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General Tabletop Discussion
*Pathfinder & Starfinder
Best 6th level Spells
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<blockquote data-quote="Shallown" data-source="post: 1733377" data-attributes="member: 1368"><p>I like Greater heroism just for the Skill bonuses. It is actually useful for several different party members. The rogue and wizard can benefit from skill bonuses. The fighter/clerics from the combat bonuses and the save bonuses are great for everyone. Its one of the higher level buff spells useful for everyone. The temp Htps are nice as well. For your self or someone else. </p><p></p><p>Illusions are very GM dependent if you and the GM see eye to eye on how they should work go for it.</p><p></p><p>Greater dispel is good but not worth it yet at 11th. that is one worth getting in about 2 levels or so. Look for a scroll of one when you can to put in your spell book.</p><p></p><p>This is also getting to the level that summoned creatures are worth considering for what they can bring to situations outside just fights. They are starting to get spell like abilities and skills thatyou may need.</p><p></p><p>Chain lightning is good for the amount of control in targetting it gives you. I would probable change the energy type (with the GM's okay) to something else like acid or cold, just to be different. (sonic is cheesy still) Chain Acid bolt sounds sort of cool.</p><p></p><p>Mass bear's endurance is usefull for that emergency healing ability. Someone is hurting or going down whip it out to save them with some extar hit points. The group I use to run would on occasion use it to keep some party members alive and functioning when healing was too far away. </p><p></p><p></p><p>Just a few ideas.</p><p></p><p>later</p></blockquote><p></p>
[QUOTE="Shallown, post: 1733377, member: 1368"] I like Greater heroism just for the Skill bonuses. It is actually useful for several different party members. The rogue and wizard can benefit from skill bonuses. The fighter/clerics from the combat bonuses and the save bonuses are great for everyone. Its one of the higher level buff spells useful for everyone. The temp Htps are nice as well. For your self or someone else. Illusions are very GM dependent if you and the GM see eye to eye on how they should work go for it. Greater dispel is good but not worth it yet at 11th. that is one worth getting in about 2 levels or so. Look for a scroll of one when you can to put in your spell book. This is also getting to the level that summoned creatures are worth considering for what they can bring to situations outside just fights. They are starting to get spell like abilities and skills thatyou may need. Chain lightning is good for the amount of control in targetting it gives you. I would probable change the energy type (with the GM's okay) to something else like acid or cold, just to be different. (sonic is cheesy still) Chain Acid bolt sounds sort of cool. Mass bear's endurance is usefull for that emergency healing ability. Someone is hurting or going down whip it out to save them with some extar hit points. The group I use to run would on occasion use it to keep some party members alive and functioning when healing was too far away. Just a few ideas. later [/QUOTE]
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