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0% found this document useful (0 votes)
164 views49 pages

Player Options

Uploaded by

Damon Prater
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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NEW MAGIC

BEASTCRAFTERS
Amongst the most famous and feared of Felstad’s underground
residents were the Beastcrafters. Officially, the name belonged to
a specific guild of magic, but in practice the term was applied to
any wizard that worked in the breeding pits creating hybrid
animals and other monsters. Most of their creations ended up in
arenas or exported to foreign lands, but some were sold as
guardians, mounts, or exotic pets.
Since the great cataclysm, most of the knowledge of the
Beastcrafters has been lost, and even where the knowledge does
still exist, the massive laboratories, vats, and animal-handling
facilities demanded by their craft simply no longer exist. It
would take the wealth of a kingdom and several decades of work
to recreate even the smallest of ancient Felstad’s breeding pits.
All of that said, there are a few remaining strains of Beastcrafter
magic that tempt wizards into explorations beneath the Frozen
City. The most sought-after is the formula for the Elixir of the
Beastcrafter, a potion that the ancient wizards used to fuse their
own blood with that of animals, allowing them a greater
understanding of these creatures and also imbuing them with some
of their bestial qualities. Prolonged use of the elixir also caused the
imbiber to take on a more animalistic appearance, making them
outcasts from polite society, and driving them to spend even more
time underground with their monstrous creations.
T he Elixir of the Beastcrafter
The Elixir of the Beastcrafter is a magic potion that can never be found or
purchased. It can only be created by a wizard who has a copy of the Book of the
Beastcrafter. To create the elixir, a wizard must spend 50gc on ingredients, then
successfully cast Brew Potion. If the spell fails, the ingredients are lost. If the spell
succeeds, it creates one dose of the elixir. The elixir does not have to be used
immediately and can be stored in the wizard’s vault.
To use the elixir, a wizard must have 100 experience points ready to convert
into a new level. Additionally, he must have reached the minimum level
requirement for any trait he would gain from drinking the elixir (see below). If
these requirements are met, the wizard and his apprentice may drink the elixir.
One dose of the elixir is enough for both spellcasters, and the apprentice must
drink if the wizard does.
The wizard immediately goes up a level, but instead of picking an advancement
as normal, both he and his apprentice gain a new trait: Beastcrafter I. This should
be listed in the notes on his Wizard Sheet. If this trait is already possessed, upon
drinking the elixir, the wizard and apprentice gain Beastcrafter II. If this second
trait has already been attained, they gain Beastcrafter III. Subsequent doses of the
elixir provide no further advantage beyond this third trait.
Each of these traits comes with special advantages and disadvantages that are
outlined below.
In the event a wizard with Beastcrafter traits dies and his apprentice is
promoted, the apprentice does not have to meet the minimum level requirement
of any trait already obtained. He must, however, meet the minimum level
requirement as normal to gain any new
…Next thing we know, we’ve stepped onto Beastcrafter traits. If a wizard with one
the floor of some ancient, underground or more Beastcrafter traits hires a new
arena. All around us are stands filled with apprentice, this apprentice will come
people, all frozen in place, all with their with the same Beastcrafter traits as the
thumbs pointed down…
wizard that hired him.

24
BEASTCRAF TER I
A wizard must be at least level 5 to acquire this trait
A spellcaster with this trait gains a better understanding of the minds of
animals and how they can be manipulated and controlled. Additionally, he takes
on a slightly bestial appearance – increased body hair, prominent fangs, feline
eyes, a strange skin tone, etc. The exact nature of this appearance is unimportant
in games terms and is left completely up to the player. This appearance gives the
spellcaster an unsavoury look that makes most soldiers wary of working with
him. A spellcaster with this trait gains the following advantages and disadvantages:

• +1 to all rolls to cast Control Animal.


• Adds boar and ice spider to their options when casting Animal Companion.
• All soldiers (except war hounds) cost an additional 2gc to hire.

BEASTCRAF TER II
A wizard must be at least level 10 to acquire this trait.
A spellcaster with this trait can actually think in the language of certain animal
types and has a much easier time forming friendships and gaining the trust of
these creatures. He also takes on an even more bestial appearance. A spellcaster
with this trait gains all of the advantages and disadvantages from the Beastcrafter
I trait with the following additions:

• +1 to all rolls to cast Animal Companion.


• May have 2 Animal Companions at any one time (thus, a warband with a
wizard and an apprentice could have 4 Animal Companions). Each
spellcaster may still only attempt the spell once between games.
• May learn the Animal Manipulation spell from an appropriate grimoire.
• All soldiers (except war hounds) cost an additional 10gc to hire (this amount
already includes the 2gc from Beastcrafter I).

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BEASTCRAF TER III
A wizard must be at least level 15 to acquire this trait.
The spellcaster now looks like a full hybrid of his natural form and that of
some type of animal. Even his thought patterns are a strange mix of the two. A
spellcaster with this trait gains all of the advantages and disadvantages from the
Beastcrafter I and II traits with the following additions:

• May learn the Animal Mutation spell from an appropriate grimoire.


• Selects one Animal Feature (see below).
• All soldiers (except war hounds) cost an additional 20gc to hire (this amount
already includes the 10gc from Beastcrafter II).

ANIMAL FEATURES
Spellcasters that gain the Beastcrafter III trait must select one feature from the
list below and add it to the notes on their Wizard Sheet. This trait must be
selected upon acquiring the Beastcrafter III trait and, once chosen, can never be
changed. Wizards and their apprentices must select the same trait.

Claws
The spellcaster gains claws, tusks, or some other weapon-like growth. The wizard
always counts as being armed with a hand weapon even when otherwise
unarmed.

Fast
The spellcaster gains heightened reflexes and speed. Increase his Move by +1.

Night Vision
The spellcaster gains +6” to his maximum line of sight in any scenario where
darkness limits lines of sight.

Poison Resistance
If a spellcaster with this feature is poisoned (from any source - a Poison Dart
spell, a trap, or a creature’s venom), he may make a Will roll against a target
number of 10 each time he is activated. No action is required to take this test. If
he succeeds, he is no longer poisoned.

Scales
The spellcaster gains scales, a tough hide, or some other form of natural
protection. Increase his Armour stat by +1.

Wings
The spellcaster gains wings of some description. Although not capable of true
flight, the spellcaster can use them to slow a fall and to glide. The spellcaster
never takes damage from falling, no matter the height. In addition, he may
choose to move 1” horizontally for each full inch he falls.

26
27
NEW SPELLS
This section presents a selection of new spells that can be learned and used by
the wizards in Frostgrave. Most of the spells presented here fall into two distinct
categories, both of which have some fundamental differences to the spells
presented in the main rulebook or the previous supplement.

Beastcrafter Spells
These spells do not fall into any of the traditional schools of magic and instead
have ‘Beastcrafter’ listed as their school. These spells may only be learned by a
wizard that has the appropriate grimoire and Beastcrafter trait. All wizards learn
these spells at their base casting numbers, regardless of the wizard’s school, and
they may improve that number during a campaign as with any other known
spell. Apprentices cast these spells at -2 as normal. It is never possible for a
starting wizard to have Beastcrafter spells. Beastcrafter spells may be put onto
scrolls and cast by any wizard as normal.

ANIMAL MANIPULATION
Beastcrafter / 10 / Line of Sight
The spellcaster may choose to give the target animal either +2 Fight or +2
Move for the rest of the game. When the spell is cast, the animal immediately
takes 2 points of damage. If the animal is not part of the same warband as the
spellcaster it can make a Will roll to resist the effects of the spell. Animals under
nobody’s control will always attempt this Will roll. This spell may only be learned
or cast by a spellcaster with the Beastcrafter II.

ANIMAL MUTATION
Beastcrafter / 14 / Out of Game
This spell may be cast on any animal in the spellcaster’s warband. The
spellcaster may choose to either permanently increase the animal’s Move, Fight,
or Armour stat by +1 or to allow it to pick up and carry treasure just like any
other soldier. Whichever option is selected, the animal also suffers a permanent
-1 to Will. This spell may only be cast once upon any given animal. This spell may
only be learned or cast by a spellcaster with the Beastcrafter III trait.

Reaction Spells
This is a new category of spells that are cast in a different way to the spells
presented in the main rulebook. A Reaction spell may be cast at any point in the
game, regardless of who is currently active in the turn, or whether or not the
spellcaster attempting the spell has activated in the present turn, so long as the
conditions listed within the spell are met and the spellcaster would be able to

28
cast a spell on his next activation (e.g. he isn’t suffering from a Petrify spell). If
the conditions for the Reaction spell are met, the spellcaster may interrupt the
turn and immediately attempt to cast the Reaction spell. The spellcaster rolls for
spellcasting as normal and the results are immediately applied.
The next time a spellcaster that attempted to cast a Reaction spell activates,
he is assumed to have already used one action to cast a spell. Thus, if he has only
two actions, all he may do is move. This is the case whether or not the Reaction
spell was successfully cast. If the Spellcaster has three actions, he may move and
take one other action.
A spellcaster that has attempted a Reaction spell may not attempt another
until the end of his next activation.
If more than one player wishes to use a Reaction spell at the same time,
resolve them in the same order as the current initiative sequence. In this situation,
a player may change his mind after seeing the result of another player’s attempt.
‘Cancelling’ a Reaction spell in this way does not use up an action in the next
activation.
Reaction spells may never be cast from a scroll, but may be empowered as
normal.
In all other ways, Reaction spells are handled as any other spell. These spells
may be selected by a starting wizard, otherwise they must be learned from a
grimoire as normal.

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CAPTURE INCANTATION
Sigilist / 12 / Reaction
This spell captures the vocal power of a spell for later use. This spell may be
cast whenever a spellcaster within line of sight of the caster declares that he is
casting a spell. Before that spell is cast, roll to cast Capture Incantation. If
Capture Incantation is successful, the targeted caster suffers a -5 to his casting
roll. The targeted caster must continue the attempt to cast his declared spell,
regardless of whether or not the Capture Incantation spell was successful. A
target may only be subject to one successful Capture Incantation spell at any one
time.
Furthermore, if the caster of Capture Incantation also has Write Scroll he may,
after the game, attempt to create a scroll using the last spell against which he
successfully cast Capture Incantation.
For example: an Elementalist declares that she will cast Elemental Bolt at a
Sigilist. The Sigilist declares she is casting Capture Incantation as a reaction. The
Sigilist successfully casts the spell, so the Elementalist must now roll to attempt
to cast Elemental Bolt with a -5. After the game, the Sigilist successfully casts
Write Scroll and creates a scroll of Elemental Bolt even though she doesn’t know
that spell herself.

DEFLECT
Soothsayer / 12 / Reaction
This spell may be cast whenever the spellcaster is the target of a shooting
attack generated by a spell, and allows the spellcaster to deflect that attack onto
another target. For the spell to succeed, the spellcaster must roll equal to or over
his casting number AND over the casting roll of the spell he is attempting to
Deflect. If the spellcaster fails to cast Deflect, then the incoming attack strikes
as normal. If the spellcaster succeeds in casting Deflect, he may select another

30
target for the attack. This target can be anywhere within line of sight of the caster
of Deflect and within the maximum range of the spell which generated the
attack, as drawn from the caster of Deflect (so, in theory, a Deflected attack can
travel up to twice its normal range – there and back again). Deflect can be used
to redirect an incoming attack towards an enemy model, straight back at its
original caster, or against a terrain piece or into the sky to render it ineffective.
This spell may be empowered as normal. In the event that a spell generates
multiple attacks against multiple figures (e.g. Elemental Ball, Scatter Shot), only
the attack that would be suffered by the caster of Deflect is affected. Deflected
attacks cannot subsequently be Deflected.
If the shooting attack is generated by an Explosive Rune spell, treat the casting
roll as 10, unless Deflect is being cast during the activation of the spellcaster
casting Explosive Rune. In that case, use the actual Casting Roll.
For example: an Elementalist casts Elemental Ball at a point 1” away from a
Soothsayer. She rolls a 15 to cast the spell but declines to empower it. As the spell
was a success, the Soothsayer, and any other figure within 1.5” of the target point,
would suffer a +5 shooting attack. The Soothsayer, however, has Deflect with a
casting number of 12 and declares that he is attempting to cast it. He rolls a 14,
which beats his required casting number (12), but comes short of the Elementalist’s
casting roll (15). The Soothsayer spends 2 Health to empower his casting roll to 16,
and the spell succeeds. The Soothsayer now selects the Elementalist as the target for
the Deflected spell, and sends a +5 shooting attack back at her – she is within line of
sight and 24”, as per the Elemental Ball’s maximum range. Any other figures within
1.5” of the Elemental Ball’s original target point will still be hit, and must each suffer
a +5 shooting attack as normal.

ELEMENTAL LASH
Elementalist / 12 / Reaction
This spell may be cast whenever an enemy figure comes within 1” of the
spellcaster. The caster makes a +3 shooting attack against the target. If the spell
does at least one point of damage, the target is moved 1” directly away from the
caster, its movement ends, and any additional actions it had are lost.

FLASH
Illusionist / 8 / Reaction
This spell may be cast whenever a spellcaster is in combat. When cast, every figure
in combat with the spellcaster must make a Will roll versus the casting roll of the
spell. Any figure that fails this roll is reduced to one action during its next activation
(or current activation if cast during an
enemy activation). If ALL figures in
combat with the spellcaster fail this roll, …A giant hourglass, easily the size of a
house, slowly running down to something. On
the spellcaster may immediately make a
the wall behind it was a map… Of the world
free 2” move. No figure may force combat I guess, but not all of the land seemed to be
with the spellcaster during this move, but in the right place…
otherwise all rules for movement apply.

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SLOWFALL
Chronomancer / 8 / Reaction OR Line of Sight
This spell allows the target to fall any distance and take no damage. This spell
may be cast any time a figure falls within line of sight of the spellcaster (as with
any Line of Sight spell, this includes the spellcaster himself). If the spell is
successfully cast, the target falls as normal but takes no damage regardless of the
distance fallen. Alternatively, this spell may be cast during a spellcaster’s
activation as a regular Line of Sight spell. In this case, the target of the spell may
fall any distance during its next activation without taking any damage. In this
case, however, the distance fallen by the figure counts against its movement
allowance for the activation – if it exceeds the normal maximum movement for
the activation, it must stop where it lands; if the fall is shorter than the maximum
movement allowance, then the figure may, upon landing, continue to move.

Lost Spells
NIGHTMARE
Spiritualist / 12 / Out of Game
This spell comes from the extinct Spiritualist school of magic, which counts
as aligned with the Necromancer and Thaumaturge schools, and neutral towards
all other schools. This spell may never be learned. It may only be cast immediately
before a game. The spell targets a wizard from one of the opposing warbands in
the forthcoming game. When experience is calculated after the game, the target
of the spell suffers -20 experience points. This cannot take the experience earned
in the game below 0. The effects of this spell continue in every subsequent game
which includes both the caster and the target. This spell cannot be cancelled with
Dispel or Spelleater, nor is it affected by any kind of null energy. The only way
to end the effects of this spell is for the target to participate in a game in which
the caster is reduced to 0 Health. As soon as this happens, the spell is cancelled.
If this occurs in the game immediately following the spell being cast, the target
suffers no experience penalty.

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ADVANCED
SUMMONING
This chapter contains optional rules for those who want to add a bit more
complexity and variety to demons and demon summoning in their games of
Frostgrave. Demons, or more correctly ‘extra-planar entities’, come in an infinite
variety and their exact forms and powers are only limited by the players’
imaginations. The tables below help bring some of that variation to the tabletop,
but players are encouraged to create their own demonic attributes and powers.

Casting Summon Demon


The Advanced Summoning rules do not change the way the Summon Demon
spell works when cast during a game. However, when Summon Demon is
successfully cast Out of Game, using a summoning circle, the caster should refer
to the chart below to determine what type of demon has been pulled into this
reality. To use the chart, take the final Casting Roll and subtract the Casting
Number to derive your level of success.
Summon Demon Table
Casting Roll – Demon
Casting Number
0–3 Imp
4–5 Imp (1 Minor Demonic Attribute)
6–8 Minor Demon
9–10 Minor Demon (1 Minor Demonic Attributes)
11 Minor Demon (2 Minor Demonic Attributes)
12 Minor Demon (1 Major Demonic Attribute)
13 Major Demon
14–15 Major Demon (1 Minor Demonic Attribute)
16 Major Demon (1 Minor & 1 Major Demonic Attributes)
17 Major Demon (2 Minor & 1 Major Demonic Attributes)
18 Major Demon (2 Minor & 2 Major Demonic Attributes)
19 Major Demon (3 Minor & 2 Major Demonic Attributes)
20+ Major Demon (3 Minor & 3 Major Demonic Attributes)
DEMONIC ATTRIBUTES
Many demons, especially major demons, have special attributes that give them
greater powers and abilities. Using these attributes creates unique creatures and
thus unique challenges for the players controlling them and fighting against
them. These attributes are not used for demons summoned during games, unless,
of course, all of the players agree to do so beforehand. They are used for demons
summoned Out of Game using the chart above. Finally, it is up to the players if
they wish to use attributes on randomly encountered demons. If they do, imps
and minor demons should get one roll on the Minor Demonic Attributes Table
while major demons should get one roll on the Major Demonic Attributes Table.
Demons may only receive each demonic attribute once. If it rolls the same
attribute multiple times, simply reroll until a new result is achieved.

Minor Demonic Attributes


Minor Demonic Attributes Table
d20 roll Demonic Attribute
1 Two Heads
2 Poisonous
3 Extra Arms
4 Extra Legs
5 Tentacles
6 Vampiric
7 Teleport
8 Numbing Touch
9 Demonic Strength
10 Levitation
11 Vestigial Wings
12 Explosive Demise
13 Chameleonic
14 Magic Vulnerability
15 Horri c
16 Horns
17 Magic Attack
18 True Sight
19 Armoured Hide
20 Backstabber

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ARMOURED HIDE
The demon is covered in scales, plates, or some other form of natural armour.
Increase its Armour stat by 1.

BACKSTABBER
This demon has a nasty trick of pretending to be under control when really it is
not. If this demon is currently bound, it should roll one die whenever it is
activated. On a roll of 17+ it immediately breaks free of the binding and activates
as an uncontrolled creature. The demon
will complete its activation immediately,
If you’re going to build an invisible bridge
over a bottomless chasm, it should really
regardless of the phase. In subsequent
have railings… turns, it will activate in the creature
phase if it remains uncontrolled.

CHAMELEONIC
The demon blends in with its surroundings and is very difficult to see beyond a
short distance. No figure may draw line of sight to this figure if they are more
than 12” away.

DEMONIC STRENGTH
This demon counts as being armed with a two-handed weapon for the purposes
of determining damage in hand-to-hand combat.

EXTRA ARMS
The demon has more than two arms, which increases its fighting ability. Increase
its Fight stat by 1.

15
EXTRA LEGS
The demon has more than two legs, or some other means of faster locomotion.
Increase its Move stat by 1.

EXPLOSIVE DEMISE
When this demon is reduced to 0 Health, it exits this plane of existence in a fiery
explosion. Every figure within 3” suffers a +3 elemental magic shooting attack.

HORNS
The demon has one or more large horns or antlers that it can use to attempt to
gore targets. If the demon attacks on the same turn it moved into combat, it gains
a +2 Fight for that attack only.

HORRIF IC
Any living figure (not undead or constructs) that wishes to move into combat
with this demon must first make a Will roll with a Target Number of 10. Failure
does not cause the figure to lose its action, but it cannot attempt this roll again
until its next activation.

LEVITATION
The demon floats above the ground. It never suffers a movement reduction due
to rough ground or climbing.

16
MAGIC ATTACK
All attacks made by this demon count as magic.

MAGIC VULNERABILITY
Whenever hit by a magic attack, treat the demon has having Armour 2 less than
its listed value.

NUMBING TOUCH
Any figure that loses a combat against the demon suffers -1 Fight for the rest of
the game (or until healed by a Heal spell or Healing Potion) in addition to any
damage he suffers.

POISONOUS
A figure damaged by this demon in hand-to-hand combat is treated as poisoned
for the rest of the game or until healed by either a Heal spell or Healing Potion.

TELEPORT
If this demon is ever required to make a random movement, it makes a random
teleport move. Roll a die and move the demon that many inches in a random
direction. This move may not take the demon off of the board. If it would cause
the demon to move off the board, halve the distance rolled. If this would still cause
the demon to be off the board, halve the distance again, and so on until the demon
would be placed on the board. If the demon is standing on a board edge, and no
amount of halving will keep it on the board, then reroll the random direction
instead. Regardless of the elevation of the
demon when he teleports, he will appear
We could see her standing near the top of
the tower, glowing a ghostly blue, playing on the ground, unless the move would
some lonely tune on her flute… take him inside a piece of terrain, in
which case he appears on top of it.

TENTACLES
The demon possesses several long tentacles. Any time a figure moves within 2”
of the demon, but does not enter combat, the demon may make a free +0
shooting attack against the figure.

TRUE SIGHT
This demon is immune to the spells Beauty, Invisibility, and Monstrous Form

TWO HEADS
The demon has two heads, or at least two independently focusable eyes, which
gives it an advantage when fighting multiple opponents in hand-to-hand combat.
A figure fighting a two-headed demon always counts as having one supporting
figure fewer than he actually does. So, an attacking figure with one supporting
figure receives no bonus, one with two supporting figures receives +2, and so on.
An attacking figure with no supporting figures fights as normal.

17
VAMPIRIC
Anytime the demon damages a creature in hand-to-hand combat that isn’t
undead or a construct, it immediately regains 2 points of lost Health. This may
not take the demon over its starting Health.

VESTIGIAL WINGS
The demon possesses a small pair of wings. While it cannot actually fly, it never
suffers damage from falling, no matter the distance.

Major Demonic Attributes


Major Demonic Attributes Table
d20 roll Demonic Attribute
1 Acidic Blood
2 Thousand Young
3 Invulnerability
4 Discorporate
5 Regeneration
6 Elemental Absorption
7 Petrifying Stare
8 Mind Lock
9 Beautiful
10 Mind Wipe
11 Invisible
12 Insubstantial Movement
13 Blinding Aura
14 Maelstrom
15 Life Bane
16 Serendipitous
17 Swirling Darkness
18 Magic Sink
19 Uncontrollable
20 Celerity

ACIDIC BLOOD
The demon’s blood is a powerful acid that can eat through metal and flesh alike.
Whenever a figure damages this demon, it should make an immediate Will roll.
If the total of this roll is 12 or greater nothing happens. If the total is 11 or less,
then the figure immediately suffers 3 damage. In addition, if the figure is fighting
with a non-magic weapon, that weapon is destroyed. It is replaced for free after
the game.

18
BEAUTIF UL
This demon appears stunningly beautiful in the eyes of all living creatures who
behold it. Any figure that wishes to attack the demon must first make a Will roll
with a Target Number of 15. If the roll fails, the figure may not attack, but my
select another action instead. The Will roll also applies to anyone wishing to cast
a spell that would cause an attack on or potential damage to the demon. Undead
and constructs are immune to this effect.

BLINDING AURA
Any figure that activates within 6” of this demon must make a Will roll versus a
Target Number of 12 or be blinded. While blinded, the figure may not attack,
shoot, or cast Line of Sight spells. His Fight stat is reduced to +0 and his Move
to 1. At the start of each turn, the figure may attempt another Will roll against
the same Target Number to recover from the effects of the blindness. Otherwise,
the effects last until the end of the game.

CELERITY
The demon is incredibly fast, and activates twice every turn. Its first activation
comes at the end of the wizard phase after all wizards have activated. If it is
uncontrolled, it will take its second activation in the creature phase. If it is under
control, it can be activated in either the apprentice or soldier phase following the
normal rules. It may never activate twice in the same phase.

19
DISCORPORATE
When this demon is killed, immediately replace the figure with two minor
demons. These demons have the standard stats for a minor demon, except
that they also possess the Discorporate attribute. Whenever either of these
demons is killed, replace it with two imps. These imps have the standard
stats for imps, and when they are killed they are removed from the board
as normal. A demon that splits in this way immediately breaks any bind it
might have been under.

ELEMENTAL ABSORPTION
This demon absorbs elemental energy. It ignores the first 5 points of damage
from any attack caused by a spell from the Elementalist school of magic, or any
other attack identified as elemental magic.

INSUBSTANTIAL MOVEMENT
Demons with this ability are capable of moving through walls and even the
ground beneath Frostgrave. If this demon makes a move that would take
them into a piece of terrain, they may move through the terrain as though it
were not there, provided they have enough movement to make it to the other
side. In Dungeon Set-Ups, the demon can also move through the dead space
between tiles, as long as its movement
is sufficient to reach another area of
Endless barrels, filled to the brim, marked the board on the same turn. These
‘bone powder’…
demons cannot draw line of sight
through terrain.

INVISIBLE
This demon is invisible and may not be the target of shooting attacks or
spells by anyone not capable of seeing invisible figures. No figure may enter
into combat with the demon unless the demon is already in combat with
another figure or is carrying treasure. All figures suffer -2 Fight when fighting
against this demon unless they can see invisible creatures. A Reveal Invisible
spell cast within 24” of the demon will cancel this ability for the rest of the
game.

INVULNERABILITY
The demon is immune to damage from normal weapons.

LIFE BANE
Any living figure which activates while within 3” of this demon must make a Will
roll versus a Target Number of 20 or immediately suffer 2 points of damage.

MAELSTROM
The demon is surrounded by swirling winds, fire, or some other form of elemental
energy. All shooting attacks against the demon are at -2.

20
MAGIC SINK
Spellcasters suffer a -2 to all Casting Rolls when they are within 12” of this
demon, regardless of whether they are in line of sight or not.

MIND LOCK
The demon has incredibly strong powers of mental control. It gains +2 Will and
is immune to the Mind Control spell.

MIND WIPE
Any figure that enters into combat with this demon must make an immediate
Will roll with a Target Number of 18. If failed, the figure suffers -2 Will for the
rest of the game. Furthermore, if the figure is a spellcaster, pick one random
spell known by the caster. The spellcaster may not cast that spell for the rest of
the game. These effects can be undone by either a Heal spell or a Healing
Potion. A figure must make this roll every time he enters into combat, and the
penalties stack.

PETRIF YING STARE


Whenever a figure within 6” and line of sight of this demon activates, it must
make an immediate Will roll against a Petrify spell with a Casting Roll of 12.
If the Will roll fails, the figure is petrified and losses the activation. If it succeeds,
it may take its actions as normal and is immune to the effects of this ability for
the rest of the turn.

21
REGENERATE
This demon regains 3 points of lost Health at the end of any turn in which it is
still alive. This cannot take the demon above its starting Health.

SERENDIPITOUS
The existence of the demon on this plane warps probability in a small field
around it. Treat any die roll made by this demon as one higher than the
number rolled.

SWIRLING DARKNESS
This demon appears to have some kind of unstable physical form that shifts,
shimmers, or swirls as it moves. Because of this, the demon is extremely hard to
target. The demon gains +4 Fight whenever it is rolling against a shooting attack.

THOUSAND YOUNG
If this demon is on the board whenever any player rolls a 1–4 on its initiative roll,
the demon spawns a new imp. This imp should be placed in contact with the
demon, but not in combat with any figure. If this is impossible, then no imp is
spawned. This imp is an uncontrolled creature.

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UNCONTROLLABLE
This demon is extremely difficult to control. Whenever this demon is activated
under any control, such as a Bind Demon or Mind Control spell, it must make a
Will roll against a Target Number of 20. If it passes, the demon immediately
breaks free of its control and activates as
an uncontrolled creature. The demon
At the far end of the room was a tree with will complete its activation immediately,
dozens of bladed branches, and a nasty-
regardless of the phase. In subsequent
looking group of blackbirds perched in it,
watching us as we approached... turns, it will activate in the creature
phase if it remains uncontrolled.

23
SELLSWORD
FOREWORD
Sellsword gives wizards the option to hire a captain, a special type of soldier, to
help lead their warbands. Unlike other soldiers in the game, captains may choose
their own weapons, have a few special abilities known as ‘tricks of the trade’, and
gain experience. Of course, such experience and versatility comes at a price, so
captains are going to want more than the retainer given to most soldiers – they
want a cut of the treasure!
Including captains in your games of Frostgrave introduces new tactical
possibilities and variation. It also, however, adds a bit more complexity and book-
keeping, which may not be for everyone. Before a player hires a captain, they
should discuss it with their regular opponents or gaming group and make sure
that everyone is happy to use these rules. The rules for captains are optional and,
as such, you should assume they are not being used unless everyone has agreed
to do so beforehand.
There are also three new scenarios designed to give soldiers more of a chance to
shine. All feature some type of limitation or obstacle to spellcasting that will
hopefully force wizards to think a bit more about how much they rely on their
magic.
Finally, as with all Frostgrave material, use what you like, discard what you don’t,
and feel free to change the game in any way that makes it more fun for you!

THE CAPTAIN
A life devoted to magic leaves little time for anything else. So, while most of the
wizards who explore the ruins of Frostgrave recognize the need to hire soldiers,
they tend to have little time or inclination to oversee the organization and day-to-
day running of their warbands. For that reason, many wizards hire captains, to lead
their men. These experienced warriors, usually veterans of many battles, are
dangerous fighters who have learned a few tricks over the course of their careers…
A wizard may hire a captain to lead his warband. He may hire a captain when
constructing his initial warband or after any game. A wizard may dismiss his
captain after any game and hire another one, but he may never have more than
one captain in his warband at any time.

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Captain
M F S A W H Cost Notes
6 +2 +1 10 +3 12 100gc Stat Increase, Additional Equipment, 5 item slots,
Group Activation, Tricks of the Trade, Experience
and Levels, Survivor, Share of the Treasure

STAT INCREASE
When a wizard hires a captain, he may choose one of the following stat increases
for him: +1 Move, +1 Fight, +1 Shoot, +1 Will, +2 Health. The captain’s stat line
should be changed accordingly.

ADDITIONAL EQUIPMENT
A captain is experienced in the use of a variety of weapons, and a wizard may
pay before or after any game to equip him from the Captain Equipment Table,
below. A captain armed with a staff or two-handed weapon may not be equipped
with a shield or any other weapon except a bow or crossbow. A captain can have
either a dagger or a shield, but not both, and may wear either leather or mail
armour, but not both. Each weapon or piece of armour so purchased counts as
one item for the purposes of carrying items.

Captain Equipment Table


Equipment Cost Notes
Hand Weapon Free
Leather Armour Free +1 Armour
Dagger 5gc +1 Fight if used in conjunction with a hand weapon
Bow 5gc
Crossbow 5gc
Two-Handed Weapon 5gc
Staff 5gc
Mail Armour 5gc +2 Armour, -1 Move
Shield 5gc +1 Armour

5 ITEM SLOTS
A captain may carry up to 5 items, including any of the standard weapons and
armour purchased as above.
A captain may be given any type of magic weapon, provided none of the
equipment combination rules above are violated. Unlike other soldiers, any magic
items given to a captain are considered to be his personal equipment, and may not
be taken back by a wizard or redistributed to another member of the warband. A
wizard may order his captain to switch any of his current items for new ones, but
any items so replaced are considered lost for campaign purposes. If a captain is
dismissed from the warband, he takes whatever items he is carrying with him.

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GROUP ACTIVATION
Captains activate just like any other soldier with one exception. If the
captain is activating in the Soldier Phase, he may declare a Group Activation
with one other soldier within 3” of him who has not yet been activated in
the turn. The captain and this soldier may both move and then both take
their second actions.

TRICKS OF THE TRADE


Unlike other soldiers, captains have unique abilities known as ‘tricks of the trade’.
A starting captain has two different tricks, which must be chosen from the table
below when he is hired.
Each trick may be used once, and only once, during a game, so it is important
to keep track of which tricks have been used.
Using a trick does not require a special action to be taken – a player simply
declares that it is being used at the appropriate moment, as noted in the Tricks
of the Trade Table, below. There is no limit to the number of tricks that may
be used with a single action or in any one turn. A captain may use a trick even
if he is not currently being activated (e.g. he may choose to employ a Furious
Attack in response to being attacked by an enemy model), and if two captains
are duelling, both may employ as many tricks as they feel are needed to carry
them to victory.

Tricks of the Trade Table


Trick Effect When to Declare
Furious Attack +3 Fight for one attack Before the rolls are made
Riposte +1 Fight for one attack After the rolls are made
Coup de Grâce +2 Damage to any hand-to-hand attack that After damage is calculated
has dealt at least 1 point of damage
Steady Hand +3 Shoot for one attack Before the rolls are made
Dead Eye +1 Shoot for one attack After the rolls are made
Brace +3 Armour for one attack Before the rolls are made
Dodge +1 Armour to one attack After the rolls are made
Nerves of Steel +4 Will for one Will roll Before the roll is made
Iron Heart +2 Will for one Will roll After the roll is made
Sprint +2 Move for the rest of the turn Upon activation
Leadership If using a Group Activation, the captain may Upon activation
activate up to three soldiers within 3" who
have not already been activated in the turn

EXPERIENCE AND LEVELS


Like wizards, captains gain experience and can exchange experience for levels.
Captains earn experience during games as follows:

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Captain Experience Table
Experience Achievement
+10 For each game in which the captain takes part
+10 For nishing the game without being reduced to 0 Health
+10 For each enemy soldier or neutral creature the captain takes out of the game
+20 For each enemy spellcaster the captain takes out of the game

Like a wizard, when a captain reaches 100 experience he may convert it into a
level. All captains start at level 0 and may reach a maximum of level 10. Every
time a captain gains a level, he may select a new trick. This must be a trick he
does not already have. Alternately, he may increase his Health by +1 (this advance
may be chosen up to two times) or his Will by +1 (this advance may be chosen
only once).

SURVIVOR
If a captain is knocked out of a game (i.e. reduced to 0 Health or less), he rolls
on the Survival Table for wizards and apprentices instead of checking for survival
as with other soldiers. All results are handled exactly as they are for spellcasters,
with one exception.
If a roll on the Permanent Injury Table ever results in the captain suffering a
Smashed Jaw, the following effect is applied instead:

SMASHED JAW (CAPTAIN)


A captain with a Smashed Jaw may not use group activation, even if he has the
Leadership trick. A captain can only receive this injury once. Any further
Smashed Jaw results must be re-rolled.

SHARE OF THE TREASURE


In addition to the 100gc retainer a wizard must pay to gain the services of a
captain, he must also promise him a share of all gold that is found or acquired
during their exploration of Frostgrave.
A wizard must pay his captain a percentage equal to the captain’s level + 10,
rounded down, of all gold acquired by the wizard by any means, including the
sale of items. So, for example, a level 3 captain must be given 13% of all gold
acquired.
A captain does not take a share of magic items unless they are sold or given to
him (see above). If a captain is dismissed after a game, he must still be paid his
share of the gold for the previous game.

****

Note: An Illusionary Soldier cannot be a captain.

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Horses in Frostgrave
By Phil Smith

H orses are a tricky prospect for adventuring in Felstad – on the one


hand, they do o er strength and speed; on the other, the ruins and
ice of the city make riding them something of a risk!

Acquiring a Horse
To acquire a horse, a warband must rst purchase the Stable base resource.
A horse then costs 200gc. Such is the burden a horse places on resources,
a warband may only ever have one horse at a time. Should a second be
acquired (see Rustling, below), the player must choose which to keep.

Base Resources Table


Resource Effects Purchase Price
Stable Allows a wizard to keep one horse in his warband. This 300gc
does not affect his warband limit.
16
Horses in Frostgrave

Fielding Mounted Models


To bring a horse to a scenario, simply add it to a model’s items, taking
up one slot. Any model may ride a horse, with the exception of Animals,
Undead, Demons and Constructs. Models are presumed to begin the
game mounted.

Mounted Pro�les
While mounted, a rider and horse are considered a single model, and the
rider’s pro le is updated with the following modi ers, all written as split
stats (see Frostgrave, p.19). For the purposes of applying damage, the rider
is considered to bear the brunt of any attacks.

Mounted Model Modi�ers


M F S A W H
+2 +1 -2 +0 +0 +0

Riderless Horses
If the rider is ever removed as a casualty, the horse will activate in
the creature phase, and use both actions to move towards its original
deployment zone by the shortest possible route that doesn’t cross rough
ground (see also Movement, below). While the rider is dismounted, but
alive, the horse will remain where the rider left it, and may be contacted
(either for the purposes of mounting or ghting) by other models,
and may be targeted by shooting attacks. While riderless (for whatever
reason), the horse counts as having the following pro le:

Riderless Horse
M F S A W H Notes
7 +1 +0 10 +0 10 Animal

Horse Movement
Horses have several special rules that dictate how they can be moved
during the game.
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Spellcaster: e Frostgrave Magazine Issue 1

Mounting and Dismounting: It takes one action to mount or dismount a


horse. is may count as the rider’s compulsory movement action for the turn.

Rough Ground: Rough Ground a ects mounted gures as it does any


other model (Frostgrave, p.33). In addition, however, every time a model’s
movement action is a ected by an area of Rough Ground, roll a die and
consult the Stumble Table:

Stumble Table
Die Roll Result Effect
1–14 Fine! –
15–18 Rider Thrown Rider takes 1 point of damage and becomes dismounted.
19 Heavy Rider takes 3 points of damage and becomes dismounted.
Landing
Horse is injured – remove it from the game as a casualty
and test for its survival post-game as if it were a Soldier.
20+ Snap! Rider is immediately removed as a casualty (check for
survival post-game as normal).

Horse is injured – remove it from the game as a casualty


and test for its survival post-game as if it were a Soldier.

Jumping: Horses may jump as normal (Frostgrave, p.35) but, upon


landing, must roll on the Stumble Table with a +4 modi er.

Climbing: Unlike other Soldiers (Frostgrave, p.33), a mounted Soldier may


never scale a structure.

Carrying Treasure: A mounted Soldier may pick up and carry treasure


as normal (Frostgrave, p.44), but must spend an action to dismount, an
action to pick it up as normal, an action to load it onto his horse, and an
action to re-mount. Like any Soldier, a mounted model may carry only
one treasure token at once. A Mounted gure does not su er a movement
penalty for carrying treasure.
18
Horses in Frostgrave

Mounted Combat Next to myself, no one has


Size: e rider and his mount
played a bigger part in the
count as a single target, and are
creation and development of
considered to be a Large target Frostgrave than Philip Smith.
(Frostgrave, p.40). As the Head of Osprey Games,
Phil originally commissioned
Shooting: e di culty in me to write the game and has
shooting from horseback is served as the editor on every
re ected in the adjustment book in the series. He has
to the rider’s Shoot stat while saved me from innumerable
mounted, but he may otherwise little mistakes both in
shoot as normal, applying all grammar and rules, and
existing modi ers (Frostgrave, has added a few uncredited
p.40) as relevant. ourishes here and there.
I had been planning to
Rustling write ‘unof�cial’ rules for
Should a warband ever capture horses for awhile, when Phil
an ‘enemy’ horse (by mounting showed me this set which
it and remaining in possession he had written for his own
of it at the end of the game), amusement. Most of the core
they may keep it provided ideas mirrored the ones I was
they immediately purchase a having, and he had done
Stable (as above) following the such a good job, it seemed
conclusion of the game. pointless to do it myself as
well (plus he added several
Control Animal/ nice touches that I had not
even considered). Thankfully,
Mind Control Phil was generous enough to
A spellcaster may cast Control
allow me to publish his rules
Animal or Mind Control on
in Spellcaster.
a horse. If successful, use the
horse’s Riderless pro le for
the Will roll. If the horse fails the Will roll, the rider is thrown (as per
a Rider rown result on the Stumble Table), and the Riderless horse
comes under the control of the caster. Any treasure carried remains on
the horse.
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Spellcaster: e Frostgrave Magazine Issue 1

Advanced Horsemanship
Once a horse has been elded in, and survived, a game, a warband may
purchase instruction for their horse, as per the Advanced Horsemanship
Table. A horse may only receive each type of training once, and may only
receive one type of training after each game.

Advanced Horsemanship Table


Training Effect Purchase Price
Melee Training Gains the ‘Two Heads’ ability (Forgotten Pacts, p.17). 200gc
Sure-footed -2 to rolls on the Stumble Table. 250gc
Aggressive +1 Fight, to both its Riderless profile and its Mounted 400gc
Model Modifiers.
Loyal Gains +3 Will to its Riderless profile. May never be 400gc
rustled – always returns to the warband in time for
the next game.
Barding +2 Armour, -2 Move, to both its Riderless profile and 600gc
its Mounted Model Modifiers.
Charger Gains the ‘Horns’ ability (Forgotten Pacts, p.16) 500gc

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