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> What spirit types are best & which ones are worst?
Tyro
post Dec 18 2008, 09:41 AM
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I'm fairly new to the game, and I'm trying to figure out what magical tradition to use and what spirit type to specialize in summoning.
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Cain
post Dec 18 2008, 10:09 AM
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It really depends.

If you want spirits for combat, then Guardian and Beast spirits can't be beat. Information, Spirits of Man and Guidance spirits are the best. The best thing is to first decide what role you'll be playing, and then specialize in the spirit type that best suits your focus. The only type of spirit it's not worth specializing in is Watchers; it'd be pointless.

With the rules being what they are, you can always build your own tradition, based on whatever you like. All you need to do is choose the spirit associations, and decide possession vs materialization.
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Blade
post Dec 18 2008, 10:28 AM
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First of all, I don't really like your approach. I think it'd be more interesting to choose your tradition and spirits based on what you want to roleplay rather than on which one is the most powerful. Traditions aren't just game stats, they completely shape the way the character will see magic and the world.

But to answer your question, and complete Cain's answer, I'd say that all spirits have their use but I think that the spirits of Man are really versatile. Tasks spirits can also be extremely useful (and are (with all spirits type added after the BBB) a completely useless addition to the game, but that's just my personal opinion).
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Ryu
post Dec 18 2008, 12:34 PM
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One of the main goals of roleplaying a magician is representing the tradition in a believable form. Look at the cultural upbringing of your character, or if you are coming from the other direction (seems to be the case), at the cultural implications of the tradition. Also, imagine how a certain spirit type would look like for that tradition. If the location of your campaign is fixed, look how you can integrate into the awakened-asset market of that region.

Thing is, the spirit types are pretty balanced in overall usefulness. For your specialisation, consider what your character will use the most, like always. What Cain said.
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Drogos
post Dec 18 2008, 12:38 PM
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Air Spirits are pretty much the worst spirit aside from watchers.
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Ryu
post Dec 18 2008, 12:51 PM
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I heard that one before. What is so bad about Movement (in air), Concealment, optional Fear, and an also optional but strong elemental attack?
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toturi
post Dec 18 2008, 01:07 PM
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QUOTE (Ryu @ Dec 18 2008, 08:51 PM) *
I heard that one before. What is so bad about Movement (in air), Concealment, optional Fear, and an also optional but strong elemental attack?

When comparing spirits and their powers, it is often not what is so bad about something, rather it is what more can you get.
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Drogos
post Dec 18 2008, 01:36 PM
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Outside of the in air movement (which can be granted otherways), all other powers can be had by another spirit that is not toally useless when materialized. That's pretty much the big drawback of air spirits. I cannot think of another spirit class that is as hampered by materilzation as Air spirits. Plus, the movement power is very much up to fiat on what it will and will not affect and therefore is onl as good as the GM lets it be. I think I've used it once in my game when I was running away from something badass.
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Ryu
post Dec 18 2008, 01:49 PM
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Yeah, but you do get the strongest elemental attack, and one that does not cause collateral damage (that´s what the Great-Form power Storm is for). I´m not saying that air spirits are best, but they IMO don´t deserve to be singled out for ineffectiveness. They have higher agility and initiative scores than Beast spirits, at an effective price of -2 to Body. Since most DR of a spirit depends on Immunity to normal weapons anyway...
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DireRadiant
post Dec 18 2008, 03:54 PM
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The best spirit is the one that does what you need when you summon it.

Only you know what you need.
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pbangarth
post Dec 18 2008, 04:39 PM
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Well said.

Peter
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TheOOB
post Dec 18 2008, 06:13 PM
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If my tradition allows for air spirits, I always keep an air spirit bound so they can pick me up and fly me off in a dangerous situation, plus their list of powers is not shabby in the slightest.

My personal favorite spirit are spirits of man though, Innate Spell is amazing, you never have to sustain a spell again, just have the spirit cast in and sustain it for the rest of the scene.
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Jaid
post Dec 18 2008, 06:42 PM
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just a side note, air spirits don't get "elemental attack(lightning)", they just get elemental attack. likewise, other spirit types don't get a specific element assigned. you could logically have an air spirit get sonic (sound, air, makes sense doesn't it?) heat/fire (someone suggested this for a hot desert wind) sand, etc.

so yeah, picking the spirit type based on it getting the best kind of elemental attack is not really a good choice (IMG:style_emoticons/default/wink.gif)
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Ryu
post Dec 18 2008, 06:56 PM
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So I was wrong? Good! My druid does have that bound great Air spirit with four services... now it´s a "smoke" elemental attack. Thanks much!
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TheOOB
post Dec 18 2008, 07:06 PM
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As long as your GM allows it and it makes sense you can choose any element for your elemental attack. Electricity is the usually type I pair up with an air spirit, even with a low force spirit lightning bolts are really nasty.
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masterofm
post Dec 18 2008, 07:42 PM
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If you want to be stupidly overpowered and lame when you decide to pick a tradition you would go with voodoo. It's insanely lame for what you get to do with them. So if you want to make a really really lame character go with voodoo.
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KurenaiYami
post Dec 18 2008, 07:59 PM
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QUOTE (masterofm @ Dec 18 2008, 11:42 AM) *
If you want to be stupidly overpowered and lame when you decide to pick a tradition you would go with voodoo. It's insanely lame for what you get to do with them. So if you want to make a really really lame character go with voodoo.

One thing that masteerofm forgot to mention was how lame it was.
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Tyro
post Dec 18 2008, 11:09 PM
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QUOTE (masterofm @ Dec 18 2008, 11:42 AM) *
If you want to be stupidly overpowered and lame when you decide to pick a tradition you would go with voodoo. It's insanely lame for what you get to do with them. So if you want to make a really really lame character go with voodoo.

Details, please (IMG:style_emoticons/default/nyahnyah.gif)

Seriously, what's so great about Voodoo?
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TheOOB
post Dec 18 2008, 11:37 PM
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Aside from having Guardian, Man, Guidance, and Task spirits in the same tradition, a possession tradition even.

Switch water for beast and you have all the best spirits.
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Tyro
post Dec 18 2008, 11:41 PM
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QUOTE (TheOOB @ Dec 18 2008, 03:37 PM) *
Aside from having Guardian, Man, Guidance, and Task spirits in the same tradition, a possession tradition even.

Switch water for beast and you have all the best spirits.

Sounds yummy. Possession isn't always a good thing, though.
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Rasumichin
post Dec 18 2008, 11:51 PM
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I prefer plant spirits over beasts, especially in a posession-based tradition.
Did i mention that Rastafarian magic has replaced Voodoo as my favourite?
Okay, they have beast spirits, too.
Not that i'd mind.
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Tyro
post Dec 19 2008, 12:01 AM
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QUOTE (Rasumichin @ Dec 18 2008, 03:51 PM) *
I prefer plant spirits over beasts, especially in a posession-based tradition.
Did i mention that Rastafarian magic has replaced Voodoo as my favourite?
Okay, they have beast spirits, too.
Not that i'd mind.

Why Rastafarian? They have a decent lineup, but they're Intuition-based *makes a face*
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Rasumichin
post Dec 19 2008, 12:03 AM
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QUOTE (Tyro @ Dec 19 2008, 01:01 AM) *
Why Rastafarian? They have a decent lineup, but they're Intuition-based *makes a face*


Yes, which works perfectly for an ork who uses great form plant spirit posession to tank.^^
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Tyro
post Dec 19 2008, 12:06 AM
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QUOTE (Rasumichin @ Dec 18 2008, 04:03 PM) *
Yes, which works perfectly for an ork who uses great form plant spirit posession to tank.^^

Sounds painful... for your enemies (IMG:style_emoticons/default/wink.gif)
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Dragnar
post Dec 19 2008, 12:59 AM
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For a possession tradition, task is by far the most useful, as it has any physical or technical skill as an optional power. A task spirit is basically a set of magical skill wires for free.
For a materialization tradition it's less clear cut, depending on your needs. For fighting take guardian, for spell sustaining take man, for general usefulness, take guidance (a tough to resist engulf and diving metamagic as a base power).
As a general guideline, the street magic spirits are stronger than the base book ones, so if you only care for advantages, take them all.
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