Joey Taiolu True Neutral None Rank 0 Click for Zoom
Character Name PLAYER ALIGNMENT DEITY Corruption
Outsider 15 / Bloodline 3 / Sorcerer 29 / Rogue 18 / Humanoid 10 ??? Fallen Angel: Astral Deva, Human: Mouse Touched Small / 5 ft. 3' 7" 55 lbs. Darkvision (60 ft.), Low-Light
CLASS EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT VISION
75 1 6 Male Green Brown, Wavy
LEVEL DIVINE RANK AGE GENDER EYES HAIR
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
25 +7 33 +11
DEX
Dexterity
24 +7 22 +6
CON
Constitution
26 +8 30 +10
INT
Intelligence
22 +6 22 +6
WIS
Wisdom
23 +6 23 +6
CHA
Charisma
27 +8 27 +8

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
1000




15/- 15/Epic 10/Cold Iron 10/Magic
Walk 80 ft. Fly 100 ft. (Good)
AC
Armour Class
44 : 26 : 44 = 10 + 0 + 0 + 6 + 1 + 18 + 0 + 8 + 1
TOTAL TOUCH FLAT BASE ARMOR
BONUS
SHIELD
BONUS
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
DODGE
BONUS
DEFLECTION
BONUS
MISC
BONUS
INITIATIVE
Modifier
+6 = +6 + +0
TOTAL DEX MISC
BASE ATTACK
Bonus
+25/+20/+15/+10


0 +0 33  
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
TEMP
SAVING THROWS TOTAL BASE ABILITY MAGIC EPIC MISC TEMPORARY
Fortitude
Constitution
+36 = +10 + +25 + +0
+ +15
+ +1
+
Reflex
Dexterity
+36 = +14 + +21 + +0
+ +15
+ +1
+
Will
Wisdom
+20 = +13 + +21 + +0
+ +15
+ -14
+
CONDITIONAL MODIFIERS:
+6 bonus on Reflex saves made to avoid traps and a +6 dodge bonus to AC against attacks made by traps.
TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+35/+30/+25/+20 = +25/+20/+15/+10
+ +11 + -1
+ 15
+ +0
+
RANGED
ATTACK BONUS
+30/+25/+20/+15 = +25/+20/+15/+10
+ +6 + -1
+ 15
+ +0
+
GRAPPLE
ATTACK BONUS
+35/+30/+25/+20 = +25/+20/+15/+10
+ +11 + -1
+ +0
+ +0
+
CONDITIONAL MODIFIERS:
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
+35/+30/+25/+20
1d2+11
20/x2
5 ft.

SLAM TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
+35
2d6+16
20/x2
0 ft.

SKILLS MAX
RANKS
78/39
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
  Appraise INT 10 = 6
+ 4
+ 0
  Balance DEX 31 = 6
+ 23
+ 2
  Bluff CHA 20 = 8
+ 13
+ -1
  Bluff (Flattery) CHA 8 = 8
+ 0
+ 0
  Climb STR 14 = 11
+ 3
+ 0
  Climb (Swarm Huge Monster) STR 11 = 11
+ 0
+ 0
  Concentration CON 32 = 10
+ 22
+ 0
  Craft (Alchemy) INT 25 = 6
+ 19
+ 0
  Craft (Doll-Making) INT 51 = 6
+ 45
+ 0
  Craft (Painting) INT 40 = 6
+ 34
+ 0
  Craft (Sculpting) INT 40 = 6
+ 34
+ 0
  Craft (Untrained) INT 6 = 6
+ 0
+ 0
  Decipher Script INT 10 = 6
+ 4
+ 0
  Diplomacy CHA 40 = 8
+ 26
+ 6
  Diplomacy (Dragon Protocol) CHA 12 = 8
+ 0
+ 4
  Disable Device INT 10 = 6
+ 4
+ 0
  Disguise CHA 20 = 8
+ 12
+ 0
  Escape Artist DEX 19 = 6
+ 13
+ 0
  Forgery INT 15 = 6
+ 9
+ 0
  Gather Information CHA 25 = 8
+ 16
+ 1
  Handle Animal CHA 21 = 8
+ 13
+ 0
  Heal WIS 6 = 6
+ 0
+ 0
  Hide DEX 20 = 6
+ 18
+ -4
  Intimidate CHA 21 = 8
+ 14
+ -1
  Jump STR 42 = 11
+ 9
+ 22
  Jump (Leap into the Saddle) STR 13 = 11
+ 0
+ 2
  Knowledge (Arcana) INT 35 = 6
+ 28
+ 1
  Knowledge (Nature) INT 22 = 6
+ 13
+ 3
  Knowledge (Religion) INT 40 = 6
+ 33
+ 1
  Knowledge (The Planes) INT 20 = 6
+ 13
+ 1
  Listen WIS 40 = 6
+ 35
+ -1
  Move Silently DEX 29 = 6
+ 23
+ 0
  Open Lock DEX 14 = 6
+ 8
+ 0
  Perform (Act) DEX 30 = 8
+ 22
+ 0
  Perform (Dance) DEX 30 = 8
+ 22
+ 0
  Perform (Sing) CHA 40 = 8
+ 32
+ 0
  Perform (Untrained) CHA 8 = 8
+ 0
+ 0
  Profession (Prostitute) CHA 40 = 6
+ 34
+ 0
  Profession (Scribe) CHA 30 = 6
+ 24
+ 0
  Ride DEX 15 = 6
+ 7
+ 2
  Search INT 10 = 6
+ 4
+ 0
  Search (Stash Item) INT 6 = 6
+ 0
+ 0
  Sense Motive WIS 20 = 6
+ 16
+ -2
  Sleight of Hand DEX 14 = 6
+ 6
+ 2
  Spellcraft INT 50 = 6
+ 40
+ 4
  Spot WIS 10 = 6
+ 5
+ -1
  Strategy INT 6 = 6
+ 0
+ 0
  Survival WIS 26 = 6
+ 20
+ 0
  Swim STR 12 = 11
+ 1
+ 0
  Tactics INT 6 = 6
+ 0
+ 0
  Tumble DEX 16 = 6
+ 8
+ 2
  Use Rope DEX 9 = 6
+ 3
+ 0
   =
+
+
◆ = Useable Untrained
CONDITIONAL MODIFIERS:

EQUIPMENT
ITEM LOCATION QTY WT. COST
 Slam
Equipped
1
0
0
ITEM LOCATION QTY WT. COST
TOTAL WEIGHT CARRIED/VALUE   0 lbs. 0 gp
WEIGHT ALLOWANCE
Light 800 Medium 1600 Heavy 2400
Lift Over Head 2400 Lift Off Ground 4800 Push or Drag 12000

MONEY
Unspent Funds = 0.0

TEMPLATES
Assign Race Type ~ Humanoid, Assign Subtype ~ Angel, Assign Subtype ~ Augmented, Base Race Type, Divine Rank, Fiendish

SALIENT DIVINE ABILITIES
Divine Spellcasting, Speak with Creatures

1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.
Standard Outfit
LANGUAGES
Common, Elven, Celestial, Draconic, Infernal
PROFICIENCIES
Aclis, Angle Knife, Ankus, Axe (Carpenter's), Axe (Throwing), Bagh Nakh, Battleaxe, Bec de Corbin, Bladed Bow, Boulder, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Punching), Dart, Fakirs Horns, Falchion, Flail, Flail (Heavy), Flamberge, Flametongue, Flax, Gauntlet, Gauntlet (Spiked), Gladius, Glaive, Grapple, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Half Moon Spear, Hammer (Light), Handaxe, Headsman's Axe, Javelin, Karambit, Karvar, Khopesh, Kukri, Lance, Longbow, Longspear, Longsword, Mace (Heavy), Mace (Light), Morningstar, Pick (Heavy), Pick (Light), Pike, Pilum, Quarterstaff, Ranseur, Rapier, Sap, Sawtooth, Scimitar, Scythe, Shieldbash (Heavy), Shieldbash (Light), Shortbow, Shortspear, Sickle, Slam, Sling, Spear, Spells (Ray), Spells (Touch), Spider Throwing Knife, Spiked Armor, Spiked Helmet, Staff Sling, Sword (Bastard), Sword (Cane), Sword (Gauntlet), Sword (Short), Sword (Tulwar), Sword (Unicorn Horn), Sword-Pike, Trident, Unarmed Strike, War Rake, Waraxe (Dwarven), Warhammer
SPECIAL ATTACKS
Sneak Attack +9d6 [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     Your attack deals extra damage any time your target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the you flank your target. This extra damage is 9d6. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You can sneak attack only living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Spell-Like Abilities [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     At will-aid, continual flame, detect evil, discern lies (DC 19), dispel evil (DC 20), dispel good (DC 20), dispel magic, calming aura (DC 23), Lay on Hands (DC 19), divine word (DC 22), invisibility (self only), plane shape, plane shift (DC 22), remove curse (DC 18), remove disease (DC 18), remove fear (DC 16); 7/day-cure light wounds (DC 16), see invisibility; 1/day-blade barrier (DC 21), heal (DC 21). Caster level 12th. The save DCs are Charisma-based.
Stun (Su) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     If a fallen astral deva strikes an opponent twice in one round with its slam attack, that creature must succeed on a DC 22 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.
SPECIAL QUALITIES
Automatic Actions [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     2, max DC 15
Black Marketeer [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Empire]
     The rogue may opt to gain a 50% increase in the prices of the goods he is selling. However, this is a 10% chance that the rogue's business partner will make off with the goods and not pay.
Block Sensing (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     1 Hours
Call of Magic [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Empire]
     When recruiting units for his armies, the sorcerer can upgrade soldiers from 1st-level warriors to 1st-level Sorcerers without paying additional costs.
Change Shape (Su) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     An astral deva can assume the form of any Small or Medium humanoid.
Weapon and Armor Proficiency [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesII]
     Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
Trapfinding [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesII]
     Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesII]
     At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Special Abilities [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesII]
     On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options. Crippling Strike, Defensive Roll, Improved Evasion, Opportunist, Skill Mastery, Slippery Mind, Feat.
Familiar [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesII]
     A sorcerer can obtain a familiar (see below). Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in power. If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerer's experience point total can never go below 0 as the result of a familiar's demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs. A character with more than one class that grants a familiar may have only one familiar at a time.
Spells [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesII]
     A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below). To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier. Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score. A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can't use this method of spell acquisition to learn spells at a faster rate, however. Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he'll cast.
Weapon and Armor Proficiency [Wizards of the Coast - Revised (v.3.5) System Reference Document, classesII]
     Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer's gestures, which can cause his spells with somatic components to fail.
Communication (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    
Create Magic Items (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     4500 gp
Criminal Mastermind [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Empire]
     The rogue may use his Black Marketeer ability without the 10% chance of losing the goods. He may by items and materials at 75% of their normal prices.
Darkvision (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     Range 60; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Divine Aura [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     10 ft.
Divine Rank [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     1
Divine Speed [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    
Draconic Monarch [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Empire]
     The sorcerer gains a small-sized unit of dragons, fey, undead, or magical beasts whose CR or total level is up to 4.
Godly Realm (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     100 ft./100 ft.
Grant Spells (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    
Immortal (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    
Immunity to Ability Damage (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You are never subject to Ability Damage
Immunity to Ability Drain (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You are never subject to Ability Drain
Immunity To Acid (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You never take Acid damage
Immunity To Cold (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You never take Cold damage
Immunity To Death Effects (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You are never subject to death effects
Immunity To Disease (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You never take disease damage
Immunity To Disintegration (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You can never be disintegrated
Immunity To Electricity (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You never take Electricity damage
Immunity To Energy Drain (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You can never be energy drained
Immunity To Mind-Affecting (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You are never subject to mind-affecting effects
Immunity To Paralysis (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You can never be paralysed
Immunity To Petrification (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You can never be petrified
Immunity To Poison (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You never take poison damage
Immunity To Sleep (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You are never subject to sleep effects
Immunity To Stunning (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You can never be stunned
Immunity To Transmutation (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You can never be transmutated
Improved Uncanny Dodge (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     Character can no longer be flanked; you can react to opponents on opposite sides of you as easily as you can react to a single attacker. This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target has uncanny dodge levels [Rogue Level 34]. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Low-Light Vision (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You can see 2x as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Natural Weapons [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     A fallen astral deva's natural weapons, as well as any weapons it wields, are treated as cold iron for the purpose of overcoming damage reduction.
Portfolio Sense (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    
Protective Aura (Su) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    
Remote Sensing [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     2 Locations
Resistance To Fire (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You may ignore 46 points of Fire damage each time you take Fire damage
Smite Good (Su) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You may attempt to smite good with one normal melee attack. You add your Charisma modifier (if positive) to your attack roll and deals 1 extra point of damage per granting class level. If you accidentally smites a creature that is not good, the smite has no effect, but the use is still spent.
Sorcerer Lord [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Empire]
     Sorcerer Lord The sorcerer gains a +5 circumstance bonus when scrying any area within his domain. Also, if the sorcerer takes part in a battle involving units he raised and hired, his army gains a +2 morale bonus to all saves against magical spells, supernatural abilities, and spell-like abilities. The sorcerer and all spellcasters under his command gain a +2 morale bonus to all caster level checks to defeat spell resistance.
Strength of Will [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Empire]
     All the followers of the sorcerer gain a +2 morale bonus to their loyalty scores due to the natural arcane attraction.
Tongues (Su) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    
Absent-Minded [Wizards of the Coast - Unearthed Arcana, p.87]
     You are fascinated by knowledge and learning and are capable of pursuing complex trains of thought quite quickly. However, your preoccupation with such thoughts makes you a little less aware of your surroundings.
Easygoing [Wizards of the Coast - Unearthed Arcana, p.87]
     You are naturally friendly. Others feel comfortable around you, but this trait also makes it more difficult for you to be pushy or suspicious.
Honest [Wizards of the Coast - Unearthed Arcana, p.88]
     You are naturally straightforward and sincere. This quality helps you persuade people to your viewpoint, but you have difficulty telling lies and seeing deception in others.
Polite [Wizards of the Coast - Unearthed Arcana, p.89]
     You are courteous and well spoken.
Trap Sense +6 (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     You gain an intuitive sense that alerts you to danger from traps, giving you a +6 bonus on Reflex saves made to avoid traps and a +6 dodge bonus to AC against attacks made by traps.
Travel (Sp) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    
Uncanny Dodge (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     An astral deva retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 16th level. It can flank characters with the uncanny dodge ability as if it were a 12th-level rogue.
Uncanny Dodge (Ex) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
     Character retains their Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, they still loses his Dexterity bonus to AC if immobilized.
FEATS
Armor Skin (3x) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    Gain a +1 natural armor bonus.
Combat Casting [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.
Combat Expertise [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    When you use the attack action or the full attack action in melee, you can take a penalty of as much as 5 on your attack roll and add the same number as a dodge bonus to your Armor Class.
Combat Reflexes [Wizards of the Coast - Revised (v.3.5) System Reference Document, Feats]
    You may make a number of additional attacks of opportunity equal to your Dexterity bonus.
Damage Reduction (5x) [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You gain a damage reduction of 3/-.
Energy Resistance ~ Cold (2x) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    You gain energy resistance to cold energy.
Energy Resistance ~ Fire (2x) [Wizards of the Coast - Revised (v.3.5) System Reference Document]
    You gain energy resistance to fire energy.
Epic Spellcasting [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    You may develop and cast epic spells. If you are an arcane spellcaster, you may cast a number of epic spells per day equal to your ranks in Knowledge (arcana) divided by 10. If you are a divine spellcaster, you may cast a number of epic spells per day equal to your ranks in Knowledge (religion) or Knowledge (nature) divided by 10.
Eternal Youth [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.35]
    Your increased vigor allows you to ignore the effects of aging.
Improved Combat Reflexes [Wizards of the Coast - Revised (v.3.5) System Reference Document, EpicFeats]
    There is no limit to the number of attacks of opportunity you can make in one round.
Taunt [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.80]
    You have a wicked senseof humor and can come up with scathing, incisive jibes at the drop of a hat. Most people are leery of getting on your bad side, though sometimes you have to hold your tongue in order to avoid getting in trouble with those in power.
Thick Hide (Cold, Hot) [Alderac Entertainment Group - Alderac Entertainment Group (AEG) - Feats, p.80]
    You are much more resistant to extreme temperatures.
Wingover [Wizards of the Coast - Revised (v.3.5) System Reference Document, MonsterFeats]
    A flying creature with this feat can change direction quickly once each round as a free action.

Innate Spell-like Abilities
Aid
Save: None
Time: 1 standard action, at will
Duration: 12 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Enchantment
Effect:  +1 on attack rolls, +1 against fear, 1d8+10 temporary hp.
Source:  RSRD SpellsA-B
Target Area:   Living creature touched
Caster Level:   12
Blade Barrier
DC: 24
Save: Reflex half or Reflex negates; see text
Time: 1 standard action, 1/Day
Duration: 12 minutes [D]
Rng: Medium (220 ft.)
Comp: V, S
SR: Yes
School: Evocation
Effect:  Wall of blades deals 12d6 damage.
Source:  RSRD SpellsA-B
Target Area:   Wall of whirling blades up to 240 ft. long, or a ringed wall of whirling blades with a radius of up to 30 ft; either form 20 ft. high
Caster Level:   12
Continual Flame
Save: None
Time: 1 standard action, at will
Duration: Permanent
Rng: Touch
Comp: V, S, M
SR: No
School: Evocation
Effect:  Makes a permanent, heatless torch.
Source:  RSRD SpellsC
Target Area:   Object touched Magical, heatless flame
Caster Level:   12
Cure Light Wounds
DC: 19
Save: Will half (harmless); see text
Time: 1 standard action, 7/Day
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless); see text
School: Conjuration
Effect:  Cures 1d8+5 damage.
Source:  RSRD SpellsC
Target Area:   Creature touched
Caster Level:   12
Detect Evil
Save: None
Time: 1 standard action, at will
Duration: Concentration, up to 120 minutes [D]
Rng: 60 ft.
Comp: V, S, DF
SR: No
School: Divination
Effect:  Reveals creatures, spells, or objects of selected alignment.
Source:  RSRD SpellsD-E
Target Area:   Cone-shaped emanation
Caster Level:   12
Discern Lies
DC: 22
Save: Will negates
Time: 1 standard action, at will
Duration: Concentration, up to 12 rounds
Rng: Close (55 ft.)
Comp: V, S, DF
SR: No
School: Divination
Effect:  Reveals deliberate falsehoods.
Source:  RSRD SpellsD-E
Target Area:   12 creatures, no two of which can be more than 30 ft. apart
Caster Level:   12
Dispel Evil
DC: 23
Save: See text
Time: 1 standard action, at will
Duration: 12 rounds or until discharged, whichever comes first
Rng: Touch
Comp: V, S, DF
SR: See text
School: Abjuration
Effect:  +4 bonus against attacks.
Source:  RSRD SpellsD-E
Target Area:   You and a touched evil creature from another plane; or you and an enchantment or evil spell on a touched creature or object
Caster Level:   12
Dispel Good
DC: 23
Save: See text
Time: 1 standard action, at will
Duration: 12 rounds or until discharged, whichever comes first
Rng: Touch
Comp: V, S, DF
SR: See text
School: Abjuration
Effect:  +4 bonus against attacks.
Source:  RSRD SpellsD-E
Target Area:   You and a touched good creature from another plane; or you and an enchantment or good spell on a touched creature or object
Caster Level:   12
Dispel Magic
Save: None
Time: 1 standard action, at will
Duration: Instantaneous
Rng: Medium (220 ft.)
Comp: V, S
SR: No
School: Abjuration
Effect:  Cancels magical spells and effects.
Source:  RSRD SpellsD-E
Target Area:   One spellcaster, creature, or object; or 20-ft.-radius burst
Caster Level:   12
Heal
DC: 24
Save: Will negates (harmless)
Time: 1 standard action, 1/Day
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Conjuration
Effect:  Cures 120 points of damage, all diseases and mental conditions.
Source:  RSRD SpellsH-L
Target Area:   Creature touched
Caster Level:   12
Charm Aura
DC: 26
Save: See text
Time: 1 standard action, at will
Duration: 12 rounds [D]
Rng: 20 ft.
Comp: V, S, F
SR: Yes (harmless)
School: Abjuration
Effect:  Charm Monster Spell on all those in aura.
Source:  RSRD SpellsH-L
Target Area:   12 creatures in a 20-ft.-radius burst centered on you
Caster Level:   12
Lay on Hands
DC: 22
Save: None
Time: 1 standard action, at will
Duration: Instantaneous;
Rng: Touch
Comp: V, S
SR: Yes
School: Evocation
Effect:  As the paladin ability, but use the player level.
Source:  RSRD SpellsH-L
Target Area:   One Creature Touched
Caster Level:   12
Divine Word
DC: 25
Save: None or Will negates; see text
Time: 1 standard action, at will
Duration: Instantaneous
Rng: 40 ft.
Comp: V
SR: Yes
School: Evocation
Effect:  Kills, paralyzes, blinds, or deafens non true neutral targets
Source:  RSRD SpellsH-L
Target Area:   Nongood creatures in a 40-ft.-radius spread centered on you
Caster Level:   12
Invisibility (Self Only)
Save:
Time: 1 standard action, at will
Duration: 12 minutes [D]
Rng: Personal
Comp: None
SR:
School: Illusion
Effect:  You are invisible for 12 minutes or until you attack.
Source:  RSRD SpellsH-L
Target Area:   You
Caster Level:   12
Plane Shape
DC: 25
Save: None
Time: 1 standard action, at will
Duration: Instantaneous
Rng: Demiplane
Comp: V, S, F
SR: Yes
School: Conjuration
Effect:  Control aspects of your plane.
Source:  Custom
Target Area:   Your plane
Caster Level:   12
Plane Shift
DC: 25
Save: Will negates
Time: 1 standard action, at will
Duration: Instantaneous
Rng: Touch
Comp: V, S, F
SR: Yes
School: Conjuration
Effect:  As many as eight subjects travel to another plane.
Source:  RSRD SpellsP-R
Target Area:   Creature touched, or up to eight willing creatures joining hands
Caster Level:   12
Polymorph (Self Only)
Save:
Time: 1 standard action, at will
Duration: 12 minutes [D]
Rng: Personal
Comp: None
SR:
School: Transmutation
Effect:  You assume a new form.
Source:  RSRD SpellsP-R
Target Area:   You
Caster Level:   12
Remove Curse
DC: 21
Save: Will negates (harmless)
Time: 1 standard action, at will
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Abjuration
Effect:  Frees object or person from curse.
Source:  RSRD SpellsP-R
Target Area:   Creature or item touched
Caster Level:   12
Remove Disease
DC: 21
Save: Fortitude negates (harmless)
Time: 1 standard action, at will
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Conjuration
Effect:  Cures all diseases affecting subject.
Source:  RSRD SpellsP-R
Target Area:   Creature touched
Caster Level:   12
Remove Fear
DC: 19
Save: Will negates (harmless)
Time: 1 standard action, at will
Duration: 10 minutes; see text
Rng: Close (55 ft.)
Comp: V, S
SR: Yes (harmless)
School: Abjuration
Effect:  Suppresses fear or gives +4 on saves against fear for 4 subjects.
Source:  RSRD SpellsP-R
Target Area:   4 creatures, no two of which can be more than 30 ft. apart
Caster Level:   12
See Invisibility
Save: None
Time: 1 standard action, 7/Day
Duration: 120 minutes [D]
Rng: Personal
Comp: V, S, M
SR: No
School: Divination
Effect:  Reveals invisible creatures or objects.
Source:  RSRD SpellsS
Target Area:   You
Caster Level:   12
Teleport, Greater
DC: 10
Save: None and Will negates (object)
Time: 1 standard action, at will
Duration: Instantaneous
Rng: Personal and touch
Comp: V
SR: No and Yes (object)
School: Conjuration
Effect:  As teleport, but no range limit and no off-target arrival.
Source:  RSRD SpellsT-Z
Target Area:   You and touched objects or other touched willing creatures
Caster Level:   75


Sorcerer Spells - 98 Spell Points
LEVEL 0 1 2 3 4 5 6 7 8 9 10
KNOWN 9 5 5 4 4 4 3 3 3 3 1
SPELL POINT COST 1 3 5 7 9 11 13 15 17 19 23
LEVEL 0
Aura of No Effect
Save: None (harmless)
Time: 1 standard action
Duration: 29 minutes [D]
Rng: Personal
Comp: V
SR: No (harmless)
School: Illusion
Effect:  This spell creates a shimmering aura of magical energy around the caster.
Source:  7Strange p.2
Target Area:   Surrounds caster in a shimmering glow
Caster Level:   29
Cubes of Ice
Save: None
Time: 1 standard action
Duration: See text
Rng: Close (95 ft.)
Comp: S, M
SR: No
School: Conjuration
Effect:  Produces 2d12 dozen cubes of frozen water, each approximately 1 cubic inch in size.
Source:  7Conj p.2
Target Area:   Calls forth frozen water in cubic form
Caster Level:   29
Enchanting Flavor
Save: None
Time: Full round
Duration: Instantaneous
Rng: Touch
Comp: V, S, M
SR: No
School: Transmutation
Effect:  Improves the taste of food
Source:  BoEMC p.122
Target Area:   One meal
Caster Level:   29
Light My Fire
Save: None
Time: 1 full round action
Duration: Instantaneous
Rng: Close (95 ft.)
Comp: V, S
SR: Yes
School: Evocation
Effect:  Starts a fire quickly.
Source:  50Evocat p.24
Target Area:   Unattended, non-magical objects
Caster Level:   29
Lock/Unlock
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (95 ft.)
Comp: V, S
SR: No
School: Transmutation
Effect:  Any single, non-magical container or portal within the spell's range equipped with a latch, lock, drawstring, or other similar securing feature is instantly either locked or unlocked at the caster's discretion.
Source:  7Trans p.2
Target Area:   Locks or unlocks an item or door
Caster Level:   29
Pointer
Save: None, or Will negates (see text)
Time: 1 standard action
Duration: 29 minutes [D]
Rng: Personal
Comp: V, S
SR: No
School: Evocation
Effect:  Shines a beam of light from your finger.
Source:  50Evocat p.27
Target Area:   You
Caster Level:   29
Bellamy's Proper Burial
Save: None
Time: 1 minute
Duration: Permanent
Rng: Close (95 ft.)
Comp: V, S, M
SR: No
School: Conjuration
Effect:  Provides an instant gravesite for any creature that has recently passed on.
Source:  7Conj p.2
Target Area:   One grave
Caster Level:   29
Puff of Wind
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (95 ft.)
Comp: S
SR: No
School: Evocation
Effect:  Creates a tiny gust.
Source:  PlanarMa p.32
Target Area:   A tiny breeze
Caster Level:   29
Summon Bag
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Unlimited on one plane
Comp: V, S
SR: No
School: Conjuration
Effect:  Instantly summons any mundane or magical bag [including bags of holding], regardless of size, belonging to the caster.
Source:  7Summ p.2
Target Area:   Summons a single bag
Caster Level:   29
LEVEL 1
Color
DC: 19
Save: Will negates, see text; or none (object)
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes
School: Transmutation
Effect:  This spell permanently alters the color of a creature or object.
Source:  Curses p.9
Target Area:   One creature or object of no more than 2 cu. ft./level
Caster Level:   29
Copy
DC: 19
Save: Will negates (object); see text
Time: 1 round
Duration: Instantaneous
Rng: Touch
Comp: V, S, F, M
SR: Yes (object)
School: Evocation
Effect:  Copies pages, books, or maps.
Source:  EldSor p.49
Target Area:   One page or book
Caster Level:   29
Erase
DC: 19
Save: See text
Time: 1 standard action
Duration: Instantaneous
Rng: Close (95 ft.)
Comp: V, S
SR: No
School: Transmutation
Effect:  Mundane or magical writing vanishes.
Source:  RSRD SpellsD-E
Target Area:   One scroll or two pages
Caster Level:   29
Hold Portal
Save: None
Time: 1 standard action
Duration: 29 minutes [D]
Rng: Medium (390 ft.)
Comp: V
SR: No
School: Abjuration
Effect:  Holds door shut.
Source:  RSRD SpellsH-L
Target Area:   One portal, up to 580 sq. ft
Caster Level:   29
Magical Performance
Save: None
Time: Standard action
Duration: 29 minutes
Rng: Personal
Comp: V, S
SR: No
School: Transmutation
Effect:  Bestows +5 circumstance bonus to Perform checks
Source:  BoEMC p.136
Target Area:   You
Caster Level:   29
LEVEL 2
Darkness
Save: None
Time: 1 standard action
Duration: 290 minutes [D]
Rng: Touch
Comp: V, M/DF
SR: No
School: Evocation
Effect:  20-ft. radius of supernatural shadow.
Source:  RSRD SpellsD-E
Target Area:   Object touched
Caster Level:   29
Gust of Wind
DC: 20
Save: Fortitude negates
Time: 1 standard action
Duration: 1 round
Rng: 60 ft.
Comp: V, S
SR: Yes
School: Evocation
Effect:  Blows away or knocks down smaller creatures.
Source:  RSRD SpellsF-G
Target Area:   Line-shaped gust of severe wind emanating out from you to the extreme of the range
Caster Level:   29
Keen Ears
DC: 20
Save: Will negates (harmless)
Time: 1 standard action
Duration: 29 minutes [D]
Rng: Touch
Comp: V, S, M
SR: Yes
School: Transmutation
Effect:  Subject gains +30 bonus on Listen checks.
Source:  EldSor p.81
Target Area:   Creature touched
Caster Level:   29
Prowess of the Prophet
Save: None
Time: 1 standard action
Duration: 29 minutes
Rng: Personal
Comp: V, F
SR: No
School: Divination
Effect:  Provides insight for attack rolls.
Source:  EldSor p.103
Target Area:   Self
Caster Level:   29
See Invisibility
Save: None
Time: 1 standard action
Duration: 290 minutes [D]
Rng: Personal
Comp: V, S, M
SR: No
School: Divination
Effect:  Reveals invisible creatures or objects.
Source:  RSRD SpellsS
Target Area:   You
Caster Level:   29
LEVEL 3
Dispel Magic
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Medium (390 ft.)
Comp: V, S
SR: No
School: Abjuration
Effect:  Cancels magical spells and effects.
Source:  RSRD SpellsD-E
Target Area:   One spellcaster, creature, or object; or 20-ft.-radius burst
Caster Level:   29
Illusory Script
DC: 21
Save: Will negates; see text
Time: 1 minute or longer; see text
Duration: 29 days [D]
Rng: Touch
Comp: V, S, M
SR: Yes
School: Illusion
Effect:  Only intended reader can decipher.
Source:  RSRD SpellsH-L
Target Area:   One touched object weighing no more than 10 lb.
Caster Level:   29
Reveal Tracks
Save: None
Time: 1 standard action
Duration: 1d4 rounds
Rng: Close (95 ft.)
Comp: V, M
SR: Yes
School: Divination
Effect:  The last set of tracks created in an area glow with a faint luminescence for the duration.
Source:  7Div p.2
Target Area:   30-ft. radius spread
Caster Level:   29
Wind Wall
DC: 21
Save: None; see text
Time: 1 standard action
Duration: 29 rounds
Rng: Medium (390 ft.)
Comp: V, S, M/DF
SR: Yes
School: Evocation
Effect:  Deflects arrows, smaller creatures, and gases.
Source:  RSRD SpellsT-Z
Target Area:   Wall up to 290 ft. long and 145 ft. high [S]
Caster Level:   29
LEVEL 4
Charm Monster
DC: 22
Save: Will negates
Time: 1 standard action
Duration: 29 days
Rng: Close (95 ft.)
Comp: V, S
SR: Yes
School: Enchantment
Effect:  Makes monster believe it is your ally.
Source:  RSRD SpellsC
Target Area:   One living creature
Caster Level:   29
Prophet's Eye
DC: 22
Save: Will negates (See text)
Time: 1 standard action
Duration: 1 hour
Rng: Close (95 ft.)
Comp: V, S, F
SR: Yes
School: Divination
Effect:  See, hear, and feel a target's experiences.
Source:  EldSor p.101
Target Area:   Self and one living creature
Caster Level:   29
Remove Curse
DC: 22
Save: Will negates (harmless)
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Abjuration
Effect:  Frees object or person from curse.
Source:  RSRD SpellsP-R
Target Area:   Creature or item touched
Caster Level:   29
Solid Fog
Save: None
Time: 1 standard action
Duration: 29 minutes
Rng: Medium (390 ft.)
Comp: V, S, M
SR: No
School: Conjuration
Effect:  Blocks vision and slows movement.
Source:  RSRD SpellsS
Target Area:   Fog spreads in 20-ft. radius, 20 ft. high
Caster Level:   29
LEVEL 5
Contact Other Plane
Save: None
Time: 10 minutes
Duration: Concentration
Rng: Personal
Comp: V
SR: No
School: Divination
Effect:  Lets you ask question of extraplanar entity.
Source:  RSRD SpellsC
Target Area:   You
Caster Level:   29
Major Creation
Save: None
Time: 10 minutes
Duration: See text
Rng: Close (95 ft.)
Comp: V, S, M
SR: No
School: Conjuration
Effect:  As minor creation, plus stone and metal.
Source:  RSRD SpellsM-O
Target Area:   Unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level
Caster Level:   29
Permanency
Save: None
Time: 2 rounds
Duration: Permanent; see text
Rng: See text
Comp: V, S, XP
SR: No
School: Universal
Effect:  Makes certain spells permanent.
Source:  RSRD SpellsP-R
Target Area:   See text
Caster Level:   29
Telekinesis
DC: 23
Save: Will negates (object) or None; see text
Time: 1 standard action
Duration: Concentration of up to 29 rounds or instantaneous; see text
Rng: Long (1560 ft.)
Comp: V, S
SR: Yes (object); see text
School: Transmutation
Effect:  Moves object, attacks creature, or hurls object or creature.
Source:  RSRD SpellsT-Z
Target Area:   See text
Caster Level:   29
LEVEL 6
Flesh to Stone
DC: 24
Save: Fortitude negates
Time: 1 standard action
Duration: Instantaneous
Rng: Medium (390 ft.)
Comp: V, S, M
SR: Yes
School: Transmutation
Effect:  Turns subject creature into statue.
Source:  RSRD SpellsF-G
Target Area:   One creature
Caster Level:   29
Shadow Walk
DC: 24
Save: Will negates
Time: 1 standard action
Duration: 29 hours [D]
Rng: Touch
Comp: V, S
SR: Yes
School: Illusion
Effect:  Step into shadow to travel rapidly.
Source:  RSRD SpellsS
Target Area:   Up to 29 touched creatures
Caster Level:   29
Stone to Flesh
DC: 24
Save: Fortitude negates (object); see text
Time: 1 standard action
Duration: Instantaneous
Rng: Medium (390 ft.)
Comp: V, S, M
SR: Yes
School: Transmutation
Effect:  Restores petrified creature.
Source:  RSRD SpellsS
Target Area:   One petrified creature or a cylinder of stone from 1 ft. to 3 ft. in diameter and up to 10 ft. long
Caster Level:   29
LEVEL 7
Finger of Death
DC: 25
Save: Fortitude partial
Time: 1 standard action
Duration: Instantaneous
Rng: Close (95 ft.)
Comp: V, S
SR: Yes
School: Necromancy
Effect:  Kills one subject.
Source:  RSRD SpellsF-G
Target Area:   One living creature
Caster Level:   29
Teleport, Greater
DC: 25
Save: None and Will negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: Personal and touch
Comp: V
SR: No and Yes (object)
School: Conjuration
Effect:  As teleport, but no range limit and no off-target arrival.
Source:  RSRD SpellsT-Z
Target Area:   You and touched objects or other touched willing creatures
Caster Level:   29
Vision
Save: None
Time: 1 standard action
Duration: See text
Rng: Personal
Comp: V, S, M, XP
SR: No
School: Divination
Effect:  As legend lore, but quicker and strenuous.
Source:  RSRD SpellsT-Z
Target Area:   You
Caster Level:   29
LEVEL 8
Charm Monster, Mass
DC: 26
Save: Will negates
Time: 1 standard action
Duration: 29 days
Rng: Close (95 ft.)
Comp: V
SR: Yes
School: Enchantment
Effect:  As charm monster, but all within 30 ft.
Source:  RSRD SpellsC
Target Area:   One or more creatures, no two of which can be more than 30 ft. apart
Caster Level:   29
Greater Curse
DC: 26
Save: Will negates
Time: 1 standard action
Duration: Permanent
Rng: Touch
Comp: V, S
SR: Yes
School: Necromancy
Effect:  -12 to one ability score; -6 to two ability scores; -8 on attack rolls, saves, and checks; 25% chance of acting normally.
Source:  EldSor p.72
Target Area:   Creature touched
Caster Level:   29
Primal Release
DC: 26
Save: Will negates
Time: Standard action
Duration: 290 minutes
Rng: Close (95 ft.)
Comp: V, S, M
SR: Yes
School: Transmutation
Effect:  Subject becomes stronger, tougher, and more bestial
Source:  BoEMC p.145
Target Area:   One living creature [not you]
Caster Level:   29
LEVEL 9
Gate
Save: None
Time: 1 standard action
Duration: Instantaneous or concentration [up to 29 rounds]; see text
Rng: Medium (390 ft.)
Comp: V, S, XP; see text
SR: No
School: Conjuration
Effect:  Connects two planes for travel or summoning.
Source:  RSRD SpellsF-G
Target Area:   See text
Caster Level:   29
Genesis
Save: None
Time: 1 week
Duration: Instantaneous
Rng: 180 ft
Comp: V, S, M, XP
SR: No
School: Conjuration
Effect:  
Source:  RSRD DivineDomainsandSpells
Target Area:   A demiplane on the Ethereal Plane centered on your location
Caster Level:   29
Wish
DC: 27
Save: See text
Time: 1 standard action
Duration: See text
Rng: See text
Comp: V, XP
SR: Yes
School: Universal
Effect:  As limited wish, but with fewer limits.
Source:  RSRD SpellsT-Z
Target Area:   See text
Caster Level:   29
LEVEL 10
Mystic Arcane Healing
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Medium (390 ft.)
Comp: V, S
SR: No
School: Transmutation
Effect:  Heal 29d20 HP to targets
Source:  Custom
Target Area:   10 Ft. sphere Burst
Caster Level:   29
* = Domain/Specialty Spell