks. It does not m ake
ship, and is im m une to seasickness and other the car go invisible, but people ar e m or e likely to
ailm ents br ought on by being unaccustom ed to over look it. This spell is taught only by the
ship life. This spell is taught only by the Dar okin M er chant's Guild and M inr othad
M inr othad Tutor ial Guild. Tutor ial Guild, but not openly.

Si l ver Ton gu e Tar

2nd level Enchantment (Bard, W izard) 1st level Conjuration (W izard)
Casting Tim e: 1 action Cast i n g Ti m e: 1 action
Range: self Ran ge: Touch
Com ponents: V, S, M (silver piece) Com pon en t s: V, S, M (a sm all bit of tar )
Dur ation: 10 m inutes Du r at i on : Per m anent
As long as you do not lie, you have advantage on You cover a 50' r ope or 10x10 ar ea w ith tar. The
all Per suasion skill checks. Om issions and tar is sticky and w ill bur n if an open flam e is
exagger ations ar e per m itted, but if you tell a applied to it. Tur pentine w ill r em ove it. You
blatant falsehood the spell ends. Telling can cast this spell offensively, if the tar get fails a
som eone ?This is the finest dagger in Dar okin? Dexter ity save they ar e cover ed in tar , and m ay
is acceptable, but not that it w as w ielded by be set on fir e as nor m al.
Halav him self. This spell is nor m ally taught
only by the Dar okin M er chant's Guild and Th or n spear
M inr othad Tutor ial Guild.
1st level Conjuration (Cleric, Druid)
Sm u ggl i n g Cast i n g Ti m e: 1 action
Ran ge: Self
3rd level Illusion (W izard) Com pon en t s: V, S, M (bit of m istletoe)
Cast i n g Ti m e: 10 m inutes Dur ation: 1 minute
Ran ge: Touch You cr eate a 5' long m agical spear that does
Com pon en t s: V, S, M (sm all electr um statue) 3d10 dam age and can be thr ow n. The spear is
Du r at i on : 1 day nor m al in all aspects, but disappear s after you
attack w ith it.

Thunder dr um

3rd level Invocation (Cleric)
Cast i n g Ti m e: 1 action
Ran ge: 120'
Com pon en t s: V, S, M (dr um )
Du r at i on : Instantaneous
Your dr um cr eates a deafening noise that dr ives
enem ies aw ay. Cr eatur es, fr iend or foe, w ithin
10' of you ar e not affected. Cr eatur es CR1 or
less autom atically becom e fr ightened.. Other

135

cr eatur es m ust pass a W isdom saving thr ow or last check is a duel. You m ust fight an
becom e fr ightened. This spell has no effect on Em pyr ean loyal to the Spher e of Ener gy alone.
cr eatur es w ith m or e hit points than you. All If you succeed, you have becom e an Im m or tal, if
cr eatur es affected take Thunder dam age equal you fail your life for ce is used to pow er the
to your cler ic level. Radiance. If you achieve im m or tality your
char acter is r em oved fr om play to becom e a
W hile fr ightened by this spell, a cr eatur e pow er ful for ce in the Know n Wor ld.
m ust take the Dash action and m ove aw ay fr om
you by the safest available r oute on each of its Tr an sm u t e Wat er t o I ce
tur ns, unless ther e is now her e to m ove. If the
cr eatur e ends its tur n in a location w her e it 3rd level Transmutation (W izard)
doesn't have live of sight to you, the cr eatur e
can m ake a W isdom saving thr ow , on a Cast i n g Ti m e: 1 m inute
successful save the spell ends for that cr eatur es.
Ran ge: 100 feet
Tr an scen d Li f e For ce
Com pon en t s: V, S
9th level Transmutation (W izard, Sorcerer,
Radiance) ritual Du r at i on : Per m anent

Cast i n g Ti m e: 2d12 hour s You change all w ater in a 10x10x10 ar ea to ice.
If cast at a r iver or ocean the spell w ill cr eate an
Ran ge: Self iceber g, w hich w ill be m oved by cur r ents as
nor m al. The ice in non-m agical, and is tr eated
Com pon en t s: V, S, M (100,000 gp w or th of exotic as r ough ter r ain if on the gr ound.
m ater ials as deter m ined by the DM )
Tr u st
Du r at i on : Per m anent
1st level Cantrip (W izard)
The ultim ate spell of the Radiance, this spell
gives you a chance at becom ing an Im m or tal. Cast i n g Ti m e: 1 action
Just lear ning this spell should be the goal of an
entir e cam paign. The only w ay to acquir e the Ran ge: Self
spell is to lear n it fr om a Pr ince or Ar chduke of
Glantr i, be a m em ber of the Br other hood of the Com pon en t s: S, M (silver piece)
Radiance, and have the sponsor ship of an
Im m or tal of the Spher e of Ener gy. Dur at i on: 1 r ound

To cast the spell you m ust have 50 Your gain advantage on the next Deception
Radiance dice saved thr ough the Retain Pow er check you m ake befor e the spell expir es. This
spell. Once cast the you finds your self floating spell is nor m ally taught only by the Dar okin
befor e a golden door , w hich becom es m or e M er chant's Guild and M inr othad Tutor ial Guild.
difficult to r each as the caster tr ies. To r each
the door the caster m ust pass six skill checks in War p Wood
the for m of saving thr ow s. You m ust save
against each saving thr ow at DC25 to pr ove they 1st level Transmutation (W izard, Druid)
ar e w or thy. If you fail any of them you w ake up
in pain at the end of the spell. For 2d4 days you Cast i n g Ti m e: 1 action
have a 30% chance of spell failur e and cannot
cast any Radiance spells for the dur ation. In Ran ge: Touch
addition you m ust m ake a DC15 Constitution
save or lose a point of Constitution per m anently. Com pon en t s: V, S, M (bit of w yr m w ood)

If all the skill checks ar e passed, you find Du r at i on : Per m anent
your self on the other side of the door befor e an
Im m or tal of the Spher e of Ener gy. The You cause a single non-m agic w ooden item to
Im m or tal w ill explain ever ything that has just
happened, and the m eaning behind the w ar p into uselessness. The item m ust be able to
Radiance. The Im m or tal w ill then explain the
be held in your hand. Item s held by another

m ust be touched w ith an attack r oll, the ow ner

of the item can m ake a Dexter ity save to avoid

the item 's destr uction. 136

Wall of Wood Ran ge: Touch

4th level Conjuration (Druid) Com pon en t s: V, S, M (piece of ivy)

Cast i n g Ti m e: 1 action Dur at i on: 1 hour.

Ran ge: 120 feet 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
Com pon en t s: V, S, M (hear tw ood of an oak) another cr eatur e as least sm all size or above
causes the plant or cr eatur e to sound a loud
Du r at i on : Concentr ation, up to 10 m inutes keening noise, clear ly audible to all w ithing 60'.
Undead do not tr igger the effect, but invisible
A nonm agical w all of solid w ood spr ings into and flying cr eatur es do. This spell is nor m ally
existence at a point you choose w ithin r ange. only taught to Tr eekeeper s or For ester s.
The w all is 6 inches thick and is com posed of ten
10-foot-by-10-foot panels. Each panel m ust be At higher levels: W hen you cast this spell using
contiguous w ith at least one other panel. a spell slot of 2th level or higher , extend the
Alter natively, you can cr eate 10-foot-by-20-foot dur ation by 1 hour per 1 slot over 1st.
panels that ar e only 3 inches thick .
Wat er y For m
If the w all cuts thr ough a cr eatur e?s space w hen
it appear s, the cr eatur e is pushed to one side of 2nd level Transmutation (W izard) ritual
the w all (your choice). If a cr eatur e w ould be
sur r ounded on all sides by the w all (or the w all Cast i n g Ti m e: 1 m inute
and another solid sur face), that cr eatur e can
m ake a Dexter ity saving thr ow. On a success, it Ran ge: Self
can use its r eaction to m ove up to its speed so
that it is no longer enclosed by the w all. Com pon en t s: V, S, M (dr op of pur e w ater )

The w all can have any shape you desir e, though Du r at i on : Concentr ation
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 You tr ansfor m into a volum e of w ater equal to
r est on any fir m foundation. It m ust, how ever , your m ass. Your clothing and gear tr ansfor m s
m er ge w ith and be solidly suppor ted by existing w ith you, and you cannot be separ ated. W hile
w ooden suppor ts. Thus, you can use this spell to you ar e in this state you can only be har m ed by
br idge a chasm or cr eate a r am p. m agic w eapons, cannot attack, and m ove 1/3
your nor m al speed. In addition you can br eath
If you cr eate a span gr eater than 20 feet in w ater nor m ally, but if you ar e in a body of
length, you m ust halve the size of each panel to w ater you m ove along w ith the w ater at the
cr eate suppor ts. You can cr udely shape the w all speed of the cur r ent.
to cr eate cr enelations, battlem ents, and so on.
Wr at h of At r u agh i n
The w all is an object m ade of w ood that can be
dam aged and thus br eached. Each panel has AC 9th level invocation (cleric)
15 and 30 hit points per inch of thickness.
Reducing a panel to 0 hit points destr oys it and Cast i n g Ti m e: 1 action
m ight cause connected panels to collapse at the
DM ?s discr etion. Ran ge: 120 feet

If you m aintain your concentr ation on this spell Com pon en t s: V, S, M (m edicine pouch,
for its w hole dur ation, the w all becom es consum ed in the casting)
per m anent and can?t be dispelled. Other w ise,
the w all disappear s w hen the spell ends. Du r at i on : Instantaneous

Wat cher You br ing dow n the w r ath of the Im m or tal
Atr uaghin on your foes. Assign a num ber of
1st level Divination (W izard) dice equal to tw ice your cler ic level to the
tar geted cr eatur es, the pool m ay be divided any
Cast i n g Ti m e: 1 action w ay you decided by you, it need not be the sam e
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
lightning for exam ple.

137

GoodsandServices

138

M agical Item Availability

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

National M odifier s

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

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

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

Rar e 2250 gp 10% 1d3

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

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

Et h en gar +50% -50% 0

City M odifier

Five Shir es -10% -20% 1d2

Size Population M odifier Bonus #

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

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

M etr opolis >50000

Ost l an d +30% -20% 0

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

+10% 1d3 +25%

-20% 0 +30%

139

Major ImportsandExports

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

Ci t y Notes Nation Export s Import s

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

140

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

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

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

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

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

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

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

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

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

Minrothad Weapons

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

Coffee, Tea, Oil, Beer

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

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

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

Zeaburg P Ostland Fish, Cloth, Textiles

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

141

Great Marketsof theKnownWorld

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

142

DarokinGuilds MinrothadGuilds

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

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

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

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

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

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

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

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

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

143

ToolsandEquipment

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

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

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

Bow yer Tools 15gp 3 lbs

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

Canvas M aker 's Tools 5gp 4 lbs

Car t M aker 's Tools 15gp 8 lbs

Cooper 's Tools 3gp 5 lbs

Far m er 's Tools 5gp 22 lbs

Financier 's Ledger s 50gp 8 lbs

Fletcher 's Tools 3gp 1 lb

Law yer 's Books 100gp 15 lbs

Lum ber jack's Tools 25gp 30 lbs

M ining Tools 10gp 25 lbs

Net M aker 's Tools 2gp 4 lbs

Rope M aker 's Tools 1gp 6 lbs

Saddle M aker 's 25gp 10 lbs

Shepher d's Tools 10gp 10 lbs

Shipw r ight's Tools 65gp 120 lbs

Tailor 's Tools 15gp 4 lbs

Tool M aker 's Tools 25gp 18 lbs

Tr ap M aker 's Tools 45gp 7 lbs

Wagon M aker 's 35gp 6 lbs

W heelw r ight's Tools 15gp 4 lbs

144

Castles and Str onghold Constr uction

Constr uction Cost (GP) AC HP Descr iption
Det ai l
Bar bican 37,000 17 700 Includes tw o tow er s (30'x20'), gatehouse, gate &
dr aw br idge
Battlem ent
500 17 50 Cr enelated Par apet 100'

Building, Wood 1500 15 40 Tw o-stor y, 120' of w alls, door s, stair s, floor s and r oof

Building, Stone 3000 17 60 Tw o-stor y, 120' of w alls, door s, stair s, floor s and r oof

Door , Exter ior - 100 20 35 Reinfor ced & Bar r ed (7'x5')
Wood or Stone 250 15 50 Wooden Reinfor ced (10x20)

Dr aw br idge

Dungeon Cor r idor 500 N/A N/A 10'x10'x10', stone flagged, stone w alls

Gate, Wooden 1000 20 100 Reinfor ced & Bar r ed, (10'x20')

Gat eh ou se 6500 17 550 Stone (20'x20'x30'), includes gate and por tcullis

Keep, Squar e 75000 17 2500 Stone (80'x60'x60)

M oat, Unfilled 400 N/A N/A Ditch (10' deep, 20' w ide, 100')

M oat, Filled 800 N/A N/A Canal (10' deep x 20' w ide, 100')

Tow er , Bastion 9000 17 300 Stone, half-r ound (30'x30')

Tow er , Round 1 30,000 17 350 W ide tow er , stone (30'x30')

Tow er , Round 2 15000 17 250 Nar r ow Tow er , stone (30'x20')

Wall, Castle 5000 17 500 Stone (20'x5'x100') w ith w alk and stair s

Wall, Wood 1000 15 300 Stockade (20'x5'x100') w ith w alk and stair s
W indow , Open 10 N/A N/A 3'x1', pr ovides cover
W indow , Bar r ed 20 15 35 3'x1', pr ovides cover

145

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 skill
checks using navigator 's tools 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

146

poison, it is im possible to m iss the tr ansfor m ation. (Uncom m on)

Desk of St u dyi n g. For you M erchant Princes 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 m inute per
spell 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.

Wear ing the Ear r ing gives you 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 check 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 skill checks have advantage for 10
m inutes. 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 skill checks 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

147

the opposite end if necessar y. (Uncom m on)

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.

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

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)

149

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

Xyl ogr 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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