As I last mentioned I’ll be starting a Frostgrave campaign soon. I also sort of sketched out how we will play out the campaign some. So I sat down and tried to figure out how what wizard to play.
Given we are playing a campaign, that opens up a lot of potential spells to consider. Spells that would allow some greater mobility such as leap and teleport now are a lot more important since it’s all about getting the treasure. Also out of game spells have some more use with stuff happening between games to maintain the warband.
As miniatures go, I managed to snag some Reaper Bones. They are pretty cheap and have nice detail. They are somewhat a soft plastic and even with boiling and bending (followed by a good dunk into ice water), some parts will be a little droopy. However you do get some nice figures for the price. As spellcasters go Reaper also offers a plethora of choices.
I decided to used a female wizard and latched onto the idea of her being more a subtle caster rather than some fireball flinging figure of raw destruction. Taking that to heart I looked into the enchanter school of magic. Really for the most part I fell in love with the idea of creating constructs. I realized they were clunky and not too useful, but the concept of having a soldier that could just be summoned was pretty cool so animate construct was a must.
The other spells in their school are pretty supplemental to a warband, adding a small bonus here and there to their profiles. I’ll picked up strength to add some teeth to my soldiers (especially the rather timid hitting medium construct). None of the other enchanter spells called out to me so much. The exception of course was telekinesis. I saw it not only as a way to ferry treasure to my thugs, but also scoot it away from my enemy’s warband.
I see enchanter as saving cash for picking up more and better followers, casting enchantments to provide more permanent buffs though magical gear, rather than using found treasure. The kicker of course is I have to hope that I can get grimoires as treasure and luck out rolling the spells I need. Unlikely, but I can always dream big.
I now needed to select a spell from my aligned schools. From witchcraft I chose fog as I wanted some area effect type of spell and figured being able to throw up something that would block LOS for those pesky archers would be helpful (not to mention spell slinging wizards). From the sigilist school I chose write scroll. It’s an out of game spell but a useful way to keep a heal or movement spell in my back pocket for when I absolutely needed to get a spell off.
Lastly I chose elemental bolt from the elementalist school for my final aligned spell. Just straight up damage and you can’t ignore that +8 shooting attack. It’s going to be a bit tough casting as an aligned school but I’ll just have to make due (and it might be something to scribe in a scroll).
For my final neutral schools I went with some low casting number spells. The penalty (especially with my apprentice) is pretty steep and most likely trying to cast a 12+ level spell just ain’t gonna happen. I chose the thaumaturgy spell, heal, as it’s always helpful trying to keep a wizard on their feet. From the summoner school I picked up leap which is just such a useful spell to cast. I’m hoping with the casting value of 8 for those spells I’ll have better luck getting them off.
It’s going to be a challenge going the route of more support for a main school over another that is raw damage. We’ll see how it works out but I am looking forward to seeing what other schools my opponents select and eager to see how our first game shakes out in the next few weeks.