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Mireille Voss

The Icebound Circle

Mireille Voss · Elementalist · Level 2 (340 XP) · 275 gc

Soldiers: 3 / 8
Specialists: 1 / 4
Apprentice: yes
1 level-up ready
Additional Rules and Homerules

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.

General Rules

Switch on the supplements you play with. Enabled books add their mercenaries to the Hire soldier list. Every creature is always browsable in the Frostgrave Lexicon.

Needs The Maze of Malcor. Its five lost schools are scroll-only by the book; this is the optional rule for running them as real schools. Only affects newly created warbands — a wizard's own school is fixed once chosen.

Needs Blood Legacy. The book frames the Fire Giant Wizard as a build for very hard/large encounters rather than balanced campaign play — this opts it in as a choosable wizard school. Only affects newly created warbands — a wizard's own school is fixed once chosen.

Needs Blood Legacy. The book frames the Vampire Wizard as a GM/NPC villain build "or PC by group agreement" — this opts it in as a choosable wizard school. Only affects newly created warbands — a wizard's own school is fixed once chosen.

Needs Blood Legacy. Lets one ordinary soldier in the warband become Giant-Blooded (+50gc, -1 Move, -2 Will, +2 Health) — picked from a single control on the Soldiers card below rather than a button on every soldier's row, since only one may take it.

Needs Blood Legacy. The Grimoire of Fin Dalka is found/bought like any other magic item (add it via the Treasury, Vault and Workshop card's Vault items) — once owned, deciphering its 8 Fire Giant spells and selling it are also done there.

Needs The Red King. Adds a "Fill roster" control to the Soldiers card below, rolling random recruits up to 10 members and bypassing the usual gold/roster caps, per the book's endgame campaign mode. The surrounding restrictions (no spending gold, no hiring/dismissing outside this roll, no Vault storage, a soldier lost on a 1-8 survival roll) are shown there as reminder text. The Random Recruit Status Table can inflict a permanent injury on any recruited soldier — turn on "Ordinary soldiers can take permanent injuries" below too if your group wants that to actually apply.

Needs Spellcaster Magazine. Adds a per-game kill log to "After the game" below: record a kill for its Master Monster Table XP, then claim its prize (sold for gold, or a spell/ potion component for the wizard or apprentice). See the Lexicon for the full 92-row table plus "Other Creature", a catch-all for anything not on it.

Needs the toggle above. A handful of the table's prizes target a spell/potion this app has no record of (likely 1st-edition-only) — this swaps those for a flat 5gc prize instead, at the point the kill is recorded.

Needs The Wildwoods. Adds a Supply Points (sp) economy for wilderness campaigns and a purchasable Cargo Transport to the Wizard & apprentice card below: buy/sell sp (1gc/sp, 2sp/gc), settle post-scenario consumption, and fit the transport with upgrades. The transport's on-table push/combat rules are shown as reference text.

Assassin, Demon Hunter, Monk and Mystic Warrior read as costed closer to 1st edition than the rest of the 2e tables. On by default, this bumps their hiring cost (Assassin 100gc, Demon Hunter/Monk/Mystic Warrior 125gc). Applies to future hires only.

Needs Spellcaster Magazine switched on above. On by default; some groups find the magazine's troop stat lines unbalanced — untick to drop just its hireable soldiers while its spells, treasure and bestiary entries stay available either way. Covers every Spellcaster Magazine soldier except Legendary Soldiers (its own toggle below).

Needs Spellcaster Magazine switched on above. On by default. Legendary Soldiers (Issue 4) are a separate, more expensive troop category limited by wizard level rather than freely hired (1 base, +1 per 10 full wizard levels, max 8) — see the Legendary Soldiers limit bar in the roster once enabled. Fielding one caps ordinary Specialists at 3. Also makes the Captain a Legendary Soldier, subject to the same limit instead of the Specialist cap.

Needs "allow its soldiers" above also switched on. On by default. Governs whether the Musketeer, Coachman and Duellist appear in Hire soldier — both toggles must be on for them to show up. Also gates the standalone Pistol/Musket/Blunderbuss items and their upgrades: switch this off and the Workshop — Firearms panel disappears, and any already in item slots stay put but can't be bought or upgraded again until it's back on.

Needs Spellcaster Magazine switched on above. On by default. When hiring a Knight or Templar, lets you pick an Order that trades 1 point of Fight or Health for a special ability — adds an order picker to their row in Hire soldier below.

Additional Weapons

Javelin, Bladed Staff and Throwing Knife are class-issued or lightly-supported standard weapons that stay available regardless of enabled source books (see the Lexicon) — turn any of them off here if your group doesn't use it.

High-Level Wizards (Blood Legacy)

Needs Blood Legacy switched on above. The book treats each of these as its own optional rule to agree on separately, so each has its own toggle here rather than one bundled switch.

+1 specialist slot per full 20 wizard levels (5 at level 20, up to 8 at level 80+).

Wizard and apprentice each gain +1 item slot at level 30, +1 more at level 70 (max +2).

Wizard's maximum potential Health Stat rises +1 per full 10 levels (max +10, so 30 at level 100+). Stacks on top of any Health cap from another wizard state the same way.

A level 100+ wizard may improve a Casting Number down to 4 instead of the normal floor of 5.

Adds a "Spend XP" option on the Wizard card for trading banked XP for gold or a one-off bonus instead of a level — no level requirement of its own, unlike the other four.

Roster caps

2e core defaults to 8 soldiers / 4 specialists. Raise these if your group plays with a bigger warband, or if a mechanic (e.g. Fireheart's Projectile Weapon Construct Modification) has pushed an existing warband over the default specialist cap and you'd rather raise the limit than dismiss someone.

Captain Rules
Captain settings

Starting stats (before any hire-time bonus)

Level-up limits (check Unlimited to remove a stat's cap entirely)

Absolute stat limits — a hard ceiling on the captain's actual stat value, applied once at hire or promotion (separate from the level-up limits above, which cap how many +1s can be spent over time). A stat already above its limit (e.g. carried over from a promoted soldier's own prior leveling) is never reduced — only further increases are blocked.

Promote Captain

Enabled via the Captain mode select above ("Promote only" or "Hire or promote"). Settings below apply whenever promotion is allowed.

Flat promotion bonus — always applied in full, on top of the pick above. Zero by default, so a promotion is worth just the single chosen bonus.

Soldier Leveling

Soldiers get 20xp for participating in a match and 20xp for surviving a match without being reduced to 0hp.

Level-up limits (check Unlimited to remove a stat's cap entirely)

Wizard stat limits

Hard ceilings the wizard's own level-ups run into (2e core defaults below). Blood Legacy's Increased Maximum Health and Lower Casting Number Minimum, if switched on above, stack their bonus on top of whatever is set here rather than a fixed value.

After the game — gold & items

Enter treasure gold, XP, and items found so they appear in the treasury and vault.

Wizard & apprentice
Wizard — Mireille Voss · Elementalist
Move6
Fight+3
Shoot+0
Armour10
Will+5
Health14
Equipment & notes

Wizard items (5 slots)

Pick a standard item or vault loot, or type a custom name. Two-handed weapons use two consecutive slots (shown on PDF as e.g. 2+3: Two-Handed Weapon). Dagger free slot: use the toggle.

Apprentice — Toby Ash · Elementalist

Stats synced from wizard (starting H12 when wizard is H14)

Move6
Fight+1
Shoot+0
Armour10
Will+3
Health12
Equipment & notes

Apprentice items (4 slots)

Mutations, Permanent Injuries & Wizard state
Wizard permanent injuries (0)

None recorded.

Apprentice permanent injuries (0)

None recorded.

Level up wizard (1 ready)

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.

Level history

  • Level 2: +1 Will (latest)
  • Level 1: +1 Fight

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.

Spells (wizard & apprentice)

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.

1. Wall own Elementalist 10/12 Line of Sight Info

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

2. Elemental Bolt own Elementalist 12/14 Line of Sight Info

The spellcaster makes a +7 elemental magic shooting attack against a target figure within 16” and line of sight.

3. Elemental Shield own Elementalist 10/12 Self Only Info

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.

4. Fast Act aligned Chronomancer 10/12 Line of Sight Info

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.

5. Enchant Weapon aligned Enchanter 10/12 Line of Sight Info

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.

6. Leap aligned Summoner 10/12 Line of Sight Info

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.

7. Bone Dart neutral Necromancer 14/16 Line of Sight Info

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.

8. Heal neutral Thaumaturge 12/14 Line of Sight Info

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.

Captain

The Captain is from The Frostgrave Folio — enable that source under Additional Rules and Homerules first.

Soldiers & recruiting
Total soldiers: 3 / 8
Specialists: 1 / 4
Treasury: 275 gc
# Sel. Name Type Status MoveFightShootArmourWillHealth Cost Actions
1 Garrik Thug
standard
active 6 +2 +0 10 -1 10 0
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.

Equipment

Hand weapon

Edit / picture
Gear (1 slot)
Level up

XP 0 · Level 0/3

2 Nissa Thief
standard
active 7 +1 +0 10 +0 10 0
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.

Equipment

Dagger

Edit / picture
Gear (1 slot)
Level up

XP 0 · Level 0/3

3 Wren Archer
specialist
active 6 +1 +2 11 +0 10 75
Info

A trained bowman. A bow loads and fires as a single action, so an archer can move and shoot within the same activation.

Equipment

Bow, quiver, dagger, light armour

Edit / picture
Gear (1 slot)
Level up

XP 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.

Hire soldier

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.

TypeCatSourceCost MoveFightShootArmourWillHealthGear
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
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
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
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.
Hire temporary member

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.

TypeVia spell MoveFightShootArmourWillHealth
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
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
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
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.
Treasury, Vault and Workshop 275 gc

Treasury

Add vault item

Vault items

  • Potion of Healing — Found in game
  • Scroll of Wall — Found in game
Home base

Establishing a base is free after one or more games (2e p.106). Changing location loses purchased upgrades.

Location: Inn
Resources: 0

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.

Owned resources

No resources purchased yet.

Buy resource

Treasury: 275 gc. Each type once only, except where noted repeatable.

ResourceCostEffect
Kennel 400 May bring one war hound or wolf (Animal Companion) above normal soldier limit.
Giant Cauldron 250 +1 Casting Rolls for Brew Potion.
Enchanter's Workshop 400 +1 Casting Rolls for Animate Construct and Embed Enchantment.
Crystal Ball 250 +1 Casting Rolls for Reveal Secret.
Scriptorium 200 +1 Casting Rolls for Write Scroll.
Celestial Telescope 250 Once per game, before rolling, add +5 to an Initiative Roll.
Summoning Circle 300 Out of Game: attempt Summon Demon then Control Demon; success adds a temporary demon not counting toward max warband size.
Carrier Pigeons 50 Soldiers hired cost 10gc less.
Arcane Candle 100 +1 Casting Rolls for Control Demon cast Out of Game.
Summoning Candle 100 +1 Casting Rolls for Summon Demon cast Out of Game.
Sarcophagus of Healing 300 Wizard does not miss a game or pay a fee when Badly Wounded; pays 10gc less for Niggling Injuries.