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==Becoming an Immortal== Mechanically, becoming an immortal requires you either reach 30th level (if a [[Fighter]], [[Wizard]], [[Cleric]], [[Druid]] or [[Rogue]]) or 1,000,000 EXP (if a [[mystic]] or a race-class). That's when you can start down the path to immortality. This requires you to first find out that Immortality is something that you can achieve, then you need to pick which of the four Spheres - Matter, Energy, Time or Thought - you want to become an Immortal ''of''. This is important because, whilst the fundamental mechanics of attaining Immortality are universal, the specific things you need to do depend on which Sphere, and thus Path, you choose. Finally, once you've picked a Sphere, you've got to pick an existing Immortal to be your patron and try to win their approval. Handy tip; Immortals of a different Alignment to your PC are '''much''' less likely to even give you a chance to petition them (-5 penalty to the contact check)! This is where things start getting mechanical again. First, you've got to find a place where you can contact your would-be Sponsor. Second, you've got to prepare them a bribe - sorry, ''gift''. This should be something very spectacular; you want a gift worth at least 25,000 gold pieces, because a) that gives you a +1 bonus to see if the Immortal will agree to be your sponsor, and b) you suffer a -2 penalty to that check if it's worth less than 25,000 gold pieces. In fact, every doubling of value past 25,000 GP adds a +1 to that final sponsorship check, and making your gift an Artifact adds good bonuses to whether the prospective sponsor will actually show up in the first place, so go for broke! Third, you've got to journey to the place where you can contact your prospective Sponsor. As you travel there, you will face seven trials that test seven character attributes; honor & trustworthiness, dedication to your chosen Sphere of Power, resourcefulness and ability to resolve things without combat, bravery, persistence in the face of adversity, mercy & charity of the heart, and wisdom. Each test passed is a +1 to the contact check, and each one failed is a -3 to the check. Oh, and you want to go at it alone, because each companion with you when you make the contact check is worth a -3 penalty. Finally, when you've reached the contact spot, you need to make a Contact check by rolling a d10 and adding the appropriate bonuses or penalties after spending 1d6 days in meditation. This determines whether or not the potential sponsor shows up at all, and how long it takes, which could be anywhere from d100 days to 1d6 days. Don't get discouraged and leave early, because that requires another Contact check with a -2 penalty. Once the sponsor shows up, you present them with the gift and roll another d10 in a Reception check. Haughtiness is another ''big'' no-no (-5 penalty) here. If the sponsor agrees, your character is now taking the first step on their chosen Path to Immortality.
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