Warhammer Quest

Wizard Treasure Set

By Peter Haresnape

 

Several of these treasure are preceded by an asterisk*. This implies that they attach to the Wizard's Staff, giving it additional power or abilities. In this context they can also be used by the Elf Ranger if he has a Wizard's Staff.

 

Objective Treasure

*The Star of Sorcery

This gleaming diamond mounted in iron attaches to a Wizard's Staff. The bearer receives -1 to all his casting numbers/+1 to casting roll (not cumulative with any other item) and may cast one spell automatically once per adventure, at no cost.
Wizard
1500

 

Dungeon Treasure

 

*Firestar Gem

This magical jewel glows red. When attached to a Wizard's Staff it acts as a lantern. It also stores up to 3 power points, or 6 with the Icestar Gem. Recharge this as normal from the Font of Power.
Wizard
500

 

*Icestar Gem

When bound to a Wizard's Staff, this cold blue jewel gives off a magical aura that helps to shield the Wizard. When the Staff is used, the Wizard can force an attacker to reroll one damage dice per turn (second result applies). It also stores up to 3 power points, or 6 with the Firestar Gem. Recharge this as normal from the Font of Power.
Wizard
500

 

Wizard's Talisman

This denotes membership of an important Wizard's Guild. Roll 1D6 whenever you visit the Wizard's Guild Special Location. On a 5 or 6 it is allied to your order, and the Consultation costs 1D6x25 gold.
Wizard
600

 

*Charm of Weightlessness

When clipped onto a pole-like weapon, like a spear, halberd or Wizard's Staff, the user gains +1 Attack per turn.
300

 

*Magical Haft

This pole can be used to replace the wooden haft usually found in a Wizard's staff. This makes it a Magic Weapon. in addition, if used with the Haft Blade or Counterweight, any incoming physical attacks can be parried on a 6+.
Wizard
600

 

*Side Blades

These small blades slot into the side of the Staff, doing an extra 1D6 wounds on a to hit roll of 6.
Wizard
300

 

*Shaped Grip

This magical grip shapes itself to the wielder's hands. The wielder is at +1 to hit with a spear, halberd or Wizard's Staff. 300 *Counterweight This may be attached to a Wizard's Staff to make it balance better. It gives +1 to hit.
Wizard
200

 

*Haft Blade

When slotted into the end of a Wizard's Staff it does an extra +1 Strength damage. If used on it's own it has Strength 1 and may be used in hand to hand combat.
250

 

Jewel of the Mage

This holds one Attack Spell equal to the Battle-Level of the bearer. Randomly select the spell from the Wizard's list. When the bearer trains to the next Battle Level, generate a new spell for this level. This spell is used normally.
Wizard
400

 

Jewel of the Seer

This holds one Defence Spell equal to the Battle-Level of the bearer. Randomly select the spell from the Wizard's list. When the bearer trains to the next Battle Level, generate a new spell for this level. This spell is used normally.
Wizard
400

 

Jewel of the Healer

This holds one Healing Spell equal to the Battle-Level of the bearer. Randomly select the spell from the Wizard's list. When the bearer trains to the next Battle Level, generate a new spell for this level. This spell is used normally.
Wizard
400

 

Phew! The treasures are basically designed to improve the weapons/abilities the warriors start with. They could be the focus of a quest, or chucked into the main Treasure 'Pool'. Anyway, that's all for now. Happy Resurrection Holiday.