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Spells

Started by Corwin, August 12, 2011, 03:59:16 PM

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Corwin

Jaela's spell selection:

Extras:
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AC boosters: Shield of Warding/+5 Sacred, Magic Vestment/+5 Armor, Righteous Might/+2 Natural Armor, Moment of Prescience/+25 Insight.

Offensive Buffs/Attack: Divine Favor/+3 luck, True Strike/+20 insight, Divine Power/+3, Assay Spell Resistance/+10 target CL, Righteous Might/+2 size, Greater Heroism/+4 morale, Holy Transformation, Holy Aura/blinded on melee attack.

Offensive Buffs/Damage: Divine Might/+15, Divine Favor/+3 luck, Turn Anathema/15d6, Good Hope/+2 morale.

Defensive Buffs: Heroes's Feast/fear and poison immunity, Protection from Evil/compulsion and charm immunity, Magic Aura, Resist Energy, Protection from Energy, Spell Immunity, Freedom of Movement, Neutralize Poison/poison immunity, Discern Lies, Hallow, True Seeing, Greater Vigor, Fortunate Fate, Greater Spell Immunity, Mass Death Ward, Holy Aura, Stone Body/immunities.

Temp HP: Aid, Greater Heroism, Fortunate Fate, Contingency/Heal.

Allies: Summon Monster IX/Deva (Heal, Dispel Evil)


Spell Allotment, DCs, Precast Spells:
Spoiler: ShowHide

Spell DC: 25 + spell level
SLA DC: 25 + spell-like ability level
Favored Soul CL 30
Spell-like Ability CL 27
Divine Crusader CL 25

+2CL untyped War domain, +1CL competence Force, +1CL untyped Protection domaint, +1CL untyped Abjuration, +4CL Bead of Karma/10min upon activation (standard), +1CL Vanilla Cake/10min upon consumption (standard)

Permanency/Greater Blindsight (self-cast + spell enhancer) CL36
-Blindsight for 60ft, Transmutation
Permanency/Mantle of Good (self-cast + spell enhancer) CL37
-Spell Resistance vs Evil Spells of CL+12, Abj/Good
Permanency/Prestidigitation

Spells Per Day/Favored Soul:
lvl0 [DC25]: 6
lvl1 [DC26]: 10/10
lvl2 [DC27]: 9/10 (1 precast Divine Insight at CL30, extended)
lvl3 [DC28]: 9
lvl4 [DC29]: 7 (precast GMW at CL20 via gauntlets, Gae Bolg/Gae Dearg/Gae Trocaire)
lvl5 [DC30]: 9
lvl6 [DC31]: 9
lvl7 [DC32]: 8
lvl8 [DC33]: 7/8 (1 precast Righteous Halo at CL30)
lvl9 [DC34]: 8
lvl10 [DC35]: 8
lvl11 [DC36]: 6
lvl12 [DC37]: 4

Spells Per Day/Divine Crusader:
lvl1 [DC26]: 6/7 (1 precast Longstrider at CL25)
lvl2 [DC27]: 7
lvl3 [DC28]: 7
lvl4 [DC29]: 7
lvl5 [DC30]: 6
lvl6 [DC31]: 6
lvl7 [DC32]: 4/5 (1 precast Moment of Prescience at CL25)
lvl8 [DC33]: 4
lvl9 [DC34]: 4
lvl10 [DC35]: 2


No Gear
Spoiler: ShowHide

Cha -10
DC -5
CL 28 Favored Soul, CL 23 Divine Crusader
CL boosters for War and Force active, for Abjuration and Protection gone
-1 lvl11 spell, -2 lvl10 spells, -1 lvl9 spell, -1 lvl8 spell, -1 lvl7 spell, -2 lvl6 spells, -1 lvl5 spell, -1 lvl4 spell, -1 lvl3 spell, -2 lvl2 spells, -1 lvl1 spell.


Contingency/Righteous Might when Jaela casts Holy Transformation
Ring of Counterspelling/Greater Dispel

Favored Soul/lvl0:
Amanuensis, Create Water, Detect Magic, Detect Poison, Light, Mage Hand, Mending, Purify Food and Drink, Summon Holy Symbol (CC p128)

Favored Soul/lvl1:
  (B) Color Spray [standard, 5HD+/stunned for 1 rounds (more effects for 1-4HD), Will negates, SR, 15ft cone, Illus/Pattern, Mind-Affecting]   
*Cure Light Wounds [standard, cures 1d8+5 hp, touch, Conj/Healing]
   Divine Favor [standard, 1min, +3 luck to attack/damage, personal, Evo]   
   Sign [standard, 300min, +4 untyped to init, personal, SC p189, Ench/Compulsion, Mind-Affecting]    (not precast)
   Comprehend Languages [standard, 300min, understand the spoken and written words of other languages, requires touching the creature or writing, personal, CL30, Div]    (not precast)
   Conviction [standard, 310min, +5 morale to saving throws, touch, SC p52, CL31 Abj]    (not precast)
Resurgence [standard, allows a second saving throw against ongoing spell/SLA/Su, touch, SC p174-175, CL31 Abj]

Favored Soul/lvl2:
   (B) Aid [standard, 30min, +1 morale to attack and 1d8+10 temp hp, touch, Ench/Compulsion, Mind-Affecting]   
   *Resist Energy [standard, 310min, energy res 30, touch, CL31 Abj]    (not precast)
  (B) Hideous Laughter [standard, 30 rounds, subject can take no actions and is prone/needs Int2+/non-Outsiders get +4 on a save, Will negates, SR, close, Ench/Compulsion, Mind-Affecting]   
*Lesser Restoration [3 rounds, cures 1d4 ability damage and removes fatigue, touch, Conj/Healing]
   Divine Insight [standard, 30hr/until discharges, gives +15 insight to any single skill check, personal, SC p70; precast at CL30, Div]   
   Lore of the Gods [standard, 300min (600min), +10 insight to all knowledge checks and can make knowledge checks untrained, personal, CC p124, Div, precast at CL30, extended]   
   Close Wounds [immediate, cures 1d4+5 hp and prevents damage, close, SC p48, Conj/Healing]   
   *Turn Anathema [standard, 300min, Turn creatures with the Evil subtype as if they were undead, personal, CC p129/custom, Ench/Compulsion, Mind-Affecting/Good]    (not precast)

Favored Soul/lvl3:
   (B) Rage [standard, 30 rounds+concentration, CL/3 allied creatures get +2 morale to Str and Con/+1 moral to Will/-2 to AC, medium, Ench/Compulsion, Mind-Affecting]   
   Grace [swift, 30 rounds, +2 sacred to Dex/+10ft untyped to land speed/touch attacks and weapons are good-aligned/glow with illumination for 60ft, personal, SC p107, Transmutation/Good]   
   Vision of the Omniscient Eye [standard, 30min, +10 insight bonus to Spot, immunity to dazzled and blinded, faerie fire as swift within 60ft if cast with spells to see invisible creatures, personal, CL30, Div/Evo (Light)]   
   Shield of Warding [standard, 31min, one shield/buckler, +5 sacred to AC and Reflex, touch, SC p188, CL31 Abj]   
   Knight's Move [swift, move up to 60ft to flank an enemy, SC p129, Transmutation/Teleportation]   
   Invisibility Purge [standard, 30min, 5xCL=140ft radius sphere negating all forms of invisibility, personal, CL30, Evo]   
   Magic Vestment [standard, 32hr, armor or shield becomes +5; precast on Millennial Chainmail and animated shield, extended at CL32 War, Transmutation]   

Favored Soul/lvl4:
   (B) Good Hope [standard, 30min, 30 people get +2 morale to attack/damage/saves/ability checks/skill checks, medium, Ench/Compulsion, Mind-Affecting]   
   (B) Confusion [standard, 30 rounds, confuses targets!, Will negates, SR, medium, Ench/Compulsion, Mind-Affecting]   (table decides effect)
   Recitation [standard, 30 rounds, 60ft radius burst of bright light; +2 luck to AC/attack/saving throws; +3 if worshiping the same religion, SC p170, Conj/Creation]   
   Moon Bolt [standard, 2 creatures within 15ft; deals 5d4 Strength damage to living creatures/Fort half or makes undead fall helpless for 1d4 rounds/Will negates, SR, long, SC p143, Evo]   
   Mystic Aegis [immediate, gain SR of 12+CL=43 vs single spell, personal, CL31, Abjuration]   
   * Dimensional Anchor [standard, 31min, ranged touch vs single target, blocks astral projection/blink/dimension door/ethereal jaunt/etherealness/gate/maze/plane shift/shadow walk/teleport and similar spell-like or psionic abilities, no save, SR, medium, CL31 Abj]   
   Greater Magic Weapon [standard, 30hr, weapon becomes +5; precast on Gae Bolg at CL30, Transmutation]   
   Assay Spell Resistance [swift, 30 rounds, +10 to CL to overcome SR of single target, personal, SC p17, Div]   

Favored Soul/lvl5:
(B) Mind Fog [standard, 20ft radius/20ft high spreading fog gives a -10 penalty to Wis checks and Will saves for as long as they stay in the fog+2d6 rounds after, Will negates, SR, medium, Ench/Compulsion, Mind-Affecting]
Wall of Stone [standard, creates 30 5ft squares of stone, no SR, medium, Conj/Creation, Earth]
   Crown of Flame [standard, 30min, evil outsiders/evil fey/evil undead within 10ft radius are hurt for 2d6 per round, no save, SR, BoED, Evo/Good]   
   Righteous Might [standard, 30 rounds, personal, Transmutation]   
   * True Seeing [standard, 30min, see through everything within 120ft, 250gp material component, touch, Div] 3 components available   
   Greater Vigor [standard, 35 rounds, fast healing 4, touch, SC p229, Conj/Healing]   
Break Enchantment [1 minute, frees victims from enchantments, transmutations and curses, CL31 Abj]

Favored Soul/lvl6:
   (B) Greater Heroism [standard, 30min, +4 morale on attack/saves/skill checks and immunity to fear and 20 temp hp, touch, Ench/Compulsion, Mind-Affecting]   
   (B) Mislead [standard, 30 rounds/concentration+3 rounds, cloaks you with Greater Invisibility/creates illusionary double you can command, none/Will disbelief, no SR, close, Illus/Figment, Glamer]   
* Harm [standard, 150 damage to living/Will half, SR, touch, Necro]
Heal [standard, cures 150 hp to living and removes ability damage/negative levels/conditions; acts as Harm to undead, touch, Conj/Healing]
   * Stone Body [standard, 30min, gain DR10/adamantine and immunity to conditions and +4str/-4dex enhancement, personal, SC p207, Transmutation]   
   Lucent Lance [standard, ranged touch vs single target; blinded 1 round/dazzled 30 rounds/takes 15d6 damage in bright light, no save, SR, close, SC p134, Transmutation/Light]   
   Greater Dispel Magic [standard, 1d20+30 vs 11+enemy's CL, success counters spell/dispels everything in 20ft radius, no save, no SR, medium, CL31 Abj/+20 cap]   
   Bolt of Glory [standard, ranged touch vs single target; 15d12 vs evil outsiders/undead/negative energy plane natives; 7d12 vs others except good outsiders/positive energy plane natives, no save, SR, close, SC p35-37, Evo/Good]   

Favored Soul/lvl7:
   (B) Prismatic Spray [standard, effects according to table/8HD or less blinded for 2d4 rounds, saves according to table, SR, 60ft cone, Evo]   
Greater Plane Shift [standard, precisely plane shifts up to 8 willing targets/single unwilling target; will negates; SR, touch, SC p159, Conj/Teleportation]
   Radiant Assault [standard, 20ft radius burst, 15d6 damage and dazed for 1d6 rounds/Will half and only dazzled for 1d6 rounds, SR, long, SC p164, Evo/Light]   
   Holy Transformation/Movanic Deva [standard, 30 rounds, gain +4str/+4con/+4 to saves sacred; gain 10ft aura of +4 resistance to saves and +4 deflection to AC vs evil, personal, SC p116/custom, Transmutation/Good]   
   Fortunate Fate [standard, 300min, casts Heal on you if you are killed/taken to -30 or below, SC p100, Conj/Healing]    (not precast)
   Blood to Water [standard, deals 2d6 Con damage up to 5 living creatures within 30ft from each other, fort half, SR, close, SC p33, Necro]   
   Disintegrate [standard, ray of 40d6 damage to any creature/destroys 10ft cube of matter, 5d6 on a save, Fort, SR, medium, Transmutation]   

Favored Soul/lvl8:
(B) Greater Planar Ally [10min, calls up to three elementals/outsiders serving your deity totaling up to 18HD, called creature performs task in return for payment, no save, no SR, Conj/Calling]
   (B) Maze [standard, banishes one person for the next 10min/he needs to plane shift out or take a full round action and pass an Int check DC20 to escape, no save, SR, close, Conj/Teleportation]   
   Brilliant Aura [standard, 30 rounds, weapons carried by CL/2=15 creatures gain brilliant blade effects/brilliant energy special ability: gives off light as a torch (20-foot radius), ignores nonliving matter, negates armor and shield bonuses to AC including any enhancement bonuses to that armor (dexterity, deflection, dodge, natural armor, and other such bonuses still apply), cannot harm undead, constructs, and objects, CL30, Transmutation]   
   Mass Death Ward [standard, 30min, 30 creatures, immunity to death effects, energy drain and negative energy/negative levels, close, SC p61, Necro]   
   Lion's Roar [standard, 120ft radius burst, 10d8 sonic damage to enemy creatures and stuns them for a round/1d8+20 temp hp and +1 morale to allies on attack and saves vs fear, Fort half and removes stun, SR, personal, SC p133, Evo/Sonic]   
   Righteous Halo [standard, 30hr, gives +4 sacred to Cha/immediate action discharges spell for +8 Cha for one round, personal, precast at CL30, custom]   
   Chain Counterspell [standard, medium, 1d20+35 vs 11+enemy's CL, success counters spell, no save, no SR, close, CL31 Abj/+25 cap]   
   * Earthquake   

Favored Soul/lvl9:
   (B) Weird [standard, those within 30ft of each other get whatever phantasmal killer was houseruled into, Illus/Phantasm, Fear/Mind-Affecting]   
Mass Heal [standard, heals 250hp for those within 30ft of each other, close, Conj/Healing]
   Sublime Revelry [1 round, 31min, those within 30ft of each other take only half damage from melee and ranged attacks and are immune to mind-affecting effects; pre-existing pain effects are removed, and pre-existing mind-affecting effects are suppressed, close, BoED, CL31 Abj]   
Miracle [Evo]
Gate [standard, medium, Conj/Creation or Calling]
   * Summon Elemental Monolith [standard, 30 rounds, summons an elemental monolith (CA p156), requires concentration, close, Conjuration (Summoning)]   
   Summon Monster IX [standard, 30 rounds, summons critters from the list!, close, Conjuration (Summoning)]    (list is here)

Favored Soul/lvl10:
   Celestial Valor [standard, 31 rounds, 31 targets gain a +8 sacred bonus to saving throws against fear and calm emotions/crushing despair/similar emotional effects, a +4 sacred bonus to attack rolls, weapon damage rolls, armor class and saving throws, and any weapon they use counts as a holy weapon for the duration, granting 2d6 extra damage against evil targets (doesn't stack if the weapon already has the holy special property), medium, CL31, Abj]   
   Curse of Inadequacy [standard, CL30, target suffers a -10 morale penalty to attack rolls, ability checks, skill checks and saving throws against fear, despair, hopelessness or other negative emotional effects, saves made at a -5 penalty, can only be removed by a remove curse, wish or miracle cast by a 24th level spellcaster, Will negates, SR, touch, Enchantment/Mind-Affecting]   
Miracle of Life [1 round, 1 mile radius, heals every living creature within the range 1d4+5 hit points and deals an identical amount of damage to undead creatures, cast at CL-5=25 for this spell, CL30, Conjuration/Healing]
   Cleansing Rain [standard, 30 rounds, evil creatures in 80ft radius, 80ft high cylinder take 20d6 points of acid damage per round of exposure; evil outsiders suffer a -4 penalty to the Reflex save, Reflex half, SR, medium, Evocation/Good, sacrifice 1d4 strength drain]   
   Gae Assail [standard, ray deals 1d6 points of damage per caster level (maximum 30d6) to evil creatures, while natives of the Negative Energy Plane, undead and evil outsiders take 1d12 points of damage per caster level (maximum 30d12), and blinds them for 1d4 rounds, no damage to good/neutral targets, no save, SR, CL30, medium, Evocation/Good]   
   Jaela's DDoS [standard, 31 rounds, 50xCL=1450ft radius sphere blocks all dimensional travel, no save, no SR, personal, CL 31, Abj]   

Favored Soul/lvl11:
   Superb Dispelling [standard, 1d20+41 vs 11+enemy's CL, success counters spell/targeted dispel, no save, no SR, medium, CL31 Abj]   
   Stigma [standard, devils and lawful evil fallen angels take 1d10 points of damage per caster level (maximum 30d10) within 40ft radius burst, receive brand that mocks them and requires a wish or miracle spell by a 24th level spellcaster, Will half and negates brand, SR, CL30, Evocation/Divination (Good)]   
   Moonlight Revelation [standard, 30 rounds, silvery glow provides light in a 120ft radius around you, any creature within the radius of the light suffers a -40 penalty to Hide checks, illusions are subject to being dispelled each round they are within the light (treat this as greater dispel magic with a maximum dispel modifier of +30), evil creatures are outlined by this magic and suffer a -5 penalty to armor class while within the spell's radius, no save, no SR, personal, CL30, Divination/Good]   
Terror Fog [standard, 30 rounds, the fog has all the properties of solid fog (you are immune to all effects); you appear in the fog wherever you wish; your reach changes and you always threaten anyone within the fog with you; those threatened by you are considered flanked with you, no save, no SR, 100ft radius/100ft high, CL30, Conjuration]
Hanna's Charge [standard, 6 rounds (CL/5) all allies within a 70ft radius gain a +5 bonus to attack rolls when charging and deal double damage with a charge attack; can charge through difficult terrain, no save, no SR, personal, CL30, Transmutation]
BLANK

Favored Soul/lvl12:
   Burst of Glory [standard, single ranged touch roll vs everyone in range; 30d12 vs evil outsiders/undead/negative energy plane natives; 15d12 vs others except good outsiders/positive energy plane natives, no save, SR, CL30, close, SC p35-37, Evo/Good]   
   Nerve Overload [standard, causes unbelievable pain to the target; dealing 30d8 points of damage and stunning them for 4 rounds, Fort negates stun only, SR, CL30, medium, Transmutation]   
Beauty Triumphant [standard, +10 enhancement to charisma; +cha mod (+15) to AC as deflection, any creature within 60ft must make will save if normally attracted to you or end up Fanatic towards you/not mind-affecting or charm, Will negates charm, no SR, personal]


Unless otherwise specified Divine Crusader spells are prepared quickened, War spells are twinned.
Divine Crusader/lvl1:
True Strike x6 [+20 insight on next attack, personal, Div]
Longstrider [23hr, +10ft to land speed, personal, precast at CL23, Transmutation]

Divine Crusader/lvl2:
True Strike x3
Fog Cloud
Gentle Repose
Locate Object
Minor Image

Divine Crusader/lvl3:
Protection from Energy
Remove Disease
Water Breathing
Haste x3
Fly

Divine Crusader/lvl4:
Freedom of Movement x3
Control Water x2
Divine Power x2[CL27 War, swift]

Divine Crusader/lvl5:
Flame Strike x4[CL27 War, swift]
Persistent Image x2

Divine Crusader/lvl6:
Antimagic Field x2
Blade Barrier [CL27 War, swift]
Find the Path
Heroes's Feast
Twinned Cone of Cold

Divine Crusader/lvl7:
   Spell Turning [260min, 1d4+6 spell levels are turned on original caster/spells that have you as a targets/not melee touch spells, personal, CL26 Abj]    (not precast)
Greater Restoration [dispels all negative levels, reverses level drain, removes all magical penalties/damage/drain to ability scores, eliminates fatigue/exhaustion/insanity/confusion and similar mental effects, CL25 Conj/Healing]
Moment of Prescience x3 [25hr or until discharged, +25 insight on any one attack roll, opposed ability or skill check, saving throw or to AC vs single attack even if flat-footed, Div]

Divine Crusader/lvl8:
   Foresight x2[CL27 War, swift; 270min, +2 insight to AC and Reflex, never surprised or flat-footed, Div, War]    (not precast)
Twinned Horrid Wilting [any and all living creatures within 60ft take 20d6 damage/20d8 for water elementals and plant creatures, fort half, SR, long, Necro]
Phase Door

Divine Crusader/lvl9:
Time Stop x2 [1d4+1 rounds acting free to move/self-buff/battlefield control/summons, Transmutation]
Prismatic Sphere [CL26 Abj]
Twinned Quickened Horrid Wilting

Divine Crusader/lvl10:
   Energy Immunity [standard, 26 hours, immunity to one type of energy, touch, CL26, Abj]    (not precast)
Greater Displacement [Illusion, CL25]


SLA/lvl1:
   Protection from Evil (Sp) 3/day [standard, 27min, +2 deflection to AC vs Evil/+2 resistance to saves vs Evil/blocks mental influence, touch]   
   Bless (Sp) 1/day [standard, 27min, 50ft radius burst, +1 morale on attacks, personal]   
Detect Evil (Sp) at will [standard, 60ft cone to detect Evil, no save, no SR, personal]

SLA/lvl2:
Aid (Sp) 1/day

SLA/lvl3:
   Daylight (Su) at will [standard, 270min, daylight for 60ft radius, touch]    (not precast)
Cure Serious Wounds (Sp) 1/day [standard, cures 3d8+15 hp, touch]
Remove Disease (Sp) 1/day [standard, cures all disease and parasites, no save, no SR, touch]

SLA/lvl4:
   Neutralize Poison (Sp) 1/day [standard, 270min, immunity to poisons for the duration, touch]    (not precast)
Holy Smite (Sp) 1/day [standard, 20ft radius burst, 5d8 damage to evil creatures/10d6 to evil outsiders and blinds targets for a round, Will half and removes blindness, SR, medium]
Discern Lies (Sp) at will [standard, 27 rounds, 27 creatures, discern whether targets knowingly lie, will negates, no SR, close]

SLA/lvl5:
Hallow (Sp) 1/day [standard, building within 40ft radius is warded against undead and with one secondary effect, save vs secondary effect, SR vs secondary effect, touch]
Dispel Evil (Sp) 1/day [standard, 27 rounds, +4 deflection to AC vs Evil/Dispel any evil effect with touch, no save, no SR/Send evil creature to its home plane, Will negates, SR, touch]

SLA/lvl6:
Resurrection (Sp) 1/day

SLA/lvl7:
Holy Word (Sp) 1/day [standard, 40ft radius burst, paralyzes/blinds/deafens evil creatures based on level, no save, SR, personal]

SLA/lvl8:
Holy Aura (Sp) 3/day [standard, 27 rounds, 20ft radius burst, 27 people receive +4 deflection to AC/+4 resistance to saves/SR25 vs Evil/blocks mental influence, Fort save or attacker is blinded for a round if a warded person is attacked successfully, no SR, personal]
Mass Charm Monster (Sp) 1/day [standard, 27 days, affects 54HD of creatures/at least one creature regardless of HD, Will negates, SR, close]

SLA/lvl9:
Summon Monster IX [celestials only] (Sp) 1/day: [standard, 27 rounds, summons Coatl/Leonal/Celestial roc, close]


*Greater Restoration [dispels all negative levels, reverses level drain, removes all magical penalties/damage/drain to ability scores, eliminates fatigue/exhaustion/insanity/confusion and similar mental effects, Conj/Healing]
*Magic Disjunction [all the magical effects and items within a 40ft radius burst, 1d20+32 vs 11+enemy's CL, success counters spell/targeted dispel, no save, no SR, close, CL22 Abj/+30 cap]

Custom Spells:

Prismatic Wall
Spoiler: ShowHide

Prismatic Wall
Abjuration
Level:    Sor/Wiz 8
Components:    V, S
Casting Time:    1 standard action
Range:    Close (25 ft. + 5 ft./2 levels)
Effect:    Wall 4 ft./level wide, 2 ft./level high
Duration:    10 min./level (D)
Saving Throw:    See text
Spell Resistance:    See text

Prismatic wall creates a vertical, opaque wall—a shimmering, multicolored plane of light that protects you from all forms of attack. The wall flashes with seven colors, each of which has a distinct power and purpose. The wall is immobile, and you can pass through and remain near the wall without harm. However, any other creature with less than 8 HD that is within 20 feet of the wall is blinded for 2d4 rounds by the colors if it looks at the wall.

The wall's maximum proportions are 4 feet wide per caster level and 2 feet high per caster level. A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted.

Each color in the wall has a special effect. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack you or pass through the wall, and the magic needed to negate each color.

The wall can be destroyed, color by color, in consecutive order, by various magical effects; however, the first color must be brought down before the second can be affected, and so on. A rod of cancellation or a magic disjunction spell destroys a prismatic wall, but an antimagic field fails to penetrate it. Dispel magic and greater dispel magic cannot dispel the wall or anything beyond it. Spell resistance is effective against a prismatic wall, but the caster level check must be repeated for each color present.

Prismatic wall can be made permanent with a permanency spell.

Order    Color    Effect of Color                        Negated By

1st            Red        20 points fire damage (Reflex half)
Stops nonmagical ranged weapons.                  Cone of Cold

2nd         Orange        40 points acid damage (Reflex half)
Stops magical ranged weapons.                     Gust of Wind

3rd          Yellow        80 points electricity damage (Reflex half)
Stops poisons, gases, and petrification.                  Disintegrate

4th          Green        Poisoned for 2d6 points of Con damage (Fortitude negates)
Stops breath weapons.                           Passwall

5th          Blue        Stunned for 1d6 rounds (Fortitude negates)
Stops divination and mental attacks.                  Magic Missile

6th          Indigo        Insane, as insanity spell (Will negates)
Stops all spells.                              Daylight

7th          Violet        Sent to another plane (Will negates)
Energy field destroys all objects and effects.               Dispel Magic   

    The violet effect makes the special effects of the other six colors redundant, but these six effects are included here because certain magic items can create prismatic effects one color at a time, and spell resistance might render some colors ineffective (see above).


Might of the Planetar [cast within Spellstaff, Transmutation]
Spoiler: ShowHide

Might of the Planetar
Transmutation
Level: Sor/Wiz 7, Initiate of Alicia 7
Components: V,S
Range: Personal
Target: You
Duration: 1 round/level

With a triumphant cry, your flesh tints a vibrant green and powerful muscle builds under your skin. Your fists clench monetarily, feeling behind them the strength to pulverise any foe.

You gain a +16 enhancement bonus to Strength, a +2 enhancement bonus to Dexterity, a +8 enhancement bonus to Constitution, and a +7 enhancement bonus to Natural Armour. You gain a slam attack that inflicts 2d8 + 1-1/2 your strength modifier. You gain the benefits of the Blind-Fight and Power Attack feats as well.


Righteous Halo [Transmutation, Good/Light]
Spoiler: ShowHide

Righteous Halo
Transmutation [Good, Light]
Level: Clr 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D) or until discharged

Holy light washes over you as you call upon your patron deity's power. This nimbus of divine power coalescing around your form shines brightly, as if daylight had been cast upon your person.

You get a +4 sacred bonus to your Charisma score.

As an immediate action, you can discharge the magic to gain a +8 Sacred bonus to Charisma for 1 round. The spell ends after you use it in this manner.

Divine Focus

The holy symbol of your deity.


Superior Vigor [clr8, 35 rounds/45 max, grants fast healing 8, Conj/Healing]
Spoiler: ShowHide

Superior Vigor
Conjuration (Healing)
Level: Clr 8, Drd 8
Duration: 10 rounds + 1 round/level (max 45 rounds)

This spell functions like lesser vigor, except as noted here and that it grants fast healing 8


Weird [any and all creatures within 30ft of each other, each affected as with Phantasmal Nightmare except that on a successful Fort save on top of the 3d6 points of damage they also take 1d4 points of temporary Strength damage and are stunned for 1 round, Illus/Phantasm, Fear/Mind-Affecting]
Spoiler: ShowHide

Phantasmal Nightmare
Illusion (Phantasm) [Fear, Mind-Affecting]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will disbelief (if interacted with), then Fortitude partial; see text
Spell Resistance: Yes

You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell's subject can see the phantasmal killer. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or be stricken into a coma, lost to nightmares. This condition can be reversed by a successful dispel magic check, and the subject gets a new saving throw every 24 hours. If the Fortitude save is successful, the subject takes 3d6 points of damage.

If the subject of a phantasmal killer attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack.


Magic Disjunction [all the magical effects and items within a 40ft radius burst, 1d20+26 vs 11+enemy's CL, success counters spell/targeted dispel, no save, no SR, close, CL22 Abj/+30 cap]
Spoiler: ShowHide

Magic Disjunction
Abjuration
Level: Magic 9, Sor/Wiz 9, Clr 9, Drd 9
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: All magical effects and magic items within a 40-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are treated as being affected as by a targeted dispel attempt. The dispel check uses a modifier equal to your caster level, maximum+30.

You also have a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are dispelled.

Artifacts and divinities are unaffected by mortal magic such as this.

Note: This spell replaces Mage's Disjunction.


Gae Assail
Spoiler: ShowHide

Evocation [Good]
Level: Clr 10
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

The caster grinds the yew wood and summons a ray of holy power shaped like a spear. This spear hurtles from the caster and requires a ranged touch attack. A successful hit deals 1d6 points of damage per caster level (maximum 30d6) to evil creatures, while natives of the Negative Energy Plane, undead and evil outsiders take 1d12 points of damage per caster level (maximum 30d12) and blinds them for 1d4 rounds. This spell does no damage to good or neutral creatures.

Material Component

A piece of yew wood


Jaela's DDoS
Spoiler: ShowHide

Jaela's Teleport Block
Abjuration
Level: Clr 10, Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: 50ft/level
Area: 50ft/level radius emanation centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell blocks all dimensional travel within its radius. Teleport, plane shift, gate, shadow walk and similar spells all fail, as does travel from the Astral Plane, Ethereal Plane, Plane of Shadow and so forth. Ethereal creatures are unable to enter the area and creatures cannot become ethereal within it (though ethereal creatures already within the area of the spell are not affected). Summoning and calling spells and effects are likewise blocked, though existing called or summoned creatures are not affected, including vanishing when the effects summoning them expire.


Superb Dispelling
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Abjuration
Level: Brd 11, Sor/Wiz 11, Clr 11, Drd 11

This spell functions as greater dispel magic, with a maximum dispel check cap of +40. It can automatically destroy an antimagic field, as well as affect anything a magic disjunction can. This spell is often preferred over Magic Disjunction due to its tighter radius of effect.


Stigma
Spoiler: ShowHide

Evocation/Divination [Good]
Level: Clr 11
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: 40ft radius burst
Duration: Instantaneous and permanent; see text
Saving Throw: Will partial; see text
Spell Resistance: Yes

This spell was developed by Jaela of Aurora, building on the work of a powerful archon cleric. The caster calls for righteous to smite devils and ensure that they cannot escape the truth of their defeat. This manifests as a brilliant burst of white energy. Most creatures are unaffected by this, but devils and lawful evil fallen angels are devastated.

Devils and lawful evil fallen angels take 1d10 points of damage per caster level (maximum 30d10). Further, they are branded to show that they were defeated. This brand is on the creature's forehead reads 'Beaten by Jaela of Aurora' and can be read by any creature that can read a language. The creature that reads it is instantly aware of the circumstances on which the brand was received and the result of those circumstances (such as being slain, fleeing or so forth). A successful Will save halves the damage and negates the brand.

The brand is difficult to remove. It remains if the creature is slain and reforms, even if they are demoted to a weaker form. Removing the brand requires a wish or miracle spell by a 24th level spellcaster.

Note

This spell is a varaint of heresy's reward.
<Steph> I might have made a terrible mistake

Anastasia

#1
NPC spells, psionics and similar abilities.

Adrian:
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Adrian casts as a 1st level sorcerer. His save DCs are 12 + spell level.

[5/day]0: Arcane Mark, Detect Poison, Mending, Prestidigitation.
[4/day]1: Golem StrikeSC, Lesser Orb of ColdSC.

SC - Spell Compendium.


Misalea:
Spoiler: ShowHide


Spell-like abilities

1/day-charm person, deep slumber, invisibility, speak with animals, speak with plants. Caster level 20th. The save DCs are 20 + spell level.

Misalea casts as a 7th level ranger. Her save DCs are 13 + spell level. Misalea's spell selection themes are spells that boost her combat ability.

[2/day]1: Rhino's Rushx2SC

SC - Spell Compendium.

Misalea casts as a 12th level bard. Her save DCs are 20 + spell level.

[3/day]0: Detect Magic, Flare, Mending, Message, Prestidigitation, Summon Instrument.
[6/day]1: Cure Light Wounds, Hideous Laughter, ImprovisationSC, Swift InvisibilitySC.
[5/day]2: BladeweaveSC, Heroism, Mirror Image, War CrySC.
[5/day]3: Blink, Dolorous BlowSC, Fear, Glibness.
[4/day]4: Dimension Door, Healing SpiritPHB2, Inner BeautyFC1

FC1 - Fiendish Codex 1.
PHB2 - Player's Handbook 2.
SC - Spell Compendium.


Dana:
Spoiler: ShowHide


Spell-like abilities

1/day-daylight. Caster level 18th. The save DCs are 16 + spell level.

Dana manifests as a 19th level psychic warrior. The save DCs are 16 + power level.

Power points: 204+2 (206 total)

[1 pp]1: Defensive PrecognitionA, Offensive PrescienceA, VigorA.
[3 pp]2: Body AdjustmentA, Dimension SwapA, Strength of My EnemyA.
[5 pp]3: Breath BarrierA, Dimension SlideA, Greater Concealing Amorpha.
[7 pp]4: Energy AdaptationA, Psionic Freedom of Movement, Steadfast Perception.
[9 pp]5: Empower Weapon, Oak BodyA, Perfect RiposteA
[11 pp]6: Breath of the Black DragonA, Form of DoomA, Inconstant LocationA, Personal Mind Blank, Stygian TouchA

A - Power can be augmented.


Tannin:
Spoiler: ShowHide


Spell-like abilities

1/day: glibness, entropic shield. Caster level 17th. The save DCs are 19 + spell level.

Tannin casts as an 10th level vigilante. The save DCs are 19 + spell level. His metamagic option is Silent Spell (+1).

[5/day]1: Comprehend Languages, Detect Secret Doors, Feather Fall, Undetectable Alignment.
[5/day]2: Alter Self, BladeweaveSC, Detect Thoughts, Tactical PrecisionSC.
[5/day]3: Glibness, Haste, Scrying, See Invisibility.
[5/day]4: Freedom of Movement, Greater Invisibility, Legend Lore, Rainbow Pattern.

SC - Spell Compendium.


Elder Magi Tepen:
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Always active: Endure Elements.

Tepen casts as an 19th level wizard. (+4 bonus to caster level to overcome spell resistance.) The spell DCs are 22 + spell level. Tepen's spell selection themes are general utility, support magic and planar survival. His metamagic options are Extend Spell (+1), Empower Spell (+2), Chain Spell (+3) and Heighten Spell (Varies).

[4/day]0: Mendingx2, Prestidigationx2.
[7/day]1: Alarm, Ebon EyesSC, Endure Elements, Mount, Identifyx3.
[7/day]2: Arcane Lock, False Life, Fog Cloud, Minor Image, Obscure Object, Portal AlarmSCSee Invisibility.
[7/day]3: Arcane Sight, Deep Slumber, Magic Circle Against Evil, Major Image, Nondetection, Tongues, Wind Wall.
[7/day]4: Detect Scrying, Mass Reduce Person, Minor Creation, Scrying, Secure Shelter, Voice of the DragonSC, Wall of Ice.
[6/day]5: Break Enchantment, Feeblemind, Mirage Arcana, Overland Flight, Planar ToleranceSC, Sending.
[6/day]6: Greater Anticipate Teleport, Greater Dispel Magic, Greater Heroism, Guards and Wards, Interplanar Telepathic Bondx2.
[6/day]7: Banishmentx2, Greater Teleportx2, Mage's Magnificent Mansion, Phase Door.
[5/day]8: Greater Plane Shiftx4SC, Mind Blankx2.
[4/day]9: DragonshapePHB2, Gatex2, Wishx2.

PHB2 - Player's Handbook 2.
SC - Spell Compendium.


Lief:
Spoiler: ShowHide


Spell-like abilities

1/day-lesser confusion, dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts, dispel magic, entangle, permanent image. Caster level 18th. The save DCs are 17 + spell level.

Lief casts as a 8th level ranger. The save DCs are 18 + spell level. Lief's spell selection themes are archery spells and added damage.

[3/day]1: Sniper's Shotx3SC
[1/day]2: Fell the Greatest FoeSC

SC - Spell Compendium.

Lief casts as a 1st level avenger. The save DCs are 16 + spell level.

[2/day]1: Critical StrikeSC, Ebon EyesSC

SC - Spell Compendium.


Crystal:
Spoiler: ShowHide


Spell-Like Abilities

1/day-lesser confusion, dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts, dispel magic, entangle, permanent image. Caster level 19th. The save DCs 21 + spell level.

Crystal casts as a 19th level paladin. All of her paladin spells are automatically quickened. She may memorize ranger spells in her 1st-2nd level paladin spell slots. Crystal's spell selection themes are general paladin magic and buffs.

[6/day]1: Divine Favorx2, Lesser Restorationx2, Rhino's Rushx2SC.
[5/day]2: Eagle's Splendor, Fell The Greatest Foex3SC, Mirror ImageFP.
[5/day]3: Heal Mount, Righteous Furyx4SC.
[3/day]4: Greater Mirror ImageFP, Holy Swordx2.

FP - Extra spell granted by fey paladin.
SC - Spell Compendium.

Crystal casts as a 15th level ranger. All of her ranger spells are automatically quickened. She may memorize paladin spells in her 1st-2nd level ranger spell slots. Crystal's spell selection theme is general combat boosts.

[4/day]1: Lesser Restoration, LightfootSC, Rhino's Rushx2SC.
[2/day]2: Barkskinx2.
[2/day]3: Brilliant EmanationBoED, S(1d3 str), Heal Animal CompanionSC.
[2/day]4: Freedom of Movement, SunmantleBoED, S(1d4 str).

BoED - Book of Exalted Deeds.
S - Sanctified spell. Sacrifice cost is noted in parentheses.
SC - Spell Compendium.


Drena:
Spoiler: ShowHide


Spell-like abilities

3/day-holy aura, protection from evil. 1/day-aid, bless, cure serious wounds, detect evil, dispel evil, hallow, holy smite, holy word, mass charm monster, neutralize poison, remove disease, summon monster 9 (celestials only). Caster level 19th. The save DCs are 16 + spell level.

Drena casts as a 18th level favored soul with access to the Sky and Windstorm domains. (Caster level 19th for spells with the air descriptor; caster level 18th level for summon spells.) The save DCs are 16 + spell level.

[6/day]0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Light, Mending, Resistance, Virtue.
[8/day]1: Blessed AimSC, Cure Light Wounds, Obscuring Mist, Raptor's SightRW, UpdraftSC, Wind of Faith(1).
[8/day]2: Close WoundsSC, Consecrate, Cure Moderate Wounds, Divine ProtectionSC, Obscuring SnowFB, Summon Dire HawkRW.
[7/day]3: Cure Serious Wounds, Enduring FlightRW, HaboobSS, Holy StormSC, Summon Monster 3, Wind Wall.
[7/day]4: Aerial AlacrityRW, Air Walk, Cure Critical Wounds, Freedom of Movement, Mass Wind of FaithSC(2), Wall of GoodSC.
[7/day]5: Boreal WindFB, Commune, Control Winds, Divine AgilitySC, Hallow, Summon Monster 5.
[7/day]6: Greater Dispel Magic, Heal, Mantle of the Icy SoulSC, Summon Monster 6, Wind's ScornSC(3), Wind Walk.
[6/day]7: Bastion of GoodBoED, Control Weather, Greater Aura of ColdFB, Reverse Gravity, Summon Monster 7.
[6/day]8: Heat DrainSC, Mastery of the SkyRW, Righteous HaloHome, StormrageSC.
[4/day]9: FimbulwinterFB, Greater WhirlwindSC, Summon Monster 9.

FB - Frostburn.
Home - Homebrew.
RW - Races of the Wild.
SC - Spell Compendium.
SS - Sandstorm.
(1) - As Shield of Faith, flavored to be wind protection.
(2) - As Mass Shield of Faith, flavored to be wind protection.
(3) - As Rejection, flavored to be wind powered.


Kascha:
Spoiler: ShowHide


Always active: Mind Blank, Superior Resistance.

Spell-like abilities

At will-aid, charm monster, color spray, comprehend languages, continual flame, dancing lights, detect evil, detect thoughts, disguise self, dispel magic, hold monster, greater invisibility(self only), major image, see invisibility, greater teleport (self plus 50 pounds of objects only); 1/day-chain lightning, prismatic spray, wall of force. Caster level 20th. The save DCs are 17 + spell level.

Kascha casts as a 20th level wizard. (Caster level 22th for spells with the fire descriptor; caster level 20th for other spells. +6 caster level bonus to overcome spell resistance.) The save DCs are 20 + spell level. Her spell themes are spells learned from Seira, fire magic and minor buffing. Her metamagic options are Empower Spell (+2), Maximize Spell (+3), Twin Spell (+4) and Quicken Spell (+4). She may apply the following metamagics to the following spells once per day without adjusting their casting time or spell level: Magic Missile, empower; Inner Beauty, quicken; Summon Greater Elemental, quicken.

[4/day]0: Detect Magic, Detect Poison, Prestidigitationx2.
[7/day]1: Lesser Orb of Firex2SC, Mage Armor, Magic Missile, Nerveskitterx2SC, Shield.
[7/day]2: Deflectx3PHB2, False Life, Glitterdustx2, Scorching Ray.
[6/day]3: DragonskinSC, Seira's Unicorn Arrowx2PHB2(1), Ray of Dizzinessx2SC, Ray of Exhaustion.
[6/day]4: Assay Spell Resistancex2SC, Dragon BreathSC, Empowered Scorching Ray, Inner BeautyFC1, SR, Greater Mirror ImagePHB2.
[6/day]5: Empowered Fireballx2, Greater FireburstSC, Life's Gracex3SC, SR.
[6/day]6: Empowered Enervationx2, Summon Greater ElementalSC, SR, Superior ResistanceSC, Surge of Hopex2Home.
[5/day]7: Elemental BodySC, Limited Wish, Righteous Smitex2BoED, SR, Twinned Seira's Unicorn Arrow.
[4/day]8: Dimensional Lock, Maximized Greater Fireburst, Quickened Empowered Scorching Ray, Mind Blankx2.
[4/day]9: Empowered Maximized Enervation, Twinned Greater Fireburst, Empowered Righteous Smite, Wishx2.

BoED - Book of Exalted Deeds.
FC1 - Fiendish Codex 1.
Home - Homebrew.
PHB2 - Player's Handbook 2.
SC - Spell Compendium.
SR - Bonus spell from spell research.
(1) - As Melf's Unicorn Arrow.


Baleruk:
Spoiler: ShowHide


Spell-like abilities

At will-hypnotic pattern, rainbow pattern. 3/day-prismatic sphere, prismatic wall, sunbeam, sunburst. Caster level 24th. The save DCs are 20 + spell level.

Baleruk casts as a 12th level sorcerer. (Caster level 16th.) The save DCs are 20 + spell level.

[6/day]0: Acid Splash, Arcane Mark, Detect Magic, Detect Poison, Flare, Light, Mending, Prestidigitation, Resistance.
[9/day]1: Breath FlareSC, NerveskitterSC, Mage Armor, Rot of AgesDM, Shield.
[9/day]2: Acid Arrow, EarthbindSC, Mindless RageSC, Rainbow BeamSC, Soul of AnarchyDM.
[8/day]3: Avoid Planar EffectsSC, Haste, ManyjawsSC, Rainbow BlastSC.
[8/day]4: Blinding BreathSC, Scrying, Treasure ScentSC.
[7/day]5: Stunning BreathSC, Vitriolic SphereSC.
[5/day]6: Imperious GlareSC.

DM - Dragon Magic.
SC - Spell Compendium.


Hanna:
Spoiler: ShowHide


Always active: Detect Evil, Detect Snares and Pits, Discern Lies, See Invisibility, True Seeing.

Spell-like abilities

At will-continual flame, dispel magic, holy smite, invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, speak with dead; 3/day-blade barrier, flame strike, power word stun, waves of fatigue; 1/day-earthquake, greater restoration, mass charm monster, waves of exhaustion. Caster level 20th. The save DCs are 16 + spell level.

Hanna casts as a 20th level cleric with access to the War and Wrath(BoED) domains. The save DCs are 20 + spell level. Her spell themes are holy magic, healing and extended buffs. Her metamagic options are Extend Spell (+1) and Consecrate Spell (+1).

[6/day]0: Create Waterx6.
[8+1/day]1: (Doom), Divine Favor, Ray of HopeBoEDx2, Shield of Faithx3, Twilight Luckx2BoED
[8+1/day]2: (Spiritual Weapon), Close Woundsx2SC, Eagle's Splendorx2, Extended Divine Favorx2, Hold Personx2
[7+1/day]3: (AfflictionBoED), Cure Serious Woundsx2, Prayerx2, RefreshmentBoEDx2, Telepathy TapBoED. S(1d3 str).
[7+1/day]4: (Radiant ShieldBoED), Blood of the MartyrBoED, Dimensional Anchorx2, Extended Prayer, Freedom of Movementx2, Stars of ArvandorBoED.
[7+1/day]5: (Righteous Might), Dancing WebBoED, Extended Freedom of Movement, Greater Commandx4, Sacred GuardianBoED.
[6+1/day]6: (Extended Righteous Might), Antilife Shell, Healx3, Extended Righteous Mightx2.
[5+1/day]7: (Power Word Blind), Extended Exalted RaimentBoED, S(1d4 str), Fortunate Fatex4SC.
[7+1/day]8: (Power Word Stun), Consecrated Radiant Assaultx4, Extended Fortunate Fatex3, Lion's Roarx2SC.
[7+1/day]9: (Foresight), Consecrated Fire Stormx2, Mass Healx3, Miracle, Righteous Exilex2FC2.

BoED - Book of Exalted Deeds.
FC2 - Fiendish Codex 2.
S - Sanctified spell. Sacrifice cost is noted in parentheses.
SC - Spell Compendium.

Hanna casts as an 10th level Champion of Gwynharwyf. The save DCs are 16 + spell level. Her spell theme is anything that helps while in a rage. Her metamagic option is Extend Spell (+1).

[4/day]1: Divine Sacrificex4BoED
[4/day]2: Shield Otherx2, Warcryx2BoED
[3/day]3: Cure Moderate Woundsx3
[2/day]4: Break Enchantment, Glory of the MartyrBoED.

BoED - Book of Exalted Deeds.


Sylvie:
Spoiler: ShowHide


Always active: Deeper Darkvision, Greater Mighty Wallop, Endure Elements, Overland Flight.

Sylvie casts as a 10th level chameleon (Caster level 20th.) Her save DCs are 24 + spell level (arcane) or 15 + spell level (divine). Her spell selection themes are personal power and planar survival.

Arcane casting

[4/day]0: Detect Magicx2, Prestidigitationx2
[8/day]1: Improvisationx3SC, Magic Missilex3, Shieldx2
[8/day]2: Body of the SunSC, Detect Thoughts, Electric LoopSCx2, Resist Energyx2, See Invisibilityx2
[7/day]3: Amorphous FormSC, Deeper DarkvisionSC, Displacement, Greater Mighty Wallopx2RD, Heroism, Vampiric Touch
[7/day]4: Assay Spell ResistanceSC, Attune Formx2SC, Dimensional Anchor, Dimension Door, Enervationx2
[6/day]5: IndomitabilitySC, Overland Flightx2, Teleportx3.
[4/day]6: Bite of the Weretigerx3SC, Greater Heroism.

RD - Races of the Dragon.
SC - Spell Compendium.

Divine casting

[4/day]0: Create Waterx3, Cure Minor Wounds.
[5/day]1: ConvictionSC, Divine Favorx2, Endure Elements, Foundation of StoneSC, Goodberry
[5/day]2: Aid, Lore of the Godsx3CC, Spiritual Weapon
[5/day]3: BlindsightSC, Cure Serious Woundsx3, Ghost Touch WeaponSC
[5/day]4: Death Wardx2, Divination, Divine Power, Freedom of Movement.
[3/day]5: Plane Shift, Righteous Mightx2, Zone of RevelationSC
[1/day]6: Heal.

CC - Complete Champion.
SC - Spell Compendium.

Arcane Dilettante casting. Seven spells with a maximum of level 6. Save DCs are 22 + spell level.

Bite of the Werebear, Cone of Cold, Greater Mirror Image, Greater Invisibility, Greater Mighty Wallop, Greater Heroism, Ray of Entropy, Shield.


Morniel:
Spoiler: ShowHide


Spell-like abilities

Always active-discern lies, see invisibility. At will-atonement, break enchantment, bless weapon, blessed sight, cure critical wounds, detect chaos, detect evil, greater dispel magic, hallow, mark of justice, neutralize poison, restoration, sending, vision of heaven. 3/day-banishment, death ward, dictum, divine favor, find the path, greater restoration, heal, heroes feast, holy aura, holy sword, resurrection, righteous smite, shield of the archons, true seeing. 1/day-miracle. Caster level 20th. The save DCs are 23 + spell level.

Morniel manifests as a 10th level psychic rogue. His save DCs are 20 + power level.

Power points: 70

[1 pp]1st: Attraction, Conceal Thoughts, Empathy.
[3 pp]2nd: Cloud Mind, Detect Hostile Intent, Psionic Tongues.
[5 pp]3rd: Escape Detection, Greater Concealing Amorpha.


Mirima:
Spoiler: ShowHide


Always active: False Life, Greater Mage Armor.

Spell like abilities

1/day-scorching ray. Caster level 19th. The save DCs are 16 + spell level.

Mirima casts as a 8th level sorcerer. The save DCs are 16 + spell level.

[6/day]0: Acid Splash, Detect Magic, Mage Hand, Mending, Message, Prestidigitation, Read Magic, Resistance.
[8/day]1: Endure Elements, Fist of StoneSC, Magic Missile, Shield, Weapon ShiftSC.
[7/day]2: False Life, Ray of WeaknessSC, Whirling BladeSC.
[6/day]3: False GravitySC, Greater Mage ArmorSC.
[3/day]4: Greater Invisibility.
SC - Spell Compendium.


Sage Vul'lath:
Spoiler: ShowHide


Psi-like abilities

3/day-Concealing amorpha, far hand, psionic daze, psionic dimension door, telekinetic thrust. 1/day-psionic plane shift. Manifester level 19th. The power DCs are 14 + spell level.

Vul'lath casts as a 19th level wizard(diviner). He has given up access to illusion. (Caster level 19th for divinations; +2 caster level bonus to overcome spell resistance.) The save DCs are 18 + spell level. His spell selection themes are divinations, information gathering and sneak attack exploitation. His metamagic options are Disrupting Spell (+2), Empower Spell (+2) and Guided Spell (+3).

[4/day]0: Detect Poison, Detect Magicx2, Prestidigitation.
[8/day]1: Comprehend Languages, Detect Secret Doors, Detect Undead, Golem StrikeSC, Guided ShotSC, Instant SearchSC, True Strikex2.
[7/day]2: Allied FootstepsCM, Chain of EyesSC, Detect AberrationLM, Detect Thoughts, Locate Object, Scorching Ray, See Invisibility.
[7/day]3: Analyze PortalSC, Clairaudience/Clairvoyance, Crown of ClarityPHB2, Seira's Unicorn Arrowsx3PHB2(1), Spellcaster's BaneCM.
[7/day]4: Arcane Eye, Assay Spell ResistanceSC, Detect Scrying, Know VulnerabilitiesSC, Locate Creature, Scrying, Treasure ScentSC.
[7/day]5: Contact Other Plane, Empowered Seira's Unicorn Arrowx3, Guided Scorching Ray, Prying Eyes, Telepathic Bond.
[6/day]6: Analyze Dweomer, Interplanar Telepathic BondSC, Probe Thoughtsx2SC, Scry LocationCS, True Seeing.
[6/day]7: Greater Arcane Sight, Greater Scryingx2, Guided Enervationx2, Vision.
[5/day]8: Empowered Guided Disrupting Scorching Rayx2, Greater Prying Eyes, Moment of Presciencex2.
[5/day]9: Foresight, HindsightSC, Wishx3.

CM - Complete Mage.
SC - Complete Scoundrel.
LM - Lords of Madness.
PHB2 - Player's Handbook 2.
SC - Spell Compendium.
(1) - As Melf's Unicorn Arrow.

Sage Vul'lath casts as a 16th level savant. His save DCs are 19 + spell level (arcane) and 15 + spell level (divine). His spell selection themes are miscellaneous support (arcane) and healing (divine). His metamagic options are Disrupting Spell (+2), Empower Spell (+2) and Guided Spell (+3).

Arcane

1: Shieldx4
2: False Lifex2, Knockx2
3: Sleet Storm, Tonguesx2.
4: Dimensional Anchor, Remove Cursex2.

Divine

1: Cure Light Woundsx3
2: Cure Moderate Woundsx2
3: Create Food and Water, Speak With Dead.


Gisfal:
Spoiler: ShowHide


Spell-like abilities

At will—detect thoughts, fireball, greater invisibility, persistent image, see invisibility, wall of fire; 1/day—prismatic spray. Caster level 20th. The save DCs are 18 + spell level.

Gisfal casts as a 15th level cleric with access to the Army, Chaos, Fire and War domains. (Caster level 20th for chaotic spells; caster level 19th for other spells.) The save DCs are 18 + spell level. His spell themes are mass combat buffs and army support.

[6/day]0: Create Waterx3, Cure Minor Woundsx3
[7+1/day]1: (Burning Hands), Blessx4, Entropic Shieldx3
[7+1/day]2: (Produce Flame), Quick Marchx4SC, Zone of Truthx3
[7+1/day]3: (Prayer), Mass Aidx3SC, Mass Align Weaponx2SC, Prayerx2.
[6+1/day]4: (Wall of Fire), Divinationx3 Greater Blindsightx3SC
[5+1/day]5: (Easy MarchDragon), Mass Curse of Ill FortuneSC, Mass Sanctuaryx2SC, Zone of Revelationx2SC
[4+1/day]6: (Fire Seeds), Mass Bear's Endurancex3, Mass Bull's Strength.
[3+1/day]7: (Fire Storm), Mass Restorationx3SC
[2+1/day]8: (Power Word Stun), Mass Death Wardx2SC

Dragon - Dragon Magazine (317 in this case.)
SC - Spell Compendium.


Ebony:
Spoiler: ShowHide


Ebony casts as an 20th level bard. (Caster level 21th; caster level 25th vs dispel) The save DCs are 20 + spell level. Her metamagic options are Consecrate Spell (+1) and Purify Spell (+1). Ebony may use Consecrate Spell and Purify Spell spontaneously without increasing the casting time of the spell.

[4/day]0: Dancing Lights, Detect Magic, Mage Hand, Mending, Prestidigitation, Summon Instrument.
[7/day]1: Alarm, Cure Light Wounds, Expeditious Retreat, Feather Fall, Grease.
[7/day]2: Alter Self, Cure Moderate Wounds, Glitterdust, Mirror Image, Silence.
[6/day]3: Charm Monster, Cure Serious Wounds, Fear, Gaseous Form, Major Image.
[6/day]4: Cure Critical Wounds, Greater Invisibility, Hold Monster, Modify Memory, Sirine's GraceSC
[6/day]5: Greater Dispel Magic, Mass Cure Light Wounds, Seeming, Song of Discord, Summon Monster 5.
[6/day]6: Mass Charm Monster, Mass Cure Moderate Wounds, SnowsongFrost, Veil.

Frost - Frostburn.
SC - Spell Compendium.

Ebony casts as a 17th level sorcerer. (Caster level 18th; caster level 22nd vs dispel) The save DCs are 19 + spell level. Her metamagic options are Consecrate Spell (+1) and Purify Spell (+1). Ebony may use Consecrate Spell and Purify Spell spontaneously without increasing the casting time of the spell.

[6/day]0: Acid Splash, Arcane Mark, Detect Poison, Disrupt Undead, Flare, Light, Message, Open/Close, Resistance.
[9/day]1: Bless, Detect Undead, Endure Elements, Magic Missile, Vision of HeavenBoED.
[9/day]2: Blur, Command Undead, Consecrate, See Invisibility, Zone of Truth.
[8/day]3: Analyze Portal, Fireball, Halt Undead, Helping Hand, Magic Circle Against Evil, Searing Light.
[8/day]4: Holy Smite, Perfect SummonsBoED, SunmantleBoED, S(1d4-2 str), Sword of ConscienceBoED, Voice of the ArchonSC(1).
[8/day]5: Dismissal, Hallow, Heavenly LightningBoED, Sending, Sicken EvilBoED, S(1d4-2 str).
[8/day]6: Aspect of the DeityBoED, Bolt of GloryBoED, Storm of ShardsBoED(1d3-2 str drain).
[7/day]7: Greater Teleport, Holy Word, Righteous SmiteBoED.
[5/day]8: Greater Planar Ally, Polar Ray.

BoED - Book of Exalted Deeds.
S - Sanctified spell. Sacrifice cost is noted in parentheses.
SC - Spell Compendium.
(1) - As Voice of the Dragon.


Stille:
Spoiler: ShowHide


Spell-like abilities

Always active: Divine Insight.

1/day-Daylight. Caster level 17th. The save DCs are 18 + spell level.

Stille casts as a 13th level cleric with access to the Chaos and Moon domains. (Caster level 18th for divination and augury, caster level 16th for Moon Bolt.) The save DCs are 18 + spell level. His spell selection themes are lunar magic and whatever caught his fancy.

[6/day]0: Create Waterx3, Cure Minor Woundsx3
[7+1/day]1: (Protection from Law), Divine Favorx2, HandfirePGTF, Moon Lustx2SC, Omen of PerilSC, SignSC.
[6+1/day]2: (MoonbeamSC), Auguryx2, Divine Insightx2SC, Lesser Restorationx3
[6+1/day]3: (Magic Circle Against Law), Divinationx2, Moon Bladex3SC, Prayer.
[5+1/day]4: (Fear), Moon Boltx6SC
[4+1/day]5: (Dispel Law), Moon PathSC, MoonwebPGTF, Righteous Mightx2.
[2+1/day]6: (Permanent Image), Healx2.
[2+1/day]7: (Insanity), Greater Harmx2HoH.

HoH - Heroes of Horror.
PGTF - Player's Guide to Faerun.
SC - Spell Compendium.

Stille casts as a 1st level fatemaker. The save DCs are 18 + spell level.

[2/day]1: Charm Person, True Strike.

Stille casts as a 3rd level duskblade. The save DCs are 16 + spell level.

[5/day]0: Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue.
[6/day]1: Blade of Blood, Chill Touch, Shocking Grasp, Stand.


Balyss:
Spoiler: ShowHide


Always active: Iron Silence, Undetectable Alignment, Mind Blank, Divine Insight.

Spell-like abilities

1/day-Daylight. Caster level 20th. The save DCs are 18 + spell level.

Balyss casts as a 20th level cleric with access to the Moon, Oracle and Protection domains. (Caster level 21th; caster level 28th for augury and divination; caster level 23rd for other divinations.) The save DCs are 19 + spell level. Her metamagic option is Quicken Spell (+4). Her spell themes are lunar magic and miscellaneously useful spells.

[6/day]0: Cure Minor Woundsx6
[7+1/day]1: (Identify), Bless Water, Comprehend Languages, Detect Undeadx2, Healer's VisionCS, NightshieldSC, Remove Fear, SignSC.
[7+1/day]2: (MoonbeamSC), Close WoundsSC, Consecrate, Find Traps, Iron SilenceSC, Make Whole, Status, Undetectable Alignment.
[7+1/day]3: (Moon BladeSC), Create Food and Water, Selune's GraceSC(1), Locate Object, Remove Blindness/Deafness, Remove Curse, Remove Disease, Speak with Dead.
[7+1/day]4: (Fear), Assay Spell Resistancex2SC, Control Water, Discern Lies, Divine Powerx2, Neutralize Poison.
[6+1/day]5: (Moon PathSC), Atonement, Commune, Hallow, Quickened Divine Favorx2, Righteous Mightx2.
[5+1/day]6: (Legend Lore), Greater Dispel Magicx5
[5+1/day]7: (Insanity), Control Weather, Greater Restoration, Holy Word, Quickened Mass Aid, Word of Chaos.
[5+1/day]8: (Mind Blank), Earthquake, Fierce Pride of the BeastlandsSC, Heat Drainx2SC, Summon Monster 8.
[4+1/day]9: (Foresight), Miraclex2, Quickened Dragon's BreathSC, Quickened Life's GraceSC, Quickened MoonwebPTGF

CS - Complete Scoundrel.
PTGF - Player's Guide to Faerun.
SC - Spell Compendium.
(1) - As Grace.

Balyss casts as a 20th level favored soul. (Caster level 21th, 23rd for divinations, 28th for augury and divination.) Her save DCs are 18 + spell level.

[6/day]0: AmanuensisSC, Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Light, Mending, Purify Food and Drink, Virtue.
[8/day]1: Bless, Divine Favor, Entropic Shield, HandfirePGTF, Moon LustSC, Shield of Faith.
[8/day]2: Augury, Divine InsightSC, Divine ProtectionSC, Healing LorecallSC, Lesser Restoration, Zone of Truth.
[8/day]3: Cloak of BraverySC, Invisibility Purge, Mass AidSC, Mass Align WeaponSC, Mass Resist EnergySC, Moon BladeSC.
[8/day]4: Divination, Fear, Mass Shield of FaithSC, Moon BoltSC, Sheltered VitalitySC, Wall of MoonlightPGTF.
[7/day]5: Life's GraceSC, Mass SanctuarySC, Moon PathSC, MoonwebPGTF, Zone of RespiteSC, Zone of RevelationSC.
[7/day]6: Banishment, Bolt of GlorySC, Heal, Lucent LanceSC, Vigorous CircleSC, Visage of the DeitySC.
[7/day]7: Bastion of GoodBoED, Holy StarSC, Insanity, Lunatic's LightHome, Mass Spell ResistanceSC, Rejuvenating LightCC.
[7/day]8: Chain DispelPHB2, Holy Aura, Dimensional Lock, Maddening WhispersSC, Mass Death WardSC.
[6/day]9: Greater Visage of the DeitySC, Mass Heal, Miracle, Undeath's Eternal FoeSC.

CC - Complete Champion.
Home - Homebrew.
PGTF - Player's Guide to Faerun.
SC - Spell Compendium.


Simmer:
Spoiler: ShowHide


Always active: Greater Mage Armor, Superior Resistance.

Spell-like abilities

3/day-charm person, deep slumber. 1/day-burning hands, elemental swarm(fire only), fire seeds, fire shield, firestorm, flaming sphere, incendiary cloud, plane shift(fire only), produce flame, suggestion, wall of fire. Caster level 20th. The save DCs are 19 + spell level.

Simmer casts as a 19th level sorcerer. (Caster level 27th for lingering flames; caster level 25th for fire descriptor spells; caster level 20th for other spells. +2 caster level bonus to overcome spell resistance.) Her spell DCs are 19 + spell level. (DC 20 + spell level for fire descriptor spells.) Her metamagic options are Searing Spell (+1), Fiery Spell (+1) and Empower Spell (+2). All metamagic costs are reduced by 1 (minimum 1) for lingering flames. Simmer may 3 times per day apply maximize spell to any spell through her metamagic rod. Simmer heals a number of hit points equal to the spell level when she casts a spell with the fire descriptor. Simmer's spells with the fire descriptor set opponents ablaze, dealing 1d6 fire damage per round. Simmer may nine times per day declare a fire descriptor spell overwhelming, which renders a target dazed for one round if they fail the save. Simmer may seven times per day declare a spell that deals damage a battle spell, adding 3 points of damage per die of the spell. With her mystic fire gauntlets, 3 charges per day, swift action, add 2d6/3d6/4d6 bonus fire damage to a fire spell you cast.

Simmer casting flowchart:[spoiler]

1. Select spell.
2. Apply metamagic if desired.
3. If metamagic is applied, decide if metamagic specialist will be used.
4. Apply maximize metamagic rod if desired.
5. Apply battle spell if desired.
6. Apply overwhelming spell if desired.
7. Apply mystic fire gauntlets if desired (swift action).
8. Apply spellguard ring as a free action if desired.
9. Cast spell.
10. Heal hit points equal to level of spell cast.
11. Apply dazed from overwhelming spell if a reflex save is failed.
12. Apply elemental fury.


[6/day]0: Acid Splash, Arcane Mark, Detect Magic, Detect Poison, Flare, Light, Mending, Prestidigitation, Touch of Fatigue.
[9/day]1: Blades of FireSC, Detect Secret DoorsFB, Lesser Orb of FireSC, Raging FlameSC, Ray of FlameSC, Shield.
[8/day]2: Boiling BloodCM, CombustSC. FireburstSC, GlitterdustFB, ScorchSC, Scorching Ray.
[8/day]3: Body BlazeSS, Fireball, Gaseous Form, Greater Mage ArmorSC, TonguesFB.
[8/day]4: Assay Spell ResistanceSC, Channeled PyroburstPHB2, Firestride ExhalationCM, Hallucinatory TerrainFB, Incendiary SurgeCM.
[8/day]5: Earth ReaverSC, Greater FireburstSC, Mage's Faithful Hound, Planar ToleranceSC, SeemingFB
[7/day]6: Fires of PuritySC, Lingering FlamesCM, MisleadFB, Superior Resistance.
[7/day]7: Delayed Blast Fireball, Greater Teleport, SequesterFB, Summon Monster 7.
[7/day]8: Greater Arcane FusionCM, Horrid Wilting, Irresistible DanceFB, Simmer's SurpriseHome
[5/day]9: Deadly SunstrokeCM, Wish.

CM - Complete Mage.
FB - Bonus spell from Fey Bloodline.
Home - Homebrew.
PHB2 - Player's Handbook 2.
SC - Spell Compendium.
SS - Sandstorm.[/spoiler]

Meillarberyl:
Spoiler: ShowHide


Mei casts as a 10th level paladin. Her spell DCs are 19 + spell level. Her spell themes are protection and boosting.

[4/day]1: Divine Favor, True Strike, Lesser Restorationx2
[3/day]2: Divine Protectionx3SC

SC - Spell Compendium.


Rosa:
Spoiler: ShowHide


Rosa casts as a 1st level cleric with access to the Knowledge domain. Her spell DCs are 12 + spell level. Her spell theme is battle support.

[4/day]0: Create Waterx4
[3+1/day]1: (Detect Secret Doors), Divine Favorx2, Entropic Shield


Ellese:
Spoiler: ShowHide


Ellese casts as a 20th level sorcerer. The save DCs are 18 + spell level. Her metamagic options are Empower Spell (+2), Energy Substitution(Acid) (+0), Maximize Spell (+3) and Energy Admixture (+3). Once per day she may automatically maximize any spell. Twice per day she may declare a spell a smiting spell, dealing an extra 13 points of damage.

[6/day]0: Acid Splash, Detect Magic, Detect Poison, Ghost Sound, Mage Hand, Mending, Message, Prestidigitation, Resistance.
[8/day]1: AberrateBoVD, Protection from Good, Seething EyebaneBoVD, C, Shocking Grasp, StuporBoVD.
[8/day]2: Darkness, Devil's TongueBoVD, C, Mirror Image, Scorching Ray, Summon Swarm.
[8/day]3: Devil's EyeBoVD, Lightning Bolt, Love's PainBoVD, C, Rage.
[8/day]4: Absorb StrengthBoVD, C, Black Tentacles, Damning DarknessBoVD, Wall of Ice.
[7/day]5: Call Lemure HordeBoVD, Cone of Cold, Feeblemind, Morality UndoneFC1, Wall of OozeBoVD.
[7/day]6: Acid Fog, Chain Lightning, Freezing Sphere, Harm.
[7/day]7: Delayed Blast Fireball, Fiendish ClarityFC1, Rapture of RuptureBoVD, Whirlwind of TeethBoVD 
[7/day]8: Create Greater Undead, Fire Storm, Horrid Wilting, Polar Ray.
[6/day]9: Apocalypse from the SkyBoVD, Eternity of TortureBoVD, MindrapeBoVD, UtterdarkLoM.

BoVD - Book of Vile Darkness.
C - Corrupted spell. No corruption cost is noted as Ellese is immune to corruption costs.
FC1 - Fiendish Codex 1.
LoM - Lords of Madness.

Ellese casts as a 1st level death delver. The save DCs are 15 + spell level. Her metamagic options are Empower Spell (+2), Energy Substitution(Acid) (+0), Maximize Spell (+3) and Energy Admixture (+3). Once per day she may automatically maximize any spell. Twice per day she may declare a spell a smiting spell, dealing an extra 13 points of damage.

[1/day]1: Lesser Restorationx2


Finnegan:
Spoiler: ShowHide


Finnegan casts as an 9th level ranger. The save DCs are 20 + spell level. His spell theme are miscellaneous magic.

[4/day]1: Rhino's Rushx4SC.
[3/day]2: Swift hastex3SC.

SC - Spell Compendium.


Vivantha:
Spoiler: ShowHide



Vivantha casts as a 19th level bard.

[4/day]0: Daze, Ghost Sound, Lullaby, Mending, Prestidigitation, Summon Instrument.
[7/day]1: Alarm, Cure Light Wounds, Distort SpeechSC, Hideous Laughter, MimicryCM
[7/day]2: CaterwaulCM, Harmonic ChorusSC, Shatter, Sonorous HumSC, Sound Burst.
[7/day]3: Creaking CacophonySC, Cure Serious Wounds, Deafening BlastCM, Hymn of PraiseSC, Sonic ShieldPHB2.
[6/day]4: Resonating BoltSC, Resonating ThunderCM, Shout, Thunder FieldPHB2, Voice of the DragonSC
[6/day]5: Body HarmonicSC, Channeled Sound BlastCM, Greater Dispel Magic, Mislead, Song of Discord.
[6/day]6: DirgeSC, Greater Shout, Sympathetic Vibrations, Symphonic NightmareSC.

CM - Complete Mage.
PHB2 - Player's Handbook 2.
SC - Spell Compendium.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Iron Dragoon

#2
Goldenfire Exposure: 1

Quiescent Weaving (Su): Pre-load up to 4 spells to activate as a move action; all activate simultaneously.

CLs for Spells:
CL 27 Wiz Base; 23 Sorc Base
All Spells: +1 CL (Ioun Stone)
Caster Level Increase (Ex): Upon reaching 6th level, add 1 to your caster level whenever you cast a spell of your chosen school. At 9th level, you instead add 2 to your caster level.
Spells vs. Evil Alignment: +1 CL/+2 CL vs. Evil Subtype (Aligned Spellcaster)
Dispel: +2 CL (Elven Spell Lore)
Inquisition Domain: +4 on Dispel checks
Master Specialist: Minor Esoterica +5 on Dispel Checks
Dispelling Belt of Magnificence: +2 on Dispel Checks

Greater Spell Focus: Abjuration: +4 DC

Spell Penetration: +4 (2 from Spell Penetration, 2 from Vest of Archmagi)

Wizard 27
Spoiler: ShowHide

(B)onus slot
Level 0, DC 19: 4 Slots
Acid Splash, Acid Splash, Mage Hand, Prestidigitation

Level 1, DC 20: 4+4(RoW I)+2Abilty+1 Slots
Shield(B), Shield, Shield, Ray of Enfeeblement, Sandalphon's Unerring Projectile, Sandalphon's Unerring Projectile, Sandalphon's Unerring Projectile, Sandalphon's Unerring Projectile, Sandalphon's Unerring Projectile, Sandalphon's Unerring Projectile, Ray of Enfeeblement

Level 2, DC 21: 4+2Abilty+1 Slots
Resist Energy(B), Scorching Ray (Acid), Scorching Ray (Acid), Scorching Ray (Acid), Scorching Ray (Acid), Create Magic Tattoo, Create Magic Tattoo

Level 3, DC 22: 4+4(RoW III)+2Abilty+1 Slots
Tenacious Dispelling(B), Spell Vulnerability, Blink, Blink, Haste, Haste, Haste, Seira's Unicorn Arrow, Seira's Unicorn Arrow, Spell Vulnerability, Spell Vulnerability

Level 4, DC 23: 4+4(RoW IV)+2Ability+1 Slots
Slashing Dispel(B), Dimensional Anchor, Scorching Ray (Empowered/Acid), Scorching Ray (Empowered/Acid), Scorching Ray (Empowered/Acid), Orb of Force, Orb of Force

Level 5, DC 24: 4+4(RoWV)+2Abilty+1 Slots
Duelward(B), Ray of Clumsiness (Empowered/Split Ray), Ray of Clumsiness (Empowered/Split Ray), Ray of Clumsiness (Empowered/Split Ray), Ray of Clumsiness (Empowered/Split Ray), Wall of Force, Wall of Force, Wall of Force, Ray of Enfeeblement (Empowered/Split Ray), Ray of Enfeeblement (Empowered/Split Ray), Ray of Enfeeblement (Empowered/Split Ray)

Level 6, DC 25: 4+1Abilty+1 Slots
Dispel Magic (Greater)(B), Dispel Magic (Greater), Dispel Magic (Greater), Dispel Magic (Greater), Dispel Magic (Greater), Scorching Ray (Empowered/Split/Acid)

Level 7, DC 26: 4+4(RoWVII)+1Abilty+1 Slots
Spell Turning(B), Spell Turning, Spell Turning, Spell Turning, Elemental Body, Elemental Body, Greater Arcane Sight, Greater Arcane Sight, Summon Monster VII, Summon Monster VII

Level 8, DC 27: 4+4(RoWVIII)+1Abilty+1 Slots
Surraruthru's Stupendous Dragonskin(B), Mind of the Dragon Princess, Agility of the Dragon Princess, Endurance of the Dragon Princess, Strength of the Dragon Princess, Beauty of the Dragon Princess, Summon Monster VIII, Summon Monster VIII, Discern Location, Discern Location

Level 9, DC 28: 4+4(RoWIX)+1Ability+1 Slots
Reaving Dispel(B), Gate, Time Stop, Time Stop, Maw of Chaos, Maw of Chaos, Magic Disjunction, Magic Disjunction, Magic Disjunction, Magic Disjunction

Level 10, DC 29: 4+1 Slots
Energy Immunity(B), Bibliotheca Arcana, Energy Immunity, Energy Immunity, Energy Immunity

Level 11, DC 30: 4+1 Slots
Superb Dispelling(B), Epic Mage Armor, Superb Dispelling, Superb Dispelling, Superb Dispelling

Level 12, DC 31: 1+1 Slots
Rain of Desolation (B), Rain of Desolation


Sorcerer 17 (Dragon)
Spoiler: ShowHide

Level 0, DC 19: 6 Slots: 6/6
Spells Known (9): Acid Splash, Read Magic, Mage Hand, Mending, Message, Prestidigitation

Level 1, DC 20: 6+6(RoWI)+3(Stat) Slots: 15/15
Spells Known (5): Nerveskitter, Floating Disk, Ray of Enfeeblement, Ray of Clumsiness, Sandalphon's Unerring Projectile

Level 2, DC 21: 6+2(Stat) Slots: 5/8
Spells Known (5): Create Magic Tattoo, Spell Enhancer, Scorching Ray, Gust of Wind, Knock

Level 3, DC 22: 6+6(Ring of Wizardry III)+2(Stat) Slots: 14/14
Spells Known (4): Spell Vulnerability, Haste, Shrink Item, Seira's Unicorn Arrow

Level 4, DC 23: 6+6(RoWIV)+2(Stat) Slots: 14/14
Spells Known (4): Assay Spell Resistance, Orb of Force, Enervation, Greater Mirror Image

Level 5, DC 24: 6+6(RoWV)+2(Stat) Slots: 14/14
Spells Known (4): Arcane Fusion, Evacuation Rune, Acid Rain, Greater Blink

Level 6, DC 25: 6+1(Stat) Slots: 5/7
Spells Known (3): Greater Dispel Magic, Acid Fog, Disintegrate

Level 7, DC 26: 6+6(RoWVII)+1(Stat) Slots: 13/13
Spells Known (3): Retributive Enervation, Delayed Blast Fireball, Plane Shift

Level 8, DC 27: 4+4(RoWVIII)+1(Stat) Slots:8/9
Spells Known (2): Arcane Fusion (Greater), Moment of Prescience


SLAs
Spoiler: ShowHide

(Use age category or caster level, whichever is higher as the caster level for these abilities.)
At will:--Dancing Lights, Detect Magic, Ghost Sound
3/day:--Charm Monster, Entangle, Glitterdust, Invisibility, Major Image, Obscuring Mist, Protection from Evil, Holy Aura
1/day--Animate Objects, Mind Fog, Project Image, Summon Nature's Ally IV, Bless, Aid, Detect Evil, Cure Serious Wounds, Neutralize Poison, Holy Smite, Remove Disease, Dispel Evil, Holy Word, Hallow, Mass Charm Monster, Summon Monster IX (Celestials Only), Resurrection
1/month:--Commune with Nature.

Special Attacks: Breath Weapon (Su), Daylight (Su) (At will), Smite Evil (Su) (1/Day)


Magic Items
Spoiler: ShowHide

Boots of Draconic Freedom: Grants the wearer At-Will Greater Teleportation (CL13) as a Move Action and a constant Freedom of Movement effect.
Headband of Conscious Effort +15: +15 Competence bonus to Concentration checks, 1/day make a Concentration check in place of Fort save.
Gloves of Casting - Normal Metamagic Rod of Maximize: 3/day the caster can apply Maximize to a spell of up to 6th level.
Greater Metamagic Rod of Substitution (Acid): 3/day the caster can change the damage type of a spell to the indicated type up to 9th level.
4x Anti-Magic Field Stones: These innocuous looking stones function as an Anti-Magic Field once activated. 1/day use.
Portable Hole: When opened fully, a portable hole is 12 feet in diameter, but it can be folded up to be as small as a pocket handkerchief. When spread upon any surface, it causes an extradimensional space 20 feet deep to come into being.
Vest of the Archmagi: 3/day recall an arcane spell previously prepared and cast for any spell up to 9th level as a swift action. Expend a prepared arcane spell or spell slot to heal self equal to five times the level of the spell as a swift action.
Wand of Battlemagic Perception: 35/50 charges
This is not the greatest post in the world, no... this is just a tribute.