The following is a home-made profession for Warhammer Quest created by myself to represent practitioners of the Grey College of magic in the Warhammer world. When I played Advanced HeroQuest, the Grey College (among others) was hinted at but never actually detailed, so I took it upon myself to make up spells for that college myself, based upon the spell deck from Battle Magic and my own extrapolations along the lines of a general wizard who loosely "specializes" in spells involving weather, wisdom and travel.

When I first saw images of the WQ boxed set planned for release, I thought that this tradition of spell colleges would be continued ... only with the Grey College being represented in the selection of basic Warriors -- as opposed to the Bright Wizard who started off with the basic Heroes in AHQ. I was wrong, however, and a bit disappointed, as -- unorganized though they be -- the idea of the Magic College system has a certain appeal to it.

Hence, I have endeavored to try writing up my own translation for a Grey Wizard for Warhammer Quest. Unlike the others in this series, I do not have a Talisman character to help me in my characterization. However, I hope that you will find this to be a playable and enjoyable alternative to the jack-of- all-trades Wizard in the regular boxed set.

While my AHQ Grey Wizard has undergone quite a bit of playtesting, at this writing my attempt to roughly "translate" it to WQ has not. Any problems that might be caused due to "play imbalance" should be drastically different in scope for the Grey Wizard, as he does not necessarily specialize in Healing, Defense or Attack spells (as the previous Colleges have tended to do), but most of his spells will be in the Special category, affecting combat in subtle, indirect ways. Of course, he does have a few attack spells, as Grey Wizards are storm wizards among other things, but he is completely deficient in healing, and generally lacking in true "Defense" spells.

I personally find this particular College very interesting, and it will be the first that I've written up that I think truly fits the "traditional" notion (if there can be one) of a Gandalf-esque or Merlin-esque master of the arcane arts. I certainly hope to find an opportunity to give this the playtesting this deserves so that I can post a subsequent revision to this article that can do without the warnings and uncertainties that have accompanied most of my home-made profession posts.

THE Grey Wizard

by T. Jordan "Greywolf" Peacock
20 AUG 1995

The weary building that houses the Grey College in the City of Altdorf is ill- kept and rarely occupied, as its "students" are almost invariably a wandering bunch who only use this site as a gathering place in times of dire need. Grey Wizards are constant travellers, and greatly revered for their wisdom, as they see and learn much during their journeys. They are also known as masters of the weather and rain-makers, earning much respect and loyalty among those who work the land.

Their magic is quite diverse -- so much so that they are perhaps the closest of the Colleges to the sort of Warrior-Wizard that borrows bits-and- pieces from the different Colleges. Given their wandering ways, it is not at all unexpected to find a Grey Wizard who might focus his studies of magic onto those arts most useful for exploring the vast underground networks and fighting the minions of Chaos.

-*- STARTING AS A GREY WIZARD -*-

GREY WIZARD STATISTICS

The Grey Wizard has statistics identical to those of the Wizard, both initially and at subsequent Battle-Levels. Instead of receiving the Hand of Death Scroll as an initial piece of special equipment, the Grey Wizard starts with a Magic Feather.

MAGIC FEATHER

This feather was plucked from a bizarre monstrosity of the Warp and possesses magical powers. It may instantly teleport the Grey Wizard and any other Warriors on the same board section out of the dungeon entirely and to a Settlement of his choice. After one use, the feather disintegrates.

-*- ADDITIONAL RULES -*-

TRAVELLER

Grey Wizards are most at home travelling the high-ways and by-ways of the Old World, and given their ever-popular ability to alter the weather, they quite often benefit from the hospitality (and direction) of grateful peasants along the way. If a Hazard should be rolled up that involves getting lost or misdirected (#15 Stranger, if you roll 1-3; #34 Bad Map; #41 Lost; #45 Which Road?; #53 Double Back) then the Grey Wizard may roll 1D6. On a 4+, the Warriors are not lost or delayed at all, and may ignore the normal results. Otherwise, the Hazard should be handled normally.

By means of his magic spells, a Grey Wizard could choose to reach a Settlement of any sort within a week, bypassing all possible Hazards. However, if he does so, he will have to leave the other Warriors behind to fend for themselves, as this benefit would only apply to himself.

WEATHER WIZARD

Having a Grey Wizard along for the journey really helps to make the going pleasant ... and a bit safer as well! Hazards involving storms may be ignored, as the Grey Wizard has sufficient power to calm the skies just enough so that the Warriors face no danger. For such Hazards (#21 Tornado; #36 Lightning; #42 Flood; #52 Blizzard; #66 Storm), simply treat this week as an Uneventful Week.

Also, if Hazard #32 (Famine) is encountered, the Grey Wizard need not pay gold to show his kindness -- He can simply draw upon his powers to try to bring back the rains. He does not roll on the chart (and, sorry, doesn't get a shot at getting a Sword of Sharpness).

EQUIPMENT

The Grey Wizard 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 Grey Wizard cannot utilize them, as they are outside of his area of expertise.

GREY WIZARDS AND SETTLEMENTS

The Grey Wizard is treated as the Wizard when visiting a Settlement, to the point that he may even visit the Wizards' Guild (and benefit from consultations) in the same way.

INITIAL SPELL SELECTION

The Grey Wizard selects his initial spell cards in the same way as a normal Wizard. This will invariably result in his acquisition of spells which would not be available at subsequent Battle-Levels. This is fine. This represents the minor concession to diversity that he has made to start his career at an adventuring Wizard. If the player wishes, however, he may substitute die rolls on the following spell chart for any or all of his cards he would be able to select. For each card that he chooses not to pick (He must decide this before he picks any cards.) he may roll 1D6 instead, using this to choose a spell in the manner as described on p. 51 of the Roleplay Book. If he chooses to forego more than one card, it is possible for him to combine two (or even three) dice together for a higher-level spell, as described.

-*- GREY WIZARD SPELL LIST -*-

As the Grey 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. The Grey College is known for having spells that tend toward the lighter end in terms of cost to power. When rolling for spell levels to select from, the value of a die indicates what level of spell you can pick or lower.
Also, there are no spells (in this list) above Casting Level 9.

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 Grey 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

    HEALING 
        Create Food
    SPECIAL 
        Fleet of Foot
        Gentle Hand*
        Open
        Tongues+
        Whispering Wind*

CASTING 2

    DEFENSE 
        Feign Death
    SPECIAL 
        The Dark Steed*
        Mockingbird*
        Zone of Silence

CASTING 3

    ATTACK 
        The Crown of Taidron*
    SPECIAL 
        Speed

CASTING 4

    ATTACK 
        Lightning Bolt
        Pit of Tarnus (Pit of Despair)+
    DEFENSE 
        Fog*
        Levitate
    SPECIAL 
        Dispel Magic
        The Grey Wings*
        Strike of the Sword*

CASTING 5

    DEFENSE 
        Cyclone*
    SPECIAL 
        Bridge of Shadows (Warp Jump)+
        Sleep

CASTING 6

    SPECIAL 
        Create Bridge
        The Horn of Andar*
        Wings of Power

CASTING 7

    ATTACK 
        Chain Lightning
    SPECIAL 
        Read*
        Tower of Isolation+

CASTING 8

    ATTACK 
        Stormcall*
    SPECIAL
      
Identify*
        The Sword of Judgement*

CASTING 9

    ATTACK 
        Dance of Despair*
        Windblast+
    DEFENSE 
        Radiance of Ptolos+
    SPECIAL 
        Transport of the Damned+

-*- SPELL NOTES -*-

CASTING LEVEL 1

Gentle Hand

As the arrow whistles through the air, the Elf frowns as he sees that it will miss its mark. However, at the last moment, a breeze inexplicably blows the shaft back directly on its course. The Grey Wizard smiles knowingly as the Elf congratulates himself on his excellent act of marksmanship.

This spell may be cast immediately after a roll to hit with a ranged weapon, or an Initiative test involving balance or leaping (such as an attempt to make it across the Fire Chasm bridge) has been made, turning a failed roll into an automatic roll of 6 -- guaranteeing success in most if not all cases.
Target: One Warrior in same board section as the Grey Wizard
Duration: Immediate

Tongues

Changed from Casting Level 2

Whispering Wind

Surrounded by Orcs, unable to confer with his fellow Warriors on a way to escape, the Grey Wizard subtly, skillfully alters the flow of air in the dungeon chamber, to cause a disembodied voice to whisper his plan into his comrades' ears.

This spell is primarily of use in moderated games with a GM, rather than the regular board game. It allows a Grey Wizard to, in game terms, pass along information to fellow Warriors without Monster characters catching on to the conversation. This is especially useful if the Warriors wish to try some sort of "surprise" maneuver to get a bonus against their adversaries.
Alternately, this spell may be used to allow the Warriors to do a "Gang Up" attack on a single Monster. For each Warrior more than the first who attacks the designated Monster this turn, add +1 to their rolls to hit, for a single Attack per Warrior.
Target: Any Warriors in the same board section or within line of sight of the Grey Wizard
Duration: Immediate / One Turn

CASTING LEVEL 2

The Dark Steed

The air becomes dark and there is a sudden sound of monstrous hoof-beats. The Grey Wizard is borne high into the air, carried to another place and gently set upon the ground.

The Grey Wizard may fly to any location within his line of sight, ignoring all intervening models, pinning, and any obstacles which can be flown over. This replaces his normal movement, and may not be cast more than once per Turn.
Target: The Grey Wizard
Duration: One Turn

Mockingbird

Various sounds of small, vulnerable (and presumably tasty) creatures echo down the corridor. Some of the wretched monsters lick their lips, slavering, and change course, heading toward the phantom prey.

Roll 1D6 for each Monster that appears as a result of an Unexpected Event. On a score of 5 or less, place that Monster as normal. On a score of 6 that Monster follows the noises created by the Grey Wizard away from the Warriors and isn't placed on the board at all. May only be cast once per Event.
In a moderated game, this may also be used in more creative ways, as it allows the Grey Wizard to attempt to mimic various sounds by playing with gusts of air and the sound it creates. Actual voices or loud, sharp noises are beyond the ability of this spell. The Grey Wizard's success in creating a particular noise (and the gullibility of any Monster to believe what it hears) should probably be handled with intellectual Initiative (or Intelligence) tests. For this latter case, the spell can be used multiple times -- It's just that Event Monsters, if not convinced to wander off initially, won't be inclined to wander away again, as they've already got plenty of Warriors to munch on already! =)
Target: All Monsters that are about to be placed on the board 
Duration
: Immediate

CASTING LEVEL 3

The Crown of Taidron

A crown of sparkling steel forms about the caster's brow and crackling bolts of energy play across its shining surface.

1D6 bolts of electricity are launched against one or more Monsters within 3 spaces of the caster. They may be spread amongst separate targets, focused on a single target, or whatever mixture is desired within the bounds of the total attacks available, but each hit is handled separately. Each bolt causes 1D6 Wounds. Unless the target is wearing magical armor, if no damage for a given hit gets through its Toughness and Armor, then it automatically suffers 1 Wound (with no deductions for Toughness or Armor) regardless.

CASTING LEVEL 4

Fog

A thick vapor rises from the floor, causing all to vanish in a swirling cloud of grey.

No one within the same board section as the Grey Wizard is subject to pinning for this turn, and all rolls to hit by anyone (friend or foe) will miss except on a natural roll of 6, and ranged attacks cannot hit. Attack spells cost +2 power points to cast. (For Monster spell-casters, subtract 1 from each die rolled to determine the spell cast. If the result is less than the lowest number for determining a spell, none is successfully cast.)
Target: Entire board section
Duration: One Turn

The Grey Wings

As the Grey Wizard gestures, his comrade is surrounded by a great flock of grey winged birds, who obscure him from sight.

A single Warrior within line of sight of the Grey Wizard is moved to any other unoccupied location within his line of sight, within a maximum range of 36 spaces. This does not affect the affected Warrior's movement or actions for this Turn, and he may escape pinning by means of this spell.
Target: A single Warrior
Duration: Immediate

The Pit of Tarnus (Pit of Despair)

Changed from Casting Level 5

Strike of the Sword

A great sword composed of magical energies slices through the stone walls of the chamber, opening a passage where once there was none.

A door section may be placed on any blank wall. For a random dungeon, roll 1D6 to determine what lies beyond as soon as any Warrior is close enough to explore. On a 4+, there is only solid rock beyond. Remove the door section. Subsequent castings using that wall will only yield the same result.
Otherwise, pick a single left-over Dungeon card to determine what sort of room lies beyond. This will not lead to the Objective Room ultimately, however.
If this should be cast on a wall where an explored area lies beyond, then this doorway simply links the two rooms, and there is no need to roll.
For pre-generated dungeons, what lies beyond the doorway (if anything) depends on the layout, of course. If you are running a moderated GM, there may be cases where opening a hole in a wall could lead to unexpected problems (such as if you broke into a water main in a dungeon that uses hydraulics for its various traps...), or magical protections that prevent this very method of bypassing obstacles and traps.
Target: A single wall in the same dungeon section as the Grey Wizard
Duration: Immediate

CASTING LEVEL 5

Cyclone

A fierce wind whips its way around the Grey Wizard, causing his cape to furl majestically. Those around him are blown back by the cyclone's sheer force.

For each model adjacent to the Grey Wizard, roll 1D6 and add this to its Strength. If the result is 7 or greater, the Monster succeeds in holding its ground. (The Rule of 1 and 6 does not apply here.) Otherwise, it is forced directly away from the Wizard one space. If the other space is unoccupied, it is forced back normally. If the other space is occupied by a model, they bump into each other, each losing a single Attack this Turn. If the other space is occupied by a wall, the model doesn't move at all, but loses all its Attacks this Turn. If the space might contain some sort of hazards (pits, the Firechasm, etc.) then the usual results are handled.
Target: All models adjacent to the Grey Wizard
Duration: Immediate / One Turn

Bridge of Shadows (Warp Jump)

Changed from Casting Level 7

CASTING LEVEL 6

The Horn of Andar

A piercing horn blast echoes through the corridors of the dungeon, strengthening the courage of the Warriors who hear it, while filling the Grey Wizard's enemies with a feeling of dread and doom.

All Warriors in the same dungeon section as the Grey Wizard are freed from any effects of Fear or Terror caused by any present Monsters. All Monsters who do not cause Fear or Terror (or who are subject to Break rules) must make a Break Point test (as described on p. 80).

CASTING LEVEL 7

Read

Mists collect over the runes, shifting shape until they take the form of script in the Grey Wizard's native tongue.

This spell may be cast to ensure the Grey Wizard the equivalent of a natural roll of 6 when trying to decipher runes or to read obscure hand-writing -- in most cases indicating success at trying to decipher them. It does not, however, allow him to break messages that were deliberately encoded.
Target: A single text
Duration: Immediate

Tower of Isolation

Changed from Casting Level 11

CASTING LEVEL 8

Stormcall

The Grey Wizard calls down storm winds and lightning on his foes from the four corners of the sky.

This spell is of decidedly limited use in the average dungeon, as it will only function under open sky. If a Grey Wizard has this spell in his repertoire, however, and is capable of actually casting it without having to dig into reserve points, then he may receive +1 on any battle rolls during journeys to Settlements.
This spell, when cast, causes 1D6 Wounds for each Battle-Level of the Grey Wizard against every Monster within 3 spaces.
Target: All Monsters within 3 spaces of the Grey Wizard
Duration: Immediate

Identify

Swirling vapors coalesce in front of the Grey Wizard, forming into a ghostly tome which hovers before him. Its insubstantial pages, turned only by gentle gusts directed by the Wizard's spell, show images of all sorts of wondrous magical artifacts known to the Colleges.

The Grey Wizard's attempt to identify any magical object counts as if he had rolled a natural 6, which in most cases would guarantee success.
Target: The Grey Wizard
Duration: Immediate

The Sword of Judgement

The Grey Wizard draws upon his proverbial wisdom and the teachings of his elders to come to the most logical conclusion.

With this spell, the direct result of an action with random results may be determined ahead of time. Go ahead and make the roll to see the Grey Wizard's chance of success or failure. He may either take the action (with the pre-determined roll already made) or else choose not to after all. This spell may not be used in the Settlements or for Hazards during journeys. For moderated games, GM discretion may be used to prevent the use of this spell for determining the results of certain actions without proper means.
Target: The Grey Wizard
Duration: Immediate

CASTING LEVEL 9

Dance of Despair

The victim begins to twitch and tumble erratically. Soon all control is lost over movement, and the victim is caught in the puppet-like Dance of Despair.

Any one model within the same board section that has not moved yet this turn may be moved 1D6 spaces in a direction indicated by the Grey Wizard, ignoring pinning and even bypassing models (so long as it ends its movement in an unoccupied space). This replaces its normal movement. Movement that takes it into a dangerous location (such as a pit or the Firechasm) results in the normal consequences.
Target: Any one model in the same board section as the Grey Wizard
Duration: One Turn

Radiance of Ptolos

Changed from Casting Level 10

Transport of the Damned

Changed from Casting Level 12

Windblast

Changed from Casting Level 10

-*- REPRESENTING YOUR WARRIOR -*-

The Wizard model from Talisman would be perfect for representing this character, or else the Grey Wizard model manufactured by Citadel Miniatures. Even the regular Wizard model from Warhammer Quest would work just fine, so long as it is painted in a scheme dominated by grey (with perhaps some powder blue thrown in for a touch of color). Otherwise, a number of miniatures companies produce Wizardly models with wide-brimmed hats and long beards that convey that "Gandalf"-ish, wandering-wizard look.

-*- ROLE-PLAYING TIPS -*-

The Grey Wizard allows a certain freedom in characterization, thanks to the contrasts in the character of the College he hails from. (Translation: You could get away with about anything.) On the one hand, Grey Wizards are renowned for their proverbial wisdom, and spell-casters are generally a serious and often noble bunch. On the other hand, Grey Wizards are travellers by nature, forever seeing the world and quite a few steps closer to the common man, what with using their abilities to bring rain for crops for peasants and nobles alike. Therefore, a Grey Wizard could be stern and serious, or he could even have a certain sense of humor and even (dare I say?) friendliness about him if it suited the player's whimsy. (Of course, given how serious and dark the Warhammer-Skulls-Skulls-and-More-Skulls-World is, even that might be stretching things a bit. =) )

The rune for the Grey College is the Sword of Judgement, resembling a downward-pointing arrow with a slight flair to it that therefore makes it resemble an upright sword at the same time. The Grey Wizard's favored weapon is almost invariably the sword, and as he is the best equipped for travel and adventuring, it seems only natural that the standard Warrior-Wizard should share much in common with him in terms of appearances and perhaps even demeanor.

-*- DISCLAIMERS AND SUCH -*-

Games Workshop, Warhammer Quest, Advanced HeroQuest, Talisman, Warhammer Fantasy Battle, Battle Magic, and the Old World are trademarks of Games Workshop, Ltd. Their use here does not constitute a legal challenge to that status.

This article is copyright 1995 by T. Jordan "Greywolf" Peacock. It may be freely distributed in unaltered form so long as proper credit is given, 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! -*-