Prompted by a question in the last "Ask a Question" thread.
Here's an example progression of a Spell Mastery-based Wizard. No spellbook because Vow of Poverty implicitly rejects the idea of using a spellbook. Here are the specs:
Shadow Human UA Fighter Feats Variant Transmuter 9/Magelord 2/Planar Wizard Sub-Level 10/Magelord X
Use LA buyoff, you'll have plenty of XP later.
Stats: Str 8, Dex 10, Con 14, Int 18, Wis 12, Cha 8
Flaws: Inattentive, Fussy
Trait: Quick
1) Sacred Vow, Vow of Poverty, Nymph's Kiss, Improved Initiative
2) Celestial Familiar
5) Weapon Focus (ray)
4, 6, 8, 10, 12, and 14) Random garbage Exalted feats that are likely never even used. Will avoid taking more Sacred Vow feats, since RP-wise it doesn't make sense to take one and then DCFS it out later.
Since the number of spells mastered per Spell Mastery feat only seems to increase as you use higher feat slots, the idea is to use the feat slots pre level-8 to hold all the pre-requisite feats for Magelord as well as whatever misc. feats are desired and use the ones at level 8 and after strictly for Spell Mastery. Here's the breakdown:
Level 1-Int 18
Spell Mastery-0:
Actually taken at first level, but this one is never re-trained.
Mastered: comprehend languages, detect magic, mending, prestidigitation, read magic*
*Not actually gained via this feat, but simply listed for completeness.
Spell Mastery-1:
Taken at first level, contains useful spells for the early game.
Mastered (levels 1-6): enlarge person, protection from evil, silent image, wall of smoke
Mastered (levels 7-8): polymorph, ray of clumsiness, shadow conjuration, unseen servant
Re-trained for Signature Spell [comprehend languages] at 9th level.
Spell Mastery-3:
Taken at third level, contains useful spells for the early game (again).
Mastered (levels 3-4): alter self, arcane turmoil, ray of stupidity, web
Mastered (levels 5-11): alter self, arcane turmoil, ray of dizziness, haste
Re-trained for Spell Focus (Good) at 12th level.
Level 4- Int 19
Spell Mastery-6:
Taken at sixth level, setting up some staples.
Mastered (levels 6+): heart of water, nerveskitter, quick potion, true casting
Likely DCFSed into something else at 15.
Level 7- Int 21
Level 8- Int 22
Spell Mastery-9:
Taken at ninth level, replacing Spell Mastery-1.
Mastered (levels 9+): bull's strength/fox's cunning, mass fly, polymorph, shadow conjuration, teleport, unseen servant
Magelord Bonus-11:
A bonus mastered spell.
Mastered (11-20): mental pinnacle/tenser's transformation
Level 11- Int 24
Level 12- Int 25
Spell Mastery-12:
Taken at 12th level, replacing Spell Mastery-3.
Mastered (12+): alter self, freezing glance, haste, planar binding, ray of dizziness, scrying, shadow evocation
Mastered (13+): alter self, freezing glance, greater shadow conjuration, haste, planar binding, scrying, shadow evocation
Sometime before 14th level, "capture" two noble djinn (using Planar Binding) and cop some wishes to boost your Intelligence to 30.
Magelord Bonus-14:
A bonus mastered spell.
Mastered (14-20): elemental body
Level 15- Int 32
Spell Mastery-15:
Taken at 15th level, this is where the fun begins.
Mastered (15+): embrace the dark chaos, shun the dark chaos, and 8 other spells that may or may not be equally awesome.
More Spell Masteries at this point:
Spell Mastery-8 (discard whatever filler Exalted feat was there before), 6 spells
Spell Mastery-10 (as above), 6 spells
Spell Mastery-12 (as above), 7 spells
Spell Mastery-14 (as above), 10 spells
Other free feats at this point:
Level 4- Recommend Quicken Spell
Level 6- Recommend Rapid Metamagic and Consecrate Spell.
Level 16- Int 33
Spell Mastery-16, 11 spells
Magelord Bonus-16, 1 spell
Spell Mastery-18, 11 spells
Magelord Bonus-18, 1 spell
Level 19- Int 35
Level 20- Int 36
Spell Mastery-20, 13 spells
Total number of Mastered Spells @ level 20: 94
Add in Shadow spells and you can basically duplicate every good spell in the game, ever.