Choose a creature you know (other than yourself) from across any distance, and choose to prophesise either fortune, misfortune, or an entwined fate upon that creature. The spell fails if the chosen creature is not on the same plane of existence as you are.
Fortune. The creature ignores disadvantage on attack rolls and saving throws. In addition, whenever the creature makes an ability check or saving throw, it can treat a d20 roll of 5 or lower as a 6.
Misfortune. The chosen creature must make a Charisma saving throw, and on a failure it cannot benefit from advantage on attack rolls and ability checks. In addition, whenever the creature makes a Dexterity (Acrobatics), Wisdom, or Charisma check, the creature has disadvantage.
Entwined Fate. Choose a second creature that must also be on the same plane of existence as you. Both chosen creatures must make a Charisma saving throw, and, if both fail their saving throws, their fates are entwined. These creatures now have advantage on Intelligence (Investigation) and Wisdom (Perception and Survival) checks to do with researching/locating each other, and advantage on Wisdom (Insight) checks made against each other. In addition, the chosen creatures have advantage on death saving throws when they have not taken any form of damage from the other chosen creature within the last hour.
The chosen effect ends when you use this spell again, when a chosen creature dies, or when a wish is used to end it. A dispel magic spell can end the spell only if it's cast as a 9th-level spell. At the GM's option, you may choose an alternative prophecy, but it should be no more powerful than those described above. The GM has final say on such a prophecy's effect.
* - (A pinch of sand, and a diamond worth at least 1,500 gp)
I can just imagine casting this on a rogue; it's a nasty spell. For entwined fates, can an entwined creature leave the plane of existence without the other creature?
Yep, the intention is they only have to be on the same plane for the initial casting of the spell.
I love this spell! I know it's quite old, but I had a couple of notes on it:
I'd add a material component cost to this spell that is quite large, seeing as its effects are permanent and quite potent.
With the release of the new books, spells linked to the 2014 classes are not automatically added to their 2024 counterparts' spell list. Could you please create a new version of this that is tied to the Cleric and Wizard from the Core Rules?