D&D 5e Scaling Spells, 4th-8th

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Continued from last week, here are the rest of the spells cast at higher level. As with the previous set, arguments about my choices are welcome in the comments.

Level 4 Spells

  • Arcane Eye: When you cast this spell using a spell slot of 5th level or higher, the eye can move an additional 10 feet per action for each slot level above 4th.
  • Black Tentacles: When you cast this spell using a spell slot of 5th level or higher, the damage dealt by the tentacles increases by 1d6 for each slot level above 4th.
  • Compulsion: When you cast this spell using a spell slot of 5th level or higher, the range of the spell increases by 10 feet for each slot level above 4th.
  • Control Water: When you cast this spell using a spell slot of 5th level or higher, the duration of the spell increases by 10 minutes for each slot level above 4th.
  • Death Ward: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
  • Dimension Door: When you cast this spell using a spell slot of 5th level or higher, you can transport one additional passenger (who must also be within 5 feet of you) for each slot level above 4th.
  • Fabricate: When you cast this spell using a spell slot of 5th level or higher, you can add four additional 5-foot cubes worth of space to the final large object for each slot level above 4th. Additionally, if you cast this spell with a slot of 6th level or higher you can include stone in the construction of a large object, and if you cast it with a slot of 8th level or higher you can include metal in the construction of a large object.
  • Faithful Hound: When you cast this spell using a spell slot of 5th level or higher, the duration of the spell increases by 4 hours and the damage dealt by the hound increases by 1d8 for each slot level above 4th.
  • Fire Shield: When you cast this spell using a spell slot of 5th level or higher, the duration of the spell increases by 10 minutes for each slot level above 4th.
  • Freedom of Movement: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
  • Giant Insect: When you cast this spell using a spell slot of 5th level or higher, the creatures transformed by this spell gain temporary hit points. Divide 20 hit points for each slot level above 4th as evenly as possible among the transformed creatures.
  • Greater Invisibility: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
  • Guardian of Faith: When you cast this spell using a spell slot of 5th level or higher, the damage dealt by the guardian increases by 10 for each slot level above 4th. Additionally, the damage dealt before the guardian vanishes increases by 30 for each slot level above 4th.
  • Hallucinatory Terrain: When you cast this spell using a spell slot of 5th level or higher, the area of the spell increases by 50 feet on each side of the cube for each slot level above 4th.
  • Locate Creature: When you cast this spell using a spell slot of 5th level or higher, the duration of the spell increases by 1 hour for each slot level above 4th.
  • Polymorph: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
  • Resilient Sphere: When you cast this spell using a spell slot of 5th level or higher, the range of the spell increases by 30 feet for each slot level above 4th.
  • Secret Chest: When you cast this spell using a spell slot of 5th level or higher, for the duration of the spell the chest’s interior dimensions increase beyond its physical size, allowing it to store more material. The space available for storage increases by 6 cubic feet for each slot level above 4th. If the spell ends while more is stored within the chest than should be physically possible, the excess contents disgorge themselves into the space around the chest.
  • Stone Shape: When you cast this spell using a spell slot of 5th level or higher, you can shape one additional 5 foot cube of stone for each slot level above 4th.
  • Stoneskin: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The material component cost of the spell increases proportionately to the number of creatures affected.

Level 5 Spells

  • Antilife Shell: When you cast this spell using a spell slot of 6th level or higher, the duration of the spell increases by 1 hour for each slot level above 5th.
  • Awaken: When you cast this spell using a spell slot of 6th level or higher, the casting time of the spell decreases by 2 hours for each slot level above 5th (to a minimum of 1 action at 9th level).
  • Contagion: When you cast this spell using a spell slot of 6th level or higher, you may target an additional creature for each slot level above 5th. You gain a number of rounds equal to the number of targets in which you may use your action to touch an additional creature in melee range to become affected by the spell.
  • Dispel Evil and Good: When you cast this spell using a spell slot of 6th level or higher, you may gain an additional use of the spell’s special functions for each slot level above 5th without ending the spell early.
  • Dream: When you cast this spell using a spell slot of 6th level or higher, the damage of the nightmare version of the spell increases by 2d6 for each slot level above 5th.
  • Greater Restoration: When you cast this spell using a spell slot of 6th level or higher, an additional effect or exhausted level can be removed for each slot level above 5th. The material component cost of the spell increases proportionately to the number of additional effects or exhausted levels removed.
  • Hallow: When you cast this spell using a spell slot of 6th level or higher, the casting time of the spell decreases by 6 hours for each slot level above 5th (to a minimum of 1 action at 9th level).
  • Legend Lore: When you cast this spell using a spell slot of 6th level or higher, the casting time of the spell decreases by two and a half minutes for each slot level above 5th (to a minimum of 1 action at 9th level).
  • Mislead: When you cast this spell using a spell slot of 6th level or higher, the duration of the spell increases by 30 minutes for each slot level above 5th. Additionally, if cast using a slot of 9th level, the invisibility counts as Greater Invisibility, so is not ended if you attack or cast a spell.
  • Passwall: When you cast this spell using a spell slot of 6th level or higher, the duration of the spell increases by 1 hour for each slot level above 5th. Instead, you may choose to leave the duration unaffected and increase the maximum depth of the opening by 10 feet for each slot level above 5th.
  • Raise Dead: When you cast this spell using a spell slot of 6th level or higher, the casting time of the spell decreases by 15 minutes for each slot level above 5th (to a minimum of 1 action at 9th level).
  • Reincarnate: When you cast this spell using a spell slot of 6th level or higher, the casting time of the spell decreases by 15 minutes for each slot level above 5th (to a minimum of 1 action at 9th level).
  • Scrying: When you cast this spell using a spell slot of 6th level or higher, the duration of the spell increases by 30 minutes for each slot level above 5th.
  • Seeming: When you cast this spell using a spell slot of 6th level or higher, the duration of the spell increases by 4 hours for each slot level above 5th.
  • Telekinesis: When you cast this spell using a spell slot of 6th level or higher, the range of the spell increases by 30 feet for each slot level above 5th.
  • Telepathic Bond: When you cast this spell using a spell slot of 6th level or higher, the duration of the spell increases by 30 minutes for each slot level above 5th.
  • Teleportation Circle: When you cast this spell using a spell slot of 6th level or higher, the duration of the spell increases by 1 round for each slot level above 5th (you may voluntarily close it early if desired, from either side of the portal). Additionally, the casting time of the spell decreases to 1 minute with a 6th level slot, to 6 rounds with a 7th level slot, to 3 rounds with an 8th level slot, and to 1 action with a 9th level slot.
  • Tree Stride: When you cast this spell using a spell slot of 6th level or higher, the range of the spell increases for each slot level above 5th. At 6th level, the range becomes 1 mile, at 7th level it becomes 20 miles, at 8th level it becomes 100 miles, and at 9th level it becomes unlimited within the same plane or world. Instead of knowing the location of all trees within the extended range, you know the location of all trees of the same kind within 500 feet of your intended destination (and cannot complete the round of travel if you chose a location that was not within 500 feet of a tree of the same kind).
  • Wall of Force: When you cast this spell using a spell slot of 6th level or higher, the duration of the spell increases by 5 minutes for each slot level above 5th. Additionally, if cast using a spell slot of 8th level or higher, the spell no longer requires Concentration (buy you may still end it early if desired).
  • Wall of Stone: When you cast this spell using a spell slot of 6th level or higher, the number of panels created by the spell increases by 5 panels for each slot level above 5th.

Level 6 Spells

  • Blade Barrier: When you cast this spell using a spell slot of 7th level or higher, the damage dealt to creatures in the wall’s area increases by 1d10 for each slot level above 6th.
  • Contingency: When you cast this spell using a spell slot of 7th level or higher, the duration of the spell increases by 5 days for each slot level above 6th.
  • Eyebite: When you cast this spell using a spell slot of 7th level or higher, targets that fail a saving throw against the spell also take 1d10 necrotic damage for each slot level above 6th.
  • Find the Path: When you cast this spell using a spell slot of 7th level or higher, the duration of the spell increases by 12 hours for each slot level above 6th. Additionally, if you cast this spell using a spell slot of 8th level or higher, it no longer requires concentration.
  • Flesh to Stone: When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
  • Forbiddance: When you cast this spell using a spell slot of 7th level or higher, the number of days required before the effect becomes Until Dispelled decreases by 1 for each slot level above 6th (e.g., it only requires 10 days of casting this at 9th level before it becomes effectively permanent).
  • Guards and Wards: When you cast this spell using a spell slot of 7th level or higher, the number of days required before the effect becomes Until Dispelled decreases by 4 for each slot level above 6th (e.g., it only requires one month of casting this at 9th level before it becomes effectively permanent).
  • Harm: When you cast this spell using a spell slot of 7th level or higher, the damage dealt by the spell increases by 3d6 for each slot level above 6th.
  • Heroes’ Feast: When you cast this spell using a spell slot of 7th level or higher, the number of creatures that can partake of the feast increases by 6 for each slot level above 6th.
  • Irresistible Dance: When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
  • Magic Jar: When you cast this spell using a spell slot of 7th level or higher, if the spell expires in a way that would cause you to die while possessing a body, there is a chance that you instead permanently take over the possessed body (causing the soul of the body to die in your stead). This chance is equal to 25% for each slot level above 6th.
  • Move Earth: When you cast this spell using a spell slot of 7th level or higher, the duration of the spell increases by 1 hour for each slot level above 6th.
  • Planar Ally: When you cast this spell using a spell slot of 7th level or higher, the casting time of the spell decreases to 1 minute with a 7th level slot, to 4 rounds with an 8th level slot, and to 1 action with a 9th level slot.
  • Programmed Image: When you cast this spell using a spell slot of 7th level or higher, the performance duration increases by 2 minutes for each slot level above 6th.
  • Sunbeam: When you cast this spell using a spell slot of 7th level or higher, the damage dealt by the spell increases by 1d8 for each slot level above 6th.
  • Transport via Plants: When you cast this spell using a spell slot of 7th level or higher, the duration of the spell increases by 1 round for each slot level above 6th (you may voluntarily close it early if desired, from either side of the transportation).
  • True Seeing: When you cast this spell using a spell slot of 7th level or higher, the duration of the spell increases by 1 hour for each slot level above 6th.
  • Wind Walk: When you cast this spell using a spell slot of 7th level or higher, the flying speed granted by the spell increases by 100 feet for each slot level above 6th.
  • Word of Recall: When you cast this spell using a spell slot of 7th level or higher, you can target three additional creatures for each slot level above 6th.

Level 7 Spells

  • Arcane Sword: When you cast this spell using a spell slot of 8th level or higher, the sword can move 40 feet instead of 20. When you cast it using a spell slot of 9th level, all the sword’s attacks gain Advantage.
  • Divine Word: When you cast this spell using a spell slot of 8th level or higher, each of the current hit point limits on the spell’s chart increases by 10 hit points for each slot level above 7th (e.g., at 9th level creatures with 70 hit points or fewer can be Deafened down to creatures with 40 hit points or fewer can be killed instantly).
  • Finger of Death: When you cast this spell using a spell slot of 8th level or higher, the damage dealt by the spell increases by 2d8 for each slot level above 7th.
  • Fire Storm: When you cast this spell using a spell slot of 8th level or higher, the damage dealt by the spell increases by 1d10 for each slot level above 7th.
  • Forcecage: When you cast this spell using a spell slot of 8th level or higher, the duration of the spell increases by 1 hour for each slot level above 7th.
  • Magnificent Mansion: When you cast this spell using a spell slot of 8th level or higher, the duration of the spell increases by 24 hours for each slot level above 7th.
  • Mirage Arcane: When you cast this spell using a spell slot of 8th level, the casting time of the spell becomes 1 minute. When you cast it using a spell slot of 9th level, the casting time becomes 1 action.
  • Plane Shift: When you cast this spell using a spell slot of 8th level or higher, the number of creatures that can be transported increases by 4 for each slot level above 7th.
  • Prismatic Spray: When you cast this spell using a spell slot of 8th level, the damage dice used by the damaging rays become d8s. When you cast it using a spell slot of 9th level, the damage dice become d10s.
  • Project Image: When you cast this spell using a spell slot of 8th level or higher, Intelligence (Investigation) checks to reveal the illusion gain Disadvantage. When you cast it using a spell slot of 9th level, it no longer requires Concentration (though you can still end it whenever desired).
  • Regenerate: When you cast this spell using a spell slot of 8th level or higher, the initial hit points healed increase by 4d8 for each slot level above 7th.
  • Resurrection: When you cast this spell using a spell slot of 8th level or higher, it automatically destroys and then resurrects a touched mindless, corporeal undead. When you cast it using a spell slot of 9th level, it destroys and resurrects a touched intelligent, corporeal undead if the target fails a Charisma saving throw (the target can choose to fail this saving throw automatically).
  • Reverse Gravity: When you cast this spell using a spell slot of 8th level or higher, you can exclude four targets (creatures or objects) from the effect for each slot level above 7th. These targets do not have to start within the area or remain in it to preserve this exclusion.
  • Sequester: When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature or object for each slot level above 7th. All targets to be affected must be in physical contact at the casting of the spell.
  • Simulacrum: When you cast this spell using a spell slot of 8th level or higher, the casting time decreases by 6 hours for each slot level above 7th (to a minimum of 1 action at 9th level).
  • Symbol: When you cast this spell using a spell slot of 8th level or higher, the casting time decreases by 5 rounds for each slot level above 7th (to a minimum of 1 action at 9th level).
  • Teleport: When you cast this spell using a spell slot of 8th level or higher, the number of creatures that can be transported increases by 4 for each slot level above 7th.

Level 8 Spells

  • Animal Shapes: When you cast this spell using a spell slot of 9th level, the targets no longer have to be willing. Unwilling targets receive a Charisma saving throw to avoid the transformation.
  • Antimagic Field: When you cast this spell using a spell slot of 9th level, you can anchor the area on a specific point in space rather than on yourself, and it no longer requires Concentration to maintain. At the DM’s option, regular use of this spell on the same area over time may result in an effectively permanent antimagic zone.
  • Antipathy (Sympathy): When you cast this spell using a spell slot of 9th level, the casting time becomes 1 action but the duration is reduced to 1 minute.
  • Clone: When you cast this spell using a spell slot of 9th level, the time to reach maturity decreases to 90 days.
  • Control Weather: When you cast this spell using a spell slot of 9th level, the time for new conditions to take effect decreases to 1d4 x 5 minutes, and the duration increases to Concentration up to 12 hours.
  • Demiplane: When you cast this spell using a spell slot of 9th level, the created door to the demiplane is also affected by Arcane Lock as if cast with a 9th level spell slot.
  • Earthquake: When you cast this spell using a spell slot of 9th level, you can designate up to 6 creatures that automatically succeed at all saving throws related to the spell.
  • Feeblemind: When you cast this spell using a spell slot of 9th level, the target gains Disadvantage on the saving throw.
  • Glibness: When you cast this spell using a spell slot of 9th level, you may cast this on a touched willing target instead of yourself.
  • Holy Aura: When you cast this spell using a spell slot of 9th level, attackers have Disadvantage on the Constitution saving throw to avoid being Blinded.
  • Incendiary Cloud: When you cast this spell using a spell slot of 9th level, the damage dice of the spell are d10s.
  • Maze: When you cast this spell using a spell slot of 9th level, the target has Disadvantage on the Intelligence check to escape the maze.
  • Mind Blank: When you cast this spell using a spell slot of 9th level, you can affect an additional target with the same casting.
  • Power Word Stun: When you cast this spell using a spell slot of 9th level, the spell can affect a target of 200 hit points or fewer.
  • Sunburst: When you cast this spell using a spell slot of 9th level, the damage dice of the spell are d8s.
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D&D 5e Scaling Spells, 1st-3rd

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One of my favorite mechanics in D&D 5e is the scaling spells. No need to have a bunch of copies that just do the same thing, only at a higher spell level, when you can just have a lower level one improve when cast with a higher level slot. However, I remain baffled by spells that don’t have a scaling mechanic. Especially when playing a Warlock, spells that don’t make full use of your pact magic seem much less useful than ones that do. But most other casters are also often strapped for spells known, such that low-level spells that let you get full use out of your higher level slots for which you might not have a lot of appropriate level spells known are very helpful.

So this is just me going through and trying to tack an At Higher Levels tag for every spell that doesn’t have one and isn’t a ritual. I went for brevity whenever possible, so admittedly a lot of these scale so linearly that they probably aren’t worth that much at much higher slot levels (but at least they’ll do something more than with a base slot). I’m also purely eyeballing the math, so I welcome arguments in the comments about why I’ve made something unbalanced with the scaling effect.

Level 1 Spells

  • Detect Evil and Good: When you cast this spell using a spell slot of 2nd level or higher, the range of the perception increases 10 feet for each slot level above 1st.
  • Detect Poison and Disease: When you cast this spell using a spell slot of 2nd level or higher, the range of the perception increases 10 feet for each slot level above 1st.
  • Disguise Self: When you cast this spell using a spell slot of 2nd level or higher, the duration of the spell increases 30 minutes for each slot level above 1st.
  • Divine Favor: When you cast this spell using a spell slot of 3rd level, the damage increases to 2d4 radiant. For each additional two spell levels, increase the damage by one die (to a maximum of 5d4 when using a 9th level spell slot).
  • Entangle: When you cast this spell using a spell slot of 2nd level, all creatures restrained by the spell take 1d4 bludgeoning damage per round as they are crushed by the vines. The damage increases by one die for each slot level above 2nd.
  • Expeditious Retreat: When you cast this spell using a spell slot of 2nd level or higher, the duration of the spell increases 5 minutes for each slot level above 1st.
  • Faerie Fire: When you cast this spell using a spell slot of 2nd level or higher, all creatures affected by the spell take 1d4 fire damage per round as they are burned by the light. The damage increases by one die for each slot level above 2nd.
  • Feather Fall: When you cast this spell using a spell slot of 2nd level or higher, the spell can affect two additional targets for each slot level above 1st.
  • Goodberry: When you cast this spell using a spell slot of 2nd level or higher, the spell produces five additional berries for each slot level above 1st.
  • Grease: When you cast this spell using a spell slot of 2nd level or higher, the grease becomes highly flammable. If ignited (deliberately or by any area of effect fire attack), all creatures in the grease take 1d4 fire damage at the end of their turns (1d6 if they are prone), applied after the check to fall prone. This damage increases by one die for each slot level above 2nd. The fire burns until the spell expires or extinguished (by an effect that can douse a large, hot fire).
  • Hideous Laughter: When you cast this spell using a spell slot of 2nd level or higher, you can target on additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
  • Jump: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
  • Mage Armor: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
  • Protection from Evil and Good: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
  • Sanctuary: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
  • Shield: When you cast this spell using a spell slot of 2nd level or higher, a residual protection from the shield grants you 3 temporary hit points that last for 10 minutes. These temporary hit points increase by 3 for each slot level above 2nd.
  • Shield of Faith: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
  • Silent Image: When you cast this spell using a spell slot of 2nd level or higher, the duration of the spell increases 10 minutes for each slot level above 1st.

Level 2 Spells

  • Alter Self: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 30 minutes for each slot level above 2nd.
  • Arcane Lock: When you cast this spell using a spell slot of 3rd level or higher, any Knock spell must be cast at the same or greater slot level to suppress the lock.
  • Arcanist’s Magic Aura: When you cast this spell using a spell slot of 3rd level or higher, the number of days required before the effect becomes Until Dispelled decreases by 1 for each slot level above 3rd (e.g., it only requires 10 days of casting this at 5th level before it becomes effectively permanent).
  • Barkskin: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
  • Blur: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 1 minute for each slot level above 2nd. In addition, when cast using a spell slot of 5th level or higher, the spell no longer requires Concentration.
  • Calm Emotions: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 1 minute for each slot level above 2nd.
  • Continual Flame: When you cast this spell using a spell slot of 3rd level or higher, the material cost of the spell decreases by 7 gp for each slot level above 2nd.
  • Darkness: When you cast this spell using a spell slot of 3rd level or higher, the spell suppresses any light spells cast at the same or lower slot level.
  • Darkvision: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
  • Detect Thoughts: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 1 minute for each slot level above 2nd.
  • Enlarge/Reduce: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 1 minute for each slot level above 2nd.
  • Enthrall: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 1 minute for each slot level above 2nd.
  • Find Steed: When you cast this spell using a spell slot of 3rd level or higher, the steed’s maximum hit points increase by 5 for each slot level above 2nd.
  • Find Traps: When you cast this spell using a spell slot of 3rd level or higher, you gain more information about the traps present. At 3rd level, you learn the distance in feet to the closest trap you’ve detected. For each slot level above 3rd, you learn the distance to the next closest trap (e.g., the three closest traps at 5th level).
  • Gust of Wind: When you cast this spell using a spell slot of 3rd level or higher, the distance targets are pushed increases 5 feet for each slot level above 2nd.
  • Knock: When you cast this spell using a spell slot of 3rd level or higher, it can suppress Arcane Lock effects cast at the same or lower slot level.
  • Lesser Restoration: When you cast this spell using a spell slot of 3rd level or higher, you can end an additional disease or condition (on the same creature or on multiple creatures you can touch) for each slot level above 2nd.
  • Levitate: When you cast this spell using a spell slot of 3rd level or higher, the weight limit of the target increases 300 pounds for each slot level above 2nd.
  • Locate Object: When you cast this spell using a spell slot of 3rd level or higher, the range the object can be from you increases 1000 feet for each slot level above 2nd.
  • Mirror Image: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 1 minute for each slot level above 2nd. Additionally, you can spend a bonus action to recover an illusory duplicate that has been destroyed; you can recover one such duplicate per casting of the spell for each slot level above 2nd.
  • Misty Step: When you cast this spell using a spell slot of 3rd level or higher, you are also affected by Blur (cast at two slot levels lower than the slot level used).
  • Pass without Trace: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 1 hour for each slot level above 2nd.
  • Protection from Poison: When you cast this spell using a spell slot of 3rd level or higher, you can neutralize an additional poison and/or affect an additional creature you can touch for each slot level above 2nd.
  • Ray of Enfeeblement: When you cast this spell using a spell slot of 3rd level or higher, the spell also deals 1d10 necrotic damage for each slot level above 2nd.
  • Rope Trick: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 1 hour for each slot level above 2nd.
  • See Invisibility: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 1 hour for each slot level above 2nd.
  • Spider Climb: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
  • Spike Growth: When you cast this spell using a spell slot of 3rd level or higher, the damage dealt to creatures moving increases by 1d4 for each slot level above 2nd.
  • Suggestion: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
  • Warding Bond: When you cast this spell using a spell slot of 3rd level or higher, you can have any self-only spells or any touch spells that you cast upon yourself instead affect your bonded target. The spell must use a slot level equal to or lower than the slot level used for Warding Bond – 2 (e.g., if you cast this at 3rd level, you can only have spells cast at 1st level affect the target).
  • Web: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 1 hour for each slot level above 2nd. Additionally, burning the webs also deals an additional 1d4 fire damage for each slot level above 2nd.
  • Zone of Truth: When you cast this spell using a spell slot of 3rd level or higher, the radius of the zone increases by 10 feet for for each slot level above 2nd. Additionally, the duration of the spell increases 5 minutes for each slot level above 2nd.

Level 3 Spells

  • Beacon of Hope: When you cast this spell using a spell slot of 4th level or higher, the range of the spell increases 30 feet for each slot level above 3rd.
  • Blink: When you cast this spell using a spell slot of 4th level or higher, you may choose to add or subtract 1 for each slot level above 3rd to each d20 roll to determine if you vanish (e.g., at 6th level, you may modify the roll by +3 or -3 depending on whether you do or do not wish to vanish at the current time).
  • Clairvoyance: When you cast this spell using a spell slot of 4th level or higher, the duration of the spell increases 10 minutes for each slot level above 3rd. Additionally, the range of the spell increases 1 mile for each slot level above 3rd.
  • Create Food and Water: When you cast this spell using a spell slot of 4th level or higher, the amount of food increases by enough to sustain nine additional humanoids or three steeds for each slot level above 3rd.
  • Daylight: When you cast this spell using a spell slot of 4th level or higher, the spell dispels darkness effects cast at a lower slot level than the chosen slot level for Daylight. Additionally, the radius of the spell increases by 20 feet for each slot level above 3rd.
  • Fear: When you cast this spell using a spell slot of 4th level or higher, the spell additionally deals 1d10 Psychic damage to every target that fails the saving throw (half damage on a successful save) for each slot level above 3rd.
  • Gaseous Form: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
  • Haste: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
  • Hypnotic Pattern: When you cast this spell using a spell slot of 4th level or higher, for each slot level above 3rd creatures affected by the spell ignore one source of damage or action used to shake them awake.
  • Nondetection: When you cast this spell using a spell slot of 4th level or higher, the duration of the spell increases 8 hours for each slot level above 3rd.
  • Phantom Steed: When you cast this spell using a spell slot of 4th level or higher, the duration of the spell increases 1 hour for each slot level above 3rd. Additionally, if cast using a slot of at least 5th level, the steed can travel on water, ice, or mud as if it were solid ground (ignoring difficult terrain from these and similar sources). Finally, if cast using a slot of at least 7th level, the steed can Fly (as the spell) for the duration of the Phantom Steed spell.
  • Plant Growth: When you cast this spell using a spell slot of 4th level or higher, the area affected by the first application of the spell count as if it was under the effects of Entangle (cast at 3 slot levels lower than the casting of Plant Growth), and the second application of the spell has its casting time reduced by 1 hour per slot level above 3rd.
  • Protection from Energy: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
  • Remove Curse: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature or object for each slot level above 3rd.
  • Revivify: When you cast this spell using a spell slot of 4th level or higher, the creature heals 2d8 additional hit points for each slot level above 3rd.
  • Sending: When you cast this spell using a spell slot of 4th level or higher, the message can be increased by 15 words for each slot level above 3rd. Additionally, if cast using a slot of at least 6th level, you can immediately make one more twenty-five word followup message to the target after the target’s reply.
  • Sleet Storm: When you cast this spell using a spell slot of 4th level or higher, creatures that fail the Dexterity save to remain standing take 1d4 cold damage for each slot level above 3rd (half damage on a successful save).
  • Slow: When you cast this spell using a spell slot of 4th level or higher, you can target three additional creatures for each slot level above 3rd.
  • Speak with Dead: When you cast this spell using a spell slot of 4th level or higher, you can ask the creature two additional questions for each slot level above 3rd.
  • Speak with Plants: When you cast this spell using a spell slot of 4th level or higher, the duration of the spell increases 5 minutes for each slot level above 3rd.
  • Stinking Cloud: When you cast this spell using a spell slot of 4th level or higher, creatures that fail the Constitution save against poison take 1d6 poison damage for each slot level above 3rd (no damage on a successful save).
  • Tongues: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
  • Water Breathing: When you cast this spell using a spell slot of 4th level or higher, you can target ten additional creatures for each slot level above 3rd.
  • Water Walk: When you cast this spell using a spell slot of 4th level or higher, you can target ten additional creatures for each slot level above 3rd. Alternatively, if you cast this spell with a slot level of 5th level or higher, it can target an unwilling creature (plus one creature for each slot level above 5th); targets may make a Strength save to negate the effect.
  • Wind Wall: When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the wall increases by 2d8 for each slot level above 3rd.

Fae Empowerment

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The following is a short rules set I worked up for an offer from a sidhe noble in my Beyond the Wall game: when the fae really want to tempt you to do something for them, they can offer up some of their own ability scores to give yours a permanent boost. The gift tends to come with quite a bit of the resonance of the sidhe, making it a bit of a mixed blessing and pulling you closer to becoming fae yourself. Permanent ability score boosts are obviously a pretty big reward for most D&D iterations; in my game, this was the gambit for the fae asking for ownership of the ancient crown mentioned last week (which the players, some with more regret than others, passed on taking).

Basic System

The fae can offer up to +4 to a particular quality, such as might or beauty (noted in parenthesis and mapping to an ability score). You may choose to give the player full control over how much is taken, the faerie may only offer a point or two, or you might offer it on a sliding scale (e.g., characters starting with a low score can get a bigger boost than those with a high score already).

Taking +1 has no ill effect. Characters that accept +2 gain the cosmetic side effect for the trait. Those that accept +3 gain the cosmetic and the minor side effects. Those that accept +4 gain all three side effects.

If you take one less increase, you also gain the boon. Thus, if you want the boon, you could take it, no ability score increase, and no side effects all the way up to the boon, +3 to the score, and all three side effects.

Qualities of Nature Fae (Spring/Summer/Seelie)

Strength (Might)

  • Boon: Weapons you wield made entirely of plants (e.g., clubs, staves, etc.) increase damage by a die size. Double your progress rate when using force to move or alter plants (e.g., blazing trails, hauling wood, etc.).
  • Cosmetic: Your muscles creak like tree branches when exerting themselves.
  • Minor: Treat iron as adamantine for the purposes of bending/breaking it (i.e., basically impervious to brute force).
  • Major: Iron or steel weapons you wield are at -1 attack penalty and iron or steel armor you wear is at -1 AC (due to feeling heavier than they are).

Dexterity (Grace)

  • Boon: You always Pass without Trace through forest environments (includes immunity to the Hedge).
  • Cosmetic: You exhibit unearthly thinness and a great degree of androgyny.
  • Minor: You are helplessly immobilized when bound in iron.
  • Major: You must save vs Spell or dance when exposed to certain music (as if Tasha’s Hideous Laughter in 5e).

Constitution (Health)

  • Boon: Double all healing (natural or magical) when outside in a natural environment, and gain +2 to saves vs. Poison from natural sources.
  • Cosmetic: Your skin takes on the appearance of bark.
  • Minor: You automatically hibernate when sleeping in Winter (each day you must be woken forcefully or you will sleep until Spring).
  • Major: You suffer vulnerability to Iron.

Intelligence (Wit)

  • Boon: You gain your choice of either the Glamour Weaving or Second Sight cantrips (Minor Illusion cantrip or Detect Magic as ritual in 5e).
  • Cosmetic: Flowers and vines twine through your hair while sleeping and are difficult to remove.
  • Minor: You must save vs. Spell to refuse a riddle game (Cha save in 5e).
  • Major: You are incapable of telling an outright falsehood (this may impose situational penalties to Deception if not well-roleplayed).

Wisdom (Intuition)

  • Boon: You gain your choice of either the Druid’s Touch or Beast Ken cantrips (Druidcraft cantrip or Speak with Animals as ritual in 5e).
  • Cosmetic: Your eyes and ears transform to strongly resemble those of the fae.
  • Minor: You can be commanded by someone who knows your True Name (you may be able to save to resist commands).
  • Major: You must save vs Magic Item or be paralyzed by sound of bells (Str save in 5e).

Charisma (Beauty)

  • Boon: You learn the spells Commanding Word, False Friend, Inspiration, and Word of Courage and may cast +1 spell per day (Cast your choice of Bless, Command, Charm Person, or Heroism at 1st level 1/day in 5e).
  • Cosmetic: You take on a fae cast to your features and assume the skin and hair coloring of the donating faerie.
  • Minor: You become a physical duplicate of the donating faerie (less any fae traits not assigned from other side effects).
  • Major: You become unnaturally aged during the Winter, taking -1 penalties to most physical actions.

Qualities of Ice Fae (Autumn/Winter/Unseelie)

Strength (Might)

  • Boon: Weapons you wield made entirely of ice and spell attacks you make that deal cold damage increase damage by a die size. Double your progress rate when using force to move or alter ice or snow (e.g., sculpt ice, break through ice walls, blaze snow trails, etc.).
  • Cosmetic: Your muscles creak like stressed ice sheets when exerting themselves.
  • Minor: Treat iron as adamantine for the purposes of bending/breaking it (i.e., basically impervious to brute force).
  • Major: Iron or steel weapons you wield are at -1 attack penalty and iron or steel armor you wear is at -1 AC (due to feeling heavier than they are).

Dexterity (Grace)

  • Boon: You treat snow and slick ice as solid ground when you desire to do so.
  • Cosmetic: You exhibit unearthly thinness and a great degree of androgyny.
  • Minor: You are helplessly immobilized when bound in iron.
  • Major: You must save vs Spell or dance when exposed to certain music (as if Tasha’s Hideous Laughter in 5e).

Constitution (Health)

  • Boon: You take half damage from cold/ice attacks and treat temperatures down to freezing as comfortable (adjusting sub-freezing temperatures as if freezing was room temperature)(Cold Resistance in 5e).
  • Cosmetic: Your skin takes on a bluish pallor.
  • Minor: You automatically hibernate when sleeping in Summer (each day you must be woken forcefully or you will sleep until Autumn).
  • Major: You suffer vulnerability to Iron.

Intelligence (Wit)

  • Boon: You gain your choice of either the Glamour Weaving or Second Sight cantrips (Minor Illusion cantrip or Detect Magic as ritual in 5e).
  • Cosmetic: Frost patterns form on your skin whenever you are exposed to cold.
  • Minor: You must save vs. Spell to refuse a riddle game (Cha save in 5e).
  • Major: You are incapable of telling an outright falsehood (this may impose situational penalties to Deception if not well-roleplayed).

Wisdom (Intuition)

  • Boon: You gain your choice of either the Blessing or Hexing cantrips (Guidance cantrip or Bane at 1st level 2/day in 5e).
  • Cosmetic: Your eyes and ears transform to strongly resemble those of the fae.
  • Minor: You can be commanded by someone who knows your True Name (you may be able to save to resist commands).
  • Major: You must save vs Magic Item or be paralyzed by sound of bells (Str save in 5e).

Charisma (Beauty)

  • Boon: You learn the spells Obscurement, Petrifying Gaze, Terrifying Presence, and Whispering Wind and may cast +1 spell per day (Cast your choice of Dissonant Whispers, Fog Cloud, Hex, or Tasha’s Hideous Laughter at 1st level 1/day in 5e).
  • Cosmetic: You take on a fae cast to your features and assume the skin and hair coloring of the donating faerie.
  • Minor: You become a physical duplicate of the donating faerie (less any fae traits not assigned from other side effects).
  • Major: You become sluggish and uncomfortable during the Summer, taking -1 penalties to most physical actions.

Items of the Hedge

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We’re 15 sessions into my Beyond the Wall game at this point, and I’ve given out enough treasure that it’s time to reflect on my itemization rules as well as include some significant treasure that my players seemed to really like.

Minor Items

At this point, I’ve given out most of the example weapons on the minor weapons post:

  • They found a Blood Drinker axe buried in an ancient battlefield. They’re so creeped out by it that they might opt to not use it even if someone was a primary axe user.
  • I think they now have five or six Coffin Nails in various states of discharge (and one is currently pinning down a revenant at a crossroads, so it’s not really available). The primary user is the party rogue, who seems to enjoy managing the monthly discharge/recharge cycle now that he has enough of them that a budget of uses is a realistic thing to consider.
  • They found a Commoner’s Holdout knife at some point, and I’m not sure they remember they have it when it’s useful. Honestly, they don’t get seriously injured enough to make the trigger condition frequently available. Maybe I should try to change that…
  • The Landless Noble’s Family Weapon was a big help earlier in the campaign, when they stumbled on a demon that could only be hurt by magic. Overall, the infrequency of magic weapons seems to have helped keep magic-vulnerable monsters special for longer: because most enhanced weapons aren’t technically “magic” it makes the ones that genuinely are more special.
  • They recently got a Hedgecutter under less-than-ideal circumstances (off of the corpse of one of their higher level NPC allies who they’d had to kill because he’d been vamped). They haven’t gotten to use it to actually travel through the Hedge, but will soon, and probably would have loved to have it a few sessions ago when they had to run and hide from a Shambling Mound.
  • No Sidhe Swords have come into play yet, though they’re on the hex map to be discovered. The Fae Foundling in the party would probably love to get her hands on one, though she is normally a ranged combatant.
  • They recovered a Siegebreaker fairly early on (well, stole it from goblin storage and are hoping the owners don’t notice it). It’s being used by the Gifted Dilettante (rogue/mage), who shouldn’t really be in melee at all but, if he’s going to be, he might as well swing a really big weapon. He doesn’t actually connect with it all that often, but does seem to enjoy the option of smashing through doors and walls like the Kool-Aid man.

I believe I’ve also given out a couple of other weapons using the same minor weapon rules: a bow that is extra harmful against beasts, some arrows with one ability each, and Siegekeeper: a longbow that’s Magic and extra effective (Penetrating and Warning) against soldiers of their rival empire.

Overall, I’ve been pretty pleased with the minor weapon rules: keeping the players from chasing pluses allows them to use weapons that fit their styles.

I’ve also given out quite a few of the items from the minor items post:

  • I believe that most of the main PCs have, at this point, at least one reroll item. I seem to remember putting in play items of Cantrips, Hunting, Perception, and Rituals. Most of them are one charge per day, and I don’t see them get used that often (mostly because those checks are so good for the bearers that failure is unlikely).
  • An item of Warmth and one of Sustenance have come into play and are interesting curiosities, but haven’t been used to great effect yet. In particular, the Chalice of Sustenance (turns liquid put into it into a satisfying meal) has picked up a bad connotation of “Dysentery Chowder” after the bearer experimented with “I wonder if it can turn this awful sewer water into a meal?”
  • The single-charge Belt of Stoneskin has already saved the Gifted Dilettante’s life twice (though I think I need to pay more attention to making sure he declares activating it up front rather than as soon as he takes a big hit). It’s probably the MVP of items so far.
  • The rogue seems to really enjoy the Gem of Seeing in principle, but hasn’t gotten much actual use out of it.
  • They just got an item of Protection this past session which may also find a lot of use. The item of Regeneration is currently in the hands of a character that doesn’t get injured much, but she seems glad to have it in the event that she does get injured.

Ultimately, the minor items aren’t getting used nearly as much as I expected, but the players seem to enjoy receiving them and figuring out how to distribute them to take advantage of party roles and number of fortune slots for each character. I’ve begun handing out items with more than one charge per day, which may increase their overall utility.

Significant Items

The following items are named treasure, mostly with strong links to the game backstory. Like the other items, they don’t carry pluses, just modular effects. They ought to port over fairly easily as items for D&D; feel free to add the enhancement bonus of your choice in that case.

The Ancient Crown

This crown is suspiciously non-magical, particularly coming from the long-dead ruler of a magically potent ancient empire. For certain, it’s valuable enough: it would be an extremely good find for a low level party just taking it apart for its platinum and gems. As an art object, it’s worth even more.

But the real potency of the crown is in its political weight. The inheritor state of the ancient empire craves trappings of legitimacy. A long-lost crown could be enough to elevate a minor claimant to the national stage, by brokering a deal to give it to the current rulers or treating it as proof of a previously significant bloodline. Simply handing it over to a friendly noble NPC to deal with should be a major quest reward, and trying to figure out how to use it for themselves could be a campaign-spanning PC goal.

Beyond the purely mortal parties that would love to get their hands on such a valuable item, there is also the question of immortal interest. Faeries, demons, and other such beings have a great use for items that are important even if they aren’t technically magical. What rituals could they wreak upon the fabric of the empire with such a token of rulership? They’d probably go to great lengths to find out…

The Anydress

In some ways little more than a toy, this dress is woven of glamour by a skilled faerie tailor. For most fae, it’s a long-term savings on fashion. For shapeshifters and other infiltrators, however, it can be a vital tool of the trade…

When unworn, this looks like a simple shift of nice but unremarkable fabric. When donned, however, it adapts to properly fit anyone of roughly humanoid size and shape, and transfigures seamlessly into a dress appropriate for the wearer and the environment. On the streets of the merchant district, it’s fashionable but not ostentatious. In the bad part of town, it seems respectably plain. And at a royal ball, it’s festooned with gems and needlework.

Obviously, none of this lasts if separated from the item, and it can sometimes have its own whimsical interpretation of what’s appropriate rather than strictly appearing as the wearer desires. But, unlike many such faerie crafts, it’s remarkably durable and can last indefinitely without deteriorating or losing its powers.

A little known component of the dress’ whimsy is also the ability to tune into times of significance. For example, if curious adventurers were to try on an ancient crown while wearing the Anydress, it might give them a hint as to what might happen if they claimed the crown by adapting to reflect what kind of ruler they could become.

Wælcyrie’s Raiment

This suit of leathers is fitted for a woman and extremely well made. It features dozens of long, dagged strips hanging from the mantle and skirt. It is strongly magic (for any effects that interact with magic on armor), ghost touch (spectral entities cannot bypass its AC bonus), and grants +2 to saving throws the wearer makes against the attacks of any kind of undead or spirit. The strips writhe in the presence of ghosts, even unmanifested/invisible ones.

If a ghost can be convinced to voluntarily grasp one of the strips, it becomes infused into the armor. It is always considered to be in Protective stance: the ghost will interrupt and take the next hit against the wearer. Most ghosts can only take one such hit before being discorporated; more powerful ones may be able to take multiple hits, and may grant additional abilities to the wearer while infused. Discorporated ghosts seemingly pass on for good. The armor can support multiple ghosts at once; generally the one that has been infused the longest will be the one that takes hits.

Græfenrót Banner

This silken banner was seemingly wielded by the outriders of the Wælcyrie. The horses of any allies under the banner suppress their natural fear response to undead, and even mundane horses can keep up with supernatural horses within the cavalry.

When grasped by someone with authority over mindless undead, those undead will never attack allies of the bearer within sight of the banner, even in the bloodlust of battle. The bearer and all allies within sight of the banner gain +4 to saving throws against any mental (fear, charm, etc.) effects generated by undead/ghosts.

Allies slain within sight of the banner always leave a weak and somewhat confused ghost (which will usually pass on at sunrise unless infused into the Wælcyrie’s Raiment), which is generally still friendly and will continue to fight beside its original allies if it can be effectively directed. This effect may intensify other necromantic auras, causing the fallen to rise as physical undead instead of ghosts.

Assorted Game Seeds

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I tend to have a bunch of adventure ideas that I’ll never get around to running. This post is me putting them down in writing to maybe get them out of my head (with an aside of having a place to link to if I later ask players what kind of campaign they want to play short notice). They’re mostly tuned for various flavors of D&D. Feel free to steal them.

We Inherited a Magic Shop

The PCs were all low-level retail staff at one of those mysterious old magic shops run by an elderly wizard of great power. Maybe it was one of those stores that appears suddenly in a dark alley when you least expect it, and sells you something that changes your life and then is gone when you look for it again. Regardless, the boss’ vaults of miscellaneous items were impossibly deep, and the shop seemed to be less about turning a profit than giving the old man something fun to do in his retirement.

Then some high level evil adventurers showed up and tried to roll the shopkeeper to rip the place off. Turns out, they weren’t quite prepared for him to be as formidable as he was, and he died driving them off… for the time being. Now you’ve got this whole shop full of items, a dead mentor to avenge, and some much more powerful enemies that will probably be after you for the contents of the shop.

But, hey, you’re outfitted in gear valued for the greatest heroes in the land. That ought to let you punch above your weight class, right?

(I would essentially stock a shop with a random assortment of gear with a value appropriate for a party of 20th level characters, as generated by my magic shop app.)

Pacifist Apocalypse

The end of days is happening, and the gates of the afterlife have closed. Any souled creature that dies soon rises again as an undead of potency based on its power in life, and attempting to preemptively dismember or restrain the corpse tends to just have it come back as an incorporeal spirit.

Unfortunately, most of the rest of the world doesn’t seem to have figured this out quite as readily as you have. Can you work your way through the usual high fantasy tropes to try to save the world while trying really, really hard not to kill any of your living opposition? Every slaughtered goblin is just a zombie you’ll have to deal with in a moment, so it’s worthwhile to see if you can just talk out your problems before the walking dead truly outnumber the living.

Former Unwitting Hosts of Heroes

None of you started as anything special; you were just peasants scattered throughout the domain with no hopes of bettering your place in the world. The only thing interesting about you was that you were about to die at the right moment. Some epic heroes from another world needed to get something done on this one, and the ritual they used to travel actually had them possess the bodies of those fated to die at about the moment of travel. One moment, you were about to die badly, surrounded by brigands or facing down a monster or other impossible hazard. The next, you were someone else, suddenly merely a passenger in your own body.

The heroes had a plan. Easily escaping the hazard that would have proved fatal to you, they began to travel. Their wizard teleported to their rendezvous point and began creating some rudimentary magic items that they’d need in their quest (for their raiment had not traveled with them). As the others traveled over land, they did odd jobs throughout the realm for coin and miscellaneous useful magical trinkets. Reconvened, they did what epic heroes do: they marshaled armies, knocked over villains with resources they needed, and then, ultimately, saved their world and yours. The quest accomplished, their spirits returned to their home dimension.

And the group of you were suddenly standing around with a completely undeserved reputation, a decent but not exceptional brace of gear useful to skilled heroes, a strange smattering of adventuring experiences from your dreamlike time as the host of a hero, and… perhaps most importantly… a whole legion of enemies that the heroes made in their haste to accomplish their quest in an expedient faction. There are going to be a ton of people that expect you to solve the next set of major problems they face… and a ton of really pissed off bad guys that would just love it if you split up and tried to go back to your pedestrian lives. Good luck.

(Play a short series of sessions with the PCs as 20th level badasses, using in medias res a lot to heighten the sense that the eventual PCs don’t really know the full scope of the intentions or capabilities of the heroes they’re hosting. Give them lots of no-good-answer choices to make enemies and upset the politics of the campaign setting. Then leave them drastically (but not completely; they did learn a little from watching after all) de-leveled in whatever state they were at the completion of the adventure.)

The Inevitable Sessility of High Level

This is more of a rules hack that implies a setting concept, but it’s been bouncing around my brain for a few days, so I’m including it.

Any XP awards gained from completing encounters are divided by your level. You can reduce this penalty (to a minimum of 1) by undergoing downtime equal to one day per Tier level per point of penalty. For example, an 11th level, Tier 3 character needs to spend 30 days of downtime to be back to no XP penalty (3 days per divisor point from 11 down to 1). After 15 days, the same character would be at a divisor of 6. (It’s left up to the math skills of the GM to rework the XP system so this is phrased as a rested bonus rather than an unrested penalty, because that’s often more palatable to players.)

At the GM’s option, having small one-off encounters does not reset this penalty, and a serious one-off encounter should bump it back up by a point. Normally, the penalty stays the same for the duration of an entire adventure (as long as there are not significant downtime breaks; travel to and from adventure sites doesn’t count). Basically, you spend some downtime, you go on an adventure, and then you’re ready for another vacation.

What qualifies as an “adventure” doesn’t necessarily change just because it’s trivial for you. If a high level party spends an afternoon clearing kobolds out of a mine, even though they’re in no real danger, it’s still an adventure. It resets their penalty.

The intention of this system on the setting is to create a natural explanation for why high-level characters spend so much time lurking in taverns trying to recruit newbs to do things (it’s a total waste of their time if they’ve been building up downtime for something worth their while). It should also encourage higher level characters to spend more time on domain play (spending a lot of time building strongholds, recruiting followers, and researching magic). Finally, it should introduce a system to slow down leveling to something that’s “reasonable:” one of my annoyances with D&D adventure paths is the tendency for PCs to rocket up to high level within a few months, which it’s heavily implied that most characters in the setting took years and years to become high level.

Ultimately, the setting that ought to emerge from this rule is one where up-and-coming adventurers are constantly on the road, building up their treasure base and taking the odd couple of days of downtime between adventures, receiving quests from semi-retired adventurers. Once they start hitting the mid-levels, they begin to need longer downtime, so start thinking about investing their earnings into residences that cut down on their costs (staying in inns every night is expensive) and sources of renewable income (like a tax or tithe base). At the higher levels, “adventures” mean dealing with threats to your domain (or your liege lord’s greater domain) no more than once a month that can’t be pawned off onto lower level adventurers, when what you really want to do is spend time getting that new tower built just right or that new spell researched.

Pathways Fantasy World Creation

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This is kind of the opposite of my previous Pathways World Creation idea: rather than making characters first and the world to suit, this is an experiment in doing pathways creation without player characters involved. See the linked Smallville tag on this post for more information about doing Pathways creation, if you haven’t played Smallville or previously read my other posts on this topic.

As usual, start with a big blank sheet of paper for drawing nodes and connecting lines. Unlike usual, do not add the player characters to the map initially (you’re developing a world for the players to eventually create characters to fit). The goal of this is ultimately to create a world-first setting, where the player characters aren’t necessarily attached to anything from the start, but to still give the players buy-in to all the primary elements.

For every step in this process, I’d advise that the GM should be treated as a player (i.e., getting to add and connect things at least as often as the players do). Traditionally, the GM does not participate in the Pathways process, but that process is often in a framework of a greater setting that the GM has already bought into. Since this is generating so much about the world, giving the GM the ability to poke at the process to highlight ideas he or she likes makes it easier to roll with the game indefinitely.

Step 0: Theme and Conflict

This step is special: it may be done normally, with the players going around the table, or may be entirely pre-seeded by the GM to get some initial core input into the important elements of the world (i.e., this is set up so, if the GM already has some seed ideas for the campaign, it’s possible to just put them as the core for the whole framework).

  • Add a short theme (triangle) to the map. This should ideally be a single word, and certainly not more than a very short sentence: it will gain more definition as other elements link to it.
  • Add an antagonist (hexagon) or macguffin (pentagon) to the map. This should be a short but evocative name; the actual details of it will be generated from linking to other elements.
  • Draw an arrow from an antagonist or macguffin to a theme, and define the connection as an aspect-style blurb.

Step 1: Peoples and Places

  • Add a location (box) to the map. This should be a whole country or region. As usual, give it an evocative, short name, and allow details to come out from connections.
  • Add a race (double-ringed circle) to the map. The GM may veto any races from the rules that he or she doesn’t want to deal with, but this is otherwise a way to say that that race is important to the setting in some way. If your game system doesn’t have mechanical races, give a short, evocative name for a culture instead.
  • Draw an arrow from an antagonist or macguffin to a location or race and define the relationship.
  • Draw an arrow from a location or race to a theme, and define the connection as an aspect-style blurb.
  • Draw an arrow from a race to a location and give it one of three types of label: “homeland” (where the race is from), “Stronghold” (the race is politically dominant in that location), or a negative label (such as the race being banned, enslaved, or otherwise mistreated in that location). These can double or even triple-up if it makes sense logically (e.g., the elves are politically dominant in their own homeland, but are also widely feared by all other races in that land).

Step 2: Politics

  • Add an NPC (circle) to the map. This should be someone very politically important to the setting, but not directly villainous (that would be an antagonist). As usual, give the NPC a short evocative name and wait for details to fall out of connections.
  • Add an organization (star or double-ringed pentagon) to the map. This will become a politically important secret society, knightly order, wizard cabal, thieves’ guild, etc. As usual, a short, evocative name is important.
  • Draw an arrow from an NPC to an antagonist or macguffin and define the relationship.
  • Draw an arrow from an antagonist or macguffin to an organization and define the relationship.
  • Draw an arrow from an NPC or organization to a theme, and define the connection as an aspect-style blurb.

Step 3: Further Linkages

  • Draw an arrow from any (non-theme) element that is not currently connected to a theme to a theme, and define the connection as an aspect-style blurb. (If all elements are tied to a theme, tie one to a second theme.)
  • Draw an arrow from whichever (non-theme) element currently has the least connections to any other element, and define the relationship.
  • Draw an arrow from any (non-theme) element to any other element and define the relationship.

Step 4: Secondary Elements

  • Add your choice of another one of the following: antagonist, macguffin, location, race, NPC, or organization.
  • Draw an arrow from any element with no connections to any other element (except themes), and define the relationship.
  • Draw an arrow from any element (that is not currently connected to a theme) to a theme, and define the connection as an aspect-style blurb.
  • Draw an arrow from whichever (non-theme) element currently has the least connections to any other element, and define the relationship.
  • Draw an arrow from any (non-theme) element to any other element and define the relationship.

If your map is still sparse for your group’s tastes, repeat steps 3 and 4 until you’re satisfied with the map.

Come Buy, Come Buy (Part 3)

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Apparently, I had a lot more to say on this topic than I thought, and it’s taken me until the third post to get to the item list that was the core of why I started writing this series in the first place. So without further ado…

Types of Items for Sale

Trinkets

Not every vendor in the market has epic items that will change your life forever. Probably the majority of them are a lot like their mortal counterparts: selling the everyday things that visitors to the market might need. Depending on the weirdness of the average customer, this could vary from goods that wouldn’t be out of place at any mortal market to items that have similar functions but alien appearances. Mostly, for mortal visitors, this winds up basically being tchotchkes: the kind of slightly unusual token you bring back to show your neighbors that you’ve seen wonders they couldn’t even imagine.

They might even accept your own coin or unusual goods for trade, letting you dip your toe in the market without bartering anything you aren’t prepared to part with.

Snacks and Merriment

It wouldn’t be a fair without delicious food, drink, and revelry to part you from your coin. As mentioned previously, they’re probably not glamoured fruits that will make you sick to death or tricks that keep you from ever leaving faerieland. At least the reputable vendors don’t sell that kind of thing. But the foods are delicious, empty calories, often spun into daring shapes that can’t be accomplished in human ovens with mortal gravity, and the entertainments are… extremely memorable.

Many of them are even touched with magic and might give you a small bonus to something relevant for an hour or two.

Exotic Goods

Beside the trinket vendors are the merchants with the things that are truly beyond what you can get in the mortal world. They sell bolts of cloth or fully-tailored clothing better than anything you’ve ever felt, metals that mortal metallurgists wouldn’t believe could exist, gems made of captured light, and chemicals that would make a mortal alchemist or baker weep at the possibilities.

Many of these things don’t last long outside of the market, falling apart under coarse mortal hands or turning into leaves with the dawn. If you can keep them up, the maintenance requires care and/or magic almost (almost) beyond what it’s worth. But they still might be useful for as long as they last, particularly if you’ve been invited to an event and aren’t properly attired.

Some of them might last, of course, if it suits the whimsy of the GM for them to persist. In particular, raw materials might survive into the mortal world… what better way to vex mortal crafters that try and fail to work them?

Secrets

If you need to know a particularly useful and hidden bit of lore, the market is the place to ask around. As noted previously, information at the market changes hands like physical goods: you’re paying not just to know something, but to be the holder of an exclusive (or, at least, extremely limited) piece of data. You can get weaknesses of your enemies, quest hooks, lost histories, and even spells from the right vendor for the right price.

Of course, the fact that you were asking around for these things is strangely free of the limited nature of secrets… the fae might gossip about your desires to almost anyone. That might particularly include someone who desperately wanted to know a secret that you now exclusively own.

Enchantment Shifting

To mortals, “permanent” magic is static, but, to many of the fae, it’s much more fluid. Have a curse you need taken off of you? Have a magic weapon that’s not your specialized type? There may be someone that can help you move that enchantment to a home more to your liking.

Magic as Commodity

The standard consumables are just the start for the types of magic you can buy at the market. Virtually any spell could find a home in a crafted good: to the fae, it’s not enchantment, just their own particular brand of handiwork. As noted previously, these should often be much easier to get than the rules expect, because of the spoilage factor.

Memories and Talents

Of course, the core currency of the market can also be an end in itself. Need to boost an ability or skill? Someone else may have paid in the right qualities that a merchant could distill the draught for you.

These bonuses should range from the slight to the overwhelming, and from the momentary to the permanent. Maybe you only need the memories of a genius or the muscles of a troll for a moment to solve a problem, or maybe you’d like a slighter bonus for longer. The pricing for this should probably start similar to a potion that boosts an ability for a short period, adjusted for magnitude and duration, and discounted for drawbacks.

In addition to the normal drawback of spoilage, the hidden drawback of this kind of thing is the danger of taking in someone else’s identity.

Mental ability scores and skills tend to come from a constellation of memories and emotions, not all of them healthy. Is it worth it to be smart, if you suddenly have a genius’ pedantry and arrogance? Is it worth it to be incredibly charismatic and artistic, if you are suddenly wracked with depression engendered by a long-lost muse?

Physical ability scores and skills can be even more troubling, drifting into the realm of body horror. The muscles of a troll may come with many of the troll’s other physical characteristics. And sometimes the stories of being turned into frogs are just an offended merchant selling a particular distillation of a potion of agility…

Teaching a Mortal to Fish

Perhaps the most efficient purchase you can make, if you’re mystically inclined, are the secrets used to build containers and fill them with currency. With sufficient dedication, you can spend the weeks until the next fair gathering dross from your own home town out of dreams, emotions, and secrets no one will even miss, and save up for something at no cost to your own identity. For the patient and industrious, it’s the best investment you could make.

Of course, some people say that many fae were once mortal practitioners with a greed for faerie things and the right start down the slippery slope…

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