The miniature has a mace, so I decided to go with the free hand weapon.įor the rest of his warband, Sancrief hired a Knight (100gc) a tracker (80gc) an Archer (50gc) two Thugs (20gc each) a Thief (20gc) and warhound (10gc). They can be equipped with any weapon in the same way as the wizard. ![]() An apprentice knows all of the same spells as her wizard, but has a tougher time casting them. So, using his 500gc, he started by hiring Vorana as his apprentice for 200gc. With Sancrief ready to roll, he needed to round up a warband to accompany him into the ruins. Since my miniature is equipped with a staff, I decided to stay with that. A wizard can have either a staff or a hand weapon for free, anything else he has to buy with his starting gold. So, with my 8 spells selected, my only other decision for Sancrief is what kind of weapon to arm him with. So, I took Fog from the Witch school, which is good for blocking line of sight and Telekinesis from the Enchanter school, which allows me to move treasure about. I'd be at -4 on these, so it was better to look for ones that are generally easy to cast. My last two spells had to come from any of the five schools of magic that are neutral to Thamaturges. This spell is actually cast before the game, and if successful, I get to add a 'sort of' soldier to my warband. From the Illusionist school, I selected Illusionary Soldier. From the Sigilist school I took Explosive Rune, which essentially lets me place landmines on the board. I'd need a 14 to cast it, but if it works, I can take control of an enemy soldier. From the Soothsayer school I took Mindcontrol. These spells would be a bit more difficult to cast, but only -2 on a d20. With my Thamaturge spells chosen, I then needed to pick one spell from each of the aligned schools of magic, in this case Soothsayer, Sigilist, and Illusionist. Finally, I selected Dispell, because it is just fun to irritate other players by cancelling out their spells. I then took Shield because wizards are a little short in the armour department. While this spell can't actual hurt or kill anyone, it can render them ineffective and vulnerable at least for a time. So, looking over the Thamaturge spells, I started by taking the school's only offensive spell - Blinding Light. Three of those spells must come from their own school of magic. ![]() Since all wizards start the game with the same stat line (although this can change quickly with experience) the main decision the players have to make is what spells to give their wizards. Still, with the proper handling, I think they can be powerful characters. Most of their spells are defensive, which can be really useful, but it's tough to win a game of Frostgrave with defense alone. ![]() I decided go with a Thamaturge because I believe they are the most difficult type of wizard to play. Sancrief is the last member of the Brothers of the Rose, an ancient order of Thamaturges. So with the launch of the Frostgrave Nickstarter and the receipt of my own copy of the book, I have been inspired to create a new wizard and chart his journey in the ruins of the Frozen City.
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