Stendräktsbärare

STENDRÄKTSBÄRARE (stendräktsbörd)
Stendräktsbärare håller på med elementet jord, med försvar och uthållighet och med konstrukter. Dvärgarna är det vanligaste stendräktsbärarna. En äkta stendräktsbärare ser till att göra just det: bära mycket mineral på sig. Metaller duger inte för just det ändamålet.

Bakgrund: Långt ifrån alla dvärgar är borna gruvarbetare och stenhuggare, men det ligger knappast något mysterium i att just dvärgarna först utvecklade denna trolldomsart. Tankarna bakom stendräktsbörd handlar om en beundran för sten som den främsta existensformen i universum. Sten är uthålligast; visserligen nöts även sten av erosion, men bara genom att de eroderande elementen gång på gång offrar sig för att efter lång tid göra någon liten åverkan. Sten är heller inte orörligt. Istället rör sig sten mycket sakta och målmedvetet, men kan också om ögonblicket kräver det röra sig blixtsnabbt och med förfärande kraft.
Stendräktsbärare har funnits mycket länge, men det är först under senaste årtusendet som arten spritt sig nämnvärt till ickedvärgar. Det är också mest ickedvärgar som smörjer ansiktet med lera som får torka och bli som en mineralisk hud.

Memorera magi: Istället för trollformelsamling förbereder och lär sig stendräktsbäraren besvärjelser genom att ha mycket sten i kontakt med sin hud. Helst skall åtminstone halva kroppen tryckas mot sten. Grus går bra, men inte finkornigare än så.
För andra besvärjelser än stendräktsbörd måste en vanlig trollformelsamling införskaffas och användas. En stendräktsbärare 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
Endure Elements: Exist comfortably in hot or cold regions.
Hold Portal: Holds door shut.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Conjuration
Mage Armor: Gives subject +4 armor bonus.

Divination
Detect Secret Doors: Reveals hidden doors within 60 ft.
Identify: Gives +10 bonus to identify magic items.
Enchantment

Evocation

Illusion

Necromancy

Transmutation
Enlarge Person: Humanoid creature doubles in size.

ADVANCED PLAYER’S GUIDE
Ant Haul: Triples carrying capacity of a creature.
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.
Expeditious Excavation: Moves 5-ft. cubes of earth.
Stone Fist: Your unarmed strikes are lethal.
Touch of Gracelessness: Subject loses 1d6 + 1 Dex/two levels and is prone to falling down.
2nd-Level Sorcerer/Wizard Spells
Abjuration
Arcane LockM: Magically locks a portal or chest.
Protection from Arrows: Subject gains DR 10/magic against ranged attacks.
Resist Energy: Ignores first 10 (or more) points of damage per attack from specified energy type.
Conjuration

Divination
Locate Object: Senses direction toward object (specific or type).

Enchantment

Evocation

Illusion
Phantom TrapM: Makes item seem trapped.
Necromancy
False Life: Gain 1d10 temporary hp + 1/level (max +10).

Transmutation
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.

Knock: Opens locked or magically sealed door.
Make Whole: Repairs an object.
Spider Climb: Grants ability to walk on walls and ceilings.

ADVANCED PLAYER’S GUIDE
Create PitF: Creates an extradimensional pit.
Elemental Speech: Enables you to speak to elementals and some creatures.
Stone Call: 2d6 damage to all creatures in area.

ULTIMATE MAGIC
Cushioning Bands: Force bands protect against crushing.
Delay Pain: Ignore pain for 1 hour/level.

ADVANCED RACE GUIDE
Adhesive Blood: Attackers’ weapons stick to your gluey blood.
Blood Armor: Your blood hardens when you are wounded, increasing your AC.
Molten Orb: Molten metal splash weapon deals 2d6 fire damage plus ongoing damage.
Stone Discus: Flying discus deals bludgeoning or slashing damage.
3rd-Level Sorcerer/Wizard Spells
Abjuration
Dispel Magic: Cancels one magical spell or effect.
Explosive Runes: Deals 6d6 damage when read.
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.
Conjuration

Divination
Arcane Sight: Magical auras become visible to you.

Enchantment

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

Necromancy
Vampiric Touch: Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.
Transmutation
Keen Edge: Doubles normal weapon’s threat range.
Shrink Item: Object shrinks to one-sixteenth size.
Slow: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.

ADVANCED PLAYER’S GUIDE
Draconic Reservoir: Subject can absorb energy damage and enhance melee attacks with it.
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
Burrow: Target gains a burrow speed of 15.

ADVANCED RACE GUIDE
Anchored Step: Vines beneath your feet stabilize you but slow you down.
Disable Construct: Touch attack makes a construct helpless for 1 round/level.
Heart of the MetalM: Enable weapons to overcome DR like adamantine, cold iron, or silver.
Stunning Barrier, Greater: Magical field grants a +2 bonus to AC and on saves, and stuns multiple creatures attacking you.
Thunderstomp, Greater: Trip multiple creatures within range.

4th-Level Sorcerer/Wizard Spells
Abjuration
Dimensional Anchor: Bars extradimensional movement.
Fire TrapM: Opened object deals 1d4 damage + 1/level.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
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.

Divination

Enchantment

Evocation
Resilient Sphere: Force globe protects but traps one subject.

Illusion

Necromancy

Transmutation
Elemental Body I: Turns you into a Small earth elemental.
Enlarge Person, Mass: 1 humanoid creature/level doubles in size.
Stone Shape: Sculpts stone into any shape.

ADVANCED PLAYER’S GUIDE
Calcific Touch: Touch attack slows target, 1d4 Dex damage.

ULTIMATE MAGIC
Malfunction: Construct behaves oddly for 1 round/level.
Symbol of Revelation: Triggered symbol reveals illusions.
Symbol of Slowing: Triggered rune slows creatures.
Volcanic Storm: Hot rocks deal 5d6 damage.

ULTIMATE COMBAT
Obsidian Flow: Converts the surface of the ground into molten glass.

5th-Level Sorcerer/Wizard Spells
Abjuration

Conjuration
Major Creation: As minor creation, plus stone and metal.
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

Enchantment
Symbol of SleepM: Triggered rune puts nearby creatures into catatonic slumber.
Evocation
Interposing Hand: Hand provides cover against 1 opponent.
Wall of Force: Wall is immune to damage.
Illusion

Necromancy
Symbol of PainM: Triggered rune wracks creatures with pain.

Transmutation
Elemental Body II: Turns you into a Medium earth elemental.
FabricateM: Transforms raw materials into finished items.
Passwall: Creates passage through wood or stone wall.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Universal
PermanencyM: Makes certain spells permanent.

ADVANCED PLAYER’S GUIDE
Hungry PitF: As create pit, but dealing 4d6 damage to those in it as it closes.
Life Bubble: Protects creatures from sustained environmental effects.
Planar Adaptation: Resist harmful effects of other plane.
Suffocation: Target quickly suffocates to death.

ULTIMATE MAGIC
Possess Object: Possess and animate one object.
Rapid Repair: Construct gains fast healing 5.
Unbreakable Construct: Increase construct hardness or DR.
6th-Level Sorcerer/Wizard Spells
Abjuration
Dispel Magic, Greater: As dispel magic, but with multiple targets.
Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
Guards and Wards: Array of magic effects protect area.
RepulsionF: Creatures can’t approach you.
Conjuration
Wall of IronM: 30 hp/four levels; can topple onto foes.
Divination
Analyze DweomerF: Reveals magical aspects of subject.
Legend LoreMF: Lets you learn tales about a person, place, or thing.

Enchantment
Symbol of PersuasionM: Triggered rune charms creatures.
Evocation
ContingencyF: Sets trigger condition for another spell.
Forceful Hand: Hand pushes creatures away.

Illusion

Necromancy
Symbol of FearM: Triggered rune panics nearby creatures.

Transmutation
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
Bull’s Strength, Mass: As bull’s strength, affects 1 subject per level.
Disintegrate: Reduces one creature or object to dust.
Elemental Body III: Turns you into a Large earth elemental.
Flesh to Stone: Turns subject creature into statue.
Move Earth: Digs trenches and builds hills.
Stone to Flesh: Restores petrified creature.

ULTIMATE MAGIC
Symbol of Sealing: Create triggered wall of force.

ULTIMATE COMBAT
Tar Pool: Converts the top layer of the ground into hot tar.

7th-Level Sorcerer/Wizard Spells
Abjuration

Conjuration
Instant SummonsM: Prepared object appears in your hand.
Mage’s Magnificent MansionF: Door leads to extradimensional mansion.
Phase Door: Creates an invisible passage through a barrier.
Teleport Object: As teleport, but affects a touched object.
Divination
Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.

Enchantment
Symbol of StunningM: Triggered rune stuns creatures.
Evocation

Illusion

Necromancy
Symbol of WeaknessM: Triggered rune weakens creatures.

Transmutation
Elemental Body IV: Turns you into a Huge earth elemental.
Giant Form I: Turns you into a Large giant.
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.
Planar Adaptation, Mass: As planar adaptation, but affects multiple creatures.
Rampart: Creates 5-ft.-thick earthen barrier.
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
Discern Location: Reveals exact location of creature or object.

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

Illusion

Necromancy
Symbol of DeathM: Triggered rune kills nearby creatures.
Transmutation
Giant Form II: Turns you into a Huge giant.
Iron Body: Your body becomes living iron.

ADVANCED PLAYER’S GUIDE
Wall of Lava: Wall damages foes that try to enter, periodically launches lava at nearby targets.

ULTIMATE MAGIC
Control Construct: Take control of a construct.
Resonating Word: Target is damaged, staggered, and stunned.

9th-Level Sorcerer/Wizard Spells
Abjuration
Freedom: Releases creature from imprisonment.
Imprisonment: Entombs subject beneath the earth.
Mage’s Disjunction: Dispels magic, disenchants magic items.
Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Conjuration
Teleportation CircleM: Teleports creatures inside circle.
Divination
Foresight: “Sixth sense” warns of impending danger.
Enchantment

Evocation
Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
Illusion

Necromancy
Soul BindF: Traps newly dead soul to prevent resurrection.
Transmutation

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

ADVANCED PLAYER’S GUIDE
Clashing Rocks: 20d6 damage to target creature.

Stendräktsbärare

Pilgrimsskugga Harnryd