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Best 6th-level wizard spells?
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<blockquote data-quote="the Jester" data-source="post: 2329183" data-attributes="member: 1210"><p>Well, I have a couple of options from my campaign that you might consider if your dm is open to such:</p><p></p><p><strong>BRAINKILL</strong> <em>(Translated and reinterpeted from the 2e CNHB)</em></p><p>Necromancy [Mind-Affecting]</p><p>Level: Sor/Wiz 6, Clr 6</p><p>Components: V, S</p><p>Casting Time: 1 full round</p><p>Range: Touch</p><p>Target: One creature</p><p>Duration: Permanent</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p> </p><p>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).</p><p></p><p>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.)</p><p></p><p>Lost memories can be relearned or regained through a <em>Greater Restoration, Heal</em> or similar powerful magic (<em>Wish,</em> etc.)</p><p></p><p><strong>DZARAM’S ROT</strong></p><p>Necromancy</p><p>Level: Sor/wiz 6</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Target: One creature</p><p>Duration: Permanent</p><p>Saving Throw: Fort negates</p><p>Spell Resistance: Yes</p><p> </p><p>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.</p><p></p><p><em>Dzaram’s rot</em> can be halted via a <em>remove disease, remove curse, dispel magic</em> or <em>break enchantment,</em> but the caster must succeed in an opposed level check against you. A <em>heal, regenerate, limited wish, miracle</em> or <em>wish</em> (or other similar means) will automatically break the effects. The <em>restoration</em> suite of spells may slow or mitigate the effects, but they will not stop it.</p><p></p><p>If <em>Dzaram’s rot</em> 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). </p><p></p><p>Material component: a live maggot and a mummy wrapping.</p><p></p><p><strong>DZARAM’S SYMPATHY</strong></p><p>Necromancy</p><p>Level: Sor/Wiz 6</p><p>Components: V, S, M, F</p><p>Casting Time: 1 round</p><p>Range: Touch</p><p>Target: 1 creature</p><p>Duration: See text</p><p>Saving Throw: Fort negates</p><p>Spell Resistance: Yes</p><p></p><p>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 <em>Dzaram’s sympathy.</em></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p>***</p><p></p><p>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 <em>potions of longevity</em>; he gave them some. Combined with the material component of <em>Dzaram's sympathy,</em> it is clear that he is awful tricky.</p></blockquote><p></p>
[QUOTE="the Jester, post: 2329183, member: 1210"] Well, I have a couple of options from my campaign that you might consider if your dm is open to such: [b]BRAINKILL[/B] [i](Translated and reinterpeted from the 2e CNHB)[/i] 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 [i]Greater Restoration, Heal[/i] or similar powerful magic ([i]Wish,[/i] etc.) [b]DZARAM’S ROT[/b] 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. [i]Dzaram’s rot[/i] can be halted via a [i]remove disease, remove curse, dispel magic[/i] or [i]break enchantment,[/i] but the caster must succeed in an opposed level check against you. A [i]heal, regenerate, limited wish, miracle[/i] or [i]wish[/i] (or other similar means) will automatically break the effects. The [i]restoration[/i] suite of spells may slow or mitigate the effects, but they will not stop it. If [i]Dzaram’s rot[/i] 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. [b]DZARAM’S SYMPATHY[/b] 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 [i]Dzaram’s sympathy.[/i] 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 [i]potions of longevity[/i]; he gave them some. Combined with the material component of [i]Dzaram's sympathy,[/i] it is clear that he is awful tricky. [/QUOTE]
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