Magic Strategies and combos:

Note: The order in which I write the spell should be the order it is cast in.

1.) Shadow Meld and Death Trance
     
Once your mages learn the spell invisibility:superior this combo will be a waste of room in your spellbook. But for those of us who have low level mages this is an extremely good combo that your character can use to hide and render him/her impervious to detection by the use of technology.  The shadow meld spell allows the mage to step into shadows and become invisible.  Infrared is the only way to see a shadow melded person. However, IR detects a person's body heat.  When death tranced the mage appears to be dead so he/she emits no heat, and therefore will not be seen by IR optics.  Keep in mind that a person can shine light into the shadow and see the mage but no one will really do that unless they suspect that there is a person hiding in the shadow.

2.) 
Shadow Meld and Aura of Death

This combo is similar to the one described above and has the same results except for the fact that you don't have to stay motionless in one spot during the time you are hiding.

3.)
Carpet of Adhesion and Globe of Silence

This combo renders a mage unable to cast magic in the form of spoken incantations.  First, of all a spellcaster cannot cast any spells inside the globe of silence because his words cannot be heard.  So the mage will have to leave the area of the globe to be able to use magic but he/she can't leave if there's a carpet of adhesion under him/her.  Anti-magic cloud will perform the same function as this combo and even more but it is also more costly (140 PPE in comparsion to 30 PPE) and time consuming to cast.

4.)
Any Fire spell plus Fuel Flame in the same TW device

Use fuel flame on a fire spell that does damage and DOUBLE the amount of damage for only an extra 5 PPE.

5.)
Impervious to Energy or Invulnerability and House of Glass

Most weapons in the game of Rifts will use energy to deal its damage.  Therefore having a spell active that makes you impervious to energy ( like impervious to energy or invulnerability) is already really powerful because you will not be affected by most weapons.  Combine that with house of glass which makes your attacker suffer identical damage he/she inflicts on you and you not taking any damage because of the impervious to energy (assuming your opponent is using an energy weapon), the only per son your opponent is hurting is himself.

6.)
Wall of Defense and Meteor or Wind Rush

This spell combo is the ultimate sudueing combo.  If an individual touches a wall of defense he/she will become frozen on it NO saving throw.  Normally no one will be stupid enough to touch the wall for no reason whatsoever but if you push them into it and they'll get stuck.  Use wind rush to push human-sized individuals into the wall and meteor of giant-sized individuals.

7.)
Globe of Daylight, Carpet of Adhesion, and Summon and Control Rain (or a similar type spell)

An anti-vampire combination of spells.  Use globe of daylight to keep the vamps at bay, then plant their feet to the ground with the carpet of adhesion so they can't move, summon a pouring rainstorm and watch those fiends scream and melt away.  Good to use against a group of vampires.

8.)
Ensorcel and Deathword

An extremely costly spell combination but also very lethal.  Ensorcel makes it so the recipient is immune to all magic except for yours (your spells always affect him/her, the victim gets NO saving throw versus your spells). After the ensorcel has taken effect cast deathword on him/her and watch him/her drop into a coma within seconds.  Normally deathword allows a saving throw vs. magic and if successful the victim will just take the damage and not end up in a coma but he/she gets no saving throw if ensorcel is active.  SWEET DREAMS!!!

  

 
Characters:
Johnny (Ley Line Walker)
Bobby (Techno-Wizard)
Joesph (Bounty Hunter/Sniper)
Mike (Vagabond Thief)
Korran(PF Warlock)




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Magic Strategies and combos
(Note: More strategies to come)
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