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)
Resistance: Subject gains +1 on saving throws.
Acid Splash: Orb deals 1d3 acid damage.
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.
Daze: A single humanoid creature with 4 HD or less loses its next action.
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.
Ghost Sound: Figment sounds.
Bleed: Cause a stabilized creature to resume dying.
Disrupt Undead: Deals 1d6 damage to one undead.
Touch of Fatigue: Touch attack fatigues target.
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.
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Prestidigitation: Performs minor tricks.

1st-Level Sorcerer/Wizard Spells
Hold Portal: Holds door shut.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment.

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

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.

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


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

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

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

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

Detect Thoughts: Allows “listening” to surface thoughts.

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.

Darkness: 20-ft. radius of supernatural shadow.

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

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.

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
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.

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

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

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.

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

Illusory ScriptM: Only select creatures can read text.

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.

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

Pain Strike: Inflicts 1d6 nonlethal damage 1 round/level.

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

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.

Locate Creature: Indicates direction to familiar creature.

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.

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

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.

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.

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

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

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.

Telepathic Bond: Link lets allies communicate.

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.

Wall of Force: Wall is immune to damage.

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

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.

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.

PermanencyM: Makes certain spells permanent.

6th-Level Sorcerer/Wizard Spells
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.

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


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

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


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).

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
Sequester: Subject is invisible to sight and scrying; renders creature comatose.
Spell TurningM: Reflect 1d4+6 spell levels back at caster.

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

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

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.

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

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.

Plant Shape III: Turns you into a Huge plant.

Limited WishM: Alters reality (within limits).

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

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.

Discern Location: Reveals exact location of creature or object.
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.

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.

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

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

Temporal StasisM: Puts subject into suspended animation.

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

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


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

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


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


WishM: As limited wish, but with fewer limits.


Pilgrimsskugga Harnryd