Warhammer Quest
Shadow Mage (The Grey Wizard)

By Peter Haresnape aka The Custodian
June 2006

Shadow Mage
“Who Watches the Watcher”

The Shadow Wizards are the most secretive and mysterious of all the eight Colleges of Magic. They utilise the Grey Wind, Ulgu, which is the sense of confusion, misdirection, misrepresentation and illusion. Wizards of the Grey Wind, or Shadowmancers, are skilled in making themselves disappear, or appear otherwise than they are. It is said that the normal physical appearances of high-ranking wizards are shifting, so that two people will not remember the same features on the same mage.
Some among the common folk have a strong suspicion of this order, knowing them as Trickster Wizards. Generally the only encounter they will make is with the wandering stranger with the strangely indistinct features, passing through. Yet seldom if ever, despite what the peasants might claim later, does anything go missing, as the Grey Order is in fact more concerned with policing itself and the empire than other Colleges might be. Knowing the lures of the illusory magic in the Lore of Shadow, the Order train only the most regimented minds, and the focus of a Grey Wizard’s life is almost always the relentless purging of Imperial Society of Chaos. Shadowmancers are natural spies and assassins, and they use their skills to monitor the activities of all ranks of society, including those who might be exempt from such scrutiny by other bodies like the Witch Hunters. Knowing the strong lure of power on the mortal human heart, the Grey Mages renounce all claim to it, and make it their life’s work to ensure that those who hold power do not turn to the service of the Chaos Gods.
The symbol of the Grey College is evidence of the conundrum at the heart of the Lore of Shadow. The Sword of Justice represents both the honourable duty the Shadow Wizards perform, and the underhanded, devious and (in the eyes of most) dishonourable methods they use to.

Starting as a Shadow Mage

Shadow Wizard Statistics

The Shadow Mage has identical statistics to the Wizard, both initially and at higher levels. Instead of the Hand of Death Scroll he starts with the Cloak of Mysteries.

Cloak of Mysteries

Once per adventure the Wizard can use the power of this cloak to vanish from sight and memory. He disappears into the shadows, and reappears at the start of the next Warrior’s Phase at any point on the board section within his Move range x 2, ignoring any concerns of pinning or obstruction. He may take his turn as usual.

Additional Rules

Equipment

The Shadow Mage may use any items available to the Wizard, except for any new spells he might discover outside of his own list, which are not part of his Lore. If the Shadow Mage should receive any unusual tools related to underhanded duties like lock picks or garrottes, he may use them, the chances are that he will be able to use them.
As usual, he may wear no armour at all, because it interferes with his spellcasting, but any sort of enchanted robe or non-armour item that the original Wizard could wear is fine.
The Shadow Mage may also use any type of sword. Although he is no stronger than the average wizard, his training includes the use of even large, unwieldy swords, though he is not expected to favour them as a matter of course. Therefore, he is permitted to use any sword, though at the usual penalties if any exist.

Settlements

The Shadow Mage interacts in Settlements in the same way that any other Wizard might. If there is another member of the party with access to underworld contacts, the Shadow Mage, at the other’s discretion, may participate.

Initial Spell Selection

The initial spell deck is the following selection of spells.
Marsh Lights (D2)
Shadowcloak (S3)
Secret Blade (A4)
Rebound (D4)
Shades of Death (D4)
Healing Hands (H4)
Pit of Shades (A5)
Dazzle (D5)
Cataclysm (A6)
Fool's Gold (D6)
Cause Animosity (S6)
Bewilder (S6)

Shadow Mage Spell List

The following list is the full corpus of spells the Shadow Mage can learn at higher battle-levels. He learns spells in the same way as the Wizard. Some spells have had their power cost adjusted.
* Indicates a new spell
+ Indicates a spell with altered Casting Level or special rules.

Casting 1

Attack
Poison Mist *

Defence
Coughing
Drop

Special
Fleet of Foot
Open
Lock *

Casting 2

Defence
Feign Death
Marsh Lights
Nausea
Slip

Special
Tongues
Zone of Silence

Casting 3

Defence
Confuse
Shadow Robe (Glittering Cloak)
Pelt of Midnight *

Special
Shadowcloak *
Speed

Casting 4

Attack
Secret Blade (Fist of Iron)+

Defence
Levitate
Rebound
Shades of Death *

Healing
Healing Hands

Special
Invisibility +
Dispel Magic
Second Sight

Casting 5

Attack
Pit of Shades *

Defence
Dazzle

Special
Steed of Shadows *

Casting 6

Attack
Cataclysm

Defence
Fool’s Gold +

Special
Bewilder *
Cause Animosity

Casting 8

Defence
Halo of Vengeance

Healing
Voidmaster

Special
Cage of Gloom (Cage of Stone)

Casting 9

Attack
Shadow Knives *
Creeping Death *

Defence
Pall of Darkness *

Casting 10

Attack
Window of the Void+

Defence
Dread Aspect *
Radiance of Ptolos

Healing
Lifestealer +

Special
Winds of Fate

Casting 11

Special
Tower of Isolation

Spell Notes

Casting Level 1

Poison Mist

A cloud of green mist seems to leap from the Wizard's open palm, burning those who breathe it in.
Roll 1D6 for each Monster adjacent to the Wizard. On a score of 6 that target takes 1 Wound, with no modifiers for Toughness or armour. This spell may be cast once per turn.
Target: All Monsters adjacent to the Wizard
Duration: Immediate

Lock

The Wizard passes his hand over the door’s surface and a grey wave washes over it. Subtle clicks indicate internal changes and a protrusion forms in the shape of a fortified keyhole.
This spell bars a single doorway so that none (except Ethereal beings) may pass through it. The lock may be either voluntarily dispelled by the Illusionist, or the chains will vanish once the lock is picked (as normal, with Lock Tools). If the door should be somehow destroyed, the chains and lock will instantly vanish as well.
Target: A single doorway
Duration: Until dispelled

 Casting Level 3

Pelt of Midnight

The Wizard swirls his cloak, scattering the lantern light and a thick fog seems to hang over the warriors, obscuring detail and providing cover.
This spell can be cast on an area 2x2 in size. Once cast, all subsequent shooting directed at models within this space require a 6 or better to hit.
Once it is cast, the Pelt of Midnight continues to affect those squares as long as the maintenance is paid, costing 1 power per turn, or until the Wizard is reduced to 0 Wounds.
Target: 2x2 area
Duration: While Maintained

Shadowcloak

The Wizard draws the darkness around himself as a cloak, becoming anonymity; silence; forgetfulness, as he disappears from sight.
Upon casting Shadowcloak the Grey Wizard can make an immediate attempt to hide. Roll 1D6 and add his Initiative, +1 if he is more than 2 spaces away from the lantern. If he succeeds with a roll of 7 or more, any Monsters currently targeting him will attack the nearest another Warrior, and he is removed as a target for any actions. This includes his own party, so that while under the Shadowcloak he cannot be the target of other healing spells, for example. If the initial attempt to hide fails, he may make another attempt without casting again at the beginning of the next Warrior Phase, as long as he does nothing in the meantime.
The Shadowcloak remains as long as the Grey Wizard makes no attacks, casts no Attack spells, and takes no aggressive actions.
Target: The Wizard
Duration: Until the Wizard attacks  

Casting Level 4

Secret Blade (changed from Iron Fist, level 3)

The Wizard conjures up a slender knife of grey steel and sends it hurtling towards his opponent.
Pick any Monster up to 6 squares away from the Wizard and roll 1D6. If the score is greater than or equal to the range of the target it suffers 1D6+ 1 Wounds.
Target: Any Monster up to 6 squares away
Duration: Immediate  

Shades of Death

The Wizard's image seems to shimmer and becomes he seems taller, stronger, more threatening. A scent of menace extrudes and touches the eyes of all the foes.
Pick any Warrior on the board (including the Wizard). The model now causes Fear, so that any attacks are made at –1 to hit. It continues to work until the Wizard stops maintaining it, which costs 1 Power per turn, or is reduced to 0 Wounds.
Fear has no effect on Daemons or the Undead.
Target: Any Warrior on the board
Duration: While Maintained

Invisibility (changed from level 5)  

Casting Level 5

Pit of Shades

The Pit of Shades appears in the midst of the enemy ranks, occasioning despair as the closely packed troops find the ground disappearing.
Pick any 2x2 square area on the board and place the Pit of Despair marker on it. Roll 1D6 for each model standing in the four squares covered by the pit. On a score of 1 or 2 it falls into the pit and is killed. On a score of 3, 4, 5 or 6 it scrambles out of the way - place it in any empty square on this or any adjacent board section. If there are no empty squares available the model falls into the pit anyway.
Once the pit is in place, no model may enter the squares it covers. The pit closes up after one full turn.
Target: Any 2x2 square area on the board
Duration: One Full Turn  

Steed of Shadows

At the Grey Wizard’s command, a form coalesces from the gloom and bears him up and away from danger.
This spell may be cast upon the Wizard himself or any other Warrior.
Once cast, the model can make a normal flight move of up to 2D6 spaces +1 per BL of the Wizard. The model can fly out of combat without requiring a pinning roll.
Target: Any Warrior
Duration: One Turn

Casting Level 6

Fools Gold (changed from Level 7)

Bewilder

The Wizard pulls the stopper from a small bottle and splashes the contents on the ground as he casts the spell. The liquid seems to be normal ale, but the effect on the Monster was that of a three-day binge.
This spell may be cast on any one Monster within 12 spaces range. The effected model rolls on the following table to determine the effect, which lasts for 1D6 turns.

1 No effect!
2 Befuddled
Attack, Move and Initiative Scores are halved.  
3 Wander
Move randomly. Roll 1D6 each turn to determine direction (N,NE,E,S,SW,W) each turn  
4 Attack
Attack the nearest model, randomly determined, be it friend or foe.  
5 Nothing
The model stands looking blank. Attacks made against hit on anything but a 1.  
6 Curl into a ball
Te model lies supine, and may be hit automatically.

Target: One Monster
Duration: 1D6 Turns  

Casting Level 9

Shadow Knives

The Wizard holds his hand in the air and clicks his fingers. A trio of blades appear and he flings them at his foes, striking with unerring accuracy.
The Wizard creates a number of Shadow Knives dependent on his title: 1 for Novice, 2 for Champion, 3 for Hero, 4 for Lord. Each knife hits automatically and may be targeted at any Monster or Monsters within 24 spaces. Shadow Knives cause (The Wizard’s Damage Dice)+3 Damage and ignore all but Magical Armour.
Target: Any enemies in line of sight
Duration: Immediate  

Creeping Death

Summoning the horrors of the night, the Wizard unleashes discorporate forms that strike on all sides.
The Creeping Death can be cast on any targets in the Wizard’s line of sight, within a range of 24 spaces. It automatically hits, and affects D6 enemy models of the same type, doing 1D6 damage + the Wizard’s Battle level, with no modifiers for armour.
A model can be affected twice or more only once every other model of the same type has been affected. Each occasion counts as a separate hit.
Target: Up to six enemies.
Duration: Immediate

Pall of Darkness

The lights flicker and go out as the Wizard casts his spell, summoning a pall of darkness to encompass the Warriors.
An area 3x3 squares anywhere within the Grey Wizard’s line of sight is created which no light can penetrate. No one within can see anything or be seen and therefore cannot be targeted. The Pall of Darkness evaporates after 1D6 turns, but roll a dice for each model within at the start of each turn. On a roll of 5-6 it has escaped; place it on one of the outside edges. It takes its turn as usual.
Target: 3x3 area
Duration: 1D6 Turns  

Casting Level 10

Window of the Void (changed from Level 11)

Lifestealer (changed from Level 9)

Roleplaying Tips

A Shadow Mage is an odd character. Most players will want his powerful spells and abilities in deception and obfusion, but with these powers comes the strict responsibilities of how to use them. Unless something has gone terribly wrong, the Grey College would never train someone likely to use the power for personal gain, so while a Shadow Mage could easily rob his way through life, using enough magic so that his actions weren’t even noticed, he would never do that without a very good reason.
Consider again the Sword of Justice. This is the ideal of the Shadow Mages- to be the inexorable, unstoppable force of Justice in an unjust world. Peasants who cheat their neighbours, merchants who trade in illegal or immoral goods, nobles who mercilessly oppress their tenants- all might be outside the remit or capability of the normal authorities, but not the Shadowmancers. When a cruel tax-collector finds his shop burnt to the ground and is forced to rely on his neighbours for shelter, it might be poetic justice, it might be him getting his just desserts… or it might be a Shadow Wizard.