Merchant Character Class
by Cab Davidson from Threshold Magazine issue 28
Market by Jeffrey Kosh (https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home)
Merchants exist everywhere there is trade, but Merchants as a distinct character class exist in only a few cultures. Thus far only 3 nations of Mystara are known to have successfully married the magical skill set of various spellcasting schools with the best (or worst) traditions of trade, namely Minrothad, Darokin and Ne’er-do-well (in the Alatians, nominally Alphatian colonies to the South East of the Isle of Dawn). While similar, each of these three nations now represents a distinct school of study in the magical mercantile arts. By combining the magic of Sea Elves and Wood Elves, as well as the spellcraft of both Alphatian and Thyatian settlers, the merchant houses of these nations have demonstrated a distinct skill set that has allowed them to flourish as the masters of trade over land and sea, and to further explore the possibilities of gaining profit and power by other means.
Merchants cannot match the greatest wizards for versatility, nor are they as subtle and dangerous as the thieves or assassins of their lands. But they offer a unique combination of skills and abilities, and increasingly they are found furthering their goals off the main trading routes, finding profit and fulfilment in adventuring.
Merchants bring both flair and charisma that complements the abilities of other adventurers. Their capacity to hire a greater number of more loyal retainers, at a lower price, and to trade treasures for more gold, as well as the ability to pick up (at a push) nearly any weapon and to cast a range of spells make them versatile and valuable members of a party.
Prime Requisite: Charisma
Hit Dice: 1d6 per level, plus or minus any constitution modifier, up to level 9. +1hp per level thereafter
Experience and Level: Merchants gain no experience points from combat, they only gain experience from roleplaying, action bonuses, completing goals, and the value of any treasures or coins they gain by adventuring or trade. A wise adventuring merchant will maximise his own share of experience as much through shrewd investment as anything else.
Attacks, Combat, Saving Throws: Merchants may use any melee or missile weapon, but cannot wear armour or use a shield. Merchants attack and save as a thief of the same level, and gain weapon mastery slots at the same rate.
Spells
Merchants learn to cast spells as they advance in level. Their magic is essentially of the same source as that of Magic Users, with many similarities but with some important differences. Merchants must memorise spells from a spellbook every day, in the same way a Magic User does, but unlike a Magic User a Merchant does not have sufficient mastery of magic to create new magic spells. Any Magic User obtaining a Merchant spellbook can (by use of read magic) read and cast Merchant spells, but a Merchant can only comprehend Magic User spells that are on their own class list. Likewise, a Magic User can pick up and use any magic item that exploits Merchant magic spells (such as a staff or a wand), but a Merchant cannot use an item containing a Magic User spell unless that spell is also known to Merchants. Simply, Merchant magics are all compatible with the skill set of Magic Users, but all Magic User spells and items are not usable by Merchants.
Mercantile guilds have successfully translated many magical spells into forms that Merchants can use, and work to translate more spells is ongoing; this imposes a limitation on the magic available to practising merchants as this work is only conducted within the guilds.
Merchants of 4th level or above may cast some spells in reverse, as Magic Users, meaning that the spell must first be memorised in reverse.
Skills
Naturally, Merchants have access to a number of skills allowing them to excel in trade. Full rules for mercantile trade are given in Gaz 9 The Minrothad Guilds and Gaz 11 The Republic of Darokin, and while the Merchant class described here supersedes the Merchant Prince and Merchant classes therein, the trading rules (including finding merchants to deal with, acquiring and selling goods, broker points etc.) remain unchanged.
Merchants gain a range of bonus general skills and other abilities, depending on their experience level and background, as shown below the experience table (table 1). These are in addition to any other general skills known based on their level and intelligence, and these are gained whether or not general skills are otherwise used in the campaign. If the Merchant already has the general skill in question, they may either take another general skill in lieu or gain a +1 bonus to that skill.
Each traditionl of Merchants also has two thief abilities, the abilities varying by tradition as also shown in table 1.
Table 1: Merchant Experience Table
Level
XP
Level Title - Darokin
Level Title - Minrothad
Level Title - Ne’er-do-well
1
0
Hawker (a)(b)(c)
Docker (a)(b)(d)
Freebooter (a)(b)(e)
2
2,000
Peddler
Mariner
Rover
3
4,000
Vendor (f)
Purser(g)
Raider (g)
4
8,000
Bargainer
Handler
Corsair
5
16,000
Seller
Shipper
Renegade
6
32,000
Trader (h)
Consigner (h)
Marauder (i)
7
64,000
Dealer
Exporter
Picaroon
8
120,000
Magnate
Speculator
Buccaneer
9
240,000
Merchant Prince (j)
Merchant Commander (j)
Pirate Prince (j)
10
360,000
11
480,000
12
600,000
(k)
(k)
(k)
13
720,000
14
840,000
15
960,000
(l)
(l)
(l)
16
1,080,000
17
1,200,000
18
1,320,000
(m)
(m)
(m)
19
1,440,000
20
1,560,000
21
1,680,000
(n)
(n)
(n)
22
1,800,000
23
1,920,000
24
2,040,000
(o)
(o)
(o)
25
2,160,000
26
2,280,000
27
2,400,000
28
2,520,000
29
2,640,000
30
2,760,000
31
2,880,000
32
3,000,000
33
3,120,000
34
3,240,000
35
3,360,000
36
3,480,000
Skills/Explanation
At level 1 all Merchants gain the Appraise and Bargaining general skills. Merchants may have twice the number of retainers normally permissible for their Charisma score, and all retainers gain a +1 to morale. Note that the Bargaining skill can be used to reduce the pay that retainers will expect to receive.
All Merchants have a chance of identifying common magic items. Any item in (or derived from) the magic items table in the Rules Cyclopedia is roughly identifiable by a Merchant, with a 3% cumulative chance per level of experience. A merchant needs to spend a few minutes with the item, studying it, to try to make this determination. Note that while a Merchant can use this ability to identify an item, passwords or other means of use are not revealed by this ability. This does not allow the Merchant to identify curses on items.
A Darokinian Merchant can Move Silently and Hide in Shadows as a thief of the same level.
A Minrothaddan Merchant can Climb Walls and Find Traps as a thief of the same level.
A Ne’er-do-well Merchant can Open Locks and Pick Pockets as a thief of the same level.
At level 3 Darokinian Merchants gain the general skills Animal Handling and Coach Driving.
At level 3 Minrothaddan and Ne’er-do-well Merchants gain the general skills Boat Piloting and Ship Piloting.
At level 6 Darokinian and Minrothaddan Merchants gain the skill Persuasion.
At level 6 Ne’er-do-well Merchants gain the skill Deception.
At level 9 all Merchants gain an extra bonus Broker Point.
At level 12 the usual limitation on the maximum value of a treasure that can be liquidated in a settlement (1gp per resident, for example to sell a gem of 10,000gp value a character must be in a city of at least 10,000 residents) is doubled (in that example, in a city of 10,000 people the Merchant can now sell individual items for up to 20,000gp).
At level 15 all Merchants gain a +1 bonus to both Bargaining and Appraisal (which also provides a bonus Broker Point).
At level 18, Merchants can learn and cast the magic user spell teleport any object, but they lack the innate understanding of the spell that Magic Users have. They can only teleport via prepared teleport circles in their own or related base/guildhouse/havens. While they may teleport to those circles from anywhere, they cannot teleport to other locations.
At level 21 Merchants can sell items at a maximum value of up to 4x the population of the settlement they are in.
At level 24 all Merchants gain the ability to cast a single Magic User spell that is not on their usual permitted list. This spell can be obtained from a Magic User spell scroll or spellbook.
High Level Options – Darokinian Tradition
A name level Darokinian Merchant may choose to settle and construct or buy a Guildhall. A settled Darokinian Merchant assumes the title of Guildmaster, in addition to Merchant Prince. The building itself may be of any form, from fortified castle or coaching house to a simple shop, but the scale of the building governs the prestige that it is likely to attract. From 1 to 20 apprentice Merchants will seek tutorship and membership of the Guild, based on the reputation and wealth of the Merchant, and indeed on the scale of the dwelling. While it is not mandatory to do so, it may be prudent to contact other Guilds nearby to either delineate clear space for trading specialisation, or to at least announce to competitors and trading partners that there is a new player in the area. Within Darokin establishing a Guildhall doesn’t confer rulership or necessitate starting a whole new guild, but with it comes influence. Having a permanent trading building in a town brings with it the advantage of constant contact with other merchants looking to offload or purchase, with checks for the number of traders contacting the Merchant made as if the Merchant had arrived afresh in that settlement each week.
A Darokinian Merchant may instead decide not to settle down. A high level Darokinian Merchant who chooses to travel is referred to as a Caravaneer. A Caravaneer will typically be made welcome in any Merchant guildhall, unless there is a specific reason that the guild in question is unfriendly to the Caravaneer. The Caravaneer will also attract a number of higher level adventurers to act as guards or hirelings on their travels. These hirelings will be of much higher level than typical (minimum 5th level). These hirelings will expect to be given pay and board. A Caravaneer also has a chance (determined by the DM once per week) of discovering treasure maps or leads to high profit opportunities.
High Level Options – Minrothaddan Tradition
A high level Minrothaddan Merchant may choose to settle and construct or buy a Port House in any port town or city. A settled Minrothaddan Merchant assumes the title of Port Captain, in addition to Merchant Commander. The building itself may be of any form, from fortified manse or palace to a simple warehouse, but the scale of the building governs the prestige that it is likely to attract. From 1 to 20 apprentice Merchants will seek tutorship and membership of the new concern, based on the reputation and wealth of the Merchant, the scale of the dwelling and the quality and reputation of any ships owned. While it is not mandatory to do so, it may be prudent to contact other Port Houses nearby to either delineate clear space for trading specialisation, or to at least announce to competitors and trading partners that there is a new player in the area. Within Minrothad establishing a Port House doesn’t imply starting a new guild, but with it comes influence and responsibility within the existing guilds structure. Having a permanent trading building in a town brings with it the advantage of constant contact with other merchants looking to offload or purchase, with checks being made as if the Merchant had arrived afresh in that settlement each week.
A Minrothaddan Merchant may instead decide not to settle down. A high level Minrothaddan Merchant who chooses to travel is referred to as a Captain. A Captain will typically be made welcome in any Port House, unless there is a specific reason that the House in question is unfriendly to the Captain. The Captain will also attract a number of higher level adventurers to act as guards or ship hands on their travels. These hirelings will be of much higher level than typical (minimum 5th level), and will expect to be given pay and board. A Captain also has a chance (determined by the DM once per week) of discovering information about high value shipments or treasures lost at sea.
High Level Options - Ne’er-do-well Tradition
A high level Ne’er-do-well Merchant may choose to settle and construct or buy a Haven. A settled Ne’er-do-well Merchant assumes the title of Haven Master, in addition to Pirate Prince. The building itself may be of any form, from a ramshackle collection of captured ships run ashore to a palatial bordello, but the scale of the building governs the prestige that it is likely to attract. From 1 to 20 apprentice Merchants will seek tutorship and membership of the new concern, based on the reputation and wealth of the Merchant, the scale of the dwelling and the fear struck in the hearts of legitimate traders by the Haven Master. While it is not mandatory to do so, the new Haven Master would be well advised to come to terms with other Haven Masters before choosing where and how to settle. Within Ne’er-do-well there is no formal power structure above ‘Might Makes Right,’ and the new Haven Master may struggle to establish his operation if he forgets that. Having a permanent Haven brings with it the advantage of constant contact with other merchants and pirates looking to offload or purchase ill-gotten gains, with checks being made as if the Merchant had arrived afresh in that settlement each week.
A Ne’er-do-well Merchant may instead decide not to settle down. A high level Ne’er-do-well Merchant who chooses to travel is referred to as a Pirate Captain. A Pirate Captain may or may not be made welcome at Havens, depending on whether there is a profit in it for the Master. The Pirate Captain will also attract a number of higher level rogues, scoundrels and miscreants to act as no-goods or ship hands on their travels. These hirelings will be of much higher level than typical (minimum 5th level) and will expect to be given pay and a share of the booty. A Pirate Captain also has a chance (determined by the DM once per week) of discovering information about the shipping of high value booty or buried treasure.
Spells
Merchants learn and cast spells in the same way as Magic Users, but unlike Magic Users they are restricted to spells that have already been converted into a form Merchant princes can understand. They must memorise spells from a spellbook, when fully rested, and can memorise a number of spells of each level as shown in table 2. Merchants cannot, unlike Magic Users, research their own novel spells, but like other spellcasters can create magic items utilising the spells they know from name level.
A Merchant can copy spells from Magic Msers’ spellbooks or scrolls if they are spells found on their own spell list, and a Magic User may copy any Merchant spell.
A Merchant will start with 2-4 spells in their spellbook, of which they can cast a single one at first level. A Merchant may be taught more spells as they increase in level by their guild, or they may trade with other higher level Merchants or Magic Users to obtain more.
Where spells are identical to those in the Rules Cyclopedia (RC), or The Minrothad Guilds (Gaz9) or The Republic of Darokin (Gaz11), gazetteers page references thereto are given. New spells are described below. Note that certain spells (namely trust, crowd summoning, and savoir faire) have appeared in Gaz9 or Gaz11, but have been updated here after extensive playtesting.
Table 2 Spells per level
Level
1
2
3
4
5
6
7
8
9
1
1
2
2
3
2
1
4
2
2
5
2
2
1
6
2
2
2
7
3
2
2
1
8
3
3
2
2
9
3
3
3
2
1
10
3
3
3
3
2
11
4
3
3
3
2
1
12
4
4
4
3
2
1
13
4
4
4
3
2
2
14
4
4
4
4
3
2
15
5
4
4
4
3
2
1
16
5
5
5
4
3
2
2
17
6
5
5
4
4
3
2
18
6
5
5
4
4
3
2
1
19
6
5
5
5
4
3
2
2
20
6
5
5
5
4
4
3
2
21
6
5
5
5
4
4
3
2
1
22
6
6
5
5
5
4
3
2
2
23
6
6
6
6
5
4
3
3
2
24
7
7
6
6
5
5
4
3
2
25
7
7
6
6
5
5
4
4
3
26
7
7
7
6
6
5
5
4
3
27
7
7
7
6
6
5
5
5
4
28
8
8
7
6
6
6
6
5
4
29
8
8
7
7
7
6
6
5
5
30
8
8
8
7
7
7
6
6
5
31
8
8
8
7
7
7
7
6
6
32
9
8
8
8
8
7
7
7
6
33
9
9
9
8
8
8
7
7
7
34
9
9
9
9
8
8
8
8
7
35
9
9
9
9
9
9
8
8
8
36
9
9
9
9
9
9
9
9
9
Spells
Level 1
Analyze (RC, 44)
Bummer!
Calm Animals (Gaz11, 15)
Charm Person (RC, 44)
Clear Sight (Gaz9, 15; Gaz11, 15)
Detect Magic (RC, 45)
Dimensional Tool
Douse Flame (Gaz9, 18)
Faerie Fire (RC, 41)
Flattery
Fumble
Guiding Light
Ignore Road (Gaz11, 18)
Light (RC, 45)
Oilskin (Gaz9, 18)
Orientation (Gaz11, 18)
Precipitation (Gaz9, 19)
Remove Hangover*
Read Magic (RC, 45)
Sea Legs (Gaz9, 18)
Shiny Kit*
Tar (Gaz9, 19)
Tattoo*
Trust
Trusty Steed
Truth
Warp Wood (RC, 41)
WideawakeLevel 2
Bar Fight
Careen (Gaz9, 19)
Cleaner
Crowd Summoning
Delouse
Dimensional Weapon
Entangle (RC, 46)
ESP* (RC, 46)
Nightwatch (Gaz9, 19)
Predict Weather (RC, 41)
Purify Food and Water (RC, 35)
Produce Fire (RC, 41)
Resist Cold (RC, 35)
Rot (Gaz9, 20)
Savoir Faire
Web (RC, 47)Level 3
Animate Dead Animals
Batsight
Call Lightning (RC, 41)
Dispel Fog (Gaz9, 20)
Fireball (RC, 48)
Flim-Flam
Infravision (RC, 48)
Inventory
Lightning Bolt (RC, 49)
Pigeon
Raise Merchants
Smuggling (Gaz11, 19)
Wall of Thorns
Water Breathing (RC, 49)
Watery Form (Gaz9,20)Level 4
Air Hose
Ball Lightning (Gaz9, 21)
Charm Monster (RC, 49)
Clothform (RC, 49)
Dimensional Arsenal
Dimension Door (RC, 49)
Gaseous Form
Lightning Sands
Protection from Lightning (RC, 42)
Speak with Animals (RC, 35)
Transmute Water to Ice (Gaz9, 21)Level 5
Chuck You!
Conjure Elemental (RC, 51)
Control Winds (Gaz9, 21)
Dissolve (RC, 51)
Firetrap
Scatterbrain
Summon Animals (RC, 42)
Summon Weather (RC, 43)
Swaps
Telekinesis (RC, 52)
Woodform (RC, 52)Level 6
All That Glisters
Calm Water (Gaz9, 21)
Calm Wind (Gaz9, 22)
Contain
Create Steeds
Ethereality
Fixer
Lower Water (RC, 53)
Move Earth (RC, 53)
Stoneform (RC, 54)
Weather Control (RC, 54)
WormholeLevel 7
Astral Leap
Charm Plant (RC, 54)
Delayed Blast Fireball (RC, 55)
Ironform (RC, 55)
Lore (RC, 55)
Magic Door (RC, 55)
Planar Reckoning
Summon Object (RC, 55)Level 8
Dance (RC, 57)
Dimensional Ally
Force Field (RC, 57)
Mass Charm* (RC, 57)
Mind Barrier* (RC, 57
Regeneration*
Steelform (RC, 58)
Summon Elemental (RC, 43)
Symbol (RC, 58)Level 9
Gate* (RC, 59)
Maze (RC, 59)
Meteor Swarm (RC, 59)
Razzle Dazzle
Survival (RC, 60)
Timestop (RC, 61)
Novel Spell Descriptions
Level 1
Bummer!
Range: 10' per level of the caster
Duration: 1 turn, + 1 turn per five levels of the casterEffect: 1 individual
This spell, invaluable for those on flying ships, will slow the rate of falling of the recipient to 2' per second, thus preventing any damage being suffered due to falling. Note that at really high altitude, the duration of this spell may be a critical factor in determining the survival (or not) of the recipient.
Dimensional Tool
Range: Caster only
Duration: Special
Effect: Secretly stores 1 toolThis spell allows the caster to indefinitely store one tool, anything that would fit inside the hand (lockpicks, a tiny blade, a rubber ball, a small screwdriver, etc.) in an extradimensional space. The item immediately disappears from view, only reappearing when the caster chooses. This requires the longer term investment of the spell slot—the caster can memorise and cast one fewer level 1 spell for as long as the item is hidden. The caster may have multiple dimensional tools—by casting the spell numerous times (and investing multiple first level spell slots) the caster may hide numerous items. If this spell is dispelled the item becomes unavailable for 1d6 turns, but is neither forced out of the extradimensional space, nor lost.
Flattery
Range: 20'
Duration: Special (as per charm person)
Effect: 1 individualThis peculiar variant of charm person causes one individual, if they fail a saving throw vs. spells, to become fascinated with the caster to the point of imitation and impersonation. They will attempt to emulate the caster in dress, mannerisms, speech, etc. They may even follow the caster around and mimic them. The spell lasts for as long as charm person, with further saving throws being allowed at the same time intervals, and is of course broken if the victim is attacked.
Fumble
Range: 180'
Duration: Instant
Effect: Makes one target drop what they’re holding.The target of this spell may make a save versus spells; if he fails he will drop whatever he is holding. Only items held in the hand, such as weapons, drinks vessels, wands, etc. are dropped. Worn items or things that are strapped on such as shields are safe from being dropped.
Guiding Light
Range: Special
Duration: 1d2 hours
Effect: One small floating lightThis spell creates a small, glowing orb of light that will follow a path, determined at time of casting by the caster, at walking pace, for the duration of the spell. It will not deviate from this path, and unless commanded to ‘stop’ by the caster it will continue until it reaches its destination or the duration ends. If it reaches its destination it will pulse twice before disappearing. The caster must know the location, and the route, and the location must be accessible—the orb cannot go through a closed door or window, for example.
Remove Hangover*
Range: Touch
Duration: Instant
Effect: 1 individualThis spell will remove one hangover. The reverse, bestow hangover will, as the name implies, give a stinking, awful hangover, but the target may make a save versus spells. While this has no specific impact on the victim’s capacity to fight or do other tasks, it is very annoying.
Shiny Kit*
Range: Touch
Duration: Instant
Effect: 1 individualThe recipient of this spell is cleaned, buffed, brushed, washed, polished and blow-dried to within an inch of his life. The process isn’t comfortable, but it is brief, and at the end the recipient is clean enough to be presented anywhere. The reverse of this spell, mucky pup, throws random globs of grease, dirt, phlegm and the like at the target whilst simultaneously tangling hair etc. The recipient of either version may, if so desired, make a save versus spells to avoid all effects.
Tattoo
Range: Touch
Duration: 1 day, or 1 day per level of the caster
Effect: 1 individualThis cosmetic spell will create one tattoo on one individual; for it to be a ‘good’ one it’s handy if the caster has some artistic ability. Upon casting the magic user must specify whether the spell is to last for one day, or for one day per caster level. An unwilling recipient may make a save versus spells to avoid the effect. A second application of the same spell can render the tattoo permanent for a willing recipient.
Trust
Range: Caster only
Duration: 1 turn per level of the caster
Effect: Makes the caster seem trustworthy
The caster is enchanted with an aura of trustworthiness. In order to maintain this trust, the caster must not do anything that violates the trust of anyone being dealt with. Any reaction rolls made with creatures that have no reason to distrust the caster are made with a +2 bonus during the duration of the spell.
Trusty Steed
Range: Touch
Duration: 1 turn per level of the caster
Effect: Makes one mount appearUpon casting this spell, a mount appears; this can be a horse, mule, donkey or camel, depending on the caster’s choice. The mount has tack and saddle, and will faithfully allow the caster (and only the caster) to ride for the duration of the spell.
Truth
Range: 10'
Duration: 1 round
Effect: 1 targetUpon casting, a single creature within 10' may be selected to be forced to answer a single yes or no question as honestly as they can. If the target wishes to lie, they must make a saving throw vs. spells to be allowed to do so.
Wideawake
Range: Touch
Duration: 2 turns per level of the casterEffect: Keeps the target awake
This spell protects the recipient from drowsiness, making him effectively immune to magical sleep, and giving a +1 to all saves versus petrification, charm, and paralysis for the duration.
Level 2
Bar Fight
Range: 90'
Duration: 1 round per level of the caster
Effect: 1 individualAny unsuspecting recipient of this spell will, upon failing a saving throw versus spells, become convinced that the nearest person to him who is unknown is trying to start a fight by means of giving gross insults. A reaction roll must be made, modified by the caster’s charisma modifier.
Cleaner
Range: 20'
Duration: Special
Effect: Up to 60 square feet per levelA small air elemental is summoned by this spell. Said elemental will tidy, clean and polish until things look fairly tidy, typically taking 2d10 minutes to complete its task.
Crowd Summoning
Range: 25' per level of experience
Duration: 1 turn per level of experience
Effect: Summon a crowd
After casting this spell, all those who can hear and understand the caster within range will be drawn towards the merchant. All creatures of 2HD or levels or less will be attracted to attend any speech or sale pitch the caster cares to make (although they may resist by making a save vs. spells if they wish).
Delouse
Range: 0
Duration: 2 hours per level of the caster
Effect: 60' radiusThis spell creates an area 60' in diameter, initially centred on the caster but subsequently immobile, in which any normal insects (non-magical, non-summoned, non-giant) will instantly perish.
Dimensional Weapon
Range: Caster only
Duration: Special
Effect: Secretly stores 1 toolThis spell allows the caster to indefinitely store one large tool or small weapon (a dagger, wand, baton, small saw, etc.) in an extradimensional space. The item immediately disappears from view, only reappearing when the caster chooses. This requires the longer term investment of the spell slot(s)—the caster can memorise and cast one fewer level 2 spell or two fewer level 1 spells for as long as the item is hidden. The caster may have multiple dimensional weapons (or dimensional tools)—by casting the spell numerous times (and investing multiple spell slots) the caster may hide numerous items. If this spell is dispelled the item becomes unavailable for 1d6 turns, but is neither forced out of the extradimensional space, nor lost.
Savoir Faire
Range: Caster only
Duration: 1 turn per level of experience
Effect: Allows the caster to blend in socially
This handy social spell gives the caster the apparent capacity to blend in to social occasions that they may otherwise stand out at. Any gauche or socially awkward acts (picking the wrong cutlery, drinking from the wrong wine glass, getting a royal title wrong, failing to sing along with a drinking song, etc.) will be missed by any creatures observing them unless they have specific reason to think that the character doesn’t fit in, and in that instance the suspicious creature must still make a save vs. spells to spot that the caster isn’t getting things right.
Level 3
Animate Dead Animals
Range: Touch
Duration: 1 hour per level of the caster
Effect: Up to four zombie animals
After casting this spell a caster can touch up to 4 dead mount or pack animals, and they will be animated as zombie-like mounts. The animated animals cannot fight, are unaffected by sleep and charm spells, they also do not require food or water to sustain them. They move at half the speed they did when alive, but can pull or carry the same loads. Each raised creature has 2 HD, and can be turned by a cleric as a zombie. While such raised animals have little practical worth, they can be the difference between a caravan making it to its destination or being lost; however a caravan led into town by undead mounts may not be welcomed by guards, nor its wares purchased by discerning customers.
Batsight
Range: Touch
Duration: 1 day
Effect: 1 recipientUpon casting, a willing recipient will become able to emit and perceive ultrasound for one day. Effectively this gives the recipient the same capacity to use ultrasound as a bat, with a range of 120'. Areas of magical silence are impenetrable to this spell.
Flim-Flam
Range: 0 (caster only)
Duration: 1 hour
Effect: Boosts the perceived value of a cargo
This subtle but powerful spell boosts the perceived value of any cargo or shipment that the caster is trying to sell. While the actual value remains the same, any other traders hearing the merchants pitch for a specific cargo and subsequently making an appraise roll to determine the value of the cargo must make a saving throw vs. spells or over-value it. The roll for cargo value (3d6 plus or minus the value modifier for value at that port) is unaffected, but the appraiser will over-value the cargo by 1d4 plus the charisma modifier of the caster.
While the victim of the spell will never realise that they have been swindled, unless told that they’ve been swindled through magical means, it is likely that at some point they will realise that they’ve paid over the odds and that will have an impact on how they respond to the caster later on.
Inventory
Range: 10'
Duration: 1 turn
Effect: Lists contents of a wagon, warehouse section, etc.
By using this spell a caster becomes aware of precisely what goods are within 10' of them whether in a wagon, section of a warehouse, shop, treasure pile, etc. Any magic items present are detected but not identified, and objects carried by creatures are not listed.
Pigeon
Range: Special
Duration: Special
Effect: 1 messageThis spell creates a homing pigeon that requires no sustenance. It will carry one message (any message that can be written as a short letter) to a location of the caster’s choice, and if the caster chooses, wait for a named individual before delivering the message. The pigeon cannot pass a protection from evil spell, and can be dispelled. It travels at 400 miles per day, and is otherwise a normal pigeon (vulnerable to predation etc.). After delivering the message the pigeon will, unless detained, simply fly away. It will not return a message to the caster, and cannot be used to reply.
Raise Merchants
Range: 1 port or city
Duration: 1 week
Effect: Attract more traders
This subtle spell causes more traders to contact a caster after entering a city. When the DM randomly determines how many merchants and traders contact the caster, the dice (a d6) is rolled 3 times rather than once and the highest of the three rolls is used. Normal modifiers based on port or city class etc. are unmodified.
Wall of Thorns
Range: 180'
Duration: 1 turn per level of the caster
Effect: 1 thorny wallUpon casting, the caster specifies an area up to 5' thick, 10' high and up to 50' long that becomes filled with thorny bushes. Any creature trying to cross the wall must make a saving throw vs. paralysis or be stuck for 1 round, and all creatures crossing through the hedge take 2d6 points of damage (although a save vs. spells reduces this damage by half).
Level 4
Air Hose
Range: 50'
Duration: 2-4 rounds
Effect: One constant stream of airBy creating a tiny wormhole to the elemental plane of air, the caster of this spell controls a powerful and dangerous stream of fast-flowing air. This forms a cone, 50' long and 20' wide at its terminus. Any airborne creatures will be blown away from the caster, and all flying within the cone will take 4d6 damage per round (save for half) if they remain within the area. The direction of the cone can be changed by the caster once per round, by concentration.
Dimensional Arsenal
Range: Caster only
Duration: Special
Effect: Stores multiple itemsA rather more versatile version of dimensional tool, this spell allows the caster to store multiple mundane or magic items in an extradimensional space. Like its lower level equivalent, this spell requires the investment of the spell slots involved in casting it for the duration that items are stored away. Those spell levels are recovered, and may be used for memorising more spells, when all items are retrieved. The full capacity of the spell allows the caster to store 1 staff-sized item, 4 wand/dagger-sized items, etc.
Gaseous Form
Range: Touch
Duration: 3 turns
Effect: One individualThis handy, embarrassing spell turns one willing recipient into a cloud of gas for the duration of the spell, but unfortunately does not turn any worn or carried possessions into gas. The cloud is visible but hard to notice (unless someone is looking for it, they see it only on a 5-6 on 1d6) and the recipient can move by will at up to 120' per round.
Lightning Sands
Range: 120'
Duration: 1 turn per level of the caster
Effect: 2' diameter per level of the casterWhen cast, the ground beneath a targeted foe, an area of 2' diameter per caster level around him, becomes quicksand. All creatures in the area must make a save vs. paralysis or start sinking at a rate of 1' per round, until only their heads protrude. At the end of the spell duration, all victims are safely placed back on the surface of the ground.
Smuggling
Range: 30'
Duration: 1 turn per level of the caster
Effect: Hides one compartment
For the duration of this spell any hidden compartment, cupboard or chamber in a wagon, ship etc. is protected from anyone searching for it. In addition to requiring the normal effort to find, anyone searching must also make a save against spells to detect it.
Wall of Thorns
Range: 180'
Duration: 1 turn per level of the caster
Effect: 1 thorny wallUpon casting, the caster specifies an area up to 5' thick, 10' high and up to 50' long that becomes filled with thorny bushes. Any creature trying to cross the wall must make a saving throw vs. paralysis or be stuck for 1 round, and all creatures crossing through the hedge take 2d6 points of damage (although a save vs. spells reduces this damage by half).
Level 5
Chuck You!
Range: 5' per level of the caster
Duration: Instant
Effect: One opponent is hurled awayAn unusual and quite versatile combat spell, effective on giant-sized or smaller opponents. Said creature will be bodily hurled horizontally up to 80' from the caster, suffering 2d6 damage (plus another 5d6 if it hits a solid obstruction, plus additional falling damage if appropriate), and inflicting 2d6 damage to any creature hit by the flying victim (DM’s judgement whether said creatures stop the target; a kobold will be stopped by hitting an ogre, but an ogre should be hurled straight through a cloud of kobolds). If the target makes a save versus spells, it will completely avoid the spell. A hurled foe must roll equal to or under their dexterity score on 1d20 to land on their feet, otherwise they will fall and be considered prone until they can stand up.
Firetrap
Range: Touch
Duration: Permanent until discharged
Effect: One trapped openingAny closeable item (a book, a chest, a door, etc.) can have this spell cast on it. It is essentially a trap, and leaves a physical trace that can be removed as normal by a thief or dispelled. The caster, and anyone else knowing a predetermined password, can open the item safely, but any attempt to open it without that creates an explosion that damages everyone within 5' for 1d6 damage per level of the caster (a save vs. spells halving the damage). The item itself may be destroyed by this, at the DM’s discretion (a book, for example, is unlikely to survive, but the contents of a chest may or may not be destroyed). Whether discharged explosively or opened harmlessly using the command word, opening the item ends the spell.
Scatterbrain
Range: 60'
Duration: 1d10+5 days
Effect: 1 foeUpon casting, a target (if they fail a saving throw vs. spells) loses all track of time. They will always be late, irritatingly out of step, always lose initiative in combat, and if appropriate will be surprised at the start of combat. They are immune to the effect of haste and slow spells, and any other speed-affecting spells, and if they are capable of multiple attacks in a round they will lose all but one of them.
Swaps
Range: 240'
Duration: Instant
Effect: Swaps the caster and another creatureAn unusual spell which causes the caster and a target creature visible to the caster within range to be swapped; the caster ends up where the target was, and the target is transported to where the caster was standing. Useful to get out of a tight spot. If the target is unwilling, he or she may make a saving throw to negate the spell’s effect.
Level 6
All That Glisters
Range: Touch
Duration: 6 turns
Effect: Temporarily makes coins seem like gold
This entirely disreputable incantation makes coins carried by the caster seem to be gold, even if they are copper, silver or electrum. The illusion won’t stand up to any serious scrutiny, and if someone they’re dealing with has reason to suspect that the coin is suspect (such as having been fooled by the caster before) then they will see through the ruse. Anyone having the coins passed to them (in trade, or for any other reason) may make a save vs. spells to see through the effect. Each casting of the spell enchants up to 200 coins per level of experience of the caster.
Contain
Range: Touch
Duration: 1 day
Effect: 1 containerAn unusual spell that turns any container into a magical, extradimensional space, rather like a bag of holding, for the duration of the spell. The capacity of the container is equal to the caster’s level x 500cn. Any items in the container when the duration ends (or the spell is dispelled) will spill out, possibly at high speed.
Create Steeds
Range: 30'
Duration: 1 turn per level of the caster
Effect: Summons steeds or pack animals
Similar to the magic user create normal monsters spell, this spell allows a caster to summon mounts of a single type. A total number of HD of mounts or pack animals no greater than the caster level can be created, and only donkeys, mules, oxen, riding horses, draft horses, camels, sea-horses or manta rays (or other mounts if the DM permits) can be created. The mounts can be ridden by anyone specified by the caster, or can be used as pack animals. While ideal for creating draft animals with a significantly longer duration than create monsters spells, the animals thus created will not fight.
Ethereality
Range: Touch
Duration: Up to 24 hours
Effect: 1 recipientThe recipient of this spell can choose to enter the ethereal plane once, any time until 24 hours after the spell is cast, and must return during the same period. The spell also provides movement on the plane at walking speed.
Fixer
Range: Touch
Duration: 1 turn
Effect: Repairs one wagon, ship or structure, at a cost
This spell can be used to repair or restore any substantially wooden ship, cart, wagon or structure that has sustained HP damage, but at a cost. Repairs made thus require only 1 turn, do not need any wooden materials or even workers, but use treasure possessed by the caster. Only one set of damage can be repaired on any vessel or object using this spell, and the repairs cost exponentially more for each point repaired. 1 HP of repair costs 1gp, 2 HP costs 2gp, 3 costs 8gp, 4 costs 16gp, 5 costs 32gp, etc. The treasure is consumed during spellcasting, and naturally large repairs are enormously costly, but can be conducted anywhere and in only 1 turn, making this spell potentially the difference between a shipment being lost or not.
Wormhole
Range: Touch
Duration: Instant
Effect: Teleports up to 2 targets plus casterA handy transportation spell, effectively the same as dimension door but also affecting up to two willing recipients along with the caster.
Level 7
Astral Leap
Range: Touch
Duration: 24 hours
Effect: Transport to the astral planeThe recipient of this spell may, once in a 24 hour period, travel to the astral plane, and must return within the spell’s duration.
Planar Reckoning
Range: Special
Duration: Instant
Effect: Tells the caster the bias and address of a planeAn invaluable spell for the discerning planar explorer, the spellcaster immediately gains knowledge of sphere bias on the plane of existence he is on, along with a planar address (i.e. the names of planes that must be crossed from the Astral to reach the plane).
Level 8
Dimensional Ally
Range: Caster only
Duration: Special
Effect: Secretly stores 1 personUpon casting this spell, one ally (a willing creature) of roughly the same size or smaller than the caster can be sequestered into an extradimensional space. The recipient sees as if through the caster’s eyes and requires no sustenance while thus hidden. This spell requires the investment of 8 spell slots that are recovered when the hidden creature is released (see dimensional tool, dimensional familiar, dimensional arsenal). The ally or the caster can end the spell at any time, by simply stepping out and leaving the other party, at will. If the spell caster is killed while their ally is hidden, the ally is also killed, and is released from the dimensional space.
Regeneration*
Range: Touch
Duration: 2 turns/level of caster
Effect: 1 recipient gains regeneration abilityThis spell allows the recipient to regain hit points at the rate of 1hp per turn for the duration of the spell. Only damage taken after the spell has been cast can be recovered; fire and acid cannot be ‘regenerated,’ normal or clerical healing is required. The reverse of this spell, degeneration, causes the recipient to slowly take damage; the damage is continuous for the duration of the spell, 1 point per turn, and the victim must make a concentration check to cast a spell. A save (versus spells) is allowed, and a successful attack is required to inflict the spell.
Level 9
Razzle Dazzle
Range: 240'
Duration: 1d6+charisma modifier rounds
Effect: Enthrals and engages everyone
Arguably the most potent of all Merchant spells, upon casting every sentient creature of a lower level of experience (or with fewer HD than the caster’s level) who can hear the caster and is not protected by anti-magic, is obliged, for 1d6 plus or minus the caster’s charisma modifier rounds, to pay attention to the Merchant. This can affect any number of targets, including undead creatures and constructs. Any creature of a higher level or number of HD may also make a saving throw vs. spells to avoid the effect. While casting the Merchant may choose up to 6 allies who will not be affected by the spell.
During the spell’s duration the Merchant continues with a monologue such as an extended sales pitch (this does not have to be roleplayed). If he stops talking, the spell ends one full round later, giving the Merchant one round in which they may do as they choose. The Merchant may take no other actions while pitching other than to move (up to normal encounter speed) and other actions to demonstrate their wares (though a Merchant performing a sales pitch on weapons may not attack with those weapons—but can do something similar to cutting a tomato to demonstrate its sharpness). Any creatures who are further than 240' away by the end of the Merchant’s round will no longer be affected by the spell, but no new creatures that come into range become subject to it. If any of the Merchant’s allies or anyone else chooses to take any offensive action against any affected creature then they are immediately released from the spell and can act freely that round, even if their initiative would mean they act before the attacker.
After being released from the spell, even if kept in place for the full duration, the victims of the spell are not necessarily hostile to the Merchant. From their perspective, they simply stopped and chose to listen to the sales pitch, however strange that may seem to them later.
Note that enthralled creatures do not become stupid and don’t forget about their own safety. A flying creature, for example, will not lose concentration and crash, they will either circle the Merchant or land. A creature that is on fire doesn’t stop and burn, they will continue trying to put out the flame. But they will be largely oblivious to things going on around them other than the Merchant (the effects of this, such as the relative ease by which they may be sneaked up on, is determined by the DM).