Warhammer Quest

Kislevite Shaman

Written by Gav Thorpe
Additions by Peter Haresnape

The Kislevite Shaman is one of the warriors released by Games Workshop in a ‘Figgers n’ Rulz’ deal, whereby the full rules and a pair of figures could be sent away for, adding to the basic profile featured in a magazine.

One of the main criticisms of the Shaman is that there is only one healing spell (not counting the Resurrection!), which works well at lower levels but is not much use at higher ones. As a Kislevite Shaman would have to perform various healing duties in his tribe, it is likely that he would have a far greater scope for restorative magic.

This document details a few changes that might improve the Shaman, by adding a few spells, changing a few others, and adding other Spirit-Familiars to guide the Shaman through his life.



Old Totems; Wolf, Raven (Raven altered)
New Totems; Eagle, Bear, Polecat, Horse
Other possible ideas; Salmon, Elk...

The Raven is commonly associated with death, but is comparatively small and weak. It is agile and has the ability to fly, but cannot sustain much injury. If you choose the Raven as your totem you may add +1 to your Move and +1 to your Initiative, but must deduct -2 from your Wounds total. The Raven is known for scavenging, and the Raven Shaman may roll 1D6 at the beginning of a turn when Monsters are present on the board. On a roll of 6 he recovers a single wound, as his spirit totem reinforces him. This cannot take place if he is on 0 wounds.

The Wolf is lean and fast, and is known for its great endurance on long hunts. It is, however, eternally driven by its hunger and needs to feed to sustain itself. If you choose the Wolf as your totem your Warrior may add +1 to his Weapon Skill and an additional 2 Wounds. For every turn that there are no Monsters on the dungeon board, roll 1D6. On a roll of 1 you lose a wound, which may be recovered in the normal way.

The Eagle is a hunter of the air that relies on its exceptional eyesight and speed to spot and catch its prey. Choosing the Eagle Totem allows a warrior to add +1 to his BS, and gain the ability to break pinning automatically. The speed and reflexes the Shaman gains allows him to dodge incoming attacks on a roll of 6. On the negative side, the Eagle Shaman loses -2 Starting Wounds.

The Bear is a fearful and powerful hunter and scavenger. Bear Shamans gain +1 Strength but lose -1 Move. As the Bear often scavenges, the Bear Shaman may roll 1D6 at the beginning of a turn when Monsters are present on the board. On a roll of 6 he recovers a single wound, as his spirit totem reinforces him. This cannot take place if he is on 0 wounds.

The Polecat is a rare, sleek predator, feared and admired in Kislev, almost to legendary proportions. The Polecat is a hunter like the wolf, but a solitary one. A Warrior choosing the Polecat gains +1 to his Move and +1 to his WS, but if there is a roll of 1 in the Power Phase, and no Monsters on the dungeon board, roll another D6. On a roll of 1 or 2, the Spirit totem decides to have a catnap, and the warrior falls asleep for the next turn. In this phase you cannot move or act at all. However, you recover 1 wound at the end of the Warrior Phase as the rest restores some energy. The warrior awakens in the next Power Phase (unless it is again a 1, and you roll a 1 or 2 once more).

The Horse Totem may seem an odd choice for a warrior, but these animals are highly valued in Kislev and the surrounding regions. These Horses are smaller, rugged animals with long hair and great strength. A Shaman with the Horse Totem gains +1 Move and +1 to his Pinning Roll. He loses a single Starting Wound.



         Ice Sword (Altered)
Flaming Brand (Altered)
6 Transformation (Added new Totems)
Blessed Wind (New)
7 Hunter of Souls (Added new Totems)
Urkov's Warmth (New)
Vorstich's Transformation (New)
8 Kordusk's Maw (New)


Mana 4

These Blessings require 4 points of Mana to be invoked.

6    Ice Sword

The air starts to encrust on the Shaman's blade, making it shimmer and glow with the pale sheen of death.

This is cast on a single weapon on the same board section as the Shaman (including the Shaman's weapons). Any attacks with that weapon cause an extra +1 Wound and the weapon is treated as magical for that turn. The weapon also causes another +1 Wound for every extra point of Mana expended.

9    Flaming Brand

The Shaman pulls a small twig from his pack and holds it aloft. He chants his prayer to Urkov and the end of the stick bursts into flame, turning it into a blazing torch.

This spell creates a torch that lasts for D6 turns. The torch may given to any Warrior and passed around freely. The Shaman can prolong the life of the torch if he is holding it, by giving up 1 Mana per turn. The torch is treated exactly like the Lantern.

Mana 6

These Blessings require 6 points of Mana to be invoked.

5     Transformation

The Shaman drops to his knees and presses his head to the ground. Muffled sobs of agony accompany the distortion of his body.

The Shaman may now fly. He is not subject to pinning and may enter any square, though he may not finish his movement in a square occupied by a Monster, Warrior or other obstacle. While flying he gains +1 to his Movement.

The Shaman gains +1 Initiative and +1 Attack. He must attack at least once per turn or suffer D6 wounds, with no deductions.

The Shaman may now fly. He may move through any square, though cannot end in a blocked square. He gains +1 to his Movement and +1 Attack. However, roll 1D6 every turn there are no Monsters on the dungeon board. On a roll of 1 you lose a wound, which may be recovered in the normal way.

The Shaman gains +1 Toughness.

The Shaman gains +1 Initiative and +1 Attack. He must attack at least once per turn or suffer D6 wounds, with no deductions.

The Shaman now has a Move of 1D6+3 (reroll each turn). He also breaks pinning automatically, and may leap up to one square in the same way as the Elf Skill.

A transformed Shaman may not use any weapons or magical items, but can invoke other Blessings unless otherwise stated. The Shaman may sustain his transformation by expending 3 points of Mana at the start of each subsequent Warriors' Phase.

8     Blessed Wind

Speaking in a loud, sonorous voice and gesturing around himself, an enchanted wind circles the Shaman. At his command it speeds into his injured ally.

This Blessing creates a wind that heals 2D6 wounds on any Warrior on the same board section as the Shaman (including the Shaman himself). However, if the dice come up a double, the healing fails and has no effect.

Mana 7

These Blessings require 7 points of Mana to be invoked.

2    Hunter of Souls (O)

The Shaman calls to his spirit-familiar to manifest itself and come to his aid. The animal appears, a glowing blue aura coruscating through the air around it.

The Raven can immediately attack any Monster on the board. It has a D6+2 attacks with a Weapon skill of 6, a Strength of 4 and does 2D6 damage. Its attacks count as magical.

The Wolf immediately bounds forward and savages a single Monster on the board. That Monster suffers D6 Wounds immediately, with no deductions at all (Toughness, armour, Ignore Pain, etc.). If you roll 1, 2 or 3 the Wolf fades away. If you roll a 4, 5 or 6 roll another D6 Wounds. Continue to do this until the Monster is dead or the Spirit-Wolf fades away.

The Eagle attacks in the same way as the Raven (see above)

The Bear makes a single immediate attack with a Weaponskill of 7 against a single Monster on the board. If it hits, the Spirit-Bear does (BL) D6 wounds, modified as normal. If this kills the monster, the Bear may attack any other Monster in the same way, until it fails to kill one. However, each subsequent attack is made at -1 WS (cumulative).

The Polecat attacks in the same way as the Wolf (see above)

The Horse may act in one of two ways. If it attacks, it has 1D6 attacks with a WS of 5, damage of 1D6 and strength of 6. These are magical attacks. Alternatively, the Horse can carry the Shaman away, moving him to any other explored place in the dungeon. Remember the rules for being Lost In The Dark! After this spiritual ride, the Horse disappears.

6    Urkov's Warmth

The Shaman calls to Urkov, summoning flames that wash over his body, burning away wounds.

The Shaman is wreathed in healing flames that remain for the next 1D6 turns. In each Power Phase, the Shaman recovers wounds equal to the Power Dice. If the dice is a 1, however, the flames die down and disappear immediately, without healing any further wounds. If the Shaman is reduced to 0 wounds in this time, the spell will heal him to 1 wound and then disappear.

The Shaman cannot cast this blessing again while the first is in action. For every 2 extra Mana he puts into the initial cost, he gains +1 wound in the Power phase (unless a 1)

7    Vostich's Transformation

Calling out to Vostich, the Shaman's limbs are wreathed in a pall of smoke. When the smoke disappears, he is changed...
The exact impact of this spell depends on the Spirit-Familiar the Shaman has chosen;

Wolf, Polecat, Bear- Claw
The Shaman's arm now ends in a long and vicious claw. If he uses this in combat, it ignores all armour, and has a Strength of 4.

Horse- Legs
The Shaman now has long, powerful legs that increase his Move by +1.

Eagle, Raven- Talon
The Shaman's arm now ends in a vicious, hooked talon. He may make one attack, ignoring all armour and doing double damage. In addition, he can roll a Strength Test, and also one for the Monster. If the Shaman's score is higher or equal, the Monster loses its turn in the Monster Phase, and the Shaman can keep hold of him in the next Warrior Phase, automatically hitting and doing double damage again, unmodified for armour, and making another Strength test. If the Monster breaks free, it takes its turn as normal.

The blessing lasts for one turn, but can be maintained for 3 Mana each turn.

Mana  8

This Blessing requires 8 points of Mana to be invoked.

2    Kordusk's Maw (O)

The Shaman reaches to the ground, whispering supplications to Kordusk. With a rumble, the ground begins to shake, and a crevice appears...

The Shaman can open a 2x2 crevice, which blocks movement if appropriate. Any model standing in these squares not immune to the effects (ethereal, flying etc) must roll an Initiative test. On a score of 8+ they move out of the way, place them on an adjacent square. Otherwise they fall down the crevice, and are lost. If there are no adjacent squares free, the model is automatically killed. After one whole turn, the crevice closes up, with no trace of it ever having existed.

These changes are intended to make the Shaman a more useful and versatile sort of character. My thanks to those on the Message Board who helped generate ideas, and to Gav Thorpe for the warrior in the first place!


Peter Haresnape
4th March 2004
“Bigger Tables! Better Choices! More Rules!”