Warhammer Quest: The Astronomer by T. Jordan "Greywolf" Peacock 12 July 95 -*- The following is a home-made profession for _Warhammer Quest_ created by myself as the sixth in a line of wizard 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, 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 a "Celestial 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 ASTRONOMER -*- The highest towers in the great Imperial city of Altdorf belong to the Celestial College, which is home to Astronomers who gaze the skies in search of ancient secrets and portents of the future. Their spell repertoire includes some combative spells, as the power of the heavens is within their element, but their greatest strength is in the ability to predict events yet to unfold, or even to manipulate the very winds of fate to harness that elusive factor known as "luck". While Astronomers may have plenty to keep them busy in the cities of men, they have ample incentive to delve into the dungeon ruins of the ancient Dwarven empire. After all, there may be great secrets buried beneath those ruins, and to learn about the past is to have a better understanding of what might lie in the future. -*- ASTRONOMER STATISTICS -*- The Astronomer has statistics identical to those of the Wizard, both initially and at subsequent Battle-Levels. Instead of starting with a Hand of Death Scroll, the Astronomer starts with a magical Astrolabe. -*- ASTROLABE -*- Any time that a random Event or Hazard is encountered, inside or outside the dungeon, or even when a random Treasure Card is selected, the Astronomer may use this magical device to twist the winds of fate. The first roll or card may be discarded, and another taken instead -- This second result must be taken normally. This may only be used once per Turn, week or day (for dungeons, journeys and Settlement visits, respectively). After each time that the device is used, roll 1D6. On a natural roll of 1, the magical power of the device is exhausted, and it is useless. -*- ADDITIONAL RULES -*- LUCK The Astronomer is especially lucky, thanks to his portents and his magical ability to alter fate itself. His Luck characteristic is at +1 compared to what a normal Wizard would have at the same Battle-Level. This means that he starts the game with 1 Luck Point even at Battle-Level 1. Also, when using Luck points, the Astronomer is able to utilize them to re-draw cards (or re-roll double dice) for dungeon Events as well, though he must keep the second result. (Even if Greywolf's House Rules concerning Luck are used, he cannot automatically pick what die roll result he wants when using Luck Points in this manner.) FORTUNE Settlement Event #24 (Circus) may be treated as merely an Uneventful Day for the Astronomer or any Warriors travelling with him. Who needs their fortune told for a fortune, when you have a Celestial Wizard around? EQUIPMENT The Astronomer 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 Astronomer cannot utilize them, as they are outside of his area of expertise. SETTLEMENTS The Astronomer is largely treated in the same way as the Wizard when visiting a Settlement, and may visit the Wizards' Guild as normal. However, there is also a special location which may be present in some towns or cities that may be of interest to him, known as the Observatory. Astronomers are not allowed into the Gambling House, as their abilities of telling the future are highly suspected in games of chance. THE OBSERVATORY The Astronomer may pay 100 gold for use of the facilities at the Observatory in order to try to gain portents of the future for himself and his fellow Warriors. Roll 1D6 and consult the following chart for the results of his study of the stars and the celestial winds. Roll Result 1 It is a fruitless night, and the stars are silent. The Astronomer can learn nothing aside from vague omens of impending danger -- nothing newsworthy for anyone in the business of adventuring. 2 The Astronomer gains visions of future fortune. In the upcoming adventure, at one point when a Treasure Card is selected, the player may choose to discard the card and pick another instead, though the second must be kept. 3 The Astronomer gains a vision of imminent danger. He must choose whether the vision is concerning himself or a fellow Warrior. Whomever is selected may ignore a single blow during the upcoming adventure (even after rolling damage), able to avoid fate at the last moment. 4 The Astronomer gains a vision of a hazard which may be avoided. In the upcoming adventure (or the first journey to a Settlement thereafter), he may opt to avoid a single Event or Hazard, though the second card (or roll) must be taken normally. 5 The Astronomer realizes that he is blessed by the fates. He gains a temporary point of Luck which may be used at any point in the upcoming adventure. 6 The fates are truly smiling upon the Warriors! The Astronomers and every Warrior that accompanies him will each gain a temporary point of Luck usable during the upcoming adventure. Also while at the Observatory, an Astronomer may buy a new magical Astrolabe if his old one has lost its power. This will cost 200 gold, and the Astronomer can only carry one Astrolabe at a time. INITIAL SPELL SELECTION The Astronomer chooses only two spells initially, which may be selected as desired from the three decks. Optionally, one of these cards may be automatically chosen as Lightning Bolt without having to pick it randomly, though the other will still be randomly selected as normal. When drawing spells, the Astronomer may opt to discard any spell card once and pick another instead, though he must keep his second selection. -*- ASTRONOMER SPELL LIST -*- As the Astronomer 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. When rolling dice to determine what spells the Astronomer gets, the Astronomer may re-roll one or more of the dice once each, though he must keep the second result of any roll, whether better or worse. 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 Astronomer'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 The Guiding Hand* SPECIAL Starlight* CASTING 2 DEFENSE Intervention* SPECIAL Book of Ages* Store* CASTING 3 DEFENSE The Cerulean Shield* SPECIAL Portent* CASTING 4 ATTACK Lightning Bolt DEFENSE Ill Omen* SPECIAL Dispel Magic Second Sight CASTING 5 ATTACK Azure Blades* SPECIAL The Sapphire Arch* Swiftwing* CASTING 6 SPECIAL The Crystal Charioteer* Prophesy* CASTING 7 ATTACK Chain Lightning SPECIAL Warp Jump CASTING 8 SPECIAL Winds of Fate+ CASTING 9 ATTACK Storm of Shemtek* SPECIAL Fortune* CASTING 10 ATTACK Windblast SPECIAL Disaster* CASTING 11 SPECIAL Astrologos* CASTING 12 SPECIAL Precognition* -*- SPELL NOTES -*- CASTING LEVEL 1 The Guiding Hand /An unseen hand guides the Warrior's every move, drawing his blade past every parry, and straight for its target./ For a single attack, +1 may be added to a Warrior's die roll for a hand-to- hand or ranged attack, though a natural roll of 1 will still miss, and there is no way to get a result over 6. Target: Any Warrior in the same board section as the Astronomer Duration: One attack Starlight /A pinprick of light opens in the air above the Astronomer's upraised hand, and a flurry of glittering specks burst forth, showering the room in a wonderland of soft starlight./ This spell lights a room (and any adjacent rooms) in the same way as a Lantern for one Turn. Target: Entire board section and all those adjacent to the Astronomer Duration: One Turn CASTING LEVEL 2 Intervention /As the monster swings its heavy axe at the stunned Warrior, the Astronomer holds up his hand in a halting gesture -- Correspondingly, the monster's axe seems held back by an unseen force, as it bellows in dismay./ Immediately upon rolling damage for an attack, the Astronomer may opt to cast this spell to absorb some of the damage. Roll 1D6. This spell absorbs up to this many Wounds of damage from the blow. If there are any points left over, it does not carry over to any additional damage the recipient takes from other attacks -- It only applies to a single attack. Target: Any Warrior on the same board section as the Astronomer Duration: Immediate Book of Ages /The Astronomer claps his hands thrice, stirring up a glittering cloud of stardust as he does so. The dust settles down, some of it alighting as if on an invisible surface in midair -- As more dust falls, it takes on the shape and appearance of a heavy tome that bears illustrations of wondrous places and artifacts of old./ When this is cast, the Astronomer automatically is treated as if he had rolled a result of 6 for an intellectual Initiative test for purposes of identifying items. Target: The Astronomer Duration: Immediate Store /The Astronomer strains visibly as he sweeps his hands toward each other, cupping them together while drawing in energy from the unpredictable Winds of Magic. A glow intensifies, light streaming from between his fingers . . . and it is released, with brilliant intensity!/ Upon casting this spell, the Astronomer may choose to expend a number of additional power points above the normal cost. These additional points are "stored", and usable during the next turn in addition to whatever is rolled for that turn. These points must be used that next turn, or else they are simply wasted. This spell cannot be cast while points from a previous Store are in play -- You cannot create a "tsunami" effect by storing magic from cumulative turns! Target: The Astronomer Duration: One Turn CASTING LEVEL 3 The Cerulean Shield /A crackling electric shield of energy forms upon the Astronomer's left arm./ For any blow that inflicts damage against the Astronomer, the damage may be negated if he can roll more than the number of wounds caused on a D6. Any attacks that would only cause one wound of damage are protected against automatically. If the Cerulean Shield fails to save against damage it is instantly dispelled. If the Astronomer is attacked by a magic spell that either causes wounds or kills him outright, then the Shield will save him on a roll of 4+ on 1D6. When used to save against a spell the Cerulean Shield is automatically dispelled regardless of whether the Astronomer saves or not. Target: The Astronomer Duration: One Turn Portent /The Astronomer casts his auguries and a single star shoots across the heavens./ Roll two 6-sided dice. The difference between the scores is the amount by which the Astronomer may adjust any single dice roll during the remainder of this Turn. Target: The Astronomer Duration: One Turn CASTING LEVEL 4 Ill Omen /A shining star emerges between the Astronomer and his foe. Slowly, it darkens, eclipsed by some unseen force./ At any point after casting this spell, the Astronomer may force the victim to automatically fail (roll a 1) at any one die roll to hit, damage, etc. Target: Any Monster in the same board section as the Astronomer Duration: One die roll CASTING LEVEL 5 Azure Blades /Thin razor-like shards fill the air around the Astronomer, whirling in orbit around him like miniature stars./ Any Monsters adjacent to the Astronomer take 1D6+1 Wounds. Target: All Monsters adjacent to the Astronomer Duration: Immediate The Sapphire Arch /The Astronomer raises his arms and chants. As he does so a sweeping arch of pure sapphire swirls into existence./ Place a template 4 squares by 1 square on the table (The WFB Sapphire Arch template would work perfectly) to denote the location of the Sapphire Arch, anywhere within the Astronomer's line of sight, up to 24 spaces away. The Arch remains there until the end of the Turn. Any who walk into the Sapphire Arch disappear from play, and may reappear in any subsequent Turn when the Astronomer casts the Arch once more in a new location. (If the Astronomer should be killed while any Warriors are within the Sapphire Arch, or otherwise cannot cast it again, assume that they are out of play for the remainder of the adventure, but somehow find their way back to the real world outside the dungeon again.) Target: A 4 square by 1 square space in line of sight of the Astronomer up to 24 spaces away Duration: One Turn Swiftwing /The Astronomer transforms into a blur of cyan energy which darts into the air, flickering across the battlefield with incredible speed./ The Astronomer may instantly move to any space within his line of sight that is unoccupied, ignoring any interposing models or any obstacles which can be flown over. He may also choose to instead go to any previously explored dungeon section (or out of the dungeon entirely) so long as there is some means of getting there. (e.g., This can't be used to get past a blocked passage.) This replaces the Astronomer's normal movement for the Turn. Target: The Astronomer Duration: Immediate CASTING LEVEL 6 The Crystal Charioteer /A gigantic bubble envelops and imprisons the Astronomer's enemy, and floats away./ A single model in the Astronomer's line of sight within 24 spaces is trapped, and is immediately moved 2D6 spaces in a direction nominated by the caster. While trapped, the victim may do nothing except to attempt to break free with a Strength test. (Roll 1D6, add to its Strength, and it succeeds on a total of 7 or more.) A token should be placed under the model's base to indicate that it is trapped. Each subsequent turn the model is trapped, it continues to move 2D6 spaces in the same direction for as far as is possible, flying over pits, intervening models, etc. While trapped, the victim cannot be harmed, though an outsider may attempt a Strength test to break the bubble as well. Target: Any model in the Astronomer's line of sight within 24 spaces Duration: Until victim passes a Strength test Prophesy /The Astronomer traces various symbols representing the wandering bodies and the constellations in the air, and watches as they drift in relation to each other, spelling out what fate has in store./ This may be cast in order to determine the result of a single random action beforehand. For example, the Astronomer could cast this spell to see what his chances are of crossing the Firechasm -- This would tell the result of the first die roll he would have to make, but not any subsequent rolls. He could then proceed with the predetermined result, or else opt for some other course of action. Target: The Astronomer Duration: Immediate CASTING LEVEL 8 Winds of Fate: changed from Casting Level 9 CASTING LEVEL 9 Fortune /The Astronomer cunningly manipulates the weave of fate to bring good fortune to one of his fellow Warriors./ For the remainder of the current Turn, any one Warrior within the same board section as the Astronomer may be affected such that he may re-roll any failed dice throws. This includes to hit rolls, damage rolls, dodge rolls, Initiative tests, etc. In any case where a die is re-rolled, the second result must be taken, whether better or worse. Target: Any Warrior in the same board section as the Astronomer Duration: One Turn Storm of Shemtek /The caster's body is wracked with a fierce storm of light and energy. A gale of brightness pours from his eyes and mouth and his limbs are splayed into a rigid cruciform shape. The outer shell of his body cracks, and a bolt of light streaks from each crack./ This spell unleashes 2D6 lightning bolts, each of which can strike any Monster within line of sight within 24 spaces. Each bolt strikes the first target in its path, inflicting 2D6 Wounds with no modifiers for anything (Toughness, armor, Ignore Pain, etc.). Once the final strike has been made the storm ends and the caster collapses unconscious. While unconscious, he is treated as having a WS of 1 for any attacks made against him. In any subsequent Turn, if he rolls a 4+ on 1D6 he may regain consciousness, but otherwise he will still lay prone until he succeeds. Target: Monsters within 24 spaces of the Astronomer Duration: Immediate CASTING LEVEL 10 Disaster /A glowing red star seems to streak across the room, following the motion of the Astronomer's sweeping hand./ The Astronomer may immediately draw an Event card (or roll for an Event, if applicable). If the Event consists of a trap or Monster Event, it is used against whatever Monsters are present. (If there are no Monsters already present, then the Warriors will just have to face/fight it as normal.) Any Monsters who arrive will fight /against/ any Monsters currently on the board. The Warriors get no gold for any Monsters killed by the conjured creatures, and if the Warriors should decide to turn on the conjured creatures, they will all turn on the Warriors as well, and no gold (or Treasure Card) is gained for their defeat. As soon as any Monsters aside from the conjured creatures should be defeated, they immediately wander off, disappearing into the darkness. Target: A single Event Duration: Current Monster Event CASTING LEVEL 11 Astrologos /A shower of tiny stars bursts forth from the air, bathing the Warrior in a soft, shimmering glow./ Any one Warrior adjacent to the Astronomer has all of his Luck tokens back, up to his maximum Luck rating for an adventure. This spell may only be cast on any given Warrior once per adventure. Target: Any Warrior adjacent to the Astronomer Duration: Immediate CASTING LEVEL 12 Precognition /The Astronomer closes his eyes and enters into a deep trance. Images swirl about him as his vision of the future is played out so that his allies may see as well./ Upon casting this spell, all variable factors (wounds of the Warriors, power points this turn, Luck tokens, gold totals, Monsters still on the board, etc.) should be written down. The remainder of the current battle may be played out until all Monsters or the Warriors are defeated. At the end of this, the Astronomer player may decide (even if he "died") to avoid this possible future entirely (revert back to how everything was upon casting this spell first), or else to accept it (and continue playing from this point). This spell may not be cast in the middle of such a "vision". Visions within visions are just too complex for the human mind (or the GM's mind) to comprehend. If this is cast outside of a battle, then this "vision" lasts for up to a number of Turns equal to the Astronomer's Battle-Level after the initial casting. Target: The Astronomer Duration: Current Monster Event -*- REPRESENTING YOUR WARRIOR -*- The Astronomer model from _Talisman_ would be perfect for representing this character, or else the Celestial Wizard model manufactured by Citadel Miniatures. Otherwise, various miniatures companies manufacture models that would be appropriate to represent an "Astronomer". If nothing else, select some wizard model and paint him in a scheme dominated by blue, perhaps accented with silver, or with flaming comets. Grenadier Models manufactures an Astronomer's lab that contains various equipment associated with astronomy, as well as including an astronomer stooped over to peer into the telescope. Ral Partha has numerous wizards in dramatic poses, some with appropriately oversized collars (as Celestial Wizards seem to be wont to wear) and/or skullcaps. Heartbreaker Hobbies has a number of wizards as well. Although it is not a perfect match, I found that the symbols on the robes of the "Cardinal and Mystic" set from Mutant Chronicles weren't that far off from that of the Celestial College, possibly touched up with a little bit of putty. -*- 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! -*-