29 Aug 2012
One of the most common grumps I hear about this edition is that magic is overpowered.
Now, I agree and disagree with this. I'd say that 80% of magic is just fine; dynamic and random, impacting the game without completely skewing it. I'm sure that everyone here understands exactly what the remaining 20% is composed of.
Rather than change the spells, I think that an easy, balanced fix would be to change the miscast table.
At the moment, the miscast table is WAY to lenient IMO. Most people running caster heavy or magic dependant lists will actively court Irresistable Force, believing the benefits of getting the spell off without interference far outweight the typically minescule penalties. The probability of getting the "oh shit" results is just too low.
So, here is a new table I just threw together. Feel free to comment or write up your own!
New and Improved Miscast Table
2: The wizard draws in too much power and vanishes in an explosive singularity, a wave of dimensional flux ripping through those surrounding him. Center the large round template on the caster. Everyone touched takes a strength 10 hit. The caster is immediately removed as a casualty with no save of any kind, and a D6 dice are removed from the power pool
3-4: The chaos of battle causes the wizard's focus to momentarily waver, and a dimensional rift begins to form, scything through fellow soldiers while the wizard struggles to regain control and close it. Center the small round template on the wizard. Those touched take a strength 10 hit (including the caster, who is not entitled to a look-out sir roll). After resolving these hits, roll a dice. On a 1-3 the caster is removed as a casualty with no save of any kind. On a 4-6 the caster survives. Additionally, power dice are lost equal to the result of the roll.
5-6: The wizard is forced to dodge unexpectedly, which throws off his aim, sending the eldritch forces winging at a different target. The opponent may select a target for the spell (friend or enemy), ignoring all normal restrictions except spell range. The player who suffered the miscast may attempt to dispel the spell using power dice against the roll value which caused the miscast.
7-8: A misspoken incantation result in arcs of power randoming reaching out to incinerate those nearby. If the caster is in a unit, the unit takes 2D6 strength 6 hits. If the caster is not part of a unit (a mount does not count), then every unit within 2D6 inches takes a D6 strength 6 hits on a 4+. A D6 dice are lost from the power pool
9-10: The wizard draws in too much power, it's unexpected strength blasting through his mind, addling his senses. The caster loses a D3 casting levels, forgetting a random spell per level lost (starting with the spell just cast). The caster may not cast any additional spells this round.
11-12: The caster recognizes the danger approaching and manages to ground out the gathering magic. A D6 dice are lost from the power pool, and the caster may not cast any additional spells this round.
Now, I agree and disagree with this. I'd say that 80% of magic is just fine; dynamic and random, impacting the game without completely skewing it. I'm sure that everyone here understands exactly what the remaining 20% is composed of.
Rather than change the spells, I think that an easy, balanced fix would be to change the miscast table.
At the moment, the miscast table is WAY to lenient IMO. Most people running caster heavy or magic dependant lists will actively court Irresistable Force, believing the benefits of getting the spell off without interference far outweight the typically minescule penalties. The probability of getting the "oh shit" results is just too low.
So, here is a new table I just threw together. Feel free to comment or write up your own!
New and Improved Miscast Table
2: The wizard draws in too much power and vanishes in an explosive singularity, a wave of dimensional flux ripping through those surrounding him. Center the large round template on the caster. Everyone touched takes a strength 10 hit. The caster is immediately removed as a casualty with no save of any kind, and a D6 dice are removed from the power pool
3-4: The chaos of battle causes the wizard's focus to momentarily waver, and a dimensional rift begins to form, scything through fellow soldiers while the wizard struggles to regain control and close it. Center the small round template on the wizard. Those touched take a strength 10 hit (including the caster, who is not entitled to a look-out sir roll). After resolving these hits, roll a dice. On a 1-3 the caster is removed as a casualty with no save of any kind. On a 4-6 the caster survives. Additionally, power dice are lost equal to the result of the roll.
5-6: The wizard is forced to dodge unexpectedly, which throws off his aim, sending the eldritch forces winging at a different target. The opponent may select a target for the spell (friend or enemy), ignoring all normal restrictions except spell range. The player who suffered the miscast may attempt to dispel the spell using power dice against the roll value which caused the miscast.
7-8: A misspoken incantation result in arcs of power randoming reaching out to incinerate those nearby. If the caster is in a unit, the unit takes 2D6 strength 6 hits. If the caster is not part of a unit (a mount does not count), then every unit within 2D6 inches takes a D6 strength 6 hits on a 4+. A D6 dice are lost from the power pool
9-10: The wizard draws in too much power, it's unexpected strength blasting through his mind, addling his senses. The caster loses a D3 casting levels, forgetting a random spell per level lost (starting with the spell just cast). The caster may not cast any additional spells this round.
11-12: The caster recognizes the danger approaching and manages to ground out the gathering magic. A D6 dice are lost from the power pool, and the caster may not cast any additional spells this round.
