After an epic game with Imaginator and his Defense Force FM, I was inspired to make my own Forcemaster. We had spoken of a mage that uses Holy, and Mind magic before, and I had said that it would have to be a Monk. Strong in faith, and strong in mind. The idea really excited me to see this character, and after looking at the build Imaginator started, I decided to try and make my own interpretation. I have never played a FM before, so this is pretty much a beginners spellbook for the FM, but I am looking forward to playing this melee master of faith. The goal here was to create a very formidable melee mage with very little creature support while making the other mage pay dearly for their own. The only glaring weakness I can see without actually playing it would be Purge Magic, or other global enchantment removal as well as BIRDS. On with the list.
Attacks : None
Conjurations : Enchanters Wardstone x1
Suppression Orb x1
Temple of the Dawnbreaker x3
Mana Syphon x1
Mordoks Obelisk x1
Creatures : Guardian Angel x2
Enchantments : Charm x3
Forcefield x2
Decoy x2
Force Orb x2
Force Sword x1
Divine Protection x1
Nullify x5
Equipment : Eagleclaw Boots x1
Sunfire Amulet x1
Dancing Scimitar x2
Force Ring x2
Galvitar, Force Blade x1
Defense Ring x1
Incantations : Force Push x2
Knockdown x4
Teleport x2
Dispel x2
Dissolve x2
Sleep x4
Yup, 120 points already. There was more I wanted to add of course, but this is the start of my foray into the Forcemaster. Dropping the one Knight of Westlock was hard, but my creatures are really only there for defense, and with Suppression Orb, and Mordoks Obelisk in play, I don't want more than 2 in play at any time, especially if I have a few Charms, and a Scimitar in play as well, the upkeep can get expensive. I would also maybe trade out the Sunfire Amulet for the Psi-Orb to help with this. Also 9 spell points for a Knight hurts too much imo. The idea is to Sleep, Charm,Knockdown or just flat out destroy any creatures your opponent summons while starving him of mana trying to keep them in play. Use the Temples for defense re-rolls, and the Angels only if you need a guard, or some extra attack dice (she doesn't have many, which almost makes me like the Knight better, but the flying, and natural regen she gets from doing what she is meant to do is more important to me than 2 extra dice per attack). The nullify will hopefully keep you safe from dispel, and dissolve, but you have to keep them up. The Decoys were added to blank an opponents nullify (kinda works like a seeking dispel for nullifies your opponent plays). I would have also liked to have had one Battle Forge in here, but I just didn't have the points, and I'm torn on what to drop for it. That might come later, but this is it for now. Thanks to Imaginator for the inspiration on this, and for always being a good sport when we get to face each other.