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Miniatures Adventure => Fantasy Adventures => Frostgrave => Topic started by: Vomikron Noxis on 20 June 2016, 11:05:42 PM

Title: Final spell selection, help!
Post by: Vomikron Noxis on 20 June 2016, 11:05:42 PM
A spell selection question, if you'd be so kind:

I'm trying to decide on the final spell for my summoner, for the next time we restart our warbands. This time round I've gone for: Imp, Leap, Possess, Telekinesis, Brew Potion, Bone Dart, Elemental Ball, and Heal. The only one that I haven't used is Heal, since it's a neutral spell and potions are just easier.

Which neutral spell should I replace it with next time round? I like the look of Wizard Eye, and it would be fairly easy to cast. Reveal Secret is also a fantastic spell, but at a +4 to cast, it might be too hard (although of course I don't lose anything by attempting it, given that it's out of game). Any thoughts?

Edit: as a follow up, can I attempt to cast multiple out of game spells? For example, I have Brew Potion and Reveal Secret. Can my wizard and apprentice each attempt each one (so four out of game attempts in total)?
Title: Re: Final spell selection, help!
Post by: Wyrmalla on 20 June 2016, 11:16:37 PM
No Spell Eater? 0.0

You're doubling down on offensive spells there with both Bone Dart and Elemental Ball. Personally I use my wizard for buffs, rather than attacking. For bigger beasties I have a poison spell, which whilst not taking the enemy out, makes them less lethal by bringing them down to one action a turn.

I suppose its down to how you play though.
Title: Re: Final spell selection, help!
Post by: Azzabat on 20 June 2016, 11:46:44 PM
Wizard's Eye is a great spell for allowing you to cover almost ALL the table top, and/or cast spells in safety.

Once cast you can safely hid your wizard/apprentice in a building yet still be able to 'see' to cast spells.

Cast it on one flank, then advance up the other allowing you to see and cast on both.
Title: Re: Final spell selection, help!
Post by: Weezbeez37 on 21 June 2016, 08:53:35 AM
I'm more inclined towards elemental bolt rather then the ball spell with my summoner personally but to each their own...

And WHY don't you have the summon deamon spell?? That is a must for all summoners with out a doubt!!!

I personally love the heal spell but that's because my opponents try with everything to take out my wizards every game so that's kinda a must for my spell list, plus if you have the option why not take it...

P.S. The way I've interpreted the out of game spells is: your wizard can try to cast it and if he fails then the apprentice can try and if one or the other successfully makes the roll then you've got the potion or brew or whatever have you.. We don't play that each has a roll to cast a spell out of game but I suppose that's up to your gaming group and if that's the way you wanna play so be it.

Until next time
Happy gaming and roll 20's

Weez
Title: Re: Final spell selection, help!
Post by: Vomikron Noxis on 21 June 2016, 09:21:35 AM
Thanks for the input guys! I'm leaning towards Wizard Eye I think, pretty awesome utility really. In the meantime though, I think it's worth be boosting up my Heal spell actually, might as well use it seeing as I have it in the current campaign!

The reason I didn't go for Summon Daemon: it's way too much investment to get any use out of! The chances of getting anything more than an imp are so low, plus there's a chance of it going wrong and just attacking your wizard. Plus, Imp can be cast anywhere within line of sight, so is massively useful for disruption! It's a great spell actually!
Title: Re: Final spell selection, help!
Post by: JohnDSD2 on 21 June 2016, 11:07:56 AM
Wizards eye is good.
Think about Summon Demon too, I like to summon with my Wizard and leap them with my Apprentice, a small investment in levels soon gets the cast number down.
Title: Re: Final spell selection, help!
Post by: Darkson71 on 21 June 2016, 01:20:42 PM
Edit: as a follow up, can I attempt to cast multiple out of game spells? For example, I have Brew Potion and Reveal Secret. Can my wizard and apprentice each attempt each one (so four out of game attempts in total)?

Unless a spell specifically says otherwise, such as "Wizard" rather than "spell caster", then both the wizard and the appentice can attempt to cast an out-of-game spell.
So to answer your specific examples, you could have two successful Brew Potions spells, whereas Reveal Secret says you can only have one treasure, so although both casters can attempt it, if the first is successful then there's no point in rolling the second.
Title: Re: Final spell selection, help!
Post by: Vomikron Noxis on 21 June 2016, 01:31:27 PM
Unless a spell specifically says otherwise, such as "Wizard" rather than "spell caster", then both the wizard and the appentice can attempt to cast an out-of-game spell.
So to answer your specific examples, you could have two successful Brew Potions spells, whereas Reveal Secret says you can only have one treasure, so although both casters can attempt it, if the first is successful then there's no point in rolling the second.

Just as I thought, cheers!
Title: Re: Final spell selection, help!
Post by: Azzabat on 21 June 2016, 07:44:08 PM
Brew Potion is a must in my opinion. There are some very cool potions from making your Wizard invisible beyond 12" to teleporting.