The following is the seventh installment in an eight-part series of home- made professions for Warhammer Quest corresponding to the eight Colleges of Magic in the Warhammer universe, presented in Advanced HeroQuest and hinted at in Talisman. This profession is largely like the regular Wizard, though he has an altered spell selection, and some special skills (and restrictions).

As with many in this series, this profession (and its particular spell selection) has not at this writing actually been playtested, though it is based upon an "Amber Wizard" that I used for games of AHQ. As such, some caution should be employed before introducing this profession into an established campaign, as experience might reveal that some spells or abilities are too powerful, not powerful enough, or that the rules present contradictions or ambiguities. Hopefully, once I get a chance to try out each of these professions, I'll be able to get a better feel for play balance, and update this article with changes that I deem necessary, if any. In the meantime, I have tried to use common sense and an eye for "game balance" here, so I sincerely hope that while there may be particular professions that are more effective (or less so) than others in various situations, that this will be within a reasonable margin of error for a Warrior on equal footing with the official ones that come with the game.

The Shaman

by T. Jordan "Greywolf" Peacock
20 AUG 1995

Among the Colleges of Altdorf is a crumbling tower standing in an overgrown courtyard that serves as the totemic center for the College of Amber. The practitioners of this form of magic, however, are not to be found there. Theirs is the wildest of the Winds of Magic, which blows strongly only in the deep forests where beasts thrive, and is a mere breeze in the civilized lands of men. Shamans of the College of Amber only meet at the tower in the rare times when the Winds of Magic blow so strongly that their presence is felt even in the cities -- and at such times creatures of the Warp are sure to be advancing from the blighted north.

Shamans are not social in the least, and many go for years without so much as seeing, let alone speaking to, another human being. They keep company with the beasts of the forests, and dress in skins and furs, adorned with teeth and claws. They are excellent archers and huntsmen, and a welcome (if rare) companion when fighting the forces of Chaos.

-*- STARTING AS A SHAMAN -*-

SHAMAN STATISTICS

The Shaman has statistics based upon those of the Wizard, but has some modifiers applied due to his different emphases in training, as should be expected from a spell-caster who deals with others of his kind rarely, and must learn to survive in the wild. A Shaman has -2 to his BS compared to a normal Wizard (starting with a 4+ BS rather than 6+), reflecting his greater ability at archery (even though he does not start with a bow as equipment).

He does not start with the Hand of Death Scroll as the Wizard. Instead, he starts with Thick Furs (which give him +1 Toughness), and has a spear for a weapon. The spear inflicts 1D6 damage plus his Strength (3), and allows him to Attack in Ranks (reach a target two spaces away as opposed to the normal one).

-*- ADDITIONAL RULES -*-

AUGURY

The Shaman can cast auguries to delve into the future to see what fate may have in store. Once per adventure and once per journey, a single Event or Hazard may be discarded entirely. (If you are running a moderated game run by a GM, and are not utilizing Events or Hazards, simply consider this as a vague ability that gives the GM an excuse to slip the Shaman some cryptic visions as clues or plot hooks for an adventure. =) )

ASCETIC

The Shaman cares nothing for gold or baubles. When he defeats monsters, he gains only "experience" instead of gold. Experience points may be spent in the same manner as gold in order to advance in Battle-Levels, but they can't be spent on acquiring equipment, etc., nor can they be lost or stolen. When dividing treasure, the Shaman will give forego his share of any treasure rather than to take any item which serves him no purpose. (If it's an item which he cannot use, or has no use other than gold value, he won't take it.) If the adventure requires that you roll for an Objective Room Treasure for each Warrior, and the Shaman rolls up a treasure that he can't use, he will simply give it to someone else.

As this makes it terribly hard for him to buy any replacement equipment, he has to rely on his own abilities. He may advance in Battle-Level between adventures with the usual training time, even if the Warriors do not make it to a Settlement, as he needs no "training grounds". (He just can't train in the middle of an adventure, however.) If he should lose his thick furs or spear for whatever reason, he can acquire a replacement during his next journey, though it will add an additional week per item to his travel time (so he might encounter more Hazards than the rest of the party).

FOREST-WALKER

The Shaman can greatly aid the Warriors in passing through wilderness areas, thus deducting 1 week from their travel time. (This bonus is not cumulative should any other party member, such as the Elf or a Druid, have this same ability.) Furthermore, during the journey he finds enough materials to make 1D6 salves which each heal a number of Wounds equal to the Shaman's Battle- Level.

For outdoors settings, the Shaman is not inhibited by movement penalties for going through a wooded area.

SETTLEMENTS

Shamans and Settlements don't mix. The Shaman may accompany the Warriors to a Settlement, but he will not go inside. While he waits outside, he need not pay living expenses, as he is capable of fending for himself.

(If you are running a moderated game where randomized Settlements Events and the like are not used, there might possibly be some situations where the Shaman might have reason to enter a Settlement as part of an adventure. In such a case, keep in mind that the Shaman's spell-casting ability will most likely be negated while in the Settlement, and he will be greatly out of his element when dealing with civilized folk -- even more so than the Barbarian!)

CIVILIZED LANDS

The Shaman is greatly weakened when venturing into civilized areas -- even long abandoned dungeons, as their very existence is artificial. When the Shaman is in a dungeon, he counts as being one Battle-Level less when determining his power for the turn and his reserve power for the adventure. A cavernous area, however, does not count as being "artificial", and therefore does not present this penalty. (Regular random dungeons in the boxed set aren't "caverns", so this is a moot point unless you write up your own adventures, or there is an adventure supplement released that has "cavern" areas.) If the Shaman should pass between dungeon/cavern areas within the course of the same adventure, simply remove 1D6 of his power reserve when he enters a dungeon and treat him as being at -1 Current Power while he is there, and give him back his points when he leaves the dungeon once more.

If the adventure should take the Shaman into civilized areas that are outside of a full-fledge Settlement (such as perhaps a wizard's tower, etc.) then the Shaman is especially vulnerable -- He has no reserve power points, and his power per turn is only equal to his Battle-Level, without being able to add the power phase roll to his total. If the adventure should take the Shaman into a city, he will not have any spell-casting ability whatsoever (though his other abilities still work as normal).

If the adventure should take the Shaman into a forested or other wilderness region, his points are determined normally, in the same way as a Wizard of equal Battle-Level.

EQUIPMENT

The Shaman may use any equipment or magical items usable by the Wizard, with a few exceptions. If any Treasure Cards are found which contain new spells (such as a Finger of Doom scroll) listed as usable by the Wizard, the Shaman cannot utilize them, as they are outside of his area of expertise. The Shaman may wear Thick Furs as armor protection. He may not, however, utilize any gunpowder weapons, nor anything involving gunpowder (such as Firebombs).

ACTION MODIFIERS

The action modifiers listed for the Wizard for many special actions in the Role-play section may not necessarily apply to the Shaman. For one thing, the Shaman would know little (and care little) about magical items and most scholarly things, so he would have no bonus on an attempt to identify any magical items, nor to read runes or understand languages. He should, however, be given a distinct bonus when making any rolls concerning knowledge of the forest, animals, and of survival in the wilderness.

INITIAL SPELL SELECTION

The basic spell deck doesn't include any spells which are appropriate for the Shaman, and he is far too secluded from other Wizards to bother diversifying his field somewhat for the sake of adventuring. Therefore, for initial spell selection, roll three dice (3D6) and use these numbers for spell selection as described on p. 50 of the Roleplay Book, from the following spell list. For purposes of initial spell selection only, he may re-roll one or more of these dice, no more than once each, for a better selection.

-*- SHAMAN SPELL LIST -*-

As the Shaman 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 Shaman's differing specialties. New spells added to this list are described immediately following it.

* indicates a new spell
+ indicates a spell with altered Casting Level or special rules

CASTING 1

    ATTACK 
        Sting
        Strength+
    DEFENSE 
        Coughing
    HEALING 
        Create Food
    SPECIAL 
        Fleet of Foot

CASTING 2

    ATTACK 
        Flesh Worm
        Ogre Strength+
    DEFENSE 
        Feign Death
        Marsh Lights
        Nausea
    SPECIAL 
        Zone of Silence

CASTING 3

    ATTACK 
        Awakening of the Wood*
    DEFENSE 
        Hide of the Beast (Glittering Robe)
    SPECIAL 
        Master of the Wild*
        Speed

CASTING 4

    ATTACK 
        The Flock of Doom*
    DEFENSE 
        Rebound
        The Vengeful Hood*
    SPECIAL 
        Dispel
        Second Sight

CASTING 5

    ATTACK 
        The Curse of Anraheir*
    DEFENSE 
        Blur
    HEALING 
        Life Force
    SPECIAL 
        Invisibility
        Sleep

CASTING 6

    ATTACK 
        Hellbeast+
        The Writhing Worm*
    DEFENSE 
        Invulnerability
    SPECIAL 
        Cause Animosity
        Wings of Power

CASTING 7

    ATTACK 
        The Amber Trance*
    SPECIAL 
        The Flying Bower*

CASTING 8

    ATTACK 
        The Savage Beast of Horros*
    SPECIAL 
        Chorus of Valour
        Hounds of Grimnair

CASTING 9

    ATTACK 
        Hunting Spear*
    SPECIAL 
        Hounds of Grimnair

CASTING 10

    ATTACK 
        The Tangling Thorn*

CASTING 11

    SPECIAL 
        King of Beasts*

CASTING 12

    ATTACK 
        Transmute

-*- SPELL NOTES -*-

CASTING LEVEL 1

Strength

Changed from Casting Level 2

CASTING LEVEL 2

Ogre Strength

Changed from Casting Level 3

CASTING LEVEL 3

Awakening of the Wood

The Shaman arouses the amber energies of living things, waking the trees themselves to consciousness. Powerful winds blow through the woods, hurling a storm of branches and leaves at the enemy. The storm then subsides immediately, the the trees fall into their usual slumber.

This spell, of course, is of very little use in a dungeon, but useful if the adventure should ever lead one into a forest! When cast, 2D6 attacks may be made against one or more enemies within 18 spaces of the edge of a wooded area (or within one, of course). Each attack inflicts 1D6 Wounds on the target, hitting automatically.
Target: 2D6 Monsters within 18 spaces of a wooded area
Duration: Immediate

Master of the Wild

The Shaman plays an enchanted melody which puts simple beasts under his sway.

Any simple vermin such as giant bats, giant rats, and even giant spiders or snotlings (who are stupid enough to be considered little more than "animals") may be pacified with this spell. So long as they are not attacked, they will not attack the Shaman, nor any Warriors with him, and (in the case of Monster Events) will immediately scamper away, removed from play. No gold is gained for "defeating" these creatures.
Target: Any small "beasts" on the same board section as the Shaman
Duration: Immediate

CASTING LEVEL 4

The Flock of Doom

With an unearthly screeching call the Shaman directs dancing strings of amber energy over his enemies. The energy distills into thousands of birds which swoop upon the targets, covering them with a ferocious mass of feather, beak and claw. Just as suddenly, the Flock fades back into energy, leaving only a few glowing feathers behind.

All Monsters on the same board section as the Shaman suffer 1D6 Wounds each. 
Target: All Monsters on the same board section as the Shaman 
Duration: Immediate

The Vengeful Hood

A cowl of amber-colored light forms around the Shaman.

The Vengeful Hood will negate any Wound suffered by the Shaman on a roll of 4+ on 1D6. In hand-to-hand combat, any Wound saved by means of the Hood is rebounded against the model that struck it, causing a Wound for each Wound saved, with no modifiers for anything (Toughness, armor, Ignore Pain, etc.).
Target: The Shaman
Duration: One Turn

CASTING LEVEL 5

The Curse of Anraheir

The Shaman pronounces a curse upon his enemies. Wispy, ethereal spirits rise from the ground and start to harass them, scrabbling at their feet and legs with insubstantial claws.

Any one model within line of sight of the Shaman, within a maximum range of 24 spaces, is affected by the Curse for this Turn. He may only hit his enemies on a natural roll of 6, and is automatically hit on any roll other than a natural 1. Furthermore, the model affected can only move half its normal Move rate (round down).
Target: Any Monster within sight of the Shaman, within 24 spaces
Duration: One Turn

CASTING LEVEL 6

Hellbeast

Changed from Casting Level 7

The Writhing Worm

The Shaman summons a worm of amber energy which drops to the ground and wriggles toward his enemy. The Worm crawls all over its victim, wrapping it in a glowing cocoon.

The Shaman may target any Monster in his line of sight within 24 spaces. The target is effectively Webbed, unable to do anything except to try to break free in each subsequent turn -- To see whether he breaks free, roll 1D6 and add it to his Strength. On a roll of 7 or more, it breaks free and may act normally. Otherwise, the victim cannot move, attack, cast spells or do anything else. Place a Web marker under the model's base to indicate that it is cocooned. This spell has no effect against Daemons or against Ethereal beings.
Target: Any Monster within 24 spaces in the Shaman's line of sight
Duration: Until the victim can break free

CASTING LEVEL 7

The Amber Trance

The Shaman mesmerizes his enemy, who falls into a rigid trance and turns slowly into translucent amber.

A single Monster within 18 spaces of the Shaman, within his line, must make a test of wills or be transformed. Roll 1D6 for the Shaman and another for the Monster, and add each to the respective model's Willpower. (Since no Willpower ratings are given for Monsters, substitute Initiative for the Monster instead.) If the Shaman's total score equals or beats the defender's, then the victim turns to amber. The victim cannot be harmed or moved by any means while entranced. This effect lasts for the rest of the adventure, until it is dispelled, or until the Shaman reduced to 0 Wounds or chooses to end the spell. A token should be placed under the model's base as a reminder that it has been turned to amber.
Target: Any Monster within 18 spaces of the Shaman in line of sight
Duration: Until dispelled or the Shaman is reduced to 0 Wounds

The Flying Bower

The Shaman is swallowed up by a whirlwind of glowing amber energy and whisked away.

The Shaman may be instantly moved (as if he were a flying creature) to any unoccupied space in the same board section or any previously-explored board section in the same dungeon. (Outdoors, he may be moved anywhere on the table.) This does not count as the Shaman's move, and he may still attack or move normally if he hasn't done so already this Turn.
Target: The Shaman
Duration: Immediate

CASTING LEVEL 8

The Savage Beast of Horros

The Shaman's eyes blaze with power and with a bestial roar he takes on the aspect of a mighty, bear-like creature with rippling muscles and clashing fangs.

While in this form, the Shaman is immune to all psychological effects, and causes Fear with a rating equal to his Battle-Level. He cannot use a weapon, but may inflict +2 Wounds on his damage roll (Strength + 1D6), gains +2 Attacks, and gains +1 on his roll to hit. This spell lasts for as long as the Shaman desires (or until he is reduced to 0 Wounds), though he may not cast any further spells while in this form, except for Dispel Magic (if available).
While this spell is in effect, it might be a good idea to replace the Shaman model with an appropriate miniature as a reminder of his altered state.
Target: The Shaman
Duration: Until dispelled or until Shaman is reduced to 0 Wounds

CASTING LEVEL 9

Hunting Spear

The Shaman plucks a glowing spear out of the thin air and hurls it his enemy. It streaks toward its target, bending and twisting around obstacles in its path.

Any Monster in line of sight of the Shaman, within a maximum range of 24 spaces, is automatically struck by the spear, suffering 4D6 Wounds, with no modifiers for armor (unless it is magical). If the target is killed outright, then the spear may proceed to a Monster immediately behind the first target, though only three dice are rolled this time for damage. This may proceed if this target is killed, with one less die for damage at each successive rank.
Target: Any Monster within 24 spaces in line of sight of the Shaman
Duration: Immediate

CASTING LEVEL 10

The Tangling Thorn

A mass of dense plant growth erupts from the ground and overwhelms those trapped within it.

A single model is entrapped by the tangling thorn, and can do nothing (not even cast spells or attempt to break free) while held. The thorns may be destroyed by any fire-based attack, treated as having a Toughness of 3 and Wounds of 1, but any additional Wounds of damage pass on to the model that was trapped by the thorns.
The thorns last until the Shaman is reduced to 0 Wounds, until dispelled, until the end of the adventure, or until he chooses to end its effects. A token should be placed under the base of the affected model (or perhaps a piece of thread draped over it) as a reminder of its condition.
Target: Any Monster in line of sight of the Shaman within 24 spaces
Duration: Until dispelled or the Shaman is reduced to 0 Wounds

CASTING LEVEL 11

King of Beasts

The Shaman makes an anguished call that stirs something within all beasts who hear it.

The Shaman may attempt to mesmerize a single beast (giant rat, giant spider, giant bat, etc.) or beastman (includign Chaos Beastmen, Minotaurs and Skaven) in his line of sight. The Shaman and victim each roll 1D6 and add this to their Willpower scores. (Since no Willpower scores are given for Monsters, substitute their Initiative instead.) If the Shaman's score is higher, the victim changes sides and now fights under the Shaman's command for the remainder of the adventure. It may not be ordered to do anything suicidal, and will turn against the Shaman if any of the Warriors attack it. No gold is gained if this creature is slain once being controlled. When the Warriors leave the dungeon, the bewildered creature will immediately run away and disappear.

-*- ROLE-PLAYING TIPS -*-

The Shaman should be somewhat "uncivilized", but not stupid by any means, and certainly not on the "Ugh. Me Gronk. Me smash." level. Shamans spend their time deep in the forest, dealing little with mankind, and even then they are probably more likely to associate with others of their College, or else with primitive peoples. Before the Shaman has joined forces with the Warriors for whatever reason, it's likely that he has spent several years in the woods not having dealt with (let alone talked to) another human being. He is likely to be anything but verbose, and quite likely to put things in plain, blunt and often unpolite ways -- though not intentionally so.

Shamans, as least judging by the examples given in the WFB "Battle Magic" book, care very little about their fellow man, which can seem terribly unheroic. They will likely look out for the other Warriors, but it is only in the context of completing whatever quest is so important as to stop the forces of Chaos from overrunning the unblemished wilds. They are unlikely to concern themselves with freeing prisoners, protecting the innocent, and such.

However, that doesn't mean that one need play a Shaman as such a heartless, uncaring person. It's just that the archetype has been set, and this can be a different role to try . . . though I can't say that I've been in so many games that haven't had a character that fit this description anyway in regards to caring for one's fellow (non-player-character) man. It could just as well be that you could play your Shaman with a bit of a soft spot and just enough of a link with civilization that would justify his adventuring with the other Warriors in the first place.

-*- REPRESENTING YOUR WARRIOR -*-

The Shaman model from Talisman would be perfect for representing this character, or else the Amber Wizard model manufactured by Citadel Miniatures. Otherwise, various miniatures companies manufacture models that would be appropriate to represent a "Shaman". If nothing else, a wizard model (or perhaps a barbarian-type without any armor) could be painted up in a scheme dominated by orange, brown and leathery colors, as well as whatever would be appropriate for furs and the like.

-*- DISCLAIMERS AND SUCH -*-

Games Workshop, Warhammer Quest, Advanced HeroQuest, Talisman, Warhammer Fantasy Battle, Battle Magic 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.

I would certainly appreciate feedback concerning this and other home-made profession articles -- especially results of actual use of the new Warrior type in play. I have not had opportunity to fully "playtest" each and every one of these Warrior types, so any feedback from other WQ players would help greatly.

If you'd like to contact me for whatever reason, you can write to me at:

Jordan Peacock
1610 Parker
Cedar Falls, IA 50613

-*- HAPPY QUESTING! -*-