Wizard 7th level spell selection ideas?

Thanee

First Post
My current Arcane Trickster character just hit 13th caster level and I can choose two new spells for her. Being a Transmuter (Prohibited School: Evocation), she has to choose at least one spell from that school. I'm currently leaning towards Teleport without Error and Greater Scrying, but both are not spells I would say are really necessary (having a few Teleports and a Crystal Ball available), altho both are probably quite nice to have. I thought about Limited Wish as well, but it just seems too limited to be worth the 300 XP (if it only could simulate a Heal spell). Shadow Walk maybe?

My current stance is to leave the 7th spell slots open to be used for metamagicked spells (got Extend and Empower Spell) usually (casting double empowered extended cat's grace and endurance at the evening camp seems quite good, really), maybe preparing one Teleport without Error just to be safe.

Well, if anyone has any good ideas for 7th level spell choices, I'd love to hear suggestions! :)

Bye
Thanee
 

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Mordenkainen's Magnificent Mansion is the shiznit! It lets you sleep in the lap of luxury, while simultaneously protecting you from people who might try to teleport in and kill you at night.

Also, if you plan on using your 7th slots for metamagicked spells usually (like my sorcerer does) than Limited Wish can be a great party saver when you need it. For 3,000 xp over two days you can become one heck of a melee machine too. :)
 

What about Reverse Gravity? Pretty nice spell, and it's area is shapable! then there's Ethereal Jaunt. I don't think that Teleport without Error is more useful than those! (But since you're a transmuter, you could learn two of those three)

Spells from other schools that are cool are

Spell Turning
Insanity
Shadow Walk
Finger of Death

Hmm... the nicest Spells at 7th level are evocations...
 


If you have access to T&B, Energy Immunity is not bad. Greater Dispelling Screen and Mass Teleport have some nice uses as well.
 


Yup, Energy Immunity could be quite useful as well!

I'd probably take Shadow Walk over Mass Teleport, since it offers some new possibilities and with Reduce, Teleport is already pretty much capable of mass teleporting as well! :)

Well, is it just me or is the 7th level just weaker than the 6th level, when it comes to spells? 6th level has some really awesome spells in comparison!

Ok, Teleport without Error and some others are pretty potent, but the overall quality seems to be lower.

Bye
Thanee
 

Well, as you are a transmuter, your first spell must be from that school, so...

I'd recommend Ethereal Jaunt. As an arcane trickster, one of your desires should be as complete a freedom of movement as possible.
 

I think Reverse Gravity is a good combat spell.

Transmute Rock to Mud. Reverse Gravity. Transmute Mud to Rock.

Look, new ceiling decorations. ;)
 

Xarlen said:
I think Reverse Gravity is a good combat spell.

Transmute Rock to Mud. Reverse Gravity. Transmute Mud to Rock.

Look, new ceiling decorations. ;)

Of course, Rock to Mud/Mud to Rock is pretty messy even without the Reverse gravity. Plus, think of all the neat area affect spells you can follow those up with now that everyone is trapped/entombed... ;)
 

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