Magie
Ordre des mages Enchanteurs de château conseiller
Chroniqueurs pas magie, bureaucrate
Grands érudits À la tour font des recherches
mage errants mage errants
Pour compétences liées à chaque vent, voir Compétences Magiciens
Règles de Magie
Mémoriser des Sorts : Pour lancer un sort (sans grimoire), vous devez le mémoriser. Mémoriser un sort implique une dépense
de PX variant selon le Talent concerné (voir p.140 du livre de règle)
Test d’Incantation : Pour lancer un sort, effectuez un Test de Langue (Magick) Intermédaire (+0). Le résultat doit au moins égaler
le NI du sort lancé (ou le double du NI si le sort est lancé par l’intermédiaire d’un grimoire. Rappelez vous dans ce cas que
vous ne pouvez lancer depuis un grimoire que des Sorts de votre Domaine), sinon la tentative échoue et rien ne se produit.
Une fois lancé, un Sort reste actif pour toute sa Durée, vous ne pouvez y mettre fin volontairement mais il reste Dissipable.
Si vous obtenez une Maladresse à ce Test de Langue, vous perdez le contrôle de l’énergie magique et devez lancer sur le Tableau
des Incantations Imparfaites Mineures.
Si vous obtenez un Succès Critique à ce Test de Langue, la surcharge magique vous oblige à lancer sur le Tableau des
Incantations Imparfaites Mineures et vous octroie 1 des effets bonus suivant :
•Incantation Critique : Si le sort inflige des Dégats, il inflige en plus 1 Blessure Critique.
•Puissance totale : Le sort est lancé, quels que soit son NI et votre DR, mais il peut être Dissipé.
•Force inéluctable : Si vous avez suffisamment de DR pour lancer le sort, il ne peut-être Dissipé.
Particularités : Les Sorts sont soumis à certains nombre de particularités
•Projectiles magiques : La Localisation pour un Projectile magique est déterminée en inversant les dés lancés pour le Test
de Langue. Le DR obtenu au Test est ajouté aux Dégats du sort et à votre Bonus de Force Mentale.
•Sort de contact en combat : Effectuez un Test Opposé de CC avec votre cible après votre Test d’Incantation.
•Composants : Un composant réduit toute Incantation Imparfaire Majeure à Mineure et annule les effets de toute
Incantation Imparfaite Mineure. Le composant est détruit dans le processus. Un composant n’est utilisable que pour
incanter un sort spécifique d’Arcane ou de Domaine. Son coût en pistoles d’argent est égale au NI du Sort.
•Restrictions : Un Sort doit être prononcé clairement et à haute voix. Si votre voix est inhibée, le MJ peut imposer un
malus à votre Test de Langue. Sauf indications contraire, vous devez également toujours être capable de voir votre cible.
•Cumule de Sorts : Vous ne pouvez avoir qu’une seule instance de vos Sorts active à la fois. De plus, les sorts conférant
des modificateurs ne se cumulent pas entre eux, seul le plus fort modificateur est appliqué.
•Avantage : Les Avantages en Combat s’appliquent aux Tests d’Incantation, pas aux Tests de Focalisation. De plus vous
gagnez +1 Avantage quand vous lancer un Sort sur une cible qui à déja subie un Sort de ce Domaine durand ce Round.
•Surincantation : Chaque +2DR obtenu à votre Test d’incantation vous permet d’ajouter à votre Sort une valeur de Portée,
de Zone d’Effet, de Durée ou de Cible égale à la valeur initiale indiquée dans la description du Sort.
•Repousser les Vents : Porter une armure ou des vêtements inappropriés au Vent de Magie que vous appelez impose une
pénalité de -1 DR aux Tests d’Incantation et de Focalisation.
Focalisation : La Focalisation permet de rassembler l’energie magique requise par les sorts les plus puissants. Pour cela, effectuez
un Test étendu de Focalisation Intermédiaire (+0) avec un DR cible égal au NI du Sort à lancé. Une fois atteint, vous pouvez
lancer le sort lors de votre prochain tour en suivant les règles normales d’incantations, mais considéré le NI du sort comme
étant de 0. Si le Test échoue, la surcharge aethyrique vous fait subir une Incantation Imparafite Mineure.
La Focalisation est également plus dangereuse, considérez tout double ou résultat terminant par 0 sur un Test de Focalisation
comme une Maladresse qui vous fait subir une Incantation Imparfaite Majeure.
Si vous obtenez un Succès Critique en vous Focalisant, vous pouvez lancer le Sort au prochain tour, quelque soit votre DR
total actuel. La surcharge magique vous fait cependant subir une Incantation Imparfaite Majeure.
Si vous êtes perturbé pendant votre Focalisation, vous devez réussir un Test de Calme Difficile (-20) ou subir une Incantation
Imparfaite Mineure et perdre tous les DR accumulés jusque-là.
Dissiper des Sorts : Une fois par round, vous pouvez tenter de Dissiper un Sort dont la cible est à une distance inférieure à
votre Bonus de Force Mentale en mètres. Pour réussir, vous devez remporter un Test Opposé de Langue (Magick). En cas
d’échec, le Sort utilise le DR du Test Opposé pour déterminer si l’incantation à réussi normalement.
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Arcane Research
Not everyone can use magic and the probability varies amongst the different species living on the Warhammer world. We are told that approximately one human child in a thousand is born with the ability to manipulate magic.(WFRPv2 Core Rules ‘Magic and the Races’ page 141) Unfortunately, very few of these children have the willpower and intellect necessary to control their gift, and so for most, their lives tend to be short and end horrifically. It is for this reason more than any other that the use of magic has a reputation for being dangerous amongst the human races of the planet. By comparison almost every Elf on the planet can at least detect the existence of magic energy, and the vast majority learn to manipulate it during their childhood. In fact, an elf who could not at least see the flow of magical energy in the air around them would be considered disabled by their kindred. Dwarfs on the other hand are almost impervious and oblivious to magic. Perhaps because of their relative body density they don’t seem to absorb warp energy as readily as other races and so can only wield it at all by subsuming it into other objects as part of their crafting processes. This tends to make dwarven crafted items extremely powerful and sought after, by everyone except the elves who consider them crude.
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Magic Systems
The magic rules for WFRP are made up from a number of smaller systems. Just like the Winds of Magic, these systems need to be manipulated and coerced before the full power of magic can be realised. Although I am not a Wizard, I will go over a few of the fundamentals of spell casting in WFRP, and a few tweaks to the existing systems.
The most straight-forward way to cast a spell, and a method that can only reliably be used on very low Casting Number (CN) spells, is to simply make a Language (Magick) Test. If this succeeds, then a CN: 0 spell is successful. CN: 0 means that no extra Success Levels are required to successfully cast the spell. If the spell is CN: 2, then 2 Success Levels (SL) are required. So we see that even a relatively ‘easy’ spell is not going to be easy to cast at all, especially for an inexperienced Wizard.
Consider a Wizard with Language (Magick) Skill of 48 trying to cast a CN: 2 spell. With no other modifiers, the Wizard requires a roll of 29 or below. That’s a low success rate for what is a relatively simple spell.
Channelling
In order to cast high-CN spells, or even feel confident of successfully casting spells with an average CN, Channelling is required. To channel, a Wizard must make an Extended Test. Any positive SL contributes towards the Channelling total, while negative SL reduce this total. A Casting Test is made on the turn after a successful Channelling Test. If this is failed, it means that this particular attempt has failed and the Wizard will need to start again from scratch. This reflects the Wizard losing control of the Winds, all their accumulated power draining away, and needing to refocus their mind.
It is apparent that a powerful spell can take a long time to cast, or even prove elusive enough that the Wizard gives up. This is not always satisfactory and one house rule to mitigate this is to allow a Wizard to keep all the energy they have channelled after a failed Casting Test in exchange for a roll on the Minor Miscast Table. Of course, one very simple — and dangerous — way to increase the SL of magical rolls is to employ Warpstone.
The rules on p. 237 state that ‘When your SL reaches the CN of your selected spell, you have channelled enough magic to cast it.’ Of course, casters should be able to anticipate this. Even if they have not yet acquired enough SL through extended channelling, they may still attempt to cast the spell, hoping to achieve the remaining SL from the Language (Magick) Test. This means a Wizard in a desperate hurry can gamble that they get the required power for the spell, even after some channelling.
Overcasting and Channelling
Similarly, I rule that a Wizard may continue channelling long after the required SL requirement has been met. This means that the extra SL can be used to enhance the spell effects (see the section on Overcasting p.238 very powerful and far reaching effects can be achieved if the Wizard is patient and keeps their nerve. Or it can mean losing control of dangerous amounts of magical energy. To reflect the increased risk in manipulating such powerful forces, any Minor Miscast rolled once the minimum required SL has been achieved should be treated as a Major Miscast.
Touch Spells and Advantage
Touch spells cannot have their range extended through use of Success Levels, so the Wizard must get up close and personal in melee to make them work. Once a spell is successfully cast, a Wizard must win an opposed Melee (Brawling) Test in order to complete the spell or the power is lost.
As a generous sort of GM, I rule that Wizard’s staffs are effectively extensions of their bodies, and so allow a hit with Melee (Polearm) to count for the purposes of Touch. This goes some way to explaining why Wizards always seem to have their staffs handy. Also, as even more help, I rule that each excess SL from the casting roll can be used to add +1 SL to the Melee Test.
One way to gain Advantage in preparation for a Touch spell is to build it up in a similar way that a conventional combatant might. This can be done simply through repeated attacks, but the Wizard can be more creative, perhaps by dodging around and avoiding their opponent’s blows, while waiting for the opportune moment to strike, and even by a series of witticisms and taunts, through the Entertain skill, or even by Sleight of Hand or Intimidate.
This sort of creative Advantage build up works well all through WFRP but can be particularly satisfying when a Wizard manages to pull off a devastating spell on a heavily armed opponent.
One extra thing to remember with touch spells is that any hit locations required are derived from the Melee Test and not the Casting Test.
Area of Effect and Single Target Spells
It can be difficult to judge exactly how destructive these spells will be because of the unpredictability of overcasting. On deciding which offensive spell is right for the moment, a Wizard should consider the number of potential targets and how dispersed they are. Single target spells are inherently limited, of course, but can easily hit multiple targets thanks to a good Casting roll and applied SL. Generally, Area of Effect spells do the most damage overall, but well-targeted single target spells can rival them under the right circumstances.
Grimoires
The Grimoire is often under-utilised by Wizard players. It is a source of spells that have not been learned yet, from a collection handed down by a mentor and bound in a thick tome to a single scroll or leaflet. A Wizard can make it their mission to seek out as many spells as possible and add them to their tome. This is a great source of adventure hooks, of bargaining between Wizards, and a currency in its own right.
Even though the Wizard does not have a particular spell memorised they are able to cast it if they are reading directly from the Grimoire. This of course brings its own hazards; it might be disastrous for a Wizard to lose or damage their tome. But under the right circumstances, casting directly from a Grimoire can be worthwhile.The casting number doubles when the spell is not memorised, so ideally the Wizard will have to have the time to channel the required power (or some handy Warpstone), and relative safety from interruption. This best suits a Wizard who wishes to cast non-combat spells in a more peaceful environment or one that trusts that their fellows are able to keep them safe for as long as it takes.
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