Warhammer Quest: The High Priest by T. Jordan "Greywolf" Peacock 24 AUG 1995, 3rd Revision -*- The following is a home-made profession for _Warhammer Quest_ created by myself as the second in a line of wizardly types based upon the various Color Colleges presented in _Advanced HeroQuest_ and hinted at in _Talisman_. This profession plays in the same way as the basic Wizard, although he has a slightly altered spell selection, and some special skills (and restrictions). The same can be said of the other spellcaster professions I intend to define in other articles in this series. This variant on the Wizard is rather deficient in general attack spells, though he is very potent when it comes to healing. As the Wizard is already indispensible as it is, when it comes to healing powers, one may justifiably fear that the High Priest could tip the balance of play too far. However, keep in mind that, while the High Priest may well earn a good deal of experience from healing Warriors, real progression in this game comes from killing Monsters. While the High Priest may be able to assist the other Warriors in this endeavor, he is by no means guaranteed a lion's share of the gold or experience for his effort -- Therefore, he is likely to progress slowly in Battle-Levels compared to a Wizard with, say, the "Freeze" spell. -*- THE HIGH PRIEST -*- Among the Magic Colleges based in Altdorf is the College of Light, its central meeting structure a great pyramid patterned after the archetectural wonders of ancient Araby. The Wizards of this College are not mere spell-casters; they are also a priesthood dedicated to the powers of healing and to combat against the forces of Chaos. The High Priest is a member of this College, but one who has foregone the extensive training required of Battle Wizards of the Light College, in order to focus more on healing magic and spells specifically for combatting the Undead and creatures of the Warp, as well as an assortment of more versatile spells for use in various situations in the dungeons of the Old World. -*- HIGH PRIEST STATISTICS -*- The High Priest has statistics identical to those of the Wizard, both initially and at subsequent Battle-Levels. The High Priest does not have the Finger of Doom scroll, but instead starts with a Blessed Sword as special equipment. -*- BLESSED SWORD -*- This blade is a sword of fine quality that has been consecrated in holy waters, so that it is able to affect Undead and Daemon creatures as if it were a magical blade, allowing the bearer to harm monsters that otherwise would be impossible to touch. Despite this ability, the sword is not technically magical. -*- ADDITIONAL RULES -*- EQUIPMENT The High Priest may use any equipment or magical items usable by the Wizard, with a few exceptions. High Priests do not make use of gunpowder, so they may not use anything from the Gunsmith's shop. If any Treasure Cards are found which contain new spells (such as a Finger of Doom scroll) listed as usable by the Wizard, the High Priest cannot use them, as they fall outside of his area of expertise. UNDEAD AND DAEMONS High Priests specialize in combat against the raw forces of the Warp, and especially the foul creatures which are composed entirely of magic (Daemons) or animated by it (the Undead). The High Priest is unaffected by Fear caused by such creatures, and if faced with such a creature that causes Terror, he need only take a Fear test (at the appropriate rating) instead. HIGH PRIESTS AND SETTLEMENTS The High Priest must maintain high, upright standards, and therefore cannot visit the Alehouse, the Gambling House or the Alchemist. He does not associate with general Warrior-Wizards, so he cannot visit the Wizards' Guild. THE TEMPLE When the High Priest visits the Temple, he may roll twice when determining the results after making a sacrifice. If he ends up with duplicate results, it simply means that he gains that benefit twice in the upcoming adventure rather than only once. (This same benefit applies should he ever visit the Chapel during a journey to a Settlement.) Furthermore, a High Priest may choose to make a sacrifice of gold and/or treasures at any Temple without expecting any divine blessings for it. This gold amount is immediately converted into "experience points", which should be recorded on the character sheet. These "experience points" may only be spent on advancement in Battle-Levels, in the same way as gold. They have no physical existence, of course, and therefore cannot be lost (as gold and equipment can) due to the various Hazards and Events which deprive Warriors of their material possessions. THE BLESSED SWORD If the High Priest for whatever reason should lose his Blessed Sword, he may have a new, non-magical sword (which he must purchase or obtain elsewhere) consecrated at the Temple for 100 gold. The High Priest may have no more than one Blessed Sword at a time, and he may not give away nor sell the Blessed Sword to others. THE HOLY STAFF At the Temple, the High Priest may attempt to locate and purchase a Holy Staff. When he visits the Temple, roll 1D6. On a score of 4, 5 or 6 there is one for sale. He may purchase one for 500 gold, but he may only ever have one Holy Staff at any one time. This staff is inherently magical, and once per adventure it can be used in the Power Phase to re-roll the High Priest's Power (and perhaps avoid an Unexpected Event!). A High Priest's Staff comes with 1D6 points of Power already stored in it, which the High Priest can use in the same way as his Power tokens. To recharge it, he must visit the Altar of Light. THE ALTAR OF LIGHT While at the Temple, the High Priest may visit the Altar of Light to recharge his staff. The total cost of the recharging is 1D6 x 100 gold. For this amount of money, the staff is charged with 1D6 points of power. These points of Power are used to augment the High Priest's spellcasting ability as normal. Once this Power is used up it is gone for good, or at least until such a time as the High Priest recharges the staff once more. A High Priest's Staff may never contain more than 6 points of Power at any one time. (Note: The Holy Staff and Altar of Light are identical in mechanical respects to the Wizard's Staff and Font of Power, respectively, described on p. 24 of the Roleplay Book.) INITIAL SPELL SELECTION The High Priest selects his initial spell cards in the same way as the Wizard, except that he selects only from the Healing and Defense decks. Of these, he may choose which deck to select each spell from, though he must have at least one Healing spell. If the Life Force spell is selected, it must be discarded and another must be picked in its place. All Healing spells selected from the spell decks are treated as having one Casting Level lower than that printed on the card. (Exception: Hands of Healing may be cast once per Turn at a cost of 1 power point. Any further castings that Turn are at the normal cost of 2 points per casting.) At subsequent Battle-Levels, the High Priest may learn additional spells in the same way as the Wizard, although he selects from a new spell list, provided below. It is possible that some of his initial spells selected from the card deck might not be covered in this listing, which is fine. ALTERNATIVE SPELL SELECTION If you have the alternative Light spell deck (available in EPS and GIF formats), you could use these cards to determine the High Priest's spell selection instead. This deck consists of 16 cards, divided into Healing, Defense and Special. The "Resurrection" spell (in the guise of "Restore Life") has been included for the sake of completeness, but if you're using Greywolf's House Rules, this spell should be left out of the deck. If you choose to leave Resurrection in the deck, then take the "Remove Venom" spell out of the deck instead, so there will be 5 in each category. When using this deck, the High Priest may select one card from each deck. However, for his draws from the Special and Defense decks, he may choose to replace either or both of them with draws from the Healing deck instead. He must, however, have at least one Healing spell. (In other words, he could end up with 1 Special, 1 Defense and 1 Healing; 1 Special and 2 Healing; 1 Defense and 2 Healing; or 3 Healing.) These cards are already adjusted to represent the High Priest's abilities. No alterations to the casting number should be made, as this has been done already. -*- HIGH PRIEST SPELL LIST -*- As the High Priest 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 High Priest's differing specialties. New spells added to this list are described immediately following it. As a rough guideline for comparison to the Wizard's selection, the High Priest casts all Healing spells at one Casting Level lower, though he does not have any "Healing" spells that involve damage against enemies (Life Force or Lifestealer). He also does not have any general damage-causing Attack spells except for the those dealing with light (Spear of Light) or which are specifically geared for fighting the Undead or Daemons. * indicates a new spell + indicates a spell with altered Casting Level or special rules CASTING 1 ATTACK Lightblade* HEALING Create Food SPECIAL Illuminate* CASTING 2 ATTACK The Claw of Apek* DEFENSE Marsh Lights Aura of Purity* HEALING Finger of Life+ Hands of Healing+ SPECIAL Tongues CASTING 3 ATTACK Strength+ DEFENSE Cloak of Protection (Glittering Robe) Confuse HEALING Heal Wounds+ SPECIAL Abulla's Snare* CASTING 4 ATTACK Dagger of Banishment* Ogre Strength+ DEFENSE Rebound HEALING Lifebringer+ SPECIAL Dispel Magic Lamp of Learning (Second Sight) CASTING 5 DEFENSE Blinding Light* Shimmering Cloak* HEALING Restore Life (Resurrection)+ SPECIAL Escape* Sleep of Ages (Sleep) CASTING 6 DEFENSE Invulnerability Shield HEALING Bloodpulse+ Remove Venom* SPECIAL Consecrate* Glory!+ The Hands of Karkora* CASTING 7 DEFENSE Dome of Power HEALING Miraculous Healing* SPECIAL Chorus of Valour+ Mace of Years* CASTING 8 ATTACK Spear of Light DEFENSE Halo of Vengeance CASTING 9 HEALING Heartbeat+ SPECIAL Banish Fear* Net of Amyntok* CASTING 10 ATTACK Destroy Enchantment* HEALING Tissue of Life+ CASTING 11 ATTACK The Dwellers Below* Exorcise* CASTING 12 HEALING Power of Life* SPECIAL Chariot of Light* -*- SPELL NOTES -*- CASTING LEVEL 1 Illuminate: /The tip of the High Priest's staff glows softly, driving away the shadows./ This spell illuminates the current dungeon section and all adjacent sections in the same way as the Barbarian's Lantern for one turn. Target: Present board section Duration: One Turn Lightblade: /The High Priest's sword glows with a fierce light, causing the minions of darkness to howl in anguish./ Roll 1D6 for each Undead Monster adjacent to the Wizard. On a score of 6 that target takes 1 Wound, with no modifiers for Toughness or armor. This spell may be cast once per turn. Target: All Undead Monsters adjacent to the High Priest Duration: Immediate CASTING LEVEL 2 Aura of Purity: /A cleansing light issues forth from the High Priest's palm, driving away the forces of corruption./ The High Priest or a single Warrior in the same dungeon section is immune to disease or corruption (magical or natural) for the remainder of the current Turn. This includes immunity to Tomb Rot, a troll's Vomit attack, Stream of Corruption, Plague, etc. Target: A single Warrior in the same dungeon section as the High Priest Duration: One Turn The Claw of Apek /A huge silvery talon appears in the air and slashes at the High Priest's undead foes./ Any model up to 6 spaces away from the High Priest may be targeted. Measure the distance and roll 1D6. If the roll is less than or equal to the range the Claw has struck causing 2D6 Wounds to any one Undead target. If the score is more than the range then the Claw causes no damage. If the High Priest's target is in base-to-base contact it automatically strikes. Target: Any Undead model within 6 spaces of the High Priest Duration: Immediate Finger of Life: changed from Casting Level 3 Hands of Healing: Once per Turn, the High Priest may cast Hands of Healing at a Casting Level of 1. Any further castings during the same Turn are at the normal Casting Level of 2. CASTING LEVEL 3 Abulla's Snare /A snare of magical energy leaps from the High Priest's extended hand and wraps itself around a single enemy. The snare plucks the victim from the ground and brings him back to the Priest, above whom he is held in the air, remaining a prisoner./ A single Monster on the same board section as the High Priest may be ensnared by this spell. Remove the model from play -- While he is ensnared, he may do nothing, and no models may attack him (unless, that is, there is an area effect spell that might harm every model in the board section that the High Priest is occupying). The model remains ensnared until the High Priest voluntarily frees it, until the spell is dispelled, or until the High Priest is reduced to 0 Wounds. Once a Monster is freed, it should be placed in any space adjacent to the High Priest, but it cannot take any action immediately -- It must wait until the next Turn to recover from the ensnarement, though it may defend itself normally. Target: One Monster in the same dungeon section as the High Priest Duration: Indefinite Heal Wounds: changed from Casting Level 4 Strength: changed from Casting Level 2 CASTING LEVEL 4 Dagger of Banishment: /The High Priest hurls a glowing dagger of pure energy at an unliving foe./ A single Undead or Daemon target on the same board section as the High Priest takes 2D6 Wounds, with no modifiers for anything (Toughness, armour, Ignore Pain, etc.). Target: A single Undead or Daemon target on the same board section as the High Priest Duration: Immediate Lifebringer: changed from Casting Level 5 Ogre Strength: changed from Casting Level 3 CASTING LEVEL 5 Blinding Light: /Rays of pure light shoot out into the eyes of the High Priest's enemies./ All enemy models in the same dungeon section are at -1 on rolls to hit, though a natural roll of 6 will still hit regardless. This may only be cast once per turn. Target: All Monsters in same dungeon section Duration: One Turn Escape: /A sheet of blinding white light springs up between the Warriors and their enemies, while leaving an open corridor of escape to safety./ The Warriors are not subject to pinning rules for the remainder of the turn, and may (only) move directly toward an exit indicated by the caster, and they may bypass interposing models so long as their movement ends at an occupied space. No attacks may be exchanged between either side, and no further spells may be cast by either side (including healing) for the remainder of this Turn. (Note: Warriors may choose to stay in position instead of moving, but they won't be able to take any action this turn ... nor can they be attacked.) Target: All Warriors in the same board section as the High Priest Duration: One Turn. Restore Life: identical to Resurrection, changed from Casting Level 6 Shimmering Cloak /The Shimmering Cloak hangs around the High Priest like frost crystals or tiny sparkling stars./ For the remainder of this Turn, any hit scored against the High Priest by a bow, war engine or any other shooting weapon is deflected harmlessly, while any close combat blow struck against the caster will require a natural roll of 6 to hit. Target: The High Priest Duration: One Turn CASTING LEVEL 6 Bloodpulse: changed from Casting Level 7 Consecrate: /The High Priest lays hands on the blade, and issues a sacred blessing over it in an ancient tongue./ A single non-magical weapon is blessed so that it may affect Undead or Daemon creatures as if it were magical. The weapon must be in the High Priest's possession or in the possession of a Warrior adjacent to him. This effect lasts until all Undead and/or Daemon Monsters currently in play are defeated. Target: A single weapon Duration: Current Monster Event Glory!: changed from Casting Level 7 The Hands of Karkora /The ground underneath the victim begins to seethe as hundreds of hands claw their way to the surface and seize the victim's legs, holding him fast./ Any model within line of sight within a maximum range of 24 spaces may be targetted with this spell. It may attempt to escape by making a Move test with a target roll of at least 7. If it fails, its legs are caught, holding it fast. While entrapped, the model cannot move, and its combat skills are greatly reduced, only hitting in hand-to-hand or with ranged attacks with a natural roll of 6. This spell cannot be cast again by the High Priest until the first casting is dispelled. Target: Any Monster within 24 spaces of the High Priest Duration: Indefinite Remove Venom: /Glowing energies sweep through the room, nullifying all poisons they encounter./ This spell removes any poisons (including even weapon venoms!) infecting or in the possession of all the Warriors in the same board section. If any Warrior is affected (or has been affected) by Poison attacks for this turn, the damage is only treated as normal damage, and can be healed by normal means (ignoring the usual rule that Poison damage is only applied after all spells may take effect). Also, for any Monster group or special character present, roll 1D6. On a 4+, all poisons on that Monster are negated, so that the Monster can no longer make poisonous attacks. Note: In the case of a Monster with a poisonous attack that has been negated (such as a Giant Spider), the Monster is still capable of making normal attacks. If the poison would have added to the damage, then that bonus is negated. If the poison simply allows the attack to bypass defenses (such as a Giant Spider's bite, doing 1D3 damage with no modifiers) then the Monster can still inflict the same damage, but this is a normal attack, applied to armor and Toughness normally. (Hence, this spell renders Giant Spiders incapable of harming most Warriors, if it succeeds.) Target: Immediate board section Duration: One Turn CASTING LEVEL 7 Chorus of Valour: changed from Casting Level 8 Mace of Years /A glowing mace materializes in the High Priest's hand, with which he strikes at his foes. Any struck fall to the ground, age into an ancient husk and crumble to dust. The dust regathers into a newborn infant which grows into adulthood, ages, dies and continues to be reborn in this way./ This spell is useless against the Undead, Daemons, or any not-truly-living creatures (such as animated statues, etc.). It also cannot affect any model protected by magic armor or a protective spell. All Monsters in base contact with the High Priest are automatically struck unless they can make an Initiative test with a target score of 7 to avoid it. (Dodge abilities and the like may be used normally to have an additional chance to avoid the blow.) Victims are removed from play -- They cannot do anything, and are nigh-invulnerable while continually cycling through death and rebirth like this. If the spell is dispelled, the model should be placed in the same spot it fell in, or as closely as possible. Target: All Monsters in base contact with the High Priest Duration: Indefinite Miraculous Healing: /As the Warrior falls, he is bathed in a soft light which closes his wounds and soothes his injuries./ A single Warrior (or the High Priest himself) is healed of 1D6 Wounds. This spell may be cast at the very end of a turn, even after Fatal Damage or Poison damage has been applied, therefore sparing a Warrior from dying from such attacks. Target: A single Warrior in the same board section as the High Priest Duration: Immediate CASTING LEVEL 9 Banish Fear: /The room is suffused with pure white light, filling all of the Warriors with courage./ All Warriors within the same dungeon section are freed of any current effects of Fear or Terror. Target: All Warriors on the same board section as the High Priest Duration: Immediate Heartbeat: changed from Casting Level 10 Net of Amyntok: /Strands of incandescent energy stream from the High Priest's outstretched fingertips and weave themselves into a glowing net that descends upon his enemies./ The net covers any square area up to 3 squares by 3 squares (i.e. it could be that size, 2 x 2, or just a single square) designated by the High Priest, within a maximum range of 12 spaces, within his line of sight. All models within the area of effect are completely entangled, unable to do anything until the net is dispelled, until the High Priest is reduced to 0 Wounds, or until he decides to end the spell. Insubstantial beings (such as Daemons or Ethereal creatures) are unaffected. While the Net is in effect, the High Priest cannot cast this spell again. He may dispel it during any Turn he wishes, though he may not cast it again until the following Turn. Target: Up to a 3 square by 3 square area within 12 spaces of the High Priest, within line of sight Duration Indefinite CASTING LEVEL 10 Destroy Enchantment: /The Monster shrieks in disbelief as his richly adorned armor crumbles to nothing, the particles dispersing into the Warp./ A single Magic Item, Magic Weapon or article of Magic Armor in the possession of a Monster in the same board section is destroyed. (This applies to standard Magic Items, etc. listed for regular Monsters, but in the case of special magical artifacts of great power in moderated games, more involved methods may be required to destroy them.) Target: A single Monster's magical item in the same board section as the High Priest Duration: Immediate Tissue of Life: changed from Casting Level 11 CASTING LEVEL 11 The Dwellers Below /Small hummocks form in the ground surrounding a unit of the High Priest's enemies, and in each mound a doorway opens. From each doorway pours a horde of tiny, shrivelled, brown-skinned creatures. They attempt to grab their victims and pull them into their mounds below the earth./ This spell may only be cast on a "unit" of Monsters -- a group of Monsters within 24 spaces of the High Priest that consist of at least 5 models total and are adjacent to each other. Any fewer than this cannot be affected by this spell. Each target may make a Strength test with a target roll of 7 or more to avoid being dragged down. The others are not killed (hence, there is no gaining of gold or experience from this) but are effectively removed from play. This spell will not work on insubstantial creatures (Daemons, Ethereal Undead, etc.) Target: A unit of at least 5 models up to 24 spaces away from the High Priest Duration: Indefinite Exorcise: /A rift opens in the Warp, as a blistering assault of pure light issues forth from the High Priest's palm, forcing his unliving foe out of this world./ A single unliving (Undead or Daemon) Monster is banished and removed from play. The High Priest gains no gold for banishing this Monster, and it takes any special treasure it had with it. (If the Monster was only part of a larger Monster Event, any special treasure still goes with it.) Target: A single Undead or Daemon Monster Duration: Immediate CASTING LEVEL 12 Chariot of Light: /The High Priest summons a shimmering chariot of light to take himself and his companions away from the dungeon./ This spell allows the High Priest to transport all the Warriors out of the dungeon to the nearest Settlement (and back) at any time. Target: All Warriors on the board Duration: Immediate Power of Life: /The High Priest channels his own life energy into the recipient, healing his wounds entirely./ The High Priest or a single adjacent Warrior is restored to full Wounds. Unlike normal healing spells, this may be cast even after Fatal Damage or Poison damage has been inflicted. Target: A single adjacent Warrior Duration: Immediate -*- REPRESENTING YOUR WARRIOR -*- The High Priest model from _Talisman_ would be perfect for representing this character, or else the Light Wizard model manufactured by Citadel Miniatures. Otherwise, various miniatures companies manufacture models that would be appropriate to represent a priestly type. If nothing else, select some wizardly model and paint him in a scheme dominated by white (perhaps with trim of silver or gold). Although it's supposed to be a science fiction figure, my favorite substitute for a Light Wizard is the "Cardinal" miniature (from the "Cardinal and Mystic" blister pack) from Heartbreaker Hobbies and Games. He may not have quite the pseudo-Egyptian look, but BOY does he look imposing ... yet priestly all the same! -*- ROLE-PLAYING TIPS -*- The High Priest is both wizard and priest. He does not necessarily get his spell-casting abilities directly from a Diety, though his bonuses for praying at a Temple or Chapel certainly reflect this. A Light Priest should be suitably upright and stately, as well as hopefully a rather moral character -- even though it is not entirely clear what sort of morals would be appropriate for a religion whose symbol is a serpent. (We're certainly not talking Judeo- Christianity here, though I must admit that I generally play Light Wizards this way in Advanced HeroQuest, avoiding references to Hysh -- the Serpent of Light.) -*- DISCLAIMERS AND SUCH -*- _Games Workshop_, _Warhammer Quest_, _Advanced HeroQuest_, _Warhammer Fantasy Battle_, _Battle Magic_, _Talisman_ 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! -*-