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Utility spells no mage should be without
Posted: Mon Feb 20, 2012 4:54 pm
by flatline
Utility spells are the reason I love playing magic users and by "utility", I mean they either solve a common problem that isn't easily solved otherwise or they have multiple useful applications.
An example of the first (solves a common problem) is the temporal spell Dimensional Pockets which lets you safely conceal and carry lots of stuff without worrying about space or weight (assuming each individual thing weighs 30lbs or less).
An example of the second (useful in a wide variety of ways) is the third level spell Telekinesis. Use it to scratch an itch, open the door when your hands are full, type on a keyboard without anyone noticing, disarm foes, pull triggers, create distractions, etc. The ability to have an invisible third hand that can hold 60lbs and reach 60' for 1 minute per level at the insignificant cost of 8PPE means the possibilities are endless.
So what are your favorite utility spells and why do you like them so much?
--flatline
Re: Utility spells no mage should be without
Posted: Mon Feb 20, 2012 6:03 pm
by flatline
anapuna wrote:in texas globe of daylight
Is that to keep vampires at bay or some more subtle use?
--flatline
Re: Utility spells no mage should be without
Posted: Mon Feb 20, 2012 6:33 pm
by drewkitty ~..~
cleanse
lantern light
C.o.Adhesion or C.o.Slumber
these are the one I can think of off the top of my head
Re: Utility spells no mage should be without
Posted: Mon Feb 20, 2012 7:24 pm
by Akashic Soldier
Cleanse has proved itself invaluable to one my player's Ley Line Walker time and time again (much to my surprise).
Dimensional Pocket is a useful spell but is hardly available to just anyone unfortunately.
Re: Utility spells no mage should be without
Posted: Mon Feb 20, 2012 7:50 pm
by flatline
drewkitty ~..~ wrote:cleanse
Cleanliness is next to godliness.
lantern light
Definitely handy.
C.o.Adhesion or C.o.Slumber
Do either of these have non-combat applications? If not, then I'm hesitant to classify them as "utility" spells.
--flatline
Re: Utility spells no mage should be without
Posted: Mon Feb 20, 2012 7:54 pm
by flatline
Akashic Soldier wrote:Dimensional Pocket is a useful spell but is hardly available to just anyone unfortunately.
It never ceases to amaze me that Temporal practitioners aren't significantly more popular.
--flatline
Re: Utility spells no mage should be without
Posted: Mon Feb 20, 2012 7:57 pm
by G
The spells I like all the time (I might be pushing the "utility" on some of these) are:
-sustain: sleeping less means you can study magic, make items, and many other things while others sleep.
-eyes of thoth: I like to be able to read magic books & scrolls when I find them. I consider reading "utility"

-Summon (greater) familiar: sdc familiars are not worth having. The regular spell should get you one of the mdc familiars from megaverse builder.
-Tame Beast: They are good for all sorts of things...guards, mounts, trackers, etc.
-Call ectoplasm from others - its sort of like TK, but you get PPE and attack opponents at the same time.
Re: Utility spells no mage should be without
Posted: Mon Feb 20, 2012 8:03 pm
by flatline
I can't agree enough about Sustain. It's probably my favorite spell for FoM.
--flatline
Re: Utility spells no mage should be without
Posted: Mon Feb 20, 2012 9:14 pm
by Mack
A few recommendations from level 7 and below:
Apparition - Good for all sorts of use, both in and out of combat.
Mend the Broken - Very useful for SDC repairs. Less so for MDC (unless you have a Ley Line handy... or a TW version).
Telekinesis - as already mentioned.
Charismatic Aura / Charm / etc - Good for talking your way in (or out) of a variety of things.
Featherlight - With a little creative thought it has several uses, to include annoying cyborgs.
Watchguard - It's like getting a text message from the bad guy saying "I'm here!"
Re: Utility spells no mage should be without
Posted: Mon Feb 20, 2012 9:20 pm
by drewkitty ~..~
flatline wrote:drewkitty ~..~ wrote:cleanse
Cleanliness is next to godliness.
/quote]
because town folk tend not to be predisposed to dislike someone who is clean, and not shoot them.
the ladies tend to like clean men to cavort with
after fighting in the mad/sewer and running from perusers looking for filthy SOB's loose of you if you are suddenly clean.
smelly stinky peeps tend not to fail in surprise attacks
you can smell the enemy a mile away if you are clean, and upwind.
and cleanliness keeps you healthy more often then being stinky dirty.
Re: Utility spells no mage should be without
Posted: Mon Feb 20, 2012 9:58 pm
by Akashic Soldier
flatline wrote:Akashic Soldier wrote:Dimensional Pocket is a useful spell but is hardly available to just anyone unfortunately.
It never ceases to amaze me that Temporal practitioners aren't significantly more popular.
--flatline
You have to be an 8th level character to even have a possibility of being indoctrinated into the elite circle that teaches it (Book of Magic) and even then if a character's personality doesn't attract the powers that be, or if they are not aware of him, its an opportunity that will just never arise for him/her. Its not about popularity with players its about how exotic it is in the setting. Its like Blue Flame Magic (except even more exotic).
Re: Utility spells no mage should be without
Posted: Mon Feb 20, 2012 10:15 pm
by flatline
Akashic Soldier wrote:flatline wrote:Akashic Soldier wrote:Dimensional Pocket is a useful spell but is hardly available to just anyone unfortunately.
It never ceases to amaze me that Temporal practitioners aren't significantly more popular.
--flatline
You have to be an 8th level character to even have a possibility of being indoctrinated into the elite circle that teaches it (Book of Magic) and even then if a character's personality doesn't attract the powers that be, or if they are not aware of him, its an opportunity that will just never arise for him/her. Its not about popularity with players its about how exotic it is in the setting. Its like Blue Flame Magic (except even more exotic).
That may be true of Ley Line Walkers/Shifters/Whatever who want to learn Temporal Magic once the game has started, but a Temporal Wizard, Temporal Warrior, or Temporal Raider starts out with access to it at level 1.
I remember when England came out, I was all like "Why would anyone ever play a Ley Line Walker now that Temporal Wizards exist?". Then FoM came out and I was offended by the needless power creep in all the new OCCs so the "old school" Temporal Wizard remained my favorite. I understand that Shifters got a re-write somewhere along the line and I hope it was well done because the Temporal Wizard, Shifter, and Technowizard are the 3 old school magic archtypes (caster, summoner, enchanter) of the Rifts setting.
--flatline
Re: Utility spells no mage should be without
Posted: Mon Feb 20, 2012 10:16 pm
by Subjugator
Levitate
Re: Utility spells no mage should be without
Posted: Mon Feb 20, 2012 10:22 pm
by Akashic Soldier
flatline wrote:That may be true of Ley Line Walkers/Shifters/Whatever who want to learn Temporal Magic once the game has started, but a Temporal Wizard, Temporal Warrior, or Temporal Raider starts out with access to it at level 1.
I remember when England came out, I was all like "Why would anyone ever play a Ley Line Walker now that Temporal Wizards exist?". Then FoM came out and I was offended by the needless power creep in all the new OCCs so the "old school" Temporal Wizard remained my favorite. I understand that Shifters got a re-write somewhere along the line and I hope it was well done because the Temporal Wizard, Shifter, and Technowizard are the 3 old school magic archtypes (caster, summoner, enchanter) of the Rifts setting.
--flatline
The very first character I ever made (never played) was a Shifter when I got R:UE. Their write up is awesome! I liked the idea of playing a dimension hopping traveler and even though Sifters are often at risk of becoming corrupt or evil they're still really neat!
The question you asked (
"Why would anyone ever play a Ley Line Walker now that Temporal Wizard exists?") is the reason the new O.C.C.'s were updated. Now instead of the Temporal Wizard being superior in all ways they have access to super-rare exotic spells but are not as versatile as the Ley Line Walker. Kind of like dimensional Mystics. I know you do not agree but I think that the updates were necessary to bring everything up to standard.
Re: Utility spells no mage should be without
Posted: Mon Feb 20, 2012 10:30 pm
by flatline
Akashic Soldier wrote:flatline wrote:That may be true of Ley Line Walkers/Shifters/Whatever who want to learn Temporal Magic once the game has started, but a Temporal Wizard, Temporal Warrior, or Temporal Raider starts out with access to it at level 1.
I remember when England came out, I was all like "Why would anyone ever play a Ley Line Walker now that Temporal Wizards exist?". Then FoM came out and I was offended by the needless power creep in all the new OCCs so the "old school" Temporal Wizard remained my favorite. I understand that Shifters got a re-write somewhere along the line and I hope it was well done because the Temporal Wizard, Shifter, and Technowizard are the 3 old school magic archtypes (caster, summoner, enchanter) of the Rifts setting.
--flatline
The very first character I ever made (never played) was a Shifter when I got R:UE. Their write up is awesome! I liked the idea of playing a dimension hopping traveler and even though Sifters are often at risk of becoming corrupt or evil they're still really neat!
The question you asked (
"Why would anyone ever play a Ley Line Walker now that Temporal Wizard exists?") is the reason the new O.C.C.'s were updated. Now instead of the Temporal Wizard being superior in all ways they have access to super-rare exotic spells but are not as versatile as the Ley Line Walker. Kind of like dimensional Mystics. I know you do not agree but I think that the updates were necessary to bring everything up to standard.
I don't know what the updates are, so I can neither agree or disagree with the changes. If they've found a way to make the LLW worth playing again without resorting to unnecessary power creep (more PPE, more bonuses, more spells, blah blah blah), then more power to them!
--flatline
Re: Utility spells no mage should be without
Posted: Mon Feb 20, 2012 10:41 pm
by Akashic Soldier
If you can get $30.00 I'd grab a second hand R:UE from Ebay. I think you'll be pleasantly surprised.
Re: Utility spells no mage should be without
Posted: Mon Feb 20, 2012 10:56 pm
by flatline
Akashic Soldier wrote:If you can get $30.00 I'd grab a second hand R:UE from Ebay. I think you'll be pleasantly surprised.
It's been over 10 years since I gamed with any regularity, so I'm not really motivated to get new books right now. At some point, curiosity will probably get the better of me and I'll order RUE, Book of Magic, and HU2 just to get caught up on the current state of things.
--flatline
Re: Utility spells no mage should be without
Posted: Mon Feb 20, 2012 11:02 pm
by Akashic Soldier
flatline wrote:Akashic Soldier wrote:If you can get $30.00 I'd grab a second hand R:UE from Ebay. I think you'll be pleasantly surprised.
It's been over 10 years since I gamed with any regularity, so I'm not really motivated to get new books right now. At some point, curiosity will probably get the better of me and I'll order RUE, Book of Magic, and HU2 just to get caught up on the current state of things.
--flatline
You can't go wrong with the Rifts: Game Master Guide too. It really is a must have. I has all of the updated Hand to Hand styles, a list of every single O.C.C. and R.C.C. in the game and what books they are in and
nearly every vehicle and weapon in the game (minus the flavor text) and which book they are in and fully fleshed out rules for conducting combat and rules pain.
Re: Utility spells no mage should be without
Posted: Tue Feb 21, 2012 12:26 am
by Giant2005
flatline wrote:I don't know what the updates are, so I can neither agree or disagree with the changes. If they've found a way to make the LLW worth playing again without resorting to unnecessary power creep (more PPE, more bonuses, more spells, blah blah blah), then more power to them!
--flatline
Power Creep is exactly how they made the LLW worth playing again. They get more bonuses now and more PPE (They have more PPE than any other O.C.C. now except for the revamped Shifter who has attuned him/herself to a god of magic).
Re: Utility spells no mage should be without
Posted: Tue Feb 21, 2012 12:57 am
by Akashic Soldier
Giant2005 wrote:Power Creep is exactly how they made the LLW worth playing again. They get more bonuses now and more PPE (They have more PPE than any other O.C.C. now except for the revamped Shifter who has attuned him/herself to a god of magic).
This is because they are the iconic spell caster and unless someone is dedicated to having "more magical potential than a Ley Line Walker" they generally don't. Their entire
angle is flexibility and versatility. Other O.C.C.'s (The Summer O.C.C. immediately comes to mind but the Shifter is also noteworthy) have magical gimmicks or tricks that give them a real edge. So its the eternal player conundrum of
raw power over greater mana capacity.
As such
MOST of the Ley Line Walker's powers
ONLY work if on a Ley Line. Another example of if an O.C.C. is in his element than he is King of the World. Do the Temporal Wizards have any O.C.C. abilities other than the ability to use Temporal Magic? (If they do not I would suspect they are entitled to a Rifter Update like Gallactus Kid's Traix Article in
Rifter #55). However it is important that they do not be elevated over the Ley Line Walker's specialty area as he is the
iconic magic user of the setting and should be the standard benchmark by which other Magic-Users are gauged.
At least that is how I see it.
Re: Utility spells no mage should be without
Posted: Tue Feb 21, 2012 1:10 am
by Giant2005
Akashic Soldier wrote:Giant2005 wrote:Power Creep is exactly how they made the LLW worth playing again. They get more bonuses now and more PPE (They have more PPE than any other O.C.C. now except for the revamped Shifter who has attuned him/herself to a god of magic).
This is because they are the iconic spell caster and unless someone is dedicated to having "more magical potential than a Ley Line Walker" they generally don't. Their entire
angle is flexibility and versatility. Other O.C.C.'s (The Summer O.C.C. immediately comes to mind but the Shifter is also noteworthy) have magical gimmicks or tricks that give them a real edge. So its the eternal player conundrum of
raw power over greater mana capacity.
As such
MOST of the Ley Line Walker's powers
ONLY work if on a Ley Line. Another example of if an O.C.C. is in his element than he is King of the World. Do the Temporal Wizards have any O.C.C. abilities other than the ability to use Temporal Magic? (If they do not I would suspect they are entitled to a Rifter Update like Gallactus Kid's Traix Article in
Rifter #55). However it is important that they do not be elevated over the Ley Line Walker's specialty area as he is the
iconic magic user of the setting and should be the standard benchmark by which other Magic-Users are gauged.
At least that is how I see it.
I agree completely. The problem is that when you are using something as the standard benchmark, that implies it shouldn't be the top of the tower but closer to the middle rung.
I have never really understood the "flexible" nature of a LLW. They are no more flexible than any other mage when it comes to spell selections but as the token "Jack-of-all-trades" type mage, I certainly think that specialist mages should be far more powerful than them in their specialties which is exactly how it used to be but the RUE moved the LLW to top of the rung and now they are the masters of everything.
Re: Utility spells no mage should be without
Posted: Tue Feb 21, 2012 1:19 am
by Akashic Soldier
Giant2005 wrote:I agree completely. The problem is that when you are using something as the standard benchmark, that implies it shouldn't be the top of the tower but closer to the middle rung.
I have never really understood the "flexible" nature of a LLW. They are no more flexible than any other mage when it comes to spell selections but as the token "Jack-of-all-trades" type mage, I certainly think that specialist mages should be far more powerful than them in their specialties which is exactly how it used to be but the RUE moved the LLW to top of the rung and now they are the masters of everything.
Its hard to spot it but they get a wider selection of spells and have more established cabals and secret societies. At character creation you can pick whatever you want from 1st through 4th and then later its
easier in game to learn new Invocations than other Spell Casting Classes.
Now if we have a look at some of the guys out of Federation of Magic they're impressive and good classes for your Ley Line Walker to take as he reaches higher level. Not sure about their P.P.E. but as I mentioned according to the
fluff (which I view as important) its about their POTENTIAL. Someone who has honed that potential has less but often has greater ability. For instance you might end up with less P.P.E. as a (Gawd I cant recall their name from Federation of Magic) but as a Master spellcaster you've learned how to cast 2 or 3 more spells in a round than a Ley Line Walker. That isn't something to scoff at but wouldn't look like a lot until you realized that during a "mage battle" that guy can dispel all the other guys best efforts and still spell-strike the LLW with his magic (however this is at the cost of burning out faster).
Re: Utility spells no mage should be without
Posted: Tue Feb 21, 2012 1:33 am
by Giant2005
Akashic Soldier wrote:Giant2005 wrote:I agree completely. The problem is that when you are using something as the standard benchmark, that implies it shouldn't be the top of the tower but closer to the middle rung.
I have never really understood the "flexible" nature of a LLW. They are no more flexible than any other mage when it comes to spell selections but as the token "Jack-of-all-trades" type mage, I certainly think that specialist mages should be far more powerful than them in their specialties which is exactly how it used to be but the RUE moved the LLW to top of the rung and now they are the masters of everything.
Its hard to spot it but they get a wider selection of spells and have more established cabals and secret societies. At character creation you can pick whatever you want from 1st through 4th and then later its
easier in game to learn new Invocations than other Spell Casting Classes.
Now if we have a look at some of the guys out of Federation of Magic they're impressive and good classes for your Ley Line Walker to take as he reaches higher level. Not sure about their P.P.E. but as I mentioned according to the
fluff (which I view as important) its about their POTENTIAL. Someone who has honed that potential has less but often has greater ability. For instance you might end up with less P.P.E. as a (Gawd I cant recall their name from Federation of Magic) but as a Master spellcaster you've learned how to cast 2 or 3 more spells in a round than a Ley Line Walker. That isn't something to scoff at but wouldn't look like a lot until you realized that during a "mage battle" that guy can dispel all the other guys best efforts and still spell-strike the LLW with his magic (however this is at the cost of burning out faster).
Not sure which O.C.C. You are talking about but it sounds like the Battle Magus.
The problem I see is that in the old RMB, the LLW was the top dog when it came to PPE of the normal casters. The only ones who had more had a reason for it.
The Space Warlock was a LLW - they had the same abilities, same training, same everything. The only difference was skill selections and the fact that in addition to their training, they drank an abundance of potions designed to increase their PPE potential and magical defenses. With the RUE changes, those magical potions actually handicap the Space Warlock - if his training is as comparable as advertised, those potions seem to reduce their PPE potential.
The Lord Magus had more PPE and was justified by his greater attunement to magic, to the extent that he actually became a creature of magic and lost his humanity.
The Godling had more PPE for obvious reasons.
The Temporal Wizard had more PPE due to his extreme training. the LLW is damn right lazy by comparison. The Temporal Wizard even had penalties to things like his PB due to scarring resulting from the beatings he took for not excelling.
Now they all bow down to the LLW who is less dedicated to the arts but yet is their superior.
Re: Utility spells no mage should be without
Posted: Tue Feb 21, 2012 2:23 am
by Akashic Soldier
Giant2005 wrote:Now they all bow down to the LLW who is less dedicated to the arts but yet is their superior.
I wouldn't say that! They're still people who have trained their entire lives to master the mystic arts!
And all of them not just a specific focus. That is something to keep in mind. As for the rest of what you have said I think that it can be explained away by my previous post
but I disagree with the Godling thing on principle. I do not think that Hercules should have more magical potential than someone who has trained their entire life to do so. He can be stronger (supernatural strength) and have mighty divine abilities... but I don't think he should have a greater pool of mana to draw from.
Re: Utility spells no mage should be without
Posted: Tue Feb 21, 2012 3:05 am
by Giant2005
Akashic Soldier wrote:Giant2005 wrote:Now they all bow down to the LLW who is less dedicated to the arts but yet is their superior.
I wouldn't say that! They're still people who have trained their entire lives to master the mystic arts!
And all of them not just a specific focus. That is something to keep in mind. As for the rest of what you have said I think that it can be explained away by my previous post
but I disagree with the Godling thing on principle. I do not think that Hercules should have more magical potential than someone who has trained their entire life to do so. He can be stronger (supernatural strength) and have mighty divine abilities... but I don't think he should have a greater pool of mana to draw from.
A super strong Godling never had more PPE than a LLW. Only those with the Godling magical powers had superior PPE. It is completely personal opinion but I think a magically-orientated Godling should have stronger magical powers than a magically-orientated mortal. Then again, Doctor Strange was a mortal with superior magical powers and the match of many divine beings so I can surely see your argument.
Re: Utility spells no mage should be without
Posted: Tue Feb 21, 2012 3:33 am
by Nightmask
Giant2005 wrote:Akashic Soldier wrote:Giant2005 wrote:Now they all bow down to the LLW who is less dedicated to the arts but yet is their superior.
I wouldn't say that! They're still people who have trained their entire lives to master the mystic arts!
And all of them not just a specific focus. That is something to keep in mind. As for the rest of what you have said I think that it can be explained away by my previous post
but I disagree with the Godling thing on principle. I do not think that Hercules should have more magical potential than someone who has trained their entire life to do so. He can be stronger (supernatural strength) and have mighty divine abilities... but I don't think he should have a greater pool of mana to draw from.
A super strong Godling never had more PPE than a LLW. Only those with the Godling magical powers had superior PPE. It is completely personal opinion but I think a magically-orientated Godling should have stronger magical powers than a magically-orientated mortal. Then again, Doctor Strange was a mortal with superior magical powers and the match of many divine beings so I can surely see your argument.
That's because Marvel's magic system is different, Strange would call up various entities for magical power to help him against those threats particularly entities contrary to those he was fighting. He also had some pretty powerful artifacts and was less a match as he was able to hold out long enough to find a way of winning (such as winning a vow of non-interference out of Dormammu by aiding him against the Undying Ones ). Outside of drawing PPE from outside sources like Ley Lines or Talismans if available a Palladium Mage is limited solely to what magic energy reserves he has and can't just ring up anyone else for help.
Re: Utility spells no mage should be without
Posted: Tue Feb 21, 2012 4:04 am
by SpiritInterface
Manipulate Object because sometimes you need an extra hand or two.
Re: Utility spells no mage should be without
Posted: Tue Feb 21, 2012 5:42 am
by Akashic Soldier
Nightmask wrote:Giant2005 wrote:Akashic Soldier wrote:Giant2005 wrote:Now they all bow down to the LLW who is less dedicated to the arts but yet is their superior.
I wouldn't say that! They're still people who have trained their entire lives to master the mystic arts!
And all of them not just a specific focus. That is something to keep in mind. As for the rest of what you have said I think that it can be explained away by my previous post
but I disagree with the Godling thing on principle. I do not think that Hercules should have more magical potential than someone who has trained their entire life to do so. He can be stronger (supernatural strength) and have mighty divine abilities... but I don't think he should have a greater pool of mana to draw from.
A super strong Godling never had more PPE than a LLW. Only those with the Godling magical powers had superior PPE. It is completely personal opinion but I think a magically-orientated Godling should have stronger magical powers than a magically-orientated mortal. Then again, Doctor Strange was a mortal with superior magical powers and the match of many divine beings so I can surely see your argument.
That's because Marvel's magic system is different, Strange would call up various entities for magical power to help him against those threats particularly entities contrary to those he was fighting. He also had some pretty powerful artifacts and was less a match as he was able to hold out long enough to find a way of winning (such as winning a vow of non-interference out of Dormammu by aiding him against the Undying Ones ). Outside of drawing PPE from outside sources like Ley Lines or Talismans if available a Palladium Mage is limited solely to what magic energy reserves he has and can't just ring up anyone else for help.
Summoners can, so can shifters, remember all magic users can siphon a portion of magic from anyone willing to length them their power. Again, R:UE.
Heck if you're not fighting another magic user you can suck the magical energy out of your target to pay for your spell. I'm fine with a Godlings being more PPE than a human Ley Line Walker... if he selected a Magic Using OCC. Not just because he is a Godling.
Also as someone with two published Strange books under his belt I can tell you in an official stance that Doctor Strange is one of the most powerful beings in the marvel universe. Usuially head and shoulders above the next up and commer.
You are right in saying ole flame head is one.. but only on his home turf. Stephen IS as of the current MU the most powerful spell caster on "our" plane of existance. It is a burden that has had to sacrifice much for but it is a title he has earned. Reducing it to "trinkets" just isn't doing the character justice.
Re: Utility spells no mage should be without
Posted: Wed Feb 22, 2012 12:52 am
by Comrade Corsarius
I tend to make spellcasters as similar to an idealised version of myself as possible. As a result i tend to try very hard for 'useful' spells.
Lantern light. A powerful light that lasts ages and costs vey little
Telekinesis. Because it is super useful
Sheltering force. Because you might like a tent sometimes and donave one.
Mend the broken. Too useful for words
Throwing stones. A useful and powerful low level spell
Lightblade. We all want to be a jedi sometime.
Sustain. Brilliant for survival, although i prefer create milk and bread.
Cleanse. I like to be clean and bug-free.
Thse ar the ones i can think of off the top of my mind.
Re: Utility spells no mage should be without
Posted: Wed Feb 22, 2012 2:02 am
by GaredBattlespike
Greetings!
I have a list, in order by Level of my choice for "Utility" Spells:
L1)
A) Globe of Daylight: Dou\e double-duty as anti-Vampire and as a decent light source to see that pretty Elf Lady.
B) See Aura: The information given by this spell can mean the difference between a successful negotiation and a failure-Gee the merchent is really potent in ISP...Think he might be able to "up-sell" with a "suggestion" or two? What abput if the next bartender registers as "non-human" despite looking quite normal...
C) Lantern Light: An even longer lasting source of illumination.
L2)
A) Cleanse: This should be a very commonly used spell for basic hygine ans well as getting ready for a night on the town...
B) Extinguise Fire: This is great for camping, to quickly and safely douse the campfire, and if there are any other fires that are a problem, this spell will take care of them too!
C) Levitation: A lift of 60 feet into the air? Safer than Climb Spell, no chance of falling, and yet still aids in climbing, as well as getting into a high window. Also, in combat it helps to out of reach of melee attacks!
L3)
A) Invisibility:Simple; Sneak around so as to avoid a fight? Yes please. No effective agaist techno-sensors, but good enough to give your new girlfriend's husband the fanse sense of security as his wife is allone, or at least give him the slip
B) Negate Toxins/Poisons; This detoxes patients better than any techno-style aid ever can! Need to help sober up your buddy-alcohol is a low grade poiuson...
C) Telekinesis; If I REALLY need to explain why thia is a classic "problem solving/Utility" Spell,then you need to think about it more..."When I invisibly Levitated out the window of Mrs. D-Bee Elf, I left my Gas Mask on the table *Casts Telekinesis* Got it."
L4)
A) Astral Projection: Another underrated spell, where else can you get the power to invisibly and INTANGIBLY scout, spy and just plain snoop aroud? Most security measures are not the sligtest bit of use against the Astrally Projected Mage! I scout out the husbands location BEFORE I go seducing the Lady...It will take only a few moments (It tskes 2,016 seconds in the Astral to have 1 second pass in the physical; 5 minutes in physical equals 1 WEEK in Astral Space, as per RUE)
B) Cure Minor Disorders: So you've used Negate Toxin/Poison on you drunk friend, and now he is sober-and terribly hung-over. Now cast this and your party is ready to roll...Why bother with as[rins when this will work, and minor-moderate alergies too!
C) Trance: Why kill enery guard you come across? Just Trance and go! 5 minutes per level is plenty of time to get past a patrol or into a building..or the Elf Lady's bedchamber with the Butler none the wiser...
L5)
A) Escape: Get through any lock? Yes please!!!!!
B) Eyes of Thoth: Learning is living for most mages. Being able to read ANY written language is a big advantage, especially if you Literacy selections aren't all they could be.
C) Heal Wounds: Everybody get hurt sometimes. The powerarmor pilot who crashes after a bad airiel dodge roll, the Mage dicoverd by an irate Elf Lord, the Cyberknight who get shived in
seedy bar...This spell is great.
Spells of 6 and up are worthy of another posting.
Re: Utility spells no mage should be without
Posted: Wed Feb 22, 2012 2:45 pm
by Shark_Force
minor note on astral projection, time *on the astral plane* passes at that rate. time when astrally projecting in the "prime material" or whatever you want to call it, passes as usual; 5 minutes is 5 minutes.
of course, the astral plane isn't really detailed anywhere in a rifts book that i'm aware of. you have to turn elsewhere (i know nightbane has a book for it, not sure if BTS might...)
Re: Utility spells no mage should be without
Posted: Wed Feb 22, 2012 3:08 pm
by flatline
I've always been fond of Time Hole. Sustain + Time Hole lets you get 2 days worth of work done while your buddies are sleeping.
Use Time Hole to catch up on your reading, Heal. Recharge your talismans. Write the great American novel.
And then pop out in time for your party members to wake up (1 day in a time hole is only 4 hours of real time) and start another day of adventuring.
--flatline
Re: Utility spells no mage should be without
Posted: Wed Feb 22, 2012 3:35 pm
by flatline
anapuna wrote:flatline wrote:I've always been fond of Time Hole. Sustain + Time Hole lets you get 2 days worth of work done while your buddies are sleeping.
Use Time Hole to catch up on your reading, Heal. Recharge your talismans. Write the great American novel.
And then pop out in time for your party members to wake up (1 day in a time hole is only 4 hours of real time) and start another day of adventuring.
--flatline
don't forget to get some sleep i had a mage do the same thing but was up for 2 days with no sleep. as a GM i had to tell him that there were penalties for that. its in the rules somewhere.
That's why you combine it with Sustain so that you don't need to sleep

--flatline
Re: Utility spells no mage should be without
Posted: Wed Feb 22, 2012 4:27 pm
by GaredBattlespike
anapuna wrote:i rarely play a mage, but when i do... i do what GaredBattlespike does.
or i am a TW.
That's going into my sig-line! Thanks!
Re: Utility spells no mage should be without
Posted: Thu Feb 23, 2012 4:09 pm
by Razzinold
flatline wrote:drewkitty ~..~ wrote:cleanse
Cleanliness is next to godliness.
lantern light
Definitely handy.
C.o.Adhesion or C.o.Slumber
Do either of these have non-combat applications? If not, then I'm hesitant to classify them as "utility" spells.
--flatline
Not sure how long C.O.A. lasts but you could use it for non combat situations. How about anchoring yourself down during a wind storm ? Or maybe cast it on the ground and park your vehicle on it and nobody could steal it.
Re: Utility spells no mage should be without
Posted: Thu Feb 23, 2012 6:42 pm
by flatline
Razzinold wrote:flatline wrote:drewkitty ~..~ wrote:cleanse
Cleanliness is next to godliness.
lantern light
Definitely handy.
C.o.Adhesion or C.o.Slumber
Do either of these have non-combat applications? If not, then I'm hesitant to classify them as "utility" spells.
--flatline
Not sure how long C.O.A. lasts but you could use it for non combat situations. How about anchoring yourself down during a wind storm ? Or maybe cast it on the ground and park your vehicle on it and nobody could steal it.
I'll allow it

CoA is now officially a utility spell.
--flatline
Re: Utility spells no mage should be without
Posted: Fri Feb 24, 2012 4:13 pm
by Razzinold
flatline wrote:Razzinold wrote:flatline wrote:drewkitty ~..~ wrote:cleanse
Cleanliness is next to godliness.
lantern light
Definitely handy.
C.o.Adhesion or C.o.Slumber
Do either of these have non-combat applications? If not, then I'm hesitant to classify them as "utility" spells.
--flatline
Not sure how long C.O.A. lasts but you could use it for non combat situations. How about anchoring yourself down during a wind storm ? Or maybe cast it on the ground and park your vehicle on it and nobody could steal it.
I'll allow it

CoA is now officially a utility spell.
--flatline

Nice! Now hopefully one day I'll play a mage with this spell and implement my ideas, lol
I guess when I GM I could always have an NPC do it. I could also have said NPC use it to stick everyone's boots the floor so they can't put them on when they wake up in the morning.

Re: Utility spells no mage should be without
Posted: Fri Feb 24, 2012 4:44 pm
by flatline
Two spells that I get a lot of use out of are Teleport:Lesser and the temporal spell Time Warp:Send. They both do the same thing, while one moves an item in 3-space and the other moves an item forward in time.
Some uses are obvious (theft, hiding something, bombing enemies), but others are not so obvious.
Examples:
* Locked door can be sent into the future so that you can enter and have the door appear behind you.
* Disassemble an item without tools by moving (in space or time) fasteners like screws, clips, etc.
* Send messages through space or time
* Remove clothing (yours or someone else's)
* Temporarily disable something by sending an important component into the future.
Definitely on my short list of favorite spells even though they attempted to nerf Teleport:Lesser by making it take 30 seconds to cast. Some GM's ignore that or allow it to be cast in a single action via Talisman, but even without generous house rules, it's still a great spell.
--flatline
Re: Utility spells no mage should be without
Posted: Fri Apr 13, 2012 4:27 pm
by GlitterKnight
I like where everyone's head is at.
My own personal favorites, besides what's already been listed here:
Invisibility: Superior; don't leave home without it.
Create Wood; why Create Wood, you ask?
Ironwood; that's why children. All day everyday. I Create Wood, use Carpentry and build a cabin! Now it's MDC! I make a wood hammer! Now it's MDC! I make stakes to kill vampires, now they're MDC, so it's easier for borgs and power armor to stab vamps in the heart with them! Now I'm on a wooden schooner I built! Now it's MDC!
Magic Net; more of a combat spell, but so helpful. Why bother trying to blast everyone when you can just tie them all up to deal with at your leisure?
Talisman; what, you need more PPE? Turn your shirt buttons into Talismans! Or your jewellery! Or everything you own! Make the buttons and shirt a Talisman; yo dog, I heard you like Talismans. Are you not busy adventuring today? Why are you not making Talismans?! Pitch a tent on the ley line, make Talismans!
Or, make the Talismans into bound spell items! Oh noes, here come the big bad Dead Boys! I can't cast enough lightning spells to kill them all! Oh wait, all ten of my rings have combat spells bound into them, lol. Zzap. Hey, you like my collection of Pre-Rifts novelty buttons? Oh, the "I Like Ike" pin, that's a Talisman. They're all Talismans, actually. Or, make them out of wood, Ironwood them, then enchant them. Bam, MDC Talismans, much less vulnerable.
Create Magic Scroll; do you like reading? You'll like reading more now! You can create scrolls! 100 PPE plus the spell cost, but if you can sit around on a nexus, make scrolls! Keep them, use them for fun and profit. If at all possible, get scroll paper stamped with those crazy runes that make it indestructible. Now your scrolls are indestructible, and hopefully reusable once you cast them.
Amulet; why wouldn't you create an amulet? Hell, create all the amulets! It's damn hard to get bonuses like Amulets give out, so make a charm bracelet for your friends and yourself, and be super best special magic friends forever! They'll think of you when they look at it, and know that it keeps them safe from ghosts, vampires, and venereal disease.
Enchant Weapon (Minor); need a magic sword, knife, or pistol? Enchant some weapons or ammo! Does double the SDC in MDC! Lasts for months, possibly permanently, but not worth the cost, really. PPE is life, do not squander it for magic swords.
Energy Sphere! You want it, you need it, you gotta have it. Load up on PPE when visiting a ley line, for extra power for the next few days, or to fill your tanks, meditate, and repeat casting and charging. Get a nice balloon collection going to store PPE, for magic crafting, such as above, or to head into combat, tossing spells right, left and center. Hoo-rah!
Re: Utility spells no mage should be without
Posted: Fri Apr 13, 2012 7:29 pm
by Akashic Soldier
About a month ago one of my players used 141 castings of Globe of Daylight and several uses of Water Pulse (simply for its knockback factor) to create an a massive igloo of light trapping 357(If I recall correctly) ravenous Vampire bats and then filled in the igloo with light destroying them. It took most of the night but I thought they had screwed up so badly that it was game over and then my party's Ley Line Walker crawled out on top of the truck with his Mystic apprentice Chinese child bride wife that he purchased from a failing restaurant and told her what to do and together they defeated an insane number of animal-intelligence Vampires.
It was amazing.
Re: Utility spells no mage should be without
Posted: Fri Apr 13, 2012 9:15 pm
by flatline
My favorite item to make into PPE batteries is decks of playing cards. Keep them in the box but cut a notch out of the side to that you can touch all 54 cards at the same time. Ironwood doesn't work for cardboard cards so keep them safe in your dimensional pockets.
The new rules for ley lines makes energy sphere much easier to use effectively. It used to require 2 first level mages to make that first talisman. Now a single 1st level made with energy sphere can crank out talismans on his own almost as easy.
I'm working my way through the BoM now, so I'm sure I'll find some new spells to love.
--flatline