Overcast
Term

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.

Dev Note: This is is different from Upcasting a Spell, which just requires more Spirit that usually enhances a Spell effects, because it is defined in the description.

d100
Mod
ADV/DIS

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To access the dice log to keep track of your rolls

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To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information