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Warhammer And D&D Artefacts/Quest Treasures/Items And Spells

Discuss new Rules for HeroQuest.

Warhammer And D&D Artefacts/Quest Treasures/Items And Spells

Postby Gold Bearer » April 27th, 2014, 8:02 am

I used to have an old Atari ST D&D game and I had a few rules in my head for some of the spells. As I was writing them I remembered more and I've done rules for the Warhammer magic items from the version I used to play as well. This isn't a complete list, there's probably quite a few things that I've forgotten and remembered wrong so I might add to this as I remember more. As always feel free to use anything you want or just use it for ideas.

I called the D&D spells dragon scrolls just as a nod. They could be sold in magic shops and there's rules for randomising how many items are available below as well. To use them you don't have to roll for every item, you can just do it as they try to buy one and if there's none available they can try for something else.

There's a lot of items so the best way to incorporate more than just a few of them is to make them temporary. You could use a story where they've all been stolen and the heroes as an ongoing mission have to find them and return them. Some could be used as stories for quests where one or more have been located and the heroes quest is to retrieve them, and others could just turn up sometimes. Obviously a few could be kept as rewards. Some of the Warhammer items are extremely potent and are only suitable to be kept by very advanced heroes fighting very tough enemies.

Adjacent includes diagonally, directly adjacent doesn't.

Dragon Scrolls
Any magician can use magician scrolls, any type of priest can use clerical scrolls and either can use druid scrolls. If the power level of the scroll is above the casters magical level then the spell fails on the roll of a shield and is lost as well on a black shield. If the spell is cast against an enemy then they roll one combat dice for each mind point they currently have and if at least one black shield is rolled they're unaffected. Some spells cause the target to become helpless. A helpless target is killed if they're physically attacked. All spells need line of site as usual unless stated otherwise.

For spells that have a varying duration roll at every turn instead of just once. So for example a for a spell that lasts 1-6 turns roll on at the start of your next turn and the spell ends on the roll of a 1, and then on the next turn on the roll of a 1 or 2, and so on.

A humanoid is any roughly human shaped and sized monster or smaller accept from Undead, so Goblins, Orcs, Fimirs, Chaos Warriors, Chaos Sorcerers, etc but not Ogres.

L1M
Magic Missile - The caster rolls combat dice equal to their magic level and adds one to the number of skulls rolled. The target takes that many BP of damage.
Charm Person - A humanoid target is controlled by the caster for 1-6 turns.
Sleep - The target and any character with fives squares of the target who fail to avoid the affects becomes helpless for 1-3 turns.
Detect Magic - The evil wizard player must divulge any room or corridor that contains a magician.
Read Magic - Allows the caster to read another scroll this turn that they wouldn't normally be able to.
Enlarge - The target rolls one extra combat dice when attacking in melee for 1-6 turns.
Reduce - The target rolls one less combat dice when attacking in melee for 1-6 turns.
Burning Hands - The caster rolls combat dice equal to their current MP and then adds one to the number of skulls rolled. A directly adjacent target takes that many BP of fire based damage.

L2M
Knock - Automatically opens a door.
Strength - The target rolls two extra combat dice for 1-6 turns.
Invisibility - Same as the one in the Protection deck.
Mirror Image - Creates D3 mirror images of the caster. Whenever the caster is targeted randomise the result between the character and their duplicates. If an image is targeted it disappears.
Stinking Cloud - Cast on a 2x2 square visible area. Instead of the normal rules, any character inside the cloud when it's cast or who starts their turn inside it who fails to roll a either shield when they defend against the affects becomes helpless for 1-3 turns. Any character who rolls at least one white but no black shields defends with one less dice for 1-3 turns. The cloud lasts for 1-6 turns.

L3M
Haste - Allows the target to take an extra action for 1-6 turns which can be used to do anything that normally requires an action or dispels Slow. Dispelled by Slow.
Slow - The target can only make one action per turn for 1-6 turns or dispels Haste. Dispelled by Haste.
Minor Globe Of Invulnerability - For 1-3 turns the caster and all allies in the same room or corridor as the caster are immune to hostile spells.
Fireball - Targets a square you can see and all others within three squares of it (diagonally counts as 1.5 squares) with a fire based A3 attack. Roll separately for each target.
Lightning Bolt - Same as the one in the Storm Master deck accept it can attack on a diagonal line and it has a range of three squares for every magic level of the caster (minimum three squares) and it rebounds off of solid objects back in the direction it came from. Lightning based attack.

L4M
Ice Storm - Targets a square you can see and all others within two squares of it (diagonally counts as 1.5 squares) with a four combat dice ice based attack. Roll separately for each target.
Cone Of Cold - Attacks in a cone shape in on of the four basic directions (north, east, south or west), but not through solid objects, attacking everyone in the area with a three combat dice ice based attack.
Ice Shield - Anyone who attacks you in melee takes a three combat dice ice based attack. Lasts for 1-6 turns.
Fire Shield - Anyone who attacks you in melee takes a three combat dice fire based attack. Lasts for 1-6 turns.

L5M
Cloud Kill - Cast on a 3x3 square area with the centre square visible. Any character inside the cloud when it's cast or who starts their turn inside it and fails to avoid the affects is killed. The cloud lasts for 1-6 turns.
Hold Monsters - Cast on up to two targets who become helpless for 1-3 turns if they fail to avoid its affects.
Charm Monster - The target is controlled by the caster for 1-6 turns.
Globe Of Invulnerability - For 1-6 turns the caster and all allies in the same room or corridor as the caster are immune to hostile spells.

L1C
Bless - Raises the number of defence dice of the target and all allies within five squares of the target by one for 1-6 turns if they're not adjacent to an enemy (diagonally counts as 1.5 squares).
Curse - Lowers the number of defence dice of the target and all enemies within five squares of the target by one for 1-6 turns if they're not adjacent to an enemy (diagonally counts as 1.5 squares).
Protection From Evil - When being attacked by an Evil enemy they roll one less attack dice and you roll an extra defence dice for 1-6 turns.
Protection From Good - When being attacked by a Good enemy they roll one less attack dice and you roll an extra defence dice for 1-6 turns.
Cure Light Wounds - Heals one BP of damage to an adjacent target.
Cause Light Wounds - Causes one BP of damage to an adjacent target.

L2C
Hold Person - Cast on up to three humanoid targets who become helpless for 1-3 turns if they fail to avoid its affects.
Bestow Curse - Permanently lowers the number of attack dice of the target by two.
Remove Curse - Removes a curse.
Cause Blindness - The target becomes unable to physically attack for 1-6 turns.
Cure Blindness - Cures a Blindness spell.
Cause Disease - The target takes one BP of damage at the beginning of its turn for 1-6 turns.
Cure Disease - Cures a Disease spell.

L3C
Prayer - Raises the defence dice of allies and lowers the number of defence dice of enemies within five squares by one for 1-6 turns (diagonally counts as 1.5 squares). Automatically affects enemies.

L4C
Protection From Evil 10 '' Radius - When being attacked by an Evil enemy they roll one less attack dice and you roll an extra defence dice for 1-6 turns. Also affects allies who are adjacent to the target when they're attacked.
Protection From Good 10 '' Radius - When being attacked by a Good enemy they roll one less attack dice and you roll an extra defence dice for 1-6 turns. Also affects allies who are adjacent to the target when they're attacked.
Cure Serious Wounds - Heals two BP of damage to an adjacent target.
Cause Serious Wounds - Causes two BP of damage to an adjacent target.

L5C
Raise Dead - Raises a previously slain character on the spot they were killed (or as close as possible to it). They're raised with half full BP and MP (rounding up). No affect on Elvins.
Cure Critical Wounds - Heals three BP of damage to an adjacent target.
Cause Critical Wounds - Causes three BP of damage to an adjacent target.

L1D
Fox Fire - Lowers the number of defence dice of the target and all characters within three squares of the target by one for 1-3 turns (diagonally counts as 1.5 squares).
Entangle - The target becomes helpless for 1-6 turns if they fail to avoid its affects. Can only be cast outdoors.
Detect Magic - The evil wizard player must divulge any room or corridor that contains a magician.
Read Magic - Allows the caster to read another scroll this turn that they wouldn't normally be able to.

Artifacts
The top sections of both lists aren't unique items and are available in magic shops. Roll a combat dice for each item or just roll for each item that a hero wants to buy if here's too many items. On the roll of a black shield that item isn't in stock. On the roll of a skull there's one item in stock. On the roll of a white shield reroll the dice and now on a skull there's two items in stock, on a white shield there's three and on a black shield there's four.

If an item has more than one affect, like a weapon which can be used to cast a spell for example then special rules that apply to one aspect of the weapon don't necacarily aplly to the other. Special rules that do are are either restated or listed as a seperate rule. For example the Sword Of Teclis has a spell that uses a lightning based attack but the swords ordinary attacks aren't lightning based whereas the Storm Swords are.

Follow the normal rules for the type of equipment that the item is and which characters can use it accept for the listed exceptions.

If a magic weapons power is used up for the rest of the quest and it doesn't have other special rules it can still be used as a normal weapon of that type but it doesn't count as a magical.

Casting spells from items uses your attacking action just like casting regular spells unless stated otherwise.

Staffs can be used one handed but can't be used as weapons if they are.

Some items can be combined with other items or abilities. For example a weapon that counts black shields as skulls combined with an ability that does the same means that black shields count as two skulls. The Hammer Of Sigmar, Storm Sword or Sword of Teclis combined with that ability would mean that a black skull automattically causes a BP of damage and adds a skull or skulls to the result. Some affects obviously can't be combined. Use common sense.

D&D Artifacts
Dart Of A Hornets Nest - Fired from a Blow Pipe or Blow Tube. Attacks with one combat dice. If you roll a skull it attacks again and the target defends again. This is repeated until you don't roll a skull.
Javlin Of Piercing - Uses normal rules for Javlin throwing. Attacks with one combat dice. If you roll a skull it attacks again and the target defends again. This is repeated until you don't roll a skull.
Dust Of Disapeerance - Casts Invisibity on yourself and all adjacent allies. Can only be used once.
Neckless Of Missiles - Can be used to cast a non fire based version of Fireball. When casting with the wand roll a combat dice and on the roll of a white shield it can't be used again.
Wand Of Magic Missiles - Can be used to cast Magic Missile. When casting with the wand roll a combat dice and on the roll of a white shield it can't be used again. Magicians only.
Wand Of Stinking Clouds - Can be used to cast Stinking Cloud. When casting with the wand roll a combat dice and on the roll of a white shield it can't be used again. Magicians only.
Wand Of Lightning Bolts - Can be used to cast Lightning Bolt. When casting with the wand roll a combat dice and on the roll of a white shield it can't be used again. Magicians only.
Wand Of Fireballs - Can be used to cast Fireball. When casting with the wand roll a combat dice and on the roll of a white shield it can't be used again. Magicians only.
Wand Of Ice Storms - Can be used to cast Ice Storm. When casting with the wand roll a combat dice and on the roll of a white shield it can't be used again. Magicians only.
Wand Of Cloud Kills - Can be used to cast Cloud Kill. When casting with the wand roll a combat dice and on the roll of a white shield it can't be used again. Magicians only.
Wand Of Defoliation - Can be used to cast a non fire based version of Fireball on all plant based creatures including all Green-Skins attacking with four combat dice. When casting with the wand roll a combat dice and on the roll of a white shield it can't be used again. Magicians only.

Flame Tounge - Attacks with black shields as well as skulls. Fire based attack. Long Sword.
Dragon Slayer - Attacks with black shields counting as two skulls or five skulls when attacking any type of dragon. Lond Sword.
Frost Brand - Attacks with black shields counting as three skulls. Ice based attack. Lond Sword.
Ring Of Minor Protection - Defend with black as well as white shields. Can't be combined with other Rings Of Protection.
Ring Of Protection - Black shields count as two white shields. Can't be combined with other Rings Of Protection.
Ring Of Major Protection - Black shields count as three white shields. Can't be combined with other Rings Of Protection.
Green Ion Stone - +2 to movement.
Red Ion Stone - +1 BP.
Blue Ion Stone - +1 MP.
Yellow Ion Stone - Immunity to hostile spells.
Orange Ion Stone - -1 attack dice to enemies physically that attack you.
Purple Ion Stone - -1 defence dice to enemies that you physically attack.
Brown Ion Stone - +1 combat dice when defending in melee.
Grey Ion Stone - +1 combat dice when attacking in melee.
Pink Ion Stone - Can reroll one attack dice per turn.
Cyan Ion Stone - Can reroll one defence dice per turn.
Move Ion Stone - Can reroll one movement dice per turn.
White Ion Stone - One additional spell drawn at random from the Talisman deck at the start of each quest. Magicians only.
Black Ion Stone - One additional spell drawn at random from the Chaos deck at the start of each quest. Magicians only.
Bronze Ion Stone - +1 combat dice when throwing a weapon.
Silver Ion Stone - Doubles the BP of damage inflicted.
Gold Ion Stone - At the start of your turn roll a combat dice if your not on full BP or MP. On the roll of a white shield you regain one MP and on the roll of a black shield you regain one BP.
Clear Ion Stone - Can use any Artifacts.
Fire Ion Stone - Immune to fire and gives fire based melee attacks. If you have the Ice or Lightning Ion Stone you choose which one to attack with.
Ice Ion Stane - Immune to ice and gives ice based melee attacks. If you have the Fire or Lightning Ion Stone you choose which one to attack with.
Lightning Ion Stone - Immune to lightning and gives lightning based melee attacks. If you have the Fire or Ice Ion Stone you choose which one to attack with.
Rainbow Ion Stone - Absorbs (gain instead of loosing BP) fire, ice and lightning and you don't need to roll to defend against them.
Elvin Ion Stone - Becomes a level zero Magician. Elvins only.
Dwarven Ion Stone - Immunity to Transfix and Chill Touch. Dwarvens only.
Girdle Of The Dwarves - At the start of your turn roll a combat dice if your not on full BP and on the roll of a white shield you regain one BP. Dwarves only.
Gloves Of Thievery - Allows a reroll with attempt to steal.
Gaunlets Of Dexterity - When you're attacked in melee roll a dice for every skull the attacker rolled before you defend, if any are black shields you dodge the attack. Fails a jump on a black shield instead of a skull.

Warhammer Artefacts
Banners need one free hand to be used but not to be carried.

When a target is forced to run they run directly away from the item or enemy at twice their standard movement rates. If their path splits and there's no difference between which path will move then further away then the user can decide which way they run. They run straight into traps, in which case their turn immediately ends. If there's a revealed pit trap in their path then they attempt to jump it and their turn immediately ends if they fail and survive. Undead can't be made to run but this doesn't include Necromancers or Ghouls.

Without armour: Goblins D0, Chaos Warriors D2, Ogres D4. Without magic armour: Skeletons D0, Zomies D1, Mummies, Choas Sorcerers and Orc Shamans D2, High Mages, Storm Masters and Necromancers D1.

Hail Of Doom Arrow - The arrow splits in the air into D6 arrows that all attack the same target. One use only. Wood Elves only.
War Paint - +2 defence dice against melee attacks and +4 defence dice against physical ranged attacks. Can't be used with armour. Wood Elves, Skavin, Forest Goblins and Savage Orcs only.
Power Scroll - Can be used to keep a cast spell. One use only. Magicians only.
Mystic Maze Scroll - Can scatter a hostile in a random direction (north, east, south, west or diagonally) on the roll of a skull or black shield. One use only. Magicians only.
Mystic Shield Of Brag - Can negate a hostile spell that targets you. One use only. Magicians only.
Hex Scroll - Can negate a hostile spell on the roll of either shield. One use only. Magicians only.
Dispel Magic Scroll - Can be used to force an enemy Magician to discard a random spell or to negate a spell that's in play. One use only. Magicians only.
Destroy Magic Scroll - Can be used to force an enemy Magician to discard a named spell if they have it or a random one if they don't or to negate a spell that's in play and prevent it from being cast again by that character for the rest of the quest. One use only. Magicians only.

Banner Of Might - Allows the bearer and any allies in the same room or corridor to attack on black shields as well as skulls.
Standard Of Shielding - Allows the bearer and any allies in the same room or corridor to defend on black as well as white shields.
War Banner - Allows the bearer and any allies in the same room or corridor to defend with an extra combat dice.
Battle Banner - Allows the bearer and any allies in the same room or corridor to attack with an extra combat dice.
Banner Of Wraith - Used to cast Wraith, attacking D6 times with a four combat dice lightning based attack. Roll a combat dice when it's used and on a white shield it can't be used again for the rest of the quest.
Banner Of Arcane Protection - Any hostile spell targeting you or an ally in the same room or corridor is dispelled on the roll of either shield.
Banner Of Arcane Warding - Any hostile spell targeting you or an ally in the same room or corridor is scattered in a random direction away from the target (north, east, south, west or diagonally) on a skull or black shield.
Jaguar Standard - +D6 movement (even if you're using set movement values) to the bearer and any allies in the same room or corridor. Only roll once for and use the score for all of the targets.
Cleansing Banner - Any Undead who start their turn in the same room or corridor as the banner roll a combat dice and loose 1BP on a skull. Humans only.
Dread Banner - A target in the same room or corridor as the banner that survives an attack rolls one combat dice for each MP they currently have and if they fail to roll least one black shield they immediately Run directly away. The target has then taken their turn and can't take another one until the next round. Enemies also have to test to attack in melee and if they fail they loose their attack.
Bow Of Loren - Attacks with three combat dice and can be shot three times per turn and extra shots can be taken as normal. Wood Elves and High Elves only. Bow.
Dragon Bow - Attacks with three combat dice and can be shot three times per turn but no extra shots can be taken by sacrificing movement. Humans only. Bow.
Drangonblade Lance - Attacks with four combat dice. Can attack a second target directly behind a directly adjacent target using three combat dice. High Elves only. Great Spear. One handed. Can't be thrown.
Star Lance - Attacks with four combat dice. Great Spear. One handed. Can't be thrown.
Flail Of Skulls - Each BP of damage inflicted causes two BP of damage. Great Flail (attacks with four combat dice, can attack diagonally and is two handed unless it's used by the Barbarian).
Hammer Of Sigmar - Black shields automatically cause 1BP damage. Only magic armour defends. Humans only. Great Hammer. Can be used one handed. Can't be weakened, damaged or broken when thrown.
Storm Sword - Black shields automatically cause 1BP damage. Only magic armour defends. Also attacks adjacent enemies with D6 combat dice randomised between them. Lightning based. Broadsword.
Sword Of Teclis - Black shields automatically cause 1BP damage. Can attack all adjacent enemies once per quest with a six combat dice lightning based attack. Broadsword.
Blade Of Enscrolled Iron - Attacks with black shields as well as skulls. Broadsword.
Sword Of Might - Attacks with black shields counting as two skulls. Broadsword.
Ogre Blade - Attacks with black shields counting as three skulls. Broadsword.
Giant Blade - Attacks with black shields counting as four skulls. Broadsword.
Death Sword - Add one skull to the attack score. Broadsword.
Blessed Sword - Attacks with white shields as well as skulls. Can't be used by Green-Skins. Broadsword.
Hydra Blade - Each skull scored counts as two skulls. Broadsword.
Sword Of Defence - Defend with black shields counting as two white shields. Broadsword.
Sword Of Unyielding - Defend with black shields counting as three white shields. Broadsword.
Sword Of Defiance - Defend with black shields counting as four white shields. Broadsword.
Biting Blade - Target defends with one less combat dice. Broadsword.
Rending Blade - Target defends with two less combat dice. Broadsword.
Blade Of Sea Gold - Target defends with three less combat dice. Broadsword.
Copper Sigal Sword - Can interrupt an opponents turn to attack when they move to a square directly adjacent to you on the roll of a black shield. You've then used your attack for your next turn. Broadsword.
Bronze Sigal Sword - Can interrupt an opponents turn to attack when they move to a square directly adjacent to you on the roll of a white shield. You've then used your attack for your next turn. Broadsword.
Silver Sigal Sword - Can interrupt an opponents turn to attack when they move to a square directly adjacent to you on the roll of a skull. You've then used your attack for your next turn. Broadsword.
Gold Sigal Sword - Can interrupt an opponents turn to attack when they move to a square directly adjacent to you on the roll of a skull or black shield. You've then used your attack for your next turn. Broadsword.
Sword Of Swift Slaying - Can interrupt an opponents turn to make an attack when they move a square directly adjacent to you. You've then used your attack for your next turn. Broadsword.
Gromril Blade - Only magic armour defends. Can't be used by Green-Skins. Broadsword.
Runefang - No type of armour defends. Inflicts D3 BP of damage for each BP of damage caused when attacking Undead. Humans only. Broadsword.
Sword Of Justice - Can reroll any attack dice once. Only magic armour defends. Humans only. Broadsword.
Blade Of Darting Steel - Attacks with one skull if none are rolled. Broadsword.
Blade Of Leaping Copper - Can attack the same target twice if you roll three skulls on the first attack. Broadsword.
Blade Of Leaping Bronze - Can attack the same target twice if you roll at least two skulls on the first attack. Broadsword.
Blade Of Leaping Gold - Can attack the same target twice if you roll at least one skull on the first attack. Broadsword.
Parrying Blade - -1 attack dice to enemies that attack you in melee. Broadsword.
Rending Sword - Inflicts two BP of damage for each BP of damage caused. Broadsword.
Bone Blade - Inflicts D3 BP of damage for each BP of damage caused. Broadsword.
Venom Sword - Inflicts D6 BP of damage for each BP of damage caused. Broadsword.
Fearfrost - Inflicts an additional D6 BP of damage for each BP of damage caused. No type of armour defends. Ice based attacks. Humans only. Broadsword.
Frost Blade - Kills the target if it inflicts any damage. No type of armour defends. Ice based attacks. Broadsword.
Hellfire Sword - Kills the target if it inflicts any damage and attacks all enemies adjacent to a killed target with a three combat dice fire based attack. Fire based attacks. Broadsword.
Sword Of Heroes - Attacks with the same number of combat dice as the target has defence dice if they defend with four or more dice. Can't be used by Green-Skins.
Shrieking Blade - A target that survives an attack with the blade rolls one combat dice for each MP they currently have and if they fail to roll least one black shield they immediately Run directly away. The target has then taken their turn and can't take another one until the next round. Enemies also have to test to attack the wielder in melee and if they fail they loose their attack. Broadsword.
Armour Of Brilliance - Defends with five combat dice. -1 attack dice to enemies that physically attack you. Humans only. Plate Mail and Shield.
Armour Of Endurance - Roll a combat dice fore each BP of damage inflicted. On the roll of a black shield the damage is negated. Banded Mail.
Armour Of Fortune - Roll a combat dice fore each BP of damage inflicted. On the roll of a white shield the damage is negated. Banded Mail.
Armour Of Protection - Roll a combat dice fore each BP of damage inflicted. On the roll of either shield the damage is negated. Banded Mail.
Armour Of Meteoric Iron - Gives five defence dice. Ring Mail and Shield.
Spell Shield - Any hostile spell targeting you is scattered in a random direction away from you (north, east, south, west or diagonally) on a skull or black shield. Shield.
Spell Eater Shield - Dispels hostile spells that target you on the roll of a shield which are then held in the shield and can be used by you later in the quest. Shield.
Enchanted Shield - Defend with black as well as white shields. Shield.
Shield Of Ptalos - Defend physical ranged attacks on skulls and white shields. Shield.
Golden Helm Of Atrazar - Gives an additional defence roll with four combat dice. Helm.
Black Amulet - Roll a combat dice fore each BP of damage inflicted. On the roll of either shield the damage is negated. For melee attacks negated damage is taken by the attacker with no defence roll.
Amulet Of Fire - Can dispel one hostile spell targeting the wearer per turn on the roll of either shield.
Amber Amulet - At the start of your turn roll a combat dice if your not on full BP and on the roll of a white shield you regain one BP.
Talisman Of Ulrik - At the start of your turn roll a combat dice if your not on full BP and on the roll of a white shield you regain one BP. Humans only.
Silver Seal - -1 attack dice to enemies that physically attack you. Dispels hostile spells targeting the wearer on the roll of either shield. Humans only.
Dawn Stone - Allows you to reroll one dice once. Can be used once per quest.
Black Gem Of Gnar - Allows you to reroll one dice twice. Can be used once per quest.
Ring Of Volans - Used to store one random Talisman spell drawn at the start of each quest which can be cast in the normal way.
Doomfire Ring - Can be used to cast Doomfire. Roll two standard dice and attack with that many combat dice of fire damage. Can be used three times per quest.
Crown Of Command - +3 MP.
Horn Of Urgok - All enemies in the same room or corridor who are adjacent to an ally roll one combat dice for each MP they currently have and if at least one black shield is rolled they're unaffected. Affected targets immediately Run directly away from the horn. The targets have then taken their turn and can't take another one until the next round. Also prevents any allies in the same room or corridor from being forced to Run on evil wizard players next turn. Can be used three times per quest.
Claw Of Nagash - Can be used to cause D3 BP of damage to a directly adjacent opponent which can't be defended against. Can be used once per quest.
Skull Wand Of Kaloth - Any enemy that you wound rolls one combat dice for each MP they currently have and are killed if they fail to roll at least one black shield. Magicians only.
Rod Of Power - Instead of discarding a cast spell you can store the it in the rod. The rod can hold up to three spells at a time. At the start of your turn if the rod has any stored spells roll a dice and if you score equal to or lower than the number of stored spells it can't be used again for the rest of the quest and the stored spells are discarded. Magicians only.
Wand Of Jet - Can be used to keep a cast spell. Roll a combat dice when the wand is used and on the roll of a white shield it can't be used again for the rest of the quest. Magicians only.
Chalice Of Sorcery - Can be used to keep a cast spell. Roll a combat dice when the chalice is used and on the roll of a black shield you take one BP damage. Magicians only.
Skull Staff - Allows you to see the spells and artefacts of enemies in the same room or corridor and you count as one magic level higher when casting Counterspell or Reflection. Magicians only. Staff.
Staff Of Flaming Death - Can be used to cast Flaming Death. Fire based attack with four combat dice. If the target is wounded but survives they roll one combat dice for each MP they currently have and if they fail to roll least one black shield they immediately Run directly away from the staff. The target has then taken their turn and can't take another one until the next round.Magicians only. Staff.
Staff Of Lightning - Can be used to cast Lightning. Lightning based attack with five combat dice. If the target is killed the lightning jumps to another target within five squares of the slain target (diagonally counts as 1.5 squares). This is repeated until you fail to kill a target or there's no enemies within range of the previous target. Orc Magicians only. Staff.
Staff Of Volans - Can be used to cast the same spell twice. When casting twice roll a combat dice and on the roll of a white shield it can't be used again for the rest of the quest. Human Magicians only. Staff.
Staff Of Osiris - Attacks characters in a straight path (north, east, south, west or diagonally) until it hits a solid object attacking the first target with four combat dice and less for each additional target. Magicians and Mummies only. Staff.
Amulet Of Saffery - Can be used once per quest to regain all of your cast spells (but not spells from items). For the rest of the quest you're BP, MP, movement, defence dice and the attack dice of any weapon you use are halved (rounding up). High Elves only.
War Crown Of Saffery - +1 to magic level and take an additonal three spells drawn at random at the start of each quest from the Talisman deck, any of which can be redrawn once for random replacements. Can't be combined with other items that raise your magic level. High Elf magicians only.
Book Of Nagash - +1 to magic level and take an additional three spells drawn at random at the start of each quest from the Chaos deck, any of which can be redrawn once for random replacements. Can't be combined with other items that raise your magic level. Necromancers only.
Book Of Ashur - +1 to magic level and take an additional three spells drawn at at random the start of each quest from either the Talisman or Chaos deck any of which can be redrawn once for random replacements. If you take the spells from the Talisman deck you suffer two MP of damage at the start of the quest on the roll of a skull. If you take the spells from the Chaos deck you suffer two MP of damage on the roll of a skull whenever you cast a spell from the book. Can't be combined with other items that raise your magic level. Magicians only.
Crown Of Sorcery - Wearer becomes a level three Magician and takes nine random spells from the Chaos deck at the start of each quest, any of which can be redrawn once for random replacements. You suffer two MP of damage whenever you cast a spell with the crown on the roll of a skull. Can't be used by a Magician.
Talisman Of Hoeth - Wearer becomes a level two Magician and takes six random spells from the Talisman deck at the start of each quest, any of which can be redrawn once for random replacements. High Elves only. Can't be used by a Magician.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: Warhammer And D&D Artefacts/Quest Treasures/Items And Sp

Postby benvoliothefirst » January 1st, 2019, 4:01 pm

Hey GB! I found this thread after searching for 'gromril,' and I'm sad to see that there wasn't a lot of feedback. What an incredible volume of info! Thanks for sharing.


Looking at Warhammer Fantasy Role play, they list Gromril weapons as being +1 to weapon skill, which obviously isn't directly transferable. I would argue that while the randomness of a hero whiffing with some combination of black and white shields is fun at lower levels, at some point heroes have killed enough goblins to start hitting them reliably. So I would combine the 'death blade' above with the gromril blade and make gromril weapons +1 skull, so if you roll 0 skulls it would be one hit, and if you rolled five it would be six hits. You could apply this to any existing weapon type. Gromril armor could be +1 white shield for heroes, etc.

Granted this has the potential to be overpowered, so as a balancing mechanic, the 'Karak Azgal' sourcebook says that dwarves are very jealous of their cultural artifacts and will reclaim them if found in the hands of outsiders. Means the heroes have to hide them if they go into town.
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Re: Warhammer And D&D Artefacts/Quest Treasures/Items And Sp

Postby Gold Bearer » February 24th, 2026, 11:10 am

Cheers for the comment, that was nice to read. :D

I've never ever looked at WFR, I didn't like Warhammer Quest.

Sorry for the late reply, I've just seen it. |_P
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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