0 (at will) Open/Close, Read Magic, Detect Magic, Mage Hand
Str 13, Dex 13, Con 13, Int 20, Wis 20, Cha 17
Base Atk +4; CMB +5; CMD 16
Feats Bouncing Spell, Extended Spell, Spell Focus (Enchantment), Greater Spell Focus (Enchantment), Scribe Scroll, Spell Penetration
Traits Magical Lineage (Murderous Command), Perseverance
Trained Skills Knowledge (Arcana) +17, Knowledge (Dungeoneering) +10, Knowledge (Engineering) +10, Knowledge (Geography) +10, Knowledge (History) +17, Knowledge (Local) +10, Knowledge (Nature) +9, Knowledge (Nobility) +10, Knowledge (Planes) +17, Knowledge (Religion) +17, Linguistics +17, Spellcraft +17
Untrained Skills Acrobatics +1, Climb +1, Diplomacy +5, Escape Artist +1, Fly +1, Perception +7, Ride +1, Stealth +1, Swim +1
Languages Abyssal, Aquan, Auran, Celestial, Common, Cyclops, Draconic, Dwarven, Elven, Gnoll, Ignan, Infernal, Samsaran, Shae, Sylvan, Terran
Other Gear Bonded Amulet, Boots of Levitation, Pearl of Power (1st), Pearl of Power (1st), Pearl of Power (2nd), Ring of Sustenance, Wand of Mage Armor (50 charges), 3250g
Adoration (Su): Immediate. Target must save or lose one attack against you. (Will DC 16 negates) (8/day)
Bit of Luck (Sp): Standard. Target takes the higher of 2d20 for a d20 roll. (8/day)
Bonded Object: Amulet (Sp): DC 20 + spell level to cast spells without the bonded object. Can cast any spell without preparation. (1/day)
Channel Positive Energy (Su): Standard. Heal 2d6 to living targets in area or harm 2d6 to undead. (DC 14 half) (6/day)
Dazing Touch (Sp): Standard. Touch attack dazes for 1 round, creatures with HD greater than 8 unaffected. (DC 15 negates) (8/day)
Force of Will (Su): 60' telepathy with those you have charmed or dominated.
Lifebound (Ex): Gain +2 to resist death effects, negative energy effects, remove negative levels, or stabilize
Mystic Past Life (Su): Add reincarnate, faerie fire, litany of madness, eagle eye, one more to Cleric spell list
Perseverance: When you have more than 1 Will saving throw to overcome an effect, you receive a +3 trait bonus on the extra Will saves against that effect.
Samsaran Magic (Sp): comprehend languages, deathwatch, stabilize (1/day each)
Spontaneous Casting: The Cleric can convert stored spells into Cure or Inflict spells.
Whatever the Ghost's origins, too many students and teachers have sighted it over the last several centuries to be imagined. Attempts to contact the ghost through the spirit world have all failed. A heavy wooden door blocks the way into the room reserved for the Ghost, and ancient abjurations block the way for all but the most powerful wizards. Those who have made entry, which only occurs once every few decades, have reported that the room looks like any other office in the University - and that the room looks as clean and meticulous as though its occupant had just stepped out.
Many students have seen the ghost over the years as they walk the corridors of the tower, though its appearance has varied through the years. Some have said that the ghost is that of a man, others of a woman. In either case, the Ghost's pale white skin and blue hair are all that these sightings have in common, except that the ghost glides away without a word each time. The students treat a sighting as a sign of good luck in their examinations, though the faculty members view it with some trepidation. Many of them know that when the light in the top room of the tower appears and flickers, trouble for Stormfare often follows.
In truth, the Ghost of the Great Tower is no ghost, but rather a Samsaran drawn back to Stormfare with each reincarnation. Samsarans, a mysterious race that reincarnates rather than pass to Pharasma's judgment after death, seek enlightenment with each lifetime. Nasmarra, the current incarnation of the Ghost of the Great Tower, was drawn to Stormfare just as she was in each previous life. For thousands of years, she (or sometimes he) has lived, died, and been reborn. All but a handful of these incarnations returned to Stormfare.
Nasmarra's first life was as a human whose name she cannot recall. He was a powerful wizard beyond recognition, in a time thousands of years ago. In a way, she has been chasing his legacy ever since, trying to decipher a mysterious prophecy written in the first of many autobiographical tomes written by Nasmarra's past lives. These tomes are stacked in a great bookshelf in the office, which was itself warded by her past life as a wizard with wards that prevent anyone but his reincarnations from entering or seeing its true nature. Nasmarra is at the beginning of the life cycle, having been reborn in Lesotho for this life some seventy years ago, and arrived in Stormfare a decade ago to reclaim her birthright. She has spent the previous ten years learning the collected wisdom of her prior incarnations and re-mastering the words of the prophecy.
As each incarnation of a Samsaran's life is as different a creature and personality as a child is to a parent, Nasmarra is more morose and self-reflective than her most previous life - if her flippant and short life journal is any indication. An attractive woman with white eyes, white skin, and dark blue hair, Nasmarra is somewhat morbid and dark-spirited. Despite this, she is motivated by a deep sense of right and wrong. She darkly enjoys spooking the students given the opportunity, and sees nothing wrong with magically nudging their minds in the way that she needs them to be nudged. This incarnation's magical talents lay in both divine and arcane realms, with her abilities to mentally manipulate and mislead at the forefront of both.