The following is a home-made profession for Warhammer Quest created by myself as the third in a line of wizardly types based upon the various Color Colleges presented in Advanced HeroQuest and hinted at in Talisman. This profession is largely like the regular Wizard, though he has a slightly altered spell selection.

At this writing, this profession has not been playtested, and it is likely that actual usage would lead to changes in this character type -- most probably in what spells are available at what Casting Levels. To summarize, the Fire Wizard is more closely aligned to the Bright College -- and, hence, is more focused upon forces of destruction rather than general powers of healing. As the Wizard is already rather potent at higher Battle-Levels in regards to taking out Monsters, this could lead to some apparent imbalance, but hopefully this will be offset by the Bright Wizard's almost complete lack of healing ability. (Furthermore, the Bright Wizard does not have the Freeze! spell, which, in practice, has been one of the biggest offenders in terms of game balance with the regular Wizard.)

Fire Wizard

by T. Jordan "Greywolf" Peacock
11 July 95

Of the Colleges of Altdorf that produce the Empire's Battle-Wizards, one stands above the others in focusing on raw, destructive power. That would be the Bright College, which focuses on spells that harness the consuming power of fire.

Not all of the students of this College go on to aid the armies of the Empire, however. Some diversify their studies somewhat, and might follow the road that leads to adventure, perhaps exploring the seemingly endless ruins of the ancient underground Dwarf Empire. While they are nowhere as flexible or diverse as the typical Warrior Wizard, they are quite proficient at obliterating foes with magical flame.

-*- STARTING AS A FIRE WIZARD -*-

FIRE WIZARD STATISTICS

The Fire Wizard has statistics identical to those of the Wizard, both initially and at subsequent Battle-Levels. Instead of receiving the Hand of Death Scroll, the Fire Wizard starts with a Phoenix Amulet.

PHOENIX AMULET

This potent magical item is capable of healing a fallen Warrior to his full amount of Wounds at the end of any complete turn -- even after Fatal Damage or Poison damage has been applied! If the wearer is reduced to 0 Wounds, the amulet will automatically restore him. Otherwise, its power may be used on any other Warrior in the same board section.

Use once, then discard.

-*- ADDITIONAL RULES -*-

EQUIPMENT

The Fire Wizard may use any equipment or magical items usable by the Wizard, with the exception that scrolls which contain new spells listed as usable by the Wizard are not usable by the Fire Wizard, as they are not completely compatible with his methods of spell-casting.

FIRE WIZARDS AND SETTLEMENTS

The Fire Wizard may visit the Wizards' Guild just as the normal Wizard may, as the Bright College is not that far removed from traditional wizardry at all.

INITIAL SPELL SELECTION

The Fire Wizard only selects two spell cards initially, both of which must be Attack spells. If the Freeze! spell is selected, it must be discarded and another taken in its place. It is possible that the Fire Wizard may end up with cards for spells that he would not otherwise be able to select at higher Battle-Levels; this is fine.

Rather than drawing both cards randomly, the Fire Wizard may choose to pick the Fireball spell automatically, and then choose his second spell randomly as normal. When he casts Fireball, it is treated as being one Casting Level lower than usual (now at Casting Level 4).

-*- FIRE WIZARD SPELL LIST -*-

As the Fire Wizard 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, and that he is treated as being one Battle-Level lower when determining how many dice to roll for new spells. (For a Battle-Level 2 Fire Wizard, only 1 die is rolled to determine what new spell is learned. For Battle-Level 3, only 2 dice are rolled, and so forth.)

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 Fire Wizard'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 
        Fireblade (Bloodblade)
    SPECIAL 
        Open

CASTING 2

    ATTACK 
        Combustion*
    SPECIAL 
        Tongues

CASTING 3

    ATTACK 
        Phoenix Fire*

CASTING 4

    ATTACK 
        Fireball+
        Firehammer+
    SPECIAL 
        Open Window (Second Sight)

CASTING 5

    ATTACK
        Cataclysm+
        Flames of Death*
    HEALING 
        Flames of the Phoenix*
    DEFENSE 
        Dragon Armour (Iron Skin)

CASTING 6

    ATTACK
        Burning Storm+Flee*
    SPECIAL 
        The Bright Key*Swift Wind*

CASTING 7

    ATTACK
        Flaming Hand of Destruction*
    SPECIAL 
        Courage*
        Still Air (Time Freeze)

CASTING 8

    ATTACK 
        Inferno of Doom*

CASTING 9

    ATTACK 
        Sword of Fire*

CASTING 10

    HEALING 
        Power of the Phoenix*

CASTING 11

    ATTACK 
        Firestorm+

CASTING 12

    SPECIAL 
        Chariot of Fire (Transport of the Damned)

-*- SPELL NOTES -*-

CASTING LEVEL 2

Combustion

The Fire Wizard points a finger at his enemy, and his digit begins to glow red, as if it were steel being fired in a forge. Beyond, his enemy begins to contort with anguish, feeling a burning somewhere deep within his being.

A single Monster in the same board section takes 1D6 Wounds, with no modifiers for Toughness or armor. This spell may be only cast once per turn for each Battle-Level of the Fire Wizard.
Target: Any Monster on the board.
Duration: Immediate

CASTING LEVEL 3

Phoenix Fire

The Fire Wizard raises his hands into the air, and they are surrounded by flame, suddenly becoming magical wings as his visage shifts to that of a rising phoenix. Searing heat billows outwards, scorching all who stand too closely to the fiery form.

All Monsters adjacent to the Fire Wizard suffer 1D6 Wounds, with no modifiers for anything (Ignore Pain, Toughness, armor, etc.).

Target: All Monsters adjacent to the Fire Wizard.
Duration: Immediate

CASTING LEVEL 4

Fireball

Changed from Casting Level 5

Firehammer

Changed from Casting Level 5

CASTING LEVEL 5

Cataclysm

Changed from Casting Level 6

Flames of Death

The Fire Wizard casts a sizzling fireball at the enemy, which engulfs them in white flame.

Pick any 3 square by 3 square area in the same board section (or an adjacent one, so long as the area is still within line of sight). Every model in the chosen area, friend or foe, suffers 1D6 Wounds, with no modifiers for anything (Toughness, armor, Ignore Pain, etc.).
Target: Any 3 square by 3 square area on the same or adjacent board section as the Fire Wizard, within line of sight
Duration: Immediate

Flames of the Phoenix

The Fire Wizard lays his hands upon the bare wounds of a fallen comrade, and takes the pain into himself, to be consumed by the strength of his magic.

Any one model adjacent to the Fire Wizard (or the Fire Wizard himself) may be healed of 1D6 Wounds. This may not be cast while the Fire Wizard is pinned by a Monster.
Target: One adjacent Warrior (or the Fire Wizard)
Duration: Immediate

CASTING LEVEL 6

Burning Storm

Changed from Casting Level 7

The Bright Key

The Fire Wizard clenches his fist tightly, surrounding it with a nimbus of hot light. He then opens his hand, which will take an enormous effort, as if it were encased in rock. As it finally opens, a hole opens in a previously solid stone wall.

For a random dungeon, casting this spell allows the Fire Wizard to place a door in a wall. If this doorway would lead to a previously un-generated section of the dungeon, roll 1D6. On a 4+, the door opens only to a solid rock face beyond when it is explored. (Remove the door; further attempts to cast this spell on this wall will only yield the same result.) Otherwise, select a dungeon card to represent the room beyond (though it will not ultimately lead to the Objective Room).
If there is already a dungeon room generated beyond, then this simply creates a passage there. For moderated games, there may be other effects depending upon the adventure scenario, at the GM's discretion. (For example, a magical lair might have certain protections to prevent two-bit Fire Wizards from using this as a simple means of bypassing complicated locks and traps!)
Target: One wall in same board section as the Fire Wizard 
Duration
: Permanent

Flee

Strange tendrils of magic leave the palms and fingertips of the Fire Wizard as he casts this spell, which weave to the Target like the lash of a whip. As they strike, they cause a brief, blinding agony -- and then a desperate desire to run, to be anywhere but this painful place.

Any one Monster that has not moved yet this turn may be forced to move in a direction (up to its normal movement) that the Fire Wizard chooses, ignoring pinning. It is acceptable to move a model into a hazardous area (such as the Firechasm) by this means, though the Fire Wizard gains no gold for any models who die as a direct result of this spell.
Target: One Monster in the same board section as the Fire Wizard
Duration: One Turn

Swift Wind

As the last words are spoken, the air around the Fire Wizard seems to chill, and become slightly opaque. Beyond this glass, all moves very slowly. The aura travels with the Wizard as he begins to move.

The Fire Wizard and up to 1D6 adjacent Warriors may move up to twice their normal Move rate, even if they have already moved this turn. This may be used to escape pinning automatically, but cannot be used to bypass obstacles or blocking Monsters. Any particular model may benefit from this spell only once per turn.
Target: Fire Wizard and 1D6 adjacent Warriors
Duration: Immediate

CASTING LEVEL 7

Courage

The magic that powers this spell is drawn from very dangerous sources indeed, such that the Fire Wizard will actually see ghastly, fell creatures from the corners of his eyes, slavering for his body and soul, reaching talons for his flesh . . . Then, in an instant, all fear is gone.

The Fire Wizard or any one adjacent Warrior is freed from any effects of Fear or Terror immediately. This prevents the recipient from being affected by any Fear or Terror-causing magic (or new Monsters that arrive) for the remainder of the turn, and negates any Fear or Terror caused by Monsters that are currently being fought.
Target: The Fire Wizard or one adjacent Warrior
Duration: One Turn and/or Monster Event

Flaming Hand of Destruction

The Fire Wizard's hands are transformed such that they burn with an intense magical flame -- a grim energy that does not consume the flesh, though it seems to blacken all the while the spell is engaged.

For any successful hand-to-hand attacks the Fire Wizard makes this turn, he does not use his weapon. Instead, he immediately inflicts 2D6 Wounds, with no modifiers for anything (Toughness, armor, Ignore Pain, etc.).

CASTING LEVEL 8

Inferno of Doom

A firestorm leaps out from the Fire Wizard's outstretched hands, which can render a man to ashes in a few seconds.

Pick a three square by three square area anywhere in the same board section as the Fire Wizard, or in an adjacent one, so long as it is within the Fire Wizard's line of sight. All models within this area, friend or foe, suffer 2D6 Wounds with no modifiers for anything (Toughness, armor, Ignore Pain, etc.).
Target: A three square by three square area in the same or adjacent board section within line of sight of the Fire Wizard Duration: Immediate

CASTING LEVEL 9

Sword of Fire

As the Fire Wizard mutters incantations and touches the blade, tendrils of liquid flame pour over its surface like trickles of blood pouring from the Wizard's finger.

A non-magical melee weapon may be enchanted so that it becomes a flaming blade until all the Monsters in play have been defeated. This weapon is now magical, so that it may harm Daemons and Ethereal creatures normally, and is treated as a fire-based attack against creatures especially susceptible to such attacks (such as Mummies). The weapon inflicts its normal damage, +4 Wounds for each strike.
Target: A single non-magical weapon held by the Fire Wizard or an adjacent Warrior 
Duration: Current Monster Event

Power of the Phoenix

From deep within himself, the Fire Wizard utters a shout which carries into the void, to be heard only by the soul of a fallen comrade, beckoning it back to the body it has left.

This spell may be used to restore a Warrior to life and to full health, with all Wounds restored. However, the Fire Wizard must make an intellectual Initiative test to succeed. Roll 1D6 and add the Fire Wizard's Initiative*. If the total result is 7 or more, he succeeds. Whatever the total, the Rule of 1 and 6 still applies. A natural roll of 6 will always succeed, and a natural roll of 1 will always fail. If the Fire Wizard should fail, then the recipient is forever beyond resurrection, even by magic means capable of raising the dead.
(* If you are using Greywolf's House Rules, use the Fire Wizard's Intelligence rating instead.)
Target: One dead Warrior adjacent to the Fire Wizard
Duration: Immediate

CASTING 11

Firestorm

Changed from Casting Level 12

-*- REPRESENTING YOUR WARRIOR -*-

The Fire Wizard model from Talisman would be perfect for representing this character, or else the Bright Wizard model manufactured by Citadel Miniatures. Otherwise, various miniatures companies manufacture models that would be appropriate to represent a wizard -- just paint it up in a scheme dominated by red and "warm" colors (yellow and orange), maybe trimmed with little "flames" on the edges of the ropes and cape.

-*- ROLE-PLAYING TIPS -*-

The Fire Wizard, as any Wizard, should be stern and serious. He is more appropriate to the sort of Wizard who is most inclined to leap into battle as to bother with mysterious spell-casting. His spell-casting selection is narrow compared to the Wizard (and even to the various Colleges) and specialized upon roasting Monsters as quickly and effectively as possible.

The rune of the Bright College represents a key -- the Key of Secrets. While the Bright College focuses mainly on raw destructive power, they are also interested in the great mysteries of power as well. This particular aspect manifests itself in their magic in some ways (such as Open Window and the Bright Key) and might manifest it in an otherwise warrior-like Fire Wizard's personality as well. Fire Wizards needn't be one-dimensional.

-*- DISCLAIMERS AND SUCH -*-

Warhammer Quest, Talisman, Warhammer Fantasy Battles and Advanced HeroQuest are trademarks of Games Workshop, and its use here does not constitute a legal challenge to that status. This article may be considered copyrighted by T. Jordan "Greywolf" Peacock (me =) ), though it may be freely distributed so long as no alterations are made 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

-*- HAPPY QUESTING! -*-