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Many Dungeon Masters have numer- have a guild for each possible profes- a nail in place prior to striking

e prior to striking it with a


ous town/hamlet/city adventures as part sion, nor will some towns require that a hammer. The duration of the Hold would
of their regular campaigns. In these lo- person join any particular guild if he/she be only 1 segment, just long enough for
cales, adventurers can buy and sell items does not wish to. Thus, even though the carpenter to take the swing with the
and find out information by visiting guilds are usually a strong force in socie- hammer. However, the carpenter could
shops, inns, and taverns. On rare occa- ty, some proprietors will be independent. use one Hold cantrip over and over
sion, a shop might sell/buy a magic item A profession is usually taught by again, for perhaps up to an hour, while
to/from an adventurer. means of the apprentice system. Some- he pounded home nails one after the
It must be understood, that for all of times an apprentice will learn everything other. If he stops nailing or uses some
the treasure in the average AD&D™ world, from the single person he/she works for. other cantrip, then the Hold cantrip is
the average tradesman or merchant will Other times there will be a succession of cancelled.
rarely have an inventory valued teachers because the profession has var- The average merchant or tradesman is
at over 50 gp. Many an AD&D player ious grades within it; for instance, some- 33% likely to know one useful cantrip.
feels that he can run to the local black- one training to be a mason might have The other two-thirds will not have any
smith and buy a horse using a 250 gp different teachers for each step of the knowledge of even the most simple mag-
gem, or that he can go into a weapon process, going through apprentice ma- ic. If the merchant or tradesman knows
shop and sell a +1 weapon for 2,000 gp. son, mason, grand, mason, master ma- at least one cantrip, there is a 50%
The blacksmith wouldn’t know a 250 gp son, grand master mason, and so on. chance that the figure will have know-
gem from one worth 10 gp, nor would he Professions are often beset by outsid- ledge of more than the one incantation.
have the gold to give “in change” in any ers who either want to learn the trade For each magic-using tradesman or
case. The shop owner probably has nev- without contributing to the guild (in merchant, roll on the following table.
er seen 100 gp at one time, much less some set way), or others who try to take A number or range of numbers in par-
2,000. money from the guild and its members entheses after a listing indicates the
Only a few guildsmen and tradesmen through unfair taxation, outright theft, number of cantrips usable by a figure in
are truly rich and have adequate coinage and the like. Thus, many guilds will teach a single day. A number in brackets re-
to deal in the real values of the magic a proprietor some minor magics that presents the figure’s daily capacity to
items that might be found in the world. If range in power somewhere between use Mysteries (explained hereafter). A
they do have such wealth it will be hid- cantrips (see From the Sorceror’s Scroll number set in italic type inside paren-
den, protected or both. If their merchan- by E. Gary Gygax in issues #59, #60, and theses represents the number of first
dise includes one or more magic items, #61 of DRAGON™ magazine) and sec- level magic-user spells the figure can
these will not be left lying on the counter ond level magic-user spells — but only use, and a number in italic type inside
for everyone to see. grand masters of a guild might be able to brackets indicates the ability to use a
I have encountered numerous games cast a spell equivalent to a second level second level magic-user spell once per
where the party wanders into town, finds magic-user spell. day.
the “magic shop,” and then, under cover In order to learn these minor magics,
of darkness, robs the place of its good- the learner must have a minimum intelli- Spells known and usable
ies. Alas, in most cases the DM makes gence of 9 (as for magic-users), though a 01-50 No other cantrip known. (1)
the shopkeeper some poor zero-level minimum wisdom of 10 can be substitut- 51-65 1 other cantrip known. (1)
figure who is helpless to protect his in- ed for the weakest of these magics, the 66-70 2 other cantrips known. (1)
ventory from the haughty wizards and cantrips. Those spells equivalent to a 71-74 3 other cantrips known. (2)
ferocious fighters who roam the streets first level or second level magic-user 75-76 4 other cantrips known. (2)
of his little town. Any time a DM gives spell need intelligence as a basis for their 77 5 other cantrips known. (3)
players something for nothing, he is de- casting; wisdom cannot be substituted. 78-80 2-5 (d4+1) other cantrips. (1-2)
priving them and himself of a great deal The various types of minor guild mag- 81-81 2-7 (d6+1) other cantrips. (1-3)
of fun. Here, to solve this particular prob- ic can vary from profession to profes- 83 3-8 (d6+2) other cantrips. (1-4)
lem, are a few ways to make shopkeep- sion. Cantrips like Stir, Mix, Clean, Wipe, 84-85 2-5 other cantrips, 1 Mystery.
ers tougher. Dry, Moisten, and Hold are quite com- (1-4) [1]
mon and apply to many professions. 86 3-8 other cantrips, 1 Mystery.
Guild magic These very minor magics have no attack (1-6) [1]
Most professions found in the towns, potential; that is, they cannot cause 87-89 3-8 other cantrips, 2 Mysteries.
cities, and other population centers of an damage directly. They can, occasional- (1-6) [1]
AD&D world have organizations which ly, cause distraction or have defensive 90-91 3-8 other cantrips, 3 Mysteries.
teach, regulate and protect the organiza- value. For all practical purposes, any (1-6) [1]
tion’s members. These organizations are cantrip could be used if a direct, useful 92 3-8 other cantrips, 1-4 Mysteries.
usually called guilds. There are guilds purpose for it can be demonstrated with- (1-6) [1-2]
for masons, carpenters, clothiers, weav- in the guild/profession. For example, 93-95 3-8 other cantrips, 2-5 Mysteries.
ers, and so forth. Not every town will Hold can be used by a carpenter to keep (1-6) [1-3]

56 JUNE 1982
96-97 3-8 other cantrips, 2-5 Mysteries, the bell will cause it to ring once.
1 first level magic-user spell. 4. Drowsiness: This can be applied to
(1-6) [1-3] (1) any person or group of persons who add
98 3-8 other cantrips, 2-5 Mysteries, up to no more than 4th level or 4 hit dice.
2 first level magic-user spells. Men-at-arms, 0-level figures, and mon-
(1-6) [1-3] (1) sters of less than 1 hit die equal one level
99 3-8 other cantrips, 2-5 Mysteries, each for this calculation. The victim(s)
1-4 first level magic-user spells. must be inside a 20-foot-square area no
(1-6) [1-3] (2) more than 40 feet away from the mer-
00 3-8 other cantrips, 2-5 Mysteries, chant. There is no saving throw. The vic-
1-4 first level magic-user spells, im(s) will feel drowsy for 1 round, and
1 second level magic-user spell. during that time is -2 to hit and -2 on
(1-6) [1-3] (2) [1] initiative rolls. The victim(s) will not feel
obliged to move unless a direct danger
Cantrips and Mysteries, as well as to it/them exists. The magic affects all
magic-user spells, are read from books. creatures that are vulnerable to a Charm
The “chance to know each listed spell” Person spell.
as per Intelligence Table II in the Players 5. Glue: This magic is applied to an
Handbook must be rolled for cantrips item and another surface of less than
and mysteries as well as regular spells, one square foot each (the binding sur-
with wisdom substituted for intelligence faces, that is). The two surfaces will stay
in the case of a figure with low intelli- bound together for 5-20 rounds. Since
gence who still might be able to cast the the surfaces must be touched to each
minor magics (cantrips and mysteries). other within a l-segment span, the spell
Cantrips take 15 minutes each to read, as can almost never be applied to another
do mysteries. Rest prior to reading must living being but is usually used to make
be a full 4 hours. an item in the shop pilfer-proof for a few
minutes.
Mysteries: more minor magics 6. Grab: This can be applied to any
Mysteries are very minor forms of single immobile object that weighs 10
magic used to protect a professional pounds or less and is not already being
from attacks and to protect his shop and held by a living creature. If the shop-
goods from theft and other forces. The keeper casts Grab on an item (range 30
common mysteries are these: feet, duration 1 turn), the magic will hold
it fast in place. A character or creature
1 Alarm 7 Hound with strength of 18(01) or greater can
2 Appreciate 8 Lapse break the Grab, at a percentage chance
3 Bell 9 Lock equal to its exceptional strength number.
4 Drowsiness 10 Pacify 7. Hound: This is cast on any living
5 Glue 11 Panic creature of animal intelligence that can
6 Grab 12 Spin be trained to be alert, such as a bird or a
cat. When the dwoemer is cast on the
1. Alarm: This magic will allow the animal (who is allowed a saving throw of
shopkeeper’s voice to become four times 9), the animal will bark like a large dog
louder than normal for one round, so instead of its normal sound for a period
that he/she can call for help. The volume of one minute. The duration of the magic
of the voice will not directly affect the is 6 hours or until the animal “barks.” If
offending person, but might cause him the animal makes its saving throw then it
or her to run off. cannot bark; alas, the shopkeeper can-
2. Appreciate: This is used on a person not know for sure if the spell has taken
to get him or her to see more quality in an effect or not.
item. It can cause the victim to pay up to 8. Lapse: This is applied to one figure
20% more than he or she would have at a time. If the intended victim fails a
paid for an item, because now he or she normal saving throw, he or she is effec-
is convinced of its higher value. The vic- tively paralyzed for 3-12 segments— but
tim is allowed a saving throw if the item is if and only if no attack from the caster of
valued at under 10 gp; a save at +2 if the the magic is forthcoming. If the caster
value is 10-99 gp; a save at +5 for items moves to physically harm the paralyzed
valued at 100-199 gp, and a save at +8 if figure, the spell breaks instantly. Some-
the value is 200 gp or more. Appreciate one else could attack, of course, but if
cannot convince someone an item is the paralyzed figure can see the attack
magical in any case. If the victim makes coming, he or she is allowed a second
the saving throw, he or she will not buy saving throw instantly. Another saving
the item unless the price drops by at throw is allowed after any successful at-
least 40%. tack on the victim, to see if the blow
3. Bell: This uses an actual bell as a “breaks” the paralysis before the Lapse
material component. The dwoemer is duration expires. Such a paralyzed fig-
cast on the bell after it is placed near a ure has some small amount of mobility
door or some item that the shopkeeper left, so he or she cannot necessarily be
wishes to guard. The duration of the bell killed outright.
is 8 hours or until the bell has sounded. 9. Lock: The material component for
Any living thing coming within 3 feet of this magic is a key that exactly fits the
DRAGON 57
lock in question. A skeleton key will not 12. Spin: This is used on a single per-
do, but an exact duplicate of an original son at a maximum range of 20 feet. If the
key would suffice. The shop owner holds intended victim fails a saving throw, he
the key and makes a locking or unlock- or she will spin around for the next 2-8
ing motion to open or close the lock in segments. He or she cannot attack, but
question. Range of the magic is up to 40 can defend (at -2) while pirouetting.
feet. The magic can be used to lock and
unlock (or vice versa) the same lock with All mysteries take 1 segment to cast.
one application, if the two actions are They begin at the start of a melee seg-
done within 10 minutes of each other ment and end at the end of the segment.
and the key never leaves the caster’s If the DM considers all blows with wea-
hand during that time. pons to land in the middle of a segment,
10. Pacify: This is applied to a single it will be simple to determine if the at-
person who is badly disposed toward the tempted casting of a mystery is ruined by
shopkeeper (but open melee cannot have a blow or by the touching of the spell-
occurred). The Pacify magic will change casting shopkeeper.
the person’s frame of mind for 2-5
rounds. Targets of under 4th level obtain Guild languages
no saving throw; those of 4th level and The guilds and trades that use can-
above obtain the standard saving throw. trips, mysteries and actual magics have
Range is 20 feet. Pacify is usually used to developed their own languages and
prevent melee and as a way to ease a symbols for the text of these spells.
person out of the shop before the magic Thus, if a magic-user found a book of
wears off. This spell is not a charm, and merchant cantrips and mysteries, the
thus the shopkeeper cannot obtain ser- magic-user could not use them without
vices, information or goods from the casting Comprehend Languages first.
person. Once the language of a certain magical
11. Panic: This can be applied to one text is understood, Comprehend Lan-
figure by touch. He or she (again, only guages would not be needed again to
“persons” can be so attacked) is allowed decipher that particular spell, cantrip, or
a normal saving throw. If it fails, the per- mystery any time it is written by some-
son will run away for 5-20 segments, but one in that particular profession. For in-
will not drop anything held in any case. stance, if a magic-user found the Glue
The victim can defend himself or herself mystery in the book of a carpenter and
if chased or attacked. The victim is only learned and used it (he must still roll the
afraid of the shopkeeper. % chance to know), he would not auto-

58 JUNE 1982
matically be able to use it if he found it in 80-82 Friends ure. A merchant who can cast simple
the book of a goldsmith, since the lan- 83 Jump cantrip magic, regardless of spell capa-
guages used to write the two versions of 84-86 Light city, still has 1-6 hit points and still fights
the magic would be different. Read Mag- 87-88 Darkness as a 0-hit-die figure, but obtains the sav-
ic will not break the language barrier of a 89 Magic Missile ing throw (vs. magic only) of a first level
cantrip or a mystery. 90 Nystul’s Magic Aura magic-user. A merchant or tradesman
If a master guild member knows a first 91-92 Protection from Evil who can cast a mystery obtains the sav-
level or second level magic-user spell, it 93-94 Push ing throw of a first level magic-user
will be written in the language of the 95-99 Shield against all attack forms except breath
guild and is likewise unavailable to any 00 Sleep weapon, A merchant who can cast a first
full-fledged magic-user who might find level magic-user spell still has 1-6 hit
the merchant’s book. Second level M-U spells points and attacks as a 0-hit-die figure
01-16 Audible Glamer but has the full saving throw capability of
Guild masters’ spells 17-18 Detect Evil a first level magic-user. A merchant who
The spells known by master guild 19 Detect invisibility can cast two first level magic-user spells
members are usually defensive or infor- 20-28 ESP will have 2-7 hit points. A merchant who
mational. The following spells are the 29 Fools Gold can cast a second-level magic user spell
ones most often known by guild masters: 30-39 Forget will have 3-8 hit points.
40 Invisibility Some merchants and tradesmen are
41-43 Knock ex-adventure-class figures who have de-
First level M-U spells 44-50 Leomund’s Trap cided to settle down and give up adven-
01-12 Unseen Servant 51 Levitate turing. Such ex-adventurer-class figures
13-20 Comprehend Languages 52-54 Locate Object (or men/women-at-arms) retain their pre-
21-27 Hold Portal 55-60 Magic Mouth vious abilities and may add, if they are
28-34 Mending 61-67 Mirror Image guild or trade members, some minor
35-42 Tenser’s Floating Disc 68 Pyrotechnics magics if they possess the required intel-
43-50 Ventriloquism 69 Ray of Enfeeblement ligence (or wisdom). However, learning
51-54 Write 70 Rope Trick minor guild magic once a person has
55-57 Affect Normal Fires 71-80 Scare been an adventure-class figure is much
58 Burning Hands 81-88 Strength less likely, so only 15% of such figures
59 Charm Person 89 Web will know any minor magic, as opposed
60 Detect Magic 90-00 Wizard Lock to the 33% figure for merchants who
61-67 Enlarge never were adventurers.
68-74 Reduce Merchant characteristics Merchants and tradesmen may teach
75 Erase The average merchant will have 1-6 hit the cantrip they know to their spouses
76-79 Feather Fall points and will fight as a zero-hit-die fig- and children if they work in the shop (on

DRAGON 59
the job) with the guild member. They For added protection, the merchant via a spell. The most common of these
may teach cantrips only, however, and can also hire a thief or assassin to place a are Magic Mouth, Snare, and a Glyph of
not mysteries or magic-user spells — un- trap. The cost to place the trap will be Warding. Some magical traps can be
less the spouse or child enters the guild about equal in gold pieces to the number reset each night so that the merchant
or trade in the usual manner. representing the percent chance the thief can set the trap up and then go to bed.
or assassin has to set the trap success- This is surely true of the Magic Mouth,
Foiling theft fully. That chance should be the same as which could be placed on an object that
Merchants and tradesmen who cannot the chance to remove a trap. is covered during the day or not even
cast cantrips, mysteries or low-level Failure to set a trap successfully means brought out during the day, and then
magic-user spells and who are not re- the thief or assassin will take full damage exposed at night for the would-be thief
tired adventurers can still protect their from the trap. Thus, very few thieves or to trip.
goods from theft. The easiest solution is assassins will set traps that might cause Your DM may rule that a Glyph of
a series of well-placed locks. Larger cen- injury. This is especially true of traps Warding cannot be placed on a carpet. If
ters of population might have complex containing poison needles. A poison- this is allowed, however, this provides a
locks that reduce a thief’s chance to pick needle trap with lethal poison in it will great defense: Just roll the rug up in the
them by some set amount, perhaps down cost at least double the usual price. morning and put it away until the next
to as low as one-half of the original Some thieves and assassins will refuse night. Naturally, there are more potent
chance for success. Complex locks to set such a trap. magics like Symbols and Explosive
should sell for about 1 electrum piece Traps able to be set by thieves involve Runes that might also be available, for a
per percent of this reduction (with a re- simple mechanics and not collapsing much stiffer price. Any magical protec-
duction of 50% being maximum, as de- floors or ceilings, two-ton blocks, or the tion for a merchant’s shop will cost quite
scribed above). like. Most thieves will set traps that a few gold pieces.
Example: A thief has a 35% chance to sound an alarm (like ringing a bell or The merchant can employ one or more
pick a lock. If a shopkeeper spends an gong), cause something to fall (like a guards for his goods at night or even
extra 10 gp on a complex lock, the thief’s bucket, can, or pail), or cause minor during the day. That is what town guards
chance is reduced by a 20% proportion, damage (the classic form is a crossbow are for, by the way. The guard a mer-
to (35% — (.2x.35), or 28%. If the thief’s trap, though some spring-loaded traps chant employs can be an adventuring-
chance were 80%, the same amount of can also be set effectively to throw darts). class character even if the employer is
reduction would take the chance down Poisons and liquids to coat daggers, zero level himself. After all, money is the
to 80% — (.2x.80), or 64%. A run-of-the- darts and bolts are quite expensive. Such key factor here, not level.
mill padlock would cost anywhere from liquids will dry out and/or become impo- The merchant can buy a dog or other
1-100 silver pieces. Standard door locks tent with time; usually the more potent animal (monster?) to guard his property.
sell from 3-300 silver pieces. Locks for the liquid is, the faster it will dry out or A guard dog can stop many a robbery
strong doors, the type found in dun- lose potency. before it starts. If the merchant has a
geons, on temple doors, in jails, and so The merchant can also hire a magic- golem, basilisk or cockatrice, however,
forth likely cost from 1-20 gp. user, cleric, or druid to set a magical trap so much the better!

60 JUNE 1982

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