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WFRP 4e Winds of Magic. Cheat Sheet (DRAFT) by

Casting rules from warhammer fantasy RP.

This is a draft cheat sheet. It is a work in progress and is not finished yet.

Casting Test

To cast a spell you must make a Language (Magick) Test. This is the Casting Test. If the Casting Test is succes­sful, calculate the SL and compare it to the CN of the spell. If the SL are equal to or greater than the CN, the spellc­aster casts the spell. If not, the spell fails

Critical Casting

If you roll doubles on a successful Casting Test, you cause a Critical Casting. You must roll on the Minor Miscast Table unless you have the Instin­ctive Diction Talent. You may also choose one of three extra effects:
Critical Cast: If the spell causes Damage, it also inflicts a Critical Wound.
Total Power: The spell is cast even if the spellc­aster did not achieve enough SLs for the Casting Number.
Unstop­pable Force: The spell is cast if the spellc­aster achieved enough SLs and it cannot be dispelled.

Overca­sting

If a Casting Roll generates SL beyond those required to cast the spell, the spellc­aster can spend the remaining SL on Overca­sting. Refer to the Overcast Table to see how additional SL may be spent on Overca­sting.
Effects can be drawn from multiple columns, but each column may only be accessed once per casting. Any remaining SL are lost.

Fumbled Casting

If the spellc­aster rolls doubles on a failed Casting Test, they Fumble the cast. They must roll on the Minor Miscast Table

Ingred­ients

An ingredient may be used during spellc­asting to reduce the risk of Miscasts. Ingred­ients must be bought for a specific spell and cost the CN in silver shillings. If you use an ingredient while casting, they can do one of the following:
A Major Miscast may be reduced to a Minor one.
A Minor Miscast may be reduced to no effect.

Channe­lling

To channel magic you use your action to make an Extended Channe­lling Test. Each SL adds to a special pool of power, which you may use to reduce the CN of any spell they are capable of casting using. Each SL generated in this way reduces the CN of a spell by one, to a minimum of 0. If the Casting Test fails, the stored SL are lost and you must roll on the Minor Miscast Table.
Critical Channe­lling
If you roll a double whilst Channe­lling, add a number of bonus SL to the Extended Channe­lling Test equal to your Willpower Bonus. Unless you possess the Aethyric Attune­ment, you must also roll on the Minor Miscast Table.
Fumbled Channe­lling
If you fail a Test and roll doubles during the Extended Channe­lling Test to cast a spell, you Fumble and must roll on the Minor Miscast Table.
Interr­uptions
If a you are distracted whilst channe­lling you must pass a Hard (–20) Cool Test. If you fail this Test, any SL generated on the Extended Channe­lling Test are lost and you must roll on the Minor Miscast Table.
 

Malignant Influences

If a Character is in the vicinity of a Corrupting Influence and makes a Casting Test or Channe­lling Test, there is an additional risk. Any failed roll requires the Character to roll on the Minor Miscast Table. If the roll would already result in a roll on the Minor Miscast Table (such as a Critical Casting Test or Fumbled Channe­lling Test), they must roll on the Major Miscast Table instead.

Magic Missiles

Magic missiles are damage­-ca­using spells. To calculate Damage, add the caster’s Willpower Bonus to the spell’s listed Damage. This Damage is reduced by the target’s Toughness and Armour Points as usual.

Touch Spells

To touch a Character who does not wish to be touched, you must make an Opposed Melee (Brawling) Test after making a successful Casting Test.
Some magic items, such as Enchanted Staffs, may be used when casting touch spells. In this case replace the Opposed Melee (Brawling) Test with the most approp­riate Melee Test. This test is made to see if the spellc­aster touches the target with the item. It is not an attack that would inflict Damage in addition to the effects of the spell.

Dispelling

A spellc­aster may attempt to dispel any spells that target them, or a point they can see within Willpower yards. A spellc­aster may attempt to dispel a single spell every round.
The spellc­aster attempting the dispel must make an Opposed Language (Magick) Test against the spellc­aster attempting to cast the spell. If the dispelling spellc­aster wins the Opposed Test then the spell is dispelled and has no effect. If the casting spellc­aster wins the Opposed Test, use the opposed SL for the Casting Roll.

Random Vortices

Spells using the random vortex rules have effects that remain in play and move randomly every round. Random vortex spells use the following procedure
If the caster succeeds on their Casting Test, they summon a vortex. The Area of Effect occurs adjacent to, but not touching, the caster. The caster then chooses a direction and makes an Average (+20) Willpower Test to determine the initial trajec­tory.
If the Test succeeds, the Area of Effect immedi­ately moves 2d10 yards directly away from the caster in the chosen direction. If the caster fails the Willpower Test, the vortex immedi­ately moves in a random direction. In either case, everything in it's path is affected (possibly including the caster).
On every subsequent round, at the end of the caster’s turn, the vortex moves 2d10 yards in a random direction, affecting everything in its path.

Vortex Movement