Henry said:Hey Kengar, perhaps you or another player of WFRP could answer one or two rules questions, if you don't mind? I'm making sure I have certain things down:
First of all, am I correct in assuming that the most Magic attribute a beginning character can have is 1 (apprentice wizard or hedge wizard)?
Second, how does skill mastery work, exactly, and does it apply to only skills listed in the "skills" entry, and cannot apply to Weapon Skill or Ballistic Skill? If I understand it right, if you take a second career (basic or advanced), and it has a given skill listed in its entry, you can tak a +10% skill mastery on use of that skill for 100xp?
Lastly, if a character is casting a spell, say a spell that takes a full action, rolls their d10, doesn't hit the target, and has to keep casting, is the next interval another full action before they make another cast roll? I also assume for a spell that takes a half action, they can't make more than one cast roll in a round, because of the "only 1 attack or 1 cast in a round" rule?
Everything else seems pretty self-explanatory.
kengar said:You can only cast a max of 1 spell/round, regardless of casting time. If I understand the first casting question correctly. Youdon't have to keep casting. Once you fail your casting roll, you're done. If you decide to try again, then you're starting the whole process over. So ye, it's a full action before you make another castnig roll. Most people will spend the half action on a Channelling roll to help their casting before beginning the spell proper.
Make sense?![]()
Ourph said:*minirant: One of the few things I don't like about W2e is the "Colleges of Magic" and their close association with the authorities. I would prefer that magic have been made more underground. I understand the reasoning behind the Empire's support for a training ground for Wizards (untrained Wizards are more dangerous than trained ones) but it still seems off that on one hand Wizards should be so reviled by the general populace and Witch Hunters should have such free reign to persecute Wizards and on the other Wizards are one of the most powerful and influential groups in the Empire. /minirant*
Henry said:OK re-reading the casting section, I apparently misread the section on casting a spell being an extended action; I see that if you can't cast it, it's shot and you have to start again from scratch next round. Sounds to me like 2 dice is the optimum to use, because your chance of rolling all "1"s is 1 in a 100, and your chance of doubles is pretty low, only causing a minor effect if it happens (or if you're really unlucky, you blow the local area to hell).
Player: "I want to cast a light spell." (roll... oops, tzeentch's curse.. roll... roll.. roll... roll... Oh, crap...)
GM: "I'm sorry -- within 20 miles, all milk curdles, babies are born with hooves for the next day, and a chaos demon drags you off to have his way with you."