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Spellbook Design and Construction / DaveW's Old School Forcemaster
« on: June 15, 2017, 11:05:40 AM »
9 Equipment (18 points)
1x Leviathan Scale Armor (2)
1x Elemental Cloak (2)
1x Colossus Belt (2)
1x Gauntlets of Strength (2)
1x Force Ring (1)
1x Galvitar (3)
1x Dancing Scimitar (2)
1x Wand of Healing (2)
1x Eagleclaw Boots (2)
8 Conjurations (18 points)
1x Suppression Orb (2)
1x Hand of Bim-Shalla (2)
1x Enchanter's Wardstone (2)
1x Battle Forge (4)
2x Tanglevine (4)
1x Wall of Thorns (2)
1x Consecrated Ground (2)
2 Creature (4 points)
2x Thoughtspore (4)
9 Attack (15 points)
2x Force Hammer (4)
3x Invisible Fists (3)
2x Acid Ball (4)
1x Surging Wave (2)
1x Geyser (2)
16 Incantations (28 points)
1x Force Wave (1)
2x Force Push (2)
1x Steal Equipment (3)
2x Dissolve (4)
1x Seeking Dispel (2)
2x Dispel (4)
1x Teleport (4)
1x Lesser Teleport (1)
1x Minor Heal (2)
1x Purify (2)
1x Power Strike (1)
1x Shift Enchantment (1)
1x Disarm (1)
16 Enchantments (37 points)
1x Force Crush (3)
1x Mage Bane (2)
1x Rust (2)
1x Maim Wings (2)
1x Mongoose Agility (2)
2x Bear Strength (4)
1x Circle of Lightning (4)
1x Regrowth (2)
1x Rhino Hide (2)
1x Hawkeye (2)
1x Dodge (1)
1x Arcane Ward (1)
1x Nullify (2)
1x Forcefield (4)
1x Vampirism (4)
Open with Hand of Bim-Shalla and Battle Forge. The BF deploys the discount ring on turn 2 while the Hand protects the FM with armor. Turn 2 cast Galvitar with the ring's discount and enchant self (any of several enchants may be useful). Deploy armor on turn 3 just before going to find something to slice to bits. There are plenty of ways to handle guards, so it is not too hard to target the mage. The normal Healing option is Vampirism with Regrowth as a secondary option.
The Thoughtspores normally get Minor Healing and Surging Wave, but many other spells can replace the Minor Heal. Sometimes one spore is brought out early with a slower opening, but both usually get cast after the BF is either out of range of the FM, or has been destroyed.
There are a variety of position control spells, which is important to the strategy, since the FM wants to be melee attacking the enemy mage as often as possible. Most enemy creatures are pulled / pushed / teleported out of the zone where the enemy mage is to open him up for attack.
Invisible Fists can do a lot of damage in addition to a strike or two with Galvitar, especially with Hawkeye. They also get the force discount from the ring.
1x Leviathan Scale Armor (2)
1x Elemental Cloak (2)
1x Colossus Belt (2)
1x Gauntlets of Strength (2)
1x Force Ring (1)
1x Galvitar (3)
1x Dancing Scimitar (2)
1x Wand of Healing (2)
1x Eagleclaw Boots (2)
8 Conjurations (18 points)
1x Suppression Orb (2)
1x Hand of Bim-Shalla (2)
1x Enchanter's Wardstone (2)
1x Battle Forge (4)
2x Tanglevine (4)
1x Wall of Thorns (2)
1x Consecrated Ground (2)
2 Creature (4 points)
2x Thoughtspore (4)
9 Attack (15 points)
2x Force Hammer (4)
3x Invisible Fists (3)
2x Acid Ball (4)
1x Surging Wave (2)
1x Geyser (2)
16 Incantations (28 points)
1x Force Wave (1)
2x Force Push (2)
1x Steal Equipment (3)
2x Dissolve (4)
1x Seeking Dispel (2)
2x Dispel (4)
1x Teleport (4)
1x Lesser Teleport (1)
1x Minor Heal (2)
1x Purify (2)
1x Power Strike (1)
1x Shift Enchantment (1)
1x Disarm (1)
16 Enchantments (37 points)
1x Force Crush (3)
1x Mage Bane (2)
1x Rust (2)
1x Maim Wings (2)
1x Mongoose Agility (2)
2x Bear Strength (4)
1x Circle of Lightning (4)
1x Regrowth (2)
1x Rhino Hide (2)
1x Hawkeye (2)
1x Dodge (1)
1x Arcane Ward (1)
1x Nullify (2)
1x Forcefield (4)
1x Vampirism (4)
Open with Hand of Bim-Shalla and Battle Forge. The BF deploys the discount ring on turn 2 while the Hand protects the FM with armor. Turn 2 cast Galvitar with the ring's discount and enchant self (any of several enchants may be useful). Deploy armor on turn 3 just before going to find something to slice to bits. There are plenty of ways to handle guards, so it is not too hard to target the mage. The normal Healing option is Vampirism with Regrowth as a secondary option.
The Thoughtspores normally get Minor Healing and Surging Wave, but many other spells can replace the Minor Heal. Sometimes one spore is brought out early with a slower opening, but both usually get cast after the BF is either out of range of the FM, or has been destroyed.
There are a variety of position control spells, which is important to the strategy, since the FM wants to be melee attacking the enemy mage as often as possible. Most enemy creatures are pulled / pushed / teleported out of the zone where the enemy mage is to open him up for attack.
Invisible Fists can do a lot of damage in addition to a strike or two with Galvitar, especially with Hawkeye. They also get the force discount from the ring.