Most professions found in the towns cities and settlements
have organizations that teach regulate and protect the organization's members. These
organizations are usually called gylds. There are gylds for Masons, Carpenters,
clothiers, weavers, and so forth.
The gylded professions are usually taught from one
generation to the next by means of the apprentice system. Professions are often
beset by outsiders who either want to learn the trade without contributing to the
gyld or others who try to take money from the gyld and its members through
unfair taxation theft and the like. Thus many gylds will teach a proprietor
some minor magics that range in power somewhere between Cantrips and second-level
magic user spells. Only Grandmasters of a gyld might be able to cast a spell
equivalent to a second-level magic-user spell.
There are a variety of Cantrips available:
- · Stir
- · Mix
- · Clean
- · Wipe
- · Dry
- · Moisten
- · Hold
- · Freshen/Dirty
- · Color
- · Gather/Scatter
- · Remove/Scatter Dust
- · Polish/Tarnish
- · Ravel
- · Tangle/Untangle
- · Stitch
- · Flavor
- · Wrap
- · Wilt
The average Gylder or tradesman is 33% likely to know one
useful cantrip.
If the Gylder or tradesman knows at least one can trip,
there is a 50% chance that the figure will have the capacity to learn 1st
level spells, and a 25% chance they will have the capacity to learn 2nd
level spells..
A number or range of numbers in parentheses after the
listing indicates the number of Cantrips usable by a figure in a single day.
They may also be able to use other minor magics called Mysteries.
Spells Known and Usable
01-33 No
other magic known.
34-50 Able
to cast spells up to the Mystery level of complexity.
51-90 Able to cast spells up to the 1st
level of complexity. Maximum of three per day.
76-90 Able
to cast spells up to the 2nd level of complexity. Maximum of two per
day.
91-00 Able
to cast the maximum number of spells their level allows..
Cantrips and Mysteries, as well as magic-user spells, are
learned from books. The chance to know each listed spell as per the intelligence
table in the rule book must be rolled for Cantrips and Mysteries as well as
regular spells.
Mysteries: more minor magics
Mysteries are very minor forms of magic used to protect a
professional from attacks and to protect his shop and goods from theft and
other forces. Common Mysteries include:
- · Alarm,
- · Appreciate,
- · Belle,
- · Drowsiness,
- · Glue,
- · Grab,
- · Hound,
- · Lapse,
- · Lock,
- · Pacify,
- · Panic,
- · Spin
Mystery Details
1. Alarm: This magic will allow the shopkeeper’s
voice to become four times louder than normal for one round so that he/she can
call for help. The volume of the voice will not directly affect the offending
person but might cause him or her to run off.
2. Appreciate: This is used on a person to get him or
her to see more quality in an item. It can cause the victim to pay up to 20%
more than he or she would have paid for an item, because now he or she is
convinced of its higher value. The victim is allowed a saving throw if the item
is valued at under 10 gp; a save at +2 if the value is 10-99 gp; a save at +5
for items valued at 100-199 gp, and a save at +8 if the value is 200 gp or
more. Appreciate cannot convince someone an item is magical in any case. If the
victim makes the saving throw, he or she will not buy the item unless the price
drops by at least 40%.
3. Bell: This uses an actual bell as a material
component. The dweomer is cast on the bell after it is placed near a door or
some item that the shopkeeper wishes to guard. The duration of the bell is 8
hours or until the bell has sounded. Any living thing coming within 3 feet of
the bell will cause it to ring once.
4. Drowsiness: This can be applied to any person or
group of persons who add up to no more than 4th level or 4 hit dice.
Men-at-arms, 0-level figures, and monsters of less than 1 hit die equal one
level each for this calculation. The victim(s) must be inside a 20-foot-square
area no more than 40 feet away from the Gylder. There is no saving throw. The
victim (s) will feel drowsy for 1 round, and during that time is -2 to hit and
-2 on initiative rolls. The victim(s) will not feel obliged to move unless a
direct danger to it/them exists. The magic affects all creatures that are
vulnerable to a Charm Person spell.
5. Glue: This magic is applied to an item and another
surface of less than one square foot each (the binding surfaces, that is). The
two surfaces will stay bound together for 5-20 rounds. Since the surfaces must
be touched to each other within a l-segment span, the spell can almost never be
applied to another living being but is usually used to make an item in the shop
pilfer-proof for a few minutes.
6. Grab: This can be applied to any single immobile object
that weighs 10 pounds or less and is not already being held by a living
creature. If the shopkeeper casts Grab on an item (range 30 feet, duration 1
turn), the magic will hold it fast in place. A character or creature with
strength of 18(01) or greater can break the Grab, at a percentage chance equal
to its exceptional strength number.
7. Hound: This is cast on any living creature of
animal intelligence that can be trained to be alert, such as a bird or a cat.
When the dweomer is cast on the animal (who is allowed a saving throw of 9), the
animal will bark like a large dog instead of its normal sound for a period of
one minute. The duration of the magic is 6 hours or until the animal “barks.”
If the animal makes its saving throw then it cannot bark; alas, the shopkeeper
cannot know for sure if the spell has taken effect or not.
8. Lapse: This is applied to one figure at a time. If
the intended victim fails a normal saving throw, he or she is effectively
paralyzed for 3-12 segments— but if and only if no attack from the caster of
the magic is forthcoming. If the caster moves to physically harm the paralyzed
figure, the spell breaks instantly. Someone else could attack, of course, but
if the paralyzed figure can see the attack coming, he or she is allowed a
second saving throw instantly. Another saving throw is allowed after any
successful attack on the victim, to see if the blow “breaks” the paralysis
before the Lapse duration expires. Such a paralyzed figure has some small
amount of mobility left, so he or she cannot necessarily be killed outright.
9. Lock: The material component for this magic is a
key that exactly fits the lock in question. A skeleton key will not do, but an
exact duplicate of an original key would suffice. The shop owner holds the key
and makes a locking or unlocking motion to open or close the lock in question.
Range of the magic is up to 40 feet. The magic can be used to lock and unlock
(or vice versa) the same lock with one application, if the two actions are done
within 10 minutes of each other and the key never leaves the caster’s hand
during that time.
10. Pacify: This is applied to a single person who is
badly disposed toward the shopkeeper (but open melee cannot have occurred). The
Pacify magic will change the person’s frame of mind for 2-5 rounds. Targets of
under 4th level obtain no saving throw; those of 4th level and above obtain the
standard saving throw. Range is 20 feet. Pacify is usually used to prevent
melee and as a way to ease a person out of the shop before the magic wears off.
This spell is not a charm, and thus the shopkeeper cannot obtain services,
information or goods from the person.
11. Panic: This can be applied to one figure by
touch. He or she (again, only “persons” can be so attacked) is allowed a normal
saving throw. If it fails, the person will run away for 5-20 segments, but will
not drop anything held in any case. The victim can defend himself or herself if
chased or attacked. The victim is only afraid of the shopkeeper.
12. Spin: This is used on a single person at a
maximum range of 20 feet. If the intended victim fails a saving throw, he or
she will spin around for the next 2-8 segments. He or she cannot attack but can
defend (at -2) while pirouetting. All mysteries take 1 segment to cast. They
begin at the start of a melee segment and end at the end of the segment. If the
DM considers all blows with weapons to land in the middle of a segment, it will
be simple to determine if the attempted casting of a mystery is ruined by a
blow or by the touching of the spellcasting shopkeeper.
Guild masters’ spells
The spells known by master guild members are usually
defensive or informational. The following spells are the ones most often known
by guild masters:
First level M-U spells
01-12 Unseen Servant
13-20 Comprehend
Languages
21-27 Hold Portal
28-34 Mending
35-42 Tenser’s
Floating Disc
43-50 Ventriloquism
51-54 Write
55-57 Affect Normal
Fires
58 Burning
Hands *
59 Charm
Person *
60 Detect
Magic
61-67 Enlarge
68-74 Reduce
75 Erase
76-79 Feather Fall
80-82 Friends
83 Jump
84-86 Light
87-88 Darkness
89 Magic
Missile *
90 Nystul’s
Magic Aura
91-92 Protection
from Evil
93-94 Push
95-99 Shield
00 Sleep *
Second-level M-U spells
01-16 Audible
Glamour
17-18 Detect Evil
19 Detect
invisibility
20-28 ESP
29 Fools Gold
30-39 Forget
40 Invisibility
41-43 Knock
44-50 Leomund’s Trap
51 Levitate
52-54 Locate Object
55-60 Magic Mouth
61-67 Mirror Image
68 Pyrotechnics
69 Ray of
Enfeeblement *
70 Rope Trick
71-80 Scare
81-88 Strength
89 Web
*
90-00 Wizard Lock
* Spells in italics are Offensive spells and should be
handled very carefully. They may not be available to all Gyld members.
Gyld languages
The gylds and trades that use Cantrips, Mysteries, and actual
magicks have developed their own languages and symbols for the text of these
spells. Thus if a magic user found a book of Gylder Cantrips and Mysteries the
magic user would not be able to use them without casting comprehend languages
first.
See the Intelligence chart in the Blueholme Jouneymanne
book for the full number of languages allowed to a Gylder NPC.
Foiling theft - Locks
Gylders and tradesmen who cannot cast Cantrips, Mysteries,
or low-level magic-user spells and who are not retired adventurers can still
protect their goods from theft. The easiest solution is a series of well-placed
locks. Larger centers of population might have complex locks that reduce a
thief's chance of picking them by additional levels of difficulty.
The basic level of difficulty of a lock is one, and the
highest available in any given settlement is Market Class + 1.
Task Resolution Chart
Difficulty Level |
(Roll 2d6 over) |
||||||||
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
|
PC Level |
|||||||||
1 |
7 |
8 |
9 |
10 |
11 |
12 |
- |
- |
- |
2 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
- |
|
3 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
- |
4 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
5 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
6 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
7 |
2 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
8 |
2 |
2 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
2 |
2 |
2 |
2 |
3 |
4 |
5 |
6 |
7 |
Use the Task Resolution Chart for determining the success or
failure of appropriate Gylder Abilities. Each Ability will have modifiers based
on level.
Appraising
One of the most important aspects of the Gylder class is the
ability to determine the value of an object. A Gylder will appraise any item
for someone else charging a fee of 1% of the value of the item per level of the
Gylder.
Gylders receive a +2 bonus to their die roll for Appraising
on the Task Resolution Chart.
Fast talking
Gylders have the ability to fast talk to make a deal; this
is treated as a Suggestion spell. The victim is entitled to a
saving throw on 1d20. This suggestion power can be used once per day per level
of the Gylder. If the victim fails his roll he believes he got a good deal for
a number of turns equal to (20 – victim WIS). Gylders of level 9 and above may,
in addition, talk so persuasively that they can cast a Mass Suggestion
once per day.
Haggling
Gylders are able to haggle over the prices of their wares to
achieve the greatest profit they can manage. This ability will allow a Gylder
to purchase goods for trade in one settlement for a discount, and then sell
them in the next settlement for a larger profit.
Gylders receive a +2 bonus to their die roll for Haggling on
the Task Resolution Chart. They will receive an additional +1 for every three
points of INT they have as an advantage over the person with whom they are
negotiating. Success indicates a change in the price of the item or service in
the Gylder’s favor. Failure means they simply pay the asking price.
Die Roll Difference Price Modifier
Buying Selling
+1 -5% +3%
+2 -10% +6%
+3 -15% +9%
+4 -20% +12%
+5 -25% +15%
Reaction Roll
A Gylder receives a +1 bonus to any reaction rolls during an
encounter. The bonus is +2 if the Gylder speaks the local language (rather than
trading in Common).
Gylder caravan
The Gylder caravan described on page 69 of the AD&D monster
manual is a perfect description of how Gylders travel the following additional
characters will accompany every caravan, replacing the tradesman given in the
monster manual.
- · One head Gylder of the 8th to 12th level;
- · one to three overseer Gylders of 5th to 7th level;
- · 1 to 6 Gylders of the second level; and,
- · 3 to 18 Gylders of the first level.
Caravans include a number of
people depending on the amount of merchandise. There are 50 caravan staff for
every 10,000 GP worth of goods up to a maximum of 300 people and 60,000 GP.
Gylder Class Description
Table 1 Gylder Type Encountered
1dl00 Gylder
01-50 No
previous class
51-75 Ex-fighter
76-95 Ex-magic-user
96-100 Ex-cleric
Table 2 Gylder Levels and Experience
Experience points Level
0-1,500 1
1,501-3,000 2
3,001-5,000 3
5,001-10,000 4
10,001-20,000 5
20,001-40,000 6
40,001-75,000 7
75,001-135,000 8
135,001-220,000 9
220,001-440,000 10
440,001-660,000 11
660,001-880,000 12
Gylders use six-sided dice for accumulated hit points.
Table 3 Spells Usable by Class and Level
Gylder level Spell level
Cantrip Mystery LI LII
1 - - - -
2 1 - - -
3 2 1 - -
4 3 1 1 -
5 3 2 2 -
6 4 2 3 -
7 4 3 4 1
8 4 3 4 2
9 4 4 4 3
10 4** 5 4 4
Read Magic and Detect Magic will be the first two spells that
a Gylder character will be trained to cast & copy into their book of
spells.
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