Merchant Spells

These spells are used primarily by the Guild Merchant and Merchant-Prince prestige classes. They have been updated from GAZ9: The Minrothad Guilds and GAZ11: The Republic of Darokin.

Accounting

Transmutation
 
Level:
Mch 4
Components:
V, S
Casting Time:
1 action
Range:
Personal
Effect:
See text
Duration:
10 minutes/level
Saving Throw:
None
Spell Resistance:
No

With this special spell, a merchant can go over financial records very quickly and check for evidence of accidental errors or deliberate theft. Similarly, the spell permits a character to quickly determine his or her financial status and establish amounts of money owed to or by the character.

Ball Lightning

Evocation
[Electricity]
Level:
Sor/Wiz 4
Components:
V, S
Casting Time:
1 action
Range:
Medium (100 ft. + 10 ft./level)
Effect:
1 or more balls of lightning
Duration:
1 round/caster level
Saving Throw:
Reflex negates
Spell Resistance:
Yes

This spell creates one ball of lightning for every 5 levels of the caster. Each ball can be sent to a different target. A ball of lightning flies through the air to strike its target. Once there, it moves rapidly (120 ft./round) along surfaces in random directions: up masts, along the deck, down stairwells, etc. A ball of lightning inflicts 1 point of damage per level of the caster each time it touches a living creature. There is a 10% chance that each ball will come to rest in a certain spot, such as the top of a mast or the end of a yardarm. If so, it starts a small fire in that place on a roll of 1 or 2 on 1d6.

Beast of Burden

Enchantment
(Charm) [Mind Affecting]
Level:
Mch 3
Components:
V, S
Casting Time:
1 action
Range:
Close (25 ft. + 5 ft. / 2 levels)
Targets:
creatures within range
Duration:
1 day per level (D)
Saving Throw:
Will negates
Spell Resistance:
Yes

With this spell, a merchant can take untamed animals or beasts and use them to draw wagons or carry loads. The merchant may affect 1 hit die of creatures per level. Magical beasts are immune to this spell, and all other creatures get a saving throw. Some very bizarre creatures may be made to pull wagons by use of this spell, but that doesn’t guarantee that appropriate harnesses are available, or that the creatures will be well-suited to the task.

Calm Water

Transmutation
 
Level:
Sor/Wiz 6
Components:
V, S
Casting Time:
1 action
Range:
Long (400 ft. + 40 ft./level)
Duration:
10 minutes/level (D)
Effect:
Calms sea and inland water
Saving Throw:
None
Spell Resistance:
No

This spell reduces wave action within the listed range to the equivalent of calm seas. Chop, whitecaps, and violent storm waves are eliminated, although there might be a noticeable swell in the calm water if the sea itself is storm-tossed.

This spell counters, and is countered by, the spell rough water.

Calm Wind

Transmutation
 
Level:
Sor/Wiz 6
Components:
V, S
Casting Time:
1 action
Range:
Long (400 ft. + 40 ft./level)
Duration:
10 minutes/level (D)
Effect:
Reduces all wind to a light breeze.
Saving Throw:
None
Spell Resistance:
No

The spell creates an "eye of the storm" effect, reducing even gale force winds to a breeze within the range of the spell. Ocean waves are unaffected by this spell, and storm-tossed waters will continue to batter a ship even though the wind has ceased. The spell has no effect on fog and precipitation, only the wind that accompanies it.

Careen

Evocation
[Force]
Level:
Sor/Wiz 2
Components:
V, S
Casting Time:
1 action
Range:
Close (25 ft. + 5 ft./2 levels)
Area:
20 ft. x 20 ft. section of ship hull (see text)
Effect:
Removes barnacles from the hull of a ship.
Duration:
Instantaneous
Saving Throw:
Reflex negates
Spell Resistance:
Yes

At least once a year or every 10,000 miles of travel (whichever comes first), a ship’s hull must be scraped clean of sea growths which hinder its speed in the water. This spell accomplishes that chore magically, affecting a 20 ft. x 20 ft. area of hull.

Careen can also be used offensively, although that was not its original intent. When cast on a person, a saving throw is allowed. If it fails, the victim is scraped and abraded by the magical force, inflicting 1d8 points of damage, +1 point per level of the caster.

Check Caravan

Divination
 
Level:
Mch 4
Components:
V, S
Casting Time:
1 action
Range:
See text
Duration:
1 hour
Saving Throw:
None
Spell Resistance:
No

With this spell, a merchant can detect sabotage or hidden flaws in a caravan and its cargo. The merchant will “sense” something wrong, and can home in on the problem until he finds it. Anything from cracked wheels, frayed ropes, and sick animals to mis-packed crates, leaking barrels, or false documents can be found with this spell. Use of this spell does not guarantee a safe journey, but the chance of an accident is obviously greatly reduced.

Check Load

Divination
 
Level:
Mch 2
Components:
V, S
Casting Time:
1 action
Range:
10 ft.
Target:
See text
Duration:
10 minutes/level

A merchant can tell, with the use of this spell, if a cart or wagon is properly packed for travel. If this spell is used before a trip starts and once every ten days thereafter, a merchant can ignore a “load shift” (GAZ11, p29). It takes ten minutes for a merchant to check a wagon or cart with this spell, and he can check as many wagons as possible given the duration of the spell.

Clear Sight

Divination
 
Level:
Mch 1, Sor/Wiz 1
Components:
V, S
Casting Time:
1 action
Range:
see text
Target:
Creature touched
Duration:
1 round/level
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes

When this spell is cast, any spot up to one mile distant can be viewed as if it were only 10 feet away. The person affected by the spell need only pick a spot and concentrate his attention on it and the image becomes larger. The area viewed is a circle up to 70 feet in diameter.

Count Coins

Divination
 
Level:
Mch 1
Components:
S
Casting time:
1 action
Range:
Personal
Target:
Coins (see text)
Duration:
10 minutes/level

With the use of this spell, a merchant can tell the exact amount of money in a specific location (be it a bag, chest, or pile) with the following restrictions: the coins must all be the same type and the merchant must either pick them up or run his hand through them. The maximum number of coins that a merchant can count with this spell is 2,000 per level. Thus, a 4th level merchant could use this spell to rapidly count up to 8,000 coins.

Crowd Summoning

Enchantment
(Compulsion) [Mind Affecting]
Level:
Mch 2
Components:
V, S
Casting Time:
1 minute
Range:
Close (25 ft. + 5 ft./2 levels)
Targets:
Intelligent creatures within range
Duration:
10 minutes /level (D)
Saving Throw:
Will negates
Spell Resistance:
Yes

This spell causes all those within range of the caster to be subtly drawn to his or her location by making the merchant seem to be the center of attention. Thus, the merchant can dominate the attention of buyers at a crowded and confusing street market, virtually assuring an increase in business.

Detect Ambush

Abjuration
 
Level:
Mch 2
Components:
V, S
Casting Time:
1 action
Range:
Long (400 ft. + 40 ft./level)
Duration:
10 minutes/level
Saving Throw:
None
Spell Resistance:
No

When cast, this spell sets up a magical ward which is triggered when the merchant comes within range of an ambush or similar surprise attack. The duration listed is the length of time which the ward will remain in effect waiting to be set off. If the duration passes without the spell being triggered, it must be cast again for continued protection. If an ambush is detected, the location will be pinpointed to within 100 ft.

Dispel Fog

Abjuration
 
Level:
Sor/Wiz 3
Components:
V, S
Casting Time:
1 action
Range:
Close (25 ft. + 5 ft./2 levels)
Duration:
10 minutes/level
Effect:
20 ft diameter/level sphere
Saving Throw:
None
Spell Resistance:
No

This spell eliminates normal and magical fog from a spherical area within the area indicated by the spell’s effect. Only fog and mist are affected, not bodies of water, rain, or other precipitation. The fog dispelled is gone permanently, but the empty volume may be filled in again by new fog if there is a sufficient quantity in the area. However, a dispelled area stays clear for 10 minutes per level of the spell caster regardless of other conditions.

This spell can be used to counter spells such as obscuring mist, and vice-versa.

Douse Flame

Transmutation
 
Level:
Sor/Wiz 1
Components:
V, S
Casting Time:
1 action
Range:
50 ft.
Target:
one small normal flame
Duration:
1 round/level
Saving Throw:
None
Spell Resistance:
No

When cast, any single non-magical flame within 50 feet is snuffed out immediately. The fire may be rekindled but will go out again as long as the spell is in effect. Flames that can be extinguished by this spell are those the size of lanterns, torches, campfires, braziers, and so on.

Embezzle

Transmutation
 
Level:
Mch 4
Components:
V, S
Casting Time:
1 action
Range:
Personal
Duration:
See text
Saving Throw:
None
Spell Resistance:
No

With this spell a merchant can falsify financial records to conceal his or her business transactions. It can be used to fool tax investigators, trick customs agents, or hide theft. The maximum amount of money which the character can cause to “vanish” is 100 gp per level of experience.

Evaluate

Divination
 
Level:
Mch 1
Components:
V, S
Casting Time:
1 action
Range:
10-ft. radius
Duration:
10 minutes/level

With this spell, a merchant can inspect any goods within the range of the spell, and tell the general quantity, quality, and value of the items. This spell is good for spotting shoddy workmanship, inferior materials, forgeries, imitations, and other frauds. This spell will not uncover magically altered or disguised items.

Ignore Road

Transmutation
 
Level:
Mch 1
Components:
S
Casting Time:
1 action
Range:
See text
Target:
One caravan
Duration:
12 hours
Saving Throw:
No
Spell Resistance:
Yes

This spell is used on the drivers and animals of a caravan to counteract the slowing effects of bad roads. The merchant helps the caravan pick out solid footing and thus make better time. This spell will reduce any movement penalties for bad roads by 1 mile per level per day. Thus, if a muddy road would normally slow a caravan down by 5 miles/day, use of this spell by a 3rd level merchant would reduce that penalty by 3 miles/day.

Inventory

Divination
 
Level:
Mch 3
Components:
V, S
Casting Time:
1 action
Range:
Close (25 ft. + 5 ft. / 2 levels)
Duration:
10 minutes/level
Saving Throw:
None
Spell Resistance:
No

By using this spell, a merchant can tell, after ten minutes of study, the exact contents of a wagon, cart, section of warehouse, of any other pile of merchandise within the spell’s range. Items in sealed crates, barrels, and other containers, of course, cannot be determined unless they are opened at the time the spell is cast.

Locate Sea Life

Divination
 
Level:
Sor/Wiz 1
Components:
V, S, M

As locate creature, except this spell is used to locate a known, normal sea creature or plant. The caster cannot locate magical beasts, plant-like monsters, or intelligent beings. He must name the exact type of sea life he seeks. The creature or plant gets no Saving Throw.

Material Component: A drop of shark blood.

Nightwatch

Transmutation
 
Level:
Sor/Wiz 2
Components:
V, S
Casting Time:
1 action
Range:
Touch
Target:
One person
Duration:
See text
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes

The person on whom this spell is cast perceives a dark scene as if it were daylight. This enhanced vision is only effective outdoors. The spell can be cast no more than two hours before sunset; the duration of the spell is from nightfall until sunrise.

During that period, the recipient can see details clearly and maneuver as if in daylight, even though it is night. he suffers no penalties for darkness when fighting.

Objects are clearly discernable up to 200 ft. away but beyond that things are fogged by a gray haze where the spell effect expires. The person affected by this spell is unable to see even a brightly-lit object, such as a burning ship, that is further away than 200 ft.

Oilskin

Abjuration
 
Level:
Sor/Wiz 1
Components:
V, S, M
Casting Time:
1 action
Range:
touch
Target:
One creature or object
Duration:
10 minutes/level
Effect:
Keeps precipitation off one person
Saving Throw:
Reflex negates (harmless)
Spell Resistance:
Yes

This spell prevents fog, rain, waves, hail and other forms of precipitation from touching the person (or small object) it is cast upon. Precipitation comes within an inch of the person’s body, but strikes an invisible barrier and does not penetrate to the clothes or skin. The spell is also effective against wetting by waves. The barrier does not effect any kind of missile or other object, only the above-stated items.

A person under this spell can see more clearly than most in driving rain because none gets into his eyes. If struck by a wave, he remains dry, but if immersed in the ocean the mass of water is sufficient to overcome the barrier and he will become wet. Once out of the ocean, however, the spell will still work against precipitation.

Material Component: A drop of oil.

Orientation

Divination
 
Level:
Mch 1
Components:
S
Casting Time:
1 action
Range:
Personal
Duration:
12 hours

With the use of this spell a merchant is able to sense the direction of magnetic north and, thus, determine his or her location with a chart.

Precipitation

Transmutation
 
Level:
Sor/Wiz 1
Components:
V, S
Casting Time:
1 action
Range:
Close (25 ft. + 5 ft./2 levels)
Area:
30 ft. + 10 ft. per caster level diameter
Duration:
1 round/level (D)
Effect:
Creates light rain.
Saving Throw:
None
Spell Resistance:
No

This spell takes the water vapor in the area of effect and turns it into a light rain. Note that a low level caster is caught in the effect of his own spell.

Except when used by high level characters, the principal effect of this spell is to dampen clothing and sails, film decks with water (making footing uncertain), and snuff out fires. The rain turns into obscuring fog (similar to a fog cloud spell) of double its normal size when it hits fire magic (such as a wall of fire). If the weather is below freezing, the rain turns into sleet (between 31° and 33° F) or snow (below 31° F).

Magical cold (such as ice storm) applied to the result of the precipitation turns it into ice.

Quicken Pace

Transmutation
 
Level:
Mch 2
Components:
V, S
Casting Time:
1 action
Range:
See text
Duration:
12 hours
Saving Throw:
None
Spell Resistance:
Yes

By use of this spell a caravan can increase its rate of travel. For each level the merchant has attained the caravan may add 2 miles to its progress that day. Hence, an eighth-level merchant could increase his caravan’s rate of travel by 16 miles per day.

Resist Climate

Abjuration
 
Level:
Mch 1
Components:
V, S
Casting Time:
1 action
Range:
See text
Target:
See text
Duration:
12 hours
Saving Throw:
None
Spell Resistance:
Yes

This spell allows a caravan or other road travellers to counter the effects of cold, heat, storms, and similar ecological hazards. The use of this spell reduces any movement penalties by 1 mile per level of the caster. A merchant can only affect five pack animals or two wagons per level, however. To illustrate, a fifth-level merchant could employ this spell to reduce the negative effects of a thunderstorm on travel by 5 miles per day for as many as 25 pack animals or 10 wagons.

Resist Magic

Abjuration
 
Level:
Mch 4
Components:
V, S
Casting Time:
1 action
Range:
Personal
Duration:
10 minutes/level
Saving Throw:
None
Spell Resistance:
No

This spell confers a SR of 12 + the caster level on the merchant using it, but only against magic spells and effects used to gain a business advantage. For example, this spell would guard against another trader using a charm person spell to get a better price, but not against the same spell in a combat situation. All disputes over what is and what is not a business situation must be resolved by the DM.

Rot

Necromancy
 
Level:
Sor/Wiz 2
Components:
V, S
Casting Time:
1 action
Range:
Medium (100 ft. +10 ft./caster level)
Target:
One object
Effect:
Causes wood, leather and cloth to rot and break.
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
Yes

This spell is cast on a single item chosen by the spellcaster. The designated material (wood, leather or cloth) then begins to rot and decay. The spell affects 1 foot of rope or leather per level, or 1 square foot of cloth, or 3 cubic inches of wood.

An item may not completely decay, but enough damage is often done that the item becomes useless. In particular, sails, ropes, and masts or yardarms affected by this spell are likely to give way in the next strong wind. A sail in full wind that rots is blown out and ripped at the weakened spot and the entire sail is made useless.

Rough Water

Transmutation
 
Level:
Sor/Wiz 6
Components:
V, S
Casting Time:
1 action
Range:
Long (400 ft. + 40 ft./level)
Duration:
10 minutes/level (D)
Effect:
Causes sea and inland water to become rough
Saving Throw:
None
Spell Resistance:
No

This spell creates waves within the range listed, causing the water to behave as if storm-tossed. The waves created are up to 1 foot tall per level of the caster. For example, a 20th level caster can create a choppy sea with 20 ft. waves within the spell’s range.

This spell counters, and is countered by, the spell calm water.

Savior Faire

Transmutation
 
Level:
Mch 2
Components:
V
Casting Time:
1 action
Range:
Personal
Duration:
10 minutes/level

This spell permits the merchant casting it to “fit in” with any given crowd of individuals by giving him a temporary infusion of knowledge similar to their own. As an example, if it were used while the merchant was attending a formal ball in the palace of Duke Stefan Karameikos it would make the caster an elegant dancer and charming, sophisticated guest. On the other hand, if it were used while the character sat in a bar on the docks of Akesoli it would endow him with a resistance to strong drink, a compulsion to curse like a sailor, and the words to some good drinking songs.

In game terms, this gives the caster a +4 bonus to most Charisma-based skills that pertain to the situation at hand. Which skills are affected is up to the DM.

Sea Legs

Transmutation
 
Level:
Sor/Wiz 1
Components:
V, S, M
Casting Time:
1 action
Range:
Touch
Target:
One creature
Duration:
1 hour/level
Effect:
Cures sea sickness
Saving Throw:
Reflex negates (harmless)
Spell Resistance:
Yes

This spell stops the effects of oncoming or actual seasickness in the person it is cast upon. If unable to do so before, that person also gains the ability to balance and maneuver easily even on a violently heaving deck, just as the most experienced sailor would do. Effectively, the recipient gains a +4 enhancement bonus to Balance checks while on a moving deck. At the DM’s discretion, a person under the effects of this spell need not make Dexterity checks for shipboard actions in stormy weather that could easily be done in calm weather.

Material Component: A pinch of ginger root.

Silver Tongue

Transmutation
 
Level:
Mch 2
Components:
V
Casting Time:
1 action
Range:
Personal
Duration:
10 minutes/level

This spell gives the merchant the ability to mislead others without fear of being caught. While it is in effect those who speak to the merchant will believe almost anything they are told.

In game terms, the merchant gains a +4 enhancement bonus to Bluff checks for the duration of the spell.

Smuggling

Transmutation
 
Level:
Mch 3
Components:
V, S
Casting Time:
1 action
Range:
30 ft.
Targets:
see text
Duration:
10 minutes/level
Saving Throw:
none
Spell Resistance:
No

Use of this spel insures that hidden items remain hidden. For example, a concealed compartment will be overlooked and a false bottom not found by customs inspectors. When cast it affects all such places within range of the merchant. In game terms, the DC to Search checks to find the hidden items is raised by +10 with this spell.

Speak with Sea Creatures

Divination
 
Level:
Sor/Wiz 4

As speak with animals, except it can only be used to communicate with sea-dwelling animals.

Tar

Conjuration
(Creation)
Level:
Sor/Wiz 1
Components:
V, S, M
Casting Time:
1 action
Range:
Close (25 ft. + 5 ft./2 levels)
Area or Target:
See text
Duration:
Permanent
Saving Throw:
Reflex negates
Spell Resistance:
No

When this spell is cast, a specified item is tarred. Tar weatherizes ropes on shipboard and caulks the planks of a ship. This spell produces enough tar to coat a 50 ft. length of rope or to caulk a 5 ft x 10 ft. section of planking on a ship. The tar is normal in all respects and ignites easily if it comes into contact with flame. An application of turpentine is required to remove it.

Material Component: A small piece of dried tar.

Transmute Ice to Water

Transmutation
 
Level:
Sor/Wiz 4
Components:
V, S
Casting Time:
1 action
Range:
Medium (100 ft. + 10 ft./level)
Effect:
Thaws a 10 ft. cube of ice per caster level
Duration:
Instantaneous
Saving Throw:
Reflex negates (see text)
Spell Resistance:
No

A volume of ice equal to a 10 ft. cube per caster level is instantly changed into water. The effect is permanent unless the temperature is cold enough to re-freeze the water.

Transmute ice to water counters and dispels transmute water to ice.

Transmute Water to Ice

Transmutation
 
Level:
Sor/Wiz 4
Components:
V, S
Casting Time:
1 action
Range:
Medium (100 ft. + 10 ft./level)
Effect:
Freezes a 10 ft. cube of water per caster level
Duration:
10 minutes/level
Saving Throw:
Reflex negates (see text)
Spell Resistance:
No

Both sea water and fresh water are affected by this spell, which freezes a 10 ft. cube of water per level of the caster. Any creature caught within the volume of water to be frozen may make a Reflex Saving Throw to avoid becoming trapped in the ice. Trapped creatures may suffer hypothermia, or suffocation (see the DMG) depending on the circumstances.

Transmute water to ice counters and dispels transmute ice to water.

Trust

Transmutation
 
Level:
Mch 1
Components:
V
Casting Time:
1 action
Range:
Personal
Duration:
10 minutes/level

This spell endows the merchant with an aura of trustworthiness. In order to maintain the spell, the merchant can not do anything that violates the trust of those he or she is dealing with. This spell is useful in gaining the trust of persons you do not intend to betray but not in setting people up to be swindled.

In game terms, this spell causes all initial NPC attitudes (DMG, p. 149) to be one step friendlier than the NPC would normally be inclined to be toward the merchant during transactions or negotiations.

Watery Form

Transmutation
 
Level:
Sor/Wiz 3
Components:
S, M
Casting Time:
1 action
Range:
Personal
Duration:
10 minutes/level (D)
Saving Throw:
None
Spell Resistance:
No

When affected by this spell, the caster and anything he wears turns into what appears to be a puddle of water. This form cannot be absorbed or divided into smaller parts. It has the same hit points and strength of the spellcaster and moves at 1/3 his movement rate on land or in the water.

While in this form, the spellcaster blends undetectably with a body of water, wet spots on deck, and so on. The form does not drown in water and can swim at any depth the spellcaster chooses. If desired, the form can flow out of the ocean, up the side of a ship, and onto deck. This is as exhausting to the spellcaster as if he had climbed that distance in his regular shape.

If the form is attacked it remains in one piece but the spellcaster suffers damage. Weapons inflict normal damage and other objects injure as determined by the DM.

Material Component: An ounce of sea foam.