Apart from Contingency, I'm having a hard time figuring out what my other 6th level spell should be.
I've narrowed it down to a list of fun ones, but haven't decided on a final one yet. Thoughts? I also have a spell book from an AL reward that has 2 6th level slots I am allowed to fill out, so I have a total of 3 choices to make for level 11. I've also picked up some spell books along the way that have chain lightning and contact other plane, so I'm covered on those.
Disintegrate - Helps against pesky wizards that cast wall of force.
Globe of Invulnerability - Great against wizards. Keeps my other ranged party members from nasty AOE affects.
Mass Suggestion - good way to end a fight that's not going our way.
Mental Prison - Great as a divination wizard as I can force the fail. Sucks that it doesn't last that long.
Otto's Irresistible Dance - great to help out our fighting party. Bonus of not being able to save until their turn. If they just went, can get some nice damage in from my allies. Also great divination choice as I can fail their save for a turn.
Scatter - Seems better to get allies out of harms way. However, if I'm within 30 feet of an ally, I can already get to them and dimension door.
Soul Cage - Gives me some free healing for 6 rounds. The other benefits are pretty good as well.
Tenser's Transformation - Wizard Smash! Also, it's a fun spell to combo with a Contingency that gives me a non-concentration buff when I activate Tenser's Transformation.
True Seeing - Fun Divination spell to help other party members. I already have the robe of eyes so it wouldn't be useful on me.
Any other spells are up for recommendation as well. These just seemed like the most fun.
Scatter is one of the best battlefield control spells. Put bad guys in a big group so they can get AoE'd, move your fighters between baddies and yourself, or use it to evacuate your whole squad at once. Combos so well with so many different things.
True Seeing is way better than Robe of Eyes, but most of the time Robe of Eyes does enough to get you by. True Seeing helps a lot more against illusion magic and anything dealing with the Ethereal plane
Disintegrate is the OG "Save or Die" spell. Like Raid, it kills bad guys dead. SO much damage (the LOWEST it can do is 50) and gets a body out of a fight real quick. If you're not averse to killing things, this is a "must take" IMHO.
Mental Prison is another great "Save or Die" spell. Even on a failed save, they're taking an average of 27.5 damage, and on a failed save that jumps up to an average of 82.5 AND they get a ton of negative statuses thrown on them. I love the flavor of this spell, even if it does feel a little evil.
Apart from Contingency, I'm having a hard time figuring out what my other 6th level spell should be.
I've narrowed it down to a list of fun ones, but haven't decided on a final one yet. Thoughts? I also have a spell book from an AL reward that has 2 6th level slots I am allowed to fill out, so I have a total of 3 choices to make for level 11. I've also picked up some spell books along the way that have chain lightning and contact other plane, so I'm covered on those.
Disintegrate - Helps against pesky wizards that cast wall of force.
Globe of Invulnerability - Great against wizards. Keeps my other ranged party members from nasty AOE affects.
Mass Suggestion - good way to end a fight that's not going our way.
Mental Prison - Great as a divination wizard as I can force the fail. Sucks that it doesn't last that long.
Otto's Irresistible Dance - great to help out our fighting party. Bonus of not being able to save until their turn. If they just went, can get some nice damage in from my allies. Also great divination choice as I can fail their save for a turn.
Scatter - Seems better to get allies out of harms way. However, if I'm within 30 feet of an ally, I can already get to them and dimension door.
Soul Cage - Gives me some free healing for 6 rounds. The other benefits are pretty good as well.
Tenser's Transformation - Wizard Smash! Also, it's a fun spell to combo with a Contingency that gives me a non-concentration buff when I activate Tenser's Transformation.
True Seeing - Fun Divination spell to help other party members. I already have the robe of eyes so it wouldn't be useful on me.
Any other spells are up for recommendation as well. These just seemed like the most fun.
Scatter is one of the best battlefield control spells. Put bad guys in a big group so they can get AoE'd, move your fighters between baddies and yourself, or use it to evacuate your whole squad at once. Combos so well with so many different things.
True Seeing is way better than Robe of Eyes, but most of the time Robe of Eyes does enough to get you by. True Seeing helps a lot more against illusion magic and anything dealing with the Ethereal plane
Disintegrate is the OG "Save or Die" spell. Like Raid, it kills bad guys dead. SO much damage (the LOWEST it can do is 50) and gets a body out of a fight real quick. If you're not averse to killing things, this is a "must take" IMHO.
Mental Prison is another great "Save or Die" spell. Even on a failed save, they're taking an average of 27.5 damage, and on a failed save that jumps up to an average of 82.5 AND they get a ton of negative statuses thrown on them. I love the flavor of this spell, even if it does feel a little evil.
Those 4 are my suggestion for a starting point.
Mental prison is one of the few INT ST, which is great against most non wizard enemy. That's what drew me to it.
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