What would be your spelllist for a retired 20th level wizard?


Pathfinder First Edition General Discussion

Scarab Sages

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I've been putting together a spell list for non-adventuring wizard and I've been surprised at how many utility spells I didn't know about are out there like convert water to turn one magical liquid into another. So I decided to put this out there and see what the list of comfort/fun spells someone would take for a retired 20th level wizard. For this assume a 20th level caster class of your choice with no enemies left and enough resources to live the rest of their life in opulent comfort. What would be your standard list of spells for convenience/comfort? I'm still putting my new one together (only done cantrips and 1st level) but even so I've found some new additions like quill and shelve.


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Mages magnificent mansion, create demiplane, guards and wards, fabricate, permanent image to create the home you want with simple protections.
Age protection spells, disguise self, greater magic aura for vanities sake.
unseen servants and animate objects for minor tasks
greater teleport plane shift and planar adaptation for holidays
scrying and sending for old time instant messaging
some polymorph spells for messing about in.
Overland flight because fly
purify body/particulate form/restoration for health.

With no limits on spells known there is no reason and wizard couldnt do whatever they wanted. even with limited spells known a lot is possible


Even a non-adventuring wizard is going to want to keep his magical defenses and at least a few combat spells, just in case.

I cannot see any wizard that has managed to survive to 20th level not keeping up spells like Mind Blank, Teleport, Dispel Magic and Contingency.

Scarab Sages

True enough but that's why I said no enemies left. Still personally I find there's enough options to make the defensive spells permanent or to keep a few magic items (ring of telephone twice a day) as a work around. Of course I also keep an amulet of non detection on just in case nice steady protection on something that is easily worn.

Liberty's Edge

Has your Wizard some particular interest, hobby or accademic study that focus his energies or justify a lot of magic, time and resources investment?

He still works to sell his creations or keeps politic contacts or is totally out of the games?

Does he prefer to create magic items or is he focalized at doing spells and rituals?

If u answer this, Senko, maybe I can try to imagine it.


We're talking about a wizard. He probably just leaves most of his spell slots unprepared and prepares them as he needs them from his spell book.It's a wizard, he doesn't have to decide on one spell list like a sorcerer, that's their main advantage.

He probably has a few defensive spells prepared to GTFO so he can prepare other spells as needed to defend himself but otherwise probably leaves most of his spell slots open.

Scarab Sages

Luca Eugenio Barlassina wrote:

Has your Wizard some particular interest, hobby or accademic study that focus his energies or justify a lot of magic, time and resources investment?

He still works to sell his creations or keeps politic contacts or is totally out of the games?

Does he prefer to create magic items or is he focalized at doing spells and rituals?

If u answer this, Senko, maybe I can try to imagine it.

Its your wizard/cleric/arcanist/witch/druid/x not mine. I'm looking to see what people would pick for the 20th level caster who's reached the stage at their life that they no longer have any enemies and are free to enjoy the fruits of their power. Whether that's lounging in their private demi-plane fishing in the pond they made there, advising and guiding an empire from behind the throne, training an apprentice for a new generation of magic users, just wandering to see the sights of the world they helped save/destroy or even like Gandalf still being a major part of those battles.

Like I said I'm still putting together my spell list for this (limited time due to work) but when I'm done I'll post it here as well. In the meantime I'm just curious what spells people would pick for their 20th level caster to do whatever it is they'd like them to do so I can see what kinds of different priorities they put on things. A crafter wizard will be very different to a fishing sorcerer or a high priest cleric.


Senko wrote:
I've been putting together a spell list for non-adventuring wizard and I've been surprised at how many utility spells I didn't know about are out there like convert water to turn one magical liquid into another. So I decided to put this out there and see what the list of comfort/fun spells someone would take for a retired 20th level wizard. For this assume a 20th level caster class of your choice with no enemies left and enough resources to live the rest of their life in opulent comfort. What would be your standard list of spells for convenience/comfort? I'm still putting my new one together (only done cantrips and 1st level) but even so I've found some new additions like quill and shelve.

Priorities are altered for the geriatric.

0. Change Bedpan
1. Summon Maid
2. Create Sherry
3. Summon AOL Tech
4. Dominate Alderman
5. Summon Golf Cart Tech
6. GET OFF MY LAWN
7. Dominate Senator
8. GET OFF MY PLANET
9. Wish Children Would Call

Silver Crusade

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9th level spells: Empowered, Extended, Heightened, Maximized, Piercing Polypurpose Panacea, because staying drunk is the best spell ever!

Silver Crusade

I think it would vary from day to day. At 20th level they would probably be living in their own created demiplane, filled with simulacra. Honestly I would probably leave most slots open and take 15 minutes to prepare as needed. Would probably still have a lot of defenses in place, because nobody makes it to 20th level without stepping on some necks.


Pathfinder Roleplaying Game Superscriber
Sir Loin of Beef wrote:
9th level spells: Empowered, Extended, Heightened, Maximized, Piercing Polypurpose Panacea, because staying drunk is the best spell ever!

? Do any of those metamagics modify the spell in any way?

Scarab Sages

Well it say's you feel intoxicated for 1 hour so empowered would increase that 1 to 1.5 and extend doubles the duration so 1.5 to 3 but I don't think the others would do anything. Of course once you sober up you could probably cast it again at 3 hours out of 24 you'd need to cast it 8 times. So say half of those 8 with an empowered, extended spell and half with an empowered, extended, heightend spell to get the higher spell slots as well.


taks wrote:
Sir Loin of Beef wrote:
9th level spells: Empowered, Extended, Heightened, Maximized, Piercing Polypurpose Panacea, because staying drunk is the best spell ever!
? Do any of those metamagics modify the spell in any way?

Extend Spell is the only metamagic of the ones listed that would actually achieve anything other than represent conspicuous consumption.

It will double the duration from 1 hour of Intoxication to 2 hours.

Empowered Spell won't work due to having no variable numeric effects. Maximized Spell won't do anything for the same reason. Piercing Spell is pointless because even if the Wizard has Spell Resistance, a creature's spell resistance never interferes with its own spells, so it has no need for a Metamagic that treats its SR as 5 lower.

Heighten Spell has no meaningful effect beyond wasting higher level spell slots due to Polypurpose Panacea lacking any saving throw, as far as I can tell, anyway. One would choose to fail the save anyway if one wanted to cast a spell on one's self to make one's self buzzed.

Senko wrote:
Well it say's you feel intoxicated for 1 hour so empowered would increase that 1 to 1.5 and extend doubles the duration so 1.5 to 3 but I don't think the others would do anything. Of course once you sober up you could probably cast it again at 3 hours out of 24 you'd need to cast it 8 times. So say half of those 8 with an empowered, extended spell and half with an empowered, extended, heightend spell to get the higher spell slots as well.

Empower spell only affects variable, numeric effects, but not opposed rolls or saving throws. So duration would not be something it would alter.

Heighten spell is unnecessary to cast lower level spells using higher level spell slots, all it allows is for you to get a higher spell save DC, really.

Scarab Sages

Oh I missed that it now specifies variable the duration is given as "1 hour" not "one hour" so I thought it would be modified by that feat as a numeric value.


.. any of my casters that made lvl 20 and beyond would go and tell you this while opening up a map," I am moving here" and promptly move somewhere else and open a library with a copy of every book, map,etc he or she can get a hold of and in the back room have a copy of every known ritual, tomes on the theories of spellcasting, a thesis of divintion, the rare book title Reagents and where to find them by A. K. Sterling, rare spellbooks( all with blank pages, the real ones are elsewhere), the Treatise of Managing Conjuration by V.K. McMahon, A copy of How did I get here and other odd tales by Charathixm XIX sorcerer of Cayden Cailean.

and copies of every spell written down on paper carefully enchanted so that they can not be copied or cast from said scroll.

so all spells/// for my lvl 20 wizard


Pathfinder Roleplaying Game Superscriber
Coidzor wrote:
taks wrote:
Sir Loin of Beef wrote:
9th level spells: Empowered, Extended, Heightened, Maximized, Piercing Polypurpose Panacea, because staying drunk is the best spell ever!
? Do any of those metamagics modify the spell in any way?

Extend Spell is the only metamagic of the ones listed that would actually achieve anything other than represent conspicuous consumption.

You're right, extend spell would be the only one.

I personally don't understand the utility of a first-level spell that replicates the effects of a cantrip/orison, or something you can get at a local bar, but maybe that's just me.

Scarab Sages

Personally I take it for the ablity to ease pain for 1 hour. Still it does seem to be a spell that's better suited as a cantrip.


Pathfinder Roleplaying Game Superscriber

1st-level ibuprofen.


Tears to Wine is a 2nd level spell for Wizards and would produce enough alcohol for them to truly get drunk off of. But they'd also then be smart drunk from the buff to Int and Wis skills.


My spell list for a retired 20th-level wizard? Retired 20th-level wizards don't have spell lists. They're retired.

...You may have noticed a distinct lack of retired 20th-level wizards in various campaign worlds. Some might pretend to be, but they usually just can't help rearranging a few dimensions here and there.


time stop and disintegrate would be on the list

Liberty's Edge

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I took a run at this idea, creating a 20th level arcanist (occultist archetype) based on my 3rd level PFS arcanist. My general attitude is that even if he has outlived all of his enemies, he got to where he is now by being paranoid and prepared, and it would be hard for him to let that go.

With the quick study exploit, his usual list of prepared spells are not as important as what's in his spellbook, but for what it's worth they're included below (Paizo only, since that’s what I’ve got). I also included the stats for his summoned bodyguard (duration permanent until dismissed or slain).

Marduk the Untouchable 20
Male old half-orc arcanist (occultist) 20 (Pathfinder RPG Advanced Class Guide 8, 78)
N Medium humanoid (human, orc)
Init +10; Senses arcane sight, darkvision 60 ft., see invisibility; Perception +21
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Daily buffs, contingencies, permanent spells:

Daily buffs: Mage Armor; Protection from Arrows; Detect Scrying; Overland Flight; False Life, Greater; Age Resistance; Mind Blank; Moment of Prescience

Permanent spells: Arcane Sight; See Invisibility; Create Demiplane, Greater

Cast Wish five times to increase Intelligence

Contingency 1: after 30+ hp of damage within 1 minute, Summon Monster VI is cast, summoning 1d3 + 1 Bralani Azatas.

Contingency 2: after Marduk loses more than 55% of hit points within 1 minute, or if Marduk is involuntarily rendered unconscious or his free will is otherwise overcome, plane shift to his private demi-plane.


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Defense:

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AC 29, touch 18, flat-footed 25 (+8 armor, +4 deflection, +4 Dex, +3 natural)
hp 162 (20d6+80)
Fort +13, Ref +15, Will +18; +8 resistance bonus vs. mind-affecting
Defensive Abilities orc ferocity; DR 10/melee or magic

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Offense:

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Speed 40 ft., fly 40 ft. (good)
Melee dagger +12/+7 (1d4+2/19-20) or
mwk greataxe +13/+8 (1d12+3/×3)
Special Attacks arcane reservoir (10/23), arcanist exploits (consume magic items[ACG], dimensional slide[ACG], potent magic[ACG], quick study[ACG], redirect spell[ACG], spell resistance[ACG], spell tinkerer[ACG], swift consume[ACG]), consume spells
Arcanist Spell-Like Abilities (CL 20th; concentration +33)
1/day—augury
1/week—contact other plane
Arcanist (Occultist) Spells Prepared (CL 20th; concentration +33)
9th (6/day)—freedom, gate, time stop
8th (6/day)—maze, mind blank, moment of prescience
7th (6/day)—limited wish, greater teleport, walk through space[UC]
6th (6/day)—age resistance[UM], greater dispel magic, guards and wards
5th (7/day)—lightning arc[UM] (DC 28), overland flight, planar adaptation[APG], plane shift (DC 29)
4th (7/day)—detect scrying, dimension door, greater false life[UM], hypercognition[OA]
3rd (7/day)—clairaudience/clairvoyance, haste, phantom steed, voluminous vocabulary[UI]
2nd (7/day)—enchantment sight, gird ally, page-bound epiphany, protection from arrows, resist energy
1st (8/day)—crafter's fortune[APG] (DC 24), endure elements, mage armor, magic missile, shield
0 (at will)—arcane mark, daze (DC 23), detect poison, ghost sound (DC 23), mage hand, mending, message, prestidigitation, read magic

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Statistics:

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Str 14, Dex 18, Con 14, Int 36, Wis 12, Cha 22
Base Atk +10; CMB +12; CMD 30
Feats Augment Summoning, Craft Staff, Craft Wondrous Item, Endurance, Extra Contingency[UI], Improved Initiative, Quicken Spell, Spell Focus (conjuration), Summon Neutral Monster, Superior Summoning[UM], Versatile Summon Monster
Traits rage of storms, reactionary
Skills Acrobatics +14 (+18 to jump), Appraise +26, Bluff +9, Diplomacy +9, Disguise +9, Escape Artist +24, Fly +31, Intimidate +9, Knowledge (arcana) +36, Knowledge (dungeoneering) +31, Knowledge (engineering) +26, Knowledge (geography) +26, Knowledge (history) +36, Knowledge (local) +31, Knowledge (nature) +31, Knowledge (planes) +36, Knowledge (religion) +22, Linguistics +21, Perception +21, Sense Motive +21, Spellcraft +36, Stealth +24, Survival +2, Swim +3, Use Magic Device +32
Languages Abyssal, Ancient Osiriani, Aquan, Auran, Celestial, Common, Draconic, Giant, Ignan, Infernal, Orc, Polyglot, Skald, Terran, Thassilonian, Varisian, Vudrani
SQ conjurer's focus (Summon Monster IX), orc blood
Combat Gear caster's tattoo, caster's tattoo (greater), lesser intensified metamagic rod[APG], potion of cure light wounds, potion of cure serious wounds (4), potion of endure elements, potion of lesser restoration, potion of remove blindness/deafness, potion of remove fear, quicken metamagic rod, runestone of power (1st)[ACG], runestone of power (2nd)[ACG], runestone of power (3rd)[ACG], runestone of power (4th)[ACG], runestone of power (5th)[ACG], silent metamagic rod, staff of abjuration, staff of conjuration, staff of frost, wand of greater infernal healing (50 charges), acid (4), alchemist's fire (4), antitoxin (4), caltrops (2), holy water (4), oil (4), smokestick (4), tanglefoot bag (4), thunderstone (4); Other Gear dagger, mwk greataxe, amulet of natural armor +3, belt of physical perfection +4, boots of striding and springing, bracers of armor +8, caller's feather, circlet of persuasion, cloak of resistance +5, efficient quiver, handy haversack, headband of mental prowess +6 (Int, Cha), ring of protection +4, ring of sustenance, traveler's any-tool[UE], bedroll, bell, candle (9), canvas (sq. yd.) (4), chain (10 ft.), chalk (5), everburning torch, fishhook, flint and steel, grappling hook, hammer, ink, inkpen, manacles (medium) (2), manacles (small) (2), mirror, mug/tankard, paper, parchment, piton (4), sack (4), scroll case, sewing needle, signal whistle, silk rope (50 ft.), stoneskin components (worth 250 gp), sunrod (4), tindertwig (10), torch (4), trail rations (7), vial, waterskin, 133,741 gp

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Special Abilities:

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Arcane Reservoir +2 DC or CL (23/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Conjurer's Focus (Summon Monster IX) (Sp) Cast summon monster spells with points from arcane reservoir.
Consume Magic Items (6/day) (Su) Swift act, destroy potion/scroll or -5 wand chg for +1/2 spell level to reservoir. Staves better.
Consume Spells (6/day) (Su) As a swift action, expend a spell slot to add its spell levels to arcane reservoir.
Damage Reduction (10/melee or magic) You have Damage Reduction against non-magical ranged weapons.
Darkvision (60 feet) You can see in the dark (black and white only).
Dimensional Slide (200 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Extra Contingency Have two active contingency effects.
Fly (40 feet, Good) You can fly!
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
Quicken Spell Cast a spell as a swift action. +4 Levels.
Redirect Spell (Su) Use 1 reservoir, opposed CL check to sieze spell for 1 rd (can spend each rd to continue control).
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Resistance (6 rounds) (Su) Use 1 reservoir, gain SR that can't be suppressed for Cha rds.
Spell Tinkerer (DC 26) (Su) Use 1 reservoir, +/- 50% of touched spell's duration, but only once/effect (Will neg).
Summon Neutral Monster Summoned neutral creatures gain a +2 resistance bonus on Will saves.
Superior Summoning When summoning more than one creature, summon an extra one
Versatile Summon Monster (Aerial Creature, Fiery Creature) Add 2 templates to summoned monsters.

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Psychopomp, Morrigna
Morrigna (Pathfinder RPG Bestiary 4 219)
N Medium outsider (extraplanar, psychopomp)
Init +8; Senses darkvision 60 ft., low-light vision, spider sight, spiritsense; Perception +28
(Duration of summons: permanent; Augment Summoning enhancements included)
--------------------

Defense:

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AC 28, touch 13, flat-footed 25 (+8 armor, +3 Dex, +5 natural, +2 shield)
hp 207 (18d10+108); regeneration 5 (acid or fire)
Fort +12, Ref +15, Will +16
DR 10/adamantine; Immune death effects, disease, poison; Resist cold 10, electricity 10; SR 24

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Offense:

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Speed 40 ft. (30 ft. in armor), climb 15 ft.
Melee 2 slams +26 (2d6+8), 2 wrappings +21 (1d6+4 plus grab)
Space 5 ft.; Reach 5 ft. (10 ft. with wrappings)
Special Attacks wrappings
Spell-Like Abilities (CL 12th; concentration +15)
Constant—speak with animals (including vermin), tongues
At will—detect undead, stone tell
5/day—speak with dead (DC 16)
3/day—summon (level 7, 1d4 giant tarantulas 75% or 1d4 spider swarms 100%)
Inquisitor Spells Known (CL 12th; concentration +15)
4th (3/day)—cure critical wounds, divination, freedom of movement, spell immunity
3rd (5/day)—blood biography[APG] (DC 16), dimensional anchor, dispel magic, halt undead (DC 16)
2nd (6/day)—confess[APG] (DC 15), detect thoughts (DC 15), hold person (DC 15), invisibility, see invisibility
1st (6/day)—bane (DC 14), command (DC 14), comprehend languages, expeditious retreat, sanctuary (DC 14), wrath[APG]
0 (at will)—bleed (DC 13), detect magic, disrupt undead, read magic, sift[APG], stabilize

--------------------
Statistics:

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Str 26, Dex 19, Con 22, Int 13, Wis 17, Cha 16
Base Atk +18; CMB +26 (+30 grapple); CMD 40
Feats Alertness, Combat Expertise, Combat Reflexes, Deflect Arrows[B], Eschew Materials[B], Following Step[APG], Improved Initiative, Iron Will, Persuasive, Step Up, Step Up And Strike[APG]
Skills Bluff +15, Climb +13, Diplomacy +25, Disguise +15, Intimidate +17, Knowledge (planes) +13, Perception +28, Sense Motive +25, Sleight of Hand +10, Stealth +22, Survival +15, Swim +8
Languages Abyssal, Celestial, Common, Infernal; speak with animals (including vermin), tongues
SQ change shape (any animal or humanoid), spirit touch
Other Gear +2 glamered breastplate

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Special Abilities:

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Change Shape (any animal or humanoid) (Su) You can change your form.
Climb (15 feet) You have a Climb speed.
Combat Expertise +/-5 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Following Step You may move 10' with Step Up, and still get a 5' step on your next turn.
Grab: Other melee natural attack (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Regeneration 5 (acid or fire) Heal HP quickly and cannot die.
Spell Resistance (24) You have Spell Resistance.
Spider Sight (Su) Can see through eyes of summoned spider swarm.
Spirit Touch (Ex) Natural weapons and wielded weapons have ghost touch.
Spiritsense (60 feet) (Su) Sense things and creatures without seeing them.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Step Up and Strike When a foe tries to move away, you can follow and make an attack.

Prerequisites: Dex 13, Following Step, Step Up, base attack bonus +6.

Benefit: When using the Step Up or Following Step feats to follow an adjacent foe, you may als
Summon (level 7, 1d4 giant tarantulas 75% or 1d4 spider swarms 100%, 3/day) (Sp) Summon other creatures as though casting a summon monster spell with a limited chance of success.
Wrappings (Su) A morrigna’s web wrappings grant her a +2 shield bonus to AC and can make secondary natural attacks.

Scarab Sages

Bit more detailed then I expected as I was looking more at the spell lists but impressive character there.

I specified the outliving/killing all enemies because I wanted attack spells to only be taken if like Tusk did the wizard wants them or like Blaphers they're still meddling.

I have finally managed to get my low tier spells (1st to 3rd)sorted. My arcanist is genuinely retired and living in their personal demi-plane. On occasion they may get invovled but I figure they can take a day to swap it out if they need too. Otherwise they just pop out to see new sites or do some shopping.

Cantrips
Breeze, Clean, Conjurers tool belt, Detect magic, Light, Mending, Prestidigitation, Quill, Read Magic, Shelve, Summarize.

1st Level
Arcane Pocket, Endure Elements, Gentle Breeze, Pressure Spray, Unseen Servant.

2nd Level
Lesser Arcane Seal, Locate Object, Make Whole, Planetarium, Thief Ward.

3rd Level
Discern Value, Dispel Magic, Major Image, Tongues.

Now on to the 4th level ones.


Every retired level 20 wizard needs a hobby.

I personally enjoy playing a modified version of chess, using empires as the playing pieces.

As such, I prefer the subtle touch instead of brute force. My spells prepared tend to change according to the situation at hand, with a few spells slots left open at each tier.

My basic defensive, movement & disguises tend to remain static.


Mage Hand.

Message.

Prestidigitation.

Polypurpose Panacea.

Unseen Servant.

Dispel Magic.

Greater Teleport.

Resist Age, lesser, intermediate and greater versions.

Various depending on what I plan to do that day. Eg. if I want to make something, Crafters Fortune & Fabricate.

Anything else that I would have up and running all the time, will either have already been made permanent, contingency-ed or be a continuous use magic item that I wear.


Volkard Abendroth wrote:

Every retired level 20 wizard needs a hobby.

I personally enjoy playing a modified version of chess, using empires as the playing pieces.

As such, I prefer the subtle touch instead of brute force. My spells prepared tend to change according to the situation at hand, with a few spells slots left open at each tier.

My basic defensive, movement & disguises tend to remain static.

I like my retired wizards to be working on making their race of animal men they created with Anthropomorphic Animal and/or more powerful custom spells based upon it breed true and promulgate across multiple worlds. Or whatever monster that they decided would be their take on the concept of taking two animals and smooshing them together into one creature ala the Owlbear.

That or arranging for a massive army of constructs and simulacra and bound outsiders to make a planet for them and stock it with their favorite selection of creatures.

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