Saedrmancer

Magic is distrusted by most Vyks throughout the world, and indeed most people of any land. In this land, untied magic – called Saedr, distinguished from magic tied to supernatural blood and granted by the divines – is considered cowardly and effeminate, and any man (and even many women) that cavort in it are viewed as being weak. However, a woman that proves herself with the powers of the spirits and divination will become a wolwa, a saedrmancer, wandering the wilds and traveling between cities throughout her life. When a saedrmancer comes into a settlement, she is treated with the utmost respect, and her words are taken as the highest counsel.

Alignment: Any Female.
Hit Die: d6.
Skill Points: 4 + Int Modifier.
Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Herbalism (Wis), Knowledge [Arcane] (Int), Knowledge [History] (Int), Knowledge [Religion] (Int), Knowledge [The Planes] (Int), and Spellcraft (Int).
Weapons Proficiencies: Simple.
Armor Proficiencies: None.
Defense Bonus: +2.
Starting Gold: 120 gp.

Level: BAB: Fort: Ref: Will: Special: Spell Points:
1st +0 +0 +0 +2 Bonus Feat 2
2nd +1 +0 +0 +3 4
3rd +1 +1 +1 +3 7
4th +2 +1 +1 +4 11
5th +2 +1 +1 +4 Bonus Feat 16
6th +3 +2 +2 +5 24
7th +3 +2 +2 +5 33
8th +4 +2 +2 +6 44
9th +4 +3 +3 +6 56
10th +5 +3 +3 +7 Bonus Feat 72
11th +5 +3 +3 +7 88
12th +6 / +1 +4 +4 +8 104
13th +6 / +1 +4 +4 +8 120
14th +7 / +2 +4 +4 +9 136
15th +7 / +2 +5 +5 +9 Bonus Feat 152
16th +8 / +3 +5 +5 +10 168
17th +8 / +3 +5 +5 +10 184
18th +9 / +4 +6 +6 +11 200
19th +9 / +4 +6 +6 +11 216
20th +10 / +5 +6 +6 +12 Bonus Feat 232

Spells: A Saedrmancer learns divine spells in the same fashion as the Cleric from the PHP; this means that he or she acquires a new spell level every two character levels beyond first (i.e. Level 2 spells at Saedrmancer Level 3; Level 3 spells at Saedrmancer Level 5; Level 4 spells at Saedrmancer Level 7; and so on). She utilizes Wisdom as the key attribute for casting those spells and all spells are cast spontaneously from the list that she knows. Furthermore, once a spell level is obtained, the Saedrmancer knows all spells within that level.
The spells that a Saedrmancer knows by level is as follows:

Level 0
Create Water
Cure Minor Wounds
Daze
Detect Magic
Detect Poison
Ghost Sound
Guidance
Inflict Minor Wounds
Light
Mending
Purify Food and Drink
Read Magic
Resistance
Virtue

Level 1
Bane
Bless
Bless Water
Cause Fear
Charm Person
Color Spray
Command
Comprehend Languages
Cure Light Wounds
Curse Water
Deathwatch
Detect Chaos/Evil/Good/Law
Detect Secret Doors
Detect Undead
Disguise Self
Divine Favor
Doom
Endure Elements
Entropic Shield
Hide from Undead
Hypnotize
Identify
Inflict Light Wounds
Magic Stone
Magic Weapon
Obscuring Mist
Protection from Chaos/Evil/Good/Law
Remove Fear
Sanctuary
Shield of Faith
Silent Image
Sleep
Summon Monster I
True Strike
Ventriloquism

Level 2
Aid
Align Weapon
Augury
Bear’s Endurance
Blur
Bull’s Strength
Calm Emotions
Consecrate
Cure Moderate Wounds
Daze Monster
Darkness
Death Knell
Delay Poison
Desecrate
Detect Thoughts
Eagle’s Splendor
Enthrall
Find Traps
Gentle Repose
Hold Person
Hypnotic Pattern
Inflict Moderate Wounds
Invisibility
Locate Object
Magic Mouth
Make Whole
Minor Image
Mirror Image
Misdirection
Owl’s Wisdom
Remove Paralysis
Resist Energy
Lesser Restoration
See Invisibility
Shatter
Shield Other
Silence
Sound Burst
Spiritual Weapon
Status
Summon Monster II
Touch of Idiocy
Undetectable Alignment
Zone of Truth

Level 3
Animate Dead
Arcane Sight
Bestow Curse
Blindness/Deafness
Clairaudience/Clairvoyance
Contagion
Continual Flame
Cure Serious Wounds
Daylight
Deeper Darkness
Deep Slumber
Dispel Magic
Displacement
Glyph of Warding
Helping Hands
Heroism
Hold Person
Illusory Script
Inflict Serious Wounds
Invisibility Purge
Invisibility Sphere
Magic Circle against Chaos/Evil/Good/Law
Magic Vestment
Major Image
Meld into Stone
Obscure Object
Prayer
Protection from Energy
Rage
Remove Blindness/Deafness
Remove Curse
Remove Disease
Searing Light
Speak with Dead
Stone Shape
Suggestion
Summon Monster III
Tongues
Water Breathing
Water Walk
Wind Wall

Level 4
Air Walk
Arcane Eye
Charm Monster
Confusion
Control Water
Crushing Despair
Cure Critical Wounds
Death Ward
Detect Scrying
Dimensional Anchor
Discern Lies
Dismissal
Divination
Divine Power
Freedom of Movement
Lesser Geas
Giant Vermin
Hallucinatory Terrain
Illusory Wall
Imbue with Spell Ability
Inflict Critical Wounds
Greater Invisibility
Greater Magic Weapon
Neutralize Poison
Lesser Planar Ally
Locate Creature
Phantasmal Killer
Poison
Rainbow Pattern
Repel Vermin
Restoration
Scrying
Sending
Shadow Conjuration
Spell Immunity
Summon Monster IV
Tongues

Level 5
Atonement
Break Enchantment
Greater Command
Commune
Contact Other Plane
Mass Cure Light Wounds
Dispel Chaos/Evil/Good/Law
Disrupting Weapon
Dominate Person
Dream
False Vision
Feeblemind
Flame Strike
Hallow
Hold Monster
Mass Inflict Light Wounds
Insect Plague
Mark of Justice
Mind Fog
Mirage Arcana
Nightmare
Persistent Image
Plane Shift
Prying Eyes
Raise Dead
Righteous Might
Scrying
Seeming
Shadow Evocation
Slay Living
Speed Resistance
Summon Monster V
Symbol of Pain
Symbol of Sleep
Tree Seeing
Unhallow
Wall of Stone

Level 6
Analyze Dweomer
Animate Objects
Antilife Shell
Banishment
Mass Bear’s Endurance
Blade Barrier
Mass Bull’s Strength
Create Undead
Mass Cure Moderate Wounds
Greater Dispel Magic
Mass Eagle’s Splendor
Find the Path
Forbiddance
Geas/Quest
Greater Glyph of Warding
Harm
Heal
Heroes’ Feast
Greater Heroism
Legend Lore
Mass Inflict Moderate Wounds
Mass Owl’s Wisdom
Mislead
Permanent Image
Planar Ally
Programmed Image
Shadow Walk
Mass Suggestion
Summon Monster VI
Symbol of Fear
Symbol of Persuasion
Undeath to Death
Veil
Wind Walk
Word of Recall

Level 7
Greater Arcane Sight
Blasphemy
Control Weather
Mass Cure Serious Wounds
Destruction
Dictum
Ethereal Jaunt
Mass Hold Person
Holy Word
Mass Inflict Serious Wounds
Insanity
Mass Invisibility
Power Word Blind
Project Image
Refuge
Regenerate
Repulsion
Greater Restoration
Resurrection
Greater Scrying
Greater Shadow Conjuration
Simulacrum
Summon Monster VII
Symbol of Stunning
Symbol of Weakness
Vision
Word of Chaos

Level 8
Antimagic Field
Antipathy
Binding
Mass Charm Monster
Cloak of Chaos
Create Greater Undead
Mass Cure Critical Wounds
Demand
Dimensional Lock
Discern Location
Earthquake
Fire Storm
Holy Aura
Mass Inflict Critical Wounds
Moment of Prescience
Greater Planar Ally
Power Word Stun
Greater Prying Eyes
Scintillating Pattern
Screen
Greater Shadow Evocation
Shield of Law
Greater Spell Immunity
Summon Monster VIII
Symbol of Death
Symbol of Insanity
Sympathy
Unholy Aura

Level 9
Astral Projection
Dominate Monster
Energy Drain
Etherealness
Foresight
Gate
Mass Heal
Mass Hold Monster
Implosion
Miracle
Power World Kill
Shades
Soul Bind
Storm of Vengeance
Summon Monster IX
True Resurrection
Weird

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Saedrmancer

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