Frostgrave - Spell Cards.pdf

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CHRONOMANCER
CRUMBLE
Chronomancer / 10 / Line of Sight 
This spell only works against man-made structures such as
buildings and walls. The spellcaster rapidly speeds up the
passing of time in a small area of the structure, causing it to
collapse. This can effectively create a doorway-sized hole
through any wall, which should be indicated on the table
somehow. The spell can also be used to collapse a section of
floor beneath a figure standing on a level above the ground. In
this case, the figure about to be affected must pass a Will roll
versus the casting roll, or fall to the next level down and taking
damage appropriately.
DECAY
Chronomancer / 12 / Line of Sight 
The spellcaster selects and attacks a target’s weapon, causing
it to decay and fall apart, rendering it useless for the rest of the
game. This spell has no effect on magic weapons (even those
only temporarily enchanted).
FAST ACT
Chronomancer / 8 / Line of Sight 
The target figure will act first next turn, in a special phase
before either player’s wizard phase. If this spell is cast multiple
times in the same turn, all figures so affected will act in this
special phase, starting with the last figure to have had Fast Act
cast upon it, and concluding with the first.
F LEET F EET
Chronomancer / 10 / Line of Sight 
Target receives +2 Move for the rest of the game. Multiple
castings of Fleet Feet on the same target have no effect.
SLOW
PETRIF Y
Chronomancer / 12 / Line of Sight 
The target is temporarily frozen solid and may take no actions
on its next activation. After the next activation, the figure may
move as normal. The target may attempt to resist this spell by
succeeding with a Will roll versus the casting roll.
Chronomancer / 12 / Line of Sight 
The target must pass a Will roll or be reduced to one action per
activation. After each activation, the target may attempt
another Will roll versus the original casting roll, in order to
shake off the effects of the spell. Otherwise, its effects last
until the end of the game. Multiple castings of this spell on the
same target have no effect.
TIME STORE
Chronomancer / 14 / Self Only 
The spellcaster captures a fragment of his own present to save
for future use. To cast this spell, the spellcaster must be able to
take two actions during the turn. He must spend the first action
casting Time Store. If successful, the second action is lost. This
spellcaster is now considered to have a stored ‘extra action’
that he may use in a future turn. This action can only be used
while the spellcaster is taking his normal actions for the turn,
essentially giving him three actions in that turn. A spellcaster
may only ever have one stored action at any time.
TIME WALK
Chronomancer / 18 / Self Only 
The spellcaster is allowed to activate, with the usual two
actions, for a second time in the turn – during the soldier
phase. If a spellcaster fails to cast this spell, he suffers 2
damage in addition to any other damage for failing to cast the
spell. A spellcaster cannot cast Time Walk if he is currently
using Time Store.
ELEMENTALIST
CALL STORM
Elementalist / 12 / Area Effect 
If this spell is successfully cast, all bow and crossbow attacks
are -1 for the rest of the game. This spell may be cast multiple
times (and by multiple spellcasters), with each additional
casting increasing the penalty by a further -1, up to a maximum
penalty of -10.
DESTRUCTIVE SPHERE
Elementalist / 12 / Area Effect 
Every figure within 3” of the spellcaster suffers a +5 attack.
ELEMENTAL BALL
Elementalist / 12 / Line of Sight 
The spellcaster chooses an enemy figure within 24” and line of
sight and hurls a ball of destructive elemental energy at it. The
target, and every figure (including friendly ones) within 1.5”
and line of sight of the target, immediately suffers a +5
shooting attack (roll each attack separately). This spell may not
target an enemy figure that is even partially obscured by
another figure.
ELEMENTAL BOLT
Elementalist / 12 / Line of Sight 
The spellcaster may make an immediate +8 shooting attack
against any figure in line of sight.
ELEMENTAL HAMMER
Elementalist / 10 / Line of Sight 
This spell is cast upon a weapon. The next time this weapon
causes at least 1 point of damage, it inflicts an additional 5
points of damage.
ELEMENTAL SHIELD
Elementalist / 10 / Self Only 
The spellcaster forms a floating shield to protect himself. This
shield absorbs the next 3 points of damage against the
spellcaster from any source. Once 3 points have been absorbed
the shield vanishes. A spellcaster may only have one Elemental
Shield active at any time.
SCATTER SHOT
Elementalist / 12 / Area Effect 
The spellcaster may make one +0 attack against every enemy
figure (either from an opposing warband or a creature) within
12”. This may include enemy figures in combat, although the
normal rules for shooting into combat are followed in this case.
WALL
Elementalist / 10 / Line of Sight 
This spell creates an impenetrable 6”-long, 3”-high wall within
6” of the spellcaster. At the end of each following turn, roll a
d20 – on a 17+ the wall vanishes.
ENCHANTER
ANIMATE CONSTRUCT
Enchanter / 8 / Out of Game 
It is assumed that the spellcaster has built a construct prior to
using this spell to animate it. If the spell is successfully cast,
the construct immediately becomes a member of the warband,
taking the place of a soldier. A spellcaster may declare that he
is attempting to animate a construct of any size (Small,
Medium or Large – see Chapter 6: Bestiary), but the larger the
construct, the harder it is to animate, so the following
modifiers are applied to his roll to cast the spell: Small -0,
Medium -3, Large -6.
CONTROL CONSTRUCT
Enchanter / 12 / Line of Sight 
If successfully cast, the target construct must make an
immediate Will roll versus the casting roll. If the roll fails, the
spellcaster gains control of the construct for the rest of the
game. A spellcaster may only control one construct at a time.
EMBED ENCHANTMENT
Enchanter / 12 / Out of Game 
This spell causes any Enchant Armour or Enchant Weapon spell
that is still active at the end of a game, to become permanent,
and the weapon or armour in question to become a magic item.
Alternatively, a spellcaster may cast either of those spells after
a game (even though neither are usually an Out of Game spell),
immediately followed by Embed Enchantment. If both spells are
successful, the item becomes permanently enchanted.
ENCHANT ARMOUR
Enchanter / 8 / Line of Sight 
The armour worn by the target now counts as magic armour
and grants a +1 to Armour for the rest of the game. Multiple
castings of this spell on the same target have no effect.
ENCHANT WEAPON
Enchanter / 8 / Line of Sight 
A target weapon is given a temporary magic boost by the
spellcaster. Melee weapons affected by this spell count as
magic weapons and give their users +1 Fight for the rest of the
game. Bows and crossbows targeted by the spell give +1 Shoot
instead, but do not count as magic weapons. Multiple castings
of this spell on the same weapon have no effect. Alternatively,
the spell can be used to enchant one arrow or quarrel. This
gives +1 Shoot and counts as a magic weapon, but only for the
next shot. A bow or crossbow boosted by Enchant Weapon may
be used to fire arrows or quarrels similarly enchanted, and the
bonuses stack.
GRENADE
Enchanter / 10 / Line of Sight 
The spellcaster takes an object, commonly a simple rock,
imbues it with magic energy and throws it at his target,
whereupon it explodes into hundreds of fragments. The caster
picks a target point within 12”. Every figure, including allies,
within 1.5” of that point immediately suffers a +3 shooting
attack.
TELEKINESIS
STRENGTH
Enchanter / 10 / Line of Sight 
The target receives +2 Fight for the rest of the game. Multiple
Strength spells on the same target have no effect.
Enchanter / 8 / Line of Sight 
The spellcaster may move any currently unclaimed treasure
within 24” by up to 6” in any direction. As long as he can
maintain line of sight to the treasure, he can move it over any
terrain or obstacle. If the treasure moves out of line of sight, it
immediately falls straight to the ground.
ILLUSIONIST
BEAUTY
Illusionist / 10 / Self Only 
This spell causes all humans (i.e. anything not found in Chapter
6: Bestiary) who look at the spellcaster to see a paragon of
beauty. Anyone wishing to attack the spellcaster must first
pass a Will roll versus the casting roll. Failing this Will roll
does not cause the would-be attacker to lose an action. Any
model magically compelled to fight the target must also pass a
Will roll or suffer -1 to its Fight stat.
F OOL’S GOLD
Illusionist / 8 / Out of Game 
This spell allows the spellcaster to place one additional
treasure token before the start of the game. However, he must
also secretly note down which of the treasures he has placed is
the Fool’s Gold. When any figure comes into contact with the
Fool’s Gold, the treasure token immediately vanishes and is
removed from the game.
GLOW
Illusionist / 10 / Line of Sight 
A brightly glowing light surrounds the target figure. For the rest
of the game, all shooting attacks against this figure are at +3.
Multiple Glow spells on the same target have no effect.
ILLUSIONARY SOLDIER
Illusionist / 12 / Out of Game 
Causes an illusionary soldier to join the warband for the next
battle. This soldier can be of any type. This soldier cannot pick
up treasure, nor can it deal damage. If the soldier ever suffers
damage of any type, it is removed. A warband may only have
one illusionary soldier at any given time.
INVISIBILITY
Illusionist / 12 / Touch 
The target figure becomes invisible and may not be attacked or
targeted by spells (although he may still be affected by area
effects, such as the blast radius of a Grenade spell). The
effects of this spell last until the target attacks, casts a spell,
or picks up an item of treasure. The spell can be cast on a
figure already carrying treasure, rendering both invisible.
MONSTROUS F ORM
Illusionist / 8 / Self Only 
Any figure wishing to move into contact with the spellcaster
must make an immediate Will roll versus the casting roll. If
failed, the figure sees a hideous creature instead of the
spellcaster and is too scared to attack – he may only make a
move that takes him further away. A spellcaster may not have
Beauty and Monstrous Form cast at the same time. Undead,
constructs, and demons are immune to Monstrous Form.
TR ANSPOSE
TELEPORT
Illusionist / 10 / Self Only 
The spellcaster immediately moves to any location within line
of sight, but may take no other action this turn. This spell may
not be used to enter combat.
Illusionist / 12 / Line of Sight 
This spell switches the position of two figures on the board.
The two figures being transposed must be within 10” of each
other and both must be within line of sight of the spellcaster.
The spellcaster may cast Transpose to switch himself with
another figure. If he attempts to transpose an enemy figure
(either a creature or member of a rival warband), they may each
make a Will roll versus the casting roll. If even one succeeds
with this Will roll, the spell fails. This spell may target figures
in combat.
NECROMANCER
BONES OF THE EARTH
BONE DART
Necromancer / 8 / Line of Sight 
This spell fires a small, sharp shard of bone at a target. The
spellcaster may make an immediate +5 shooting attack against
any figure in line of sight. This does not count as a magic
attack.
Necromancer / 10 / Line of Sight 
A skeletal hand reaches out of the ground and grabs the
target’s ankle. The target is held fast and may not move. Any
magic form of movement will allow the target to escape the
hand. Otherwise, the only way to escape the hand is to fight.
The hand has Fight +0 and Health 1. If the hand is damaged, it
vanishes, and the target is free. This spell may only be cast
against a target that is standing on ground level. The maximum
range for this spell is 18”.
R AISE ZOMBIE
CONTROL UNDEAD
Necromancer / 12 / Line of Sight 
If successfully cast, the target undead creature must make an
immediate Will roll versus the casting roll. If the roll fails, the
spellcaster gains control of the undead creature for the rest of
the game. A spellcaster may only control one undead creature
at a time.
Necromancer / 8 / Out of Game OR Touch 
This spell can be used both ‘Out of Game’ and during the game.
If successful, the spellcaster adds one zombie to his warband
(see Chapter 6: Bestiary). If the spell is cast before the game,
the zombie can be deployed normally. If it is cast during a
game, the zombie appears in base contact with the spellcaster.
A warband may only have one raised zombie at any one time. If
the zombie is killed during a game, Raise Zombie can be cast
again to create another. A raised zombie does not count
towards the warband size limit and remains with a warband
until the end of the game, at which point it crumbles into dust.
REVEAL DEATH
Necromancer / 12 / Line of Sight 
This spell causes the target to see a vision of his own death.
The target must make an immediate Will roll versus the casting
roll. If the target fails, he loses his next activation.
SPELL EATER
Necromancer / 12 / Line of Sight 
This spell cancels the effects of any one spell currently in play,
and the spellcaster immediately takes 1 point of damage. It
cannot unsummon a creature, but it can cancel the control of a
creature.
STEAL HEALTH
Necromancer / 10 / Line of Sight 
The target must make an immediate Will roll versus the casting
roll. If failed, the target immediately loses 3 Health and the
spellcaster regains 3 Health. This may not take the spellcaster
above his starting health. This spell has no effect on undead,
constructs or demons. A spellcaster may target a member of
his own warband – if he does, however, the target will
immediately (and permanently) leave the warband and will
move as quickly as possible off the board.
STRIKE DEAD
Necromancer / 18 / Line of Sight 
This spell may target a figure within 8”. The target must make
a Will roll versus the casting roll or be immediately reduced to
0 Health. All figures may empower their Will roll to resist this
spell, even non-spellcasters. The spellcaster immediately loses
1 Health upon attempting this spell (even if it is cast
successfully), plus any additional loss incurred by failure or
empowerment.
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