Deities: Beshaba (CE), Chronepsis (N), Hathor (NG), Hoar (LN), Jergal (LN), Kelemvor (LN), Lyris (N), Nerull (NE), Obad-Hai (N), Savras (LN), The Undying Court (NG)
Name: Fate
Granted Power: You gain the uncanny dodge ability. If you already have it, you gain improved uncanny dodge instead.
Name | ||
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School | Casting Time | Source Book |
Save - Res | Level | Comps |
Dur | Range | Recharge |
Effect | ||
Expensive Focus | ||
Expensive Material | ||
XP Cost | ||
Description | ||
Full Description | ||
True Strike | ||
Divination | 1 standard action | SRD |
- | Asn 1, Duskblade 1, Elf 1, Fate 1, Sor/Wiz 1, Time 1, Wmg 1, Wuj 1 | V, F |
See text | Personal | 5 minutes |
Target: You | ||
+20 on your next attack roll. |
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Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target. |
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Augury (M) (F) | ||
Divination | 1 minute | SRD |
- | APeace 2, Arc 2, Clr 2, Destiny 2, Dream 2, Fate 2, Oracle 2, Planning 2 | V, S, M, F |
Instant | Personal | 6 hours |
Target: You | ||
Focus: A set of marked sticks, bones, or similar tokens of at least 25 gp value. | ||
Materials: Incense worth at least 25 gp. | ||
Learns whether an action will be good or bad. |
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An augury can tell you whether a particular action will bring good or bad results for you in the immediate future. The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results: Weal (if the action will probably bring good results). Woe (for bad results). Weal and woe (for both). Nothing (for actions that don't have especially good or bad results). If the spell fails, you get the "nothing" result. A cleric who gets the nothing result has no way to tell whether it was the consequence of a failed or successful augury. The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same dice result as the first casting. |
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Bestow Curse | ||
Necromancy | 1 standard action | SRD |
Will negates - Yes | Adp 3, Arc 3, Clr 3, Dem 2, Destiny 4, DrgBlw 3, Fate 3, Hatred 3, Sor/Wiz 4, Suffering 3 | V, S |
Permanent | Touch | General |
Target: Creature touched | ||
-6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action. |
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You place a curse on the subject. Choose one of the following three effects. 1) -6 decrease to an ability score (minimum 1). 2) -4 penalty on attack rolls, saves, ability checks, and skill checks. 3) Each turn, the target has a 50% chance to act normally; otherwise, it takes no action. You may also invent your own curse, but it should be no more powerful than those described above. The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Bestow curse counters remove curse. |
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Divination (M) | ||
Divination | 10 minutes | SRD |
- | APeace 4, Arc 4, Clr 4, Fate 4, Knowledge 4, Oracle 3, Pact 4, Vassal of Bahamut 4 | V, S, M |
Instant | Personal | 6 hours |
Target: You | ||
Materials: Incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp. | ||
Provides useful advice for specific proposed actions. |
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Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within one week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn't act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 70% + 1% per caster level, to a maximum of 90%. If the dice roll fails, you know the spell failed, unless specific magic yielding false information is at work. As with augury, multiple divinations about the same topic by the same caster use the same dice result as the first divination spell and yield the same answer each time. |
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Mark of Justice | ||
Necromancy | 10 minutes | SRD |
None - Yes | APeace 5, Arc 5, Clr 5, Exalted Arcanist 5, Fate 5, Pal 4, Retribution 5 | V, S, DF |
Permanent; see text | Touch | General |
Target: Creature touched | ||
Designates action that will trigger curse on subject. |
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You draw an indelible mark on the subject and state some behavior on the part of the subject that will activate the mark. When activated, the mark curses the subject. Typically, you designate some sort of criminal behavior that activates the mark, but you can pick any act you please. The effect of the mark is identical with the effect of bestow curse. Since this spell takes 10 minutes to cast and involves writing on the target, you can cast it only on a creature that is willing or restrained. Like the effect of bestow curse, a mark of justice cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Remove curse works only if its caster level is equal to or higher than your mark of justice caster level. These restrictions apply regardless of whether the mark has activated. |
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Geas/Quest | ||
Enchantment (Compulsion) [Mind-Affecting] [Language-Dependent] | 10 minutes | SRD |
None - Yes | APeace 6, Arc 6, Brd 6, Charm 6, Clr 6, Domination 6, Fate 6, Inquisition 6, Nobility 6, Sor/Wiz 6, Tyranny 6, Wuj 6 | V |
1 day/level or until discharged (D) | Close | General |
Target: One living creature | ||
As geas, lesser, plus it affects any creature. |
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A geas/quest places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. The creature must be able to understand you. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity. The geased creature must follow the given instructions until the geas is completed, no matter how long it takes. If the instructions involve some open-ended task that the recipient cannot complete through his own actions the spell remains in effect for a maximum of one day per caster level. A clever recipient can subvert some instructions: If the subject is prevented from obeying the geas/quest for 24 hours, it takes 3d6 points of damage each day it does not attempt to follow the geas/quest. Additionally, each day it must make a Fortitude saving throw or become sickened. These effects end 24 hours after the creature attempts to resume the geas/quest. A remove curse spell ends a geas/quest spell only if its caster level is at least two higher than your caster level. Break enchantment does not end a geas/quest, but limited wish, miracle, and wish do. Bards, sorcerers, and wizards usually refer to this spell as geas, while clerics call the same spell quest. |
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Vision (M) (XP) | ||
Divination | 1 standard action | SRD |
- | Fate 7, Sor/Wiz 7 | V, S, M, XP |
See text | Personal | 6 hours |
Target: You | ||
Materials: Incense worth at least 250 gp. | ||
XP Cost: 100 XP | ||
As legend lore, but quicker and strenuous. |
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This spell functions like legend lore, except that it works more quickly but produces some strain on you. You pose a question about some person, place, or object, then cast the spell. If the person or object is at hand or if you are in the place in question, you receive a vision about it by succeeding on a caster level check (1d20 +1 per caster level; maximum +25) against DC 20. If only detailed information on the person, place, or object is known, the DC is 25, and the information gained is incomplete. If only rumors are known, the DC is 30, and the information gained is vague. |
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Moment of Prescience | ||
Divination | 1 standard action | SRD |
- | Beguiler 8, Competition 8, Destiny 8, Fate 8, Luck 8, Sor/Wiz 8, Time 7 | V, S |
1 hour/level or until discharged | Personal | 6 hours |
Target: You | ||
You gain insight bonus on single attack roll, check, or save. |
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This spell grants you a powerful sixth sense in relation to yourself. Once during the spells duration, you may choose to use its effect. This spell grants you an insight bonus equal to your caster level (maximum +25) on any single attack roll, opposed ability or skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack (even if flatfooted). Activating the effect doesn't take an action; you can even activate it on another characters turn if needed. You must choose to use the moment of prescience before you make the roll it is to modify. Once used, the spell ends. You can't have more than one moment of prescience active on you at the same time. |
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Foresight | ||
Divination | 1 standard action | SRD |
None or Will negates (harmless) - No or Yes (harmless) | Arc 9, Beguiler 9, Blg 9, Drd 9, Fate 9, Halfling 9, Hlr 9, Knowledge 9, Oracle 9, Seafolk 9, Sor/Wiz 9, Time 8 | V, S, M/DF |
10 min./level | Personal or touch | 1 hour |
Target: See text | ||
Sixth sense warns of impending danger. |
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This spell grants you a powerful sixth sense in relation to yourself or another. Once foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC. When another creature is the subject of the spell, you receive warnings about that creature. You must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay. The subject, however, does not gain the insight bonus to AC and Reflex saves. |