Advantage Overcasting, Alternative Magic rules for WFRP

In 4th edition the design of spell mechanics and the spells themselves are heavily inspired by older editions and older style table-top RPGs. They read as dnd style systems where stretching the character or exit effort are not really offered as options to the player. In defence of WFRP the Overcasting rules add flexibility, however I think they could go a little further.

This option grants all spell casters (both pious and any of the winds) the choice to spend a point of advantage after casting to add an additional Overcasting option.

The additional flexibility comes with a cost, as all Magick should – when this option is used the caster must also resolve a Minor Miscast, just as if they had made an error. This is due to the fact that the Winds of Chaos and whims of the gods are unforgiving and unpredictable.


  • Each Advantage Pt = one Overcasting option
  • Suffer a minor miscast for each overcasting option added.

Worked Example: Over a long melee the brave and bruised muscle for hire has almost defeated a nest of hideous chaos cultists. The Wizard player has gained 2 points of Advantage, and as the battle turns the lead cultist decides to flee by escaping out a window.

The wizard runs to the window and spots the cultist moving further and further away. Rather than channel, the wizard decides to cast straight away, and unfortunately only just passes his Language Magick check. While successful, the cultist is too far out of range – however the player decides to “burn” his two points of advantage to change the range to three times normal (each advantage adding the range again).

The Wizard’s spell strikes, and gravely hurts the cultist, dropping him to the ground. While briefly standing victorious the Wizard then doubles over in pain, blood pouring from his nose and shaking with wracking pain. The Wizard gains three bleeding conditions and a stunned condition.

Aside – Advantage Overcasting adds significant extra options to spell casters. You may wish to change the cost, perhaps a boost costs +2 advantage instead. The goal was to give casters something extra to spend their advantage on.

It’s worth noting that a costs of 1:1 was chosen because a cost of 2:1 is what advantage already offers a caster, because it already modified the casting rolls. The 1:1 cost grants the benefit, has a minor unusual effect, and also takes those points of Advantage away.

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