D&D 3E/3.5 [3.5] Good 8th Level Wizard Spells?

andargor

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My Mnk1/Wiz5/Elem Savant(fire)9/Archmage 1 needs to choose his 8th level spells.

However, looking at the list, nothing looks really compelling. He's a blaster mage with some utility spells, and it seems that the 8th level lacks some oomph...

Moment of Prescience looks good, but that's about it...

We are allowed any WotC book, R&R series, Mongoose, and Malhavoc.

Suggestions?

Andargor
 

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Mind Blank - amazingly powerful spell that lasts 24 hrs.
Hordid Wilting - Fort save for pesky rogues, big damage cap
Polar Ray - 15d6 dmg, no save
Maze - no save
Power Word (Stun) - no save

Empowered Chain Lightning - 15d6 * 1.5 = ouch

I'm sure there's plenty of elemental substitution you could do to get the elemental damages to be fire.
 

When I made the spell selection for my sorcerer, I really had problems to choose the 8th level spells, as there are so many great ones in the PHB alone!

Here are some for you...

Mind Blank !
Maze
Moment of Prescience
Otto's Irresistible Dance !
Greater Shadow Evocation
Horrid Wilting !
Polymorph any Object !

The one's marked with ! are my personal favorites.

Bye
Thanee
 

Incendiary Cloud and Summon Monster VII both fit your theme.

Polymorph Any Object is simply amazing.

There's definately no shortage of great 8th level spells just in the PHB.
 

Thanks for the suggestions!

A bit of background on the campaign. We are playing The Rod of Seven Parts, which is basically a Law vs Chaos adventure. The main minions of our Enemy, the Queen of Chaos, are Spider-Demons. As the name indicates, they have Demon traits. So they are immune to electricity and poison, and have resistance to fire, cold, and acid.

Our job is retrieving all parts of the Rod, which are held by an assortment of creatures. Black Half-dragons and Illithids for example.

So, here are my comments on the suggested spells:

Mind Blank: True, the mind affecting aspect is very interesting. The scrying portion a bit less, since we travel as a party. If we are being scried, only my wizard would not appear.

Horrid Wilting: The Fort save really puts me off. We haven't encountered many creatures with low Fort saves (not many rogues or casters). I therefore prefer spells with Reflex, or even better, Will saves.

Polar Ray: I would of course Energy Substitute it to fire. However, ranged touch attacks, while interesting, are not my wizard's forté (2 PrCs with +0 BAB for the first level, and not a very good Dex). Plus it only affects one target, even if there is no save. I don't see a lot of benefit for this spell before a few levels. I can just use Scorching Ray for a few dice of damage less, although I would have three ranged touch attacks to roll. And it takes a spell slot 6 levels lower. Finally, with our current party composition which has a Fighter and a Monk that really kick butt against single opponents, my wizard is more effective against many opponents. I'm the WMD guy. :)

Maze: Indeed a powerful spell to take out a single creature, no save. I however have Forcecage which can effectively do the same thing for a spell level less, and I can pummel it with spells while it's caged. Spider-demons can Greater Teleport at will, so Maze becomes interesting for that. It's a toss-up for now.

Power Word, Stun: We have encountered several creatures which are immune to stunning. So while it's a very powerful spell, it would be ineffective more often than not.

Otto's Irresistible Dance: The bottom line effect is the same as Maze, but with a shorter duration and requiring a Touch attack. My wizard never ever enters melee combat, so that's out.

Greater Shadow Evocation: I can see how this spell might be interesting for a Sorcerer, since it give great flexibility. However, since my character is a blaster mage, he has a lot of Evocation spells, and I'd rather do 100% damage. But it's worth a second look.

Polymorph Any Object: If used as an offensive spell, see my comment above about Fort saves. Is there any compelling reason to use it as a defensive or utility spell?

Incendiary Cloud: Yes indeedy, this fits my profile. However, all the Cloud spells have the disadvantage of preventing the other party members to engage the affected creatures, and Spider-demon energy resistance make this of very limited use. I'll probably consider taking it later as a flavor spell.

Of course, using the slots for metamagic is interesting, since I have spells like Firebrand which can be empowered/quickened/maximized.

Choice, choices...

Andargor

EDIT: For the record, this is my 666th post, the Number of the Beast. :P
 
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Maze: This is great for removing a foe from battle in a way that makes it really hard to get back. If spider demons have planeshift, it will only keep them at bay for two rounds (one to plane shift back, and one to teleport to the fight). Its still a great spell though.

Polymorph any Object: This is the ultimate buffing and utility spell. If the change is small enough you get a permanent duration. That means large natural armor, size, reach, strength boosts, etc. for the whole party. Its also great for getting around walls, doors, and anything else that gets in your way.

My vote would be for Polymorph any object. Against spellcasters and rogues it is just more devestating than Horrid Wilting (albeit with only one target). For buffing others, it can't be beat. For self buffing, it can't be beat until Shapechange is gained. And it can be useful for getting past things when there isn't a rogue handy.
 

Maze is simply amazing. There's no save, and any creature with less than 10 intelligence is automatically trapped for 10 minutes. If you get maze, I don't think you'll regret it.

Also, Sunburst is pretty good. It has an enormous area (80 foot radius burst), does non-elemental damage to get around pesky resistances, and causes permanent blindness to anyone who fails their save. Plus it'll do huge damage to undead and a lot of the weird underdark hazards. 6d6 damage isn't great against most things, but it's something, and resistances won't apply.
 

nameless said:
Also, Sunburst is pretty good. It has an enormous area (80 foot radius burst), does non-elemental damage to get around pesky resistances, and causes permanent blindness to anyone who fails their save. Plus it'll do huge damage to undead and a lot of the weird underdark hazards. 6d6 damage isn't great against most things, but it's something, and resistances won't apply.

Bolded something for emphasis here with the trouble with Sun-burst :).

I found that out rather humorously when I accidentally blinded all my allies in a game.
 

Sadly you need a feat for the one I'd suggest - meteorite from When the Sky Falls. The spell does just what it sounds like - evokes a meteor to smack into a target. If you hit with a ranged touch attack, it does 18d6 impact damage, no save. Whether you hit or not it explodes in a 20', 8d6 ireball as well.

(The feat is 'Astromancy', and it opens up a bunch more spells from that book.)

From the Complete Book of Eldritch Might, you might consider chains of antimagic - not only allowing you to immobilize a foe, but also to prevent them from using any of their powers.

Mantle of egregrious might has a cool name, and luck bonuses don't come along very often, so chances are it won't overlap with whatever else you (or your allies) have. +4 AC, +4 attack, +4 saves, +4 to all ability scores (making that a +6 total to attack I might add) - good for just about anybody!

J
 

Don't use the offensive spells for 8th level. As you correctly surmised most of them are only slightly better than 1 year old cow feaces. The divination school has all good spells for this level as does abjuration, except for Prismatic Wall. Offensively a couple of acceptable choices are present, Polymorph Any Object (due to it's dual use as a buff spell as well) and Sunburst because it can cause blindness on a reflex save rather than the usual fort save. It also has good damage vs undead and oozes. Lastly Summon Monster VIII is also an acceptable choice for offensive/utility capability.
 

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