Warhammer Quest

Wizards' Guild

Peter Haresnape

The Wizards' Guild in the Roleplay book allowed the Wizard to have a consultation, visit the Font of Power, buy potions or a Wizard's Staff and try and change his spells. This document provides a number of new rules and alterations to existing ones.

 

Potions

The list of Potions has now been expanded to include a number of new ones.

 

Potion Table 1

Roll    Name Cost Effect
1 Potion of Strength (7) 200 This potion gives your Warrior + 1 Strength for one turn. In addition, roll 1D6. On a roll of 6, this lasts for the remainder of the adventure.
2 Potion of Toughness (7) 200 This potion gives your Warrior + 1 Toughness for one turn. In addition, roll 1D6. On a roll of 6, this lasts for the remainder of the adventure.
3 Potion of Battle (7) 200 This potion gives your Warrior + 1 Attack for one turn.
4 Potion of Swiftness (7) 200 This potion gives your Warrior + 1D6 Movement and the ability to automatically break from pinning for one turn.
5 Potion of Instability (7) 200 This potion shifts the dimensional position of your Warrior, making him temporarily ethereal and insubstantial. He cannot be pinned, make an attack, cast magic or be attacked for one turn.
6 Potion of Flight (7) 200 Once drunk, the potion causes your Warrior to fly for one turn. While airborne, he moves at 1D6+2 squares, can fly over all obstacles, and cannot be pinned. If he is in contact with a Monster at the end of his flight, he may attack it.
- Ingredients 1D6x100 Enough Ingredients to make 1D6 potions, randomly selected this table.

 

Potion Table 2

Roll    Name Cost Effect
1 Sleeping Potion (7) 100 This potion confers all the effects of the 'feign death' spell.
2 Potion of Fearlessness (8) 300 The drinker is immune to fear, and at +1 to terror rolls for one turn.
3 Steady Hand Potion (7) 150 The drinker can ignore all negative to hit modifiers in the turn drunk, unless already negated by something. In other words, a warrior with an Ensorcelled Blade attacking a monster he fears gains no bonus, as the sword cancels the loss.
4 Potion of Sight (7) 100 This potion increases the accuracy of a warrior's vision, giving +1 for searching for hidden doors, or making a difficult shot, or any other characteristic test requiring good vision.
5 Potion of Power (6) 250 This gives the drinker +1D6 points of Power in the turn when drunk.
6 Potion of Invincibility (8) 300 The next damage done, no matter what the source, is ignored.
- Ingredients 1D6x100 Enough Ingredients to make 1D6 potions, randomly selected this table.

 

Potion Table 3 (Healing)

Roll Name Cost Effect
1 1D3 Healing Potions (Minor) (4) 100 each Restores 1D6 Wounds
2 Healing Potion (Medium) (6) 250 Restores 2D6 Wounds
3 Potion of Restoration (7) 300 Restores any one stat to the level it was at the start of the adventure (effectively cancelling out the effect of recent or temporary stat losses, taken during the dungeon).
4 Healing Potion (Greater) (8) 150 Restores the drinker to Starting Wounds
5 Painless Potion (7) 250 Each dose gives the drinker Ignore Pain 1 for the duration of the combat. Roll 1D6 afterwards for each dose: each roll of 1 causes -1 Starting Wounds for the rest of the dungeon.
6 Trance Potion (8) 200 Once drunk, the warrior goes into a trance for 1D6 turns, or until healed, recovering 1D6 wounds per turn. While in a trance the warrior is hit automatically and can do nothing.
- Ingredients 1D6x100 Enough Ingredients to make 1D6 potions, randomly selected this table.

When buying potions, the Wizard can either buy complete potions, or ingredients, to try and make his own. He must make a stock roll for each potion he buys, except for the Healing Potions (Minor), which come in groups of 1D3. The Wizard can buy as many Potions as he likes, rolling for stock for each one. As soon as a Stock Roll fails, he cannot purchase any more of that type. However, the Wizard may trust to his luck and decide instead to buy ingredients. If so, he gains 1D6 random potions from the table he bought the ingredients from. He must decide whether to buy individual potions or ingredients for each table- he cannot do both on one table.

 

Wizards Staff

One of the hallmarks of a wizard is his or her staff. Many wizards construct their own, designed to supplement their skills. Others take up the staffs of wizards who have died or fallen in battle, to continue their life's work. Usually, warrior-wizards begin with a basic staff and improve it as they grow in skill and magical strength.
In the Wizard's Guild a Wizard may buy a Wizard's Staff. There are 1D6 Staffs available, each costing 500 gold.
Staffs give the Wizard +1 Toughness when wielded. Attacks are at -1 to hit, and do normal damage. It also counts as a magic weapon. Each staff has two features when bought, generated from the table below. Each Wizard's Guild has 1D6 staffs available, of which the first will automatically have the Power Store and Power Phase Reroll ability. A Wizard may only have one Wizard's Staff.

11-13     Power Store*

The Wizards' Staff comes with 6 points of Stored Power, which can be used in the normal way and recharged in the Font of Power.

14-16 Magic Resistance

When the Wizard wields the staff he gains Magic Resistance.

Novice 6+ Hero 5+
Champion 6+ Lord 4+

 

21-23 Stored Spell*

The staff comes with the ability to cast a spell automatically when the power phase is a certain level.

Novice 6 Hero 5+
Champion 5+ Lord 4+

The spell is determined by rolling a D66.

11-13 Dispel Magic 41-43 Ice Blades
14-16 Lightning Bolt 44-46 Confuse
21-23 Heal Wounds 51-53 Ogre Strength
24-26 Levitate 54-56 Speed
31-33 Glittering Robe 61-63 Nausea
34-36 Rebound 64-66 Blur

The spell is cast once during the turn, free of charge, if the wizard chooses.

24-26 Winds of Magic 1

The staff twists and manipulates the Winds of Magic. The Wizard gains +1 Power per turn, except on turns where the Power Dice is an unmodified 1. In that case the wizard receives no power at all, and may not cast any spells using his stored power. The Wizard may declare that he is not using the ability before the power dice is rolled.

31-33 Winds of Magic 2*

Once per adventure, the Wizard may double the Power Dice. This affects all spellcasting warriors that use the Power Dice. If they use the 'Chance' type of casting (Elf Ranger, Warrior Priest etc) then a Power roll of 7 counts as 6, and 8+ is an automatic success.

34-36 Reroll Power Dice*

This ability allows the Wizard to reroll the Power Dice once per adventure. The second result must be taken, even if worse. This also rerolls the Unexpected Events dice if separate from the Power Dice.

41-43 Acts as Lantern

The Staff has a luminescence that acts in the same way as the Lantern, lighting all adjacent room sections. If there is no other light source, the Wizard can decide to be the leader.

44-46 Defensive Aura

When the wizard wields the staff in combat it extrudes a cold blue mist that allows him to weaken incoming blows. Any physical attack not made with a Magical Weapon rolls an extra damage dice, and discards the highest one.

51-53 Battle Mage's Staff

The Wizard can cast Attack Spells for one less point of Power than normal. This is not cumulative with any other reduction of Power cost, such as the Wand of Diabolum.

54-56 Healer's Staff

The Wizard can cast Healing Spells for one less point of Power than normal. This is not cumulative with any other reduction of Power cost, such as the Wand of Diabolum.

61-63 Seer's Staff

The Wizard can cast Defensive Spells for one less point of Power than normal. This is not cumulative with any other reduction of Power cost, such as the Wand of Diabolum.

64-66 Staff of Healing

If the Wizard is injured and has not used another weapons (i.e. has wielded his staff) then he regenerates wounds at the end of the Warrior Phase. This will not work if the Power Dice is a 1.

Novice 1D6 Hero 2D6
Champion 1D6+2 Lord 3D6

 

*These features may be gained more than once.

As well as the two features that the Wizard Staff begins with, the Wizard generates an additional feature whenever he goes up a title, specifically when going up to Battle Level 2, 5 and 9. This means that there are a total of 5 features of a Wizard Lord's Staff. In addition to these 5, the Wizard can buy a further 2 features, at any time in his career, as detailed below. The automatic advances that come with the Battle Level are free.
If a Wizard should lose his staff by any method, he may buy another, but it will only have two features, rolled at random.
If a Wizard buys or acquires a staff that has less features than he is entitled to, for example, only two when he is at Battle Level four, he can buy the missing features. Each feature costs 1D6x150 gold, and is generated randomly.

As well as magical improvements, a Wizard can buy custom modifications to the physical structure of his staff, making it better suited to battle. Many of these purchases have been released as treasure items before, but it makes sense for the Wizard Guilds to offer this to their roving members.

Name Cost Stock Effect
Counterweight 400 8 +1 to hit
Shaped Grip 800 9 +1 to hit
Haft Blade 300 6 +1 Strength
Side Blades 350 6 + 1D6 damage on a 6 to hit
Charm of Weightlessness 600 9 Gives +1 Attack
Firestar Gem 750 10 The Staff can store +3 Power Points. These are recharged in the Font of Power as usual.
Icestar Gem 750 10 The Staff can store +3 Power Points. These are recharged in the Font of Power as usual.

All of these items attach to the Wizard's Staff, and there can never be more than one of each. In addition, a wizard can only have one improvement per Battle Level.

 

Font of Power

The Font of Power allows a wizard to recharge his drained magical items. It costs 1D6x100 gold for him to spend time in the Font of Power. He can roll 1D6 for each used point of Power in his Staff. On a score of 4 or greater, the point is restored by the magical energies of the Font. If he desires, the Wizard may spend a second or subsequent day doing nothing but trying to restore used Power. This costs a further 1D6x100 gold, but points of Power are regained on a 3+.
In addition, some items like the Jewel of Power can store Power Points. The Wizard can try to recharge them in the Font of Power, even if he is also trying to recharge his Staff. For each item that he tries to charge in this way, pay 1D3x50 gold, and roll 1D6 to see how the attempt goes.

1 The process backfires, and the item is destroyed
2 The charging process fails, though the Wizard may try again if he pays the next day.
3-4 The charging process is successful, regaining 1D6 points of power.
5-6 The item is fully charged.

 

Other Items

As well as potions and his Staff, there are other items available to the Wizard from the Wizard's Guild.

Name Cost Stock Effect
1D6 Leaves of Spell Parchment 200 each 9 Each Leaf of Parchment comes with special powdered inks. The Wizard can choose to spend a day inscribing one or more of the Leaves with one of his spells. The spell cannot have a Power cost greater than his Battle Level. Roll 1D6- on a score of 1 the attempt fails and the Parchment is ruined. On any other score, the process succeeds and the spell can be cast as normal at no cost. If not used in the next adventure, it will be lost.
Big Book of Spells (Warrior Edition) 500 7 This item is a must for any mage, containing a number of spells that might be useful in Roleplay situations.
Sphere of Seeing 400 10 This item warns the Wizard of danger, allowing the warriors to cancel the first Ambush Attack in each dungeon. However, the Sphere fails to work if the attackers include one or more magic users. The Wizard may only have one Sphere of Seeing.
Hand of Death Scroll 450 8 The Wizard may only use this once, causing 3D6 wounds, unmodified for armour or Toughness. The Wizard may only have one Hand of Death Scroll at a time.
Resurrection Scroll 450 8 This scroll can be used once to restore a dead Warrior to life. Place him on the same board section as the wizard. He is restored to full wounds, but loses any of the treasure and gold he has earned in this dungeon. This spell may be cast even if the warrior died several turns ago. The Wizard may only have one Resurrection Scroll at a time.
Banish Magic Scroll 450 8 The Wizard may use this scroll once to completely nullify all magic on the same board section. No model can cast a spell, and any spell in play is dispelled. Models may still use magical items as normal.
Random Spell Scroll 1D6x50 6 Young wizard students of the Colleges of Magic often use their fledgling powers to create simple magical items. Usually these are scrolls empowered with their minor spells. Each Spell Scroll has a random spell. Roll 2D6-3 (minimum 1) for the level of this spell, and then randomly pick a spell at that level. These spells can only be used in the next adventure. If they require a Battle-Level to determine effect, roll 1D6 for the value to use.
Winged Horse 6500 10 Travels as a Warhorse, Wizard can ignore any hazards he doesn't want to take part in. Costs 1D6 gold per day, immune to being stolen
Kelpie 8000 12 Travels as a Horse, immune to being stolen, can carry warriors across the ocean (!). Costs 2D6 gold per day, immune to being stolen.

 

Changing Spells

The Wizard has a great many spells that he has the potential to learn, from all branches and disciplines. However, he can only carry a finite amount of knowledge, which means that he must make his choice of spells carefully.

The Wizard's spells which have a Power cost of 1-6 all take up one 'slot' in his mind. The Wizard develops his capacity over the course of his career, until he can hold potentially 55 of these spells. Those with a Power cost of 7-12, on the other hand, take up '2 slots'. As he trains to each new level, a number of 'slots' equal to his new Battle level open (he begins with 3). This means that a Wizard going to Battle-level 6 gains 6 new slots. He doesn't necessarily fill all of these slots at the time, however. For example if he rolls three 5s, one 2, one 3 and a 6 he might get one level 5 spell, one level 10 and combine the rest to get one level 11. This leaves one free slot.
At the Wizard's Guild, the Wizard can reorganise his spells, either filling empty slots or changing his spells. Because the process of learning new spells or changing them is a tricky one, each time the Wizard attempts this process, he spends a day doing so. He must pay for living expenses as usual, but does not need to roll for an Event, as he is cloistered in the inner chambers of the Guild. He may do nothing else during the day, including other things in the Wizard's Guild. This process does not cost the Wizard any gold.

The Wizard first attempts to make a slot available by clearing out a spell. If he has a slot (or two slots) already available, he need not do this. Unlike the actual learning process, the Wizard can discard as many spells as he chooses, and still have time to learn a single spell in one day. Of course, if he is forced to leave the settlement, he may find he has accidentally blanked out several of his spells but has failed to replace them! This means that the Wizard can choose to try and blank as many spells each day as he likes, but it is a risky process, and he might be advised to just blank the ones he intends to change on that day.
Once he has decided which spells he intends to blank that day, he should roll 1D6 on the following table for each spell. Note that one or more rolls of 6 means that the wizard succeeds in blanking all nominated spells, and all other rolls are ignored.

1 The Wizard fails to blank this spell. Ignore this if any roll of 6 was made.
2-5     This spell is successfully blanked and the slot(s) are made available
6 The Wizard manages to blank all of the spells he wanted, regardless of the other rolls.

Once the Wizard has one or more free slots, he can try to fill them. He may attempt this once per day, taking all day.
Roll 1D6 for each spell he attempts to learn. He only rolls once for each spell, even if it uses 2 slots.

1 The process fails. Not only does he fail to learn any spell, but also he may not attempt to learn or change any others in this Guild.
2 The process fails, and this slot remains empty (or these two slots). He may try again if he has any empty slots remaining.
3-4     The Wizard manages to fill the slot with a spell of Power cost 1D6 (or 1D6+6 for two slots). He may choose the spell at this level.
5-6 The Wizard may choose any spell of the appropriate level (1-6 for one slot, 7-12 for two). He may choose the exact spell.

 

Peter Haresnape 28th July 2003
"Bigger Tables! Better Choices! More Rules! "