Anyone seen these 7th level spells in action?

gfunk

First Post
My Sor is about to gain a new 7th level spell, so I have many choices. I narrowed it down to a few options (I already have Limited Wish) and was wondering if you guys could provide feedback on any of them.

1. Reality Maelstrom (Manual of the Planes) -- seems like a very cool spell but the area of effect seems way too big for practical use. I don't want party members being thrown into the Abyss at random!

2. Finger of Death -- seems inferior to Destruction, but could be more useful if I took Spell Focus (Necromancy), then the Fort DC would be 26.

3. Mord's Sword -- seems okay to me, but +3 enhancement might not be useful for much longer. Also only one attack per round and SR applies . . .

4. Reverse Gravity -- seems to work well in combination with other spells (Transmute Rock to Mud, Gate, Wall of Force). However many monster we face at our level have the ability to fly or leviatate.

5. Statue -- I still can't figure out this spell :(

6. Spell Turning -- good choice, but one of our clerics has it already as a domain spell

Thoughts?
 

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If your cleric can do it, don't bother. As a sorceror, you're too specialized to be overlapping with other party members.

I don't have my books with me but there's a great series of spells from Magic of Faerun that starts with Nybor's Mild Admonishment and works its way up to higher level spells. The 7th level version requires two saves, Fort and Will. It's also at range. Fail the will save, they die. Fail the Fort save, they're stunned for several rounds. Either way, it means good things for you. :)

But that's only good against 1 foe. Still, not a bad one.

What's your sorceror's schtick?
 

Reality Maelstrom is absolutly devestating, if you have the room to use it. Take it... you know you want to. It's my favorite spell of 7th level, actually. Forcecage is pretty good as well. It's a big "screw you" to creatures that cannot teleport.
 

What weaknesses does your character have? ( i.e., what is he susceptible to?)

Reverse Gravity can be very useful when dealing with creatures that have high saves and/or spell resistance (eg. Golems).

I like Spell Turning but if a cleric can cast it for you, so much the better.

Mord’s Sword seems too weak and limited in its uses for one of three spells (at 7th level) that the PC will ever know.

I think you’ll find that Finger of Death will not be all that useful. Much better is Polymorph Any Object at eighth level.

Statue - Not for a sorceror.

Reality Maelstrom: I'm not all that familiar with this spell, so “No Comment”.

Of those six listed, I like Reverse Gravity (my sorceror PC took L.W, then Spell Turning, then Reverse Gravity). Of course, it depends on what other spells you have, and the theme and personality of your PC.
 

Thanks for the replies, here's some more info:

My Sor is a Sor 8/Alienist 6 right now.

Some Spells:
7 -- Limited Wish
6 -- Summon Monster VI, Project Image
5 -- Cone of Cold, Wall of Force, Hold Monster
4 -- Dimension Door, Enervation, Improved Invisibility
3 -- Fireball, Non-detection, Protection from Elements, Haste, Fly
2 -- Cat's Grace, Endurance, Rope Trick, Invisibility, See Invisibility
1 -- Magic Missile, Charm Person, Sleep, Identify, Shield

I made this character when 3ed came out and have played her ever since. As you can see, she is very strong in the buffing department and she helps the other PCs out here. I also have Spell Focus in Evocation and Enchantment, Spell Penetration, and Empower Spell.

Personally, I'm leaning towards Reality Maelstrom b/c its frickin' cool! Also, any thoughts on Prismatic Spray?
 

Reality Maelstrom is a very, very cool spell. Be careful when casting it, though...

Prismatic Spray is fun, but not very practical. It's far too random. I've had very bad luck with enemies only being hit by rays they're immune to -- and worse, it doesn't distinguish between friend and foe.

--------------------

I take it your DM house-ruled the Alienist? Unless you have Education (or Cosmopolitan: Knowledge (the Planes)), then you shouldn't be an Alienist with only 8 sorcerer levels... It requires 8 ranks in Knowledge: The Planes, so you should be at least 13th level as a sorcerer.
 

wolff96 said:

I take it your DM house-ruled the Alienist? Unless you have Education (or Cosmopolitan: Knowledge (the Planes)), then you shouldn't be an Alienist with only 8 sorcerer levels... It requires 8 ranks in Knowledge: The Planes, so you should be at least 13th level as a sorcerer.

Yes, you are correct. My DM allowed my PC to make Alchemy a cross-class skill (doesn't make a whole lot of sense for a Sorcerer anyway) and allowed me to exchange it with Knowledge (the Planes).
 

You are an Alienist? Then Reality Maelstrom, by all means! It's right up your alley! :)

Statue is a freaky spell, but easy to figure out. In a nutshell, it's "you can't hurt me, but I can hurt you." THe only problem is that as written, It really should be lower in level - turning into an immobile statue on parts of the round where it ISN'T your turn just isn't my idea of safety. :)

Other good choices include Simulacrum (instant Alienist henchman! Well, maybe not so instant, but it will give you a permanent 8th level sorcerer to boss around - and it strikes me as the sort of thing an alienist would enjoy doing... :)
 

gfunk said:
My Sor is about to gain a new 7th level spell.....I already have Limited Wish.....

Why'd you chose Limited Wish? Got XP to burn?

(A sorcerer wit' limited wish? Go figure.)
 

Re: Re: Anyone seen these 7th level spells in action?

Nail said:


Why'd you chose Limited Wish? Got XP to burn?

(A sorcerer wit' limited wish? Go figure.)

On the balance, a few hundred xp is far cheaper than than the cost of a Raise or True Ressurection.

It is really the perfect spell for a Sorceror. You wouldn't want to use it all the time, but it is fabulous for emergencies.
 

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