Now that Malarys is reaching level 14, he gets a couple more high level slots for spell preparation (one 6th and one 7th), and his new PRC, courtesy of
@superguy2876 starts him off with the Long Arm of the Law ability, which gives all of his Touch-based spells a range of 30 feet, converting them into Ranged Touch Attacks. When Malarys reaches 15th level, we really need to have him learn Chain Spell to take maximum advantage of this new ability.
Here's a new spell loadout for him to take into account his new ability.
Forceful Strike at 4th level is a neat Touch-based spell he can now use at short range. It deals Force damage, which is just the best, and it Bull Rushes the victim, meaning you can push your victim quite far away from you without moving yourself. Better yet, it's cast as a Swift Action.
Plane Shift isn't just a good travel spell, it's also a Touch-based attack you can use to send an enemy to any awful Plane you've ever visited. Basically, it's like Dismissal, but slightly harder to resist. It requires a Will save, but that's nothing new, since both Dismissal and Banishment also require it. And unlike Banishment, it doesn't have an HD limit, though admittedly that's rarely a concern. Now that he can use Touch spells at range, Plane Shift becomes a nice little dual purpose spell, transport or cut-rate Banishment.
Harm is a super deadly spell. At 14th level, a failed Will save will inflict 140 points of damage on you. That kills most things dead. Better yet, even if you do make your Will save, you still take half damage. And now Malarys can shoot this at targets rather than needing to reach out and touch someone.
I'm kind of at a loss for Malarys' new 7th level spell. There are so many good things to choose from that it's hard to decide. For now I've got Summon Monster VII plugged in, as some really good Summoning options become available at this level.
Thoughts?
@TotallyNotEvil?
Level 0 (6/day):
Cure Minor Wounds,
Detect Poison,
Detect Magic x2,
Message x2
Level 1 (4+2+D/day):
Barbed Chains,
Comprehend Languages,
Endure Elements,
Entropic Shield,
Shield of Faith,
Sign,
Detect Secret Doors(D)
Level 2 (4+2+D/day):
Boneshaker x2,
Close Wounds,
Defending Bone,
Ironskin,
Sound Burst,
Detect Thoughts (D)
Level 3 (4+1+D/day):
Alter Fortune,
Blindness/Deafness,
Channel Vigor,
Dispel Magic,
Tongues,
Magic Circle Against Chaos (D)
Level 4 (4+1+D/day):
Assay Spell Resistance,
Blessing of Fervor,
Forceful Strike,
Sound Lance,
Phantasmal Killer(D)
Level 5 (3+1+D/day):
Boneshatter x2,
Greater Command,
Plane Shift,
True Seeing(D)
Level 6 (3+1+D/day):
Greater Dispel Magic,
Harm,
Heal,
Stone Body,
Hold Monster(D)
Level 7 (2+D/day):
Destruction,
Summon Monster VII,
Dictum(D)