Nervrotsmästare

NERVROTSMÄSTARE (Nervortsmästerskap)
Nervrotsmästare vill delvis efterlikna växter med konstruktioner och odödhet. Deras magi förbinder, förslavar och förgör. De är vanligast i Heliga skogen, hos dvärgarna och i Nedlockade riket.

Bakgrund: När Unsurbands gruvor välvdes och landets ekonomi kollapsade passade Röda hovet på att tillintetgöra sin gamla fiende. De överlevande unsurbanderna spreds över världen och de magiintresserade bland dem sökte inspiration i när och fjärran. De fann vad de sökte hos slavdruiderna i Heliga skogen, men var mest intresserade av att tämja rötternas kraft än att tjäna träd. Rotslagandets principer gick att tillämpa långt bortom växtriket, menade de tidiga nervrotsmästarna, även om en del stannade kvar i Heliga skogen. Andra fokuserade på att motverka välvningar och drog sig till Nedlockade riket. En del dvärgar lärde sig trolldomsarten av liknande skäl, men också för att hitta fler motmedel mot Klädets människor.
Idag är de flesta nervrotsmästare inte etniskt besläktade med unsurbanderna, men de odlar ett traditionellt hat mot drakar i allmänhet och Röda hovet i synnerhet.

Memorera magi: Istället för trollformelsamling förbereder och lär sig en krönt mästare besvärjelser genom att gräva hål för fötterna, ställa sig i dem, täcka fötterna med grävmaterialet och förbli stilla under den tid som krävs. Det går med jord, sand, fast materia av alla de slag, men inte vätskor. I nödfall kan man vira in fötterna i tyg istället.
För andra besvärjelser än nervrotsmäskerskap måste en vanlig trollformelsamling införskaffas och användas. En nervrotsmästare 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
Hold Portal: Holds door shut.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment.

Conjuration
Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Gives subject +4 armor bonus.
Unseen Servant: Invisible force obeys your commands.

Divination
Comprehend Languages: You understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
Identify: Gives +10 bonus to identify magic items.

Enchantment
Charm Person: Makes one person your friend.
Hypnotism: Fascinates 2d4 HD of creatures.
Sleep: Puts 4 HD of creatures into magical slumber.

Evocation

Illusion
Necromancy
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.

Transmutation
Animate Rope: Makes a rope move at your command.
Reduce Person: Humanoid creature halves in size.

2nd-Level Sorcerer/Wizard Spells
Abjuration
Arcane LockM: Magically locks a portal or chest.

Conjuration
Web: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.

Divination
Detect Thoughts: Allows “listening” to surface thoughts.

Enchantment
Daze Monster: Living creature of 6 HD or less loses its next action.
Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Cha.

Evocation
Darkness: 20-ft. radius of supernatural shadow.

Illusion
Hypnotic Pattern: Fascinates 2d4 + level HD of creatures.
Magic MouthM: Object speaks once when triggered.
Phantom TrapM: Makes item seem trapped.

Necromancy
Blindness/Deafness: Makes subject blinded or deafened.
Command Undead: Undead creature obeys your commands.
False Life: Gain 1d10 temporary hp + 1/level (max +10).
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Scare: Frightens creatures of less than 6 HD.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.

Transmutation
Darkvision: See 60 ft. in total darkness.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Make Whole: Repairs an object.
Rope Trick: As many as eight creatures hide in extradimensional space.
Spider Climb: Grants ability to walk on walls and ceilings.
Whispering Wind: Sends a short message 1 mile/level.

3rd-Level Sorcerer/Wizard Spells
Abjuration
Dispel Magic: Cancels one magical spell or effect.
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.

Conjuration
Sepia Snake SigilM: Creates text symbol that immobilizes reader.
Sleet Storm: Hampers vision and movement.
Stinking Cloud: Nauseating vapors, 1 round/level.

Divination
Arcane Sight: Magical auras become visible to you.
Tongues: Speak and understand any language.

Enchantment
Deep Slumber: Puts 10 HD of creatures to sleep.
Hold Person: Paralyzes one humanoid for 1 round/level.
Suggestion: Compels a subject to follow stated course of action.

Evocation
Tiny Hut: Creates shelter for 10 creatures.
Wind Wall: Deflects arrows, smaller creatures, and gases.

Illusion
Illusory ScriptM: Only select creatures can read text.

Necromancy
Gentle Repose: Preserves one corpse.
Halt Undead: Immobilizes undead for 1 round/level.
Ray of Exhaustion: Ray makes subject exhausted.
Vampiric Touch: Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.

Transmutation
Slow: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.
Water Breathing: Subjects can breathe underwater.

ADVANCED PLAYER’S GUIDE
Pain Strike: Inflicts 1d6 nonlethal damage 1 round/level.

4th-Level Sorcerer/Wizard Spells
Abjuration
Dimensional Anchor: Bars extradimensional movement.
Remove Curse: Frees object or person from curse.
StoneskinM: Grants DR 10/adamantine.

Conjuration
Black Tentacles: Tentacles grapple all creatures within a 20-ft. spread.
Minor Creation: Creates one cloth or wood object.
Secure Shelter: Creates sturdy cottage.
Solid Fog: Blocks vision and slows movement.

Divination
Locate Creature: Indicates direction to familiar creature.

Enchantment
Charm Monster: Makes monster believe it is your ally.
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Geas, Lesser: Commands subject of 7 HD or less.

Evocation
Resilient Sphere: Force globe protects but traps one subject.
Wall of Ice: Ice plane creates wall or hemisphere creates dome.

Illusion
Hallucinatory Terrain: Makes one type of terrain appear like another (field as forest, or the like).
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Rainbow Pattern: Lights fascinate 24 HD of creatures.

Necromancy
Animate DeadM: Creates undead skeletons and zombies out of corpses.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Contagion: Infects subject with chosen disease.
Enervation: Subject gains 1d4 negative levels.

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

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

Conjuration
Mage’s Faithful Hound: Phantom dog can guard a location and attack intruders.
Major Creation: As minor creation, plus stone and metal.
Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
Secret ChestF: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Wall of Stone: Creates a stone wall that can be shaped.

Divination
Telepathic Bond: Link lets allies communicate.

Enchantment
Dominate Person: Controls humanoid telepathically.
Feeblemind: Subject’s Int and Cha drop to 1.
Hold Monster: As hold person, but any creature.
Mind Fog: Subjects in fog get –10 to Wis and Will checks.
Symbol of SleepM: Triggered rune puts nearby creatures into catatonic slumber.

Evocation
Wall of Force: Wall is immune to damage.

Illusion
Mirage Arcana: As hallucinatory terrain, plus structures.
Nightmare: Sends vision dealing 1d10 damage, fatigue.

Necromancy
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Magic JarF: Enables possession of another creature.
Symbol of PainM: Triggered rune wracks creatures with pain.
Waves of Fatigue: Several targets become fatigued.

Transmutation
FabricateM: Transforms raw materials into finished items.
Passwall: Creates passage through wood or stone wall.
Plant Shape I: Turns you into a Small or Medium plant.

Universal
PermanencyM: Makes certain spells permanent.

6th-Level Sorcerer/Wizard Spells
Abjuration
Antimagic Field: Negates magic within 10 ft.
Dispel Magic, Greater: As dispel magic, but with multiple targets.
Guards and Wards: Array of magic effects protect area.

Conjuration
Acid Fog: Fog deals acid damage.
Planar Binding: As lesser planar binding, but up to 12 HD.

Divination

Enchantment
Geas/Quest: As lesser geas, but affects any creature.
Suggestion, Mass: As suggestion, affects 1 subject/level.
Symbol of PersuasionM: Triggered rune charms creatures.

Evocation
Chain Lightning: 1d6/level damage and 1 secondary bolt/level.
ContingencyF: Sets trigger condition for another spell.

Illusion

Necromancy
Circle of DeathM: Kills 1d4/level HD of creatures.
Create UndeadM: Raises ghouls, ghasts, mummies, or mohrgs from physical remains.
Eyebite: Target becomes panicked, sickened, and comatose.
Symbol of FearM: Triggered rune panics nearby creatures.
Undeath to DeathM: Destroys 1d4/level HD of undead (max. 20d4).

Transmutation
Control Water: Raises or lowers bodies of water.
Disintegrate: Reduces one creature or object to dust.
Flesh to Stone: Turns subject creature into statue.
Move Earth: Digs trenches and builds hills.
Plant Shape II: Turns you into a Large plant creature.
Stone to Flesh: Restores petrified creature.

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

Conjuration
Mage’s Magnificent MansionF: Door leads to extradimensional mansion.
Plane ShiftF: As many as eight subjects travel to another plane.

Divination
Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.

Enchantment
Hold Person, Mass: As hold person, but all within 30 ft.
Insanity: Subject suffers continuous confusion.
Power Word Blind: Blinds creature with 200 hp or less.
Symbol of StunningM: Triggered rune stuns creatures.

Evocation
ForcecageM: Cube or cage of force imprisons all inside.
Grasping Hand: Hand provides cover, pushes, or grapples.
Illusion

Necromancy
Control Undead: Undead don’t attack you while under your command.
Finger of Death: Deals 10 damage/level to one subject.
Symbol of WeaknessM: Triggered rune weakens creatures.
Waves of Exhaustion: Several targets become exhausted.

Transmutation
Plant Shape III: Turns you into a Huge plant.

Universal
Limited WishM: Alters reality (within limits).

8th-Level Sorcerer/Wizard Spells
Abjuration
Dimensional Lock: Teleportation and interplanar travel blocked for 1 day/level.

Conjuration
Maze: Traps subject in extradimensional maze.
Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
Trap the SoulM: Imprisons subject within gem.

Divination
Discern Location: Reveals exact location of creature or object.
.
Enchantment
BindingM: Utilizes an array of techniques to imprison a creature.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Demand: As sending, plus you can send suggestion.
Irresistible Dance: Forces subject to dance.
Power Word Stun: Stuns creature with 150 hp or less.
Symbol of InsanityM: Triggered rune renders nearby creatures insane.
SympathyM: Object or location attracts certain creatures.

Evocation
Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
Polar Ray: Ranged touch attack deals 1d6/level cold damage and 1d4 points of Dexterity drain.
Telekinetic Sphere: As resilient sphere, but you move the sphere telekinetically.

Illusion
Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
Screen: Illusion hides area from vision and scrying.

Necromancy
CloneMF: Duplicate awakens when original dies.
Create Greater UndeadM: Creates shadows, wraiths, spectres, or devourers.

Transmutation
Temporal StasisM: Puts subject into suspended animation.

9th-Level Sorcerer/Wizard Spells
Abjuration
Freedom: Releases creature from imprisonment.
Imprisonment: Entombs subject beneath the earth.

Conjuration
GateM: Connects two planes for travel or summoning.
RefugeM: Alters item to transport its possessor to your abode.

Divination

Enchantment
Dominate Monster: As dominate person, but any creature.
Hold Monster, Mass: As hold monster, but all within 30 ft.

Evocation
Crushing Hand: Large hand provides cover, pushes, or crushes your foes.

Illusion

Necromancy
Energy Drain: Subject gains 2d4 negative levels.
Soul BindF: Traps newly dead soul to prevent resurrection.

Transmutation

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

Nervrotsmästare

Pilgrimsskugga Harnryd