Danger (and mechanics) of casting?

By Spivo, in WFRP Rules Questions

In 2nd edition the danger of casting spells was tied with danger of insanity, and with dealing with chaotic forces.

In 3rd edition the main danger seems to come from stress/fatigue/wounds, and then to some degree insanity (from to much stress/fatigue). The miscast cards does not seem to contain much danger really (not compared to 2nd edition), I don't see any chaos manifistations anyway (do these cards come with WoM?).

If you chose to quickcast, you get around 3 challenge dice when casting most spells (1 for quickcast, 1 for the spell could be Flameblast, and finally 1 for the it being an easy challenge, or did I get this part wrong?). Not sure if I understand this correct, but you'd have to be insanely unlucky to score 3 Chaos Stars, and even 2 stars would mean Lord Misfortune hates you some. And then the results are meh... it's 1 fatigue/wound/stress here and there, but nothing "major" like minor mutations. Or is this considered major, simply due to casting often resulting in Miscast cards? Also in 2nd edition you could start on the minor table, and then with unlucky rolls end up rolling on the greater table, in 3rd edition and with the above example it's impossible to roll more than 3 stars.

I'm not complaining, just not sure if I understand the mechanics. I also know (and love) that you now use power to cast, so no more lightning bolt throwing every single turn.

Spivo said:

If you chose to quickcast, you get around 3 challenge dice when casting most spells (1 for quickcast, 1 for the spell could be Flameblast, and finally 1 for the it being an easy challenge, or did I get this part wrong?).

I think You misunderstood this part. Default difficulty for spells unlike melee, and ranged attacks (where it is indeed 1d) is 0d (no purple dice at all as a default for spells, and blessings - probably because of the 1d you get from quickcasting).

So you get 1 purple for quickcasting, plus the dice listed on spell/blessing cards.

Sunatet said:

I think You misunderstood this part. Default difficulty for spells unlike melee, and ranged attacks (where it is indeed 1d) is 0d (no purple dice at all as a default for spells, and blessings - probably because of the 1d you get from quickcasting).

So you get 1 purple for quickcasting, plus the dice listed on spell/blessing cards.

Thanks for the quick reply :)

Spivo said:

In 2nd edition the danger of casting spells was tied with danger of insanity, and with dealing with chaotic forces.

In 3rd edition the main danger seems to come from stress/fatigue/wounds, and then to some degree insanity (from to much stress/fatigue). The miscast cards does not seem to contain much danger really (not compared to 2nd edition), I don't see any chaos manifistations anyway (do these cards come with WoM?).

If you chose to quickcast, you get around 3 challenge dice when casting most spells (1 for quickcast, 1 for the spell could be Flameblast, and finally 1 for the it being an easy challenge, or did I get this part wrong?).

Flameblast is an unopposed 'Spellcraft(int)' check and so is 0d by default. Other spells are 'Spellcraft(int) vs. Defence' or 'Spellcraft(int) vs Discipline(will)'. These tests following the normal default challenge as all other tests of these types. Spellcasting checks have no special rules in this regard.

But remember that if "an action that is listed as “vs. Target Defence” is not an opposed check – it is based on the Easy (1d) default difficulty, similar to how Melee Attack and Ranged Attack actions are resolved. In addition to this default difficulty, the dice pool may be modified by the target’s Defence rating, as well as by the action’s difficulty modifier."

In the WoM there are a couple of new miscast cards whose effect can result in Corruption points which can cause a permanent mutation if the number of corruption points a character has exceeds the character's corruption threshold.

Cheers

Armoks said:

But remember that if "an action that is listed as “vs. Target Defence” is not an opposed check – it is based on the Easy (1d) default difficulty, similar to how Melee Attack and Ranged Attack actions are resolved. In addition to this default difficulty, the dice pool will be modified by the target’s Defence rating, as well as by the action’s difficulty modifier."

Targets can also use Dodge and Improved dodge cards against 'Spellcraft vs. Defence' spell cards.

This can make spellcasting a 4d check.