Pangaea666: Got to level 11 and had to choose a lot of new spells, filling out some of the lowest levels. Hopefully not made too many clangers yet.
Level 1: Chromatic Orb, Identify, Magic Missile, Shield, Sleep
Level 2: Blur, Detect Invisibility (?), Melf's Acid Arrow, Mirror Image, Web
Level 3: Fireball, Melf's Minute Meteors, Minor Spell Deflection (new, unsure if decent), Protection from Fire
Level 4: Greater Malison, Spirit Armor, Stoneskin
Level 5: Breach, Lower Resistance
The innate ability of Vampiric Touch is pretty wicked. Never tried it before because I simply assumed it was crap, but the PC ended up in the 'ring' in the Coronet, fighting some bloke, and I tried it. Says I drained 28 HP from the victim, but my own HP went from 60 to 116, so double of 28. That's pretty wild stuff! Obviously all those extra HP are temporary, but almost a double (a lucky roll this time tbf) can mean the difference between being alive and dead.
I see Jan has a very high Detect Illusions ability (thief), is this a passive ability, so it will always be on, or does he need to be detecting traps to spot invisible creatures and such?
Give Skull Trap a try. Cast it near a group of enemies and it will blow up like a fireball. Except.... damage isn't capped at 10d6 and the damage isn't fire based which helps against fire based monsters.