Spells for Sale

On February 1, 2005, Posted by , In Campaign Workbook, With No Comments

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Dо your players need a spellcaster to cure a disease, restore lost abilities, turn stone back to flesh, or raise someone from the dead? Are they looking for a particular potion, scroll, or magic item?

Well, they’ve come to the right place. Here are three merchant spellcasters who are ready to set up shop in your towns and cities or take their spells and item creation abilities on the road.

To determine what these NPCs charge for their spellcasting services, see NPC Spellcasting, Dungeon Master’s Guide 107.


Garsyth is a soft-spoken, redheaded half-elf sorcerer raised among sylvan elves, deep in the forest. He specializes in gathering information and seeking retribution through spells like geas/quest and baleful polymorph. Garsyth has the Leadership feat with a Leadership score of 19. He has attracted a large group of followers, including a muscular bard named Phantu and a small army of rogues and sellswords who call themselves the Viper’s Head. See the Leadership table, Dungeon Master’s Guide 106.

Garsyth, male half-elf sorcerer

Garsyth, male half-elf sorcerer 14: CR 14; Medium humanoid; HD 14d4+14; hp 49; Init +2; Spd 30 Й.; АС 16, touch 14, flat-footed 14; Base Attack +7; Grp +6; Atk +7 melee (1d6, +1 vermin bane sickle) or +10 ranged (1d8/19-20, masterwork light crossbow); Full Atk +7/+2 melee (1d6, +1 vermin bane sickle) or +10 ranged (1d8/1920, masterwork light crossbow); SA spells, sery on familiar; SQ low-light vision, immunity to sleep spells, summon familiar; AL СМ; SV Fort +5, Ref +6, Will +10; Str 8, Dex 15, Con 13, Int 13, Wis 13, Cha 20.

Skills: Bluff +14, Concentration +13, Craft (papermaking) +6, Diplomacy +9, Gather Information +9, Knowledge (arcana) +6, Listen +7, Profession (bookkeeper) +4, Search +4, Sense Motive +3, Spellcraft +18, Spot +4.

Feats: Alertness”, Eschew Materials, Investigator, Leadership, Negotiator, Scribe Scroll.

Languages: Common, Sylvan, Elven.

Spells Known (6/7/7/7/7/7/5/3; caster level 14): 0—arcane mark, dancing lights, detect magic, light, mage hand, mending, message, open/close, read magic; 1st—comprehend languages, identify, mage armor, magic missile, shield; 2nd— invisibility, levitate, locate object, resist energy, scorching ray (+9 ranged touch); 3rd—clairaudience/clairvoyance, lightning bolt (DC 18), nondetection (DC 18), tongues; 4th—lesser geas (DC 19), greater invisibility, remove curse, scrying (DC 19); 5th—baleful polymorph (DC 20), break enchantment, contact other plane; 6th— legend lore, stone to flesh; 7th—limited wish (DC 21).

Possessions: +1 vermin bane sickle, masterwork light crossbow, cloak of Charisma +2, ring of protection +2, bracers of armor +2, scroll of invisibility, scroll of lightning bolt.

Bat Familiar (H’wellin): hp 24; Monster Manual 268.

Phantu, Male Human Bard

Phantu, male human bard 12: CR 12; Medium humanoid; HD 12d6+12; hp 54; Init +1; Spd 30 ft.; AC 17, touch 14, flatfooted 15; Base Attack +9; Grp +13; Atk +14 melee (1d8+4 plus 1d6 electricity/19— 20, +1 shock longsword); Full Atk +14/+9 melee (1d8+4 plus 1d6 electricity/19-20, +1 shock longsword); SA fascinate, spells, suggestion; SQ bardic knowledge +13, bardic music, countersong, inspire competence, inspire courage +2, inspire greatness, song of freedom; AL CN; SV Fort +5, Ref +10, Will +10; Str 18, Dex 15, Con 12, Int 13, Wis 10, Cha 18.

Skills: Concentration +15, Diplomacy +14, Gather Information +14, Hide +14, Knowledge (local) +16, Listen +10, Move Silently +14, Perform (wind instruments) +21, Tumble +12, Use Magic Device +14.

Feats: Combat Casting, Dodge, Iron Will, Power Attack, Scribe Scroll, Stealthy.

Languages: Common, Elven.

Bard Spells Known (3/4/4/4/3, caster level 12): 0—light, mage hand, mending, message, read magic, summon instrument; 1st—cure light wounds, expeditious retreat, identify, sleep (DC 15); 2nd—cure moderate wounds, heroism, invisibility, tongues; 3rd— cure serious wounds, lesser geas (DC 17), good hope, see invisibility; 4th—greater invisibility, legend lore, zone of silence (DC 18).

Possessions: +1 shock longsword, masterwork studded leather armor, +2 ring of protection, wand of magic missile, scroll of expeditious retreat, masterwork flute.


Jep is a cleric of Fharlanghn charged with protecting and helping travelers. Usually he can be found at the local temple of Fharlanghn, but he serves for months at a time at a roadside shrine far out in the wilderness. He charges for his spellcasting like any other merchant caster, but most of the money goes to support Fharlanghn’s shrines and inns.

Jep is a neutral cleric, but has chosen healing spells as his spontaneous casting ability. Jep can also cast raise dead, but he doesn’t prepare that spell every day. Instead, he casts gentle repose if needed, then prepares raise dead the next day.

Jep is a good cook, and his waistline suffers from it. He covers his elven chain with a threadbare robe and hooded cape so thieves won’t be tempted.

Beadle Jep, male human cleric

Beadle Jep, male human cleric 9: CR 9; Medium humanoid; HD 9d8+9; hp 50; Init —1; Spd 30 ft.; AC 16, touch 9, flatfooted 16; Base Attack +6; Grp +6; Atk +7 melee (1d6+1, +1 quarterstaff} or +9 ranged (1d4, masterwork sling); Full Atk +7/+2 melee (1d6, +1 quarterstaff) or +9 ranged (1d4, masterwork sling); SA spells, turn undead 5/day; SQ—; AL LN; SV Fort +7, Ref +2, Will +9; Str 10, Dex 9, Con 12, Int 12, Wis 16, Cha 14.

Skills: Concentration +17, Diplomacy +8, Heal +12, Listen +5, Profession (cook) +6, Spellcraft +10, Spot +5, Survival +12.

Feats: Alertness, Brew Potion, Eschew Materials, Combat Casting, Scribe Scroll.

Languages: Common, Elven.

Spells Prepared (caster level 9): 0—create water, cure minor wounds, detect magic, light, purify food and drink, read magic; 1st—bless, comprehend languages, endure elements, longstrider, obscuring mist, shield of faith; 2nd—delay poison, enthrall (DC 15), gentle repose, lesser restoration, shield other, zone of truth (DC 15); 3rd—create food and water, dispel magic, fly, invisibility purge, remove disease; 4th—dimension door, neutralize poison, restoration; 5th— flame strike (DC 17), teleport.

Domains: Protection (protective ward grants +9 resistance bonus on next save 1/day), Travel (freedom of movement up to 9 rounds/day; Survival is a class skill).

Possessions: +1 quarterstaff, elven chain, +1 light wooden shield, potion of cure moderate wounds, potion of resist elements, scroll of summon monster III, scroll of water breathing, light horse.


Facivis is a wizard who has taken up magic item crafting when he is not adventuring with a group of local heroes. He is well known for his beautiful boots of elvenkind, boots of speed, boots of teleportation, and winged boots, and can create a staff of fire.

Facivis is short for an elf, standing just over 4 feet tall. He spends little time on personal grooming, and other elves find his unkempt appearance an embarrassment.

Facivis, male elf wizard

Facivis, male elf wizard 12: CR 12; Medium humanoid; HD 12d4 plus 3; hp 33; Init +3; Spd 30 ft.; АС 17, touch 15, flatfooted 14; Base Attack +6; Grp +5; Atk +6 melee (1d4/17-20, +1 keen dagger); Full Atk +6/+1 melee (1d4/17-20, +1 keen dagger); SA spells; SQ low-light vision, immunity to sleep spells, summon familiar; AL NG; SV Fort +4, Ref +7, Will +8; Str 9, Dex 16, Con 10, Int 18, Wis 10, Cha 10.

Skills: Concentration +15, Craft (leatherworking) +14, Decipher Script +14, Knowledge (arcana) +14, Knowledge (local) +14, Listen +2, Search +6, Spellcraft +19, Spot +2.

Feats: Brew Potion, Craft Magic Arms and Armor, Craft Rod”, Craft Staff, Craft Wand®, Craft Wondrous Item, Scribe Scroll®, Toughness.

Languages: Common, Elven, Sylvan.

Spells Prepared (caster level 12): 0—arcane mark, detect magic, light, mending; 1st—expeditious retreat, identify, mage armor, magic missile, shield; 2nd—arcane lock, cat’s grace, invisibility, levitate, resist energy, 3rd—fireball (2) (DC 17), fly, haste, protection from energy; 4th—arcane eye, greater invisibility, shout (DC 18), stoneskin; Sth—fabricate, summon monster V, teleport; 6th—chain lightning (DC 20), greater heroism.

Spellbook: 0—all cantrips; 1st—alarm, burning hands, expeditious retreat, feather fall, identify, mage armor, magic missile, shield, true strike; 2nd—arcane lock, cat’s grace, invisibility, levitate, resist energy; 3rd—explosive runes, fireball, fly, haste, protection from energy; 4th—arcane eye, greater invisibility, shout, stoneskin, wall of fire; 5th—fabricate, seeming, summon monster V, teleport; 6th— chain lightning, geas/quest, greater heroism, stone to flesh.

Possessions: Bracers of armor +2, +1 keen dagger, boots of speed, ring of protection +2, staff of fire, 3 vials of diamond dust worth 250 gp each (spell component for stoneskin).