The Sphere of Fate includes spells that involve the manipulation of forces of fate and chance.
Focus: A coin, a crystal orb, hanging scales.
Range: Close
Rote Casting: 1 Action
Duration: 1 Scene
Target: 1 creature
You tilt the scales of luck slightly to protect a creature from disaster. Until the end of the scene, the target can choose to inflict Misfortune on a single ability that targets their Dodge, Endurance, Composure, Resolve or Willpower defence. Once it does this, the spell ends. This is a Fortune effect.
After a creature has been targeted with bit of luck, it becomes temporarily immune for the rest of the Scene.
Range: Close
Rote Casting: 1 Action
Duration: Instantaneous
Target: 1 creature
Defence: Willpower
There's always a chance a weapon will injure its wielder. You take that chance, no matter how improbable, and make it a reality. Make a Fate spell attack check against the target's Willpower defence. If you succeed, the target accidentally hits themselves with their currently wielded weapon, taking damage as if they just attacked themselves. If the target is wielding more than one weapon, they attack themselves with the weapon that deals the most damage. On a critical success, the target inflicts a critical hit against themselves.
Range: Self
Rote Casting: 1 Reaction
Duration: Instantaneous
If you fail against a spell or ability that inflicts a negative condition on you, you can use this spell to realign your thoughts with the emotionless strands of fate. Attempt a DC 10 Flat Check. If you succeed, you remove 1 negative condition currently affecting you.
Heightened: For every 1 level you heighten this spell by, increase the number of conditions you may make a check against by 1.
Range: Close
Rote Casting: 1 Action
Duration: 1 Round
Target: 1 creature
Defence: Willpower
The target is struck with misfortune, which throws it off balance. Make a Fate spell attack check against the target's Willpower defence:
Range: Self
Rote Casting: 1 Action
Duration: 1 Scene
You read slightly into the future and give fate a tiny push to achieve the result you desire. Once during the duration, when you would fail an attack roll, skill check, or saving throw and a +1 supernatural bonus would turn a critical failure into a failure, or failure into a success, you gain a +1 supernatural bonus to the check retroactively, changing the outcome appropriately. The spell then ends, and you are immune to this spell for the remainder of the Scene.
Range: Self
Rote Casting: 1 Action
Duration: 1 Scene
You read the strands of probability to compensate for deleterious effects. When you cast this spell, you gain 3 Quantum Ripples. Whenever a penalty is applied to you, you can use a reaction to use the Quantum Ripple to change the outcome of events slightly, reducing the penalty you receive by 1. You can apply as many Quantum Ripples to a single penalty as you wish, reducing a penalty to a minimum of 0. Quantum Ripples can only negate penalties, they cannot apply any bonuses to any rolls.
Heighten Spell: For every 2 levels you heighten this spell, you gain 3 additional Quantum Ripples.
Range: Close
Rote Casting: 1 Minute
Duration: Instantaneous
Target: 1 creature other than yourself
You attempt to learn more about the target's fate in the short term, usually within the next day for most creatures, or the next hour or less for someone likely to have multiple rapid experiences, such as someone actively adventuring.
You learn a single enigmatic word connected to the creature's fate in that time frame. Fate is notoriously inscrutable, and the word isn't necessarily meant to be taken at face value, so the meaning is often clear only in hindsight. The GM rolls a secret DC 6 flat check. If the creature's fate is too uncertain or on a failed flat check, the spell yields the word “inconclusive.” Either way, the creature is then temporarily immune to Read Fate until after your next Long Rest.
Range: Self
Rote Casting: 1 Action
Duration: 1 Scene
Some practitioners argue this spell literally washes your fortunes of all influences, malign or benign, while others claim it simply cleanses your mind of obsessions about luck and destiny. You adjust your garments, change the posture of your chair, fidget with a religious symbol, or make some other innocuous and personally significant action to wash away bad luck.
Once during the spell's duration, before rolling a check, you can cancel out a misfortune effect on that roll, as normal when a fortune and misfortune effect apply to the same roll. After cancelling out the misfortune effect, the spell ends, and you are then temporarily immune to wash your luck for the rest of the scene.
Range: Self
Rote Casting: 1 Minute
Duration: Instantaneous
You gain a vague glimpse of the future. During the casting of this spell, ask about the results of a particular course of action. The spell can predict results up to 30 minutes into the future and reveals the GM's best guess among the following outcomes:
Weal The results will be good.
Woe The results will be bad.
Weal and Woe The results will be a mix of good and bad.
Nothing There won't be particularly good or bad results.
The GM rolls a secret DC 6 flat check. On a failure, the result is always “nothing.” This makes it impossible to tell whether a “nothing” result is accurate. If anyone asks about the same topic as the first casting of augury during an additional casting, the GM uses the secret roll result from the first casting. If circumstances change, though, it's possible to get a different result.
Range: Self
Rote Casting: 1 Action
Duration: 1 Minute
You attune yourself to an underlying cosmic order of the world. While you remain in tune with this power, you gain a +1 supernatural bonus to all Defences and skill checks. If you critically fail any check while under the effects of this spell, the bonus ends and you instead have a –1 supernatural penalty to all checks for the remaining duration.
Heightened: For every 3 levels you heighten this spell, increase your bonus by +1 and your penalty by -1.
Range: Self
Rote Casting: 1 Minute
Duration: 1 Scene
You cast your mind out into the strands of fate, discerning a precise variable that might be useful in the immediate future. When you cast this spell, roll 1d20 and note the result. You then become immune to Lucky Number until you next take a long rest.
Any time during the remainder of the scene, when you roll the result of the dice roll on any skill check, you gain Fortune and can roll one additional d20, taking the better result.
Range: Self
Rote Casting: 1 Action
Duration: 1 Round
Area: Close-Range burst centred on you
You thrum with the hidden truths of the universe. Make a Fate spell attack check against the Willpower of all creatures in range. Creatures that you succeed against are Fascinated for the duration.
Range: Close
Rote Casting: 1 Reaction
Duration: Instantaneous
Targets: One creature your ally just failed an attack roll against
Defence: Armor
You take the potential damage that a missed blow would have inflicted on the target and manifest them. Make a basic Fate spell attack check against the target's Armor. If you succeed, this spell inflicts the same amount and type of damage the ally's attack would have dealt.
Range: Self
Rote Casting: 1 Reaction
Duration: Instantaneous
Your limited omniscience allows you to gain Fortune for a single saving throw, attack roll, or skill check. You can manifest this power instantly, quickly enough to gain its benefits in a clutch situation, even after you know the results of the initial dice roll.
Range: 4 Range
Rote Casting: 1 Reaction
Duration: Instantaneous
Target: 1 willing creature
You twist the forces of fate to make a moment dire or uneventful, with no in-between. The target gains a +1 supernatural bonus to the next skill check made against them. If that skill check succeeds even with your bonus, it becomes a critical success. If the check would fail, it becomes a critical failure.
Heightened: For every 1 level you heighten this spell, increase your bonus by +1.
Range: Touch
Rote Casting: 1 Action
Duration: 1 Scene
Target: 1 creature
The synchronicity spell subtly rearranges reality so that the subject isn’t inconvenienced by the minor delays in modern life.
For the subject of synchronicity, the traffic light is always green and there’s always a waiting elevator. On a city street, synchronicity ensures that a taxicab pulls up within 1 round of the subject standing on the curb. The subway trains always run on time for the subject of synchronicity, and waiters and clerks promptly arrive whenever they’re needed.
Though designed for convenience, the synchronicity spell offers advantages for a caster in harm’s way. The subject of synchronicity can run at full speed through even through a dense crowd, because people subconsciously move aside. The synchronicity spell also provides a +4 bonus to Defenses against Attacks of Opportunity for the duration, because even enemies have a tendency to stay out of the subject’s way.
Synchronicity is also useful during car chases. Because other cars naturally get out of the way and traffic lights always turn green, a driver with synchronicity gains a +8 inherent bonus on Drive checks in urban areas.