OVERDRIVE KNIGHT
"I can feel the power of my heart flowing through my veins!!" - Riksas, Overdrive Knight
A warrior, like anyone, can rise from nothingness. Training and heart, these two elements grant him powers beyond normal boundaries. A warrior with a blade, attached to a strong heart, able to call upon its inner strength to prove his worthiness, to fight for those things he truly believes are right. This and more describes an overdrive knight, one who perfects both his heart and technique during the pass of the years, bonding with people and showing them hope.
MAKING AN OVERDRIVE KNIGHT One great feature of the overdrive knight is its versatility. In melee combat, your drive blade makes you roughly comparable at first to rogue, and your ability only improves from there. You gain some minor spellcasting ability, mostly focusing on damage dealing and
cure spells. However, you'll start to truly shine when you learn to use the key ability of this class: the Drive.
When you use a drive, you gain power in a specific area, increasing your melee ability, spellcasting ability, or maybe both for a short time.
Your drive blade, spells, and drives themselves all become stronger as you level, allowing you to assume one or two roles more exclusively once you reach higher levels.
Abilities: Charisma determines the power of your spellcasting ability, and also grants your drives greater duration. For the melee aspect of your ability, Strength is very important, especially since you doesn't have the training of a fighter or similar full-on melee combatant. Dexterity will improve AC, which is otherwise limited to light armor, and Constitution will give you more staying power.
Races: As becoming an overdrive knight is a matter of destiny, it comes as no surprise that humans, being creatures of destiny and also belonging to no one culture or god, are often the ones called to this path. Half-elves are also occasionally called as well, in addition to their full-blooded elven parents. Half-orcs generally lack the incredible strength of character to follow this path; however, the half-orc overdrive knight is certainly a formidable opponent. In the end, however, the universe chooses who it will and its decisions are often strange, thus, anyone from any race or culture may become overdrive knights. Even overdrive knights from races generally considered paragons of evil, such as the Drow, are not entirely unheard of.
Alignment: The Overdrive Knight is always a strong force for the good of everyone. He loves helping people any way he can, as long as he can be sure that his aid won't go toward something harmful. Thus, he can be of any nonevil alignment.
Starting Gold: 4d4x10 gp.
Starting Age: As Sorcerer.
Note: In some places below, the Overdrive Knight is referred to as the OK. This is to save text space, and to avoid repeating the long class name to the point of redundancy.[code]
Table: The Overdrive Knight Hit Die: d8
Level BAB FS RS WS Special 1st +0 +0 +0 +2 Summon Drive Blade
2nd +1 +0 +0 +3 Weapon Focus (Drive Blade)
3rd +2 +1 +1 +3 Free Draw
4th +3 +1 +1 +4 +1 drive blade
5th +3 +1 +1 +4 Improved Drive Blade, Overdrive: Courage
6th +4 +2 +2 +5 Drive blade enhancement +1
7th +5 +2 +2 +5 Drive Points 2
8th +6/+1 +2 +2 +6 +2 drive blade, Drive Boost: Courage
9th +6/+1 +3 +3 +6 Drive: Perception
10th +7/+2 +3 +3 +7 Drive Blade enhancement +2
11th +8/+3 +3 +3 +7 Greater Drive Blade, Drive Points 3
12th +9/+4 +4 +4 +8 +3 drive blade, Form Boost: Perception
13th +9/+4 +4 +4 +8 Drive: Magna
14th +10/+5 +4 +4 +9 Drive Blade enhancement +3
15th +11/+6/+1 +5 +5 +9 Drive Points 4
16th +12/+7/+2 +5 +5 +10 +4 drive blade, Form Boost: Magna
17th +12/+7/+2 +5 +5 +10 Drive: Ulterior, Ulterior Drive Blade
18th +13/+8/+3 +6 +6 +11 Drive Blade Enhancement +4
19th +14/+9/+4 +6 +6 +11 Tireless Overdrive, Drive Points 5
20th +15/+10/+5 +6 +6 +12 +5 drive blade, Form Boost: Ulterior[/code]
[code]Level Spell Points/Day Maximum Spell Level Known
1 0* 1st
2 1 1st
3 2 1st
4 4 1st
5 5 2nd
6 8 2nd
7 13 2nd
8 16 2nd
9 21 3rd
10 28 3rd
11 33 3rd
12 40 3rd
13 45 4th
14 52 4th
15 61 4th
16 68 4th
17 75 5th
18 84 5th
19 91 5th
20 100 5th[/code]
*The overdrive knight gains no spell points from his class at 1st level. However, he does add any bonus spell points he gains from a high Charisma score, his race, and feats or other sources to his reserve. He can use these points (if any) to cast his spell.
Class Skills (4+Int mod, x4 at 1st level):class skills (and related modifier) are Balance, Climb, Concentration (Con),Diplomacy(Cha), Escape Artist, Gather Information, Jump, Knowledge (Arcana), Knowledge (The Planes), Spellcraft, Swim, Tumble, Use Rope
Class FeaturesAll the following are class features of the overdrive knight.
Weapon and Armor Proficiency: Overdrive knights are proficient with all simple weapons, with their own drive blade, and with light armor. An OK can cast spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, an OK wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass OK still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spell Points/Day: An overdrive knight’s ability to cast spells is limited by the spell points he has available (for more information on the spell points variant system,
see here). His base daily allotment of spell points is given on Table: The Overdrive Knight. In addition, he receives bonus spell points per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spell points). His race may also provide bonus spell points per day, as may certain feats and items. A 1st-level overdrive knight gains no spell points for his class level, but he gains bonus spell points (if he is entitled to any), and can cast the spells he knows with those spell points.
When an overdrive knight gains a new level of spells, he automatically knows all the spells for that level listed on the overdrive knight’s spell list. Essentially, his spell list is the same as his spells known list. (
Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow an OK to learn spells from the lists of other classes.) An OK can cast any spell that has a spell point cost equal to or lower than his caster level.
The total number of spells an overdrive knight can cast in a day is limited only by his daily spell points.
An overdrive knight simply knows his spells; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent spell points.
The Difficulty Class for saving throws against a overdrive knight spell is 10 + the spell’s level + the overdrive knight’s Charisma modifier.
Maximum Spell Level Known: An overdrive knight begins play with the ability to learn 1st-level spells. As he attains higher levels, he may gain the ability to knight more complex spells.
To learn or cast a spell, a overdrive knight must have a Charisma score of at least 10 + the spell’s level.
Summon Drive Blade (Su): As a move action, a overdrive knight can call his drive blade, which resides in its own plane of existence. This weapon, manifesting as a physical blade, cosmetically resembles a longsword appropriate to the size of the wielder. In all other aspects, the drive blade resembles a short sword. Overdrive knights who are smaller or larger than Medium create drive blades appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a drive blade gains the usual benefits to his attack and damage rolls from a high Strength bonus.
The blade can be broken (it has hardness 10 and 12 hit points); however, an overdrive knight can simply recreate another on his next move action. The moment he relinquishes his grip on his blade, it dissipates and returns to his hand. At 4th level, the drive blade is considered a magic weapon for the purpose of overcoming damage reduction.
An overdrive knight can use feats such as Power Attack or Combat Expertise in conjunction with the overdrive just as if it were a normal weapon. He can also choose overdrive for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a drive blade.
A drive blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the drive blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).
Even in places where magic effects do not normally function (such as within a antimagic field), an overdrive knight can attempt to use the full power of his drive blade by making a DC 20 Will save. On a successful save, the knight maintains the enhancement bonus to his drive blade for a number of rounds equal to his class level before he needs to make the save again. On an unsuccessful attempt, the drive blade loses any enhancement bonuses or magic special abilities, though the blade itself remains. As a move action on his turn, the OK can attempt a new Will save to reutilize his drive blade while he remains within the magic negating effect.
Weapon Focus (drive blade): At 2nd level, the overdrive knight gains Weapon Focus (drive blade) as a bonus feat.
Free Draw (Su): At 3rd level, an overdrive knight becomes able to materialize his drive blade as a free action instead of a move action. He can make only one attempt to materialize the drive blade per round, however.
Drive (Su): Beginning at 5th level, the overdrive knight starts to realize about his true potential, and learns how to call up a greater power, the drive form. The only visible change is that the OK’s clothes and material items change to a specific color scheme. All these transformations last a number of rounds equal to 1/2 your OK level + your Charisma modifier. You can prematurely end this duration, but you can only transform into a given form once per encounter.
At the end of the drive, the overdrive knight loses the form modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for 1d4+4 rounds (unless he is a 17th-level knight, at which point this limitation no longer applies; see below). He may not drive while wearing medium or heavy armor, or while holding a shield.
To use any drive form, he must expend a predetermined number of drive points. At 5th level he has 1 drive point per day. At 7th, 11th, 15th and 19th level he gains one additional drive point.
As a free action that does not provoke attacks of opportunity, but only during his turn, an overdrive knight can transform into one of the following forms (each earned at different levels):
Courage (Red): An overdrive knight in courage form gains a +2 bonus to Strength and Constitution, a 5 ft. bonus to his base land speed, and is treated as having the Two Weapon Fighting feat. The increase in Constitution increases the overdrive knight’s hit points by 1 point per level, but these hit points go away at the end of the drive when his Constitution score drops back to normal (these extra hit points are not lost first the way temporary hit points are). He gains a +2 bonus to Reflex Saves, as well as a +4 circumstance bonus to Jump and Tumble checks.
During this form his hands crackle with red lightning that reaches around his back, leaving a trail of red sparks when he walks (cosmetic only). The OK cannot cast any spells he knows or activate magic items that require a command word, a spell trigger or spell completion, nor he can use any Charisma or Intelligence-based skills or feats.
The courage form costs 1 drive point.
Perception (Blue): An overdrive knight in perception form gains a +2 bonus to Charisma and Dexterity, and a 10 ft. bonus to his base land speed. He gains a +2 bonus to Will Saves during this form. The increase in Charisma increases the overdrive knight’s spell DC’s by 1 point, but these increase does not grants him any bonus spell points. All spells cast during perception form are cast at +1 caster level. During this form the knight gains a +4 bonus to Concentration and Spellcraft.
While in Perception form, the OK's feet seem to glide on ethereal blue flames, and two faint glowing orbs orbit him and leave blue trails (cosmetic). He gains a magical missile attack, which he can use a number of times per round equal to twice his normal number of attacks. Every missile requires a ranged touch attack to hit, and deals 1d4+Cha mod damage.
During this form the OK cannot make any physical attacks or use any Strength or Constitution-based skills (besides Concentration). The knight hovers about 2 inches from the ground, and moves at normal speed regardless of terrain. Finally, if the knight falls i.e. jumping down from a high place he can ignore the first 10 feet of the fall, gliding slightly in the air. The perception form costs 1 drive point.
Magna (Yellow): An overdrive knight in knight form gains a +2 bonus to Charisma and Strength, and a 20 ft. bonus to his base land speed. He can fight as if having the Two-Weapon Fighting and Improved Two Weapon Fighting feats. He gains a +2 bonus to Fortitude saves during this form. The increase in Charisma increases the overdrive knight’s spell DC’s by 1 point, but these increase does not grants him any bonus spell points. When utilizing the full attack option, the knight can cast any one spell he knows as a free action, but the point cost for that spell is increased by 2. The magna form costs 2 drive points.
Ulterior (Silver): A overdrive knight in ulterior form gains a +2 bonus to Charisma, Strength, Dexterity and Constitution. His base speed increases by 30 feet. He gains a +2 bonus to all saving throws during this form. Your base attack bonus becomes equal to your character level (which may grant additional attacks). He can fight as if having the Greater and Improved Two Weapon Fighting feats. All spells cast during final form are cast at +1 caster level. The OK hovers about 2 inches from the ground, and moves at normal speed regardless of terrain. When utilizing the full attack option, the knight can cast any one spell he knows as a free action, but the point cost for that spell is increased by 2. Finally, if the knight falls he can ignore the first 10 feet of the fall, gliding slightly in the air. The ulterior form costs 3 drive points.
Improved Drive Blade (Su): At 5th level, the overdrive knight gains an improved drive blade to add to his arsenal. This one functions as his normal drive blade except that it deals 1d8 damage (crit 19-20/x2). He can summon both drive blades (one in each hand) when using the courage, magna and ulterior forms (this does not increases the time needed for the transformation.
Drive Blade Enhancement (Su): At 6th level, an overdrive knight gains the ability to enhance his drive blade. He can add any one of the weapon special abilities on the table below that has an enhancement bonus value of +1.
At every four levels beyond 6th (10th, 14th, and 18th), the value of the enhancement an overdrive knight can add to his weapon improves to +2, +3, and +4, respectively. An OK can choose any combination of weapon special abilities that does not exceed the total allowed by the knight’s level.
The weapon ability or abilities remain the same every time the knight materializes his drive blade (unless he decides to reassign its abilities; see below). The ability or abilities apply to any form the drive blade takes, including the use of drives or drive blade upgrades.
[code]Weapon Special Ability Enhancement Bonus Value
Defending +1
Keen +1
Flaming/ Shocking/ Frost +1
Mighty cleaving +1
Spell Storing +1
Lucky* +1
Ghost Touch +1
Sundering +1
Vicious +1
Axiomatic +2
Collision* +2
Flaming/Shocking/Icy Burst +2
Holy +2
Wounding +2
Bodyfeeder* +3
Speed +3
Soulbreaker* +3
Brilliant Energy +4
Dancing+ +4
*From Expanded Psionics Handbook
+ When a drive blade is imbued with this power, it can leave
the overdrive knight’s hand without disappearing, but only
during the dance.[/code]
An overdrive knight can reassign the ability or abilities he has added to his drive blade. To do so, he must first spend 8 hours in concentration. After that period, the blade materializes with the new ability or abilities selected by the OK.
When two-weapon fighting with two drive blades, both blades have an enhancement bonus 1 lower than the knight would otherwise create with a single drive blade.
Form Boost: At 9th, 13th, 18th and 20th level the different forms gained through drive increases their bonuses as following:
Courage (9th): +4 to Strength and Constitution, +4 to Reflex saves, gains improved two-weapon fighting, speed +10 ft.
Perception (13th): +4 to Charisma and Dexterity, +4 to Will saves, +2 to caster level, speed +15 ft.
Magna (18th): +4 to Strength and Charisma, +4 to Fortitude saves, +1 to caster level, gains Greater Two Weapon Fighting, speed +25 ft.
Ulterior (20th): +4 to Strength and Charisma, +4 to saves, gains Perfect Two Weapon Fighting, speed +40 ft.
Greater Drive Blade (Su): At 11th level, the overdrive gains a third drive blade to add to his arsenal. This one functions as his previous drive blade, except that it deals 1d10 damage (crit 19-20/x2).
Tireless Overdrive: An overdrive knight of 17th level or higher no longer becomes fatigued at the end of a drive.
Ulterior Drive blade (Su): At 17th level, the overdrive knight gains his final drive blade. This one functions as his previous drive blade, except that it deals 2d6 damage (crit 18-20/x2).
Code of Conduct: An overdrive knight must be of good alignment and loses all class abilities if she ever willingly and knowingly commits an evil act.
Additionally, an overdrive knight’s code requires that he help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
Associates: While he may adventure with characters of any good or neutral alignment, a overdrive knight will never knowingly associate with evil characters, nor will he continue an association with someone who consistently offends his moral code. An OK may accept only henchmen, followers, or cohorts who are good.
Ex-KnightAn overdrive knight who ceases to be good, who willfully commits an evil act, or who grossly violates the code of conduct loses all OK spells and abilities (including the drives, but not weapon, armor, and shield proficiencies). He may not progress any farther in levels as an OK. He regains his abilities and advancement potential if he atones for his violations (see the atonement spell description), as appropriate.
Like a member of any other class, an overdrive knight may be a multiclass character, but multiclass OKs face a special restriction. An OK who gains a level in any other class may never again raise his overdrive knight level, though he retains all his knight abilities.
FEATSDRIVE FEATS
As a character’s awareness of his capabilities grows, and the power within him awakes, he can learn new abilities that extend from his drive forms. This type of feat always requires the character to be able to use the Drive class feature as a prerequisite, and some of them may require the expenditure of one usage of any of your drives for the rest of the day to become active. In this case, unless otherwise noted, this activation counts as a swift action.
SYNCH BLADE [DRIVE]
Prerequisites: Two-Weapon Fighting, Improved Drive Blade
Benefit: You can summon and fight with two drive blades at any time, without requiring transforming into a drive form. However, you still incur the normal penalties for two weapon fighting.
Normal: You can only summon and fight with two drive blades when transformed into courage, magna or ulterior drive forms.
Special: When you fight with two weapons in a drive form (except for perception), your penalties for two weapon fighting are lessened by 1.
STRONG JUMP [DRIVE]
Prerequisites: Courage Form, Form Boost:Courage, Jump 9 ranks
Benefit: You gain a +10 perfection bonus on all Jump checks.
SWIFT RUN [DRIVE]
Prerequisites: Perception Form, Run.
Benefit: Your land speed increases in 10 feet. Once per day you can move at twice your speed for one round.
AIR DEFENSE [DRIVE]
Prerequisites: Jump 15 ranks, Magna Form
Benefit: When you use your Jump skill as part of movement and jump at least 10 feet, you gain a +5 dodge bonus to AC until your next action. You gain a +2 bonus to all attacks of opportunity you make this round.
AIR GLIDE [DRIVE]
Prerequisites: Ulterior Form, Tumble 12 ranks
Benefit: When falling, you take damage as if the fall was 20 feet shorter. If jumping or falling a distance of 20 feet or less you float in the air during this round, 2 inches above the floor, before touching the ground on your next turn. For every 20 feet you fall, you may move horizontally 5 feet in any direction.
SURPRISIVE SLASH [DRIVE]
Prerequisites: Karmic Strike, Strong Jump.
Benefit: If you activate your karmic strike feat during a round in which you've made a successful Jump check, you may immediately make a second attack against the same opponent. This second attack is made at your highest attack bonus, and occurs after the initial attack that activated Karmic Strike has resolved.
Normal: You can only make one simultaneous attack against an opponent when using the Karmic Strike feat.
GUARD BREAK [GENERAL]
Prerequisites: Power Attack, Improved Sunder
Benefit: Against an opponent that is fighting defensively or using the full defense option, you can make a single attack that ignores the bonuses to AC granted by those actions.
Normal: Your enemy gains bonuses to AC while using the full defense or the fighting defensively options.
Special: If an opponent has a cover AC bonus and you are able to use the Guard Break feat, treat the cover bonus as if it was one lower (minimum 1)
CRITICAL FORM [DRIVE]
Prerequisites: Drive class ability, Character level 7th
Benefit: Once per week, when reduced to 0 hit points or lower by a single attack or spell, you can expend two drive points of to instantly turn into one of your drive forms. This change occurs the moment you are reduced to 0 or less hit points. You recover immediately an amount of hit points equal to your character level.
If your total hit points would be reduced to -10 or lower by a single attack and you are able to use this feat, you still can activate it. When this happens, your hit points become 0 and you are paralyzed for a number of rounds equal to the damage that you would have received. This paralysis can be removed if you receive an equivalent amount of healing magic, or enough to put you at 0 hit points, whichever is lower. You are still transformed into your drive form for the normal duration.
Special: You can gain this feat multiple times. Each time you take the feat, you gain an additional use of it each week.
TRUE SURVIVOR [DRIVE]
Prerequisites: Critical Form.
Benefit: If you would be reduced to -10 or less and you activate the Critical Form feat, your hit points become 1 and you are dazed for a number of rounds equal to the total damage you would have received from the attack. You can cure this daze sooner receiving healing equal to the damage you would have received.
Normal: When using the Critical Form feat, and reduced to -10 or less, your hit points become 0 and you are paralyzed for a number of rounds equal to the damage you would have received.
IMPROVED CRITICAL FORM [DRIVE]
Prerequisites: Critical Form, Form Boost: Courage
Benefit: You need to expend only one drive point to activate the critical form feat. You heal a number of hit points equal to twice your character level.
Normal: You expend two drive points to activate your drive with the critical form feat.
SKY BRACER [DRIVE]
Prerequisites: Concentration 12 ranks, Combat Casting, Spell Focus (Conjuration).
Benefit: When casting any spell with the healing subschool, you continue to cast the spell, as if you succeeded the concentration check, even if you are damaged or otherwise distracted while casting.
Normal: You need to make a concentration check if you are damaged or distracted while casting a spell.
ELEMENTAL MANIA [DRIVE]
Prerequisites: Perception Form, Knowledge (The Planes) 6 ranks
Benefit: When you drive, choose an energy descriptor: cold, electricity, or fire. Any time you cast a spell with the chosen descriptor (during this drive) is cast as if you were one level higher (i.e. at +1 caster level). Furthermore, all damaging spells with the chosen descriptor cast during your Magna or Ulterior forms act as if empowered, even if you don't pay extra spell points.
Special: While using this feat, you cannot cast spells using other energy descriptors.
EXPLOSIVE DRIVE [DRIVE]
Prerequisites: Drive class ability, magna form.
Benefit: Whenever you transform using your drive ability, you may choose to make it an explosive drive. You expend one spell point per class level to create a devastating burst, centered on you, to deal damage equal to 1d4/class level, up to a range equal to 5 feet per level. This damage is considered a force effect.
Special: If you have the elemental mania feat, you may choose to turn it into an elemental explosion, which deals 1d6/class level, of the appropriate energy type.
NOVA CRASH[DRIVE]
Prerequisites: Concentration 18 ranks or Tumble 18 ranks, Magna Form, Synch Blade, Explosive Drive
Benefit: When driving into magna or ulterior form, you may enter the nova crash state. At any point during the drive, you may choose to activate this feat. During this state, any hit you land deals double damage.This also applies to all your off hand attacks. If you land a critical hit, you first determine normal critical hit damage, then you double that damage (not including extra damage from sources such as flaming or holy). However, this ability is very strenuous, so every round you spend in nova state, you lose 2 spell points per overdrive knight level you have. If you run out of spell points, both your nova state and your drive form turn off. During your nova state, you cannot make any other activity that doesn´t includes movement or attack. Nova state lasts for as long as your drive lasts or your spell points are gone, whichever comes first. You must succeed at a will save DC 20 + your OK level + twice your charisma modifier (if positive) if you want to end prematurely the nova crash state.
SEQUENCE BOOST[DRIVE]
Prerequisites: Courage Form, Base attack +6, Power Attack
Benefit: When using the full attack option against a single enemy, for each attack you land on your opponent the next gains a cumulative +1 to damage. For example, if you land three hits, the first deals damage as normal, the second adds +1 to damage, and the third adds +2 to damage. This damage is considered as if coming from a high Strength bonus for effects such as critical hits or similar.
Special: This damage does not applies when using attack of opportunities or similar.
IMPROVED SEQUENCE BOOST [DRIVE]
Prerequisites: Base attack +11, Sequence Boost
Benefit: The bonuses granted from combination boost increase to +2 per hit landed.
EXTENDED DRIVE [DRIVE]
Prerequisites: Courage Form, Drive Points 2
Benefit: Your drive forms last 5 rounds longer than usual.
LETHAL LEAP [DRIVE]
Prerequisites: Strong Jump, Jump 12 ranks
Benefit: When using the full attack option against a single enemy, you may substitute your last attack with a Jump check, with a DC equal to your opponent´s AC. If this check succeeds, you deal double damage with this attack. If you fail, the attack fails and you must make a Tumble check DC 20 to avoid falling on the ground prone.
DEVASTATING LEAP [DRIVE]
Prerequisites: Lethal Leap, Jump 15 ranks, Tumble 12 ranks
Benefit: When charging, you can make a Jump check DC 45. If succesful, you can make a full attack at the end of your charge.
Normal: You make a single attack at the end of a charge.
1ST-LEVEL
Cure Minor Wounds
Detect Secret Doors
Expeditious Retreat
Mage Armor
Shield
Orb of Cold, Lesser (Complete Arcane)
Orb of Electricity, Lesser (Complete Arcane)
Orb of Fire, Lesser (Complete Arcane)
True Strike
2ND-LEVEL
Cure Light Wounds
Gust of Wind
Mirror Image
Scorching Ray
Ice Knife (Complete Arcane)
Crackling Sphere (as flaming sphere, except it deals electricity damage)
Resist Energy
Knock
3RD-LEVEL
Cure Moderate Wounds
Globe of Invulnerability, Lesser
Orb of Cold (Complete Arcane)
Orb of Electricity (Complete Arcane)
Orb of Fire (Complete Arcane)
Heroism
Haste
4TH-LEVEL
Cure Serious Wounds
Dimensional Anchor
Dimension Door
Freedom of Movement
Call Lightning Storm
Cone of Cold
Flame Strike
5TH-LEVEL
Cure Critical Wounds
Chain Lightning
Polar Ray
Dismissal
Delayed Blast Fireball
Globe of Invulnerability
Teleport