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! -*-