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#11 |
Join Date: Nov 2007
Location: USA
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I have a character that started out as a mage assassin, and one of the most useful features is certainly Improved Magic Resistance. There's nothing quite like shaking a finger at wizards that try to nerf him with a spell, only to find out it *just doesn't work.* Hard to Kill will also prove to be a nice insurance policy on your mage. ;)
As for useful spells? Blink, deflect missile and return missile, armor is essential. For just a few points, you're protected everywhere like a suit of full armor! Strike Blind and Strike Dumb are both highly useful for making enemy wizards mostly useless (especially Strike Dumb if you notice they have to speak for all their spells.) I know a certain other character that tends to use Levitation to lift up her enemies and then invert them. Handy against mundanes.
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#12 |
Join Date: Sep 2006
Location: Luxembourg
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The possibilities are too many, it depend of the mage focus.
However, all my mage tend to have those utilities spells, if available. -Flight (or a variation). Always usefull. (personnaly, i tend to buy it as a power (magical, and familar or gadget based), as it is the spell you want to have always on.) -Ignite fire The swiss knive of magic. -Invisibility If your battlemage is part of an army (or a small group of fighters), don't forget the food college. Also, If your gm allow it, Move terrain is awesome for any battlemage. celjabba |
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#13 |
Join Date: Feb 2008
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I will raise one complain, Missile spells and Melee spells are bad choice. Mage is better of with mundane choices. (Brawling, Sword, Bow or Crossbow, Throwing skills)
Also it is also hard to find efective anti-magic spells. Spell shield is one passive defence, but definetly not Wards. (Enemy can use any spell from book you can defend only to few.) Always good choice are spells that change conditions of battlefield. Levitation, Fly, Missile Shield, Armour, Invisibility. Night Vision, Dark Vision (for dungeon delvers). And maybe some summons (Creation and Illusion) Lately I was toying with Innate Attack as part of "mage's" minimum, especialy homming with extra accuracy seems nice long range as in some fiction, and games, and surely anime.
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My topic Randover's Magical setting Enchanting proposals, mana levels, magery...and other stuff for Wizards based campaing. Motto: "Why not create cash by magic? Job as any other." Last edited by Randover; 02-02-2009 at 10:28 AM. |
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#14 |
Join Date: Jan 2006
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First I take Link so a spell can be set to go off rather quickly, then:
Shapeshift (Kodiak Bear) Stench Mass Daze Create Fire Stone Missile or Lightning or Ice Sphere Blur Shield (maybe) Shocking Touch (can be combined with an attack with a staff with the Staff spell cast on it!) Electric missiles (to support a party) Mystic Mist I don't bother with armor, choosing to wear my own instead.
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"If at first you don't succeed, try again. Then quit. There's no use being a damn fool about it." --W.C. Fields |
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#15 |
Join Date: Aug 2004
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Shape Earth. Cast with an intended duration of 1 turn to avoid spell on penalties. Move one cubic hex of Earth out of the way and put it in front of where you dug it out. Spell ends. You have a 3 foot deep hole and 3 foot tall front wall. With one step, you are in a fox hole. And 36 inches of earth can eat damage.
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#16 |
Join Date: Aug 2004
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If your GM allows Imbuements:
You need a missile spell. You take the Imbument skills Shatter Strike, Arching Shot and the combo skill Arching Shaterstrike all set for your missile spell. You now are a mortar. You spend fatigue for the missile spell 3d recommended. Arching shot lets you bend the path of the missile spell So you can go around corners and over walls. Get the Imbuement skills up to a level where you can take a -4 skill penalty without problems. Shatter stike adds frag damage (burn or cutting whichever is more suitable to the attack type) up to the damage of the attack. [1d] 5 yd range no penalty. [2d] 10 yd range -2 penalty. [3d] 15 yd range -4 penalty base skill of 15- for the shrapnel minus range penalties. 1 fatigue for Shatterstrike two fatigue for Arching Shatter Strike. And with good hit rolls you do multiple frag attacks to your target.
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...().0...0() .../..........\ -/......O.....\- ...VVVVVVV ..^^^^^^^ A clock running two hours slow has the correct time zero times a day. |
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#17 | |
Join Date: Mar 2008
Location: The Kingdom of Insignificance
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It's all very well to be told to act my age, but I've never been this old before... |
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#18 | ||
Join Date: Aug 2004
Location: Germany
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#19 | |
Join Date: Dec 2006
Location: Houston
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These should be accessible for Magery 2 and have a pretty low pre-req count. Offensive Combos for The Pure Magic Batle Mage: Glue/Create Fire/Shape fire Grease/Windstorm Pain or Stun/Flame Jet or Lightning Whip HawkVision/Lightning Is that what you meant? |
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#20 |
Join Date: Aug 2004
Location: Edmond, OK
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Create Animal (Swarm of Wasps) was probably the most effective use of a spell in combat that I've ever seen. There are direct countermeasures, but if you're not expecting it and aren't wearing environmental armor, it's probably lights out.
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Tags |
energy cost, magery, magic |
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