Zallanora

Zallanora is a lawful evil / neutral elven conjurer and one of the strongest amongst Cowled Wizards enforcers. She comes after Gorion's Ward for the crime of casting spells unlicensed within Athkatla. Her meddling is the ultimate attempt from the Wizards to control the spellcasting of the Bhaalspawn's party. If defeated, they will turn a blind eye on any future arcane spell cast on the streets.
==Gameplay==
*Zallanora is smart enough to teleport away at the moment of low health, but not without stopping time and leaving a Pit Fiend in her stead.
*The spells she uses in combat don't completely reflect her list of memorized spells as shown in the infobox to the right.
==Gallery==
Screenshot (472).png|thumb|5th and final appearance of the Magic Enforcement group. A Cowled Enforcer and two Cowled Wizards as well as Zallanora teleport in to punish and destroy the party. 
==Trivia==
*As a named character, it's assumed she is Zallanora Argentresses, a character in Lands of Intrigues books. Her role in this game is super limited as she can be very missable.
==Mod content==
Sword Coast Stratagems mod makes revisions to Zallanora. She may be a level 30 Necromancer (could also be a Conjurer, Enchanter or Invoker). A new AI script is assigned, incorporating the "Smarter Mages" component, as well as responding to the game difficulty setting. Hardcore and Insane difficulty will see her utilizing Mage High-level class abilities commensurate with her experience. Her memorized spells are changed, with a lean toward the Necromancy school.
When hostilities begin, She will be provided with a series of initial buffs (previously cast) including Spell Trap, Minor Globe of Invulnerability, Energy Blades for an equipped weapon to use between spell casting, Spell Immunity Abjuration (or Dispel Shield with the SR mod), Shield (spell), Protection From Normal Missiles, Protection From Cold (spell), Protection From Acid (spell), Protection From Magic Energy, and Stoneskin.
Alao a conjured Skeleton Warrior will appear alongside her. 
One second later a Chain Contingency will deploy with Protection From Magical Weapons, Spell Shield, and Improved Mantle (or Moment of Prescience with the SR mod). 
From then on her actions will be predicated based on the AI's threat assessment and vulnerabilities of the party. No doubt a time stop will be cast, and several spells launched during that pause, possibly with Improved Alacrity.
Zallanora has the following ready for instance use:
*Minor Sequencer loaded with double Ray of Enfeeblement.
*Spell Sequencer loaded with triple Remove Magic.
*Spell Trigger loaded with triple Animate Dead (or Summon Shadow with the SR mod).
She has several HLA's ready to use, (and will use) depending on the difficulty setting, including: Comet, Dragon's Breath (spell), Energy Blades (wizard), Improved Alacrity, and Summon Dark Planetar. The party will most likely see the Planetar brought forth after five rounds or during the timestop pause. So, beware this powerful mage.
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