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> New mage needs some Advice!
Lidralyn
post May 14 2008, 05:13 PM
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Well I am making a mage, mainly for spellcasting, will get into summoning and binding once I get some spare karma. But for now I have a 6 spellcasting (spec combat) and have 30 bps to buy spells with.

I know manabolt and stunbolt, probably improved initiative, but what other spells should I be getting out of any of the books?


I already have a power focus of rating 2, here is another question I am debating.

Should I get
A. 12 spells
B. 9 spells + Rating 3 sustaining Focus
C. 7 Spells + Rating 3 sustatining Focus + Rating 3 Counterspelling focus

I am the only mage in the group and have a counterspelling of 4 already, but having 3 more dice would be nice, plus being able to sustain improved initiative would be good too. I really can't decide which way would be best.

Thanks for all the input in advance
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Marduc
post May 14 2008, 05:26 PM
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You might have a look at mentor spirits, especially the dark goddess for street magic p181, it gives bonus die to both combat and health spells.
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Lidralyn
post May 14 2008, 05:32 PM
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Yeah I already have Dark Godess as my mentor spirit, thanks for the tip tho.
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Damatory
post May 14 2008, 05:35 PM
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Maybe it's a houserule?, but I don't think that Manabolt is effective against machinery, so maybe Lighting bolt, to disable those fast moving cars with tinted windows for example?
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Lidralyn
post May 14 2008, 05:41 PM
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I was thinking either lightning bolt or flamrethrower to hit machines with also plan on getting heal, I have first aid level 4 and rating 6 MedKit to help heal drain damage, but still need heal to deal with wounds and to help heal other runners.
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Marduc
post May 14 2008, 05:50 PM
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You might also look at some manipulation spells, such as mob control or influence
Heal is always very handy.
Manastatic works very well agains spirits. It creates a local background count.

I take it, your magic is 6?

Which tradition does your mage follow and what are the drain attributes?

If you take one which has logic as a drain attribute, you can buff your logic with cyber, don't know which atm, and have some space left for cyber eyes with all the goodies, as magnification, vision enhancement, low-light vision and thermographic vision. Be sure to pickup the smartlink for bonus dies when shooting.

I'd drop the manabolt and change it for a powerbolt.

You're able to lobe F5 stunbolts all day for only DV of 1 per bolt (==> (F5/2)-1)=2.5-1=1.5~1) Drain codes rounds down and the minimal drain is 1
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Lidralyn
post May 14 2008, 06:02 PM
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Well my magic is only 4, its 5 minus 1 for the essence loss on cyber/bioware

I have cyber eyes, internal comlink, internal hotsim, internal datajack, platelet factories, trauma dampner, and cerebral booster rating 1 to get +1 logic

I am chaos tradition and mentor dark goddess. 16 dice for combat spells, and 11 to resist drain

Is it worth it to get lowlight vision AND thermo?

Right now my cybereyes have, Thermo, Flare comp, Vision mag, Vision enhance rat 3



The idea behind the mage is I refuse to use melee weapons or ranged weapons for the most part, I am incompetant in clubs/blades/unarmed...so don't need to bother with the smartlink

I also am working on hacking, have skillgroup cracking at rank 4 and stealing my programs from our main hacker. The idea is I am a mage but can jump into the matrix and help him with hotsim when needed with the internal jack/link/hotsim
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Marduc
post May 14 2008, 06:12 PM
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You decide, but have a look at the visibility modifiers table on page 117 of the BBB.

Also what do you do when you are in a high background area, where your magic is reduced? I don't know how prevalent background count is in your game.
You can load it with stick 'n shock ammo
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Lidralyn
post May 14 2008, 06:18 PM
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If you do have eyes with lowlight and thermo vision, do you have to switch between them? or are they considered to be on at all times? and you use the lesser of the negative modifiers?

Background count I don't really know, me and my friends are just starting shadowrun so we don't really know how that will pan out. My 1st 18 karma is going to go into raising my magic to 5, but thats still gonna take a bit.
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Moon-Hawk
post May 14 2008, 06:19 PM
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QUOTE (Marduc @ May 14 2008, 12:50 PM) *
You're able to lobe F5 stunbolts all day for only DV of 1 per bolt (==> (F5/2)-1)=2.5-1=1.5~1) Drain codes rounds down and the minimal drain is 1



QUOTE (Lidralyn @ May 14 2008, 01:02 PM) *
Well my magic is only 4, its 5 minus 1 for the essence loss on cyber/bioware
.....
I am chaos tradition and mentor dark goddess. 16 dice for combat spells, and 11 to resist drain

Still overcast to F5. Remember hits are capped by Force, and with 16 dice you'll be wasting hits more often than not if you're only casting at Force 4. True, your one box of drain goes from stun to physical, but with 11 dice you'll soak it down to nothing anyway, and the rare, rare exceptions where you do take one box are far outweighed by what you'll get out of Force 5 vs 4.
If you're going to shun non-magical weapons, Force 5 (or even 7) Stunbolt is a spell you can cast all day long. Check the rules for casting multiple spells and you can probably manage 2 Force 5 Stunbolts per pass without drain.
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Marduc
post May 14 2008, 06:23 PM
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You should ask your GM on his vision about cycling between vision types. I gather you just select the one you want to use and activate it with a free action, (a simple thought command through the DNI of your Cyber Eyes).
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Marduc
post May 14 2008, 06:25 PM
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Quick question, Where can I find the trauma dampner? I cann't seem jto find it ATM.
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Lidralyn
post May 14 2008, 06:27 PM
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QUOTE (Moon-Hawk @ May 14 2008, 02:19 PM) *
Still overcast to F5. Remember hits are capped by Force, and with 16 dice you'll be wasting hits more often than not if you're only casting at Force 4. True, your one box of drain goes from stun to physical, but with 11 dice you'll soak it down to nothing anyway, and the rare, rare exceptions where you do take one box are far outweighed by what you'll get out of Force 5 vs 4.
If you're going to shun non-magical weapons, Force 5 (or even 7) Stunbolt is a spell you can cast all day long. Check the rules for casting multiple spells and you can probably manage 2 Force 5 Stunbolts per pass without drain.



heh I am a rolling master...as in I will roll 16 dice and get 2 hits, in some situations I will definately try to cast 2 spells in a turn (I hadn't actually thought of that) but will prolly both just get resisted.
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Lidralyn
post May 14 2008, 06:27 PM
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QUOTE (Marduc @ May 14 2008, 02:25 PM) *
Quick question, Where can I find the trauma dampner? I cann't seem jto find it ATM.

Its in augmentation p.70
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Marduc
post May 14 2008, 06:32 PM
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Thanks, So with this you can overcast your spells ast F5 and still suffer only stun damage. (IMG:style_emoticons/default/grinbig.gif)
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Fortune
post May 14 2008, 09:23 PM
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QUOTE (Lidralyn @ May 15 2008, 03:13 AM) *
Well I am making a mage, mainly for spellcasting, will get into summoning and binding once I get some spare karma. But for now I have a 6 spellcasting (spec combat) and have 30 bps to buy spells with.

...Should I get
A. 12 spells
B. 9 spells + Rating 3 sustaining Focus
C. 7 Spells + Rating 3 sustatining Focus + Rating 3 Counterspelling focus


Spells cost 3 BP each, so you technically only have enough BP for 10 spells.
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Fortune
post May 14 2008, 09:26 PM
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QUOTE (Marduc @ May 15 2008, 04:32 AM) *
Thanks, So with this you can overcast your spells ast F5 and still suffer only stun damage.


No. Overcast Drain is never Stun damage. What they are saying is that there are no more actual boxes of potential damage with the Force 5 spell, so if you could brush off the Drain from a Force 4 without taking damage, then a Force 5 would more than likely garner the same results. If you don't actually resist the all of the Drain though, the damage from overcasting will be Physical.

Edit: D'oh! I thought you were still talking about playing with the Force of the spells. With the Trauma Damper, one box of Physical damage will be shuffled to Stun. But if you suffer two boxes, you would have 1 Stun and 1 Physical.
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Moon-Hawk
post May 14 2008, 09:29 PM
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edit: Nevermind, you caught yourself. Carry on. (IMG:style_emoticons/default/grinbig.gif)
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Marduc
post May 14 2008, 09:32 PM
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QUOTE (Fortune @ May 14 2008, 04:26 PM) *
No. Overcast Drain is never Stun damage. What they are saying is that there are no more actual boxes of potential damage with the Force 5 spell, so if you could brush off the Drain from a Force 4 without taking damage, then a Force 5 would more than likely garner the same results. If you don't actually resist the all of the Drain though, the damage from overcasting will be Physical.

Edit: D'oh! I thought you were still talking about playing with the Force of the spells. With the Trauma Damper, one box of Physical damage will be shuffled to Stun. But if you suffer two boxes, you would have 1 Stun and 1 Physical.


Your right. I was thinking about overcasting stunbolts with a draincode of (F/2)-1, where you only suffer one drain damage
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Cain
post May 14 2008, 09:46 PM
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You don't need both Manabolt and Stunbolt. They pretty much hit the same targets at the same effectiveness. I'd recommend an area of effect spell instead. Stunball or Ball Lightning are my favorites, although there are other good choices. Stunball is good for dropping large numbers of opposition without killing them, and Ball Lightning does a number on drones/machinery, as well as being able to fire around corners.
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Wasabi
post May 14 2008, 10:16 PM
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A counterspelling focus only protects against one spell category. If you're going to be a counterspell-heavy character you'll just have to get more counterspelling skill. Note that defeating Detection spells makes a counterspelling mage end up being a sort of infiltration specialist so you may want to spike some Infiltration ability as well.

Point for point spirits do more and cost less BP-wise than a spellcaster although it takes some studying to get good with them, time to keep rebinding them, and the binding materials cost nuyen.

If you are the only mage get as many spells as possible for your toolbox. If you are not the only caster then you'll want to complement the other spellcaster(s) and fill in what gaps they have in their own toolboxes.

If you can summon a F3+ spirit of man and you have the Increase Reflexes spell (which gives extra initiative passes) then you can have the spirit cast it on you and sustain it. That can last you until you can buy and bond a sustaining focus after character start.
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Daier Mune
post May 14 2008, 10:35 PM
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QUOTE (Wasabi @ May 14 2008, 05:16 PM) *
A counterspelling focus only protects against one spell category. If you're going to be a counterspell-heavy character you'll just have to get more counterspelling skill. Note that defeating Detection spells makes a counterspelling mage end up being a sort of infiltration specialist so you may want to spike some Infiltration ability as well.


right, but an R3 Combat Counterspelling Foci is a handy shield to carry around.
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Shiloh
post May 14 2008, 10:57 PM
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Mana Static. (Street Magic).

Quite without peer.
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Lidralyn
post May 14 2008, 11:32 PM
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Thanks for the all the replies guys, am reading all the spells now. I did mess up and I do have 36 bps for spells so I can have 12 total spells, just forgot the math on it when I made the post.

I currently do not have any points in binding or summoning but plan to pick them up quickly, so I will probably cut 3 spells and get a sustaining focus and skip out on the counterspelling one. I have a will 5 and counterspelling 4, so I can resist pretty well....my friends are gonna have to deal on their own tho. lol
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Cthulhudreams
post May 14 2008, 11:54 PM
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Err... while skipping binding is probably a viable decision, you need to start with 4 ranks of summoning. It is just that good.

You can provide counterspelling to friends in LOS.
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