shadowrun 5e best spells

Remember that the person who doesn't know your there cannot have hostile thoughts about you. Lasts 0 rounds. Direct spells are situationally useful but you will generally not be scared you don't have one in a given situation. Spells for this list were chosen based on "general usefulness". What are the best and worst Mage spells?

Active: The adept gains a Light Cover bonus against incoming attacks for 4 rounds. Press J to jump to the feed. Mindnet isn't very good as it is basically commlink+trodes. Welcome to /r/Shadowrun, chummer. An AOE combat spell that can instantly remove multiple targets from the fight when cast at high force is, again, effectively an "I win" button in msot fights. It must be cast before the toxin does damage.

It is generally better to summon a spirit to fight for you than to depend on manabolt, manabolt is frankly awful at what people want to use it for when you run the numbers. Worse Still is that if you use it too often then the GM can be put in a difficult position. Type: Mana • Target: Willpower • Duration: Instant • Drain: (Force/2).

Press question mark to learn the rest of the keyboard shortcuts. While it is not exactly easy to use in combat it is important to remember that 4 lethal on a street samurai may be enough to get him knocked out next fight, and in shadowrun combat when one domino falls the rest are sure to follow, regardless of side.

Passive: The adept gains a Medium Cover bonus to magic spells.

A powerful magical bolt that ignores normal armor and targets Willpower.

Lasts 2 rounds. Heal will always make you loved by your team, and I recommend an indirect combat spell of some sort. Levitate and magic fingers just plain offer day to day utility alongside some interesting applications.

There are a few other spells worth mentioning of course that I find particularly useful regardless of build, but unlike the previous "I don't want to die in a gutter" spells, I don't think you really need them. Shapechanging into a bird is like being invisible, but you can't wear pants and people can't roll to resist. Lasts 4 rounds.

A powerful magical bolt that pierces up to 3 armor. As opposed to some things like decontamination, which could be useful to learn in a campaign featuring alot of radiation. Increases the friendly target's IP by 1 for 4 rounds. Lasts until the end of your next turn. Active: The adepts Movement is increased by a further 2 for 3 rounds. Click on the Name column heading to sort by spell name. Any reason why Euphoria/Opium Den doesn't make your Illusion list? Each success reduces the toxin’s Power by 1, up to a maximum of the spell’s Force, making it easier for the target to make Resistance Tests against the toxin. Passive: The adepts has +2 Armor. Stunbolt affects a single target. Set 5 Medium Cover barriers that last 3 rounds. Increases the target's to hit chance by 12%.

Lasts for 3 rounds. Most of these spells are fantastic to have but it is a bit hard to call a list of 29 spells the "essentials" when you can only start with 10 at most and it will take you 145 karma and an average of 57 days of in game time to learn them all. Passive: Decreases any damage the adepts takes by 2.

Decreases the target's to hit chance by 15%.

A bolt of lightning that targets a single enemy and also does - 1 AP. Not having that extra turn makes the fight more even for corpsec, and even fights are stupid fights. Firing off stick and shock ammo has a better damage profile, even accounting for armor, and has the bonus of not getting someone to try to geek the mage first.

Generally your hacker is better equipped to keep you guys talking than you are. 1-3 combat spells of choice, preferring at least one nonlethal. Makes a friendly target difficult to hit and increases Movement by 1. Combat magic is not there to replace your firearm. Lightning bolt is good for taking down electronics while acid can be used for breaching doors. You really don't. Keeping people as near to the top of their lethal track as possible helps keep you alive. A combat spell can affect any target in the caster’s line of sight. Creates a shadow zone in which characters cannot be targeted, nor target others. Set 5 Light Cover barriers that last 3 rounds. Concentrates mana from the surrounding area to provide an effect similar to a small leyline. These spells affect both living and non-living targets and are resisted by the target’s Body. Because casting in combat is a liability, a bit one. Lasts 4 rounds. New comments cannot be posted and votes cannot be cast.

Type: Mana • Target: Willpower • Duration: Instant • Drain: (Force/2) +1. Heals the last damage sustained in a scene.

And these 4 spells keep you alive better than almost anything else. Finally, the combat spells. Lasts 2 rounds. Shares a cooldown with other Mana Fist spells. If you are rolling about with 14 spellcasting dice your stunbolt is going to deal an average of 3-4 damage to a wageslave. Anyone that enters takes -12 HP and -1 AP. Stun spells channel magical energy directly into the target, causing stun damage. A fiery explosion that also does ongoing -10 HP for 2 rounds. Worst comes to worst you can just use a micro transceiver. Increases the friendly target's IP by 1 for 2 rounds. Set 5 Heavy Cover barriers that last 3 rounds. First aid, even used by a decent logic character, will have a good chance of healing no HP due to field conditions unless your party has a team member with a medical shop in the back of a stepvan. Look at what type of play your mage has and pick spells appropriate: There are a lot of spells that are really good to take, but essential varies from build to build. Foundations and Metaplanes. Active: Unarmed damage increased by a further 4 for 3 rounds.

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