![]() ![]() I also worry about taking Heal in our last game, no one took physical damage unless it was stun damage overflowing, by which point healing the physical would not have brought them back. I am not confident in any of these decisions. Levitate is absent because I can summon spirits with Psychokinesis. I've let the mind control spells go because I can summon spirits with the Influence power, and Improved Invisibility isn't present because between my two illusion spells I think I ought to be able to get by. If it's super important, I can recover karma (we're using karmagen, not BPgen) from elsewhere to buy more spells if I simply need more than this, since my body and armor don't actually need to be as high as they are - I'll die in one hit regardless - but I was thinking more along the lines of swapping them out for other spells. My current spells are Stunbolt, Stunball, Laser, Heal, Improved Reflexes, Improved Charisma, Physical Mask, and Trid Phantasm. ![]() ![]() I'm a Voodoo tradition mage (from Haiti - 4 ranks in French ^.^). So it's important to me that my initial spell selection be broadly useful, since it's likely to take a while before I can buy new ones with karma and nuyen. I want to be sure I'm picking my initial spells sensibly, because my gaming group tends to make character advancement a pain in the neck - our GM wants to roleplay out shopping and learning, so downtime can't be used, but some of the other players want action every session, so uptime can't be used. I've never built a Magician before - this will be my second Shadowrun character ever my first was a cybered adept. ![]()
0 Comments
Leave a Reply.AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |