Entry Number 2:

Quote Originally Posted by Zorya

Zorya, Sisters of the Sun and Moon
TN Human, Wizard 10/Visionary Seeker 10

“All your questions can be answered, if that is what you want. But once you learn your answers, you can never unlearn them.”
--Zorya Polunochnaya, American Gods, Neil Gaiman

Do you know what lands you trespass on, traveler? These woods are home to Dazhdbog the Woodsman and his daughters, the Zorya sisters. You are being watched, traveler. The sisters know all that happens in their domain.

Zorya Utrennyaya hunts under the morning star. You will find her padding through the forest, the morning dew washing the grass stains from her feet. She opens the gate in the morning so that Dazhdbog can ride his blazing chariot, and then she steals away into the woods, watching all that pass. She is nimble and golden-haired, and she knows the flight of every bird and the path of every deer that passes through her woods. She can trace the tracks of the smallest mouse as it darts through the undergrowth. If you step through these woods under the light of the sun, traveler, then know that Zorya Utrennyaya watches you, too.

And who closes the gate after Dazhdbog returns? Why it is her twin, Zorya Vechernyaya, who keeps watch beneath the evening star. Yes, they are twins, though Zorya Vechernyaya’s hair has gone white under the pale moonlight of the evening sky. She is a strange one, yes, a dreamer. Her sleeping eye can pierce the veil of this world and see through to the next. If you travel in these woods then you can be sure she knows your secret heart, traveler. She knows your greatest fears and your most secret desires. Even your dreams are no secret to the Zorya Vechernyaya.

What? You did not realize you were traveling through Dazhdbog’s woods? Traveler, Dazhdbog’s chariot is the sun itself, and the sky is his forest. The stars are his trees. And all of this, every inch of this world and every world like it, is under the watch of the Zorya sisters.

You cannot escape their sight, traveler...

Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
1st Wizard 1 +0 +0 +0 +2 Spellcraft 4 ranks (4), survival* 2 ranks (2), concentration 4 ranks (4), knowledge (the planes) 4 ranks (4), knowledge (arcana) 4 ranks (4), knowledge (nature) 4 ranks (4), knowledge (dungeoneering) 4 ranks (4) Apprentice (woodsman), Track, Improved InitiativeB Bonus fighter feat, wizard of Sun and Moon
2nd Wizard 2 +1 +0 +0 +3 Spellcraft 1 rank (5), survival 3 ranks (5), concentration 1 rank (5), knowledge (the planes) 1 rank (5), knowledge (nature) 1 rank (5)
3rd Wizard 3 +1 +1 +1 +3 Spellcraft 1 rank (6), survival 1 rank (6), concentration 1 rank (6), knowledge (the planes) 1 rank (6), knowledge (nature) 1 rank (6), knowledge (dungeoneering) 1 rank (5), knowledge (arcana) 1 rank (5) Dreamtelling
4th Wizard 4 +2 +1 +1 +4 Spellcraft 1 rank (7), survival 1 rank (7), concentration 1 rank (7), knowledge (the planes) 1 rank (7), knowledge (nature) 1 rank (7), knowledge (arcana) 2 ranks (7)
5th Wizard 5 +2 +1 +1 +4 Spellcraft 1 rank (8), survival 1 rank (8), concentration 1 rank (8), knowledge (the planes) 1 rank (8), knowledge (nature) 1 rank (8), knowledge (arcana) 1 rank (8), knowledge (dungeoneering) 1 rank (6) Spontaneous divination
6th Visionary Seeker 1 +2 +1 +3 +4 Spellcraft 1 rank (9), survival 1 rank (9), concentration 1 rank (9), knowledge (the planes) 1 rank (9), knowledge (nature) 1 rank (9), knowledge (arcana) 1 rank (9), knowledge (dungeoneering) 3 ranks (9) Oneiromancy Divination expertise
7th Visionary Seeker 2 +3 +1 +4 +4 Spellcraft 1 rank (10), survival 1 rank (10), concentration 1 rank (10), knowledge (the planes) 1 rank (10), knowledge (nature) 1 rank (10), knowledge (arcana) 1 rank (10), knowledge (dungeoneering) 1 rank (10), knowledge (religion) 1 rank (1), knowledge (local) 1 rank (1) Spell mimic 1/day
8th Visionary Seeker 3 +4 +2 +4 +5 Spellcraft 1 rank (11), survival 1 rank (11), concentration 1 rank (11), knowledge (the planes) 1 rank (11), knowledge (nature) 1 rank (11), knowledge (arcana) 1 rank (11), knowledge (dungeoneering) 1 rank (11), knowledge (religion) 2 ranks (3), knowledge (local) 1 rank (2) Intuition (+2)
9th Visionary Seeker 4 +5 +2 +5 +5 Spellcraft 1 rank (12), survival 1 rank (12), concentration 1 rank (12), knowledge (the planes) 1 rank (12), knowledge (nature) 1 rank (12), knowledge (arcana) 1 rank (12), knowledge (dungeoneering) 1 rank (12), knowledge (religion) 2 ranks (5), knowledge (local) 1 rank (3) Improved Oneiromancy Bend fate
10th Visionary Seeker 5 +5 +2 +5 +5 Spellcraft 1 rank (13), survival 1 rank (13), concentration 1 rank (13), knowledge (the planes) 1 rank (13), knowledge (nature) 1 rank (13), knowledge (arcana) 1 rank (13), knowledge (dungeoneering) 1 rank (13), knowledge (religion) 2 ranks (7), knowledge (local) 1 rank (4)
11th Visionary Seeker 6 +6/+1 +3 +6 +6 Spellcraft 1 rank (14), survival 1 rank (14), concentration 1 rank (14), knowledge (the planes) 1 rank (14), knowledge (nature) 1 rank (14), knowledge (arcana) 1 rank (14), knowledge (dungeoneering) 1 rank (14), knowledge (religion) 2 ranks (9), knowledge (local) 1 rank (5) Spell mimic 2/day
12th Visionary Seeker 7 +7/+2 +3 +6 +6 Spellcraft 1 rank (15), survival 1 rank (15), concentration 1 rank (15), knowledge (the planes) 1 rank (15), knowledge (nature) 1 rank (15), knowledge (arcana) 1 rank (15), knowledge (dungeoneering) 1 rank (15), knowledge (religion) 2 ranks (11), knowledge (local) 1 rank (6) Practiced Spellcaster Intuition (+4)
13th Visionary Seeker 8 +8/+3 +3 +7 +6 Spellcraft 1 rank (16), survival 1 rank (16), concentration 1 rank (16), knowledge (the planes) 1 rank (16), knowledge (nature) 1 rank (16), knowledge (arcana) 1 rank (16), knowledge (dungeoneering) 1 rank (16), knowledge (religion) 2 ranks (13), knowledge (local) 1 rank (7) Trick fate
14th Visionary Seeker 9 +8/+3 +4 +7 +7 Spellcraft 1 rank (17), survival 1 rank (17), concentration 1 rank (17), knowledge (the planes) 1 rank (17), knowledge (nature) 1 rank (17), knowledge (arcana) 1 rank (17), knowledge (dungeoneering) 1 rank (17), knowledge (religion) 2 ranks (15), knowledge (local) 1 rank (8)
15th Visionary Seeker 10 +9/+4 +4 +8 +7 Spellcraft 1 rank (18), survival 1 rank (18), concentration 1 rank (18), knowledge (the planes) 1 rank (18), knowledge (nature) 1 rank (18), knowledge (arcana) 1 rank (18), knowledge (dungeoneering) 1 rank (18), knowledge (religion) 3 ranks (18) Astral Tracking Moment of prescience 1/day, spell mimic 3/day
16th Wizard 6 +10/+5 +5 +9 +8 Spellcraft 1 rank (19), survival* 1 rank (19), concentration 1 rank (19), knowledge (the planes) 1 rank (19), knowledge (nature) 1 rank (19), knowledge (arcana) 1 rank (19), knowledge (dungeoneering) 1 rank (19), knowledge (religion) 1 rank (19)
17th Wizard 7 +10/+5 +5 +9 +8 Spellcraft 1 rank (20), survival* 1 rank (20), concentration 1 rank (20), knowledge (the planes) 1 rank (20), knowledge (nature) 1 rank (20), knowledge (arcana) 1 rank (20), knowledge (dungeoneering) 1 rank (20), knowledge (religion) 1 rank (20)
18th Wizard 8 +11/+6/+1 +5 +9 +9 Spellcraft 1 rank (21), survival* 1 rank (21), concentration 1 rank (21), knowledge (the planes) 1 rank (21), knowledge (nature) 1 rank (21), knowledge (arcana) 1 rank (21), knowledge (dungeoneering) 1 rank (21), knowledge (religion) 1 rank (21) Arcane Mastery
19th Wizard 9 +11/+6/+1 +6 +10 +9 Spellcraft 1 rank (22), survival* 1 rank (22), concentration 1 rank (22), knowledge (the planes) 1 rank (22), knowledge (nature) 1 rank (22), knowledge (arcana) 1 rank (22), knowledge (dungeoneering) 1 rank (22), knowledge (religion) 1 rank (22)
20th Wizard 10 +12/+7/+2 +6 +10 +10 Spellcraft 1 rank (23), survival* 1 rank (23), concentration 1 rank (23), knowledge (the planes) 1 rank (23), knowledge (nature) 1 rank (23), knowledge (arcana) 1 rank (23), knowledge (dungeoneering) 1 rank (23), knowledge (religion) 1 rank (23) Domain granted power (oracle)
*cross-class skill, purchased at double cost

Spoiler: Additional Build Details
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Spoiler: Stats
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Stats:
Level 1: Str 8/Dex 12/Con 14/Int 18/Wis 14/Cha 8
Level 4: Str 8/Dex 12/Con 14/Int 19/Wis 14/Cha 8
Level 8: Str 8/Dex 12/Con 14/Int 20/Wis 14/Cha 8
Level 12: Str 8/Dex 12/Con 14/Int 21/Wis 14/Cha 8
Level 16: Str 8/Dex 12/Con 14/Int 22/Wis 14/Cha 8
Level 20: Str 8/Dex 12/Con 14/Int 23/Wis 14/Cha 8


Spoiler: Alternate Class Features
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Wizard of Sun and Moon (designate one spell slot per level as a sun or moon slot and prepare two different spells, one which you have access during the evening or while underground, and one which you have access to during the day), Combat Wizard (replace wizard bonus feat with fighter feat), Spontaneous Divination (replace 5th level bonus feat with the ability to spontaneously cast any divination spell you know of equal or lower level), Domain Granted Power (replace bonus feat with the granted power from a cleric domain).


Spoiler: Spellcasting
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Zorya is a wizard specialized in divination. She has banned the school of necromancy.

Spells per Day (does not include bonus spells due to specialization or high Int bonus)
Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 1 - - - - - - - -
2nd 4 2 - - - - - - - -
3rd 4 2 1 - - - - - - -
4th 4 3 2 - - - - - - -
5th 4 3 2 1 - - - - - -
6th 4 3 3 2 - - - - - -
7th 4 3 3 2 - - - - - -
8th 4 4 3 2 1 - - - - -
9th 4 4 3 2 1 - - - - -
10th 4 4 3 3 2 - - - - -
11th 4 4 3 3 2 - - - - -
12th 4 4 4 3 2 1 - - - -
13th 4 4 4 3 2 1 - - - -
14th 4 4 4 3 3 2 - - - -
15th 4 4 4 3 3 2 - - - -
16th 4 4 4 4 3 2 1 - - -
17th 4 4 4 4 3 3 2 - - -
18th 4 4 4 4 4 3 2 1 - -
19th 4 4 4 4 4 3 3 2 - -
20th 4 4 4 4 4 4 3 2 1 -



Spoiler: Zorya level by level
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LEVEL 1
This is kind of an odd opening for a wizard, but thematically appropriate. Zorya starts as a standard wizard with a focus on survival and tracking. As daughter of Dazhdbog the Woodsman, Zorya is a skilled traveler of the forests, able to track and spy upon travelers to her hidden domain. With a focus on divination magic, she can easily duplicate a rogue with spells like instant locksmith and instant search as she tracks her foes. Of course, this does not prevent her from otherwise operating as a wizard should, and Zorya is capable of using spells such as color spray, grease or sleep to defend herself.

The first indication of Zorya’s dual nature is that her spellcasting takes on strange effects based on the time of day. Under the light of the sun she is Zorya Utrennyaya, huntress and traveler, but once the sun sets she becomes Zorya Vechernyaya, the prophet of dusk. Her spells change as well: thanks to the Wizard of Sun and Moon, she can prepare two spells in a single slot for one spell slot per level, with access to each based on where she is.

LEVEL 3
As her levels progress, Zorya Vechernyaya, the dusk prophet, begins to take hold more and more frequently. She begins to read dreams, and to travel beyond her forest home.

There are a number of excellent 2nd-level spells (including powerhouses such as glitterdust, rope trick and alter self), but as a diviner, Zorya is especially excited by chain of eyes and detect thoughts.

LEVEL 5
While most wizards focus on learning how to alter their spells with metamagic, Zorya instead focuses on sharpening her mind’s eye to peer beyond the mundane. With the spontaneous divination ACF, she can now spontaneously convert a prepared spell to any divination spell that she knows. And this is especially nice because this is the level when she first gains access to scrying magic in clairaudience/clairvoyance.

Her prophetic powers thus begin to draw the attention of the Mind’s Eye, a mysterious society from the Outlands….

LEVEL 6
Zorya’s training from the Mind’s Eye manifests immediately with a boost to her prophetic powers. Divination expertise will become the key ability for Zorya, driving much of her power from here on out.

LEVEL 9
Zorya’s ability to navigate the dreamscape fully blossoms at this point: with access to 4th-level spells and Improved Oneiromancy, she gains access to the dream walk spell, allowing her to plane shift directly into a sleeping creature’s dreamscape. She can also use manifest desire or manifest nightmare to automatically learn the greatest desires or fears of those around her by creating an illusory manifestation for all to see. And while navigating the nightmare realm, her magic does not suffer the usual unpredictable effects of spells.

And navigating the nightmare realm has special benefits for Zorya Vechernyaya thanks to her Mind’s Eye training. With wild, unpredictable magic manifesting in strange ways, being able to move freely through the nightmare realm should give her many opportunities to witness strange and rare spells that she can later mimic using her spell mimic class feature.

LEVEL 12
Access to 5th-level spells come online here. There are many powerful options, but Zorya in particular is interested in contact other plane. With a caster level of 19 on contact other plane, Zorya can immediately ask nine questions in a single casting, and with the Seeker’s bend fate ability she can help ensure she does not fail her Intelligence check when contacting deities.

There are other benefits to such a high CL on divination spells as well, such as a 95% chance to cast spells such as detect magic and message through a scrying sensor.

LEVEL 13
CL 20 and the Seeker’s trick fate ability further improve Zorya’s prowess with contact other plane, increasing the number of questions she can ask and allowing her a re-roll on her Intelligence check or roll for an accurate answer.

LEVEL 14
Despite the fact that Zorya is only casting 5th-level spells at this point, she can now mimic 9th-level spells that she witnesses via scrying or in the dreamscape.

LEVEL 15
Astral Tracking comes online at this level. While Zorya Utrennyaya has always been a skilled huntress and tracker, her Vechernyaya aspect takes over here and gives her the ability to track across the featureless expanse of the astral plane or even to follow those who have teleported away. If she witnesses someone depart via teleportation magic, she can travel to the place where they departed and use her excellent survival checks to determine where they have gone.

LEVEL 16
With 6th-level spells comes Zorya’s most powerful divination yet: scry location. Unlike other scrying spells, scry location offers no saving throw or ability to resist its effects. Instead, Zorya must succeed on a caster level check based on her familiarity with the location in question and her proximity to it. This is where her divination expertise truly comes to bear. Even without items, Zorya’s caster level for divination spells is currently 25. This means she only needs a 5 or better to scry upon any place within a thousand miles despite having absolutely no knowledge of the area.

LEVEL 18
Arcane Mastery allows Zorya to take 10 on caster level checks, meaning that without a single item, she is now guaranteed to make DC 37 caster level checks for scry location. This means that she can always scry on a place anywhere in the multiverse merely by hearing about it once secondhand (DC 35).

LEVEL 20
Zorya now reaches 8th-level spells. There are a wide variety of powerful options here, many of which are downright gamechanging (polymorph any object, mind blank, greater planar binding, superior invsibility, greater celerity, etc). One interesting option is discern location. While this may seem tame in comparison to what she can do with scry location, it works surprisingly well in tandem with it, automatically giving her the location of creatures she has seen or objects she has touched. Once she knows this location, she can then use scry location to spy on it, without requiring the use of spells such as contact other plane.

In place of a feat, Zorya learns the domain granted power of the oracle domain, which increases her caster level by +2 for divination spells. This means that she is guaranteed to make a DC 41 CL check when casting scry location, allowing her to scry anywhere, on any plane of existence, despite having no knowledge of the area. This is done without needing a single item beyond her spellbook and the focus for the spell itself.

Spoiler: Some additional notes
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ZORYA IN PLAY
As a wizard with access to 8th-level spells (or beyond via Spell Mimic) and extremely powerful divination tools, Zorya can do… well, almost anything. However, there are a few areas where Zorya particularly excels.

Zorya focuses primarily on information gathering, from the mundane (she can track someone anywhere, even across multiple planes or into the dreamscape) to the magical (she has a powerful suite of divination spells allowing her to scry or divine almost anything, and can scry any location in the multiverse without allowing a save) to the mystical (she can freely navigate the dreamscape, force people’s secret desires or fears to physically manifest in front of her and successfully auger the meaning of prophetic dreams).

This ultimately means Zorya is most effective in using scry and die tactics. While her focus is on divination she is an effective caster with access to every school bar Necromancy, and her spontaneous divination class feature means she can devote most of her spell slots to buff spells (both defensive and offensive), teleportation spells and summoning/calling magic, allowing her to locate enemies, divine their weaknesses and strengths and prepare the entire party for the encounter. She even has some interesting offensive options, such as the ability to manipulate sleeping enemies like puppets. And she can use her spell mimicry alongside her powerful scrying and her access to the dreamscape to mimic powerful spells that she would not otherwise have access to.

That said, there are a couple of things to take note of if you intend to use Zorya in an actual game.

A NOTE ON SPONTANEOUS DIVINATION
The errata on spontaneous divination restricts it to spells that you “know.” What spells does a wizard know? Since wizards do not know spells, some people interpret this very liberally, even claiming that it allows access to divination spells from other spell lists (as the ability allowed this in its original wording). Others say that since wizards don’t “know” spells, spontaneous divination is completely worthless. In my opinion the intention was to restrict it to spells that the wizard has in her spellbook, but this is an ability that is open to some DM interpretation. The build does not rely on this class feature (though it is definitely on theme for Zorya, and it allows her to focus most of her spells on buffs and utility and grab necessary divination spells as needed), so feel free to replace it if you’d prefer to keep things simple. A metamagic feat or domain granted ability would both be fine substitutions.

On the other hand, if your DM takes the more liberal view of spontaneous divination, it provides many benefits to Zorya, most notably giving her access to spells at a lower level (such as scry location as a 5th-level spell or foresight as an 8th-level spell).

A NOTE ON SCRY LOCATION
Scry location is an incredibly powerful tool in the hands of Zorya, as it does not allow a saving throw and its success or failure is solely based on a caster level check. However, there are some interesting gray areas with this spell. (For full reference, please see page 102 of Complete Scoundrel.)

The first is a disagreement in the text of the spell. The first line of rules text states you “can see and hear what occurs at a location, which can be at any distance on the same plane where you are located.” Later in that paragraph, it states “the difficulty to scry the desired locale increases if the location is extremely far removed, indoors or underground, or on another plane.” Furthermore, the table for caster level check DC modifiers based on location lists “On another plane: +10.” I believe that the intent is clear and that scry location is meant to work across planes with a sufficiently high caster level despite that first line. This isn’t just a disagreement between text and table, as the actual text of the spell specifically also mentions working on another plane. I can’t imagine many DMs saying “nope, that first line says it has to be on the same plane” and completely ignoring both the clarification later in the paragraph and the table, but it’s worth discussing before you bring Zorya to any game. (If you face an extremely pedantic DM, you do gain access to plane shift several levels before you pick up scry location, so this is not an insurmountable barrier.)

The second is what knowledge is necessary in order to scry a location. Merely having heard of the location once is considered sufficient for scry location, and is something that can be satisfied via spells like contact other plane or discern location. Where it gets interesting is at the top of the table, where it states you can scry locations you have absolutely no knowledge of (at the cost of a hefty +10 to the caster level check DC). There is a caveat, however: you must have some sort of connection to scry somewhere you have absolutely no knowledge of. But what exactly does this mean? Clearly a connection is not having visited or heard of a location, since those entries already exist on the table. There is a third table of “connections” that can reduce the DC requirement, including a picture or likeness of the area or objects from the area. This only lists three such potential connections, and just ones that lower the DC of the caster level check. Do more connections exist? If an object has been in the area for less than a week it does not give you a -4 to the DC of the caster level check, but can it still serve as a connection for the spell? These are all questions to ask your DM. Even taking the most conservative reading it is still a powerful spell, but its exact effects definitely require some clarification.

A NOTE ON ONEIROMANCY
In my experience, the dreamscape rules get a bad rap and are often left out of campaigns, largely because of the terrible lucid dreaming rules from Manual of the Planes. Those rules were interesting but full of some serious issues; most notably, allowing them meant you could invade people’s dreams, drag them into the dream heart and kill them with only a few very niche defenses.

However, oneiromancy and the dreamscape from Heroes of Horror is far less open to abuse. While the prophetic dreams are obviously very much in DM territory, and the specific parameters of a dream are similarly outside of player control, a lot of basic effects are spelled out plainly: how you enter dreams, what the consequences are for fighting in the dreamscape, how to bypass the wild effects the nightmare realm has on magic, etc. There is no making a grapple check and rare skill check to drag someone into the dream heart and murder them, just some interesting and thematic level-appropriate spells that end up being more relevant for purposes of information gathering than for kill-shots.

The focus on the dreamscape for Zorya is mostly for thematic reasons, and she can easily function without them. I liked the idea of her night aspect being able to travel and hunt through dreams just as her day aspect hunted through woods. It also seemed like something that would give her more opportunities to witness rare magic for the purpose of her spell mimic ability. However, if your DM does not wish to incorporate dreamscapes into their campaigns, you could easily replace all three feats and instead focus on metamagic or other ways to expand her spell list.


Spoiler: On Visionary Seeker…
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So why Visionary Seeker? Why not any of the other numerous wizard prestige classes? Though it appears underwhelming at first glance, Zorya actually gets quite a lot out of her levels in this class:

Skills
While skills are generally secondary to a near-full caster such as Zorya, in her case the secret ingredient allows her to keep survival as high as possible, allowing her to continue the training she received in the forests of her childhood. While mundane tracking is easily duplicated and surpassed by her divination spells, this also allows her to access the powerful Astral Tracking: not only can she track across the featureless expanse of the astral plane, but she can make a DC 30 Survival check to track and follow someone who has traveled via teleportation magic.

Note that she does not need to be physically present at the time of the teleportation for this ability to work; she can track someone well after they’ve teleported, as long as she is in the place where they departed from. This means that if she is using her scry location spell and sees someone of note depart via teleportation, she can travel to that location at her leisure and find out where they have gone.

Divination expertise
The single most important ability granted by the Visionary Seeker, divination expertise provides an extremely sizable bonus to her caster level for divination spells. After Practiced Spellcaster is applied, this functionally provides a +19 bonus to divination caster level in only 10 levels. While this would be valuable for any caster, it is especially powerful for Zorya, who uses this power-charged caster level alongside scry location and Arcane Mastery to guarantee the ability to scry anywhere in the multiverse. It also guarantees that, from an early level, she is able to cast several detection spells while scrying.

Spell mimic
While Zorya sacrificed the ability to cast 9th-level spells in exchange for the powerful boost to her divination magic, her ability to mimic spells eases the blow somewhat. As a master of scrying and spying and a frequent navigator of the dreamscape, Zorya has many opportunities to witness powerful and high level magic to be mimicked at opportune moments. She can begin mimicking 9th-level spells as early as level 14.

It is also worth checking with your DM regarding the line on a mimicked spell’s caster level. As written, it is equal to Zorya’s “highest caster level in any class.” Does this include the divination-specific caster level buffs (which is technically her highest caster level), or is it just her general wizard CL? If the former, she has a very impressive CL 31 before items or spells (versus a DC 19 if the latter).

Intuition
As a prophet and seer, Zorya is rarely surprised or taken amiss. Intuition and Improved Initiative means she carries a +8 bonus to her initiative and a +4 bonus to her already excellent Will save against illusions.

Bend fate
Zorya makes liberal use of the contact other plane spell, and must make Intelligence checks to avoid being crippled by the powerful minds she contacts. Bend fate buoys her against a low roll and allows her to contact intermediate deities without risk.

Trick fate
While a re-roll is useful to anyone, like bend fate it is especially useful when Zorya is using contact other plane to gather information to avoid mishaps.

Moment of prescience
More or less auto-succeed on any attack roll, saving throw or opposed skill check, or dodge almost any single attack, without requiring an action? Moment of prescience is downright lifesaving, and a staple of high level play for a reason.

“But she doesn’t get 9th-level spells!”
Nope, she sure doesn’t. And in exchange she gets a huge CL boost on her most important spells, an 8th-level spell as an SLA, the ability to mimic spells off of any list (including some of those 9th-level spells she misses) a few times a day and some nice re-roll abilities that she puts to good use. Is it worth dropping 9ths? Well, maybe not… but 8th-level spells are pretty good too, and the returns in this case are very valuable and even allow her to do some things that a standard wizard 20 couldn’t do.


Spoiler: Sources
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  • Wizard, Track feat: SRD/PHB
  • Combat Wizard ACF: Unearthed Arcana/SRD
  • Wizard of Sun and Moon ACF: Dungeonscape
  • Spontaneous Divination, Domain Granted Power ACFs: Complete Champion
  • Visionary Seeker: Planar Handbook
  • Apprentice feat: PHB2
  • Dreamtelling/Oneiromancy/Improved Oneiromancy feats, oneiromancy spells: Heroes of Horror
  • Practiced Spellcaster/Arcane Mastery feats: Complete Arcane
  • Astral Tracking feat: Dragon Compendium
  • Scry Location spell: Complete Scoundrel
  • Spells, oracle domain: Spell Compendium