Spiritual Magic =============== Spiritual magic is the form of magic by which a mage calls upon godly powers in order to cast spells. Appeal rating ============= Calculating ----------- Each character starts with a max appeal rating equal to 1/2 their Charisma. This number is added (or subtracted) from any roll made. This number can be increased by using power points on a one power point per one appeal rating point. Dispensing ---------- Appeal points can be subtracted from the total to raise the modified roll. Ex. Tim has an Appeal rating of 30. He has to roll over an 80. His roll is 35 (30+35=65). Tim does not make the roll. However since he deems this situation important he decides to dispence enough appeal points so that his roll is sucessful (80-65=15). Tim will need to dispence 15 Appeal points (30-15=15). Tim now only has 15 Appeal points. Obtaining --------- Characters can regain appeal points through several methods. 1) The character can participate in intense prayer. For every day spent in such a manner the character can regain 2 appeal points. 2) An action which pleases the god. For a good god this might be saving a town from destruction or the healing on the masses. An evil god might find the opposite pleasing. The amount of appeal points regained in such a manner is determined by the GM and should reflect the action. 3) If the appeal points used are used on an action which pleases the god only 1/2 the appeal points are used. Losing ------ Characters can lose Appeal Points during play if: 1) After an action that displeases a charcter's contact the character will need to use two appeal ponts in order to contact that contact again. God === Characters start with one contact (GM selects from below chart or roll) 01-50 Monotheistic god 51-85 Specific god 86-00 Demon/Spirit 1) (1) Monotheistic - One all powerful god who is god of all creation. - Example: God (Jewish/Christian) 2) (1) Specific god - One of many gods. He/She posesses control over one or two elements of life. - Example: Thoth, Egyptian god of knowledge 3) (2) Demon/Spirit- A powerful magic being who possesses magical powers and are willing to aid people. Spirits are usually helpful creatures who ask little in return for these favours while demons are evil, vile beings who enjoy torture and torment, they will usually ask for favours from characters in return for their services. Contact related bonuses ----------------------- The contact is the type of god being contacted (see above for number coralation). "Please" is the bonus added for a spell which would please the god. Ex. A good god would be pleased with a spell that did good, and evil a spell that causes harm. "Displease" is the penality for an action which would displease the god. "Please Specific" refers to an action that pleases a specific god and is related to that god's realm of influence. "Not Specific" is the penality that is recieved for an action that does not fall into the god's specific realm of influence. Contact | Please | Displeases | Please Specific | Not Specific ------------------------------------------------------------------------- 1 | +30 | -20 | | 2 | +10 | -10 | +25 | -25 3 | +20 | -30 | | Additional contacts ------------------- Characters can have an additional contact. This can be either another specific god or another spirit/demon. They can be obtained at character creation for the following costs: Specific god - 5 PP Spirit/Demon - 10 PP During game play a character can obtain a permanent contact at the cost of 150 EXP. Or can call upon a god once for the cost of 25 EXP. (NOTE: Can not have an additional monothestic god... MONO = only one) Casting ======= To cast a spell the difficulty of that spell must first be set by the GM. Once that is done the amount of time taken to prepare must be determined. Once that is done the character rolls under his Charisma + Appeal Rating. Bonus/Penality due to time in preperation are listed below. Preperation chart ----------------- Time | Value ------------------- Instant | +50 1/2 hour | +40 1 hour | +30 6 hours | +25 12 hours | +15 18 hours | +10 24 hours | 00 2 days | -10 4 days | -15 6 days | -25 1 week | -50 Note: the modifier is added to the roll made, not the target roll.