Mage-artisan

Mage-artisans are craftspeople who are adept in using Magie to help in forging their equipment. However, their limited spell list makes utilizing them for a player character an unlikely prospect.

Magic in Eberron: Mage-artisans
By Keith Baker

Magic is a part of life in Eberron. Arcane energy suffuses the world. Those with sufficient knowledge can channel and shape this power with word and gesture. Once this gift was rare and mysterious, and the greatest spells are still the stuff of legend. Over the course of centuries, however, the people of Khorvaire worked minor magics into everyday life, finding ways to use arcane power to improve communication, transportation, warfare, and general labor. The use of magic in Eberron is a broad topic that will be explored over the course of many future articles. This column focuses on the most Commun form of arcane spellcaster, the class whose existence transformed Khorvaire: the Mage-artisan.

The Meaning of “Mage-artisan”

Arcane power is invisible and omnipresent. Ritual allows a magic user to draw on this energy and use it to reshape reality. The process of spellcasting is considerably more complicated than wiggling a finger and shouting a word. Mastering a spell requires intense mental discipline. In addition to complex gestures and incantations, a spellcaster uses thought and will to transform and shape mystical energy. A true wizard is a master of this art, able to grasp the principles behind any spell he can find or create. This level of talent is a rare gift. Still, most Commun folk can learn to cast one or two minor spells, if they work hard enough. While they lack the diversity or raw power of the wizard or sorcerer, these lesser spellcasters bring simple magic to the marketplace and into the world. These are the Mage-artisans.

Just like the expert, “Mage-artisan” is a generic term encompassing dozens of professions. “Mage-artisan” describes a character's magical skill but it tells you nothing about the actual trade she practices. A Communer seeking to learn magic wouldn't go to “Mage-artisan school.” Instead, he would become an apprentice wordsmith or seek out a traveling tinker who might share the secrets of her trade.

Mystical Dabblers

The vast majority of Mage-artisans only have a single level in the class. These are primarily Communers or experts who took a Mage-artisan level in order to learn a single useful spell. The most Commun choice is magecraft, a ritual that guides an artisan's hands and infuses his work with a touch of magic. An innkeeper might take a single level of Mage-artisan to gain access to prestidigitation or unseen servant, while a translator could take one level in the class to learn comprehend languages. These dabblers are not defined by their mystical knowledge; instead, they know a single trick that enhances their mundane skills.

The DM should bear this potential for magic in mind when creating scenes in an Eberron game, especially in a major metropolis or large town. An artisan producing masterwork materials may use magecraft to enhance her work, and the tailor could use mending for especially difficult jobs. Magic is a part of life in the Cinq Nations. Mage-artisans make up approximately 1% of the adult workforce, and their spells should be seen in action on a regular basis.

Mage-artisan Professions

Many trades have evolved around the Mage-artisan class, combining Craft, Profession, and a handful of spells to fill a specific economic niche. A few of these are described below but they are only springboards for the DM's imagination. A player creating a bard or sorcerer should also consider these ideas when selecting spells. While your PC sorcerer is unlikely to want to be a lamplighter, do the spells you possess have a logical economic role? Might you have been trained for a mystical profession before becoming an adventurer?

All of the professions described below are based off the model of a 4th-level Mage-artisan. Many members of these professions would work for one of the Marque Du Dragon guilds but there are also independent operators in the world, also, especially in smaller communities.

Skilled Mage-artisan: Humain Mage-artisan 4; CR 3; Medium Humainoïde (Humain); HD 4d4-4; hp 7; Init +1; Spd 30 ft.; AC 10, touch 10, flat-footed 10; Base Atk +2; Grp +1; Atk +1 melee (1d4-1 19-20/x2, dagger) or +2 rangeld (1d4-1 19-20/x2, dagger); Full Atk +1 melee (1d4-1 19-20/x2, dagger) or +2 rangeld (1d4-1 19-20/x2, dagger); AL N; SV Fort +0, Ref +1, Will +4; Str 9, Dex 11, Con 8, Int 14, Wis 12, Cha 10. As a result of his Mage-artisan levels, this character has two levels of Spell Mastery and gained 1 spell at 1st level and 2 spells at 4th level.

Augur

The augur is a professional seer. In addition to her divinatory magic, she is familiar with a variety of nonmagical traditions of divination and may use cards, runes, or the movement of the Lunes to foretell events from romance to the weather. While she is generally consulted about the future, she can also use her talents to identify magical objects or decipher unknown writings. Higher-level augurs may learn arcane sight, clairvoyance/clairaudience, divination, scrying, or contact other plane.

Skills and Feats: Knowledge (arcana) +7, Knowledge (history) +2, Knowledge (the planes) +9, Profession (fortune teller) +11, Sense Motive +7, Spellcraft +4; Skill Focus (Profession – fortune teller), Skill Focus (Sense Motive), Spell Mastery.

Spells (3/3/1): 0-level – detect magic; 1st-level – comprehend languages, identify; 2nd-level – augury.

Bombardier Tinker

The tinker is a jack-of-all-trades. He has a basic grasp of many crafts and can use his mystical powers to repair damaged items. A tinker might travel from place to place in search of work or he may settle in one small community where his talents make him invaluable. While anyone can pursue the path of the tinker, the Mage-artisans of Maison Bombardier dominate this trade because of the power of the mark.

Skills and Feats: Appraise +4, Craft (choose five) +6, Knowledge (arcana) +4, Knowledge (geography) +3, Knowledge (nobility) +5, Spellcraft +4; Craft Wondrous Item, Spell Mastery, Least Marque Du Dragon of Making (make whole 1/day, +2 to all Craft checks).

Spells (3/3/1): 0-level – mending; 1st-level – magecraft; 2nd-level – make whole. Select one additional 0 or 1st-level spell because of the tinker's additional Spell Mastery feat; he will generally use this in conjunction with Craft Wondrous Item. The Least Mark power could be changeld to repair light damage 1/day or mending 2/day; repair is Commun among tinkers who worked with military units during La Dernière Guerre.

Hosteler

Anyone can run an inn but the spells of the hosteler make the job much easier. A hosteler can use his spells to clean clothes and rooms, to prepare food, transport items, understand guests from distant lands, repair minor damage, and create mystical locks for his doors. While most hostelers are trained by Maison Normandin and have ties to that house, Normandin employ people of all races, both marked and unmarked. A hosteler can be an excellent source of gossip and local information, but it may not always be reliable.

Skills and Feats: Gather Information +4; Knowledge (local) +7, Knowledge (nobility) +3, Profession (brewer) +5, Profession (cook) +5, Profession (innkeeper) +8, Sense Motive +6; Skill Focus (Sense Motive), Spell Mastery (comprehend languages), Spell Mastery (unseen servant). For a Normandin hobbit, replace Skill Focus and one Spell Mastery feat with the Least Marque de l'Hospitalité.

Spells (3/3/1): 0-level – prestidigitation; 1st-level – comprehend languages, unseen servant; 2nd-level – arcane lock, make whole.

Brunet Apothecary

Between war and adventurers, there's a major market for healing potions. Apothecaries come in all shapes and sizes but those of Maison Brunet are the masters of healing; without the Marque Du Dragon, an apothecary must have levels in some other spellcasting class to produce potions of healing. The apothecary represents a secular alternative to the Brunet healer presented on page 232 of the Eberron Campaign Setting, one that relies on her Marque Du Dragon and her potions to aid those in need. If she advances further, she might take expert levels to improve her Heal skill.

Skills and Feats: Craft (alchemy) +9, Heal +6, Knowledge (arcana) +3, Knowledge (local) +3, Profession (apothecary) +8, Profession (herbalist) +6; Brew Potion, Least Marque de la Guérison (cure light wounds 1/day).

Spells (3/3/1): 0-level – mage hand; 1st-level – magecraft, unseen servant.

(This sample apothecary is a hobbit. Because of her size, the apothecary receives a +1 bonus to AC and a +1 bonus to hit, and she possesses all of the hobbit racial abilities. Her small dagger inflicts only 1d3-1 points of damage.)

Lamplighter

Magical light has had a tremendous impact on the culture of the Cinq Nations, allowing the citizens of Khorvaire to work through the night. Lamplighters produce everburning torches,Lanterne Éternelles, and other sources of light. Given the long life of an Lanterne Éternelle, however, a lamplighter will eventually run out of work in a small community. As a result, most lamplighters are wanderers who live lives much like those of the tinkers.

Skills and Feats: Craft (gemcutting) +8, Craft (woodworking) +7, Craft (any three) +5, Knowledge (arcana) +5, Knowledge (geography) +5, Knowledge (local) +5; Craft Wondrous Item, Spell Mastery (mending), Spell Mastery (prestidigitation).

Spells (3/3/1): 0-level – light, mending, prestidigitation; 1st-level – magecraft; 2nd-level – continual flame (this spell has been added to the Mage-artisan spell list).

Warden

Most wardens learn their trade with Maison Kundarak but a few part ways with the house and work as independents. Paranoid lords occasionally hire full-time wardens to secure manors and vaults. A higher-level warden may learn detect magic, dispel magic, false vision, fire trap, glyph of warding, symbol of pain, or symbol of sleep.

Skills and Feats: Craft (locksmithing) +9, Craft (trapmaking) +12, Knowledge (architecture and engineering) +6, Listen +5, Spellcraft +5, Spot +5; Alertness, Skill Focus (Craft – trapmaking), Spell Mastery (hold portal). To make a Maison Marquée du Dragon Kundarak warden, remove Alertness and Spell Mastery and add the Least Marque de la Protection.

Spells (3/3/1): 0-level – detect magic; 1st-level – alarm, hold portal; 2nd-level – arcane lock.

Wordsmith

Wordsmiths are professional scribes and translators. While many work for the Speakers' Guild of Maison Siri, wordsmiths can be found at any of the major universities or arcane institutions of Khorvaire. Higher-level wordsmiths may know illusory script, secret page, sending, or tongues. A wordsmith who intends to serve as a mediator or advocate will probably have expert levels to enhance her Diplomacy and Sense Motive skills.

Skills and Feats: Craft (calligraphy) +9, Diplomacy +5, Profession (scribe) +8, Sense Motive +8, Speak Language (one additional language), Spellcraft +5; Negotiator, Skill Focus (Sense Motive), Spell Mastery (arcane mark). For a Maison Marquée du Dragon Siri wordsmith, remove Skill Focus and Spell Mastery and add the Least Marque de l'Écriture.

Spells (3/3/1): 0-level – arcane mark, read magic; 1st-level – comprehend languages; 2nd-level – whispering wind.

MAGEWRIGHT In Khorvaire, magic is part of everyday life. A chef might use prestidigitation to heat and season food, while a blacksmith uses mending to perform minor repairs and guidance to help inspire their work. Those who work minor magic into their labors are called magewrights. Far more limited in magical power than a typical spellcaster, a magewright is dedicated to learning a handful of spells, and magewrights cast their non-cantrip spells as rituals-even spells that can't normally be cast in this way. Most magewright rituals take 1 0 minutes t o perform, but certain complex rituals can take up to 1 hour. However long the ritual takes, it requires extra material components, usually in the form of dragonshards. C REATING A MAGEWRIGHT The magewright stat block provides the baseline statistics for a magewright. You then add to that baseline by choosing a specialty from the Magewright Specialties table, or roll for one. The specialty determines additional spells the magewright knows, including ones that can be cast only as rituals. The specialty also gives the magewright more proficiencies. M AG E W R I G H T S P E C I A LT I E S d8 Specialty Spells Artisan Guidance, mending Proficiencies One type of artisan's tools 2 Entertainer Minor illusion, thau- Performance (+3) maturgy. Ritual o n ly: disguise self. 3 Healer Resistance, spare the Medicine (+4), 4 Lampl ighter 5 Locksm ith 6 Mediator 7 Medium 8 Oracle dying. R itual o n ly: herbalism kit detect poison and disease, lesser restoration (1 hour) . Light. Ritual on ly: continual flame (1 hour) . Mending. Ritual only: arcane lock (1 hour) , knock. Guidance. Ritual o n ly: comprehend languages, zone of truth. Minor illusion. Ritual only: speak with dead. Guidance. Ritual only: augury, divination (1 hour) . Tinker's tools Thieves' tools, tinker's tools I n s ight (+4) , Persuasion (+3) Deception (+3), Rel igion (+4) H istory (+4), Religion (+4)

Magewrights The magical economy of Eberron is built on the backs of the magewrights: spellcasters who know a handful of cantrips or rituals that allow them to provide vital services. Wizards are exceptional; their ability to prepare any spell with a few hours of study reflects remarkable talent and versatility. By contrast, a magewright knows few spells, but because of their intense focus on those spells, they’re able to cast them in ways others cannot. An artificer is equally exceptional. Most of the people assembling magic items at Bombardier forgeholds aren’t artificers; they work using industrialized processes, massive tools that enhance the creation process (like the creation forge), and house resources. These craftspeople couldn’t just create a wand at home alone. By contrast, as an artificer, you are unconventional, using personalized techniques and improvising solutions. Just because you can create any common magic item with little time and effort doesn’t mean that this is typical or that others could duplicate your work. Never forget that in Eberron, player characters are exceptional. Even at low levels, you have potential that the common magewright can’t match. There are also exceptional NPCs, ones who can do things player characters cannot; but remember that as a player character, not everyone who follows your path can match your abilities. Magewright Spells For simplicity’s sake, magewrights cast spells from the existing spell lists. But magewright spells are unique in a few ways. First of all, magewrights cast all their spells as rituals—even spells that don’t normally have the ritual tag. The drawback is that they can only be cast as rituals with an extended casting time. All magewright spells have a minimum casting time of 10 minutes, and the DM can choose to give a spell an even longer casting time; it may take a medium a full hour to cast speak with dead. As magewrights can only cast spells as rituals, they don’t use spell slots. But they do require a surge of magical energy to power the spell, typically generated by refined Eberron dragonshards, the fuel of arcane industry. When a magewright performs a ritual, it consumes an amount of Eberron dragonshards worth 20 gp × the spell’s level, in addition to any costly material components of the spell. This is the cost to the magewright to cast the spell; they might charge far more for offering that service to others, generally at least twice the casting cost. Following the general limitations of everyday magic, it’s unusual to encounter a magewright that can cast a spell of 4th level or higher, and any such magewright would likely charge a significant premium for their services. At DM discretion, a magewright’s spells may have expanded— or limited—effects. Consider what it takes to make a spell a viable commercial service. For example, augury only allows the caster to predict events 30 minutes in the future—useful for adventurers in the midst of a dungeon, but not for the farmer wanting an opinion on planting crops. A professional oracle might be able to predict woe or weal anywhere from a day to a week in advance—but such an oracle could have very specific limitations, such as only being able to make predictions related to weather or agriculture. As a DM, use the existing spells as a model, but adjust them as necessary to create a viable business. Player characters can’t duplicate these effects. The unique aspects of magewright spells reflect both their devotion to a single subject and personal aptitude; the oracle has a unique talent for divination that even a diviner wizard can’t replicate. Player characters have unmatched potential and great versatility; magewrights are extremely limited, but have unique advantages. Casual Cantrips In Aerenal, almost every citizen knows a few cantrips. The Five Nations aren’t quite so advanced; there, cantrips are common, but still reflect specialized training. Most people rely on common magic items; a magewright can be proud of their talents, though just as magewrights have a narrow spell selection, their cantrips are also more limited than those used by player characters. A magewright chef uses effects similar to prestidigitation to heat and flavor food, but they can’t conjure illusions or extinguish flames. The idea is that the most versatile cantrips—such as prestidigitation and thaumaturgy—represent knowledge of a range of discrete spell effects, all categorized under one greater cantrip. Your spell list merely says prestidigitation, but that encompasses a host of lesser cantrips; when you extinguish a fire, you’re actually casting incendiary purge, and when you chill your drink, you’re performing culinary transmutation. While this has no effect on player characters, consider that magewrights and other lesser spellcasters might only know limited forms of common cantrips, such as the following: Boldrei’s Broom. You clean an object or surface made from wood, stone, or metal no larger than 1 cubic foot. Culinary Transmutation. You chill or warm up to 1 cubic foot of nonliving material. Grogan’s Grime. You soil an object or space no larger than 1 cubic foot. Halan’s Dramatic Entrance. You instantaneously cause an unlocked door or window within 30 feet to fly open or slam shut. Incendiary Purge. You extinguish a candle, a torch, or a small campfire. Kellan’s Kindling. You light a candle, torch, or small campfire. Phiarlan Whispers. You create an instantaneous sound that originates from a point of your choice within 30 feet, such as a rumble of thunder, the hooting of an owl, or ominous whispers. Shol Flame. You cause flames to flicker, brighten, dim, or change color for 1 minute. Tialaen Tongue. Your voice is up to three times as loud as normal for up to one minute. Verran’s Textile Restoration. You clean an object made of cloth or leather no larger than 1 cubic foot. Zolan Zest. You flavor up to 1 cubic foot of nonliving material; this lasts for one hour.

Magewrights in Action Magewrights weave magic into their work. They are not only limited spellcasters, but skilled professionals who use magic as a tool. In addition to a limited range of magic ability, magewrights are also skilled in the mundane aspects of their specialty. A magewright chef doesn’t make food by snapping their fingers; they’re skilled with cook’s utensils, as well as using culinary transformation and Zolan zest as tools in their repertoire. Below are a few examples of magewright professions. Arcane Locksmith. Locksmiths are typically trained by the Warding Guild of House Kundarak, and most people expect a locksmith to be a dwarf. An arcane locksmith is proficient with thieves’ tools and tinker’s tools, using these for most of their work. They can cast arcane lock and knock as rituals. When casting these rituals, they use tinker’s tools as an arcane focus, tracing symbols and sprinkling powdered dragonshards over the object to be locked or unlocked. Artisan. Blacksmith, cobbler, or cooper, a typical artisan is proficient with their tools and learns mending and magecraft. The magecraft cantrip allows them to enchant their tools and supplies, creating the perfect conditions for their work. Most receive this training from the Fabricator’s Guild of House Bombardier, but others apprentice with local magewrights, while adepts cast magecraft by invoking Onatar or the Traveler. Healer. Professional healers are usually trained by House Brunet. A healer is proficient with Medicine and Herbalism kits, using these to treat common injuries. They know the cantrips spare the dying and detect poison and disease, and can perform lesser restoration as a ritual, but the ritual uses the herbalism kit as a focus and includes the trappings of mundane healing. They don’t just snap their fingers to cure people; they use pinches of herbs and tap glands and pressure points. Medium. No dragonmarked house trains mediums. Instead, some come from communities steeped in the Blood of Vol, while others are Vassals who invoke Aureon and the Keeper. A medium performs speak with dead as a ritual, and many use a form of minor illusion to conjure up an image of the deceased in conjunction with the ritual. Some less-scrupulous mediums rely on Insight, History, or Deception to simulate speaking with the dead without going through the full ritual. Oracle. Every oracle has a preferred method of divination. Some use cards, others use bones or dice. The bread and butter of the oracle is augury. As noted earlier in this chapter, most oracles can use augury to make predictions stretching further into the future than the spell normally allows, but they may be limited in the subjects they can predict—some oracles only make predictions related to agriculture, while others discuss romance. Greater oracles may have the ability to cast divination, but this requires the oracle to have a connection to a spiritual guide. A religious adept will deal with a celestial tied to their faith, while a secular oracle may deal with a fiend or other spirit. Truthteller. Licensed by the Warning Guild of House Médani, truthtellers are proficient in Insight and can cast zone of truth as a ritual. The ritual casting includes a lengthy invocation and chalk symbols traced across the area of effect. The truthteller knows if someone succeeds or fails their saving throw, and encourages them to voluntarily submit to the ritual; thus, saving against it will be seen as an attempt to evade questioning. The above are just a few examples of magewrights. A launderer uses Verran’s textile restoration to clean the toughest stains, while a professional stagehand uses Phiarlan whispers or Shol flame to add details to a performance. The critical element is to see these things are part of their profession. They aren’t dropping everything to cast a spell; the spell is incorporated into the way in which they perform their job.

New Cantrips Here are two new cantrips you might find employed by a magewright, other NPC, or player character in Khorvaire. Aundair’s Silent Sanctum Illusion cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: S Duration: Concentration, up to 1 minute Spell Lists: Artificer, bard, sorcerer, wizard You create an invisible sphere of energy with a 5-foot radius. Until the spell ends, it moves with you, centered on you. The sphere muffles sound in both directions. Creatures outside of the sphere have disadvantage on Wisdom (Perception) checks made to hear any sounds from within the sphere, and creatures inside the sphere have disadvantage on Wisdom (Perception) checks made to hear sounds outside of the sphere. In addition, creatures have advantage on saving throws against effects that require them to hear a sound from the other side of the sphere, such as the command spell. Magecraft Divination cantrip Casting Time: 1 action Range: Self Components: V, S, M (a set of artisan’s tools) Duration: Concentration, up to 1 minute Spell Lists: Artificer, bard, wizard You must be proficient in the artisan’s tools used as the material component of this spell. Once before the spell ends, you can gain advantage on an ability check using these tools

Telling Time: Chronal Cantrips The people of Eberron don’t use mechanical clocks, and if you’re in a Morin mine or the heart of one of Sharn’s towers, you can’t see the sun. So how do you tell time? The answer is simple: magic. There are a wide range of cantrips that tell time—some tied to an absolute time, some tied to the moons, some set to a local time. In Eberron, any character that has the skill to cast prestidigitation, thaumaturgy, or druidcraft can produce an additional effect allowing them to tell time. Clocks in Eberron are common magic items, and in most major cities, bells are rung to identify the hour; three bells means “three o’clock.” An orb of time is another common magic item—a small polished stone disk, often connected to a chain like a pocket watch—that tells time.

What About Adepts? Arcane magic is a science—magewrights master its techniques. However, there are other forms of magic which can likewise be adapted to everyday functions. An adept derives their magic from their faith, a more limited form of what a cleric can do; similarly, a gleaner masters the simplest forms of druidic magic. Especially with the adept, this is more of a calling than a job; you don’t decide to become an oracle of Aureon, you find that you are gifted with visions. The rituals of an adept invoke divine forces, while a gleaner draws on the world around them and often uses an herbalism kit as a spellcasting focus. Adepts are common in Thrane and other religious communities, while gleaners provide useful services in the Eldeen Reaches.

Magical Services This section supplements the list of magical services presented in Eberron: Rising from the Last War, offering a few additional services as well as options for some existing ones. Entertainment Most theaters employ illusions to add special effects to a performance, whether provided by magewrights or static items. Dream parlors provide entirely illusory entertainment. House Phiarlan’s latest innovation is the crystal theater. A large device uses a tiny scrying crystal to project an image on a screen. The crystal is tied to a single location—one of the grand stages in House Phiarlan’s central demesnes. This allows the patrons of a crystal theater to watch a live performance occurring on a distant stage. As this practice expands, this could provide entertainers and bards with a global reach; Phiarlan might even pay adventurers to license the rights to dramatize their exploits. Cosmetic Transmutation One form of fashion that hasn’t been discussed in depth is the practice of cosmetic transmutation. A magewright beautician can perform a range of minor transformations—for a price. Minor cosmetic transmutation is quite common; most professional beauticians can change your hair or eye color. Unnatural effects are rarer, seen mainly in Aundair and Zilargo; metallic hair colors are a recent fad in Fairhaven, and in the days before Galifar, the nobles of Thaliost would adopt elf features. The effects of cosmetic transmutation typically last a week, but if you’re dealing with a magewright of sufficient skill, you can extend the effect to one month. In some cities, you might even find an expert who can make the change permanent. The more complicated the transmutation, the more costly—and hard to find—the service becomes. Cosmetic Transmutation Services Type 1 Week 1 Month Permanent Minor (natural) 10 gp 20 gp 50 gp Minor (unusual) 20 gp 40 gp 100 gp Moderate 40 gp 80 gp 200 gp Major 60 gp 120 gp 300 gp Minor (Natural). Simple transmutation can temporarily change the color of your hair, skin, or eyes within the standard parameters for your species. Minor (Unusual). If you’re seeking unnatural effects—cat’s eyes or moving tattoos—you’ll need a highly skilled beautician. Moderate. Significant physical transformation allows you to alter your weight, height, or sex. These substantial transmutations require an expert in their trade. Major. Specialized or exotic physical transformation can match the appearance of a specific individual or change your apparent species. While this alters your appearance, you don’t gain the racial traits associated with your selected form. Those seeking to imitate another’s appearance must be wary. Duplicating the appearance of another person is a crime under the Code of Galifar—malicious theft of identity—and even those who can perform the magic won’t do so without good reason. It’s always up to the DM to decide what services are available in any given community, and as with any magewright, beauticians are often specialized; a hairdresser might be able to give you permanent silver hair but be unable to change any other feature. In Sharn, Transmutation in Upper Tavick’s Landing and The Veil of Flesh in Upper Northedge are salons that specialize in cosmetic transmutation. A House Brunet clinic can help with gender transition, shaping muscle tone, and similar services, while the criminal Tyrants of Tavick’s Landing are the masters of exotic physical transformation. Medicine As noted in Eberron: Rising from the Last War, nonmagical care is the basic service provided by House Brunet. If you have the gold, lesser restoration can provide instant relief from common diseases. Larger healing houses can provide greater restoration, and the finest can even raise the dead. But that’s where complications arise. It’s up to the DM to decide how easy it is to be raised from the dead. If it suits the story, this can be a simple and reliable service, performed by a player character, Brunet medic, or religious adept. However, it could also be dangerous. As discussed in chapter 5, raising someone from the dead draws their spirit back from Dolurrh; this might catch the attention of a Dolurrhi marut, or even bring back the wrong spirit, causing a ghost to manifest or ending up with a hostile personality in your friend’s body. Most religions hold that raising the dead defies fate. If you share these concerns, it’s common practice to cast augury before raise dead; if the result is “woe,” the request for resurrection is rejected. So player characters might return from the dead— because they do have destinies to fulfill—but bear in mind that being raised from the dead is about more than just having 750 gp, and that even nobles may not be able to return. Transportation The prices of transportation may seem prohibitively expensive for commoners or poor adventurers. Airship travel is new and expensive, but when traveling by elemental galleon or lightning rail more inexpensive fares are available. Eberron: Rising from the Last War lists a price of 5 sp per mile, which represents the finest quality of travel, equivalent to a stay at an inn of wealthy or aristocratic quality. However, the standard fare is 2 sp per mile, which is modest to comfortable in its appointments. Those on a budget can book passage in steerage for only 2 cp per mile, but this is typically squalid or poor in quality, and a long journey can be dangerous. Depending on their reputation, adventurers may also be able to exchange services for their passage, whether working as security or employing useful skills. Similarly, the listed speeds of water and air transport represent the average rate of travel on a standard-fare vessel. Both Orien and Lyrandar have prototype vehicles capable of significantly higher speeds; however, travel on such vessels is both more expensive and dangerous.