SPELLCASTING Whenever a MAGE wishes to cast a spell, he or she must make sure that he/she has the appropriate amount of GATHERING points. Then he/she rolls their SPHERE DICE against the difficulty listed below. Regardless of success, the spellcaster must then subtract the appropriate amount of GATHERING points from their current total. Remember that GATHERING can only be rolled once an hour, without penalty. Rolling it more frequently can cause character damage. LEVEL OF SPELL COST IN GATHERING POINTS DIFFICULTY 1 2 4 2 4 8 3 6 12 4 8 16 5 10 20 6 12 24 7 14 28 8 16 32 9 18 36 The difficulty is restrictive, but magic is very powerful in this system, due to the relatively fixed amount of hp. Whenever a CLERIC/PRIEST casts a spell, they must take several different factors into consideration. While the BASE difficulty is the same as the wizards, priests do not expend gathering. Rather, they take the power directly from their deity, and as such, must be devout followers and pray. When the priest prays, roll their prayer skill. This is not only their ability to appease their god, but also a measure of their devotion. The priest must pray for 1 hour, after which he will receive a bonus on casting spells, which can be seen on the table below. For each hour beyond the first that the priest prays, a +3 is added to the roll. Thus, even if the cleric botched his roll and got a 0, if he prayed for 8 hours, he'd still get a +3 (7*3 = 21). Excessive sessions (ie more than 8 hours) require a constitution check each additional hour to prevent being exhausted. The roll is made against a 12, and increases every hour (13,14,15) until the priest fails his roll and becomes exhausted and collapses. If the character has endurance, the check is always made against 12; it never increases. Regardless, no one can pray for more than 24 hours except in exceptional circumstances (a god-given quest or other such thing). PRAYER ROLL BONUS 6-10 +1 11-19 +2 20-35 +3 36-49 +4 50-69 +5 70-125 +6 126+ +7 The priest also gets a direct bonus from divine favor. For each divine favor (from their god, only) that the caster has, they get a direct +1 bonus. HOWEVER, the gods only let their followers have so much power before they must appease them. For each spell they cast, the priests accrue a -2 penalty on all subsequent casting checks until they pray again. If the priest fails to cast the spell (botches) the penalty is still accrued. So, if a priest with a prayer roll of 38 (+4) and 2 divine favor (+2) has cast 3 spells (-2 x 3 = -6), the total modifier is 0 (4+2-6=0). There is no limit on how many spells the cleric can attempt--it just keeps getting harder until it is, for all intents and purposes, impossible. All of the penalty is disposed of (as well as the previous prayer bonus) when the cleric prays again. SAVING THROWS The base of a character's saving throw is an 8. For each full D that the spellcaster has in a sphere, the difficulty is raised by 1. For example, let us take the example of an Enchanter with 3D+2 in enchantment/charm. He attempts to charm a fighter. The fighter must roll his willpower against an 8+3= (11) or be charmed. All saving throws are rolled with willpower. The DM may allow additional saves (ie dodges out of area-of-effect spells such as fireball) AT HIS/HER DISCRETION. Additionally, the application of this 2nd saving throw must be done at the cost of 1 (one) free action, and is rolled with an appropriate dexterity/dodge/acrobatics skill.