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Toptomcat

Toptomcat

Prefight buffs for everyone:

CL 25 casting of Greater Enhance Equipment on every item of weaponry except the grenades, another of Natural Enhancement on everyone's natural armor. Effect: +6 enhancement bonus to attack and damage and +6 to natural armor for everyone, lasting 25h

CL 35 casting of the Invigorate ability of the Life sphere, augmented by the Chaotic Flexibility'd talents Deeper Healing and Greater Invigorate. 86 temp HP for everyone, lasting 35 hours (WM Chance: 270%, reduced by 50% w/Careful Caster, 2/5 of yesterday's Manipulate Result used for 5e-style Advantage on wild magic rolls, extra spell point spent on Risk Management for four rolls on the Universal table rather than a major event if the 70% shakes out badly)

CL 33 casting of the Chaotic Flexibility'd talent Latent Healing (cure option)+Deeper Healing, with the help of two Inspired Surge'd (cure) talents- everyone has one application of 6d8+99 HP healing they can activate as a swift action (WM Chance 220%, rolled upon use rather than upon buffing)

CL 33 casting of the Chaotic Flexibility'd talent Latent Healing (Invigorate option)+Deeper Healing, with the help of an Inspired Surge'd Greater Invigorate- everyone has one application of 82 temp HP they can activate as a swift action (WM Chance 220%, rolled upon use rather than upon buffing)

CL 25 casting of the Inspired Surge'd Mind sphere talent Terrifying Mind- +5 morale against mind-affecting, +10 morale vs. fear (WM chance 110%)

CL 25 casting of the Inspired Surge'd Protection (ward) talent Inner Peace- +4 morale against fear, emotional and mind-affecting, all such affects permit a save even if not normally allowed. If it doesn't normally grant one, default to (10 + 1/2 HD of attacker + attacker's appropriate ability mod) (WM chance 110%)

CL 25 casting of the Inspired Surge'd Protection (ward) talent Mystic Shell- 3 layers, whenever a magical effect on me would be successfully dispelled, a layer is lost instead. (WM chance 110%)

CL 25 casting of Totem of Tactical Coordination, augmented by Monument and the Inspired Surge'd War sphere talents Penetrating Totems and Totem Merger, attached to the ornate, obdurium flagpole on a big 'ol concrete base kept in Visha's Enveloping Pit. (WM chance 110%)

CL 33 Contingency on the Tanya-self body: Warp effect. A Chaotic Flexibility'd Distant Teleport + Unseeing Teleport and an Inspired Surge'd True Teleport+Recall effect combine to produce the following effect: whenever Tanya identifies an opponent using a Disjunction or Antimagic Field effect, teleport two miles straight up, leaving behind a beacon she can choose to teleport back to without spending an action at any point in the next 33 rounds. This takes up 3 spell points. (WM chance 175%, reduced by -50% w/Careful Caster: WM effect doesn't happen until the Contingency triggers)

PLANNED 1ST-ROUND BUFF ROUTINE
EDIT: The below is outdated. See below.

 

Old buff stuff

Overmind (S)

24 SP
Standard:
A casting of Control Weather, base 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, total WM chance 120%. [A use of the Wild Fire invocation is used off of the Tap Chaos to add +8 to attacks, saves and AC for 15 rounds.]. Two spell points have been spent on Greater Weather to allow three categories of weather to be affected at once, another point on Severe Weather to improve the severity level I can raise it to, and another two on Radiation Lord to let me control Fallout- increasing Precipitation, Wind and Fallout to Category 7+2 at a speed of 3 level changes per round via the Tempestarii's Rapid Weather class feature. Three spell points have been spent via Climatic Shift to make it a permanent, undispellable effect replacing the natural weather, and this change in weather is effective to a 3,500' radius.

A spell point has been spent on Ectoplasmic Spell: the unnatural weather extends to the Astral and Ethereal and has full effect against incorporeal creatures. One has been spent for Disruptive Spell: to use a spherecasting effect or spell, anyone affected by a weather effect must make a Concentration check with a DC equal to that weather effect + 1/2 the CL of the sphere ability or spell. Three have been spent on Burrowing Magic: the unnatural weather ignores all barriers and there is no shelter against it.
The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a standard action with 2 spell points (reduced with Metamagic Enhancement class feature) and a use of Quicken Spell.  

2 spell points have been spent on Baleful Storm. Once Precipitation hits severity 4, I can reanimate any number of corpses within the area as a move action without paying the Reanimate ability's base cost: they only last as long as the rain does. Such undead creatures will get a +8 enhancement bonus to their Dexerity via Superior Reanimation, and are raised as Fast, Relentless, Gasburst (Mustard Gas) Zombies via Expanded Necromancy.

The wind is set to blow towards my opponent, bypassing the usual 1d4 roll to determine the wind's direction when releasing mustard gas from a gas cylinder.

DCs to avoid being blown away in the area, to move against the wind when checked, and the wind-based penalty to Perception checks are increased by +16, and wind-based penalties to ranged attacks are increased by -8. 

When lightning strikes begin when Wind and Precipitation hit severity 4, they happen once a round, not once a minute, and I can dictate where they go.

Via the Contamination Lord talent, once Wind and Fallout hit severity 4, the fallout ignores immunity to poison, ability damage, and ability drain. Creatures without Strength or Constitution scores take 8 points of fire damage for every point of ability damage that they would otherwise take.

Damage done to objects by weather effects within the area is doubled: if the damage is area damage, it ignores the halving of energy damage that objects normally experience. All damage dealt by weather effects within the area is maximized.
Swift: CL 25 casting of the Time sphere Haste ability on squadron member Richtofen: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Improved Haste and Temporal Haste talents. A spell point has been spent to enable it to last 25 rounds without concentration, another for Temporal Haste to work and another to mirror the effect across every member of the squadron via the Mass Command feat. The casting has been decreased to a swift action with 2 spell points (reduced with Metamagic Enhancement class feature)
Move: Directed Motion: every cohort gets a move action which can be used only to move
Swift 2 (Twist Time):
Swift/Move 2 (Temporal Haste):
CL 25 casting of the Flow manabond. One spell point spent to get it going, a second to permit me to target both my Tanya-self and Visha-self via Magical Conduit, and persists indefinitely at infinite range via Infinite Bond.
Its ordinary effects are made pretty much irrelevant by the effects of the Vassalize talent, which permit the overmind to use the spell points of the targets as they were its own on spherecasting effects- which it does in preference to its own, since they're effectively lost if they're taken out. [Note: Switch out this one for the default Mystical Bond for free CL boosts, or maybe Inspired Surge up another.]
Multispell: Use Deluxe Mage Barrier sphere-like ability on Tanya-self.

Tanya (S)

9 SP
Delays until after Visha if higher Initiative

Swift: A CL 25 use of the Alteration sphere Shapeshift ability on herself: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Cosmic Body and Star-Spawn Body talents. A spell point has been spent to let the effect last 250 minutes without concentration, another to use Star-Spawn Body traits, another to use the Ethereal trait, and another two to decrease the casting time to a swift action with Quicken Spell (cost reduced with Metamagic Enhancement class feature).
This grants 1 trait (base) + 5 (1 per 5 CL) + 1 (Greater Changes) + 1 (Extreme Changes) = 8 traits.
Trait 1: The Fire variation of the Elemental Movement trait of Elemental Transformation, replacing my base racial 30' movement speed with a 100' one
Trait 2: The Fire variation of the Elemental Movement trait of Elemental Transformation, using the option to boost a movement speed rather than replacing it to boost my base move to 150'
Trait 3: The Sprint trait of Animalistic Transformation: 1/minute as a free action, increase one base move speed by +70'
Trait 4: Ethereal, via Cosmic Body
Trait 5: Spiritual Touch, via Cosmic Body: weapons and natural weapons have Ghost Touch
Trait 6: Shadow Blend, via Cosmic Body: concealment in normal light, though not bright light
Trait 7: Impossible Geometries, via Star-Spawn Body: 50% miss chance against all attacks. True Seeing negates, but anyone who does has to make a DC 37 Will save vs. mind-affecting or be staggered for 1d4 rounds
Trait 8: Air Mastery: airborne targets have -3 on attack and damage towards me

Multispell:
Free Action
: Activate Sprint, boosting fly speed to 1,035' (base land speed 150', +60' enhancement from Temporal Haste, +35' competence from Swift Movement, +30' from Time sphere Incanter specialization, +70' from Haste, 345' total- tripled to 1,035' w/Angel Rings)
Full-Round: Run action straight up. This gets me to an altitude of 5,175 ft.
Swift 2 (Twist Time): Use Illusion. One spell point to create a Glamer (of self moving in a wide, clockwise circle over the ground) incorporating all five senses plus magical aura, another to make it a Lingering Illusion, and two on Archwizard-cost-reduced Quicken Spell to make it a swift action.
Move: Move straight up.
Move 2 (Directed Motion): Move straight up
Move/Swift 3 (Temporal Haste): Move at a 45' angle up and southeast. Altitude should be 7,760', 530' southeast from starting location.

Visha (S):

12 SP
Move/Swift 3 (Temporal Haste): A casting of the Clear Skies mantle on squadron member Tanya: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge. One spell point for the base effect, another to mirror the effect across every member of the squadron via the Mass Command feat- reducing the effect's duration to an hour. She, and every other squadron member, treats the weather as five steps less severe.
Another spell point has been spent on the Tenacious Spell metamagic, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed and increasing the casting time to a full-round action- and another two (reduced with Metamagic Enhancement) to bump the casting time down from a full-round to a move action.
Swift 2 (Twist Time): A CL 25 use of the Alteration sphere Shapeshift ability on herself: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Size Change and Size Mastery talents. A spell point has been spent to let the effect last 250 minutes without concentration, another to use Size Mastery, and another two to decrease the casting time to a swift action with Quicken Spell (cost reduced with Metamagic Enhancement class feature).
This grants 1 trait (base) + 5 (1 per 5 CL) + 1 (Greater Changes) + 1 (Extreme Changes) = 8 traits.
Trait 1: The Earth variation of the Elemental Movement trait of Elemental Transformation, giving me a 100' burrow speed and Earth Glide
Trait 2: The Earth variation of the Elemental Movement trait of Elemental Transformation, using the option to boost a movement speed rather than replacing it to boost my Burrow move to 150'
Trait 3: A Size Change to Fine
Transformation: The shape of a pygmy mouse via Animalistic Transformation
Trait 4: The Dodge trait from Agile
Trait 5: The Evasion trait from Agile
Trait 6: The Initiative trait from Agile
Trait 7: Darkvision 60'
Trait 8: Low-light vision
Standard: Empty Portable Hole
Move: Earth Glide 150'- initially straight downwards for 100', then northwest 45'.
Swift: Use Deluxe Mage Barrier sphere-like ability on self.
Multispell:
Move 2 (Directed Motion):
 

I Kompanie (S)

Standard: Trigger Mustard Gas cylinder.
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

II Kompanie (S)

Standard: Trigger Mustard Gas cylinder.
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

III Kompanie: (S)

Standard: Trigger Mustard Gas cylinder.
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

Richtofen (Musician 1): (S)

6 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 

Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

Kleist (Musician 2):

6 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 

Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system
Swift: CL 25 casting of a manabond. +100% Wild magic chance to gain the effects of the Soulmate (manabond) talent and What's Yours is Ours via Inspired Surge. One spell point spent to get it going, a second to permit me to target each other regimental musician and all 10 of the gunnery crew, and persists indefinitely at infinite range via Infinite Bond.
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

von Zeiten (Musician 3):

6 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 

Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Gun Crew #1:

1 SP
Standard: +100% Wild magic chance via Inspired Surge to gain the effects of the Transfer and Retained Imbuement Mana talents via Inspired Surge. Spend a spell point to target Richtofen with Transfer, granting him seven temporary spell points that can only be spent on the next Spherecasting effect he uses, otherwise lasting 25 minutes. Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #2:

0 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Standard: Use Chaotic Flexibility invocation to get 1d3 of the following talents in this order: Mental Enhancement, Physical Enhancement, Inherent Enhancement.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #3:

4 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor.
Spend one spell point to grant a +12 untyped bonus to Constitution.
Spend another on Dual Enhancement to also grant one to Dexterity.
Spend another to let it last for 1 round per caster level without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Dex or Con damage by 6 each via Supply Vigor.
Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Gun Crew #4:

4 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor.
Spend one spell point to grant a +12 untyped bonus to Intelligence.
Spend another on Dual Enhancement to also grant one to Wisdom.
Spend another to let it last for 1 round per caster level without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Wis or Int damage by 6 each via Supply Vigor.
Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #5:

3 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor.
Spend one spell point to grant a +12 untyped bonus to Charisma.
Spend another to let it last for 1 round per caster level without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Wis or Int damage by 6 each via Supply Vigor.
Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #6:

3 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor.
Spend one spell point to grant a +12 untyped bonus to Strength.
Spend another to let it last for 1 round per caster level without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Wis or Int damage by 6 each via Supply Vigor.
Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #7:

2 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Standard: Use Enhance on Squadron member Richtofen at CL 25, using the Mana Sink enhancement.
Spend a spell point to let it last for 1 round per caster level without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Gun Crew #8:

0 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Staunch Resistance talent.
Spend one spell point to grant a +8 untyped bonus to Fortitude saves.
Spend another with Dual Enhancement to also grant a +8 untyped bonus to Reflex saves.
Spend another to let it last for 250 minutes without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Gun Crew #9:

0 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Staunch Resistance talent.
Spend one spell point to grant a +8 untyped bonus to Will saves.
Spend another to let it last for 250 minutes without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #10:

0 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Immediate: +100% Wild magic chance via Inspired Surge to gain the effects of the Spell Mastery (amp) Mana talent via Inspired Surge. Using Tap Chaos for +8 to the CL for +110% Wild Magic chance. Using the Durable option to grant the next sphere effect +4 to MSD.
Standard: Use a Mana sphere manipulation on Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Bulwark talent, which I spend one spell point to use.
There are two Magical Barriers and two Physical Barriers.
Magical Barrier: The next time a magical effect would affect your target, the caster must succeed at a magic skill check against MSD 43. On a failure, the magic effect excludes the target from its effects, otherwise functioning normally.
Physical Barrier: The next time the target is attacked by a weapon attack, the attacker must succeed at a magic skill check against MSD 43. The attacker may substitute their CR (or total hit dice, if they possess no racial hit dice) for their MSB on this check. On a failure, the attack is deflected. This effect triggers before an attack roll is made.
Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Whitmann (Tank):

15 SP
Standard:
A casting of Control Weather, CL 25. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Volcano Lord and Fire Tornadoes talents. Two spell points have been spent on Greater Weather to allow three categories of weather to be affected at once, another point on Severe Weather to improve the severity level I can raise it to, and another two on Volcano Lord to let me control Ash and Vog- increasing Heat, Ash and Vog to category 7 at a speed of 3 level changes per round via the Tempestarii's Rapid Weather class feature. Three spell points have been spent via Climatic Shift to make it a permanent, undispellable effect replacing the natural weather, and this change in weather is effective to a 3,500' radius.

A spell point has been spent on Ectoplasmic Spell: the unnatural weather extends to the Astral and Ethereal and has full effect against incorporeal creatures. One has been spent for Disruptive Spell: to use a spherecasting effect or spell, anyone affected by a weather effect must make a Concentration check with a DC equal to that weather effect + 1/2 the CL of the sphere ability or spell. Three have been spent on Burrowing Magic: the unnatural weather ignores all barriers and there is no shelter against it.
The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement], then increased to a standard action with Careful Caster to reduce the wild magic chance effect of the effect by 50%- for a total wild magic chance of 10% (base) + 100% (Wild Surge) - 50% = 60%. 

Via the Boiling Lord talent, once Heat and Precipitation hit category 4, all creatures in the affected area take 6 fire damage per Precipitation severity level from boiling rain.

Via the Fire Tornadoes talent, once Wind and Heat hit severity 7, anything affected by a tornado also takes 36 fire damage. (Yes, while it's raining. Little particles of Caesium-137 mixed in with the fallout? Who knows.)

Damage done to objects by weather effects within the area is doubled: if the damage is area damage, it ignores the halving of energy damage that objects normally experience. All damage dealt by weather effects within the area is maximized.


Move:
Swift: Deluxe Mage Barrier on the tank.
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Bäke (Tank):

Standard:
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Panzer IIz: (S)

Standard:
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

 

Toptomcat

Toptomcat

Prefight buffs for everyone:

CL 25 casting of Greater Enhance Equipment on every item of weaponry except the grenades, another of Natural Enhancement on everyone's natural armor. Effect: +6 enhancement bonus to attack and damage and +6 to natural armor for everyone, lasting 25h

CL 35 casting of the Invigorate ability of the Life sphere, augmented by the Chaotic Flexibility'd talents Deeper Healing and Greater Invigorate. 86 temp HP for everyone, lasting 35 hours (WM Chance: 270%, reduced by 50% w/Careful Caster, 2/5 of yesterday's Manipulate Result used for 5e-style Advantage on wild magic rolls, extra spell point spent on Risk Management for four rolls on the Universal table rather than a major event if the 70% shakes out badly)

CL 33 casting of the Chaotic Flexibility'd talent Latent Healing (cure option)+Deeper Healing, with the help of two Inspired Surge'd (cure) talents- everyone has one application of 6d8+99 HP healing they can activate as a swift action (WM Chance 220%, rolled upon use rather than upon buffing)

CL 33 casting of the Chaotic Flexibility'd talent Latent Healing (Invigorate option)+Deeper Healing, with the help of an Inspired Surge'd Greater Invigorate- everyone has one application of 82 temp HP they can activate as a swift action (WM Chance 220%, rolled upon use rather than upon buffing)

CL 25 casting of the Inspired Surge'd Mind sphere talent Terrifying Mind- +5 morale against mind-affecting, +10 morale vs. fear (WM chance 110%)

CL 25 casting of the Inspired Surge'd Protection (ward) talent Inner Peace- +4 morale against fear, emotional and mind-affecting, all such affects permit a save even if not normally allowed. If it doesn't normally grant one, default to (10 + 1/2 HD of attacker + attacker's appropriate ability mod) (WM chance 110%)

CL 25 casting of the Inspired Surge'd Protection (ward) talent Mystic Shell- 3 layers, whenever a magical effect on me would be successfully dispelled, a layer is lost instead. (WM chance 110%)

CL 25 casting of Totem of Tactical Coordination, augmented by Monument and the Inspired Surge'd War sphere talents Penetrating Totems and Totem Merger, attached to the ornate, obdurium flagpole on a big 'ol concrete base kept in Visha's Enveloping Pit. (WM chance 110%)

CL 33 Contingency on the Tanya-self body: Warp effect. A Chaotic Flexibility'd Distant Teleport + Unseeing Teleport and an Inspired Surge'd True Teleport+Recall effect combine to produce the following effect: whenever Tanya identifies an opponent using a Disjunction or Antimagic Field effect, teleport two miles straight up, leaving behind a beacon she can choose to teleport back to without spending an action at any point in the next 33 rounds. This takes up 3 spell points. (WM chance 175%, reduced by -50% w/Careful Caster: WM effect doesn't happen until the Contingency triggers)

PLANNED 1ST-ROUND BUFF ROUTINE
Recheck SP counts.

Overmind (S)

24 SP
Standard:
A casting of Control Weather, base 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, total WM chance 120%. [A use of the Wild Fire invocation is used off of the Tap Chaos to add +8 to attacks, saves and AC for 15 rounds.]. Two spell points have been spent on Greater Weather to allow three categories of weather to be affected at once, another point on Severe Weather to improve the severity level I can raise it to, and another two on Radiation Lord to let me control Fallout- increasing Precipitation, Wind and Fallout to Category 7+2 at a speed of 3 level changes per round via the Tempestarii's Rapid Weather class feature. Three spell points have been spent via Climatic Shift to make it a permanent, undispellable effect replacing the natural weather, and this change in weather is effective to a 3,500' radius.

A spell point has been spent on Ectoplasmic Spell: the unnatural weather extends to the Astral and Ethereal and has full effect against incorporeal creatures. One has been spent for Disruptive Spell: to use a spherecasting effect or spell, anyone affected by a weather effect must make a Concentration check with a DC equal to that weather effect + 1/2 the CL of the sphere ability or spell. Three have been spent on Burrowing Magic: the unnatural weather ignores all barriers and there is no shelter against it.
The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a standard action with 2 spell points (reduced with Metamagic Enhancement class feature) and a use of Quicken Spell.  

2 spell points have been spent on Baleful Storm. Once Precipitation hits severity 4, I can reanimate any number of corpses within the area as a move action without paying the Reanimate ability's base cost: they only last as long as the rain does. Such undead creatures will get a +8 enhancement bonus to their Dexerity via Superior Reanimation, and are raised as Fast, Relentless, Gasburst (Mustard Gas) Zombies via Expanded Necromancy.

The wind is set to blow towards my opponent, bypassing the usual 1d4 roll to determine the wind's direction when releasing mustard gas from a gas cylinder.

DCs to avoid being blown away in the area, to move against the wind when checked, and the wind-based penalty to Perception checks are increased by +16, and wind-based penalties to ranged attacks are increased by -8. 

When lightning strikes begin when Wind and Precipitation hit severity 4, they happen once a round, not once a minute, and I can dictate where they go.

Via the Contamination Lord talent, once Wind and Fallout hit severity 4, the fallout ignores immunity to poison, ability damage, and ability drain. Creatures without Strength or Constitution scores take 8 points of fire damage for every point of ability damage that they would otherwise take.

Damage done to objects by weather effects within the area is doubled: if the damage is area damage, it ignores the halving of energy damage that objects normally experience. All damage dealt by weather effects within the area is maximized.
Swift: CL 25 casting of the Time sphere Haste ability on squadron member Richtofen: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Improved Haste and Temporal Haste talents. A spell point has been spent to enable it to last 25 rounds without concentration, another for Temporal Haste to work and another to mirror the effect across every member of the squadron via the Mass Command feat. The casting has been decreased to a swift action with 2 spell points (reduced with Metamagic Enhancement class feature)
Move: Directed Motion: every cohort gets a move action which can be used only to move
Swift 2 (Twist Time):
Swift/Move 2 (Temporal Haste):
CL 25 casting of the Flow manabond. One spell point spent to get it going, a second to permit me to target both my Tanya-self and Visha-self via Magical Conduit, and persists indefinitely at infinite range via Infinite Bond.
Its ordinary effects are made pretty much irrelevant by the effects of the Vassalize talent, which permit the overmind to use the spell points of the targets as they were its own on spherecasting effects- which it does in preference to its own, since they're effectively lost if they're taken out. [Note: Switch out this one for the default Mystical Bond for free CL boosts, or maybe Inspired Surge up another.]
Multispell: Use Deluxe Mage Barrier sphere-like ability on Tanya-self.

Tanya (S)

9 SP
Delays until after Visha if higher Initiative

Swift: A CL 25 use of the Alteration sphere Shapeshift ability on herself: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Cosmic Body and Star-Spawn Body talents. A spell point has been spent to let the effect last 250 minutes without concentration, another to use Star-Spawn Body traits, another to use the Ethereal trait, and another two to decrease the casting time to a swift action with Quicken Spell (cost reduced with Metamagic Enhancement class feature).
This grants 1 trait (base) + 5 (1 per 5 CL) + 1 (Greater Changes) + 1 (Extreme Changes) = 8 traits.
Trait 1: The Fire variation of the Elemental Movement trait of Elemental Transformation, replacing my base racial 30' movement speed with a 100' one
Trait 2: The Fire variation of the Elemental Movement trait of Elemental Transformation, using the option to boost a movement speed rather than replacing it to boost my base move to 150'
Trait 3: The Sprint trait of Animalistic Transformation: 1/minute as a free action, increase one base move speed by +70'
Trait 4: Ethereal, via Cosmic Body
Trait 5: Spiritual Touch, via Cosmic Body: weapons and natural weapons have Ghost Touch
Trait 6: Shadow Blend, via Cosmic Body: concealment in normal light, though not bright light
Trait 7: Impossible Geometries, via Star-Spawn Body: 50% miss chance against all attacks. True Seeing negates, but anyone who does has to make a DC 37 Will save vs. mind-affecting or be staggered for 1d4 rounds
Trait 8: Air Mastery: airborne targets have -3 on attack and damage towards me


Multispell:
Free Action
: Activate Sprint, boosting fly speed to 1,035' (base land speed 150', +60' enhancement from Temporal Haste, +35' competence from Swift Movement, +30' from Time sphere Incanter specialization, +70' from Haste, 345' total- tripled to 1,035' w/Angel Rings)
Full-Round: Run action straight up. This gets me to an altitude of 5,175 ft.
Swift 2 (Twist Time): Use Illusion. One spell point to create a Glamer (of self moving in a wide, clockwise circle over the ground) incorporating all five senses plus magical aura, another to make it a Lingering Illusion, and two on Archwizard-cost-reduced Quicken Spell to make it a swift action.
Move: Move straight up.
Move 2 (Directed Motion): Move straight up
Move/Swift 3 (Temporal Haste): Move at a 45' angle up and southeast. Altitude should be 7,760', 530' southeast from starting location.

Visha (S):

12 SP
Move/Swift 3 (Temporal Haste): A casting of the Clear Skies mantle on squadron member Tanya: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge. One spell point for the base effect, another to mirror the effect across every member of the squadron via the Mass Command feat- reducing the effect's duration to an hour. She, and every other squadron member, treats the weather as five steps less severe.
Another spell point has been spent on the Tenacious Spell metamagic, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed and increasing the casting time to a full-round action- and another two (reduced with Metamagic Enhancement) to bump the casting time down from a full-round to a move action.
Swift 2 (Twist Time): A CL 25 use of the Alteration sphere Shapeshift ability on herself: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Size Change and Size Mastery talents. A spell point has been spent to let the effect last 250 minutes without concentration, another to use Size Mastery, and another two to decrease the casting time to a swift action with Quicken Spell (cost reduced with Metamagic Enhancement class feature).
This grants 1 trait (base) + 5 (1 per 5 CL) + 1 (Greater Changes) + 1 (Extreme Changes) = 8 traits.
Trait 1: The Earth variation of the Elemental Movement trait of Elemental Transformation, giving me a 100' burrow speed and Earth Glide
Trait 2: The Earth variation of the Elemental Movement trait of Elemental Transformation, using the option to boost a movement speed rather than replacing it to boost my Burrow move to 150'
Trait 3: A Size Change to Fine
Transformation: The shape of a pygmy mouse via Animalistic Transformation
Trait 4: The Dodge trait from Agile
Trait 5: The Evasion trait from Agile
Trait 6: The Initiative trait from Agile
Trait 7: Darkvision 60'
Trait 8: Low-light vision

Standard: Empty Portable Hole
Move: Earth Glide 150'- initially straight downwards for 100', then northwest 45'.
Swift: Use Deluxe Mage Barrier sphere-like ability on self.
Multispell:
Move 2 (Directed Motion):
 

I Kompanie (S)

Standard: Trigger Mustard Gas cylinder.
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

II Kompanie (S)

Standard: Trigger Mustard Gas cylinder.
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

III Kompanie: (S)

Standard: Trigger Mustard Gas cylinder.
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

Richtofen (Musician 1): (S)

6 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 

Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

Kleist (Musician 2):

6 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 

Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system
Swift: CL 25 casting of a manabond. +100% Wild magic chance to gain the effects of the Soulmate (manabond) talent and What's Yours is Ours via Inspired Surge. One spell point spent to get it going, a second to permit me to target each other regimental musician and all 10 of the gunnery crew, and persists indefinitely at infinite range via Infinite Bond.
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

von Zeiten (Musician 3):

6 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 

Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Gun Crew #1:

1 SP
Standard: +100% Wild magic chance via Inspired Surge to gain the effects of the Transfer and Retained Imbuement Mana talents via Inspired Surge. Spend a spell point to target Richtofen with Transfer, granting him seven temporary spell points that can only be spent on the next Spherecasting effect he uses, otherwise lasting 25 minutes. Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #2:

0 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Standard: Use Chaotic Flexibility invocation to get 1d3 of the following talents in this order: Mental Enhancement, Physical Enhancement, Inherent Enhancement.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #3:

4 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor.
Spend one spell point to grant a +12 untyped bonus to Constitution.
Spend another on Dual Enhancement to also grant one to Dexterity.
Spend another to let it last for 1 round per caster level without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Dex or Con damage by 6 each via Supply Vigor.
Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Gun Crew #4:

4 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor.
Spend one spell point to grant a +12 untyped bonus to Intelligence.
Spend another on Dual Enhancement to also grant one to Wisdom.
Spend another to let it last for 1 round per caster level without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Wis or Int damage by 6 each via Supply Vigor.
Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #5:

3 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor.
Spend one spell point to grant a +12 untyped bonus to Charisma.
Spend another to let it last for 1 round per caster level without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Wis or Int damage by 6 each via Supply Vigor.
Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #6:

3 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor.
Spend one spell point to grant a +12 untyped bonus to Strength.
Spend another to let it last for 1 round per caster level without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Wis or Int damage by 6 each via Supply Vigor.
Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #7:

2 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Standard: Use Enhance on Squadron member Richtofen at CL 25, using the Mana Sink enhancement.
Spend a spell point to let it last for 1 round per caster level without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Gun Crew #8:

0 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Staunch Resistance talent.
Spend one spell point to grant a +8 untyped bonus to Fortitude saves.
Spend another with Dual Enhancement to also grant a +8 untyped bonus to Reflex saves.
Spend another to let it last for 250 minutes without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Gun Crew #9:

0 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Staunch Resistance talent.
Spend one spell point to grant a +8 untyped bonus to Will saves.
Spend another to let it last for 250 minutes without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #10:

0 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Immediate: +100% Wild magic chance via Inspired Surge to gain the effects of the Spell Mastery (amp) Mana talent via Inspired Surge. Using Tap Chaos for +8 to the CL for +110% Wild Magic chance. Using the Durable option to grant the next sphere effect +4 to MSD.
Standard: Use a Mana sphere manipulation on Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Bulwark talent, which I spend one spell point to use.
There are two Magical Barriers and two Physical Barriers.
Magical Barrier: The next time a magical effect would affect your target, the caster must succeed at a magic skill check against MSD 43. On a failure, the magic effect excludes the target from its effects, otherwise functioning normally.
Physical Barrier: The next time the target is attacked by a weapon attack, the attacker must succeed at a magic skill check against MSD 43. The attacker may substitute their CR (or total hit dice, if they possess no racial hit dice) for their MSB on this check. On a failure, the attack is deflected. This effect triggers before an attack roll is made.
Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Whitmann (Tank):

15 SP
Standard:
A casting of Control Weather, CL 25. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Volcano Lord and Fire Tornadoes talents. Two spell points have been spent on Greater Weather to allow three categories of weather to be affected at once, another point on Severe Weather to improve the severity level I can raise it to, and another two on Volcano Lord to let me control Ash and Vog- increasing Heat, Ash and Vog to category 7 at a speed of 3 level changes per round via the Tempestarii's Rapid Weather class feature. Three spell points have been spent via Climatic Shift to make it a permanent, undispellable effect replacing the natural weather, and this change in weather is effective to a 3,500' radius.

A spell point has been spent on Ectoplasmic Spell: the unnatural weather extends to the Astral and Ethereal and has full effect against incorporeal creatures. One has been spent for Disruptive Spell: to use a spherecasting effect or spell, anyone affected by a weather effect must make a Concentration check with a DC equal to that weather effect + 1/2 the CL of the sphere ability or spell. Three have been spent on Burrowing Magic: the unnatural weather ignores all barriers and there is no shelter against it.
The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement], then increased to a standard action with Careful Caster to reduce the wild magic chance effect of the effect by 50%- for a total wild magic chance of 10% (base) + 100% (Wild Surge) - 50% = 60%. 

Via the Boiling Lord talent, once Heat and Precipitation hit category 4, all creatures in the affected area take 6 fire damage per Precipitation severity level from boiling rain.

Via the Fire Tornadoes talent, once Wind and Heat hit severity 7, anything affected by a tornado also takes 36 fire damage. (Yes, while it's raining. Little particles of Caesium-137 mixed in with the fallout? Who knows.)

Damage done to objects by weather effects within the area is doubled: if the damage is area damage, it ignores the halving of energy damage that objects normally experience. All damage dealt by weather effects within the area is maximized.


Move:
Swift: Deluxe Mage Barrier on the tank.
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Bäke (Tank):

Standard:
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Panzer IIz: (S)

Standard:
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

Toptomcat

Toptomcat

Prefight buffs for everyone:

CL 25 casting of Greater Enhance Equipment on every item of weaponry except the grenades, another of Natural Enhancement on everyone's natural armor

CL 35 casting of the Invigorate ability of the Life sphere, augmented by the Chaotic Flexibility'd talents Deeper Healing and Greater Invigorate. 86 temp HP for everyone, lasting 35 hours

CL 33 casting of the Chaotic Flexibility'd talent Latent Healing (cure option)+Deeper Healing, with the help of two Inspired Surge'd (cure) talents- everyone has one application of 6d8+99 HP healing they can activate as a swift action

CL 33 casting of the Chaotic Flexibility'd talent Latent Healing (Invigorate option)+Deeper Healing, with the help of an Inspired Surge'd Greater Invigorate- everyone has one application of 82 temp HP they can activate as a swift action

CL 25 casting of the Inspired Surge'd Mind sphere talent Terrifying Mind- +5 morale against mind-affecting, +10 morale vs. fear

CL 25 casting of the Inspired Surge'd Protection (ward) talent Inner Peace- +4 morale against fear, emotional and mind-affecting, all such affects permit a save even if not normally allowed. If it doesn't normally grant one, default to (10 + 1/2 HD of attacker + attacker's appropriate ability mod)

CL 25 casting of the Inspired Surge'd Protection (ward) talent Mystic Shell- 3 layers, whenever a magical effect on me would be successfully dispelled, a layer is lost instead.

CL 25 casting of Totem of Tactical Coordination, augmented by Monument and the Inspired Surge'd War sphere talents Penetrating Totems and Totem Merger, attached to the ornate, obdurium flagpole on a big 'ol concrete base kept in Visha's Enveloping Pit.

CL 33 Contingency on the Tanya-self body: Warp effect. A Chaotic Flexibility'd Distant Teleport + Unseeing Teleport and an Inspired Surge'd True Teleport+Recall effect combine to produce the following effect: whenever Tanya identifies an opponent using a Disjunction or Antimagic Field effect, teleport two miles straight up, leaving behind a beacon she can choose to teleport back to without spending an action at any point in the next 33 rounds. This takes up 3 spell points.

PLANNED 1ST-ROUND BUFF ROUTINE
Recheck SP counts.

Overmind (S)

24 SP
Standard:
A casting of Control Weather, base 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. [A use of the Wild Fire invocation is used off of the Tap Chaos to add +8 to attacks, saves and AC for 15 rounds.]. Two spell points have been spent on Greater Weather to allow three categories of weather to be affected at once, another point on Severe Weather to improve the severity level I can raise it to, and another two on Radiation Lord to let me control Fallout- increasing Precipitation, Wind and Fallout to Category 7+2 at a speed of 3 level changes per round via the Tempestarii's Rapid Weather class feature. Three spell points have been spent via Climatic Shift to make it a permanent, undispellable effect replacing the natural weather, and this change in weather is effective to a 3,500' radius.

A spell point has been spent on Ectoplasmic Spell: the unnatural weather extends to the Astral and Ethereal and has full effect against incorporeal creatures. One has been spent for Disruptive Spell: to use a spherecasting effect or spell, anyone affected by a weather effect must make a Concentration check with a DC equal to that weather effect + 1/2 the CL of the sphere ability or spell. Three have been spent on Burrowing Magic: the unnatural weather ignores all barriers and there is no shelter against it.
The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a standard action with 2 spell points (reduced with Metamagic Enhancement class feature) and a use of Quicken Spell.  

2 spell points have been spent on Baleful Storm. Once Precipitation hits severity 4, I can reanimate any number of corpses within the area as a move action without paying the Reanimate ability's base cost: they only last as long as the rain does. Such undead creatures will get a +8 enhancement bonus to their Dexerity via Superior Reanimation, and are raised as Fast, Relentless, Gasburst (Mustard Gas) Zombies via Expanded Necromancy.

The wind is set to blow towards my opponent, bypassing the usual 1d4 roll to determine the wind's direction when releasing mustard gas from a gas cylinder.

DCs to avoid being blown away in the area, to move against the wind when checked, and the wind-based penalty to Perception checks are increased by +16, and wind-based penalties to ranged attacks are increased by -8. 

When lightning strikes begin when Wind and Precipitation hit severity 4, they happen once a round, not once a minute, and I can dictate where they go.

Via the Contamination Lord talent, once Wind and Fallout hit severity 4, the fallout ignores immunity to poison, ability damage, and ability drain. Creatures without Strength or Constitution scores take 8 points of fire damage for every point of ability damage that they would otherwise take.

Damage done to objects by weather effects within the area is doubled: if the damage is area damage, it ignores the halving of energy damage that objects normally experience. All damage dealt by weather effects within the area is maximized.
Swift: CL 25 casting of the Time sphere Haste ability on squadron member Richtofen: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Improved Haste and Temporal Haste talents. A spell point has been spent to enable it to last 25 rounds without concentration, another for Temporal Haste to work and another to mirror the effect across every member of the squadron via the Mass Command feat. The casting has been decreased to a swift action with 2 spell points (reduced with Metamagic Enhancement class feature)
Move: Directed Motion: every cohort gets a move action which can be used only to move
Swift 2 (Twist Time):
Swift/Move 2 (Temporal Haste):
CL 25 casting of the Flow manabond. One spell point spent to get it going, a second to permit me to target both my Tanya-self and Visha-self via Magical Conduit, and persists indefinitely at infinite range via Infinite Bond.
Its ordinary effects are made pretty much irrelevant by the effects of the Vassalize talent, which permit the overmind to use the spell points of the targets as they were its own on spherecasting effects- which it does in preference to its own, since they're effectively lost if they're taken out. [Note: Switch out this one for the default Mystical Bond for free CL boosts, or maybe Inspired Surge up another.]
Multispell: Use Deluxe Mage Barrier sphere-like ability on Tanya-self.

Tanya (S)

9 SP
Delays until after Visha if higher Initiative

Swift: A CL 25 use of the Alteration sphere Shapeshift ability on herself: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Cosmic Body and Star-Spawn Body talents. A spell point has been spent to let the effect last 250 minutes without concentration, another to use Star-Spawn Body traits, another to use the Ethereal trait, and another two to decrease the casting time to a swift action with Quicken Spell (cost reduced with Metamagic Enhancement class feature).
This grants 1 trait (base) + 5 (1 per 5 CL) + 1 (Greater Changes) + 1 (Extreme Changes) = 8 traits.
Trait 1: The Fire variation of the Elemental Movement trait of Elemental Transformation, replacing my base racial 30' movement speed with a 100' one
Trait 2: The Fire variation of the Elemental Movement trait of Elemental Transformation, using the option to boost a movement speed rather than replacing it to boost my base move to 150'
Trait 3: The Sprint trait of Animalistic Transformation: 1/minute as a free action, increase one base move speed by +70'
Trait 4: Ethereal, via Cosmic Body
Trait 5: Spiritual Touch, via Cosmic Body: weapons and natural weapons have Ghost Touch
Trait 6: Shadow Blend, via Cosmic Body: concealment in normal light, though not bright light
Trait 7: Impossible Geometries, via Star-Spawn Body: 50% miss chance against all attacks. True Seeing negates, but anyone who does has to make a DC 37 Will save vs. mind-affecting or be staggered for 1d4 rounds
Trait 8: Air Mastery: airborne targets have -3 on attack and damage towards me


Multispell:
Free Action
: Activate Sprint, boosting fly speed to 1,035' (base land speed 150', +60' enhancement from Temporal Haste, +35' competence from Swift Movement, +30' from Time sphere Incanter specialization, +70' from Haste, 345' total- tripled to 1,035' w/Angel Rings)
Full-Round: Run action straight up. This gets me to an altitude of 5,175 ft.
Swift 2 (Twist Time): Use Illusion. One spell point to create a Glamer (of self moving in a wide, clockwise circle over the ground) incorporating all five senses plus magical aura, another to make it a Lingering Illusion, and two on Archwizard-cost-reduced Quicken Spell to make it a swift action.
Move: Move straight up.
Move 2 (Directed Motion): Move straight up
Move/Swift 3 (Temporal Haste): Move at a 45' angle up and southeast. Altitude should be 7,760', 530' southeast from starting location.

Visha (S):

12 SP
Move/Swift 3 (Temporal Haste): A casting of the Clear Skies mantle on squadron member Tanya: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge. One spell point for the base effect, another to mirror the effect across every member of the squadron via the Mass Command feat- reducing the effect's duration to an hour. She, and every other squadron member, treats the weather as five steps less severe.
Another spell point has been spent on the Tenacious Spell metamagic, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed and increasing the casting time to a full-round action- and another two (reduced with Metamagic Enhancement) to bump the casting time down from a full-round to a move action.
Swift 2 (Twist Time): A CL 25 use of the Alteration sphere Shapeshift ability on herself: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Size Change and Size Mastery talents. A spell point has been spent to let the effect last 250 minutes without concentration, another to use Size Mastery, and another two to decrease the casting time to a swift action with Quicken Spell (cost reduced with Metamagic Enhancement class feature).
This grants 1 trait (base) + 5 (1 per 5 CL) + 1 (Greater Changes) + 1 (Extreme Changes) = 8 traits.
Trait 1: The Earth variation of the Elemental Movement trait of Elemental Transformation, giving me a 100' burrow speed and Earth Glide
Trait 2: The Earth variation of the Elemental Movement trait of Elemental Transformation, using the option to boost a movement speed rather than replacing it to boost my Burrow move to 150'
Trait 3: A Size Change to Fine
Transformation: The shape of a pygmy mouse via Animalistic Transformation
Trait 4: The Dodge trait from Agile
Trait 5: The Evasion trait from Agile
Trait 6: The Initiative trait from Agile
Trait 7: Darkvision 60'
Trait 8: Low-light vision

Standard:
Move: Earth Glide 150'- initially straight downwards for 100', then northwest 45'.
Swift: Use Deluxe Mage Barrier sphere-like ability on self.
Multispell:
Move 2 (Directed Motion):
 

I Kompanie (S)

Standard: Trigger Mustard Gas cylinder.
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

II Kompanie (S)

Standard: Trigger Mustard Gas cylinder.
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

III Kompanie: (S)

Standard: Trigger Mustard Gas cylinder.
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

Richtofen (Musician 1): (S)

6 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 

Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

Kleist (Musician 2):

6 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 

Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system
Swift: CL 25 casting of a manabond. +100% Wild magic chance to gain the effects of the Soulmate (manabond) talent and What's Yours is Ours via Inspired Surge. One spell point spent to get it going, a second to permit me to target each other regimental musician and all 10 of the gunnery crew, and persists indefinitely at infinite range via Infinite Bond.
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

von Zeiten (Musician 3):

6 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 

Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Gun Crew #1:

1 SP
Standard: +100% Wild magic chance via Inspired Surge to gain the effects of the Transfer and Retained Imbuement Mana talents via Inspired Surge. Spend a spell point to target Richtofen with Transfer, granting him seven temporary spell points that can only be spent on the next Spherecasting effect he uses, otherwise lasting 25 minutes. Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #2:

0 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Standard: Use Chaotic Flexibility invocation to get 1d3 of the following talents in this order: Mental Enhancement, Physical Enhancement, Inherent Enhancement.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #3:

4 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor.
Spend one spell point to grant a +12 untyped bonus to Constitution.
Spend another on Dual Enhancement to also grant one to Dexterity.
Spend another to let it last for 1 round per caster level without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Dex or Con damage by 6 each via Supply Vigor.
Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Gun Crew #4:

4 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor.
Spend one spell point to grant a +12 untyped bonus to Intelligence.
Spend another on Dual Enhancement to also grant one to Wisdom.
Spend another to let it last for 1 round per caster level without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Wis or Int damage by 6 each via Supply Vigor.
Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #5:

3 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor.
Spend one spell point to grant a +12 untyped bonus to Charisma.
Spend another to let it last for 1 round per caster level without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Wis or Int damage by 6 each via Supply Vigor.
Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #6:

3 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor.
Spend one spell point to grant a +12 untyped bonus to Strength.
Spend another to let it last for 1 round per caster level without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Wis or Int damage by 6 each via Supply Vigor.
Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #7:

2 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Standard: Use Enhance on Squadron member Richtofen at CL 25, using the Mana Sink enhancement.
Spend a spell point to let it last for 1 round per caster level without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Gun Crew #8:

0 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Staunch Resistance talent.
Spend one spell point to grant a +8 untyped bonus to Fortitude saves.
Spend another with Dual Enhancement to also grant a +8 untyped bonus to Reflex saves.
Spend another to let it last for 250 minutes without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Gun Crew #9:

0 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Staunch Resistance talent.
Spend one spell point to grant a +8 untyped bonus to Will saves.
Spend another to let it last for 250 minutes without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #10:

0 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Immediate: +100% Wild magic chance via Inspired Surge to gain the effects of the Spell Mastery (amp) Mana talent via Inspired Surge. Using Tap Chaos for +8 to the CL for +110% Wild Magic chance. Using the Durable option to grant the next sphere effect +4 to MSD.
Standard: Use a Mana sphere manipulation on Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Bulwark talent, which I spend one spell point to use.
There are two Magical Barriers and two Physical Barriers.
Magical Barrier: The next time a magical effect would affect your target, the caster must succeed at a magic skill check against MSD 43. On a failure, the magic effect excludes the target from its effects, otherwise functioning normally.
Physical Barrier: The next time the target is attacked by a weapon attack, the attacker must succeed at a magic skill check against MSD 43. The attacker may substitute their CR (or total hit dice, if they possess no racial hit dice) for their MSB on this check. On a failure, the attack is deflected. This effect triggers before an attack roll is made.
Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Whitmann (Tank):

15 SP
Standard:
A casting of Control Weather, CL 25. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Volcano Lord and Fire Tornadoes talents. Two spell points have been spent on Greater Weather to allow three categories of weather to be affected at once, another point on Severe Weather to improve the severity level I can raise it to, and another two on Volcano Lord to let me control Ash and Vog- increasing Heat, Ash and Vog to category 7 at a speed of 3 level changes per round via the Tempestarii's Rapid Weather class feature. Three spell points have been spent via Climatic Shift to make it a permanent, undispellable effect replacing the natural weather, and this change in weather is effective to a 3,500' radius.

A spell point has been spent on Ectoplasmic Spell: the unnatural weather extends to the Astral and Ethereal and has full effect against incorporeal creatures. One has been spent for Disruptive Spell: to use a spherecasting effect or spell, anyone affected by a weather effect must make a Concentration check with a DC equal to that weather effect + 1/2 the CL of the sphere ability or spell. Three have been spent on Burrowing Magic: the unnatural weather ignores all barriers and there is no shelter against it.
The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement], then increased to a standard action with Careful Caster to reduce the wild magic chance effect of the effect by 50%- for a total wild magic chance of 10% (base) + 100% (Wild Surge) - 50% = 60%. 

Via the Boiling Lord talent, once Heat and Precipitation hit category 4, all creatures in the affected area take 6 fire damage per Precipitation severity level from boiling rain.

Via the Fire Tornadoes talent, once Wind and Heat hit severity 7, anything affected by a tornado also takes 36 fire damage. (Yes, while it's raining. Little particles of Caesium-137 mixed in with the fallout? Who knows.)

Damage done to objects by weather effects within the area is doubled: if the damage is area damage, it ignores the halving of energy damage that objects normally experience. All damage dealt by weather effects within the area is maximized.


Move:
Swift: Deluxe Mage Barrier on the tank.
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Bäke (Tank):

Standard:
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Panzer IIz: (S)

Standard:
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

Toptomcat

Toptomcat

Prefight: use Invocation

PLANNED 1ST-ROUND BUFF ROUTINE

Overmind (S)

24 SP
Standard:
A casting of Control Weather, base 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. [A use of the Wild Fire invocation is used off of the Tap Chaos to add +8 to attacks, saves and AC for 15 rounds.]. Two spell points have been spent on Greater Weather to allow three categories of weather to be affected at once, another point on Severe Weather to improve the severity level I can raise it to, and another two on Radiation Lord to let me control Fallout- increasing Precipitation, Wind and Fallout to Category 7+2 at a speed of 3 level changes per round via the Tempestarii's Rapid Weather class feature. Three spell points have been spent via Climatic Shift to make it a permanent, undispellable effect replacing the natural weather, and this change in weather is effective to a 3,500' radius.

A spell point has been spent on Ectoplasmic Spell: the unnatural weather extends to the Astral and Ethereal and has full effect against incorporeal creatures. One has been spent for Disruptive Spell: to use a spherecasting effect or spell, anyone affected by a weather effect must make a Concentration check with a DC equal to that weather effect + 1/2 the CL of the sphere ability or spell. Three have been spent on Burrowing Magic: the unnatural weather ignores all barriers and there is no shelter against it.
The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a standard action with 2 spell points (reduced with Metamagic Enhancement class feature) and a use of Quicken Spell.  

2 spell points have been spent on Baleful Storm. Once Precipitation hits severity 4, I can reanimate any number of corpses within the area as a move action without paying the Reanimate ability's base cost: they only last as long as the rain does. Such undead creatures will get a +8 enhancement bonus to their Dexerity via Superior Reanimation, and are raised as Fast, Relentless, Gasburst (Mustard Gas) Zombies via Expanded Necromancy.

The wind is set to blow towards my opponent, bypassing the usual 1d4 roll to determine the wind's direction when releasing mustard gas from a gas cylinder.

DCs to avoid being blown away in the area, to move against the wind when checked, and the wind-based penalty to Perception checks are increased by +16, and wind-based penalties to ranged attacks are increased by -8. 

When lightning strikes begin when Wind and Precipitation hit severity 4, they happen once a round, not once a minute, and I can dictate where they go.

Via the Contamination Lord talent, once Wind and Fallout hit severity 4, the fallout ignores immunity to poison, ability damage, and ability drain. Creatures without Strength or Constitution scores take 8 points of fire damage for every point of ability damage that they would otherwise take.

Damage done to objects by weather effects within the area is doubled: if the damage is area damage, it ignores the halving of energy damage that objects normally experience. All damage dealt by weather effects within the area is maximized.
Swift: CL 25 casting of the Time sphere Haste ability on squadron member Richtofen: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Improved Haste and Temporal Haste talents. A spell point has been spent to enable it to last 25 rounds without concentration, another for Temporal Haste to work and another to mirror the effect across every member of the squadron via the Mass Command feat. The casting has been decreased to a swift action with 2 spell points (reduced with Metamagic Enhancement class feature)
Move: Directed Motion: every cohort gets a move action which can be used only to move
Swift 2 (Twist Time):
Swift/Move 2 (Temporal Haste):
CL 25 casting of the Flow manabond. One spell point spent to get it going, a second to permit me to target both my Tanya-self and Visha-self via Magical Conduit, and persists indefinitely at infinite range via Infinite Bond.
Its ordinary effects are made pretty much irrelevant by the effects of the Vassalize talent, which permit the overmind to use the spell points of the targets as they were its own on spherecasting effects- which it does in preference to its own, since they're effectively lost if they're taken out. [Note: Switch out this one for the default Mystical Bond for free CL boosts, or maybe Inspired Surge up another.]
Multispell: Use Deluxe Mage Barrier sphere-like ability on Tanya-self.

Tanya (S)

9 SP
Delays until after Visha if higher Initiative

Swift: A CL 25 use of the Alteration sphere Shapeshift ability on herself: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Cosmic Body and Star-Spawn Body talents. A spell point has been spent to let the effect last 250 minutes without concentration, another to use Star-Spawn Body traits, another to use the Ethereal trait, and another two to decrease the casting time to a swift action with Quicken Spell (cost reduced with Metamagic Enhancement class feature).
This grants 1 trait (base) + 5 (1 per 5 CL) + 1 (Greater Changes) + 1 (Extreme Changes) = 8 traits.
Trait 1: The Fire variation of the Elemental Movement trait of Elemental Transformation, replacing my base racial 30' movement speed with a 100' one
Trait 2: The Fire variation of the Elemental Movement trait of Elemental Transformation, using the option to boost a movement speed rather than replacing it to boost my base move to 150'
Trait 3: The Sprint trait of Animalistic Transformation: 1/minute as a free action, increase one base move speed by +70'
Trait 4: Ethereal, via Cosmic Body
Trait 5: Spiritual Touch, via Cosmic Body: weapons and natural weapons have Ghost Touch
Trait 6: Shadow Blend, via Cosmic Body: concealment in normal light, though not bright light
Trait 7: Impossible Geometries, via Star-Spawn Body: 50% miss chance against all attacks. True Seeing negates, but anyone who does has to make a DC 37 Will save vs. mind-affecting or be staggered for 1d4 rounds
Trait 8: Air Mastery: airborne targets have -3 on attack and damage towards me


Multispell:
Free Action
: Activate Sprint, boosting fly speed to 1,035' (base land speed 150', +60' enhancement from Temporal Haste, +35' competence from Swift Movement, +30' from Time sphere Incanter specialization, +70' from Haste, 345' total- tripled to 1,035' w/Angel Rings)
Full-Round: Run action straight up. This gets me to an altitude of 5,175 ft.
Swift 2 (Twist Time): Use Illusion. One spell point to create a Glamer (of self moving in a wide, clockwise circle over the ground) incorporating all five senses plus magical aura, another to make it a Lingering Illusion, and two on Archwizard-cost-reduced Quicken Spell to make it a swift action.
Move: Move straight up.
Move 2 (Directed Motion): Move straight up
Move/Swift 3 (Temporal Haste): Move at a 45' angle up and southeast. Altitude should be 7,760', 530' southeast from starting location.

Visha (S):

12 SP
Move/Swift 3 (Temporal Haste): A casting of the Clear Skies mantle on squadron member Tanya: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge. One spell point for the base effect, another to mirror the effect across every member of the squadron via the Mass Command feat- reducing the effect's duration to an hour. She, and every other squadron member, treats the weather as five steps less severe.
Another spell point has been spent on the Tenacious Spell metamagic, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed and increasing the casting time to a full-round action- and another two (reduced with Metamagic Enhancement) to bump the casting time down from a full-round to a move action.
Swift 2 (Twist Time): A CL 25 use of the Alteration sphere Shapeshift ability on herself: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Size Change and Size Mastery talents. A spell point has been spent to let the effect last 250 minutes without concentration, another to use Size Mastery, and another two to decrease the casting time to a swift action with Quicken Spell (cost reduced with Metamagic Enhancement class feature).
This grants 1 trait (base) + 5 (1 per 5 CL) + 1 (Greater Changes) + 1 (Extreme Changes) = 8 traits.
Trait 1: The Earth variation of the Elemental Movement trait of Elemental Transformation, giving me a 100' burrow speed and Earth Glide
Trait 2: The Earth variation of the Elemental Movement trait of Elemental Transformation, using the option to boost a movement speed rather than replacing it to boost my Burrow move to 150'
Trait 3: A Size Change to Fine
Transformation: The shape of a pygmy mouse via Animalistic Transformation
Trait 4: The Dodge trait from Agile
Trait 5: The Evasion trait from Agile
Trait 6: The Initiative trait from Agile
Trait 7: Darkvision 60'
Trait 8: Low-light vision

Standard: Touch Tanya, targeting her with the Invigorate ability of the Life sphere. Base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat, granting the benefits of the Deeper Healing and Greater Invigorate talents. One spell point has been spent on Greater Invigorate to enable the temp HP it grants to be applied as normal for temp HP to a non-injured target: a second has been spent on the Squadron feat Mass Command to mirror the effect across all squadron members. This grants 86 temp HP, lasting for 35 hours.
Move: Earth Glide 150'- initially straight downwards for 100', then northwest 45'.
Swift: Use Deluxe Mage Barrier sphere-like ability on self.
Multispell:
Move 2 (Directed Motion):
 

I Kompanie (S)

Standard: Trigger Mustard Gas cylinder.
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

II Kompanie (S)

Standard: Trigger Mustard Gas cylinder.
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

III Kompanie: (S)

Standard: Trigger Mustard Gas cylinder.
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

Richtofen (Musician 1): (S)

6 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 

Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

Kleist (Musician 2):

6 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 

Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

von Zeiten (Musician 3):

6 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 

Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Gun Crew #1:

6 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard: Use Chaotic Flexibility invocation to get 1d3 of the following talents in this order: Mental Enhancement, Physical Enhancement, Inherent Enhancement.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #2:

10 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor.
Spend one spell point to grant a +12 untyped bonus to Constitution.
Spend another on Dual Enhancement to also grant one to Dexterity.
Spend another to let it last for 1 round per caster level without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Dex or Con damage by 6 each via Supply Vigor.

Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #3:

10 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor.
Spend one spell point to grant a +12 untyped bonus to Intelligence.
Spend another on Dual Enhancement to also grant one to Wisdom.
Spend another to let it last for 1 round per caster level without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Wis or Int damage by 6 each via Supply Vigor.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #4:

9 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor.
Spend one spell point to grant a +12 untyped bonus to Charisma.
Spend another to let it last for 1 round per caster level without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Wis or Int damage by 6 each via Supply Vigor.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #5:

9 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor.
Spend one spell point to grant a +12 untyped bonus to Strength.
Spend another to let it last for 1 round per caster level without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Wis or Int damage by 6 each via Supply Vigor.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #6:

6 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard: [ALTERATIONS FOR EVERYONE]
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #7:

6 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard: [SOME SPIRIT TALENT IDK]
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

[MAYBE SOME TELEKINETIC SPICINESS]
[MAYBE SOME TIME SHIT]
[MAYBE SOME WARP SHIT]

Gun Crew #8:

6 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard: [GET THAT TOTEM GOING]
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #9:

6 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard: [MAYBE A WARD]
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #10:

6 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard: [MAYBE ANOTHER WARD]
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Whitmann (Tank):

15 SP
Standard:
A casting of Control Weather, CL 25. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Volcano Lord and Fire Tornadoes talents. Two spell points have been spent on Greater Weather to allow three categories of weather to be affected at once, another point on Severe Weather to improve the severity level I can raise it to, and another two on Volcano Lord to let me control Ash and Vog- increasing Heat, Ash and Vog to category 7 at a speed of 3 level changes per round via the Tempestarii's Rapid Weather class feature. Three spell points have been spent via Climatic Shift to make it a permanent, undispellable effect replacing the natural weather, and this change in weather is effective to a 3,500' radius.

A spell point has been spent on Ectoplasmic Spell: the unnatural weather extends to the Astral and Ethereal and has full effect against incorporeal creatures. One has been spent for Disruptive Spell: to use a spherecasting effect or spell, anyone affected by a weather effect must make a Concentration check with a DC equal to that weather effect + 1/2 the CL of the sphere ability or spell. Three have been spent on Burrowing Magic: the unnatural weather ignores all barriers and there is no shelter against it.
The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement], then increased to a standard action with Careful Caster to reduce the wild magic chance effect of the effect by 50%- for a total wild magic chance of 10% (base) + 100% (Wild Surge) - 50% = 60%. 

Via the Boiling Lord talent, once Heat and Precipitation hit category 4, all creatures in the affected area take 6 fire damage per Precipitation severity level from boiling rain.

Via the Fire Tornadoes talent, once Wind and Heat hit severity 7, anything affected by a tornado also takes 36 fire damage. (Yes, while it's raining. Little particles of Caesium-137 mixed in with the fallout? Who knows.)

Damage done to objects by weather effects within the area is doubled: if the damage is area damage, it ignores the halving of energy damage that objects normally experience. All damage dealt by weather effects within the area is maximized.


Move:
Swift: Deluxe Mage Barrier on the tank.
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Bäke (Tank):

Standard:
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Panzer IIz: (S)

Standard:
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

Toptomcat

Toptomcat

Prefight: use Invocation

PLANNED 1ST-ROUND BUFF ROUTINE

Overmind (S)

Standard:
A casting of Control Weather, base 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. [A use of the Wild Fire invocation is used off of the Tap Chaos to add +8 to attacks, saves and AC for 15 rounds.]. Two spell points have been spent on Greater Weather to allow three categories of weather to be affected at once, another point on Severe Weather to improve the severity level I can raise it to, and another two on Radiation Lord to let me control Fallout- increasing Precipitation, Wind and Fallout to Category 7+2 at a speed of 3 level changes per round via the Tempestarii's Rapid Weather class feature. Three spell points have been spent via Climatic Shift to make it a permanent, undispellable effect replacing the natural weather, and this change in weather is effective to a 3,500' radius.

A spell point has been spent on Ectoplasmic Spell: the unnatural weather extends to the Astral and Ethereal and has full effect against incorporeal creatures. One has been spent for Disruptive Spell: to use a spherecasting effect or spell, anyone affected by a weather effect must make a Concentration check with a DC equal to that weather effect + 1/2 the CL of the sphere ability or spell. Three have been spent on Burrowing Magic: the unnatural weather ignores all barriers and there is no shelter against it.
The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a standard action with 2 spell points (reduced with Metamagic Enhancement class feature) and a use of Quicken Spell.  

2 spell points have been spent on Baleful Storm. Once Precipitation hits severity 4, I can reanimate any number of corpses within the area as a move action without paying the Reanimate ability's base cost: they only last as long as the rain does. Such undead creatures will get a +8 enhancement bonus to their Dexerity via Superior Reanimation, and are raised as Fast, Relentless, Gasburst (Mustard Gas) Zombies via Expanded Necromancy.

The wind is set to blow towards my opponent, bypassing the usual 1d4 roll to determine the wind's direction when releasing mustard gas from a gas cylinder.

DCs to avoid being blown away in the area, to move against the wind when checked, and the wind-based penalty to Perception checks are increased by +16, and wind-based penalties to ranged attacks are increased by -8. 

When lightning strikes begin when Wind and Precipitation hit severity 4, they happen once a round, not once a minute, and I can dictate where they go.

Via the Contamination Lord talent, once Wind and Fallout hit severity 4, the fallout ignores immunity to poison, ability damage, and ability drain. Creatures without Strength or Constitution scores take 8 points of fire damage for every point of ability damage that they would otherwise take.

Damage done to objects by weather effects within the area is doubled: if the damage is area damage, it ignores the halving of energy damage that objects normally experience. All damage dealt by weather effects within the area is maximized.
Swift: CL 25 casting of the Time sphere Haste ability on squadron member Richtofen: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Improved Haste and Temporal Haste talents. A spell point has been spent to enable it to last 25 rounds without concentration, another for Temporal Haste to work and another to mirror the effect across every member of the squadron via the Mass Command feat. The casting has been decreased to a swift action with 2 spell points (reduced with Metamagic Enhancement class feature)
Move: Directed Motion: every cohort gets a move action which can be used only to move
Swift 2 (Twist Time):
Swift/Move 2 (Temporal Haste):
CL 25 casting of the Flow manabond. One spell point spent to get it going, a second to permit me to target both my Tanya-self and Visha-self via Magical Conduit, and persists indefinitely at infinite range via Infinite Bond.
Its ordinary effects are made pretty much irrelevant by the effects of the Vassalize talent, which permit the overmind to use the spell points of the targets as they were its own on spherecasting effects- which it does in preference to its own, since they're effectively lost if they're taken out. [Note: Switch out this one for the default Mystical Bond for free CL boosts, or maybe Inspired Surge up another.]
Multispell: Use Deluxe Mage Barrier sphere-like ability on Tanya-self.

Tanya (S)

Delays until after Visha if higher Initiative

Swift: A CL 25 use of the Alteration sphere Shapeshift ability on herself: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Cosmic Body and Star-Spawn Body talents. A spell point has been spent to let the effect last 250 minutes without concentration, another to use Star-Spawn Body traits, another to use the Ethereal trait, and another two to decrease the casting time to a swift action with Quicken Spell (cost reduced with Metamagic Enhancement class feature).
This grants 1 trait (base) + 5 (1 per 5 CL) + 1 (Greater Changes) + 1 (Extreme Changes) = 8 traits.
Trait 1: The Fire variation of the Elemental Movement trait of Elemental Transformation, replacing my base racial 30' movement speed with a 100' one
Trait 2: The Fire variation of the Elemental Movement trait of Elemental Transformation, using the option to boost a movement speed rather than replacing it to boost my base move to 150'
Trait 3: The Sprint trait of Animalistic Transformation: 1/minute as a free action, increase one base move speed by +70'
Trait 4: Ethereal, via Cosmic Body
Trait 5: Spiritual Touch, via Cosmic Body: weapons and natural weapons have Ghost Touch
Trait 6: Shadow Blend, via Cosmic Body: concealment in normal light, though not bright light
Trait 7: Impossible Geometries, via Star-Spawn Body: 50% miss chance against all attacks. True Seeing negates, but anyone who does has to make a DC 37 Will save vs. mind-affecting or be staggered for 1d4 rounds
Trait 8: Air Mastery: airborne targets have -3 on attack and damage towards me


Multispell:
Free Action
: Activate Sprint, boosting fly speed to 1,035' (base land speed 150', +60' enhancement from Temporal Haste, +35' competence from Swift Movement, +30' from Time sphere Incanter specialization, +70' from Haste, 345' total- tripled to 1,035' w/Angel Rings)
Full-Round: Run action straight up. This gets me to an altitude of 5,175 ft.
Swift 2 (Twist Time): Use Illusion. One spell point to create a Glamer (of self moving in a wide, clockwise circle over the ground) incorporating all five senses plus magical aura, another to make it a Lingering Illusion, and two on Archwizard-cost-reduced Quicken Spell to make it a swift action.
Move: Move straight up.
Move 2 (Directed Motion): Move straight up
Move/Swift 3 (Temporal Haste): Move at a 45' angle up and southeast. Altitude should be 7,760', 530' southeast from starting location.

Visha (S):

Move/Swift 3 (Temporal Haste): A casting of the Clear Skies mantle on squadron member Tanya: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge. One spell point for the base effect, another to mirror the effect across every member of the squadron via the Mass Command feat- reducing the effect's duration to an hour. She, and every other squadron member, treats the weather as five steps less severe.
Another spell point has been spent on the Tenacious Spell metamagic, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed and increasing the casting time to a full-round action- and another two (reduced with Metamagic Enhancement) to bump the casting time down from a full-round to a move action.
Swift 2 (Twist Time): A CL 25 use of the Alteration sphere Shapeshift ability on herself: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Size Change and Size Mastery talents. A spell point has been spent to let the effect last 250 minutes without concentration, another to use Size Mastery, and another two to decrease the casting time to a swift action with Quicken Spell (cost reduced with Metamagic Enhancement class feature).
This grants 1 trait (base) + 5 (1 per 5 CL) + 1 (Greater Changes) + 1 (Extreme Changes) = 8 traits.
Trait 1: The Earth variation of the Elemental Movement trait of Elemental Transformation, giving me a 100' burrow speed and Earth Glide
Trait 2: The Earth variation of the Elemental Movement trait of Elemental Transformation, using the option to boost a movement speed rather than replacing it to boost my Burrow move to 150'
Trait 3: A Size Change to Fine
Transformation: The shape of a pygmy mouse via Animalistic Transformation
Trait 4: The Dodge trait from Agile
Trait 5: The Evasion trait from Agile
Trait 6: The Initiative trait from Agile
Trait 7: Darkvision 60'
Trait 8: Low-light vision

Standard: Touch Tanya, targeting her with the Invigorate ability of the Life sphere. Base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge.
Move: Earth Glide 150'- initially straight downwards for 100', then northwest 45'.
Swift: Use Deluxe Mage Barrier sphere-like ability on self.
Multispell:
Move 2 (Directed Motion):

I Kompanie (S)

Standard: Trigger Mustard Gas cylinder.
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

II Kompanie (S)

Standard: Trigger Mustard Gas cylinder.
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

III Kompanie: (S)

Standard: Trigger Mustard Gas cylinder.
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

Richtofen (Musician 1): (S)

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 

Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

Kleist (Musician 2):

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 

Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

von Zeiten (Musician 3):

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 

Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Gun Crew #1:

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard: Use Chaotic Flexibility invocation to get 1d3 of the following talents in this order: Mental Enhancement, Physical Enhancement, Inherent Enhancement.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #2:

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor.
Spend one spell point to grant a +12 untyped bonus to Constitution.
Spend another on Dual Enhancement to also grant one to Dexterity.
Spend another to let it last for 1 round per caster level without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Dex or Con damage by 6 each via Supply Vigor.

Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #3:

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor.
Spend one spell point to grant a +12 untyped bonus to Intelligence.
Spend another on Dual Enhancement to also grant one to Wisdom.
Spend another to let it last for 1 round per caster level without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Wis or Int damage by 6 each via Supply Vigor.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #4:

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor.
Spend one spell point to grant a +12 untyped bonus to Charisma.
Spend another to let it last for 1 round per caster level without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Wis or Int damage by 6 each via Supply Vigor.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #5:

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor.
Spend one spell point to grant a +12 untyped bonus to Strength.
Spend another to let it last for 1 round per caster level without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Wis or Int damage by 6 each via Supply Vigor.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #6:

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard: [ALTERATIONS FOR EVERYONE]
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #7:

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard: [SOME SPIRIT TALENT IDK]
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

[MAYBE SOME TELEKINETIC SPICINESS]
[MAYBE SOME TIME SHIT]
[MAYBE SOME WARP SHIT]

Gun Crew #8:

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard: [GET THAT TOTEM GOING]
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #9:

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard: [MAYBE A WARD]
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #10:

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard: [MAYBE ANOTHER WARD]
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Whitmann (Tank):

Standard:
A casting of Control Weather, CL 25. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Volcano Lord and Fire Tornadoes talents. Two spell points have been spent on Greater Weather to allow three categories of weather to be affected at once, another point on Severe Weather to improve the severity level I can raise it to, and another two on Volcano Lord to let me control Ash and Vog- increasing Heat, Ash and Vog to category 7 at a speed of 3 level changes per round via the Tempestarii's Rapid Weather class feature. Three spell points have been spent via Climatic Shift to make it a permanent, undispellable effect replacing the natural weather, and this change in weather is effective to a 3,500' radius.

A spell point has been spent on Ectoplasmic Spell: the unnatural weather extends to the Astral and Ethereal and has full effect against incorporeal creatures. One has been spent for Disruptive Spell: to use a spherecasting effect or spell, anyone affected by a weather effect must make a Concentration check with a DC equal to that weather effect + 1/2 the CL of the sphere ability or spell. Three have been spent on Burrowing Magic: the unnatural weather ignores all barriers and there is no shelter against it.
The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement], then increased to a standard action with Careful Caster to reduce the wild magic chance effect of the effect by 50%- for a total wild magic chance of 10% (base) + 100% (Wild Surge) - 50% = 60%. 

Via the Boiling Lord talent, once Heat and Precipitation hit category 4, all creatures in the affected area take 6 fire damage per Precipitation severity level from boiling rain.

Via the Fire Tornadoes talent, once Wind and Heat hit severity 7, anything affected by a tornado also takes 36 fire damage. (Yes, while it's raining. Little particles of Caesium-137 mixed in with the fallout? Who knows.)

Damage done to objects by weather effects within the area is doubled: if the damage is area damage, it ignores the halving of energy damage that objects normally experience. All damage dealt by weather effects within the area is maximized.


Move:
Swift: Deluxe Mage Barrier on the tank.
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Bäke (Tank):

Standard:
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Panzer IIz: (S)

Standard:
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

Toptomcat

Toptomcat

Prefight: use Invocation

PLANNED 1ST-ROUND BUFF ROUTINE

Overmind (S)

Standard:
A casting of Control Weather, base 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. [A use of the Wild Fire invocation is used off of the Tap Chaos to add +8 to attacks, saves and AC for 15 rounds.]. Two spell points have been spent on Greater Weather to allow three categories of weather to be affected at once, another point on Severe Weather to improve the severity level I can raise it to, and another two on Radiation Lord to let me control Fallout- increasing Precipitation, Wind and Fallout to Category 7+2 at a speed of 3 level changes per round via the Tempestarii's Rapid Weather class feature. Three spell points have been spent via Climatic Shift to make it a permanent, undispellable effect replacing the natural weather, and this change in weather is effective to a 3,500' radius.

A spell point has been spent on Ectoplasmic Spell: the unnatural weather extends to the Astral and Ethereal and has full effect against incorporeal creatures. One has been spent for Disruptive Spell: to use a spherecasting effect or spell, anyone affected by a weather effect must make a Concentration check with a DC equal to that weather effect + 1/2 the CL of the sphere ability or spell. Three have been spent on Burrowing Magic: the unnatural weather ignores all barriers and there is no shelter against it.
The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a standard action with 2 spell points (reduced with Metamagic Enhancement class feature) and a use of Quicken Spell.  

2 spell points have been spent on Baleful Storm. Once Precipitation hits severity 4, I can reanimate any number of corpses within the area as a move action without paying the Reanimate ability's base cost: they only last as long as the rain does. Such undead creatures will get a +8 enhancement bonus to their Dexerity via Superior Reanimation, and are raised as Fast, Relentless, Gasburst (Mustard Gas) Zombies via Expanded Necromancy.

The wind is set to blow towards my opponent, bypassing the usual 1d4 roll to determine the wind's direction when releasing mustard gas from a gas cylinder.

DCs to avoid being blown away in the area, to move against the wind when checked, and the wind-based penalty to Perception checks are increased by +16, and wind-based penalties to ranged attacks are increased by -8. 

When lightning strikes begin when Wind and Precipitation hit severity 4, they happen once a round, not once a minute, and I can dictate where they go.

Via the Contamination Lord talent, once Wind and Fallout hit severity 4, the fallout ignores immunity to poison, ability damage, and ability drain. Creatures without Strength or Constitution scores take 8 points of fire damage for every point of ability damage that they would otherwise take.

Damage done to objects by weather effects within the area is doubled: if the damage is area damage, it ignores the halving of energy damage that objects normally experience. All damage dealt by weather effects within the area is maximized.
Swift: CL 25 casting of the Time sphere Haste ability on squadron member Richtofen: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Improved Haste and Temporal Haste talents. A spell point has been spent to enable it to last 25 rounds without concentration, another for Temporal Haste to work and another to mirror the effect across every member of the squadron via the Mass Command feat. The casting has been decreased to a swift action with 2 spell points (reduced with Metamagic Enhancement class feature)
Move: Directed Motion: every cohort gets a move action which can be used only to move
Swift 2 (Twist Time): [GET DAT MANABOND GOING]
Multispell: Use Deluxe Mage Barrier sphere-like ability on Tanya-self.

Tanya (S)
 

Delays until after Visha if higher Initiative

Swift: A CL 25 use of the Alteration sphere Shapeshift ability on herself: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Cosmic Body and Star-Spawn Body talents. A spell point has been spent to let the effect last 250 minutes without concentration, another to use Star-Spawn Body traits, another to use the Ethereal trait, and another two to decrease the casting time to a swift action with Quicken Spell (cost reduced with Metamagic Enhancement class feature).
This grants 1 trait (base) + 5 (1 per 5 CL) + 1 (Greater Changes) + 1 (Extreme Changes) = 8 traits.
Trait 1: The Fire variation of the Elemental Movement trait of Elemental Transformation, replacing my base racial 30' movement speed with a 100' one
Trait 2: The Fire variation of the Elemental Movement trait of Elemental Transformation, using the option to boost a movement speed rather than replacing it to boost my base move to 150'
Trait 3: Ethereal, via Cosmic Body
Trait 4: Spiritual Touch, via Cosmic Body: weapons and natural weapons have Ghost Touch
Trait 5: Shadow Blend, via Cosmic Body: concealment in normal light, though not bright light
Trait 6: Impossible Geometries, via Star-Spawn Body: 50% miss chance against all attacks. True Seeing negates, but anyone who does has to make a DC 37 Will save vs. mind-affecting or be staggered for 1d4 rounds
Trait 7: Air Mastery: airborne targets have -3 on attack and damage towards me
Trait 8: Elemental Empowerment: first successful weapon or nat weapon attack per round deals +25 electricity damage


Swift 2 (Twist Time):
Multispell:
Full-Round: Run action straight up
Move: Move straight up
Move 2 (Directed Motion): Move straight up
Move/Swift 3 (Temporal Haste): Move straight up

Visha (S):

Move/Swift 3 (Temporal Haste): A casting of the Clear Skies mantle on squadron member Tanya: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge. One spell point for the base effect, another to mirror the effect across every member of the squadron via the Mass Command feat- reducing the effect's duration to an hour. She, and every other squadron member, treats the weather as five steps less severe.
Another spell point has been spent on the Tenacious Spell metamagic, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed and increasing the casting time to a full-round action- and another two (reduced with Metamagic Enhancement) to bump the casting time down from a full-round to a move action.
Swift 2 (Twist Time): A CL 25 use of the Alteration sphere Shapeshift ability on herself: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Size Change and Size Mastery talents. A spell point has been spent to let the effect last 250 minutes without concentration, another to use Size Mastery, and another two to decrease the casting time to a swift action with Quicken Spell (cost reduced with Metamagic Enhancement class feature).
This grants 1 trait (base) + 5 (1 per 5 CL) + 1 (Greater Changes) + 1 (Extreme Changes) = 8 traits.
Trait 1: The Earth variation of the Elemental Movement trait of Elemental Transformation, giving me a 100' burrow speed and Earth Glide
Trait 2: The Earth variation of the Elemental Movement trait of Elemental Transformation, using the option to boost a movement speed rather than replacing it to boost my Burrow move to 150'
Trait 3: Ethereal, via Cosmic Body
Trait 4: Spiritual Touch, via Cosmic Body: weapons and natural weapons have Ghost Touch
Trait 5: Shadow Blend, via Cosmic Body: concealment in normal light, though not bright light
Trait 6: Impossible Geometries, via Star-Spawn Body: 50% miss chance against all attacks. True Seeing negates, but anyone who does has to make a DC 37 Will save vs. mind-affecting or be staggered for 1d4 rounds
Trait 7: Air Mastery: airborne targets have -3 on attack and damage towards me
Trait 8: Elemental Empowerment: first successful weapon or nat weapon attack per round deals +25 electricity damage

Standard:
Move:
Swift: Use Deluxe Mage Barrier sphere-like ability on self.
Multispell:
Move 2 (Directed Motion):

I Kompanie (S)

Standard: Trigger Mustard Gas cylinder.
Move: [MAYBE SOME WARP SHIT]  
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

II Kompanie (S)

Standard: Trigger Mustard Gas cylinder.
Move: [MAYBE SOME TIME NONSENSE]
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

III Kompanie: (S)

Standard: Trigger Mustard Gas cylinder.
Move: [MAYBE SOME TELEKINETIC SPICINESS]
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

Richtofen (Musician 1): (S)

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 

Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

Kleist (Musician 2):

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 

Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

von Zeiten (Musician 3):

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 

Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Gun Crew #1:

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard: Use Chaotic Flexibility invocation to get 1d3 of the following talents in this order: Mental Enhancement, Physical Enhancement, Inherent Enhancement.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #2:

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor.
Spend one spell point to grant a +12 untyped bonus to Constitution.
Spend another on Dual Enhancement to also grant one to Dexterity.
Spend another to let it last for 1 round per caster level without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Dex or Con damage by 6 each via Supply Vigor.

Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #3:

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor.
Spend one spell point to grant a +12 untyped bonus to Intelligence.
Spend another on Dual Enhancement to also grant one to Wisdom.
Spend another to let it last for 1 round per caster level without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Wis or Int damage by 6 each via Supply Vigor.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #4:

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor.
Spend one spell point to grant a +12 untyped bonus to Charisma.
Spend another to let it last for 1 round per caster level without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Wis or Int damage by 6 each via Supply Vigor.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #5:

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor.
Spend one spell point to grant a +12 untyped bonus to Strength.
Spend another to let it last for 1 round per caster level without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Wis or Int damage by 6 each via Supply Vigor.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #6:

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard: [ALTERATIONS FOR EVERYONE]
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #7:

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard: [SOME SPIRIT TALENT IDK]
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #8:

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard: [GET THAT TOTEM GOING]
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #9:

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard: [MAYBE A WARD]
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #10:

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard: [MAYBE ANOTHER WARD]
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Whitmann (Tank):

Standard:
A casting of Control Weather, CL 25. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Volcano Lord and Fire Tornadoes talents. Two spell points have been spent on Greater Weather to allow three categories of weather to be affected at once, another point on Severe Weather to improve the severity level I can raise it to, and another two on Volcano Lord to let me control Ash and Vog- increasing Heat, Ash and Vog to category 7 at a speed of 3 level changes per round via the Tempestarii's Rapid Weather class feature. Three spell points have been spent via Climatic Shift to make it a permanent, undispellable effect replacing the natural weather, and this change in weather is effective to a 3,500' radius.

A spell point has been spent on Ectoplasmic Spell: the unnatural weather extends to the Astral and Ethereal and has full effect against incorporeal creatures. One has been spent for Disruptive Spell: to use a spherecasting effect or spell, anyone affected by a weather effect must make a Concentration check with a DC equal to that weather effect + 1/2 the CL of the sphere ability or spell. Three have been spent on Burrowing Magic: the unnatural weather ignores all barriers and there is no shelter against it.
The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement], then increased to a standard action with Careful Caster to reduce the wild magic chance effect of the effect by 50%- for a total wild magic chance of 10% (base) + 100% (Wild Surge) - 50% = 60%. 

Via the Boiling Lord talent, once Heat and Precipitation hit category 4, all creatures in the affected area take 6 fire damage per Precipitation severity level from boiling rain.

Via the Fire Tornadoes talent, once Wind and Heat hit severity 7, anything affected by a tornado also takes 36 fire damage. (Yes, while it's raining. Little particles of Caesium-137 mixed in with the fallout? Who knows.)

Damage done to objects by weather effects within the area is doubled: if the damage is area damage, it ignores the halving of energy damage that objects normally experience. All damage dealt by weather effects within the area is maximized.


Move:
Swift: Deluxe Mage Barrier on the tank.
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Bäke (Tank):

Standard:
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Panzer IIz: (S)

Standard:
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

Toptomcat

Toptomcat

Prefight: use Invocation

PLANNED 1ST-ROUND BUFF ROUTINE

Overmind (S)

Standard:
A casting of Control Weather, base 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. [A use of the Wild Fire invocation is used off of the Tap Chaos to add +8 to attacks, saves and AC for 15 rounds.]. Two spell points have been spent on Greater Weather to allow three categories of weather to be affected at once, another point on Severe Weather to improve the severity level I can raise it to, and another two on Radiation Lord to let me control Fallout- increasing Precipitation, Wind and Fallout to Category 7+2 at a speed of 3 level changes per round via the Tempestarii's Rapid Weather class feature. Three spell points have been spent via Climatic Shift to make it a permanent, undispellable effect replacing the natural weather, and this change in weather is effective to a 3,500' radius.

A spell point has been spent on Ectoplasmic Spell: the unnatural weather extends to the Astral and Ethereal and has full effect against incorporeal creatures. One has been spent for Disruptive Spell: to use a spherecasting effect or spell, anyone affected by a weather effect must make a Concentration check with a DC equal to that weather effect + 1/2 the CL of the sphere ability or spell. Three have been spent on Burrowing Magic: the unnatural weather ignores all barriers and there is no shelter against it.
The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a standard action with 2 spell points (reduced with Metamagic Enhancement class feature) and a use of Quicken Spell.  

2 spell points have been spent on Baleful Storm. Once Precipitation hits severity 4, I can reanimate any number of corpses within the area as a move action without paying the Reanimate ability's base cost: they only last as long as the rain does. Such undead creatures will get a +8 enhancement bonus to their Dexerity via Superior Reanimation, and are raised as Fast, Relentless, Gasburst (Mustard Gas) Zombies via Expanded Necromancy.

The wind is set to blow towards my opponent, bypassing the usual 1d4 roll to determine the wind's direction when releasing mustard gas from a gas cylinder.

DCs to avoid being blown away in the area, to move against the wind when checked, and the wind-based penalty to Perception checks are increased by +16, and wind-based penalties to ranged attacks are increased by -8. 

When lightning strikes begin when Wind and Precipitation hit severity 4, they happen once a round, not once a minute, and I can dictate where they go.

Via the Contamination Lord talent, once Wind and Fallout hit severity 4, the fallout ignores immunity to poison, ability damage, and ability drain. Creatures without Strength or Constitution scores take 8 points of fire damage for every point of ability damage that they would otherwise take.

Damage done to objects by weather effects within the area is doubled: if the damage is area damage, it ignores the halving of energy damage that objects normally experience. All damage dealt by weather effects within the area is maximized.
Swift: CL 25 casting of the Time sphere Haste ability on squadron member Richtofen: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Improved Haste and Temporal Haste talents. A spell point has been spent to enable it to last 25 rounds without concentration, another for Temporal Haste to work and another to mirror the effect across every member of the squadron via the Mass Command feat. The casting has been decreased to a swift action with 2 spell points (reduced with Metamagic Enhancement class feature)
Move: Directed Motion: every cohort gets a move action which can be used only to move
Swift 2 (Twist Time):
Multispell: Use Deluxe Mage Barrier sphere-like ability on Tanya-self.

Tanya (S)
 

Delays until after Visha if higher Initiative

Swift: A CL 25 use of the Alteration sphere Shapeshift ability on herself: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Cosmic Body and Star-Spawn Body talents. A spell point has been spent to let the effect last 250 minutes without concentration, another to use Star-Spawn Body traits, another to use the Ethereal trait, and another two to decrease the casting time to a swift action with Quicken Spell (cost reduced with Metamagic Enhancement class feature).
This grants 1 trait (base) + 5 (1 per 5 CL) + 1 (Greater Changes) + 1 (Extreme Changes) = 8 traits.
Trait 1: The Fire variation of the Elemental Movement trait of Elemental Transformation, replacing my base racial 30' movement speed with a 100' one
Trait 2: The Fire variation of the Elemental Movement trait of Elemental Transformation, using the option to boost a movement speed rather than replacing it to boost my base move to 150'
Trait 3: Ethereal, via Cosmic Body
Trait 4: Spiritual Touch, via Cosmic Body: weapons and natural weapons have Ghost Touch
Trait 5: Shadow Blend, via Cosmic Body: concealment in normal light, though not bright light
Trait 6: Impossible Geometries, via Star-Spawn Body: 50% miss chance against all attacks. True Seeing negates, but anyone who does has to make a DC 37 Will save vs. mind-affecting or be staggered for 1d4 rounds
Trait 7: Air Mastery: airborne targets have -3 on attack and damage towards me
Trait 8: Elemental Empowerment: first successful weapon or nat weapon attack per round deals +25 electricity damage


Swift 2 (Twist Time):
Multispell:
Full-Round: Run action straight up
Move: Move straight up
Move 2 (Directed Motion): Move straight up
Move/Swift 3 (Temporal Haste): Move straight up

Visha (S):

Move/Swift 3 (Temporal Haste): A casting of the Clear Skies mantle on squadron member Tanya: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge. One spell point for the base effect, another to mirror the effect across every member of the squadron via the Mass Command feat- reducing the effect's duration to an hour. She, and every other squadron member, treats the weather as five steps less severe.
Another spell point has been spent on the Tenacious Spell metamagic, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed and increasing the casting time to a full-round action- and another two (reduced with Metamagic Enhancement) to bump the casting time down from a full-round to a move action.
Swift 2 (Twist Time): A CL 25 use of the Alteration sphere Shapeshift ability on herself: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Size Change and Size Mastery talents. A spell point has been spent to let the effect last 250 minutes without concentration, another to use Size Mastery, and another two to decrease the casting time to a swift action with Quicken Spell (cost reduced with Metamagic Enhancement class feature).
This grants 1 trait (base) + 5 (1 per 5 CL) + 1 (Greater Changes) + 1 (Extreme Changes) = 8 traits.
Trait 1: The Earth variation of the Elemental Movement trait of Elemental Transformation, giving me a 100' burrow speed and Earth Glide
Trait 2: The Earth variation of the Elemental Movement trait of Elemental Transformation, using the option to boost a movement speed rather than replacing it to boost my Burrow move to 150'
Trait 3: Ethereal, via Cosmic Body
Trait 4: Spiritual Touch, via Cosmic Body: weapons and natural weapons have Ghost Touch
Trait 5: Shadow Blend, via Cosmic Body: concealment in normal light, though not bright light
Trait 6: Impossible Geometries, via Star-Spawn Body: 50% miss chance against all attacks. True Seeing negates, but anyone who does has to make a DC 37 Will save vs. mind-affecting or be staggered for 1d4 rounds
Trait 7: Air Mastery: airborne targets have -3 on attack and damage towards me
Trait 8: Elemental Empowerment: first successful weapon or nat weapon attack per round deals +25 electricity damage

Standard:
Move:
Swift: Use Deluxe Mage Barrier sphere-like ability on self.
Multispell:
Move 2 (Directed Motion):

I Kompanie (S)

Standard: Trigger Mustard Gas cylinder.
Move: Use  
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

II Kompanie (S)

Standard: Trigger Mustard Gas cylinder.
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

III Kompanie: (S)

Standard: Trigger Mustard Gas cylinder.
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

Richtofen (Musician 1): (S)

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 

Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

Kleist (Musician 2):

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 

Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

von Zeiten (Musician 3):

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 

Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Gun Crew #1:

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard: Use Chaotic Flexibility invocation to get 1d3 of the following talents in this order: Mental Enhancement, Physical Enhancement, Inherent Enhancement.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #2:

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor.
Spend one spell point to grant a +12 untyped bonus to Constitution.
Spend another on Dual Enhancement to also grant one to Dexterity.
Spend another to let it last for 1 round per caster level without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Dex or Con damage by 6 each via Supply Vigor.

Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #3:

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard:Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor.
Spend one spell point to grant a +12 untyped bonus to Intelligence.
Spend another on Dual Enhancement to also grant one to Wisdom.
Spend another to let it last for 1 round per caster level without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Wis or Int damage by 6 each via Supply Vigor.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #4-10:

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #5:

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #6:

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #7:

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #8:

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #9:

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #10:

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Whitmann (Tank):

Standard:
A casting of Control Weather, CL 25. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Volcano Lord and Fire Tornadoes talents. Two spell points have been spent on Greater Weather to allow three categories of weather to be affected at once, another point on Severe Weather to improve the severity level I can raise it to, and another two on Volcano Lord to let me control Ash and Vog- increasing Heat, Ash and Vog to category 7 at a speed of 3 level changes per round via the Tempestarii's Rapid Weather class feature. Three spell points have been spent via Climatic Shift to make it a permanent, undispellable effect replacing the natural weather, and this change in weather is effective to a 3,500' radius.

A spell point has been spent on Ectoplasmic Spell: the unnatural weather extends to the Astral and Ethereal and has full effect against incorporeal creatures. One has been spent for Disruptive Spell: to use a spherecasting effect or spell, anyone affected by a weather effect must make a Concentration check with a DC equal to that weather effect + 1/2 the CL of the sphere ability or spell. Three have been spent on Burrowing Magic: the unnatural weather ignores all barriers and there is no shelter against it.
The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement], then increased to a standard action with Careful Caster to reduce the wild magic chance effect of the effect by 50%- for a total wild magic chance of 10% (base) + 100% (Wild Surge) - 50% = 60%. 

Via the Boiling Lord talent, once Heat and Precipitation hit category 4, all creatures in the affected area take 6 fire damage per Precipitation severity level from boiling rain.

Via the Fire Tornadoes talent, once Wind and Heat hit severity 7, anything affected by a tornado also takes 36 fire damage. (Yes, while it's raining. Little particles of Caesium-137 mixed in with the fallout? Who knows.)

Damage done to objects by weather effects within the area is doubled: if the damage is area damage, it ignores the halving of energy damage that objects normally experience. All damage dealt by weather effects within the area is maximized.


Move:
Swift: Deluxe Mage Barrier on the tank.
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Bäke (Tank):

Standard:
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Panzer IIz: (S)

Standard:
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

Toptomcat

Toptomcat

PLANNED 1ST-ROUND BUFF ROUTINE

Overmind (S)

Standard:
A casting of Control Weather, base 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. [A use of the Wild Fire invocation is used off of the Tap Chaos to add +8 to attacks, saves and AC for 15 rounds.]. Two spell points have been spent on Greater Weather to allow three categories of weather to be affected at once, another point on Severe Weather to improve the severity level I can raise it to, and another two on Radiation Lord to let me control Fallout- increasing Precipitation, Wind and Fallout to Category 7+2 at a speed of 3 level changes per round via the Tempestarii's Rapid Weather class feature. Three spell points have been spent via Climatic Shift to make it a permanent, undispellable effect replacing the natural weather, and this change in weather is effective to a 3,500' radius.

A spell point has been spent on Ectoplasmic Spell: the unnatural weather extends to the Astral and Ethereal and has full effect against incorporeal creatures. One has been spent for Disruptive Spell: to use a spherecasting effect or spell, anyone affected by a weather effect must make a Concentration check with a DC equal to that weather effect + 1/2 the CL of the sphere ability or spell. Three have been spent on Burrowing Magic: the unnatural weather ignores all barriers and there is no shelter against it.
The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a standard action with 2 spell points (reduced with Metamagic Enhancement class feature) and a use of Quicken Spell.  

2 spell points have been spent on Baleful Storm. Once Precipitation hits severity 4, I can reanimate any number of corpses within the area as a move action without paying the Reanimate ability's base cost: they only last as long as the rain does. Such undead creatures will get a +8 enhancement bonus to their Dexerity via Superior Reanimation, and are raised as Fast, Relentless, Gasburst (Mustard Gas) Zombies via Expanded Necromancy.

The wind is set to blow towards my opponent, bypassing the usual 1d4 roll to determine the wind's direction when releasing mustard gas from a gas cylinder.

DCs to avoid being blown away in the area, to move against the wind when checked, and the wind-based penalty to Perception checks are increased by +16, and wind-based penalties to ranged attacks are increased by -8. 

When lightning strikes begin when Wind and Precipitation hit severity 4, they happen once a round, not once a minute, and I can dictate where they go.

Via the Contamination Lord talent, once Wind and Fallout hit severity 4, the fallout ignores immunity to poison, ability damage, and ability drain. Creatures without Strength or Constitution scores take 8 points of fire damage for every point of ability damage that they would otherwise take.

Damage done to objects by weather effects within the area is doubled: if the damage is area damage, it ignores the halving of energy damage that objects normally experience. All damage dealt by weather effects within the area is maximized.
Swift: CL 25 casting of the Time sphere Haste ability on squadron member Richtofen: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Improved Haste and Temporal Haste talents. A spell point has been spent to enable it to last 25 rounds without concentration, another for Temporal Haste to work and another to mirror the effect across every member of the squadron via the Mass Command feat. The casting has been decreased to a swift action with 2 spell points (reduced with Metamagic Enhancement class feature)
Move: Directed Motion: every cohort gets a move action which can be used only to move
Swift 2 (Twist Time):
Multispell: Use Deluxe Mage Barrier sphere-like ability on Tanya-self.

Tanya (S)

Swift: A CL 25 use of the Alteration sphere Shapeshift ability on herself: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Cosmic Body and Star-Spawn Body talents. A spell point has been spent to let the effect last 250 minutes without concentration, another to use Star-Spawn Body traits, another to use the Ethereal trait, and another two to decrease the casting time to a swift action with Quicken Spell (cost reduced with Metamagic Enhancement class feature).
This grants 1 trait (base) + 5 (1 per 5 CL) + 1 (Greater Changes) + 1 (Extreme Changes) = 8 traits.
Trait 1: The Fire variation of the Elemental Movement trait of Elemental Transformation, replacing my base racial 30' movement speed with a 100' one
Trait 2: The Fire variation of the Elemental Movement trait of Elemental Transformation, using the option to boost a movement speed rather than replacing it to boost my base move to 150'
Trait 3: Ethereal, via Cosmic Body
Trait 4: Spiritual Touch, via Cosmic Body: weapons and natural weapons have Ghost Touch
Trait 5: Shadow Blend, via Cosmic Body: concealment in normal light, though not bright light
Trait 6: Impossible Geometries, via Star-Spawn Body: 50% miss chance against all attacks. True Seeing negates, but anyone who does has to make a DC 37 Will save vs. mind-affecting or be staggered for 1d4 rounds
Trait 7: Air Mastery: airborne targets have -3 on attack and damage towards me
Trait 8: Elemental Empowerment: first successful weapon or nat weapon attack per round deals +25 electricity damage


Swift 2 (Twist Time):
Multispell:
Full-Round: Run action straight up
Move: Move straight up
Move 2 (Directed Motion): Move straight up
Move/Swift 3 (Temporal Haste): Move straight up

Visha (S):

Move/Swift 3 (Temporal Haste): A casting of the Clear Skies mantle on squadron member Tanya: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge. [A use of the Wild Fire invocation is used off of the Tap Chaos to add +8 to attacks, saves and AC for 15 rounds.] One spell point for the base effect, another to mirror the effect across every member of the squadron via the Mass Command feat- reducing the effect's duration to an hour. She, and every other squadron member, treats the weather as five steps less severe.
Another spell point has been spent on the Tenacious Spell metamagic, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed and increasing the casting time to a full-round action- and another two (reduced with Metamagic Enhancement) to bump the casting time down from a full-round to a move action.
Standard:
Move:
Swift: Use Deluxe Mage Barrier sphere-like ability on self.
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
 

I Kompanie (S)

Standard: Trigger Mustard Gas cylinder.
Move:  
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

II Kompanie (S)

Standard: Trigger Mustard Gas cylinder.
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

III Kompanie: (S)

Standard: Trigger Mustard Gas cylinder.
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

Richtofen (Musician 1): (S)

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 

Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

Kleist (Musician 2):

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 

Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

von Zeiten (Musician 3):

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 

Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Gun Crew #1-10:

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
Standard:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Whitmann (Tank):

Standard:
A casting of Control Weather, CL 25. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Volcano Lord and Fire Tornadoes talents. Two spell points have been spent on Greater Weather to allow three categories of weather to be affected at once, another point on Severe Weather to improve the severity level I can raise it to, and another two on Volcano Lord to let me control Ash and Vog- increasing Heat, Ash and Vog to category 7 at a speed of 3 level changes per round via the Tempestarii's Rapid Weather class feature. Three spell points have been spent via Climatic Shift to make it a permanent, undispellable effect replacing the natural weather, and this change in weather is effective to a 3,500' radius.

A spell point has been spent on Ectoplasmic Spell: the unnatural weather extends to the Astral and Ethereal and has full effect against incorporeal creatures. One has been spent for Disruptive Spell: to use a spherecasting effect or spell, anyone affected by a weather effect must make a Concentration check with a DC equal to that weather effect + 1/2 the CL of the sphere ability or spell. Three have been spent on Burrowing Magic: the unnatural weather ignores all barriers and there is no shelter against it.
The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement], then increased to a standard action with Careful Caster to reduce the wild magic chance effect of the effect by 50%- for a total wild magic chance of 10% (base) + 100% (Wild Surge) - 50% = 60%. 

Via the Boiling Lord talent, once Heat and Precipitation hit category 4, all creatures in the affected area take 6 fire damage per Precipitation severity level from boiling rain.

Via the Fire Tornadoes talent, once Wind and Heat hit severity 7, anything affected by a tornado also takes 36 fire damage. (Yes, while it's raining. Little particles of Caesium-137 mixed in with the fallout? Who knows.)

Damage done to objects by weather effects within the area is doubled: if the damage is area damage, it ignores the halving of energy damage that objects normally experience. All damage dealt by weather effects within the area is maximized.


Move:
Swift: Deluxe Mage Barrier on the tank.
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Bäke (Tank):

Standard:
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Panzer IIz: (S)

Standard:
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

Toptomcat

Toptomcat

PLANNED 1ST-ROUND BUFF ROUTINE

Overmind (S)

Standard:
A casting of Control Weather, base 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. [A use of the Wild Fire invocation is used off of the Tap Chaos to add +8 to attacks, saves and AC for 15 rounds.]. Two spell points have been spent on Greater Weather to allow three categories of weather to be affected at once, another point on Severe Weather to improve the severity level I can raise it to, and another two on Radiation Lord to let me control Fallout- increasing Precipitation, Wind and Fallout to Category 7+2 at a speed of 3 level changes per round via the Tempestarii's Rapid Weather class feature. Three spell points have been spent via Climatic Shift to make it a permanent, undispellable effect replacing the natural weather, and this change in weather is effective to a 3,500' radius.

A spell point has been spent on Ectoplasmic Spell: the unnatural weather extends to the Astral and Ethereal and has full effect against incorporeal creatures. One has been spent for Disruptive Spell: to use a spherecasting effect or spell, anyone affected by a weather effect must make a Concentration check with a DC equal to that weather effect + 1/2 the CL of the sphere ability or spell. Three have been spent on Burrowing Magic: the unnatural weather ignores all barriers and there is no shelter against it.
The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a standard action with 2 spell points (reduced with Metamagic Enhancement class feature) and a use of Quicken Spell.  

2 spell points have been spent on Baleful Storm. Once Precipitation hits severity 4, I can reanimate any number of corpses within the area as a move action without paying the Reanimate ability's base cost: they only last as long as the rain does. Such undead creatures will get a +8 enhancement bonus to their Dexerity via Superior Reanimation, and are raised as Fast, Relentless, Gasburst (Mustard Gas) Zombies via Expanded Necromancy.

The wind is set to blow towards my opponent, bypassing the usual 1d4 roll to determine the wind's direction when releasing mustard gas from a gas cylinder.

DCs to avoid being blown away in the area, to move against the wind when checked, and the wind-based penalty to Perception checks are increased by +16, and wind-based penalties to ranged attacks are increased by -8. 

When lightning strikes begin when Wind and Precipitation hit severity 4, they happen once a round, not once a minute, and I can dictate where they go.

Via the Contamination Lord talent, once Wind and Fallout hit severity 4, the fallout ignores immunity to poison, ability damage, and ability drain. Creatures without Strength or Constitution scores take 8 points of fire damage for every point of ability damage that they would otherwise take.

Damage done to objects by weather effects within the area is doubled: if the damage is area damage, it ignores the halving of energy damage that objects normally experience. All damage dealt by weather effects within the area is maximized.
Swift: CL 25 casting of the Time sphere Haste ability on squadron member Richtofen: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Improved Haste and Temporal Haste talents. A spell point has been spent to enable it to last 25 rounds without concentration, another for Temporal Haste to work and another to mirror the effect across every member of the squadron via the Mass Command feat. The casting has been decreased to a swift action with 2 spell points (reduced with Metamagic Enhancement class feature)
Move: Directed Motion: every cohort gets a move action which can be used only to move
Swift 2 (Twist Time):
Multispell: Use Deluxe Mage Barrier sphere-like ability on Tanya-self.

Tanya (S)

Swift: A CL 25 use of the Alteration sphere Shapeshift ability on herself: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Cosmic Body and Star-Spawn Body talents. A spell point has been spent to let the effect last 250 minutes without concentration, another to use Star-Spawn Body traits, another to use the Ethereal trait, and another two to decrease the casting time to a swift action with Quicken Spell (cost reduced with Metamagic Enhancement class feature).
This grants 1 trait (base) + 5 (1 per 5 CL) + 1 (Greater Changes) + 1 (Extreme Changes) = 8 traits.
Trait 1: The Fire variation of the Elemental Movement trait of Elemental Transformation, replacing my base racial 30' movement speed with a 100' one
Trait 2: The Fire variation of the Elemental Movement trait of Elemental Transformation, using the option to boost a movement speed rather than replacing it to boost my base move to 150'
Trait 3: Ethereal, via Cosmic Body
Trait 4: Spiritual Touch, via Cosmic Body: weapons and natural weapons have Ghost Touch
Trait 5: Shadow Blend, via Cosmic Body: concealment in normal light, though not bright light
Trait 6: Impossible Geometries, via Star-Spawn Body: 50% miss chance against all attacks. True Seeing negates, but anyone who does has to make a DC 37 Will save vs. mind-affecting or be staggered for 1d4 rounds
Trait 7: Air Mastery: airborne targets have -3 on attack and damage towards me
Trait 8: Elemental Empowerment: first successful weapon or nat weapon attack per round deals +25 electricity damage

Swift 2 (Twist Time):
Multispell:
Full-Round: Run action straight up
Move: Move straight up
Move 2 (Directed Motion): Move straight up
Move/Swift 3 (Temporal Haste): Move straight up

Visha (S):

Move/Swift 3 (Temporal Haste): A casting of the Clear Skies mantle on squadron member Tanya: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge. [A use of the Wild Fire invocation is used off of the Tap Chaos to add +8 to attacks, saves and AC for 15 rounds.] One spell point for the base effect, another to mirror the effect across every member of the squadron via the Mass Command feat- reducing the effect's duration to an hour. She, and every other squadron member, treats the weather as five steps less severe.
Another spell point has been spent on the Tenacious Spell metamagic, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed and increasing the casting time to a full-round action- and another two (reduced with Metamagic Enhancement) to bump the casting time down from a full-round to a move action.
Standard:
Move:
Swift: Use Deluxe Mage Barrier sphere-like ability on self.
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
 

I Kompanie (S)

Standard:
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

II Kompanie (S)

Standard:
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

III Kompanie: (S)

Standard:
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

Richtofen (Musician 1): (S)

Standard:
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

Kleist (Musician 2):

Standard:
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

von Zeiten (Musician 3):

Standard:
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Gun Crew #1-10:

Standard:
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Whitmann (Tank):

Standard:

A casting of Control Weather, CL 25. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Volcano Lord and Fire Tornadoes talents. Two spell points have been spent on Greater Weather to allow three categories of weather to be affected at once, another point on Severe Weather to improve the severity level I can raise it to, and another two on Volcano Lord to let me control Ash and Vog- increasing Heat, Ash and Vog to category 7 at a speed of 3 level changes per round via the Tempestarii's Rapid Weather class feature. Three spell points have been spent via Climatic Shift to make it a permanent, undispellable effect replacing the natural weather, and this change in weather is effective to a 3,500' radius.

A spell point has been spent on Ectoplasmic Spell: the unnatural weather extends to the Astral and Ethereal and has full effect against incorporeal creatures. One has been spent for Disruptive Spell: to use a spherecasting effect or spell, anyone affected by a weather effect must make a Concentration check with a DC equal to that weather effect + 1/2 the CL of the sphere ability or spell. Three have been spent on Burrowing Magic: the unnatural weather ignores all barriers and there is no shelter against it.
The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancemnet], then increased to a standard action with Careful Caster to reduce the wild magic chance effect of the effect by 50%- for a total wild magic chance of 10% (base) + 100% (Wild Surge) - 50% = 60%. 

Via the Boiling Lord talent, once Heat and Precipitation hit category 4, all creatures in the affected area take 6 fire damage per Precipitation severity level from boiling rain.

Via the Fire Tornadoes talent, once Wind and Heat hit severity 7, anything affected by a tornado also takes 36 fire damage. (Yes, while it's raining. Little particles of Caesium-137 mixed in with the fallout? Who knows.)

Damage done to objects by weather effects within the area is doubled: if the damage is area damage, it ignores the halving of energy damage that objects normally experience. All damage dealt by weather effects within the area is maximized.


Move:
Swift: Deluxe Mage Barrier on the tank.
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Bäke (Tank):

Standard:
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Panzer IIz: (S)

Standard:
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

Toptomcat

Toptomcat

PLANNED 1ST-ROUND BUFF ROUTINE
Prefight: get Improved Haste and Temporal Haste via Wild Mage.

Overmind

Standard: The big weather shebang
Swift: Quickened Temporal Haste everyone
Move: Directed Motion: every cohort gets a move action
Swift 2 (Twist Time): Raincoats for everyone
Multispell: Mage Barrier on Tanya-self

Tanya


Swift: Quickened Alteration effect on self: grant Elemental Movement (Fire) + Elemental Purity, more traits
Swift 2 (Twist Time):
Multispell:
Full-Round: Run action straight up
Move: Move straight up
Move 2: Move straight up

Visha

Standard:
Move:
Swift:
Swift 2 (Twist Time):
Multispell:

I Kompanie

Standard:
Move:
Swift:
Swift 2 (Twist Time):
Multispell:

 

II Kompanie

Standard:
Move:
Swift:
Swift 2 (Twist Time):
Multispell:

III Kompanie:

Standard:
Move:
Swift:
Swift 2 (Twist Time):
Multispell:

Richtofen (Musician 1):

Standard:
Move:
Swift:
Swift 2 (Twist Time):
Multispell:

Kleist (Musician 2):

Standard:
Move:
Swift:
Swift 2 (Twist Time):
Multispell:

von Zeiten (Musician 3):

Standard:
Move:
Swift:
Swift 2 (Twist Time):
Multispell:

Gun Crew #1-10:

Standard:
Move:
Swift:
Swift 2 (Twist Time):
Multispell:

Whitmann (Tank):

Standard:
Move:
Swift:
Swift 2 (Twist Time):
Multispell:

Bäke (Tank):

Standard:
Move:
Swift:
Swift 2 (Twist Time):
Multispell:

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