Special Abilities:
Spells X MP(Divine)
Restrictions: When a character takes their first level as a priest, they must pick an element other than light, purity, or entropy. This element should represent whatever deity or deities they call power from. This chosen element, along with light and purity, are the only elements from which a priest may choose to cast priest spells. If a priest wishes to summon, the creature they are attempting to summon must also be attuned with at least one of these elements, and may not be attuned with any other element.
Casting Cost: Priest spells cost either 10% of the spell's material cost in components, rounded up to the whole dollar, or 5% of the spell's MP cost in karma points, rounded up, to cast.
Karma is a special resource rewarded by the GM for performing earnestly good deeds without magical aid. The definition of a good deed in this context may vary according to the Priest's faith, but typical examples include acts of charity, altruism, and heroism. The significance of the act may determine the amount of karma points rewarded, up to 10. Karma points can also be acquired by wearing certain articles of clothing that represent the Priest's faith for most of a day.
Spell Alterations: None
Casting Actions/Stat/Skill: Priests must make a single speak action and a single hand action to cast their spells. They then make a casting roll with the History skill and either Intelligence or Personality as the stat. Priests who are holding a symbol of their deity in their hand or are wearing it on their person gain a +2 to their casting rolls. If the priest is casting the spell using karma points, the hand action may be spent even if the hand is holding something else, but if the priest is using donated materials the hand must be empty or the item held in it is dropped as the priest retrieves those materials.
Learning spells: Priests do not need to learn their spells.