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View Full Version : What spells might you want to cast in 9th level slots besides 9th level spells.



Rfkannen
2014-09-28, 06:45 PM
I was just thinking about this, a lot of spells give you benifits based on what level the slot was, so it would make sense that you may want to caste them in 9th level slots. Also certain builds such as wizard 10/cleric 10 would not be able to get 9th spells but still get the slots. So yeah, what spells would you caste as 9th level, and when?

rlc
2014-09-28, 07:01 PM
inflict wounds, just for giggles

pwykersotz
2014-09-28, 07:01 PM
Dispel Magic springs to mind, circumstantially of course.

archaeo
2014-09-28, 07:48 PM
Geas is pretty metal; you can sentence someone to a lifetime of servitude, especially if your command plants them someplace a Cleric is unlikely to stumble upon.

Logosloki
2014-09-28, 09:58 PM
Geas is pretty metal; you can sentence someone to a lifetime of servitude, especially if your command plants them someplace a Cleric is unlikely to stumble upon.

Best thing of all, no concentration check! The ultimate Jaffar spell.

blelliot
2014-09-28, 10:10 PM
Aid, because forty extra hp that aren't temp hp is just a nice thing to have

Chambers
2014-09-28, 10:14 PM
Magic Missile. 11d4+11 auto-damage. Not optimal, but I'd probably have to do it at least once. :smallsmile:

Logosloki
2014-09-28, 10:54 PM
Bestow curse lasts until dispelled in a 9th level slot and doesn't require concentration above the 5th.

Beleriphon
2014-09-28, 10:58 PM
Bestow curse lasts until dispelled in a 9th level slot and doesn't require concentration above the 5th.

I notice that as well, there's a number of spells that work until dispelled withotu concentration when cast as 9th level spells. Which is totally awesome.:smallbiggrin:

JRutterbush
2014-09-29, 01:31 AM
Bigby's Hand. It's an awesome spell all around, but at ninth level it deals 10d8 damage per slam, or 8d6 damage per round if you use it to grapple and then crush. A total of 100d8 damage over one minute is pretty awesome, but the ability to switch modes each round is even better... and it's as a bonus action, allowing you to continue spamming your other spells while you smash face with a giant magical fist.

numerek
2014-09-30, 01:29 AM
I think it would be better to do 9 cleric/11 wizard or vise versa, but cleric 10 is underwhelming, a 10% chance a day that your deity will intervene and if it does you can't use it again for a week. that and your 5th favorite cantrip.

Baveboi
2014-09-30, 01:37 AM
Disintegrate. "Oh, you failed your Dex save? Let me get those 19d6."
I swear, I have never seen so many dices rolled outside of playing Orks in 40k. And that is 19d6+40 force damage! It is not enough to down someone with 20 Con or a high hp dice class, like fighters, in one hit, but if you hit again? Yeah, definitely.