Zamion138 wrote:Im playing a small game ( two players) we have a battle mage and me the shifter.
Im lv3 so is she(battle mage) we are , long story short i just made a pact with an elder power that my gm is rulling to be a god of knowledge.
So hes letting me pick the 8 spells lv 3 through lv 13.
Im pretty sure i want talisman and annihilation
Any suggestions for my other 6 spells.
Side not my gm hates when you go for the ill sit around and make and sell talismens for a couple months to become rich.
As he says do you guys want to play agressive banker or explorers/adventures.
Anyhow im thinking my the scroll making one, summon storm, and the ecm spell.
But id like to hear your top 6 spell suggestions.
Perferably and why.
Magic.. yeess... spells! Spells! Hoody-Hoo SPELLS!
Sorry, started to get carried away.. but when a character actually gains spell knowledge that they're not having to empty their wallets for seems to be a rarity anymore.
I'm assuming that this is limited strictly to the "standard" invocation list.. if I'm wrong, and you're allowed to expand into the more "specific" branches of magic, like necromancy, temporal, ocean, etc, (which is all completely justifiable, if this is a deity of knowledge) please, correct me, and I'll modify my suggestion.
Now, I would like to point out that before you go "oooo.. I want this spell, and that spell, and oooo look at that!" consider the big question. Will you have the PPE to cast them? I don't know how much time your game spends on/near ley lines, but unless it's a lot, spells like Talisman and Summon & Control Storm are going to cost you a lot of PPE. Is that PPE you can really afford? Talisman, if you have a nice enough GM, maybe he will let you do in "down time", but that only matters if you have enough PPE to even do it. And, FYI, Annihilate is a level 14. If you're limited to 3-13, it's out. I'm listing 10 spells below. I don't know what you have, and one of them I think might already be on the shifter list. Also, if something doesn't suit your tastes.. etc etc....
Lvl 11
Firequake: nice little AOE spell that pretty much guarantees (they have to make a dodge each round, and they have penalties) they will take damage each round, while you get the hell out of there.
Energy Sphere: I typically like it better than talisman. The only disadvantage is the duration. Of course, if you have the opportunity, it can be a hell of a lot more powerful, too.
LVL 10
Warped Space: 15 seconds.. a full round to plan and prepare. May not seem like a lot, but then you look at the other possible effects, it can turn out REALLY nicely.. as long as you prepare for possible bad side effects (like no magic blasts). Still, most effects are going to greatly benefit the mage.
Super-Healing: Why you ask? It's not usable on yourself, true.. but all those supernatural minions of yours? Keep them alive, keep them healthy. Keep healing them, they're less likely to want to rip your eyeballs out and use them to play miniature golf...
*Summon Shadow Beast (I'm not sure if you already get this as a Shifter or not.. and I'm too lazy to go the 15 feet and grab my RUE right now). 'Nuff said. And, as a shifter, I believe this only costs half PPE, right? Or am I wrong on that?
Magic Warrior: Does this need an explanation?
LVL 9
Desiccate the Supernatural: Really, sooner or later, something's bound to turn on you...
LVL 8
*Sorcerous Fury: LOVE THIS SPELL.. but, make sure that if you use it, you're going to win.. Because when you come down off that high, man you are CRASHED. It's even nicer if you have some of those other spells listed inside of it, but seriously, you don't need them. The freebie lightning bolts is pretty freakin awesome. The BEST spells are if you have area effect "spells of destruction". You DO need the GM to do some pre-approvals, though. Exact wording is "and similar spells of destruction", so make sure to verify with him if a spell meets that criteria in his mind.
Expel Demons: all lesser supernatural creatures go away, and a chance with greaters...but, it makes all lessers go away. THAT is the important part.
LVL 7
Mental Shock: Nice little one on one spell, and gives them a penalty to save..
I could add a LOT more, but then, I like magic....