Wizard (8 spells) (P.18)
Type:
Must have 3 spells from own
Aligned: +2
Must have 1 spell from each
Neutral: +4
May have 2 from different schools
Opposed: +6
Apprentice cast at -2
Frostgrave
Movement (P.32)
Obstructions
-2” for every 1” vertical
Rough
Double cost to move in
Combat
Can not move
Forcing Combat
Uncommitted Enemy may engage if you move within 1”
Off Board
If forced off stop at edge, no further effect
Jumping
Can jump up to 4” but must have run up of same distance
Falling
<3” no effect
>3” Damage = distance * 1.5 (ie 5” = 7 damage)
Turn order (P.28)
Initiative
Roll for who goes first in each of the
following phases
Wizard
Activate ALL Wizard’s plus up to 3 soldiers
within 3”
Apprentice
Activate ALL Apprentice’s plus up to 3 un-
activated soldiers within 3”
Soldiers
Activate ALL un-activated soldiers
Creature
Activate All creatures
Activations
All figures have 2 activations
Actions
Move (must use one activation)
2
nd
Move (1/2 distance)
Fight
Shoot
Spellcast
Collect / drop treasure
Special
Weapons (P.24)
Fight Range Damage Opponents
Damage
Notes
Dagger
-1
2H
Weapon
+2
Staff
-1
-1
Bow
24”
Load and
fire as 1
action
Crossbow
24”
+2
Reload
instead of
move
Unarmed
-2
-2
Items (P.19)
Slots At Start
For 5 Gold each
Wizards
5
Staff / Hand
weapon
Dagger, 2H
Weapon, Bow or
Crossbow
Apprentices 4
Soldiers
1
Standard
equipment
Group Activations
1. Activate soldiers before
Wizard moves
2. Move Wizard and all
soldiers first
3. 2
nd
action
Spellcasting (P.42)
Can not cast while in combat
Nominate target
Roll d20 + Casters Mod
Must be equal or greater than Casting
Number
If less caster suffers:
Failed by
Damage
1-4
0
5-9
1
10-19
2
20
5
Empowering
Caster can trade Health point to boast spell
rolls.
Resisting Spells
Roll d20 + WILL
Must beat Casters casting roll
Collecting Treasure (P.44)
Can not collect if enemy within 1”
A figure can carry 1 token
Move halved
Fight -1
Ending the Game (P.47)
One player has no figures left
Last treasure token exits board
Creature Actions (P.45)
Creatures:
Never attack another creature
Always Force Combat
1
st
Action
2
nd
Action
Is Creature in combat
Fight
Move into
combat
Is there a figure in 10”
and LOS
Move towards
Fight or move
Other
Random
direction
Combat (P.35)
Both figures roll d20+Fight+mods
Highest wins (Tie both hit)
Damage = Winners initial roll-Targets Armour
Winner CAN push loser back 1” (out of combat)
Modifiers
Mod
Notes
Supporting figures
+2
Supporting figures can not be in combat with another figure
Critical Hit
If a natural 20 is rolled, auto hit, double damage
Shooting
As above but use Defenders Fight skill not Armour
Modifiers
Mod
Notes
Intervening Terrain
+1
Cumulative
Figure in base contact is in cover
Light Cover
+2
Heavy Cover
+4
Hasty Shot
+1
Shooter moved
Large Target
-2
Shooting into combat
Randomly determine target then shoot
Wounded
Any figure with 4 or less health
Only 1 Action
-2 to all die rolls
Undead are not effected