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> Spell Selections, What spells are your 'Top Ten' and why?
X-Kalibur
post Jun 14 2007, 08:01 PM
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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? :(

As opposed to the voices where? In your leg? I hope you're hearing voices in your head because otherwise you'd be a total nutcase. :lick:
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odinson
post Jun 14 2007, 08:10 PM
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1. Combat Sense -> Avoid getting shot, works good with sustaining foci
2. Deflection -> As above
3. Stealth -> Helps with the infiltration.
4. Glue strip -> Stops people from chasing you.
5. Physical Camouflage -> Helps with infiltration
6. Orgy -> Incapacitates opponents
7. Flak -> In case there is a rigger after you.
8. Vehicle Mask -> Lose a tail quick. Good for when lonestar is after you.
9. Alter Memory -> When isn't this useful.
10. Net -> Binds people and inanimate objects. Good against high agility low strength characters.
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HappyDaze
post Jun 14 2007, 08:11 PM
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QUOTE
10. Net -> Binds people and inanimate objects. Good against high agility low strength characters.

I've seen the opposite. High Agility characters are typically only somewhat impeded while low Agility characters are immobilized.
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odinson
post Jun 14 2007, 08:15 PM
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Yeah but the loss of 6 dice to their combat skills will hurt. If you got the first two spells sustained then all those gun bunnies are completely useless. I kinda like avoiding combat when possible. If you're not getting shot your chances of survival improve drastically.
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hyzmarca
post Jun 14 2007, 08:33 PM
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Being knocked unconscious by a stunball does worse things for their combat ability. If you want to imobilize without damaging go for Turn to Goo or Petrify.
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FrankTrollman
post Jun 14 2007, 08:48 PM
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The "best" spells are the ones which have a distinctly different physical principle to that which can be achieved with technological gadgetry. As a Magician you aren't paid by the team to do"awesome shit", you're paid to do awesome shit that a rigger cannot do. This is why Levitate is a better spell than Magic Fingers. It isn't because Magic Fingers is somehow incapable of doing cool stuff, it's that you can pretty much replicate Magic Fingers with drones in many important respects, and Levitate operates on an entire different and arbitrary set of restrictions that are not easily replicated.

You are part of a team who have diverse talents, and hopefully are willing to put some effort into planning and preparations. So any spell that you could get by without is obviously not something which counts as a "best" spell. Powerbolt is a better spell than Firebolt. Not because Powerbolt is always a spell that you want to use in place of Firebolt (firebolt is often a better option), but because Firebolt is more completely replicable with an AK than Powerbolt is.

That being said, the best spells are:
  1. Heal - it operates separately and cumulatively with First Aid and is therefore not replaceable by anything. It is the best spell in the game.
  2. Detect Life - bypasses all senses and goes straight for the Star Trek Tricorder bullshit. As per the example in the basic book it is capable of telling you not only where creatures are, but what they are and even what they are doing. Awesome covered in awesome sauce.
  3. Physical Mask - also doubles as an attack spell since you can mask yourself as someone who doesn't have a light machine gun.
  4. Fix - cumulative and separate from technical repairs. Game mechanically it is used before getting to normal repairs while the Heal spell is used after First Aid - but whatever. The point is that you shouldn't leave the house without this spell.
  5. Mana Static - The answer to spirits and enemy magicians. It's a one-stop nut-punch to essentially any magical threat. It's hard for you to do anything while you're doing it, but who cares?
  6. Trid Phantasm - Information is power, and Trid Phantasm allows you to create any information you want. Drain is intense, but seriously - holy crap.
  7. Control Thoughts - The long term effects of this are pretty small, as it takes anyone just a few combat rounds to shake it off. However, this spell allows you to get pretty much anyone to do pretty much anything they cuould do in 15 seconds. In Shadowrun, that's a lot.
  8. Shape Metal - Yes, you read that right, this is a sustained spell. That means that you can use it to open things and close them again. It's like having a portable door that also doubles as virtually unbreakable restraints.
  9. Mind Probe - It's actually really hard to interogate people. Almost anyone can hold out against torture if they think they are going to die anyway. Mind Probe ends all that.
  10. Turn to Goo - It serves double duty. First, it can be used as a simple Save-or-Die to drop an enemy right out of the fight, but secondly it can also be used to store characters in relative safety. Once in goo form, a character is actually pretty hard to hurt and doesn't need to breathe. You can use this spell on hostages to sequester them out of harm's way and on teammates you are smuggling through security. It serves as an attack, a defense, and a utility spell and operates on a completely random set of physical laws that other things do not apply to.

I mean sure, special shout-outs go to Power Bolt, Improved Invisibilty, Resist Pain, Levitate, Sterilize, and Animate - but the ones actually on the list are the best. Ones which if you know one or more of them you can automaticlaly be on my team, whatever else it is that you do.

-Frank
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lunchbox311
post Jun 14 2007, 08:48 PM
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QUOTE (hyzmarca)
Being knocked unconscious by a stunball does worse things for their combat ability. If you want to imobilize without damaging go for Turn to Goo or Petrify.

One of the chracters in my group plays a troll mage who likes to intimidate groups by using turn to goo on one then busting out a straw.

:D
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odinson
post Jun 14 2007, 09:49 PM
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QUOTE (hyzmarca)
Being knocked unconscious by a stunball does worse things for their combat ability. If you want to imobilize without damaging go for Turn to Goo or Petrify.

Stunball only gives them a 1 point penalty for every 3 damage you do, net will give a 1 dice loss per net hit. Knocking someone out with a stunball is much easier said than done. All the others are all one target spells. Net takes out a group of enemies.
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odinson
post Jun 14 2007, 09:51 PM
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QUOTE (FrankTrollman)
[*] Shape Metal - Yes, you read that right, this is a sustained spell. That means that you can use it to open things and close them again. It's like having a portable door that also doubles as virtually unbreakable restraints.

In a world where most things aren't metal what can you do with this spell? Seriously, most vehicles don't have metal, most buildings aren't giant iron constructs, sure you can bend some bars if you're in an ancient prison but most jails cells would be constructed out of some sort of plastic. Whats metal? guns? Got anything else?
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hyzmarca
post Jun 14 2007, 10:07 PM
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QUOTE (odinson @ Jun 14 2007, 04:49 PM)
QUOTE (hyzmarca @ Jun 14 2007, 03:33 PM)
Being knocked unconscious by a stunball does worse things for their combat ability. If you want to imobilize without damaging go for Turn to Goo or Petrify.

Stunball only gives them a 1 point penalty for every 3 damage you do, net will give a 1 dice loss per net hit. Knocking someone out with a stunball is much easier said than done. All the others are all one target spells. Net takes out a group of enemies.

For 5P drain, a force 9 stunball will give you at least 10 boxes of damage if you get so much as 1 net hit, enough to knock out most characters. If your confident enough to assume that you'll get 6 net hits then you can lower this Force 4 for most characters, force 5 for high willpower characters and force 6 or 7 for exceptional willpower characters. At force 4 and 5 you're only facing 3 drain and you're only facing 4 boxes of drain at force 6 and 7.

Except for drones and characters with huge counterspelling pools, an overcast stunball can take nearly anyone out.

As for TTG and Petrify being only singly target, that's why we have spell design rules. it wouldn't be difficult to derive area versions of these spells.

As for shape [material], if you look at the drain value and the spell description it seems to have the Limited Target Modifier for -1. Simply design a version of the spell without the limited target modifier. Drain will be F/2 +4, rather large, but you'd be able to shape anything for only an extra box of drain. I'd call it Shape Anything.
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ronin3338
post Jun 14 2007, 10:41 PM
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QUOTE (odinson)
In a world where most things aren't metal what can you do with this spell? Seriously, most vehicles don't have metal, most buildings aren't giant iron constructs, sure you can bend some bars if you're in an ancient prison but most jails cells would be constructed out of some sort of plastic. Whats metal? guns? Got anything else?

Well, there's still lots of metal to use.

There will be metal in the frame and engine of a car, anything with wires has metal, buildings will still have metal reinforcements, etc

Also, belt buckles, jewelry, lots of fun little things...
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Athanatos
post Jun 14 2007, 11:22 PM
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On the TTG and petrify spells and Spell Design/modification, you can also make it permanent, don't expect it to be low drain though.

I believe a novel has a club with what is supposedly a young street mage from what it says is the opening days of the Sixth World, who accidentally turned herself to stone.

As to what spells I like to Select? Most of them match what others have listed, they are the bread n butter after all.

1: Heal (obviously, I mean hardly a session has gone by that I haven't needed to heal atleast 1 teammate from serious damage lol. I've only been seriously wounded a few times, luckily back in the day(yeah right) I didn't botch the rolls and experience magic reduction or anything. Of course there have only been a relatively few number of times where the other mage/s in the party(when there is one) have had heal themselves.
I've basically mastered healing yourself when you're suffering wound penalties lol.

2: Stunbolt/ball (geek the mage proportion goes up when you leave behind many corpses lol)

3: Levitate: I've found it useful many, many times.

4: Fix: never know when that important Item/vehicle needs it. Once or twice I've even had to repair the Item that was the target of the run( I shoud probably beat my cousin into unconciousness with the BBB lol).

5: Physical Mask: I'm pretty sure that only those I intended, such as the team, etc have ever really seen my Main mystic adept. Quite a number of my contacts haven't even seen the real deal lol. Initiation + Paranoia are really fun.

6: Alter Memory: I've had to erase/modify the recollections of a few people lol. Lamont Cranston style!

7: Trid Phantasm: I've pulled many the "Jedi Mind Trick". One of my favorites, when combined with Improved Invis has been my obviously dead bloody corpse lying on the floor. That one has allowed me to get the Drop on a number of people, though obviously with penalties and quite a bit of drain if done proplerly lol.

I did pull both off with no drain once or twice(5th initiation+ with centering required. And the people running the games haven't given out a monstrous amount of Karma, just a bit more than usual since we don't play all that often.) Group initiation with Metaplanar Quest ordeal, most of which after the first were quite harsh! Creativity can get you a long way.

8: Improved Invis: The combination above, plus the many uses it can be put to. Add in Spirit Movement power with air spirit with Telekinesis and force 9-12(ouch!) and you have yourself quite the escape.

9: Physical Barrier: Useful for your protection, and as I've done a number of times, your fellow runners in the radius lol. Armor is another keeper, but I'll mention that here so that number 10....

10: Powerball: I need atleast one phys damage spell after all!(though since I stick with awakened, mostly mage, chars I normally get much more than 10 spells. I don't exactly get every spells just to get it though, I mean karma drain is hell-high for a mage.)

This is obviously subject to change based on the character, and I really make a point of having more lol.
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Whipstitch
post Jun 15 2007, 04:31 AM
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Fun thing to do with physical barrier: Drop a small dome over the top of your PhysAd buddy and the poor bastard he's about to split open. Facing down a tweaked out Elf adept packing a weapon-focused monofilament whip can get pretty ugly, especially when you have nowhere to run and your buddies have to bring down a barrier before trying to save your sorry ass.
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Noctum
post Jun 15 2007, 06:02 AM
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The Name of the Club where she turned herslef to stone is "The Alabaster Maiden."

Just for your Information.
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odinson
post Jun 15 2007, 07:22 AM
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QUOTE (ronin3338)
QUOTE (odinson @ Jun 14 2007, 04:51 PM)
In a world where most things aren't metal what can you do with this spell? Seriously, most vehicles don't have metal, most buildings aren't giant iron constructs, sure you can bend some bars if you're in an ancient prison but most jails cells would be constructed out of some sort of plastic. Whats metal? guns? Got anything else?

Well, there's still lots of metal to use.

There will be metal in the frame and engine of a car, anything with wires has metal, buildings will still have metal reinforcements, etc

Also, belt buckles, jewelry, lots of fun little things...

Wires are coated in plastic so you cannot see the metal to target it. Same with a car engine, gotta have the hood open, the metal rebar is covered by concrete, most metal I beams will be inside floors. Most metal is hidden so it's not that useful.

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odinson
post Jun 15 2007, 07:31 AM
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QUOTE (hyzmarca)
For 5P drain, a force 9 stunball will give you at least 10 boxes of damage if you get so much as 1 net hit, enough to knock out most characters. If your confident enough to assume that you'll get 6 net hits then you can lower this Force 4 for most characters, force 5 for high willpower characters and force 6 or 7 for exceptional willpower characters. At force 4 and 5 you're only facing 3 drain and you're only facing 4 boxes of drain at force 6 and 7.

Except for drones and characters with huge counterspelling pools, an overcast stunball can take nearly anyone out.

As for TTG and Petrify being only singly target, that's why we have spell design rules. it wouldn't be difficult to derive area versions of these spells.

As for shape [material], if you look at the drain value and the spell description it seems to have the Limited Target Modifier for -1. Simply design a version of the spell without the limited target modifier. Drain will be F/2 +4, rather large, but you'd be able to shape anything for only an extra box of drain. I'd call it Shape Anything.

You would always need at least a force 5 spell to do a maximum of 10 damage. Your hits are still limited by force. A force 5 stunball would net you a maximum of 5 hits that are then reduced by the counterspelling. As soon as you're coming up against a group with a mage or a couple of mages you're not going to be scoring any net hits on your tests. To reliably take anyone out you're going to need that force 9 stunball.

Your shape anything spell would be really awesome. It does have that nasty drain but it would be far more useful than shape metal.

Area effect TTG and Petrify would be pretty slick.
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tisoz
post Jun 15 2007, 07:33 AM
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QUOTE (odinson)
Wires are coated in plastic so you cannot see the metal to target it. Same with a car engine, gotta have the hood open, the metal rebar is covered by concrete, most metal I beams will be inside floors. Most metal is hidden so it's not that useful.

True, even metal dors in metal frames are usually covered with paint. Most "exposed" metal will be painted or coated to inhibit rust.

About the only exposed metal will be in weapons, and probably small arms or melee weapons at that.

I think Animate would be more useful than Shape Metal, more potential targets, less worry about actually seeing the substance.
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Wasabi
post Jun 15 2007, 10:24 AM
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Control Thoughts+Decrease Willpower == Perma Control
(or close enough to it)

>:-)
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FrankTrollman
post Jun 15 2007, 03:37 PM
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You guys are forgetting that in Shadowrun Plastisteel is referred to as an "alloy", not a "polymer" (M&M, p. 113). Similarly, Ferrocrete isn't stone. The most common building materials are in fact metal in the Shadowrun future - makes things have that nice 80's sci-fi feel evoking imagery from movies like Aliens. The distopic arcologies have metal walls and ducts that emit steam at irregular intervals for no discernable reason.

As to paint, well there is absolutely no way whatsoever that I would rule that a thin coat of paint would prevent you from using Shape Metal on a metal wall. Similarly, I would absolutely allow someone to use Shape Earth on a patch of ground that was covered by a lawn.

In Shadowrun Magic you don't need to literally have line of sight to the substance you are targetting, you need to have line of sight to the object you are targetting and the object has to be essentially the substance you can effect. For example, wearing full body combat armor does not make people immune to Mana Bolt despite the fact that the mage doesn't literally have line of sight to any part of your body as it is all blocked by non-living polymers. And paint of course.

So yes, Shape Metal is totally awesome. Shape Plastic is also very good, but usually requires you to be a total badass (since you need net hits over the OR to actually do anything).

-Frank
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treehugger
post Jun 15 2007, 03:53 PM
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I really dont like all those new 4th editions spells : spells that alter the fabric of reality.
For some reasons i always believed that SR's magic was limited to affecting the astral and some "small" scale repercussion on the mundane world.
I remember a clear limitation regarding magic and the fact it couldnt summon "real" stuff (like summon a sword etc ...)
Anyway these are my 10 spells :
1) Heal
2) Mind Probe
3) Physical Barrier
4) Mana Barrier
5) Increased Reflexes
6) Mask
7) Clairvoyance
8) Clairaudience
9) Detect Life
10) Levitate
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Jaid
post Jun 15 2007, 11:10 PM
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QUOTE (treehugger)
I really dont like all those new 4th editions spells : spells that alter the fabric of reality.
For some reasons i always believed that SR's magic was limited to affecting the astral and some "small" scale repercussion on the mundane world.
I remember a clear limitation regarding magic and the fact it couldnt summon "real" stuff (like summon a sword etc ...)

what are you talking about? no one has talked about summoning anything using sorcery. there has been some discussion about manipulating stuff that's already there, but that doesn't even come close to summoning.
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FrankTrollman
post Jun 15 2007, 11:29 PM
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Actually, the only exception spell I can recall has been "Create Food", which was a 3rd edition spell that has since been removed for fourth edition.

-Frank
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Athanatos
post Jun 15 2007, 11:51 PM
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Thank you Noctum. I own the book, but was too lazy to go look lol.

Adding to my 10 choices, I often use/quicken the Improved Reflexes spell on my Magicians/Mystic Adepts. I find that it's normally cheaper power-pointwise to cast and eventually quicken on mystic adepts, than spend the relatively high number of points when I pretty much go mostly mage.
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Whipstitch
post Jun 16 2007, 03:03 AM
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QUOTE (treehugger @ Jun 15 2007, 10:53 AM)

I remember a clear limitation regarding magic and the fact it couldnt summon "real" stuff (like summon a sword etc ...)

Funny thing is, the last time I read about that limitation, it was on page 160 in Street Magic. They make it very clear that it is simply impossible to summon even a crude hammer from raw mana. As Jaid has said, there's a few spells that can do simple manipulations of already present matter, but manipulation spells of that type tend to come with severe restrictions and uniformly high drain. For example, a spell like Shape Metal usually has to be cast at Force 3 or higher to beat object resistance, which means you're looking at resisting a drain value of at least 4 or more for even the simplest uses of the spell. Also, even if you're throwing around an Edge boosted Force 12 Shape Sand, you're still working with just sand. You can make a pretty impressive looking sand castle that way, but it won't last for long when the stereotypical beach bully comes calling. In general, anything beyond wonderfully useful but hardly mindblowing tricks like bending steel bars is often better accomplished with some good tools and construction equipment instead of magic. It's all good though, since the Star are rather unlikely to let you take your blowtorch and welding mask with you to the station.
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Ravor
post Jun 17 2007, 03:37 AM
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Yeah, but thats why any smart Mage will research their own "Shape Anything" spell as soon as they get to retcon their chars with the Arcana Skill.

Nasty Drain, but the effect is well worth it in my opinion.
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