The mechanics of this spell were influenced by the Luck Word in Kevin Crawfords excellent Godbound rpg. I believe diviners in D&D 5th Ed do something similar as well.
Foresight (patron spell)
Level:
1 (Prometheus) |
Range:
Self |
Duration:
Varies |
Casting
Time: 1 Round |
Save:
None |
General |
Prometheus
grants the caster nebulous visions of possible futures. This allows the
player to roll dice ahead of time and use the results for future rolls. |
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Manifestation |
Roll 1d4: (1)
Prometheus whispers portents directly into the caster’s mind; (2) Warnings of
the future appear before the caster’s eyes, written in flaming script only
they can see; (3) Multiple timelines appear before the caster like strands of
quicksilver, which they pluck like lyre strings; (4) The caster splinters
their mind across fourteen-million six-hundred and five possible futures to
find the one where they succeed. |
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1 |
Last,
failure, and patron taint. |
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2-11 |
Lost.
Failure. |
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12-13 |
Roll 1d20 and
record the result. You can use this number in place of any attack, skill, or
saving throw roll you make before the end of the next round You must choose
to replace a roll before the roll is made. |
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14-17 |
Roll 1d20 and
record the results. You can use this number once in place of any attack,
skill, or saving throw roll made by you or an opponent you can see before the
end of the next round. You must choose to replace a roll before the roll is
made. These numbers are lost if this spell is cast again before they are
used. |
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18-19 |
Roll 2d20 and
record the results. You can use each of these numbers once in place of any
attack, skill, or saving throw rolls made by you or an opponent you can see
before the end of the next round. You must choose to replace a roll before
the roll is made. These numbers are lost if this spell is cast again before
they are used. |
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20-23 |
Roll 2d20 and
record the results. You can use each of these numbers once in place of any
attack, skill, or saving throw rolls made by you or an ally or opponent you
can see within the next 1d6+CL rounds. You must choose to replace a roll
before the roll is made. These numbers are lost if this spell is cast again
before they are used. |
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24-27 |
Roll 2d20 and
record the results. You can use each of these numbers once in place of any
attack, skill, or saving throw rolls made by you or an ally or opponent you
can see within the next turn. You must choose to replace a roll before the
roll is made. These numbers are lost if this spell is cast again before they
are used. |
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28-29 |
Roll 3d20 and
record the results. You can use each of these numbers once in place of any attack,
skill, or saving throw rolls made by you or an ally or opponent you can see
within the next turn. You must choose to replace a roll before the roll is
made. These numbers are lost if this spell is cast again before they are
used. |
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30-31 |
Roll 3d20 and
record the results. You can use each of these numbers once in place of any
attack, skill, or saving throw rolls made by you or an ally or opponent you
can see within the next CL turns. You must choose to replace a roll before
the roll is made. These numbers are lost if this spell is cast again before
they are used. |
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32+ |
Roll 4d20 and
record the results. You can use each of these numbers once in place of any
attack, skill, or saving throw rolls made by you or an ally or opponent you
can see within the next CL turns. You must choose to replace a roll before
the roll is made. These numbers are lost if this spell is cast again before
they are used. |