Cleric
Clerics use their Faith to perform rituals that grant them specific miracles for that day. They can also perform smaller rituals throughout the day to adapt their spells to the day's demands.
Daily Dedication
When a cleric first wakes each day, they perform a ritual to dedicate themselves to their religion. This ritual usually takes around an hour to perform and is unique to the cleric's branch of their religion.
Once the ritual is complete, and no sooner, the cleric makes a Religion Check with a DC equal to the DC for the highest level spell they can cast + the Grade of the highest level spell they can cast.
CS: as success, and the first prepared spell costs no Faith Points.
S: the cleric gains Faith Points equal to the result of the Religion Check + the amount they beat the DC by.
F: as success, except they subtract the amount that they failed by. A cleric cannot have less Faith Points than their Level + Wisdom Bonus.
CF: as Fail, and the DC for Doubt Checks (see below) becomes Spell Level + 1 until the next Daily Dedication.
Each time a cleric suffers a Crisis of Faith, they increase their Doubt by 1. While their Doubt is higher than half their level, the DC for their Doubt Checks increases by 3. If their Doubt gets higher than their level, then they cannot use their divine powers until they do a great deed for their religion or undergo their religion's Rite of Attonement.
The cleric can now spend Faith Points to prepare Miracles from their list of known Miracles. The cost of each miracle depends on the Grade of the spell.
Grade 1 Spells: 1 Faith Point
Grade 2 Spells: 2 Faith Points
Grade 3 Spells: 4 Faith Points
Grade 4 Spells: 8 Faith Points
Unspent Faith Points are lost at the end of the preparation ritual.
Doubt Checks
Each time a cleric casts one of their memorized spells, they make a Flat Check with DC equal to the Grade of the spell being cast (Grade 1 is levels 1-3, Grade 2 is levels 4-6, etc). If the Flat Check fails, the cleric increases their Doubt by 1. Doubt goes down when a cleric completes a Ritual of Attonement from their religion.
The amount of Doubt a cleric has affects their casting.
Doubt > Half Cleric Level: failed Doubt Checks also cause an unintended side effect with the spell. (A healing spell might heal the target at the cost of the cleric's own health. A remove curse might transfer the curse to the cleric. An eruption of fire might expand to include an ally or the caster or a nearby building.)
Doubt > Cleric Level: failed Doubt Checks misfire. This could be a fizzling of some aspect of the spell, or it could be a Misspelling, or any other thing the GM comes up with as the cleric suffers divine wrath for their lack of faith.
Doubt > Cleric Level x 1.5 (round up): failed Doubt Checks remove a cleric's powers until the next Daily Dedication.
Doubt > Cleric Level x 2: the cleric loses their powers until they complete a Ritual of Attonement. The attonement must be more significant than normal, and they must make a check at the end of it or lose their faith entirely.
Rite of Purification
Each religion has one or two specific rites that their clerics can perform to regain spent Miracles. These rituals take the form of some kind of ritual purification, can only be performed up to twice per day, and usually take about 10 minutes to complete. Once the rite is complete, the cleric can attempt a Religion Check with DC equal to the DC of the highest level spell they can cast.
CS: as success, and regain one extra Miracle that you have already cast today of any level.
S: regain up to 2 levels worth of Miracles that you have already cast today (4 if Expert in Religion, 6 if Master, 8 if Legendary).
F: regain half as many levels as success.
CF: your faith weakens. Regain no spells.
Rite of Zeal
Each religion also has a rite that the cleric can perform to channel their zeal, allowing them to adapt their prepared Miracles to the current situation. These rituals take the form of some kind of offering or ritual of devotion to their religion and usually take around 10 minutes. When the ritual completes, the cleric can attempt a Religion Check with DC equal to the DC of the highest level spell they can cast.
CS: exchange 2 Miracles for a different Miracle of the same or lesser level.
S: exchange 1 Miracle for a different Miracle of the same or lesser level.
F: exchange 1 Miracle for a different Miracle of lesser Grade. If the highest level spell you can cast is Grade 1, this is a critical fail instead.
CF: your faith is weak. You cannot exchange any spells.
Ritual of Attonement
Clerics who accumulate Doubt can complete a special ritual for their religion in order to restore their faith. This ritual removes all doubt, but tends to be lengthy, dangerous, expensive, or similarly complicated. Occasionally, if a cleric does a great deed or quest for their religion, the GM may count that as a completed Ritual of Attonement.
Rituals of Attonement vary from religion to religion, but they usually take at least 3 days and/or include something costly. This cost may be money spent to the benefit of the religion, it may be labor or charity work for a community of believers, it may be the destruction of a dangerous entity opposed to the religion, or anything else the GM and player decide makes sense. But it should never be easy to attone.
Oracle
Oracles peer beyond reality, suffering a mystical curse to bring the power of the divine into the mortal realm. They must strike a balance between harnessing the divine and letting their curse consume them.
Revelation Spells
Oracles have access to a small selection of spells granted to them by their Revelation and Curse. These Miracles are always available to them, but come with a cost.
Ritual of Cleansing
Each Mystery includes a unique Ritual of Cleansing. This ritual is usually about 10 minutes long. Once it is complete, the oracle makes a Religion Check with DC equal to the DC of the highest level spell they can cast.
CS: the ritual pushes back your Curse. Remove all Curse Creep and reduce the curse's Malignancy level by 1.
S: the ritual holds your Curse at bay. Remove all Curse Creep.
F: the ritual is not strong enough, there is no effect. You cannot perform this ritual again until the next day.
CF: the ritual backfires. You cannot perform this ritual again until the next day, and your curse's Catastrophy is triggered.
Casting Spells
When an oracle casts a spell, they must make a Religion Check with DC equal to the DC of the highest level spell they can cast + that spell's Grade.
CS: you cast the spell and hold their curse at bay. Your curse does not advance.
S: you cast the spell, your curse only progresses once.
F: you cast the spell, but your curse begins to take root. It Creeps once per Level of the spell being cast.
CF: you do not cast the spell as your magic overcomes you. Instead your curse immediately advances to the next level of Malignance and triggers its Catastrophy.
Shaman (Druid)
Shamans forge bonds with the animating spirits of nature to manipulate the forces of the natural world. They must balance the spirits against each other or risk causing local catastrophies.
Circle Spells
Each shaman belongs to a group of other shamans called a Circle. Each Circle has unique anathemas, superstitions, and lists of primal spells that they grant access to.
Primal Calls
In order to cast a spell, called Primal Calls, the shaman must make a Flat Check with DC equal to the Spell Level. They get a bonus equal to their ranks in Nature, and a penalty equal to the Infusion level of the opposed element. in order to manipulate the nature spirits to do their bidding. Doing so infuses their surroundings with elemental energy.
Each spell leaks elemental energy into the surrounding atmosphere when it is cast based on how well you roll on your Nature Check.
CS: you cast the spell flawlessly. Do not increase the Elemental Infusion. If this spell's opposite infusion is present, reduce it by 1.
S: balance is maintained. Increase the Elemental Infusion by 1 and reduce the spell's opposite infusion by the same amount if it is present.
F: the elements are barely contained. The spell still casts, but its Elemental Infusion increases by one per Grade of the spell being cast, and opposite Infusion reduces by 1.
CF: balance is lost. The spell does not cast. Instead, the Elemental Saturation increases by the Grade of the spell + 1, triggering Overflow for each Saturation Level it increases by.
A shaman can control Elemental Infusion up to their Wisdom Bonus. If the Infusion is higher than that, then any further Infusion causes an Elemental Overflow (see below).
Elemental Overflow
When an element overflows, it causes that element's Surge and increases the Elemental Saturation for that element by 1 level. Once an element's Saturation level increases, it cannot decrease until the next dawn or dusk, or until a shaman performs a special ritual to reduce the Saturation level.
Infusions
Water:
Opposite: Air
Surge: something in the environment becomes very wet. A small stream may form; a patch of dirt may become mud; puddles or small waterfalls may form; somebody might get drenched or fires extinguished; etc.
Saturation 1: the air is humid. Dew starts to form on smooth surfaces.
Saturation 2: fire spells and abilities do not catch things on fire. Water condenses on floors, walls, and other surfaces. Patches of wet get larger and streams and puddles get a little deeper.
Saturation 3: the air is beyond humid. A thin fog fills the air, regardless of temperature or time of day, and rain clouds begin forming overhead. All checks related to Fire (mundane and magical) have a -4. Everything in the area is drenched. Mundane fires are extinguished and unstartable. All magical water effects have unintended side effects when activated.
Saturation 4: the area suffers minor flooding. Water pools in lower areas. Bodies of water threaten to overflow their boundaries as water levels rise. Water drips from nearly every surface. Water magic runs wild when cast, having significant unintended consequences. Fire magic damage is halved. It begins to rain.
Catastrophy: the area floods. It is up to the GM exactly how this plays out, but it should be a local catastrophy of danger level around equal to the highest level spell the shaman cna cast. A low level shaman might cause a river to overrun its banks, killing nearby crops and flooding nearby homes. A high level shaman might accidentally redirect a nearby river, drowning a nearby city or depriving them of their water source; or breach an aquifer, causing a cave system to flood; or cause the sea to rise up, levelling a nearby town with a sudden tsunami. You get the idea.
Ice:
Opposite: Lightning
Surge: a layer of frost forms on something in the area, potentially causing cold damage or hindering movement.
Saturation 1: the temperature cools. Shade is colder than it should be. Sunlight and fire are less warming than they should be.
Saturation 2: frost starts to form on surfaces. Swords freeze in their scabbards. The surface of liquids forms black ice. The temperature drops to freezing.
Saturation 3: the temperature drops to sub-zero. Exposed liquids freeze almost immediately. Fog lightly obscures the entire area. Liquids in containers must succeed a DC 5 Flat Check when used or be frozen and unuseable. Ice magic has minor unintended side effects when cast.
Saturation 4: the temperature becomes unbearably cold. All liquids in the area are frozen solid within seconds of exposure to the air. Frostbite forms within minutes. It begins to snow. Ice magic runs wild when cast, having severe unintended side effects.
Catastrophy: a blizzard blows in. It is up to the GM exactly how this plays out, but the blizzard's severity should be appropriate to the shaman's level. A low level shaman may cause a brief snowstorm, killing crops and harming nearby travelers. A high level shaman may cause a multi-day blizzard that burries entire towns, triggers avalanches in nearby mountains, summons dangerous ice creatures, or even turns local wildlife to ice. Particularly high level shamans may even trigger an ecosystem change, turning the local area into a tundra or arctic wasteland. You get the idea.
Fire:
Opposite: Earth
Surge: something catches on fire or melts.
Saturation 1: the temperature increases to uncomfortably warm. Sun and fires are hotter than normal. Shade and breezes are less cool.
Saturation 2: a heat wave begins. Bodies of water shrink a bit. Small puddles or wet spots dry up. Mud beccomes dirt. Attempts to start fires, mundane or magical, have a +2. Saves against burns have -2.
Saturation 3: the temperature increases to desert noon levels of heat. Sunburn and heatstroke are a real threat to safety. Particularly flamable objects (such as matches) might spontaneously combust or cook. Exposed liquids dry up in seconds. Fog cannot form. Heat haze fills the air with minor illusions. Touching sunlit surfaces with bare skin causes fire damage. Fire magic always has a minor unintended side effect when cast.
Saturation 4: fire magic runs wild, always having a significant unintended side effect when cast. Liquids outside boil or evaporate almost immediately. Being in direct sunlight is extremely dangerous. Fires are almost impossible to suppress and spread easily. Objects may spontaneously combust. Any clouds go away.
Catastrophy: wildfires or drought, sometimes both, rage across the countryside. It is up to the GM how exactly this plays out. The catastrophy's severity should match the level of the triggering shaman. A low level shaman might cause a fire that, if left unchecked, will rage across the forest or town. A high level shaman might cause a regional heat wave and drought, killing crops and drying wells; or an enormous wildfire that destroys entire forests or cities. A particularly high level shaman might create a new desert, permanently altering the local ecosystem with unbearable heat.
Earth:
Surge: nearby water becomes acidic, or the terrain shifts inconveniently, tripping people, making small holes or hills, or changing an elevation by a few feet.
Saturation 1: small land formations become a bit more exaggerated. Cave mouths get a bit larger. Stalagmites and tites grow a few inches. Dirt becomes hard packed. Mounds get a little bit bigger.
Saturation 2: larger land formations expand. Potholes become sinkholes. Mud becomes clay. Overhangs become small cliffs. Stones become boulders. Avalanches and mudslides become much more likely, and boulders are more likely to detach from cliffs and mountains to come tumbling down. Flammable material in the area is more scarce.
Saturation 3: the ground quivers as it reshapes itself. Caves open in surrounding stone. Stalagtites and mites grow suddenly and are likely to fall. Avalanches and mudslides are very easily triggered. An acidic stream might be created nearby, or a river of mud. Caves form under the surface, making sinkholes a frequent occurrence. Acids are more potent, either affecting more materias than normal
Saturation 4: tremmors ripple along the ground. Dirt hardens to stone. Stone cracks. Clay turns to brick. Dead plants and creatures turn to stone. Sinkholes collapse and avalanches and mudslides fall with little provocation. Sand becomes quicksand.
Catastrophy: an earthquake hits the area. How exactly it plays out is up to the GM. The catastrophy's severity should be appropriate to the shaman's level. A low level shaman might trigger a small, local earthquake, collapsing tunnels and houses. A high level shaman might trigger an enormous earthquake that wreaks havoc throughout the area, creating enormous chasms and tearing up city streets, collapsing castles and splitting mountains. You get the idea.
Air:
Surge: the wind gusts, knocking people over or blowing objects around.
Saturation 1: the wind picks up. Light unattended objects are blown around, capes flutter in the wind.
Saturation 2: the wind increases to Strong.
Saturation 3: the wind increases to Severe.
Saturation 4: the wind increases to Windstorm.
Catastrophy: a full on storm forms. It may be a tornado or a hurricane, or it may be a sandstorm or monsoon. It is up to the GM exactly how it plays out, and the storm's severity should be appropriate to the shaman's level. A low level shaman might trigger a windstorm or a minor tornado. A high level shaman might cause a full on hurricane. A particularly high level shaman might even permanently change the local ecosystem, turning it into a region of storms, or possibly even creating a permanent storm.
Leaf:
Surge: plants nearby grow. Wooden objects grow sprouts or branches.
Saturation 1: plant life becomes more vibrant. The plants grow extra leaves and branches. Plant creatures get a +1 to physical Checks.
Saturation 2: plants grow wilder. If they produce oils or venoms, they produce much more of it. Vines grow around trees and buildings, and fruit gets bigger.
Saturation 3: plant creatures increase their size category by 1. Patches of thorns, poison ivy, or other plants expand to fill twice as much area. Dirt becomes overgrown with roots, becoming difficult terrain. Areas of difficult terrain become Hazardous Terrain.
Saturation 4: plant creatures increase their size category by another 1. Inanimate plants partially animate, grasping at nearby creatures. If they restrain the creatures they pull them in to devour them. Fungi grow and bloom on living surfaces.
Catastrophy: plants overrun the area. How exactly this plays out is up to the GM, but the catastrophy's severity should be appropriate to the shaman's level. A low level shaman may cause weeds to overrun nearby farms or thorns to overgrow the forest floor. A higher level shaman might cause an entire grove of trees or all the algae in a lake to animate. Particularly high level shaman might permanently change the local ecosystem, causing forests to grow or other similar effects.
Blood:
Surge: roll on the table below. Blooded creatures in the area must succeed a Will Save vs your Class DC or succumb to the effect, yourself included. These are Emotion effects, but because they are raw, primal energies, they bypass immunity to Emotion effects.
Shame: cannot reattempt something you have failed at today (includes attack rolls, but not Saves).
Dread: increase the value of Frightened, Stunned, and Enfeebled that you suffer by 1.
Zeal: immediately use a Reaction to make a Strike against the nearest creature.
Sorrow: whenever you fail a Check or suffer damage, spend 1 Reaction to sob uncontrollably.
Saturation 1: blooded creatures in the area feel slightly invigorated or enthusiastic.
Saturation 2: blooded creatures in the area are energized. They all gain Temporary HP equal to your level. Saves against Emotion effects are made at -2.
Saturation 3: blood in the area is excited. Persistent Bleed is doubled for all creatures in the area. Attempts to resist or remove Bleed suffer a -2. All slashing damage causes Persistent Bleed equal to your Casting Bonus on hit, doubled on crit.
Saturation 4: blooded creatures who are Bloodied suffer damage equal to your Casting Bonus at the start of each round.
Catastrophy: roll on the table below. All creatures in the area are affected by that effect as long as the Overflow lasts and they remain in the area. Affected creatures can attempt a Will Save at the start of each round to resist the effects for that round, becoming Slowed 2 and Stupefied 2 instead. This effect ignores immunity to Emotion effects. Nothing can resist the raw power of primal blood unleashed.
Mindless Rage: physically attack the nearest creature with whatever you are holding, or your hands if you are empty handed.
Party Time: charmed by all other creatures in the area. Usually leads to drunkeness and carousing.
Fear: Frightened 2 by all other creatures while in the area. Frightened does not reduce until they leave the area.
Hilarious: laugh histerically for 1d4 Actions each round. On a 4, fall prone.
Druid Circles
Circle of Blood and Bone
Life and Death, healing and necromancy
Charge: protect the natural cycle of life and death.
Sacred Biomes: deserts, graves.
Anathema: wanton destruction or abuse of living creatures (mortals and animals) or their souls. (You can kill in defense of yourself or others, or to protect others. But prolonging their suffering for no reason or wasting the body of an animal is anathema. Curing diseases is encouraged, but resurrection or re-animation is anathema).
Skill: Medicine
Druid Feat:
Order Spell: Healer's Blessing
Circle of Sun and Moon
Light and Dark, heat and cold
Charge: prevent extraplanar creatures from disrupting the balance of nature.
Sacred Biomes: portals, entrances, exits, doors, and windows.
Anathema: allowing an extraplanar creature to harm the balance of the local ecosystem. (You are not obligated to take on a challenge that is out of your depth, but you must act if you are reasonably able).
Skill: Religion
Druid Feat: Fire Lung
Order Spell: Blood Ward
Circle of Fang and Fur
Animals and self transformation
Charge: preserve the balance of local ecosystems by culling invasive species, prevent overpopulation and over-hunting, and preserve endangered species when possible.
Sacred Biomes: forests.
Anathema: introducing invasive species, disturbing the local predator/prey balance, or hunting endangered species. (You can still defend yourself and your allies from wildlife, but must rectify any local imbalance in wildlife resulting from your actions, and you are honor bound to protect endangered species in all scenarios).
Skill: Intimidation
Druid Feat: Wild Shape
Order Spell: Wild Morph
Circle of Rock and Root
plants and plenty, sea/saltwater and lack
Charge: preserve the balance between plenty and lack
Sacred Biomes: coastlines.
Anathema: introducing invasive species, disturbing the local predator/prey balance, or hunting endangered species. (You can still defend yourself and your allies from wildlife, but must rectify any local imbalance in wildlife resulting from your actions, and you are honor bound to protect endangered species in all scenarios).
Skill: Intimidation
Druid Feat: Wild Shape
Order Spell: Wild Morph
Circle of Tide and Tempest
Stormy seas and calm waters, wind and water
Charge: preserve local aquatic and air-based ecosystems.
Sacred Biomes: oceans, the sky.
Anathema: polluting or allowing others to pollute the local ecosystem, or to otherwise abuse it.
Skill: Acrobatics
Druid Feat: Storm Born
Order Spell: Tempest Surge
Circle of Web and Whim
Spiders and beguilement, dreams and freedom
Charge: promote balance from the shadows, working in society to preserve the balance between those in power and those without.
Sacred Biomes: mortal settlements
Anathema: making information about the order public, or disrupting the balance between the local power structure and members' individual freedom.
Overflow: Civil Unrest? Madness? Spider Infestation?
Skill: Deception
Druid Feat:
Order Spell: Blind Ambition
Circle of Frost and Flame
heat and flame, cold and ice
Charge:
Circle of Dust and Destiny
dust and earth and groundedness, loftiness and divination
Charge: ensure that all things end in their proper time. Bring an end to that which is unnaturally prolonged.
Sacred Biomes: deserts, beaches.
Anathema: unnaturally prolonging lives, cultures, or other entities whose time has come. (Healing is usually fine, but resurrection is a massive grey area and the undead are to be destroyed on sight).
Overflow: Drought, Dust Storms
Skill: Survival
Druid Feat: Steadying Stone
Order Spell: Healer's Blessing
Wizard
Wizards memorize the complex forms of spells into their minds to be fired like magical ammunition at a moment's notice. Such memorization is incredibly difficult and not for the feint of heart or mind. There are two rules of wizardry, never insult a wizard with grey hair, and never surprise a wizard.
Learning Spells
Because a wizard forgets a spell once it is fired from their mind, they must keep a written record of any spells they wish to re-memorize. For most, this takes on the form of a spell book, but some use rune-engraved staves or even tattoos. Wizards can add spells to their collection in one of three ways.
Tutor: with the help of a tutor, a wizard can easily copy a spell into their collection. They need only spend the time and effort to comprehend the equations.
Peer's Collection: wizards can also copy spells from one collection into another. Doing so is an arduous task that usually takes several days of study and research. And it is further complicated by the fact that most wizards encrypt their collections to prevent theft.
Research: wizards also have the ability to perform their own research and discover or invent spells. Doing so is no easy task, and it often leads to minor or even severe injury as iterations of trial and error take their toll. This is why few wizards live to have grey hair. And why you never bother a wizard who is reading a book.
Memorizing Spells
At any time, a wizard can memorize a spell into his mind by spending 1 minute per spell level studying his collection intently. During this time, the wizard's focus is such that he is unaware of all else. At the end of the time spent studying, he makes an Arcana Check with DC equal to the DC of the spell being memorized + Memory Strain.
CS: the spell is memorized perfectly. Increase your Memory Strain by only 1.
S: the spell is memorized. Increase your Memory Strain by half the spell's level rounded up.
F: close call. The spell is memorized, but not well. Increase your Memory Strain by the spell's level. You can choose to let the spell Fizzle, or suffer Backlash to memorize it properly.
CF: boom. The spell misfires. Anything could happen. They usually explode though. If they do explode, they usually do damage equal to the Spell Level x Intelligence Bonus in a Blast Radius of 10ft per level you have of an appropriate type (Basic Reflex) centered on yourself (no Save for you). Before the damage is calculated, make an Intelligence Check vs your current Memory Strain. If you fail, a spell you have previously memorized also detonates. Add that spell's level to the Spell Level when determining the damage of the blast radius. Then do it again. Repeat this process until you don't fail the Check vs Memory Strain.
Casting Spells
A wizard can cast a memorized spell by spending 2 Actions, even if the spell usually costs more. Single action spells still take a single action. If a wizard tries to cast more than two spells in a single turn, treat it as Taking Tremendous Hits below.
When a wizard casts a spell from their mind, reduce their Memory Strain by 1.
Taking Tremendous Hits
When a wizard with spells memorized suffers a big hit (usually a quarter of their max health or more), the spells in their mind might be jiggled loose. They must make an Intelligence Check vs their Memory Strain.
CS: no issues.
S: no issues.
F: one spell of the wizard's choice Fizzles unless they take Backlash to prevent that.
CF: the spell misfires. This works exactly like a Misfire when preparing spells except that instead of letting it detonate, you can try to direct the release of power. If you do, increase your Drained by an amount equal to the total spell level of spells being detonated. You can then choose a point within 15ft per level you have to be the epicenter of whatever chaos unfolds. If this kills you, your body crumbles to dust.
Surprises
When a wizard is surprised, they must succeed a DC 1 Flat Check or one spell of the highest level they can cast Misfires as if they critically failed a Taking Tremendous Hits check.
Scrolls
Many wizards take to placing niche spells into scrolls to reduce the risk of detonation. To place the spell into the scroll, they must apply magical ink in special arcane equations that mimic the spell-memory functions of the mortal mind. Doing so takes one day per Grade of the spell, and requires an Arcana Check with DC equal to that spell level's DC. It also requires special, magical ink into which an object of equal or greater level to the spell must be melded. Most wizards use gems or precious metals for this.
A wizard can cast from a scroll by spending 2 Actions focusing on the scroll and completing the spell, after which the spell self destructs.
Sorcerer
Sorcerers have an instinctual knack for magic caused by lingering magical influences in their bloodline. They use their own life force to power their magic.
Learning Spells
Sorcerers have access to the spells granted to them by their bloodlines. However, they tend to instinctually discover other spells as their life progresses. This leads many ambitious sorcerers to study the arcane, often eventually becoming wizards. They know less spells than their wizardly counterparts, but make up for the lack of scholarship with raw power.
Casting Spells
A sorcerer can draw upon his own life force to cast spells. To do so, he must make an Arcana, Nature, Occult, or Divine Check vs his Spell DC. He gets a bonus to this Check equal to the difference between the level of spell he is casting and the highest level of spell he can cast.
CS: the spell is incredibly efficient. You cast the spell, spending 1 HP (0HP if it would usually cost 1).
S: the spell is cast, but you must spend HP equal to the spell's level.
F: the spell nearly backfires. You spend HP equal to double the spell's level and any dice needed by the spell are reduced by 1 step. If there are no dice, then either the range or the duration (GM's choice) have their units of measurement reduced by one step.
CF: boom. You lose control and the spell runs wild. Anything could happen. Usually they explode though. If they do explode, they deal damage equal to the Spell Level x Strength Bonus in a radius of 10ft per level you have (Basic Reflex). You automatically fail the Save, and suffer the damage as Life Drain instead. Magic cannot remove this Life Drain, as a part of your soul has simply burned away. However, rest and pleasant experiences can grow your soul back over time. Natural healing while in a safe or pleasant place affects this Life Drain as it would any other damage.
Bard
Bards draw on the mystical powers of their muse through compelling performances. These powers can bolster allies and harm enemies when performed well, but a few wrong notes can attract all kinds of unwanted attention...
Repertoir
Each Bard has a repertoir of Performances that they curate over the course of their bardic career which they can use to cause magical effects. They can study a particular performance to add it to their repertoir. Each day that they spend studying the performance (the days do not have to be consecutive), they must make a Performance Check with DC equal to the DC of their level. They get a bonus to this Check equal to the difference between the highest level spell they know and the new spell's level. Once they have accumulated a number of successes equal to the new spell's level, the spell is memorized into their repertoir.
The bard's repertoir cannot contain more spells than the bard's Level + Intelligence Bonus + proficiency in Performance, but a bard can replace an old spell with a new spell by memorizing the new one.
Performing Spells
A bard can perform one of their spells by spending the listed amount of actions to make a Perform Check. Occult magic is not like other forms of magic. To make this check, the bard rolls a number of d6s equal to their Charisma Bonus + Level. Each 6 they roll adds to their Confidence, and each 1 adds to their Shame.
If the bard's Confidence is at least equal to the spell's level, it casts. Otherwise, the performance is not good enough to cause magical effects and the bard suffers 1 Mental damage per Shame (minimum 1). Either way, each 1 increases their Shame by 1. The Shame reset to 0 when the bard Attracts Attention or finishes a night's rest.
If the bard rolls more 1s than the Grade of the spell being cast, then the spell triggers a Side Effect (see below).
Side Effect
Side effects of spells being cast can have any number of effects and are determined by the GM. They rarely directly impact the usefulness of the spell, but they may cause other inconveniences or hazards. For example, a fire spell might ignite the caster's clothes, or a nearby flammable material. A mental manipulation spell might temporarily confuse the caster or alert the target that they have been charmed. Or maybe the caster's hair falls out, or they grow hair in an unusual place. The GM is encouraged to have fun with it.
Shame and Stage Fright
While a bard's shame is higher than their level + Charisma Bonus their hands begin to tremble and sweat and their performances take on a tense, hurried tone as they struggle to control their magic. This state is called Stage Fright.
When a bard casts a spell while in Stage Fright, each Shame they roll cancels out one Confidence in addition to the Shame's usual effects. If the spell fails, then the bard suffers their Performance Specialization's Panic effect.
If a bard in Stage Fright rolls no Confidence on a spell and rolls at least 1 Shame, then they have a Mental Breakdown.
Attracting Attention
When the bard casts a spell while their Shame is higher than their level, they must attempt a Flat Check with DC equal to the number of 1s rolled. If they fail, some loathsome or ominous otherworldly being interferes in the situation.
How exactly this plays out is up to the GM. The entity may send a malicious emissary or servant to beleaguer the bard and their allies or mess up their plans. Or the bard may be beset by a string of foul luck. Or the spell may suffer a Misspelling, or spontaneously change targets or effects, or be amplified to far beyond the bard's original intent.
Witch
The Easy Path you don't make casting checks. After all, you aren't doing the work. But you must have access to your familiar.
Patron Attention when you cast a spell, add the spell's level to your patron attention.
Superstitions you have certain Superstitions. when performed, they reduce your Patron Attention.
Patron's Gaze: when you rest, make a Flat Check with DC equal to remaining Patron Attention - 2 per Proficiency in appropriate magic type.
CS:
S:
F: minor quest instead of sleep.
CF: a geas affects you