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Help picking spells

Posted: Fri Mar 08, 2013 3:59 pm
by Mouser13
Hey all I'm playing a temporal wizard and can't come up with the last one or two spell choices.

1. Talisman
2. Energy Sphere
3 ANNIHILATE Quesitonible willing to change.
4.
5. Ballistic Fire
6.Invulnerability


Note: GM doesn't really allow for buffs that effect attacks per melee and I don't really want any combat bonus buffs.
Also I assume that Spells of Legend are off limits though I didn't ask.

I replaced one of the spells with ANNIHILATE so I had some power but I'm welling to change if needed.

Re: Help picking spells

Posted: Fri Mar 08, 2013 4:03 pm
by Zamion138
Shadow meld.
Summon shadow beast.
Carpet of adhesion.
Tounges.
Scramble radio singnal ( cannot rember the real name of this spell)
Summon storm.

Re: Help picking spells

Posted: Fri Mar 08, 2013 4:10 pm
by flatline
Don't forget that you start with a lot of money. Any spells level 1-5 that you want you can probably purchase before the game starts without wasting any of your spell slots on.

--flatline

Re: Help picking spells

Posted: Fri Mar 08, 2013 4:15 pm
by Mouser13
Well not that much since they didn't up the starting credits for 5th level training.

Re: Help picking spells

Posted: Fri Mar 08, 2013 4:17 pm
by Zamion138
flatline wrote:Don't forget that you start with a lot of money. Any spells level 1-5 that you want you can probably purchase before the game starts without wasting any of your spell slots on.

--flatline

As long as your gm is not the you never find anouther wiazrd to teach you things type gm. Ive had gm's make it like pulling teath to get a lv3 spell.

Re: Help picking spells

Posted: Fri Mar 08, 2013 4:52 pm
by drewkitty ~..~
Mouser13 wrote:Hey all I'm playing a temporal wizard and can't come up with the last one or two spell choices.

1. Talisman
2. Energy Sphere
3 ANNIHILATE Quesitonible willing to change.
4.
5. Ballistic Fire
6.Invulnerability


Note: GM doesn't really allow for buffs that effect attacks per melee and I don't really want any combat bonus buffs.
Also I assume that Spells of Legend are off limits though I didn't ask.

I replaced one of the spells with ANNIHILATE so I had some power but I'm welling to change if needed.

D-pocket.
Keep all your stuff in your pockets.

Re: Help picking spells

Posted: Fri Mar 08, 2013 4:58 pm
by Mouser13
Zamion138 wrote:
flatline wrote:Don't forget that you start with a lot of money. Any spells level 1-5 that you want you can probably purchase before the game starts without wasting any of your spell slots on.

--flatline

As long as your gm is not the you never find anouther wiazrd to teach you things type gm. Ive had gm's make it like pulling teath to get a lv3 spell.


Got that on the temporal side already, but sucking made one for party member and it already destory he play the area effect damages gear.

Re: Help picking spells

Posted: Fri Mar 08, 2013 5:32 pm
by Grand Paladin
Geez, there are so many to choose from! Don't forget about illusionary spells. Multiple Images is a great starter illusionary spell. it's a cheap and low level spell that can be cast in 1 action (based on R:UE updated magic combat). My favorites are Realm of Chaos (great spell & badass) Reaility Flux, Astral Hole, Warp Space, Locate (another good one), Globe of Silence, and Speed of the Snail.

Re: Help picking spells

Posted: Fri Mar 08, 2013 6:45 pm
by Glistam
I know you didn't ask for Temporal spell choices, but look at the back of Fleets of the Three Galaxies for more Temporal Magic spells. Time Warp: Stop Time is a game changer.

The same book offers some Space Invocations, there are some good spells there to look at.

Re: Help picking spells

Posted: Fri Mar 08, 2013 6:51 pm
by Ectoplasmic Bidet
Try to squeeze in the Cosmic Armor spell from Fleets of the Three Galaxies. Best armor spell in the game for a number of reasons.

Re: Help picking spells

Posted: Fri Mar 08, 2013 6:54 pm
by flatline
Zamion138 wrote:
flatline wrote:Don't forget that you start with a lot of money. Any spells level 1-5 that you want you can probably purchase before the game starts without wasting any of your spell slots on.

--flatline

As long as your gm is not the you never find anouther wiazrd to teach you things type gm. Ive had gm's make it like pulling teath to get a lv3 spell.


I've had GM's who wouldn't let anyone spend any money before the game started. I've had GM's that let you spend money at book prices for whatever you have money for before the game starts.

It all depends on the GM.

I've been fortunate to never have a GM that made it unreasonably hard to purchase low level spells. Assuming we're in an area where magic isn't forbidden, it's always been as simple as "you want that 2nd level spell? Okay, you find a guy to teach you for $10kl...". Medium and high level spells usually, but not always, were a little more difficult to acquire (in addition to being significantly more expensive).

--flatline

Re: Help picking spells

Posted: Fri Mar 08, 2013 7:11 pm
by Glistam
I've gotten a lot of mileage out of the following spells with my Temporal Wizard, in a magic-heavy campaign: Mystic Alarm, Magic Net, Sustain, Illusionary Wall, Globe of Silence (in a Talisman), Mystic Invisibility + Invisibility:Simple, Illusion Manipulation, Mystic Portal, Create Magic Scroll, Energy Sphere, Time Hole, Talisman.

For self-sufficiency, you could also consider Mend the Broken and Sub-Particle Acceleration, to repair your armor and recharge your e-clips for free. Then repair others' armor and recharge others' e-clips for a profit.

For Temporal Magic, I've gotten HUGE mileage out of Retro-Viewing, Time Warp: Stop Time, Dimensional Pocket, and Dimensional Envelope.

Re: Help picking spells

Posted: Fri Mar 08, 2013 8:47 pm
by flatline
Okay, I just pulled out my notes and it appears that the last Temporal Wizard I made (for a campaign that never actually happened) made the following selections:

1. Talisman
2. Sub-Particle Acceleration
3. Invisibility Superior
4. Negate Magic

I also purchased the following spells with my starting funds:
Cleanse
Telekinesis
Mend the Broken
Sustain

If the GM had a reputation for being stingy about purchasing new spells once the game started (which this one didn't), I probably would have selected Impervious to Energy instead of Negate Magic. But I find that Negate Magic in a Talisman is extremely useful to have at the ready.

--flatline

Re: Help picking spells

Posted: Sun Mar 10, 2013 8:47 am
by Mouser13
Little Snuzzles wrote:S-Dep

It completely screws up your foe royally.


Yes I like it but in this game the dm only have one attack per melee no matter what so buffs and debuffs are not very usefull.


I'm going to have to look at the three galaxy stuff.

Re: Help picking spells

Posted: Sun Mar 10, 2013 9:47 am
by flatline
When choosing spell, especially temporal spells, I tend to ignore offensive spells that allow a saving throw.

For example:
Stop Time: no saving throw possible
S-dep: saving throw allowed, so ignored.

--flatline