I just hit 11th level with my War Mage and have those glorious two free spells. From found scrolls and spellbooks, I have these 6th level spells already (once I copy them into my spellbook):
Circle of Death Create Undead Flesh to Stone Globe of Invulnerability Guards and Wards Move Earth
There's no two ways about it, the ideal sixth level spell for you is going to depend on the style of your campaign and what the other PCs are playing. Otto's Irresistible Dance could be absolutely devastating in the right party. Eyebite could be really nice in a smaller party. True Seeing could be your best option in a certain style of campaign.
As Wren pointed out, the best 6th level spell is very dependent on the type of campaign you are in and the current composition of your party. While I normally dislike the spell Tenser's Transformation, it can be a great spell for a War Wizard as it gives them a good boost and combos well with their 10th and 2nd level features.
Being said, if you would like a true recommendation for the best 6th level spell to take, give us a brief summary of the campaign and your party memebers.
We recently finished TOA and just wrapped White Plume Mountain. I do a lot of first round fireballs, followed by counter spells, polymorphs (Wizard Heal, as we call it), and Bigby’s Hand.
I do my best to stay out of the front line or misty step my way out of trouble. If I can’t get away, I buddy up near the Paladin for the aura.
I’ve been trying to lay a concentration spell out early now that have Durable Magic.
Your Party should deal enough damage and as far as i know your other Partymembers are not good at Stunning Enemies, so Desintegrate feel a little lackluster. With your INI-Bonus and the Groupconstellation i would concentrate on Utility and Bettlefield-control. Contingency is great and can be used in many ways. Downside is the inital cost of 1.500 GP, but i guess that's not that big of a Problem after TOA. Create Homonculus is a way better Familiar, that can be used as a scout or spy or anything you need another pair of hands for. Mass Suggestion and OID are just powerful spells, that can be used to great effects. Mass Sugesstion is useful inside and outside of combat as well.
I am a huge fan of Eyebite. My wizard has gotten a lot of mileage out of the spell. Sure it's not as big and flashy as disintegrate, but it can instantly knock a creature unconscious, and there's no limit to the creatures you can put under. So you can, on each of your turns, potentially knock a creature unconscious completely taking them out of the fight, then knock something else unconscious on your next turn. And then another on the turn after, and so on and so on.
Sunbeam - because a laser you can potentially use from turn-to-turn is fun
Tenser's Transformation - become a supernatural warrior; if only for a little bit
Otiluke's Freezing Sphere - the deadliest snowball ever.
Soulcage - an underrated spell...as a reaction; snatch the soul of an enemy who was just killed, and put it in a box. You can then use that power six times: gain advantage on your rolls, or heal yourself, for starters. Be Shang Tsung.
Mental Prison - a good way to either inflict major psychic damage...or lock-down an opponent caught in the illusion.
Investiture of Wind - become an airbender: gain a pseudo-flight, and create mini-tornados. Ranged attacks get disadvantage against you...good for most wizards.
Chain Lightning - make them regret
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I just hit 11th level with my War Mage and have those glorious two free spells. From found scrolls and spellbooks, I have these 6th level spells already (once I copy them into my spellbook):
Circle of Death
Create Undead
Flesh to Stone
Globe of Invulnerability
Guards and Wards
Move Earth
What else might I want?
Disintergrate is my favourite 6th lvl spell, it would always find a place in my book.
There's no two ways about it, the ideal sixth level spell for you is going to depend on the style of your campaign and what the other PCs are playing. Otto's Irresistible Dance could be absolutely devastating in the right party. Eyebite could be really nice in a smaller party. True Seeing could be your best option in a certain style of campaign.
As Wren pointed out, the best 6th level spell is very dependent on the type of campaign you are in and the current composition of your party. While I normally dislike the spell Tenser's Transformation, it can be a great spell for a War Wizard as it gives them a good boost and combos well with their 10th and 2nd level features.
Being said, if you would like a true recommendation for the best 6th level spell to take, give us a brief summary of the campaign and your party memebers.
The other party members are all 11th level as well:
Ancient Oath Paladin, wood elf
Storm Herald Barbarian, dragonborn
Hunter Ranger, wood elf
Inquisitive Rogue, lightfoot halfling
We recently finished TOA and just wrapped White Plume Mountain. I do a lot of first round fireballs, followed by counter spells, polymorphs (Wizard Heal, as we call it), and Bigby’s Hand.
I do my best to stay out of the front line or misty step my way out of trouble. If I can’t get away, I buddy up near the Paladin for the aura.
I’ve been trying to lay a concentration spell out early now that have Durable Magic.
My Favorites would be
Contingency or Create Homunculus
and
Mass Suggestion or Otto's Irresistible Dance
Your Party should deal enough damage and as far as i know your other Partymembers are not good at Stunning Enemies, so Desintegrate feel a little lackluster.
With your INI-Bonus and the Groupconstellation i would concentrate on Utility and Bettlefield-control.
Contingency is great and can be used in many ways. Downside is the inital cost of 1.500 GP, but i guess that's not that big of a Problem after TOA.
Create Homonculus is a way better Familiar, that can be used as a scout or spy or anything you need another pair of hands for.
Mass Suggestion and OID are just powerful spells, that can be used to great effects. Mass Sugesstion is useful inside and outside of combat as well.
I am a huge fan of Eyebite. My wizard has gotten a lot of mileage out of the spell. Sure it's not as big and flashy as disintegrate, but it can instantly knock a creature unconscious, and there's no limit to the creatures you can put under. So you can, on each of your turns, potentially knock a creature unconscious completely taking them out of the fight, then knock something else unconscious on your next turn. And then another on the turn after, and so on and so on.
Mass suggestion is pretty amazing imo and it upcasts fantastically.
Disintegrate - because a death laser is fun
Sunbeam - because a laser you can potentially use from turn-to-turn is fun
Tenser's Transformation - become a supernatural warrior; if only for a little bit
Otiluke's Freezing Sphere - the deadliest snowball ever.
Soulcage - an underrated spell...as a reaction; snatch the soul of an enemy who was just killed, and put it in a box. You can then use that power six times: gain advantage on your rolls, or heal yourself, for starters. Be Shang Tsung.
Mental Prison - a good way to either inflict major psychic damage...or lock-down an opponent caught in the illusion.
Investiture of Wind - become an airbender: gain a pseudo-flight, and create mini-tornados. Ranged attacks get disadvantage against you...good for most wizards.
Chain Lightning - make them regret