Mireille Voss · Elementalist · Level 2 (340 XP) · 275 gc
Optional house rules and supplement content, off by default (not part of core 2e). Turn on a source book to make its soldiers available to this warband; the captain / soldier-leveling options below are adapted from the FG1E Sellswords supplement — tune these to match your group's own version.
Enter treasure gold, XP, and items found so they appear in the treasury and vault.
None recorded.
None recorded.
XP is tracked on the wizard. When you have enough XP (100 per level), spend level-ups here. The apprentice auto-levels: level = wizard÷2, stats = wizard with apprentice offsets, same spells. Enter a negative number to remove XP; if that drops below the level you're at, the most recent level-up(s) are automatically reversed.
Undoes only the most recent level-up (stats / spell learned / spell improved). XP is not changed, so you can pick a different improvement.
If the wizard dies (core rules, p.103): at level 2 (5 or below), the book says to discard this warband entirely and create a new one — the apprentice cannot take over until the wizard reaches level 6.
Difficulty is shown as Wizard CN / Apprentice CN (apprentice has −2 to cast rolls, so +2 effective difficulty). CN already includes school penalty (own +0, aligned +2, neutral +4, opposed +6). Open Info on a spell line to read what it does.
This spell creates a 6”-long, 3”-high wall, part of which must be within 10” and line of sight of the spellcaster. This wall can be climbed as normal. At the end of each turn, after the turn in which the spell was cast, roll a die, on a 1–4 the wall vanishes. ELEMENTALIST
The spellcaster makes a +7 elemental magic shooting attack against a target figure within 16” and line of sight.
The spellcaster forms a floating shield that absorbs the next 3 points of damage the spellcaster would normally suffer in combat or from a shooting attack. Once 3 points have been absorbed the spell is cancelled. A spellcaster may only have one Elemental Shield active at any time.
This spell may only be cast on a member of the spellcaster’s warband or an uncontrolled creature. This figure will activate at the end of the current phase instead of in its normal phase. For example, if an apprentice casts this spell on an uncontrolled creature, the creature will activate at the end of that player’s Apprentice phase instead of the Creature phase. Spellcasters may not cast this spell on themselves, nor on a figure that has already activated in the current turn.
This spell targets a weapon of the spellcaster’s choosing. If cast on a melee weapon, this weapon counts as a magic weapon with +1 Fight. Bows and crossbows count as magic weapons with +1 Shoot, but the attacks made with them do not count as magic attacks. This spell may be cast on a single arrow or crossbow bolt, in which case that ammunition gives +1 Shoot and its attack counts as magic, but for the next shooting attack only. This spell may only be cast once on each weapon. When using both a magic missile weapon and magic ammunition, the shooter may choose to apply the bonus of one or the other, but not both.
This spell may only be cast on a member of the spellcaster’s warband. Immediately move the target figure up to 10” in any direction, including vertically. This move must either be in a straight line or an arc. It cannot curve around corners. If this move leaves the figure above the ground, it immediately falls, taking damage as normal. If the target is carrying treasure, this move is reduced to 5”. This move may not take a figure off the table or into combat. The target of the Leap spell may take no other actions this turn, though it may have taken actions previously.
This spell fires a small, sharp shard of bone. The spellcaster makes a +5 shooting attack against any figure within line of sight and 12”. This does not count as a magic attack.
This spell restores up to 5 points of lost Health to a target figure within 6”. This spell cannot take a model above its starting Health. This spell has no effect on undead or constructs.
Click a spell row to select it (use Info to open text), then reorder — moves save automatically a moment after you stop.
The Captain is from The Frostgrave Folio — enable that source under Additional Rules and Homerules first.
| # | Sel. | Name | Type | Status | Move | Fight | Shoot | Armour | Will | Health | Cost | Actions | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 |
|
Garrik |
Thug
standard
|
active | 6 | +2 | +0 | 10 | -1 | 10 | 0 |
InfoA common laborer or petty criminal turned muscle-for-hire — no training, just a hand weapon and a willingness to fight. No special rules beyond their listed gear. EquipmentHand weapon Edit / pictureGear (1 slot)Level upXP 0 · Level 0/3 |
|
| 2 |
|
Nissa |
Thief
standard
|
active | 7 | +1 | +0 | 10 | +0 | 10 | 0 |
InfoFast and light-fingered, trained to slip in, grab treasure, and slip out again rather than stand and fight. Free to hire, armed only with a dagger. No special rules beyond their listed gear. EquipmentDagger Edit / pictureGear (1 slot)Level upXP 0 · Level 0/3 |
|
| 3 |
|
Wren |
Archer
specialist
|
active | 6 | +1 | +2 | 11 | +0 | 10 | 75 |
InfoA trained bowman. A bow loads and fires as a single action, so an archer can move and shoot within the same activation. EquipmentBow, quiver, dagger, light armour Edit / pictureGear (1 slot)Level upXP 50 · Level 0/3 |
Pick the "Sel." radio on a soldier row, then reorder — moves save automatically a moment after you stop. Order is used on the PDF roster.
Default name is the type plus a number (e.g. “Archer 1”). Rename and add a picture afterward via Edit / picture. Soldiers from the supplements only appear here once their source book is switched on under Additional Rules and Homerules. Spell-summoned members (constructs from Animate Construct, animals from Animal Companion) appear for free only when your wizard knows that spell.
| Type | Cat | Source | Cost | Move | Fight | Shoot | Armour | Will | Health | Gear | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Core Rules | ||||||||||||
| Thief | standard | — | Free | 7 | +1 | +0 | 10 | +0 | 10 | Dagger |
Info |
|
| Fast and light-fingered, trained to slip in, grab treasure, and slip out again rather than stand and fight. Free to hire, armed only with a dagger. No special rules beyond their listed gear. | ||||||||||||
| Thug | standard | — | Free | 6 | +2 | +0 | 10 | -1 | 10 | Hand weapon |
Info |
|
| A common laborer or petty criminal turned muscle-for-hire — no training, just a hand weapon and a willingness to fight. No special rules beyond their listed gear. | ||||||||||||
| War Hound | standard | — | 10 | 8 | +1 | +0 | 10 | -2 | 8 | — |
Info |
|
| A trained hunting dog, useful for harrying an enemy rather than holding a line. Animal: cannot pick up treasure tokens and has no item slot. | ||||||||||||
| Infantryman | standard | — | 50 | 6 | +3 | +0 | 11 | +0 | 10 | Two-handed weapon, light armour |
Info |
|
| A basic melee soldier, competent with a two-handed weapon and equipped with light armour. No special rules beyond their listed gear. | ||||||||||||
| Apothecary | standard | — | 75 | 6 | +1 | +0 | 10 | +3 | 12 | Staff, healing potion |
Info |
|
| A battlefield healer who starts every game already carrying a potion of healing. May spend an action to hand any potion they carry — not just the free one — to a warband member within 1" who isn't in combat; that figure counts as having drunk it immediately, with the effects applied right away. | ||||||||||||
| Man-at-Arms | standard | — | 75 | 6 | +3 | +0 | 12 | +1 | 12 | Hand weapon, shield, light armour |
Info |
|
| A disciplined hand-weapon-and-shield fighter in light armour, sturdier than an infantryman thanks to the shield's extra protection. No special rules beyond their listed gear. | ||||||||||||
| Archer | specialist | — | 75 | 6 | +1 | +2 | 11 | +0 | 10 | Bow, quiver, dagger, light armour |
Info |
|
| A trained bowman. A bow loads and fires as a single action, so an archer can move and shoot within the same activation. | ||||||||||||
| Crossbowman | specialist | — | 75 | 6 | +1 | +2 | 11 | +0 | 10 | Crossbow, quiver, dagger, light armour |
Info |
|
| A marksman with a heavier, harder-hitting weapon. A crossbow deals +2 damage but must be loaded and fired as two separate actions, so a crossbowman cannot move and shoot in the same activation. | ||||||||||||
| Tracker | specialist | — | 100 | 7 | +1 | +2 | 11 | +1 | 12 | Staff, bow, quiver, light armour |
Info |
|
| A woodsman equally comfortable at range or in melee, carrying both a staff and a bow. Like all bows, theirs loads and fires as a single action, so they can move and shoot in the same activation. | ||||||||||||
| Treasure Hunter | specialist | — | 100 | 7 | +3 | +0 | 11 | +2 | 12 | Hand weapon, dagger, light armour |
Info |
|
| A scrappy adventurer built for grabbing loot and getting out alive, with solid Fight and Will for a mid-cost specialist. No special rules beyond their listed gear. | ||||||||||||
| Barbarian | specialist | — | 125 | 6 | +4 | +0 | 10 | +3 | 14 | Two-handed weapon, dagger |
Info |
|
| A savage two-handed fighter with the highest Health of any specialist, built to wade into combat and keep swinging. No special rules beyond their listed gear. | ||||||||||||
| Knight | specialist | — | 125 | 5 | +4 | +0 | 13 | +1 | 12 | Hand weapon, dagger, shield, heavy armour |
Info |
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| A heavily armoured melee specialist with a hand weapon, dagger, and shield. No special rules beyond their listed gear. | ||||||||||||
| Marksman | specialist | — | 125 | 5 | +2 | +2 | 12 | +1 | 12 | Crossbow, quiver, hand weapon, heavy armour |
Info |
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| An elite crossbowman in heavy armour, backing up their hard-hitting shot with a hand weapon for when an enemy closes the distance. Like all crossbows, theirs must be loaded and fired as two separate actions, so a marksman cannot move and shoot in the same activation. | ||||||||||||
| Ranger | specialist | — | 125 | 7 | +2 | +2 | 11 | +2 | 12 | Bow, quiver, hand weapon, light armour |
Info |
|
| A versatile fighter carrying both a bow and a hand weapon, able to switch between ranged and melee as a fight develops. Like all bows, theirs loads and fires as a single action. | ||||||||||||
| Templar | specialist | — | 125 | 5 | +4 | +0 | 12 | +1 | 12 | Two-handed weapon, heavy armour |
Info |
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| A heavily armoured warrior who trades the knight's shield for a two-handed weapon, giving up some defense for extra damage. No special rules beyond their listed gear. | ||||||||||||
Bookkeeping for Raise Zombie / Summon Demon, not a purchase — free, doesn't count against the soldier or specialist limit above, and joins the roster table like any other soldier (sorted to the bottom). Up to 10 temporary members in the Warband at once (0/10 now) are allowed by this App, rules may differ.
| Type | Via spell | Move | Fight | Shoot | Armour | Will | Health | ||
|---|---|---|---|---|---|---|---|---|---|
| Zombie | via Raise Zombie | 4 | +1 | +0 | 12 | +0 | 6 |
Info |
|
| Raised by the Raise Zombie spell as a temporary member of the warband — not a permanent hire, and doesn't count against the soldier or specialist limit. A warband may only have one raised zombie at a time; if it is killed or leaves the table, Raise Zombie can be cast again for another. Undead: immune to poison, never wounded, can carry treasure tokens but has no item slots. | |||||||||
| Imp | via Summon Demon | 6 | +1 | +0 | 10 | +4 | 6 |
Info |
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| Placed by the Summon Demon spell as a temporary member of the warband — not a permanent hire, and doesn't count against the soldier or specialist limit. Which demon tier arrives depends on how much the Casting Roll succeeded by: 0–5 gives this imp, 6–12 a minor demon, 13+ a major demon. Summon Demon can't be cast again while a summoned demon is already under control. Demon: immune to poison, all attacks count as magic, can carry treasure tokens but has no item slots. | |||||||||
| Minor Demon | via Summon Demon | 6 | +3 | +0 | 11 | +4 | 12 |
Info |
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| Placed by the Summon Demon spell as a temporary member of the warband — not a permanent hire, and doesn't count against the soldier or specialist limit. Which demon tier arrives depends on how much the Casting Roll succeeded by: 0–5 an imp, 6–12 gives this minor demon, 13+ a major demon. Summon Demon can't be cast again while a summoned demon is already under control. Demon: immune to poison, all attacks count as magic, can carry treasure tokens but has no item slots. | |||||||||
| Major Demon | via Summon Demon | 6 | +5 | +0 | 12 | +6 | 15 |
Info |
|
| Placed by the Summon Demon spell as a temporary member of the warband — not a permanent hire, and doesn't count against the soldier or specialist limit. Which demon tier arrives depends on how much the Casting Roll succeeded by: 0–5 an imp, 6–12 a minor demon, 13+ gives this major demon. Summon Demon can't be cast again while a summoned demon is already under control. Demon: immune to poison, all attacks count as magic, can carry treasure tokens but has no item slots. Large: suffers the -2 Large Target penalty against shooting attacks. Strong: deals +2 damage. True Sight: ignores Beauty and Invisibility, and destroys any Illusionary Soldier it fights. | |||||||||
| Illusionary Soldier | via Illusionary Soldier | 5 | +0 | +0 | 10 | +0 | 1 |
Info |
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| Conjured by the Illusionary Soldier spell as a temporary member of the warband — not a permanent hire, and doesn't count against the soldier or specialist limit. Chosen at hire to look and fight like any core soldier type except the Apothecary, copying that type's Move, Fight, Shoot, Armour, and Will — but it always has only 1 Health, since it's an illusion rather than a real body. Destroyed automatically if it ever fights a creature with True Sight. | |||||||||
Establishing a base is free after one or more games (2e p.106). Changing location loses purchased upgrades.
May keep one extra soldier (can be specialist) who stays at base and cannot be used in a game. Still max 8 soldiers / 4 specialists in play.
No resources purchased yet.
Treasury: 275 gc. Each type once only, except where noted repeatable.
| Resource | Cost | Effect | |
|---|---|---|---|
| Kennel | 400 | May bring one war hound or wolf (Animal Companion) above normal soldier limit. |
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| Giant Cauldron | 250 | +1 Casting Rolls for Brew Potion. |
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| Enchanter's Workshop | 400 | +1 Casting Rolls for Animate Construct and Embed Enchantment. |
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| Crystal Ball | 250 | +1 Casting Rolls for Reveal Secret. |
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| Scriptorium | 200 | +1 Casting Rolls for Write Scroll. |
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| Celestial Telescope | 250 | Once per game, before rolling, add +5 to an Initiative Roll. |
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| Summoning Circle | 300 | Out of Game: attempt Summon Demon then Control Demon; success adds a temporary demon not counting toward max warband size. |
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| Carrier Pigeons | 50 | Soldiers hired cost 10gc less. |
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| Arcane Candle | 100 | +1 Casting Rolls for Control Demon cast Out of Game. |
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| Summoning Candle | 100 | +1 Casting Rolls for Summon Demon cast Out of Game. |
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| Sarcophagus of Healing | 300 | Wizard does not miss a game or pay a fee when Badly Wounded; pays 10gc less for Niggling Injuries. |
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