Moment
Theoretically, every action has a particular
moment at which it will have its greatest possible
effect. Using the arcane mathematics of this spell,
the priest can determine the "ideal moment" for
any single action in each round that the spell is in
effect. This action must be performed by a character other than the priest.
In practice, another character informs the
priest of an action he wants to undertake in a
round. The priest concentrates on the action,
then informs the character when the "correct moment" has come. The character then gains a bonus of 20% (+4 on a d20) to the success of his
action. The spell can affect only a single action in
a given round. When used in combat, the priest
can advise the best moment to initiate an action
(affecting initiative) or what moment offers the
greatest success in striking (affecting the chance
to hit).
If the character seeks advice concerning initiative, he gains a -2 modifier to the initiative roll,
but only at the cost of -2 on his chance to hit.
Characters who seek the best attack frequently
delay their actions. These characters suffer a +1
on their initiative roll but gain a +4 on their
chance to hit. The spell cannot affect the amount
of damage caused, since the act (striking) has already succeeded at that point.
Characters are not obliged to wait for the moment specified by the priest. For example, a fighter might decide that striking first is more
important than gaining +4 to hit. The character
can act normally, based on his or her unmodified
initiative. The character gains no bonus from the
moment spell, and the priest can affect no other
action in that round.
Non-combat actions can also benefit from the
moment spell. For example, a thief planning to
climb a wall may wait to start her climb until the
priest informs her that the moment is right. If she
waits, she gains a bonus of 20% to her Climb
Walls roll (in this case, the bonus is subtracted
from her roll).
While concentrating on this spell, the priest
can take no other action. A break in the priest's
concentration — taking damage in combat, for
example — terminates the spell instantly.
The priest tosses the material component in his hand while
concentrating on the spell. The dice are not consumed in the casting.
[Tome of Magic]
Sphere: Numbers
(Divination)
Level: 2
(Divination)
Level: 2
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: 50-foot radius
Saving Throw: None
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: 50-foot radius
Saving Throw: None
a set of three silver dice
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