How many spell languages do I know?

Ok, every Wizard school and Priest Sphere has it's own characteristics: tones, words, symbols, runes, gestures. These characteristics make up the 'language' of that school or sphere. In order to learn, cast, and research spells of particular level, the caster must be proficient at the language of the spell, at the level required. A fourth level Charm spell requires fourth level knowledge of language of Enchantment/Charm.

Access to a particular language is restricted by the gods. In technical terms, you must spend character points to gain access. A language which you have spent character points for, but have not been trained in, is considered to be Level 0.

The number of languages of each spell level a caster can know is limited by his "casting level." For wizards and priests, this is their character level, for bards, it is level -1. The language abilities is summed in the following table: (use the school or sphere column depending on if you cast from Wizard schools or Priest spheres.)
Caster
Level
  Spell Level
School Languages   Sphere Languages
123456789 1234567
1 2  2 
2 4  5 
3 42  52 
4 64  75 
5 842  772 
6 844  775 
7 8642  7752 
8 8664  7775 
9 86642  1010752 
10 88644  1010775 
11 88866  121010752 
12 888882  151212755 
13 101010884  1515151055 
14 1010108842  15151512752
15 101010101042  151515151052
16 1010101010642  171717151072
17 1010101010664  171717171275
18 10101010106642 2020202015105
19 10101010106662 2222202015105
20 10101010108664 2222222017125

How many spells do I get per day?

We use spell points. More explanation and examples to come, but for now, here are the tables:

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Wizard/Priest/	Wizard	Wizard	Priest	Priest	Bard	Bard
Bard Level	SP	Max Lvl	SP	Max Lvl	SP	Max Lvl
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1		4	1	4	1	-	-
2		8	1	8	1	4	1
3		15	2	15	2	8	1
4		25	2	25	2	15	2
5		40	3	40	3	25	2
6		55	3	55	3	35	2
7		70	4	70	4	45	3
8		95	4	90	4	55	3
9		120	5	125	5	65	3
10		150	5	160	5	70	4
11		200	5	200	6	85	4
12		250	6	240	6	100	4
13		300	6	290	6	120	5
14		350	7	340	7	140	5
15		400	7	400	7	160	5
16		475	8	460	7	190	6
17		550	8	530	7	220	6
18		625	9	600	7	250	6
19		700	9	675	7	285	6
20		800	9	750	7	320	6
21+		(+100/lvl)	(+75/lvl)	(+35/lvl)
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Paladin/Ranger	Paladin	Paladin	Ranger	Ranger
Casting Level	SP	Max Lvl	SP	Max Lvl
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1		4	1	4	1
2		8	1	8	1
3		15	2	15	2
4		22	2	22	2
5		30	3	29	3
6		40	3	36	3
7		50	4	43	3
8		60	4	50	3
9		70	4	60	3
9(+1)		80	4
9(+2)		90	4
9(+3)		105	4
(Paladin Effective Level cannot exceed 9, although spell points accrue
for 3 more Paladin levels)
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Char.	1-2	3-4	5-6	7+	(Priest and Wizard Only)
Level	-------Bonus SP----------
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Knowledge
/Intuition:
13	4	4	4	4
14	8	8	8	8
15	8	15	15	15
16	8	20	20	20
17	8	20	30	30
18	8	20	30	45
19+	12	25	45	60
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Activity		Spell Points Recovered
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Sleeping w/"Less Sleep"	12 SP/hr (max of 4 hours per day)
Sleeping		8 SP/hr (max of 8 hours per day)
Sitting, Resting	4 SP/hr
Walking, Riding		2 SP/hr
Anything Else:		0
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Spell Level	Base Cost in SP
(use Spell Level + 1 if casting from Priest Minor Access)
(use Spell level - 1 if casting from a Specialized School)
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Cantrip/Orison	2
1		4
2		6
3		10
4		15
5		22
6		30
7		40
8		50
9		60
----------------------------------------------------------------------------

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Spell Success Roll
(spell level is +1 for minor access and -1 for specialized school)
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>=(100-Spell Level)					=Backfire
<=(Attributes + 10*(Language Level - Spell Level)	=Success
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Spell Point Cost Modification
Success Roll	Multiplier to Base SP	Other Effect
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01		-3			Permanent +1% for School/Sphere
					(if highest level spell cast)
02-03		-2
04-06		-1
07-10		0
11-85		1
86-95		2
96-00		3
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Wizard School	Specialist	Opposing	Attributes for Success
		Requirements	Schools		(Knowledge + Reason +...)
----------------------------------------------------------------------------
Universal	-		-		Knowledge + Reason
Abjuration	H;Wis15		Alt & Illus	Intuition + Muscle
Alteration	H,1/2e;Dex15	Abj & Nec	Aim + Reason
Conj/Summ	H,1/2e;Con15	Div & Inv	Willpower + Health
Divination	H,1/2e,E;Wis16	C/S		Willpower + Intuition
Ench/Charm	H,1/2e,E;Cha16	Inv & Nec	Appearance + Leadership
Illusion	H,G;16Dex	Nec & Inv & Abj	Aim + Balance
Invoc/Evoc	H;16Con		E/C & C/S	Fitness + Stamina
Necromancy	H;16Wis		Illus & E/C	Willpower + Stamina
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Priest Spheres	CP for		CP for		Attributes for Success
		Minor Acess	Major Access	(Intution + Willpower +...)
----------------------------------------------------------------------------
All		3		5		Intution + Willpower
Animal		5		10		Muscle + Willpower
Astral		3		5		Willpower + Reason
Chaos		3		5		Reason + Stamina
Charm		5		10		Appearance + Leadership
Combat		5		10		Muscle + Health
Creation	5		10		Knowledge + Fitness
Divination	5		10		Knowledge + Reason
Elemental	10		15		Stamina + Fitness
	Air	3		5		
	Earth	3		5		
	Fire	3		5		
	Water	3		5		
Guardian	3		5		Balance + Muscle
Healing		5		10		Fitness + Health
Law		5		10		Reason + Leadership
Necromantic	5		10		Knowledge + Stamina
Numbers		5		10		Knowledge + Reason
Plant		5		10		Fitness + Knowledge
Protection	5		10		Balance + Aim
Summoning	5		10		Willpower + Stamina
Sun		3		5		Stamina + Reason
Thought		5		10		Knowledge + Reason
Time		5		10		Leadership + Reason
Travelers	3		5		Health + Stamina
War		3		5		Stamina + Health
Wards		5		10		Aim + Stamina
Weather		3		5		Knowledge + Fitness
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Notes: -Cantrips and Orisons (priest cantrips) are counted as level 0 spells for cost and success chances. -Once spell points are used, HP are drained. -You can pay twice the spell's "base" SP cost if you have one language level higer than the spell to have 100% success. -If for some reason a spell's "success" chance rises into the "backfire" range, the backfire always takes precedence and the spell fails (and the backfire effect occurs).