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> Spell Selections, What spells are your 'Top Ten' and why?
HappyDaze
post Jun 10 2007, 02:25 AM
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I've got a few spellcasters that are overwhelmed by the sheer number of spells compared to the limited number that a character can take. I 'm hoping that I can get a few quick spell lists along with the themes and reasoning behind the selections. I'm not looking for uber combinations, just varied and effective ones. Any help is appreciated.
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kzt
post Jun 10 2007, 02:51 AM
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Heal, stunbolt, lightning bolt, detox, improved invisibility, physical mask, magic fingers, orgasm, sound barrier, sterilize.

This is mix from the last two mages I did.

It's a combination of infiltration and combat spells, plus a few for "better living through magic!". Stunbolt because unconscious opponents are as good as dead if you want to kill them later and are not dead if you don't, lighting gives you a change to deal with drones or similar, Invis, sterilize, mask are infiltration, heal for obvious, sound barrier so people can't hear your target scream when you beat them unconscious (and otherwise occasionally useful - he was kind of antisocial), magic fingers for assorted cleverness (holding the satchel charge suspended in midair while they slammed the armored door shut), detox to help after the nights where you used orgasm.
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Redjack
post Jun 10 2007, 02:53 AM
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Increased Reflexes: Doubles, Triples or quadruples the number of actions a mage can have.
Heal: Permanent, quick healing
Levitate: Spell caster can move himself or advanced team mates over obstacles, avoid pressure plates, fences and the like.
Physical Mask: Protect your identity, need I say more? And this one affects cameras and recordings...
Stun Bolt: Low drain, high effect, selective combat spell.Most bang for the buck of all combat spells. Stun spells also keep the crime at assault instead of murder.
Mind Probe: If you're not adverse to mind raping someone, this is the quickest way to get information.

The previous spells are on the mandatory list. The following spells are highly recommended to round it out.

Improved Invisibility: Even better than hiding your identity is hiding your presence. Just remember that this only affect cameras and not a variety of other sensors. Not perfect, but a great way to avoid the cameras, security guards, etc.
Mana Window, Extended: Nothing like being able to see through walls. Extended range gives you crazy distances for this remote probing. Clairvoyance that can go through barriers..
Magic Fingers: Another great spell for moving things around. Unlike levitate, this spell allows you to manipulated dials, buttons, keyboards, door knobs, door handles, etc.. Pull the trigger on a gun...
Fashion: Need to change your clothes without sustaining a mask spell? Change clothes as the scene unexpectedly change.
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Buster
post Jun 10 2007, 03:05 AM
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All the suggestions so far are outstanding, so I'll just expand on Physical Mask:

I run Physical Mask 24/7 with a sustaining focus. I never let my clients see my real face or hear my real voice...or smell my real smell for that matter...Physical mask is great versus pheromone detectors while you're running Imp.Invisibility+Stealth. Also, if you've seen Smoking Aces, you know that the changeling is the first one to get to the target. I'm ur henchman and I'm in ur house!
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Cain
post Jun 10 2007, 03:22 AM
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I'd replace Stunbolt and lightning bolt with stunball and ball lightning, respectively. You can use guns for single-target effects. Only magic offers you area-of-effect. The extra drain is generally worth it.
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Aaron
post Jun 10 2007, 03:23 AM
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Don't forget the utility and versatility of Levitate.
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toturi
post Jun 10 2007, 04:01 AM
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QUOTE (Cain)
I'd replace Stunbolt and lightning bolt with stunball and ball lightning, respectively. You can use guns for single-target effects. Only magic offers you area-of-effect. The extra drain is generally worth it.

I'd say Stunball instead of Stunbolt, but only if you already have manabolt. Manabolt deals physical damage, which is good against novice mages(or mages without high Spell Defense). Stunball drops people with low Will. Lightning Bolt vs Lightning Ball is a toss up IMO, it really depends on what you are using the Bolt or Ball for. If you are dueling another mage or simply going against a single high OR target, I'd go for the Lightning Bolt. If you need the AOE, then Ball, but really a launched grenade in the proper place should do as well.
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Buster
post Jun 10 2007, 04:46 AM
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If I had to pick only one offensive spell, it would be Powerbolt. In addtion to working on living targets, it's the lowest drain way of taking down drones, vehicles, and stubborn walls. And with a range of LOS, it beats a sniper rifle.

If I picked a second offensive spell, it would be either Control Thoughts or Influence, depending on GM houserules. If Influence was simply a one-command Control Thoughts spell, then I would pick that because the drain is lower. "Sacrifice yourself to me!" worked for Shiwan Khan in The Shadow and it works for me when taking out weak willed opponents. Plus Influence/Control Thoughts has a host of incredibly useful non-combat uses. "These aren't the droids you're looking for" and "I've already paid this bill" are classics.
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Sterling
post Jun 10 2007, 06:43 AM
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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.

In fact, there's probably no spell that can do more things (move the bridge four meters to the left) or help in any situation (look, there you went down that alley, when you were really peeking out of the dumpster), or confuse your opponent (wow, you resisted his attack completely, but he sees you as bloodied and full of holes... and still moving!!) or completely distract your opponents (ohfragohfragohfrag, a DRAGON!!) than trid phantasm.

The rest are pretty static. Powerbolt (or ball) and/or stunbolt (or ball) are tried and true. Analyze truth, clairvoyance/clairaudience and combat sense or detect enemies can be incredibly useful. Antidote, heal, and stabilize are literally lifesavers. And of course, casting 'turn to goo' and pulling the cyberwear out of the puddle that used to be your enemy to sell for beer and rent money... as well as creating a very entertaining thread and headache for many GMs.
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Crusher Bob
post Jun 10 2007, 07:23 AM
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The biggest utility spells are those whose effects you can't duplicate without magic. So, for example, the combat spells aren't the top of the heap because guns are just as good or better at killing people.

So, what effects can't you do normally?

Heal is probably the biggest in that it provides near instant healing of wounds, allowing you to keep fighting, getting rid of wound penalties, and preventing costly hospital stays.

After that it's the information gathering spells. Mind probe and influence are the typical favorites. But Clairvoyance and detect enemies get some screen time too.

Next are the general utility spells: levitate, magic fingers, physical mask, improved invisibility, fashion.

Only last on the list are the combat spells and that's because after you've sunk all your points into magic, it's usually easier to kills stuff with magic than to learn the additional ability to shoot people right in the face. Even then, your combat spells should concentrate first on taking out magical threats that can't be engaged with normal weapons. Stun bolt is a favorite because it can still hit spirits, astral projecting mages, and so on but has lower drain. Most of the flashy spells like lightning ball quite often cause more drain than they are worth.
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HappyDaze
post Jun 10 2007, 01:28 PM
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Wow. That's a great response so far, and a whole lot of spells suggested!

How about the following spells: Stabilize (if you already have Heal), Makeover (if you already have Fashion), Fix, and the assorted Barriers? Are these spells worth it? What about the Detect Enemies or Thought Recognition? Alter Memory?

Also, if you have Influence, could you just gove the command "Tell me everything you know about X." and drop Mind Probe? It should get you some of the same info at the expense of finesse.

Please keep them coming.
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Jaid
post Jun 10 2007, 03:48 PM
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imo, your magician should ideally already have first aid, so i don't know that i'd bother with stabilize.

fix, if you have a lot of drones or if you are a summoning tradition, could both come in very handy, imo.

the barriers, i'm not so sure about. it's a really neat idea, but the barrier rating is equal to your hits, and that's it. otherwise, this would be a lot more interesting...

i'd probably drop mind probe and go with influence instead, as you suggested. influence does more stuff anyways :)

i personally would add in mana static as well, for the record, if you have street magic. it's a very effective way to do unpleasant things to the awakened :P
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Buster
post Jun 10 2007, 04:05 PM
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QUOTE (HappyDaze @ Jun 10 2007, 08:28 AM)
Also, if you have Influence, could you just gove the command "Tell me everything you know about X." and drop Mind Probe?  It should get you some of the same info at the expense of finesse.

To me, Influence beats the hell out of Mind Probe because, in addition to a thousand other great uses, the target thinks it was his own idea to tell you. This is great for keeping down the blowback on your inquisition and it's fantastic for blackmail too: "You don't want Mr. Johnson to learn you just told me that do you?".

Since Mind Probe says that the target knows someone is rattling around in his brain, in my opinion Influence is actually a more subtle spell. The main upside to Mind Probe is that it's silent and there's no way for the target to know exactly was probing them, but you don't want start a probe on a henchman and have him start screaming for the mageguard. If you use Mindlink and Alter Memory on the guy while using Influence, your interrogation is silent and completely stealthy too.

Attack pattern:
1) Influence "<whisper>allow me into your mind (for mindlink)</whisper>",
2) Mindlink ,
3) Influence "<mentally>Mentally tell me everything about X</mentally>".
4) The target replies mentally.
5) Alter Memory erase the whole conversation from the target's memory.

Any outside observers would only see you whisper to the target and the target standing there for a few moments while you walked about pretending to do something while listening to the target's mental confession. This could all be done while invisible, so outside observers may not see anything unusual at all.
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hyzmarca
post Jun 10 2007, 05:48 PM
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Do not underestimate the usefulness of Control Pack.

"Kill my Army Ants! Kiillll!!!!"

For the most part, every spell is useful in its own way. Limited spells are less useful than general spells but they have less drain, which makes it easier to cast them multiple times. For the most part, you'll want general spells.

Actual spell selection is going to depend very much on character concept.

And Lightning Bolt is better against drones than Power Bolt is unless you're starting as a multi-grade initiate.
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Buster
post Jun 10 2007, 06:40 PM
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QUOTE (hyzmarca)
And Lightning Bolt is better against drones than Power Bolt is unless you're starting as a multi-grade initiate.

Why?
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hyzmarca
post Jun 10 2007, 10:05 PM
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Because you can't reliably get 4 hits with a dicepool less than 12. I'll amend that statement to include "or own a power focus".
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WearzManySkins
post Jun 10 2007, 10:21 PM
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Hmm magic rating 6 spellcasting rating 6(8 if specialized) is 12 or 14 dice, add in extras like mentor dice, then stack in the foci.....works for me.

What seems to be the issue?

WMS
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odinson
post Jun 10 2007, 10:33 PM
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QUOTE (hyzmarca)
Because you can't reliably get 4 hits with a dicepool less than 12. I'll amend that statement to include "or own a power focus".

The players in my games would beg to disagree. I roll in front of them and when I roll less than 50% hits they think somethings wrong.
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hyzmarca
post Jun 10 2007, 10:42 PM
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This is statistically improbable. Perhaps you have some improperly weighted or malformed dice.
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WearzManySkins
post Jun 10 2007, 11:14 PM
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:rotfl: Statistics!!!

I have had a player roll two dice representing percentile roll, roll a 100, change his dice, he rolls another 100, and chance his dice out again with some of mine, another 100.

I do not worry about statistics any more, players can "talk" to their dice.

When I used to play wargames, some players would not play in a game with me, due I could "talk" the six sided dice into rolling what was needed for the combat results dice roll. And no I was not cheating either.

I have seen players even better than me, in role playing games. So I do not get worked up about it. :D
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HappyDaze
post Jun 11 2007, 03:04 AM
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How about Petrify? It seems like a fairly effective non-lethal save-or-(don't)die option, and a Mass version could be quite useful.
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Cain
post Jun 11 2007, 04:28 AM
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QUOTE
Makeover (if you already have Fashion)

Oh, gods, the mileage I've gotten out of that combo. Cast both for instant disguise, erase your astral signature, and you've got a magical disguise with absolutely no traces of magic. It's incredible what you can pull off with salon and stage makeup.
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lunchbox311
post Jun 11 2007, 04:39 AM
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QUOTE (WearzManySkins)
:rotfl: Statistics!!!

I have had a player roll two dice representing percentile roll, roll a 100, change his dice, he rolls another 100, and chance his dice out again with some of mine, another 100.

I do not worry about statistics any more, players can "talk" to their dice.

When I used to play wargames, some players would not play in a game with me, due I could "talk" the six sided dice into rolling what was needed for the combat results dice roll. And no I was not cheating either.

I have seen players even better than me, in role playing games. So I do not get worked up about it. :D

Duh... mana levels are rising and magic is on its way back. You may be a mage or adept soon. :P
:D
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WearzManySkins
post Jun 11 2007, 04:41 AM
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QUOTE (lunchbox311)
QUOTE (WearzManySkins @ Jun 10 2007, 06:14 PM)
:rotfl: Statistics!!!

I have had a player roll two dice representing percentile roll, roll a 100, change his dice, he rolls another 100, and chance his dice out again with some of mine, another 100.

I do not worry about statistics any more, players can "talk" to their dice.

When I used to play wargames, some players would not play in a game with me, due I could "talk" the six sided dice into rolling what was needed for the combat results dice roll. And no I was not cheating either.

I have seen players even better than me, in role playing games. So I do not get worked up about it. :D

Duh... mana levels are rising and magic is on its way back. You may be a mage or adept soon. :P
:D

Who says I am not one already? :grinbig:
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lunchbox311
post Jun 11 2007, 04:48 AM
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QUOTE (WearzManySkins)
QUOTE (lunchbox311 @ Jun 10 2007, 11:39 PM)
QUOTE (WearzManySkins @ Jun 10 2007, 06:14 PM)
:rotfl: Statistics!!!

I have had a player roll two dice representing percentile roll, roll a 100, change his dice, he rolls another 100, and chance his dice out again with some of mine, another 100.

I do not worry about statistics any more, players can "talk" to their dice.

When I used to play wargames, some players would not play in a game with me, due I could "talk" the six sided dice into rolling what was needed for the combat results dice roll. And no I was not cheating either.

I have seen players even better than me, in role playing games. So I do not get worked up about it. :D

Duh... mana levels are rising and magic is on its way back. You may be a mage or adept soon. :P
:D

Who says I am not one already? :grinbig:

Shhh. We have to keep these things secret for now or the riots will start. The mundane just will not understand yet.
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