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General Tabletop Discussion
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What 6th-level spells should any Wizard have?
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<blockquote data-quote="Al" data-source="post: 1646151" data-attributes="member: 2486"><p>Antimagic Field</p><p>Contingency</p><p>Disintegrate</p><p></p><p>Antimagic Field is a great spell. No one spell can reliably short-circuit enemy casters of any level. Gather your tanks within a 10' radius of you and you can make short work of opposing casters. Alternately, if you are a multiclass caster, such as an Eldritch Knight, it can enable you to simple go man-o-man against your opponents.</p><p></p><p>Contingency is the only spell which you can reliably say *will* save your life. Whether it's Break Enchantment, Protection from Energy, Dimension Door or the old faithful Teleport, some variation of Contingency will invariably play its part in allowing your wizard to escape a sticky end.</p><p></p><p>Disintegrate, even the nerfed 3.5 version, is more - much more - than a mega-damage spell. Its utilities are legion: it can dispose of those pesky Walls of Force, blast holes in walls, doors, floors and ceilings and can be targeted against specific items to really run an opponent's day.</p><p></p><p>PS In view of the fact that True Seeing and Greater Dispel Magic have come top, I'd add that whilst these are very useful spells, they are replicated by the presence of a cleric. The wizard should aim to go for the spells which are not on the clerical list, particularly since a wizard spell of equivalent spell should be better "pound for pound"* than a clerical spell, and since the cleric does not have to worry about spellbook capacity or inscription costs.</p><p></p><p>*At least, that's what we're told when we question why the cleric has so many other advantages.</p></blockquote><p></p>
[QUOTE="Al, post: 1646151, member: 2486"] Antimagic Field Contingency Disintegrate Antimagic Field is a great spell. No one spell can reliably short-circuit enemy casters of any level. Gather your tanks within a 10' radius of you and you can make short work of opposing casters. Alternately, if you are a multiclass caster, such as an Eldritch Knight, it can enable you to simple go man-o-man against your opponents. Contingency is the only spell which you can reliably say *will* save your life. Whether it's Break Enchantment, Protection from Energy, Dimension Door or the old faithful Teleport, some variation of Contingency will invariably play its part in allowing your wizard to escape a sticky end. Disintegrate, even the nerfed 3.5 version, is more - much more - than a mega-damage spell. Its utilities are legion: it can dispose of those pesky Walls of Force, blast holes in walls, doors, floors and ceilings and can be targeted against specific items to really run an opponent's day. PS In view of the fact that True Seeing and Greater Dispel Magic have come top, I'd add that whilst these are very useful spells, they are replicated by the presence of a cleric. The wizard should aim to go for the spells which are not on the clerical list, particularly since a wizard spell of equivalent spell should be better "pound for pound"* than a clerical spell, and since the cleric does not have to worry about spellbook capacity or inscription costs. *At least, that's what we're told when we question why the cleric has so many other advantages. [/QUOTE]
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What 6th-level spells should any Wizard have?
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