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[Let's Read] The Wanderer's Guide to Merchants & Magic
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<blockquote data-quote="Libertad" data-source="post: 8785039" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/y0wcD0a.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"><strong>Chapter 4: Magic Items</strong></p><p></p><p>It’s only appropriate that a sourcebook themed around magic items includes new magical gear! For the sake of brevity I won’t cover them all, but will include the ones that stand out in being particularly interesting.</p><p></p><p>The <em>Aegis of Dread</em> is a shield that can impose the Frightened condition on someone who misses the wielder in melee; <em>Animator’s Quill</em> can be used to draw and bring to life a tiny creature, possessing a telepathic bond with the wielder and the ability to cast Invisibility on itself; <em>Basilisk’s Blade</em> can expend charges to deal bonus poison damage or cast the Flesh to Stone spell on a target; <em>Beauty’s Bane</em> is a mirror that can stun a creature looking into it as it becomes enamored with its own reflection; <em>Caged Star</em> is a morningstar which can expend charges to glow brightly, halving incoming damage from an attack and dealing extra radiant damage after the attack; the <em>Clockwork Sword</em> can do one of three effects when attacking with it (blinding flash, pushing a target away, or shocking them with lightning); <em>Death Petal Rose</em> is a plant one attunes to and has 3 nonrenewable charges which can be spent to auto-succeed on a death saving throw; <em>Extending Staff</em> can magically shorten or enlarge to grant a variety of benefits (5 feet a quarterstaff, 10 feet adds reach property, 15 feet can vault for extra distance on jumps); <em>Ghost Shroud</em> has charges that can turn the wearer incorporal until the end of their next turn; <em>Heartlock Armor</em> is studded leather which comes with a matching key that makes the wearer automatically succeed at any save which can alter their form should they so desire, and the key can be used to spend a charge to cast enlarge/reduce with no concentration or the knock spell; <em>Jug of Endless Wind</em> can create powerful winds the wielder can use to move objects and creatures, create a wall of difficult terrain that can block ranged attacks, or bestow short-distance flight via geyser jumps; <em>Mithrandine Armor</em> is mithral reinforced with adamantine in key sections, removing disadvantage on Stealth checks and turns any critical hits against the wearer into normal hits; <em>Potion of Renewal</em> comes in three varieties which allow the drinker to regain one spell slot of an appropriate level; <em>Ring of the Blood Pact</em> stores charges when the wearer absorbs the life essence from a dying creature as a reaction, and can spend those charges to roll an additional d20 on an attack, ability, or save check; <em>Rope of Reaching</em> creates a bodiless duplicate of the caster’s hands which can appear at any point up to 30 feet away and are capable of fine manipulation; <em>Scroll of Time Travel</em> can transport the reader and up to 8 willing creatures to a specific point in the past, and can transport them back to the present once a set-upon period of time passes (or the reader can choose “forever” where the travel becomes one-way); <em>Sojourner’s Flute</em> has charges which can be spent while playing to cast teleport, but only to the place the performer last used the flute (using the flute for the first time designates the location for the next teleport); various <em>Tattoos</em> which are consumable items that fade from the wearer’s body once used, such as Absorption which can absorb a set amount of damage from a specific damage type based on rarity, Devastation which can make a single attack be made with advantage and automatically crits on a hit, Heroism which removes and grants immunity to the Frightened condition along with temporary hit points, and Spell Turning which can rebound a spell at the caster; and a <em>Wondrous Bestiary</em> which allows the reader to make an Intelligence check plus double their proficiency bonus to know details about a certain creature type, and has charges which can be spent to learn aspects of a monster’s game stats (HP, AC, Vulnerabilities, Immunities, special qualities such as Legendary Resistance, etc).</p><p></p><p style="text-align: center"><strong>Chapter 5: Make A Magic Shop</strong></p><p></p><p>The shortest chapter in this book, these pages are little more than a series of random die charts and tables for determining the various facets of a magic item shop. There’s tables for race including both PHB-friendly and more monstrous results, generic details such as name, background, appearance, quirks, and biases, as well as the location, appearance, features, and security/inventory of the shop itself. We have 5 tables of broad magic item types (arms and armor, jewelry and clothing, etc) for determining what goods they have on sale using items from both the core rules and this book. In the case of these last tables, they are all d20 but one can choose to roll a smaller die as the higher results contain more powerful magic items.</p><p></p><p style="text-align: center"><strong>Appendix: Magic Item Values</strong></p><p></p><p>This appendix includes values for nearly every magic item in the 5th Edition OGL along with all of the new items in this book. A few items are intentionally left out in being too powerful or unpredictable in ways that preclude reliable pricing: these include the bag of beans, candle of invocation, deck of many things, orb of dragonkind, sphere of annihilation, talisman of pure good, talisman of the sphere, talisman of ultimate evil, and the well of many worlds.</p><p></p><p>The appendix is split into two tables, covering the SRD items and the ones in this book. They are arranged alphabetically rather than by price, and items requiring attunement have an “A” symbol next to them.</p><p></p><p><strong>Thoughts So Far:</strong> I’m quite fond of the new magic items here. A few may be rather potent for their price, particularly the Potion of Renewal which can recharge spent spell slots (50 to 200 gp for 1st, 3rd or lower, and 5th or lower slots), and the Jug of Endless Wind can be used for long-duration flight as long as you have an action to spare (800 gp). The Scroll of Time Travel is open to all sorts of shenanigans, but its Legendary Rarity and being only sold at the Timeless Tower to trusted customers puts it more in the DM’s hands (10,000). The Wondrous Bestiary I can see as being extremely valuable to just about any adventuring party, but its metagaming features are limited in charges which makes it more of a useful thing to pull out at key points than something to use all the time (1,000 gp).</p><p></p><p>But overall, I like the new variety of magic items. The Make a Magic Shop chapter is also useful for generating merchants on the fly, too.</p><p></p><p><strong>Final Thoughts:</strong> I really like the Wanderer’s Guide to Merchants & Magic. It serves a purpose that many gaming groups want which is overall lacking in the 5th Edition core rules. The fact that there aren’t many other sourcebooks like it makes it even more valuable. The adventures and sample shops are high quality as well, making this book more than just a list of item prices. Even those who don’t care for the magic item shop concept can still find it a useful resource in adopting the NPCs, adventures, and new magic items for their own campaigns. The Wanderer’s Guide has a little something for everyone, and for that reason I highly recommend it!</p></blockquote><p></p>
[QUOTE="Libertad, post: 8785039, member: 6750502"] [center][img]https://i.imgur.com/y0wcD0a.png[/img] [b]Chapter 4: Magic Items[/b][/center] It’s only appropriate that a sourcebook themed around magic items includes new magical gear! For the sake of brevity I won’t cover them all, but will include the ones that stand out in being particularly interesting. The [i]Aegis of Dread[/i] is a shield that can impose the Frightened condition on someone who misses the wielder in melee; [i]Animator’s Quill[/i] can be used to draw and bring to life a tiny creature, possessing a telepathic bond with the wielder and the ability to cast Invisibility on itself; [i]Basilisk’s Blade[/i] can expend charges to deal bonus poison damage or cast the Flesh to Stone spell on a target; [i]Beauty’s Bane[/i] is a mirror that can stun a creature looking into it as it becomes enamored with its own reflection; [i]Caged Star[/i] is a morningstar which can expend charges to glow brightly, halving incoming damage from an attack and dealing extra radiant damage after the attack; the [i]Clockwork Sword[/i] can do one of three effects when attacking with it (blinding flash, pushing a target away, or shocking them with lightning); [i]Death Petal Rose[/i] is a plant one attunes to and has 3 nonrenewable charges which can be spent to auto-succeed on a death saving throw; [i]Extending Staff[/i] can magically shorten or enlarge to grant a variety of benefits (5 feet a quarterstaff, 10 feet adds reach property, 15 feet can vault for extra distance on jumps); [i]Ghost Shroud[/i] has charges that can turn the wearer incorporal until the end of their next turn; [i]Heartlock Armor[/i] is studded leather which comes with a matching key that makes the wearer automatically succeed at any save which can alter their form should they so desire, and the key can be used to spend a charge to cast enlarge/reduce with no concentration or the knock spell; [i]Jug of Endless Wind[/i] can create powerful winds the wielder can use to move objects and creatures, create a wall of difficult terrain that can block ranged attacks, or bestow short-distance flight via geyser jumps; [i]Mithrandine Armor[/i] is mithral reinforced with adamantine in key sections, removing disadvantage on Stealth checks and turns any critical hits against the wearer into normal hits; [i]Potion of Renewal[/i] comes in three varieties which allow the drinker to regain one spell slot of an appropriate level; [i]Ring of the Blood Pact[/i] stores charges when the wearer absorbs the life essence from a dying creature as a reaction, and can spend those charges to roll an additional d20 on an attack, ability, or save check; [i]Rope of Reaching[/i] creates a bodiless duplicate of the caster’s hands which can appear at any point up to 30 feet away and are capable of fine manipulation; [i]Scroll of Time Travel[/i] can transport the reader and up to 8 willing creatures to a specific point in the past, and can transport them back to the present once a set-upon period of time passes (or the reader can choose “forever” where the travel becomes one-way); [i]Sojourner’s Flute[/i] has charges which can be spent while playing to cast teleport, but only to the place the performer last used the flute (using the flute for the first time designates the location for the next teleport); various [i]Tattoos[/i] which are consumable items that fade from the wearer’s body once used, such as Absorption which can absorb a set amount of damage from a specific damage type based on rarity, Devastation which can make a single attack be made with advantage and automatically crits on a hit, Heroism which removes and grants immunity to the Frightened condition along with temporary hit points, and Spell Turning which can rebound a spell at the caster; and a [i]Wondrous Bestiary[/i] which allows the reader to make an Intelligence check plus double their proficiency bonus to know details about a certain creature type, and has charges which can be spent to learn aspects of a monster’s game stats (HP, AC, Vulnerabilities, Immunities, special qualities such as Legendary Resistance, etc). [center][b]Chapter 5: Make A Magic Shop[/b][/center] The shortest chapter in this book, these pages are little more than a series of random die charts and tables for determining the various facets of a magic item shop. There’s tables for race including both PHB-friendly and more monstrous results, generic details such as name, background, appearance, quirks, and biases, as well as the location, appearance, features, and security/inventory of the shop itself. We have 5 tables of broad magic item types (arms and armor, jewelry and clothing, etc) for determining what goods they have on sale using items from both the core rules and this book. In the case of these last tables, they are all d20 but one can choose to roll a smaller die as the higher results contain more powerful magic items. [center][b]Appendix: Magic Item Values[/b][/center] This appendix includes values for nearly every magic item in the 5th Edition OGL along with all of the new items in this book. A few items are intentionally left out in being too powerful or unpredictable in ways that preclude reliable pricing: these include the bag of beans, candle of invocation, deck of many things, orb of dragonkind, sphere of annihilation, talisman of pure good, talisman of the sphere, talisman of ultimate evil, and the well of many worlds. The appendix is split into two tables, covering the SRD items and the ones in this book. They are arranged alphabetically rather than by price, and items requiring attunement have an “A” symbol next to them. [b]Thoughts So Far:[/b] I’m quite fond of the new magic items here. A few may be rather potent for their price, particularly the Potion of Renewal which can recharge spent spell slots (50 to 200 gp for 1st, 3rd or lower, and 5th or lower slots), and the Jug of Endless Wind can be used for long-duration flight as long as you have an action to spare (800 gp). The Scroll of Time Travel is open to all sorts of shenanigans, but its Legendary Rarity and being only sold at the Timeless Tower to trusted customers puts it more in the DM’s hands (10,000). The Wondrous Bestiary I can see as being extremely valuable to just about any adventuring party, but its metagaming features are limited in charges which makes it more of a useful thing to pull out at key points than something to use all the time (1,000 gp). But overall, I like the new variety of magic items. The Make a Magic Shop chapter is also useful for generating merchants on the fly, too. [b]Final Thoughts:[/b] I really like the Wanderer’s Guide to Merchants & Magic. It serves a purpose that many gaming groups want which is overall lacking in the 5th Edition core rules. The fact that there aren’t many other sourcebooks like it makes it even more valuable. The adventures and sample shops are high quality as well, making this book more than just a list of item prices. Even those who don’t care for the magic item shop concept can still find it a useful resource in adopting the NPCs, adventures, and new magic items for their own campaigns. The Wanderer’s Guide has a little something for everyone, and for that reason I highly recommend it! [/QUOTE]
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