Krönta mästare

KRÖNTA MÄSTARE (kronmästerskap)
Krönta mästare bär behornade djurmasker, hjälmar eller hårprydnader och vida klänningar och kåpor. De sysslar med eld och köld och att skapa och forma sten, men också med nekromanti. De förstärker också sina hjärnors kraft. Till skillnad från många andra trolldomsarter är inte kronmästerskap numera koncentrerat till någon särskild region.

Bakgrund: De krönta mästarna var ursprungligen de trollkarlsprinsarna i det underjordiska riket Melledis under Stjärntronernas områden. De spejade på drömalverna och tillämpade deras metoder på sina egna intresseområden: att effektivt styra ett grottrike. Melledis välvdes sönder för tusentals år sedan och dagens krönta mästare har sällan någon koppling dit. Trolldomsarten lever ändå vidare och de flesta av dagens krönta mästare ser sig i någon mån som andliga arvingar till de forntida härskarna och strävar efter makt i någon form.

Memorera magi: Istället för trollformelsamling förbereder och lär sig en krönt mästare besvärjelser genom att ställa sig på en hög plats. I första hand en kulle, bergstopp eller ett tak. I andra hand inomhus ovanpå en möbel. I sista hand fungerar det om övriga personer inom synhåll befinner sig huvudet lägre än den krönta mästaren, genom att sitta, ligga eller huka.
För andra besvärjelser än kronmästerskap måste en vanlig trollformelsamling införskaffas och användas. En krönt mästare 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

Conjuration

Divination
Comprehend Languages: You understand all spoken and written languages.
Detect Undead: Reveals undead within 60 ft.

Enchantment
Charm Person: Makes one person your friend.
Hypnotism: Fascinates 2d4 HD of creatures.

Evocation
Burning Hands: 1d4/level fire damage (max 5d4).

Illusion

Necromancy
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.

Transmutation

ADVANCED PLAYER’S GUIDE
Expeditious Excavation: Moves 5-ft. cubes of earth.
Flare Burst: As flare, but affects all creatures in 10 ft.
Sculpt Corpse: Makes corpse look like another creature.

ULTIMATE MAGIC
Interrogation: Target answers questions or suffers pain.

ADVANCED RACE GUIDE
Heightened Awareness: Your recall and ability to process information improve.
Memorize PageF: Target perfectly memorizes one page of information.

2nd-Level Sorcerer/Wizard Spells
Abjuration
Resist Energy: Ignores first 10 (or more) points of damage per attack from specified energy type.
Conjuration

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

Enchantment

Evocation
Continual FlameM: Makes a permanent, heatless light.
Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).

Illusion

Necromancy
Command Undead: Undead creature obeys your commands.
False Life: Gain 1d10 temporary hp + 1/level (max +10).
Scare: Frightens creatures of less than 6 HD.

Transmutation
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Fox’s Cunning: Subject gains +4 to Int for 1 min./level.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Pyrotechnics: Turns fire into blinding light or thick smoke.

ADVACNED PLAYER’S GUIDE
Burning Gaze: Inflict 1d6 fire damage to creature by looking at it.
Elemental Touch: Gain energy damage touch attack.
Fire Breath: Exhale a cone of flame at will.

ULTIMATE MAGIC
Boiling Blood: Targets take fire damage; orcs get +2 Strength.
Delay Pain: Ignore pain for 1 hour/level.
Frigid Touch: Target takes cold damage and is staggered.
Share Memory: Share one memory with the target.
Unshakable Chill: Target is afflicted with severe cold.

3rd-Level Sorcerer/Wizard Spells
Abjuration
Dispel Magic: Cancels one magical spell or effect.
Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.

Conjuration
Sleet Storm: Hampers vision and movement.

Divination
Tongues: Speak and understand any language.

Enchantment
Suggestion: Compels a subject to follow stated course of action.

Evocation
Fireball: 1d6 damage per level, 20-ft. radius.

Illusion

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

Transmutation
Flame Arrow: Arrows deal +1d6 fire damage.

ADVANCED PLAYER’S GUIDE
Elemental Aura: Creates an aura of energy around you.
Shifting Sand: Creates difficult terrain and erases tracks, can carry along some creatures and objects.

ULTIMATE MAGIC
Animate Dead, Lesser: Create one skeleton or zombie.
Ash Storm: Hamper vision and movement.
Burrow: Target gains a burrow speed of 15.
Howling Agony: Screaming pain limits the target’s actions.
Strangling Hair: Your hair animates and grapples.
Undead Anatomy I: Take the form and some of the powers of a Small or Medium undead.

ADVANCED RACE GUIDE
Heart of the MetalM: Enable weapons to overcome DR like adamantine, cold iron, or silver.

4th-Level Sorcerer/Wizard Spells
Abjuration
Fire TrapM: Opened object deals 1d4 damage + 1/level.
StoneskinM: Grants DR 10/adamantine.

Conjuration

Divination
Detect Scrying: Alerts you to magical eavesdropping

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
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage + 1/level.
Wall of Ice: Ice plane creates wall or hemisphere creates dome.

Illusion

Necromancy
Animate DeadM: Creates undead skeletons and zombies out of corpses.
Enervation: Subject gains 1d4 negative levels.
Fear: Subjects within cone flee for 1 round/level.

Transmutation
Elemental Body I: Turns you into a Small elemental.
Mnemonic EnhancerF: Wizard only. Prepare extra spells or retain one just cast.
Stone Shape: Sculpts stone into any shape.

ADVANCED PLAYER’S GUIDE
DetonateM: Inflicts 1d8/level energy damage to all creatures within 15 ft.
Dragon’s Breath: Gives you a dragon’s breath weapon.
Firefall: Causes fire to burst up, dealing 2d6 fire damage.
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5th-Level Sorcerer/Wizard Spells*
Abjuration

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

Evocation
Cone of Cold: 1d6/level cold damage.
Sending: Delivers short message anywhere, instantly.

Illusion

Necromancy
Magic JarF: Enables possession of another creature.

Transmutation
Elemental Body II: Turns you into a Medium elemental.
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

Fire Snake: Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level.
Life Bubble: Protects creatures from sustained environmental effects.

ULTIMATE MAGIC
Echolocation: Sonic sense gives you blindsight 40 ft.
Icy Prison: Thick ice holds and damages the target.
Possess Object: Possess and animate one object.
Undead Anatomy II: Take the form and some of the powers of a Tiny or Large undead.

6th-Level Sorcerer/Wizard Spells
Abjuration

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

Enchantment
Geas/Quest: As lesser geas, but affects any creature.
Suggestion, Mass: As suggestion, affects 1 subject/level.

Evocation
ContingencyF: Sets trigger condition for another spell.
Freezing Sphere: Freezes water or deals cold damage.

Illusion

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

Transmutation
Disintegrate: Reduces one creature or object to dust.
Elemental Body III: Turns you into a Large elemental.
Flesh to Stone: Turns subject creature into statue.
Mage’s Lucubration: Wizard only. Recalls spell of 5th level or lower.
Move Earth: Digs trenches and builds hills.
Stone to Flesh: Restores petrified creature.
TransformationM: You gain combat bonuses.

ADVANCED PLAYER’S GUIDE
Contagious Flame: Scorching rays cause 4d6 fire damage, then move on to new targets.
Sirocco: Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone.

ULTIMATE MAGIC
Age Resistance: Ignore penalties from old age.
Cold Ice Strike: Cone of ice slivers deals 1d6 cold/level.
Ice Crystal Teleport: Target is frozen, then teleported.

7th-Level Sorcerer/Wizard Spells
Abjuration
Spell TurningM: Reflect 1d4+6 spell levels back at caster.

Conjuration

Divination

Enchantment
Insanity: Subject suffers continuous confusion.
Power Word Blind: Blinds creature with 200 hp or less.

Evocation
Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for up to 5 rounds.

Illusion
SimulacrumM: Creates partially real double of a creature.

Necromancy
Control Undead: Undead don’t attack you while under your command.

Transmutation
Control Weather: Changes weather in local area.
Elemental Body IV: Turns you into a Huge elemental.
Statue: Subject can become a statue at will.

Universal
Limited WishM: Alters reality (within limits).

ADVANCED PLAYER’S GUIDE
Firebrand: Allies gain flaming weapons, immunity to your fire spells, and a one-use ray of fire attack.
Phantasmal Revenge: Ghost from corpse hunts killer.
Rampart: Creates 5-ft.-thick earthen barrier.

ULTIMATE MAGIC
Ice Body: Your body becomes living ice.
Temporary Resurrection: Bring a creature to life for 24 hours, after which it dies again.

8th-Level Sorcerer/Wizard Spells
Abjuration
Mind Blank: Subject is protected from mental/emotional magic and scrying.
Protection from SpellsMF: Confers +8 resistance bonus.

Conjuration
Incendiary Cloud: Cloud deals 6d6 fire damage/round.
Trap the SoulM: Imprisons subject within gem.

Divination

Enchantment
Charm Monster, Mass: As charm monster, but all within 30 ft.
Irresistible Dance: Forces subject to dance.
Power Word Stun: Stuns creature with 150 hp or less.

Evocation
Polar Ray: Ranged touch attack deals 1d6/level cold damage and 1d4 points of Dexterity drain.

Illusion

Necromancy
Create Greater UndeadM: Creates shadows, wraiths, spectres, or devourers.
Symbol of DeathM: Triggered rune kills nearby creatures.

Transmutation
Iron Body: Your body becomes living iron.
Polymorph Any Object: Changes a subject into anything else.

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

ULTIMATE MAGIC
Undead Anatomy IV: As undead anatomy III, but with more abilities.

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

Conjuration

Divination
Foresight: “Sixth sense” warns of impending danger.

Enchantment
Dominate Monster: As dominate person, but any creature.
Power Word Kill: Kills one creature with 100 hp or less.

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

Illusion

Necromancy
Astral ProjectionM: Projects you and companions onto Astral Plane.
Energy Drain: Subject gains 2d4 negative levels.
Soul BindF: Traps newly dead soul to prevent resurrection.

Transmutation
Time Stop: You act freely for 1d4+1 rounds.

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

Krönta mästare

Pilgrimsskugga Harnryd