Fragmentatiker

FRAGMENTATIKER (Fragmentasi)
Fragmentatiker hänger sig åt att studera splitter. Deras magi handlar om glas, förvandling, ljusbrytning, att dela på saker, hårda ytor och naturligtvis splitter av alla slag. De är vanligast i Isnobuda, men även om de är verksamma på andra håll följer de det isnobudska modet att bära mosaikprydda kläder.

Bakgrund: Bland alla de som arbetar med mosaiktillverkning i Isnobuda fanns det vissa som var mer fascinerade av de tidiga leden i hantverket: hur man bryter sönder attraktiva ytor. De träffade likasinnade, debatterade filosofin och estetiken bakom entropi och spridningseffekter. Det var bara en tidsfråga innan några av dem systematiserade filosofin till magi. Fragmentasi är den moderna formen av denna rörelse. Även om Isnobuda förblir fragmentasins urhem är trolldomsarten inte statsbärande. Det skulle gå emot själva essensen i splittringens princip. Men det hindrar inte att många enskilda fragmentatiker går Isnobudas ärenden av alla möjliga skäl.

Memorera magi: Istället för trollformelsamling förbereder och lär sig fragmentatiker besvärjelser genom att krossa någonting eller åtminstone orsaka en spricka hen kan mediera över under motsvarande tid.
För andra besvärjelser än fragmentasi måste en vanlig trollformelsamling införskaffas och användas. En fragmentatiker har inte automatiskt en sådan.

0-Level Sorcerer/Wizard Spells (Cantrips)
Abjuration
Resistance: Subject gains +1 on saving throws.
Conjuration
Acid Splash: Orb deals 1d3 acid damage.
Divination
Detect Magic: Detects all spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Read Magic: Read scrolls and spellbooks.
Enchantment
Daze: A single humanoid creature with 4 HD or less loses its next action.
Evocation
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Illusion
Ghost Sound: Figment sounds.
Necromancy
Bleed: Cause a stabilized creature to resume dying.
Disrupt Undead: Deals 1d6 damage to one undead.
Touch of Fatigue: Touch attack fatigues target.
Transmutation
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
Universal
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Prestidigitation: Performs minor tricks.

1st-Level Sorcerer/Wizard Spells
Abjuration
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Conjuration

Divination
True Strike: +20 on your next attack roll.

Enchantment
Hypnotism: Fascinates 2d4 HD of creatures.

Evocation
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.

Illusion
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Disguise Self: Changes your appearance.
Magic Aura: Alters object’s magic aura.

Necromancy

Transmutation
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your base speed increases by 30 ft.
Jump: Subject gets bonus on Acrobatics checks.
Reduce Person: Humanoid creature halves in size.

ADVANCED PLAYER’S GUIDE
Break: Gives an object the broken condition.
Crafter’s Curse: Subject takes –5 on Craft skill checks.
Crafter’s Fortune: Subject gains +5 on next Craft check.
Stone Fist: Your unarmed strikes are lethal.

2nd-Level Sorcerer/Wizard Spells
Abjuration
Protection from Arrows: Subject gains DR 10/magic against ranged attacks.

Conjuration
Glitterdust: Blinds creatures, outlines invisible creatures.
Summon Swarm: Summons swarm of bats, rats, or spiders.

Divination

Enchantment
Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Cha.

Evocation
Gust of Wind: Blows away or knocks down smaller creatures.
Shatter: Sonic energy damages objects or crystalline creatures.

Illusion
Blur: Attacks miss subject 20% of the time.
Hypnotic Pattern: Fascinates 2d4 + level HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Mirror Image: Creates decoy duplicates of you.
Misdirection: Misleads divinations for 1 creature or object.

Necromancy

Transmutation
Alter Self: Assume form of a Small or Medium humanoid.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Pyrotechnics: Turns fire into blinding light or thick smoke.
Whispering Wind: Sends a short message 1 mile/level.

ADVANCED PLAYER’S GUIDE
Arrow Eruption: Creates duplicates of killing arrow.
Create PitF: Creates an extradimensional pit.
Dust of Twilight: Black particles extinguish light sources within area.
Stone Call: 2d6 damage to all creatures in area.

ULTIMATE MAGIC
Disfiguring Touch : Target becomes disfigured.

3rd-Level Sorcerer/Wizard Spells
Abjuration
Dispel Magic: Cancels one magical spell or effect.
Explosive Runes: Deals 6d6 damage when read.

Conjuration
Sleet Storm: Hampers vision and movement.
Divination

Enchantment

Evocation
Fireball: 1d6 damage per level, 20-ft. radius.
Wind Wall: Deflects arrows, smaller creatures, and gases.

Illusion
Displacement: Attacks miss subject 50% of the time.
Invisibility Sphere: Makes everyone within 10 ft. invisible.

Necromancy

Transmutation
Blink: You randomly vanish and reappear for 1 round per level.
Shrink Item: Object shrinks to one-sixteenth size.

ADVANCED PLAYER’S GUIDE
Cloak of Winds: Creates a screen of wind around you.
Enter Image: Transfers your consciousness to an object bearing your likeness.
Shifting Sand: Creates difficult terrain and erases tracks, can carry along some creatures and objects.
Spiked PitF: As create pit, but filled with spikes.

ULTIMATE MAGIC
Ash Storm: Hamper vision and movement.
Burrow: Target gains a burrow speed of 15.
Countless Eyes: Extra eyes give all-around vision.
Distracting Cacophony: Noise makes it difficult to cast.
Mad Monkeys: Summon a swarm of mischievous monkeys.
Sands of Time: Target temporarily ages.
Unadulterated Loathing: Target is compelled to avoid another creature.
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4th-Level Sorcerer/Wizard Spells*
Abjuration
Fire TrapM: Opened object deals 1d4 damage + 1/level.
StoneskinM: Grants DR 10/adamantine.

Conjuration
Dimension Door: Teleports you a short distance.
Secure Shelter: Creates sturdy cottage.

Divination

Enchantment
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.

Evocation
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Wall of Ice: Ice plane creates wall or hemisphere creates dome.

Illusion
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.

Necromancy
Contagion: Infects subject with chosen disease.
Fear: Subjects within cone flee for 1 round/level.

Transmutation
Reduce Person, Mass: As reduce person, but affects 1 humanoid creature/level.
Stone Shape: Sculpts stone into any shape.

ADVANCED PLAYER’S GUIDE
DetonateM: Inflicts 1d8/level energy damage to all creatures within 15 ft.
Moonstruck: Subject is enraged and confused.
Wandering Star Motes: Outlines subject and produces light as a sunrod.

ULTIMATE MAGIC
Shadow Step: Teleport from one shadow to another.

ADVANCED RACE GUIDE
Creeping Ice: Sheet of ice slowly spreads outward on a horizontal surface.

5th-Level Sorcerer/Wizard Spells
Abjurationz
Break Enchantment: Frees subjects from enchantments, transmutations, and curses.

Conjuration
Teleport: Instantly transports you as far as 100 miles per level.
Wall of Stone: Creates a stone wall that can be shaped.
Divination
Prying Eyes: 1d4 + 1/level floating eyes scout for you.

Enchantment
Feeblemind: Subject’s Int and Cha drop to 1.

Evocation
Wall of Force: Wall is immune to damage.

Illusion
Seeming: Changes appearance of 1 person per 2 levels.

Necromancy

Transmutation
Baleful Polymorph: Turns subject into harmless animal.
Passwall: Creates passage through wood or stone wall.
Telekinesis: Moves object, attacks creature, or hurls object or creature.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Universal
PermanencyM: Makes certain spells permanent.

ADVANCED PLAYER’S GUIDE
Treasure StitchingM: Objects on cloth become embroidered.

ULTIMATE MAGIC
Fickle Winds: Wind walls selectively block attacks.
Plague Carrier: Target’s attacks carry filth fever.
Possess Object: Possess and animate one object.
Wall of Sound: Sonic wall deflects and damages creatures.

ADVANCED RACE GUIDE
Whip of Centipedes: Create a whip made of poisonous centipedes.

ULTIMATE COMBAT
Absorb Toxicity: You become immune to diseases and toxins, absorb one, and then spread it to others.
Wreath of BladesF: Four mithral daggers speed around you, attacking nearby creatures and protecting your spellcasting from attacks of opportunity.

6th-Level Sorcerer/Wizard Spells
Abjuration
Antimagic Field: Negates magic within 10 ft.
Dispel Magic, Greater: As dispel magic, but with multiple targets.
RepulsionF: Creatures can’t approach you.

Conjuration
Wall of IronM: 30 hp/four levels; can topple onto foes.

Divination

Enchantment

Evocation
Freezing Sphere: Freezes water or deals cold damage.

Illusion
Mislead: Turns you invisible and creates illusory double.
Shadow Walk: Step into shadow to travel rapidly.

Necromancy
Symbol of FearM: Triggered rune panics nearby creatures.

Transmutation
Bull’s Strength, Mass: As bull’s strength, affects 1 subject per level.
Disintegrate: Reduces one creature or object to dust.
Flesh to Stone: Turns subject creature into statue.
Stone to Flesh: Restores petrified creature.

ADVANCED PLAYER’S GUIDE
Enemy Hammer: Allows you to telekinetically use a creature as a weapon.
Unwilling ShieldM: Subject shares wounds you receive.

ULTIMATE MAGIC
Cold Ice Strike: Cone of ice slivers deals 1d6 cold/level.
Contagion, Greater: Infect a subject with a magical disease.
Ice Crystal Teleport: Target is frozen, then teleported.
Vengeful Outrage: Target is compelled to destroy one enemy.

ADVANCED RACE GUIDE
Whip of Ants: Create a whip made of army ants.

7th-Level Sorcerer/Wizard Spells
Abjuration
Banishment: Banishes 2 HD/level of extraplanar creatures.
Sequester: Subject is invisible to sight and scrying; renders creature comatose.
Spell TurningM: Reflect 1d4+6 spell levels back at caster.

Conjuration
Teleport Object: As teleport, but affects a touched object.

Divination

Enchantment
Insanity: Subject suffers continuous confusion.

Evocation
Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for up to 5 rounds.
ForcecageM: Cube or cage of force imprisons all inside.
Prismatic Spray: Rays hit subjects with variety of effects.

Illusion
Invisibility, Mass: As invisibility, but affects all in range.
Project Image: Illusory double can talk and cast spells.
SimulacrumM: Creates partially real double of a creature.

Necromancy

Transmutation
Ethereal Jaunt: You become ethereal for 1 round/level.
Reverse Gravity: Objects and creatures fall upward.
Statue: Subject can become a statue at will.

Universal
Limited WishM: Alters reality (within limits).

ADVANCED PLAYER’S GUIDE
Deflection: Attacks that miss are redirected back to the source of the attack.

8th-Level Sorcerer/Wizard Spells
Abjuration
Prismatic Wall: Wall’s colors have array of effects.
Protection from SpellsMF: Confers +8 resistance bonus.

Conjuration
Trap the SoulM: Imprisons subject within gem.

Divination
Prying Eyes, Greater: As prying eyes, but eyes have true seeing.

Enchantment
Antipathy: Object or location affected by spell repels certain creatures.
Symbol of InsanityM: Triggered rune renders nearby creatures insane.

Evocation
Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Telekinetic Sphere: As resilient sphere, but you move the sphere telekinetically.

Illusion
Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.

Necromancy

Transmutation
Iron Body: Your body becomes living iron.

ULTIMATE COMBAT
Frightful Aspect: You take on a terrifying, Large-sized form of yourself and emit an aura that causes creatures to become shaken or frightened.

9th-Level Sorcerer/Wizard Spells
Abjuration
Freedom: Releases creature from imprisonment.
Mage’s Disjunction: Dispels magic, disenchants magic items.
Prismatic Sphere: As prismatic wall, but surrounds on all sides.

Conjuration

Divination

Enchantment

Evocation
Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
Illusion

Necromancy
Astral ProjectionM: Projects you and companions onto Astral Plane.

Transmutation
Etherealness: Travel to Ethereal Plane with companions.

Universal
WishM: As limited wish, but with fewer limits.

Fragmentatiker

Pilgrimsskugga Harnryd