Akyrak

Fox of Silver's page

248 posts. Alias of Pixie Rogue.


About Fox of Silver

Ysgardia Slenderfoot of the Order of the Mage
Wearer of the Mask of the Silver Fox
Lawful Neutral Halfling Wizard 3/Warmage 2/Ultimate Mage 3
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37 years old
3'2" and 33 lb

Init +3
Senses
Listen +11 (+2 temp)
Spot +4 (+2 temp)
Search +3 (+2 temp)
Scent
Enhanced Low-light vision (3x human vision in low light conditions)
Black and white vision only
Speed 15 ft, 20 ft base speed
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Description:
Of course, the most striking "feature" of the tiny woman before you is the translucent mask strapped over her face, giving her the appearance of a fox. Despite the almost-clear nature of the material making up the mask, you can see that it was carved with such detail that it appears to have silvery hair -- you think that if you touch it, it would be soft. As she moves and the mask catches light differently, it shifts from nearly transparent to opaque, looking like nothing so much as the head of a forest fox tranplanted onto the shoulders of a child.

As she speaks, you realize with a shock that the fox's mouth is moving. Her voice is not muffled by the mask at all -- it's as though the voice, definitely that of a female, is coming from the mask and not the woman within. In fact, the ears on the mask twitch in reaction to the noise around you -- this is no ordinary mask, for certain. It wraps completely around her head other than two inches in the back where ebon curls streaked with silver spill out down to her shoulders.

She wears sturdy traveling clothes and carries a walking staff taller than her three foot height. She carries a pack on her back and she leads a dog whose shoulder reaches her ear. At her belt can be seen a mace, a crossbow, and a dagger, all sized for her diminutive hands. One look at her traveling companion is enough to know that he will brook no threat to her, but there's a look in her eye that makes you wonder which of the two is truly more dangerous.


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Background:
Ysgardia was apprenticed to a hedge mage on a caravan at a young age when her fascination with his tricks led her to talk about them constantly. Finally, her father found out the caravan's route and made sure that when next they crossed paths, he spoke to the mage to see if he would accept one so young as a student. Naturally, the hin was hesitant, but she was very serious and insistent that she would study very hard and work very hard and do everything he told her to do and she would be a very good mage, so wouldn't he just give her a chance?

He gave in, but she found to her disappointment that magic did not come easily, even to the eager. After several years of performing as part of his act and learning cantrips, she was finally learning her first "real" magic when the war found their caravan an easy target. Many, many goblins and gnolls died that night trying to take advantage of the "defenseless" halflings, but in the end, there were no victors. The few surviving attackers were those that fled, but the remaining defenders were, nearly to a man, dying, including Ysgardia's mentor. He entreated her to flee and to continue her studies. "You have the strength. You will be far more powerful than I could be. You must learn more, grow powerful, and protect the weak with your strength. You must promise me." With that, he died.

She searched what was left of their wagon, but the monsters had wrecked nearly everything. She found his spellbook in the wreck of their wagon and the stick he used to attack the monsters. Some food and basic necessities went into her tiny pack and she headed down the road, never looking back. She traveled with a series of halfling caravans after that, almost hoping they would be attacked so she could protect them as her mentor had done, but their trips were usually uneventful. Unfulfilled, she kept moving, finally coming to the Imperial capital and hearing of a "college" of wizards that specialized in the art of war. Intrigued, she inquired and they informed her that they were not actually wizards, per se, but they would consider her application if she sought to enter with the condition that she would have to serve in the Imperial army as a means of paying back her tuition. "Learn more, grow powerful, protect the weak." This seemed an opportunity from the gods themselves!

As a result, she found herself as the oldest, and yet by far the smallest, in her class at the warmage academy. Most of her lessons came very easily to her, but the practice of wearing armor(!) was very difficult to get used to. She began to spend her personal time practicing her "old" magic while wearing armor. She finally found that she could cast certain spells without using her hands, allowing her to cast without regard for the armor.

Shortly after her graduation, she was commisioned into the Imperial Army, but found herself reporting to an officer that had little use for mages and less for little girls in his unit. After considerable effort, she finally convinced him that even if he did not choose to augment his troops with arcane power, he could better prepare himself to face the arcane-using foe with her advice and knowledge. Having worked herself into man's inner circle, she felt that she was finally contributing to the "protection of the weak" of which her mentor had spoke. One day, a short robed stranger walked up to the officer's tent, a warrior at his side. Challenged by the soldiers at the entrance, the stranger drew his hood back, revealing a mask, that of a gray rat. Without a word, the soldiers both stepped back out of the way, almost too quickly, and he and his warrior strode in, unannounced.

Ysgardia found out later that the man was actually a gnome, a mage from the Order of the Mask (as if that was not obvious!) and he had been sent to review the officer's command. The officer called Ysgardia into his tent and said, "You have more in common with our esteemed visitor," he seemed to put unusual emphasis on esteemed as he said this, "so I want you to drop what you are doing and make yourself available to him as a guide and assistant during his visit. Of course, if he expresses any concerns to you, I expect you to let me know as soon as possible so that we might address them."

The next day, at morning mess, Ysgardia strode up to the visitor and waited to be recognized. She had seen him watching her approach, but he said nothing to her, so she stood and studied his mask while she waited. It was almost like it was part of his head rather than just worn over his face, she realized, even though his long beard poked out from underneath. I wonder what it feels like? Suddenly, she realized he had spoken to her without turning his head. "Have you seen enough, little one?" he repeated. Much to her frustration, she stammered as she replied, "Y-y-yes, s-sir, my apologies for staring. It's just very interesting." "Tell me, little examiner, what it is your commander has told you to do." As he said this, he turned to look at her and she found herself unable to look away. "He said to be your guide, your aide during your visit." There! That's what she should say! "And to tell him what you say." Wait! Why did I say that? I will be in so much trouble! The rat-faced gnome smiled a genuine and toothy smile, "Why, little one, I think you are the first person I've met in two days that has told me the complete truth. Your services as guide and aide are accepted." And with an even larger smile, "But you will only tell Old Sabre Jaws what I tell you to. Do this, and it will be worth your while, I assure you."

Thus began a week of interviewing soldiers and officers and quartermasters and looking at weapons and horses and tents, all the while "secretly" reporting the masked gnome's findings to her superior so he could fix them before they could be reported to the Imperial commanders. In the end, she was present when the mage spoke to her commanding officer. After congratulating the older man for his years of service to the Imperial Army and his recent successes on the battlefield, the wizard said, "I'm prepared to return to the capitol with one of two reports. The first is a glowing review of the readiness and skill of your troops, something I feel to be largely true. The second is the complete truth -- including the corruption in your quartermaster corps, inexperienced leadership in several companies, and a known spy for Chaos within your camp. I feel that it will do more good to provide you with the second report to act on while I take the first back to your commander-in-chief, but I have a single condition before I do so." The old general settled back, "I knew there would be some sort of game -- you made it too easy all week. What is you want, Gooday? Tobacco? Spirits? Money?" The gnome waved a hand, "None of those. All I want is -- her." Ysgardia squeaked, "Me?" "Yes, you. General, you have been granted a valuable resource in this young one and you have chosen to squander her talents as little more than a hostess. I will take her back to the capitol and we will find a more suitable role for one with so much potential." The confusion and relief mixed on the old warrior's face as he said, "You have a deal. I don't know what to do with her, anyway, so you're doing me a favor. No offense, lass." She was still standing there in shock, looking from one man to the other, and realized she'd been addressed, "No, sir, none."

She shortly found herself learning magic at the feet of masters she had only heard rumors of and found herself more and more interested in the Order of the Mask. Eventually, the rat-masked gnome (she found out eventually that his name was Hava Gooday, which always makes her smile to hear) offered to sponsor her membership into the order, to which she readily agreed. She was inducted into the Order with the mask of the silver fox just over a year ago and she finds herself yearning to follow her old mentor's instructions: Learn more, grow powerful, protect the weak. She needs to leave the capitol and see her magic in the real world -- you can only learn so much in a classroom. And so she finds herself inquiring about adventuring companies that might have a use for a mage.

Defense:

AC 21, touch 14, flat-footed 18
hp 52 (3d4+2d6+3d4+16, maximized) wounds 0

Saves:
Fort +05 (+2 temp)
Ref +06 (+2 temp)
Will +14 (+2 temp)
Racial Bonus: Additional +2 vs fear

Offense:

Base Atk +3; Grapple -1
Ranged Spells +7 ranged touch attack (damage varies); +1 to hit and damage within 30' (+2 temp)
Ranged mw light crossbow +8 (1d6, 19-20/x2); +1 to hit and damage within 30' (+2 temp)
Ranged mw dagger +7 (1d3, 19-20/x2); +1 to hit and damage within 30' (+2 temp)

Melee bite +4 (1d3+1, 20/x2) - natural attack (+2 temp)
Melee mw dagger +4 (1d3, 19-20/x2) (+2 temp)
Melee mw heavy mace +4 (1d8, 20/x2) (+2 temp)

Statistics:

STR 10
DEX 16
CON 15
INT 17
WIS 14
CHA 16 --> 22 for the next two hours in-game, post-snakemen battle

Feats & Skills:

Feats:
Scribe Scroll, Point Blank Shot, Still Spell, Iron Will, Superior Sense of Smell, Alertness, Precise Shot

Skills:
Social skills in general have +6 (babblefish wine bonus) +3 CHA bonus (+2 temp to all skill checks)
Concentration +13
Climb +1
Craft +3
Craft (Alchemy) +4
Craft (Leatherwork) +7
Decipher Script +12
Handle Animal +5 +9 temp bonuses
Heal +5
Hide +6
Intimidate +3 +9 (babblefish wine bonus + temp CHA increase)
Jump -5
Knowledge (arcana) +13
Knowledge (architecture/engineering) +3 (untrained, DC 10 only)
Knowledge (dungeoneering) +3 (untrained, DC 10 only)
Knowledge (geography) +5
Knowledge (history) +7
Knowledge (local) +4
Knowledge (nature) +3 (untrained, DC 10 only)
Knowledge (nobility) +5
Knowledge (religion) +3 (untrained, DC 10 only)
Knowledge (the planes) +5
Listen +11
Move Silently +4
Perform (Sing) +5 +9 (babblefish wine bonus + temp CHA increase)
Profession +2
Ride +4
Search +3
Sense Motive +2 +9 (babblefish wine bonus + temp CHA increase)
Spellcraft +16
Spot +4
Survival +4
Use Magic Device (using scrolls) +10 +3 (temp CHA increase)
Use Magic Device (other uses) +6 +3 (temp CHA increase)

Special Qualities:

Bonus feat: Scribe Scroll
Armored Mage (light)
Warmage Edge
Scent
Superior Sense of Smell
Understands the speech of non-magical canines (dogs, wolves, foxes)
Arcane Power +1
Expanded Spell Knowledge (Ray of Flame)
Augmented Casting (Apply Still Spell feat to 0th or 1st spell, uses 1st-level spell from other class)

Languages:

Common, Halfling, Draconic, Elven, Goblin, Understands non-magical canine

Gear:

9000 gp starting value
Combat Gear Scroll of Protection from Chaos (CL 5), Scroll of Detect Secret Doors (CL 5), Scroll of Detect Undead (CL 5), Scroll of Arcane Lock (CL 5), Scroll of Knock (CL 5)
Other Gear Mask of the Silver Fox (Head Slot), Masterwork Chain Shirt (250 gp, 12.5#, AC +4, Max Dex +4, ACP -1, Arcane Failure Chance 20%), Masterwork Buckler (165 gp, 2.5#, AC +1, ACP 0, Arcane Failure Chance 5%), Masterwork Light Crossbow (350 gp, 2#), Case of Bolts (2 gp, 1#), Masterwork Heavy Mace (312 gp, 4#), 1 Masterwork Dagger (302 gp, 0.5#), Spellbook (15 gp, 3#), Spell component pouch (5 gp, 2#), Backpack (2 gp, 0.5#), Flint & Steel (1 gp, 0#), Scroll Case (1 gp, 0.5#), Belt Pouch (2) (2 gp, 0.25#), Whetstone (0.02gp, 1#), Explorer's Outfit (10 gp, 2#), 500 gp in gems (500 gp, ?#)

Encumbrance 31.25# + coin
Light Load 24.75#
Medium Load 49.5#
Heavy Load 75.0#

Riding dog: Skipjack (150 gp), Studded Leather Barding (50 gp, 20#), Bit & bridle (2gp, 1#), Riding saddle (10 gp, 25#), Saddlebags (4 gp, 8#)

Ink (2 vials) (16 gp, 0#), Inkpen (2 pens) (0.2gp, 0#), Bullseye Lantern with Continual Light cast on it (12 gp + 60 gp, 3#), Parchment (10) (2.0 gp, 0#), Rations (10) (5gp, 2.5#), Waterskin (2gp, 2#), Waterskin (2gp, 4#), 750 gp in gems

Encumbrance 65.5# +33# (her) + 31.25# (her gear) = 129.75#
Light Load 100#
Medium Load 200#
Heavy Load 300#

Pack dog: Jonas (150 gp), Studded Leather Barding (50 gp, 20#), Bit & Bridle (2 gp, 1#), Pack Saddle (5 gp, 15#), Saddlebags (4 gp, 8#)
Case of Bolts (2 gp, 1#), Masterwork Leatherworking Tools (55 gp, 5#), Bedroll (0.1 gp, 1.25#), Tent (10gp, 5#), Waterskin (2gp, 2#), Waterskin (2gp, 4#), Tobacco (10 gp, 20#), Salt (100 gp, 20#), 750 gp in gems

Encumbrance 112.25#
Light Load 100#
Medium Load 200#
Heavy Load 300#

WIZARD SPELLS:

Close Range: 25 + 5 * CL/2 = 40'
Medium Range: 100 + 10 * CL = 160'
Long Range: 400 + 40 * CL = 640'
Prepared, CL 6 + 2 temp - 20% AFC (armor), 5% AFC (buckler)
Cantrips - 4/day
Caltrops x2
Light x2

First level - 4/day
Benign Transposition
Ebon Eyes
Protection from Chaos - cast

Second level - 2/day
Scorching Ray x2


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WARMAGE, CL 6 + 2 temp
Close Range: 25 + 5 * CL/2 = 40'
Medium Range: 100 + 10 * CL = 160'
Long Range: 400 + 40 * CL = 640'
Cantrips (0-level), 6/day - 1 cast (AS vs Abominations):

Acid Splash - "minimus acidus" - VS, Ranged Touch, Close range, No save, No SR; +1 to hit and damage within 30;
You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3+3 (incl warmage edge) points of acid damage.

Disrupt Undead - VS, Close range, One ray, No save, SR Yes
You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6+3 (incl warmage edge) points of damage to it.

(1)Light - VM, Touch range, CL*10 minutes (D)
This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.

Ray of Frost - VS, Ranged touch, Close range, No save, Yes SR; +1 to hit and damage within 30;
A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3+3 (incl warmage edge) points of cold damage.

1st-level, 7/day - 1 cast (LOA vs Abominations):

Accuracy - VSM, One thrown weapon/level touched or one projectile weapon touched, 60 = CL*10 minutes, Doubles range increment of affected weapon(s)
Material component: Ink to scribe character on affected weapon(s)

Burning Hands - VS, Range 15' cone, Reflex half, SR Yes;
A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4*CL+3 (max 5d4, incl warmage edge) of fire damage. Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

Chill Touch - VS, Touch range, Up to CL creatures, Fortitude partial or Will negates, see text; SR Yes
A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6+3 (incl warmage edge) points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to CL = 6 times.
An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds + CL = 6 rounds.

Fist of Stone - VSM, Personal, 1 minute, Transform hand into fist of living stone, Gaining +6 STR for purposes of attacks, grapple checks, breaking and crushing items, Gain natural slam attack, 1d6+Str Mod damage or 1d6+1.5 STR Mod if no other attack taken
Material component: Pebble inscribed with stylized fist design

Hail of Stone - VSM, Medium Range, Cylinder (5' radius, 40' height), No save, SR Yes, Rain of stone dealing 1d4*CL = 6d4 damage, +3 from Warmage Edge
Material component: Piece of jade worth 5gp

Magic Missile - - VS, Medium Range (100+10*CL=160'), Up to 5 missiles, targets within 15' of each other; No save, SR Yes, 1d4+1/missile (1@1st, 2@3rd, 3@5th, 4@7th, 5@9th); One missile gets additional +3 from Warmage Edge

Orb of Acid, Lesser - VS, Close range, No save, No SR, One orb dealing acid damage (1d8+3@1st, 2d8+3@3rd, 3d8+3@5th, 4d8+3@7th, 5d8+3@9th, incl warmage edge)

Orb of Cold, Lesser - VS, Close range, No save, No SR, One orb dealing cold damage (1d8+3@1st, 2d8+3@3rd, 3d8+3@5th, 4d8+3@7th, 5d8+3@9th, incl warmage edge)

Orb of Electricity, Lesser - VS, Close range, No save, No SR, One orb dealing electrical damage (1d8+3@1st, 2d8+3@3rd, 3d8+3@5th, 4d8+3@7th, 5d8+3@9th, incl warmage edge)

Orb of Fire, Lesser - VS, Close range, No save, No SR, One orb dealing fire damage (1d8+3@1st, 2d8+3@3rd, 3d8+3@5th, 4d8+3@7th, 5d8+3@9th, incl warmage edge)

Orb of Sound, Lesser - VS, Close range, No save, No SR, One orb dealing sonic damage (1d6+3@1st, 2d6+3@3rd, 3d6+3@5th, 4d6+3@7th, 5d6+3@9th, incl warmage edge)

Ray of Flame - VSF, Close range, Save partial (catching fire only), SR Yes, Ranged touch attack for fire damage (1d6+3@1st, 2d6+3@4th, 3d6+3@6th, 4d6+3@8th, 5d6+3@10th, incl warmage edge); the target must make its save or catch fire for 1d6 fire damage per round until the flames are put out with a DC 15 Reflex save

Shocking Grasp - VS, Touch range, No save, SR Yes, Melee touch attack deals electrical damage (1d6+3@1st, 2d6+3@4th, 3d6+3@6th, 4d6+3@8th, 5d6+3@10th, incl warmage edge); the touch attack gains a +3 bonus on attack rolls vs opponents made of or carrying a lot of metal.

True Strike - VF, Personal range
You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.
Focus: A small wooden replica of an archery target.

2nd-level, 5/day - 3 cast (Shatter 2x, SR in Final Fight):

Blades of Fire - V, Touch range, Duration 1 rd, No Save, No SR
Your melee weapons each deal an extra 1d8 fire damage. This damage stacks with any energy damage your weapons already deal.

Continual Flame - VSM, Touch range, No save, No SR
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered and hidden but not smothered or quenched.
Light spells counter and dispel darkness spells of an equal or lower level.
Material component: You sprinkle ruby dust (worth 50 gp) on the item that is to carry the flame.

Fire Trap - VSM, Casting time 10 minutes, Touch range, Permanent until discharged, Reflex half, SR Yes

Fire trap creates a fiery explosion when an intruder opens the item that the trap protects. A fire trap can ward any object that can be opened and closed.
When casting fire trap, you select a point on the object as the spell’s center. When someone other than you opens the object, a fiery explosion fills the area within a 5'-radius around the spell’s center. The flames deal 1d4 +CL (max 20) +3 (warmage edge) points of fire damage. The item protected by the trap is not harmed by this explosion.
A fire-trapped item cannot have a second closure or warding spell placed on it.
A knock spell does not bypass a fire trap. An unsuccessful dispel magic spell does not detonate the spell.
Underwater, this ward deals half damage and creates a large cloud of steam.
You can use the fire-trapped object without discharging it, as can any individual to whom the object was specifically attuned when cast. Attuning a fire-trapped object to an individual usually involves setting a password that you can share with friends.
Note: Magic traps such as fire trap are hard to detect and disable. A rogue can use the Search skill to find a fire trap and Disable Device to thwart it. The DC in each case is 25 + spell level (DC 27 for a druid’s fire trap or DC 29 for the arcane version).
Material Component: A half-pound of gold dust (cost 25 gp) sprinkled on the warded object.

Fireburst - VSM, Range 10', Reflex half, SR Yes
Fireburst causes a powerful explosion of flame to burst from you, damaging anyone within 10' of you. All creatures and objects within that area, except for you and any creatures or objects that share your spac, take 1d8*CL+3 (max 5d8, incl warmage edge) fire damage.
Material component: A bit of sulphur.

Flaming Sphere - VSM, Medium range, 5'-diameter sphere of flame, Duration CL rds, Reflex negates, SR Yes
A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30' to strike a target. If it enters a space with a creature, it stops moving for the round and deals 2d6+3 (incl warmage edge) points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.
The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell’s range.

Ice Knife - SM, Long range, Fortitude partial or Reflex half, SR Yes
You must succeed on a normal ranged attack to hit (with a bonus to the attack roll of +2*CL/2 = +6). If it hits, an ice knife deals 2d8+3 (incl warmage edge) cold damage and 2 points of Dexterity damage (a successful Fortitude save negates the DEX damage). Creatures that have immunity to cold also take no DEX damage automatically.
A knife that misses creates a shower of ice crystals in a 10'-radius burst. The icy bust deals 1d8+3 (incl warmage edge) points of cold damage to all creatures within the area (Reflex half).
Material component: A drop of water or piece of ice.

Melf's Acid Arrow - VSMF, Long range, Duration 1+CL/3 rounds = 3 rounds, No save, No SR
A magical arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4+3 (incl warmage edge) points of acid damage with no splash damage. For every three caster levels (to a maximum of 18th), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in that round.
Material Component: Powdered rhubarb leaf and an adder’s stomach.
Focus: A dart.

Pyrotechnics - VSM, Long range, Single fire source up to 20'-cube, Duration 1s4+1 rounds, Will negates or Fort negates, see text; SR See text
Pyrotechnics turns a fire into either a burst of blinding fireworks or a thick cloud of choking smoke, depending on the version you choose.
Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will negates). These creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness.
Smoke Cloud: A writhing stream of smoke billows out from the source, forming a choking cloud. The cloud spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take –4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply.
Material Component: The spell uses one fire source, which is immediately extinguished. A fire so large that it exceeds a 20-foot cube is only partly extinguished. Magical fires are not extinguished, although a fire-based creature used as a source takes 1 point of damage per caster level.

Scorching Ray - VS, Close range, No save, SR Yes, You fire one or more rays (1@1st, 2@7th, 3@11th), the targets must be within 30' of each other. Each ray deals 4d6 fire damage; the first ray deals an additional 3 fire damage due to warmage edge.

Shatter - VSM, Close range, 5'-spread or one solid object or crystalline creature, Will negates (object); Will negates (object) or Fortitude half; see text, SR yes (object)
Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.
Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such objects within a 5'-radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than CL pounds are not affected, but all other objects of the appropriate composition are shattered.
Alternatively, you can target shatter against a single solid object, regardless of composition, weighing up to 10*CL pounds. Targeted against a crystalline creature (of any weight), shatter deals 1d6*CL+3 points of sonic damage (maximum 10d6, incl warmage edge), with a Fortitude save for half damage.
Arcane Material Component: A chip of mica.

Whirling Blade - VSF, Range 60' line, You enchant a slashing weapon to attack all foes in a 60' line, using your INT Mod or CHA mod (based on your spellcasting stat) or STR mod, as you prefer, for the attack and damage rolls. The weapon deals damage as though you had attacked normally in melee, including effects from feats. The weapon returns to your hand after attempting the last of its attacks.

Rewards:

Experience Points: 32,867

Rewards breakdown (for checking my math)
12500 Starting point
2000 Crypts of Restlessness
5000 "surviving the crypts and snake lair"
13367 "entering the finale"
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