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Old 11-22-2018, 06:44 AM   #11
ArchonShiva
 
Join Date: Sep 2004
Location: Montréal, Québec
Default Re: Is there a master list of what spells a given level of Magery lets you access?

As I said, I agree for Magery 1, but Magery 2-3 tend to be at the end of prerequisite chains, so the text search should be useful, at least.

As for M0’s bets spells and combat use:

Keen (Sense) is probably the #1 M0 spell, as because it lasts 30 minutes, and therefore can be kept up for a long time with any combination of rest, energy reserve and power item.

Concussion, even at skill 8, works quite well as a fight starter for high-sequence characters like elven scouts: walk around with the spell in hand, toss it to the back of enemy ranks as your first action (you generally don’t need to hit anything but a general area of the ceiling), then fast-draw whatever you’re intending to fight with.

Walk on Air is one of those things that will make difficult fights and insurmontable problems into a walk in the park, at the cost of a few minutes of rest later on.

Invisibility is much the same for a number of combat-avoiding situations.

Infravision is a response to one of the most common hard stops to a scout’s efficiency: darkness. Certainly, you can’t expect to cast it from a scroll in total darkness when you most need it!

But the biggest boon of Magery 0 isn’t learning spells, it’s 50% off scrolls — You can play in the big leagues with any spell that isn’t resisted or Blocking, including stuff like Shield +5 DB (or +6, depending how your GM runs scroll economics).

Deathtouch as a scroll is particularly nice for professions who do not need to cast spells: cast a 3-6d melee spell on your right hand, then ignore it. If anything comes too close or grapples you, slap it. Melee spells neither lapse nor go off accidently.
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