Benders often push the their powers to the very limits of Mind,
Body,
Soul,
Spirit, and very existence as they try to alter the void to their own will, and can tear existence of the bender within the void itself. The risk from overcasting varies the degree that the bender is trying to shape the void. Overcasting a
Cantrip might be a little effect, yet risk always exist. Benders push
Magic to the limits by overcasting, and thus this is how new
Spells are created.
Whenever a Caster wishes to cast outside the
Spell description, and their
Class is not a
Sorcerer, the
Game Master uses the base
Sanguine rules to determine the
DC of the (random)
Contesting Roll (
Sorcerer have learned to control this and can cast it using their
Sanguine and always use a
Body for the
Contesting Roll). The
DC should be 10 +
Sanguine Charges Used + Each additional
DC type used, beyond the first one, increases this by 3.
Once the Creature agrees to Sanguine, a random
Essence is
Chosen for the
Contesting Roll. On a : 1-2 =
Body; 3-4 =
Mind; 5-6 =
Soul. The player rolls the to determine this outcome.
If the Contesting Roll is PASSED: Nothing adverse happens. The
Spell is casted as intended by the bender's will.
If the Contesting Roll is TIED: The
Spell is cast as intended by the bender's will, and Roll on the
Wild Magic Surge Table.
If the Contesting Roll is FAILED: The creature gains a stack of
Maimed for each point missed. If the creature missed by 5 or more they also gain a random long-term madness from the
Long-Term Madness Table.