Any restrictions regarding casting spells in story mode?

By carlos4, in WFRP Rules Questions

Hi.
I wonder if there are any restictions regarding casting spells in story mode. We can simply imagine a Jade wizard heling an army of 300 almost dead men in about five hours (!), or Bright wizard able to set about 60 buildings on fire (using eg. flameblast) just in 10 minutes.
I take that in story mode an equivalent of a "turn" takes about ten seconds, as it was in second edition.

A turn doesnt really have a defined length of time in either story mode or encounter mode.

recharge of action cards during story mode (along with healing checks and some other stuff) have been hotly debated topics on the forums. The new players guide has something on recharge in story mode in the previews you can read, but there aren't any really hard and fast rules, more a rule of thumb, which is that a recharge token is removed with each change of scene and after each time the player gets a chance to act.

It's more a case of what feels right and what is good for the story than strict adherence to any kind of rule. If the rules are really important the scene should probably be being played out in encounter mode anyway.

Personally, I intend to have non-encounter based recharge times to be around 1 per hour, or 1 per 'scene' (and completely recharging over a nights sleep).

That way it avoids spamming these abilities, and players will be more cautious when using them, otherwise you may find they are recharging at the pont a fight starts.

Of course, doesn't really make a lot of sense that actions recharge to quickly in encounters, and so slowly out of them, but frankly, I don't care :D

Yer, i think avoiding of spamming is key, so the GM just needs to make sure that's controlled via whatever method they use.

Thank you for all replies. I think, that 1 recharge per hour should be acceptable for both sides. :)

In addition, you can always have the maniacal bright wizard attract Tzeentch’ curiosity and confer some corruption after he set the first few buildings on fire. Things will get progressively worse if someone not that adept in managing the winds of magic collects too much of them in too short a time. (Similar things go true for priests, of course, where the deity won't be particularly pleased at such attempts to overuse his/her power.)

Each casting has a chance to fail or misscast. Failing isn't a problem, misscasting is as it can bring bad stuff around and Corruption.

Also, the mage needs to Channel power unless he just waits (for low power spells), those checks also can fail etc.

Both checks bring in Stress too.

I would not limit story mode casting but check the probabilities of misshap and apply them (Stress, Chaos Star = 1/8th per Challenge, etc.)

I would not want to limit a Mage from using his spells, but i would remind him that even Rank 1 spells can be dangerous ... for him demonio.gif

Our bright wizard decided to light himself on fire just for fun in TgS. This was at the begining and he fantastically rolled a Chaos Star on the bridge crossing. I ruled his stupidity had set the bridge on fire and he tumbled into the water causing a rise in party tension as half the party were waiting to cross. Also on casting the spell he misscast and gained 2 coruption :S

It all depends how much dramatic weight you want to give the story mode scene.

If it's a pitched battle over the course of days, then a 'round' might be 6 hours. If it's a tense slogging skirmish, a round might be an hour. If it's a duel of wits, a round might be a minute, or once around the table.