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How to use

Warband Builder Tab


Yellow cells need player input. Provide your wizard and apprentice names. Select your wizards school from the
dropdown and select if you want to hire an apprentice.
For selecting soldiers, use dropdowns on the “Soldier Type” column to add those to your warband. Watch the gold
remaining in cell L3. You can select up to 4 specialists and the remaining soldiers must come from the Standard
soldier list

Spells Tab
Lots of hidden rows and columns here to try to clean this one up.
Along the top, you’ll see the increased difficulty of the spell schools based on the school you selected on the
warband builder tab.
On the left, a very long table lists all of the spells in the rulebook. The leftmost column gives you a place to select
a spell by placing an X or really anything else. If you change your mind about a spell, make sure you delete out
your mark. All of the spell descriptions are present.
Back near the top of this tab, the “The spells you you picked” table lets you enter in a number from 1 to 8. This will
set the order that they appear when you print from the Warband Printout tab. Don’t repeat numbers and the
prinout only has room for 8 spells.

Warband Printout Tab


Here, double check that everything looks good and hit print. It should print out 2 pages. Once printed, darken in
the extra HP squares that won’t be needed in your next fight.
Along the bottom of the warband page, there is room for recording treasures secured and uncontrolled monsters
slain.
Along the bottom of the spells page, there is room to record failed and successful castings.

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Warband Builder

Frostgrave 2.0 Warband Builder


Wizard
Name Move Fight Shoot Armour Will
Hernando 6 2 0 10 4

Apprentice
Name Move Fight Shoot Armour Will
Fran 6 0 0 10 2

Warband
Name Soldier Type Move Fight Shoot Armour
Valentia Archer 6 +1 +2 11
Specialists

Rahea Crossbowman 6 +1 +2 11

Hamos Thug 6 +2 +0 10
Standard Soldiers

Benaen Thief 7 +1 +0 10
Glarg Infantryman 6 +3 +0 11
Hank Man-at-Arms 6 +3 +0 12
Brock Thug 6 +2 +0 10
D@!$Y War Hound 8 +1 +0 10

Standard Soldier Table


Soldier Move Fight Shoot Armour Will
Standard Soldier

Thug 6 +2 +0 10 -1
Thief 7 +1 +0 10 +0
List

War Hound 8 +1 +0 10 -2
Infantryman 6 +3 +0 11 +0
Man-at-Arms 6 +3 +0 12 +1
Apothecary 6 +1 +0 10 +3

Specialist Soldier Table


Soldier Move Fight Shoot Armour Will
Specialist Soldier Table

Archer 6 +1 +2 11 +0
Crossbowman 6 +1 +2 11 +0
Treasure Hunter 7 +3 +0 11 +2
Tracker 7 +1 +2 11 +1
Knight 5 +4 +0 13 +1
Templar 5 +4 +0 12 +1
Ranger 7 +2 +2 11 +2
Barbarian 6 +4 +0 10 +3
Marksman 5 +2 +2 12 +1

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Warband Builder

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Warband Builder
Starting Gold:
Soldiers Hired
Remaining Gold:

Health School
14 Elementalist

Yes
Health School
12 Elementalist

Warband
Will Health Cost (gc)
+0 10 75
+0 10 75

-1 10 0
+0 10 0
+0 10 50
+1 12 75
-1 10 0
-2 8 10

r Table
Health Cost (gc) Notes
10 0 Hand Weapon
10 0 Dagger
8 10 Animal
10 50 Two-Handed Weapon, Light Armour
12 75 Hand Weapon, Shield, Light Armour
12 75 Staff, Healing Potion

r Table
Health Cost (gc) Notes
10 75 Bow, Quiver, Dagger, Light Armour
10 75 Crossbow, Quiver, Dagger, Light Armour
12 100 Hand Weapon, Dagger, Light Armour
12 100 Staff, Bow, Quiver, Light Armour
12 125 Hand Weapon, Dagger, Shield, Heavy Armour
12 125 Two-Handed Weapon, Heavy Armour
12 125 Bow, Quiver, Hand Weapon, Dagger
14 125 Two-Handed Weapon, Dagger
12 125 Crossbow, Quiver, Hand Weapon, Heavy Armour

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Warband Builder

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Warband Builder
400
8
15

Notes
Bow, Quiver, Dagger, Light Armour
Crossbow, Quiver, Dagger, Light Armour

Hand Weapon
Dagger
Two-Handed Weapon, Light Armour
Hand Weapon, Shield, Light Armour
Hand Weapon
Animal

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Warband Builder

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Spells

Chosen School: Chronomancer Elementalist Enchanter Illusionist Necromancer Sigilist Soothsayer


Elementalist 2 0 2 6 4 4 4

Beginning with 8 spells known, 3 from your school, 1 from each of your aligned schools, 2 total from your neutral schools
Spells Known: 8
Pick Spell (X) School Name Base Castin Your Casti Targeting Descript .
Chronomancer Crumble 10 12 LoS This spel.
Chronomancer Decay 12 14 LoS The spell.
Chronomancer Fast Act 8 10 LoS The spell.
X Chronomancer Fleet Feet 10 12 LoS The targe.
Chronomancer Petrify 10 12 LoS The target .figure must make an imm
Chronomancer Slow 10 12 LoS The targe .
Chronomancer Time Store 14 16 Self Only The spell.
Chronomancer Time Walk 14 16 Self Only Wizard on .
Elementalist Call Storm 12 12 Area Effect All bow a.
Elementalist Destructive Sphere 12 12 Area Effect Every fig.
X Elementalist Elemental Ball 12 12 LoS The spell.
X Elementalist Elemental Bolt 12 12 LoS The spell.
X Elementalist Elemental Hammer 10 10 LoS This spel.
Elementalist Elemental Shield 10 10 Self Only The spell.
Elementalist Scatter Shot 12 12 Area Effect The spell.
Elementalist Wall 10 10 LoS This spel.
Enchanter Animate Construct 10 12 OoG B It is ass .
Enchanter Control Construct 12 14 LoS The targe .
Enchanter Embed Enchantment 14 16 OoG A This spe.
Enchanter Enchant Armour 8 10 LoS This spel.
Enchanter Enchant Weapon 8 10 LoS This spe.
Enchanter Grenade 10 12 LoS The spell.
X Enchanter Strength 10 12 LoS The targe .
Enchanter Telekinesis 10 12 LoS The spell.
Illusionist Beauty 10 16 Self Only This spel.
Illusionist Blink 12 18 LoS This spel.
Illusionist Fool’s Gold 10 16 LoS This spel.
Illusionist Glow 10 16 LoS A brightl .
Illusionist Illusionary Soldier 12 18 OoG B OR ToucAn illusi .
Illusionist Invisibility 12 18 Touch The targe .
Illusionist Teleport 10 16 Self Only The spell.
Illusionist Transpose 12 18 LoS This spel.
Necromancer Animate Skull 8 12 LoS The spell.
Necromancer Bone Dart 10 14 LoS This spel.
Necromancer Bones of the Earth 10 14 LoS A skeleta.
Necromancer Control Undead 12 16 LoS The targe .
Necromancer Raise Zombie 10 14 OoG B OR ToucThe spell.
Necromancer Spell Eater 12 16 LoS Casting t.
Necromancer Steal Health 10 14 LoS The targe .
Necromancer Strike Dead 18 22 LoS This spel.
X Sigilist Absorb Knowledge 12 16 OoG A Wizard o.
Sigilist Bridge 10 14 LoS The spell.

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Spells
Sigilist Draining Word 14 18 Area Effect This spel.
Sigilist Explosive Rune 10 14 LoS The spell.
Sigilist Furious Quill 10 14 LoS The targe .
Sigilist Power Word 14 18 Area Effect This spel.
Sigilist Push 8 12 LoS The targe .
Sigilist Write Scroll 12 16 OoG A This spel.
Soothsayer Awareness 12 16 OoG B If this s .
Soothsayer Combat Awareness 12 16 Touch This spel.
Soothsayer Mind Control 12 16 LoS The targe .
Soothsayer Mind Lock 12 16 LoS The targe .
Soothsayer Reveal Secret 12 16 OoG B This spel.
Soothsayer Suggestion 12 16 LoS The targe .
Soothsayer True Sight 10 14 Self Only The spell.
Soothsayer Wizard Eye 8 12 LoS This spel.
Summoner Control Demon 10 12 LoS The targe .
Summoner Imp 10 12 LoS The spell.
Summoner Leap 8 10 LoS This spel.
X Summoner Plague of Insects 10 12 LoS The targe .
Summoner Planar Tear 12 14 LoS The spell.
Summoner Plane Walk 10 12 Self Only Although.
Summoner Possess 12 14 LoS This spel.
Summoner Summon Demon 12 14 Touch Immediat.
Thaumaturge Banish 10 14 LoS All demon .
Thaumaturge Blinding Light 8 12 LoS The targe .
Thaumaturge Circle of Protection 12 16 Touch Creates .a
Thaumaturge Destroy Undead 10 14 LoS The targe .
Thaumaturge Dispel 12 16 LoS Immediate .
Thaumaturge Heal 8 12 LoS This spel.
X Thaumaturge Miraculous Cure 16 20 OoG A Wizard on .
Thaumaturge Shield 10 14 LoS The targe .
Witch Animal Companion 10 14 OoG B The spel.
Witch Brew Potion 12 16 OoG B The spell.
Witch Control Animal 12 16 LoS The targe .
Witch Curse 8 12 LoS The targe .
Witch Familiar 10 14 OoG B The spell.
Witch Fog 8 12 LoS Place a l.
Witch Mud 10 14 LoS All groun.
Witch Poison Dart 10 14 LoS Make an. i

Bottom Bottom Bottom Bottom Bottom Bottom


Bottom Bottom Bottom Bottom Bottom Bottom

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Spells

Summoner Thaumaturge Witch


2 4 4

eutral schools
The spells you picked
Order for Printout Spell Page Name School
1 5 Fleet Feet Chronomancer
2 1 Elemental BallElementalist
3 2 Elemental BoltElementalist
4 3 Elemental Ha Elementalist
5 4 Strength Enchanter
6 7 Absorb Knowl Sigilist
7 6 Plague of InseSummoner
8 8 Miraculous CuThaumaturge
9
10
11
12

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Spells

ked
Your Casting Targeting Description
12 LoS The target receives +2 Move for the rest of the game. Multiple castings of Fleet Feet on the same targ
12 LoS The spellcaster selects an enemy figure within 16” and line of sight and hurls a ball of destructive elem
12 LoS The spellcaster makes a +7 elemental magic shooting attack against a target figure within 16” and line
10 LoS This spell is cast upon a weapon. The next time the figure wielding this weapon wins a round of comb
12 LoS The target receives +2 Fight. Multiple Strength spells on the same target have no effect.
16 OoG A Wizard only. This spell allows a wizard to absorb the knowledge from a written work without having to
12 LoS The target figure is attacked by a cloud of stinging or biting insects that irritate and distract. The cloud
20 OoG A Wizard only. This spell may be used in several different ways. A successful casting of this spell will rem

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Spells

et Feet on the same target have no effect.


ball of destructive elemental energy at it. The target and every figure within 1” and line of sight of the target immediately suffers a +5 eleme
gure within 16” and line of sight.
n wins a round of combat and does at least 1 point of damage, this weapon inflicts an additional 5 points of elemental magic damage. If cas
no effect.
work without having to read it. A wizard immediately gains 40 experience points for casting this spell to represent the speed with which the
and distract. The cloud of insects has a 1” radius centred on, and moving with, the target figure. It affects all figures, including the target figu
sting of this spell will remove all permanent injuries from one figure. For example, a wizard suffering from Lost Fingers regrows all their miss

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Spells

ately suffers a +5 elemental magic shooting attack. Roll this shooting attack separately for each figure. Treat the target figure as the origin o

al magic damage. If cast on a normal weapon, which is then used against a creature that is Immune to Normal Weapons, this weapon will o

e speed with which they can gain knowledge. This experience does not count against the maximum that can be earned in one game. This
including the target figure, fully or partially within this radius. While being pestered by the insects, a figure has -4 Fight and -4 Shoot (to a m
rs regrows all their missing digits, regardless of how many times they have suffered that particular injury. Or, it may be cast on a Badly Wou

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Spells

get figure as the origin of the attack for the purposes of determining cover or intervening terrain for all other figures suffering the attack. This

pons, this weapon will only deal the 5 points of elemental magic damage. If cast on a bow or crossbow the spell only applies to the next atta

ned in one game. This spell may only be cast after a game in which the wizard was not reduced to 0 Health.
ght and -4 Shoot (to a minimum of +0) and -2 to Casting Rolls. After this figure activates each turn, it may make a Will Roll with a Target Nu
be cast on a Badly Wounded figure – if successful, the soldier is healed and may participate in the next game with no penalty. Finally, it ma

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Spells

uffering the attack. This spell may not target an enemy figure that is even partially obscured by another figure.

y applies to the next attack.

ill Roll with a Target Number equal to the Casting Roll. If successful, the spell is cancelled. Other figures within the radius may simply move
o penalty. Finally, it may be used to attempt to bring a figure back from the dead. The figure must have died in the game just played, and us

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Spells

adius may simply move away to escape. A figure may only ever be affected by one Plague of Insects spell at a time, whether as a target or
ame just played, and using the spell in this fashion incurs a -4 penalty to the Casting Roll. If successful, the figure is restored to life, and ma

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Spells

, whether as a target or by virtue of being within the 1” radius. Large creatures, undead, and constructs are immune to this spell.
restored to life, and may participate in the next game with no penalty. If Miraculous Cure is cast using a scroll, it cannot be used to resurre

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Spells

to this spell.
nnot be used to resurrect the dead.

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Warband Printout
Warband
Wizard Hernando 5 10 15 20
Move Fight Shoot Armour Will Health School
6 2 0 10 4 14 Elementalist

Apprentice Fran 5 10 15 20
Move Fight Shoot Armour Will Health School
6 0 0 10 2 12 Elementalist

Soldiers
Valentia Archer 5 10 15 Bow, Quiver,
1 Move Fight Shoot Armour Will Max Health Dagger, Light
6 +1 +2 11 +0 10 Armour

Rahea Crossbowman 5 10 15 Crossbow, Quiver,


2 Move Fight Shoot Armour Will Health Dagger, Light
6 +1 +2 11 +0 10 Armour

Hamos Thug
3 Move Fight Shoot Armour Will Max Health Hand Weapon
6 +2 +0 10 -1 10

Benaen Thief 5 10 15
4 Move Fight Shoot Armour Will Max Health Dagger
7 +1 +0 10 +0 10

Glarg Infantryman 5 10 15 Two-Handed


5 Move Fight Shoot Armour Will Max Health Weapon, Light
6 +3 +0 11 +0 10 Armour

Hank Man-at-Arms 5 10 15
Hand Weapon,
6 Move Fight Shoot Armour Will Max Health
Shield, Light Armour
6 +3 +0 12 +1 12

Brock Thug 5 10 15
7 Move Fight Shoot Armour Will Max Health Hand Weapon
6 +2 +0 10 -1 10

D@!$Y War Hound 5 10 15


8 Move Fight Shoot Armour Will Max Health Animal
8 +1 +0 10 -2 8

0 0 5 10 15
9 Move Fight Shoot Armour Will Max Health

0 0 5 10 15
10 Move Fight Shoot Armour Will Max Health

Treasure Secured: Uncontrolled Creatures Killed:

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Warband Printout
Spells
Elemental Ball Elemental Bolt
Elementalist 12 LoS Elementalist 12 LoS
The spellcaster selects an enemy figure within 16” and line of sight and The spellcaster makes a +7 elemental magic shooting attack against a
hurls a ball of destructive elemental energy at it. The target and every target figure within 16” and line of sight.
figure within 1” and line of sight of the target immediately suffers a +5
elemental magic shooting attack. Roll this shooting attack separately for
each figure. Treat the target figure as the origin of the attack for the
purposes of determining cover or intervening terrain for all other figures
suffering the attack. This spell may not target an enemy figure that is even
partially obscured by another figure.

Elemental Hammer Strength


Elementalist 10 LoS Enchanter 12 LoS
This spell is cast upon a weapon. The next time the figure wielding this The target receives +2 Fight. Multiple Strength spells on the same target
weapon wins a round of combat and does at least 1 point of damage, this have no effect.
weapon inflicts an additional 5 points of elemental magic damage. If cast
on a normal weapon, which is then used against a creature that is Immune
to Normal Weapons, this weapon will only deal the 5 points of elemental
magic damage. If cast on a bow or crossbow the spell only applies to the
next attack.

Fleet Feet Plague of Insects


Chronomancer 12 LoS Summoner 12 LoS
The target receives +2 Move for the rest of the game. Multiple castings of The target figure is attacked by a cloud of stinging or biting insects that
Fleet Feet on the same target have no effect. irritate and distract. The cloud of insects has a 1” radius centred on, and
moving with, the target figure. It affects all figures, including the target
figure, fully or partially within this radius. While being pestered by the
insects, a figure has -4 Fight and -4 Shoot (to a minimum of +0) and -2 to
Casting Rolls. After this figure activates each turn, it may make a Will Roll
with a Target Number equal to the Casting Roll. If successful, the spell is
cancelled. Other figures within the radius may simply move away to
escape. A figure may only ever be affected by one Plague of Insects spell
at a time, whether as a target or by virtue of being within the 1” radius.
Large creatures, undead, and constructs are immune to this spell.

Absorb Knowledge Miraculous Cure


Sigilist 16 OoG A Thaumaturge 20 OoG A
Wizard only. This spell allows a wizard to absorb the knowledge from a Wizard only. This spell may be used in several different ways. A successful
written work without having to read it. A wizard immediately gains 40 casting of this spell will remove all permanent injuries from one figure. For
experience points for casting this spell to represent the speed with which example, a wizard suffering from Lost Fingers regrows all their missing
they can gain knowledge. This experience does not count against the digits, regardless of how many times they have suffered that particular
maximum that can be earned in one game. This spell may only be cast injury. Or, it may be cast on a Badly Wounded figure – if successful, the
after a game in which the wizard was not reduced to 0 Health. soldier is healed and may participate in the next game with no penalty.
Finally, it may be used to attempt to bring a figure back from the dead. The
figure must have died in the game just played, and using the spell in this
fashion incurs a -4 penalty to the Casting Roll. If successful, the figure is
restored to life, and may participate in the next game with no penalty. If
Miraculous Cure is cast using a scroll, it cannot be used to resurrect the
dead.

Failed Spells: Successful Spells:

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