"I recall once, as a young child, seeing the village's local Hedge Witch weaving her craft on the edge of the wood. Like all children, I had been taught to fear her, but instead I held only curiosity.
I watched as she tended her garden, and picked apples. I saw as she lifted a small rabbit out of a hutch. A gazed as she lifted her bronze dagger, and tore out the poor creature's heart… And a screamed when I saw the beast that tore itself from her bowels.
Though, in truth, I didn't scream nearly as loud as she did."
Little Liber: Spell Ingredients & Chaos Dice
Sometimes you have small thoughts — tiny mechanics to add to a game, here or there — which don't quite fit in anything bigger, but deserve to be spread around. For those instances, the Liber Etcetera has the "Little Liber" series: short posts detailing a single mechanic or optional rule.Today, we're talking about Spell Ingredients and Chaos Dice!
Personally, my two biggest issues with the Magic system in Warhammer Fantasy Roleplay 4th Edition — which I otherwise am a big fan of — are Spell Ingredients (which I find a bit dull) and the lessened chance for wild Miscasts. These two mechanics will hopefully solve that problem.
Optional Rule: Burning Spell Ingredients
Warhammer Fantasy Roleplay 4th Edition presents only one use for Spell Ingredients (on page 236). In short, the Wizard can purchase Spell Ingredients for Spell CN Silver Shillings which convert any Major Miscasts into Minor Miscasts, and negate any Minor Miscasts, that result from the casting.
As an optional addition to this, Spell Ingredients may now be exchanged to create a Chaos Die, to increase the chances of Success on casting the Spell. A Spell may only have one set of Ingredients used — I.e. a Wizard cannot use one set to lessen Miscasts, and another set to gain a Chaos Die.
As an optional addition to this, Spell Ingredients may now be exchanged to create a Chaos Die, to increase the chances of Success on casting the Spell. A Spell may only have one set of Ingredients used — I.e. a Wizard cannot use one set to lessen Miscasts, and another set to gain a Chaos Die.
Optional Rule: The Chaos Die
A Chaos Die is an additional d10 rolled alongside the normal d100 for a Language (Magick) Test. The Chaos Die can be swapped for the 'tens' die of the d100, at the Wizard's discretion. However, the Chaos Die always counts for rolling 'doubles' on the Test, even if it isn't being swapped in, though only for the purposes of Miscasts (I.e. unless it is swapped in, it will not result in a Fumble or a Critical, but it will count as a double for a Miscast). Additionally, if all three dice show the same number — I.e. a 'triple' — then a Major Miscast occurs, instead.
A Major Miscast is still the worst result possible: rolling 'triples' on a Failed Test is no worse than on a Successful one.
A Major Miscast is still the worst result possible: rolling 'triples' on a Failed Test is no worse than on a Successful one.
The Insidiousness of Magic
These new rules should make Spell Ingredients a little more exciting, giving them additional utility — and a dramatic choice — as well as increasing the potential power of Witches (who otherwise barely benefit from Spell Ingredients). They should also make Miscasts a little more regular… or at least, make their avoidance a more conscious decision!
I hope you enjoyed this Little Liber entry! If you did, let me know in the comments below, and maybe mention an area of the rules you would like to see more growth in. Maybe I'll expand on that next!

