DNT TBD Epic Character
| Field | Value |
|---|---|
| HP / Level | 10 |
| Skill Points / Level | 2 + Intelligence modifier |
| Play Style | Magic |
| Spell DC Ability | Undef |
DNT TBD Epic Character
| Level | BAB | Fort | Ref | Will | Special |
|---|---|---|---|---|---|
| 1 | +0 | +0 | +0 | +0 |
|
| 2 | +0 | +0 | +0 | +0 |
|
| 3 | +0 | +0 | +0 | +0 | |
| 4 | +0 | +0 | +0 | +0 |
|
| 5 | +0 | +0 | +0 | +0 | |
| 6 | +0 | +0 | +0 | +0 |
|
| 7 | +0 | +0 | +0 | +0 | |
| 8 | +0 | +0 | +0 | +0 |
|
| 9 | +0 | +0 | +0 | +0 | |
| 10 | +0 | +0 | +0 | +0 |
|
| 11 | +0 | +0 | +0 | +0 | |
| 12 | +0 | +0 | +0 | +0 |
|
| 13 | +0 | +0 | +0 | +0 | |
| 14 | +0 | +0 | +0 | +0 |
|
| 15 | +0 | +0 | +0 | +0 | |
| 16 | +0 | +0 | +0 | +0 |
|
| 17 | +0 | +0 | +0 | +0 | |
| 18 | +0 | +0 | +0 | +0 |
|
| 19 | +0 | +0 | +0 | +0 | |
| 20 | +0 | +0 | +0 | +0 |
|
+6 Melee Power
+6 Ranged Power
+6 Universal Spell Power
Whenever you use an Action Boost, you gain a +50 Competence Bonus to Universal Spell Power and +2 Imbue Dice for 6 seconds.
A magical pulse of force reverberates through the target's body, dealing 3d6+6 force damage every 2 seconds for a duration of 16 seconds. This spell can stack on the target up to 5 times, increasing the damage with each stack.
Your weapon and unarmed attacks grant you a stack of Arcane Warrior: Magical (+2 Universal Spell Power). Your offensive spells grant you a stack of Arcane Warrior: Physical (+1 Melee and Ranged Power). Each of these stacks to 20 times and each stack lasts for 12 seconds. You may gain a stack of each no more than once per second. (Spells that are capable of healing via Positive, Negative, or Repair will not provide stacks, even if they can also have an offensive component).
After blocking with an Orb or Staff for at least 3 seconds, you gain a +100 Competence Bonus to Universal Spell Power and +4 to all Spell DCs for 3 seconds.
You deal +15% more damage versus the Helpless.
+10 PRR and MRR. When you take damage from an enemy's attack or spell, add one stack of Deific Warding (+2 to PRR and MRR). This effect can stack up to 10 times. One stack is removed every 3 seconds.
+10% Doubleshot
Doubleshot: Your ranged attacks, including thrown attacks, gain a percent chance to attack with an extra projectile. Repeating Crossbows and Dual Crossbows have a reduced chance to produce extra shots.
+5% Doublestrike.
Doublestrike: Your melee attacks gain a percent chance to strike twice.
Pop into the land of Dreams for five seconds, during which you cannot be harmed. When you return, you will gain a beneficial effect for 30 seconds. There are many different things one can see in the land of dreams, and each comes with its own effect.
Your Elemental forms grant you mastery over the other three elements as well. Excluding the element of your current form, you gain the following bonuses to Air, Earth, Fire, and Water as long as you are in a Sorcerer's Elemental Apotheosis or Druid Elemental Wild Shape form:
+3 Caster Levels with those elements
+3 to Max Caster Level with those elements
+20 to Spell Power of those Elements
+2% Spell Critical Chance with those elements
Each time you would be physically damaged, you have a +5% chance to completely ignore the damage.
(This applies to physical attacks and spells that deal physical damage.)
+3 Physical and Magical Resistance Rating. If you are Lawful, you also gain +2 Imbue dice.
+1 bonus Imbue Dice
+20 Armor bonus to AC
You gain +1 bonus Pact dice, with an additional +1 per 2 Epic/Legendary Levels. You also gain +2 Eldritch Blast dice.
+20 Acid Spell Power, +10% Acid Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Cold Spell Power, +10% Cold Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Electric Spell Power, +10% Electric Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Fire Spell Power, 10% Fire Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Force Spell Power, +10% Force Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Light and Alignment Spell Power, +10% Light and Alignment Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Negative Spell Power, +10% Negative Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Poison Spell Power, +10% Poison Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Positive Spell Power, +10% Positive Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Repair Spell Power, +10% Repair Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Sonic Spell Power, +10% Sonic Spell Crit Damage, +5% Universal Spell Crit Damage
Whenever you use an Action Boost, your threat generation is increased by 200% for 6 seconds.
Melee and unarmed attacks deal an extra 50 to 300 Bane Damage against enemies with 90% or more HP. (Bane damage cannot be resisted.) This extra damage cannot trigger more than once every three seconds.
You radiate destruction, dealing 20d20 sonic damage to enemies around you. Enemies succeeding a Fortitude saving throw vs. (20 + Wisdom modifier ) take half damage. This dispels crowd control effects such as stuns on you, and can be used when stunned or otherwise incapacitated (but still conscious).
+20 Positive Healing Amplification and Positive Spell Power
Whenever you use an Action Boost, you take 20% less damage for 6 seconds.
When you drop below 50% HP, for thirty seconds you gain Physical Resistance equal to your Wisdom and saving throws equal to your epic level. This won't trigger again for three minutes.
+2% Doublestrike and Doubleshot. If you are Chaotic, you also gain +2 Imbue dice.
Deal 3d20 acid, electric, fire, and sonic damage to enemies in an area. Successful Reflex saving throws may negate each type of damage.
Taking this feat provides two versions, one based on Charisma and another based on Intelligence.
'Your weapons gain Ghost Touch. Your vorpal strikes deal 10d6 extra untyped damage vs. Evil enemies. (This bonus damage works with melee, unarmed, and ranged attacks.)
Active: Shout at all nearby creatures, Intimidating them (Save vs Will, DC equal to your Intimidate skill). This works on all creature types, including those normally immune to Intimidate.
+3 Bard Songs per rest.
You sing your Bardic Inspiration as if you had 6 additional Bard levels.
While using a Ranged Weapon, +10 to Attack, +5% Dodge Bypass
+100 Maximum Hit Points. This can be taken multiple times.
If in any Bear form, Two Handed weapons add 25% more of your ability score modifier to their base damage, and your Bear form's bonus to Armor Class is increased by 5%
If in any Wolf form, you gain +20% competence bonus to maximum hit points and 2d6 sneak attack dice.
Improves the Hit Point bonus of Heroic Durability.
You are the paragon of shield usage, able to effectively leverage all types of shields in close combat. Your shield gains +1W, and you gain +20% Shield Armor Class and +5 Physical Resistance Rating.
Improves the Hit Point bonus of Heroic Durability.
While Single Weapon Fighting, you vorpal threat range is increased by +1. (Instead of scoring Vorpal hits only on 20, you score them on 19-20, assuming you confirm the critical hit afterwards.)
While Single Weapon Fighting, your ability score modifier to weapon damage is increased by 25%.
+10 Combat Style bonus to Melee Power.
Improves the Hit Point bonus of Heroic Durability.
While Two-Handed Fighting: You gain +30% Strikethrough Chance, and a +10 Combat Style bonus to Melee Power. Two Handed Weapons (not including Bastard Sword, Dwarven Waraxe, Warhammer, and Morningstar) add 25% more of your ability score modifier to their base damage.
Improves the Hit Point bonus of Heroic Durability.
While Two-Weapon Fighting, your offhand now receives 65% of your Doublestrike instead of the base 50%.
Improves the Hit Point bonus of Heroic Durability.
Your equipped weapons are considered Adamantine, allowing them bypassing that form of damage reduction.
Your equipped weapons are considered Byeshk, allowing them bypassing that form of damage reduction.
Your equipped weapons are considered Cold Iron, allowing them bypassing that form of damage reduction.
Your equipped weapons are considered Silver, allowing them bypassing that form of damage reduction.
By mastering one of the other combat styles, you have gained the ability to master Shield Fighting in a special capacity.
While wielding a Shield, you gain +10% Doublestrike and a +9 Combat Style Bonus to Melee Power. You gain +10 Physical Resistance Rating while using a Buckler or Small Shield. If you are using a Large Shield, this bonus increases to +15. If you are using a Tower Shield, this bonus increases to +20.
This does not work in Animal Form.
This does not count as a Combat Fighting Style feat.
You may not take this feat if you've taken the Shield Mastery feat.
By mastering one of the other combat styles, you have gained the ability to master Single Weapon Fighting in a special capacity.
While Single Weapon Fighting (fighting with a single one-handed weapon, and wielding only an orb, runearm, or nothing in your offhand) you gain a +30% Combat Style Bonus to attack speed, +6 Combat Style Bonus to Melee Power, and +50% more of your appropriate ability score to your damage. For Bastard Sword, Dwarven Waraxe, Warhammer, and Morningstar, this adds to their existing 10% bonus. If you have bonuses to ability score modifier to damage from both Single Weapon Fighting and Two Handed Fighting feats (including this one), and are in a situation where both would apply, only the highest of the two applies.
This does not work in Animal Form.
This does not count as a Combat Fighting Style feat.
You may not take this feat if you've taken the Single Weapon Fighting feat.
You gain a secondary Spell Focus: +3 to the DC of your Abjuration spells.
You gain a secondary Spell Focus: +3 to the DC of your Conjuration spells.
You gain a secondary Spell Focus: +3 to the DC of your Enchantment spells.
You gain a secondary Spell Focus: +3 to the DC of your Evocation spells.
You gain a secondary Spell Focus: +3 to the DC of your Illusion spells.
You gain a secondary Spell Focus: +3 to the DC of your Necromancy spells.
You gain a secondary Spell Focus: +3 to the DC of your Transmutation spells.
Create a series of spectral blades which fly at a nearby opponent. Each of the five blades does 10d6 Piercing and 5d6 Force damage.
+2 Tactical Feat DCs
You gain a +10% Legendary Bonus to Maximum Hit Points.
By mastering one of the other combat styles, you have gained the ability to master Two Handed Fighting in a special capacity.
While Two-Handed Fighting: +120% Strikethrough Chance. You also gain a +6 Combat Style bonus to Melee Power while Two-Handed Fighting.
For the purpose of this feat, you are considered to be Two-Handed Fighting while using a Two-Handed Melee Weapon (not including Handwraps). You are also considered to be Two-Handed Fighting while wielding a Bastard Sword. Dwarven Waraxe, Warhammer, or Morningstar in your main hand and a Shield, Orb, Rune Arm, or Nothing in your off-hand. You are not considered to be Two-Handed Fighting while in Druid Animal Forms.
In addition, While using a Two Handed Weapon, you now apply 75% more of your appropriate ability score modifier to damage (This adds to their existing 50% base bonus). When using a Bastard Sword, Dwarven Waraxe. Warhammer, or Morningstar in your main hand and a Shield, Orb, Rune Arm, or Nothing in your off-handyou now apply +50% more of your appropriate ability score to your damage. (This adds to the existing 10% bonus for wielding a Hand-and-a-Half weapon. If you have bonuses to ability score modifier to damage from both Single Weapon Fighting and Two Handed Fighting feats (including this one), and are in a situation where both would apply, only the highest of the two applies).
This does not work in Animal Form.
This does not count as a Combat Fighting Style feat.
This feat also grants the active feat Lock In. Active: For the next 20 seconds, you cannot Strikethrough, and gain Melee Power equal to half your Strikethrough. Lock In may only be used while wielding a Two Handed Melee Weapon, and may not be used while in Wild Shape. (Hand-and-a-Half weapons do not qualify.) This effect ends early if you no longer meet its requirements.
You may not take this feat if you've taken the Two Handed Fighting feat.
By mastering one of the other combat styles, you have gained the ability to master Two Weapon Fighting in a special capacity.
Reduces the penalty for fighting with two weapons. You gain +60% Offhand Strike Chance.
This does not work in Animal Form.
This does not count as a Combat Fighting Style feat.
You may not take this feat if you've taken the Two Weapon Fighting feat.
While in Druid Wild Shape, you gain some of the aspects of the form you aren't in.
While in Wolf or Winter Wolf form, you gain Bear Form's +10% Exceptional Bonus to Armor Class.
While in Bear or Dire Bear form, you gain Wolf Form's +10% Movement Speed.
When enemies hit or miss you, they have a 5% chance to be knocked down with no save. This may only trigger once every 12 seconds.
+1 Caster Level and Max Caster Level with all Spells
+1 Caster Level and Max Caster Level with all Spells
Whenever you use an Action Boost, you gain a +50 Competence Bonus to Universal Spell Power and +2 Imbue Dice for 6 seconds.
A magical pulse of force reverberates through the target's body, dealing 3d6+6 force damage every 2 seconds for a duration of 16 seconds. This spell can stack on the target up to 5 times, increasing the damage with each stack.
Your weapon and unarmed attacks grant you a stack of Arcane Warrior: Magical (+2 Universal Spell Power). Your offensive spells grant you a stack of Arcane Warrior: Physical (+1 Melee and Ranged Power). Each of these stacks to 20 times and each stack lasts for 12 seconds. You may gain a stack of each no more than once per second. (Spells that are capable of healing via Positive, Negative, or Repair will not provide stacks, even if they can also have an offensive component).
After blocking with an Orb or Staff for at least 3 seconds, you gain a +100 Competence Bonus to Universal Spell Power and +4 to all Spell DCs for 3 seconds.
You deal +15% more damage versus the Helpless.
+10 PRR and MRR. When you take damage from an enemy's attack or spell, add one stack of Deific Warding (+2 to PRR and MRR). This effect can stack up to 10 times. One stack is removed every 3 seconds.
+10% Doubleshot
Doubleshot: Your ranged attacks, including thrown attacks, gain a percent chance to attack with an extra projectile. Repeating Crossbows and Dual Crossbows have a reduced chance to produce extra shots.
+5% Doublestrike.
Doublestrike: Your melee attacks gain a percent chance to strike twice.
Pop into the land of Dreams for five seconds, during which you cannot be harmed. When you return, you will gain a beneficial effect for 30 seconds. There are many different things one can see in the land of dreams, and each comes with its own effect.
Your Elemental forms grant you mastery over the other three elements as well. Excluding the element of your current form, you gain the following bonuses to Air, Earth, Fire, and Water as long as you are in a Sorcerer's Elemental Apotheosis or Druid Elemental Wild Shape form:
+3 Caster Levels with those elements
+3 to Max Caster Level with those elements
+20 to Spell Power of those Elements
+2% Spell Critical Chance with those elements
Each time you would be physically damaged, you have a +5% chance to completely ignore the damage.
(This applies to physical attacks and spells that deal physical damage.)
+3 Physical and Magical Resistance Rating. If you are Lawful, you also gain +2 Imbue dice.
+1 bonus Imbue Dice
+20 Armor bonus to AC
You gain +1 bonus Pact dice, with an additional +1 per 2 Epic/Legendary Levels. You also gain +2 Eldritch Blast dice.
+20 Acid Spell Power, +10% Acid Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Cold Spell Power, +10% Cold Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Electric Spell Power, +10% Electric Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Fire Spell Power, 10% Fire Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Force Spell Power, +10% Force Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Light and Alignment Spell Power, +10% Light and Alignment Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Negative Spell Power, +10% Negative Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Poison Spell Power, +10% Poison Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Positive Spell Power, +10% Positive Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Repair Spell Power, +10% Repair Spell Crit Damage, +5% Universal Spell Crit Damage
+20 Sonic Spell Power, +10% Sonic Spell Crit Damage, +5% Universal Spell Crit Damage
Whenever you use an Action Boost, your threat generation is increased by 200% for 6 seconds.
Melee and unarmed attacks deal an extra 50 to 300 Bane Damage against enemies with 90% or more HP. (Bane damage cannot be resisted.) This extra damage cannot trigger more than once every three seconds.
You radiate destruction, dealing 20d20 sonic damage to enemies around you. Enemies succeeding a Fortitude saving throw vs. (20 + Wisdom modifier ) take half damage. This dispels crowd control effects such as stuns on you, and can be used when stunned or otherwise incapacitated (but still conscious).
+20 Positive Healing Amplification and Positive Spell Power
Whenever you use an Action Boost, you take 20% less damage for 6 seconds.
When you drop below 50% HP, for thirty seconds you gain Physical Resistance equal to your Wisdom and saving throws equal to your epic level. This won't trigger again for three minutes.
+2% Doublestrike and Doubleshot. If you are Chaotic, you also gain +2 Imbue dice.
Deal 3d20 acid, electric, fire, and sonic damage to enemies in an area. Successful Reflex saving throws may negate each type of damage.
Taking this feat provides two versions, one based on Charisma and another based on Intelligence.
'Your weapons gain Ghost Touch. Your vorpal strikes deal 10d6 extra untyped damage vs. Evil enemies. (This bonus damage works with melee, unarmed, and ranged attacks.)
Active: Shout at all nearby creatures, Intimidating them (Save vs Will, DC equal to your Intimidate skill). This works on all creature types, including those normally immune to Intimidate.
+3 Bard Songs per rest.
You sing your Bardic Inspiration as if you had 6 additional Bard levels.
While using a Ranged Weapon, +10 to Attack, +5% Dodge Bypass
+100 Maximum Hit Points. This can be taken multiple times.
If in any Bear form, Two Handed weapons add 25% more of your ability score modifier to their base damage, and your Bear form's bonus to Armor Class is increased by 5%
If in any Wolf form, you gain +20% competence bonus to maximum hit points and 2d6 sneak attack dice.
Improves the Hit Point bonus of Heroic Durability.
You are the paragon of shield usage, able to effectively leverage all types of shields in close combat. Your shield gains +1W, and you gain +20% Shield Armor Class and +5 Physical Resistance Rating.
Improves the Hit Point bonus of Heroic Durability.
While Single Weapon Fighting, you vorpal threat range is increased by +1. (Instead of scoring Vorpal hits only on 20, you score them on 19-20, assuming you confirm the critical hit afterwards.)
While Single Weapon Fighting, your ability score modifier to weapon damage is increased by 25%.
+10 Combat Style bonus to Melee Power.
Improves the Hit Point bonus of Heroic Durability.
While Two-Handed Fighting: You gain +30% Strikethrough Chance, and a +10 Combat Style bonus to Melee Power. Two Handed Weapons (not including Bastard Sword, Dwarven Waraxe, Warhammer, and Morningstar) add 25% more of your ability score modifier to their base damage.
Improves the Hit Point bonus of Heroic Durability.
While Two-Weapon Fighting, your offhand now receives 65% of your Doublestrike instead of the base 50%.
Improves the Hit Point bonus of Heroic Durability.
Your equipped weapons are considered Adamantine, allowing them bypassing that form of damage reduction.
Your equipped weapons are considered Byeshk, allowing them bypassing that form of damage reduction.
Your equipped weapons are considered Cold Iron, allowing them bypassing that form of damage reduction.
Your equipped weapons are considered Silver, allowing them bypassing that form of damage reduction.
By mastering one of the other combat styles, you have gained the ability to master Shield Fighting in a special capacity.
While wielding a Shield, you gain +10% Doublestrike and a +9 Combat Style Bonus to Melee Power. You gain +10 Physical Resistance Rating while using a Buckler or Small Shield. If you are using a Large Shield, this bonus increases to +15. If you are using a Tower Shield, this bonus increases to +20.
This does not work in Animal Form.
This does not count as a Combat Fighting Style feat.
You may not take this feat if you've taken the Shield Mastery feat.
By mastering one of the other combat styles, you have gained the ability to master Single Weapon Fighting in a special capacity.
While Single Weapon Fighting (fighting with a single one-handed weapon, and wielding only an orb, runearm, or nothing in your offhand) you gain a +30% Combat Style Bonus to attack speed, +6 Combat Style Bonus to Melee Power, and +50% more of your appropriate ability score to your damage. For Bastard Sword, Dwarven Waraxe, Warhammer, and Morningstar, this adds to their existing 10% bonus. If you have bonuses to ability score modifier to damage from both Single Weapon Fighting and Two Handed Fighting feats (including this one), and are in a situation where both would apply, only the highest of the two applies.
This does not work in Animal Form.
This does not count as a Combat Fighting Style feat.
You may not take this feat if you've taken the Single Weapon Fighting feat.
You gain a secondary Spell Focus: +3 to the DC of your Abjuration spells.
You gain a secondary Spell Focus: +3 to the DC of your Conjuration spells.
You gain a secondary Spell Focus: +3 to the DC of your Enchantment spells.
You gain a secondary Spell Focus: +3 to the DC of your Evocation spells.
You gain a secondary Spell Focus: +3 to the DC of your Illusion spells.
You gain a secondary Spell Focus: +3 to the DC of your Necromancy spells.
You gain a secondary Spell Focus: +3 to the DC of your Transmutation spells.
Create a series of spectral blades which fly at a nearby opponent. Each of the five blades does 10d6 Piercing and 5d6 Force damage.
+2 Tactical Feat DCs
You gain a +10% Legendary Bonus to Maximum Hit Points.
By mastering one of the other combat styles, you have gained the ability to master Two Handed Fighting in a special capacity.
While Two-Handed Fighting: +120% Strikethrough Chance. You also gain a +6 Combat Style bonus to Melee Power while Two-Handed Fighting.
For the purpose of this feat, you are considered to be Two-Handed Fighting while using a Two-Handed Melee Weapon (not including Handwraps). You are also considered to be Two-Handed Fighting while wielding a Bastard Sword. Dwarven Waraxe, Warhammer, or Morningstar in your main hand and a Shield, Orb, Rune Arm, or Nothing in your off-hand. You are not considered to be Two-Handed Fighting while in Druid Animal Forms.
In addition, While using a Two Handed Weapon, you now apply 75% more of your appropriate ability score modifier to damage (This adds to their existing 50% base bonus). When using a Bastard Sword, Dwarven Waraxe. Warhammer, or Morningstar in your main hand and a Shield, Orb, Rune Arm, or Nothing in your off-handyou now apply +50% more of your appropriate ability score to your damage. (This adds to the existing 10% bonus for wielding a Hand-and-a-Half weapon. If you have bonuses to ability score modifier to damage from both Single Weapon Fighting and Two Handed Fighting feats (including this one), and are in a situation where both would apply, only the highest of the two applies).
This does not work in Animal Form.
This does not count as a Combat Fighting Style feat.
This feat also grants the active feat Lock In. Active: For the next 20 seconds, you cannot Strikethrough, and gain Melee Power equal to half your Strikethrough. Lock In may only be used while wielding a Two Handed Melee Weapon, and may not be used while in Wild Shape. (Hand-and-a-Half weapons do not qualify.) This effect ends early if you no longer meet its requirements.
You may not take this feat if you've taken the Two Handed Fighting feat.
By mastering one of the other combat styles, you have gained the ability to master Two Weapon Fighting in a special capacity.
Reduces the penalty for fighting with two weapons. You gain +60% Offhand Strike Chance.
This does not work in Animal Form.
This does not count as a Combat Fighting Style feat.
You may not take this feat if you've taken the Two Weapon Fighting feat.
While in Druid Wild Shape, you gain some of the aspects of the form you aren't in.
While in Wolf or Winter Wolf form, you gain Bear Form's +10% Exceptional Bonus to Armor Class.
While in Bear or Dire Bear form, you gain Wolf Form's +10% Movement Speed.
When enemies hit or miss you, they have a 5% chance to be knocked down with no save. This may only trigger once every 12 seconds.
+1 Caster Level and Max Caster Level with all Spells
+1 Caster Level and Max Caster Level with all Spells
+1 Caster Level and Max Caster Level with all Spells
+1 Caster Level and Max Caster Level with all Spells
+1 Caster Level and Max Caster Level with all Spells
+1 Caster Level and Max Caster Level with all Spells
+1 Caster Level and Max Caster Level with all Spells
+1 Caster Level and Max Caster Level with all Spells