Prepared Spells5 4+1 4+1 3+1
0th: Detect Magic 3x, Resistance 2x
1st: Resurgence (SC, ally rerolls save), Obscuring Mist, Protection from Good, Entropic Shield, Disguise Self (D)
2nd: 2x Close Wounds, Find Traps, Silence, See Invisible (D)
3rd: Deeper Darkness, Mass Lesser Vigor (Persisted), Footsteps of the Divine (Persisted for Fly 60, Poor),
Ghoul Gesture (D)
Divine Magician Spells known:
1st:
Critical Strike (sorc/wiz1 Div, +1d6 Skirmish, double threat, +4 to confirm, swift action but persistable)
2nd: See Invisible
3rd: Vampiric Touch
Ongoing EffectsFrenzy 0/3 rounds leftFootsteps of the Divine for Fly 60 (poor) (Persistent spell: on Grimtooth)
Mass Lesser Vigor (persistent spell: targets are ?, ?, and yurgret)
Concealment (Smoking weapon enhancement)
Deeper Darkness (on a small rock in his pocket)
Unholy Skin (DR 4/magic and silver, cold/elect resist 8, turn resist +8 for 1 hr)
Vampire Might (+8 untyped to Str for 1 hr)
Night Form (dire bat)
Dark Healing (fast heal 1 for 8 more rounds)
Vampire Aptitude (Bonus to Jump and Ride of +9 for 1 hr)
Children of the Night (giant owl for 6 more rounds)
Brutality (+Str mod, currently 11, to Ride and Concentration for 1 round)Current StatsBlood Charges: 56/56 (str mod is +7 when in normal form)
Brutality Charges: 8/8
Hit points: 81/81