Wizard 7th level spell selection ideas?

Something to consider: Summon Monster VII offers great versatility.

It'll get you a Ghaele Eladrin if you need true seeing or healing.
Multiple unicorns can also substitute for a cleric in a pinch.
And 1d3 Celestial Dire Bears or a Celestial Elephant can really ruin someones' day.

Others have mentioned Limited Wish and Energy Immunity which I would wholeheartedly recommend.
 

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7th lvl spells

I would go for Ethereal Jaunt as your specialty spell (transmutation). It's a good scouting and get-anywhere spell. Sadly, there doesn't seem to be many good 7th level transmutation spells.

It's hard to help pick spells without knowing more of your character concept and what spells you already have, but here are some other 7th lvl spells I think are good values...

Energy Immunity
Spell Turning
Power Word, Stun
Limited Wish
 
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Another good choice might be Simbul's Spell Sequencer. It's a 7th level Transmutation spell from Magic of Faerun which allows you store up to 4 spells of up to 5th level, which you are then able to cast as free actions (like a Quickened spell). Also, you can chain any two or more of those spells together (chained spells much be 2nd level or lower). Chained spells may then be discharged together as a single sequence.

This is especially useful if you don't have the Quicken Spell feat. But even if you do, it will allow you to Quicken up to 5th level spells, which you can't do for another 4 levels. Not to mention the multiple spells that it affects and the chaining ability. For the spell slot required for one Quickened 3rd level spell, you have 4 Quickened 5th level spells.

The drawbacks are that it only lasts for 10 minutes/level, and each spell deals you 1d6 points of damage when it is stored, which can't be healed while the Sequencer is in effect.
 

Thanks for all the replies so far! :)

I should have noted, that I possess a Heartstone and can use it via Use Magic Device, so Etheral Jaunt would not be needed, except as a backup method to turn ethereal. I agree, that it is clearly the best spell there otherwise.

Here's my regular spell selection so far...

0 - Mage Hand, Open/Close, Detect Magic, Prestidigitation, Read Magic
1 - (1 slot free), Endure Elements, Protection from Evil, 2x Shield, Grease, Mount, Feather Fall, Reduce
2 - Glitterdust, See Invisibility, Invisibility, Alter Self, Blindness/Deafness, Bull's Strength, Rope Trick
3 - (2 slots free), Dispel Magic, Blink, 2x Fly, Greater Magic Weapon, 2x Haste, Keen Edge, Blindsight
4 - (1 slot free), Empowered Endurance, Detect Scrying, Improved Invisibility, Dimension Door, Polymorph Self
5 - (1 slot free), Empowered Flame Arrow, Rary's Telepathic Bond, Hold Monster, Telekinesis, Teleport
6 - (1 slot free), Empowered² Cat's Grace, Greater Shadow Evocation, Mordenkainen's Lucubration

With the Extend Spell feat, some of this will probably change, now.

As for the character, she's a very roguelike wizard, using her spells more for utility and boosting (also used for the party's paladin or monk at times) and relying a lot on her superior skills. She tends to use longlasting spell effects (tens of minutes or hours) more than shortlasting ones (rounds or minutes). In combat she uses her bow mostly, which is quite nasty, but often takes up a secondary role in combat. As you can see in my spell selection, there are very few offensive spells present.

Elder-Basilisk:
Something to consider: Summon Monster VII offers great versatility.

It'll get you a Ghaele Eladrin if you need true seeing or healing.
Multiple unicorns can also substitute for a cleric in a pinch.
And 1d3 Celestial Dire Bears or a Celestial Elephant can really ruin someones' day.

This is an interesting post, but what is a Ghaele Eladrin!?

Can you summon monsters, that are not included in the list in the PHB? Or is there an extended list somewhere?

I don't have Manual of the Planes myself, so maybe it will be found there?

Summon Monster VII looks quite interesting, especially, since now it has a decent duration (13 rounds) to be useful. I havn't bothered much with the lower level summons, since they usually just didn't seem worthwhile.

Bye
Thanee

P.S. Does anyone know, what planes you can Shadow Walk to?
 

This is how my spell selection is probably going to look now...

0 - Mage Hand, Open/Close, Detect Magic, Prestidigitation, Read Magic
1 - (1 slot free), Endure Elements, Protection from Evil, 2x Shield, Grease, Mount, Feather Fall, Reduce
2 - (1 slot free), Glitterdust, See Invisibility, Alter Self, Blindness/Deafness, Darkvision, Rope Trick
3 - (1 slots free), Extended See Invisibility, Extended Invisibility, Dispel Magic, Blink, 2x Fly, Greater Magic Weapon, Haste, Keen Edge, Blindsight
4 - (1 slot free), Extended Blink, Extended Haste, Detect Scrying, Improved Invisibility, Dimension Door, Polymorph Self
5 - (1 slot free), Empowered Flame Arrow, Rary's Telepathic Bond, Hold Monster, Telekinesis, Teleport
6 - (1 slot free), Greater Shadow Evocation, Mordenkainen's Lucubration, Fiendform
7 - (2 slots free), Teleport without Error

The free slots from level 5 and 7 will be used in the evening (unless needed otherwise) for Empowered Extended Bull's Strength, Empowered² Extended Cat's Grace and Empowered² Extended Endurance.

Bye
Thanee
 
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BTW, the Ghaele Eldarin was probably an honest mistake. You can only summon these with Summon Monster IX (it's in the PHB list). ElderBasilisk was probably thinking of an Avoral Guardinal (which has healing and true seeing).
 

Doh! Those are Celestials... silly me! ;)

Indeed, they got some really nice abilities there! Especially True Seeing, which is otherwise quite expensive (but a little more subtle at least).

Those Ghaeles are really powerful, but only available with Summon Monster IX, as gfunk said!

Bye
Thanee
 

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