Your Favorite 5th Level Acane Spell???

Hhhmm, Ghostform is a mighty powerful spell for its level. I have to agree with RogueJK and say that the drawbacks aren't really that much of a hinderance. I think 6th or 7th level might be a better level for it.

But that is my two cents...back onto the thread topic.

My vote goes with Teleport. Nothing can beat a spell that lets you get round a realm in super quick time.
:)
 

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Okay, my favorite 5th level spell is cloudkill, but one of the most disgusting spells I have ever seen was Animate Necrosis from Book of Eldritch Might II. Gestalt (a 6th level D&D version of DBZ's FUSION technique?), also from BoEMII, also ranks up there as one of the more visually unpleasant spells.

C.I.D.
 
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Teleport. As Victim mentioned, the availability of that spell is one of the biggest differences between low-level and high(mid)-level adventuring. The party mage in our RttToEE campaign just got it, and I am planning to do some strategizing with him to give the DM some headaches :)
 
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I'm thinking Teleport, though I'd want to go and have a look over the spell list again and see if there are any other particularly nefarious sorceries :)
 

Maybe not my favorite 5th level spell overall (have to think about that one) but Firebrand (MoF) is my favorite damage dealing spell around. It's very handy if you're not planning to pick up the spell sculpting ability from a level of archmage.

UofMDude
 


I recently played a multiclassed Transmuter/Barb/Rogue that had Ghostform. The spell was great for recon and scouting, but not so good once the fighting started. Granted, the Wizard was more martial than most, able to hold his own with a short sword and a nasty bowman with Greater Magic Weaponed and Bane Weaponed arrows, but many of his spells were also unusable while in Ghostform. Thus his combat capability was practically reduced to Magic Missiles; I couldnt even use most of his buff spells becuase they were creature touched. Thus, I typically let the spell drop once combat started.

Ghostform is still a really good spell, though. I dont agree that it should be 7th level, however. While some Wizards are going to be less affected by its drawbacks than others, it still blanket removes a number of spells and options and limits the Wizards AC as well. If you get hit twice as often, 50% miss works out the same. Many foes faced at 9th level and up should have some way of counteracting incorporeal. 5th level seems right to me.

My favorite 5th level spell is Shadow Evocation; I love the flexibility of the spell and the higher save DC. Its backfired once or twice thanx to lucky saves and vs a couple of opponents who looked like Fighters but turned out to have levels as Clerics (and thus had high Will saves), but its worked many many many times to my best advantage as I was able to take advantage of current circumstances when choosing which spell to mimic.


Teleport is a great and powerful spell, but it can also be very disruptive, slow down the game, and make life very hard on the DM. Thus, while its a great spell when it expedites progress, its not so great when it halts all forward progress.
 
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Ghostform's Biggest Drawback?

A good limitation on ghostform would be to rule that the caster can't touch material components while incorporeal.
 

Personal favorite would have to be either Teleport (for the reasons everyone's said) or Wall of Force (virtual immunity to the fighter types who could otherwise be a real pain in close quarters). Add in Feeblemind as the most broken 5th level spell out there.

As for Ghostform, it's powerful, but not so overwhelmingly so, especially in the face of spells/abilities the characters will already have. By the time you hit 9th level, most of your foes will either have or count as magical weapons, so you basically have a 1/3 speed fly spell and a slightly cooler blink spell on your person for the duration of the spell. (You lose all ability to use touch-buffs and total vulnerability to magic missiles in exchange for no chance for your non-touch spells going awry.) With the duration of the spell, it's an either/or between that or a passwall effect, neither of which is horribly out of place. Granted, I haven't seen it in play yet, just extrapolating.
 

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