Warhammer Quest: The Alchemist
by T. Jordan "Greywolf" Peacock 12 July 95

The following is the fifth in a series of articles introducing new professions for Warhammer Quest 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 an altered spell selection, some special skills and some special restrictions according to his particular profession and College. Like many professions from this series, the great bulk of what follows has not been play tested. Therefore, caution should be used when introducing this profession to an existing campaign. It is quite possible that some spells or abilities might turn out to be too powerful, not worth the trouble, or perhaps too ambiguous. Feedback from anyone who actually uses this Warrior type in games would be greatly appreciated, and I intend to revise this Warrior type once I have opportunity to try it out. 

THE ALCHEMIST

    Of the various types of spell-caster, none is quite so respected or wealthy as the successful Alchemist. While most wizards may deal with arcane things beyond the comprehension of mortal men, the Alchemist's works deals with very material, tangible and often desirable things. They might be found running apothecaries in cities, or even serving in royal courts. They seem to be among the least likely candidates for adventuring. The Gold College, from which all spell-casting Alchemists hail, is the richest of the Colleges, and offers the most comfortable life to its students. However, there may be a few Alchemists drawn for whatever reason into the treacherous dungeons. Their skills are certainly useful there, as they can concoct useful potions, enchant metals, and cast potent spells as well. 

ALCHEMIST STATISTICS

    The Alchemist has statistics identical to those of the Wizard, both initially and at subsequent Battle-Levels. Instead of receiving the Hand of Death Scroll, the Alchemist starts with an Alchemical Kit. 

ALCHEMICAL KIT

    This bundle contains vials, flasks and other containers, along with small amounts of special ingredients not easily available in the confines of the dungeon. Once per turn that there are no Monsters on the same dungeon section as the Alchemist, he may expend 50 gold (as necessary components for his concoctions) to create one of the following potions for himself, or else charge a fellow Warrior 75 gold (25 gold of which he may keep for himself). Each of these potions may be used once -- They also have a limited shelf life, and will be useless if not used during this adventure. Roll on the following chart to determine what kind of potion the Alchemist creates. (Alchemy in the middle of a dungeon is an unpredictable thing, after all.) 

1

Healing Potion -- Restores 1D6 Wounds. 

2

Strength Potion -- Increases Strength by 1 point for one Turn. 

3

Toughness Potion -- Increases Toughness by 1 point for one Turn. 

4

Blade Dweomer -- Enchants a single weapon (or quiver of bolts or arrows) such that it will be considered magical for the remainder of the current combat. 

5

Power -- Gives the Alchemist (or another spell-caster) +1 spell point usable this turn only. Multiple doses of this potion may be consumed simultaneously for a cumulative effect. 

6

Identification -- This may be used to correctly identify any potion found to determine its effects without drinking it. When creating a potion, roll 2D6. If both come up as ones, then the Alchemist has run short of essential materials, and may no longer make potions until a new kit is acquired. Only the Alchemist may use this kit. 

ADDITIONAL RULES

EQUIPMENT The Alchemist 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 Alchemist cannot utilize them, as they are outside of his area of expertise. 

ALCHEMISTS AND SETTLEMENTS The Alchemist is largely treated as the Wizard when visiting a Settlement, and he may visit the Wizards' Guild or other locations available to the Wizard normally. An Alchemist may also spend a day without visiting any traders or special locations, and instead perform an experiment to try to make use of his learning to make himself a bit richer. If you are using Greywolf's House Rules concerning experience points, then the Alchemist may convert any number of experience points directly over to gold in an equivalent amount. Otherwise, at the least he can convert any bonuses "toward gaining Battle-Levels" to gold instead -- An example would be that he could expend the Charm of Learning for 300 gold, rather than using it to gain a Battle-Level or rather than selling it for a mere 100 gold. If the Counterfeit Event is rolled up for the Alchemist, treat this as an Uneventful Day. The Alchemist is skilled enough to detect counterfeit coinage and shrewd enough to take care of the problem. 

ALCHEMIST'S SHOP If the Alchemist visits the Settlement's Alchemist, then he can lend his expertise to the attempt to convert an item to gold, and may re-roll a single die when determining the results, though he must keep the second result whether better or worse. While at the shop, he may also purchase a new Alchemical Kit, if he does not have one already, for 200 gold. If he can find an Alchemist's Shop, he will always find one available, although this kit is sufficiently bulky that the Alchemist can only carry one kit at a time into the dungeon. 

INITIAL SPELL SELECTION The Alchemist may select three Defense cards from the spell deck initially. Although these spells are not in the extended list for the Gold College, this is fine. He may alternatively forego one or more cards (before he makes any selections) for an equivalent number of die rolls on the spell list below. If he selects the spell Confuse or Shield, it only counts as one less Casting Level for purposes of power cost. When selecting spells from the deck, the Alchemist may opt to simply select Confuse andor Shield automatically (without having to randomly select it) and continue selection of the rest of his spells normally. 

ALCHEMIST SPELL LIST

 As the Alchemist 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 Alchemist'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 

DEFENSE 
    Drop
SPECIAL 
    Banquet* 
    Detect* 
    Golden Cord* 
    Lock* 

CASTING 2

DEFENSE 
    Glittering Robe+ 
    Confuse+ 
    Slip 

CASTING 3

ATTACK 
    Fist of Iron 
DEFENSE 
    Glittering Helm* 
SPECIAL 
    Golden Runes* 
    Idol* 

CASTING 4 

ATTACK 
    Burnished Gauntlet* 
DEFENSE 
    Dazzle+ 
    Rebound 
SPECIAL 
    Dispel Magic 

CASTING 5 

DEFENSE 
    Blur Shield+ 
HEALING 
    Restore* 
SPECIAL 
    Scissors* 

CASTING 6 

ATTACK 
    Swords of Doom 
    Weaponmaster 
DEFENSE 
    Fools' Gold+ 
    Invulnerability 
    Shield of Gold* 
SPECIAL 
    Create Bridge 

CASTING 7 

ATTACK 
    Gleaming Arrow* 
DEFENSE 
    The Gilded Cage (Cage of Stone)+ 

CASTING 8 

ATTACK 
    The Golden Touch* 

CASTING 9 

SPECIAL 
    The Crucible* 

CASTING 10 

HEALING 
    Elixir of Life* 

CASTING 11 

SPECIAL 
    Transmutation* 

CASTING 12 

ATTACK 
    Transmute

SPELL NOTES

CASTING LEVEL 1

Banquet 
The Alchemist tosses a handful of glittering dust into the air, which showers about the room, and gathers together to form a long table laden with a feast fit for a king.  This spell may not be used while any Monsters are on the board. For an unmoderated board game, each Warrior may roll 1D6 after eating a meal. On a score of 3 or more, the Warrior has 1 Wound restored. For moderated games, this conjures magical food which can keep the Alchemist and his guests sustained. This food is enough to feed the Warriors, but it cannot be taken from the table (which will vanish after the Warriors have had their fill) and stored for later. Any "left-overs" vanish along with the table. 

Target: Any Warriors on the board 
Duration: Immediate 

Detect 
All magical items within the room are surrounded in a glowing halo, giving away their locations. In a moderated game, this allows magical items to be detected, though not giving away their nature. For unmoderated board games, this allows the caster to learn what Magical Items, Magical Armor or Magical Weapons are in the possession of Monsters before learning the hard way. Target: All magical items in the same board section as the Alchemist Duration: Immediate Golden Cord Glittering fibers weave themselves out of thin air, forming a shining cord that rolls itself at the Alchemist's feet. This creates a Rope item of equipment (with the same rules as the Rope initially carried by the Dwarf) that will last for the remainder of the current adventure (unless it breaks first), and then magically disperse. Target: The Alchemist Duration: Remainder of current adventure Lock Heavy chains drop out of the air, sealing the oaken doors, and a great padlock snaps into being, warding off any who would try to pass this way. 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 Alchemist, 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 door 
Duration: Until lock is picked or dispelled 

CASTING LEVEL 2 

Glittering Robe: changed from Casting Level 3 Confuse: changed from Casting Level 3 

CASTING LEVEL 3

Glittering Helm
 The Alchemist reaches into the air and pulls forth an ornately-decorated helm of gold that hovers in mid-air, which he gives a light push, sending it floating toward a Warrior. A single Warrior has +2 added to his Toughness for this Turn. This spell may not be used to protect the Alchemist, nor any Warrior that cannot wear armor. This spell may still work on a Warrior who is already wearing a helmet. 

Target: Any Warrior in the same board section as the Alchemist 
Duration: One Turn 

Golden Runes 
As the Alchemist utters his incantations and traces his finger upon the blade, glittering runes appear in its wake, glowing faintly. A single non-magical melee weapon may be made magical for the remainder of the current combat (i.e. until no more Monsters are in play). This allows the bearer to harm beings such as Ghosts or Daemons who are normally resistant to non-magical weapons. 

Target: A single weapon in the possession of the Alchemist or an adjacent Warrior 
Duration: Current Monster Event 

Idol
The Alchemist laughs heartily, and a jolly, gilded image of a god of wealth bursts from the ground. Place a marker anywhere in an unoccupied space in the same board section to represent the idol. This idol has no function other than to provide an obstacle, preventing movement through this space, and blocking line of sight. It cannot be moved, and lasts until dispelled or destroyed. If it is attacked, it has a Toughness of 10, and any Wound will destroy it instantly. 

Target: Any square in the same board section as the Alchemist 
Duration: Until destroyed or dispelled 

CASTING LEVEL 4

Burnished Gauntlet
A burnished golden gauntlet materializes out of thin air and flies off to strike the Alchemist's enemy. A single Monster within the Alchemist's line of sight up to 12 spaces away is struck by the gauntlet, inflicting 1D6 Wounds + the Alchemist's Battle-Level. 

Target: Any Monster within 12 spaces of the Alchemist, within line of sight
Duration: Immediate Dazzle: changed from Casting Level 5 

CASTING LEVEL 5

Shield: changed from Casting Level 6 

Restore 
The Alchemist gives out an anguished cry as he invokes the elements to remember the forms they once held. A single model adjacent to the Alchemist who has been turned to stone (or partially turned to stone) may be restored to normal. 

Target: One model adjacent to the Alchemist 
Duration: Immediate 

Scissors 
As the Alchemist makes a trimming motion with his fingers, a great pair of golden scissors burst from the earth and snip away the sticky webs binding the Warrior. This spell is capable of releasing a single Warrior from a Giant (or Gigantic) Spider's Web. It's also capable of snipping ropes, or slicing up parchment or cloth, but it isn't strong enough to do much of anything in combat except annoy the target if it were used as an attack. 

Target: A single webbed Warrior, rope, etc. in the same board section as the Alchemist 
Duration: Immediate 

CASTING LEVEL 6 

Fools' Gold: changed from Casting Level 7 

Shield of Gold As the mighty blow is about to cleave through the weakened Warrior, suddenly molten metal forms in front of him and snaps into the shape of a brilliant shield, intercepting the weapon in time. This spell may be cast after a Monster's attack has hit a Warrior, even after damage has already been rolled. For this one attack, it immediately absorbs one Wound of damage for each Battle-Level of the Alchemist. This applies even for attacks that "ignore armor". 

Target: Any Warrior in the same board section as the Alchemist 
Duration: Immediate 

CASTING LEVEL 7 

Gleaming Arrow
A shining arrow of gold emerges from the Alchemist's forehead, flying straight toward his enemy. The Alchemist must make a successful ranged attack (using his BS rating) to strike an opponent within 12 spaces in line of sight. Upon a successful strike, it inflicts 1D6 Wounds for each Battle-Level of the Alchemist. 

Target: Any Monster within 12 spaces of the Alchemist in line of sight 
Duration: Immediate The Gilded Cage (Cage of Stone): changed from Casting Level 8 

CASTING LEVEL 8

The Golden Touch
The air shimmers heavily around the Alchemist's outstretched hand, and as he strikes his enemy with it, a golden light washes over its form . . . dimming to reveal a golden statue where the monster once stood. On a successful roll to hit (in place of one of the Alchemist's normal attacks, not using any weapons), a single Monster is turned to gold. While in this state, it is impervious to harm, and can only be moved a space per turn with a successful Strength test. (It can't be moved at all if the creature is a Large Monster.) This effect lasts until voluntarily dispelled by the Alchemist, until the Alchemist is reduced to 0 Wounds, or until the end of the current adventure. 

CASTING LEVEL 9

The Crucible 
The Alchemist takes on a golden glow that increases in intensity until it is almost impossible to look upon him. Suddenly, the image shimmers and melts away to nothing. The Alchemist may transport himself instantly to any unoccupied square in a previously explored section of the Dungeon. 

Target: The Alchemist 
Duration: Immediate 

CASTING LEVEL 10 

Elixir of Life 
The Alchemist conjures a fine red powder from the air, and mixes it with a swirling vapor in a golden vessel that materializes from nowhere. A potion is magically created which may used during this Turn to restore a single Warrior (or the Alchemist himself) 1D6 Wounds per Battle-Level of the Alchemist. The potion cannot be consumed while the recipient is pinned, and the Warrior must be adjacent to the Alchemist to receive the potion. 

Target: The Alchemist or any adjacent Warrior 
Duration: Immediate 

CASTING LEVEL 11

Transmutation 
A single object fades and crumbles into a bright expanse of glittering dust. A single non-living, non-magical object vanishes from existence temporarily. Viable targets would include a single weapon, an idol, a chest, a door, a section of wall (i.e. place a door in that section, if there is a room beyond to lead to), a bridge, etc. GM moderation will be required for this spell in most cases. The item returns to existence (pushing any objects or models out of the way that have taken up its previous location) at the end of the Turn. 

Target: A single non-living, non-magical object in the same board section as the Alchemist 
Duration: One Turn 

REPRESENTING YOUR WARRIOR

The Alchemist model from _Talisman_ would be perfect for representing this character, or else the Gold Wizard model manufactured by Citadel Miniatures. Otherwise, just about any wizardly model in rich attire painted in a scheme dominated by yellow (andor gold) would be appropriate. 

ROLE-PLAYING TIPS

 An Alchemist is most likely accustomed to finery and to city life, rather than the dismal realities of the dungeons, the wilderness, or the back alleys for that matter. Hence, he might be a bit snobbish or a bit particular. However, he could just as well be a jolly, robust fellow with a hearty laugh and a great love for food and ale and the company of friends. I have no real examples to go by from any Warhammer literature as to the nature of Alchemists, but I would imagine that they are accustomed to court life and therefore should be able to get along just fine whenever etiquette is required, should the Warriors find themselves in an adventure that takes place somewhere other than just your average dungeons.

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 (or make donations of plastic and metal pieces for my bits box ;) ), you can write to me at: Jordan Peacock 1610 Parker Cedar Falls, IA 50613 -*- HAPPY QUESTING! -*-