Setup
A warband consists of a Wizard, an optional Apprentice, an optional Captain, and up to 8 soldiers.
Each player controls a warband centred on their Wizard. The warband may include: one Wizard (required), one Apprentice (optional, always same school as Wizard), one Captain (optional, a powerful non-magical leader), and up to 8 additional soldiers or hired figures. The total warband size including the Wizard is typically capped per scenario or campaign rules.
General
The Wizard has six core stats: Move, Fight, Shoot, Armour, Will, and Health.
Every figure in Frostgrave, including the Wizard, is defined by six statistics: Move (how far in inches the figure can move per activation), Fight (melee combat roll modifier), Shoot (ranged combat roll modifier), Armour (target number opponent must beat to deal damage), Will (resistance to spells and magical effects), and Health (number of wounds before being taken out of action). Wizards also have a Level and XP (experience points) that increase over a campaign.
General
Each Wizard belongs to one of ten schools of magic, which determines their spell list and casting number modifiers.
A Wizard chooses one school of magic at warband creation from: Chronomancer, Elementalist, Enchanter, Illusionist, Necromancer, Sigilist, Soothsayer, Summoner, Thaumaturge, or Witch. The school determines which spells are 'in-school' (lower casting numbers), which are 'aligned' (slightly higher), and which are 'neutral' (highest casting numbers). Each school has 8 signature spells.
Card play
Each spell has a Casting Number that the Wizard must meet or beat on a d20 + Will to successfully cast it.
To cast a spell, the Wizard (or Apprentice) rolls a d20 and adds their Will stat. If the result equals or exceeds the spell's Casting Number, the spell is successfully cast. In-school spells for the Wizard's school have the lowest base Casting Numbers. Aligned school spells have Casting Numbers increased by 2. Out-of-school (neutral) spells have Casting Numbers increased by 4. Casting Numbers can be reduced through experience upgrades, grimoires, and scrolls.
General
The Apprentice is a lesser spellcaster who knows the same spells as the Wizard but casts them at a higher difficulty.
The Apprentice shares the same school and spell list as the Wizard. However, the Apprentice's Casting Numbers for all spells are increased by 2 compared to the Wizard's current Casting Numbers. The Apprentice has its own stats (Move, Fight, Shoot, Armour, Will, Health), items, and injury records on the roster.
General
The Captain is an experienced non-magical fighter who gains XP and Levels, and can learn Tricks of the Trade.
The Captain functions as a powerful combat-focused leader for the warband. The Captain has their own Level, XP, stats (Move, Fight, Shoot, Armour, Will, Health), items, and injury records. As the Captain gains levels, they can learn special abilities called 'Tricks of the Trade' that enhance their combat effectiveness. The Captain cannot cast spells.
General
Soldiers and other warband members each have stats (Move, Fight, Shoot, Armour, Will, Health) and equipment recorded on the roster.
Each non-Wizard, non-Apprentice, non-Captain member of the warband is a soldier or hired figure. They are defined by the same six stats as other figures. Their name, stat line, equipment, and carried items are recorded on the warband roster sheet. Soldiers do not gain XP or levels in the base game.
Special
Chronomancer school spells: Crumble, Fast Act, Petrify, Time Store, Decay, Fleet Feet, Slow, Time Walk.
The Chronomancer school focuses on manipulation of time and entropy. Their 8 school spells are: Crumble, Fast Act, Petrify, Time Store, Decay, Fleet Feet, Slow, and Time Walk. Each has its own Casting Number recorded on the warband sheet.