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> Spell Selections, What spells are your 'Top Ten' and why?
Demon_Bob
post Jun 12 2007, 12:50 AM
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QUOTE (lunchbox311)
Shhh. We have to keep these things secret for now or the riots will start. The mundane just will not understand yet.

So your saying the voices in my head are real? :(
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hyzmarca
post Jun 12 2007, 01:29 AM
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QUOTE (Demon_Bob)
QUOTE (lunchbox311 @ Jun 10 2007, 10:48 PM)
Shhh. We have to keep these things secret for now or the riots will start. The mundane just will not understand yet.

So your saying the voices in my head are real? :(

That depends on what they're telling you to do.
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Athanatos
post Jun 12 2007, 03:45 AM
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Lol, not to point at another RPG, but that sounds alot like the Vampire the Masquerade Tremere view of Malkavians. Also when the malkavians basically reply with "I think they're on to us!" or something.




Drizztminster VS Harlequin2!!!! Winner gets exclusive rights to HMHDV!!!!
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Big D
post Jun 12 2007, 09:59 PM
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Stunbolt-basic combat spell
Powerball-for when you really need to kill stuff dead. Can be replaced by Ball Lightning. Can (when packing illegal heat) be replaced by Fragball, the old drainless wonder
Imp Reflexes (on sustaining focus)-'nuff said
Heal-do you have to ask?
Levitation-I believe I can fly
Combat Sense-best defensive spell once the shooting starts
Physical Mask-one of the best defensive spells *before* the shooting starts (if you have spirits handy, you can probably make do with Concealment over Invisibility)
Influence-mind control without the mess... but slow
Mob Mind-when you need it, you'll need it
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Wakshaani
post Jun 13 2007, 12:41 AM
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Wow, there's an absolute derth of Detection spells in here.

No big proponent of, say, Analyze Device?
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Crusher Bob
post Jun 13 2007, 03:07 AM
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Analyze device is not that helpful because if you have forever to look at the device, you can probably scare up an expert to consult (or just do enough google-fu to get teh full +3 AR bonus). If you don't have enough time, then you'd need the related skills to do the job anyway. Getting a few extra dice to disarm the bomb only really helps if you have an idea on how to disarm the bomb to begin with. Most mages can't afford to dump points on a bunch of technical skills that would make analyze device worth the effort.
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laughingowl
post Jun 13 2007, 03:23 AM
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QUOTE (Crusher Bob)
Most mages can't afford to dump points on a bunch of technical skills that would make analyze device worth the effort.

True..

but:
QUOTE
Analyze Device (Active, Directional)
Type: P • Range: T • Duration: S • DV: (F ÷ 2)


Range Touch....

Your sammy likely has demolitions.... if HE is about to disarm the bomb under you buttocks.... wouldnt you like if he has a few extra dice.

The bonus doesnt have to go to the 'mage'
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toturi
post Jun 13 2007, 03:24 AM
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Most of the things that Detection Spells do can often be done by other means.
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hyzmarca
post Jun 13 2007, 03:50 AM
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Thats why I always check the toilet for bombs before I sit down.

The best detection spell is Detect Enemies, it makes ambushes impossible.
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Crusher Bob
post Jun 13 2007, 04:07 AM
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QUOTE (hyzmarca)
Thats why I always check the toilet for bombs before I sit down.

The best detection spell is Detect Enemies, it makes ambushes impossible.

Unless, they are using drones. Or there is a bored hitman waiting for a phone call telling him who to whack. or...

Detect enemies isn't perfect. Threating it like it is is asking for a world of hurt.
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laughingowl
post Jun 13 2007, 04:18 AM
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QUOTE (Crusher Bob)
QUOTE (hyzmarca @ Jun 13 2007, 11:50 AM)
Thats why I always check the toilet for bombs before I sit down.

The best detection spell is Detect Enemies, it makes ambushes impossible.

Unless, they are using drones. Or there is a bored hitman waiting for a phone call telling him who to whack. or...

Detect enemies isn't perfect. Threating it like it is is asking for a world of hurt.

OR you have good psychology and or influence skills.

And you program the hitman to belive he is HELPING you..


Johnson: So Mr. X knows he has pissed of Ares to much to be left alive, but wants to die in a way that deprives Ares the joy of seeing him die, and makes a statement. Mr. X. has contacted Ares and arranged a metting to discuss a possible 'consderations' that will allow him to live. He claims to have very important information that could ruin them and wants to talk about trading that for his life. Your job is to lay in wait for the meeting and to kill Mr. X when he meets with the Ares represenative. THe Ares rep is 100% NOT to be harmed. Thw world will figure Ares made the hit and break netural ground folks will be hestiate to trust them. Ares will figure it was somebody else who had the information Mr. X has and they plan on hurting Ares with it. Mr. X dies, but takes a good chunk of Ares with him.



---------------------------------------


The 'hitman' does not have hostile intentions towards you, he belives he is helping you do exactly what you want to do....

Rely on any one defense and become a corpse!
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Big D
post Jun 13 2007, 04:32 PM
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Oh, there are a number of good detection spells. However, if you have to narrow it down to a short starting list, I'd take the risk and pick them up with karma.
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Roadspike
post Jun 13 2007, 04:49 PM
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QUOTE (Sterling)
I'd have to say my favorite spell is Trid Phantasm. It's one of the handiest spells I've ever used, as it can easily save your hoop when used in the right way. Lone Star on your hoop? Can't quite shake them? Duck into an alley... and remove the alley. They'll (or drive) right by you, never noticing (well, unless they roll well) your alley. ... move the bridge four meters to the left ... look, there you went down that alley, when you were really peeking out of the dumpster ... wow, you resisted his attack completely, but he sees you as bloodied and full of holes... and still moving!! ... ohfragohfragohfrag, a DRAGON!!

Actually, as I recall, Trid Phantasm requires a willing target. Admittedly, it may have changed (I've been sadly lacking in my study of SR4 spells), but I believe that most of these tricks won't actually work with Trid Phantasm because the viewer has no reason to believe such tricks are real, or want to believe them (except the bullet-holed and blood-spattered Trid Phantasm, but really, in that case, wouldn't you rather just Stunbolt the person shooting at you instead of giving them another chance to shoot at you?).
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hyzmarca
post Jun 13 2007, 06:04 PM
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Enterainment requires a willing target. Phantasm does not.
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Eleazar
post Jun 13 2007, 08:18 PM
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1. Stunbolt- nice drain modifier for single target. Once you have knocked him out you can kill him if needed.
2. Stunball- nice drain modifier for multiple targets. Once you have knocked them out you can kill them if needed.
3. Improved Invis- it is nice to be able to disappear or make your covert ops guys disappear
4. Physical Mask- great for disguise
5. Deflection- Most damage you take as a mage in SR is going to be from guns, that and it doesn't glow like armor.
6. Mind Probe 7. Influence 8. Alter Memory- goes without saying
9. Heal- DUH
10. Increased Reflexes- It is impossible to be effective in SR4 without something to boost your IPs, unfortunately.

Runners up: Levitate- use this with an air spirits movement power and you will go really really fast. Physical Barrier- instant cover, only really good for open areas or where adequate cover is not available.
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snowRaven
post Jun 13 2007, 11:51 PM
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Improved Invisibility, Magic Fingers, Levitate, Increase Reflexes, Physical Mask, Smoke Cloud, Screech, Stunbolt, Control Thoughts, and Heal.
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Whipstitch
post Jun 14 2007, 05:09 AM
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I don't think Physical Barrier gets enough love. The drain is admittedly nasty, but it can be used to trap/slow enemies, create cover or even make an (admittedly flimsy) impromptu ramp or bridge. Any spell that can be used for offense, defense AND utility should bear some real consideration in a game where you start your career knowing 8-12 spells at best. I've got a Face Mystic Adept who basically has just enough points diverted into spellcasting abilities to cast Makeover, Fashion, and Physical Barrier.
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Noctum
post Jun 14 2007, 04:20 PM
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Currently playing a Mage, with Mentor Spirit - Wise Warrior.

So his 10 spells -

1. Death Touch - With the low drain. A mage with a good Unarmed Combat becomes very scary. I throw this one at force 8 all day.

2. Stun Ball - This is the best AOE in the game.. once again with a low drain code.

3. Mind Probe - This is a must have - Need info Just rip it out.

4. Heal - For those special moments when Things go bad.

5. Increased Reflex's - With a Sustaining Focus - makes you a suprise for that Street Sam who thinks he is really cool.

6. Improved Invis. - Useful for those Ambushes.

7. Mass Sight Removal - Makes it harder for the enemy to hit you, spot you or Follow you.

8. Foreboding - Useful for those "Kneel Before Zod" moments.

9. Magic Fingers - Great for dealing with those NPC who carry Grenades. (the look on the GM's face when you pull the pin on the bad guys grenade will make it worth it.

10. Gecko Crawl - hey everyone wants to be Spiderman. Useful for crawling up the sides of buildings while Invisible, or on the ceiling of those High security area's.


Thats the current list. I have a few other Favorites not Mentioned here, Like Shapeshift. great for moving around undetected or ignored. Cats, Rats and birds are normally ignored by security guards.
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Moon-Hawk
post Jun 14 2007, 04:25 PM
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QUOTE (Noctum)
Gecko Crawl - hey everyone wants to be Spiderman.

I know I do. :love:
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fool
post Jun 14 2007, 04:44 PM
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detect enemies
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HappyDaze
post Jun 14 2007, 05:04 PM
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QUOTE
7. Mass Sight Removal - Makes it harder for the enemy to hit you, spot you or Follow you.

Really? As I read it, it only penalizes Perception tests with the appropriate sense (much like a single sense version of a Spirt's concealment). If they do notice you after the penalties, the spell seems to do nothing at all (no actual visibility modifiers in combat, etc.). This is why our magician opted for Swarm.
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Noctum
post Jun 14 2007, 05:32 PM
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Mass Sight Removal.. if it causes a Modifier for Visual Perception Tests... Shouldn't it cause a Modifier for Ranged Combat... like the Visibility Mods for Ranged attacks?
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djinni
post Jun 14 2007, 05:42 PM
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QUOTE (Noctum)
Mass Sight Removal.. if it causes a Modifier for Visual Perception Tests... Shouldn't it cause a Modifier for Ranged Combat... like the Visibility Mods for Ranged attacks?

most of the effects and things in SR4 need common sense, and agreeable players.
if you get a player that says "uh uh! cuz it says right here!" you need to curb that right quick.
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HappyDaze
post Jun 14 2007, 07:28 PM
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QUOTE
most of the effects and things in SR4 need common sense, and agreeable players.  if you get a player that says "uh uh! cuz it says right here!" you need to curb that right quick.

If deviating from RAW, how would you suggest it works?

What about the other Senses? Sight seems much more significant to most metahumans, so shouldn't it have a higher Drain (or something) to offset the advantages?
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Noctum
post Jun 14 2007, 07:45 PM
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Other senses have Negatives... For instance :

Hearing is often used to find invisible Mages, and notice infiltration with the Hearing Removal that becomes more difficult. (also causes Sec Guards to Not hear the Orders they have been given)

The point is with each sense removal a mage can cause a Myriad of effects to others, many have Role Playing effects not Dice pool effects but are no less Useful.

Smell and Taste can be great - To hide poisons with a bitter taste in someones drink. or to disguise your B.O. (body Odor) when meeting a Johnson on short notice. :-)

They all have uses for those who think outside the box.

A good GM will be flexible and objective about it and decide how well it works.


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