Arcane Wonders Forum
Mage Wars => Spellbook Design and Construction => Topic started by: Obsidian Soul on May 24, 2018, 11:01:14 PM
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A native of the land of Sortilege, the Old Time Wizard is a veteran of the competitive academic environment of the ancient city of Sor Alora. While he is more comfortable teaching apprentices about the nature of Voltari or researching the mating rituals of the sprites of the forest of Sortilege, he is an experienced combatant in the arenas of Etheria. After defeating his opponents in the arena, he returns to the more dangerous battlefields within the academies of Sor Alora.
Attack Spells
Arc Lighting-4
Electrify-2
Jet Stream-4
Lightning Bolt-4
Thunder Bolt-2
Conjurations
Fog Bank-4
Mana Crystal-2
Mohktari, Great Tree of Life-1
Wall of Poison Gas-2
Wizard's Tower-1
Creatures
Devouring Jelly-2
Gargoyle Sentry-4
Gorgon Archer-2
Whirling Spirit-2
Equipment
Arcane Ring-1
Elemental Cloak-1
Elemental Wand-1
Leather Chausses-1
Lightning Ring-1
Mage Staff-1
Mage Wand-1
Moonglow Amulet-1
Regrowth Belt-1
Storm Drake Hide-1
Enchantments
Akiro's Favor-1
Harmonize-1
Nullify-4
Incantations
Dispel-4
Dissolve-4
Force Push-2
Teleport-4
The Old Time Wizard spends his first three turns building up his channeling up to 14 and bringing out a Gargoyle Sentry and a Nullify. Depending on the actions of his opponents, he might concentrate on frying his opponent with attack spells or he might summon his Whirlwind Spirits and use them to push his opponent, and his opponent's creatures, through the Walls of Poison Gas. If his enemy makes the mistake of giving him enough time to prepare, he will equip Jet Stream on an Elemental Wand and Force Push on a Mage Wand, so he and his Whirlwind Spirits can push up to four creatures through Walls of Poison Gas every turn. During an emergency, he will use Fog Banks to break his opponent's line of sight, though he often prefers to see his enemy so he can strike them down with his lightning bolts.
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Why don't you run gate in here? I also wonder why you open with so many interceptors since in many matchups you won't need nearly that many.
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Gotta say I'm with Red here man. Break up a couple then gargoyles for blue gremlins and put a gate in man trust me.
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A Wizard without a single Hawkeye!?! What dimension am I in? Wait, did they nerf* Arcane Zap while I wasn't looking?
(* So as to not synergize w/ Range +1)
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no they did not change the zap. this is just someone posting a book they like.
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Looks like it could do some nice damage! Would love to see a Hawkeye and Akiro's Favor
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Hawkeye is easily added by getting rid of the Arcane Ring and Mage Staff (the Arcane Ring is not really needed in the book because of the 14 Channeling while Zap with Hawkeye does the exact some damage as the Mage Staff). In any case, it deals a lot of damage to most mages (it is weak against Necromancers though because of the dependence on Poison and Weak).
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If you want to play the pushing game I would suggest dropping a couple of Fog Banks in favour of another Poison wall, and maybe add another wand of each type. The two you have are prime dissolve targets. Perhaps a gorgon can go to fit them in.