Magic Rules

What is a Spell?
Spells are extradimentional creatures, like angels, demons, ghosts, spirits, or elementals. Spells cannot be created or destroyed, only captured, moved and altered.

Magic Dice
You need magic dice in order to cast a spell. When you cast a spell choose how many dice to invest. The more dice, the more powerful the spell. On a 1-3 the dice are returned to your pool, otherwise they are lost until you have a full night of rest. Spell descriptions have variables based on the MD you used. [dice] means the number of dice, [sum] means the sum of the dice rolled, [highest] means the value of the highest die rolled.

If two of your MD rolled show the same number, you suffer a random mishap. Mishaps are small magical setbacks that are easily overcome. If three or more MD show the same number, you suffer the next doom on your list. Dooms are the undoing of most who toy with magic.

Anyone can visit a shrine, perform a sacrifice, gain a Faith Die and the spells of that shrine’s god. They can maintain the necessary taboos to keep that power. Non-priests may only ever have 1 Faith Die. You may use it in conjunction with Magic Dice on any spell.

The value of the sacrifice made determines the spells granted.

Faith Dice
Faith dice are like magic dice, but they can change size. Any result over a 6 causes the spell to fizzle, and the die to return to your pool.

As long as you maintain all of the taboos for the gods you serve, your Faith dice will stay at D8. But as you break taboo, your dice degrade until you are able to perform the sacrifices to gain their favor.

Make a save vs divine wrath if your companions break a taboo. If you fail, it counts as if you had.

When working under a god’s direct instruction, your Faith Dice can be reduced to D6s.

Dice improve or degrade in this order: D6 - D8 - D10 - D12 - D20

When D20 Faith Dice degrade, you instead lose the support of one god.