Best 6th-level wizard spells?


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Well, I have a couple of options from my campaign that you might consider if your dm is open to such:

BRAINKILL (Translated and reinterpeted from the 2e CNHB)
Necromancy [Mind-Affecting]
Level: Sor/Wiz 6, Clr 6
Components: V, S
Casting Time: 1 full round
Range: Touch
Target: One creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

You can permanently burn from the memory of one creature all knowledge of either a specific place or person or a time period of up to one year (you choose). The spell works only on creatures of Int 3 or higher. It destroys part of the subject’s brain, dealing 1d6 hp as it excises the chosen memory (this is in the form of a terrific headache).

Brainkill only affects the victim’s ability to recall factual information such as names, places, traits, etc. It has no effects on skills or experience (so a character who learned to swim and had the memory of it excised through this spell would still know how to swim but wouldn’t remember the lessons, teacher, places where he swam, etc.)

Lost memories can be relearned or regained through a Greater Restoration, Heal or similar powerful magic (Wish, etc.)

DZARAM’S ROT
Necromancy
Level: Sor/wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: Permanent
Saving Throw: Fort negates
Spell Resistance: Yes

Your touch inflicts a foul rotting on the victim. Every hour, the victim suffers 1d4 points of strength, constitution and charisma drain. When any of these ability scores reaches 0, the victim dies, and his body completely liquefies save for a few teeth over the course of an hour.

Dzaram’s rot can be halted via a remove disease, remove curse, dispel magic or break enchantment, but the caster must succeed in an opposed level check against you. A heal, regenerate, limited wish, miracle or wish (or other similar means) will automatically break the effects. The restoration suite of spells may slow or mitigate the effects, but they will not stop it.

If Dzaram’s rot is cast upon a corporeal undead, it suffers 1d6 hp of damage per round until it is destroyed (or the spell is dispelled or removed).

Material component: a live maggot and a mummy wrapping.

DZARAM’S SYMPATHY
Necromancy
Level: Sor/Wiz 6
Components: V, S, M, F
Casting Time: 1 round
Range: Touch
Target: 1 creature
Duration: See text
Saving Throw: Fort negates
Spell Resistance: Yes

The target of this spell serves as a receptacle for necromantic energies. To be effective you must cast another arcane necromancy spell on the target within 3 rounds of casting the sympathy. Only spells with a range of other than personal can be applied via Dzaram’s sympathy.

The secondary spell applied never wears off. Damage from it will not heal naturally. However, it can be healed magically and the sympathy may be dispelled normally or with a remove curse or by retrieving the focus.

Material component: one hit point of your blood. Focus: an item of personal significance to the victim, sealed in a lead jar and placed in a pre-prepared diagram. Your blood (the material component) is dripped over this to seal the spell.


***

For the record, Dzaram the Lich looks a lot like Paul Simon (the singer) in green wizards' robes. He never looks undead; he always looks like a healthy, living human. In the past, pcs had to acquire the blood of a lich in order to brew up a batch of potions of longevity; he gave them some. Combined with the material component of Dzaram's sympathy, it is clear that he is awful tricky.
 

Thanee said:
01 - Able Learner, Spell Focus: Enchantment
03 - Iron Will
06 - Empower Spell
07 - Silent Spell
09 - Assume Supernatural Ability
10 - Heighten Spell
12 - Extra Spell (Assay Resistance)
13 - Quicken Spell
15 - Arcane Preparation
16 - Twin Spell
18 - Spell Focus: Illusion


Bye
Thanee

I'm curious about your feats. For one thing, you have far more than I would expect for a sorc, including bonus feats at 7, 10, 13, and 16. You also have Quicken Spell, which I thought was by rule useless for spontaneous casters. Is there some multiclassing in here, or house rules, or is it something else I'm missing? (I'm also not familiar with some of the non-core feats.) Just curious.

--Axe
 


Sorry, a bit more info: My Div7/Lor5 has Illusion as her opposition school, and has Analyse Dweomer, Legend Lore (her two compulsory divinations), Contingency, Disintegrate, and Flesh to Stone in her spellbook. She has Spell Focus (enchantment) and Spell Focus (evocation), but enchantment and evocation spells at that level are pretty lame. She might take Mass Suggestion, but although it's range is reasonable, it is language-dependent, and hence actually only works within earshot (she speaks a dozen languages, so the actual language is not too much of a limitation). Call me an old-fashioned 1st-ed magic-user, but what I really want is spell that goes BOOM! Something with multiple energies (a storm of lighting AND cold, or acid AND fire) and secondary effects (stunning, freezing (slowing/paralysing) etc.). [OK, yes, I can make something up myself..].

As an aside, Flesh to Stone is mechanically a superior spell to Disintegrate. Flesh to Stone is truly a save-or-die spell (unless your opponent has an ally with magic which will reverse the petrification to hand) with no attack roll. By comparison, Disintegrate is a save-or-get-hurt spell. By the time you can cast Disintegrate, its maximum damage won't actually kill the big things you're fighting. And it requires an attack roll.

Cheers, Al'Kelhar
 


Pickaxe said:
You also have Quicken Spell, which I thought was by rule useless for spontaneous casters.
--Axe

Only one reason for this by RAW, the Sudden Quicken feat from Complete Arcane, has the Quicken feat as a prereq.
 

Pickaxe said:
I'm curious about your feats. For one thing, you have far more than I would expect for a sorc, including bonus feats at 7, 10, 13, and 16. You also have Quicken Spell, which I thought was by rule useless for spontaneous casters. Is there some multiclassing in here, or house rules, or is it something else I'm missing? (I'm also not familiar with some of the non-core feats.) Just curious.

--Axe

Thanee is a Sorcerer/Incantatrix, which means bonus metamagic feats and "Instant Metamagic" a few times per day (makes Quicken work for spontaneous casters), at least in 3.0... :)
 


Li Shenron said:
Thanee is a Sorcerer/Incantatrix, which means bonus metamagic feats and "Instant Metamagic" a few times per day...

Yeah, like once currently... ;)

The 3.5 Incantatrix can also use metamagic with spell trigger items, but you need the appropriate item creation feat (i.e. Craft Wand), which I didn't take, since it can't be used in our current campaign to actually craft (mostly because of time issues), I might pick that up later, who knows... Arcane Preparation at 15th level will also make Quicken Spell more useable.

Bye
Thanee
 

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