Ridley's Cohort said: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.
Nail said:
Uhmmm.....sure.......but Sorcerers are not built to handle occasional emergencies. They need spells that they can use alot of, all the time. Haste, for example. Domination, for another.
Limited Wish is way too expensive for multiple uses per day (or week, for that matter). Why waste the slot on something yer only going to use once in a while?
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There are much better choices, even with 7th level spells.
- Banishment (If yer DM uses lots of extra planar creatures ...a real problem at higher CRs.)
- Spell Turning (solid defensive spell...but again, some campaigns might see less use of this...)
- Power Word, Stun (Let the Fighter wear 'em down, then....take 'em out.)
- Insanity (always a good idea)
- Bigby's Grasping Hand (very versatile ...don't underestimate its uses in combat and out.)
- Forcecage
- Finger of Death
- Ethereal Jaunt (For all of your scouting and trap by-passing needs.)
- Reverse Gravity (Say it with me: No Save or SR!)
gfunk said: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 . . .
gfunk said:6. Spell Turning -- good choice, but one of our clerics has it already as a domain spell
I'd go with this one. And it has Range: Personal, so what does it matter if the cleric also has it?gfunk said:6. Spell Turning -- good choice, but one of our clerics has it already as a domain spell
James McMurray said:Hypnotism Mage
Magic Missile Shield
Blazing Shield Cat's
Invisibility See Invisibility
Displacement Fly
Greater Magical Flow Enhancement
Sacrifice Spell Scrying
Feeblemind Mordenkainen's Private
Sanctum Teleport
Mansion Spell Turning
Object Primal
Arcana Form Gate

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.