Wizards and armor

By D. Archon, in WFRP Rules Questions

Hello,

Where does it describe the effects of wizards wearing armor on casting spells, channeling, and so on?

Thanks!

Found it on p78.

This rule is hilarious. A wizard is better off being naked, and carrying a buckler. gran_risa.gif

D. Archon said:

Found it on p78.

This rule is hilarious. A wizard is better off being naked, and carrying a buckler. gran_risa.gif

Better off is pretty situational. A naked wizard with a buckler might raise a few questions from the woodcutter's best friends(Templars of Sigmar). gui%C3%B1o.gif

Wizards can wear Robes, and/or Cloth (description of cloth says it's "not armour per se...") without any misfortune dice being added to Channeling or Spellcraft tests. Oh, and the buckler.

-Thorvid

You could always make a house rule, that hearkens back to the first edition. Armor makes spellcasting more difficult (oftentimes to the point of impossibility), but does not outright prevent it. Say, add a challenge die to spellcasting/channeling tests for every point of defense or soak above 1. So, while it would be theoretically possible for a wizard to wear plate and cast a spell, they'll be rolling a handful of challenge dice to the test. I can't image any but the extremely lucky to be able to cast/channel rolling 6 or 7 challenge dice (not counting other modifiers and misfortune dice), even higher ranked spellcasters would find it near impossible.

Wearing armor isn't that bad... One of my players is considering making a warrior-mage type character. He will start with the apprentice career but at creation spend points on getting strenght and toughness to 4.

His main spells will be flaming sword and shielding winds. He will be wearing some armor... perhaps chainmail and buckler, giving him 3 misfortune on channeling and spell craft.

He will have weapon skill and resilience trained and buy improved dodge/parry.

I think he can be a particularly nasty fighter when he boosts his flaming sword with power to give it 5+ extra damage. Combine that with some good melee action cards.

Wizards can fight in close combat and wear armor if they want :)

3 misfortune for 3 extra soak isn't bad.

I'd probably make it 3 Challenge instead of misfortune.

There's a reason armor and spells don't mix. Ridiculous kaboom reasons.

.

Gallows said:

I think he can be a particularly nasty fighter when he boosts his flaming sword with power to give it 5+ extra damage. Combine that with some good melee action cards.

I'll jump on that one : you cannot do that

The Aqshy College ability is to boost the damage of a spell action. You can use it if your spell does "Damage" or "Wounds".

The Sword of Rhuin spell action is not a damaging one (Flame Blast is). The invoked Sword is a fiery weapon with straight stats and is awesome enough as is gui%C3%B1o.gif

And where do I find it in the original boxed set? Or do I have to get the WoM supplement to find it? (I guess that the reference to page 79 is for the players guide?)

Veon said:

And where do I find it in the original boxed set? Or do I have to get the WoM supplement to find it? (I guess that the reference to page 79 is for the players guide?)

It's on pg. 78 of the original boxed set's Core rulebook, inset box titled "Wizards & Armour". It is kind of strange that nothing about wizards wearing armor appears anywhere other than in the equipment section of the book. I would have thought that it would appear in the ToM. It is probably only mentioned here for page economy reasons.

I do not have the Player's Guide, so I cannot tell you if/where it is in that book.

-Thorvid

Cwell2101 said:

Gallows said:

I think he can be a particularly nasty fighter when he boosts his flaming sword with power to give it 5+ extra damage. Combine that with some good melee action cards.

I'll jump on that one : you cannot do that

The Aqshy College ability is to boost the damage of a spell action. You can use it if your spell does "Damage" or "Wounds".

The Sword of Rhuin spell action is not a damaging one (Flame Blast is). The invoked Sword is a fiery weapon with straight stats and is awesome enough as is gui%C3%B1o.gif

He can if I let him. But yes the sword is good enough without as it gives +1 strenght as well.

yea gui%C3%B1o.gif i meant from strict rule PoV

The Sword power is already ultra neat (+1 Fortune to attack with it, CR 2 & Pierce 1, Fire Damage) and you get that +1 St with only 2 successes.

Cwell2101 said:

yea gui%C3%B1o.gif i meant from strict rule PoV

The Sword power is already ultra neat (+1 Fortune to attack with it, CR 2 & Pierce 1, Fire Damage) and you get that +1 St with only 2 successes.

Yep and in a strenght 5 mage fighters hands it could... get out of hand if he could pump it with power. It doesn't cost a lot to cast, so +8 damage wouldn't be unlikely.

You add +1 misfortune dice to Spellcraft and Channeling rolls per point of Soak from Armor. Defense imposes no such penalty. Thus a Robe and Buckler for 2 DEF is "safe" / con free and worth taking by a Wiz. Brigandine isn't inconceivable either and could probably be made to work.

But, really, there should be a Basic Magic protection spell usable by any Wizard for a little Soak.

A retread of Aethyric Armor anyone? Something like 5 Power, Soak = Character Rank, Ongoing, 6 Recharge, Not combinable with Soak from Equipment.

KillerShrike said:

You add +1 misfortune dice to Spellcraft and Channeling rolls per point of Soak from Armor. Defense imposes no such penalty. Thus a Robe and Buckler for 2 DEF is "safe" / con free and worth taking by a Wiz. Brigandine isn't inconceivable either and could probably be made to work.

But, really, there should be a Basic Magic protection spell usable by any Wizard for a little Soak.

A retread of Aethyric Armor anyone? Something like 5 Power, Soak = Character Rank, Ongoing, 6 Recharge, Not combinable with Soak from Equipment.

If you're a bright wizard you have a good soak with shielding winds. I did however create a basic magical shield card that allows a wizard to add 1-2 black dice to an attack dice pool at the cost of 1-2 power and with a recharge of 2 like the other reactive defense cards.