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TheBrassDuke
2017-04-27, 08:11 AM
Any feedback appreciated, especially wrt. spells. They haven't been playtested, but they feel about right - I'm certainly open to suggestions, though.

I've got a real problem with Epic Level Spell development costs - and I don't hold with the general gold=magic equation anyway. They are also very quick to develop. I thought about making a new formula, but I'll probably just wing it on an ad hoc basis. If it feels about right, then I'll go with it.


Mulissu

Human Cleric 1 / Wizard (Evoker) 9 / Elemental Savant 11; medium sized humanoid (Elemental); HD 1d8+2 plus 9d4+18 plus 11d4+22; hps 101; Init +4 (+4 Dex); Speed 30 ft, Fly 100 ft. (Perfect); AC 26 (+5 Dex, +5 Natural, +6 Deflection); Attack: BAB: +9/+4; +11/+6 (+1 Dagger) Dmg: 1d4+1 (18-20/x2) (Dagger), SV Fort +10, Ref +10, Will +21; AL CN(G Tendencies); Str 10, Dex 19, Con 14, Int 28 (34), Wis 16 (22) , Cha 17.

Age bonuses and penalties in effect for 39 year old human.
Intelligence includes a +5 inherent bonus.
Dexterity includes a +2 inherent bonus.

Languages: Common, Draconic, Celestial, Old Borchian, Infernal, Auran, Ignan, Terran, Aquan, Elven, Sylvan

Skills: Knowledge (Arcana) +36, Knowledge (Djinn Culture) +36, Knowledge (The Planes) +36, Knowledge (Nature) +36, Spellcraft +66, Alchemy +36, Scry +36, Concentration +26, Craft (Engraving) +36, Diplomacy +27, Handle Animal +27, Sense Motive +17, Intuit Direction +17, Gather Information +14, Perform +8, Spot +17


Feats: Scribe Scroll, Craft Wondrous Item, Quicken Spell, Maximize Spell, Energy Substitution (Electricity), Empower Spell, Spell Focus (Evocation), Greater Spell Focus (Evocation), Widen Spell, Energy Admixture (Electricity).

Epic Feat: Epic Spellcasting

Special Abilities: Immune to Magical Sleep Effects, Darkvision 60 ft., Immune to Paralysis, Immune to Stunning, Elemental Focus (+4 on Save DC vs Electrical Attacks), Elemental Penetration (+3 on checks to beat SR if using Electricity), Elemental Perfection (Elemental Form, Air Mastery, Whirlwind, Not Subject to Critical Hits. Acid/Earth Vulnerability.). Immunity to Electricity.

Cleric Spells: 3 x 1st level, +1 Domain (Air and Knowledge) per day.

Wizard Spells: 4/7/7/7/7/6/6/5/5/3 per day. Specialty: Evocation (+1 spell/level/day). Prohibited: Abjuration and Illusion.

The Save DCs against Mulissu’s spells are 22 + Spell Level, 26+ Spell Level for spells with the Electrical descriptor, 26 + Spell Level for Evocations, and 30+ Spell Level for Electrical Evocations.


Known:

0lvl: All nonprohibited PHB Cantrips.

1st Level: (Conj) Mage Armour, Mount, Summon Monster I, Unseen Servant; (Div) Comprehend Languages, Identify, Know Protections, True Strike; (Ench) Charm Person, Hypnotism, Sleep; (Evoc) Arcane Bolt, Flame Streak, Force Wave, Lesser Fire Orb, Lesser Electric Orb, Lesser Sonic Orb, Magic Missile, Tenser’s Foating Disc; (Necro) Cause Fear, Chill Touch, Ray of Enfeeblement, Spirit Worm; (Trans) Animate Rope, Burning Hands, Chromatic Orb, Enlarge, Erase, Expeditious Retreat, Jump, Low-Light Vision, Magic Weapon, Message, Reduce, Scatterspray, Shocking Grasp, Spider Climb.

2nd Level: (Conj) Choke, Fog Cloud, Glitterdust, Ice Knife, Summon Monster II, Summon Swarm, Web; (Div) Detect Thoughts, Locate Object, See Invisibility, Understand Object; (Ench) Indifference, Mindless Rage, Tasha’s Hideous Laughter; (Evoc) Cloud of Bewilderment, Combust, Continual Flame, Darkness, Daylight, Flame Dagger, Flaming Sphere, Force Ladder, Gedlee’s Electric Hoop, Shatter; (Necro) Command Undead, Death Armour, False Life, Ghoul Touch, Life Bolt, Scare, Shroud of Undeath, Spectral Hand; (Trans) Alter Self, Blindness/Deafness, Bull’s Strength, Cat’s Grace, Darkvision, Endurance, Fox’s Cunning, Knock, Levitate, Mirror Image, Owl’s Wisdom, Pyrotechnics, Rope Trick, Whispering Wind.

3rd Level: (Conj) Bands of Bilarro, Flame Arrow, Phantom Steed, Sleet Storm, Stinking Cloud, Summon Monster III; (Div) Arcane Sight, Clairaudience/Clairvoyance, Tongues; (Ench) Hold Person, Chamber, Fireball, Gust of Wind, Ice Burst, Leomund’s Tiny Hut, Lightning Bolt, Scintillating Sphere, Shatterfloor, Wind Wall; (Necro) Feign Death, Gentle Repose, Halt Undead, Healing Touch, Negative Energy Burst, Spider Poison, Vampiric Touch; (Trans) Amanuensis, Blink, Fly, Gaseous Form, Greater Magic Weapon, Haste, Keen Edge, Repair Serious Damage, Shrink Item, Slow, Water Breathing.

4th Level: (Conj) Ethereal Mount, Evard’s Black Tentacles, Leomund’s Secure Shelter, Minor Creation, Summon Monster IV; (Div) Arcane Eye, Detect Scrying, Zone of Revelation; (Ench) Charm Monster, Confusion, Emotion, Lesser Geas; (Evoc) Cold Orb, Electric Orb, Explosive Cascade, Fire Shield, Fire Orb, Ice Storm, Mordenkainen’s Force Missiles, Otiluke’s Resilient Sphere, Shout, Sonic Orb, Thunderlance, Wall of Fire, Wall of Ine; (Necro) Contagion, Enervation, Fear, Negative Energy Wave; (Trans) Attune Form, Bestow Curse, Dimension Door, Fire Stride, Improved Cat’s Grace, Improved Eagle’s Splendour, Improved Fox’s Cunning, Improved Owl’s Wisdom, Mass Darkvision, Polymorph Self, Polymorph Other, Rary’s Mnemonic Enhancer, Scramble Portal, Spell Enhancer.

5th Level: (Conj) Cloudkill, Lesser Planar Binding, Major Creation, Summon Monster V, Wall of Iron, Wall of Stone; (Div) Contact Other Plane; Prying Eyes, Rary’s Telepathic Bond; (Ench) Feeblemind, Hold Monster, Mind Fog; (Evoc) Ball Lightning, Cone of Cold, Firebrand, Sending, Tenser’s Destructive Resonance, Wall of Force; (Necro) Animate Dead, Kiss of the Vampire, Magic Jar, Spiritwall; (Trans) Fabricate, Ghostform, Passwall, Telekinesis, Teleport, Transmute Mud to Rock, Transmute Rock to Mud, Xorn Movement; (Univ) Permanency.

6th Level: (Conj) Fire Spiders, Planar Binding, Summon Monster VI; (Div) Analyse Dweomer, True Seeing; (Ench) Geas/Quest, Mass Suggestion; (Evoc) Cacophonic Shield, Chain Lightning, Contingency, Otiluke’s Freezing Sphere, Prismatic Eye; (Necro) Circle of Death, Trollish Fortitude; (Trans) Control Water, Control Weather, Disintegrate, Energy Transformation Field, Eyebite, Fiendform, Flesh to Stone, Hardening, Make Manifest, Mass Fly, Mass Haste, Move Earth, Stone to Flesh, Tenser’s Transformation.

7th Level: (Conj) Mordenkainen’s Magnificent Mansion, Power Wod Stun, Summon Monster VII; (Div) Greater Scrying, Vision; (Ench) Insanity; (Evoc) Bigby’s Grasping Hand, Delayed Blast Fireball, Forcecage, Great Thunderclap, Prismatic Spray, Reality Maelstrom; (Necro) Control Undead, Finger of Death; (Trans) Elemental Body, Ethereal Jaunt, Mass Teleport, Plane Shift, Reverse Gravity, Statue, Teleport Without Error; (Univ) Limited Wish.

8th Level: (Conj) Greater Planar Binding, Incendiary Cloud, Maze; (Div) Discern Location; (Ench) Binding, Demand; (Evoc) Bigby’s Clenched Fist, Flensing, Great Shout, Sunburst; (Necro) Clone, Horrid Wilting; (Trans) Etherealness, Mass Manifest, Polymorph any Object; (Univ) Symbol

9th Level: (Conj) Gate, Power Word Kill, Summon Monster IX; (Div) Foresight; (Ench) Dominate Monster; (Evoc) Bigy’s Crushing Hand, Chain Contingency, Meteor Swarm; (Necro) Astral Projection; (Trans) Shapechange, Temporal Stasis; (Univ) Wish


Magic Items

The Sapphire of Mutable Coruscations
Ring of Protection +6
Amulet of Natural Armour +5
Crystal Ball with Telepathy
Mostin’s Metamorphic Apparatus
+1 Shocking Burst Rapier
2 Gloves of Storing
Ring of Spellcraftiness (adds +30 to Spellcraft skill checks)
Mostin’s Pseudonatural Helper
+1 Dagger
Folding Boat
Periapt of Wisdom +6
Obsidian Steed
Bag of Holding (IV)
Scrolls to the Value of 75,000 gp: these include duplicates of her original spells, and a number of spells from banned schools (Illusion, Abjuration) which are maintained for trade value.


The Sapphire of Mutable Coruscations is a perfectly spherical gemstone the size of a walnut, which can be seen to swirl with all shades of blue, yellow and white. Its origins are unknown, but it was known to be coveted by the Xorn King Krygnasz before falling into the hands of Mulissu.
The Sapphire grants its owner a +6 enhancement bonus to intelligence, and allows him or her to summon an Elder Air Elemental of maximum hit points once per day. The Elemental serves unfailingly for a period of one hour. Once per week, the Sapphire can be used to invoke a Prismatic Sphere. All spell abilities are at 20th level where appropriate.


Unique Spells:

Mulissu’s Quasi-Elemental Transformation

Transmutation
Level: Sor/Wiz 9
Components: V,S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level

This spell transforms the spellcaster’s body into radiant ionized energy which has a number of different effects.

- The Caster gains damage reduction of 30/+3 for the duration of the spell.
- He or she can fly at a Speed of 150ft. with perfect maneuverability.
- Untended combustible items which come into contact with the caster are ignited. With a touch, the caster may melt metals with the boiling point of lead or gold in one round. Iron or steel begins to redden after one round, becomes white-hot after three rounds, and melts at the end of five rounds. One cubic foot per caster level may be affected.
- The Caster continually sheds light equivalent to a ‘Daylight’ spell in a 60 ft. radius.
- The Caster becomes immune to all fire, electrical and positive energy effects (including magical healing), and immune to deafness, blindness, ability score damage, disease, drowning, poison, stunning, critical hits and death from massive damage. He or she takes normal damage from acid and sonic attacks, and double damage from water and cold based attacks on a failed save. He or she suffers a –4 penalty on saves against energy draining or enervation attacks. The Caster becomes immune to attacks which target physiological or respiratory systems, as he or she possesses neither. He or she is considered to have an effective mass of zero, negating spells such as ‘Reverse Gravity’ which might target him or her.
- He or she cannot cast spells for the duration of the Transformation but, as a standard action, may make an electrical ranged or melee touch attack which deals 3d6 points of damage plus one point per caster level (maximum +25). The attack has a range of 100ft. + 10ft. per caster level.


Mulissu’s Ultimate Plasma Evocation

Evocation [Electricity]
Level: Sor/Wiz 9
Components: V,S
Casting Time: 1 action
Range: Close (30 ft.)(see text)
Effect: 30 ft. radius burst centred on you
Duration: Instantaneous
Saving Throw: Reflex half and Fortitude negates (see below)

The caster’s body becomes a living conduit for immense plasma energies, which are expressed as a burst of electrical energy which radiates instantaneously from the caster’s person.

Creatures caught within the blast area sustain 1d8 points per caster level (max 25d8) of electricity damage: a successful Reflex Save halves the damage.

Furthermore, the shockwave generated by the Ultimate Plasma Evocation is sufficient to knock creatures of Large size or smaller prone, or blow creatures of Medium size or smaller away unless they make successful Fortitude Saves against the spell. Creatures who are blown away are thrown back 1d4x10 feet, fall prone and sustain 1d4 points of subdual damage per 10 feet thrown.




Mulissu’s Instantaneous Elemental Tempest

Conjuration (Summoning) [Air]
Level: Sor/Wiz 9
Components: V,S
Casting Time: 1 action
Range: One mile (see text)
Effect: 20 ft. radius centred on you, 10 ft./level radius centred on you and a one mile radius, centred on you (see text)
Duration: Concentration (maximum 4 rounds)
Saving Throw: See text
Spell Resistance: Yes (see text)

This spell creates a potent zone of magical cyclonic activity with a radius of one mile centred on the caster. Three distinct regions exist within the Elemental Tempest, as the power of the spell increases towards the centre.

- The tertiary zone, which extends out to the full one mile limit, is characterized by hurricane-force winds which render normal missile attacks useless and cause siege weapons to incur a penalty of –8 on attack rolls. Medium-sized or smaller creatures are blown away, large creatures are knocked down and huge creatures are checked unless they succeed at a Fortitude save with a DC of 20.
- The secondary zone, which extends up to 20ft. per caster level, is characterized by all of the above effects, and, in addition, is shot through by lightning. Every round that a creature stays within the secondary zone, he or she is 50% likely to be struck by lightning and suffer 1d6 dice of damage (d6s). A successful reflex save halves the amount of damage sustained.
- The primary zone, with a radius of 20ft., is an area of intense electromagnetic activity, and is characterized by plasma vortices, unusual lightning phenomena, and bizarre atmospheric conditions. Whilst neither the conditions of the tertiary nor secondary zones prevail within the primary zone, it has its own dangers. Creatures within the primary zone sustain 1d8 points of electrical damage +1 point per caster level (max +25) every round, with no saving throw allowed.



Mulissu’s Holocaust of Lightning (In Development)

Evocation [Electricity]
Spellcraft DC: 69
Components: V,S
Casting Time: 1 action
Range: 600 ft
Area: 100 ft. radius sphere
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
To Develop: 621,000 gp; 13 days; 24,840 XP. Seed: Energy (Electricity)(DC19). Factors: 1 action casting time (+20 DC), increase range by 100% (+2 DC), change area to 20-ft. radius (+2 DC), increase area by 400% (+16 DC), increase damage to 40d6 (+60 DC), specialist school (-5 DC), elemental speciality (ad hoc –5 DC). Mitigating factors: 20d6 Backlash (-20 DC), burn 2000 XP (-20 DC).


The first of the ‘New Wave’ of Mulissu’s spells…


Notes:

What can I say? Mulissu is everyone’s favourite NPC.

In Sep's Story Hour, Mulissu's always been my absolute favorite, next to Everyone's Favorite Metagnostic.

However, after looking over the build for Mulissu--at least Sep's first published one for her--I just can't make sense of how I'd build it up level-by-level, or even if her Class/Specialization/PrC choices are viable at lower levels.

Can anyone help me here?

Telonius
2017-04-27, 08:30 AM
I'm guessing something like...

1 Clr1 Spell Focus, Greater Spell Focus
2 Wiz1 Scribe Scroll
3 Wiz2 Empower Spell
6 Wiz5 Craft Wondrous Item, Energy Substitution
9 Wiz8 Energy Admixture
12 etc etc


At 10th level, she's casting as a Wizard9, which means 5th-level spells are available. Plenty of room for 3 of the elemental spell descriptors, especially with Energy Substitution. The skill prereqs are easy, so she'd definitely qualify for the PrC.

As far as viable, yeah, it would probably be a bit frail for the first couple of levels. You end up losing out on three wizard caster levels. But you'd still get to 9th-level spells in the end, and with all the Cleric spells on your list of known, you can use the vast majority of wands you'll ever find.

TheBrassDuke
2017-04-29, 07:32 AM
Okay, how about this version?


Mulissu Reimagined

Rebuilt after her self-directed reincarnation by Teppu at CR32, modified again after Complete Mage came out; sylph-derived sorcerer spellcasting neatly shores gaps in a prohibited school bar by being a dedicated arsenal of Abjuration effects (Mulissu's regret for previously eschewing the Abjuration school for the purposes of specialization is well-known). Her metamagic versatility is very high – the large numbers of sorcerer slots also act as a sink to metamagick prepared lower-level wizard spells through the augmented casting special ability, and the Improved Metamagic epic feat adds even more flexibility. Expanded spell knowledge provides a number of spontaneous attack and utility spells. Mulissu's original spell collection was lost when her pocket paradise was overrun by demons; subsequently, the savant gained access to Jovol's coveted hidden cache of spellbooks.

Against a single electricity-vulnerable target, Mulissu can burn all of her prepared 10th-level spells to deal 96d6 points of damage in 1 round, no save – which ain't too shabby. Most of her other higher level slots see more utilitarian spells, whilst her main armamentarium is based around electrically-substituted empowered orbs of acid which can be freely admixed, maximized or quickened by burning sorcerer slots. When magically outfitted for battle with the epic buffs metallection and sublime mind in effect, and with a mantle of egregious might the Save DCs against Mulissu's spells rise to 44+ spell level (more for electrical evocations, although finger of death, implosion and dominate monster start to look very attractive). Epic attack spells (holocaust of lightning, glance of thunder) are very XP and backlash intensive, and reserved for extreme situations.

Mulissu uses a tweaked Creature Catalogue sylph as the base, as the MMII version is kind of screwy – this lends to an unusual type/subtype combination when her elemental perfection is applied. Retained her original modest 58-point buy (cough). +5 inherent bonuses.

Mulissu is 'legal' in the sense that epic spell development costs are set against her equipment value total (as an ECL35 PC), but XP costs for development would otherwise place Mulissu several ECLs higher. Included in her inventory are items retrieved from Iua and one subsequently crafted; her sapphire and ring have been upgraded to epic legacy-item status (sapphire costed at around 1.0M gold). As usual, multiple buff effects are folded into relatively few items. Mulissu's SR is figured as HD+18, as per CC sylph. She's a solid CR35.



Mulissu
Despotrix of Fumaril

Female Sylph Evoker 7 / Air Savant 10 / Ultimate Magus 10; NG Medium Elemental (Augmented Fey, Air); Hit Dice 3d6+18 plus 27d4+162; hp 256; Spd 30 ft.; fly 130 ft. (perfect); Init +11; Armor Class 39 (+8 armor, +11 Dex, +5 deflection, +5 natural; touch 26, flat-footed 28); Base Atk +14; Grp +17; Atk +14 touch or +25 ranged touch; SA Spell-like abilities, spells; SQ Arcane spell power +4, augmented casting, darkvision 60ft., energy focus, energy penetration, elemental perfection, expanded spell knowledge, immunities (electricity, paralysis, poison, sleep, stunning), low-light vision, not subject to critical hits, SR48; SV Fort +24 Ref +29 Will +35; Str 16 Dex 33 Con 22 Int 42 Wis 26 Cha 35

Skills: Bluff +48, Concentration +39, Craft (alchemy) +49, Craft (engraving) +49, Decipher Script +49, Diplomacy +54, Gather Information +29, Intimidate +50, Knowledge (arcana) +49, Knowledge (local) +49, Knowledge (the planes) +49, Knowledge (nature) +49, Knowledge (nobility) +49, Knowledge (religion) +49, Listen +18, Perform (oratory) +28, Sense Motive +45, Spellcraft +83, Spot +18, Use Magic Device +45 (+53 scrolls)

Feats: Craft Wondrous Item, Empower Spell, Epic Spellcasting, Improved Metamagic (-1), Improved Spell Capacity (10th), Maximize Spell, Energy Admixture (electricity), Energy Substitution (electricity), Great Fortitude (B), Greater Spell Focus (Evocation), Iron Will (B), Multispell, Quicken Spell, Rapid Metamagic, Scribe Scroll, Spell Focus (Evocation), Widen Spell

Elemental Specialty (Ex): When Mulissu casts any prepared arcane spell with an energy descritptor which deals damage, the descriptor changes to [electricity] and the spell deals electricity damage

Augmented Casting: Mulissu can sacrifice a spell or spell slot in one arcane spellcasting class to grant a metamagic enhancement to a spell cast using her other arcane class. The level of the spell or spell-slot sacrificed must equal or exceed the level of the metamagic enhancement; only spells of 5th-level or lower can be augmented by this ability. Mulissu can apply the benefit of any metamagic feat she knows in this way. She may use this ability 8 times per day.

Elemental Type: Mulissu does not need to sleep, eat or breathe. She is treated as an elemental, but may be raised, resurrected or reincarnated.

Permanent Magical Effects (Sp): The following effects are always active upon Mulissu (caster level 20th, where appropriate) – arcane sight, comprehend languages, detect magic, read magic, see invisibility, tongues.

Spell-Like Abilities: At will – invisibility, levitate; Caster Level 30th.


Typical Wizard Spells Prepared

Mulissu casts spells as a 23rd level evoker (Abjuration and Illusion barred, 4/8/8/8/8/7/7/7/7/6/3 per day, CL 27th. Save DC 26+ spell level; 28+ spell level for [electricity] spells or evocations, 30+ spell level for electrical evocations). She gains a +4 bonus on spell penetration checks when using spells with the electricity descriptor. Mulissu can prepare and cast an extra evocation spell of each level every day. Her spellbooks are very extensive – assume access to any PHB wizard spell, plus those listed below.

1st – ebon eyes, magic missile x2, enlarge person, identify scrier, magical performance, obscuring mist, ray of enfeeblement, spontaneous search

2nd – alter self, chain of eyes, detect thoughts x2 (DC28), whispering wind x2, seeking ray x2, wings of air

3rd – alter fortune, blink, clairaudience/clairvoyance, deeper darkvison, halt (DC29), haste (x2), magic circle against evil, slow (DC29)

4th – assay spell resistance x2, fireball (electrically-substituted, empowered) x2 (DC33), lightning bolt (empowered) x3 (DC33), know vulnerabilites (DC30), wall of fire (electrically-substituted) (DC34)

5th – orb of acid (electrically-substituted, empowered) x5, sending, teleport, wall of force

6th – analyze dweomer, contingency, true seeing, disintegrate (DC32), mage's lucubration, flesh to stone (DC32), probe thoughts (DC32), interplanar telepathic bond

7th – control weather, finger of death (DC 33), forcecage (DC 35), greater fireburst (electrically-substituted, maximized) (DC35), greater scrying (DC 33), reverse gravity, synostodweomer, limited wish

8th – delayed blast fireball (electrically-substituted, empowered) (DC37), disintegrate (maximized) (DC32), mantle of egregious might, mass charm monster (DC34), moment of prescience, passage of lightning, teleport (quickened), utter thrall (DC34)

9th – chain lightning (electrically-admixed) (DC36), dominate monster (DC35), foresight, gate, implosion (DC 37), shapechange, time stop

10th – orb of acid (electrically-admixed, electrically-sustituted, quickened) x2, meteor swarm (electrically substituted, empowered) (DC39)


Sorcerer Spells Known

Mulissu also casts spells as a 17th-level sorcerer (6/9/9/9/9/8/8/8/6 per day; CL 21st; Save DC 22+ spell level, 24+ spell level for evocations, 26+ spell level for electrical evocations). Mulissu knows 1 extra sorcerer spell of level 1 through 5 by virtue of her expanded spell knowledge ability.

1st – disguise self, magic aura, protection from evil, serene visage, shield, true strike; 2nd – aiming at the target, bear's endurance, blur, deflect, greater alarm, resist energy; 3rd – anticipate teleportation, energy vulnerability (DC25), great thunderclap (DC27), lightning bolt (DC29), magic circle against evil; 4th – celerity, charm monster (DC26), condemnation, dimensional anchor, stifle spell; 5th – baleful polymorph (DC27), indomitability, mage's private sanctum, reciprocal gyre, zone of respite; 6th – antimagic field, greater dispel magic, seal portal; 7th – antimagic ray, banishment (DC29), energy absorption; 8th – dimensional lock, mind blank


Possessions

Resilient pebble, crystal ball with telepathy, bracers of armor +8, circlet of the tyrant, obsidian steed, gloves of storing, ring of aery power, sapphire of mutable coruscations.

Ring of Aery Power: this diamond and platinum +30 Spellcraft ring bestows freedom of movement and the Evasion special ability upon the wearer, grants a +6 enhancement bonus to the wearer's Dexterity and increases any flight speed by 30ft. (this is an enhancement bonus). (290K, CL 20th).

Resilient Pebble: This unassuming, mottled grey rock is set in iron and occupies the amulet slot. It provides a +5 resistance bonus to all saving throws, a +5 natural armor bonus and a +5 deflection bonus to armor class (160K, CL 20th)

Sapphire of Mutable Coruscations: This perfectly spherical gemstone is the size of a walnut, and can be seen to swirl with all shades of blue, yellow and white. Mulissu has unlocked many of its secrets - she typically wears the sapphire around her neck on an adamantine chain, although the stone itself occupies no item slot.
The sapphire grants its owner a +8 enhancement bonus to Intelligence, and allows him or her to summon an air elemental monolith of maximum hit points once per day. The elemental serves unfailingly for a period of one hour. The owner of the sapphire of mutable coruscations can also channel stored spell energy and use the sapphire to spontaneously cast any of the following spells: prismatic aura, prismatic bow, prismatic deluge, prismatic eye, prismatic mist, prismatic ray, prismatic sphere, prismatic spray, prismatic wall; either a prepared spell or an unused slot may be channelled into the sapphire of mutable coruscations in this fashion. (CL20th, 1M)

Circlet of the Tyrant: Fashioned by Mulissu after her ascension to power in Fumaril, this narrow gold band bestows a +6 enhancement bonus to the wearer's Wisdom and Charisma and grants a +20 competence bonus to all Bluff, Diplomacy, Intimidate and Sense Motive skill checks (200K, CL20th)


Unique Nonepic Spells

Passage of Lightning
Conjuration (Teleportation) [Electricity]

Level: 8
Components: V
Casting Time: 1 standard action
Range: Personal and touch
Target: You and touched objects or other touched willing creatures
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)

You and up to one other creature per three caster levels are borne by a discharge of magical lightning to a location with which you have at least passing familiarity: you must have scried the target area or visited it at least once. The destination point may be on any plane. The passage of lightning seeks out interstices between planes, and is not subject to effects which specifically target astral movement; it is, however, subject to spells which otherwise block interplanar travel such as dimension lock and forbiddance. An atmosphere of some kind must be present at both the departure and destination points to successfully cast a passage of lightning.

You, and creatures whom you bring with you may carry gear which does not exceed maximum load. Large creatures count as two additional creatures, Huge creatures as four additional creatures etc. for purposes of this spell.


Instantaneous Elemental Tempest
Conjuration (Summoning) [Air]

Level: Sor/Wiz 9
Components: V,S
Casting Time: 1 standard action
Range: One mile; see text
Effect: A one mile radius sphere centered on you, a 20 ft./level radius sphere centred on you, and a 20 ft. radius sphere centred on you; see text
Duration: Concentration (maximum 4 rounds)
Saving Throw: See text
Spell Resistance: Yes; see text

This spell creates a potent zone of magical cyclonic activity with a radius of one mile centred on the caster. Three distinct regions exist within the elemental tempest, and the power of the spell increases towards the centre.

• The tertiary zone, which extends out to the full one mile limit, is characterized by hurricane-force winds which render normal missile attacks useless and cause siege weapons to incur a penalty of –8 on attack rolls. Medium-sized or smaller creatures are blown away, large creatures are knocked down and huge creatures are checked unless they succeed at a Fortitude saving throw.

• The secondary zone extends up to 20ft. per caster level, and is characterized by all of the above effects; in addition, the seconday zone is shot through by lightning. Every round that a creature stays within the secondary zone, he or she is 50% likely to be struck by lightning and suffer 1d6 dice of damage (d6s). A successful Reflex save halves the amount of damage sustained

• The primary zone, with a radius of 20ft., is an area of intense electromagnetic activity, and is characterized by plasma vortices, unusual lightning phenomena, and bizarre atmospheric conditions. Conditions in the tertiary and secondary zones do not prevail within the primary zone, but creatures within this area automatically sustain 1d8 points of electrical damage +1 point per caster level (max +25) every round, with no saving throw allowed.


Epic Spells

Dispelling Blast
Abjuration

Spellcraft DC: 75
Components: V, S
Casting Time: 1 standard action
Range: 300 ft.
Area: 100-ft. radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
To Develop: 675,000 gp; 14 days; 27,000 XP. Seed: Dispel (DC19). Factors: +30 on dispel check (+30 DC), change from target to 20-ft. radius area. (+10 DC), increase area by 400% (+16 DC) 1 action casting (+20 DC). Mitigating Factors 20d6 backlash (-20 DC).

All ongoing spell effects within a 100-ft. radius burst are dispelled as if struck by a targeted dispel magic, and the properties of magic items are suppressed for 1d4 rounds. Mulissu must succeed at a dispel check (1d20+40) for each object or ongoing spell effect. She suffers a –15 penalty on her Spellcraft check when casting this spell.


Glance of Thunder
Evocation [Sonic]

Spellcraft DC: 90
Components: None
Casting Time: 1 swift action
Range: 1200 ft.
Effect: Ray
Saving Throw: None
Spell Resistance: Yes
To Develop: 810,000 gp; 17 days; 32,400 XP. Seed: Energy (Sonic) (DC19). Factors: quickened (+28DC), no verbal or somatic component (+4DC), increase damage to 30d6 (+40 DC), ray (+4), increase damage die to d20 (+40 DC). Mitigating Factors: specialist school (-5 DC), 40d6 backlash (-40 DC)

As a swift action, Mulissu glares at target creature within range. It suffers 30d20 points of sonic damage (average 315); Mulissu must succeed at a ranged touch attack to strike the target.


Ha'uh
Conjuration (Summoning) [Air][Cabal]

Spellcraft DC: 71
Components: V, S, Ritual
Casting Time: 1 minute
Range: 75 ft.
Effect: One summoned advanced air primal (Ha'uh)
Duration: 1 hour (D)
Saving Throw: None
Spell Resistance: No
To Develop: 639,000 gp; Seed: Summon (DC14), Fortify (DC17). Factors: increase target CR by 48 (+96 DC), increase duration by 2900% (+58 DC), grant +19 additional SR (+38 DC), +20 on opposed check to dispel (+40 DC). Mitigating Factors: elemental specialty (-5 DC), ritual spell (-187 DC; 1 x 9th, 1 x 8th, 2 x 7th, 5 x 5th, 12 x 4th level spells)

This spell summons Ha'uh – an advanced (128 HD) air primal for a period of 1 hour. When Ha'uh manifests, its spell resistance automatically increases to 62; attempts to dispel Ha'uh treat Mulissu as a 47th-level caster. The spell requires the participation of 21 other spellcasters of various power and ability

Ha'uh appears where Mulissu designates and acts immediately on her turn. It attacks any enemies or performs other actions to the best of its ability. The summoning ends if Ha'uh is asked to perform actions inimical to its nature.

Ha'uh
Advanced Primal Air Elemental; Colossal Elemental (Air, Extraplanar); CR 50; HD 128d8+1152; hp 1728; Init +24, Spd Fly 100 ft. perfect; Armor Class 64 (-8 size, +16 Dex, +48 natural); Base Atk +96 melee; Grp +140; Atk +124 melee (8d6+28/19-20); Full Atk 2 slams +124 melee (8d6+28/19-20); SA Air mastery, whirlwind; SQ DR 10/-, Immunities (paralysis, poison, sleep, stunning), not subject to critical hits, spell resistance 42; SV Fort +53 Ref +74 Will +49; Str 68 Dex 43 Con 28 Int 10 Wis 13 Cha 13
Skills: Listen +134, Spot +134
Feats: Alertness, Awesome Blow, Blinding Speed (x2), Cleave, Combat Reflexes, Devastating Critical (slam), Dodge, Epic Will, Flyby Attack, Great Cleave, Great Fortitude, Great Strength (x20), Improved Critical (slam), Improved Initiative, Improved Natural Attack, Iron Will, Mobility, Lightning Reflexes, Overwhelming Critical (slam), Power Attack, Spring Attack, Superior Initiative, Weapon Focus (slam)

Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against Ha'uh.

Devastating Critical: Creatures who suffer a critical hit from Ha'uh's slam attack must make a Fortitude saving throw (DC 102) or die.

Whirlwind (Su): Ha'uh can assume the form of a whirlwind once every 10 minutes for up to 64 rounds. A Reflex save permits creatures to resist or escape Ha'uh's whirlwind effects (DC 102).


Holocaust of Lightning
Evocation [Electricity]

Spellcraft DC: 85
Components: V,S
Casting Time: 1 standard action
Range: 1200 ft
Area: 100 ft. radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
To Develop: 621,000 gp; 13 days; 24,840 XP. Seed: Energy (Electricity) (DC19). Factors: 1 action casting time (+20 DC), increase area by 400% (+16 DC), increase damage to 40d6 (+60 DC), increase damage die to d20 (+40 DC), specialist school (-5 DC), elemental speciality (–5 DC). Mitigating factors: 40d6 Backlash (-40 DC), burn 2000 XP (-20 DC).

Creatures within a 100-ft radius burst suffer 40d20 points of electricity damage (average 420); a Reflex save (DC 40) halves the damage.


Metallection
Transmutation

Spellcraft DC: 73
Components: V, S
Casting Time: 1 minute
Target: You
Duration: 20 hours
To Develop: 657,000 gp; 14 days; 26,280 XP. Seed: Fortify (DC17). Factors: grant additional +29 bonus to ability score (+58 DC). Mitigating factors: personal (-2).

Mulissu gains a +30 enhancement bonus to Intelligence for 20 hours.


Momentary Suspension
Transmutation

Spellcraft DC: 67
Components: None
Casting Time: 1 swift action
Target: You
Duration: 5 rounds of apparent time; see text
To Develop: 603,000 gp; 13 days; 24,120 XP; Seed: Transport (DC 27). Factors: temporal (+8 DC), quickened (+28 DC), no verbal or somatic components (+4 DC)

As a swift-action spell with no components, Mulissu moves herself into another time stream (as time stop). She gains 5 rounds of apparent time.


Mulissu's Paling
Evocation [Force][Cabal]

Spellcraft DC: 75
Casting Time: 10 minutes
Range: 2 miles
Area: 2-mile radius, centered on you
Duration: 100 hours
Saving Throw: None
Spell Resistance: No
To Develop: 675,000gp; 27,000 XP; Seeds: Energy (weather) (DC 25), Energy (DC 19), Lock (DC 29), Ward (DC 14). Factors: change energy to [force] effect (ad hoc +10 DC), nullify disintegrate (+10), nullify mage's disjunction (+16), nullify Mulissu's paling (special; +18 DC), add 6 additional targets (+60 DC), change one target to area (+10 DC), +50 on opposed caster level check to dispel (+100 DC), increase duration by 800% (+16 DC). Mitigating Factors: 10 min casting (-20 DC), specialty school (-5), burn 2400 XP (-24), ritual spell (-187 DC; 1 x 9th, 1 x 8th, 2 x 7th, 5 x 5th, 12 x 4th level spells)

Mulissu erects a spherical magical barrier with a radius of two miles. The perimeter is experienced as a wind of impenetrable density: this is actually a [force] effect equivalent to a wall of force. The area within the sphere is subject to a dimensional lock (as quiescence of the spheres). Upon casting, Mulissu and up to five other targets designated by her are not subject to the spell and freely pass into and through the warded area, either physically or through teleportation or similar effect. Mulissu also designates a single 20-ft. radius 'hole' within the paling which is not subject to the dimensional bar. This area can be closed with a nonepic dimensional lock or opened, as the needs of Mulissu dictate. When open, entities can be conjured into the 'hole' and gates opened there.

Mulissu's paling, in whole or in part, is not subject to disintegrate or mage's disjunction. Epic spells incorporating the dispel or destroy seeds treat Mulissu as a 77th-level caster for purposes of opposed checks. Mulissu's paling must be renewed every 100 hours. Mulissu suffers a -15 penalty on her Spellcraft check to cast this spell, as it contains seeds from the Abjuration school.


Sublime Mind
Transmutation

Spellcraft DC: 75
Components: V, S
Casting Time: 1 minute
Target: You
Duration: 20 hours
To Develop: 675,000 gp; 14 days; 27,000 XP. Seed: Fortify (DC23). Factors: grant additional +9 insight bonus to ability score (+54 DC). Mitigating factors: personal (-2).

Mulissu gains a +10 insight bonus to Intelligence for 20 hours.