rfreixo
2015-08-05, 12:00 AM
Where does divine power come from?
From the gods, some might say. From nature, others will answer. From faith, from honor, from Hell...
Some wise men, though, say it comes from wisdom and knowledge. These men strongly believe that there's nothing really divine about the gods. After all, isn't the world full of perfectly mortal wizards doing everything a god can do? No, the "gods" are real, and powerful, but they're nothing special, really. Their power granted them followers, and worship made them blind to the truth.
But for those who look hard enough, Divinity is within reach, with no need for deities.
Philosophers dedicate their lives to knowledge in all its forms. They seek the Truth, but not the one found in books or in religious teachings - they look for it with their own eyes, through their own experience.
Class Features
Hit die: d4.
Alignment: Any.
Skill Points: 6 + Int modifier (x4 at 1st level).
Class Skills: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (all) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Speak Language, Spellcraft (Int), Spot (Wis), Survival (Wis) and Use Magic Device (Cha).
Proficiencies: Philosophers are proficient with clubs, daggers, quarterstaves and light crossbows. They are not proficient with any kind of armor or shield.
Spells: Philosophers base their spellcasting on their Wisdom. They don't need to prepare their spells, but they know a limited number of them, chosen from both the cleric and druid spell lists. Their spellcasting is not limited by their alignment.
The philosopher Spells per Day and Spells Known progression are identical to the favored soul's.
Gnosis (Ex): Through constant contemplation and observation of the surrounding world, the philosopher develops his own knowledge system, based on logic and deep analysis. He uses his Wisdom modifier in all Knowledge skill checks instead of his Intelligence modifier.
Philosophical Path: Each philosopher follows a specific philosophical school, which will determine part of his evolution as a philosopher. Tha available schools are: cynicism, determinism, nihilism and stoicism.
The philosopher gains access to the Domain related to their school. He receives an additional spell slot per day per level to cast his domain spells. He is capable of castings these spells even if he doesn't count them among his spells known; in that case, he can only cast them from his additional slots. The Domain also grants the philosopher a special ability.
Cynicism: This philosophy teaches that happiness is achieved through living a simple life, in accordance to Nature and guided by Reason. The cynic lives an ascetic life, and rejects wealth, fame and power, as he consideres these things can only bring suffering. He not only ignores, but actively challenge laws, customs and conventions imposed by society. Because of their unconventional behavior, cynics tend to be Chaotic.
Determinism: This philosophy teaches that all events are caused by conditions that determine their results beforehand, making any other event impossible. The determinist believes that each and every event is predictable, as long as existing conditions are properly analyzed. Lawful determinists try to maintain this paradigm, while Chaotic ones seek to understand existing conditions, so they can influence their outcome.
Nihilism: This philosophy teaches that existence is meaningless. Also, no action is inherently moral or imoral; in fact, morality is nothing but a social construct. This philosophy can be frightening to some people, so the nihilists are often seen as dangerous subversives. Because of their amoral vision, nihilists tend to be Neutral, but that is not a rule. A Good nihilist may seek to give his own life meaning by helping others and doing good deeds in general, while an Evil nihilist may use the philosophy's tenets as excuses for his anti-social behavior.
Skepticism: This philosophy teaches that knowledge of truth is impossible, as nothing can be known for certain. The skeptic knows that senses (even his own) are easily fooled, and dedicates himself to questioning everything presented as true. Unlike other philosophers, the skeptic does not seek truth. His goal is simply to reveal the lies.
Stoicism: This philosophy teaches that true wisdom is obtained through control of one's own destructive emotions. The stoic believes that those who keep their emotions in check can be happy and complete even during the worst adversities. Because of their self-control and temperance, stoics tend to be Lawful, but there are exceptions.
Truth Seeker (Ex): Starting at 2nd level, the philosopher's tireless dedication to the pursuit of truth grants him a +1 insight bonus on all Sense Motive checks and all saving throws against Illusion effects. This bonus increases by 1 every 4 levels after the 2nd.
Ambiguity (Ex): At 3rd level, the philosopher starts to understand that truth is subjective and that the world is not built of extremes. He can be considered to have an alignment one step away from his actual alignment for the purposes of item uses and as pre-requisites for feats or prestige classes. For example, a Lawful Neutral philosopher could choose a feat with the Evil pre-requisite as if he were Lawful Evil. This ability does not change the philosopher's actual alignment, but constant use of the selected feats or class abilities might gradually change it.
Advanced Philosophy: At 7th level, the philosopher's studies give him an ability based on his chosen school.
Cynicism - Ascetism (Ex): Ascetic life demands great physical and mental training of the cynic. The philosopher adds his Truth Seeker bonus to Listen, Spot and Survival checks.
Determinism - Prediction (Ex): Analyzing pre-existing conditions in the battlefield, the philosopher can determine the origin and form of all attacks made against him, preventing his enemies from taking advantage of his flanks or completely avoiding attacks. He receives Improved Uncanny Dodge or Evasion (player's choice).
Nihilism - Amorality (Ex): The nihilist believes there's nothing inherently moral or imoral, and behaves accordingly. If the effects of a spell or ability vary based on the target's alignment, the philosopher is considered to have the most beneficial alignment possible at the moment.
Skepticism - Nothing is True (Ex): The skeptic's experience in finding falsehoods allow him to automatically make saving throws whenever he spots an Illusion, even if he does not interact with it. Also, he adds his Truth Seeker bonus to Spot checks made to detect disguises.
Stoicism - Stoic Aura (Sup): The stoic leads by example. All allies within 30 feet of the philosopher get a +2 morale bonus to saving throws against mind-affecting spells and abilities. This ability functions only while the philosopher is alive and conscious.
Behavioral Science (Ex): At 8th level, the philosopher has learned so much about other creatures' behavior that he is capable of accurately predicting their actions. He adds his Wisdom modifier to his AC. Whenever he would lose his Dexterity bonus to AC, he also loses this benefit.
Fascinating Speech (Sup): Starting at 9th level, the philosopher draws complete attention to him when he speaks. With a standard action, the philosopher can fascinate a number of creatures equal to half his philosopher level. All targets must be able to see and hear the philosopher, and must be within 60 feet. All creatures get a Will saving throw (DC=10+1/2 the philosopher's class levels+the philosopher's Charisma modifier) to avoid the effect. Any creature that succesfully saves is immune to the Fascinating Speech of that particular philosopher for 24 hours.
If its saving throw fails, the creature sits quietly and listens to the speech for as long as the philosopher continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
As a standard action, the philosopher can make a suggestion to a creature already fascinated.
Maintaining the speech is a free action. While giving the speech, the philosopher can cast spells normally. This ability can be used a number of times per day equal to the philosopher's Charisma modifier +3.
Fascinating Speech is an enchantment (compulsion), mind-affecting, language-dependent ability.
Pragmatism (Ex): At 12th level, the philosopher reaches a level of enlightenment that surpasses petty moral and ethical questions. He can be considered to have any alignment for the purposes of item uses and as pre-requisites for feats or prestige classes. For example, a Good philosopher could take levels of Assassin (a class with Evil alignment as a pre-requisite) freely. This ability does not change the philosopher's actual alignment, but constant use of the selected feats or class abilities might gradually change it.
Philosophical Speech (Sup): Starting at 13th level, the philosopher can affect people who listen to his speeches. The Philosophical Speech works like the Fascinating Speech, except when otherwise stated, but always replaces the fascinate effect. The philosopher can choose himself as a target for this ability. Philosophical Speech consumes daily uses of Fascinating Speech.
Cynicism: The cynic encourages his peers to break free from society's shackles. For a number of rounds equal to twice the philosopher's class levels, all targets act as if under the effects of the freedom of movement spell.
Determinism: The deterministic speech opens the philosopher's allies' minds, showing them that the results of their actions were already determined before they even decided to act in the first place. All targets receive the opportunity to remake any single roll and choose which result to use. This ability must be used within a number of rounds equal to half the philosopher's class levels, or it will go to waste.
Nihilism: The nihilist's bleak speech makes the listeners question their lives and their faiths. The philosopher makes a Diplomacy or Intimidate check (player's choice). The result is the save DC for the ability. All targets that fail their Will saving throw suffer 25% chance of failure when attempting to cast divine spells, and suffer -2 penalty in all saving throws against spells cast by the philosopher. Other philosophers are immune to the divine failure effect, but suffer the penalty to saving throws normally. These effects last for 1 round per philosopher level, and after this period, the targets are immune to that particular philosopher's Philosophical Speech for 24 hours.
Skepticism: The skeptic convinces the listeners that even the magic effects currently affecting them are not real. The skeptic speech works as a targeted greater dispel magic on all targets, using the philosopher's class level as the spell's caster level.
Stoicism: The stoic urges his allies and companions to press on and bravely endure the adversities. For a number of rounds equal to the philosopher's class level, all effects of the following conditions are suspended for the targets: shaken, frightened, panicked, dazed, stunned, confused, sickened, nauseated, fatigued, exhausted and dazzled. All targets become immune to these effects for the duration of the ability. If, after this period, the cause of the conditions remain active, their effects resume. In addition, all targets receive temporary hit points equal to the philosopher's class level for the same period.
Level
BAB
Fortitude
Reflex
Will
Special
1st
+0
+0
+0
+2
Gnosis, Philosophical Path
2nd
+1
+0
+0
+3
Truth Seeker +1
3rd
+1
+1
+1
+3
Ambiguity
4th
+2
+1
+1
+4
5th
+2
+1
+1
+4
6th
+3
+2
+2
+5
Truth Seeker +2
7th
+3
+2
+2
+5
Advanced Philosophy
8th
+4
+2
+2
+6
Behavioral Science
9th
+4
+3
+3
+6
Fascinating Speech
10th
+5
+3
+3
+7
Truth Seeker +3
11th
+5
+3
+3
+7
12th
+6/+1
+4
+4
+8
Pragmatism
13th
+6/+1
+4
+4
+8
Philosophical Speech
14th
+7/+2
+4
+4
+9
Truth Seeker +4
15th
+7/+2
+5
+5
+9
16th
+8/+3
+5
+5
+10
17th
+8/+3
+5
+5
+10
18th
+9/+4
+6
+6
+11
Truth Seeker +5
19th
+9/+4
+6
+6
+11
20th
+10/+5
+6
+6
+12
Philosopher's Domains:
Granted Power: The character's base land speed increases by 10 feet when he is not wearing armor and carrying only a light load.
Spells:
1: Endure Elements
2: Bear's Endurance
3: Magic Circle Against Law
4: Freedom of Movement
5: Break Enchantment
6: Repulsion
7: Word of Chaos
8: Cloak of Chaos
9: Freedom
Granted Power (Ext): Uncanny Dodge.
Spells:
1: Command
2: Augury
3: Mass Resurgence
4: Divination
5: Dominate Person
6: Warp Destiny
7: Fortunate Fate
8: True Seeing
9: Foresight
Granted Power (Sup): Once per day, as a standard action, the character can give a -1 penalty to attack and damage rolls, saving throws and skill checks to all other Lawful, Chaotic, Good or Evil creatures within 30 feet of him. Lawful Good, Lawful Evil, Chaotic Good and Chaotic Evil creatures suffer -2 instead. This effect lasts for a number of rounds equal to the character's Charisma modifier (minimum 1).
Spells:
1: Doom
2: Scare
3: Confusion
4: Crushing Despair
5: Slay Living
6: Feeblemind
7: Disintegrate
8: Symbol of Insanity
9: Implosion
Granted Power (Sp): 1/day - Disguise Self; Ghost Sound; Silent Image.
Spells:
1: Entropic Shield
2: See Invisibility
3: Major Image
4: Hallucinatory Terrain
5: Baleful Polymorph
6: Project Image
7: Brilliant Blade
8: Polymorph Any Object
9: Shapechange
Granted Power (Ext): +4 to Will saving throws against mind-affecting spells and abilities.
Spells:
1: Sanctuary
2: Calm Emotions
3: Cloak of Bravery
4: Delay Death
5: Spell Resistance
6: Greater Dispel Magic
7: Aura of Vitality
8: Mind Blank
9: Mass Death Ward
Still being developed. I'm open to suggestions!
From the gods, some might say. From nature, others will answer. From faith, from honor, from Hell...
Some wise men, though, say it comes from wisdom and knowledge. These men strongly believe that there's nothing really divine about the gods. After all, isn't the world full of perfectly mortal wizards doing everything a god can do? No, the "gods" are real, and powerful, but they're nothing special, really. Their power granted them followers, and worship made them blind to the truth.
But for those who look hard enough, Divinity is within reach, with no need for deities.
Philosophers dedicate their lives to knowledge in all its forms. They seek the Truth, but not the one found in books or in religious teachings - they look for it with their own eyes, through their own experience.
Class Features
Hit die: d4.
Alignment: Any.
Skill Points: 6 + Int modifier (x4 at 1st level).
Class Skills: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (all) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Speak Language, Spellcraft (Int), Spot (Wis), Survival (Wis) and Use Magic Device (Cha).
Proficiencies: Philosophers are proficient with clubs, daggers, quarterstaves and light crossbows. They are not proficient with any kind of armor or shield.
Spells: Philosophers base their spellcasting on their Wisdom. They don't need to prepare their spells, but they know a limited number of them, chosen from both the cleric and druid spell lists. Their spellcasting is not limited by their alignment.
The philosopher Spells per Day and Spells Known progression are identical to the favored soul's.
Gnosis (Ex): Through constant contemplation and observation of the surrounding world, the philosopher develops his own knowledge system, based on logic and deep analysis. He uses his Wisdom modifier in all Knowledge skill checks instead of his Intelligence modifier.
Philosophical Path: Each philosopher follows a specific philosophical school, which will determine part of his evolution as a philosopher. Tha available schools are: cynicism, determinism, nihilism and stoicism.
The philosopher gains access to the Domain related to their school. He receives an additional spell slot per day per level to cast his domain spells. He is capable of castings these spells even if he doesn't count them among his spells known; in that case, he can only cast them from his additional slots. The Domain also grants the philosopher a special ability.
Cynicism: This philosophy teaches that happiness is achieved through living a simple life, in accordance to Nature and guided by Reason. The cynic lives an ascetic life, and rejects wealth, fame and power, as he consideres these things can only bring suffering. He not only ignores, but actively challenge laws, customs and conventions imposed by society. Because of their unconventional behavior, cynics tend to be Chaotic.
Determinism: This philosophy teaches that all events are caused by conditions that determine their results beforehand, making any other event impossible. The determinist believes that each and every event is predictable, as long as existing conditions are properly analyzed. Lawful determinists try to maintain this paradigm, while Chaotic ones seek to understand existing conditions, so they can influence their outcome.
Nihilism: This philosophy teaches that existence is meaningless. Also, no action is inherently moral or imoral; in fact, morality is nothing but a social construct. This philosophy can be frightening to some people, so the nihilists are often seen as dangerous subversives. Because of their amoral vision, nihilists tend to be Neutral, but that is not a rule. A Good nihilist may seek to give his own life meaning by helping others and doing good deeds in general, while an Evil nihilist may use the philosophy's tenets as excuses for his anti-social behavior.
Skepticism: This philosophy teaches that knowledge of truth is impossible, as nothing can be known for certain. The skeptic knows that senses (even his own) are easily fooled, and dedicates himself to questioning everything presented as true. Unlike other philosophers, the skeptic does not seek truth. His goal is simply to reveal the lies.
Stoicism: This philosophy teaches that true wisdom is obtained through control of one's own destructive emotions. The stoic believes that those who keep their emotions in check can be happy and complete even during the worst adversities. Because of their self-control and temperance, stoics tend to be Lawful, but there are exceptions.
Truth Seeker (Ex): Starting at 2nd level, the philosopher's tireless dedication to the pursuit of truth grants him a +1 insight bonus on all Sense Motive checks and all saving throws against Illusion effects. This bonus increases by 1 every 4 levels after the 2nd.
Ambiguity (Ex): At 3rd level, the philosopher starts to understand that truth is subjective and that the world is not built of extremes. He can be considered to have an alignment one step away from his actual alignment for the purposes of item uses and as pre-requisites for feats or prestige classes. For example, a Lawful Neutral philosopher could choose a feat with the Evil pre-requisite as if he were Lawful Evil. This ability does not change the philosopher's actual alignment, but constant use of the selected feats or class abilities might gradually change it.
Advanced Philosophy: At 7th level, the philosopher's studies give him an ability based on his chosen school.
Cynicism - Ascetism (Ex): Ascetic life demands great physical and mental training of the cynic. The philosopher adds his Truth Seeker bonus to Listen, Spot and Survival checks.
Determinism - Prediction (Ex): Analyzing pre-existing conditions in the battlefield, the philosopher can determine the origin and form of all attacks made against him, preventing his enemies from taking advantage of his flanks or completely avoiding attacks. He receives Improved Uncanny Dodge or Evasion (player's choice).
Nihilism - Amorality (Ex): The nihilist believes there's nothing inherently moral or imoral, and behaves accordingly. If the effects of a spell or ability vary based on the target's alignment, the philosopher is considered to have the most beneficial alignment possible at the moment.
Skepticism - Nothing is True (Ex): The skeptic's experience in finding falsehoods allow him to automatically make saving throws whenever he spots an Illusion, even if he does not interact with it. Also, he adds his Truth Seeker bonus to Spot checks made to detect disguises.
Stoicism - Stoic Aura (Sup): The stoic leads by example. All allies within 30 feet of the philosopher get a +2 morale bonus to saving throws against mind-affecting spells and abilities. This ability functions only while the philosopher is alive and conscious.
Behavioral Science (Ex): At 8th level, the philosopher has learned so much about other creatures' behavior that he is capable of accurately predicting their actions. He adds his Wisdom modifier to his AC. Whenever he would lose his Dexterity bonus to AC, he also loses this benefit.
Fascinating Speech (Sup): Starting at 9th level, the philosopher draws complete attention to him when he speaks. With a standard action, the philosopher can fascinate a number of creatures equal to half his philosopher level. All targets must be able to see and hear the philosopher, and must be within 60 feet. All creatures get a Will saving throw (DC=10+1/2 the philosopher's class levels+the philosopher's Charisma modifier) to avoid the effect. Any creature that succesfully saves is immune to the Fascinating Speech of that particular philosopher for 24 hours.
If its saving throw fails, the creature sits quietly and listens to the speech for as long as the philosopher continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
As a standard action, the philosopher can make a suggestion to a creature already fascinated.
Maintaining the speech is a free action. While giving the speech, the philosopher can cast spells normally. This ability can be used a number of times per day equal to the philosopher's Charisma modifier +3.
Fascinating Speech is an enchantment (compulsion), mind-affecting, language-dependent ability.
Pragmatism (Ex): At 12th level, the philosopher reaches a level of enlightenment that surpasses petty moral and ethical questions. He can be considered to have any alignment for the purposes of item uses and as pre-requisites for feats or prestige classes. For example, a Good philosopher could take levels of Assassin (a class with Evil alignment as a pre-requisite) freely. This ability does not change the philosopher's actual alignment, but constant use of the selected feats or class abilities might gradually change it.
Philosophical Speech (Sup): Starting at 13th level, the philosopher can affect people who listen to his speeches. The Philosophical Speech works like the Fascinating Speech, except when otherwise stated, but always replaces the fascinate effect. The philosopher can choose himself as a target for this ability. Philosophical Speech consumes daily uses of Fascinating Speech.
Cynicism: The cynic encourages his peers to break free from society's shackles. For a number of rounds equal to twice the philosopher's class levels, all targets act as if under the effects of the freedom of movement spell.
Determinism: The deterministic speech opens the philosopher's allies' minds, showing them that the results of their actions were already determined before they even decided to act in the first place. All targets receive the opportunity to remake any single roll and choose which result to use. This ability must be used within a number of rounds equal to half the philosopher's class levels, or it will go to waste.
Nihilism: The nihilist's bleak speech makes the listeners question their lives and their faiths. The philosopher makes a Diplomacy or Intimidate check (player's choice). The result is the save DC for the ability. All targets that fail their Will saving throw suffer 25% chance of failure when attempting to cast divine spells, and suffer -2 penalty in all saving throws against spells cast by the philosopher. Other philosophers are immune to the divine failure effect, but suffer the penalty to saving throws normally. These effects last for 1 round per philosopher level, and after this period, the targets are immune to that particular philosopher's Philosophical Speech for 24 hours.
Skepticism: The skeptic convinces the listeners that even the magic effects currently affecting them are not real. The skeptic speech works as a targeted greater dispel magic on all targets, using the philosopher's class level as the spell's caster level.
Stoicism: The stoic urges his allies and companions to press on and bravely endure the adversities. For a number of rounds equal to the philosopher's class level, all effects of the following conditions are suspended for the targets: shaken, frightened, panicked, dazed, stunned, confused, sickened, nauseated, fatigued, exhausted and dazzled. All targets become immune to these effects for the duration of the ability. If, after this period, the cause of the conditions remain active, their effects resume. In addition, all targets receive temporary hit points equal to the philosopher's class level for the same period.
Level
BAB
Fortitude
Reflex
Will
Special
1st
+0
+0
+0
+2
Gnosis, Philosophical Path
2nd
+1
+0
+0
+3
Truth Seeker +1
3rd
+1
+1
+1
+3
Ambiguity
4th
+2
+1
+1
+4
5th
+2
+1
+1
+4
6th
+3
+2
+2
+5
Truth Seeker +2
7th
+3
+2
+2
+5
Advanced Philosophy
8th
+4
+2
+2
+6
Behavioral Science
9th
+4
+3
+3
+6
Fascinating Speech
10th
+5
+3
+3
+7
Truth Seeker +3
11th
+5
+3
+3
+7
12th
+6/+1
+4
+4
+8
Pragmatism
13th
+6/+1
+4
+4
+8
Philosophical Speech
14th
+7/+2
+4
+4
+9
Truth Seeker +4
15th
+7/+2
+5
+5
+9
16th
+8/+3
+5
+5
+10
17th
+8/+3
+5
+5
+10
18th
+9/+4
+6
+6
+11
Truth Seeker +5
19th
+9/+4
+6
+6
+11
20th
+10/+5
+6
+6
+12
Philosopher's Domains:
Granted Power: The character's base land speed increases by 10 feet when he is not wearing armor and carrying only a light load.
Spells:
1: Endure Elements
2: Bear's Endurance
3: Magic Circle Against Law
4: Freedom of Movement
5: Break Enchantment
6: Repulsion
7: Word of Chaos
8: Cloak of Chaos
9: Freedom
Granted Power (Ext): Uncanny Dodge.
Spells:
1: Command
2: Augury
3: Mass Resurgence
4: Divination
5: Dominate Person
6: Warp Destiny
7: Fortunate Fate
8: True Seeing
9: Foresight
Granted Power (Sup): Once per day, as a standard action, the character can give a -1 penalty to attack and damage rolls, saving throws and skill checks to all other Lawful, Chaotic, Good or Evil creatures within 30 feet of him. Lawful Good, Lawful Evil, Chaotic Good and Chaotic Evil creatures suffer -2 instead. This effect lasts for a number of rounds equal to the character's Charisma modifier (minimum 1).
Spells:
1: Doom
2: Scare
3: Confusion
4: Crushing Despair
5: Slay Living
6: Feeblemind
7: Disintegrate
8: Symbol of Insanity
9: Implosion
Granted Power (Sp): 1/day - Disguise Self; Ghost Sound; Silent Image.
Spells:
1: Entropic Shield
2: See Invisibility
3: Major Image
4: Hallucinatory Terrain
5: Baleful Polymorph
6: Project Image
7: Brilliant Blade
8: Polymorph Any Object
9: Shapechange
Granted Power (Ext): +4 to Will saving throws against mind-affecting spells and abilities.
Spells:
1: Sanctuary
2: Calm Emotions
3: Cloak of Bravery
4: Delay Death
5: Spell Resistance
6: Greater Dispel Magic
7: Aura of Vitality
8: Mind Blank
9: Mass Death Ward
Still being developed. I'm open to suggestions!