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Tempt FateFocus 4


UncommonDivinationClericFortune
Source Pathfinder Core Rulebook
Cast Reaction (somatic)
Range 120 feet
Target the triggering creature

Trigger You or an ally within range attempts a saving throw.


You twist the forces of fate to make a moment dire or uneventful, with no in-between.

The target gains a +1 status bonus to the triggering saving throw. If the saving throw's result is a success, it becomes a critical success. If it's a failure, it becomes a critical failure, and the critical failure can't be reduced by abilities that usually reduce critical failure, such as improved evasion.

If the triggering ability did not have both a critical success and critical failure condition, tempt fate fails, but you don't expend the Focus Point for Casting this Spell.

Spell Effect: Tempt Fate


Heightened (8th) The bonus on the saving throw is +2.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Divination

The divination school of magic typically involves obtaining or transferring information, or predicting events.

Cleric

This indicates abilities from the cleric class.

Fortune

A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.