Hireling:Lalisa Forestwing
From DDO Compendium
Official Game Entry
Lalisa Forestwing
As deadly as she is beautiful (Casts: Horrid Wilting, Charm Monster Mass, Summon Monster IX, Dominate Monster, Sunburst, Wail of the Banshee, Repair Critical Damage, Reconstruct)

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| Haste | Quickens allies, causing them to attack 15% faster than normal. In addition the recipient gains a +1 enhancement bonus to attack rolls and a +1 dodge bonus to AC and Reflex saves. | |
| Greater Heroism | Imbues a single ally with great bravery and morale in battle, granting a +4 morale bonus on attacks, saves, and skill checks. The target also receives temporary hit points equal to the caster level and immunity to fear. | |
| Finger of Death | Attempts to slay one living enemy. Deals 7 to 12 negative energy damage per caster level up to caster level 25 against any living target and hits the target with a death effect that they must save against or die.\n\nD&D Dice: Slays one living enemy or deals 2d3+6 damage per caster level (max 50d3+150) if the target saves. | |
| Summon Monster IX | This spell allows you to summon one of three different creatures: a hezrou, an elder fire elemental, or an eladrin ghaele. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane. |

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| Attack | Your basic attack. When activated, you will continue attacking until your target is defeated. | |
| Sneak | Uses your Move Silently and Hide in Shadows skills to stealth through dungeons. | |
| Heroic Durability | Increases your maximum hit points by 20. | |
| Magical Training | Increases your maximum spell points, representing the training you received as a level 1 character in the arcane or divine arts. | |
| Mental Toughness | Increases your maximum spell points by 10 at first level, and 5 spell points for each additional level. | |
| Improved Mental Toughness | Increases your maximum spell points by 10 at first level, and 5 spell points for each additional level. (You must be able to cast 3rd-level spells to take this feat) | |
| Sunder | Using this attack, you may reduce the target's Armor Class by 4 for a short time. Some creatures may be immune to the sunder effect. A successful Fortitude save negates this effect. (DC 10 + Str mod) | |
| Insightful Reflexes | Adds your Intelligence modifier to Reflex Saves instead of your Dexterity modifier. | |
| Inscribe Wizard Scroll | You are able to inscribe wizard spells from scrolls into your spellbook. This action will destroy the scroll. | |
| Defensive Fighting | While using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode. | |
| Dismiss Charm | Activate this short-ranged ability while targeting a charmed, commanded, controlled, or dominated enemy that is under your control to dispel the controlling effect. | |
| Spell Focus: Evocation | Your spells from the Evocation school of magic are harder to resist, receiving a +1 bonus on save DCs. | |
| Greater Spell Focus: Evocation | Your spells from the Evocation school of magic are harder to resist, receiving an additional +1 bonus on save DCs. | |
| Proficiency: Dagger | You do not suffer a -4 penalty on attack rolls when using a dagger. | |
| Proficiency: Longsword | You do not suffer a -4 penalty on attack rolls when using a longsword. | |
| Enchantment Save Bonus | Elves are naturally resistant to enchantments, receiving a +2 bonus to saves against enchantments. | |
| Elven Keen Senses | Elves have keen senses and gain a +2 bonus to Listen, Search, and Spot checks. | |
| Immunity to Sleep | Elves and Half-Elves are naturally immune to magical sleep effects. | |
| Empower Spell | While this metamagic feat is active, spells do 50% more damage, but they consume 15 additional spell points. | |
| Extend Spell | While this metamagic feat is active, spells with durations last twice as long, but they consume 10 additional spell points. | |
| Maximize Spell | While this metamagic feat is active, damage spells deal double damage, but they consume 25 additional spell points. | |
| Heighten Spell | Requires: Ability to cast 2nd level spells\nWhile this metamagic feat is active, your spells are raised to the highest spell level your character can cast, making them more difficult to resist, but increasing their spell point cost. | |
| Spell Penetration | Adds +2 to your caster level check for defeating spell resistance. | |
| Greater Spell Penetration | Adds +2 to your caster level check for defeating spell resistance (in addition to the +2 from the Spell Penetration feat). | |
| Hireling Trap Reflexes | Grants you a +20 bonus on your Reflex saves vs. Traps because you are too dumb to move out of the way. |

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| Elven Arcanum I |
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| Elven Arcanum II |
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| Wizard Intelligence I |
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| Wizard Energy of the Scholar I |
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| Wizard Energy of the Scholar II |
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| Wizard Energy of the Scholar III |
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| Wizard Energy of the Scholar IV |
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| Wizard Improved Empowering I |
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| Wizard Improved Empowering II |
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| Wizard Improved Heightening I |
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| Wizard Improved Heightening II |
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| Wizard Improved Maximizing I |
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| Wizard Improved Maximizing II |
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| Wizard Improved Spell Penetration I |
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| Wizard Improved Spell Penetration II |
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| Wizard Subtle Spellcasting I |
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| Wizard Subtle Spellcasting II |
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| Sunburst | A globe of searing radiance explodes to blast targets for 6 to 36 of light damage in addition to blinding them. Oozes and Undead take 4 to 6 per caster level damage. A successful Reflex save reduces the damage by half and negates the blindness. Light fearing undead may be instantly destroyed by this spell.\n\nD&D Dice: Deals 6d6 light damage and blinds or deals 1d3+3 light damage per caster level to undead and oozes. | |
| Horrid Wilting | Deals 4 to 6 damage per caster level (up to a max of 80 to 120 at caster level 20) to living targets by evaporating moisture from their bodies. Deals 5 to 8 damage per caster level (max 100 to 160) to water type outsiders and plants.\n\nD&D Dice: Deals 1d3+3 damage per caster level (max 20d3+60). Deals 1d4+4 damage per caster level against water type outsiders and plants (max 20d4+80). | |
| Wail of the Banshee | Emits a terrible scream that kills living creatures who hear it. Even those who survive suffer horribly, taking 7 to 12 negative energy damage per caster level.\n\nD&D Dice: Slays multiple living enemies or deals 2d3+6 damage per caster level if they save. | |
| Repair Light Damage | Transmutes the structure of a living construct ally to repair 3 to 8 damage plus an additional 1 for every caster level up to caster level 5.\n\nD&D Dice: Repairs constructs for 1d6+2 hp plus 1 additional per caster level (max 5). | |
| Repair Critical Damage | Transmutes the structure of a living construct ally to repair 12 to 32 damage plus an additional 1 for every caster level up to caster level 20.\n\nD&D Dice: Repairs constructs for 4d6+8 hp plus 1 additional per caster level (max 20). | |
| Reconstruct | Greatly repairs an ally construct, restoring 10 hit points per caster level (max 150hp), while simultaneously granting it an increase in attack speed for a short time.\n\nD&D Dice: Repairs constructs 10 hp per caster level (max 150). |
Player Entry
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