Timber Wolf said:
Okay so which order would you pick the Elder Arts to be super?
Okay, the following is just the progression suggestion that I am comfortable with, based on my own roleplaying style.
I don't have my LWRPG Book underhand, but I think Sorcery should be taken last. One of its principal uses is damaging opponents at range, and this the Wizard's Staff can do pretty well from lvl 3 on.
Enchantment and Elementalism are definitely must-haves... I'd pick them first, because they can ensure the Dessi Mage's survival in perilous situations. Sure, the Dessi Mage will not be as combat-capable as he could be for the first two levels, and he will have to wait for the third-level-Wizard's Staff... I definitely think that a Lesser Elder Art such as Enchantment or Elementalism is worth waiting two levels before being able to inflict ranged magical damage...
- Enchantment allows the Dessi Mage to avoid unnecessary fights, to get information, to make NPC's do his bidding. Definitely a must-have if you want your Mage to act as a diplomat.
- Elementalism allows the Dessi Mage to have a strong influence over the material world. The trick is that since effects are not being precisely defined, but depend on the relationships between the Dessi Mage and the summoned Elemental spirit, it greatly favors the roleplayers over the roll-players. Besides elemental spirits can be creatively used to create effects similar to those of Sorcery...
Third choice, either Prophecy or Psychomancy:
- Prophecy. Making the GM yield infomation concerning the future is a very powerful ability, and can ensure survival.
- Psychomancy. Making the GM yield infomation concerning the present and past is a less powerful ability, but can ensure the success of the scenario.
Taking both makes the Dessi Mage an incredible information-gathering machine, but I would take only one at this stage, probably Prophecy.
Next choice:
- Alchemy. Taking it as first Elder Art is not very useful, since the Alchemy skill score of the Dessi Mage would not be high enough for truly powerful effects. As fourth choice, Alchemy is very useful, and high DCs are no sweat. The only good reason for choosing it as first Elder Art is that it does not require the spending of any Willpower to work.
Next choice:
- Either Prophecy or Psychomancy, if one must still be taken.
Next art:
- Either Evocation or Sorcery.
- Evocation has a great drawback: The geas put upon the Dessi Mage as payment for the help from the spirit . It is the reason why it is better to take it when the Dessi Mage is relatively high level, so that he has a better chance of accomplishing the spirit quests...
- Sorcery as last, for reasons aforementioned. Could help with the Evocation geas, though.
My personal opinion regarding which order Lesser Arts must be picked in is the following :
1. Enchantment or Elementalism (according to your RP style)
2. Elementalism or Enchantment
3. Prophecy
4. Alchemy
5. Psychomancy
6. Evocation
7. Sorcery