Cleromancy

Divination
Level: Artificer * 2, Cleric */Oracle * 2, Druid * 3, Hunter * 3, Inquisitor * 3, Sorcerer */Wizard * 3
Components: V, S, F/DF (a set of 64 chicken bones)
Casting Time: 1 Full-Round Action
Range: personal
Target: you
Duration: 1 round/caster level
Saving Throw: None
Spell Resistance: no
  Cleromancy involves casting bones and interpreting the results. Those able to arrive at the proper interpretation are granted knowledge of coming events. Roll 1d4 per Caster Level. Group the dice by like results, and choose one of the groups. For the duration of cleromancy, you can apply a Luck Bonus equal to the result of the selected dice to any d20 roll.
  You can apply this bonus to a number of rolls equal to the number of dice in the group. If cleromancy expires before you are able to allocate the total number of allotted bonuses, the remaining bonuses are lost.