Each of these spells requires the speaking of a power-word,<br/>a collection of mystical syllables that invoke the fickle forces<br/>of magic in the world to bring forth a desired effect. While<br/>the spells themselves have been stable sources of power for<br/>centuries, the ambient magic of Magnamund does not always<br/>heed the call of the Brotherhood wizard casting them.<br/><br/>Using a Brotherhood spell requires an Occult roll to properly<br/>pronounce its power-word and gather the requisite energy<br/>needed to empower it. The Difficulty Class of this skill check<br/>is 10 + 5 x the Tier of effect the wizard wants to call up.<br/>Each spell has three Tiers of effect, each one creating a more<br/>powerful version of the basic magic. Unless otherwise noted,<br/>all spells require a standard action to cast.<br/><br/>Each spell a Brother of the Crystal Star knows can be cast a<br/>certain number of times a day. The first Tier of effect can be<br/>cast as often as a Brother wishes. Spells of the second Tier<br/>of effect can be cast once a day plus a number of times each<br/>day equal to his Intelligence modifier (minimum of once per<br/>day). Third Tier effects can only be cast as often each day<br/>as the Brother’s Intelligence modifier (placing them beyond<br/>the ability of a Brother without at least a +1 Intelligence<br/>bonus). If for some reason the Brother’s Intelligence modifier<br/>is negative (such as being poisoned by Muddlemind or a bad<br/>screening process during his youth), he can still always cast<br/>each spell he knows once at the second Tier of effect per day.<br/>Counterspells are an exception to this rule; any number of<br/>Counterspells can be cast per day; see Counterspell for more<br/>details.<br/><br/>Brotherhood spells are also exhausting to cast and many have<br/>a physical damage component to their casting. If a spell has<br/>an Endurance cost listed after its name, this damage is taken<br/>by the Brotherhood wizard each time he tries to cast the spell,<br/>whether it is successfully cast or not. On an Occult roll of a<br/>natural 20, the spell costs nothing even if it has an Endurance<br/>cost listed. A natural 1 results in the spell automatically<br/>failing (minimum of 1 Endurance cost, even if no Endurance<br/>cost is listed). Also, unlike many spellcasters Brothers of the<br/>Crystal Star may push themselves dangerously when casting<br/>a spell. A Brother may cast a spell whose Endurance cost<br/>will drop him to 0 Endurance or lower. The Brother casts<br/>the spell, then immediately becomes disabled. The Brother<br/>may even drop himself to below 0 Endurance (venturing as<br/>low as –9 Endurance if he so wishes), though he must be<br/>conscious and able to cast the spell in order to do so. The<br/>Brother casts the spell, then immediately drops to the negative<br/>Endurance total needed – he follows all the normal rules for<br/>dying of Endurance loss (such as rolling to stabilise) and if he<br/>eventually reaches –10, dies as normal.<br/><br/>Whenever a Brotherhood spell allows a saving throw to avoid<br/>or mitigate its effects, the Difficulty Class for the spell is<br/>always 10 + his Intelligence modifier + the Tier of the effect<br/>+ half the Brother’s class level. Also note that thanks to the<br/>Wizard’s Oath, an additional +1 bonus is added to this DC<br/>as long as the Brotherhood member has not multiclassed or<br/>betrayed the order.<br/>