1) K, so that's fine. I mean miracle is free anyway... and does almost the same thing.
(i.e. if the other players get edgy about it, no... this is a major reason for me saying no wishes, because, yeah, then everybody would do it, like Enchantress mentioned...)
Sorry, but now I'm getting mixed signals. Should I get rid of Wish as one of my spells known, or can I keep it? I like the potential fluff of it reflecting his ability to create 'illusions' potent enough to fool the cosmic fabric of reality, but it sounds like you've made two contradictory rulings mechanics-wise.
Separate issue, but here's the special abilities/qualities I'm planning on:
Aerophobos's sorcerous abilities have become a part of his very being, to a fundamental level even deeper than ordinary sylphs enjoy. He casts his sorcerer spells as if they were spell-like abilities, requiring no verbal, somatic, or other components.
This is a copypaste of the second half of the Phaerimm's Spells ability, with the wording slightly tweaked to make it 3.5 compatible.
Aerophobos does not simply live fear, or project fear - he is fear, and forcing others to experience that fear is one of his most potent defenses. Any spells or abilities he possesses with the [Fear] descriptor have their save DCs increased by 2, and such effects are potent enough to affect even targets otherwise immune to fear, though they still receive any saving throw to resist the effect. Only a target whose Hit Dice exceeds his Caster Level by 4 or more is immune to Embodiment of Terror.
This is another near-direct copypaste of the Dread Witch's Greater Master of Terror ability, altered in wording slightly so that his spell-like abilities and special attacks (like Frightful Presence) can benefit as well. That makes it slightly better than GMoT, so I can shed the Save DC boost if this needs to be balanced downward.
The deep-rooted connections Aerophobos has with darkness and the magic of shadows infuses all of his illusions, infusing them with a sort of semi-reality that resists hostile divination effects. Anyone who uses a divination spell, (such as Detect Magic), spell-like ability, supernatural ability, or magic item that could detect the aura of one of his illusion spells must make a successful caster level check (DC 11+Aerophobos's caster level) to succeed. Similarly, an enemy attempting to reveal the effects of one of his spells via a divination spell or ability (such as See Invisibility or True Seeing) must succeed on a caster level check. If they fail, they are subject to the spell as normal, including any regular saves to disbelieve or resist.This check may be made only once for each divination spell or ability used, regardless of the number of spell effects are operating in the area.
Another near-direct copypaste of the wording of the Insidious Magic feat from Player's Guide to Faerun. I changed the references to Weave users, adding an explicit mention of True Seeing as something it can potentially foil, and made the ability work only on Illusion spells instead of all spells except Evocations and Transmutations.
For special weaknesses:
Aerophobos has taken the essence of shadow and darkness into his bodily form, partially transmuting him into a being of living shadow. He retains his corporeal form, but is extremely sensitive to certain forms of light. Any weapon with the Brilliant Energy quality automatically bypasses his Damage Reduction, in addition to its normal effects. Additionally, any weapon capable of giving off light as a torch (approximately 30% of magic weapons, by default) functions as a Bane weapon versus Aerophobos, gaining an additional +2 enhancement and +2d6 bonus damage. This does not stack with the Bane (Outsiders) enhancement, but does apply to Brilliant Energy weapons in addition to the effects above.
Inspired by the Keen weapons weakness of Kunoichi, but I beefed it up a little to account for Brilliant Energy being much more expensive than Keen.
Just as Aerophobos is burned by the touch of light, his magic is similarly infused with shadow and suffers when exposed to light. All of his spells and spell-like abilities are considered to have the [Darkness] descriptor for the purpose of being countered or dispelled by a [Light] spell of equal or higher level. This is an exception to the usual rule that spell-like abilities cannot be countered as they are cast.
When exposed directly to natural sunlight or cast in natural sunlight, not merely a Daylight spell, all of Aerophobos's spells suffer a -4 penalty to their caster level, and all opponents receive a +4 circumstance bonus on saving throws versus those spells.
The first effect is unique, the second effect is patterned off the Shadow Demon's sunlight vulnerability.