Sunday, January 2, 2011

Campaign Design - Spells: Kalma's Luck

Kalma's Luck (from Relics & Rituals; originally Enkili's Luck)
Transmutation [Chaotic]

Level: Chaos 2, Cleric/Favored Soul 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One creature
Duration: One action (see text)
Saving Throw: Will negates
Spell Resistance: Yes

The first important action the target attempts after the spell affects him is treated as if the player or DM rolled a natural 1. Kalma's luck won't affect an attempt to juggle balls out of boredom, but it will affect an attempt to juggle balls when the subject must impress a king or be executed. The spell always affects attack rolls if the subject is in real combat (not practice sessions). Note that the spell's effect only applies to actions the target of the spell initiates, so die rolls for saving throws, initiative rolls, or other reactionary or passive rolls are not affected, nor do they "use up" the spell's effect.

Material components: A shard from a broken mirror and a tuft of fur from a black cat.

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