The Nameless One

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|-|The Nameless One=
|-|The Transcendent One=
|-|The Ultimate One=
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==Summary==
The Nameless One wakes up one day on a mortuary slab, with no memories. He is not dead, but almost looks the part, being completely covered in scars from head to toe. All he knows is that, for reasons unknown to him, he is completely unable to die and that on his back are a set of tattoos that act as vague indications in the case of amnesia. After escaping the Mortuary with the help of an odd but friendly floating skull named Morte, he finds himself in Sigil, the City of Doors that contains portals to much of the multiverse.
Much effort is needed for little information, but as he continues to investigate with the help of a colorful group of characters who choose to accompany him due to a variety of reasons, it becomes apparent that this is not his first time doing this. In the past, various incarnations of the Nameless One, each essentially completely different people of their own who did not inherit any of their previous selves' memories all left their mark on Sigil and the Planes, sometimes good, but often terrible. Whether he chooses to be a good or evil man, he is forced to face the consequences of his previous selves' actions, being faced with people or descendants of people that he had wronged or crossed in a previous life. 
Eventually, he learns that his mortality was stripped away by him by a Night Hag named Ravel Puzzlewell, and upon confronting her, she reveals that she had done so out of deep love for him. The Nameless One was once a powerful man who committed a terrible crime against the Planes, and in the hope of making amends for it through the millennia, knowing that one life would not be enough, convinced Ravel to sever away his mortality. However, she did not know that upon his death, he would lose his memories, and as such, a long, fruitless cycle of death and amnesia would begin. 
The Nameless One's investigation continues through the city of Curst, a hive inhabited by criminals, bordering on the prison plane of Carceri. There, he comes to learn that his mortality resides in a demi-plane known as the Fortress of Regrets, where, having taken sentience of its own under the moniker of The Transcendent One, it has been purposefully orchestrating things to keep the Nameless One in the dark, as it fears death and knows that were they to fuse again, they would be damned to an afterlife in the Lower Planes, because of the terrible sin that their first life had once committed. The Nameless One finds a way to the Fortress, but there he is separated from his team, who one by one are picked off and killed by the Transcendent One, before he finally deigns to face his mortal body in person. 
Planescape: Torment has several different endings, but in the best one, the Nameless One manages to either convince or threaten the Transcendent One into joining back with him and, ascending into a new being altogether, returns his friends to Sigil, then accepts his damnation to the Blood War with serenity, picking up a weapon and walking into an unknown fate.
==Powers and Stats==
Tier: At least , likely | from , possibly up to at least | At least , likely | At least , likely | At least 
Key: Previous Incarnations (Practical/Paranoid Incarnations) | Current Incarnation | Current Incarnation (Fortress of Regrets) | The Trascendent One | The Ultimate One
Name: The Nameless One, Lost One, Immortal One, Incarnation's End, Man of a Thousand Deaths, The One Doomed to Life, Restless One, One of Many, The One Whom Life Holds Prisoner, The Bringer of Shadows, The Wounded One, Misery-Bringer, Yemeth, Adahn, Broken One, The Transcendent One, Half-Man
Origin: Dungeons and Dragons - Planescape: Torment
Gender: Male 
Age: Unknown, likely dozens of millennia (Stated to have gone through thousands of incarnationsChris Avellone and Chris McComb, Tales of Torment, Part 2)
Classification: Half-Man (Born a human, the Nameless One is not considered such anymore by those in the know of his true self, as he has lost his mortality) | Half-Man | Mortality | Human 
Powers and Abilities: 
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|-|The Nameless One ▾=
|-|The Trascendent One= All of the Nameless One's non-physiological/equipment powers (The Transcendent One knows almost all of what the Nameless One's many incarnations learned throughout their many lives), Superhuman Physical Characteristics, Empowerment (The Trascendent One's power increases depending on the Nameless One's), Self-Sustenance (All Types), Immortality (Type 1 and 8. As long as the Nameless One lives, the Transcendent One will too), Bodily Weaponry (The Transcendent One inflicts great amounts of Slashing damage with its claws), Flight (Hovers constantly), Teleportation (Shown repeatedly, such as herePlanescape: Torment (1999), Fortress of Regrets), Resistance Negation and Summoning (Conflagration sets a target ablaze by summoning a being from the depths of the Earth, and does not allow a saving throw), Magic Negation (Antimagic Shell undoes all magic in its area of effect), Sound Manipulation, Sound Negation, Attack Reflection and Madness Manipulation (Howl of Pandemonium unleashes a madness-infused scream that prevents any other sound-based attack and deflects projectiles), Resurrection, Death Manipulation, Life Manipulation and Abstract Existence (Type 2. The Transcendent One is an embodiment of the Nameless One's mortality that has then transcended into something greater, and as such wields power over life and death, with the ability to resurrect others at will), Incorporeality (The Trascendent One can only be hurt by powerful enchanted weapons), Sealing (Devised a crystal trap to seal the Nameless One within it, paralyzing his body and splitting his psyche), Vibration Manipulation and Madness Manipulation (With the Harp of Pandemonium, which pushes away enemies with a powerful blast and drives them to confusionBaldur's Gate II: Shadows of Amn: Enhanced Edition - Harp of Pandemonium), Healing and Purification (Heal not only fully heals any target, but also cures blindness and disease), Dimensional Travel (Can move from the Fortress of Regrets to different Planes and back), Damage Reduction and extreme Resistance to Fire Manipulation, Ice Manipulation, Magic, Electricity Manipulation and Acid Manipulation (The Transcendent One, at its maximum strength, has complete immunity to Fire, Cold and Magical Cold, and great resistance to Magical Fire, Electricity, Acid, Magic, and suffers little damage from Piercing, Crushing, Missile and Slashing damage), extreme Resistance to Fate Manipulation and Precognition (Similarly to the Nameless One, the eyes of the Planes slide over the Transcendent One, because he lacks a name: he is completely fateless, and as such, his future cannot be read), Conceptual Manipulation (Type 1) and Information Manipulation (The Transcendent One's lack of a name protects him from Truename magicPlanescape: Torment - Reekwind, Marketplace Area)
|-|The Ultimate One=
All previous non-physiological abilities (The Ultimate One shares both the Transcendent One and the Nameless One's knowledge, however, having finally regained his mortality, he has lost his abilities associated with his immortality) to a much greater degree, Cosmic Awareness (Immediately after reaching this level of power, the Nameless One could sense that certain powers had felt his awakening, and were coming for him), Dimensional Travel (Could transport his party members back to Sigil), extreme Resistance to Corruption (Despite dying and going to the Lower Planes, the Nameless One was not transformed into some type of fiend, and instead maintained his humanity)
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Attack Potency: At least Multi-Continent level, likely Universe level+ (The Paranoid Incarnation is physically stronger than a low/medium-strength player character, and requires significant investment in strength to defeat. The Practical Incarnation can also be fought, and even plans to kill the Paranoid one if necessary) | Varies from at least Wall level, possibly Small Building level (The Nameless One starts the game as a level 3 Fighter, putting him on the same level of power as Rothé and above casters of Burning Hands) up to at least Island level+ (Capable of fighting against Ravel Puzzlewell) | At least Multi-Continent level, likely Universe level+ (Capable of fighting and defeating the Transcendent One) | At least Multi-Continent level (The Transcendent One can be a level 30/30 Mage/Priest, which grants him an effective level of 40, rendering him much stronger than a Phaethon. Killed Ravel Puzzlewell after easily defeating herPlanescape: Torment - Ravel Puzzlewell, Black-Barbed Maze), likely Universe level+ (Stated that his power was sufficient to forge entire Planes, and later boasted to be capable of unmaking the Planes) | At least Low Multiverse level (Far more powerful than before. Stated to be capable of bending the Planes to his will)
Speed: Up to to at least Relativistic+, with FTL+ reactions (Comparable to an endgame Nameless One, who can then kill them and go on to fight the Trascendent One) | Varies from Subsonic (Even at the start of the game, the Nameless One would be capable of dodging arrows) up to to at least Relativistic+ (Would be capable of reacting to Anger of the Noonday Sun, and fight others who could do the same, such as Ravel Puzzlewell), with FTL+ reactions (Can tag others with the Great Cat's Dodge feat) | At least Relativistic+, with FTL+ reactions | At least Relativistic+, with FTL+ reactions | At least Relativistic+, with FTL+ reactions, possibly far higher 
Lifting Strength: Unknown for the Practical Incarnation, at least Class 5, possibly higher (The Nameless One needs a strength level of 21 to overpower the Paranoid Incarnation: a 21 STR Medium creature would be capable of pushing up to 1814 kg in the air) for the Paranoid Incarnation | Varies from Peak Human (The Nameless One's base strength is 9, which as a Medium creature would allow him to push 408 kg in the air) up to at least Class 5 (Can reach a maximum strength level of 25, which as a Medium creature would allow him to push up to 3628.739 kg in the air), possibly far higher (At 25 Strength, the Nameless One is described to be one of the strongest men in the multiverse"Your Strength marks you as one of the strongest men in the multiverse. You have +7 to hit and +14 to damage with all melee attacks.") | At least Class 5, possibly far higher | Class 5 (The Transcendent One's strength is 18, which as what is likely a Large creature, would allow him to push up to 2721554 kg in the air) | At least Class 5, possibly far higher
Striking Strength: At least Multi-Continent level, likely Universe level+ | Varies from at least Wall level, possibly Small Building level up to at least Island level+ | At least Multi-Continent level, likely Universe level+ | At least Multi-Continent level, likely Universe level+ | At least Low Multiverse level
Durability: At least Multi-Continent level, likely Universe level+ | Varies from at least Wall level, possibly Small Building level up to at least Island level+ | At least Multi-Continent level, likely Universe level+ | At least Multi-Continent level, likely Universe level+ | At least Low Multiverse level 
Stamina: Superhuman (The Nameless One's immortality allows him to endure incredible pain, allowing the Nameless One, even at low Constitution, to withstand agonizing experiences such as having various parts of his body torn open and vivisected, though too much pain will eventually cause him to black out)
Range: Standard Melee Range, at least Low Multiversal with Death Manipulation (Taking The Nameless One to a Plane with no living beings is not sufficient to prevent him from making someone else die in his stead: he must be sealed away from any other Plane and living being) | Standard Melee Range, at least Low Multiversal with Death Manipulation, Varies, up to Low Multiversal Magic (Certain spells pull attacks from other dimensions) | Same as before | Same as before | Same as before 
Standard Equipment: None notable
* Optional Equipment: A great variety of weapons, equipment and items. Note that an inventory limit prevents the Nameless One from carrying too many at once.
Intelligence: At least Extraordinary Genius, possibly Supergenius. Can reach an Intelligence value of 25, which indicates him as significantly more intelligent than Elder Brains, who are capable of understanding and storing the entirety of the knowledge of Mind Flayer civilizations within them, including technology capable of merging multiverses. He is also capable of achieving similar values in Charisma and Wisdom, which are far beyond normal human limits. Through his many incarnations, the Nameless One often reaches incredible levels of power through intelligence alone, forming or manipulating alliances with powerful beings or tipping the scales into his favor in many ways, despite pursuing different paths every time. The Nameless One's last three keys inherit the collective knowledge of all his many many lives, reaching a level far greater than before. 
Weaknesses: The Nameless One's immortality relies on forcing another being to die instead of him. Despite its amazing range, this ability can potentially be negated if he is cut off from the rest of the multiverse and then killed with absolutely no other living being to die for him. While the Nameless One used to lose his memories with every death, this no longer applies to the current incarnation. However, he loses a tiny, imperceptible bit of his mind every time he dies, which will eventually turn him into a mindless husk.Chris Avellone and Chris McComb, Tales of Torment, Part 2
Notable Attacks/Techniques: 
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|-|Skills=
*Raise Dead: The most precious gift is bestowed upon all who were lost to the living. Three times per day, The Nameless One can resurrect those who have died in his presence.
*Sensory Touch: With a touch, you can bring another's pain into you, helping them at the cost of your own health. Unlocked by joining the Sensate faction.
*Dead Truce: This ancient pact with powers of undeath means that unintelligent undead will completely ignore you, while intelligent undead may treat you as either a friend or at least an acquaintance on good terms, actively preventing them from attacking as long as they aren't attacked.
*Stories-Bones-Tell: A lot of corpses have something to say... if you listen carefully enough. This ability can be used on most undead creatures as well as corpses you may find during your journeys. The spell has no effect on the recently departed.
*Babble: Upon joining the Chaosmen, can can learn to cast Babble, an incantation that forces one to speak nonsense which will temporarily fascinate any hearing it.
*Detect Traps: While this mode is active, a Thief Nameless One will search for nearby traps. Upon spotting them, Thieving Skills can be used to disarm them.
*Thieving Skills: An umbrella of skills that comprehends Open Locks, Remove Traps and Pick Pockets.
*Stealth: Using this ability, a Thief Nameless One can disappear into the shadows. Any action that isn't movement will end stealth, but an attack performed while stealthy will be an especially powerful backstab.
|-|Spells=
*Magic: Spell descriptions are cited here. Note that the precise statistics reported are gameplay mechanics, and are merely kept to indicate relative scopes of power. 
** Level 1 
***Armor: Physical attacks shall be better thwarted as protection is granted to those who have none. This spell grants an Armor Class of 6 to the target. It is cumulative with Dexterity bonuses, but nothing else. The spell lasts until the wearer sustains cumulative damage totaling more than 8 pts. + 1 / level of the caster. Note that the armor does not absorb this damage; it only disintegrates after that much damage has been inflicted on it.
*** Blindness: How frail is the body when it depends upon its eyes! When sight is removed, things become harder to hit, and the sufferer becomes an easier target. The creature will be struck with blindness and suffer a -4 penalty to its attack rolls and a +4 penalty to its AC.
*** Chromatic Orb: Long are the debates about the spectrum of color in the multiverse. "This Blue is better than Yellow!" "Pike it, berk! Of course White is the true color!" And while in the end, many generally agree that a color's greatness is in the eye of the beholder, this spell establishes the fact that some colors are deadlier than others. This summons a large, magical Orb of Color, which can then be hurled at a target using the caster's normal Attack roll +3. The color of the Orb changes depending on the caster's level. Its power (generally) increases and its effect changes as the level increases, too. 
****Level 1 (White): For 10 sec: -4 Attack, -4 S.T., +4 AC
****Level 2 (Red): For 10 sec: -1 Strength, -1 Dexterity
****Level 3 (Orange): Additional 1-4 pts. of fire damage.
****Level 4 (Yellow): For 10 sec: -4 Attack, -4 S.T., +4 AC
****Level 5 (Green): Stun for 10-25 sec.
****Level 6 (Turquoise): Unconscious for 10-25 sec.
****Level 7-9 (Blue): Paralyzed for 30-100 sec.
****Level 10-11 (Violet): Paralysis, Petrification, no damage.
**** Level 12+ (Black): Paralysis for 10-40 sec.
***Fist of Iron: This spell gives the caster's fist the strength and durability of iron, turning it into a living weapon. Any punches the caster does will do more damage than normal. When cast, all their normal punch attacks are +3 to hit and +6 to damage. The caster cannot cast spells while the Fist of Iron is in place.
***Friends: One's charm, one's beauty and one's charisma are oftentimes the key to gaining the trust of strangers and creating new friends. When cast, the caster temporarily gains 2-8 points of charisma, which could be helpful in making new friends, or opening new paths.
***Identify: This spell reveals the mysteries of an enchanted object, allowing you to know its exact abilities.
***Magic Missile: This spell shapes arcane energies into unerring missiles. The greater your skill, the more missiles you can hurl from your body. The spell summons a magical missile that strikes its target unerringly for 2-5 pts. of damage with no saving throw possible. In addition, the caster gains 1 extra missile every 2 levels, for a total of 5 missiles at level 9.
***Minor Embalming: Embalming preserves the flesh of the dead. . . as such, this spell can preserve the flesh of the Nameless One, mending tears, off-setting decay, and making your skin more resilient to damage. This spell works only on the Nameless One or any undead. When cast, the target gains +2-8 temporary hit points and a temporary bonus of +1 AC for a "half-hour". The extra hit points behave exactly like an Aid spell... they will heal the caster if he is less than max hit points or they will give him bonus hit points for a half-hour.
***Pacify: Violence is not always the best solution. This spell seeks to quell the boiling blood, the anger and malice through peaceful means. As per the name, this spell will magically pacify 2-8 creatures of 6 HD or less in the area of effect; this affects all types of creatures except for undead. When cast, creatures must immediately make a saving throw vs. spell. If they fail, they stop all activities that require any exertion, including arguments, combat, etc. From here, the affected creatures will fall into a deep slumber. The affected creatures will remain in this state for the duration of the spell if left unharmed. If attacked, they automatically gain a new saving throw to try and break the spell.
*** Shield: This spell summons a globe of force that protects the caster from physical attacks. When cast, a magical orb of protective energy arises and protects the recipient from attacks from all directions. It bestows an AC 3 against all attacks and +1 to all Saving Throws for 25 seconds / level of the caster.
*** Reign of Anger: The Flame scorches and burns. Its hatred arcs and swirls as it strikes the enemy without error. This spell summons a missile of flame that strikes its target unerringly for 2-5 pts. of magical fire damage with no saving throw possible. In addition, the caster gains 1 extra missile every 2 levels, for a total of 5 missiles at level 9.
***Missile of Patience: Could this spell be any more useless??!" cried Eelnek, mage of Amnar. The bane of mages everywhere, could this be the practical joke of an arch-mage, or living dis-proof of the old Prime Material axiom that "good things come to those who wait"? [Increases in power as the caster does, ultimately resulting into a rapid-fire energy Ballista]
***Scripture of Steel: One of the earliest teachings of Zerthimon, this incantation reflects what knowing that flesh yields to steel achieves: bestowing a greater advantage to strike and the strength to resist damage. Scripture of Steel grants +1 to hit and +1 to saves to all creatures that are "Friendly" to the caster in a 50 feet radius from the casting point.
***Submerge the Will: When the will is submerged, new strength is gained: The strength to endure and protect against adversity. With knowing the teachings of the Third Circle of Zerthimon, comes greater protection against all forms of attacks. When cast, a magical orb of protective energy arises and protects the recipient from attacks from all directions. It bestows an AC 2 against all attacks and +1 to all Saving Throws for 12 seconds / level of the caster.
*** Vilquar's Eye: Vilquar's Eye is branded upon the one who is foolish enough to cross the caster. Vilquar's shortsightedness becomes the target's vision, and soon the world is muddled and dark. If the targeted creature fails its saving throw at -1 penalty, the creature will be struck with blindness and suffer a -4 penalty to its attack rolls and a +4 penalty to the target's AC
***Seeking Flames: As the maintainer of life, fire is a true blessing. Yet as it warms, it also burns; while it is a blessing, it is also a curse. Its scorching flames distract and weaken all enemies who succumb to its effects. The Seeking Flames grant all enemy targets in a 50-ft. radius, -1 to Attacks and -1 to their saving throws for 30 seconds.
** Level 2 
*** Adder's Kiss: It is said an adder's kiss can scald even the most fearsome of fiends. This spell calls forth an acidic bolt to shower an opponent with its vile green acid. If the caster is skilled enough, the adder's kiss lingers after the initial strike, continuing to sink into an opponent's skin with its acidic teeth. When cast, the caster chooses any target within 150 ft. and the Adder's Kiss will strike for 2-8 hit points of acid damage. For every three levels of the caster, the acid lasts 5 seconds longer, inflicting another 2-8 points of acid damage / 5 second segments.
***Black-Barbed Curse: Ravel's maze seeks new fields in which to grow. This spell summons some of the barbed seeds from the maze to burrow inside the target's flesh. When cast, the player can select any target within 30 feet. When a target is selected, the spell summons a swirling mass of black barbs that grow and burrow into any target for 4-16 hit points of piercing physical damage.
*** Blood Bridge: A bizarre compact of the healer's heart and the merchant's mind, this necromantic spell transforms your very body into a marketplace that barters life and death. Your life essence can be given to others... at a cost to yourself. When cast, the mage can select any living (non-undead) target within touch range and drain life from himself (2 hit points + 1 hit point per level of the caster) and give it to the target.
***Blur: The blurring of form and spirit causes one to be hard to see or touch, granting a great advantage in battle. Blur causes the wizard's form to shift and blur, making it much more difficult to attack the caster: It causes all incoming attacks to be made at -3 penalty and grants the wizard +1 on all saving throws.
***Major Embalming: Embalming preserves the flesh of the dead... as such, this spell can preserve the flesh of the Nameless One, mending tears, off-setting decay, and making your skin more resilient to damage. This spell is a more potent version of Minor Embalming, and the mending and damage resistance it bestows lasts longer. This spell works only on the Nameless One or any undead. When cast, the target gains +2 HP/level of the caster and +2 AC for one hour. The extra hit points behave exactly like an Aid spell... they will heal the caster if he is less than max hit points or they will give him bonus hit points for an hour.
***Horror: Pure horror is perhaps the greatest equalizer in existence, causing both the weakest and the strongest to lose their courage and flee in cowardice. This spell causes all non-undead creatures within a 30-foot radius of the target point to flee in terror from the area, if they fail their saving throw.
***Ice Knife: Daggers of ice can be conjured that not only strike the intended target but can spread cold as ice in water. This spell fires a magical ice dagger at a target. The caster must successfully hit with his normal missile attack roll. A successful hit causes 2-8 pts. of damage per dagger. When the ice knife strikes a solid object or a creature, the knife shatters, releasing a wave of numbing cold. All creatures w/in a 5' radius must make a successful saving throw vs. paralyzation or suffer 1-4 pts. of cold damage and have a -2 penalty to their attack rolls. If the attack roll misses, the Ice Dagger will 'fall to the ground' 2 feet past (using the same trajectory that it originally took) the intended target. The Ice dagger will then remain on the ground for 2 seconds. If any creature touches this ice dagger during that time it will immediately shatter, and emit a cold wave (as above). If not, then after the elapsed time it will melt away. Finally, the caster gains 1 additional Ice Dagger for every 2 levels after 3rd level, for a maximum of 5 Daggers. The subsequent Daggers can be fired off by a subsequent 'click' on the same (or another) target.
***Knock: The inaccessible, the locked, can be freed and within one's grasp with this incantation. With Knock, all locked doors, chests, boxes, or shackles shall be unlocked, but it doesn't affect barred gates and the like. In addition, it can only affect up to 2 impediments per spell.
*** Luck: Fortune. Chance. Kismet. Whatever its name, this spell grants a boost in one's Luck for a short duration. This spell grants a 2-8 point bonus to the target's Luck for 5 seconds per level of the caster. This bonus increases the chance for success in various efforts such as Attacking, Thieving Skills, or Saving Throws and the like.
***Pain Mirror: A near-forgotten legacy of an ancient empire, this spell reminds those who wish to harm the caster that they must be willing to suffer as well. If the caster is hurt, the same damage is inflicted on any creatures close to the caster. This spell only affects the caster. Whenever the caster is attacked while the spell is in effect, all hostile creatures within a 10-foot radius take equal damage. It only works for one attack, and the effects are not cumulative (you cannot have more than one mirror erected). If the spell is not triggered, it lasts for 5 seconds per level of the caster.
***Strength: Grants immense strength to the weak - or greater strength to the strong. This spell increases the target's Strength score by a certain number of points (or tenths of points above 18) which will still be qualified by race/class restrictions. The spell cannot bestow a Strength of 19 or greater. The bonus is as follows. Priest/Rogue: 1d6 points, Warrior: 1d8 points, Wizard: 1d4 points.
***Swarm Curse: All that scuttles, creeps, and swarms shall be invited to dine... on a victim of your choosing. Brings a swarm of insects to attack all those in the area of effect. Brings a swarm of insects to attack all those in the area of effect. They inflict 1-4 + (caster level/3) points of damage every 5 seconds. No one can cast a spell while within the swarm.
***Power of One: And from Gith, the warrior-queen, came the knowing of oneself. And from the knowing, came immense power." This spell increases the target's Strength score by a certain number of points (or tenths of points above 18) which will still be qualified by race/class restrictions. The spell cannot bestow a Strength of 21 or greater. The bonus is as follows: Fighter: 1d8+1 points. Mage: 1d4+1 points. Priest/Thief: 1d6+1 points.
***Ignus' Terror: Terror exists in many forms throughout the multiverse. This incantation calls upon one of the most basic, universal forms of terror, the Fire of Destruction, to destroy courage and strike fear into all adversaries. This spell causes all non-undead creatures within a 30-foot radius of the target point to flee in terror from the area, if they fail their saving throw at a -1 penalty.
***Infernal Orb: A sphere of Fiery Red is called upon to weaken and slow the enemy. The caster summons a large, magical Orb of Fire Red Color, which can then be hurled at a target using the caster's normal Attack roll. The caster gains a +3 To Hit bonus to his attack roll. The orb does 1-6 points of damage, and afflicts a -1 penalty to the enemy's Strength and Dexterity for 10 seconds.
**Level 3
***Balance in All Things: From the Separation of the People, came the knowing of Two Skies. From the knowing of Two Skies came the realization that hurting others, hurts oneself. This spell only affects the caster. Whenever the caster is attacked while the spell is in effect, all hostile creatures within a 10-foot radius take equal damage. It lasts for 1 attack per 4 levels of the caster, and the effects are not cumulative (you cannot have more than one Balance spell erected). If the spell is not triggered, it lasts for 5 seconds per level of the caster.
***Infernal Shield: Even the Great Destroyer is halted by this mystical barrier. When cast, all fiery effects are absorbed and altered into healing energies. Works on caster only. The spell creates a fiery shield that bestows a 150% Normal Fire Resistance and 150% Magical Fire Resistance. The spell will expire after 5 seconds / level of the caster.
***Black-Barbed Shield: Those who have walked the forest paths of Ravel's maze can summon its branches to help shield them from damage.This spell (which affects only the caster) calls forth a series of black barbs that protect and shield the caster from harm for 10–30 seconds. The player gains +2 to AC for the duration of the spell, and any creature that attacks the player with a melee attack should suffer 1-6 hit points of damage every time they successfully hit the character. Can only be cast through items, not learned.
**Level 3 
***Ax of Torment: As if from the depths of Baator, Torment shall be brought upon your enemies, and with time, its strength will only grow. This spell summons a mystical giant Battle Ax. The Ax strikes a specified individual target for 1-8 pts. of damage. In addition, as a final blow, the Ax will cause a magical effect to occur (at random): Suffer an additional 1-8 pts. of damage 2-16 pts. of damage Paralyzed for 5–15 seconds. At Level 9+, the following new effects can occur: 5-40 pts. of Fire damage 6-48 pts. of Ice damage Randomly teleported 1-100 yds. away Turned to stone 8-64 pts. of pure damage.
***Ball Lightning: Spheres of electrical force shoot forth and strike your nearest foes. Caster can create up to 4 glowing spheres of lightning when the spell is cast. They are roughly 3 ft. in diameter. The damage varies depending on the number of balls created: 4 =	2-8 each, 3 = 2-12 each, 2 = 5-20 each and 1 = 4-48.
*** Cloak of Warding: This spell summons a magical cloak of force around your body that absorbs damage. The spell creates a "shield" effect similar to the shield spell that absorbs 3-12 points of damage + 1 point per level of the caster. Once it has absorbed this amount of damage, it shatters or "powers down". The spell will also expire after 5 seconds per level of the caster.
***Elysium's Tears: The skies of the Upper Planes shed tears when evil is done. These tears can burn even the most armored of foes. The caster chooses any single target within range. Then, a stream of small meteors rain down and strike the target and surrounding area - one 'meteor' for each level of experience, up to a maximum of 10. Each missile that hits inflicts 1-2 points of blunt damage and 1-4 points of fire damage. Anyone within 3 feet of the target takes 1 point of fire damage as well.
***Hold Undead: The restless dead shall be bound and held when this spell is cast. This spell allows the caster to immobilize 1-3 undead creatures, provided that the total HD of the creatures is equal to or less than the caster's level. Furthermore, undead with less than 3 HD are automatically affected. Those with 3 or more HD are allowed a saving throw to negate the spell. Those affected are rendered immobile for the duration of the spell. When cast, the caster can choose the point of origin of the spell (within range), and from there, the 3 closest undead are affected.
***Tasha's Unbearable Derisive Laughter: What man does not feel their body fill with burning shame when mocked by a woman? Fill the ears of your enemies with the derisive scorn of a woman's laughter. Their bodies shall become clumsy and foolish, easily struck, and confidence shall be leeched from their muscles, weakening their blows. Tasha's Unbearable Derisive Laughter occurs in a 30 ft radius from that spot. All male living creatures with an INT > 4 in range of the spell must make a Saving Throw vs. Spells or get a -2 to their attack, -2 to AC, and -2 to their damage rolls for 5 seconds / level of the caster.
***Vampiric Touch: This spell steals life from the target and transfers it to you. When the caster touches a non-undead creature, he drains 1-6 HP from the target for every 2 mage levels he has (2-12 HP for Lvl 4). The damage that he drains is then transferred to the caster and added to their total HP. Any HP over the normal maximum is treated as 'temporary hit points' which will be lost after one hour if not used beforehand (absorbing damage).
***Zerthimon's Focus: Know that through this spell, the focus and discipline of Zerthimon will be granted to you, and your blade shall strike true. This enchantment helps the target remember Zerthimon's teachings on the ways to channel one's mental and physical focus during battle. When cast, the recipient's chances for a Critical Attack are raised for 5 seconds per level of the caster.
**Level 4 
***Blacksphere: This spell illustrates the power of Force, as a wave of concussive force explodes out in a 10' radius that not only damages but imprisons as well. The spell allows the caster to create a black sphere of force which explodes and causes 1-4 pts. of damage, + 1 pt. per caster level, to all creatures within a 30 ft. radius. Creatures failing a saving throw vs. spell are trapped in a 10-foot radius sphere of force for the duration of the spell. Even if they make the saving throw they still take damage from the blacksphere itself.
***Confusion: Focus and purpose shall become undone. As per the name, this spell causes 1-4 creatures, +1 creature / level, to become confused and unsure of themselves. They will do one among these: Wander away/Stand confused/Attack nearest creature/Act normal.
***Force Missiles: Missiles of Force accurately strike down and blast its intended victims. Like the Magic Missile, this spell creates a mystical globe of magical energy, which will successfully hit its target for 2-8 pts. of damage, regardless of saving throw. It then explodes with a concussive blast that does 1 pt. of damage / level of the caster within a 3 ft. radius. If a saving throw is made, then this concussive damage is negated. The wizard creates 1 missile at 7th, + an additional missile every 2nd level after 7th, for a max of 7 missiles.
***Improved Strength: Superhuman strength can be yours, regardless of prior limitations. This spell can bestow superhuman strength upon a creature. Furthermore, improved strength allows the recipient of the spell to ignore race or class restrictions on his max Strength score, possibly reaching scores as high as 25. Fighters get 1d8+4, Mages get 1d4+4 and Priests/Thieves 1d6+3.
*** Remove Curse: Cursed items shall no longer afflict you when this spell is cast. When cast, this spell removes a curse upon the person targeted. It does not remove the curse from the actual item itself, but it allows the person to successfully unequip and rid themselves of the cursed item.
***Shroud of Shadows: This spell brings shadows to your aid, enshrouding your body from detection and physical attacks. When this spell is cast, a targeting cursor appears, and the player may select any target within touch range. The recipient of this spell gains the following abilities: +3 to AC, +10% to Stealth, and targets have a -1 penalty to hit the caster.
**Level 5 
*** Cloudkill: Clouds of death stream forth from the caster and send those not strong enough on a free journey to their deserved plane of rest. A billowing cloud of toxic vapor is created that is so deadly that it will slay any creature with fewer than 4+1 HD, cause creatures with 4+1 to 5+1 HD to roll saving throws vs. poison at -4 penalties or be slain, and creatures up to 6 HD to roll unmodified saving throws vs. poison or be slain! Those above 6 HD suffer 1-10 pts.
*** Cone of Cold: Extreme cold blasts forth and welcomes your enemies in its freezing embrace. This spell shoots forth a cone-shaped area of extreme cold from the caster's hand in a 30 ft.-long cone. It deals 1-4 +1 pts. of damage per level of the caster, to a maximum of 10-40 +10 pts.
*** Desert Hell: 'Hell' is an oft-debated term. Some say Hell is Baator. Others, the Abyss. This spell proffers that nothing could be worse than the endless dunes and scorching heat of the desert. This spell summons the scorching heat of the desert planes to scorch all enemies within sight. Enemies within range must save vs. spell or spontaneously combust for 4-40 pts. of damage. Even if they save, they still take half damage from the searing heat.
***Enoll Eva's Duplication: This 'spell' is actually a complex mathematical equation accidentally discovered by the modron, Enoll Eva, while calculating the multiplication factor on various linear algebraic formulas. The results are devastating: This equation allows all subsequent actions to be doubled or duplicated. Hence it was found that during confrontations, all physical or magical attacks were seemingly doubled - dealing twice the amount of damage. This spell affects a single target. No Saving Throw required. When cast, all subsequent attacks (physical or magical) will be duplicated once. For example, after attacking once with a weapon, the attack will be immediately duplicated - same for spells (cast a Magic Missile, and immediately afterwards, another Magic Missile spell will launch). This spell will last for approximately 2 minutes after launching.
***Fire and Ice: A red sphere of Fire and a blue sphere of Ice shall streak forth and quickly strike down the target of your choosing. This spell summons 2 crystal spheres (one red, one blue) that strike a specified target. Upon impact, the red sphere explodes into a fireball 30' radius that inflicts 3-18 pts. of fire damage upon all w/in range, while the blue sphere explodes in the same area of effect, causing 3-18 pts. of cold damage to all w/in range. A successful saving throw vs. spell halves the damage.
** Level 6 
***Chain Lightning Storm: As Man looked up and cried to the heavens, so it responded...' Judgement rains down from the skies when this spell is invoked. Giant Bolts which strike and chain shall comprise the Storm of death. Lightning Bolts strike down all hostile creatures on screen for 7-70 pts. of damage. A successful saving throw reduces it to half damage.
***Globe of Invulnerability: Similar to its sister spell, Antimagic Shell, this enchantment restricts certain magic from entering its confines. Yet unlike its sibling, this spell allows magic to flow outward from within. This spell creates an immobile sphere of magic that prevents any 1st - 4th level spell effects from penetrating (even area effect spells). Spells of 5th level or higher are not affected by the Globe, but unlike Antimagic Shell, any type of spell can be cast out of the sphere. The Globe lasts for 5 seconds per level of the caster.
**Level 7
***Acid Storm: The tempest of acid may come and go, but its sting lingers much longer. This spell creates a massive storm that rains deadly acid to all enemies in a 20 ft radius area that inflicts 1-6 pts. of damage for every 5 seconds per level of the caster. A successful saving throw reduces the damage in half.
***Bladestorm: The blackest ice from the fourth layer of Acheron is summoned to cut, shear, and slice away all who oppose you. This spell summons rows upon rows of Ocanthyan razor-ice shards that strike all opponents in 10 yards per level radius with a THAC0 of 11 and inflicts 1-8 pts. of damage per level of the caster, in addition to inflicting another 2-20 pts. of damage on a natural roll of 20.
***Guardian Mantle: All physical hostile attacks can be done away with. This spell creates a magical blanket of energy that envelops the caster's body and deflects all physical attacks for 50 seconds + 5 seconds per level of the caster. All attackers must make a successful saving throw vs. spell at -4 penalty in order to break through, otherwise their attacks are thwarted by the mantle. In addition, while the spell is active, the caster can still attack or use magic. This spell cancels all other protective effects while the spell is active.
***Stygian Ice Storm: "Few know the true terror of Baator, let alone the gruesome Fifth Layer. This devastating spell summons the harshest cold and bitter ice of the Fifth Layer of Baator, Stygia, to annihilate all enemies within range. As the River Styx flows through the Stygian Ice, so it does in this spell as well. Perhaps if the victims are strong enough to survive this devastation they may live to tell others about the true terror... but the River Styx has a tendency to make people forget." Ice from Stygia is summoned to crush all creatures within sight for 8-64 pts. of ice damage, with no saving throw. Finally, all creatures must save vs. spell or suffer confusion for 5–30 seconds due to the immediate contact with the frozen, forgetful waters of the River Styx.
**Level 8 
***Deathbolt: Death comes in many forms, but none so painful as this. For even if you evade Death's Touch, it will always leave a mark. This spell calls forth a magical bolt of death energy that kills a specified target, unless it makes a successful saving throw vs. spell. Even on a successful saving throw, the victim suffers 10-60 pts. of damage.
***Mechanus' Cannon: The true, logical justice of Primus shall be delivered unto the illogical, as pure energy descends from Mechanus. This spell summons the ultimate form of 'equalization' from Primus: A huge energy blast that comes from the very heart of Mechanus and fires toward the target specified by the caster, via a portal. A temporary portal will appear 10 ft. from the target and Mechanus' Logical Justice will be handed down, inflicting 30-90 pts. of damage, with no saving throw.
***Meteor Storm Bombardment: Meteors from across the multiverse are called to rain destruction upon all who oppose the caster. This spell calls forth a great shower of meteors to bombard all enemies within sight for 10-120 pts. of damage, or half the damage with a successful saving throw vs. spell.
***Power Word, Blind: "The power of sight shall be removed, and darkness shall enter." This spell blinds up to 100 hit points of creatures within a 15 ft. radius / level of the caster from the specified target point. The blindness spreads outwards from the center, affecting creatures with the lowest HP totals first. Those with more than 100 HP are not affected. The spell effect's duration depends on the number of HP affected: If 25 or fewer HP are affected, then the blindness lasts for 160–400 seconds. If 26-50 HP are affected, the blindness lasts for 80–200 seconds. If 51-100 HP are affected, the blindness lasts for 16–40 seconds. An individual creature can't be partially affected: Unless all of its HP are affected, it is not blind.
**Level 9 
*** Rune of Torment: "Pain, Agony, Suffering, Torment. When the Rune is invoked, even the earth shall resonate its anguish. Torment of the mind. Torment of the body. Torment of the soul. All will be made clear when the Circle is drawn." Effects After the Ultimate Circle is inscribed on the ground and the Rune explodes, all hostile creatures in the 50 ft. x 50 ft. area of effect take 30-100 HP damage. There is no saving throw.
***Abyssal Fury: When compared to the Tanar'ri, at least the Baatezu are more civilized. There is, perhaps, nothing more horrific than the unbounded fury of the Abyss. By use of this spell, the ground shall split open and the victim dragged into the Tanar'rian Madness. Welcome to Hell. This spell opens a planar portal beneath a specified victim and drags them down into the Abyss. The portal remains open even after the victim is swallowed in. The only sound bystanders hear is the incessant screaming of the victim as he/she is torn apart by the ruthless Tanar'ri. After what seems like only a few seconds (which is more than an eternity for the victim in the Abyss), the victim (or what's left of him) gets spit back out of the portal. If the victim makes a successful saving throw, he will get spit out of the portal in 'one piece', but while the victim senses nothing at first, after a split-second, all the Wrath of the Tanar'ri will surface. The victim will suffer 5-510 pts. of damage as he suffers multiple 'delayed' attacks and slashes from all angles. If the victim fails the saving throw, it is instant death. All that is left are body parts.
***Celestial Host: While the various proxies and beings of the Celestial Planes are seen as the embodiment of kindness, compassion, and benevolence, their might easily rivals those of Baator or the Abyss. Woe to those who underestimate the power of the Upper Planes! When cast, a group of powerful phantasms are called to help eradicate all enemies in a 50 ft. x 50 ft. area, as their combined attacks inflict 40 - 120 hit points of damage, with no saving throw possible. The phantasms represent some of the most powerful celestial beings from the Upper Planes, each casting a powerful attack: 
****Astral Deva (Mace of Disruption): A shining mace that inflicts extra damage to fiends or undead, either disintegrating them or afflicting them with fear when they are at low health.
**** Phoenix (Fire Storm): Summons a powerful storm of flames.
****Solar Aasimon (Celestial Bow)
****Gold Dragon (Energy Wave)
***Power Word, Kill: With a single word, life's energies are snuffed out. When this spell is uttered, one creature of any type within the spell range is instantly killed. It can kill any creature that has up to 120 hit points, with no saving throw allowed.
**The Trascendent One
***All previous spells
***Antimagic Shell: In an ironic twist, all magic in its area of effect shall be undone, with this spell. This spell surrounds the caster with a 'shell of magic' that effectively negates all magic and magical spell effects (including magic items) within its area of effect. Thus, it blocks out magic, yet it also stops all usage within the shell as well! This also includes various special attacks such as breath, gaze or voice attacks. The spell lasts for 5 minutes, and its area of effect is 1 foot per level of the caster.
***Howl of Pandemonium: The Madness from the Howling Land – Pandemonium's Noise screams forth and bathes everyone in its cacophony. The Winds of Pandemonium shoot forth from the caster's body to stun any enemies on screen. The spell can also nullify all sound-based attacks and deflect normal missile weapons. Creatures of 2HD or less who fail a saving throw vs. spell are incapacitated for 10 – 60 minutes. Those creatures with greater than 2HD but less than the caster's who fail their saving throw become confused (as if a Confusion spell were cast on them)
***Heal: This spell brings forth the ultimate power of healing. It cures all blindness, all disease, and completely restores the target. Restores all hit points to a target creature and removes all blindness and disease conditions on a character.
***Conflagration: "Burn, burn, burn." A single creature shall be set aflame with this hideous spell, suffering 2-12 points of damage per 5 seconds, with no saving throw. The spell lasts 5 seconds per level of the caster. Anybody within 10 feet of the target will also suffer 2-12 pts. of damage, but is allowed a saving throw vs. spells to halve the damage.
</tabber>
Note: The Nameless One's Good Incarnation and Lost Incarnation are not indexed due to a lack of feats.
==Notable Matchups==
Victories:
Losses:
Inconclusive:
==References==
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