Re: Pathfinder in the Mists
Posted: Sun Sep 14, 2014 11:03 pm
Nice job with Strahd guys, but I agree that there should be a cap of 8th-level with his spells. I think I prefer him as a 10th-level eldritch knight though. I gave him Improved Critical (bastard sword) to go along with his spell critical ability. Life sight/blindsight out to 10 feet for 8 rounds/day is pretty cool, but so is the ability to cast a spell as a swift action each time you score a critical hit!
So anyway, here is my attempt at making him a little nastier in melee while still limiting his CL to 16th:
DARKLORD OF BAROVIA
COUNT STRAHD VON ZAROVICH, CR 24 (XP 1,230,000)
Male middle aged human ancient vampire fighter (tactician) 3/wizard (necromancer) 7/eldritch knight 10
CE Medium undead (augmented humanoid)
Init +12; Senses darkvision 60 ft.; Perception +30
DEFENSE
AC 39, touch 21, flat-footed 32 (+7 Dex, +12 natural, +6 armor, +4 deflection)
hp 339 (13d10+7d6+167); fast healing 6
Fort +18, Ref +19, Will +18
Defensive Abilities channel resistance +11, tactical awareness +1; DR 15/silver and magic; Immune undead traits; Resist cold 10, electricity 10, fire 20; SR 21
Weaknesses vampire weaknesses
OFFENSE
Speed 50 ft.
Melee +4 longsword with Arcane Strike, Furious Focus and Power Attack +30/+20/+15/+10 (1d8+26/17-20) or slam with Arcane Strike, Furious Focus and Power Attack +30 (1d4+36 plus energy drain)
Ranged +2 composite longbow +25/+20/+15/+10 (1d8+6/x3)
Special Attacks blood drain, channel negative energy 11/day (DC 25), closing the borders, create spawn, dominate (DC 27), energy drain (2 levels, DC 27), improved children of the night (summon worgs, summon undead), spell critical
Arcane School Spell-Like Abilities (CL 7th; concentration +15 [+19 defensive])
11/day—grave touch (3 rounds)
Necromancer Spells Prepared (CL 16th; concentration +24 [+28 defensive])
8th—horrid wilting (DC 27), maze, orb of the void (DC 27), quickened dimension door
7th—caustic eruption (DC 25), delayed blast fireball (DC 25), finger of death (DC 26), forcecage (DC 25), spell turning
6th—circle of death (DC 25), control weather, major curse (DC 25), maximized fireball (DC 24), unwilling shield (DC 25)
5th—cloudkill (DC 23), echolocation, magic jar (DC 24), passwall, teleport, wall of force
4th—animate dead, detect scrying, dimensional anchor, fear (DC 23), lesser globe of invulnerability, mimic mortal, solid fog
3rd—baneful attractor (DC 21), clairaudience/clairvoyance, dispel magic, excruciating deformation (DC 21), lightning bolt (DC 21), tongues, vampiric touch (DC 22)
2nd—arrow eruption, command undead (DC 21), detect thoughts (DC 20), scorching ray (2), unshakable chill (DC 21), warding weapon
1st—corrosive touch (DC 19), interrogation (DC 20), magic missile (2), mirror strike, peacebond (DC 19), ray of enfeeblement (DC 20)
0—arcane mark, detect magic, mage hand, read magic
Opposition Schools enchantment, illusion
Permanent Spells (CL 16th)
Constant—protective penumbra, see invisibility
STATISTICS
Str 28, Dex 24, Con —, Int 27, Wis 21, Cha 24
Base Atk +16; CMB +25; CMD 42
Feats AlertnessB, Arcane Strike, Combat Casting, Extend Spell, Combat ReflexesB, Command UndeadB, Craft Construct, Craft Magic Arms and ArmorB, Craft Rod, Craft Wondrous Item, DodgeB, Forge Ring, Furious Focus, Improved Critical (longsword), Improved InitiativeB, Lightning ReflexesB, Maximize Spell, Power Attack (-5/+10 or +15), Quicken Spell, Scribe ScrollB, Spell Focus (necromancy)B, ToughnessB, Weapon Focus (longsword)B, Weapon Specialization (longsword)B
Skills Acrobatics +7 [+15 jumping], Appraise +14, Bluff +15, Climb +9, Craft (alchemy) +16 [+31 with vest], Diplomacy +20, Fly +20, Handle Animal +12, Intimidate +20, Knowledge (arcana) +27 [+31 with vest], Knowledge (engineering) +12, Knowledge (geography) +14, Knowledge (history) +16, Knowledge (local) +16, Knowledge (nature) +12, Knowledge (nobility) +16, Knowledge (planes) +21, Knowledge (religion) +16, Linguistics +14, Perception +30, Perform (dance) +10, Perform (keyboard) +10, Perform (oratory) +20, Ride +15, Sense Motive +30, Spellcraft +27 [+31 with vest], Stealth +30, Survival +11; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Balok, Darkonese, Draconic, Dwarven, Elven, Goblin, Infernal, Luktar, Mordentish, Patterna, Vaasi
SQ arcane bond (bloodstone medallion; 1/day—cast any spell in spellbook), armor training 1, change shape (dire bat or wolf, beast shape II), detect disruption, diverse training, favored class (wizard; 7 hit points), gaseous form, master of the realm, mastery +7, reduced vulnerabilities (unaffected by garlic, mirrors and holy symbols), shadowless, sinkhole of evil, spider climb
Gear (spent approx. 879,000 of 880,000 gp) bloodstone medallion (amulet of mighty fists +5/mind shielding/natural armor +5/proof against detection and location/spell cunning/spell resistance [21]), +4 longsword/quicken metamagic rod, belt of physical might +4, bracelets of armor +6, +2 composite longbow (Str 18) and 20 arrows, cape of resistance +4, crystal ball (with true seeing), maximize metamagic rod, ring of major fire resistance, ring of protection +4, rod of absorption, vest of mental superiority +6
SPECIAL ABILITIES
Blood Drain (Su) Strahd can suck blood from a grappled opponent; if he establishes or maintains a pin, he drains blood, dealing 1d4 points of Constitution damage. Strahd heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of 207 temporary hit points) each round he drains blood.
Children of the Night (Su) Once per day, Strahd can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves or worgs as a standard action. He may also summon 2d10 of his Strahd skeletons or 1d10 his Strahd zombies. These creatures arrive in 2d6 rounds and serve Strahd for up to 1 hour.
Closing the Borders (Su) When Strahd wishes to close his domain, a thick fog rises from the ground to surround Barovia. This fog has the same properties as the choking vapors that shroud the Village of Barovia. The ring of fog that surrounds the Village of Barovia and Castle Ravenloft is a lethal poison, one that infuses itself around a creature’s organs and lays dormant until an unfortunate soul attempts to escape the village. Any living creature that steps beyond the fog’s outer edge immediately suffers from frothing fits, suffering 1d4 points of temporary Constitution damage per hour until it dies (no saving throw). Lost Constitution returns only when the creature returns to within the ring. A Vistani with Knowledge (alchemy) skill can make an elixir (DC 25) that renders a creature immune to the fog’s effects for 10 minutes, long enough to pass through. The Vistani never allow giorgio to learn the elixir’s formula, and they deny their services to any travelers without hesitation if Strahd instructs them to do so. Strahd can dissipate the fog if he wishes, but he never does.
Create Spawn (Su) Strahd can create spawn out of those he slays with blood drain or energy drain, provided that the slain creature is of the humanoid type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of Strahd, and remains enslaved until his destruction. Strahd may have enslaved spawn totaling no more than 40 HD; any spawn he creates that would exceed this limit become free-willed undead. Strahd may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Dominate (Su) Strahd can crush a humanoid opponent’s will as a standard action. Anyone Strahd targets must succeed on a Will save DC 27 or fall instantly under his influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.
Gaseous Form (Su) As a standard action, Strahd can assume gaseous form at will (caster level 5th), but he can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. If reduced to 0 hit points in combat, Strahd assumes gaseous form and attempts to escape. He must reach his coffin home within 2 hours or be utterly destroyed. (Strahd can normally travel up to 9 miles in 2 hours.) Additional damage dealt to Strahd after he is forced into gaseous form has no effect. Once at rest, Strahd is helpless. He regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 6 hit points per round.
Grave Touch (Sp) As a standard action, Strahd can make a melee touch attack that causes a living creature to become shaken for 3 rounds. If Strahd touches a shaken creature with this ability, it becomes frightened for 1 round if it has fewer than 16 Hit Dice. Strahd can use this ability 11/day.
Master of the Realm (Su) Strahd may open or close the two main gates on the Old Svalich Road as a free action from anywhere in his domain. He has similar power over the gates and doors of Castle Ravenloft, where he also senses the entry of any creature with an Intelligence of at least 3. From anywhere in his domain and without concentrating, Strahd may control his horse-drawn carriage as if he were driving it. He can sense the presence of any creature with an Intelligence of at least 3 that comes within 30 feet of the carriage and can also sense when such a creature enters the carriage.
Shadowless (Ex) Strahd casts no shadows and shows no reflection in a mirror.
Spell Critical (Su) Whenever Strahd successfully confirms a critical hit, he can cast a spell as a swift action. The spell must include the target of the attack as one of its targets or in its area of effect. Casting this spell does not provoke an attack of opportunity. Strahd must still meet all of the spell's components and must roll for arcane spell failure if necessary.
Spider Climb (Ex) Strahd can climb sheer surfaces as though under the effects of a spider climb spell.
Vampire Weaknesses (Ex) Strahd can survive exposure to direct sunlight but every time he begins his turn in an area of direct sunlight he is nauseated, takes 10 points of damage, and loses his fast healing ability for that round. Strahd has also lost the following vampire weaknesses: garlic, holy symbols, mirrors and invitation. Running water still affects him. Each round of immersion in running water inflicts damage on Strahd equal to one third of his maximum hit points—If Strahd is reduced to 0 hit points in this manner he is destroyed. Strahd may also be instantly slain by driving a wooden stake through his heart while he is helpless (this is a full-round action). However, he returns to life if the stake is removed, unless his head is also severed and anointed with holy water.
STRAHD’S SPELLBOOKS
8th (72 of 100 pages)—clenched fist, clone, create greater undead, horrid wilting, irresistible dance, maze, moment of prescience, orb of the void, polymorph any object
7th (98 of 100 pages)—caustic eruption, control undead, delayed blast fireball, expend, finger of death, forcecage, grasping hand, greater arcane sight, greater scrying, greater teleport, limited wish, project image, spell turning, wave of exhaustion
6th (96 of 100 pages)—acid fog, analyze dweomer, antimagic field, circle of death, contingency, control weather, create undead, forceful hand, guards and wards, greater dispel magic, major curse, mass suggestion, planar binding, programmed illusion, true seeing, unwilling shield
5th (90 of 100 pages)—cloudkill, cold ice strike, echolocation, feeblemind, hold monster, hungry pit, magic jar, mind fog, passwall, permanency, persistent image, polymorph, sending, stone shape, telekinesis, teleport, wall of force, wall of stone, waves of fatigue
4th (88 of 100 pages)—animate dead, arcane eye, black tentacles, cone of cold, confusion, contagion, control summoned creature, detect scrying, dimension door, dimensional anchor, enervation, fear, ice storm, illusory wall, induce lycanthropy, lesser globe of invulnerability, mimic mortal, shadow step, shocking image, solid fog, true form, wall of ice
3rd (72 of 100 pages)—ablative barrier, baneful attractor, blood biography, clairaudience/clairvoyance, dispel magic, excruciating deformation, explosive runes, fireball, gust of wind, halt undead, haste, hold person, hostile levitation, lightning bolt, locate weakness, nondetection, pain strike, ray of exhaustion, seek thoughts, sleet storm, slow, stinking cloud, tongues, vampiric touch
2nd (60 of 100 pages)—alter self, arcane lock, arrow eruption, augment undead, blindness/deafness, blood transcription, boiling blood, command undead, darkness, detect thoughts, fog cloud, fox’s cunning, ghoul touch, glitterdust, hideous laughter, invisibility, knock, locate object, make whole, mirror image, protective penumbra, qualm, scorching ray, see invisibility, spectral hand, stinking cloud, tactical acumen, unshakable chill, warding weapon, web
1st—alarm, break, burning hands, cause fear, charm person, chill touch, comprehend languages, corrosive touch, decompose corpse, expeditious retreat, grease, hold portal, identify, interrogation, mage armor, magic missile, mirror strike, obscuring mist, peacebond, protection from good, ray of enfeeblement, ray of sickening, restore corpse, shocking grasp, sleep, true strike, unseen servant
0 (22 of 100 pages)—acid splash, arcane mark, bleed, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, haunted fey aspect, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, spark, touch of fatigue
So anyway, here is my attempt at making him a little nastier in melee while still limiting his CL to 16th:
DARKLORD OF BAROVIA
COUNT STRAHD VON ZAROVICH, CR 24 (XP 1,230,000)
Male middle aged human ancient vampire fighter (tactician) 3/wizard (necromancer) 7/eldritch knight 10
CE Medium undead (augmented humanoid)
Init +12; Senses darkvision 60 ft.; Perception +30
DEFENSE
AC 39, touch 21, flat-footed 32 (+7 Dex, +12 natural, +6 armor, +4 deflection)
hp 339 (13d10+7d6+167); fast healing 6
Fort +18, Ref +19, Will +18
Defensive Abilities channel resistance +11, tactical awareness +1; DR 15/silver and magic; Immune undead traits; Resist cold 10, electricity 10, fire 20; SR 21
Weaknesses vampire weaknesses
OFFENSE
Speed 50 ft.
Melee +4 longsword with Arcane Strike, Furious Focus and Power Attack +30/+20/+15/+10 (1d8+26/17-20) or slam with Arcane Strike, Furious Focus and Power Attack +30 (1d4+36 plus energy drain)
Ranged +2 composite longbow +25/+20/+15/+10 (1d8+6/x3)
Special Attacks blood drain, channel negative energy 11/day (DC 25), closing the borders, create spawn, dominate (DC 27), energy drain (2 levels, DC 27), improved children of the night (summon worgs, summon undead), spell critical
Arcane School Spell-Like Abilities (CL 7th; concentration +15 [+19 defensive])
11/day—grave touch (3 rounds)
Necromancer Spells Prepared (CL 16th; concentration +24 [+28 defensive])
8th—horrid wilting (DC 27), maze, orb of the void (DC 27), quickened dimension door
7th—caustic eruption (DC 25), delayed blast fireball (DC 25), finger of death (DC 26), forcecage (DC 25), spell turning
6th—circle of death (DC 25), control weather, major curse (DC 25), maximized fireball (DC 24), unwilling shield (DC 25)
5th—cloudkill (DC 23), echolocation, magic jar (DC 24), passwall, teleport, wall of force
4th—animate dead, detect scrying, dimensional anchor, fear (DC 23), lesser globe of invulnerability, mimic mortal, solid fog
3rd—baneful attractor (DC 21), clairaudience/clairvoyance, dispel magic, excruciating deformation (DC 21), lightning bolt (DC 21), tongues, vampiric touch (DC 22)
2nd—arrow eruption, command undead (DC 21), detect thoughts (DC 20), scorching ray (2), unshakable chill (DC 21), warding weapon
1st—corrosive touch (DC 19), interrogation (DC 20), magic missile (2), mirror strike, peacebond (DC 19), ray of enfeeblement (DC 20)
0—arcane mark, detect magic, mage hand, read magic
Opposition Schools enchantment, illusion
Permanent Spells (CL 16th)
Constant—protective penumbra, see invisibility
STATISTICS
Str 28, Dex 24, Con —, Int 27, Wis 21, Cha 24
Base Atk +16; CMB +25; CMD 42
Feats AlertnessB, Arcane Strike, Combat Casting, Extend Spell, Combat ReflexesB, Command UndeadB, Craft Construct, Craft Magic Arms and ArmorB, Craft Rod, Craft Wondrous Item, DodgeB, Forge Ring, Furious Focus, Improved Critical (longsword), Improved InitiativeB, Lightning ReflexesB, Maximize Spell, Power Attack (-5/+10 or +15), Quicken Spell, Scribe ScrollB, Spell Focus (necromancy)B, ToughnessB, Weapon Focus (longsword)B, Weapon Specialization (longsword)B
Skills Acrobatics +7 [+15 jumping], Appraise +14, Bluff +15, Climb +9, Craft (alchemy) +16 [+31 with vest], Diplomacy +20, Fly +20, Handle Animal +12, Intimidate +20, Knowledge (arcana) +27 [+31 with vest], Knowledge (engineering) +12, Knowledge (geography) +14, Knowledge (history) +16, Knowledge (local) +16, Knowledge (nature) +12, Knowledge (nobility) +16, Knowledge (planes) +21, Knowledge (religion) +16, Linguistics +14, Perception +30, Perform (dance) +10, Perform (keyboard) +10, Perform (oratory) +20, Ride +15, Sense Motive +30, Spellcraft +27 [+31 with vest], Stealth +30, Survival +11; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Balok, Darkonese, Draconic, Dwarven, Elven, Goblin, Infernal, Luktar, Mordentish, Patterna, Vaasi
SQ arcane bond (bloodstone medallion; 1/day—cast any spell in spellbook), armor training 1, change shape (dire bat or wolf, beast shape II), detect disruption, diverse training, favored class (wizard; 7 hit points), gaseous form, master of the realm, mastery +7, reduced vulnerabilities (unaffected by garlic, mirrors and holy symbols), shadowless, sinkhole of evil, spider climb
Gear (spent approx. 879,000 of 880,000 gp) bloodstone medallion (amulet of mighty fists +5/mind shielding/natural armor +5/proof against detection and location/spell cunning/spell resistance [21]), +4 longsword/quicken metamagic rod, belt of physical might +4, bracelets of armor +6, +2 composite longbow (Str 18) and 20 arrows, cape of resistance +4, crystal ball (with true seeing), maximize metamagic rod, ring of major fire resistance, ring of protection +4, rod of absorption, vest of mental superiority +6
SPECIAL ABILITIES
Blood Drain (Su) Strahd can suck blood from a grappled opponent; if he establishes or maintains a pin, he drains blood, dealing 1d4 points of Constitution damage. Strahd heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of 207 temporary hit points) each round he drains blood.
Children of the Night (Su) Once per day, Strahd can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves or worgs as a standard action. He may also summon 2d10 of his Strahd skeletons or 1d10 his Strahd zombies. These creatures arrive in 2d6 rounds and serve Strahd for up to 1 hour.
Closing the Borders (Su) When Strahd wishes to close his domain, a thick fog rises from the ground to surround Barovia. This fog has the same properties as the choking vapors that shroud the Village of Barovia. The ring of fog that surrounds the Village of Barovia and Castle Ravenloft is a lethal poison, one that infuses itself around a creature’s organs and lays dormant until an unfortunate soul attempts to escape the village. Any living creature that steps beyond the fog’s outer edge immediately suffers from frothing fits, suffering 1d4 points of temporary Constitution damage per hour until it dies (no saving throw). Lost Constitution returns only when the creature returns to within the ring. A Vistani with Knowledge (alchemy) skill can make an elixir (DC 25) that renders a creature immune to the fog’s effects for 10 minutes, long enough to pass through. The Vistani never allow giorgio to learn the elixir’s formula, and they deny their services to any travelers without hesitation if Strahd instructs them to do so. Strahd can dissipate the fog if he wishes, but he never does.
Create Spawn (Su) Strahd can create spawn out of those he slays with blood drain or energy drain, provided that the slain creature is of the humanoid type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of Strahd, and remains enslaved until his destruction. Strahd may have enslaved spawn totaling no more than 40 HD; any spawn he creates that would exceed this limit become free-willed undead. Strahd may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Dominate (Su) Strahd can crush a humanoid opponent’s will as a standard action. Anyone Strahd targets must succeed on a Will save DC 27 or fall instantly under his influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.
Gaseous Form (Su) As a standard action, Strahd can assume gaseous form at will (caster level 5th), but he can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. If reduced to 0 hit points in combat, Strahd assumes gaseous form and attempts to escape. He must reach his coffin home within 2 hours or be utterly destroyed. (Strahd can normally travel up to 9 miles in 2 hours.) Additional damage dealt to Strahd after he is forced into gaseous form has no effect. Once at rest, Strahd is helpless. He regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 6 hit points per round.
Grave Touch (Sp) As a standard action, Strahd can make a melee touch attack that causes a living creature to become shaken for 3 rounds. If Strahd touches a shaken creature with this ability, it becomes frightened for 1 round if it has fewer than 16 Hit Dice. Strahd can use this ability 11/day.
Master of the Realm (Su) Strahd may open or close the two main gates on the Old Svalich Road as a free action from anywhere in his domain. He has similar power over the gates and doors of Castle Ravenloft, where he also senses the entry of any creature with an Intelligence of at least 3. From anywhere in his domain and without concentrating, Strahd may control his horse-drawn carriage as if he were driving it. He can sense the presence of any creature with an Intelligence of at least 3 that comes within 30 feet of the carriage and can also sense when such a creature enters the carriage.
Shadowless (Ex) Strahd casts no shadows and shows no reflection in a mirror.
Spell Critical (Su) Whenever Strahd successfully confirms a critical hit, he can cast a spell as a swift action. The spell must include the target of the attack as one of its targets or in its area of effect. Casting this spell does not provoke an attack of opportunity. Strahd must still meet all of the spell's components and must roll for arcane spell failure if necessary.
Spider Climb (Ex) Strahd can climb sheer surfaces as though under the effects of a spider climb spell.
Vampire Weaknesses (Ex) Strahd can survive exposure to direct sunlight but every time he begins his turn in an area of direct sunlight he is nauseated, takes 10 points of damage, and loses his fast healing ability for that round. Strahd has also lost the following vampire weaknesses: garlic, holy symbols, mirrors and invitation. Running water still affects him. Each round of immersion in running water inflicts damage on Strahd equal to one third of his maximum hit points—If Strahd is reduced to 0 hit points in this manner he is destroyed. Strahd may also be instantly slain by driving a wooden stake through his heart while he is helpless (this is a full-round action). However, he returns to life if the stake is removed, unless his head is also severed and anointed with holy water.
STRAHD’S SPELLBOOKS
8th (72 of 100 pages)—clenched fist, clone, create greater undead, horrid wilting, irresistible dance, maze, moment of prescience, orb of the void, polymorph any object
7th (98 of 100 pages)—caustic eruption, control undead, delayed blast fireball, expend, finger of death, forcecage, grasping hand, greater arcane sight, greater scrying, greater teleport, limited wish, project image, spell turning, wave of exhaustion
6th (96 of 100 pages)—acid fog, analyze dweomer, antimagic field, circle of death, contingency, control weather, create undead, forceful hand, guards and wards, greater dispel magic, major curse, mass suggestion, planar binding, programmed illusion, true seeing, unwilling shield
5th (90 of 100 pages)—cloudkill, cold ice strike, echolocation, feeblemind, hold monster, hungry pit, magic jar, mind fog, passwall, permanency, persistent image, polymorph, sending, stone shape, telekinesis, teleport, wall of force, wall of stone, waves of fatigue
4th (88 of 100 pages)—animate dead, arcane eye, black tentacles, cone of cold, confusion, contagion, control summoned creature, detect scrying, dimension door, dimensional anchor, enervation, fear, ice storm, illusory wall, induce lycanthropy, lesser globe of invulnerability, mimic mortal, shadow step, shocking image, solid fog, true form, wall of ice
3rd (72 of 100 pages)—ablative barrier, baneful attractor, blood biography, clairaudience/clairvoyance, dispel magic, excruciating deformation, explosive runes, fireball, gust of wind, halt undead, haste, hold person, hostile levitation, lightning bolt, locate weakness, nondetection, pain strike, ray of exhaustion, seek thoughts, sleet storm, slow, stinking cloud, tongues, vampiric touch
2nd (60 of 100 pages)—alter self, arcane lock, arrow eruption, augment undead, blindness/deafness, blood transcription, boiling blood, command undead, darkness, detect thoughts, fog cloud, fox’s cunning, ghoul touch, glitterdust, hideous laughter, invisibility, knock, locate object, make whole, mirror image, protective penumbra, qualm, scorching ray, see invisibility, spectral hand, stinking cloud, tactical acumen, unshakable chill, warding weapon, web
1st—alarm, break, burning hands, cause fear, charm person, chill touch, comprehend languages, corrosive touch, decompose corpse, expeditious retreat, grease, hold portal, identify, interrogation, mage armor, magic missile, mirror strike, obscuring mist, peacebond, protection from good, ray of enfeeblement, ray of sickening, restore corpse, shocking grasp, sleep, true strike, unseen servant
0 (22 of 100 pages)—acid splash, arcane mark, bleed, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, haunted fey aspect, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, spark, touch of fatigue