The Mist · Misuto · ミスト

The Mist - Player's Guide

Everything you need to roll up a character and play in The Mist — the setting, the dread system, available spells, new equipment, and the table's house rules.

D&D 5e (2014)Player's Guideby Keith C. Estanol

Campaign Summary

The Mist is primarily a campaign of exploration, horror and overcoming despair.  The structure of the campaign is to have 2 sets of activities that are available to the players.  One is a set of random encounters based on the kind of terrain they’re in, whether it’s urban, forest, beach or plains.  There are also sites that the players can discover when they explore the land that can contain great danger or great prizes, like spells, technology and resources.  The other is a set of plot encounters and events that happen at the DM’s time and choosing.  The players can encounter these at certain levels or when they’ve explored a certain amount of the map.  This lets the players determine where they can go and have a variety of choices without the players determining the pace or rhythm of the story.  Players are great at determining their own story but should not dictate the pace of the overall arc, which is the purview of the DM alone.

Truths of the World

Play Stupid Games, Win Stupid Prizes

There is no plot armor on the players.  If they do something intentionally to test the waters of the game, to see if they’re immortal no matter what they do, there’s a higher chance than normal that they’ll simply cease to be.  Not everything is inherently dangerous, and it takes good judgment to tell the difference and decide whether you should try to swing your weight around.  But if you try to swing your weight around in every single situation without thinking about the consequences, there are consequences that could happen, depending on the appropriateness of the situation.

Your Choices Matter

There is no set plot line in the campaign.  There are events from the major movers and shakers of the world that happen at intervals that depend on what the players do, and their choices with what to do with those events shape the overall story.  If their choices are ones that follow the overall good (and there is a range good - evil), then generally, better things happen.  If their choices are for the short term good for themselves, but long term bad for everyone else, then good things could happen from their point of view, followed by some very bad things.  If their choices are both bad for themselves due to having a large ego or letting their anger overcome their good sense and bad for the world and everyone else in general, bad things could happen immediately, with very bad things happening in the long term.  Of course, this is not a one time thing.  The party could make a string of bad choices, but turn them around in a single incident by expending a great and grand effort, sacrificing all that they have and a long term good for the world could result.

The World Rewards those who are Strong and Competent

In general, you should try to have the skills in the thing that you’re trying to accomplish.  If you want to swing a big sword and do a lot of damage in it, you should have a high strength and proficiency in martial weapons.  If you want to convince people who are normally against what you want to do, have a high charisma and proficiency in persuasion.  Roleplay may or may not give you a bonus or a negative in the thing you are accomplishing in a social situation.  If you are proposing something that an NPC doesn’t want to do and you have neither the stat nor the skills to add any bonuses to the attempt, you should probably lower your expectations, no matter what kind of roleplay you bring to the table.

However, if you are strong and competent, that may be enough to get you out of whatever trouble that making bad choices brings you.

Campaign Background

The players are in a small city called Neo Bakersfield, which used to be a modern metropolis before the Mist came.  They have legends of autonomous cars, flying vehicles, devices that could communicate long distances and even metallic servants.  However, when the Mist came, it took their memories, leaving only their names and skills.  The Mist also brought terrible things: monsters, beasts and madness.  Much knowledge was lost when the technological underpinnings were destroyed by the riots, violence and fighting afterwards.  Many printed books were also destroyed, with only a few that described the society, some farming techniques, and unconnected pieces of history.  Some of the more recent history describe the high office of President as being occupied by a man named Bernie Sanders.  The Mist also brought a few benefits: magic and the emergence of races long thought dead: elves, dwarves, hobbits, among others.  

The citizens of the city managed to drive out the more vicious beasts after a concerted effort and organizing.  They’ve also learned how to reclaim areas of the Mist with ritual magic, after the monsters and various enemies were cleared away, so their map of the city has expanded over time.  The city itself still contains the skyscrapers and multi-story buildings of old, the long lasting streets, and other sturdy structures.  Those buildings that remain are in various states of repair.  Some need thatch roofs, others have many holes in the flooring and yet others are almost entirely intact.  The ruling consists of a council elected by the citizens, who are in charge of different parts of the city and their functions.  There are large farms and animal pens in areas that don’t have buildings, and water is directed via newly built canals.  The water is from a river that flows in the middle of the city, and the canals are newly dug.

The technology is what you would expect of a medieval time period: iron working, animal power, water wheels, windmills, farming and animal husbandry.  Typical weapons include spears, bows, crossbows, swords, staves, and polearms.  There are strange objects called ‘guns’ from the scavenged literature, but the ability to manufacture them and their ammunition have been lost to the violence after the Mist.  Medical technology is also limited, with no antibiotics or germ theory, and only herbal remedies available.  However, magic makes this better, as there are healing spells available when herbal remedies won’t do the job.

The various districts of the city worship different gods that fall into some of the common cleric domains, like good, evil, the sun, storms, etc.  There is no official religion, but apparently some people have been able to access divine magic through worship rituals that they’ve discovered through trial and error.  Those people have gathered followers, but not everyone who tries the worship rituals can access the magic; only a few are chosen.  No one really knows the true nature of the gods that these groups worship, but they cannot deny the magic that happens.

There are also magical institutions that cater to the various types of hermetic magic users.  Some specialize in sorcerers, others with wizards and warlocks.  These organizations serve mainly to share knowledge and to compare notes.  The Historix Arcanum for example are a warlock only group that hoard spell materials, ritual magic, and gnostic knowledge.  Theirs is a secretive group, but no one’s ever found them to do anything that is actively harmful or illegal.  In opposition to them, the Open Wizards Sanctum has a library full of books that can be checked out by anyone, and offers classes and help for anyone who can cast spells.

The economy in Neo Bakersfield is primarily capitalist, with some laws that are meant to help, but more often than not, will hinder the process of justice.  The citizens seem pretty pleased with the results, with a few grumbling that things can be better with the creation of even more laws.  Currency is in the form of gold coins imprinted with the seal of the ruling Council.  There is some criminal counterfeiting going on, but this has been curbed with magical detection spells researched specifically for defeating such schemes.  There are lots of industries in Neo Bakersfield, but most of them are cottage industries, with only a few owned by large conglomerates like mining and large scale construction.  The other cottage industries like blacksmithing, weaving/cloth making, farming, cheese making, wine / beer making, animal husbandry are owned and operated by small groups and often by just a single family.  

Neo Bakersfield’s military and police forces are also similarly small.  They are supported by taxes of what people earn with their production and managed by smaller offices within the Council.  The military forces of the Council are there to deal with the Mist, incursions by creatures of the Mist, to expand the city by exploration of the Mist and to recover any artifacts retrieved by expansion efforts.  For example, the 2nd Shield Infantry concerns itself with patrolling the perimeter of the city and maintenance of the ritual barriers, while the 1st Expeditionary Force ventures out into the mist in official sorties to deal with larger forces detected.  The police forces are small units who deal with petty criminals and major crimes in the city.  There is not a lot of crime because people are too busy trying to survive, but every so often, someone thinks they can get away with something and then an investigation needs to take place.

It is not illegal to leave the city and wander the Mist, but it is very dangerous, and also very profitable. This is the reason for the existence of  private mercenary companies that are contracted by the military, by the council and by private groups to do various things out in the Mist.   Some are looking for ancient technology that was used by their ancestors, others are looking for magical artifacts of unknown origin, while scholars of the magical schools are looking for scraps of past history.  Different jobs for different desires and needs.  This is where the Players come in.  They are part of one of these mercenary companies.  They determine where to go, what their destinies are, what their goals are, and ultimately, who they want to support or let go.  Their lives and their futures are in their own hands.

The PCs themselves determine where they come from.  Which magical, wizardly, religious or militaristic organization do they come from?  They can make that up themselves, with a basic name, mission, with as much detail as they like, but once that is written down, it is out of that PCs’ hands and is now the DM’s to play with.  The PCs can also make up the composition of their mercenary company: the name, the mission, where they’re located in the city, whether they have an official charter from the Council or not, what amenities their headquarters has, whether to pay the rent or not (rent to be determined by the DM), whether there’s insurance or not, and what kind of service they would like to offer.  This is a fluid organization, to be managed by the PCs together, or to be mismanaged by the PCs together.

The Mist

The Mist is a shroud that surrounds the areas around Neo Bakersfield.  It is only kept at bay by the ritual walls created with the help of the city’s magic users.  It is not a normal fog, but a light blue colored horror, with numerous cancerous brown spots floating throughout.  While it is not immediately harmful, anyone living in it for a week or more starts to experience harmful effects.  Those who have gotten lost in the Mist have been found with mutations on their bodies, black liquid bleeding out of pustules on their extremities, wounds that don’t heal, organs that migrate from the inside of their bodies to the outside, and new horrible body parts growing alongside their normal ones.  Most of those who have remained in the mist for a month or longer have gone insane and can no longer function.  Others have somehow found a way to deal with their new bodies and their mental afflictions.  A few have become monsters who hunger for human flesh.

Animals that have been exposed to the Mist experience the same thing as people, gaining tumorous growths on their bodies, getting larger and more aggressive.  Plants in the Mist are mostly unchanged and are actually edible; they are not infected with whatever is causing the changes in animal and human bodies.  The water is also not affected by the Mist, and if it is not poisoned by other sources, is drinkable inside those areas not claimed by Neo Bakersfield.  

The ritual walls are sites that are sanctified by Neo Bakersfield’s divine casters.  It takes 16 hours of continuous ritual casting by at least 1 divine caster, and when it is done, the Mist is banished from a hexagon of 8 miles on a side for 3 months.  However, just because the Mist is banished from that area does not mean that monsters and other invaders can’t get into the area.  That area must also be protected by static defenses and mobile military units.  When a new hex is cleared of hostile forces, the Mist is then cleared by divine casters and the construction of support structures can begin.

But, the ritual walls aren’t perfect.  Sometimes pockets of the Mist can form inside Neo Bakersfield.  It is more rare today, but can still happen.  At this time, the city can only support the current number of ritual walls.  There are not enough divine casters and soldiers to build, expand and protect new ritual walls.  It is known that if a ritual wall  is destroyed, within 8 hours, the Mist comes back and that tends to draw monsters that attack and harass anyone trying to rebuild the wall and its defenses.

Extended excursions into the Mist are made only possible by spells that delay the harmful effects for 24 hours that any divine caster can cast as a 10 minute ritual.  Once they are protected by this spell, they can venture out, explore, map and bring back artifacts from the lands in the Mist.  If there is a divine caster in a party, they can venture for weeks, months for as long as they can find food, water and survive against the monsters that roam the hellscape outside the city.  

Known Properties of the Mist

  • The Mist produces light obscuration 30 feet away from any intelligent creature with an INT score above 4.  This is an unnatural effect that belies some kind of purpose and awareness.
  • The Mist produces mutagenic and death effects in unprotected creatures that are exposed to it.  After 36 hours, most creatures are dead.  The creatures who don’t die are changed into monstrous versions of their old selves.
  • Any PCs who don’t die from the Mist effects become NPCs controlled by the DM.  Make a new character.
  • The change that the Mist produces can be reversed by those creatures being put into an environment without the Mist for at least one month.  Their memories do not return.
  • Some creatures that are changed by the Mist aren’t mindless, but gain more than a keen animal cunning, with their INT score being raised to 6 and above.
  • Other creatures gain strange new abilities, ways to use the Mist to do things that they wouldn’t normally be able to do.  Some of these include physical abilities like sharper teeth, larger claws and the like.  Others involve magic and still yet others involve abilities that can’t be classified just yet, like having allies appear out of the Mist or commanding it to form structures.
  • Creatures can be protected by a first level spell (Resist Corruption) that can be learned by anyone who can cast spells, even someone who only has the Magic Initiate feat.  This spell doesn’t count against the list of spells someone has prepared, but will use up a spell slot when cast.  The spell is described in the New Spells section as Resist Corruption.
  • An entire hex can be cleared of the Mist by a 4th level spell that can be learned by anyone who can cast spells of 4th level of any class.  This spell is described in the New Spells section as Banish Mist.
  • When exposed to the Mist for a long enough period of time, and if it does not kill them, the Mist will remove the memories and identity of a creature, including intelligent ones.

Dread

Some environments, special abilities, circumstances and events can lead to a special condition called ‘dread’.  Dread works in a similar manner to exhaustion, where the more dread one has, the closer one is to insanity, is more susceptible to gaining an insanity and the higher the level of insanity becomes.  Much like exhaustion, dread has a number of different levels ranging from 0 to 7, each one more debilitating.  

Duration of dread varies depending on what caused it.  An effect can give a creature multiple levels of dread, as described by the effect’s description.  Every dread condition has a save DC that matches the save DC of the effect that inflicted the dread condition.  

Creatures protected from or immune to the frightened condition instead gain dread resistance.  Dread resistance gives the creature advantage on saving throws against dread, and the creature treats his level of dread as 1 lower than it actually is for the purpose of determining its effect.  

Technological and Magical Innovations

The Mist isn’t entirely bad.  Technological innovations and magical techniques have been found in the mist, with many more to be found.  Some examples are below.

  • Apparatus of Kwalish
  • This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster.
  • DMG, pg 151
  • Arcane Cannon
  • This Large cannon is imbued with magic. It requires no ammunition and doesn’t need to be loaded. It takes one action to aim the cannon and one action to fire it. After the cannon has fired, it must recharge for 5 minutes before it can be fired again.
  • Explorer's Guide to Wildemount, pg. 265
  • Enduring Spellbook
  • This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age.  These are made
  • Xanathar's Guide to Everything, pg. 137
  • Clockwork Amulet
  • This copper amulet contains tiny interlocking gears and is powered by magic from unknown powers.. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.
  • Xanathar's Guide to Everything, pg. 137
  • Everbright Lantern
  • This bullseye lantern contains a shard of solid miasma that sheds light comparable to that produced by a continual flame spell. An everbright lantern sheds light in a 120-foot cone; the closest 60 feet is bright light, and the farthest 60 feet is dim light.
  • Wayfinder's Guide to Eberron

Magic

Magic is an important part of how people can survive in this world’s hellscape.  Without magic, humans and animals would be constantly deformed and mutated and civilization would not be possible.  While magic is present, it is only usable by a precious few, about 20% of the population.  These consist of all the magic classes: sorcerers, wizards, warlocks, clerics, magic using martial subclasses, etc.  Ki users and psionics are considered part of those who can use magic, those few who can fight back against the monsters of the Mist.

Not all of the spells in the Player's Handbook and others are known.  Because magic had to be discovered as both a science and art, only a subset of spells is known and documented, some of which are shared by the magical schools.  The divine and clerical casters all know the same spells, but also only a subset.  New spells can come into the world via either research, through artifacts or magical techniques brought back from the Mist.  Once a spell is researched by hermetic wizards, it is their choice to keep it to themselves or share it with other hermetics.  It is different with divine casters; once a new divine spell is researched, they all know it, no matter which domain or god they worship.  Currently, only 30% of each spell level is known.  This can change drastically during a campaign.  Once a new spell is known and revealed, sorcerers, warlocks and others can switch out one of their spells for that one.  If there is a spell effect that is part of a class feature, that spell is still functional, but cannot be cast in any other way, written on to a scroll or spellbook, or duplicated by any other item until it is discovered in scroll or book form in the Mist.

Note for going from D&D 2014 rules to 2024 rules, if a spell isn’t available in the 2024 spell list, it won’t be available for anyone and won’t be found.

Magic is also limited in that only spells up to 6th level are known.  All other spells above 6th level must be discovered.

Citizens of Neo Bakersfield

The people of Neo Bakersfield are a haunted one.  They are aware that they lost something great, and are products of a failed golden age.  The horrors outside their city are kept away by brave souls who risk their lives daily, and even then their daily life isn’t free from danger.  Monsters can sometimes sneak or break past the walls or they can fly over them to wreak havoc on the citizenry before the military or police can assist.  So, every family is armed and trained to at least use melee and ranged weapons.  Everyone can defend themselves, but not always very well.  

Even so, the demeanor of Neo Bakersfield’s residents isn’t grim darkness.  They all know that things used to be much worse, that through hard work and reasonable risk, their world can get better.  So, they work hard, but also play hard.  There are festivals full of fun, laughter, songs and dancing.  When there is work to do, they work hard and they innovate as much as possible, trying to bring back the technology of yesteryear.  Every resident has their own take on their world, what they can do to take it back, and what might happen if they fail.  

Important Moves and Shakers / Notable NPCs

  • Ken Ito - Council Chairman, District 1 Representative
  • Ken Ito is a tall blonde haired man, straight backed and gold eyed.  His policies are unwavering and not known for any leeway.  He considers his authority to be the highest in all of Neo Bakersfield.  District 1 is known for producing luxury items like jewelry and fine clothing.
  • Hina Watanabe - District 12 Representative
  • Hina Watanabe is a large woman, strong and big-boned, descended from the metal miners of her district.  She considers herself Ken Ito’s thorn in the side and often works against his interests.  District 12 is known for its mines, both for metals and coal.
  • Sara Sato - District 3 Representative
  • Sara is a small woman descended from the crofters and skilled workers from District 3.  She is soft-spoken, but knows the ins and outs of Neo Bakersfield, where all of the bodies and skeletons are buried.  She likes to whistle and hum to herself.  District 3 is known for its blacksmiths and weapons builders.
  • Tatsuo Tanaka - District 11 Representative
  • Tatsuo is a down to earth man who is very familiar with farming and how much everyone needs his farming products.  He sports a homey manner and a way of communicating that makes one think him a simple man, but behind the congenial demeanor hides a scheming mind that longs for more.  District 11 is known for farming, animal husbandry and other food processing.

The districts aren’t necessarily divided geographically, but by areas of interest and production.  Members of two different districts can be right next to each other and be represented by two different council members.  There are other council members and districts but only the most important ones are represented above.

Notable Locations in Neo Bakersfield

  • Administration Center - this is a cluster of old office buildings that have been repaired with existing wooden materials.  They’re occupied by the Council and their offices, with their office staff overseeing various parts of the city.  There is a main meeting hall where the entire Council can meet all at once if there needs to be discussion or debate on an issue.  There are numerous smaller chambers where smaller groups of Council members or their officiants can meet to discuss and plan tasks or keep track of events, revenue, costs and materials to be bought.  There are also a few taverns dedicated to serving food and drink to the people that meet and work here.
  • The High King Tavern - this is a tavern dedicated to serving drinks and food to people in the Administration Center.  Of course, other people can come, but it’s usually crowded and more expensive than most of the other offerings in the city.  Taro Honoka owns this tavern.
  • The Rogue’s Gallery Tavern - this is a tavern also dedicated to those in the Administration Center, larger than most, but with a more rowdy set of customers and lower quality food, but it is also cheaper.  Hajime Yamada owns this tavern.
  • The Farmer’s Rest - this is a tavern dedicated to the farming community and is located close to the farm lands within the city.  There isn’t any high alcohol content liquor here and is mostly beer and wine, and low quality at that.  Satoshi Suzuki owns the Farmer’s Rest.
  • The Miner’s Rest - this is a tavern dedicated to the mining community and is located to the mines that are clustered closest to each other.  Much like the taverns dedicated to farmers, this tavern doesn’t have high quality alcohol, serving mostly beer, wine and cheap food.  Ryo Tanaka owns this tavern.  
  • Kuring Conglomerate Mine #1 - this is a mine that produces iron and a few other metals.  This is the most important and largest Kuring Conglomerate mine.  Akari Fujii manages this mine for the conglomerate.
  • Nakatomi Farm - this is a large farm boasting a crop of wheat, potatoes and fruits.  The Nakatomi family owns this farm, hiring inexperienced apprentices from other farming families or those who wish to make farming their career.  
  • Hasegawa Rice and Soy Farm - this is another large farm that raises soy and rice, staple foods for the citizens of Neo Bakersfield.  This farm does not train apprentices and wants fairly experienced workers who are willing to work hard.
  • Fukuda Blacksmith - this small smithy is owned by the Fukuda family and while they can make anything from nails to weapons, what they like most to make are structural components for buildings.
  • Way of the Blade - this is a medium sized smithy that mostly makes swords and other edged weapons.  
  • Bits and Bobs - this is a general store that sells both fresh and preserved foods, as well as things necessary for travel, like backpacks and tents.
  • Carnifex Wizards Guild - this is the largest wizard guild in the city.  They do require a membership fee in order to access their books, materials and classes.
  • Historix Arcanum - this warlock’s guild is not available for the PCs to join or become a part of.  This group is secretive, but as far as anyone can tell, everything is above board.
  • Open Wizard's Sanctum - this is a magical society composed of all of the magical casting classes: wizards, sorcerers, clerics, druids, artificers and the like.  Their research is available to all and they share all of their findings with anyone.
  • Light and Life Church - this is a simple, small temple dedicated to the deities Ellistrae and Sune and their domains of life and light.  The priest here can cast Greater Restoration and Remove Disease.
  • Order Temple - this temple is dedicated to the worship of Tyr and his domain of Order.  The priest here can cast Greater Restoration, Remove Disease and Remove Curse.
  • Training Hall - this is a set of buildings dedicated to training the military, weapons practice, small unit fighting, battle mage training, weapons maintenance, and other things that a soldier would need to know to fight effectively and survive in combat.
  • Kane’s Band - this is a mercenary company that deals primarily in retrieving knowledge, technology and other treasures from outside the city.
  • Red Serpents - this mercenary crew mainly concerns itself with the elimination of beasts immediately outside the ritual barrier perimeter.  If what they kill is usable, they bring it back to the city.
  • Blade of Stars - this is a mercenary group dedicated to finding magical knowledge and gain experience fighting monsters in order to become strong.

Current Explored Hexes

Hex size: 15 miles from one hex to the next hex


Map Key

Common Religions and Deities in Neo Bakersfield

In Neo Bakersfield, there are as many religions as there are personalities.  However, only a few have any real influence and have followers who have clerical abilities granted to them by their god.

  • Taarna, Goddess of Light
  • Domain: light, life
  • Derien, God of Magic
  • Domain: arcana, knowledge
  •  Anais, Goddess of Death
  • Domain: death, grave
  • Lucretia, Goddess of the Night
  • Domain: Twilight, Trickery
  • Harkonn, God of Strength
  • Domain: forge, order
  • Gaia, Goddess of Nature
  • Domain: nature, tempest, peace
  • The Ashen One, God of War
  • Domain: death, war, grave, knowledge (of sin and depravity)

While none of the minor religions don’t have any worshippers with clerical abilities, they’ve been granted minor miracles, visions, and prophecies.

Running the Game

Campaign Rules

  • Character creation as per D&D 2024 rules - please choose 2024 templates
  • UA for D&D 2024 can be used until official rule versions are available
  • Follow character creation rules on roll20
  • Flanking is allowed
  • Can stack up to 3 inspiration points
  • When taking only money instead of background equipment, roll the amount of money you get instead of taking the maximum amount of money, money roll must be done in front of others or on roll20
  • In D&D 2024, there is no rolling for money.
  • If you miss an attack roll by 1 or 2, you can choose to hit, but there will be a penalty imposed on you of some sort (fall prone at end of turn, get disadvantage to hit next round, opponents get advantage to hit  you, etc)
  • Replacement characters start at the same level as the party
  • XP is awarded to the entire party and the party levels together
  • The events that XP is awarded for are the following:
  • Killing monsters or NPCs that are at least CR 1 / 8
  • Quest completions to be judged by the DM
  • Intrusions - the DM makes something bad happen to the party
  • Can earn 1 / 8 of a level with each intrusion
  • Example: at first level, a party can earn 38 xp for an intrusion
  • Intrusions are voluntary, they do not have to happen unless the party in attendance at the time agrees
  • Party members who are not present at the session do not get to decide if the party can earn Intrusions or not
  • Presence of the party member is either at a physical table, logged on to roll20 and typing in the chat box or logged on to Discord and talking on the voice chat
  • Typing on Discord text chat does not count as being present for the Intrusion vote
  • Check the Intrusion XP table for the amount of XP that can be earned during which levels
  • Actions and RP that further the goal of whatever organization you’re part of.  This can be an organization that you’ve defined yourself.  This must be a serious organization with either good, neutral, self-serving, or villainous goals.
  • Role Playing or other actions that advance any on-going in-game events.
  • Destroying an organization as a PC that attains a goal of your organization.
  • Setting up and destroying an organization for the purpose of farming XP earns you no XP but will also not burn XP.
  • The Dick Point: Speaking up about a rule that is a detriment to the party earns you positive XP.
  • The Co-DM: Speaking up about a rule that is beneficial to the party earns you no additional XP as the party would already benefit from that rule.
  • Generally engaging with the world by interacting with it in a good, neutral or destructive way will earn you positive XP with the exceptions noted above.
  • Burning XP - the party can decide to burn / reduce / take an XP penalty in order to re-roll a save, re-roll an attack, re-roll a skill check, re-roll a check based on a statistic.
  • Party can decide to re-roll or add +4 to the task
  • Decision to burn XP must be unanimous for everyone who is present at the table (virtual or not), unless someone elects to call the absent party member(s) and succeeds in securing a vote
  • Decision to burn XP can be made before or after the roll
  • The benefit of XP burn applies to every party member and persists until the end of combat or until used.
  • If Party decides to re-roll and PC already has advantage, advantage takes place first and then the re-roll based on the outcome
  • When XP is burned, the party’s XP is reduced by 1 / 4 of the current level’s XP needed to get to the next level
  • For example, at 1st level, the party’s XP is reduced by 75 xp.
  • If the party drops down to 0 XP or to less than the minimum XP that can be burned, no more XP can be burned.
  • The maximum amount of XP that can be burned is 2 levels below the level of the party when the session started.
  • For example, if the party is 7th level, the maximum amount of XP that can be burned that session is 16500, taking the party down to level 5.
  • When  you burn enough XP to drop a level, burning more XP is now at that level.
  • Once the Party drops down to 2 levels below their current one, they can no longer burn XP.
  • The party must earn 2 more levels in order to burn anymore XP.
  • When the party drops a level, they immediately lose all benefits of that level, Maximum HP, spell levels, spells per level, proficiency bonuses, etc.
  • Alternate level loss: per ever level lost, all actions, saves, rolls are at -2.
  • Money is expressed in terms of gold, silver, copper.

DM Intrusion and Burn XP Table

XP Earned per Intrusion

XP Burn

Level

38

75

1

75

150

2

225

450

3

475

950

4

937

1875

5

1125

2250

6

1375

2750

7

1750

3500

8

2000

4000

9

2625

5250

10

1875

3750

11

2500

5000

12

2500

5000

13

3125

6250

14

3750

7500

15

3750

7500

16

5000

10000

17

5000

10000

18

6250

12500

19

6250

12500

20

Effects of the Mist

  • After 4 hours and then failing the listed Con save, the PC gets disadvantage on Wisdom checks
  • After 8 hours, the PC gets disadvantage on Wisdom saves
  • After 12 hours, the PC gets disadvantage on Charisma checks
  • After 16 hours, the PC gets disadvantage on Charisma saves
  • After 20 hours, the PC now has the poisoned condition until he leaves the Mist for at least 8 hours and a long rest
  • After 24 hours, the PC starts to develop lesions and wounds that won't stop bleeding
  • After 28 hours, the PC grows pustules and boils around his body that cannot be removed by magic until after being out of the Mist for 8 hours
  • After 32 hours, the PC starts to mutate and falls unconscious.
  • After 36 hours, the PC is no longer a PC, but a monster and attacks the party

Every 4 hours in the Mist without the Resist Corruption spell, the PC gets a constitution save starting at DC 10.  If the PC makes the save, at the next 4 hours, the PC gets to make another constitution save now at DC 15.  Every 4 hours, the save DC increases by 5.  There is no maximum limit to the DC.  When the PC fails to make a save, the first effect listed above happens and the clock starts to tick down.

Dread Effects

There are 7 levels of Dread, and each level contains its own effect as well as all the effects under it.  Dread usually has effects during round by round combat, but can also instigate long term insanities.  Dread goes away on its own over time.  Most sources of Dread have a specified duration, at the end of which the level of Dread in all affected creatures reduces by 1 level.  If an effect doesn’t list a duration, a creature’s dread reduces by 1 level when the creature finishes a long rest.  There may be sources of Dread that aren’t removed by a long rest and can only be removed by magic or Psychoanalysis.

Dread Levels and Effects

  • Level 1: Disturbed: Must succeed on a Wisdom saving throw against the dread’s save DC to move closer to the dread’s source.
  • Level 2: Spooked: Cannot approach the source of the dread (automatically fails the saving throw listed at level 1); disadvantage on ability checks while the dread’s source is within line of sight.
  • Level 3: Afraid: Disadvantage on attack rolls while the dread’s source is within line of sight
  • Level 4: Staggered. Insanity risk (see below); drop all held items upon reaching this and any higher level of dread; can’t take bonus actions or reactions; at the start of own turn, must make a Wisdom saving throw against the dread’s save DC; success reduces dread level by one
  • Level 5: Panicked. Must take the Dash action and move away from the dread’s source by the safest available route on each turn unless there is nowhere to move
  • Level 6: Paralyzed. Paralyzed (see the condition) with fear, either in immediate prior position or cowering
  • Level 7: Faint. Fall unconscious from overwhelming shock; must succeed on a Constitution saving throw against the dread’s save DC or die; a successful DC 15 Wisdom (Medicine) check awakens the victim and reduces dread level by one

Sources of Dread

  • Minor Disturbing Discovery: ex: citizens of a strange town are cannibals, lonely traveler is a vampire causes one level of dread unless he makes a DC 10 Wisdom saving throw, dread decreases after 1 hour.
  • Moderate Disturbing Discovery: ex: the meat pie was made out of previous customers, reading a particularly blasphemous and disturbing spellbook, causes two levels of dread unless he succeeds at a DC 15 Wisdom saving throw.  Dread decreases after a long rest.
  • Major Disturbing Discovery: ex: your father was a deep one, or activating a strange magical artifact turns the population of the city into zombies causes three levels of dread unless the PC makes a DC 20 Wisdom saving throw.  The dread decreases after 10 days.
  • Supernatural Influences and other magical effects that would cause the frightened condition instead cause 3 levels of Dread.  Examples: Contact other plane, confusion, symbol cause dread in addition to their usual effects.  The dread in cases like this is equal to half the spell’s level, or one quarter themonster’s challenge rating.
  • If a spell or magical effect doesn’t have a save DC and would likely cause dread, use DC 15 or a DC + half the source’s challenge rating or save DC of the spell scroll of the same rarity for a magic item.

Insanity

Insanity functions like a disease: it afflicts a character with a specific disadvantage that remains until the insanity is cured or the character recovers from it. Insanity does not take place immediately like dread.  It is possible to suffer from multiple insanities, but not multiple types of dread.

Insanity Strength. All insanities have a save DC that represents its strength. This save DC is equal to the save DC of the source of the insanity. If the source doesn’t have a save DC, use DC 15 or whatever DC would be most appropriate if one were allowed, such as a save DC equal to 10 + half the source’s challenge rating for a creature or the save DC of a spell scroll of the same rarity for a magic item.

Multiple Insanities. Whenever a character gains a new form of insanity, the save DCs of any existing insanities each increase by 2. If the new insanity gained is one the victim is already suffering from, use the higher DC between the two + 5 instead of the character having two instances of the insanity.

New Spells

  • Banish Mist
  • Level 4
  • Casting Time: 8 hours
  • Range/Area: 8 mile hexagon
  • Components: V, S, M
  • Duration: 3 months
  • School: Abjuration
  • Save: n/a
  • Damage/Effect: removes the most from an 8 mile hexagon
  • Resist Corruption
  • Level 1
  • Casting Time: 10 minutes (ritual)
  • Range/Area: 6 willing creatures, within 10 ft
  • Components: V, S, M
  • Duration: 24 hours
  • School: Abjuration
  • Save: n/a
  • Damage/Effect: makes the creature immune to the effects of the Mist

– Special note about Resist Corruption:

  • Can be learned by anyone that can cast spells, including those with only Magic Initiate or  has a class feature that allows a spell being cast.
  • Does not take up a spell slot
  • Can be cast once per short rest

New Skills

These new skills can be used to replace one existing skill or can be learned by taking 5 weeks of downtime to do so.

  • Psychoanalysis
  • When someone is suffering from mental stress, an insanity or excessive Dread levels, Psychoanalysis can reduce the effects down by 1 level per attempt until it is down to 0.
  • Make a skill check using Widom against the DC of the effect that caused the last instance of Dread.  On a success, the Dread level drops by 1.  Only one attempt can be made per night.
  • Psychoanalysis gives you advantage on curing an insanity caused by high levels of Dread.  When it’s time to cure the insanity, make a skill check against the DC of the original instance that caused the highest level of Dread.  On a success, the PC loses one type of insanity of his choice.
  • Being out of the Mist gives you advantage on the Psychoanalysis attempt whether it’s a Dread level or an Insanity.
  • When each Dread level is removed, the effect associated with that level is also removed.
  • Archaeology / Grave Robbing
  • The people of Neo Bakersfield are always on the lookout for information about the past, and one way is to dig it up from the ground.  This skill can be used to find likely sites and to extract data from that site, whether it is text from a rotting book, inscriptions on stone, or the possible use of an object that’s been found.  Using this skill to do either task takes at least one day.
  • Make a skill check using Intelligence or Wisdom with a DC 18 to find a likely site.  The further away you are from Neo Bakersfield cleared hex (no Mist), the lower the DC.  
  • Two hex away: DC 16
  • Four hexes away: DC 14
  • Six hexes away: DC 12
  • Eight hexes away: DC 10 (minimum DC)
  • Failure means you have no idea if there is a likely site nearby.  You can repeat the attempt within one day.  Success means you know that there is definitely a site nearby or that there is definitely nothing there.
  • Make a skill check using Intelligence or Wisdom with a DC of 10 to extract data from a site.  The further away you are from Neo Bakersfield cleared hex (no Mist), the higher the DC.
  • Two hex away: DC 12
  • Four hexes away: DC 14
  • Six Hexes away: DC 16
  • Eight Hexes away: DC 18
  • Failure means that you’ve failed to extract any information or data from the site.  Failure by 5 or more means that you’ve destroyed parts of the site or object.  You can repeat the attempt within one day, but repeated failures may mean the site is ruined.  Success means you’ve gathered some data from the site, but its significance depends on what the site is.  If it’s a typical home from the 20th century, you’ll find interesting artifacts regarding how they lived.  If it’s a research lab, you might find something interesting about chemical processes that might be used to advance Neo Bakersfield’s technology.
  • If you are proficient in either Investigation or Perception, make both checks at advantage.

Available / Missing Spells

Cantrips

Artificer

Bard

Cleric

Druid

Paladin

Acid Splash

Mage Hand

Guidance

Create Bonfire

N/A

Booming Blade

Prestidigitation

Sacred Flame

Guidance

N/A

Create Bonfire

Vicious Mockery

Spare the Dying

Mending

N/A

Fire Bolt

Produce Flame

N/A

Green Flame Blade

Shillelagh

N/A

Mage Hand

N/A

Prestidigitation

N/A

Spare the Dying

Ranger

Sorcerer

Warlock

Wizard

N/A

Acid Splash

Booming Blade

Acid Splash

N/A

Booming Blade

Chill Touch

Booming Blade

N/A

Chill Touch

Create Bonfire

Chill Touch

N/A

Create Bonfire

Eldritch Blast

Create Bonfire

N/A

Fire Bolt

Green-Flame Blade

Fire Bolt

N/A

Green Flame Blade

Mage Hand

Green Flame Blade

N/A

Mage Hand

Mage Hand

N/A

Mending

Mending

N/A

Prestidigitation

Prestidigitation

N/A

Toll the Dead


Missing Cantrips

Artificer

Bard

Cleric

Druid

Paladin

Dancing Lights

Blade Ward

Light

Control Flames

N/A

Frostbite

Dancing Lights

Resistance

Druidcraft

N/A

Green-Flame Blade

Friends

Thaumaturgy

Frostbite

N/A

Guidance

Light

Word of Radiance

Gust

N/A

Light

Mending

Infestation

N/A

Lightning Lure

Message

Magic Stone

N/A

Magic Stone

Minor Illusion

Mold Earth

N/A

Mending

Prestidigitation

Poison Spray

N/A

Message

Thunderclap

Primal Savagery

N/A

Poison Spray

True Strike

Resistance

N/A

Ray of Frost

Shape Water

N/A

Resistance

Thorn Whip

N/A

Shocking Grasp

Thunderclap

N/A

Sword Burst

N/A

Thorn Whip

N/A

Thunderclap

N/A

Ranger

Sorcerer

Warlock

Wizard

N/A

Blade Ward

Friends

Blade Ward

N/A

Control Flames

Frostbite

Control Flames

N/A

Dancing Lights

Green-Flame Blade

Dancing Lights

N/A

Friends

Infestation

Friends

N/A

Frostbite

Lightning Lure

Frostbite

N/A

Gust

Magic Stone

Gust

N/A

Infestation

Mind Sliver

Infestation

N/A

Light

Minor Illusion

Light

N/A

Lightning Lure

Poison Spray

Lightning Lure

N/A

Message

Prestidigitation

Message

N/A

Mind Sliver

Sword Burst

Mind Sliver

Minor Illusion

Thunderclap

Minor Illusion

Mold Earth

True Strike

Mold Earth

Poison Spray

Poison Spray

Prestidigitation

Prestidigitation

Ray of Frost

Ray of Frost

Shape Water

Shape Water

Shocking Grasp

Shocking Grasp

Sword Burst

Sword Burst

Thunderclap

Thunderclap

True Strike

True Strike


Level 1

Artificer

Bard

Cleric

Druid

Paladin

Absorb Elements

Charm Person

Bless

Absorb Elements

Bless

Cure Wounds

Cure Wounds

Command

Charm Person

Command

Expeditious Retreat

Detect Magic

Cure Wounds

Cure Wounds

Cure Wounds

Faerie Fire

Faerie Fire

Healing Word

Detect Magic

Detect Magic

Grease

Healing Word

Faerie Fire

Divine Smite

Identify

Hideous Laughter

Goodberry

Tasha’s Caustic Brew

Identify

Healing Word

Sleep

Thunderwave

Thunderwave

Ranger

Sorcerer

Warlock

Wizard

Absorb Elements

Absorb Elements

Armor of Agathys

Absorb Elements

Cure Wounds

Charm Person

Charm Person

Charm Person

Detect Magic

Chromatic Orb

Hellish Rebuke

Chromatic Orb

Goodberry

Detect Magic

Hex

Detect Magic

Zephyr Strike

Expeditious Retreat

Expeditious Retreat

Magic Missile

Find Familiar

Shield

Grease

Sleep

Hideous Laughter

Tasha’s Caustic Brew

Identify

Thunderwave

Magic Missile

Shield

Sleep

Tasha’s Caustic Brew

Thunderwave

Missing 1st Level Spells

Artificer

Bard

Cleric

Druid

Paladin

Alarm

Animal Friendship

Bane

Animal Friendship

Ceremony

Catapult

Bane

Ceremony

Beast Bond

Compelled Duel

Detect Magic

Color Spray

Create or Destroy Water

Create or Destroy Water

Detect Evil and Good

Disguise Self

Comprehend Languages

Detect Evil and Good

Detect Poison and Disease

Detect Poison and Disease

False Life

Disguise Self

Detect Poison and Disease

Earth Tremor

Divine Favor

Feather Fall

Dissonant Whispers

Guiding Bolt

Entangle

Heroism

Longstrider

Distort Value

Inflict Wounds

Fog Cloud

Protection from Evil and Good

Purify Food and Drink

Earth Tremor

Protection from Evil and Good

Ice Knife

Purify food and Drink

Sanctuary

Feather Fall

Purify food and Drink

Jump

Searing Smite

Snare

Heroism

Sanctuary

Longstrider

Shield of Faith

Illusory Script

Shield of Faith

Protection from Evil and Good

Thunderous Smite

Longstrider

Purify food and Drink

Wrathful Smite

Silent Image

Snare

Silvery Barbs

Speak with Animals

Speak with Animals

Unseen Servant

Ranger

Sorcerer

Warlock

Wizard

Alarm

Burning Hands

Arms of Hadar

Alarm

Animal Friendship

Catapult

Cause Fear

Burning Hands

Beast Bond

Chaos Bolt

Comprehend Languages

Catapult

Detect Poison and Disease

Color Spray

Distort Value

Cause Fear

Ensnaring Strike

Comprehend Languages

Illusory Script

Color Spray

Entangle

Disguise Self

Protection from Evil and Good

Comprehend Languages

Fog Cloud

Distort Value

Unseen Servant

Disguise Self

Hail of Thorns

Earth Tremor

Witch Bolt

Distort Value

Hunter’s Mark

False Life

Earth Tremor

Jump

Feather Fall

False Life

Longstrider

Fog Cloud

Feather Fall

Searing Smite

Ice Knife

Fog Cloud

Snare

Jump

Frost Fingers

Speak with Animals

Mage Armor

Ice Knife

Ray of Sickness

Illusory Script

Silent Image

Jim’s Magic Missile

Silvery Barbs

Jump

Witch Bolt

Longstrider

Mage Armor

Protection from Evil and Good

Ray of Sickness

Silent Image

Silvery Barbs

Snare

Tenser’s Floating Disk

Unseen Servant

Witch Bolt

Level 2

Artificer

Bard

Cleric

Druid

Paladin

Aid

Blindness/Deafness

Aid

Barkskin

Aid

Blur

Enthrall

Blindness/Deafness

Earthbind

Branding Smite

Enlarge/Reduce

Hold Person

Gentle Repose

Enlarge/Reduce

Lesser Restoration

Heat Metal

Invisibility

Hold Person

Flaming Sphere

Magic Weapon

Invisibility

Knock

Lesser Restoration

Heat Metal

Zone of Truth

Lesser Restoration

Lesser Restoration

Spiritual Weapon

Hold Person

Levitate

See Invisibility

Zone of Truth

Lesser Restoration

Magic Weapon

Shatter

Pass without Trace

Rope Trick

Zone of Truth

Spike Growth

See Invisibility

Summon Beast

Web

Ranger

Sorcerer

Warlock

Wizard

Barkskin

Blindness/Deafness

Darkness

Acid Arrow

Lesser Restoration

Blur

Earthbind

Blindness/Deafness

Pass without Trace

Darkness

Enthrall

Blur

Spike Growth

Hold Person

Hold Person

Darkness

Summon Beast

Invisibility

Invisibility

Enlarge/Reduce

Knock

Misty Step

Flaming Sphere

Levitate

Ray of Enfeeblement

Gentle Repose

Misty Step

Shatter

Hold Person

Scorching Ray

Invisibility

See Invisibility

Knock

Shatter

Levitate

Web

Magic Weapon

Misty Step

Ray of Enfeeblement

Rope Trick

Scorching Ray

See Invisibility

Shatter

Web

Zone of Truth

Missing 2nd Level Spells

Artificer

Bard

Cleric

Druid

Paladin

Air Bubble

Animal Messenger

Augury

Air Bubble

Find Steed

Alter Self

Borrowed Knowledge

Borrowed Knowledge

Animal Messenger

Locate Object

Arcane Lock

Calm Emotions

Calm Emotions

Augury

Prayer of Healing

Continual Flame

Cloud of Daggers

Continual Flame

Beast Sense

Protection from Poison

Dark Vision

Crown of Madness

Enhance Ability

Continual Flame

Warding Bond

Enhance Ability

Detect Thoughts

Find Traps

Dark Vision

Kinetic Jaunt

Enhance Ability

Locate Object

Dust Devil

Magic Mouth

Gift of Gab

Prayer of Healing

Enhance Ability

Protection from Poison

Kinetic Jaunt

Protection from Poison

Find Traps

Pyrotechnics

Locate Animals or Plants

Silence

Flame Blade

Skywrite

Locate Object

Warding Bond

Gust of Wind

Spider Climb

Magic Mouth

Healing Spirit

Vortex Warp

Mirror Image

Locate Animals or Plants

Nathair's Mischief

Locate Object

Phantasmal Force

Moonbeam

Pyrotechnics

Protection from Poison

Silence

Skywrite

Skywrite

Warding Wind

Suggestion

Wither and Booom

Warding Wind

Ranger

Sorcerer

Warlock

Wizard

Air Bubble

Aganazzar’s Sorcerer

Borrowed Knowledge

Aganazzar’s Sorcerer

Animal Messenger

Air Bubble

Cloud of Daggers

Air Bubble

Beast Sense

Alter Self

Crown of Madness

Alter Self

Cordon of Arrows

Cloud of Daggers

Mind Spike

Arcane Lock

Dark Vision

Crown of Madness

Mirror Image

Augury

Enhance Ability

Dark Vision

Shadow Blade

Borrowed Knowledge

Find Traps

Detect Thoughts

Spider Climb

Cloud of Daggers

Gust of Wind

Dragon’s Breath

Suggestion

Continual Flame

Healing Spirit

Dust Devil

Crown of Madness

Locate Animals or Plants

Enhance Ability

Dark Vision

Locate Object

Gust of Wind

Detect Thoughts

Protection from Poison

Kinetic Jaunt

Dragon’s Breath

Silence

Maximilian’s Earthen Grasp

Dust Devil

Mind Spike

Enhance Ability

Mirror Image

Gift of Gab

Nathair's Mischief

Gust of Wind

Phantasmal Force

Jim’s Glowing Coin

Pyrotechnics

Kinetic Jaunt

Rime’s Binding Ice

Locate Object

Shadow Blade

Magic Mouth

Snilloc’s Snowball Swarm

Maximilian’s Earthen Grasp

Spider Climb

Melf’s Acid Arrow

Suggestion

Mind Spike

Tasha’s Mind Whip

Mirror Image

Vortex Warp

Nathair's Mischief

Warding Wind

Nystul’s Magic Aura

Wither and Booom

Phantasmal Force

Pyrotechnics

Rime’s Binding Ice

Rope Trick

Shadow Blade

Skywrite

Snilloc’s Snowball Swarm

Spider Climb

Suggestion

Tasha’s Mind Whip

Vortex Warp

Warding Wind

Wither and Booom

Level 3

Artificer

Bard

Cleric

Druid

Paladin

Create Food and Water

Dispel Magic

Animate Dead

Call Lightning

Blinding Smite

Dispel Magic

Fear

Create Food and Water

Conjure Animals

Create Food and Water

Fly

Glyph of Warding

Dispel Magic

Dispel Magic

Dispel Magic

Haste

Hypnotic Pattern

Glyph of Warding

Plant Growth

Remove Curse

Glyph of Warding

Leomund’s Tiny Hut

Motivational Speech

Revivify

Revivify

Revivify

Motivational Speech

Remove Curse

Water Breathing

Water Breathing

Plant Growth

Revivify

Water Walk

Tongues

Spirit Guardians

Tongues

Water Walk

Ranger

Sorcerer

Warlock

Wizard

Conjure Animals

Counterspell

Counterspell

Animate Dead

Lightning Arrow

Dispel Magic

Dispel Magic

Counterspell

Plant Growth

Fireball

Fear

Dispel Magic

Water Breathing

Fear

Fly

Fireball

Water Walk

Fly

Hypnotic Pattern

Fear

Haste

Remove Curse

Fly

Hypnotic Pattern

Summon Lesser Demon

Glyph of Warding

Lightning Bolt

Summon Undead

Haste

Thunder Step

Thunder Step

Hypnotic Pattern

Tongues

Tongues

Leomund’s Tiny Hut

Water Breathing

Vampiric Touch

Lightning Bolt

Water Walk

Remove Curse

Summon Lesser Demons

Summon Undead

Thunder Step

Tongues

Water Breathing

Water Walk

Vampiric Touch

Missing 3rd Level Spells

Artificer

Bard

Cleric

Druid

Paladin

Ashardalon’s Stride

Bestow Curse

Aura of Vitality

Aura of Vitality

Aura of Vitality

Blink

Catnap

Beacon of Hope

Daylight

Crusader’s Mantle

Elemental Weapon

Clairvoyance

Bestow Curse

Elemental Weapon

Daylight

Flame Arrows

Enemies Abound

Clairvoyance

Erupting Earth

Elemental Weapon

Intellect Fortress

Fast Friends

Daylight

Feign Death

Magic Circle

Protection from Energy

Feign Death

Fast Friends

Meld into Stone

Spirit Shroud

Tiny Servant

Intellect Fortress

Feign Death

Protection from Energy

Major Image

Incite Greed

Sleet Storm

Mass Healing Word

Life Transference

Speak with Plants

Nondetection

Magic Circle

Summon Fey

Sending

Mass Healing Word

Tidal Wave

Slow

Meld into Stone

Wall of Water

Speak With Dead

Protection from Energy

Wind Wall

Speak with Plants

Sending

Stinking Cloud

Speak With Dead

Spirit Shroud

Ranger

Sorcerer

Warlock

Wizard

Ashardalon’s Stride

Ashardalon’s Stride

Enemies Abound

Ashardalon’s Stride

Conjure Barrage

Blink

Gaseous Form

Bestow Curse

Daylight

Catnap

Hunter of Hadar

Blink

Elemental Weapon

Clairvoyance

Incite Greed

Catnap

Flame Arrows

Daylight

Intellect Fortress

Clairvoyance

Meld into Stone

Enemies Abound

Magic Circle

Enemies Abound

Nondetection

Erupting Earth

Major Image

Erupting Earth

Protection from Energy

Flame Arrows

Spirit Shroud

Fast Friends

Speak with Plants

Gaseous Form

Summon Fey

Feign Death

Summon Fey

Intellect Fortress

Summon Shadowspawn

Flame Arrows

Wind Wall

Major Image

Gaseous Form

Melf’s Minute Meteors

Incite Greed

Protection from Energy

Intellect Fortress

Sleet Storm

Life Transference

Slow

Magic Circle

Stinking Cloud

Major Image

Tidal Wave

Melf’s Minute Meteors

Wall of Water

Nondetection

Phantom Steed

Protection from Energy

Sending

Sleet Storm

Slow

Speak With Dead

Spirit Shroud

Stinking Cloud

Summon Fey

Summon Shadowspawn

Tidal Wave

Tiny Servant

Wall of Sand

Wall of Water

Level 4

Artificer

Bard

Cleric

Druid

Paladin

Arcane Eye

Charm Monster

Banishment

Charm Monster

Banishment

Fabricate

Confusion

Death Ward

Confusion

Death Ward

Freedom of Movement

Dimension Door

Freedom of Movement

Conjure Minor Elemental

Staggering Smite

Stoneskin

Freedom of Movement

Freedom of Movement

Summon Construct

Greater Invisibility

Polymorph

Polymorph

Stoneskin

Summon Elemental

Wall of Fire

Watery Sphere

Ranger

Sorcerer

Warlock

Wizard

Freedom of Movement

Banishment

Banishment

Arcane Eye

Stoneskin

Charm Monster

Charm Monster

Banishment

Summon Elemental

Confusion

Dimension Door

Black Tentacles

Dimension Door

Shadow of Moil

Charm Monster

Greater Invisibility

Sickening Radiance

Confusion

Polymorph

Conjure Minor Elemental

Sickening Radiance

Dimension Door

Stoneskin

Fabricate

Wall of Fire

Greater Invisibility

Watery Sphere

Polymorph

Sickening Radiance

Stoneskin

Summon Construct

Summon Elemental

Wall of Fire

Watery Sphere

Missing 4th Level Spells

Artificer

Bard

Cleric

Druid

Paladin

Elemental Bane

Compulsion

Aura of Life

Blight

Aura of Life

Leomund’s Secret Chest

Hallucinatory Terrain

Aura of Purity

Conjure Woodland Beings

Aura of Purity

Mordekainen’s Faithful Hound

Locate Creature

Control Water

Control Water

Find Greater Steed

Mordekainen’s Private Sanctum

Phantasmal Killer

Divination

Divination

Locate Creature

Otiluke’s Resilient Sphere

Raulothim’s Psychic Lance

Guardian of Faith

Dominate Beast

Stone Shape

Locate Creature

Elemental Bane

Stone Shape

Fire Shield

Giant Insect

Grasping Vine

Guardian of Nature

Hallucinatory Terrain

Ice Storm

Locate Creature

Stone Shape

Ranger

Sorcerer

Warlock

Wizard

Conjure Woodland Beings

Blight

Blight

Blight

Dominate Beast

Dominate Beast

Elemental Bane

Control Water

Grasping Vine

Fire Shield

Hallucinatory Terrain

Divination

Guardian of Nature

Ice Storm

Raulothim’s Psychic Lance

Elemental Bane

Locate Creature

Raulothim’s Psychic Lance

Summon Aberration

Fire Shield

Storm Sphere

Summon Greater Demon

Hallucinatory Terrain

Vitriolic Sphere

Ice Storm

Leomund’s Secret Chest

Locate Creature

Mordekainen’s Faithful Hound

Mordekainen’s Private Sanctum

Otiluke’s Resilient Sphere

Phantasmal Killer

Raulothim’s Psychic Lance

Stone Shape

Storm Sphere

Summon Aberration

Summon Greater Demon

Vitriolic Sphere

Level 5

Artificer

Bard

Cleric

Druid

Paladin

Animate Objects

Animate Objects

Dawn

Awaken

Banishing Smite

Creation

Awaken

Dispel Evil and Good

Cone of Cold

Circle of Power

Greater Restoration

Dominate Person

Greater Restoration

Conjure Elemental

Dispel Evil and Good

Transmute Rock

Greater Restoration

Hallow

Greater Restoration

Wall of Stone

Hold Monster

Mass Cure Wounds

Mass Cure Wounds

Mass Cure Wounds

Transmute Rock

Rary’s Telepathic Bond

Tree Stride

Synaptic Static

Wall of Stone

Wrath of Nature

Ranger

Sorcerer

Warlock

Wizard

Greater Restoration

Animate Objects

Danse Macabre

Animate Objects

Tree Stride

Cloudkill

Far Step

Cloudkill

Wrath of Nature

Cone of Cold

Hold Monster

Cone of Cold

Creation

Synaptic Static

Conjure Elemental

Dominate Person

Creation

Far Step

Danse Macabre

Hold Monster

Dawn

Synaptic Static

Dominate Person

Wall of Stone

Far Step

Hold Monster

Passwall

Rary’s Telepathic Bond

Synaptic Static

Transmute Rock

Wall of Force

Wall of Stone

Missing 5th Level Spells

Artificer

Bard

Cleric

Druid

Paladin

Bigby’s Hand

Dream

Commune

Antilife Shell

Destructive Wave

Create Spelljamming Helm

Geas

Contagion

Commune with Nature

Geas

Skill Empowerment

Legend Lore

Flame Strike

Contagion

Holy Weapon

Mislead

Geas

Control Winds

Raise Dead

Modify Memory

Holy Weapon

Geas

Summon Celestial

Planar Binding

Insect Plague

Insect Plague

Raise Dead

Legend Lore

Maelstrom

Scrying

Planar Binding

Planar Binding

Seeming

Raise Dead

Reincarnate

Skill Empowerment

Scrying

Scrying

Teleportation Circle

Summon Celestial

Summon Draconic Spirit

Ranger

Sorcerer

Warlock

Wizard

Commune with Nature

Bigby’s Hand

Contact Other Plane

Bigby’s Hand

Conjure Volley

Control Winds

Dream

Contact Other Plane

Steel Wind Strike

Enervation

Enervation

Control Winds

Swift Quiver

Immolation

Infernal Calling

Create Spelljamming Helm

Insect Plague

Mislead

Dream

Seeming

Negative Energy Flood

Enervation

Skill Empowerment

Planar Binding

Geas

Summon Draconic Spirit

Scrying

Immolation

Telekinesis

Teleportation Circle

Infernal Calling

Teleportation Circle

Wall of Light

Legend Lore

Wall of Light

Mislead

Modify Memory

Negative Energy Flood

Planar Binding

Scrying

Seeming

Skill Empowerment

Steel Wind Strike

Summon Draconic Spirit

Telekinesis

Teleportation Circle

Wall of Light

Level 6

Artificer

Bard

Cleric

Druid

Paladin

N/A

Otto’s Irresistible Dance

Create Undead

Flesh to Stone

N/A

N/A

True Seeing

Heal

Heal

N/A

N/A

Sunbeam

Sunbeam

N/A

N/A

True Seeing

True Seeing

N/A

N/A

Wall of Thorns

N/A

N/A

Wind Walk

N/A

Ranger

Sorcerer

Warlock

Wizard

N/A

Chain Lightning

Circle of Death

Chain Lightning

N/A

Circle of Death

Create Undead

Circle of Death

N/A

Disintegrate

Flesh to Stone

Create Undead

N/A

Globe of Invulnerability

Scatter

Disintegrate

N/A

Scatter

Tasha’s Otherworldly Guise

Flesh to Stone

N/A

Sunbeam

True Seeing

Globe of Invulnerability

N/A

Tasha’s Otherworldly Guise

Magic Jar

N/A

True Seeing

Otto’s Irresistible Dance

N/A

Scatter

N/A

Sunbeam

N/A

Tasha’s Otherworldly Guise

N/A

True Seeing

Missing 6th Level Spells

Artificer

Bard

Cleric

Druid

Paladin

N/A

Eyebite

Blade Barrier

Bones of the Earth

N/A

N/A

Find the Path

Find the Path

Conjure Fey

N/A

N/A

Guards and Wards

Forbiddance

Druid Grove

N/A

N/A

Heroes’ Feast

Harm

Find the Path

N/A

N/A

Mass Suggestion

Heroes’ Feast

Heroes’ Feast

N/A

N/A

Programmed Illusion

Planar Ally

Investiture of Flame

N/A

N/A

Word of Recall

Investiture of Ice

N/A

N/A

Investiture of Stone

N/A

N/A

Investiture of Wind

N/A

N/A

Move Earth

N/A

N/A

Primordial Ward

N/A

N/A

Transport via Plants

N/A

N/A

N/A

N/A

N/A

N/A

N/A

N/A

N/A

Ranger

Sorcerer

Warlock

Wizard

N/A

Arcane Gate

Arcane Gate

Arcane Gate

N/A

Eyebite

Conjure Fey

Contingency

N/A

Fizban’s Platinum Shield

Eyebite

Create Homunculus

N/A

Investiture of Flame

Investiture of Flame

Drawmji’s Instant Summons

N/A

Investiture of Ice

Investiture of Ice

Eyebite

N/A

Investiture of Stone

Investiture of Stone

Fizban’s Platinum Shield

N/A

Investiture of Wind

Investiture of Wind

Guards and Wards

N/A

Mass Suggestion

Mass Suggestion

Investiture of Flame

N/A

Mental Prison

Mental Prison

Investiture of Ice

N/A

Move Earth

Soul Cage

Investiture of Stone

Otiluke’s Freezing Sphere

Summon Fiend

Investiture of Wind

Mass Suggestion

Mental Prison

Move Earth

Otiluke’s Freezing Sphere

Programmed Illusion

Soul Cage

Summon Fiend

Tenser’s Transformation

Wall of Ice

All 7th Level Spells are Missing

All 8th Level Spells are Missing

All 9th Level Spells are Missing

New Equipment

There is new equipment readily available for players to use and purchase, acquired from exploration of the lands outside Neo Bakersfield.  Look at the list below for pricing and availability.

  • Solid Miasma
  • Wondrous Item, uncommon
  • This is construction material that has coalesced from the Mist and has turned into a solid form.  It cannot be banished by spells.  It can be shaped and cut, and has no harmful effects on anyone touching it or near it.  However, anyone eating it will gain the poisoned condition upon failing a Constitution save with a DC of 15.  The creature will also take 1 hp of damage every hour until he successfully makes a Con save of DC 15.
  • Cost: 25 gold
  • This material is used to power items like the Everbright Lantern.
  • Abacus of Calculation
  • Wondrous Item, common
  • The abacus of calculation appears to be a normal abacus. However, when any mathematical formulation is spoken aloud within 10 feet of it, the abacus of calculation begins moving of its own accord to solve the problem, and announces the result in an audible voice.
  • Cost: 50 gold
  •  Homebrew
  • Ablative Shield
  • Armor (shield), common
  • When you take damage while holding this shield, you can use your reaction and speak its command word to gain temporary hit points equal to 1d8. You gain the temporary hit points before the triggering damage is applied to you, and they last until the start of your next turn. When you use the shield in this way it crumbles to dust and is destroyed.
  • A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
  • Cost: 75 gold
  • Homebrew
  • Arcane Grimoire
  • Wondrous Item, uncommon, requires attunement by a wizard
  • While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book’s rarity.
  • You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
  • Cost: 200 gold
  • Tasha’s Cauldron of Everything, pg. 120
  • Breathing Bubble
  • Wondrous Item, common
  • This translucent, bubble-like sphere has a slightly tacky outer surface, and you gain the item’s benefits only while wearing it over your head like a helmet.
  • The bubble contains 4 hours of breathable air. The bubble regains all its expended air daily at dawn.
  • This item provides 4 hours of air that isn’t affected by the Mist.
  • Cost: 50 gold
  • Explorer's Guide to Wildemount, pg. 266
  • Clockwork Amulet
  • Wondrous Item, common
  • This copper amulet contains tiny interlocking gears and is powered by magic from unknown powers.. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.
  • When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.
  • Cost: 50 gold
  • Xanathar's Guide to Everything, pg. 137
  • Dark Miasma Amulet
  • Wondrous Item, common (requires attunement by a warlock)
  • This amulet is fashioned from a single shard of solid miasma. While you are wearing it, you gain the following benefits:
  • You can use the amulet as a spellcasting focus for your warlock spells.
  • You can try to cast a cantrip that you don’t know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.
  • Cost: 50 gold
  • Xanathar's Guide to Everything, pg. 137
  • Enduring Spellbook
  • Wondrous Item, common
  • This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age.  These are made from some tough, thin material.
  • Cost: 50 gold
  • Xanathar's Guide to Everything, pg. 137
  • Everbright Lantern
  • Wondrous Item, common
  • This bullseye lantern contains a shard of solid miasma that sheds light comparable to that produced by a continual flame spell. An everbright lantern sheds light in a 120-foot cone; the closest 60 feet is bright light, and the farthest 60 feet is dim light.
  • Cost: 50 gold
  • Wayfinder's Guide to Eberron
  • Gloves of Blasting
  • Wondrous item, uncommon (requires attunement)
  • You may use your action to cast the 2nd level Scorching Ray spell from the glove.  When used in this way, it cannot be used again until you finish a long rest.   
  • Cost: 250 gold
  • Homebrew
  • Grasping Scarf
  • Wondrous item, uncommon (requires attunement)
  • This vibrant green and blue striped scarf can animate and move around under your control. While wearing this scarf you can command it as a bonus action to reach out and grasp or manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container,  pour the contents out of a vial, or other simple tasks. The scarf has a reach of 5 feet, and cannot carry more than 5 pounds. The scarf lacks the precision to use a weapon, wield a shield, or activate a magic item.
  • Cost: 200 gold
  • Homebrew
  • Hand of Glory
  • Wondrous item, uncommon (requires attunement by a rogue)
  • This pickled and dried human hand, typically that of a murderer, tightly clutches a tallow candle made with one of the murderer's hairs for a wick.  When lit, the candle casts bright light in a 15-foot radius, and dim light for an additional 30 feet, that can only be seen by a creature attuned to the hand.  To all others, the light is imperceptible and the candle appears unlit.
  • Lighting the candle does not cause it to be consumed, and the candle cannot be removed from the hand except while in an antimagic field.  Removing the candle destroys this item.
  • Cost: 500 gold
  • Homebrew
  • Hat of Divergence
  • Wondrous item, uncommon
  • This magical cloth hat, also know as a scatter hat, will change its style to match your aesthetic. While worn, the hat allows you to create illusionary duplicates which assist you in evading anyone who may try to visually track your movement. ⁣
  • As a bonus action you can create three illusory duplicates of yourself which appear and overlap your form. When you move on your turn, the duplicates match your movement speed and move in opposing directions away from you. These duplicates mimic your mannerisms, avoid obstacles in their path, match your urgency, and never move closer to you. This combination makes it difficult to track which image is real as you all duck down alleys or become lost in the crowd.⁣
  • To try to perceive which image is the real one, make a Wisdom save, DC 13.  Success means you see through the illusion.
  • A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. ⁣
  • The illusion disappears when it is 60’ away from the wearer.
  • ⁣A creature is unaffected by this illusion if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.⁣
  • ⁣If you behave in a way that draws specific attention to yourself, you may betray yourself as the trueform e.g. you are witnessed attacking someone or casting a spell. ⁣
  • The effect can last up to 10 minutes. The effect ends if all three duplicates are destroyed or you use your action to dismiss the illusory duplicates.⁣
  • Once you use this feature you can’t use it again until the next dawn.⁣
  • Cost: 1000 gold
  • Homebrew
  • Hat of Holding
  • Wondrous item, uncommon
  • This hat has a hidden compartment in which it's interior space is considerably larger than its outside dimensions, roughly 8 inches in diameter at the mouth and 8 inches deep. The hat can hold up to 50 pounds, not exceeding a volume of 15 cubic feet. The hat weighs 1.5 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
  • If the hat is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the hat is turned inside out, its contents spill forth, unharmed, but the hat must be put right before it can be used again. Breathing creatures inside the hat can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
  • The hat of holding is held to the same rules as the bag of holding  when it comes to trying to stack items.
  • Cost: 2000 gold
  • Homebrew
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