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 Post subject: Spell Ingredients
 Post Posted: Fri Apr 16, 2010 7:38 am 
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I am assuming any spell ingredient is consumed upon use, is this correct?

Also, if a spell is unsuccessful, I am thinking maybe there would be a chance of salvaging an ingredient?


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 Post subject: Re: Spell Ingredients
 Post Posted: Fri Apr 16, 2010 8:11 am 
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yes the component is used up in the prosses of casting.

as to your other question, due to the fact that commponets simply make spells easyer to cast rather than being a requierment i consider them a one use bonus item and feel they add a further check (along with Tzenches curse) against magic abuse in WFRP therefor i wouldent alow players to atempt to recover there components if the spell fails. if your player is unhappy tell him its a harsh world your playing in :)

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 Post subject: Re: Spell Ingredients
 Post Posted: Fri Apr 16, 2010 10:08 am 
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I agree with oldscool on this. WFRP casting isn't like D&D where the component is generally required, but is an option that helps boost your casting roll. So if you took advantage of the bonus provided by the component, then it's gone, simple as that.

So for those really rare and/or valueable components, you'd better make sure that you're capable of pulling that spell off before you cast it :wink:

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 Post subject: Re: Spell Ingredients
 Post Posted: Sat Jun 26, 2010 5:29 pm 
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Furthermore, many (but not all) of the rarer ingredients tend to come in volumes greater than one use already. Scraps from the robes of a wight, dragons teeth, chimera eyes, coffin nails, and others will often let you receive that bonus for quite a while if you procure them from the source.

Still, another perspective may be that certainly a single side-quest to get a rare ingredient may be fun and interesting, but how many times will it remain so? Something like a garrote used to strangle someone (throttling, lore of shadow) may become tedious if you have to find yet *another* murderer to loot. In cases like this I might allow a more permanent item "focus" like ingredient, or at least let you split the difference and say that -the magic- gets used up but the garrote itself remains and will work again if you would but choke someone else to death with it.

Still a third way to do it might be to reward a permanently viable spell component as a quest reward, such as a fist sized amethyst that could be used for Wind of Death repeatedly for as long as you can keep it from being stolen. Perhaps something nice to mount to a wizard's staff or the pommel of a sword. Like anything, change the rules to encourage more story. All rules calls should benefit the story as a whole, and this is another way to do that.


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