RYTTARMAGIKER (ryttarmagi)
Ryttarmagiker rider bra, och har besvärjelser som hjälper kavalleri särskilt, inklusive sådant som röjer väg. De är vanligast i Klädet och dess satellitstater. På grund av sin starka koppling till Klädet som kultur och statsbildning är de jämförelsevis verklighetstillvända och pragmatiska. Ryttarmagiker ser normalt ingen skam i att inordna sig i samhällets strukturer och vardag.
En del ryttarmagiker tränar sig i att bära rustning och använder i så fall Still Spell flitigt för att undvika att besvärjelserna förbrukas i onödan. Annars har inte ryttarmagiker ett yrkesmode, men de är normalt klädda för ritt och bär livré tillhörande den armé de slåss i.

Bakgrund: Ryttarmagiker var tidigt en del av de nomadstammar som kom att grunda Klädet. De hade inte som grupp egna agendor, utan var en del av gruppens slagstyrka och följde ledarna på samma villkor som de erfarna krigarna.
En mindre del av Klädets adel är ryttarmagiker.

Memorera magi: Istället för trollformelsamling förbereder och lär sig ryttarmagiker besvärjelser genom att vara vid en levande häst under motsvarande tid. Det måste inte vara samma häst hela tiden, men magikern måste vidröra den större delen av tiden: klappa den, rykta den, rida den.
Notera att ryttarmagiker alltså inte har något speciellt magiskt förhållande till en särskild häst, på det vis som en del magiker skaffar sig korpar, paddor och liknande tjänsteandar.
För andra besvärjelser än ryttarmagi måste en vanlig trollformelsamling införskaffas och användas. En ryttarmagiker 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
Alarm: Wards an area for 2 hours/level.
Endure Elements: Exist comfortably in hot or cold regions.
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.

Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Gives subject +4 armor bonus.
Mount: Summons riding horse for 2 hours/level.
Obscuring Mist: Fog surrounds you.

Identify: Gives +10 bonus to identify magic items.
True Strike: +20 on your next attack roll.

Sleep: Puts 4 HD of creatures into magical slumber.

Burning Hands: 1d4/level fire damage (max 5d4).
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).

Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.

Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels.

Animate Rope: Makes a rope move at your command.
Expeditious Retreat: Your base speed increases by 30 ft.
Jump: Subject gets bonus on Acrobatics checks.
Magic Weapon: Weapon gains +1 bonus.

2nd-Level Sorcerer/Wizard Spells
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.

Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.
Fog Cloud: Fog obscures vision.
Glitterdust: Blinds creatures, outlines invisible creatures.
Web: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.

Locate Object: Senses direction toward object (specific or type).
See Invisibility: Reveals invisible creatures or objects.

Daze Monster: Living creature of 6 HD or less loses its next action.
Continual FlameM: Makes a permanent, heatless light.
Darkness: 20-ft. radius of supernatural shadow.
Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
Gust of Wind: Blows away or knocks down smaller creatures.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).
Shatter: Sonic energy damages objects or crystalline creatures.

Blur: Attacks miss subject 20% of the time.
Hypnotic Pattern: Fascinates 2d4 + level HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Mirror Image: Creates decoy duplicates of you.

False Life: Gain 1d10 temporary hp + 1/level (max +10).
Scare: Frightens creatures of less than 6 HD.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.

Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
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.
Pyrotechnics: Turns fire into blinding light or thick smoke.
Whispering Wind: Sends a short message 1 mile/level.

3rd-Level Sorcerer/Wizard Spells
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.
NondetectionM: Hides subject from divination, scrying.
Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.

Phantom Steed: Magic horse appears for 1 hour/level.
Sleet Storm: Hampers vision and movement.
Stinking Cloud: Nauseating vapors, 1 round/level.


Deep Slumber: Puts 10 HD of creatures to sleep.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level.
Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
Suggestion: Compels a subject to follow stated course of action.

Daylight: 60-ft. radius of bright light.
Fireball: 1d6 damage per level, 20-ft. radius.
Lightning Bolt: Electricity deals 1d6/level damage.
Tiny Hut: Creates shelter for 10 creatures.
Wind Wall: Deflects arrows, smaller creatures, and gases.

Displacement: Attacks miss subject 50% of the time.
Invisibility Sphere: Makes everyone within 10 ft. invisible.

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.

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.
Keen Edge: Doubles normal weapon’s threat range.
Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5).
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.

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.
Dimension Door: Teleports you a short distance.
Minor Creation: Creates one cloth or wood object.
Solid Fog: Blocks vision and slows movement.

Arcane Eye: Invisible floating eye moves 30 ft./round.
Detect Scrying: Alerts you to magical eavesdropping
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.

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.
Resilient Sphere: Force globe protects but traps one subject.
Shout: Deafens all within cone and deals 5d6 sonic damage.
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.

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.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.

Fear: Subjects within cone flee for 1 round/level.

Beast Shape II: You take the form and some of the powers of a Tiny or Large animal.

5th-Level Sorcerer/Wizard Spells
Break Enchantment: Frees subjects from enchantments, transmutations, and curses.
Dismissal: Forces a creature to return to its native plane.
Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.

Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
Major Creation: As minor creation, plus stone and metal.
Teleport: Instantly transports you as far as 100 miles per level.

Prying Eyes: 1d4 + 1/level floating eyes scout for you.
Telepathic Bond: Link lets allies communicate.

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

Cone of Cold: 1d6/level cold damage.
Interposing Hand: Hand provides cover against 1 opponent.
Sending: Delivers short message anywhere, instantly.
Wall of Force: Wall is immune to damage.

Mirage Arcana: As hallucinatory terrain, plus structures.

Blight: Withers one plant or deals 1d6/level damage to plant creature.
Magic JarF: Enables possession of another creature.
Waves of Fatigue: Several targets become fatigued.

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.
FabricateM: Transforms raw materials into finished items.
Passwall: Creates passage through wood or stone wall.
Telekinesis: Moves object, attacks creature, or hurls object or creature.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.

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.
RepulsionF: Creatures can’t approach you.

Acid Fog: Fog deals acid damage.

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

Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Suggestion, Mass: As suggestion, affects 1 subject/level.

Chain Lightning: 1d6/level damage and 1 secondary bolt/level.
ContingencyF: Sets trigger condition for another spell.
Forceful Hand: Hand pushes creatures away.
Freezing Sphere: Freezes water or deals cold damage.

Shadow Walk: Step into shadow to travel rapidly.
Veil: Changes appearance of a group of creatures.

Circle of DeathM: Kills 1d4/level HD of creatures.
Eyebite: Target becomes panicked, sickened, and comatose.
Undeath to DeathM: Destroys 1d4/level HD of undead (max. 20d4).

Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
Beast Shape IV: You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast.
Bull’s Strength, Mass: As bull’s strength, affects 1 subject per level.
Cat’s Grace, Mass: As cat’s grace, affects 1 subject/level.
Control Water: Raises or lowers bodies of water.
Disintegrate: Reduces one creature or object to dust.
Eagle’s Splendor, Mass: As eagle’s splendor, 1 subject/level.
Move Earth: Digs trenches and builds hills.
TransformationM: You gain combat bonuses.

7th-Level Sorcerer/Wizard Spells
Banishment: Banishes 2 HD/level of extraplanar creatures.
Spell TurningM: Reflect 1d4+6 spell levels back at caster.

Instant SummonsM: Prepared object appears in your hand.
Mage’s Magnificent MansionF: Door leads to extradimensional mansion.
Plane ShiftF: As many as eight subjects travel to another plane.
Teleport Object: As teleport, but affects a touched object.


Hold Person, Mass: As hold person, but all within 30 ft.
Power Word Blind: Blinds creature with 200 hp or less.

Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for up to 5 rounds.
ForcecageM: Cube or cage of force imprisons all inside.
Grasping Hand: Hand provides cover, pushes, or grapples.
Mage’s SwordF: Floating magic blade strikes opponents.
Prismatic Spray: Rays hit subjects with variety of effects.

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

Control Undead: Undead don’t attack you while under your command.
Finger of Death: Deals 10 damage/level to one subject.
Waves of Exhaustion: Several targets become exhausted.

Control Weather: Changes weather in local area.
Reverse Gravity: Objects and creatures fall upward.
Limited WishM: Alters reality (within limits).

8th-Level Sorcerer/Wizard Spells
Mind Blank: Subject is protected from mental/emotional magic and scrying.
Prismatic Wall: Wall’s colors have array of effects.
Protection from SpellsMF: Confers +8 resistance bonus.

Incendiary Cloud: Cloud deals 6d6 fire damage/round.
Maze: Traps subject in extradimensional maze.

Discern Location: Reveals exact location of creature or object.
Moment of Prescience: You gain +1/level insight bonus on single attack roll, check, or save.
Prying Eyes, Greater: As prying eyes, but eyes have true seeing.

Antipathy: Object or location affected by spell repels certain creatures.
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.
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.
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Telekinetic Sphere: As resilient sphere, but you move the sphere telekinetically.

Screen: Illusion hides area from vision and scrying.

CloneMF: Duplicate awakens when original dies.
Horrid Wilting: Deals 1d6/level damage within 30 ft.

9th-Level Sorcerer/Wizard Spells*
Mage’s Disjunction: Dispels magic, disenchants magic items.

GateM: Connects two planes for travel or summoning.
RefugeM: Alters item to transport its possessor to your abode.
Teleportation CircleM: Teleports creatures inside circle.

Foresight: “Sixth sense” warns of impending danger.

Dominate Monster: As dominate person, but any creature.
Hold Monster, Mass: As hold monster, but all within 30 ft.
Power Word Kill: Kills one creature with 100 hp or less.

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


Wail of the Banshee: Deals 10 damage/level to 1 creature/level.

Etherealness: Travel to Ethereal Plane with companions.
ShapechangeF: Transforms you into certain creatures, and lets you change forms once per round.
Time Stop: You act freely for 1d4+1 rounds.

WishM: As limited wish, but with fewer limits.


Pilgrimsskugga Harnryd