Of the Colleges of Altdorf that produce the Empire's Battle-Wizards, one stands above the others in focusing on raw, destructive power. That would be the Bright College, which focuses on spells that harness the consuming power of fire.
Not all of the students of this College go on to aid the armies of the Empire, however. Some diversify their studies somewhat, and might follow the road that leads to adventure, perhaps exploring the seemingly endless ruins of the ancient underground Dwarf Empire. While they are nowhere as flexible or diverse as the typical Warrior Wizard, they are quite proficient at obliterating foes with magical flame.
Any player may start the game as a Fire Wizard rather than one of the Warriors in the Warhammer Quest box. All of the rules for creating a new Warrior apply unless stated elsewhere in this Warrior pack. The Fire Wizard has statistics identical to those of the Wizard, both initially and at subsequent Battle-Levels. The only difference is the starting equipment.
This potent magical item is capable of healing a fallen Warrior to his full amount of Wounds at the end of any complete turn -- even after Fatal Damage or Poison damage has been applied! If the wearer is reduced to 0 Wounds, the amulet will automatically restore him. Otherwise, its power may be used on any other Warrior in the same board section. Once this has been used, it is discarded.
The Fire Wizard starts with exactly the same equipment as the Wizard, with the Phoenix Amulet rather than the Hand of Death Scroll.
The Fire Wizard may use any equipment or magical items usable by the Wizard, with the exception that scrolls which contain new spells listed as usable by the Wizard are not usable by the Fire Wizard, as they are not completely compatible with his methods of spell-casting.
The Fire Wizard only starts with two spells, rather than three. In addition, he may not have the Freeze spell, another is taken in its place if that is drawn. It is possible that the Fire Wizard may end up with cards for spells that he would not otherwise be able to select at higher Battle-Levels; this is fine. However, instead of picking two cards, the Fire Wizard may choose to instead have one spell; the Fireball spell. This replaces both spells, and costs only 4 to cast for him.
The amulet will function once per adventure, recharging its mighty energies only through a ritual passing it through flame that the Fire Wizards keep a close secret.
The Fire wizard can use any treasure that a Wizard can, except the scrolls as noted above. They cannot wear heavy armor, as it would interfere with their spellcasting, but anything lower than Chainmail is allowed.
There are no restrictions on weapons that the Fire Wizard can use, although he will tend to rely on his powerful offensive magic for combat rather than crass tools like swords.
The Fire Wizard may visit the Wizards' Guild just as the normal Wizard may, as the Bright College is not that far removed from traditional wizardry. Any other standard location can be visited as well, just as a Wizard can.
As the Fire 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 Warhammer Quest Roleplay Book. The only differences being that except that he selects from the following list of spells, and that he is treated as being one Battle-Level lower when determining how many dice to roll for new spells. (For a Battle-Level 2 Fire Wizard, only 1 die is rolled to determine what new spell is learned. For Battle-Level 3, only 2 dice are rolled, and so forth.)
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 Fire 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
ATTACK Fireblade (Bloodblade)
SPECIAL Open
ATTACK Combustion
A single Monster in the same board section takes 1D6 Wounds, with no
modifiers for Toughness or armor. This spell may be only cast once per
turn for each Battle-Level of the Fire Wizard.
Target: Any
Monster on the board.
Duration: Immediate
SPECIAL Tongues
ATTACK Phoenix Fire*
All Monsters adjacent to the Fire Wizard suffer 1D6 Wounds, with no modifiers
for anything (Ignore Pain, Toughness, armor,
etc.).
Target: All Monsters adjacent to the Fire
Wizard.
Duration: Immediate
ATTACK Fireball+
Firehammer+
SPECIAL Open Window (Second Sight)
ATTACK Cataclysm+
Flames of Death*
Flames of Death
Pick any 3 square by 3 square area in the same board section (or an adjacent
one, so long as the area is still within line of sight). Every model in
the chosen area, friend or foe, suffers 1D6 Wounds, with no modifiers for
anything (Toughness, armor, Ignore Pain, etc.).
Target:
Any 3 square by 3 square area on the same or adjacent board section as the Fire
Wizard, within line of sight
Duration: Immediate
HEALING Flames of the Phoenix*
Any one model adjacent to the Fire Wizard (or the Fire Wizard himself) may be
healed of 1D6 Wounds. This may not be cast while the Fire Wizard is pinned
by a Monster.
Target: One adjacent Warrior (or the Fire
Wizard)
Duration: Immediate
DEFENSE Dragon Armour (Iron Skin)
ATTACK Burning Storm+
Flee*
Any one Monster that has not moved yet this turn may be forced to move in a
direction (up to its normal movement) that the Fire Wizard chooses, ignoring
pinning. It /is/ acceptable to move a model into a hazardous area (such as
the Firechasm) by this means, though the Fire Wizard gains no gold for any
models who die as a direct result of this spell.
Target:
One Monster in the same board section as the Fire Wizard
Duration: One
Turn
SPECIAL Swift Wind*
The Fire Wizard and up to 1D6 adjacent Warriors may move up to twice their
normal Move rate, even if they have already moved this turn. This may be
used to escape pinning automatically, but cannot be used to bypass obstacles or
blocking Monsters. Any particular model may benefit from this spell only
once per turn.
Target: Fire Wizard and 1D6 adjacent
Warriors
Duration: Immediate
ATTACK Flaming Hand of Destruction*
For any successful hand-to-hand attacks the Fire Wizard makes this turn, he
does not use his weapon. Instead, he immediately inflicts 2D6 Wounds, with
no modifiers for anything (Toughness, armor, Ignore Pain,
etc.).
Target: the Fire Wizard
Duration: one turn
SPECIAL Courage*
The Fire Wizard or any one adjacent Warrior is freed from any effects of Fear
or Terror immediately. This prevents the recipient from being affected by
any Fear or Terror-causing magic (or new Monsters that arrive) for the remainder
of the turn, and negates any Fear or Terror caused by Monsters that are
currently being fought.
Target: The Fire Wizard or one
adjacent Warrior
Duration: One Turn and/or Monster Event
Still Air (Time Freeze)
ATTACK Inferno of Doom*
Pick a three square by three square area anywhere in the same board section
as the Fire Wizard, or in an adjacent one, so long as it is within the Fire
Wizard's line of sight. All models within this area, friend or foe, suffer
2D6 Wounds with no modifiers for anything (Toughness, armor, Ignore Pain,
etc.).
Target: A three square by three square area in the
same or adjacent board section within line of sight of the Fire
Wizard
Duration: Immediate
ATTACK Sword of Fire*
HEALING Power of the Phoenix*
This spell may be used to restore a Warrior to life and to full health, with
all Wounds restored. However, the Fire Wizard must make an intellectual
Initiative test to succeed. Roll 1D6 and add the Fire Wizard's
Initiative*. If the total result is 7 or more, he succeeds. Whatever
the total, the Rule of 1 and 6 still applies. A natural roll of 6 will
always succeed, and a natural roll of 1 will always fail. If the Fire
Wizard should fail, then the recipient is forever beyond resurrection, even by
magic means capable of raising the dead.
Target: One dead
Warrior adjacent to the Fire Wizard
Duration: Immediate
ATTACK Firestorm+
SPECIAL Chariot of Fire (Transport of the Damned)
This spell may be used to restore a Warrior to life and to full health, with
all Wounds restored. However, the Fire Wizard must make an intellectual
Initiative test to succeed. Roll 1D6 and add the Fire Wizard's
Initiative*. If the total result is 7 or more, he succeeds. Whatever
the total, the Rule of 1 and 6 still applies. A natural roll of 6 will
always succeed, and a natural roll of 1 will always fail. If the Fire
Wizard should fail, then the recipient is forever beyond resurrection, even by
magic means capable of raising the dead.
Target: One dead
Warrior adjacent to the Fire Wizard
Duration: Immediate
The Fire Wizard, as any Wizard, should be stern and serious. He is more appropriate to the sort of Wizard who is most inclined to leap into battle as to bother with mysterious spell-casting. His spell-casting selection is narrow compared to the Wizard (and even to the various Colleges) and specialized upon roasting Monsters as quickly and effectively as possible.