Wizard sword spell question

By Huntraxen, in WFRP Rules Questions

Hi all,

I just finished a session of WFRP with a few mates. It was our first time and it went fairly smoothly. One thing came up which I wasn't sure how to handle as GM... Our Wizard in the group wanted to cast an action card that creates a flaming sword - I cant remember the name of the spell I dont have the cards to hand.

Once he cast the sword, which he succeeded at, he wanted to attack the goblin he was engaged with. Having used an action card, is he allowed to then imediately attack? Does casting the sword count as a manouvere in this instance? Or does he simply cast the sword and get to use it in the next round of combat?

In the end I let him use his basic mele strike straight after casting the sword at a cost of one fatigue. Looking back over the rules I am thinking that the casting of sword counts as a manoeuvre and then he would enter combat.

This may seem like a stupid question but any help would be appreciated!

You only get one action per turn. The only exception is Quickcasting and that only allows you to do a Spellcraft check after a Channeling check. It's on p. 35 of the Tome of Mysteries (emphasis mine):

Quickcasting
Normally, a character can only perform the action listed on one
action card
during his turn. However, spellcasters can attempt to
both channel power and cast a spell on the same turn, if they are
willing to accept more risk.

So no, the player can't summon the flaming sword and attack immediately, unless the action card itself says he can. If it does it will usually be near the top prefaced by "Special: can perform a Basic Melee Attack" or something to that effect.

As written, the card is definitely intended to be an action. Dismissing or resummoning during the duration of a successful cast may be just a manoeuvre, but nothing on the card suggests to me that the initial casting was intended to circumvent the usual Action rules. He should have to wait until next round to attack, but he could still parry between now and then (if he has Parry, and it's not currently recharging).

Huntraxen, if that delay makes it seem underpowered, remember that it's the cheapest spell in the bright wizard's arsenal.

Only two power, but it gives DR 5, CR 2 (which is awesome), Pierce 1, +1 strength and a fortune die. Plus, it means you can never be disarmed. That's pretty hot, if you'll pardon the pun.

Thank you for this :)

While I agree that the spell by itself is not at all bad, I still find it a little bit weird. A regular wizard is not at all equipped to be in a melee (Int and WP being the focus while Strength and Toughness normally suffers). If you plan to use the spell a lot, I would recommend getting Weapon skill as a non-career advance the first thing you do, and make sure that you have Str and T of at least 3 (which means that you would get both the Parry with an extra <B>). And use a quarterstaff/parrying dagger in your offhand to get even better parries.

I guess one could make a quite dangerous "melee" wizard by splurging on ability scores (buying S:4, T:3, AG:3, IN:4, WP:4,F: 2 will cost you 21 build points, but means that you will be quite nasty with that sword). But then you won't get many talents/skills/action cards.

gruntl said:

While I agree that the spell by itself is not at all bad, I still find it a little bit weird.

My defense of the spell was perhaps a bit overzealous. The point really wasn't supposed to be that the spell is super good. Rather, the point is it's a very cheap low-rank spel, so it doesn't need to be super goodl. It's not that you get a lot of bang, it's that you don't pay much for what bang you get.

gruntl said:

A regular wizard is not at all equipped to be in a melee

Yes, a straight-up wizard isn't. As I understand the current career system, though, the only thing stopping you from starting as a Mercenary then transitioning to Apprentice Wizard is the extra 2 xp it would cost you. While it's not likely, it is possible. That's exactly the sort of wacky build that would really reap the benefits of this spell. Which is why bending the rules to make it give a free attack on round 1 would be bad, because it would most benefit the munckinly build, while still not really being that big a boost for the more traditional spellcaster.

As for the build you'd suggested with 21 points in characteristics... while it's true it wouldn't leave much room for Actions, Talents, Wealth, Skills, etc, but how much do they really need? Double Strike and the flaming sword are action cards enough (especially with the four extra basic actions wizards get). They can leave wealth at zero since they don't have to buy or weapon, or want to buy armor. The second weapon could be a quarterstaff (for the minor defense boost it provides), since that's listed as a one-handed weapon in the RAW. Your Order card is free, so you don't need the talent. Crazy as this build is, it might almost work.

Just rambling and conjecturing. YMMV.

I should probably go to sleep now.