Questions about Magic
Q: What is Up With These Spell Ingredients?
A: Some spell ingredients are strange, a pint
of Dragon's Blood for Zone of Steadfastness and a Giant's Brain
for Cause Stupidity. In a letter page in White Dwarf, the designers
acknowledged the strangeness of the ingredients but noted that
ingredients were not an error on their part.
Q: When I Cast Petty Magic With
a Few Magic Points, Do I Need to Make a Magic Roll?
A: No, Petty Magic spells do not require a Magic
Roll. Graeme Davis in "On the Boil" in WD 102 clarifies
this on page 59. (Official)
Q: When do Spells Take Effect?
A: The WFRP rulebook does not explain when spell
casting begins, for how long it continues, or exactly when the
spells take effect. If the spell caster begins the spell at
the beginning of the turn, then they remain static until the
spell caster's initiative allows them to take their turn. If
the spell casting begins at the spell caster's initiative phase
then they remain static until the end of the turn when the spells
then take place in order of initiative at the end of the turn.
There has been no official answer on this yet.
An official answer was introduced in the official
Realms of Sorcery by Ken and Jo Walton for those using the Effective
Initiative system introduced in Restless Dead and Apocrypha
Now: spells begin at the caster's Initiative phase in the round
and the spell is completed at -40 EI later. This is similar
to the suggestion in the unofficial Realms of Sorcery manuscript
by Ken Rolston in which the initiative phase occurred at -30
Effective Initiative.
Q: Is the Glowing Light Spell Too
Powerful?
A: Any object can be used as the ingredient for
the Glowing Light spell, after which it disappears. Does this
mean the lock on a door of a prison can be used as an ingredient,
after which it disappears and the characters are free? Or perhaps
a giant, evil, ancient artifact? What about a person or an animal?
Can you cast Glowing Light on an animal?
No official response to this spell exists yet,
but the book does state any object, rather than person or animal.
As for the rest of the possibilities, here is a suggestion to
deal with the ingredient needs of this spell: In this case,
any simple object comprised of non-moving parts and non-magical
could be used if of a reasonable size, such as easily held in
the hand. The object may not disappear after the spell use,
but may be brittle and unusable. It is really up to the GM to
consider the options. (Unofficial)
"Any small object that can be completely
held in the wizards fist [is a suitable ingredient for this
spell] ...this discounts anything that is built into anything
else, or part of a chain etc." (Graeme Gregory)
"Assume that the Glowing Light spell works
by pumping magical energy into the object thus creating a glow
as it becomes sort of overloaded. Then it would make sense that
any contact between the object and anything else other than
the wizards hand would act as a sort of earth and allow the
charge to escape. Thus in order for the spell to work the caster
must be able to pick the object up and keep it suspended in
mid-air. That discounts dragons and most living things anyway
but we could also insist that the object must be inanimate just
to make sure we don't get glowing mice or something.
That means daggers, sticks and swords are OK!
As are hairbrushes. But chains and ropes still attached to something
and anything sitting on the ground or attached to a wall won't
glow. So no disappearing doors, house, or wizards towers."
(David Hatch)
"My rule-of-thumb would probably be what
most GMs is: 'Are the players using the spell as a weaselly
way of knocking something off or accomplishing something 'impossible',
i.e. trying to cheat?' Hell, if you got down to it, Einstein's
general theory applies, because this entire problem regards
the transformation of mass into energy. It gives off light (energy),
therefore an amount of mass must have been turned into that
energy. In this scale, maybe an atom. Maybe less." (Felix
Eisen)
Q: Can A Wizard's Apprentice Go
Straight to any Specialist Wizard Career Without Becoming a
Level One Wizard First?
A: The early editions of WFB made all Wizards
at least a Level One Battle Magic Wizard, and this tradition
continues in WFRP. Page 138 in the WFRP book states that "A
Wizard who has fully completed a level 1 career may choose to
specialise in another field of magic instead of becoming a level
2 Wizard." Furthermore, the Wizard's Apprentice allows
access only to the Wizard career, not any specializations, and
the only Career Entries listed for the Specialist Wizards (other
than Alchemist) are Wizard, rather than Wizard's Apprentice.
So in order to become a specialist Wizard, one must pass through
Battle Magic Wizard Level One. (Official)
Q: Do Clerics need to complete all
four Cleric levels before taking another career?
A: WFRP states on page 151 "once a Cleric
has completed the level 4 Cleric career, another roll is made
on the Cleric Advance table. The result must be obeyed as usual,
except that instead of moving on to another level, the character
may take any of the listed Career Exits, without losing any
spell use. Players who reach this exalted height must remember,
however, that their characters are still Clerics; the change
in career in no way affects their commitment which the deity
expects of them"
This seems to suggest that with the exception
of Clerics of Ranald and Myrmidia who have specific religious
requirements, that Clerics may not cast spells while pursuing
another career even though "Demagogue" and "Witch
Hunter" are listed as Career Exits along with "Cleric-
of next level". They may only move onto these levels and
cast clerical spells if they have completed the fourth level
of their clerical career.
The above quote from WFRP has never been clarified
by any official sources.
Contradicting this are examples in WFRP products
of clerics in other professions who can cast spells but have
not fulfilled the requirements above, examples: Karin Krumbach
(Demagogue of Sigmar, Empire in Flames p. 121) and Sister Astrid
von Nimlsheim (Dying of the Light, p 71).
Therefore, while it does seem to be a rule, it
is not one religiously followed and the best response is to
decide on a case by case basis whether or not a Cleric should
be allowed to keep his or her spell casting abilities while
pursuing other careers. (Unofficial)
"A thought I have been toying with is creating
a table similar to the cleric progression table for 'retired'
clerics. Let them keep whatever spell ability they have but
when they first change careers and every now and again, at my
benevolent discretion the player must roll, with behaviour modification
like the progression table, to see if the god is happy with
the way they are carrying on. Other penalty/bonuses could depend
on the career they have chosen. Failure could include penalties
like, loose a particular spell they have been abusing, Loose
highest spell level until atonement, Loose all spell casting
ability, other sundry nasty stuff, Gain another spell for token
XP (if they have been very good), increase/lower maximum MP.
All sorts of plot hooks while they go to a temple and ask for
some task to help them atone.
That way they retain the spell ability if they
remain a devout follower, but it can get nasty if they misbehave."
(labrat@ihug.co.nz)
Background Questions
Q: When Does the Enemy Within Campaign
begin?
It is provided on the handout from The Enemy Within
Campaign. It reads "Player Information" in the header
of the page and the page title reads "Your Homeland - The
Empire" and the actual date is given under the sub-heading
"Using the Calendar" - year 2512. The actual date
of the game starts on the next page "Days of the Week":
"the campaign starts on the evening of Festag, 24th Jahrdrung."
Q: Are the Population Figures Wrong
in the Gazetteer?
A: The gazetteers given in TEW campaign do seem
off, some evidence suggests that the census figures for most
places only include the heads of households and those paying
taxes, thus the numbers do not include migrant laborers or transient
populations, undocumented households, the family members of
the households, or beggars and others who would not be included.
Suggestions have ranged from increasing the actual population
size from four to twenty times the number suggested.
Q: What Happened to Malal?
A: Malal, a god described in the WFRP rulebook,
was a chaos god created by a comic illustrator for the Kaleb
Daark comic strip that ran in the early series of Citadel Journal,
and is not the property of Games Workshop. Thus GW no longer
makes extensive use of Malal since it is not their intellectual
property. Malal is believed by many to make a reappearance in
Mordheim.
In a interview in Warpstone magazine, Graeme Davis
explains that Malal was originally in "Something Rotten
in Kislev" but was changed to Zuvassin when the legal issues
surrounding Malal was raised.
Miscellaneous Questions
Q: What Does [Initials] Mean?
A:
AN, A1: Apocrypha Now (Hogshead Publishing)
A2: Apocrypha 2 Charts of Darkness (Hogshead Publishing)
DDS: Deaths' Dark Shadow (Games Workshop, Hogshead Publishing)
D:BitD: Doomstones: Blood in the Darkness (Hogshead Publishing)
D:DR: Doomstones: Death Rock (Flame Publications)
D:DW: Doomstones: Dwarf Wars (Flame Publications)
D:FaB: Doomstones: Fire and Blood (Hogshead Publishing)
D:FitM: Doomstones: Fire in the Mountains (Flame Publications)
D:HoC: Doomstones Heart of Chaos (Hogshead Publishing)
D:WaD: Doomstones War and Death (Hosghead Publishing)
DotL: Dying of the Light (Hogshead Publishing)
DotR: Death on the Reik (Games Workshop)
EiC: Empire in Chaos (Unpublished, Hogshead Publications)
EiF: Empire in Flames (Flame Publications)
M:SDtR: Marienburg: Sold Down the River (Hogshead Publishing)
PBtT: Power Behind the Throne (Games Workshop, Hogshead Publishing)
RoC: Realm of Chaos (Games Workshop)
RoC:LatD: Realm of Chaos: The Lost and the Damned (Volume 2)
(GamesWorkshop)
RoC:StD: Realm of Chaos: Slaves to Darkness (Volume 1) (Games
Workshop)
RoS: Realm of Sorcery (Hogshead)
SoB: Shadows over Bogenhafen (Games Workshop)
TEW: The Enemy Within (Games Workshop, Hogshead)
WC: Warhammer City: Middenheim: City of the White Wolf (Games
Workshop)
WC: Warhammer Companion (Flame Publications)
WD: White Dwarf (Games Workshop)
WFB 1/2/3/45: Warhammer Fantasy Battle Editions respectively
(Games Workshop)
WFRP: Warhammer Fantasy Role Play
Q: Is there Errata for the WFRP
rulebook?
A: Yes, for the first hardback edition Games Workshop
published errata in the "Fistful of Misprints" article
in WD 92. Many of these misprints were corrected in later editions
and in the Hogshead edition. Errata can be found at
http://www.warhammer.net/anonftp/Rules/Errata.txt
Official Frequently Asked Questions were published
in "On the Boil" with answers in issues 98, 102, and
103.
Q: Is there a WFRP index?
A: Yes, one is included in the WFRP GM's screen
while an index for magical rules is at the back of Realm of
Sorcery, both published by Hogshead. An unofficial fan index
is available at:
http://www.goblin-online.net/download/wfrpindx.rtf
