Larloch Shadowking

Jaerom Darkwind

First Post
Okay, here's big guy himself, as promised. I had to bend a rule in his creation, however-lacking enough appropriate Salient abilities, I let him substitute a bonus metamagic feat three times.

While the Simbul undeniably has the fastest car around, Larloch's car flies, uses water for fuel, and fits in his pocket. He's currently looking into ways to make it teleport.

Larloch the Shadow King, Archlich
Wizard 5/Incantatar 31/Archmage 5/Variator 5

Medium Undead (archlich, augmented human)
Hit Dice: 46d12 + 829 (1144 hp)
Initiative: +7 (Dex)
Speed: 30 ft.
AC: 62 (+12 armor, +13 deflection, +7 Dexterity, +5 insight, +5 luck, +5 natural, +5 profane), touch 45, flat-footed 55
Base Attack/Grapple: +23/+23
Attack: +37 melee touch (5d8+13 [Will half DC 51] + 3d6 cold/fire + curses [Will negates DC 51]); or arcane fire +40 ranged touch (5d6 + 1d6/spell level); or coldfire +40 ranged touch (5d12 negative energy + 1d12/spell level); or spell +38 melee touch or +40 ranged touch.
Full Attack: +38 melee touch ((5d8+13 [Will half DC 51] + 3d6 cold/fire + curses [Will negates DC 51])); or arcane fire +40/+35 ranged touch (5d6 + 1d6/spell level); or coldfire +40 ranged touch (5d12 negative energy + 1d12/spell level); or spell +38/+33 melee touch or +40/+35 ranged touch.
Space/Reach: 5 ft. x 5 ft./5 ft.
Special Abilities: Arcane shield, arcane fire, arcane reach (30 ft.), arcane sight, bolt of the damned, coldfire, cooperative metamagic 21/day, curses, eschew material components, fear aura, instant metamagic 13/day, mastery of counterspelling, mastery of elements, mastery of shaping, metamagic effect 27/day, metamagic spell trigger, seize concentration, snatch spell, voice of malificence.
Special Qualities: Backlash resistance 20, DR 25/epic and bludgeoning, immunities, mind link, phylactery, silver vulnerability, spell reflection, turn resistance 18, undead qualities.
Saves: Fort +25, Ref +31, Will +50
Abilities: Str 20, Dex 24, Con -, Int 46, Wis 26, Cha 36
Skills: Bluff +55, Concentration +72, Craft (alchemy) +74, Decipher Script +41, Diplomacy +56, Hide +26, Intimidate +57, Knowledge (arcana) +85, Knowledge (architecture and engineering) +57, Knowledge (dungeoneering) +52, Knowledge (geography) +63, Knowledge (history) +70 (+74 Netheril), Knowledge (local [Netheril]) +64, Knowledge (nature) +55, Knowledge (nobility and royalty) +69 (+73 Netheril), Knowledge (the planes) +77, Knowledge (religion) +57, Knowledge (undead) +74, Listen +30, Move Silently +26, Ride +30, Search +42 (+46 vs secret doors and compartments), Sense Motive +50, Slight of Hand +48, Spellcraft +137 (+139 to decipher scrolls), Spot +30, Use Magic Device +28 (+34 to activate scrolls).
Feats: Augment Spell (b), Chain Spell (b), Craft Rod, Craft Wondrous Item (b), Delay Spell, Enlarge Spell, Extend Spell (b), Greater Spell Focus (epic) (b), Improved Counterspell (b), Iron Will, Quicken Spell, Scribe Scroll (b), Sculpt Spell (b), Skill Focus (spellcraft), Spell Focus (epic (b), necromancy, transmutation), Split Ray (b), Twin Spell (b), Widen Spell (b).
Epic Feats: Advanced Metamagic x2 (b), Craft Epic Rod (b), Craft Epic Wondrous Item, Enhance Effect (b), Epic Skill Focus (spellcraft) (b), Epic Spell Artisan (b), Epic Spellcasting, Improved Metamagic x2 (b), Improved Snatch Spell, Improved Spell Capacity (10th (b), 11th, 12th (b), 13th), Multispell, Persistent Spell, Spell Stowaway (time stop), Spontaneous Spell (multiplicity).
Climate/Terrain: The Warlock's Crypt
Organization: Solitary, or with study group (2d4 25 HD alumnus liches and 1d4 30 HD magister liches)
Challenge Rating: 50
Treasure: Ten times standard
Alignment: Lawful Evil
Advancement: By character class

Larloch is said to be the last surviving Netherese arcanist-king, who ruled over his flying city for centuries and abandoned it before Karsus' Folly. Now a lich and one of the oldest non-draconic beings in Faerûn, Larloch has amassed an arsenal of spells, magic items, and servants. The Shadow King, as he is known in the Sword Coast, now rules the Warlock's Crypt (which is actually a corruption of Larloch's name) and its inhabitants--liches (many from Netheril), vampires, wights, and lesser undead.

Larloch's sole driving motivation seems to be the accumulation of arcane lore. Though his control and understanding of magic is far beyond the ability of most spellcasters to even comprehend, he remains unsatisfied. His mastery of metamagic is unequaled even by many gods, and he has personally crafted many an artifact. Larloch remembers well the days of the Netherese Imperium, when mortal men rose in power until they challenged the gods, and wonders were worked that are still the stuff of legends thousands of years later. He was one of those wonder-workers, and the secrets of the mightiest archmages in history yet live on in his mind, and in the thousands of tomes and grimoires he has collected over the centuries (including Kirasect's Necrofolio, Ralmevik's Weaving and Unweaving, and Morianton's Investigations and Observations). But Larloch wants more, and it seems he will not rest until he has learned even the deepest secrets of arcane magic. Though some might say that this is an impossible task, that it would take forever to achieve, Larloch is unconcerned--he has time.

Having survived the cataclysm that resulted from the death of Mystryl, Larloch values the goddess of magic-and the Weave she protects-very highly. Probably the only thing that could draw him out of his studies would be an imminent threat to Mystra or the Weave. When the first Chosen of Mystra appeared, Larloch took note and spent many years observing and studying them very closely. When he was sure he understood correctly their purpose on Toril, he decided to never cross paths or interfere with them in any way. This should be considered in context, though. Larloch realizes that the destruction or malfunction of the Weave would mean the end of his research and the destruction of all he has accomplished in the last few millennia. He also receives many boons from Mystra-in exchange for disseminating many of his new discoveries, Mystra grants him great freedom in the research of mighty spells and the creation of powerful artifacts. In some ways the magic he works rivals that of ancient Netheril itself.

Larloch is completely secure in his knowledge and power, and feels no need to compete with anyone. When invaders threaten, he destroys them without remorse. When visitors come peacefully, he often allows them to leave, provided they render him some service that advances his studies-often the acquisition of some artifact or tome that he requires. At least sixteen powerful Red Wizards have tried to kill him and take his power, but all failed. Zulkir Szass Tam, on the other hand, approached him peacefully in negotiations and received two powerful artifacts from his hand. In the end, though, Larloch wants nothing more than to be left alone, to study and experiment in peace.

Had Larloch desired to conquer Faerûn, he probably could have-or at the very least taken control of a sizeable piece. But he does not. Ruling nations does not interest him in the slightest-he had his fill of that in Netheril, and chose to step down some time before its destruction. He is, however, interested in creating and controlling a network of portals linking many planes and crystal spheres. Like all of his endeavors, this network would be used to advance his research, as the portals would be designed to relieve their users of powerful magic items, and record any arcane secrets contained in their minds. Though the portals themselves are simple enough to create (Larloch has personally visited more planes than almost anyone on Toril), the special enchantments are still proving problematic, even after over a thousand years of research. Never one to give up, Larloch plans to continue working on this problem until he perfects the process.

Larloch's form has succumbed to the ravages of time. His flesh is completely gone, leaving only white bone draped in fine garments. His empty eye sockets glow with pinpoints of red light, and over two-dozen ioun stones drift around his head.

Combat

If pressed in combat or bored with a situation, Larloch prefers to disappear, either with greater teleport, etherealness, or a custom spell that allows him to walk through walls. Hidden within his tower are chambers that rapidly heal undead bodies, and he spends much of his time in such places. If forced to fight (or in the mood to do so), he enjoys using a rapid arsenal of time stop and quickened twinned spells to overwhelm opponents before they even have the chance to react. He often ignores enemy spellcasters, relying on his spell reflection to take care of them while he focuses on other opponents. With the armory of items he carries with him, it is extremely doubtful that he could ever be caught unawares, and even if he were suddenly overwhelmed by attacks, he is protected by a chain contingency spell that teleports him to one of his safe rooms, completely recovers his hit points, and cures him of ailments as the greater restoration and break enchantment spells, if he loses half or more of his hit points. As a being over two thousand years old, Larloch has thought of ways to deal with almost any situation, and with his supergenius intellect he can compose near-perfect plans at will about situations for which he had not prepared.

Arcane Shield (Su): As a move-equivalent action, Larloch can expend a spell slot to create a barrier that absorbs incoming attacks. The barrier can absorb up to 5 hit points of damage per spell level before it collapses (maximum 65 hit points from a 13th-level spell slot). It is similar to a divine shield, but it does not stop a divine blast, and cannot be adjusted to ignore damage that Larloch is immune to.

Arcane Fire (Su): Larloch can change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with a range of 600 feet that deals 5d6 points of damage plus 1d6 per level of the spell used to create the effect (maximum 18d6 damage from a 13th-level spell slot).

Arcane Reach (Su): Larloch can use spells with a range of touch on a target up to 30 feet away. He must succeed at a ranged touch attack.

Arcane Sight (Su): To aid him in his studies, Larloch possesses permanent greater arcane sight, as the spell. In addition, Larloch may analyze a magic item as if with an analyze dweomer spell as a full-round action.

Bolt of the Damned (Sp): Five times per day, Larloch can absorb all positive energy in 46 foot radius, causing any living creature in the area to suffer 5d8 points of damage (Fort half DC 30). Undead are not affected. Larloch can then invert the positive energy to create a bolt of negative energy 5 feet wide and 330 feet long, which deals damage equal to the total amount of absorbed positive energy. Any living creature that dies from the damage (of either phase) rises the next round as a zombie.

Cooperative Metamagic (Su): Larloch can apply any metamagic feat he possesses (except Silent Spell, Still Spell, or Quicken Spell) to a spell being cast by a willing allied spellcaster. The caster need not prepare the spell in metamagic form or in a higher-level spell slot; Larloch simply modifies the spell during the casting. Using this ability is a standard action that provokes an attack of opportunity, just like casting a spell, though Larloch can use the Concentration skill with this ability as though he were casting defensively. Larloch must ready an action to use cooperative metamagic when his ally begins casting and must be adjacent to the caster. He must make a Spellcraft check (DC 18 + [3 x modified spell level]) to succeed. "Modified spell level" is the level of the spell slot that the spell would occupy if it were prepared with the metamagic feat applied. Any spell level increases from metamagic feats that the caster applied also count toward the modified spell level. A modified spell level can be above 9th level.

Coldfire (Su): Larloch has the ability to change arcane spell energy into coldfire, manifesting it as a bolt of raw negative energy. The bolt is a ranged touch attack with a range of 600 feet that deals 5d12 points of negative energy damage plus 1d12 points of damage per level of the spell used to create the effect (maximum 18d12 damage from a 13th-level spell slot). In addition, any fire or cold damage that Larloch deals to living targets can be treated as either fire or cold, depending on which one the target is more vulnerable to.

Curses (Su): Trails of emerald energy occasionally travel across Larloch's body. These manifestations are a side effects of the defensive curses he protects himself with. If he touches a creature or is struck by a touch attack or unarmed strike, the target creature or attacking creature is affected by a bestow greater curse spell (Will negates DC 51 and spell resistance applies). In addition to the possible effects listed in the Player's Handbook and Book of Vile Darkness, Larloch has also devised several unique curses. Some of Larloch's curses take effect days or weeks after this contact. A creature trying to remove one of these curses must make a caster level check to succeed, even with spells such as wish or miracle.

Eschew Material Components (Ex): Larloch has moved beyond the need to use material components (which he considers crutches) to aid his spellcasting. None of his spells require material components of any price (though they still use arcane foci as required). In a sense, all of his spells are custom spells, because they differ from the standard versions in this way.

Fear Aura (Su): Creatures with less than 46 HD in a 60-foot radius that look at Larloch must succeed at a Will save (DC 51) or be affected as though by a fear spell cast by a 46th-level sorcerer. A creature that successfully saves cannot be affected again by Larloch's aura for 24 hours.

Instant Metamagic (Su): Thirteen times per day, Larloch can apply a single metamagic feat he possesses to a spell without preparing it that way beforehand (or requiring a higher-level spell slot).

Mastery of Elements: Larloch can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell's casting time is unaffected. Larloch decides whether to alter the spell's energy type and chooses the new energy type when he begins casting.

Mastery of Shaping: Larloch can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell's area of effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet.

Metamagic Effect (Su): Larloch can attempt to apply a metamagic feat he possesses to a persistent spell effect (such as cloudkill or wall of force) that is already in place. He can likewise attempt to change any of the spell's variables (except its point of origin or the spell's center of effect) as if he were casting the spell himself, even if he can't normally cast it. He can substitute his own caster level for the spell's original caster level if he chooses. He can also shape the effect as he desires within the parameters of the spell (and his mastery of shaping and mastery of elements abilities). To use this ability, Larloch must be adjacent to or within the spell effect and make a successful Spellcraft check (DC 18 + [3 x modified spell level]). (See above for notes on the term Modified Spell level.) Using this ability is a full-round action that provokes attacks of opportunity.

Metamagic Spell Trigger (Su): Larloch can apply a metamagic feat he possesses to the effect of a spell trigger item (generally a staff or scepter). Using metamagic spell trigger expends a number of additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell. The Still Spell feat confers no benefit when applied to a spell trigger item. Larloch cannot use this ability when using a spell trigger item that does not have charges, such as a strand of prayer beads.

Seize Concentration (Su): Larloch has the ability to wrest control of a spell that requires concentration (such as implosion, major image, or summon swarm) from another spellcaster within 30 ft. If the target spellcaster is willing, this transfer of concentration occurs automatically. Otherwise, Larloch and the target spellcaster must make an opposed caster level check. A divine spellcaster receives a +2 bonus on this check. If Larloch wins, he gains control of the spell for as long as he maintains concentration or until the original spell duration expires. The spell functions as though Larloch were the caster, and he may change any of the variables of the spell that are normally set at casting time, including the application of metamagic or similar abilities. He may substitute his own caster level for the spell's original caster level. The original spellcaster can be affected by her own spell, though she receives a +2 circumstance bonus on any saving throw allowed against it. If Larloch allows his concentration to lapse before the spell duration expires, the original caster may reassert control over her spell by making a successful caster level check (DC 15+ spell level). If she fails to do so, no one controls the spell, and it dissipates.

Snatch Spell (Su): Larloch can attempt to seize control over a persistent effect created by another spellcaster. The effect must be one that does not depend on concentration but still relies on or responds to the caster's control (such as a summon monster spell or spiritual weapon, but not a wall of fire or acid fog). Furthermore, the effect (but not necessarily the spellcaster) must be within 30 ft. of him. If the target spellcaster is willing, this transfer of control occurs automatically. Otherwise, Larloch and the target spellcaster make an opposed caster level check. A divine spellcaster receives a +2 bonus to this check. If Larloch wins, he gains control of the spell until its original duration expires. The spell functions as if he himself had cast it, and he may change any of the variables of the spell that are normally set at casting time, including the application of metamagic and similar abilities. He may substitute his own caster level for the spell's original caster level. The original caster can be affected by her own spell, though she receives a +2 circumstance bonus on any saving throw allowed against it. If the spell is dismissible and Larloch wishes to dismiss it, he must make a second successful opposed caster level check to do so. If he fails, the spell remains in effect and control reverts to the original caster.

Voice of Malificence (Sp): If Larloch speaks to a victim for 10 full minutes, the subject must make a Will save (DC 51) or fall into a sleepy trance. While in this trance, the character answers truthfully any question Larloch asks. The victim may attempt a new saving throw every hour, but for each consecutive hour Larloch talks to the victim, the saving throw DC increases by 1.

Backlash Resistance (Su): Larloch has damage reduction 20 against backlash damage from casting epic spells. Each time he casts an epic spell with a backlash, that damage is reduced by 20 points (minimum 0). If the backlash damage continues for more than 1 round, the reduction is 20 points each round.

Immunities (Ex): Larloch has immunity to cold, electricity, and polymorph (though he can use polymorph effects on himself).

Mind Link (Su): Larloch shares a mental link with all of the other liches that inhabit the Warlock's Crypt. This link has several important effects. First, their senses are joined. If one is aware of a particular danger, they all are. If one in the link is not flat-footed, none of them are. No member of the mind-link is considered flanked unless they all are. Second, their minds are in constant communication, and all members of the link receive a +8 circumstance bonus to all Intelligence-based skills and abilities, including wizard spellcasting. Finally, the individual mental strength of each lich serves to bolster the rest, and therefore when one member of the mind-link must make a Will save, all members make one. If even one of them succeeds, all are considered to have succeeded. But if all fail, every member of the link is affected fully as though the effect had been targeted at them specifically.

Larloch is the keystone of this mind-link, and this position allows him to exert control over the others as though through a dominate monster spell (automatically bypassing the undead immunity to mind-affecting effects). The other members of the mind-link are automatically considered to be willing when Larloch targets them with a spell or other special ability. It is quite likely that were Larloch somehow removed or cut off from the mind-link, none of the others would long survive.

Phylactery (Su): If slain, Larloch's soul returns to his phylactery. Once within the phylactery for three days, he may return to life by possessing any corpse within 2,200 feet. The corpse, once possessed, has the same statistics as Larloch did before his destruction. While within his phylactery, Larloch can continue directing the mind-link, and when he returns to life, he may choose to possess any of its members instead of an unoccupied corpse.

Silver Vulnerability (Ex): Silver weapons automatically penetrate Larloch's damage reduction, and deal double damage to him. This unique vulnerability is the result of some of the permanent magical alterations he has made to his body.

Spell Reflection (Ex): Any spells or spell-like abilities that target Larloch or include him in their area of effect are automatically reflected back at their casters. To reflect an epic spell, he must first succeed at a caster level check. If the reflected spell cannot affect the caster, it simply fails. Larloch may expend a use of his metamagic spell trigger ability to enhance a reflected spell with a metamagic feat. He may voluntarily lower this defense at will, such as when he wishes to cast a spell on himself.

Undead Traits (Ex): As an undead creature, Larloch is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, stunning, disease, and death effects. He is not subject to critical hits, nonlethal damage, ability drain, or energy drain, and is immune to damage to his physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Larloch is not at risk of death from massive damage, but when reduced to 0 hit points or less, he is immediately slain. Larloch does not breathe, eat, or sleep.

Wizard Spells Per Day: 15/15/15/15/14/14/12/10/11/11/5/5/4/4. 50th caster level. Base DC = 33 + spell level, 34 + spell level for necromancy and transmutation spells, 35 + spell level for epic spells. Two quickened spells may be cast per round. Specialized school: universal; restricted school: enchantment. 5 epic wizard spells (inc. one bonus variation spell), up to Spellcraft DC 147 (when taking 10; 172 with moment of prescience). Major field: variation; minor field: invention.

Larloch typically prepares a variety of offensive, defensive, and utility spells, including a quickened greater teleport, a quickened time stop, and a quickened wail of the banshee. Most of his spells are prepared with a variety of metamagic feats, and he has spent long years determining the most effective metamagic combinations for each of them.

Spellbook: As a wizard dating back to the time of Netheril, Larloch has access to spellbooks containing all arcane spells from the Player's Handbook, Tome & Blood, all Forgotten Realms sourcebooks, and any other source you deem appropriate. It is quite likely that he has access to most of the secret and unique spells developed by other NPCs, as well. In his millennia of life, Larloch has also developed dozens of epic spells, and always seems to have the perfect spell for any situation he encounters already prepared.

Possessions: Bracers of armor +12, cloak of resistance +5, pair of gloves of storing (containing his mace and staff), Larloch's mace (+1 light mace of disruption that functions as a rod of the epic spellcaster and a greater rod of intensification usable 9/day), ring of spellcraft +30, ring of x-ray vision, robe of eyes, staff of the magi, winged boots (4 hours per day). Ioun stones: bright orange cube, bright silver cylinder, cerulean rhomboid, dark blue rhomboid, dark gray spiral, dark green ellipsoid, dark purple spiral, dark red cube, deep green cube, deep red sphere, dull orange rhomboid, dusty rose ellipsoid, incandescent blue sphere, mottled gray sphere, 4 orange prisms, pale blue sphere, pale green prism, pale white sphere, pearlized black spindle, pink and green spiral, rich green star, shining black spiral, 2 vibrant purple prisms.

Wealth: Larloch has an additional 10,000,000 gp or more worth of magic items in his lair, and knows all the properties of these items. If he is attacked or expecting to be attacked, he can arm himself with any non-artifact magic item ever created, as well as any of a large collection of artifacts, many of which he designed and built personally. It is possible that he has access to a minor mythallar or similar device, allowing him to arm himself with numerous quasi-magical items and augment his already-considerable arcane prowess.

New Ioun Stones
Code:
COLOR              SHAPE       EFFECT
-----------------  ----------  -------------------------------------------------------
Bright Orange      Cube        As [i]major cloak of displacement[/i]
Bright silver      Cylinder    As [i]cloak of etherealness,[/i] double duration
Cerulean           Rhomboid    As [i]ring of freedom of movement[/i]
Dark gray          Spiral      As [i]amulet of proof against detection and location[/i]
Dark green         Ellipsoid   +5 luck bonus to AC
Dark purple        Spiral      As [i]rings of wizardry I-IX[/i]
Dark red           Cube        As [i]medallion of thoughts[/i]
Deep green         Cube        As [i]amulet of the planes[/i]
Deep red           Sphere      +6 enhancement bonus to Dexterity
Dull orange        Rhomboid    As [i]brooch of shielding[/i]
Dusty Rose         Ellipsoid   +5 insight bonus to AC
Incandescent blue  Sphere      +6 enhancement bonus to Wisdom
Mottled gray       Sphere      As [i]ring of evasion[/i] and [i]invisibility[/i]
Pale blue          Sphere      +6 enhancement bonus to Strength
Pale green         Prism       +5 competence bonus on attack rolls, saves, and checks
Pale white         Sphere      Recall 3 9th-level spells, as [i]pearl of power[/i]
Pearlized brown    Ellipsoid   As [i]boots of speed,[/i] activates as a free action
Pearly black       Spindle     As [i]ring of regeneration,[/i] only functions on undead
Pink and green     Spiral      +12 enhancement bonus to Charisma
Rich green         Star        As [i]stone of good luck +5[/i]
Shining black      Spiral      As [i]helm of teleportation[/i]
_____________________________________

ADVANCED METAMAGIC [Epic]
You have learned to increase the potency of your metamagic feats.
. Prerequisites: Improved Metamagic, any seven metamagic feats, one of which must be epic.
. Benefit: You may apply the effects of your metamagic feats twice to any given spell. For example, you may Widen a fireball twice, to increase its area to a 60-foot-radius spread, or Twin a lightning bolt twice to create three simultaneous bolts. Doing so increases the spell's effective level by double the normal amount (so in the above example the twice-widened fireball occupies a 9th-level spell slot, and the twice-twinned lightning bolt occupies an 11th-level slot). Certain metamagic feats, such as Quicken Spell, have no additional effect when applied twice.
. Special: This feat only applies to non-epic metamagic feats.
. You may take this feat more than once. Each time you take it, you may apply your metamagic feats one additional time to your spells.

AUGMENT SPELL [Metamagic]
You have learned to increase the power of your spells.
. Prerequisites: Any two metamagic feats.
. Benefit: You may alter a spell that duplicates or affects spells of up to a certain level, such as globe of invulnerability or limited wish, to increase its power. For each additional two spell levels, the spell's effects increase by +1 spell level. So, for example, a globe of invulnerability augmented to 8th level would exclude spells up to 5th level; a mage's lubrication spell augmented to ninth level would allow the recall of a single spell up to 7th level.
 

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