Best 6th level Spells

ScyldSceafing said:
See, that's the kind of PhD-level deviousness that always just blows me away. Incredible, the things people think of. Also makes me wonder whether I've got what it takes to handle DMing con-type gaming - I don't think of stuff like that!
Thanks! To be fair, it's an elaboration of a tactic someone else (Hypersmurf?) came up with, in which you cast a Silent Image of a Fog Cloud, and then tell your allies to disbelieve it so they can attack through it without penalty.

What I described would work pretty well, but honestly it'd be just as effective done from a scroll as from a spellbook.

Daniel
 

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Wall of force is just the beginning. Once your enemies get Forcecage and the interposing/grasping/crushing hand spells, you'll wish you had disentigrate as you sit out the entire encounter. Disentigrate is easily one of the best spells at that level. Not only is it a wizard-killer (I'll match my 2d6 per level against your 1d4 +con/level), but it has non-combat uses and is the only specific counter to several spells.
 

Summon monster 6 rules.

Decent sized monsters, OR a swarm of lantern archons - you decide.

SM VI can give you 2 to 5 lantern archons.

Each lantern archon can make two ranged touch attacks, doing 1d6 damage per attack, each ignoring all damage resistance. That's seriously handy.

And that's if they only last the round they're summoned in.

Add in their auras of menace and auras of protection vs evil, not to mention the effects of bardic music, or haste spells and they're really effective.

And I think SM VI also gives you some decent healing - is there a critter with 'heal' at that level yet?
 

Saeviomagy said:
And I think SM VI also gives you some decent healing - is there a critter with 'heal' at that level yet?

I think you can summon a Hound Archon, which can cast Cure Heal Serious Wounds (?).

Disintegrate
Summon Monster VI
Contingency
M's Lucubration
Mass Suggestion
Greater Heroism/Mass Bear's Endurance
Acid Fog

- all sound good. I guess I just won't narrow myself down to top 4 - that's seeming to be impossible here.
 

Saeviomagy said:
Summon monster 6 rules.

Be wary of summon monster VI (or any "combat" spell with a casting time longer than a standard action.) In our campaign, this encounter happened last night....

6 foes: one cast a flame strike, one cast visige of the deity (or something like that), three of them cast either command or greater command (telling the town-folk to dive into the pool), and one began casting a spell (summon monster V probably)

My character: Cone of Cold (with the mastery of shaping archmage ability)
Summoning foe made his save and took 24 damage.
He proceeded to fail the DC 39 concentration check.


The point is that will the enemies attempt to disrupt if you "begin casting a spell"? Will they be able to effectively disrupt?

Not saying that summon monster VI is a bad choice.... it can be extremely effective. However, you do need to concern yourself will being able to successfully cast it.
 

fujaiwei said:
Disintegrate
Summon Monster VI
Contingency
M's Lucubration
Mass Suggestion
Greater Heroism/Mass Bear's Endurance
Acid Fog

- all sound good. I guess I just won't narrow myself down to top 4 - that's seeming to be impossible here.

Try being a sorcerer who only gets 3x 6th level spells *ever*! Feel my pain in trying to make choices for my soon-to-be-12th-level sorcerer :)
 

nhl_1997 said:
Be wary of summon monster VI (or any "combat" spell with a casting time longer than a standard action.)


The point is that will the enemies attempt to disrupt if you "begin casting a spell"? Will they be able to effectively disrupt?

Not saying that summon monster VI is a bad choice.... it can be extremely effective. However, you do need to concern yourself will being able to successfully cast it.
Summon Monster works very well with Inviso. It doesn't break the spell, since it's not an attack. Still no help against AoE spells, but does prevent targeting.

PS
 

Storminator said:
Summon Monster works very well with Inviso. It doesn't break the spell, since it's not an attack. Still no help against AoE spells, but does prevent targeting.

PS

Yes, in certain situations, there will be no problems casting the spell. Will these situations be the most common?

Concerning using invisibility..... this is definitely an excellent combo if you already have invisibility cast. If you do not, then you'd first cast invisibility, then begin casting summon monster. You're essentially out of action until the 3rd round.
 

For sorc, I have to say, disentigrate is a must. Also, eventually, greater dispel, but proably you should wait and just switch some other 6th level spell for it at level 16 (per the sorcerer ability to switch out spells at every even level). Other than that, maybe play with mass suggestion or contingency, you can always swap them out at 16th level if they aren't working.
 

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