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Say you're only getting three spells...

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Poindexter

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« on: <11-08-15/0132:11> »
You're a human street mage, mystic adept but not super great at it. (10 dice) You make up the difference in guns and military experience. (10 dice in those, too) Decent summoner, too (10 dice) and have one bound spirit for sustaining spells and whatnot. Good stats already, with no major shortcomings. Already got increased reflexes covered.

Ya only got enough Karma at character gen for three spells. What three do ya take?
« Last Edit: <11-08-15/1246:35> by Poindexter »
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Rift_0f_Bladz

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« Reply #1 on: <11-08-15/0154:35> »
Increase reflexes, stunbolt, improved invisibility.
Quote- Mirikon on 7/30/2019 at 08:26:51
Agreed. This looks like a 'training wheels' edition, that you can use to introduce someone to the setting, and then shift over to something like 5E or 4E. Like how D&D 5E is best used as training wheels for D&D 3.X.

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Jack_Spade

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« Reply #2 on: <11-08-15/0156:01> »
Analyze Device, Heal, Increase Reflexes. You can exchange Heal for Levitate if you have someone competent with a medkit.

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Marcus

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« Reply #3 on: <11-08-15/0206:50> »
Increased Reflexes, Heal, Clout.
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ZeldaBravo

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« Reply #4 on: <11-08-15/0235:52> »
Levitate, Improved Invisibility, Heal. Utility, ho!
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Malevolence

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« Reply #5 on: <11-08-15/0303:56> »
Increase Reflexes/Combat Sense, Heal/Magic Fingers, Powerbolt/Manabolt.


You likely aren't going to be able to easily sustain both IR and CS, so pick one or the other based on your personal preference.
If you have a good healer, you can skip Heal, but it is still handy for the First Aid + Heal combo. If you drop Heal, get Magic Fingers or vice versa.
Powerbolt/Manabolt gives a direct damage spell in your preference of stun or physical damage. Since you have guns, indirect spells are less valuable, though an area spell might still be useful if you don't have anyone that can throw/launch grenades. But because spell slots are limited, a direct spell trumps an area spell for now.
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Tecumseh

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« Reply #6 on: <11-08-15/0307:49> »
10 dice mean you'll be working with a limited number of successes. As such, spells that aren't opposed will be the most consistently successful. Depending on the needs of the team, I would probably go:

Heal
Levitate
Ball Lightning

The logic would be "what's hardest to duplicate?" Increase Reflexes is great but I'd use combat stims. I love Magic Fingers but several spirit types can do that with psychokinesis. You could argue that Ball Lightning is redundant with a spirit's elemental weapon but the area-effect really boosts its utility (and rolling against a threshold is preferable to rolling against a Defense test when you have a limited dice pool, especially since your scatter may not exceed the spell's area of effect). Invisibility is tempting but a spirit's Concealment can help with that. Obviously it's not a perfect stand-in, but with a 3-hit Invisibility spell you're still going to be seen by about a third of the world (~32%) even if they only have 6 dice to resist the spell.

ikarinokami

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« Reply #7 on: <11-08-15/0818:29> »
Heal
Control thoughts
mind probe

I go for things that cannot be duplicated by any other means

halflingmage

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« Reply #8 on: <11-08-15/1202:34> »
Heal is the first spell any caster takes.

The low dice pools are tricky.  It also depends on your role in the group.  Are you the only caster?  If so I would say stunbolt to counter magical threats and hard targets that your guns bounce off off, but with only ten dice you might only do a few boxes of stun per cast. 

Are you mage or mystic adept? 

How much edge do you have?

Since you mention guns as you main offence, and lacking further info on the character I would say that you are should go with improved invisibility and increased reflexes as your other two spells. Initiative is king and invisibility rocks.  Early karma gains should probably add things like confusion or mass confusion, a direct combat spell, and something like levitate or magic fingers.

Rift_0f_Bladz

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« Reply #9 on: <11-08-15/1229:42> »
Powerbolt/Manabolt gives a direct damage spell in your preference of stun or physical damage.

Both of those are physical. One is resisted with body (aka physical type) and the other is mana (resisted with will). Stunbolt is the stun version of manabolt.
Quote- Mirikon on 7/30/2019 at 08:26:51
Agreed. This looks like a 'training wheels' edition, that you can use to introduce someone to the setting, and then shift over to something like 5E or 4E. Like how D&D 5E is best used as training wheels for D&D 3.X.

Turned in Toxshaman for ¥1 million/4 once.

Poindexter

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« Reply #10 on: <11-08-15/1244:53> »
Should have mentioned that you're a mystic adept and already have increased reflexes covered. Will modify initial post.
« Last Edit: <11-08-15/1247:07> by Poindexter »
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Poindexter

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« Reply #11 on: <11-08-15/1251:24> »
Based on what yall are saying, I think I may go with:

Heal (Cause everyone agrees)
Stunball (Cause Tec is right about the "threshold vs opposed test" thing, but I feel like I got lethal dmg covered with full-auto apds and all.)
Mind Probe (Cause Ikarinokami is right about not being able to duplicate it.)

Thoughts?
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Poindexter

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« Reply #12 on: <11-08-15/1253:22> »
How much edge do you have?

5

Early karma gains should probably add things like confusion or mass confusion, a direct combat spell, and something like levitate or magic fingers.

Agreed 100% on confusion/mass confusion.
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All4BigGuns

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« Reply #13 on: <11-08-15/1301:43> »
Ten dice? Decent? Oh heck no. That is the point for a tertiary skill ability. Anything below that point is a "fluff" skill for the character.
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Tangled Currents (Persistent): 33 Karma, 60,000 nuyen

Whiskeyjack

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« Reply #14 on: <11-08-15/1320:57> »
My answer also depends on what the MysAd bought with PP (hint: the correct answers should be Improved Reflexes and some Combat Sense).

Given guns at 10 dice (which I will assume are Automatics, therefore giving the option of autofire and suppressive fire), I would take Heal, Stunbolt, and Chaotic World.
Playability > verisimilitude.