The Elf High Mage

By Christopher Taylor

The High Elves have long been practitioners of magic since before the dawn of the Empire.  Few of them venture from their home in Ulthuan to visit the Old World, though the greatest of their wizards are  responsible for teaching Mankind the basics of the arcane arts.

Their magic is not divided into colleges, and hence is in many ways similar to the diverse sort of magic practiced by human adventuring wizards.  An Elf High Mage who undertakes adventuring, therefore, casts spells in much the same way.

High Elves who devote themselves to the study of the arcane arts, are not quite as hardy as their human counterparts, and therefore may be slightly less able in hand-to-hand combat.  However, they make up for this by having a more extensive knowledge of magic.

The Elf High Mage is a mighty adventurer who for whatever reason has chosen to journey from his beloved homeland of Ulthuan to the Old World.  In the Old World, he is not completely alone in the land of men, as there are the Wood Elves of the lands of Loren, but he is still somewhat of an alien even among his sylvan kin.

STARTING AS A HIGH ELF MAGE

Any player may start the game as a High Elf Mage rather than one of the Warriors in the Warhammer Quest box.  All of the rules for creating a new Warrior apply unless stated elsewhere in this Warrior pack.

The Profile of the High Elf Mage is as follows:

Wounds

1D6+5

Move

4

Weapon Skill     

3

Ballistic Skill

4+

Strength

2

Toughness

3

Initiative

5

Attacks

1

Pinning

4+

Equipment

Healing Potion, which heals 1D6 wounds and is discarded after one use.

Weapon

Sword, causing 1D6 Wounds plus Strength (for 1D6+2)

Armor

None.

Starting Spells

The High Elf Mage begins play with 4 spell cards; one of each type (Attack, Defense, and Healing) and an additional spell type of the player’s choice.

High Elf Mages and Treasure

Items useful to normal Wizards are of use to the Elf High Mage as well.  Special items that are only usable by Elves may be used by the Elf High Mage only in the case that they would be inappropriate for a spellcaster.  Although the human Wizard may be able to use firearms, Elves have no experience with such weapons, and therefore the Elf High Mage cannot use anything obtained at the Gunsmith's shop.

ADVANCED RULES

In the advanced game, you can keep your High Elf Mage from game to game, building up his character as he progresses from adventure to adventure.  This section of the rulebook gives you all the rules for taking your High Elf Mage right up to battle-level 10, including special rules for visiting Settlements, training, and more.

The High Elf Mage starts at battle-level 1 as a Novice, all the rules for Warhammer Quest still apply in the advanced game, unless specifically stated otherwise.

Armor

The High Elf Mage cannot wear any Armor heavier than leather of any kind, although a helm can be worn.  Shields are prohibited, as the Mage cannot cast spells with a shield on one arm. 

Weapons

The High Elf Mage can only use one handed weapons, as anything heavier is awkward and restricts spellcasting, and frankly is not elegant enough for the Mage. 

High Elf Mages in Settlements

When visiting Settlements, the High Elf Mage may visit the Elven Quarter, but of course there are certain items available there (such as various types of armor) which are simply of no use to him.  Unlike human Wizards, he may not seek out the Wizards' Guild.  His style of magic is subtly different from that of mankind, and he has nothing to gain from consultations at the Guild.  At any rate, the High Elf Mage finds the human mages quaint and simple, beneath his lofty skills.  This means that the High Elf Mage does not have access to the staff, the font of power, and cannot change spells that he has learned.  The Mage views these as crutches, and with his advanced training, he will not need them.

The Elf High Mage is too stern, serious and concerned about self-control to pay a visit to the Alehouse, and will not gamble.

THE HIGH ELF ESTATES

High Elves will occasionally have a strong presence in human cities and will gather in grand, impressive estates in the best parts of the Settlement.  These High Elf Estates are only present on a 10+, but the High Elf Mage may visit one if desired.  There are several places he may go to and talk to the locals, gaining information and equipment as needed.

Caledor Estate

These estates are very rare, even if the High Elf Estates are found, there will be a Caledor Estate only on a 7+ on the dice for the settlement (3D6 in a city, 2D6 in a town).  The Dragon Masters of Caledor will greet any mage with a banquet and expect gifts (2D6x20 gold or a treasure just to visit).  After being feted and having a great time for D3 days (in which he need not roll settlement events), the High Elf Mage may attempt to purchase various items of power and beauty:

Name

Cost

Sell

Stock

Description

Dragon Scale Armor

650

200

10

3 Toughness armor, may cast spells while worn, -1 initiative and move

Dragon Tooth Dagger    

200

40

10

D6+1 damage, ignores non magic armor (Strength does not add to damage)

Dragon Crest

350

150

8

Looks really good on your head

Dragon Horn

500

150

10

Grants +1 on fear rolls when blow for all Warriors, takes full turn to blow

Caledorian Wines

250

100

7

+2 on Fear rolls but –1 WS and move for D6 turns if drunk

Saphery Estate

Here the Lords of Magic dwell, mages like the Warrior.  The High Elf Mage may exchange spells he has learned here for a nominal fee (50xCasting Numbers of both the old and new spell combined), study new magic, and learn various things from consulting the High Mage that lives here.   If the Mage is consulted, it costs D6x50 for the single consultation he will grant, roll on the table below.

Roll

Result

2

Nothing useful results of the time spent

3

A meditative trance shows a vision of gold in the next deep.  The Mage may take double the gold value of any one creature defeated in the next adventure.

4

Once in the next adventure you can nominate a specific spell to either automatically succeed if there is a chance of failure for it, or to do maximum damage.

5

The High Mage shows you secrets of more potent magic.  For the next adventure, all magic resistance against your spells is reduced by 1 (so 4+ magic resistance becomes 5+).  If this is rolled again, the resistance is reduced by one more.

6

For the next adventure, your Mage can cast one extra spell per turn (one more than the usual limit of one for each BL)

7

Next time the Mage trains and learns spells, roll an additional D6 for spell choice

8

For the next adventure, your shaman is treated as one Battle-Level higher for all his spells until a 1 is rolled on the POW die during combat.

9

The High Mage is so impressed with you that he teaches you a new spell!  Choose one of casting number equal to or less than your battle level

10

Your stories of battle impress the High Mage, but he notes you are in need of some assistance.  Gesturing, he takes you to a chamber hidden behind his library and withdraws a bit of treasure to give you.  Choose a dungeon room treasure card and keep it.

11

Mystical Energies fill your Mage with life, add D3 wounds permanently

12

The High Mage embues your Warrior with magical power, increasing your Luck by 1 permanently

For a price, an enchanted  Saphery Gem can be purchased that can store one spell that the High Elf Mage knows.  The Saphery Gem costs 500 gold, and takes D6 days before it is available to purchase.  If the Mage is required to leave town for some reason before that time is up, he loses the gem.  It costs 500 gold when finished, and allows the High Elf Mage to cast a spell into it using POW as normal.  The spell stays in the gem, stored until released by the Mage who put the spell in it, casting automatically with no POW cost.  The Saphery Gem only works once per adventure.

Ellyrion Estate

Usually outside of town, the horse lords of Uluathan have great sweeping estates and lands that they have their steeds trained and grown on, far from the fields of Ellyrion.  A horse can be purchased here, of fine quality and better training than the humans have to offer, for a dear price.  An Ellyrion Steed costs ?? Gold, but will only be eaten on a 1 on a D6 if a further roll results in an odd number.  Like a human horse, the steed reduces travel time for the High Elf Mage by a week.

Tiranoc Estate

The Elves of Tiranoc are a hardy, battle worn people, and their presence in human lands is rare at best.  From the owners of this keep-like estate, the High Elf Mage can learn some combat skills for a modest fee (D6x30 gold).  Roll on the table below once, then they Mage must move on, for the Tiranoc elves have little time for visiting with and teaching strangers.

Roll

Result

1

Once in the next adventure, the Mage may make an attack that is at +1D6 strength damage.

2

Once in the next adventure, the Mage can automatically break pinning

3

Once in the next adventure, the Mage is able to hit automatically

4

For the next adventure, the Mage has +1 BS with bows

5

For the next adventure, the Mage may re-roll one miss per event and take the second result

6

Once in the next adventure, the mage is able to ignore armor for one attack.

 

Temple of Asuryan

Here the High Elf Mage may spend time and make an offering to the High Lord of the Heavens, Asuryan.  For a donation of D6x50 gold, the Mage may make a sacrifice and pray at the altar, roll on the table below for the result.

Roll

Result

1

Asuryan ignores your sacrifice, busy elsewhere (or perhaps in the lavoratory)

2

+1 fear rolls next adventure

3

+1 toughness next adventure

4

Once next adventure Asuryan will touch your Mage for 2D6 wounds healed

5

Once next adventure, Asuryan will protect from a single blow, negating the damage

6

+1 luck next adventure

Training

Spellcasting

The Elf High Mage casts and learns spells in exactly the same way as the normal Wizard (as described on p. 50 of the Roleplay Book), except that his mastery of the Winds of Magic is such that he learns spells more quickly.   Furthermore, due to the High Elf Mage’s access to greater resources, one die may be counted as if it were all ones (so if you roll a 6, that is counted as six ones for the purposes of selecting spells.

High Elf Mages have an unusual ability to manipulate POW, and as they advance in Battle-Levels, their spells cost less to cast.  This adjustment to POW cost of each spell cast cannot reduce the cost below 1.

Novice

--

Hero

-1 POW

Champion     

-2 POW

Lord

-3 POW

In addition to the spells available to ordinary Wizards, the High Elf Mage may select spells from the following spells.  These spells reflect the Mage’s extensive training.

Casting Number 3

Deadlock (miscellaneous)

The Mage chooses a single magical item or spell and negates its use, as long as the Deadlock is in place the item or spell cannot be used (if that spell is rolled by a spellcaster, there is no effect).
Target: Any one spell or Item
Duration: until recast

Dust of Khaine (defense)

The Mage tosses a pinch of dust into the air, and the whole tile is filled with a cloud of choking, blinding dust.  For the rest of the turn, all movement on the tile is halved, and no attacks may be made.  No models may be pinned for that turn.
Target: one tile
Duration: one turn

Casting Number 4

Hand of Glory (miscellaneous)

All Warriors on the same tile with the Mage automatically pass fear tests, even if they have previously failed their fear or terror test.
Target: all Warriors on the tile
Duration: instant

Shockwave (attack)

The Mage initiates a shockwave through the dungeon with this spell, damaging creatures in a wave away from him.  When cast, the Mage chooses a monster, and rolls a D6.  On a score of 3+, the monster suffers D6 wounds, +1 wound per Battle-Level of the mage.  If the Shockwave affects a  monster, it continues on to hit another one, rolling a 3+ for the spell to continue.  As soon as the Mage fails to roll 3+, or all monsters have been affected by this spell, it ends.
Target: Any visible monsters in the dungeon
Duration: instant

Casting Number5

Fury of Infraugir (attack)

All monsters on the same tile as the Mage suffer one wound per Battle-Level of the Mage.  Armor and Toughness apply as normal.
Target: all monsters on the tile
Duration: instant

Shield of Tor Alessi (defense)

The Mage creates a shield that covers is more difficult to be hit my monsters.  The affect of the shield varies by the Battle-Level of the Mage, as does the amount required to hit the affected Warriors and the area affected.  Anyone inside this shield is thus protected, even monsters, so the Mage must be careful how he applies the area.

Level Square Covered To Hit Needed
Novice       1 4+
Champion       1 5+
Hero      2x2 5+
Lord      2x2 5+ or
1 6+

Target: by area
Duration: one turn

Casting Number 6

Glamor of TEeclis (attack)

The Glamor can be cast on any one creature in line of sight, requiring it to make an Initiative Check (roll 7+ on D6+initiative) or come under the Mage’s control.  While under the Mage’s control, the creature can be used to move and attack as if it were the Mage (the mage cannot attack while controlling a creature with Glamor of Teclis), moving on the Mage’s warrior phase.  This spell requires the mage to maintain it by spending 2 POW each turn.
Target: Any one creature
Duration: one turn, as paid for

Sword of Aenarion (attack)

The Mage summons a mystical blade of power that hits automatically.  One creature adjacent to the Mage suffers 1D6 wounds per battle-level of the Mage from its edge, with no deductions for toughness or armor.
Target: one adjacent monster
Duration: instant

Sword guard of Teclis (defense)

The Mage is warded with mystic power, granting +1 Toughness for each Battle-Level, with a maximum toughness of 5.  The Mage is also –1 to be hit.
Target: the Mage
Duration: one turn

Casting Number7

Tempest (attack)

A powerful shrieking storm rages through the room, affecting only the monsters.  Each monster on the tile must roll equal or less than its toughness on a D6 or be hurled to the ground and suffer D6 wounds with no armor deductions.  Any hits on a monster on the ground are +2 to hit, and any roll of 6 knocks the monster down regardless of its toughness.  Any floored monsters take their entire following turn standing back up.
Target: all monsters on the tile
Duration: instant

Palace of Avelorn (healing)

The Mage vanishes from the dungeon, whisked away to the Palace of the Everqueen in Avelorn.  There, he heals D3 wounds a turn until he chooses to return, appearing in any square in the tile at the beginning of the Power Phase the following turn.
Target: the Mage
Duration: until ended

Casting Number 8

Aura of Vitality (healing)

Each Warrior on the same tile as the Mage heal 1 wound per Battle-Level of the Mage.
Target: all Warriors on the tile
Duration: instant

Casting Number 10

Banishment (attack)

All Chaos spells in effect are dispelled on a 4+, or any single Chaos model suffers an amount of wounds equal to double the Mage’s battle level without any modifiers whatsoever.  The target must be chosen before casting.
Target: Any one Chaos Creature or all chaos spells on a tile
Duration: instant

Casting Number 12

Firey Convocation (attack)

This very powerful spell causes a 2x2 area to erupt into flames, causing D6 wounds.  Each turn thereafter, the flames burn hotter, causing an additional D6 wounds to any model within the area, until a number of D6 equal to the caster’s Battle Level is reached, when they burn out.
Target: a 2x2 area in LOS
Duration: varies

 

However, the High Elf Mage may not learn certain spells due to their chaotic nature and the following spells are not available to the mage at any point in his career except through items or scrolls.

Casting Number 2

Flesh Worm (attack)

Casting Number 5

Pit of Despair (attack)

Casting Number 6

Cataclysm (attack)

Casting Number 8

Hellbeast (attack)

Voidmaster (healing)

Casting Number 9

Hounds of Grimnair (attack)

Casting Number 11

Carnival of Death (attack)

BATTLE LEVEL TABLE

BL GOLD TITLE STR WS BS ATT DAM INIT WNDS T WIL POW MOVE PIN
1 0 Novice 2 3 4+ 1 1D6 5 1D6+5 3 4 1D6 4 4+
2 2,000 Hero 2 4 4+ 1 1D6 5 2D6+5 3 4 2D6 4 4+
3 4,000 Hero 2 4 4+ 2 1D6 5 2D6+5 3 4 3D6 4 4+
4 8,000 Hero 2 4 4+ 2 1D6 6 2D6+5 3 4 4D6 4 3+
5 12,000 Champion 2 5 3+ 2 2D6 6 3D6+5 3 4 6D6 4 3+
6 18,000 Champion 3 5 3+ 2 2D6 6 3D6+5 3 5 7D6 4 3+
7 24,000 Champion 3 5 3+ 2 2D6 6 3D6+5 3 5 7D6 4 3+
8 32,000 Champion 3 5 3+ 2 2D6 6 3D6+5 3 5 8D6 4 3+
9 45,00 Lord 3 6 2+ 3 2D6 7 4D6+5 3 5 9D6 5 2+
10 50,000 Lord 3 6 2+ 3 2D6 7 4D6+5 3 5 10D6 5 2+