Pages

Sunday, September 5, 2021

Gorgon Crawl Classics: Foresight Spell

The titan Prometheus is the divine personification of Foresight. This gave him the knowledge to side with Zeus and the gods when they rose up against his fellow titans. Prometheus can grant his disciples an approximation of his foresight.

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.

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.

1

Last, failure, and patron taint.

2-11

Lost. Failure.

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.

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.

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.

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.

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.

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.

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.

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.