Divine spells (also called “miracles”) require a spellcasting check and a Holy Symbol to cast, in place of components. Unless noted otherwise, each spell takes an attack action. Spells are more or less powerful, noted by spell level. Failing the check triggers a mishap with unintended consequences, and the spellcaster can’t attempt spells of that spell spell level again until they take a safe rest.
Zealot PCs know and can cast 3 cantrips. These are rote, simple, relatively weak spells that the PC has mastered. They require no spellcasting check or components and can always be used.
Divine spellcasters, if they ordained priests, also know a number of Sacraments. These are key rituals that can be performed by ordained clergy, NPC or PC. These sacraments require no spell casting roll, if a properly ordained clergyman performs the ceremony, it is effective, regardless of his personal qualities or skill. A cleric or hermit player character can decide to begin play as an ordained priest, which allows access to sacraments, but might result in him being assigned to a parish or cathedral to perform services. Most templars are not ordained, only the chaplains of a commandery. A templar may apply to the local commander to be ordained once he reaches 2nd level (Charisma check, and perhaps a quest).
Zealot PCs know a number of spells based on the PC’s and spell level. Known spells can be cast by the spellcaster. When the spellcaster gains a level they can choose a spell they know and replace it with another spell of the same level from the divine spell list.
PC Level | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|
1 | 1 | ||||
2 | 2 | ||||
3 | 3 | 1 | |||
4 | 4 | 2 | |||
5 | 5 | 3 | 1 | ||
6 | 5 | 4 | 2 | ||
7 | 5 | 5 | 3 | 1 | |
8 | 5 | 5 | 4 | 2 | |
9 | 5 | 5 | 5 | 3 | 1 |
The columns relate to the spell level, while rows are class level. A level 4 caster would know four 1st level and two 2nd level spells.
Casting a spell generally requires an Active action, although some can be cast as a quick action. It is possible to cast several spells a round, but only 1 can be an Active action spell, the remaining must be quick actions (1 for a quick action, a second if you give up movement). Each spell in the spell lists defines its requirements, duration, and whether the spellcasting check is a magical attack requiring the check to beat the target's defense (e.g. 10 + the target’s relevant modifier) to be successful. Each spell, apart from Cantrips and Rituals, is either marked C for Spell Casting Roll needed, or A for casting roll that must exceed target's defense rating, or R for spell that can only be cast as a ritual. If the spell is marked S it will inflict its effect even on disembodied spirits.
Spellcasters can cast any known spell as a ritual. This takes 1 hour per spell level of concentration, but doesn't require a check.
Some spells last as long as concentration is held. Only one spell can be concentrated on at a time. Taking damage, making checks, or other distracting tasks may break concentration.