Level
1st
Casting Time
1 Action Ritual
Range/Area
15 ft.
Components
V, S, M *
Duration
Until Dispelled or Triggered
School
Divination
Attack/Save
CHA Save
Damage/Effect
Buff (...)

You read the flow of the weave surrounding one humanoid (excluding you) that you can see within range and may read their fortune. The target must make a Charisma saving throw. The target can willingly fail the save. On a failed save, the creature's fate is set and they receive their fated outcome. You know whether each creature succeeds or fails on its saving throw. If  the target's saving throw is successful or the effect ends for it, the target gains advantage against the spell for the next 24 hours. Roll d100 and consult the Tarot Card table. The number rolled on that die determines the outcome, as shown below. A creature can be affected by only one use of this spell at a time.

 

D100 CARD Fated Outcome
1-2 The Fool When triggered, the target can add 1d6 to its next initiative roll.
3-4 The Fool (Reversed) When triggered, the target subtracts 1d6 from its next initiative roll.
4-5 The Magician When triggered, the target can add 1d6 to its next spell attack roll.
5-6 The Magician (Reversed) When triggered, the target subtracts 1d6 from its next spell attack roll. 
7-8 The High Priestess  When triggered, the target can add 1d6 to the next healing spell that affects it.
9-10 The High Priestess (Reversed)  When triggered, the target subtracts 1d6 from the next healing spell that effects it.
11-12 The Empress  When triggered, the target can add 1d6 to its next Charisma (Performance) check.
13-14 The Empress (Reversed)  When triggered, the target subtracts 1d6 from its next Charisma (Performance) check.
15-16 The Emperor    When triggered, the target can add 1d6 to its next Charisma (Persuasion) check.
17-18 The Emperor (Reversed)  When triggered, the target subtracts 1d6 from its next Charisma (Persuasion) check.
19-20 The Hierophant  When triggered, the target can add 1d6 to its next Wisdom (Perception) check.
21-22 The Hierophant (Reversed)  When triggered, the target subtracts 1d6 from its next Wisdom (Perception) check.
23-24 The Lovers  When triggered, the target can add 1d6 to its next spell saving throw.
25-26 The Lovers (Reversed)  When triggered, the target subtracts 1d6 from its next spell saving throw.
27-28 The Chariot  When triggered, the target can add 1d6 to its next Wisdom saving throw.
29-30 The Chariot (Reversed)  When triggered, the target subtracts 1d6 from its next Wisdom saving throw.
31-32 Strength  When triggered, the target can add 1d6 to its next Strength saving throw.
33-34 Strength (Reversed)  When triggered, the target subtracts 1d6 from its next Strength saving throw.
35-36 The Hermit  When triggered, the target can add 1d6 to its next Wisdom (Survival) check.
37-38 The Hermit (Reversed)  When triggered, the target subtracts 1d6 from its next Wisdom (Survival) check.
39-40 Wheel of Fortune When triggered, the target can add 1d6 to its next ability check.
41-42 Wheel of Fortune (Reversed)  When triggered, the target subtracts 1d6 from its next ability check.
43-44 Justice When triggered, the target can add 1d6 to its next Wisdom (Insight) check.
45-46 Justice (Reversed) When triggered, the target subtracts 1d6 from its next Wisdom (Insight) check.
47-48 The Hanged Man  When triggered, the target can add 1d6 to its next Dexterity (Sleight of Hand) check.
49-50 The Hanged Man (Reversed)  When triggered, the target subtracts 1d6 from its next Dexterity (Sleight of Hand) check.
51-52 Death  When triggered, the target can add 1d6 to its next death saving throw.
53-54 Death (Reversed)  When triggered, the target subtracts 1d6 from its next death saving throw.
55-56 Temperance  When triggered, the target can add 1d6 to its next Wisdom (Medicine) check.
57-58 Temperance (Reversed)    When triggered, the target subtracts 1d6 from its next Wisdom (Medicine) check.
59-60 The Devil   When triggered, the target can add 1d6 to its next Charisma (Deception) check.
61-62 The Devil (Reversed) When triggered, the target subtracts 1d6 from its next Charisma (Deception) check.
63-64 The Tower  When triggered, the target can add 1d6 to its next Constitution saving throw.
65-66 The Tower (Reversed)  When triggered, the target subtracts 1d6 from its next Constitution saving throw.
67-68 The Star    When triggered, the target can add 1d6 to its next spell damage roll.
69-70  The Star (Reversed)  When triggered, the target subtracts 1d6 from its next spell damage roll.
71-72 The Moon  When triggered, the target can add 1d6 to its next Intelligence (Arcana) check.
73-74 The Moon (Reversed)   When triggered, the target subtracts 1d6 from its next Intelligence (Arcana) check..
75-76 The Sun  When triggered, the target can add 1d6 to its next Intelligence (Religion) check.
77-78  The Sun (Reversed)  When triggered, the target subtracts 1d6 from its next Intelligence (Religion) check.
79-80 The Judgement  When triggered, the target can add 1d6 to its next saving throw.
81-82  The Judgement (Reversed)  When triggered, the target subtracts 1d6 from its next saving throw.
83-84 The World  When triggered, the target can add 1d6 to its next ability check, and saving throw.
85-86  The World (Reversed)  When triggered, the target subtracts 1d6 from its next ability check and saving throw.
Reroll 87-100 - - 

 

* - (a full set of tarot cards)

Previous Versions

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6/29/2022 10:19:04 PM
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Spell Tags: Buff Debuff Utility

Available For: Warlock (Legacy) Bard (Legacy) - College of Spirits (Legacy) Cleric (Legacy) - Knowledge Domain (Legacy) Cleric (Legacy) - Grave Domain (Legacy) Druid (Legacy) - Circle of Stars (Legacy) Sorcerer (Legacy) - Divine Soul Wizard (Legacy) - School of Divination (Legacy)

SirDorian

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