Rank 6 Wizard Spell advice.

Gruns

Explorer
Hey all...
I just levelled my Wizard to level 11 last session, and now have access to lvl 6 spells. After looking over the list, I see nothing that excites me. I'd rather not take spells from a lesser level for my 'two free spells'. So... What's the word from the experienced gamers out there? Favorties? Best? Most fun?


A little background...
Party of 5 (Cleric, Fighter, Rogue/Cleric, Fighter, Me- Wizard). We're all between lvl 9-11. Our campaign is very much hack and slash oriented as opposed to roleplaying. This is my first attempt at a wizard, and I pretty much suck. All I do is cast Haste at the start of every battle, and fire my bow a lot. (Elf with very high Dex). Occassionally I'll toss a Fireball or a Magic Missle around, go Invisible, hand out some of the animal buffs, but rarely do I even consider 'roleplayey' stuff. Like I said, I suck at this class, as I know I should be doing so much more. I don't think I've cast a single illusion yet! Sigh. Anyway, suggestions?
Thanks for the replies!
Later,
Gruns
 

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Planar Binding lets you call some outsider to help.
Summon Monster VI can also get you some help.
(1d4+1 Lantern Archons are not to be underestimated with their ray attacks.)
Analyze Dweomer is nice for identifying stuff.
True Seeing can be very helpful in some situations.
Greater Heroism is a good party buff, if there is no bard around.
Mass Suggestion can turn your enemies against each other.
Chain Lightning affects multiple targets, but can be cast into a melee without hurting your allies.
Contingency (Dimension Door) can be a life saver.
Disintegrate does loads of damage.
Mordenkainen's Lucubration lets you use a lower level spell again, when needed.

Bye
Thanee
 



So there are no 'must haves' from this sphere.
Right now I'm leaning toward Mislead and Contingency. Our DM is relatively new, and often (Unfairly!) does all he can to target me, regardless of the precautions I try to take. Oh, it's not that I WANT to be a simple nuker, but given the common game session, it's all I end up doing. I've giving up memming Rope Trick, Charm Person, Minor Illusion and the like. All we do is wade through dungeons killing stuff. And then traverse the wilds to the next city which leads to the next dungeon. Definately don't like Disintegrate, though Chain Lightning may be a good choicce, considering the scenario.
Oh, I only have access to the PHB, too.
Thanks again!
Later,
Gruns
 

Yup. Those two are the ones I'ld take. Sorry if I pigeon-holed ya. Mislead and Contingency are VERY good choices...especially when considering the spells you could have at lower levels.
 

If there's a cleric, I wouldn't bother with Greater Dispel Magic or True Seeing.

IMO the two best spells are Contingency and Antimagic Field. Disintegrate is quite good but it's not a nuke - it's a utility spell. Use it for opening doorways, not killing opponents. OTOH though Contingency is something you want in your spellbook, you don't need to cast it very often. Likewise, although AMF can sometimes be a lifesaver, it's only necessary in special situations. So you might want to memorise a lower level metamagicked spell most of the time.

It's a pity you don't have access to Complete Arcane. At 11th level, Scorching Ray gets pretty good. If you apply the metamagic feat Twin Spell it does 24d6, no save, as a 6th level spell. Makes Disintegrate's 22d6 only if they fail the save look pretty feeble, eh? If it's PHB only, quickened Scorching Ray would be a reasonable option for the slot. Maximised Fireball would also be a good choice.
 
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Heh, Contingency is one of my favorites! Has been since the wizard in one game set a contingency that if he dropped to -1 HP or less he would be teleported in town to wherever the cleric of *insert deity here* was. Well, he ended up getting fireballed to death on noon of the priest's high holy day, appearing crisped in front of the entire congregation...

The Auld Grump
 


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