Shaman/Mage Support & Control Build

Shadowrun Returns193 views6 favorites4 min readby JCView on Steam ↗

Build

BUILD BASICS
175 KARMA BUILD
BODY 5
WILLPOWER 8 (+1 = 9) *
Spellcasting 8 (+1 = 9) *
CHARISMA 8
Conjuring 8
Spirit Summoning 6

* Additional Spellcasting
Corp Mage Armor grants +1 WIL and +1 Spellcasting (also grants 8 Armor)
--8 Is necessary for the best Spells. Additional Spellcasting beyond 8 ONLY benefits to-hit for your Mage spells.
You can also gain 1 WIL from Cyberware.

FREE KARMA: 15+
This guide assumes 190 Karma for a "final" build, or when you start the final mission(s).
You will have 15+ points to spend on whatever you want to round out your character. (And more as you progress through the final mission.)
This can be used for additional BODY, WILL + Spellcasting, or Quickness and Dodge

RACE
--All races except Troll (6 CHA) can achieve 8 CHA and 9 WILL.
--Dwarf can go up to a maximum of 11 Willpower (10 + Outfit) with additional Karma. Dwarf is ideal if you think you will be spending 213+ Karma focused entirely on Spellcasting.
--Humans gain 1 additional Karma (when compared with the +1 WIL for Dwarf, +1 CHA for Elf, or +1 BOD for Ork).

Additional Conjuring
9 CHA confers no benefit in the game. Your Conjuring spells are not targeted.

IMPORTANT NOTE ABOUT EQUIPMENT (and Cyberware...and Drugs)
Your racial maximum is the absolute maximum for the Attribute, from any and all combined sources:
11 for Dwarf, 9 for others.

FINAL SPELLBOOK SLOTS
1) CONFUSION
  1. PARALYZE
  2. HASTE
    - Haste IV is ideal with a beast melee DPS (who does not run out of ammo but does needs 1-2 extra full Moves per turn) especially one with Adrenaline and +1 AP of their own.
    - III is good for ranged DPS (with limited ammunition) and 1 cast of Aim (or Totem)
    --- or for a Tank who would benefit from Blur (+2 Movement and +Defense)
    ------------------
    Spells 1-3 are non-negotiable
    ------------------
    4) BLUR / ARMOR / HEAL
  3. AIM or EAGLE TOTEM
    ------------------
    You may have other parties members who can cast Armor/Blur/Heal, in which case consider different spells or equipping Cyberware.
    ------------------
    6) Other Spell or Totem:
    ------------------
    Reliable AIM within the party is non-negotiable. You should only drop Aim from your PC if a companion is able to maintain AIM at all times on at least 2 other characters.
    - It is possible that if you have a DPS beast with 5 AP (from Haste/Adrenaline/etc) that 1 Aim will suffice.
    --- Even as a support character, Aim is useful for your Paralyze and Confusion Crowd Control.
    ------------------

CYBERWARE
If you find yourself only using 5 spell slots, you can dip into some Cyberware and forego a spell slot.

STARTING BUILD
BODY 4
WILLPOWER 5
Spellcasting 5
CHARISMA 4
Conjuring 4
KARMA RESERVE 5* (6 for Humans)

ETIQUETTE

  1. Street
  2. Academic
  3. Socialite
  4. Gang

* KARMA RESERVE
Used to level what you need, when you need it, rather than guessing in advance.
It can be used for Decking while in a mission to pass a check, or on Body to heal you 10 HP in the middle of a fight.
It can be spent while at a store or at your stash on the next spell level or spell slot.

ADVANCEMENT
- Remember to maintain your Karma Reserve.
---There is little advantage to raising magic abilities except while you are at the store and able to equip better spells.
---- If the store doesn't have "high" level spells then the only advantage to raising your Skills is to get extra spell slots

- 11 Karma is enough to raise your Charisma to 6 to purchase Socialite when that becomes a dialog option. (Or at least one that seems important.)

-- 4-5 Karma is enough to raise your BODY and heal you for 10 HP in the middle of a fight.
---- If you never need to raise your BODY...don't.

- Buy Haste 2 and cast it every 3 rounds, without fail. (It lasts 3 rounds.) Blur is a possibility for breaching actions.

- Spirit Summon 3 grants a Totem when you are ready with your build

- Leave Conjuring alone. Prioritize getting to WIL 6 and Spellcasting 6.
--- This grants 6 Spellbook slots. Buy Armor III and Aim III. Buy other Mage Spells according to your playstyle.

- Buy the Mage Armor Outfit (+1 WIL +1 Spellcasting) the instant it becomes available.
--- If you have extra Nuyen you can buy intermediate armor for the Armor value or other benefits

- When Haste III becomes a available in the shop, raise Conjuring to 6.

- Prioritize WIL 8 and Spellcasting 8 (+1 can come from Outfit) to purchase Confusion and Petrify.

- Go for Conjuring 8 and Haste IV

- Remaining Karma is "free." Spend according to your needs and playstyle.

EARLY SPELLBOOK SLOTS
1) HASTE
  1. AIM
    - With Aim I (2 rounds) it is good to have two casters in the party with Aim
    -- At Aim II (4 rounds) or with Eagle Totem you may be able to get by with 1 Aim caster
  2. Blur / Armor / Heal
  3. Spell of choice or Blur / Armor / Heal
  4. Mind Wipe or other Crowd Control
    X) Totem according to build

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