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Olive said:
Magic system description please. I've been told it's the most changed section!

Have just been going over this...

First is the Winds of Magic, each is a colour, a common name, a runic name, associated college, and a associated lore.

To cast a spell you roll up to your magic characteristic in d10 to reach a casting number, if you reach the number you cast the spell, Ingredients provide +1 to +3 to rolls and Channelling Skill Test (focus winds) adds a bonus equal to your Magic Characteristic.

Example from Book: An Elf Master Wizard, attempts to cast the fiery blast spell, which takes a half action. With a Magic Characteristic of 3, she can roll up to 3d10 to cast a spell. Fiery blast has a Casting Number of 21, the wizard opts to roll all dice, resulting in 7 + 7 + 7 = 21, which equals the Casting Number so the spell is cast.

Now if the wizard performed a channeling test, this would add a half an action to the casting and given a bonus of +3 to the role, result would have been 3d10+3 or 24. Ingredients could help even more.

Failures? Hey this is WFRP and bad things happen, if you roll 1 on all your dice automatic failure, roll a Will Power Testfail and get an Insanity Point. You don't think that is bad enough, you have Tzeentch's Curse, if you roll doubles or triples on dice or even more it is time to see what the winds of change brings you. See those 7's above, the more there the worse it gets, the wizard in the example can now roll on the Magor Chos Manifestation chart. :D There is a minor and a catastrophic table, protective cicles can help. For devine magic users it is the Wrath of God.
 

OK, magic system... euhrm

First of all: So far I've got only 2 minor issues with the new WFRP: fly and hover as talents? I mean do they realy mean for a PC to be able to fly by just picking up a talent (even if this is tied into a specific carreer, with very strict prerequisites or what not - reminds me to check up on what carreers provide these talents). And the disorders you can get (insanity and all you know) are imho a bit over the top.

But again, minor remarks, I like WFRP2 as a whole. I'll finish my current Enemy within campaign if WFRP1 style, but I'll switch to WFRP2 for anything beyond that/ anything new.

Now, magic:

Magic is devided in lores (lore of beasts, lore of light, ...)
Each lore is a talent that has a spell list attached, each spell has a difficulty
You roll a number of d10 according to your magic rating, BUT the more dice you roll, the more chance you have to attract Tzeentch's curse (the new system realy makes an effort to ensure you know magic is chaos!). When you attrack the Curse, it goes from simple failure, backfire to even Daemonic possesion. Oh and theres no limit to the number of spells you cast (but then again <Tzeenth grinning> everytime you cast, you call the attention of the Changer of Ways onto yourself!)

The lores offer a wide pallet of schools or rather colors of magic, with some extras (dark lore for instance)

Other than the spells connected to these lores, there are petty spells (your basic small stuff) and lesser spells, which each is a talent in it's own right. The lesser spells are the basic spells every mage could use (notably DISPELL)

The whole system works well within the new (and simplified) WFRP2, but does feel a lot like the magic used in WFB. (for some like me this doesn't matter, for some it might be a problem)

One other thing you should keep in mind when thinking of playing a mage in WFRP2: the setting for WFRP2 is the Warhammer world we all like and lov AFTER the STORM OF CHAOS. For magic users, this means: MAGIC IS NOT LIKED. The general populace is very suspicious of anything magic (as magic = chaos) and the empire is flooded with witch hunters and inquisitors seeking to eradicate all chaos (including you, because being a mage is a highroad to chaos because of Tzeentch's Curse)

This off the top of my head, anybody free to correct me (I'll probably correct myself once I get back home <grin>)

Drakhe
 

Hand of Evil said:
The advanced careers are:

- Anointed Priest - Artisan - Assassin - Captian - Cat Burglar - Champion - Charlatan - Courtier - Crime Lord - Daemon Slayer - Demagogue - Duelist - Engineer - Explorer - Fence - Flagellant - Friar - Ghost Strider - Giant Slayer - Guild Master - Herald - High Priest - Highwayman - Innkeeper - Interrogator - Journeyman Wizard - Judicial Champion - Knight - Knight of the Inner Circle - Master Thief - Master Wizard - Mate - Merchant - Minstrel - Navigator - Noble Lord - Outlaw Chief - Physician - Pistolier - Politician - Priest - Racketeer - Scholar - Scout - Sea Captain - Sergant - Spy - Steward - Targeteer - Vampire Hunter - Veteran - Witch Hunter - Wizard Lord
So, I take it Journeyman wizard/Master wizard/Wizard Lord (and similar for priests) is a replacement for the old system of levels?

Also, I distinctly recall that the old system had druids. Are they considered a version of priests now?
 

Oeps been beaten to it...

Hi HoE, you've beaten me to it, and I did forget something: The Wind!.... and channeling.... and components...

Anyways, how do you like the new magic system?

Drakhe
 



drakhe said:
First of all: So far I've got only 2 minor issues with the new WFRP: fly and hover as talents? I mean do they realy mean for a PC to be able to fly by just picking up a talent (even if this is tied into a specific carreer, with very strict prerequisites or what not - reminds me to check up on what carreers provide these talents). And the disorders you can get (insanity and all you know) are imho a bit over the top.

Drakhe
Mutation can lead to fly or hover. Also some monster templates (vampire?) may end up giving you the talent but I did not see a career that gives it and monsters are limited in the book.
 
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Staffan said:
So, I take it Journeyman wizard/Master wizard/Wizard Lord (and similar for priests) is a replacement for the old system of levels?

Also, I distinctly recall that the old system had druids. Are they considered a version of priests now?
At this time it looks to be so.
 

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