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> Spells that you prefer !
Neonsamurai
post Sep 8 2006, 09:08 PM
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To all those mages out there -

which spells do you like most ?

my favourites are:

Slay spirits
Orgasm
Shapechange

now it's your turn :grinbig:
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Thanee
post Sep 8 2006, 09:22 PM
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Shapechange would be great, if you wouldn't have to leave most/all your equipment and clothing behind. ;)

Control Thoughts and Influence are cool. :D

Fashion and Makeover are always nice to have. :)

Improved Invisibility and Physical Mask are high on the list as well.

Bye
Thanee
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Cold-Dragon
post Sep 8 2006, 09:25 PM
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My favorite combo (thought I never got to use it, I did hint about it at one point, lol). would be control thoughts and orgasm (or orgy if you want to make it increasingly more pandemic).

Basically you use the control thoughts and make the person go strip dance in the middle of a public place (and how he dances is up to you of course, lol), then at the key moment, use orgasm - if you time it right, they will definitely get jailed, and if you used orgy...well...


evil, yes, but originally the plan only involves control thoughts/body, not the other spell. ;) Since they put that material in their books, however, it'd be a shame to waste it as a distraction - blooper reals with quality!

and watch out for dancing trolls in the future.
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JonathanC
post Sep 8 2006, 09:26 PM
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Mind Probe, Stunball/bolt, Lightning bolt/Ball Lightning, Increase Reflexes, Armor, and Physical Barrier.
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Jaid
post Sep 8 2006, 09:27 PM
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i'm a fan of levitate, personally.
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Dentris
post Sep 8 2006, 11:27 PM
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Control action in a mine field...
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Mistwalker
post Sep 8 2006, 11:38 PM
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Fashion
Fix
Levitate
Makeover
Shapechange


With Fashion and Makeover you can completely change your look. Makes it easy to lose tails, and infiltration got easier if you can keep changing appearances.


Shapechange. Crossing borders is real easy, just change into an eagle and fly over. You can carry small objects in a chest pouch (makeover spell).

Fix. You can fix all those kicked in doors, no more obvious signs of forced entry. And, all those bullet holes in clothing can be easily patched up, with the blood removed (makeover).
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Zen Shooter01
post Sep 8 2006, 11:42 PM
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Levitate.
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Gort
post Sep 9 2006, 12:32 AM
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Stunbolt. Force 6 is drain 2. It's a monster, especially cause it's resisted by willpower.
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krayola red
post Sep 9 2006, 12:52 AM
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I've not to this date made a mage without Increase Reflexes. Even the ones that didn't fight had Increase Reflexes. It's just that useful.
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emo samurai
post Sep 9 2006, 05:41 AM
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|_3\/1747012z!!! (Levitatorz)
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Kid_Arcane
post Sep 9 2006, 09:25 AM
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Increase Reaction-Think Neo when your dodging the next set of attacks with this spell adding a few more hits to your reaction. The drain cost is nothing (especially if you make it a fetished spell and add those extra two dice)

Increase Agility-with the average mage having a 3 to 4 in this stat it's highly likely that even a couple of success' can make a world of difference.

Physical Mask-even easier to lose tails when it takes only one spell to do it. And with this spell you can change more than just a few cosmetic things

Improved invisbility-Can I say how much more Important it is if you can sneak up to the guard in broad daylight and off him without anyone seeing you?

Armor-With the low Body score most mages will have a good roll on this will make you feel like that ork Sammie who's shooting at you.
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Zen Shooter01
post Sep 9 2006, 02:02 PM
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I'm not thrilled with the Slay spells. Sure, it's a bit less drain, but you have to spend precious bp or karma to get them, when Manabolt is the all-in-one wondertool for sorcerous combat.
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Neonsamurai
post Sep 9 2006, 03:21 PM
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Improved invisibility is worthless vs Ultrasound - that's why it lost it's top place on my fav. list

still a good spell
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Gort
post Sep 9 2006, 08:51 PM
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So just take Hush as well.
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Anythingforenoug...
post Sep 9 2006, 09:07 PM
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If I were a mage in training the first three spells I would learn would be:

Levitate
Trid Phantasm
Orgasm

...after that I would start to add more useful (to, say, a runner or corp sec mage) spells (like Heal/Treat, Manna/Physical Barrior, Stunbolt, etc...), but while I was a studient, those are the first three that I would want.

AFE :nuyen:
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Jaid
post Sep 9 2006, 09:28 PM
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hush has it's own problems. first off, it's mana based... i assume you meant *silence* which also has it's own problems

if you're in a large, open space it works just fine... oh, large open space and *floating away from the floor but not near the ceiling, that is*

or in otherwise dark areas, provided the person with ultrasound does not have some means of seeing in darkness... which is kinda not so likely.

essentially, having a large zone of "nothing" can get really fragging suspicious when ultrasound is telling you there's no floor, ceiling, walls, or objects in the spaces where you see floor, ceiling, walls, and objects. particularly if it's a MOVING empty space.

furthermore, you will need at least 3-4 successes to have the spell work on ultrasound devices. not all that impossible, sure, but it can mean you need to cast the spell twice or even more often if you get unlucky.

oh, and on a side note, influence would be really nice to know as well (as long as it works the way i think it's supposed to, and not the way the RAW say it does... does anyone else think it's odd that influence is subject to the target breaking out gradually over time, completely contrary to what it worked like in previous editions? kinda weird for the target to be able to resist a permanent spell *after* it's been made permanent, isn't it?)
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Whizbang
post Sep 9 2006, 09:32 PM
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My top 3 have to be Improved Invisibility, Chaotic World, and Fireball.

Though Shapechange can definetly be useful. It can make the technomancer alot easier to transport when he's gone VR or has had Fading kick his behind.
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emo samurai
post Sep 9 2006, 09:34 PM
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How about Trid Phantasm? That spell roxxorz.
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Cold-Dragon
post Sep 9 2006, 10:05 PM
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It's the ultimate excuse to make flashy painful spells without too much drain, and if you keep a good count in dice, unlikely for people to see through it immediately. Nothing like zapping a person and making them think they're singed and horribly maimed, only for them to realize later it didn't actually happen.


Only downside is sustaining the spell in some circumstances - gets tricky using the same illusion on entering people without making the initial victims suspicious a bit.

And you'd have to be in the spells AoE if you want the effects to come from you. >.<
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Zen Shooter01
post Sep 9 2006, 11:16 PM
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What's so damned exciting about Orgasm?

Stunbolt has only a little more drain, an Instant duration, and its effects last forever, tactically speaking.

Anyway, my top three are Manabolt, the all purpose combat wondertool, Levitate, the all purpose wondertool period, and Heal.
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krayola red
post Sep 9 2006, 11:39 PM
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QUOTE (Zen Shooter01)
What's so damned exciting about Orgasm?

...
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Slithery D
post Sep 10 2006, 12:16 AM
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QUOTE (Jaid @ Sep 9 2006, 04:28 PM)
oh, and on a side note, influence would be really nice to know as well (as long as it works the way i think it's supposed to, and not the way the RAW say it does... does anyone else think it's odd that influence is subject to the target breaking out gradually over time, completely contrary to what it worked like in previous editions? kinda weird for the target to be able to resist a permanent spell *after* it's been made permanent, isn't it?)

Influence doesn't break down "over time." It can break down and provide a second resistance test if some other person asks a question or makes a warning that makes the subject reconsider.

For example, you track a guard to his home (or the Stuffer Shack) and Influence him to turn off some security system when at precisely 10:30 pm. work the next day, thinking it's for scheduled maintenance. A subordinate sees him do it and ask why he's doing it - he gets a second roll of the Willpower dice. If it still doesn't negate net successes, he turns off the security system and gives his implanted explanation. (Which may not actually convince the subordinate, so you may be screwed anyway, but I'm just offering and explanation of why you might get a second resist chance.) If the second roll of the dice is enough to cancel the net success, the guard blinks and wonders what they hell he was thinking. Hey, there's no scheduled maintenance!

So the trick is to avoid as best you can giving Influence commands that will be carried out in front of people who might object or question. Sure, you can tell him to pull out his gun and shoot Subject X next time he sees him, but if some bystander yells "what the fuck are you doing" he's going to get a second resistance shot.

It's weaker than in SR3, but so is Control Thoughts.
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Jaid
post Sep 10 2006, 12:39 AM
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QUOTE (Slithery D @ Sep 9 2006, 07:16 PM)
Influence doesn't break down "over time." It can break down and provide a second resistance test if some other person asks a question or makes a warning that makes the subject reconsider.

see, according to the rules, that's where you're wrong. according to the BBB,
QUOTE (P. 202)
Every (Force) Combat Turns, the victim may spend a
Complex Action to shake off the mental control.
Influence is quite clearly marked as being a mental manipulation, and no exception is noted to this clause. all it says is that they also get an extra resist check when someone questions what they're doing, referencing the above section on mental manipulations.

i do completely agree that Influence is *supposed* to work as you have indicated. but as i said in my first post, that is not how it works, according to the rules of the game.

probably just an oversight, mind you, but one that has made it through three versions of the PDF.
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Slithery D
post Sep 10 2006, 12:44 AM
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This falls under the "don't be retarded" rule. The time limitation obviously only applies to sustained control manipulations.
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