Gather ’round, you lot, and listen well, for I’m about to spin a tale of ancient magics that tinker with the fickle hand of fate itself. Luck magic, as old as the stones under yer feet and twice as unpredictable. In my many centuries of life—yes, centuries, don’t give me that look—I’ve delved into tomes and grimoires that’d make a lesser mage wet his robes.
First, understand this: luck magic ain’t for the faint-hearted. This ain’t the sort of spellwork you dabble in on a whim. No, it demands respect, a keen mind, and a heart as stout as a dwarven shield. The ancients who crafted these spells were cunning, weaving their magic with such finesse that it’d seem like mere coincidence to the untrained eye. But those of us with the sight, we know better. We see the threads of fate being tugged and twisted.
The most renowned among these ancient spells is the “Fortuna’s Blessing,” a charm that can turn a pauper into a prince overnight. The runes required are complex, often inscribed in blood—preferably not yer own, mind ye. I’ve seen it work wonders, aye, but I’ve also seen it backfire spectacularly. A friend of mine, a foolish gnome with more curiosity than sense, tried his hand at it. He ended up with a curse instead, attracting misfortune like a moth to a flame. Poor sod couldn’t catch a break for years.
Now, for those who fancy themselves as moral arbiters, there’s “The Balancer’s Gambit.” This piece of ancient trickery doesn’t grant luck but redistributes it. Imagine a room full of gamblers; one wins big while the others lose their shirts. The spell shifts the odds, giving the underdogs a fighting chance. It’s a favorite among those with a twisted sense of justice, or those who simply enjoy watching chaos unfold. I’ve used it once, in a tavern brawl to level the playing field. Worked like a charm, if I do say so myself.
But beware the darker side of luck magic—the curses. Oh, they’re as potent as they are cruel. “Misfortune’s Grasp” can bind to a soul, dragging them down into a pit of despair. The runes for this curse are etched in shadow, requiring a night with no moon and a heart full of malice. I’ve cast it but once, on a brigand who crossed me. The screams still echo in my mind, a reminder of the spell’s potency and my own wrath.
In my travels, I’ve gathered relics imbued with luck magic. Talismans and amulets, each with its own tale. The “Coin of the Gambler” is one such relic—a simple gold coin that can turn the tide in games of chance. But it’s a double-edged sword, bringing misfortune if one grows too greedy. I keep it as a reminder of the balance one must maintain when dealing with luck.
Luck magic, ancient and powerful, is a testament to the ingenuity and folly of those who wield it. It’s a path fraught with peril and promise, demanding respect and caution. So, if ye ever find yerself with a rune in hand and the desire to twist fate, remember the tales of old Thadeus, the angry dwarf who’s seen it all. Tread carefully, or you might just find yerself on the wrong side of fortune’s fickle favor.
Fortuna’s Blessing (5e)
Level: 5th
School: Enchantment
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a rare gem worth at least 1,000 gp, crushed)
Duration: 24 hours
Classes: Wizard, Sorcerer, Warlock
Effect: The target gains extraordinary luck for the duration. They gain advantage on all ability checks, saving throws, and attack rolls. However, there is a 5% chance each time they roll a d20 that their luck backfires, causing disadvantage on the roll instead.
The Balancer’s Gambit
Level: 4th
School: Transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a balanced scale)
Duration: Concentration, up to 1 minute
Classes: Wizard, Sorcerer, Warlock
Effect: You can alter the luck of up to 6 creatures of your choice within range. Each creature must succeed on a Charisma saving throw or have their luck balanced. For the duration, any creature affected by the spell has its luck redistributed: those with high luck become unlucky and vice versa. They either gain advantage or disadvantage on rolls, opposite of their typical fortune.
Misfortune’s Grasp
Level: 6th
School: Necromancy
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a black feather and a drop of nightshade oil)
Duration: Permanent (until dispelled)
Classes: Wizard, Sorcerer, Warlock
Effect: You place a curse of misfortune on a creature you touch. The creature must succeed on a Wisdom saving throw or be cursed. While cursed, the creature suffers disadvantage on all ability checks, saving throws, and attack rolls. Additionally, once per day, the DM can force the creature to reroll any successful roll, taking the lower result.
Coin of the Gambler
Wondrous Item (rare), requires attunement
Effect: While carrying this coin, you can choose to flip it before making an ability check, attack roll, or saving throw. On a heads (1-50), you gain advantage on the roll. On a tails (51-100), you gain disadvantage. Once used, this effect cannot be used again until the next dawn. However, if the coin is used more than once per day, the user must make a DC 15 Charisma saving throw or suffer a permanent curse of misfortune (as per Misfortune’s Grasp).
Fortuna’s Blessing (SWADE)
Power Points: 10
Range: Touch
Duration: 24 hours
Trappings: Arcane runes and rare gem dust
Effect: The target gains a +2 bonus to all Trait rolls (including attack rolls, damage rolls, and skill checks) for the duration. However, there is a 1 on a d20 chance each time they roll that their luck backfires, causing a -2 penalty to the roll instead.
The Balancer’s Gambit
Power Points: 6
Range: Smarts
Duration: 3 (1/round)
Trappings: A balanced scale
Effect: Affect up to 6 targets in range. Each target must make a Spirit roll opposed by your Arcane Skill roll. On a failure, their luck is balanced for the duration. They either gain a +2 bonus or a -2 penalty to all rolls, opposite of their typical fortune.
Misfortune’s Grasp
Power Points: 12
Range: Touch
Duration: Permanent (until dispelled)
Trappings: Black feather and nightshade oil
Effect: The target must make a Spirit roll opposed by your Arcane Skill roll. On a failure, they are cursed. While cursed, they suffer a -2 penalty to all Trait rolls and the GM can force them to reroll any successful roll once per session, taking the lower result.
Coin of the Gambler
Magic Item
Effect: While carrying this coin, you can choose to flip it before making any Trait roll. On a heads (1-50), you gain a +2 bonus to the roll. On a tails (51-100), you suffer a -2 penalty. This effect can be used once per session. If used more than once, the user must make a Spirit roll (DC 4) or suffer a permanent -2 penalty to all Trait rolls (similar to Misfortune’s Grasp).