Clockwork Knight
Na, i had a lvl 10 spell that did 1d10 divine irresistible damage, after that if i snapped my fingers it would do 1d10 for each point of damage it originally did, after i snapped my fingers again it would do 1d10 for each point of damage that was done on the last batch of d10s batch of damage. the spell couldnt be dispeled or resisted in any way, and could find its target as long as i knew it existed, unless i willed it to end. This spell i designed when i got divine powers for a very short time, i had to hold while we drained the power of some divine being to give it to another divine being.
I also had a small rock i took from the river of time, i binded my soul to this rock in such a way that i had complete control over the flow of time a 15 feet around me. This not only meant i could stop the time around me, with more fine control i could even reverse time in some areas to keep shit from getting in, or to make shit go out faster. This didnt work everywhere of course, in some entities planes my control of time could be overruled by their control of reality for instance, in some places time just didnt exist (like the astral if i remember correctly). But i avoided those places.
Shortly after that my character retired and became a sort of protector of the multiverse, from his own plane, bringing in talent from all over the multiverse and having them fight off threats and shit. By that point he was simply above the concept of a "fight".
Night Goat reread the immunity, a spell that doesnt call for MR doesnt care for that immunity.