Kretskastare

KRETSKASTARE (kretskastande)
Kretskastare finns främst i Staden utan dörrar, Isnobuda, Antrisia och Vyss. De ägnar sig åt en eklektisk kombination av cirklar av alla slag, gravitionskontroll, telekinesi, samband och samarbete, samt magi som håller fast saker. Cirklar är viktiga för deras fokus och ingår i deras klädsel.

Bakgrund: Denna art växte fram hos mordkungarna i Staden utan dörrar. För vissa magiintresserade var steget från att sluta sig samman i grupper och stänga om sig kort till att utveckla magi som rörde sådant. Cirkeln som ideal filosofiskt och praktiskt låg mycket nära till hands.
Det finns ett medvetet drag av sofistikering hos kretskastare. Man vill gärna vara välformulerad, elegant och estetisk. En del rena konstnärer använder kretskastande i sitt skapande. Vissa är enstöringar, men många trivs i stora städer där det finns mycket folk även om de är uppdelade och indelade i många avdelningar och nivåer.

Memorera magi: Istället för trollformelsamling förbereder och lär sig kretskastare besvärjelser genom att befinna sig inuti en cirkel som är så pass liten att två motstående punkter på den kan vidröras av kretskastaren. Cirkeln måste gå att märka med känseln. En målning duger inte, däremot en cirkelrund fördjupning eller någon form av materia lagd i cirkelform. Hjul, prydnadscirklar fungerar bra.
För andra besvärjelser än kretskastande måste en vanlig trollformelsamling införskaffas och användas. En kretskastare 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.

Conjuration
Summon Monster I: Summons extraplanar creature to fight for you.
Unseen Servant: Invisible force obeys your commands.

Divination
Comprehend Languages: You understand all spoken and written languages.

Enchantment
Charm Person: Makes one person your friend.

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

Illusion

Necromancy

Transmutation
Animate Rope: Makes a rope move at your command.
Feather Fall: Objects or creatures fall slowly.

ADVANCED PLAYER’S GUIDE
Ant Haul: Triples carrying capacity of a creature.

ADVANCED RACE GUIDE
Adhesive Spittle: Spit a tanglefoot bag at a creature.
Glue Seal: Makes one 5-ft. square or one object sticky.
Line in the Sand: Increase your attacks of opportunity per round.
Repair Undead: Heals one undead of 1d8 hp + 1/level (max +5).
Stunning Barrier: Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you.

ULTIMATE COMBAT
Air Bubble: Creates a small pocket of air around your head or an object.

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

Conjuration
Summon Monster II: Summons extraplanar creature to fight for you.
Web: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.

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

Enchantment

Evocation
Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.

Illusion
Hypnotic Pattern: Fascinates 2d4 + level HD of creatures.

Necromancy
Command Undead: Undead creature obeys your commands.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.

Transmutation
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Make Whole: Repairs an object.

ADVANCED PLAYER’S GUIDE
Share Language: Subject understands chosen language.

ULTIMATE MAGIC
Compassionate Ally: Target is compelled to help injured ally.
Cushioning Bands: Force bands protect against crushing.
Share Memory: Share one memory with the target.
Unnatural Lust: Target is compelled to kiss or caress another creature.

ADVANCED RACE GUIDE
Adhesive Blood: Attackers’ weapons stick to your gluey blood.
Buoyancy: Targets easily float on water.
Companion Life Link: Sense whenever your companion is wounded and call out to it in a time of need.
Life Pact: Affected creatures automatically donate hp to stabilize fallen ally.
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.
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.

Conjuration
Summon Monster III: Summons extraplanar creature to fight for you.
Divination
Tongues: Speak and understand any language.

Enchantment
Hold Person: Paralyzes one humanoid for 1 round/level.

Evocation
Fireball: 1d6 damage per level, 20-ft. radius.
Tiny Hut: Creates shelter for 10 creatures.

Illusion
Invisibility Sphere: Makes everyone within 10 ft. invisible.

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

ADVANCED PLAYER’S GUIDE
Aqueous Orb: Creates rolling sphere of water.
Campfire Wall: Creates a shelter around a campfire.

ULTIMATE MAGIC
Countless Eyes: Extra eyes give all-around vision.
Force Punch: Target takes force damage and is pushed away.
Reckless Infatuation: Target is compelled to stay near another.

ADVANCED RACE GUIDE
Air Geyser: Blast of air deals 2d6 bludgeoning damage and knocks opponent upward.
Anchored Step: Vines beneath your feet stabilize you but slow you down.
Stunning Barrier, Greater: Magical field grants a +2 bonus to AC and on saves, and stuns multiple creatures attacking you.

ULTIMATE COMBAT
Chain of Perdition: Creates a floating chain of force.

4th-Level Sorcerer/Wizard Spells
Abjuration
Dimensional Anchor: Bars extradimensional movement.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.

Conjuration
Black Tentacles: Tentacles grapple all creatures within a 20-ft. spread.
Dimension Door: Teleports you a short distance.
Summon Monster IV: Summons extraplanar creature to fight for you.

Divination
Locate Creature: Indicates direction to familiar creature.

Enchantment
Charm Monster: Makes monster believe it is your ally.
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: Always an hemisphere.

Illusion
Rainbow Pattern: Lights fascinate 24 HD of creatures.

Necromancy
Contagion: Infects subject with chosen disease.

Transmutation

ADVANCED PLAYER’S GUIDE
Ball Lightning: Flying balls of lightning deal 3d6 electricity damage each.

ULTIMATE MAGIC
Overwhelming Grief: Grieving target can take no actions and is denied its Dex bonus.

ADVANCED RACE GUIDE
Flaming Sphere, Greater: Rolling ball of fire deals 6d6 fire damage and ignites targets.

ULTIMATE COMBAT
Nondetection, CommunalM: As nondetection, but you may divide the duration among creatures touched.
Telekinetic Charge: Launches an ally through the air.

5th-Level Sorcerer/Wizard Spells
Abjuration

Conjuration
Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
Summon Monster V: Summons extraplanar creature to fight for you.

Divination
Secret ChestF: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Summon Monster V: Summons extraplanar creature to fight for you.
Telepathic Bond: Link lets allies communicate.

Enchantment
Dominate Person: Controls humanoid telepathically.
Hold Monster: As hold person, but any creature.

Evocation
Sending: Delivers short message anywhere, instantly.

Illusion
Dream: Sends message to anyone sleeping.
Necromancy

Transmutation
Telekinesis: Moves object, attacks creature, or hurls object or creature.

Universal
PermanencyM: Makes certain spells permanent.

ADVANCED PLAYER’S GUIDE
Life Bubble: Protects creatures from sustained environmental effects.
Phantasmal Web: Catches subjects in illusory web.

ULTIMATE MAGIC
Echolocation: Sonic sense gives you blindsight 40 ft.
Icy Prison: Thick ice holds and damages the target.
Rapid Repair: Construct gains fast healing 5.

ADVANCED RACE GUIDE
Repair Undead, Mass: Heals undead of 1d8 hp + 1/level; affects 1 undead/level.

ULTIMATE COMBAT
Hostile Juxtaposition: You create a dimensional link with a targeted creature, and switch spots with it.
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
Dispel Magic, Greater: As dispel magic, but with multiple targets.
Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.

Conjuration
Planar Binding: As lesser planar binding, but up to 12 HD.
Summon Monster VI: Summons extraplanar creature to fight for you.

Divination
True SeeingM: Lets you see all things as they really are.

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.
Freezing Sphere: Freezes water or deals cold damage.

Illusion

Necromancy
Circle of DeathM: Kills 1d4/level HD of creatures.

Transmutation
Control Water: Raises or lowers bodies of water.
Eagle’s Splendor, Mass: As eagle’s splendor, 1 subject/level.
Flesh to Stone: Turns subject creature into statue.
Move Earth: Digs trenches and builds hills.
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
Battlemind Link: You and an ally gain attack and AC bonuses.
Leashed Shackles : Target is restricted to a specific location.
Serenity: Peaceful feelings harm those attempting violence.

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

Conjuration
Instant SummonsM: Prepared object appears in your hand.
Plane ShiftF: As many as eight subjects travel to another plane.
Summon Monster VII: Summons extraplanar creature to fight for you.
Teleport Object: As teleport, but affects a touched object.

Divination

Enchantment
Hold Person, Mass: As hold person, but all within 30 ft.

Evocation
Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for up to 5 rounds.
Grasping Hand: Hand provides cover, pushes, or grapples.

Illusion
SimulacrumM: Creates partially real double of a creature.
Necromancy

Transmutation
Reverse Gravity: Objects and creatures fall upward.

Universal
Limited WishM: Alters reality (within limits).

ULTIMATE MAGIC
Circle of Clarity: Emanation hampers illusions and stealth.

ADVANCED PLAYER’S GUIDE
Deflection: Attacks that miss are redirected back to the source of the attack.
Rampart: Creates 5-ft.-thick earthen barrier.
Vortex: Creates a whirlpool in water.

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.
Summon Monster VIII: Summons extraplanar creature to fight for you.
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.
SympathyM: Object or location attracts certain creatures.

Evocation
Telekinetic Sphere: As resilient sphere, but you move the sphere telekinetically.

Illusion

Necromancy
CloneMF: Duplicate awakens when original dies.

Transmutation
Temporal StasisM: Puts subject into suspended animation.

ADVANCED PLAYER’S GUIDE
Euphoric Tranquility: Makes a creature friendly.

ULTIMATE MAGIC
Orb of the Void: Sphere inflicts negative levels.

9th-Level Sorcerer/Wizard Spells
Abjuration
Freedom: Releases creature from imprisonment.
Imprisonment: Entombs subject beneath the earth.
Prismatic Sphere: As prismatic wall, but surrounds on all sides.

Conjuration
RefugeM: Alters item to transport its possessor to your abode.
Summon Monster IX: Summons extraplanar creature to fight for you.
Teleportation CircleM: Teleports creatures inside circle.

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

Illusion

Necromancy
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.

Kretskastare

Pilgrimsskugga Harnryd