THE ALCHEMIST

By Christopher Taylor

Of the various types of spell-caster, none is quite so respected or wealthy as the successful Alchemist.While most wizards may deal with arcane things beyond the comprehension of mortal men, the Alchemist's works deals with very material, tangible and often desirable things. They might be found running apothecaries in cities, or even serving in royal courts.They seem to be among the least likely candidates for adventuring.The Gold College, from which all spell-casting Alchemists hail, is the richest of the Colleges, and offers the most comfortable life to its students.

However, there may be a few Alchemists drawn for whatever reason into the treacherous dungeons.Their skills are certainly useful there, as they can concoct useful potions, enchant metals, and cast potent spells as well.

STARTING AS A ALCHEMIST

Any player may start the game as a Alchemist 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 Alchemist has statistics identical to those of the Wizard, both initially and at subsequent Battle-Levels.Instead of receiving the Hand of Death Scroll, the Alchemist starts with an Alchemical Kit.

The Alechemical Kit

This bundle contains vials, flasks and other containers, along with small amounts of special ingredients not easily available in the confines of the dungeon.Once per turn that there are no Monsters on the same dungeon section as the Alchemist, he may expend 50 gold (as necessary components for his concoctions) to create one of the following potions for himself, or else charge a fellow Warrior 75 gold (25 gold of which he may keep for himself).Each of these potions may be used once -- They also have a limited shelf life, and will be useless if not used by the end of this adventure.

 Roll 2D6 on the following chart to determine what kind of potion the Alchemist creates.(Alchemy in the middle of a dungeon is an unpredictable thing, after all.)

2 Strength Potion
Increases Strength by 1 point for one Turn.
3 Toughness Potion
Increases Toughness by 1 point for one Turn.
4 Blade Dweomer
Enchants a single weapon (or quiver of bolts or arrows) such that it will be considered magical for the remainder of the current combat.
5 Power
Gives the Alchemist (or another spell-caster) D3 spell points usable this turn only.Multiple doses of this potion may be consumed simultaneously for a cumulative effect.
6 Identification 
This may be used to correctly identify any potion found to determine its effects without drinking it.
7-8 Healing Potion 
Restores 1D6 Wounds.
9 Fire Potion
If this potion hits a target (throw with ballistic skill, maximum of 2 squares per strength), it breaks on a 3-6 and covers the target with flames.The flames cause 1D6 wounds with no modifiers whatsoever
10 Acid 
This potion is able to eat through pesky locks and such.The Acid takes a full turn to take effect, and will destroy a lock or damage a portcullis enough to open it on a 3-6 on D6.However, should the acidfail to work properly it simply destroys the lock or portcullis to the point it cannot be opened by any key.
11 Explosive 
The potion is in fact a powerful explosive, and can be thrown.It does 1D6 damage to any square within 2x the strength of the thrower, and this damage cannot be protected against in any way.Roll a D6 when throwing, if a 1 results, the unstable mixture went off in the throwers hands and that Warrior suffers the damage instead.
12 Swiftness
This potion gives the Warrior +1 attack and +2 move for a turn.However, for the next D6 turns, all poisons have double effect (a gas that causes -1 STR is -2 STR, a poisonous creature that does D3 wounds does 2D3, etc).This represents the Warrior's sped metabolism

When creating a potion, roll 2D6.If both come up as ones, then the Alchemist has run short of essential materials, and may no longer make potions until a new kit is acquired.Only the Alchemist may use this kit.

Equipment

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

Initial Spell Selection

The Alchemist may select three Defense cards from the spell deck initially. Although these spells are not in the extended list for the Gold College, this is fine.He may alternatively forego one or more cards (before he makes any selections) for an equivalent number of die rolls on the spell list below.

If he selects the spell Confuse or Shield, it only counts as one less Casting Level for purposes of power cost.When selecting spells from the deck, the Alchemist may opt to simply select Confuse and/or Shield automatically (without having to randomly select it) and continue selection of the rest of his spells normally.

ADVANCED RULES

In the advanced game, you can keep your Alchemist from game to game, building up his character as he progresses from adventure to adventure.This section of the rulebook gives you all the rules for taking your Alchemist right up to battle-level 10, including special rules for visiting Settlements, training, and more.

 The Alchemist starts at battle-level 1 as a Novice - you will find his Battle Level Table later in this pack.All the rules for Warhammer Quest still apply in the advanced game, unless specifically stated otherwise.

THE ALCHEMICAL KIT

All potions created increase 1 in effect for each Battle-Level the Alchemist attains (so a Battle-Level 3 Alchemist would create a Healing Potion that heals D6+3 wounds, a Power Potion that grants 3 points of power, etc).

ALCHEMISTS AND SETTLEMENTS 

The Alchemist is largely treated as the Wizard when visiting a Settlement, and he may visit the Wizards' Guild or other locations available to the Wizard normally.

 An Alchemist may also spend a day without visiting any traders or special locations, and instead perform an experiment to try to make use of his learning to make himself a bit richer.If you are using Greywolf's House Rules concerning experience points, then the Alchemist may convert any number of experience points directly over to gold in an equivalent amount.Otherwise, at the least he can convert any bonuses "toward gaining Battle-Levels" to gold instead -- An example would be that he could expend the Charm of Learning for 300 gold, rather than using it to gain a Battle-Level or rather than selling it for a mere 100 gold.

SETTLEMENT EVENTS 

If the Counterfeit Event is rolled up for the Alchemist, treat this as an Uneventful Day.The Alchemist is skilled enough to detect counterfeit coinage and shrewd enough to take care of the problem.

ALCHEMIST'S SHOP

If the Alchemist visits the Settlement's Alchemist, then he can lend his expertise to the attempt to convert an item to gold, and may re-roll a single die when determining the results, though he must keep the second result whether better or worse.

 While at the shop, he may also purchase a new Alchemical Kit, if he does not have one already, for 200 gold.If he can find an Alchemist's Shop, he will always find one available, although this kit is sufficiently bulky that the Alchemist can only carry one kit at a time into the dungeon.

ALCHEMISTS AND TRAINING

As the Alchemist 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 Alchemist'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

DEFENSE    Drop

SPECIAL    Banquet*

The Alchemist tosses a handful of glittering dust into the air, which showers about the room, and gathers together to form a long table laden with a feast fit for a king.

This spell may not be used while any Monsters are on the board.For an unmoderated board game, each Warrior may roll 1D6 after eating a meal.On a score of 3 or more, the Warrior has 1 Wound restored.

For moderated games, this conjures magical food which can keep the Alchemist and his guests sustained.This food is enough to feed the Warriors, but it cannot be taken from the table (which will vanish after the Warriors have had their fill) and stored for later.Any "left-overs" vanish along with the table.

Target: Any Warriors on the board
Duration: Immediate

Detect*

All magical items within the room are surrounded in a glowing halo, giving away their locations.

In a moderated game, this allows magical items to be detected, though not giving away their nature.For unmoderated board games, this allows the caster to learn what Magical Items, Magical Armor or Magical Weapons are in the possession of Monsters before learning the hard way. 

Target: All magical items in the same board section as the Alchemist
Duration: Immediate

Golden Cord*

Glittering fibers weave themselves out of thin air, forming a shining cord that rolls itself at the Alchemist's feet.

This creates a Rope item of equipment (with the same rules as the Rope
initially carried by the Dwarf) that will last for the remainder of the
current adventure (unless it breaks first), and then magically disperse.

Target: The Alchemist
Duration: Remainder of current adventure

Lock*

Heavy chains drop out of the air, sealing the oaken doors, and a great padlock snaps into being, warding off any who would try to pass this way.

This spell bars a single doorway so that none (except Ethereal beings) may pass through it.The lock may be either voluntarily dispelled by the Alchemist, or the chains will vanish once the lock is picked (as normal, with Lock Tools).If the door should be somehow destroyed, the chains and lock will instantly vanish as well.

Casting 2

DEFENSE     Glittering Robe+
Confuse+
Slip

Casting 3

ATTACK    Fist of Iron
DEFENSE     Glittering Helm*

 The Alchemist reaches into the air and pulls forth an ornately-decorated helm of gold that hovers in mid-air, which he gives a light push, sending it floating toward a Warrior.

A single Warrior has +2 added to his Toughness for this Turn.This spell may not be used to protect the Alchemist, nor any Warrior that cannot wear armor.This spell may still work on a Warrior who is already wearing a helmet.

Target: Any Warrior in the same board section as the Alchemist
Duration: One Turn

 SPECIAL     Golden Runes*

As the Alchemist utters his incantations and traces his finger upon the blade, glittering runes appear in its wake, glowing faintly.

A single non-magical melee weapon may be made magical for the remainder of the current combat (i.e. until no more Monsters are in play).This allows the bearer to harm beings such as Ghosts or Daemons who are normally resistant to non-magical weapons.

Target: A single weapon in the possession of the Alchemist or an adjacent Warrior
Duration: Current Monster Event

Idol*

The Alchemist laughs heartily, and a jolly, gilded image of a god of wealth bursts from the ground.

Place a marker anywhere in an unoccupied space in the same board section to represent the idol.This idol has no function other than to provide an obstacle, preventing movement through this space, and blocking line of sight.It cannot be moved, and lasts until dispelled or destroyed.If it is attacked, it has a Toughness of 10, and any Wound will destroy it instantly.

Target: Any square in the same board section as the Alchemist
Duration: Until destroyed or dispelled

 Casting 4

ATTACK    Burnished Gauntlet*

A burnished golden gauntlet materializes out of thin air and flies off to strike the Alchemist's enemy.

A single Monster within the Alchemist's line of sight up to 12 spaces away is struck by the gauntlet, inflicting 1D6 Wounds + the Alchemist's Battle-Level.

Target: Any Monster within 12 spaces of the Alchemist, within line of sight
Duration: Immediate

DEFENSE     Dazzle+
Rebound
SPECIAL     Dispel Magic

Casting 5

DEFENSE     Blur
Shield+
HEALING     Restore*

The Alchemist gives out an anguished cry as he invokes the elements to remember the forms they once held.

A single model adjacent to the Alchemist who has been turned to stone (or partially turned to stone) may be restored to normal.

Target: One model adjacent to the Alchemist
Duration: Immediate

SPECIAL     Scissors*

As the Alchemist makes a trimming motion with his fingers, a great pair of golden scissors burst from the earth and snip away the sticky webs binding the Warrior.

This spell is capable of releasing a single Warrior from a Giant (or Gigantic) Spider's Web.It's also capable of snipping ropes, or slicing up parchment or cloth, but it isn't strong enough to do much of anything in combat except annoy the target if it were used as an attack.

Target: A single webbed Warrior, rope, etc. in the same board section as the Alchemist
Duration: Immediate

Casting 6

ATTACK    Swords of Doom
Weaponmaster
DEFENSE     Fools' Gold+
Invulnerability

 Shield of Gold* 

 As the mighty blow is about to cleave through the weakened Warrior, suddenly molten metal forms in front of him and snaps into the shape of a brilliant shield, intercepting the weapon in time.

This spell may be cast after a Monster's attack has hit a Warrior, even after damage has already been rolled.For this one attack, it immediately absorbs one Wound of damage for each Battle-Level of the Alchemist.This applies even for attacks that "ignore armor".

Target: Any Warrior in the same board section as the Alchemist
Duration: Immediate

 SPECIAL Create Bridge

Casting 7

ATTACK    Gleaming Arrow*

 A shining arrow of gold emerges from the Alchemist's forehead, flying straight toward his enemy.

The Alchemist must make a successful ranged attack (using his BS rating) to strike an opponent within 12 spaces in line of sight.Upon a successful strike, it inflicts 1D6 Wounds for each Battle-Level of theAlchemist.

Target: Any Monster within 12 spaces of the Alchemist in line of sight
Duration: Immediate

DEFENSE     The Gilded Cage (Cage of Stone)+

Casting 8

ATTACK    The Golden Touch*

The air shimmers heavily around the Alchemist's outstretched hand, and as he strikes his enemy with it, a golden light washes over its form . . . dimming to reveal a golden statue where the monster once stood.

On a successful roll to hit (in place of one of the Alchemist's normal attacks, not using any weapons), a single Monster is turned to gold.While in this state, it is impervious to harm, and can only be moved a space per turn with a successful Strength test.(It can't be moved at all if the creature is a Large Monster.)This effect lasts until voluntarily dispelled by the Alchemist, until the Alchemist is reduced to 0 Wounds, or until the end of the current adventure.

Casting 9

SPECIAL     The Crucible*

The Alchemist takes on a golden glow that increases in intensity until it is almost impossible to look upon him.Suddenly, the image shimmers and melts away to nothing.

The Alchemist may transport himself instantly to any unoccupied square in a previously explored section of the Dungeon.

Target: The Alchemist
Duration: Immediate

 Casting 10

HEALING     Elixir of Life*

The Alchemist conjures a fine red powder from the air, and mixes it with a swirling vapor in a golden vessel that materializes from nowhere.

A potion is magically created which may used during this Turn to restore a single Warrior (or the Alchemist himself) 1D6 Wounds per Battle-Level of the Alchemist.The potion cannot be consumed while the recipient is pinned, and the Warrior must be adjacent to the Alchemist to receive the potion.

Target: The Alchemist or any adjacent Warrior
Duration: Immediate

Casting 11

SPECIAL     Transmutation*

A single object fades and crumbles into a bright expanse of glittering dust.

A single non-living, non-magical object vanishes from existence temporarily.Viable targets would include a single weapon, an idol, a chest, a door, a section of wall (i.e. place a door in that section, if there is a room beyond to lead to), a bridge, etc.GM moderation will be required for this spell in most cases.

The item returns to existence (pushing any objects or models out of the way that have taken up its previous location) at the end of the Turn.

Target:A single non-living, non-magical object in the same board section as the Alchemist
Duration: One Turn

Casting 12

ATTACK    Transmute

 

ROLEPLAY TIPS

An Alchemist is most likely accustomed to finery and to city life, rather than the dismal realities of the dungeons, the wilderness, or the back alleys for that matter.Hence, he might be a bit snobbish or a bit particular.However, he could just as well be a jolly, robust fellow with a hearty laugh and a great love for food and ale and the company of friends.I have no real examples to go by from any Warhammer literature as to the nature of Alchemists, but I would imagine that they are accustomed to court life and therefore should be able to get along just fine whenever etiquette is required, should the Warriors find themselves in an adventure that takes place somewhere other than just your average dungeon.