Wow, 14, really? For a second there I felt horrible, because I designed the Solei Palancis statblock in the 3e WotBS. I mean, at high levels, I ended up including an entry like this for some NPC statblocks:
Buff Suite disguise self, greater arcane sight, mage armor, nondetection, overland flight, resist energy (acid, fire, sonic), true seeing, ventriloquism
Or, as was the case with the final villain:
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Due to her Multispell and Automatic Quicken Spell feats, Leska can cast up to three quickened spells per round (instead of just one), and all her spells of 3rd level or lower are automatically quickened. She has already cast mind blank and moment of prescience, and their effects are included in her stat block.
Magical Suites: Leska has three ‘suites’ of offensive spells, and three suites of defensive and enhancing spells. If alerted to the heroes’ coming, she casts all her defensive suites, and waits to cast her offensive suites for when she can target the heroes after her brief address to them. If caught off guard, her first action is to cast a quickened time stop during which she casts offensive suite one first, then defensive suite one, and if possible defensive suites two, offensive suite two, and then finally defensive suite three.
Offensive suite three represents her typical actions once combat has already begun.
Offensive Suite One takes her standard action and all her quickened spells for the round to cast, and creates challenges for her enemies, lasting the entire duration of the battle. She casts quickened mage’s sword, quickened crushing hand, quickened flaming sphere, and acid fog.
Finally, she whispers a curse, which triggers her thaumaturge contingent conjuration for summon monster IX for a pair of fiendish tyrannosaurs. Stats for these foes are provided below. She only casts this suite once the heroes are within range.
Mage’s sword: +34 (4d6+3, 19-20/x2). It makes one attack each round a chosen creature within 70 ft. She can change its target as a standard action.
Crushing hand: 246 hp, AC 20. Fort +23, Ref +16, Will +40. Atk +40. Grp +45 (2d6+12 damage). Bull rush +18. The hand resembles an articulated brass claw. It targets one creature of Leska’s choice, with a range of 280 ft. She can change who it targets as a move action.
Flaming sphere: 2d6 fire damage to creatures in the 5-ft. square (Reflex DC 27 negates). She can move it 30 ft. as a move action, with a maximum range of 280 ft.
Fiendish tyrannosaur (2): Huge magical beast (evil, extraplanar). 216 hp. AC 14. Spd 40. Atk +22 (3d6+16), improved grab, swallow whole. Grp +32. Fort +18, Ref +12, Will +8. DR 10/magic. Fire and cold resistance 10. SR 23. Darkvision. Smite good 1/day (+18 damage against good creature).
Offensive Suite Two is just battlefield control, with quickened glitterdust, quickened silence, and a quickened wayfarer’s step to get her into a better position, teleporting up to 45 ft. She finishes with her epic spell desertion of the blade.
Offensive Suite Three is Leska’s typical use of her actions once combat begins. She casts three quickened spells – usually fireball, magic missile, or touch of idiocy – then one powerful spell, such as meteor swarm, horrid wilting, acid fog, chain lightning, disintegrate, greater shout, or harm. If she has to give up her standard action to counterspell, she still casts her multiple quickened spells. If necessary, she uses a move action to direct her crushing hand or flaming sphere.
Defensive Suite One takes all of Leska’s swift and standard actions in one round to cast. It protects her for the duration of the battle with quickened protection from energy (fire), quickened fire shield, quickened freedom of movement, and greater spell immunity. This suite grants her a 120-point shield against fire damage, reduces damage from cold by half, grants immunity to grappling and effects that slow her movement, and provides unbeatable spell resistance against five spells of 8th level or lower, which she chooses based on her research of the heroes. Additionally, any creature hitting her in melee with a non-reach weapon takes d6+15 points of fire damage.
Defensive Suite Two wards her against a lot of enemy tricks, with quickened true seeing, quickened invisibility purge, quickened magic circle against chaos, and antilife shell. This lets her see through illusions and recognized polymorphed creatures, eliminates invisibility in a 210-ft. radius (particularly useful for her allies), keeps non-lawful summoned creatures from coming within 10 ft. (spell resistance applies; the other benefits of magic circle against chaos are redundant with her existing defenses), and keeps most other creatures – animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin – from approaching within 10 ft. of her.
Defensive Suite Three is least necessary, and provides some ancillary protection, with three quickened resist energy, and spell turning. This provides acid, electricity, and sonic resistance 30, and lets her turn back the first d6+4 spell levels that target her.
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So yeah, I guess high-level 3e could get a little heavy with the layers of magical effects.