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Contramagies: Dispelling Magic in the Old World

Any person with magic points (ie, one or more Cast Spells skills) automatically gains the ability to disrupt the magical forces of other spellcasters. This ability, called Dispel Magic, is learned by the spellcaster as part of his normal training.

There are two ways of dispelling magic:

  1. Through the use of Contramagie (the safe way);
  2. Through attacking the spell's connection to the Fabrique Magie (the dangerous way).

The GM may rule that any creature with magic points can, at the very least, Attack the Fabrique Magie to dispel magics. Using Contramagie requires some knowledge of the specific spell being dispelled, and, by implication, at least one Cast Spells skill.

The Contramagie

When a spellcaster learns a particular spell, he learns both the formula to weave the spell out of the Fabrique Magie and how to unravel the same threads to disperse the magic. This anti-formula is called the Contramagie, the spell's counterspell.

Contramagie are simple, quick incantations that interfere with the Fabrique Magie around the caster, thus disrupting the harmonics necessary to bring form to a particular spell.

The range of a spell's Contramagie is equal to the range of the actual spell.

Normally, a spellcaster uses the Contramagie to dismantle his own spells. This costs no magic points and simply requires the spellcaster to perform the Contramagie incantation for 1 round. The spell's energies are disrupted and dismantled automatically.

However, a spellcaster can also use the Contramagie to dismantle the spells of other wizards. Unfortunately, this is more difficult. The spellcaster must spend 2 MP/level of the spell (1 MP for petty magics) and make a WP test with the following modifiers:

  • -5 per magic point spent by the original caster over the basic cost of the spell
  • +5 per additional magic point spent by the dispeller
  • -20 if a non-divine Contramagie is against a divine spell
  • +20 if a divine Contramagie is against a non-divine spell
  • -10 if the dispeller only knows the independent Contramagie

The spellcaster must know the particular Contramagie of the spell he is attempting to dispel. Thus, a spellcaster cannot use the Fireball Contramagie to dispel the Strength in Combat spell; he must know the Strength in Combat Contramagie.

If the spellcaster does not know the correct Contramagie, he may still attempt to dispel the magic by Attacking the Fabrique Magie (see below).

Extra Magic Points

The WFRP rulebook states that a spellcaster can spend extra magic points to reduce the WP test of targets of the spell. In addition, these same magic points will also bolster the spell against Contramagie attempts.

Contramagie Knowledge and Independent Contramagie

When a spellcaster learns a spell, he automatically learns the spell's Contramagie. However, he may also learn a spell's Contramagie independent of the spell (thus, a battle magic wizard can learn the Contramagie for necromantic spells without having to learn necromancy itself). Learning an independent Contramagie costs 50 EXP regardless of the level of the spell and requires a Int test to learn (EXP is lost if the test fails - in other words, treat it like a out-of-career skill). If the spellcaster learns a spell's Contramagie and later learns the actual spell, he does not get an EXP cost break. You may learn the Contramagie of any spell of any level if you can find the texts and teacher and you can speak the appropriate Arcane Magick language.

Note: the modifiers above state that if a character only knows the correct Contramagie and not the actual spell, he suffers a -10 penalty to his dispel attempt.

Divine Vs. Non-Divine

Divine magics, while extantly similar to normal wizardly spells, are more powerful than their non-divine counterparts. They are harder to dispel by non-divine Contramagie. Also, divine Contramagie are more likely to dispel non-divine spells. When attempting to use a non-divine Contramagie against a divine spell, the dispeller suffers a -20 penalty to his WP test. When attempting to use a divine Contramagie against a non-divine spell, the dispeller gains a +20 bonus to his WP test.

Special cult spells have Contramagie, but these can normally only be learned by learning the cult spell. Learning a specific cult-spell Contramagie independently should be extremely rare, difficult and subject to the GM's discretion. I would consider granting such boons as blessings.

The Consequences of Failing a Contramagie

Because Contramagie are formulaic, they are designed to correctly dismantle spells and to automatically avoid the deleterious effects one experiences failing an attack on the Fabrique Magie. As a result, apart from the loss of time and magic points, the spellcaster suffers no ill effects if he fails dispel a spell unless he fumbles his WP test (ie, fails by rolling doubles, 00, 99, 88, 77, etc). In this case, he must make a WP test or gain a Magical Disability. He may boost the WP test with more magic points (+5 per magic point). See Suffering the Consequences below for more details.

Contramagie Example

Barkly encounters a peasant suffering from a Curse of Green Pus cast by the local hedgewizard. The peasant begs Barkly to help. Barkly knows Curse, so he automatically knows the Curse Contramagie. The hedgewizard originally put 4 extra magic points into the spell to reduce the peasant's WP test (Barkly doesn't know this, of course). Barkly agrees to help the poor peasant. He spends 1 round with the peasant, reciting the Contramagie. He then spends the required 1 magic point and throws in another 2 magic points to boost the Contramagie. Barkly then makes a WP test with the following modifiers:

  • -20 (for the 4 extra magic points originally cast with the spell)
  • +10 (for the 2 extra magic points Barkly decides to spend)

for a total penalty of -10. Barkly's WP is 50. He rolls a 30 and succeeds.

Later, Barkly encounters another peasant Cursed by a Priest of Morr. Again, Barkly agrees to dispel the Curse, and again he spends an additional 2 magic points (the priest of Morr did not spend any extra magic points). Barkly must make a WP test with the following modifiers:

  • +10 (for the 2 extra magic points Barkly spends)
  • -20 (because Barkly is using a non-divine Contramagie against a divine spell)

for a total penalty of -10. Barkly rolls another 30 and still succeeds.

A while after this, Barkly runs into a fellow suffering from the effects of a divine Steal Mind spell. Barkly doesn't know Steal Mind, but he does just happen to know the Contramagie of Steal Mind. He must spend 2 magic points (Contramagie of a first level spell). He makes a WP test with the following modifiers:

  • -20 (non-divine Contramagie against divine spell)
  • -10 (Barkly only knows the Contramagie of Steal Mind)

for a total penalty of -30. Barkly, realizing he might fail plugs 4 extra magic points for a +20 bonus (total penalty now -10). He rolls a 41, however, and fails. If he had rolled a 44, 55, 66, 77, 88, 99, or 00, he would have fumbled the Contramagie and would have to make a WP test against the backlash or gain a Magical Disability.

Attacking the Fabrique Magie

The Fabrique Magie is the source of all magic spells. When a spellcaster casts a spell, he manufactures the spell through a mystical connection to the Fabrique Magie. A spellcaster can, without the use of Contramagie, attempt to dispel another spell by disrupting, unravelling, and destroying a spell's connection to the Fabrique Magie.

First, the spellcaster must be himself touching or touching something affected by, touched by, or within the area of effect of the target spell. Next, he must enter a magical trance and attune himself to the Fabrique Magie. He must expend 1 magic point and make a basic WP test. This takes 1 round. He must continue expending a magic point and making a WP test until he succeeds. Once he has succeeded with the WP test, he has successfully made a personal connection to the Fabrique Magie. From this point onwards, the spellcaster is considered prone and defenseless. He may not voluntarily disconnect from the Fabrique Magie; he will either dispel the target spell or Suffer the Consequences. If he is incapacitated during the process, he will automatically fail to dispel the spell and Suffer the Consequences.

The GM should secretly roll 1D6 + 1D6 per level of the spell (petty 1D6, level 1 2D6, etc). This is the spell's Magical Toughness (MT), the break-even point for the dispeller.

If the spell was originally bolstered with extra magic points, the GM may add these magic points to the Magical Toughness, if he desires.

The dispeller may request a Int roll to guess what the Magical Toughness of the spell is. The GM should make the test secretly. If the test succeeds, the GM should tell the spellcaster the Magical Toughness +/- 1D6. He the Int test fails, the GM should tell the player the Magical Toughness +/- 2D6.

Once the GM has determined a particular spell's Magical Toughness, he should not change it.

The dispeller must spend 1 magic point per round until he thinks he has reached or bested the Magical Toughness or until he can no longer afford to spend magic points. He then makes a WP test with the following modifiers:

  • -10 per magic point spent below the Magical Toughness
  • +5 per magic point spent above the Magical Toughness
  • +20 divine spellcaster vs a non-divine spell*
  • -20 non-divine spellcaster vs a divine spell

*what constitutes a divine spellcaster is up to the GM, but it should obviously include characters following cleric or druidical spellcasting careers.

Successfully Attacking the Fabrique Magie

If the test succeeds, the magic is instantly unravelled and the spell is dispelled.

Suffer the Consequences: The Consequences of Failure

If the test fails, the dispeller Suffers the Consequences. The Fabrique Magie responds explosively and chaotically to the spellcaster's attack. An explosion, centered on the caster with a radius of 1D6 + 1D6 yards per level of the spell (1D6 yards for petty magic) occurs, damaging anything with the radius: S3 + 1D6 + 1D6 per level (S3 + 1D6 for petty magic). Additionally, the dispeller must immediately make a WP test (he may spend magic points to bolster himself, +5/magic point) of immediately be wracked with a Magic Disability.

Armor and T protect against the explosion. In addition, the dispeller may spend additional magic points to protect himself from the magic backlash. Each magic point spent acts like a point of T against the magic backlash.

If the failure is also a fumble (a double, 00, 99, 88, etc), the chaotic backlash is even more terrible and out of control. The spellcaster automatically gains 1D6 Insanity Points, a Magic Disability and must make a WP test against a Chaos Mutation. Additionally, all living creatures within the blast radius of the failure must make a WP test or gain 1D6 Insanity Points.

The GM may rule that people within the area of the explosion can make a I test to dodge away or find cover (taking half damage). However, since the unfortunate spellcaster is the center of the explosion, he has no escape.

Needless to say, the target spell is not dispelled.

It is also possible for wizards to Suffer the Consequences deliberately. Such unspeakable acts are often committed by the servants of Chaos.

Attacking the Fabrique Magie Example

Barkly later runs into an unique spell cast by a long dead dwarf. The spell, emitting from the dwarf corpse's hands, blocks a doorway with an impenetrable forcefield. Barkly has no idea what spell this could be and, therefore, has no possible Contramagie he could use against it. He knows, however, he must get beyond the barrier, so he decides to attempt to dispel the spell by Attacking the Fabrique Magie.

The GM decides that the spell in question is the equivalent of a 3rd level spell and rolls 4D6 (1D6 + 1D6/level) to determine the spell's Magical Toughness. He rolls 11.

Barkly attempts to enter into the trance required to attack the Fabrique Magie and after two unsuccessful WP tests, he succeeds on the third and makes his connection (3 rounds, 3 magic points). Concentrating on the mystic threads of the spell, he attempts to discern the spell's optimal number. He successfully makes a Int test and the GM tells him the Magical Toughness of the barrier spell is 8. Barkly understands that his test either a) succeeded so 8 is close or b) failed, so 8 is wildly wrong. He decides to be careful and spends 15 rounds (and 15 magic points) working on the Fabrique Magie. At the end of 15 rounds, he makes a WP test with a +20 modifier (he spent 4 more magic points than required by the Magical Toughness of 11). Since Barkly's WP is 50, he has a 70% chance of suceeding. If he succeeds, the spell is dispelled safely. If he fails, he will Suffer the Consequences.

For the heck of it, let's say he fails and Suffers the Consequences. First, there's the explosive backlash. An explosion centered on Barkly with a radius of 4D6 (1D6 + 1D6/level) yards and a damage rating of S3 + 4D6 occurs. Barkly and anything or anyone within (GM rolls) 14 yards of him takes a S3 + 4D6 magic explosion attack. Barkly, realizing the explosion could really hurt him, spends another 10 magic points to provide him some extra protection against the backlash. In addition, the explosion releases chaotic forces which attempt to warp Barkly's body. He must make a WP test or suffer a Magical Disability. Barkly manages to survive the explosion (just barely) and decides to bolster his WP test by spending 5 magic points and receiving a +25 bonus. He succeeds and avoids a Magical Disability.

In total, Barkly spent the following magic points: 3 to connect to the Fabrique Magie, 15 to overcome the spell's Magical Toughness, 10 to increase his own T against the backlash explosion, and 5 more to boost his WP test against the backlash Magical Disability; a total of 33 magic points.

Now, he can try again.

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