Continuing my thoughts on developing a simplified version of Warhammer Fantasy Roleplay 3 based on the Fantasy Flight Games Star Wars system, in this post I will present some suggestions for simplifying the magic system. It is likely that my suggestions for magic will tend to over-power magicians, because that’s exactly what I like in a system…
Introduction
Magic in the simplified WFRP system should be based on strain, rather than magic points, and will use a simplified spell system in which wizards choose three or four ladders of spell types. Each ladder has a first, second and third rank spell, approximately equivalent to the spells in the cards currently available through the WFRP3 set. Spells are cast using a spellcraft skill check, with difficulty determined by the rank of the spell and the attribute of a target. Spells will have a strain cost, and will incur additional strain from rolling banes. Spell casters also have a talent tree (as in the case of the rogue) but will have to purchase spells using development and experience points.
Spell-casting and strain
All PCs will start with a strain score equal to 8+WP. Strain is incurred through failed combat actions, and can be recovered after battles through discipline checks, and then through rest. When a spell is cast it costs 2+Rank strain; so a rank 1 spell costs 3 strain. Each additional bane rolled on the spell check incurs an additional point of strain; chaos stars incur an additional point of strain + a miscast card. Thus the average level 1 wizard with strain of 12 can safely expect to cast 3 spells in one battle; the 4th spell will carry a risk of being rendered incapable of further action.
If a spell takes a human target, the difficulty of casting the spell is set by the target attribute (usually WP, but this can vary); the spell incurs an additional misfortune die per rank above 1. If the spell has no human target, the difficulty is set by the rank: one misfortune die at rank 1, and then an additional challenge die for every rank above 1.
Spell types and effects
The basic role of spells in WFRP3 is to apply conditions to targets, or to damage them. This is easily represented through revised spell descriptions in simplified warhammer. A simple approach is to set the damage done by a spell at 2+Spell Rank+ Int. Conditions can be more diverse than those described by the cards in WFRP3. For example, a rank 1 spell can apply one misfortune die to checks with one attribute; a rank 2 spell can apply this misfortune die to all physical or all mental actions; a rank 2 spell could alternatively apply one challenge die; and rank 3 spells could apply two challenge dice or a combination of effects. Duration can be the caster’s intelligence, with modifications available from the talent tree. Other enhancement options could be damage modifiers in combat (e.g. +1 dmg per rank), stance dice enhancements, soak and defense modifiers, and other aspects of conditions (manoeuvre restrictions, changes in critical states). These effects will vary according to the ladder down which the spell steps, and don’t necessarily even need to have spell names – every player could make up their own spell names for their particular set of effects.
Table 1 shows an example of the key spell ladders and the effects that might be contained in differing ranks of one ladder.
Table 1: Example spell ladders
Class | Order Equivalent | Effects |
Elemental Fury | Aqshy | Elemental damage attacks |
Elemental Body | Aqshy | Elemental melee enhancements (defenses, damage) |
Elemental Mind | Aqshy | Enhancements to social checks, reckless stance dice, bravery |
Celestial luck | Celestial | Force target rerolls, improve luck, regain fortune points |
Celestial movement | Celestial | Fast movement, flight, teleportation |
Illusion Stealth | Grey Order | Shadows, Hide in plain sight, Invisibility |
Shadow Damage | Grey Order | Conditions affecting int, willpower, control enemy |
Shadow Transformation | Grey order | Fear, disguise, doppelganger |
Shadow Body | Grey order | Defence effects, become insubstantial |
Alchemy | Gold order | Damage machines, transform items, enchant items |
Alchemical Enhancement | Gold order | Improve soak, improve int based checks, improve defence |
Necromantic Protection | Amethyst | Prevent damage; prevent criticals; prevent death |
Necromantic Perception | Amethyst | Detect living/dead; enhance int-based checks; speak with dead |
Necromantic Attack | Amethyst | Cause fear; cause damage |
Transformation | Amber | Change shape (wolf, crow, bear) |
Wild Combat | Amber | Enhance damage; cause damage |
Each ladder should have its own general spell effects, determined using a willpower check, that last WP in rounds during combat, or WP in minutes out of combat. Spell effects out of combat should last WP in minutes, with an extension to hours by increasing the challenge.
Wizard talent tree
The Wizard talent tree is shown in Figure 1. The extra strain talent can be taken multiple times. This talent tree doesn’t allow any option to increase duration of spells, which may be something that could be changed.
Alternative: spell-less magic
It would be fairly easy to categorize most magical effects in terms of conditions, damage and their equivalents, and to use an entirely spell-free magic system in which magic has a difficulty value and causes strain as the total of number of failures + number of banes. In this case magic would be equivalent to just a different and more interesting range of ways of doing skill checks. It would probably require a simple table of difficulties (comparing, e.g. applying one misfortune die to a single ability score vs. all ability scores vs. granting a target one additional reckless die, or a training die, and so on). This would lead to a very flexible and interesting magic system that gave magicians the ability to directly affect dice pools and character traits in complex and interesting ways. It could be worth a session to try out…
March 26, 2013 at 12:20 am
Are you saying that spells would just be dice? And each kind of die has a different amount of strain. If I understand you correctly, with an attack spell the spell caster just says “I’m going to blast the enemy with a bolt of lightening” and says how many dice they want to put into it and pays the cost. Or they can cast some kind of shield or armor and just add black dice to the enemy’s roll. So the player just buys dice and then says what they do with the dice. The cost would be strain, fatigue and for really serious spells they could use hit-points (using one’s own blood for the spell). What the player says the spell looks like is only limited by the player’s imagination. The actual effect is determined by the dice bought. That way they could be ANY kind of wizard, shaman whatever they wan to be. If they are some kind of dimensional sorcerer they can say “I reach into another dimension and pull out a gun and fire, I’ll spend x strain to get x dice types.” Perhaps the spell caster could spend strain etc to make the spell have a longer duration like if a shaman wants to have a spirit protect them from ranged attacks for 3 rounds. And perhaps some magic objects would reduce strain cost and that would explain why some wizards have staffs or wands etc. So, to sum up, the whole spell casting system is just a basic point spend / dice buy system with no spells. The player imagines what they do with the dice they buy.
March 26, 2013 at 12:40 am
Perhaps the player could buy ANY kind of dice, for example, if they want to buy white dice they would be rather cheap with no fumble, red dice would be much more expensive but have a really strong effect and serious backlash with a fumble. The player could buy green, yellow, purple dice… Just have to calculate exactly the odds of success for each die to determine its cost. Print the die cost sheet out, hand it to the magic user character player and Gandalf’s your uncle.
March 27, 2013 at 11:25 am
That actually sounds like an interesting and simple way to make magic work without using spells. It’s especially useful if it provides the only way to add conservative or reckless dice to a pool. Of course, some magical effects don’t affect dice, but give new abilities or narrative effects, but a large part of what we use magic for is basically just to sway actions one way or another … so it could work.