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Chapter 13 | Magic Items & Spells

• Length, in tenths of an inch begins reading from. If the composition is a piece


• Weight, in hundredths of a pound of music, it plays in your mind in any instrument
• Temperature, in tenths of a degree Fahrenheit you choose. The effect ends when you stop touch-
• Three most prevalent materials, and their ing the object.
amount in tenths of a percent
• Center of gravity, to the nearest hundredth of an S phere of S hadows
Illusion cantrip
inch
• Number of objects in a container Casting Time: 1 action
Range: 30 feet
S hare C ontingency Components: V, S, M (a rag dipped in eye black)
8th-level evocation Duration: 1 minute
Casting Time: 10 minutes Classes: Bard, Sorcerer, Warlock, Wizard
Range: 30 feet A murky 10-foot-radius sphere appears centered
Components: V, S, M (a statuette of the target on a point you choose within range. Choose one of
carved from ivory and decorated with gems worth the following effects.
at least 1,500 gp) Suppress Color. Objects within the sphere
Duration: 10 days appear in shades of gray for the duration.
Classes: Wizard Suppress Light. Bright light within the sphere
Target a willing creature within range and give becomes dim light, and dim light is suppressed for
them the material component of this spell.. Choose the duration.
a spell of 5th-level or lower that you can cast, The effect ends if you cast the spell again, or
that has a casting time of 1 action, and that can dismiss it as an action.
target you. You cast that spell—called the contin-
gent spell—as part of casting share contingency,
S tagecraft
Illusion cantrip
expending spell slots for both, but the contingent
spell doesn’t come into effect. Instead, it takes Casting Time: 1 action
effect on the targeted creature when a certain cir- Range: 30 feet
cumstance occurs. You describe that circumstance Components: V, S
when you cast the two spells. Duration: 1 hour
The contingent spell takes effect immediately Classes: Bard
after the circumstance is met for the first time, You hum along with the Universal Symphony for
whether or not you want it to, and then share a moment, and coax the Arcana to aid in your
contingency ends. artistic process. You create one of the following
You can use only one share contingency spell magical effects within range:
at a time. If you cast this spell again, the effect • You cause light to shine from a point you choose
of another share contingency spell on the target within range in a cone up to 20 feet long.
creature ends. Also, share contingency ends if • You capture an image you see, inscribing it
its material component is ever not on the target instantly onto a sheet of blank paper in grainy
creature’s person. black-and-white. Text captured this way is not
At Higher Levels. When you cast this spell using clear enough to read.
a 9th-level spell slot, its duration becomes “until • You capture the sound of yourself playing an
dispelled” (the other conditions for ending the instrument, singing, or speaking for up to 1
spell still apply). minute, or play back a previously captured
performance. If you capture a second perfor-
S peaking P age mance, the previous one is lost. A creature gains
Divination cantrip advantage on Charisma (Performance) checks
Casting Time: 1 action within range while it plays back.
Range: Self • You enchant a mask you touch that can cover
Components: S a creature’s eyes, making its wearer’s face
Duration: Instantaneous unrecognizable with an illusion for 1 hour.
Classes: Bard, Wizard The mask remains visible, and the creature’s
You touch a note, book, or other composition in a face appears as an anonymous member of its
language you can read, and a voice you can hear species. Observers are aware the creature’s face
in your mind reads it to you. The spell can read is obscured with magic, and if a creature within
through solid matter such as paper or a book’s the spell’s range uses its action to examine the
binding, but a thin sheet of lead blocks the effect. illusion, the creature can see through it with
You decide the sound of the voice and where it a successful Intelligence (Investigation) check
against your spell save DC.

What if a book always read itself in the same voice with speaking page?
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Chapter 13 | Magic Items & Spells

If you cast this spell multiple times, you can have W hispers of the N etherworld
up to three of its effects active at a time, and you Necromancy cantrip
can dismiss such an effect as an action.
Casting Time: 1 action
S troke of G ood L uck Range: Self
Abjuration cantrip Components: V, S, M (a black candle worth at
least 5 gp, which the spell consumes)
Casting Time: 1 action
Duration: 1 minute
Range: Touch
Classes: Bard, Cleric, Druid, Sorcerer, Warlock,
Components: V, S
Wizard
Duration: 1 hour
Classes: Druid You light a black candle to listen mentally through
the Absolute Veil for the murmurs of ghosts. Make
You touch the head of a friendly creature whose
a DC 11 Wisdom (Perception) check. On a suc-
type is Beast. For the duration, it has advantage
cess, the GM rolls a d100 in secret and consults
on all Wisdom (Survival) checks to find food or
the Whispers table for what you hear.
shelter and Charisma (Persuasion) checks against
at Beasts. Additionally, the Beast has advantage on Whispers
the next saving throw it makes during the spell’s d100 Result
duration.
01-15 Unintelligible gibbering
S wift I nvisibility 16-30 A random string of phrases
1st-level illusion
31-50 An unhelpful, but intelligible message
Casting Time: 1 bonus action
Range: Self 51-85 A cryptic insight that may be useful
Components: V, S 86-99 A helpful message
Duration: 1 round A helpful message, from a ghost who can hear
Classes: Bard, Sorcerer, Warlock, Wizard 100
and respond to you for the duration
With a flick of the wrist, you become invisible
Casting this spell more than twice in the same
until the start of your next turn. Anything you are
location risks attracting the attention of a malev-
wearing or carrying is invisible as long as it is on
olent ghost powerful enough to manifest in the
your person. The spell ends if you attack or cast a
Beast World.
spell.

W here is V arasta ?
2nd-level divination
Casting Time: 1 action
Range: Self
Components: V
Duration: 1 hour
Classes: Bard, Cleric, Druid, Paladin, Ranger,
Sorcerer, Warlock, Wizard
You ask the question aloud, and the Arcana
answers with a weary sigh. You sense the direction
of the god Varasta’s mortal avatar. If Varasta is in
motion, you know the direction of his movement.
The spell fails if he doesn’t wish to be found.

“He’s right behind me, isn’t he?”


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Cppendix
A hapter 1—Q
A — uick
Building
Reference
a Crew

Building a C rew Coming Together


D8 How’d You Meet?
This section outlines seven decisions to make
1 Comrades Anyway
about a delving crew. This exercise is especially
2 Nowhere Else to Go
useful for first-time Beast World GMs and players.
The tables assume no one has decided anything 3 Seeking Something Better
about their individual characters, but it’s also 4 Race to Greatness
compatible with a party whose sheets are already 5 Matter of Fate
done. 6 Mutual Mentor
How (or if) you use these tables is entirely up 7 Anyone Would Do
to you! You can roll diligently at every step to let 8 Career Synergy
chaos control the start of your game, or choose
specific entries. Skip steps if you want to decide Comrades Anyway. If you hadn’t formed a delv-
them through the course of play. My only recom- ing crew, you’d still be friends or relations. Some
mendation is to do this with everyone present, so crews are immediate family members, and others
everyone has input. You might find this useful for are childhood buddies who saved up for their first
session zero. wagon then rode it out of town.
Tier Type of Game Nowhere Else to Go. You’re a crew because you
had no other choice. Maybe you’re all fugitives who
Level 3-8 Everyman Delver
escaped from the same cell, or maybe you’re in
Level 9-16 Household Name
debt to the same lender. It’s an unhappy circum-
Level 17-20 The Crowd Falls Silent
stance that brought you all together, and you’re
The game’s tier is an important decision about the working to get out of the hole.
vibe of your game. For more information about Seeking Something Better. Like the previous
the tiers and how they fit into the Beast World, see entry, but without the hard-on-your-luck vibe. After
page 22. a night of drinking, four farmers confess they
dread the prospect of spending their lives in a field.
A group of Pirhouan bethelkeepers-in-training are
annoyed serving the whims of their community.
Yours is a quest for a more interesting life.
Race to Greatness. You’re all in a competition,
friendly or otherwise, that led you to delving.
A corrupt jail warden sends prisoners into the
Dungeon to fetch loot, promising that the heaviest
sack buys a pardon. Fame-seeking crews meet this
way, knocking elbows in the fight for center stage.
Matter of Fate. A wizard sweeps her hands
over a crystal orb and ponders the names on its
surface. Ancient prophecy describes, with uncanny
accuracy, four youths from the same town. Like it
or not, destiny brought you together for a larger
purpose.
Mutual Mentor. Competent people attract stu-
dents and protégés. Your professor, commander, or
local crime lord sent you into the Dungeon, to test
your mettle or win some loot for them.
Anyone Would Do. Sometimes, Varasta’s ran-
dom will brings a crew together. Y’all showed up
without your own crew and ended up side-by-side
on the Delve.
Career Synergy. This origin has some overlap
with a mutual mentor. You’re in the same line of
work, perhaps as a noble’s knights or geological
researchers. You didn’t come into this story as
delvers, but your job will lead you below ground
soon enough.

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AC hapterA
ppendix 1—Q
— Buick Reference
uilding a Crew

Adventure Scale D6 How Do You Get Along?


1 4 Delvers, 4 Roles
D4 Scope 2 What’s Our Next Move, Boss?
1 One City 3 Two Pairs
2 One Homeland 4 Nobody Wants to Be Here
3 Caravan’s Path 5 Hard Focus
4 Crossworld Hop 6 The Polycule
One City. Your adventures center on a single 4 Delvers, 4 Roles. The default way most players
region. Members of Baroness Diana’s Dungeon see a 5e party is like a “heist crew.” Everyone has
Brigade patrol Patrie’s countryside. The Thieves’ a role to play, and interplay is based on knowing
Army has special delving crews that ensure each member is the best beast for their job. This
meddling monsters don’t disrupt business. This is useful for those new to the setting or to tabletop
is a great option for GMs and players who enjoy roleplaying. It removes some initial pressure and
detailed city maps and a web of social intrigue. allows you to focus on learning your species and
One Homeland. While you’re more prone to class.
wander than those in the previous category, your What’s Our Next Move, Boss? Your crew trusts a
adventures focus on a single Beast World home- leader to direct them. It’s not a dictatorship; rather,
land. If your table is especially interested in one, they keep the game from hitting a brick wall of
this is a way to dive deep into its lore. You might deliberation. The leadership role is fantastic for
not stay forever, but an initial commitment can a player who wants to come out of their shell but
inform interesting character concepts. gets overshadowed in free-form roleplay. Long-
Caravan’s Path. Most games in the setting go time groups can freshen things up exploring a new
this route. Your crew follows the game loop of party disposition.
caravan-lead-delve. Littfeld takes a yearly lap Two Pairs. This crew is two previous relation-
around the world, but caravans don’t need any ships combined. They could be married couples
concrete route. or matching pairs of classes or roles. There might
Crossworld Hop. You’re not bound to one also be a schism down the middle, opposed ideol-
homeland. You’re not even bound to the Beast ogies allied by circumstance. I recommend each
World. Enter the collective unconscious Dreaming pair work together during character creation, then
or go curio scavenging in the Broken World. More let the backgrounds interact during the game.
information about the cosmology is in Chapter 8.

Origins
D3 Where Are You From?
1 All the same homeland
2 Tending toward one
3 All different homelands

It’s helpful to determine if you’re all from the


same cultural background. This can inform
the campaign’s initial adventures. For example,
Allemagnians traveling in the far north of Oria
might meet interesting friction that wouldn’t apply
to a Vinyotian crew. A crew of all non-feline Al’ari
also sets out with a good hook.

Crew Dynamics
This is less focused on the Beast World, and more
on how your characters will interact. By thinking
about who actually likes each other before charac-
ter creation, you can explore spicy interpersonal
conflict. I find that the strongest stories are about
crews that are kind of a mess.

393
Cppendix
A hapter 1—Q
A — uick
Building
Reference
a Crew

Nobody Wants to Be Here. This fits any crew


forced to cooperate. People who can’t stand each My Favorite
other suck it up because these jerks are their My favorite way to play the game is with
best chance of surviving a delve. Evil-aligned two dual concepts. Every player comes to the first
campaigns often operate this way. This dynamic is session with someone to chatter with and bounce
difficult to pull off. However, with mature players off their individual character quirks. I always love
and out-of-character communication, interpersonal duos. Try it!
conflict is not the game-dooming curse it has a
reputation for. Remember that everyone is playing
for the same reason. Work together for a good
The Quest
time, even when your characters assuredly aren’t. Don’t over-prepare. You should preserve some
The beauty of this option is that it describes suspense and allow the GM a chance to surprise
the game’s beginning. Stories about hated rivals players with twists and false goalposts. However,
can arc into ones about found families who bond discussing the story’s vague shape can ensure
through adversity. That’s the quintessential Beast everyone is engaged and immersed.
World story. D10 What’s Your Shared Long-Term Goal?
Hard Focus. Conventional wisdom says every 1-2 Wealth Unimaginable
party must be a balanced machine with exactly 3-4 Mutual Self-Mastery
one member of each character archetype. “Tank. 5-6 The Seven Orbs
DPS. Healer. Controller.” I make an effort to keep 7-8 The Cure
my writing upbeat and positive. That said, look at 9-10 Big Footprints
me in my eyes, right now.
Restricting your party to four “role slots” is stupid. Wealth Unimaginable. The simplest and most
In 5e, the only challenge-related question of con- common goal: a mountain of solid gold. For
sequence is: “do we have access to cure wounds?.” GMs, it’s important to build a good reason for
And even that is totally mitigable. The rules will piling up money. Is someone clawing their way
survive four beefcakes. Show courage. out of a secret debt? Are there kids to feed back
The bardic rock band, the wizard study group, or home? Perhaps it’s a simple matter of building a
the druid circle are all fantastic examples of this retirement fund of giant rubies and marble statues
model. This crew shares a specialty and debates and stuff. The crew is banking their rewards, so
its finer points. They might compare how much challenge them to manage their growing fortune.
hurt they dish out—or are dished out—during a They hang out with lots of shady types, after all.
delve. Mutual Self-Mastery. Tight-knit crews often
The Polycule. This isn’t solely intended for delve because of a shared obsession with being
mutual love affairs between four people (but that’s the best at something. Towering titans appearing
allowed). This is a story of inseparable allies. They early can set up a satisfying conclusion. With good
aren’t always in lock-step, but they always know luck and smart decisions, someday one’s idols
someone has their back. While this might seem will become their admirers. An effective reward is
like abandoning conflict altogether, think of it as letting the crew flex on new delvers and mentor
a shift in focus. Instead of a rocky relationship those on the same path.
between begrudging allies, these crews collide The Seven Orbs. A rock-solid, venerated frame-
with everyone else. When you can skip the moral work: the quest to retrieve the thing from the guy.
debates, there’s more time for berating bratty A villain has stolen something powerful or some-
nobles for information. one precious. A prized artifact sits on a pedestal.
A tangible token of success on the horizon helps
motivate a character and introduce tension. It’s
also ripe for subversion; because of its ubiquity in
tabletop roleplaying campaigns (and books, and
movies, and video games…), expectations are deep
and automatic. A beginner GM might start a story
on this path. After some experience running the
game (and emotionally manipulating players), they
can throw the orb out as a curveball to make it
unforgettable.

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