Re: Re: Re: Re: Anyone seen these 7th level spells in action?
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!)
The point is lesser wish allows you to circumvent the sorceres biggest weakness lack of versatility at a measly 300xp a pop. It is well worth it.
As for the spells you listed, banishment, generally not worth it even in high extra planar campaigns, just kill the thing and be done with it,
spell turning I wouldn't waste a 5th level slot on this spell much less a 7th, its effecs are cool with the big exception of it only working on a very small list of spells targeted spells on you and up to 1d6+4 in levels.
Power word stun this one rocks the no save part allows you to own low to medium HP creatures, giving the fighters the chance to do thier job and go on a killing spree.
Insanity sucks for a PC, confusion is jsut as good because all that matters is this fight. As a way to torment PCs its great.
bigby's it's good but I'd wait for the higher level ones unless i had a theme going.
forcecage, the 1500gp component is a high cost for such a specific spell.(how a sorcerer does this spell is beyond me since the 1500 gp is expended in the prep of the spell not the casting)
finger of death is always fun if your DM plays saves straight and doesn't pull the um he made the save routine every time it is a tough encounter.
ethereal jaunt leave it to the cleric there better at planar travel stuff for some moronic reason
reverse gravity, its area of effect seriosuly diminishes its power, the no save, so SR is nice but it only works on ground bound foes, generally big thugs where the no Sr is airly meaninglless. It can be fairly powerful, if comboed with some other spells though.
Really none of those stack up to lesser wishes ability to add much needed versatility to a sorcerers spells at the cost of 300xp a pop.
Personally I'd go with Teleport W/O error for the enxt spell on his list since he doesn't have teleport yet.