What are some useful wizard selection techniques

[SR5] Search tips for spell selection

  • Hello,

    I'm building an elven shaman. You should on the one hand
    Have combat spells, on the other hand the group through spells
    can support and because of the high charisma value
    also get some "face skills" (negotiating and such).

    I choose priority A on magic (so I get 10 spells).

    Now to my question:

    Which combat spells would you recommend?
    Which support spells are recommended?
    I thought of healing, increasing reflux, pain resistance, ...

    I would be very happy to receive feedback,
    Thanks.

  • so healing as magic is basically always set for me. it's just too useful with no ifs or buts.

    Battle spells are such a thing. the indirect spells require quite a bit of skill and with increasing power level they make a lot of ouch during withdrawal. Nevertheless, something like fireball or lightning bolt is sometimes nice, because object resistance quickly becomes violent against objects (drones, etc.). an indirect magic sometimes helps miracles. direct magic i would recommend bet.-blitz and or manaball, especially blitz is basically a classic. direct spells have been significantly weakened with SR5. what is definitely worth it: always having a few reactivities with you for emergencies. or sometimes use edge, then you can knock out a flash with edge use 9G damage or the like with one level. the withdrawal becomes physical, but 2K withdrawal is almost ALWAYS thrown away.

    Refelxe increase is nice, but IMHO not a must have. it makes sense to have a magic memory for this, which costs money and karma.

    I find debuffs more exciting for the opponent: chaotic world or chaos noticeably lower the opponent's dice pool, this can have a massive impact on arguments.

    and even with levitating or magic fingers one can do something beyond the general high usefulness in combat. Levitating opponents out of cover or throwing things on their heads is always good. if someone has "oldskool" grenades with them, magic fingers can be downright devastating ...

    Mental influences can also have a rough effect. the effect doesn't always last long, but shooting your own people once or letting them step out of cover (or throwing away your weapon) is usually enough to create chaos.

  • In my opinion, healing is also a must have. The tip with direct and indirect spells from SCARed is also good. You will surely run into one or the other drone that you can roast with a fireball (even if it hurts).
    Levitation is also a must have for me. Soooooo much can be done with this spell! Not only can you throw things at opponents or throw them, you will never again need a troll or a transport drone to transport heavy loads. You can bring your whole team over ravines or abysses without any problems. Once I took a container door with my shaman as a protective shield against an attacking helicopter and at the end pushed it into his rotor!
    As a shaman, I might recommend illusion spells. Frightening opponents with a suddenly appearing monster is a lot of fun! I don't really know face magic, how about simply increasing charisma?

  • with levitation it is often forgotten that the minimum throw increases depending on the weight of the object. and strictly speaking, the object resistance itself has to be surpassed for the time being (but I'm not% sure of that without looking). if such a container weighs 2 tons, vinegar with levitating is easy. but the magic is still practical!

  • I'm playing a shaman / face / supporter right now. And can say from experience that my combat spell makes the least impression in combat.
    The following is my list and then the experience (I only have 7 spells at start):

    Page references from the GRW German.

    Trideo illusion (p.284) - Distraction in combat, intimidate, phantom reinforcements arrive, doors become normal walls. Realistic and fully sensory.
    Improved invisibility (p.285) - A classic. Great when in doubt.
    Mass confusion (p.285) - Extremely powerful support spell. First you conjure it up in the opponent (level 4 is enough) and the opponents have 4 fewer dice on whatever. Running in is not recommended for friends, they will also be affected (but you can let the anti-magic benefit them if you only have 1 melee.)
    Pain (p.283) - Letting individuals suffer is, in my opinion, just too weak compared to confusion.
    Shock (p.287) - Good indirect non-lethal spell, single target. Thanks to the -KS penetration power, indirect spells at higher levels are quite effective against armored targets.
    Charisma steiger (p.281) - hold upright (focus, concentration) Charisma should be six or lower (KS at least attribute), laugh at withdrawal. And you save the lifestyle costs if you have no problems with polygamy.
    Levitating (p.289) - a classic, but the level also dictates how fast you move. Actually, you want to speak at high levels, even if you don't weigh a ton. I used to use it in combat, in the current version I tried and failed miserably. I am just too lame.

    These are my spells. Great spells are also slingshot, thanks Range BF. Really strong if you then combine that with increasing charisma, as you can then cope with more withdrawal.

    Reflexes increase can almost only be used on itself. Most of the other characters have cyber / bioware or Ki powers to increase Ini and all of these things are no longer compatible with the magic. If I understand correctly, the spell can replace the gear. Very vague rule (at least in German).

    Pain resistance, KS-6 (begging for extreme spells without consequences). The power level indicates how many damage boxes can be ignored. Since it is a permanent spell and lasts as long as no more damage than KS was suffered ... um. IMBA. Pain editor just costs money. Trust your shaman.

    Illusion spells and manipulation spells are the most powerful combat spells. Knife claws and streetsams are best at killing people. Direct spells are useless. You would first have to know the attributes of the opponent in order to unpack the "right" one and then you could do a bit of damage with the luck of the dice, even through glass and everything but still damn little. Indirect spells lower the armor of the opponent in the amount of their power level, which makes them much stronger.

    Fear is the daughter of hatred and violence, the two nephews of fame and fortune. These two, in turn, are the sons of stupidity, the spouse of courage. Grandpa Gier likes to read stories to fear and he knows a lot of stories.

  • In SR4 ihc played a group supporter as a Sinti Roma magician.

    I mainly used manipulation spells and illusion spells ... leg flow, improved invisibility, a surface spell that causes anxiety and, above a certain degree of success, fear. Just those things that do not push the group but are incredibly funny in a fight ... A lot of player income is added, but that is not important for the case here.

    In a fight it has been shown that with such simple skills as leg flow or chaotic world, fear or whatever other possibilities there are usually more to illusion spells than with a direct or indirect damage spell, which often leads to even more withdrawal bring.

    I would consider just taking a stun or ball and let your chummers take care of the worldly problems. You can also compete against ghosts with it and your pool with 10 spells that are based on illusion and manipulation will be extremely angry in the direction of face and support.

    Lokke! The original only with the 2K!

  • In my opinion (in SR4) one of the most beautiful magic for a face is the fashion magic. Just react quickly to changed situations -> Never again dressed inappropriately is only superficial but who looks so closely
    Then there is a fresh cell treatment (saves the annoying brushing of teeth) and the physical mask to remain undetected. And the Walk of Shame is no longer a problem

  • "Dellingr" wrote:

    In my opinion (in SR4) one of the most beautiful magic for a face is the fashion magic. React quickly to changed situations -> Never again dressed inappropriately is only superficial but who looks so closely
    Then there is a fresh cell treatment (saves the annoying brushing of teeth) and the physical mask to remain undetected. And the Walk of Shame is no longer a problem

    Spells in the order can be used more often in the right group ...

    Lokke! The original only with the 2K!

  • "Armada" wrote:


    Pain resistance, KS-6 (begging for extreme spells without consequences). The power level indicates how many damage boxes can be ignored. Since it is a permanent spell and lasts as long as no more damage than KS was suffered ... um. IMBA. Pain editor just costs money. Trust your shaman.

    Already know that the spell just lets you ignore the injury modifiers? The damage boxes are filled in anyway and also lead to something as unpleasant as the death of the character.

    I consider influencing to be one of the most powerful spells ever.

    MfG SirDrow

    Albert Einstein: "There are two things that are infinite: The universe and the stupidity of people. But I am not so sure about the universe.

  • But this is also due to the slightly vague formulation of when resistance throws are allowed. However, you have already significantly defused the saying in SR5 with the "time out" clause. the suggestion now only lasts for a very limited time!

  • Even in SR4 it only lasted a few seconds or minutes at best.

    SYL

  • influence? in SR4 you only had the opportunity to shake off the spell (or to throw new tests of resistance) if you had been shown the weakness of the suggestion. there was no pure time limit. so if the suggestion was cleverly done, you could neutralize victims for a long time (you need coffee. NOW! from your favorite stuff shack at the other end of town! ... )

    Do not confuse it with mastering thoughts or the like, where you were allowed to roll the dice regularly.

  • The idea of ​​pain resistance (even with KS-4's errata withdrawal) still works.

    I cast the spell on myself before the fight at level 6 and ignore up to 6 boxes mentally and physically.
    If I have the bad luck and one of the damage bars reaches 7 boxes and more, I have a bigger problem anyway than the pain that ends.

  • "Axador" wrote:

    The idea of ​​pain resistance (even with KS-4's errata withdrawal) still works.

    I cast the spell on myself before the fight at level 6 and ignore up to 6 boxes mentally and physically.
    If I have the bad luck and one of the damage bars reaches 7 boxes and more, I have a bigger problem anyway than the pain that ends.

    NO! You cast the spell at level 6. And you can ignore the EFFECTS of injuries!
    If you get 4 boxes of damage, you will NOT get a dice pool modifier. The 4 boxes are filled in as normal!

    If you cast the spell at level 12 as a normal person, you can fight through injury without dice pool modifiers until you drop dead after 10 boxes of damage! These 10 boxes can be damaged by 10 different attacks with one box each. You are dead afterwards with and without magic!

    Pain resistance lets you ignore the effects of injury. But does NOT prevent injury or death.

    MfG SirDrow

    Albert Einstein: "There are two things that are infinite: The universe and the stupidity of people. But I am not so sure about the universe.

  • True, I did not understand otherwise, but obviously I did not express it correctly.

  • My, 5, raven shaman is more like the pocket knife shaman.

    - Blitz, indirect combat spells turned out really well
    - Levitation, being able to move hundreds of pounds just like that is great
    - Magic fingers, telekinesis
    - Heal, always good
    - Influence, stop the Jedi number
    - Armor, less for the shaman than for the armored bum

    On the wish list are:
    - Increased reflexes, for the job
    - Increased charisma attribute, for the ladies and for the job
    - Fashion, make for the party
    - a touch spell for astral combat
    - Detoxify, go to party
    - an area combat spell, which then supports Edge or reagents

  • Increase [charisma]
    The pushing of attributes is limited to +4. But it is still very practical to intercept the withdrawal of stronger spells or ghosts, and to give the face (etc.) a small advantage in social interactions.

    Heal
    Some players may not like that Heal is such a must-have spell, but that doesn't change the fact that everyone should have it. The option of catapulting someone from “who doesn't do it anymore” to “that was just a scratch” with first aid, actually obliges every magician in the shadows to learn him.

    Increase reflexes
    Very effectively increases initiative. In fact, this spell is one of the best ways to increase initiative, as it achieves the maximum bonus of 4 additional d6 and is also open to the top.

    Detect enemies, extended
    This spell does not protect you from drones, predators or psychopaths but otherwise allows you to uncover ambushes and move reasonably safely through Z-zones. But be careful not to rely too much on this spell.

    [Element] Ball (Indirect, Elemental, Combat Spell)
    It would now be a bit much more how, why and why to deal exhaustively. I therefore recommend that everyone just read through the rules for indirect combat spells and the explosion rules in SR5. And also go through the sections “Casting Multiple Spells”, “Reckless Spellcasting” and “Multiple Simultaneos Blasts”. (SR5 p.281 and 183)

    Powerbolt (Direct, Combal Spell)
    Direct combat spells are no longer as effective as in SR4, but still have the advantage of causing direct damage to ghosts and ignoring extremely high armor. I prefer the powerbolt to the stunbolt because drones are immune to mental damage and stims don't bring you back either. (Biomonitor in combination with an autoinjector were very popular with us.)

    Levitation
    This spell is also no longer as powerful as in SR4 but still fulfills its role as an anti-drone spell.

    Ignite
    When you don't have a firelighter at hand.

    Influence
    Sometimes it depends heavily on what the master allows or not. But even the simplest and relatively harmless applications can be extremely helpful.
    "If you don't want to explain your plan in detail, the stupid runners can't stop it and no longer."
    "Hey you think you heard something back there in the bush, you should investigate that."
    "I think the person over there likes you (Face), come trust you and talk to them."