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Best 6th-level wizard spells?
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<blockquote data-quote="Elder-Basilisk" data-source="post: 2327504" data-attributes="member: 3146"><p>It all depends on what you want to do. (And what feats you have).</p><p></p><p>Fires of Purity is a great 6th level buff spell. (Complete Divine--it's like a hot fire shield that you can cast on someone else and that adds damage to their attacks as well).</p><p></p><p>Arrow of Bone (Complete Arcane) is pretty seriously broken. (It's not so bad for a wizard to shoot himself, but the trick is to make several and give them to an archer--one rapid shot or manyshot later, you get a dead opponent).</p><p></p><p>Acid fog is a great battlefield control spell (though not as good as the 5th level Freezing Fog in Complete Arcane).</p><p></p><p>Antimagic shell has a lot of utility and is useful in a variety of situations (surrounded by incorporeal undead, anti-magic shell. Fighting a physically weak foe with strong magical powers? anti-magic shell. Beholders? Antimagic shell (and fire arrows). Etc.)</p><p></p><p>Contingency is every wizard's best friend. If you can cast 6th level spells, you should have one. Ordinarily, I'd recommend something like a contingent resist energy or a contingent displacement, but since you have cleric levels, a contingent freedom of movement or death ward would be quite handy. Contingent fire shield is another good option.</p><p></p><p>Analyze dweomer is a great way to bypass thorny or complex problems (like a strange magical puzzle) and to discover the hidden powers of items.</p><p></p><p>Lastly, you shouldn't underestimate Tenser's Transformation. It's noticably more powerful than divine power and enables you to transcend a lot of the limitations of a multiclassed spellcaster if the need should ever arise. (Divine Power is more flexible though, so you might want to use that instead).</p><p></p><p>For metamagic, there are a lot of spells to consider:</p><p>Quickened: glitterdust, scorching ray, web, touch of idiocy, whirling blade (but only if you cast divine power, etc first for your character).</p><p></p><p>Empowered: blast of flame (Complete Arcane), fire orb (Complete Arcane), force orb (Complete Arcane), and all the other orbs.</p><p></p><p>Maximized: fireball, lightning bolt, etc.</p><p></p><p>Sculpted (Complete Arcane feat): Vitriolic Sphere (Complete Arcane), Cone of Cold</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 2327504, member: 3146"] It all depends on what you want to do. (And what feats you have). Fires of Purity is a great 6th level buff spell. (Complete Divine--it's like a hot fire shield that you can cast on someone else and that adds damage to their attacks as well). Arrow of Bone (Complete Arcane) is pretty seriously broken. (It's not so bad for a wizard to shoot himself, but the trick is to make several and give them to an archer--one rapid shot or manyshot later, you get a dead opponent). Acid fog is a great battlefield control spell (though not as good as the 5th level Freezing Fog in Complete Arcane). Antimagic shell has a lot of utility and is useful in a variety of situations (surrounded by incorporeal undead, anti-magic shell. Fighting a physically weak foe with strong magical powers? anti-magic shell. Beholders? Antimagic shell (and fire arrows). Etc.) Contingency is every wizard's best friend. If you can cast 6th level spells, you should have one. Ordinarily, I'd recommend something like a contingent resist energy or a contingent displacement, but since you have cleric levels, a contingent freedom of movement or death ward would be quite handy. Contingent fire shield is another good option. Analyze dweomer is a great way to bypass thorny or complex problems (like a strange magical puzzle) and to discover the hidden powers of items. Lastly, you shouldn't underestimate Tenser's Transformation. It's noticably more powerful than divine power and enables you to transcend a lot of the limitations of a multiclassed spellcaster if the need should ever arise. (Divine Power is more flexible though, so you might want to use that instead). For metamagic, there are a lot of spells to consider: Quickened: glitterdust, scorching ray, web, touch of idiocy, whirling blade (but only if you cast divine power, etc first for your character). Empowered: blast of flame (Complete Arcane), fire orb (Complete Arcane), force orb (Complete Arcane), and all the other orbs. Maximized: fireball, lightning bolt, etc. Sculpted (Complete Arcane feat): Vitriolic Sphere (Complete Arcane), Cone of Cold [/QUOTE]
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