The following is a home-made profession for Warhammer Quest created by myself as the second in a line of wizardly types based upon the various Color Colleges presented in Advanced HeroQuest and hinted at in Talisman. This profession plays in the same way as the basic Wizard, although he has a slightly altered spell selection, and some special skills (and restrictions). The same can be said of the other spellcaster professions I intend to define in other articles in this series.
This variant on the Wizard is rather deficient in general attack spells, though he is very potent when it comes to healing. As the Wizard is already indispensable as it is, when it comes to healing powers, one may justifiably fear that the High Priest could tip the balance of play too far. However, keep in mind that, while the High Priest may well earn a good deal of experience from healing Warriors, real progression in this game comes from killing Monsters. While the High Priest may be able to assist the other Warriors in this endeavor, he is by no means guaranteed a lion's share of the gold or experience for his effort -- Therefore, he is likely to progress slowly in Battle-Levels compared to a Wizard with, say, the "Freeze" spell.
Among the Magic Colleges based in Altdorf is the College of Light, its
central meeting structure a great pyramid patterned after the
archetectural wonders of ancient Araby.The Wizards of this College are not
mere spell-casters; they are also a priesthood dedicated to the powers of
healing and to combat against the forces of Chaos.
The High Priest is a member of this College, but one who has foregone the
extensive training required of Battle Wizards of the Light College, in
order to focus more on healing magic and spells specifically for combating
the Undead and creatures of the Warp, as well as an assortment of more
versatile spells for use in various situations in the dungeons of the Old
World.
The High Priest has statistics identical to those of the Wizard, both initially and at subsequent Battle-Levels. The High Priest does not have the Finger of Doom scroll, but instead starts with a Blessed Sword as special equipment.
This blade is a sword of fine quality that has been consecrated in holy waters, so that it is able to affect Undead and Daemon creatures as if it were a magical blade, allowing the bearer to harm monsters that otherwise would be impossible to touch. Despite this ability, the sword is not technically magical.
The High Priest may use any equipment or magical items usable by the Wizard, with a few exceptions. High Priests do not make use of gunpowder, so they may not use anything from the Gunsmith's shop. If any Treasure Cards are found which contain new spells (such as a Finger of Doom scroll) listed as usable by the Wizard, the High Priest cannot use them, as they fall outside of his area of expertise.
High Priests specialize in combat against the raw forces of the Warp, and especially the foul creatures which are composed entirely of magic (Daemons) or animated by it (the Undead). The High Priest is unaffected by Fear caused by such creatures, and if faced with such a creature that causes Terror, he need only take a Fear test (at the appropriate rating) instead.
The High Priest must maintain high, upright standards, and therefore cannot visit the Alehouse, the Gambling House or the Alchemist. He does not associate with general Warrior-Wizards, so he cannot visit the Wizards' Guild.
When the High Priest visits the Temple, he may roll twice when determining the results after making a sacrifice. If he ends up with duplicate results, it simply means that he gains that benefit twice in the upcoming adventure rather than only once. (This same benefit applies should he ever visit the Chapel during a journey to a Settlement.)
Furthermore, a High Priest may choose to make a sacrifice of gold and/or treasures at any Temple without expecting any divine blessings for it. This gold amount is immediately converted into "experience points", which should be recorded on the character sheet. These "experience points" may only be spent on advancement in Battle-Levels, in the same way as gold. They have no physical existence, of course, and therefore cannot be lost (as gold and equipment can) due to the various Hazards and Events which deprive Warriors of their material possessions.
If the High Priest for whatever reason should lose his Blessed Sword, he may have a new, non-magical sword (which he must purchase or obtain elsewhere) consecrated at the Temple for 100 gold. The High Priest may have no more than one Blessed Sword at a time, and he may not give away nor sell the Blessed Sword to others.
At the Temple, the High Priest may attempt to locate and purchase a
Holy Staff. When he visits the Temple, roll 1D6. On a score of 4, 5 or 6
there is one for sale. He may purchase one for 500 gold, but he may only
ever have one Holy Staff at any one time.
This staff is inherently magical, and once per adventure it can be used in
the Power Phase to re-roll the High Priest's Power (and perhaps avoid an
Unexpected Event!).
A High Priest's Staff comes with 1D6 points of Power already stored in it,
which the High Priest can use in the same way as his Power tokens. To
recharge it, he must visit the Altar of Light.
While at the Temple, the High Priest may visit the Altar of Light to recharge his staff. The total cost of the recharging is 1D6 x 100 gold. For this amount of money, the staff is charged with 1D6 points of power. These points of Power are used to augment the High Priest's spellcasting ability as normal. Once this Power is used up it is gone for good, or at least until such a time as the High Priest recharges the staff once more.
A High Priest's Staff may never contain more than 6 points of Power at any one time.
(Note: The Holy Staff and Altar of Light are identical in mechanical respects to the Wizard's Staff and Font of Power, respectively, described on p. 24 of the Roleplay Book.)
The High Priest selects his initial spell cards in the same way as the Wizard, except that he selects only from the Healing and Defense decks. Of these, he may choose which deck to select each spell from, though he must have at least one Healing spell. If the Life Force spell is selected, it must be discarded and another must be picked in its place. All Healing spells selected from the spell decks are treated as having one Casting Level lower than that printed on the card. (Exception: Hands of Healing may be cast once per Turn at a cost of 1 power point. Any further castings that Turn are at the normal cost of 2 points per casting.)
At subsequent Battle-Levels, the High Priest may learn additional spells in the same way as the Wizard, although he selects from a new spell list, provided below. It is possible that some of his initial spells selected from the card deck might not be covered in this listing, which is fine.
If you have the alternative Light spell deck (available in EPS and GIF formats), you could use these cards to determine the High Priest's spell selection instead. This deck consists of 16 cards, divided into Healing, Defense and Special. The "Resurrection" spell (in the guise of "Restore Life") has been included for the sake of completeness, but if you're using Greywolf's House Rules, this spell should be left out of the deck. If you choose to leave Resurrection in the deck, then take the "Remove Venom" spell out of the deck instead, so there will be 5 in each category.
When using this deck, the High Priest may select one card from each deck. However, for his draws from the Special and Defense decks, he may choose to replace either or both of them with draws from the Healing deck instead. He must, however, have at least one Healing spell. (In other words, he could end up with 1 Special, 1 Defense and 1 Healing; 1 Special and 2 Healing; 1 Defense and 2 Healing; or 3 Healing.)
These cards are already adjusted to represent the High Priest's abilities. No alterations to the casting number should be made, as this has been done already.
As the High Priest advances in skill, he selects additional spells in the same way as the Wizard, as described in the Wizards' Training section beginning on p. 50 of the Roleplay Book, except that he selects from the following list of spells.
Some of the spells on this list are identical to those available to the Wizard, though they might have different Casting Levels due to the High Priest's differing specialties. New spells added to this list are described immediately following it.
As a rough guideline for comparison to the Wizard's selection, the High Priest casts all Healing spells at one Casting Level lower, though he does not have any "Healing" spells that involve damage against enemies (Life Force or Lifestealer). He also does not have any general damage-causing Attack spells except for the those dealing with light (Spear of Light) or which are specifically geared for fighting the Undead or Daemons.
* indicates a new spell
+ indicates a spell with altered Casting Level or special rules
ATTACK
Lightblade*
HEALING
Create Food
SPECIAL
Illuminate*
ATTACK
The Claw of Apek*
DEFENSE
Marsh Lights
Aura of Purity*
HEALING
Finger of Life+
Hands of Healing+
SPECIAL
Tongues
ATTACK
Strength+
DEFENSE
Cloak of Protection (Glittering Robe)
Confuse
HEALING
Heal Wounds+
SPECIAL
Abulla's Snare*
ATTACK
Dagger of Banishment*
Ogre Strength+
DEFENSE
Rebound
HEALING
Lifebringer+
SPECIAL
Dispel Magic
Lamp of Learning (Second Sight)
DEFENSE
Blinding Light*
Shimmering Cloak*
HEALING
Restore Life (Resurrection)+
SPECIAL
Escape*
Sleep of Ages (Sleep)
DEFENSE
Invulnerability
Shield
HEALING
Bloodpulse+
Remove Venom*
SPECIAL
Consecrate*
Glory!+
The Hands of Karkora*
DEFENSE
Dome of Power
HEALING
Miraculous Healing*
SPECIAL
Chorus of Valour+
Mace of Years*
ATTACK
Spear of Light
DEFENSE
Halo of Vengeance
HEALING
Heartbeat+
SPECIAL
Banish Fear*
Net of Amyntok*
ATTACK
Destroy Enchantment*
HEALING
Tissue of Life+
ATTACK
The Dwellers Below*
Exorcise*
HEALING
Power of Life*
SPECIAL
Chariot of Light*
The tip of the High Priest's staff glows softly, driving away the shadows.
This spell illuminates the current dungeon section and all adjacent
sections
in the same way as the Barbarian's Lantern for one turn.
Target: Present board section
Duration: One Turn
The High Priest's sword glows with a fierce light, causing the minions of darkness to howl in anguish.
Roll 1D6 for each Undead Monster adjacent to the Wizard. On a score of
6
that target takes 1 Wound, with no modifiers for Toughness or armor.
This spell may be cast once per turn.
Target: All Undead Monsters adjacent to the High Priest
Duration: Immediate
A cleansing light issues forth from the High Priest's palm, driving away the forces of corruption.
The High Priest or a single Warrior in the same dungeon section is
immune to
disease or corruption (magical or natural) for the remainder of the
current
Turn. This includes immunity to Tomb Rot, a troll's Vomit attack, Stream
of
Corruption, Plague, etc.
Target: A single Warrior in the same dungeon section as the High Priest
Duration: One Turn
A huge silvery talon appears in the air and slashes at the High Priest's undead foes.
Any model up to 6 spaces away from the High Priest may be targeted.
Measure
the distance and roll 1D6. If the roll is less than or equal to the range
the Claw has struck causing 2D6 Wounds to any one Undead target. If the
score is more than the range then the Claw causes no damage. If the High
Priest's target is in base-to-base contact it automatically strikes.
Target: Any Undead model within 6 spaces of the High Priest
Duration: Immediate
Changed from Casting Level 3
Once per Turn, the High Priest may cast Hands of Healing at a Casting Level of 1. Any further castings during the same Turn are at the normal Casting Level of 2.
A snare of magical energy leaps from the High Priest's extended hand and wraps itself around a single enemy. The snare plucks the victim from the ground and brings him back to the Priest, above whom he is held in the air, remaining a prisoner.
A single Monster on the same board section as the High Priest may be
ensnared by this spell. Remove the model from play -- While he is
ensnared,
he may do nothing, and no models may attack him (unless, that is, there is
an
area effect spell that might harm every model in the board section that
the
High Priest is occupying). The model remains ensnared until the High
Priest
voluntarily frees it, until the spell is dispelled, or until the High
Priest
is reduced to 0 Wounds. Once a Monster is freed, it should be placed in
any
space adjacent to the High Priest, but it cannot take any action
immediately
-- It must wait until the next Turn to recover from the ensnarement,
though
it may defend itself normally.
Target: One Monster in the same dungeon section as the High Priest
Duration: Indefinite
Changed from Casting Level 4
Changed from Casting Level 2
The High Priest hurls a glowing dagger of pure energy at an unliving foe.
A single Undead or Daemon target on the same board section as the High
Priest
takes 2D6 Wounds, with no modifiers for anything (Toughness, armour,
Ignore
Pain, etc.).
Target: A single Undead or Daemon target on the same board section as
the
High Priest
Duration: Immediate
Changed from Casting Level 5
changed from Casting Level 3
Rays of pure light shoot out into the eyes of the High Priest's enemies.
All enemy models in the same dungeon section are at -1 on rolls to hit,
though a natural roll of 6 will still hit regardless. This may only be
cast
once per turn.
Target: All Monsters in same dungeon section
Duration: One Turn
A sheet of blinding white light springs up between the Warriors and their enemies, while leaving an open corridor of escape to safety.
The Warriors are not subject to pinning rules for the remainder of the
turn,
and may (only) move directly toward an exit indicated by the caster, and
they
may bypass interposing models so long as their movement ends at an
occupied
space. No attacks may be exchanged between either side, and no further
spells may be cast by either side (including healing) for the remainder of
this Turn.
(Note: Warriors may choose to stay in position instead of moving, but
they
won't be able to take any action this turn ... nor can they be attacked.)
Target: All Warriors in the same board section as the High Priest
Duration: One Turn.
identical to Resurrection, changed from Casting Level 6
The Shimmering Cloak hangs around the High Priest like frost crystals or tiny sparkling stars.
For the remainder of this Turn, any hit scored against the High Priest
by a
bow, war engine or any other shooting weapon is deflected harmlessly,
while
any close combat blow struck against the caster will require a natural
roll
of 6 to hit.
Target: The High Priest
Duration: One Turn
Changed from Casting Level 7
The High Priest lays hands on the blade, and issues a sacred blessing over it in an ancient tongue.
A single non-magical weapon is blessed so that it may affect Undead or
Daemon
creatures as if it were magical. The weapon must be in the High Priest's
possession or in the possession of a Warrior adjacent to him. This effect
lasts until all Undead and/or Daemon Monsters currently in play are
defeated.
Target: A single weapon
Duration: Current Monster Event
Changed from Casting Level 7
The ground underneath the victim begins to seethe as hundreds of hands claw their way to the surface and seize the victim's legs, holding him fast.
Any model within line of sight within a maximum range of 24 spaces may
be
targetted with this spell. It may attempt to escape by making a Move test
with a target roll of at least 7. If it fails, its legs are caught,
holding
it fast. While entrapped, the model cannot move, and its combat skills are
greatly reduced, only hitting in hand-to-hand or with ranged attacks with
a
natural roll of 6. This spell cannot be cast again by the High Priest
until
the first casting is dispelled.
Target: Any Monster within 24 spaces of the High Priest
Duration: Indefinite
Glowing energies sweep through the room, nullifying all poisons they encounter.
This spell removes any poisons (including even weapon venoms!)
infecting or
in the possession of all the Warriors in the same board section. If any
Warrior is affected (or has been affected) by Poison attacks for this
turn,
the damage is only treated as normal damage, and can be healed by normal
means (ignoring the usual rule that Poison damage is only applied after
all
spells may take effect). Also, for any Monster group or special character
present, roll 1D6. On a 4+, all poisons on that Monster are negated, so
that
the Monster can no longer make poisonous attacks.
Note: In the case of a Monster with a poisonous attack that has been
negated
(such as a Giant Spider), the Monster is still capable of making normal
attacks. If the poison would have added to the damage, then that bonus is
negated. If the poison simply allows the attack to bypass defenses (such
as
a Giant Spider's bite, doing 1D3 damage with no modifiers) then the
Monster
can still inflict the same damage, but this is a normal attack, applied to
armor and Toughness normally. (Hence, this spell renders Giant Spiders
incapable of harming most Warriors, if it succeeds.)
Target: Immediate board section
Duration: One Turn
Changed from Casting Level 8
A glowing mace materializes in the High Priest's hand, with which he strikes at his foes. Any struck fall to the ground, age into an ancient husk and crumble to dust. The dust regathers into a newborn infant which grows into adulthood, ages, dies and continues to be reborn in this way.
This spell is useless against the Undead, Daemons, or any
not-truly-living
creatures (such as animated statues, etc.). It also cannot affect any
model
protected by magic armor or a protective spell. All Monsters in base
contact
with the High Priest are automatically struck unless they can make an
Initiative test with a target score of 7 to avoid it. (Dodge abilities and
the like may be used normally to have an additional chance to avoid the
blow.) Victims are removed from play -- They cannot do anything, and are
nigh-invulnerable while continually cycling through death and rebirth like
this. If the spell is dispelled, the model should be placed in the same
spot
it fell in, or as closely as possible.
Target: All Monsters in base contact with the High Priest
Duration: Indefinite
As the Warrior falls, he is bathed in a soft light which closes his wounds and soothes his injuries.
A single Warrior (or the High Priest himself) is healed of 1D6 Wounds.
This
spell may be cast at the very end of a turn, even after Fatal Damage or
Poison damage has been applied, therefore sparing a Warrior from dying
from
such attacks.
Target: A single Warrior in the same board section as the High Priest
Duration: Immediate
The room is suffused with pure white light, filling all of the Warriors with courage.
All Warriors within the same dungeon section are freed of any current
effects
of Fear or Terror.
Target: All Warriors on the same board section as the High Priest
Duration: Immediate
Changed from Casting Level 10
Strands of incandescent energy stream from the High Priest's outstretched fingertips and weave themselves into a glowing net that descends upon his enemies.
The net covers any square area up to 3 squares by 3 squares (i.e. it
could be
that size, 2 x 2, or just a single square) designated by the High Priest,
within a maximum range of 12 spaces, within his line of sight. All models
within the area of effect are completely entangled, unable to do anything
until the net is dispelled, until the High Priest is reduced to 0 Wounds,
or
until he decides to end the spell. Insubstantial beings (such as Daemons
or
Ethereal creatures) are unaffected. While the Net is in effect, the High
Priest cannot cast this spell again. He may dispel it during any Turn he
wishes, though he may not cast it again until the following Turn.
Target: Up to a 3 square by 3 square area within 12 spaces of the High
Priest, within line of sight
Duration Indefinite
The Monster shrieks in disbelief as his richly adorned armor crumbles to nothing, the particles dispersing into the Warp.
A single Magic Item, Magic Weapon or article of Magic Armor in the
possession
of a Monster in the same board section is destroyed. (This applies to
standard Magic Items, etc. listed for regular Monsters, but in the case of
special magical artifacts of great power in moderated games, more involved
methods may be required to destroy them.)
Target: A single Monster's magical item in the same board section as
the
High Priest
Duration: Immediate
Changed from Casting Level 11
Small hummocks form in the ground surrounding a unit of the High Priest's enemies, and in each mound a doorway opens. From each doorway pours a horde of tiny, shrivelled, brown-skinned creatures. They attempt to grab their victims and pull them into their mounds below the earth.
This spell may only be cast on a "unit" of Monsters -- a
group of Monsters
within 24 spaces of the High Priest that consist of at least 5 models
total
and are adjacent to each other. Any fewer than this cannot be affected by
this spell. Each target may make a Strength test with a target roll of 7
or
more to avoid being dragged down. The others are not killed (hence, there
is
no gaining of gold or experience from this) but are effectively removed
from
play. This spell will not work on insubstantial creatures (Daemons,
Ethereal
Undead, etc.)
Target: A unit of at least 5 models up to 24 spaces away from the High
Priest
Duration: Indefinite
A rift opens in the Warp, as a blistering assault of pure light issues forth from the High Priest's palm, forcing his unliving foe out of this world.
A single unliving (Undead or Daemon) Monster is banished and removed
from
play. The High Priest gains no gold for banishing this Monster, and it
takes
any special treasure it had with it. (If the Monster was only part of a
larger Monster Event, any special treasure still goes with it.)
Target: A single Undead or Daemon Monster
Duration: Immediate
The High Priest summons a shimmering chariot of light to take himself and his companions away from the dungeon.
This spell allows the High Priest to transport all the Warriors out of
the
dungeon to the nearest Settlement (and back) at any time.
Target: All Warriors on the board
Duration: Immediate
The High Priest channels his own life energy into the recipient, healing his wounds entirely.
The High Priest or a single adjacent Warrior is restored to full
Wounds.
Unlike normal healing spells, this may be cast even after Fatal Damage or
Poison damage has been inflicted.
Target: A single adjacent Warrior
Duration: Immediate
The High Priest model from Talisman would be perfect for representing this character, or else the Light Wizard model manufactured by Citadel Miniatures. Otherwise, various miniatures companies manufacture models that would be appropriate to represent a priestly type. If nothing else, select some wizardly model and paint him in a scheme dominated by white (perhaps with trim of silver or gold). Although it's supposed to be a science fiction figure, my favorite substitute for a Light Wizard is the "Cardinal" miniature (from the "Cardinal and Mystic" blister pack) from Heartbreaker Hobbies and Games. He may not have quite the pseudo-Egyptian look, but BOY does he look imposing ... yet priestly all the same!
The High Priest is both wizard and priest. He does not necessarily get his spell-casting abilities directly from a Diety, though his bonuses for praying at a Temple or Chapel certainly reflect this. A Light Priest should be suitably upright and stately, as well as hopefully a rather moral character -- even though it is not entirely clear what sort of morals would be appropriate for a religion whose symbol is a serpent. (We're certainly not talking Judeo- Christianity here, though I must admit that I generally play Light Wizards this way in Advanced HeroQuest, avoiding references to Hysh -- the Serpent of Light.)
Games Workshop, Warhammer Quest, Advanced HeroQuest, Warhammer
Fantasy Battle, Battle Magic, Talisman and the Old World are
trademarks of Games Workshop, Ltd. Their use here does not constitute a
legal challenge to that status.
This article is copyright 1995 by T. Jordan "Greywolf" Peacock.
It may be freely distributed in unaltered form so long as proper credit is
given and no fees are charged for its use.
If you'd like to contact me for whatever reason, you can write to me at:
Jordan Peacock
1610 Parker
Cedar Falls, IA 50613