Fate Die
"Surrender Fate and put it on the line. Turn of my hand, Spirits of chance, impart destiny as I cast the die!"
A Fate Die spell conjures a pair of 6-sided die. The Fate Die is printed with whatever the Caster decides to represent the numbers 1 through 6. As part of the casting of this spell, the Caster rolls either one or both of the dice. The results of the dice determines the results, imparting good or bad luck upon the recepients.
Effect
A Fate Die spell provides bonuses or penalties, depending upon the results of the gamble. This spell acts Instantly and requires 1 Action to cast. The spell summons forth 2 Die that can be rolled at any time within 10 minutes of casting the spell. The Caster rolls one dice at a time and only applies the benefits to the themselves. The Caster must use the prior Dice bonus or penalty before using the second. Any Fate Die effect active by the spell's duration is removed. Rolling a Fate Die spell is a Free Action, which can be performed as part of the spell-casting.
As part of the spell, roll a 6- sided dice. If the results are even, the Caster gains a positive status. If the results are odd, then the Caster gains a negative status.
Negative Status (Odd)
If the result is 1,3, or 5, the Caster receives a - 1, -2, or -3 penalty, respectively, to the next Proficiency check or Attack roll. The target of the Caster's next spell gains a bonus to the Proficiency check to save equal to the penalty the Caster received. This is considered an Indirect Effect.
If the result is 1,3, or 5, the Caster receives a - 1, -2, or -3 penalty, respectively, to the next Proficiency check or Attack roll. The target of the Caster's next spell gains a bonus to the Proficiency check to save equal to the penalty the Caster received. This is considered an Indirect Effect.
Positive Status (Even)
If the result is 2, 4, or 6, the Caster receives a + 1, +2, or +3 bonus, respectively, to the next Proficiency check or Attack roll. The target of the Caster's next spell gains a penalty to their Proficiency check to save equal to the bonus the Caster received. This is considered an Indirect Effect.
If the result is 2, 4, or 6, the Caster receives a + 1, +2, or +3 bonus, respectively, to the next Proficiency check or Attack roll. The target of the Caster's next spell gains a penalty to their Proficiency check to save equal to the bonus the Caster received. This is considered an Indirect Effect.
This effect remains until the Caster makes their next Proficiency check, casts their next spell, or makes their next attack roll. Once the spell has granted its benefit, the spell effect ends, removing from the stack. The Caster can only have one "Fate Die" condition on either stack and can't use any other Fate Die until the effect has been removed.
Side/Secondary Effects
Unlike the primary effect, the Caster can roll 2 Die as part of this Spell, designating specifically which Die represents the Caster and which Die represents the secondary Subject. Rolling the Die in this manner is 1 Action. instead of 1 Free Action. Roll both Die at the same time and apply their conditions to the Caster first, then the Subject. Either the Caster or the Subject receive positive or negative stacks.
Manifestation
"The Caster hums, as a pair of green cubes seems to form at the back of the hand. Twisting, and with a deft flick of the wrist, the Caster holds the magic dice between his fingers, before releasing the dice. The Caster's eyes never left the pair of bouncing die as one bounds off the table. "Mulligan!", he panics! But, it is too late... Fate has been sealed!"
Source
Source (Realms)
Gestures & Ritual
Humming or Spoken. Turn of the hand. Cast the dice.
Related School
Domimancy
Effect Duration
10 Minutes (Until Cast/ Remove)
Effect Casting Time
1 Action
Range
Personal or Close 30ft.
Level
0- Cantrip
Applied Restriction
All Fate Die effects must be used before another Fate Die spell can be cast, by the Caster or another.
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