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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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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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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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Whipstitch
post Jun 17 2007, 04:22 AM
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Well, when I started talking about shape sand, my point was more about the inability to change the properties/nature of what you're working with, even if you can change it's shape. For example, there's going to be definite limits to what you can do when shaping low grade pig iron or loose mud, even if done with magic. You're certainly not going to do anything wacky like convert sand to fiberglass either, which is why I'm unsure what it is that treehugger was worried about with the SR4 manipulation spells.
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Ravor
post Jun 17 2007, 04:34 AM
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Ok I see where you are coming from now and I agree totally.

Personally from his comments I think treehugger might get some milage from introducing a "Paradox System" ala White Wolf's Mage: The Awakening, that way Mages could pull off something big and flashy, but would pay dearly for it.
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Tarantula
post Jun 17 2007, 05:01 AM
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Yeah, but shape metal just says shape metal. Whether its sword grade steel, pig iron, or titanium.

Shape earth is the same... Mud, dirt, clay, granite, and so on.
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Buster
post Jun 18 2007, 12:13 AM
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QUOTE (lunchbox311)
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.

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

<Charlton Heston voice> Soylent Slushies are made from people!!! </Charlton Heston voice>
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Shotgun
post Jun 21 2007, 04:42 PM
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When I was playing a mage I had a number of spells for Keeping Up & Not Getting Killed:
Combat Sense
Heal
Increased Reflexes

Combat:
Death Touch
Stunbolt
Powerball (this was more for fun)

Utility:
Ignite
Control Actions
Physical Barrier
Turn to Goo

I ended up with several others that were quite good: Magic Fingers, Ice Sheet, Mind Probe, Detox (only ever used to overcome the effects of recreational activities), Armour, Analyse Device, Clairvoyance.

Out of all of them I got the most use from Ignite, Heal, Physical Barrier, Control Actions and Turn to Goo. TtG was especially useful, for providing incentive, taking out opponents (we used to take out choppers by using TtG and Clairvoyance) and ended up being a favourite.

Physical Barrier was also excellent - temporary walkways, ramps for redirecting, cover and so on. Against biker gangs it was the perfect solution. Also good for containing blasts, at least temporarily.

Those and Spirit of Man got a real good workout.
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Shinobi Killfist
post Jul 11 2007, 07:24 AM
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QUOTE (FrankTrollman)
You guys are forgetting that in Shadowrun Plastisteel is referred to as an "alloy", not a "polymer" (M&M, p. 113).



-Frank


Considering one of the shape spell options is shape plastisteel it would be a hard sell to most GMs to let shape metal shape it as well I think.
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Shinobi Killfist
post Jul 11 2007, 07:32 AM
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QUOTE (Ravor)
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.

If there GM lets them.

I probably wouldn't let a shape anything spell into the game.

When looking at the shape X spells why did they make them shape X instead of shape anything was it just to save 1 drain point in the supplement or in an attempt to make a cool idea somewhat balanced for a game.

You would get way too much extra utility out of shape anything for me too want to have it in the game. And even if I could be persuaded it could be in the game its too good only to cost +1 drain more than shape metal.

The spell creation rules are guidelines, follow them too closely and its just a license to abuse the game.
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Shinobi Killfist
post Jul 11 2007, 07:44 AM
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My best spells have been said.

1. Levitate
2. phsycal mask
3. amkeover
4. fashion
5. heal
6. trid entertainment
7. sterilize
8. fix
9. detect life
10 analyze truth




On the other end the spells I consider bad.

1. Area of effect elemental spells. Cool idea, and even if it was the only way to get area of effect damage in the game it would still suck at its massive drain level.0
2. Ram/wreck/demolish Far to specific and no advantage other than drain(though a big drain difference) over a power bolt etc.
3. Antidote/cure disease. If they provided a number of extra successes = to net hits they would be decent spells but a number fo extra dice to roll per net hit on a TN 5 system is just suck.
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Ravor
post Jul 11 2007, 04:45 PM
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*shrugs* As long as you limit the spell so it only affects inament objects I don't see it as being broken, as FrankTrollman has already pointed out, Shape Plastic is already basically a city version of Shape Anything, still to each their own.
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MaxHunter
post Jul 11 2007, 06:41 PM
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And it wouldn't be more broken than, say: levitate or control thoughts

Oh, btw, I don't need ten spells, I would be happy with 8:

-heal
-trid phantasm
-levitate
-control thoughts
-detect life
-physical mask

to make a mage "complete" I would include a couple of damaging spells; one P and one M, like stunball and powerbolt, for example. They might not be the best spells, but they sure beat punching them in the face. -unless you made a mage samurai-

Cheers,

Max
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Jérémie
post Jul 16 2007, 04:55 PM
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1. Influence
2. Alter Memory
3. Mind Probe
4. Control Thoughts
5. Heal
6. Trid phantasm
7. Extended Detect Enemies
8. Improved Invisibility
9. Levitate
10. Some direct combat spell, like manaball
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Tyro
post Nov 23 2008, 11:52 PM
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I can't seem to find Deflection in the books. Could someone please point me to a page number?
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Dashifen
post Nov 24 2008, 12:16 AM
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Bottom of the second column on page 172 of Street Magic (IMG:style_emoticons/default/smile.gif)
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Tyro
post Nov 24 2008, 12:25 AM
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QUOTE (Dashifen @ Nov 23 2008, 04:16 PM) *
Bottom of the second column on page 172 of Street Magic (IMG:style_emoticons/default/smile.gif)


Many thanks (IMG:style_emoticons/default/smile.gif)
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BIG BAD BEESTE
post Nov 24 2008, 03:19 PM
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Hmmm, lets see what I've found top be the most useful spells in the past.

1> Physical Mask - Aside from disguising yourself, ever tried turning your opponents into you so their buddies gun them down instead?
2> Mind Probe - Knowledge is power and sometimes you want to "see" the truth from the target's point of view rather than hear what they thought they witnessed.
3> Combat Sense - Dodge good.
4> Magic Fingers - Oh the fun you can have with these: disarm bombs, pickpocket keycards and use them from inside a cell, get beer from the fridge without getting up...
5> Levitate - Avoid minefields or falling off high buildings.
6> Analyse Truth - OK, you could assense the target but the long-eyed stare gives it away. Also good for phonecalls.
7> Detect Trap/Explosives - Paranoid = survival.
8> Armour - If you do get hit, don't get hurt.
9> Manabolt - LOS ranged, direct targeting, unresisted by worn armour, and works a treat against astral active targets. Face it, banishing is downright dangerous!
10> Heal/Treat - Keeps you going for longer, unless you need a mechanic.

OK, there's plenty more out there, but those are my basics. I've left out the physical combat spells because a good sidearm is just as effective and dosen't cause drain, and seeing as smartlinks don't require cyberware these days...

As for unusual spells that i've utilised over the years, well, howabout the yakuza boss who used Turn to Tree on his more treasured opponents and failed minions. Had his miko turn them into Bonzai shrubs and quickened - plus he use to prune them regularly and tlk to them all the time. Captive audience don'tcha know.

My personal designed favourite was an elemental light sword spell. Harnessed into a Sustaining foci it was quite a low Drain to cast and required the users to weild it with melee weapons/blades skill. Caused all sorts of problems for those allergic/vulnerable to light/heat effects though. Street Jedi Vampire Slayers anyone?
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Fortune
post Nov 24 2008, 05:41 PM
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QUOTE
Physical Mask - Aside from disguising yourself, ever tried turning your opponents into you so their buddies gun them down instead?


Physical Mask requires the caster to actually touch the subject, which tends to limit the applications of this tactic.
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Tyro
post Nov 24 2008, 08:56 PM
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I see some people going for stunbolt/ball and some for manabolt/ball and a few going for powerbolt/ball. I think I know (mostly), but what are the pros and cons of each?
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Muspellsheimr
post Nov 24 2008, 09:23 PM
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http://forums.dumpshock.com/index.php?show...mp;#entry743338
QUOTE (Muspellsheimr @ Nov 5 2008, 02:08 PM) *
Stunbolt & Powerbolt
I have always found the need for single-target precision far more often than area effect destruction. For this reason, the Bolt spells are always higher in priority for me than the Ball spells. With these two, Manabolt is largely redundant - vs. spirits, you receive the same result with Stunbolt with less Drain. In regards to everyone else, Powerbolt is higher Drain, but achieves the same result & can be used against non-living objects. With a reasonable spellcasting pool of 12 (5 Magic + 5 Spellcasting + 2 Focus), it is just as good, & often better at removing threats from drones than Indirect spells.

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Tyro
post Nov 24 2008, 09:26 PM
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QUOTE (Muspellsheimr @ Nov 24 2008, 01:23 PM) *


Many thanks, my friend (IMG:style_emoticons/default/cool.gif)
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Ravor
post Nov 24 2008, 11:50 PM
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On the other hand, never forget the fact that you can pull some awesome tricks with indirect combat spells, hitting targets you can't see, possible access to the called shot rules, and the fact that they are better if your target has decent counterspelling.
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toturi
post Nov 25 2008, 01:35 AM
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QUOTE (Tyro @ Nov 25 2008, 04:56 AM) *
I see some people going for stunbolt/ball and some for manabolt/ball and a few going for powerbolt/ball. I think I know (mostly), but what are the pros and cons of each?

Stunbolt and Stunball deal damage to the Stun (duh!) track which in turn is determined by Willpower. Against single targets, a silenced S&S(or any of the related cousins that does Stun damage) would suffice, especially if the shot was fired by the street sam. Stunball is good to take down more targets simultaneously. Stun spells are also useful against spirits.

Manabolt and Manaball deal Physical damage but only against live targets. They affect the same things as the Stun family but at a higher Drain and is also resisted by the same. What is the use of Mana spells then? The difference is the type of damage. A weakly mage isn't going to have a long Physical track while he is more likely to have a high Willpower, which translates to a longer Stun track.

Powerbolt and Powerball spells affect all physical targets (and targets within the AOE) at the expense of an even higher Drain. The damage is Physical. This is good against drones and such if you have a large Spellcasting dice pool so that you can overcome Object Resistance. I personally dislike Powerball because the AOE may sometimes work against you.
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Drogos
post Nov 25 2008, 01:42 PM
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Quick thought, one of the drawbacks of AOE spells is that you may have friends in the Area. But if the opposition doesn't have counterspelling, couldn't you just cast it slightly lower and counterspell the effect on your buddies? In other words, can you counterspell your own spell? Since you are providing counterspelling to your group, you would in essence protect them from teh harmful mana, while ensuring the enemy suffers the wrath of it. I'm not sure how I feel about it.
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Tyro
post Nov 25 2008, 01:48 PM
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QUOTE (toturi @ Nov 24 2008, 05:35 PM) *
*snip
A weakly mage isn't going to have a long Physical track while he is more likely to have a high Willpower, which translates to a longer Stun track.
*snip*

The inverse is also true. That Troll with 12 Body + dermal armor and bone lacing might have 4 or 5 willpower at most, barring extraordinary cases. Body is much easier to boost than Willpower, and thugs are much more common than mages. I think Stunbolt wins hands down, given the multicasting trick mentioned earlier.

[Edit:] If you do come up against a mage, just shoot him or lob a grenade. Armor and deflection spells only do so much, especially against something like a HE grenade, or even an incindiary or breathstealer.

Stunball can be (sort of) replicated with a Narcoject splash grenade, Stunbolt with Stick n' Shock ammo; the big things (so far as I can tell) that make spells better are armor ignorance (splash grenades can be defeated with chemical protection, gas with air seals, and electric damage gives half Impact + nonconductivity rating; protection vs. spells is a lot harder to get without a counterspelling mage or sheltering spirit) and their utility against spirits and other magical nasties.
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toturi
post Nov 25 2008, 02:10 PM
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QUOTE (Tyro @ Nov 25 2008, 09:48 PM) *
The inverse is also true. That Troll with 12 Body + dermal armor and bone lacing might have 4 or 5 willpower at most, barring extraordinary cases. Body is much easier to boost than Willpower, and thugs are much more common than mages. I think Stunbolt wins hands down, given the multicasting trick mentioned earlier.

Not really. What a Stunbolt can do is similar to what can be achieved from a S&S burst fired from a Sakura Fubuki by any competent person. The AOE Stunball is much more difficult to duplicate through mundane methods. My point was that against certain targets, it might be better to have Manabolt than Stunbolt.
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Muspellsheimr
post Nov 25 2008, 08:22 PM
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Manabolt, being a Mana spell, is resisted with Willpower.
Powerbolt, being a Physical spell, is resisted with Body.
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