Empedocles
2012-04-18, 12:28 AM
The Enkarni
http://i.imgur.com/Z0trTl.jpg
The darkness within me is hungry...
The enkarni is, by himself, a warrior of average skill. However, he possesses the power to summon a massive "avatar," a personification of his inner power that possesses tremendous strength. The avatar is spawned of the enkarni's will but despite this, it is a separate entity. Many are of slightly different alignments then their enkarni, and this leads to much internal conflict for both of them.
Adventures: Enkarni adventure for the same reasons anyone might. They seek wealth, possibly power, and probably fame.
Characteristics: By himself, the enkarni is a subpar melee combatant, inferior to the fighter. However, his avatar is tremendously strong and possesses far more versatile abilities then him. Also, as he progresses in levels the enkarni learns some utilitarian magical abilities.
Alignment: Enkarni can be of any alignment. However, their avatars are always chaotic, which can lead to some conflict between the two.
Religion: Enkarni are usually not religious, since they have such an inner focus with their avatar.
Background: Enkarni are born with the potential to develop an avatar from their feelings, but not all discover this ability. Those that do often uncover this power in a time of great need, desperation, or anger. Enkarni are never trained.
Races: Enkarni are rare among the monstrous humanoids and goblinoids, but otherwise have an equal chance to be of any race.
GAME RULE INFORMATION
Enkarni have the following game statistics.
Abilities: Wisdom is the enkarni's most important ability score, since it is the primary factor in determining the strength of his avatar. His physical attributes are also very important.
Alignment: Any. However, all avatars are chaotic.
Hit Die: d10
Starting Age: As fighter.
Starting Gold: As cleric.
Class Skills
The enkarni's class skills (and the key ability for each skill) are...
Climb, Concentration, Craft, Iaijutsu Focus, Intimidate, Jump, Listen, Spot, Survival, Tumble.
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Enkarni
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+2|Avatar, Spells, Partial Summon
2nd|
+1|
+0|
+3|
+3|Enhancement
3rd|
+2|
+1|
+3|
+3|Strength Within
4th|
+3|
+1|
+4|
+4|Enhancement
5th|
+3|
+1|
+4|
+4|
6th|
+4|
+2|
+5|
+5|Enhancement
7th|
+5|
+2|
+5|
+5|Shield of Mind
8th|
+6/+1|
+2|
+6|
+6|Enhancement
9th|
+6/+1|
+3|
+6|
+6|
10th|
+7/+2|
+3|
+7|
+7|Enhancement
11th|
+8/+3|
+3|
+7|
+7|Bonus Feat
12th|
+9/4|
+4|
+8|
+8|Enhancement
13th|
+9/+4|
+4|
+8|
+8|
14th|
+10/+5|
+4|
+9|
+9|Enhancement
15th|
+11/+6/+1|
+5|
+9|
+9|
16th|
+12/+17/+2|
+5|
+10|
+10|Enhancement
17th|
+12/+7/+2|
+5|
+10|
+10|Bonus Feat
18th|
+13/+8/+4|
+6|
+11|
+11|Enhancement
19th|
+14/+9/+4|
+6|
+11|
+11|
20th|
+15/+10/+5|
+6|
+12|
+12|Enhancement[/table]
Class Features
All of the following are class features of the enkarni.
Weapon and Armor Proficiencies: The enkarni is proficient with all simple and martial weapons, light and medium armor, but not with shields.
Avatar: This is the primary class ability of the enkarni. It allows him to, as a standard action a number of times per day equal to his level plus his wisdom modifier, summon an incarnation of his inner strength and power known as an avatar. An avatar is essentially a separate character from the enkarni that the enkarni controls, although it does have a separate personality; the enkarni simply controls its physical actions. An avatar is a size category larger then its enkarni, and has the same physical ability scores with the following exceptions: the enkarni adds 1/2 his class level and his wisdom modifier to the avatar's Strength, Dexterity and Constitution scores. The avatar has a 10 Intelligence, a 12 Wisdom, and a 10 Charisma. Its mental ability scores remained unchanged. It has the same number of HD as its enkarni but it rolls a d12 instead of a d10. Every time the enkarni levels up, the avatar gains a HD as a humanoid (similar to the way monster HD advancement works). It has only 2 skill points at each HD (x4 at 1st) and all of the enkarni's class skills are considered class skills for the avatar. The avatar wields the same type of weapon as the enkarni, but it is sized appropriately and has an additional +1 to whatever enhancement bonus the enkarni's weapon has (if the enkarni's weapon is nonmagical, the avatar's is instead magical, and if the enkarni's weapon is masterwork, the avatar's weapon has a +1 enhancement bonus). If the avatar lets go of his weapon it disappears. An avatar also appears to wear armor, which in fact provides an enhancement bonus to AC equal to the enkarni's wisdom modifier. If an avatar is dropped below 0 HP, it disappears and cannot be summoned again until it has recovered to 0 HP or above. If the attack would drop it below -10 HP it cannot be summoned for 1 week. While not summoned, an avatar recovers a number of HP equal to the enkarni's wisdom modifier each day. When summoned, an avatar lasts for a number of rounds equal to 1/2 the enkarni's level plus his wisdom modifier. An avatar gains additional special abilities as the enkarni levels up. An avatar also cannot move more then 100 ft. away from the enkarni after it is summoned. The avatar's saves to the enkarni's, it has a good BAB progression, and it has feats as appropriate for its HD.
Spells: An enkarni can cast arcane spells spontaneously. He can cast any spell on his spell list of an appropriate level. His save DCs and bonus spells per day is based on wisdom. These spells are drawn from the enkarni spell list below. Any spell with a beneficial effect affecting the enkarni also affect his avatar, and vice cersa.
{table=head]Spells Per-Day
{table=head]Level |0| 1 | 2 | 3 | 4 | 5
1st | 3 | 2 | - | - | - | - |
2nd | 4 | 3 | - | - | - | - |
3rd | 5 | 4 | - | - | - | - |
4th | 6 | 5 | - | - | - | - |
5th | 6 | 5 | 2 | - | - | - |
6th | 6 | 6 | 3 | - | - | - |
7th | 6 | 6 | 5 | - | - | - |
8th | 6 | 7 | 6 | - | - | - |
9th | 6 | 7 | 6 | 2 | - | - |
10th | 6 | 8 | 7 | 3 | - | - |
11th | 6 | 8 | 7 | 5 | - | - |
12th | 6 | 8 | 8 | 6 | - | - |
13th | 6 | 9 | 8 | 6 | 2 | - |
14th | 6 | 9 | 8 | 7 | 3 | - |
15th | 6 | 9 | 8 | 7 | 5 | - |
16th | 6 | 9 | 9 | 8 | 6 | - |
17th | 6 | 10 | 9 | 8 | 6 | 2 |
18th | 6 | 10 | 9 | 8 | 7 | 3 |
19th | 6 | 10 | 10 | 9 | 7 | 5 |
20th | 6 | 10 | 10 | 10 | 8 | 6 |[/table][/table]
Enhancement: At 2nd level and every even level thereafter, an enkarni can select one of the following special abilities for his avatar to possess.
Rage: The gains the ability to rage, as the barbarian ability. This can be used once per day. He gains an additional use of this ability at 3 HD, and every 3 HD thereafter.
Incorporeal: The avatar can, as a move action, become incorporeal for a number of rounds equal to the enkarni's wisdom modifier. The avatar's weapon also gains the ghosttouched ability.
Fly: The avatar gains a fly speed equal to half its land speed. This does not allow it to go more then 100 ft. away from the enkarni, as usual.
True Strike: The avatar can use true strike as a spell-like ability once per day. He gains an additional use of this ability at 3 HD, and every 3 HD thereafter.
Breath Weapon: The avatar gains a breath weapon. It is a 30 ft. cone that deals 1d8 points of damage per 2 HD the enkarni possesses. The type of damage it deals is chosen when this ability is selected.
Invisibility: The avatar can use invisibility as a spell-like ability once per day. He gains an additional use of this ability at 3 HD, and every 3 HD thereafter.
Shadow Avatar: The avatar can select 1 Shadow Hand maneuver to use as a swordsage, with an initiator level equal to 1/2 the avatar's HD (he can select maneuvers of an according level). Its recovery method is identical to the warblade's. The avatar can select an additional shadow hand maneuver instead of a new enhancement.
Fast Movement: The avatar's speed is increased by 10 feet. This ability can be selected up to 3 times, and its effects stack.
Targeted Dispel: A number of times per day equal to the enkarni's wisdom modifier, when the avatar successfully makes a melee attack it can also make a dispel magic check against whatever it hit, with a CL equal to the avatar's HD. This enhancement cannot be selected before level 6.
Gaseous Form: The avatar can use gaseous form as a spell-like ability with a CL equal to 1/2 its HD. This ability cannot be selected before level 6. It is usable once per day when selected. He gains an additional use of this ability at 3 HD, and every 3 HD thereafter.
Magic Circle against Law (Su): A magic circle against law effect always surrounds the avatar (CL equals the avatar’s HD). The enkarni must be at least 6th level to select this enhancement. It is usable once per day when selected. He gains an additional use of this ability at 3 HD, and every 3 HD thereafter.
Swim (Ex): The avatar gains a swim speed equal to its base land speed. This does not allow it to go more then 100 ft. away from the enkarni, as usual. It also gains the ability to breathe underwater.
Resilience: The avatar gains a +2 bonus to natural armor. In addition, whenever it is "newly" summoned, it is treated as if stoneskin had been cast on it. The stoneskin lasts until it is either drained or a number of rounds equal to the enkarni's wisdom modifier has passed. This ability cannot be selected before level 8.
Partial Summon: A number of times per day equal to the number of uses the enkarni can summon his avatar times 5, he can make a partial summon. A partial summon allows him to summon a part of his avatar, like a hand to reach out and grab an enemy or have the upper body of the avatar come out and protect him. A partial summon cannot be made while the avatar is summoned, and damage can be dealt to the individual parts of the avatar which affects the avatar's HP total. Different parts have different effects. A partial summon lasts twice as long as the avatar normally would. All abilities use the normal avatar's strength, dexterity, AC, and BAB. However partial summons are treated as being 1 size category smaller then the actual avatar, which is especially important for calculating AC. All partial summons move with the enkarni. An enkarni can combine partial summons if he wishes. Making a partial summon is an immediate action.
Left Arm: The left arm summon has 10 ft. reach, and can make grapple checks and bull rush attempts with the avatar's strength bonus. In addition, it can make an unarmed attack that deals 1d6 points of damage. The left arm partially shields the enkarni, granting him a +2 deflection bonus to AC and allowing him to mitigate up to half the damage he takes from a single attack to the avatar (so the avatar takes the damage instead).
Right Arm: The right arm summon has 10 ft. reach and wields the avatar's normal weapon. It can make attacks with said weapon with the avatar's physical attributes and BAB. The right arm partially shields the enkarni, granting him a +2 deflection bonus to AC and allowing him to mitigate up to half the damage he takes from a single attack to the avatar (so the avatar takes the damage instead).
Torso: The torso partial summon appears around the enkarni, allowing him to transfer any damage he takes to his avatar and granting him a +5 deflection bonus to AC.
Legs: The enkarni cannot create each leg separately. When summoned the increase his base land speed by 20 ft.
Strength Within: Starting at 3rd level the enkarni adds his wisdom bonus to all saves he makes. This bonus also applies to his avatar.
Shield of Mind: Starting at 7th level the enkarni adds his wisdom modifier to his AC.
Bonus Feats: At 11th, and 17th level the enkarni can select one bonus feat he meets the prerequisites for.
Spell List0: Detect Magic, Light, Mage Hand, Virtue, Resistance, Prestidigitation.
1: Animate Rope, Expeditious Retreat, Grease, Feather Fall, Obscure Object, Doom, Entropic Shield, Endure Elements, Sanctuary, Shield, Mage Armor, Ray of Enfeeblement, Enlarge Person, Reduce Person.
2: Alter Self, Blur, Darkness, Eagle's Splendor, Darkness, Detect Thoughts, Heroism, Invisibility, Rage, Silence, Tongues, Aid, Bear's Endurance, Bull's Strength, Owl's Wisdom, Protection from Arrows, Web.
3: Blink, Dispel Magic, Displacement, Gaseous Form, Haste, Invisibility Sphere, Slow, Fly, Continual Flame, Helping Hand, Magic Vestment, Stone Shape, Win Wall, Keen Edge.
4: Dimension Door, Greater Invisibility, Shadow Conjuration, Air Walk, Discern Lies, Imbue With Spell Ability, Sending, Stoneskin.
5: Greater heroism, Shadow Walk, Dispel Chaos/Evil/Good/Law, Disrupting Weapon, Wall of Stone, Teleport, Overland Flight, Passwall.
http://i.imgur.com/Z0trTl.jpg
The darkness within me is hungry...
The enkarni is, by himself, a warrior of average skill. However, he possesses the power to summon a massive "avatar," a personification of his inner power that possesses tremendous strength. The avatar is spawned of the enkarni's will but despite this, it is a separate entity. Many are of slightly different alignments then their enkarni, and this leads to much internal conflict for both of them.
Adventures: Enkarni adventure for the same reasons anyone might. They seek wealth, possibly power, and probably fame.
Characteristics: By himself, the enkarni is a subpar melee combatant, inferior to the fighter. However, his avatar is tremendously strong and possesses far more versatile abilities then him. Also, as he progresses in levels the enkarni learns some utilitarian magical abilities.
Alignment: Enkarni can be of any alignment. However, their avatars are always chaotic, which can lead to some conflict between the two.
Religion: Enkarni are usually not religious, since they have such an inner focus with their avatar.
Background: Enkarni are born with the potential to develop an avatar from their feelings, but not all discover this ability. Those that do often uncover this power in a time of great need, desperation, or anger. Enkarni are never trained.
Races: Enkarni are rare among the monstrous humanoids and goblinoids, but otherwise have an equal chance to be of any race.
GAME RULE INFORMATION
Enkarni have the following game statistics.
Abilities: Wisdom is the enkarni's most important ability score, since it is the primary factor in determining the strength of his avatar. His physical attributes are also very important.
Alignment: Any. However, all avatars are chaotic.
Hit Die: d10
Starting Age: As fighter.
Starting Gold: As cleric.
Class Skills
The enkarni's class skills (and the key ability for each skill) are...
Climb, Concentration, Craft, Iaijutsu Focus, Intimidate, Jump, Listen, Spot, Survival, Tumble.
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Enkarni
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+2|Avatar, Spells, Partial Summon
2nd|
+1|
+0|
+3|
+3|Enhancement
3rd|
+2|
+1|
+3|
+3|Strength Within
4th|
+3|
+1|
+4|
+4|Enhancement
5th|
+3|
+1|
+4|
+4|
6th|
+4|
+2|
+5|
+5|Enhancement
7th|
+5|
+2|
+5|
+5|Shield of Mind
8th|
+6/+1|
+2|
+6|
+6|Enhancement
9th|
+6/+1|
+3|
+6|
+6|
10th|
+7/+2|
+3|
+7|
+7|Enhancement
11th|
+8/+3|
+3|
+7|
+7|Bonus Feat
12th|
+9/4|
+4|
+8|
+8|Enhancement
13th|
+9/+4|
+4|
+8|
+8|
14th|
+10/+5|
+4|
+9|
+9|Enhancement
15th|
+11/+6/+1|
+5|
+9|
+9|
16th|
+12/+17/+2|
+5|
+10|
+10|Enhancement
17th|
+12/+7/+2|
+5|
+10|
+10|Bonus Feat
18th|
+13/+8/+4|
+6|
+11|
+11|Enhancement
19th|
+14/+9/+4|
+6|
+11|
+11|
20th|
+15/+10/+5|
+6|
+12|
+12|Enhancement[/table]
Class Features
All of the following are class features of the enkarni.
Weapon and Armor Proficiencies: The enkarni is proficient with all simple and martial weapons, light and medium armor, but not with shields.
Avatar: This is the primary class ability of the enkarni. It allows him to, as a standard action a number of times per day equal to his level plus his wisdom modifier, summon an incarnation of his inner strength and power known as an avatar. An avatar is essentially a separate character from the enkarni that the enkarni controls, although it does have a separate personality; the enkarni simply controls its physical actions. An avatar is a size category larger then its enkarni, and has the same physical ability scores with the following exceptions: the enkarni adds 1/2 his class level and his wisdom modifier to the avatar's Strength, Dexterity and Constitution scores. The avatar has a 10 Intelligence, a 12 Wisdom, and a 10 Charisma. Its mental ability scores remained unchanged. It has the same number of HD as its enkarni but it rolls a d12 instead of a d10. Every time the enkarni levels up, the avatar gains a HD as a humanoid (similar to the way monster HD advancement works). It has only 2 skill points at each HD (x4 at 1st) and all of the enkarni's class skills are considered class skills for the avatar. The avatar wields the same type of weapon as the enkarni, but it is sized appropriately and has an additional +1 to whatever enhancement bonus the enkarni's weapon has (if the enkarni's weapon is nonmagical, the avatar's is instead magical, and if the enkarni's weapon is masterwork, the avatar's weapon has a +1 enhancement bonus). If the avatar lets go of his weapon it disappears. An avatar also appears to wear armor, which in fact provides an enhancement bonus to AC equal to the enkarni's wisdom modifier. If an avatar is dropped below 0 HP, it disappears and cannot be summoned again until it has recovered to 0 HP or above. If the attack would drop it below -10 HP it cannot be summoned for 1 week. While not summoned, an avatar recovers a number of HP equal to the enkarni's wisdom modifier each day. When summoned, an avatar lasts for a number of rounds equal to 1/2 the enkarni's level plus his wisdom modifier. An avatar gains additional special abilities as the enkarni levels up. An avatar also cannot move more then 100 ft. away from the enkarni after it is summoned. The avatar's saves to the enkarni's, it has a good BAB progression, and it has feats as appropriate for its HD.
Spells: An enkarni can cast arcane spells spontaneously. He can cast any spell on his spell list of an appropriate level. His save DCs and bonus spells per day is based on wisdom. These spells are drawn from the enkarni spell list below. Any spell with a beneficial effect affecting the enkarni also affect his avatar, and vice cersa.
{table=head]Spells Per-Day
{table=head]Level |0| 1 | 2 | 3 | 4 | 5
1st | 3 | 2 | - | - | - | - |
2nd | 4 | 3 | - | - | - | - |
3rd | 5 | 4 | - | - | - | - |
4th | 6 | 5 | - | - | - | - |
5th | 6 | 5 | 2 | - | - | - |
6th | 6 | 6 | 3 | - | - | - |
7th | 6 | 6 | 5 | - | - | - |
8th | 6 | 7 | 6 | - | - | - |
9th | 6 | 7 | 6 | 2 | - | - |
10th | 6 | 8 | 7 | 3 | - | - |
11th | 6 | 8 | 7 | 5 | - | - |
12th | 6 | 8 | 8 | 6 | - | - |
13th | 6 | 9 | 8 | 6 | 2 | - |
14th | 6 | 9 | 8 | 7 | 3 | - |
15th | 6 | 9 | 8 | 7 | 5 | - |
16th | 6 | 9 | 9 | 8 | 6 | - |
17th | 6 | 10 | 9 | 8 | 6 | 2 |
18th | 6 | 10 | 9 | 8 | 7 | 3 |
19th | 6 | 10 | 10 | 9 | 7 | 5 |
20th | 6 | 10 | 10 | 10 | 8 | 6 |[/table][/table]
Enhancement: At 2nd level and every even level thereafter, an enkarni can select one of the following special abilities for his avatar to possess.
Rage: The gains the ability to rage, as the barbarian ability. This can be used once per day. He gains an additional use of this ability at 3 HD, and every 3 HD thereafter.
Incorporeal: The avatar can, as a move action, become incorporeal for a number of rounds equal to the enkarni's wisdom modifier. The avatar's weapon also gains the ghosttouched ability.
Fly: The avatar gains a fly speed equal to half its land speed. This does not allow it to go more then 100 ft. away from the enkarni, as usual.
True Strike: The avatar can use true strike as a spell-like ability once per day. He gains an additional use of this ability at 3 HD, and every 3 HD thereafter.
Breath Weapon: The avatar gains a breath weapon. It is a 30 ft. cone that deals 1d8 points of damage per 2 HD the enkarni possesses. The type of damage it deals is chosen when this ability is selected.
Invisibility: The avatar can use invisibility as a spell-like ability once per day. He gains an additional use of this ability at 3 HD, and every 3 HD thereafter.
Shadow Avatar: The avatar can select 1 Shadow Hand maneuver to use as a swordsage, with an initiator level equal to 1/2 the avatar's HD (he can select maneuvers of an according level). Its recovery method is identical to the warblade's. The avatar can select an additional shadow hand maneuver instead of a new enhancement.
Fast Movement: The avatar's speed is increased by 10 feet. This ability can be selected up to 3 times, and its effects stack.
Targeted Dispel: A number of times per day equal to the enkarni's wisdom modifier, when the avatar successfully makes a melee attack it can also make a dispel magic check against whatever it hit, with a CL equal to the avatar's HD. This enhancement cannot be selected before level 6.
Gaseous Form: The avatar can use gaseous form as a spell-like ability with a CL equal to 1/2 its HD. This ability cannot be selected before level 6. It is usable once per day when selected. He gains an additional use of this ability at 3 HD, and every 3 HD thereafter.
Magic Circle against Law (Su): A magic circle against law effect always surrounds the avatar (CL equals the avatar’s HD). The enkarni must be at least 6th level to select this enhancement. It is usable once per day when selected. He gains an additional use of this ability at 3 HD, and every 3 HD thereafter.
Swim (Ex): The avatar gains a swim speed equal to its base land speed. This does not allow it to go more then 100 ft. away from the enkarni, as usual. It also gains the ability to breathe underwater.
Resilience: The avatar gains a +2 bonus to natural armor. In addition, whenever it is "newly" summoned, it is treated as if stoneskin had been cast on it. The stoneskin lasts until it is either drained or a number of rounds equal to the enkarni's wisdom modifier has passed. This ability cannot be selected before level 8.
Partial Summon: A number of times per day equal to the number of uses the enkarni can summon his avatar times 5, he can make a partial summon. A partial summon allows him to summon a part of his avatar, like a hand to reach out and grab an enemy or have the upper body of the avatar come out and protect him. A partial summon cannot be made while the avatar is summoned, and damage can be dealt to the individual parts of the avatar which affects the avatar's HP total. Different parts have different effects. A partial summon lasts twice as long as the avatar normally would. All abilities use the normal avatar's strength, dexterity, AC, and BAB. However partial summons are treated as being 1 size category smaller then the actual avatar, which is especially important for calculating AC. All partial summons move with the enkarni. An enkarni can combine partial summons if he wishes. Making a partial summon is an immediate action.
Left Arm: The left arm summon has 10 ft. reach, and can make grapple checks and bull rush attempts with the avatar's strength bonus. In addition, it can make an unarmed attack that deals 1d6 points of damage. The left arm partially shields the enkarni, granting him a +2 deflection bonus to AC and allowing him to mitigate up to half the damage he takes from a single attack to the avatar (so the avatar takes the damage instead).
Right Arm: The right arm summon has 10 ft. reach and wields the avatar's normal weapon. It can make attacks with said weapon with the avatar's physical attributes and BAB. The right arm partially shields the enkarni, granting him a +2 deflection bonus to AC and allowing him to mitigate up to half the damage he takes from a single attack to the avatar (so the avatar takes the damage instead).
Torso: The torso partial summon appears around the enkarni, allowing him to transfer any damage he takes to his avatar and granting him a +5 deflection bonus to AC.
Legs: The enkarni cannot create each leg separately. When summoned the increase his base land speed by 20 ft.
Strength Within: Starting at 3rd level the enkarni adds his wisdom bonus to all saves he makes. This bonus also applies to his avatar.
Shield of Mind: Starting at 7th level the enkarni adds his wisdom modifier to his AC.
Bonus Feats: At 11th, and 17th level the enkarni can select one bonus feat he meets the prerequisites for.
Spell List0: Detect Magic, Light, Mage Hand, Virtue, Resistance, Prestidigitation.
1: Animate Rope, Expeditious Retreat, Grease, Feather Fall, Obscure Object, Doom, Entropic Shield, Endure Elements, Sanctuary, Shield, Mage Armor, Ray of Enfeeblement, Enlarge Person, Reduce Person.
2: Alter Self, Blur, Darkness, Eagle's Splendor, Darkness, Detect Thoughts, Heroism, Invisibility, Rage, Silence, Tongues, Aid, Bear's Endurance, Bull's Strength, Owl's Wisdom, Protection from Arrows, Web.
3: Blink, Dispel Magic, Displacement, Gaseous Form, Haste, Invisibility Sphere, Slow, Fly, Continual Flame, Helping Hand, Magic Vestment, Stone Shape, Win Wall, Keen Edge.
4: Dimension Door, Greater Invisibility, Shadow Conjuration, Air Walk, Discern Lies, Imbue With Spell Ability, Sending, Stoneskin.
5: Greater heroism, Shadow Walk, Dispel Chaos/Evil/Good/Law, Disrupting Weapon, Wall of Stone, Teleport, Overland Flight, Passwall.