Achieve Goals (3.5e Spell)
From D&D Wiki
|This material is published under the OGL 1.0a.|
|Casting time:||1 standard action|
|Spell Resistance:||Yes (harmless)|
Holding up the powerful "The Sun" card, the mage whispers something to his companion, before watching as his companion moves dutifully into the east, to complete his assignment.
Grants target a +3 Luck Bonus to all rolls to achieve a tangible goal.
With this powerful incantation, the tarot mage is able to set herself, or one living creature, on a course of achieving a specified goal. The goal must be tangible and within the realm of reason. For example, to locate a valuable weapon or a priceless jewel would suffice, but greeting every orc or counting every blade of grass in the known world would not. In the end, the GM must approve of the goal before the mage can attempt to cast the card. Once cast, the target of the spell receives a +3 luck bonus to all attack rolls, ability checks, saving throws, and skill rolls that further the achievement of the goal. If the target of the spell does not actively pursue the goal for a full day, the spell wears off. If the target is imprisoned and attempts to escape, this counts as pursuing the goal; however, if imprisoned and no attempt to escape is made, it negates the spell. Side adventures and idle wandering also disrupt the spell.
In any event, the effects of the spell will wear off after 1 month per level of the caster.
This spell can only be cast using XIX - The Sun as a focus.
Back to Main Page → 3.5e Homebrew → Complex Special Ability Components → Spells → Tarot Mage