Slay Living or Finger of Death

durza120

First Post
I was looking over 7th lvl sorceror spells when i came across finger of death. I seems to have the same effect as slay living for a clerik, accept its a 7th sorceror and slay living is 5th clerik, which you get to sooner if your not a sors. So which is better, finger of death or slay living?
 

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Check the ranges.

Slay Living is Touch (which means you'll need to be nearby, and make an attack roll).

Finger of Death is Close (which means you can be behind the meatshield, and don't need to make an attack roll).

Oh, and with Save-Or-Die spells, a higher level spell is actually better (unless you have Heighten Spell) for what it does to the save DC.
 

Finger of Death is better than Slay Living.

FoD has range, SL is touch.

FoD is a higher level which means a higher save DC, which means a greater chance of your target blowing it and dying.

Now versus Destruction, on the other hand...
 

Yeah. And the focus costs less than a Wand of Cure Light Wounds.

Of course, all of them are stopped cold by a little prep with Death Ward (Cleric-4), or by surprise when wearing a Scarab of Protection (which will only absorb 12 such).
 

durza120 said:
I was looking over 7th lvl sorceror spells when i came across finger of death. I seems to have the same effect as slay living for a clerik, accept its a 7th sorceror and slay living is 5th clerik, which you get to sooner if your not a sors. So which is better, finger of death or slay living?

I've always thought that Slay Living is a bit too good actually. IIRC it's the lowest level for save or die spells?

Yes it's 2 points easier in the saving throw, but a touch attack is NOT bad at all, since on a miss the spell does not disappear, and you can still deliver it by attacking over and over until you hit. And since you're a Cleric, you are usually quite capable of standing in melee range.
 

Sleep, Ghoul Touch, Hold Person, Feeblemind, and Magic Jar, while not technically save-or-die spells, are often Save or Lose spells (and three of those potentially make a character subject to a CdG, which will kill, usually quite handily).
 

Jack Simth said:
Sleep, Ghoul Touch, Hold Person, Feeblemind, and Magic Jar, while not technically save-or-die spells, are often Save or Lose spells (and three of those potentially make a character subject to a CdG, which will kill, usually quite handily).

First of all, I've said it sometimes that CdG is a game design mistake in many cases.

But anyway, a "save-or-lose" spell is NOT directly comparable with a save-or-die spell, because they always give you at least a second chance. Otherwise ANY offensive spell in the game is potentially save-or-die. Save-or-die exactly means 1 chance only, although you can find extra help from other mechanics such as SR or special protection spells (spell turning, contingency...).
 



Phantasmal killer is still quite potent, 2 saves or not. No one really has mad bonuses to saves at level 7 (absent buffs or magic items) which is the earliest level that a comparable enemy spellcaster can access this spell. Two bad rolls = dead PC. That's rough.
 

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