Chance

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Chance is the most basic force and most powerful discipline in the universe. With this you control raw probability.

Powers Granted

Having an understanding of this primal force grants a spellcaster latent abilities. Simply put, they become unbelievably lucky, as they subconsciously manipulate chance.

At the beginning of every day, a character with any ranks in the Chance Discipline makes a Chance spellcasting check. The result determines how much their magic improves their luck over the course of the day.

CHART CHART CHART

Special Uses

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Use in Mixed Spells

No special use.

Counterspells

Chance counterspells in an interesting manner. Any discipline may be countered with Chance, but in an unorthodox manner. If the Knowledge (magic) check succeeds, they make their Chance check as normal. For every 5 points this check is over 20, the enemy spellcaster takes a -2 on their spell. Often this will push them below the DC, failing the spell. Even if this is not accomplished, they will most likely burn more capacity than they would like.

Chance spells may also counter each other as normal.

Example Spells

Luck; Chance; DC 21, Target gains a +1 on all rolls for 10 minutes.

Lucky Flesh; Chance; DC 24, All weapons deal the lowest roll possible to you. For example, a weapon dealing 1d6+2 will deal 3 damage every time, or 3d6+4 will deal 7.

One in a Million; Chance; DC 45, Target automatically succeeds on their next roll of a specified type (attack, save, skill check, etc.).