Duwen the Many

Duwen is a collective of consciousnesses that have coalesced into a humanoid form. They are not sure exactly what sparked the blending of their minds, but it has gifted them with magical powers. Or perhaps, one of them was once a mortal wizard. It is hard for Duwen to truly remember each distinct history at this point.

For years after emerging, Duwen prowled in the shadows of southern cities. They practiced their spellcraft and fine tuned their ability to manipulate the minds of others. While they lived comfortably as a result, like many wizards, they could not resist the siren’s call of ever greater power that could be discovered in the thawing ruins of Frostgrave.


Duwen is a master at manipulating the minds of others. They can seize control of their enemies and protect the minds of their allies. In combat, Duwen protects themselves with Beauty before attempting to seize control of an enemy soldier’s mind. Telekinesis and Push allow for them to manipulate treasures and interfere with the positions of enemies. Dispel is useful for them if an opposing spellcaster puts a lingering spell in place that is interfering with their plans.

  • Beauty – Illusionist 12
  • Dispel – Thaumaturge 14
  • Fast Act – Chronomancer 10
  • Mind Control – Soothsayer 12
  • Mind Lock – Soothsayer 12
  • Push – Sigilist 12
  • Suggestion – Soothsayer 12
  • Telekinesis – Enchanter 14


Duwen’s apprentice is truly an extension of themselves. Somehow, they have created a secondary vessel for their consciousness that possesses a portion of their power. Because the copy holds less of their collective power, it often focuses on assisting their minions with spells such as Fast Act and Mind Lock.


Duwen has hired a motley assortment of minions to protect their bodies. Given that they are willing to work for Duwen, they are definitely an unsavory lot of criminals and cutthroats. The band includes a brutish man-at-arms, a cruel crossbowman with two hunting dogs, a stealthy assassin, and a burglar. The rest of the band is filled out with average thieves and thugs.

  • Assassin (Forgotten Pacts)
  • Crossbowman
  • Man-at-Arms
  • Thief × 2
  • Thug × 2
  • Trap Expert (Into the Breeding Pits)
  • War Hound × 2


When Duwen casts Transcendence, they expand their shared consciousness to encompass all life. They now are everyone and know everything.

Wednesday Wizards is a series of posts that I’m planning to write for the next few months. Each entry will present a wizard for Frostgrave Second Edition with background, spell selection, soldiers, and their goal in exploring the city. These wizards and warbands could be used as-is to start a new campaign or serve as inspiration as you build your own wizard.

By Scott Boehmer

A game enthusiast and software engineer.

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