I am going to have to make the checks more difficult than what they have been... often it is a YYYG vs PPP with a few set back/boosts. So yes, they will succeed more often than not. That is fine because statistically they should.
I'm thinking it may be that we're just not taking our time figuring difficulty properly and the appropriate setbacks. The Divine character has mainly used magic to heal and do very minor effects as he only has a Wil of 3 and 2 ranks.
Maybe if I give an example someone can tell me where I am too easy (or if it's just that way). I've run Star Wars for years, but Terrinoth's magic system is much different than the Force.
The party (human scout, human scoundrel w/ templar, gnome Primalist, human fighter (think barbarian)) was on a large raft rowing across the river heading to Frostgate. The party fails horribly the Vigilance check (it was toward the end of the day and the troll is swimming barely visible - that was a PPR (opposed stealth) + SB (for light situation). I could have maybe added another SB or two but didn't. The troll started at short range as he managed to sneak up to the raft. (The Vigilance check when rolled included a despair - the troll being so close)
The party rolled Vigilance for initiative and the troll Cool. It turned out the entire party went first due a horrible roll on the part of the troll vs the party (troll rolled blank dice...)
The Primalist went first and wanted to cast a spell giving the raft a burst of current in the water to increase distance from the troll
We started with idea of a Conjure since he was trying to create a strong current on the raft... started with PP. Since the boat was at engaged he argued that it shouldn't need a range boost for that... since he was trying to affect effectively a Sil2 item, I said increase the difficulty to PPP. For conditions, he was given a SB because he was unsteady on the raft. I probably should have given another one for something like wind blowing the wrong direction... Since he wasn't attacking the troll in this case, it wouldn't have upgraded difficulty. Now that I'm thinking about it, I probably could have upgraded difficulty anyway for the possibility he could actually conjure the current in the wrong direction. I was out of Story Points.. So his roll was YYYG vs PPPSB... he rolled 2 Triumph + 2 other success + 2 threat. So he used the 4 success to move the raft an additional range band away. He used the triumphs to make it so the troll was caught in the wake and to lose a maneuver. I had him apply the threat as extra strain, citing that as he cast the spell, he had to fight to maintain the effect on an unsteady raft. He was then going to maintain the spell to aid them in getting away from troll. The scout tried to shoot the troll on his action (he has Agi 4, Ranged 3 so is YYYG + B (aim) vs now PR (Adversary) + SB (unsteady) + SB (defense) + 2SB (cover)... so YYYGB vs PRSSSS. He rolled a cancelled triumph with 1 advantage. Since he had suffered a lot of strain earlier, he used it to recover a strain. The Triumph in this case was to drive the Troll out of position by having debris from a previous wrecked boat (forcing a second maneuver to get past it). The other continued to row the boat effectively taking the distance to long range since the troll couldn't close the gap.
So in the end, the player was smart and I can't fault him for that. What I will say though, is that when this player makes it, he always comes up with some crafty ways to get out of combat. For that, I like to reward him for his creativeness... I am just feeling like I don't have a good handle on the magic.