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Help me choose my lucky 13th level spells
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<blockquote data-quote="Jack Simth" data-source="post: 2229497" data-attributes="member: 29252"><p>Except that you skipped all the Magic Circle spells, I might suggest a "summoner's kit" of Planar Binding (6th) , Dismissal (5th), and Dimensional Anchor (4th) in case your party's cleric is the one that needs to be raised (you can summon up a 12 HD creature that can cast cleric spells, such as a Trumpet Archon (casts as Cleric 14th, although would need a day to prepare Ressurection for you) for the material costs only (which is the cost of the ressurection spell, as Planar Binding and Magic Circle against Good don't have expensive material components), and it's always fun to summon up a Lantern Archon to add Continal Flame to stuff - for free.</p><p></p><p>As for not using Wall of Stone due to post-combat cleanup - well, that's what Disintigrate is for, no? Also - it's really useful for building bridges, shelters, and the like - at 13th, 13 full-thickness 5-ft squares, or 26 half-thickness 5-ft squares. With the 26 half-thick, you could make a complete 10-ft cube with one casting, including the floor, to rest up in. Need some way to get out, though (that's what Disintigrate is for, I suppose - could get rid of the entire 10-ft cube in one casting of Disintigrate... or just leave a door when making it).</p><p></p><p>Prying Eyes (5th) can cover scouting rolls without much danger.</p><p></p><p>Telekenesis (also 5th) is one of the very few ways to deal 3d6 damage a level (by getting lots of oversized Greatswords in a portable hole (they would be heavy, and need to be unsheathed already - PH doesn't have sharp item restrictions)) as well as operating as a utility spell (at 13th, you can pick up 325 lbs this way) and making for some fun grappling options (use your caster level as BAB, your key ability modifier in place of Str/Dex, and you don't have to be very close to your target to do so (long range); no reactive attempts, no will save (but normal grapple save and SR)).</p><p></p><p>Shadow Evocation (also 5th....) can give you an additional flexibility boost, as can Shadow Conjouration (4th).</p><p></p><p>Illusory Wall (4th) makes a great combination with Disintigrate (6th) for quick traps</p><p></p><p>Really, it greatly depends on what you are after - Combat monster? Combat support? Healing (seriously - Planar Binding lets you fill that role, outside of combat, with no feat cost)? Travel? Social functions?</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 2229497, member: 29252"] Except that you skipped all the Magic Circle spells, I might suggest a "summoner's kit" of Planar Binding (6th) , Dismissal (5th), and Dimensional Anchor (4th) in case your party's cleric is the one that needs to be raised (you can summon up a 12 HD creature that can cast cleric spells, such as a Trumpet Archon (casts as Cleric 14th, although would need a day to prepare Ressurection for you) for the material costs only (which is the cost of the ressurection spell, as Planar Binding and Magic Circle against Good don't have expensive material components), and it's always fun to summon up a Lantern Archon to add Continal Flame to stuff - for free. As for not using Wall of Stone due to post-combat cleanup - well, that's what Disintigrate is for, no? Also - it's really useful for building bridges, shelters, and the like - at 13th, 13 full-thickness 5-ft squares, or 26 half-thickness 5-ft squares. With the 26 half-thick, you could make a complete 10-ft cube with one casting, including the floor, to rest up in. Need some way to get out, though (that's what Disintigrate is for, I suppose - could get rid of the entire 10-ft cube in one casting of Disintigrate... or just leave a door when making it). Prying Eyes (5th) can cover scouting rolls without much danger. Telekenesis (also 5th) is one of the very few ways to deal 3d6 damage a level (by getting lots of oversized Greatswords in a portable hole (they would be heavy, and need to be unsheathed already - PH doesn't have sharp item restrictions)) as well as operating as a utility spell (at 13th, you can pick up 325 lbs this way) and making for some fun grappling options (use your caster level as BAB, your key ability modifier in place of Str/Dex, and you don't have to be very close to your target to do so (long range); no reactive attempts, no will save (but normal grapple save and SR)). Shadow Evocation (also 5th....) can give you an additional flexibility boost, as can Shadow Conjouration (4th). Illusory Wall (4th) makes a great combination with Disintigrate (6th) for quick traps Really, it greatly depends on what you are after - Combat monster? Combat support? Healing (seriously - Planar Binding lets you fill that role, outside of combat, with no feat cost)? Travel? Social functions? [/QUOTE]
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