Spell-A-Day: Beast Hide

Beast Hide

The target’s skin becomes like that of the beast.

Enaros: Vale
Target: Single
Range: Touch
Duration: Blessing
Class: Defensive

Common Modifiers

  • Expanded Effect (x2 Characteristics or Powers simultaneously) (+1/2)
  • Time Limit (Blessing; Adjustment Power; +2)
  • Orison (+0)
  • One Use At A Time (-1)
MAG EFFECT
1 Aid PD & ED 1/2d6 (standard effect: +1)(PD & ED)
2 Aid PD & ED 1d6 (standard effect: +1)(PD & ED)
3 Aid PD & ED 1 1/2d6 (standard effect: +2)(PD & ED)
4 Aid PD & ED 2d6 (standard effect: +3)(PD & ED)
5 Aid PD & ED 2 1/2d6 (standard effect: +4)(PD & ED)
6 Aid PD & ED 3d6 (standard effect: +4)(PD & ED)
7 Aid PD & ED 3 1/2d6 (standard effect: +5)(PD & ED)
8 Aid PD & ED 4d6 (standard effect: +6)(PD & ED)
9 Aid PD & ED 4 1/2d6 (standard effect: +7)(PD & ED)
10 Aid PD & ED 5d6 (standard effect: +7)(PD & ED)
11 Aid PD & ED 5 1/2d6 (standard effect: +8)(PD & ED)
13 Aid PD & ED 6d6+1 (standard effect: +9)(PD & ED)

Spell-A-Day: Avoid Harm

Avoid Harm

Red in tooth and claw, Vale shares the secret of a beast’s ability to avoid harm.

Enaros: Vale
Target: Single
Range: Touch
Duration: Blessing
Class: Defensive

Common Modifiers

  • Orison (+0)
  • Time Limit (Enchantment; Adjustment Power; +2)
  • One Use At A Time (-1)
MAG EFFECT
4 Aid DCV 2 1/2d6 (standard effect: +0)
5 Aid DCV 3d6 (standard effect: +0)
6 Aid DCV 3 1/2d6 (standard effect: +1)
7 Aid DCV 4d6 (standard effect: +1)
8 Aid DCV 4 1/2d6 (standard effect: +1)
9 Aid DCV 5d6 (standard effect: +1)
10 Aid DCV 5 1/2d6 (standard effect: +1)
11 Aid DCV 6d6+1 (standard effect: +1)
12 Aid DCV 6 1/2d6 (standard effect: +2)
13 Aid DCV 7 1/2d6 (standard effect: +2)

Spell-A-Day: Beast Grace

Beast Grace

The target acquires the agility of the beasts.

Enaros: Vale
Target: Single
Range: Touch
Duration: Blessing
Class: Defensive (Complex)

Common Modifiers

  • Orison (+0)
  • Time Limit (Enchantment; Adjustment Power; +2)
  • One Use At A Time (-1)

MAG EFFECT
1 Aid DEX 1/2d6 (standard effect: +1)
2 Aid DEX 1d6+1 (standard effect: +2)
3 Aid DEX 1 1/2d6 (standard effect: +2)
4 Aid DEX 2d6+1 (standard effect: +3)
5 Aid DEX 3d6 (standard effect: +4)
6 Aid DEX 3 1/2d6 (standard effect: +5)
7 Aid DEX 4d6 (standard effect: +6)
8 Aid DEX 4 1/2d6 (standard effect: +7)
9 Aid DEX 5d6 (standard effect: +7)
10 Aid DEX 5 1/2d6 (standard effect: +8)
11 Aid DEX 6d6+1 (standard effect: +9)
12 Aid DEX 6 1/2d6 (standard effect: +10)
13 Aid DEX 7 1/2d6 (standard effect: +11)

Buying Magic Items in D&D 5E

The DMG provides some great guidance on selling items, but I thought it needed a little embellishment for buying items. These rules are meant to be fun and provide a little structure around character wish lists. I found that over the course of a a campaign the players ended up with mostly what they wanted, but never 100%, and it often took several shopping sprees to get those items. The pacing seemed about right to me, and kept items rare (relatively). We also had some fun roleplaying opportunities a couple of times when engaging with certain sellers.

The general premise is still the same: use Intelligence (Investigation) to find a seller and make the deal. You can search for as many items as you like, but a failure results in 10 days of your time and ends that cycle of buying. This roll can be eliminated with the right roleplaying or story, but absent any other context the roll is a useful mechanic.

The DC to find the item is as follows based on item rarity:

Rarity DC
Common 13
Uncommon 15
Rare 18
Very Rare 20
Legendary 23

These numbers assume a city. Increase the DC by 2 for a market town or 5 for a small town. Villages will likely not have any items.

Buying A Magic Item

Rarity Base Price Days to Craft Days to
Find Seller
d100 Roll
Modifier*
Common 100 gp 2 1d4 -10
1d6 0
Uncommon 500 gp 10 1d6 0
1d8 +10
1d8 +10
Rare 5,000 gp Months 1d8 +10
1d8 +10
Very Rare 50,000 gp Years 1d10 +20
Legendary Adventure/Quest† Decades n/a n/a
  • Apply this modifier to rolls on the Magic Item Search Results table.
    † If the transaction is purely monetary, it is likely 10x the price of a Very Rare item

Magic Item Search Results

Search results should always interesting. Shady sellers always have strings attached. I found the easiest thing to do is to use the Magic Item Quirks table (DMG 143) as the reason why, or to exaggerate a Minor Property (DMG 143) to the point of being annoying. Other options include: requiring attunement when the item does not normally require it, limiting the number of uses per day, requiring some other cost (e.g., gp, HP, mundane consumables such as oil, holy water, etc.).

d100 + Mod You Find…
20 or lower A shady seller offering a tenth of the base price
21–40 A shady seller offering a quarter of the base price (50%), or a seller offering half the base price (50%)
41–80 A shady seller offering half the base price (50%), or a seller offering the full base price (50%)
81–90 A seller offering the full base price
91 or higher A seller offering one and a half times the base price

Consumables

This includes potions and scrolls primarily. Scrolls are important as they are the primary means for Wizards to learn new spells. Additionally, scrolls are usable by anyone and can provide useful utility to non-casters.

Rarity Scroll Level Consumable
Base Price
Days to Craft
Common 1 50 gp 1
2 100 gp 2
Uncommon 3 200 gp 4
4 400 gp 8
5 800 gp 16
Rare 6 1,200 gp 24
7 2,500 gp 50
Very Rare 8 5,000 gp 100
Legendary 9 10,000 gp 200

Healing Potions Too?

That’s up to you. I doubt you can just walk into a general store and buy a dozen Healing Potions, but if that’s the commonality of magic in your game go for it. Personally, I include Healing Potions into the mix.

Scrolls For Everyone

One alternate rule we use for scrolls is that if the spell is not potentially accessible to the character (i.e., not on the class spell list), the scroll requires an Intelligence (Arcana) roll with a DC of 8 + Spell Level. If the roll fails, the scroll is destroyed.

Spell-A-Day: Beast Heart

Beast Heart

The target acquires the resilience of the beasts.

Enaros: Vale
Target: Single
Range: Touch
Duration: Blessing
Class: Utility

Common Modifiers

  • Expanded Effect (x2 Characteristics or Powers simultaneously) (+1/2)
  • Orison (+0)
  • Time Limit (Enchantment; Adjustment Power; +2)
  • One Use At A Time (-1)
MAG EFFECT
1 Aid CON & STUN 1/2d6 (standard effect: +1 CON, +2 STUN)
2 Aid CON & STUN 1d6 (standard effect: +1 CON, +3 STUN)
3 Aid CON & STUN 1 1/2d6 (standard effect: +2 CON, +5 STUN)
4 Aid CON & STUN 2d6 (standard effect: +3 CON, +6 STUN)
5 Aid CON & STUN 2 1/2d6 (standard effect: +4 CON, +8 STUN)
6 Aid CON & STUN 3d6 (standard effect: +4 CON, +9 STUN)
7 Aid CON & STUN 3 1/2d6 (standard effect: +5 CON, +11 STUN)
8 Aid CON & STUN 4d6 (standard effect: +6 CON, +12 STUN)
9 Aid CON & STUN 4 1/2d6 (standard effect: +7 CON, +14 STUN)
10 Aid CON & STUN 5d6 (standard effect: +7 CON, +15 STUN)
11 Aid CON & STUN 5 1/2d6 (standard effect: +8 CON, +17 STUN)
13 Aid CON & STUN 6d6+1 (standard effect: +9 CON, +19 STUN)

Spell-A-Day: Beast Might

Beast Might

The target acquires the might of the beasts.

Enaros: Vale
Target: Single
Range: Touch
Duration: Blessing
Class: Utility

Common Modifiers

  • Orison (+0)
  • Time Limit (Enchantment; Adjustment Power; +2)
  • One Use At A Time (-1)
MAG EFFECT
1 Aid STR 1/2d6 (standard effect: +2)
2 Aid STR 1d6+1 (standard effect: +4)
3 Aid STR 1 1/2d6 (standard effect: +5)
4 Aid STR 2d6+1 (standard effect: +7)
5 Aid STR 3d6 (standard effect: +9)
6 Aid STR 3 1/2d6 (standard effect: +11)
7 Aid STR 4d6 (standard effect: +12)
8 Aid STR 4 1/2d6 (standard effect: +14)
9 Aid STR 5d6 (standard effect: +15)
10 Aid STR 5 1/2d6 (standard effect: +17)
11 Aid STR 6d6+1 (standard effect: +19)
12 Aid STR 6 1/2d6 (standard effect: +20)
13 Aid STR 7 1/2d6 (standard effect: +23)

Spell-A-Day: Swiftrunner

Swiftrunner

Vale bestows a blessing to move as the swiftest of animals to the target of the channeler’s choosing. The blessed can then move without tiring and may also be unaffected by difficult terrain. At its basic level (2 MAG), this orison will enable an average atlan to run at noncombat rate, nonstop and without exhaustion, about 14kph (9mph). At 6 MAG and bestowed on someone under the effects of Beast Stride (+8m for a total of 20m), this orison could allow a SPD 3 target to move 72kph (45mph), or half that if Surfooted and Forestrunner were chosen instead of x4 Noncombat multiplier.

If bestowed in a fight or flight situation, the blessing has a normal duration. However, if bestowed in a noncombat situation with the intent to travel long distance, the duration will last until the destination is reached, or until interrupted by combat. If interrupted, Blessing Continuance Roll (p. XX) is required at the end of the combat to determine if the blessing will continue to persist to the original destination.

The formula is SPD x Movement x 0.3kph.

Enaros: Vale
Target: Single
Range: Touch
Duration: Blessing
Class: Utility (Restricted)

Common Modifiers

  • Orison (+0)
  • Time Limit (Blessing; Constant Power; +1/4)
  • Usable On Others (+1/2)
MAG EFFECT
2 Reduced Endurance (0 END; +1/2) for up to 15m Running
4 Reduced Endurance (0 END; +1/2) for up to 24m Running
2 Environmental Movement (Surefooted and Forest Running)
2 Running 0m, x4 Noncombat

 

Spell-A-Day: Animal Form

Animal Form

Enaros: Vale
Target: Single
Range: Touch
Duration: Blessing
Class: Utility (Restricted)

Common Modifiers

  • Reversion (-1/2)
  • Usable On Others (+1/2)
  • Time Limit (Blessing; Persistent or Continuing-effect Power; +0)
  • Costs Endurance (Only To Activate; -1/4)
  • Orison (+0)

You channel Vale’s gift to experience the world as another creature. Each Animal Form orison must be learned separately. When channeled, the target retains personality, skills, and mental abilities, but loses powers that require a Focus or have a Physical Manifestation, as well as any power that reflects a physical trait or aspect of the character (e.g. Strength). The character also loses the ability to speak, but not the ability to comprehend. Abilities requiring Gestures or Incantations (e.g. Essence Shaping) must be executed in a way to avoid those requirements.

Animal Form (Avian)

MAG EFFECT
1 Raven/Homing Pigeon/Songbird:Multiform (40 Character Points in the most expensive form) (+2 DC, +2 OCV, +2 DCV, +2 BODY, +2 PD/ED, +1 SPD, +10m Flight)
+2 plus if Target Total Points greater than 199
+3 plus if Target Total Points greater than 399

Animal Form (Eagle)

MAG EFFECT
4 Eagle/Hawk:Multiform (125 Character Points in the most expensive form)
+4 plus Enhanced Form: +2 DC, +2 OCV, +2 DCV, +2 BODY, +2 PD/ED, +1 SPD, +10m Flight
+2 plus if Target Total Points greater than 199
+3 plus if Target Total Points greater than 399

Animal Form (Owl)

MAG EFFECT
3 Owl:Multiform (100 Character Points in the most expensive form)
+4 plus Enhanced Form: +2 DC, +2 OCV, +2 DCV, +2 BODY, +2 PD/ED, +1 SPD, +10m Flight
+2 plus if Target Total Points greater than 199
+3 plus if Target Total Points greater than 399

Animal Form (Wolf)

MAG EFFECT
4 Wolf:Multiform (104 Character Points in the most expensive form)
+4 plus Enhanced Form: +2 DC, +2 OCV, +2 DCV, +2 BODY, +2 PD/ED, +1 SPD, +10m Running
+2 plus if Target Total Points greater than 199
+3 plus if Target Total Points greater than 399

Animal Form (Rhinoceros)

MAG EFFECT
8 Rhino:Multiform (229 Character Points in the most expensive form)
+4 plus Enhanced Form: +2 DC, +2 OCV, +2 DCV, +2 BODY, +2 PD/ED, +1 SPD, +10m Running
+2 plus if Target Total Points greater than 199
+3 plus if Target Total Points greater than 399

Animal Form (Tiger)

MAG EFFECT
8 Tiger:Multiform (227 Character Points in the most expensive form)
+4 plus Enhanced Form: +2 DC, +2 OCV, +2 DCV, +2 BODY, +2 PD/ED, +1 SPD, +10m Running
+2 plus if Target Total Points greater than 199
+3 plus if Target Total Points greater than 399

Animal Form (Bear)

MAG EFFECT
5 Black or Grizzly Bear:Multiform (153 Character Points in the most expensive form)
6 Polar Bear:Multiform (181 Character Points in the most expensive form)
+4 plus Enhanced Form: +2 DC, +2 OCV, +2 DCV, +2 BODY, +2 PD/ED, +1 SPD, +10m Running
+2 plus if Target Total Points greater than 199
+3 plus if Target Total Points greater than 399

Animal Form (Tiny Mammal)

MAG EFFECT
1 Fox/Rabbit/Raccoon/Squirrel/Rat:Multiform (45 Character Points in the most expensive form)
+3 plus Enhanced Form: +1 DC, +2 OCV, +2 DCV, +1 BODY, +2 PD/ED, +1 SPD, +6m Running
+2 plus if Target Total Points greater than 199
+3 plus if Target Total Points greater than 399

Animal Form (Falcon)

MAG EFFECT
7 Falcon:Multiform (200 Character Points in the most expensive form)
+2 plus if Target Total Points greater than 199
+3 plus if Target Total Points greater than 399

Animal Form (Chameleon)

MAG EFFECT
2 Chameleon:Multiform (50 Character Points in the most expensive form)
+4 plus Enhanced Form: +2 DC, +2 OCV, +2 DCV, +2 BODY, +2 PD/ED, +1 SPD, +10m Flight
+2 plus if Target Total Points greater than 199
+3 plus if Target Total Points greater than 399

Animal Form (Alligator)

MAG EFFECT
6 Alligator:Multiform (161 Character Points in the most expensive form)
+2 plus if Target Total Points greater than 199
+3 plus if Target Total Points greater than 399

Image Link: Red-Izak

Spell-A-Day: Beast Shape

Beast Shape

Enaros: Vale
Target: Self Only
Range: Self
Duration: Blessing
Class: Offensive/Utility

The channeler shifts form and becomes like the beasts. He must choose one of three forms (Inspired, Basic, or Advanced) and then may choose a size power and movement powers appropriate for the animal. No other powers may be applied. Regardless of form, this orison cannot provide a true transformation — it simply changes the channeler’s size and appearance.

The Inspired form is an impression of the target animal. If the Inspired form were a bear, the channeler would become hairier, his hands would become paw-like, his mouth would extend with hints of bear teeth. All witnesses to this blessing will recognize that the channeler has bear traits, but this is purely cosmetic.

In the Basic form, the channeler looks and smells like the animal, but does not feel or sound like one.

The Advanced form is indistinguishable from a normal animal.

Common Modifiers

  • Time Limit (Blessing; Constant Power; +1/4)
  • Orison (-1/2)
  • Costs Endurance (Only To Activate; +1/4)
MAG EFFECT
1 Inspired Form: Shape Shift (Sight Group); Affects Body Only (-1/2), Perceivable (-1/4), Limited Effect (Normal Sight Only; -1/4), Hybrid Form Only (-1/4)
3 Basic Form: Shape Shift (Sight and Smell/Taste Groups, Any Animal)
5 Advanced Form: Shape Shift (Sight, Touch, Smell/Taste and Hearing Groups, Any animal)
+2 Extra-normal (gorilla): Growth, (2.5m, 200kg, STR +5, CON +3, PRE +3*, PD +1, ED +1, REC +1, END +5, BODY +2, STUN +8, Running +2m, Knockback Resistance -2m)
+5 Semi-Large (horse, bear): Growth, (3m, 400kg, STR +10, CON +5, PRE +5*, PD +2, ED +2, REC +2, END +10, BODY +4, STUN +16, Running +4m, Knockback Resistance -4m; Attackers +1 OCV, +1 PER)
+7 Large (grizzly bear, moose): Growth, (4m, 800kg, STR +15, CON +8, PRE +8*, PD +3, ED +3, REC +3, END +15, BODY +6, STUN +24, Reach +1m (Total 2m), Running +6m, Knockback Resistance -6m; Attackers +2 OCV, +2 PER)
+10 Extra-Large (Hippopotamus): Growth, (5m, 1600kg, STR +20, CON +10, PRE +10*, PD +4, ED +4, REC +4, END +20, BODY +8, STUN +32, Reach +1m (Total 2m), Running +8m, Knockback Resistance -8m; Attackers +2 OCV, +2 PER)
+1 Small (Goat, Dog): plus Shrinking (1 m tall, 12.5 kg mass, -2 PER Rolls to perceive character, +2 DCV, takes +6m KB)
+2 Diminutive (Cat, Fox): plus Shrinking (0.5 m tall, 1.5625 kg mass, -4 PER Rolls to perceive character, +4 DCV, takes +12m KB)
+4 Tiny (Rat, Bird): plus Shrinking (0.25 m tall, 0.1953 kg mass, -6 PER Rolls to perceive character, +6 DCV, takes +18m KB)
+5 Minuscule (Mouse): plus Shrinking (0.125 m tall, 0.0244 kg mass, -8 PER Rolls to perceive character, +8 DCV, takes +24m KB)
+6 Minute (Baby Mouse): plus Shrinking (0.0625 m tall, 0.0031 kg mass, -10 PER Rolls to perceive character, +10 DCV, takes +30m KB)
+7 Insectile (Spider): plus Shrinking (0.0312 m tall, 0.0004 kg mass, -12 PER Rolls to perceive character, +12 DCV, takes +36m KB)
+8 Wasp Sized: plus Shrinking (0.0156 m tall, 4.768E-5 kg mass, -14 PER Rolls to perceive character, +14 DCV, takes +42m KB)
+4 Swift: plus Running 15m
+3 Aerial: plus Flight 15m
+2 Aquatic: plus Swimming 15m
+1 Bounding: plus Leaping 7m

 

Spell-A-Day: Beast Strike

Beast Strike

Vale bestows the target with a signature beast attack form such as claws or teeth, chosen by the channeler. Bites suffer a -1 OCV penalty unless used as part of a Grab Maneuver or while Grabbed, but have a random Hit Location of Upper Shot (1d6+4), Body Shot (1d6+7), or Leg Shot (1d6+12), depending on the position of the attacker. Claws have a random Hit Location of High Shot (2d6+1) or Low Shot (2d6+4), depending on the position of the attacker. STR can increase this damage as normal.

Enaros: Vale
Target: Single
Range: Touch
Duration: Blessing
Class: Offensive

Common Modifiers

  • Costs Endurance Only To Activate (+1/4)
  • Usable On Others (+1/2)
  • Reduced Penetration (-1/4)
  • Time Limit (Blessing; Instant Power; +1/2)
  • Orison (+0)
MAG EFFECT
2 HKA 1 point(PD)
4 HKA 1/2d6(PD)
5 HKA 1d6(PD)
7 HKA 1d6+1(PD)
9 HKA 1 1/2d6(PD)
11 HKA 2d6(PD)
13 HKA 2d6+1(PD)