Oleumantiker

OLEUMANTIKER (oleumanti)

Oleumantiker blandar krafter som har med vätskor, eld, infiltration, nekromanti och mörker att göra. De är vanligast i Garr. Oelumantiker klär sig väldigt gärna i svarta och glänsande material.

Bakgrund: I Odorerskogen uppstod med tiden grupper som kämpade mot vampyrernas godtycke. En sådan grupp utvecklade den oleumantiska trolldomsarten för att bekämpa vampyrerna med deras värsta fasor (eld och vatten) i deras egna domäner (infiltration, nekromanti, mörker). I början nådde de stora framgångar under det som kallas Brandblodskrigen, men i längden vann inte oleumantikerna de avgörande segrar de hade behövt. Dels på grund av vampyrernas förfärade ursinne så snart de hörde talas om någon med oelumantiska krafter, men dels också eftersom oleumantikerna visade sig ha svårt att agera riktigt effektivt i stora grupper (åtminstone om de ville ha kvar någon skog att leva i).
Än finns det oleumantiker i Odorerskogen, men många utövare kommer numera från Garr, där man har lång tradition av aggressiva vätskor.

Memorera magi: Istället för trollformelsamling förbereder och lär sig oleumantiker besvärjelser genom att smörja in åtminstone halva kroppen med mörka vätskor eller klet och meditera den tid som krävs. Lera funkar, men helst använder man råolja.
För andra besvärjelser än oleumanti måste en vanlig trollformelsamling införskaffas och användas. En oleumantiker 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.

Conjuration
Grease: Makes 10-ft. square or one object slippery.

Divination

Enchantment
Charm Person: Makes one person your friend.

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

Illusion
Disguise Self: Changes your appearance.

Necromancy

Transmutation
Animate Rope: Makes a rope move at your command.
Enlarge Person: Humanoid creature doubles in size.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your base speed increases by 30 ft.
Reduce Person: Humanoid creature halves in size.

ADVANCED PLAYER’S GUIDE
Dancing Lantern: Animates a lantern that follows you.
Flare Burst: As flare, but affects all creatures in 10 ft.
Hydraulic Push: Wave of water bull rushes an enemy.
Sculpt Corpse: Makes corpse look like another creature.
Touch of the Sea: Swim speed becomes 30 ft.

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

Conjuration
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.

Divination

Enchantment

Evocation
Darkness: 20-ft. radius of supernatural shadow.
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
Blur: Attacks miss subject 20% of the time.
Invisibility: Subject is invisible for 1 min./level or until it attacks.

Necromancy
Blindness/Deafness: Makes subject blinded or deafened.
Command Undead: Undead creature obeys your commands.
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.

Transmutation
Alter Self: Assume form of a Small or Medium humanoid.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Darkvision: See 60 ft. in total darkness.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Knock: Opens locked or magically sealed door.
Pyrotechnics: Turns fire into blinding light or thick smoke.
Spider Climb: Grants ability to walk on walls and ceilings.

ADVANCED PLAYER’S GUIDE
Burning Gaze: Inflict 1d6 fire damage to creature by looking at it.
Dust of Twilight: Black particles extinguish light sources within area.

3rd-Level Sorcerer/Wizard Spells
Abjuration
Dispel Magic: Cancels one magical spell or effect.
Explosive Runes: Deals 6d6 damage when read.
NondetectionM: Hides subject from divination, scrying.
Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.

Conjuration
Phantom Steed: Magic horse appears for 1 hour/level.
Sepia Snake SigilM: Creates text symbol that immobilizes reader.
Stinking Cloud: Nauseating vapors, 1 round/level.

Divination

Enchantment

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

Illusion
Displacement: Attacks miss subject 50% of the time.

Necromancy
Gentle Repose: Preserves one corpse.
Halt Undead: Immobilizes undead for 1 round/level.

Transmutation
Beast Shape I: You take the form and some of the powers of a Small or Medium animal.
Flame Arrow: Arrows deal +1d6 fire damage.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
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.
Water Breathing: Subjects can breathe underwater.

ADVANCED PLAYER’S GUIDE
Aqueous Orb: Creates rolling sphere of water.
Blood Biography: Learn about a creature with its blood.
Hydraulic Torrent: Creates torrent of water that bull rushes any creature in its path.

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

Conjuration
Black Tentacles: Tentacles grapple all creatures within a 20-ft. spread.
Solid Fog: Blocks vision and slows movement.

Divination

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

Evocation
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
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.

Illusion
Hallucinatory Terrain: Makes one type of terrain appear like another (field as forest, or the like).
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.

Necromancy
Animate DeadM: Creates undead skeletons and zombies out of corpses.

Transmutation
Beast Shape II: You take the form and some of the powers of a Tiny or Large animal.
Elemental Body I: Turns you into a Small fire or water elemental.
Enlarge Person, Mass: 1 humanoid creature/level doubles in size.
Reduce Person, Mass: As reduce person, but affects 1 humanoid creature/level.
Stone Shape: Sculpts stone into any shape.

ADVANCED PLAYER’S GUIDE
Acid PitF: Creates a pit with a layer of acid on the bottom.
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.
Shadow Projection: Temporarily become a shadow.
True Form: Removes polymorph effects.

5th-Level Sorcerer/Wizard Spells
Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion
Seeming: Changes appearance of 1 person per 2 levels.

Necromancy
Blight: Withers one plant or deals 1d6/level damage to plant creature.

Transmutation
Animal Growth: One animal doubles in size.
Baleful Polymorph: Turns subject into harmless animal.
Beast Shape III: You take the form of a Diminutive or Huge animal, or Small or Medium magical beast.
Elemental Body II: Turns you into a Medium fire or water elemental.
Passwall: Creates passage through wood or stone wall.
Polymorph: Gives one willing subject a new form.
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.
Geyser: Creates a geyser of boiling water.

ULTIMATE MAGIC
Acidic Spray: 1d6/level acid damage plus 1 round of acid.
Possess Object: Possess and animate one object.

ADVANCED RACE GUIDE
Repair Undead, Mass: Heals undead of 1d8 hp + 1/level; affects 1 undead/level.
Vampiric Shadow Shield: As fire shield, except attackers take negative energy damage and attacks heal you.

6th-Level Sorcerer/Wizard Spells
Abjuration
Dispel Magic, Greater: As dispel magic, but with multiple targets.

Conjuration
Acid Fog: Fog deals acid damage.
Corrosive Consumption: Acidic patch damages an opponent.

Divination

Enchantment

Evocation
Forceful Hand: Hand pushes creatures away.

Illusion
Mislead: Turns you invisible and creates illusory double.
Shadow Walk: Step into shadow to travel rapidly.
Veil: Changes appearance of a group of creatures.

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.

Transmutation
Beast Shape IV: You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast.
Cat’s Grace, Mass: As cat’s grace, affects 1 subject/level.
Control Water: Raises or lowers bodies of water.
Elemental Body III: Turns you into a Large fire or water elemental.
Move Earth: Digs trenches and builds hills.

TransformationM: You gain combat bonuses.

ADVANCED PLAYER’S GUIDE
Contagious Flame: Scorching rays cause 4d6 fire damage, then move on to new targets.
Fluid Form: Gain DR 10/slashing, increases reach 10 ft., and breathe water.
Sirocco: Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone.

ULTIMATE MAGIC
Conjure Black Pudding: Summon a black pudding.

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

7th-Level Sorcerer/Wizard Spells
Abjuration

Conjuration

Divination

Enchantment

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
Invisibility, Mass: As invisibility, but affects all in range.

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

Transmutation
Elemental Body IV: Turns you into a Huge fire or water elemental.
Ethereal Jaunt: You become ethereal for 1 round/level.
Giant Form I: Turns you into a Large giant.
Polymorph, Greater: Gives one willing subject a new, more powerful form.

Universal
Limited WishM: Alters reality (within limits).

ADVANCED PLAYER’S GUIDE
Deflection: Attacks that miss are redirected back to the source of the attack.
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.
Vortex: Creates a whirlpool in water.

ULTIMATE MAGIC
Lunar Veil: Dispel light and revert lycanthropes.

8th-Level Sorcerer/Wizard Spells
Abjuration

Conjuration
Incendiary Cloud: Cloud deals 6d6 fire damage/round.

Divination

Enchantment

Evocation
Clenched Fist: Large hand provides cover, pushes, or attacks your foes.

Illusion

Necromancy
Create Greater UndeadM: Creates shadows, wraiths, spectres, or devourers.

Transmutation
Giant Form II: Turns you into a Huge giant.
Polymorph Any Object: Changes a subject into anything else.

ADVANCED PLAYER’S GUIDE
Euphoric Tranquility: Makes a creature friendly.
Seamantle: Sheathes you in protective water.
Wall of Lava: Wall damages foes that try to enter, periodically launches lava at nearby targets.

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

ULTIMATE COMBAT
Frightful Aspect: You take on a terrifying, Large-sized form of yourself and emit an aura that causes creatures to become shaken or frightened.

9th-Level Sorcerer/Wizard Spells
Abjuration

Conjuration
GateM: Connects two planes for travel or summoning.

Divination

Enchantment

Evocation
Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.

Illusion

Necromancy

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

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

ADVANCED PLAYER’S GUIDE
Clashing Rocks: 20d6 damage to target creature.
Fiery Body: You gain various fire-related powers.
Tsunami: Huge wave damages and sweeps up all in its path.
World Wave: Earth moves you across distances.

Oleumantiker

Pilgrimsskugga Harnryd