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EveODestruction
2017-05-20, 06:04 AM
Unearthed Arcana introduced the ‘Domain’ Wizard variant class, and noted that “At the DM’s discretion, the player might create an alternatively themed domain” instead of the Arcane Domains presented with the variant.

I’m trying to create an Arcane Domain themed around luck, and looked at the Divine Luck Domain for some of my inspiration, but was rather disappointed; almost none of the spells listed have much to do with luck at all!

So I have compiled a collection of spells that DO relate explicitly to “luck”. At higher levels these are almost non-existent, but at the lower levels there is a plethora of choices - so many, in fact, that I am having a hard time deciding which ones would be best.

I’m posting here in hope of optimising my selections. Below I have listed all the ‘Luck’ spells I have found. Please choose one from each level.

1st level:
- Divine Favor
- Entropic Shield
- Fleeting Fortune
- Improvisation
- Twilight Luck
- Lucky Streak

Divine Favor
(Player's Handbook v.3.5, p. 224) Evocation
Casting Time: 1 standard action
Range: Personal
Duration: 1 minute
+1 luck bonus on attack and weapon damage rolls for every three caster levels (maximum +3).

Entropic Shield
(Player's Handbook v.3.5, p. 227) Abjuration
Casting Time: 1 standard action
Range: Personal
Duration: 1 minute/level (D).
Incoming arrows, rays, and other ranged attacks have a 20% miss chance.

Fleeting Fortune
(Champions of Valor) Transmutation
Casting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round or until discharged
+5 luck bonus on a single skill check.

Improvisation
(Spell Compendium, p. 121) Transmutation
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Gain a floating "pool" of CL*2 luck bonus points you can use to improve attack rolls, skill checks, and ability checks, although no single check can receive a bonus greater than one-half your caster level.

Twilight Luck
(Book of Exalted Deeds) Abjuration [Good]
Casting Time: 1 standard action
Range: Touch
Target: One non-evil creature touched
Duration: 1 minute/level
The target gains a +1 luck bonus on all saving throws for the duration of the spell. Abstinence: The caster must refrain from imbibing alcohol for 3 days prior to casting this spell.

Lucky Streak
(Complete Scoundrel) Transmutation
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 minute/level (D)
A reroll the subject makes using a luck feat gains a +2 luck bonus.


2nd level:
- Aid
- Benediction
- Curse of the Gypsies
- Execration
- Favor of Tymora
- Good Luck
- Insight of Good Fortune
- Lucky Blade
- Masochism
- Nature’s Favor
- Sadism
- True Prayer of the Faithful

Aid
(Player's Handbook v.3.5, p. 196) Enchantment (Compulsion) [Mind-Affecting]
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 min./level
Grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (maximum of 1d8+10)

Benediction
(Complete Champion) Abjuration
Casting Time: 1 full round
Range: Touch
Target: Creature touched
Duration: 10 minutes/level or until discharged
+2 luck bonus on all saving throws. If the subject is also under another effect that grants saving throw bonuses, the effects stack. In addition, at any point before the duration expires, the subject can choose to reroll a single attack roll, saving throw, skill check, or ability check after seeing the result of the initial roll, but before finding out whether it succeeds or fails. The higher of the two rolls applies. Once this option is exercised, the spell ends immediately. Unlike most touch spells, benediction cannot be used on yourself.

Curse of the Gypsies
[Dragon #348 (pg 75)] Necromancy
Casting Time: 1 standard action
Range: Close (25 + 5 ft / 2 levels)
Target: One creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
Choose one of the following effects:
• Bad Luck: Whenever the target rolls a natural 20 on any roll that requires a 20-sided die, he must reroll, accepting the second result. If the second roll is a natural 20, he keeps that result.
• Mark of the Gypsies: A permanent arcane mark appears upon the forehead of the creature. The mark is invisible to all but members of your group or family (no more than a hundred people). Anyone that can see the mark immediately recognizes the creature is cursed and shunned by your people. Typically, this elicits an attitude two steps lower than an NPC’s normal bearing (PHB, pg 72) and might provoke open hostility. Detect magic or true seeing can also reveal this mark, but those who are not a part of your people, must make a DC 20 Knowledge (Arcana) check to discern its meaning. Spells like erase cannot remove this mark.
• Unnatural Aura: Animals, whether wild or domesticated, can sense the unnatural presence of the target at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so and remain panicked as long as they stay within that area.
The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.

Execration
[Complete Champion] Necromancy
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: 10 minutes / level or until discharged
Saving Throw: Will negates
Spell Resistance: Yes
-2 luck penalty on all saving throws. At any point before the spell's duration expires, you can force the subject to reroll a single attack roll, saving throw, skill check, or ability check as an immediate action. You can require this action either before or after the subject rolls, but you must have line of sight to the subject at the time. The lower of the two rolls applies. Once this option is exercised, the spell ends immediately.

Favor of Tymora
(Champions of Valor) Abjuration
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/3 levels
+2 luck bonus to AC.

Good Luck
[Villain Design Handbook (pg 106)] Evocation
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round / level
Roll twice for any action that requires a die roll and take the best result. The reverse of the spell forces the target creature to roll twice for an action requiring a die roll and take the worst result. In this case, the caster determines which action within the spell duration will be affected.

Insight of Good Fortune
(Player's Handbook II) Divination
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 minute/level or until discharged
Once during the spell's duration, when he makes an attack roll, skill check, saving throw, or ability check, roll twice and take the better result.

Lucky Blade
(Magic of Eberron, p. 98) Abjuration
Casting Time: 1 minute
Range: Touch
Target: Weapon touched
Duration: 10 minutes/level or until discharged
Reroll an attack roll (or of the roll to confirm a critical threat)

Masochism
(Book of Vile Darkness) Enchantment [Evil]
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 1 round/level
For every 10 points of damage the caster takes in a given round, he gains a +1 luck bonus on attack rolls, saving throws, and skill checks made in the following round.

Nature's Favor
(Complete Adventurer) Evocation
Casting Time: 1 standard action
Range: Touch
Target: Animal touched
Duration: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
+1 luck bonus on attack and damage rolls for every three caster levels you possess, to a maximum bonus of +5. There are at least three versions of this spell, with slight variations; Spell Compendium lists the casting time as 1 swift action, while Complete Divine gives the duration as 1 minute/level, but limits the bonus to +3.

Sadism
(Book of Vile Darkness)Enchantment [Evil]
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 1 round/level
For every 10 points of damage the caster deals in a given round while under the effect of this spell, she gains a +1 luck bonus on attack rolls, saving throws, and skill checks in the next round.

True Prayer of the Faithful
(Tome of Magic) Transmutation
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One or more creatures, no two of which are more than 30 ft. apart; number of targets depends on results of Truespeak check.
Duration: 1 round/level (one additional round if targets Truenames used)
+1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks.


3rd level:
- Anti Dragon Aura
- Dance of the Ferret
- Evil Eye
- Lucky Cape
- Prayer
- Protection from Energy
- Unluck

Antidragon Aura
(Spell Compendium, p. 14) Abjuration
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels
Target: One creature/ 2 levels, no two of which are more than 30 ft. apart
Duration: 1 minute/level
+2 luck bonus to Armor Class and on saving throws against the attacks, spells, and special attacks (extraordinary, supernatural, and spell-like) of dragons. This bonus increases by 1 for every four caster levels above 5th (to +3 at 9th, +4 at 13th, and a maximum of +5 at 17th).

Dance of the Ferret
[Stealth and Style (pg 97)] Transmutation
Casting Time: 1 standard action
Range: Touch
Target: Dancer
Duration: Dancing +2 rounds
Saving Throw: None
Spell Resistance: Yes
Base movement increases by 10. In addition, the dancer gains a +2 enhancement bonus to armor class, initiative, and Reflex saving throws, as well as a +2 luck bonus to climb, jump, and tumble skill checks.

Evil Eye
(Book of Vile Darkness) Enchantment [Evil]
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous (see text)
Saving Throw: Will negates
Spell Resistance: Yes
-4 luck penalty on all attack rolls, saves, and checks. The spell ends at the next sunrise, when dismissed, when a remove curse is cast on the subject, or when the caster takes at least 1 point of damage from the subject.

Lucky Cape
(Magic of Eberron, p. 98) Abjuration
Casting Time: 1 minute
Range: Touch
Target: Cloak or cape touched
Duration: 10 minutes/level or until discharged
Reroll one saving throw.

Prayer
(Player's Handbook v.3.5, p. 264) Enchantment (Compulsion) [Mind-Affecting]
Casting Time: 1 standard action
Range: 40 ft.
Area: All allies and foes within a 40-ft.-radius burst centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
You and your each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.

Protection from Energy
(Player's Handbook v.3.5, p. 266) Abjuration
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level or until discharged
Grants immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points), it is discharged.

Unluck
(Spell Compendium, p. 227) Divination
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Whenever the affected creature undertakes an action involving random chance (specifically, whenever any die roll is made for the creature, including attack rolls, damage rolls, and saving throws), two separate rolls are made and the worse result applied.


4th level:
- Curse Contagion
- Freedom of Movement
- Ilyykur’s Mantle
- Recitation
- Ruin Delver’s Fortune

Curse Contagion
[Divine Masters (pg 225), Player’s Guide to the Sovereign Lands (pg223)] Transmutation
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft / level)
Effect: 20ft-radius sphere
Duration: 1 minute / level
Saving Throw: No
Spell Resistance: Yes
-4 luck penalty to all attacks for one round. After the initial round, curse contagion affects a different target of your choice within the original area of effect, changing targets on your initiative each round (choosing a new target is a free action) and continuing to do so for the duration of the spell. If no creatures are in the spell’s area of effect on your initiative of any round, the spell ends. If you do not choose a target, the curse randomly selects a new target at the beginning of each round.

Freedom of Movement
(Player's Handbook v.3.5, p. 233) Abjuration
Casting Time: 1 standard action
Range: Personal or touch
Target: You or creature touched
Duration: 10 min./level
This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin. The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing.

Ilyykur's Mantle
(Unapproachable East) Abjuration
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
You gain a luck bonus of +1 per 3 caster levels (maximum +5) on saving throws against spells and spell-like abilities, and you gain electricity resistance 10.

Recitation
[Complete Divine, Defenders of the Faith, Spell Compendium, Unapproachable East]
Conjuration (Creation)
Casting Time: 1 standard action
Range: 60 feet
Area: All allies within a 60ft-radius burst centered on you
Duration: 1 round / level
Your allies gain a +2 luck bonus to AC, on attack rolls, and on saving throws, or a +3 luck bonus if they worship the same deity as you.

Ruin Delver's Fortune
(Spell Compendium, p. 178) Transmutation
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1d4 rounds
Choose from one of the following effects.
• Gain a luck bonus on Fortitude saving throws equal to your Charisma modifier, and immunity to poison.
• Gain a luck bonus on Reflex saving throws equal to your Charisma modifier, and the evasion ability.
• Gain a luck bonus on Will saving throws equal to your Charisma modifier, and immunity to fear effects.
• Gain temporary hit points equal to 4d8 + your Cha modifier. These hit points vanish at the end of the spell's duration.
You can cast this spell multiple times. Each time you do, choose a different benefit.


5th level:
- Bad Kharma
- Bewildering Mischance
- Break Enchantment
- Nightstalker’s Transformation
- Stalwart Pact
- Surge of Fortune
- Sword of Deception

Bad Kharma
[Rokugan Campaign Setting (pg96)] Necromancy [Air]
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft / level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
The target is considered to automatically roll a “1” on the next skill check, saving throw, initiative roll, or attack roll he makes.

Bewildering Mischance
(Complete Champion) Enchantment (Compulsion) [Mind-Affecting]
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
The subject must roll each saving throw, attack roll, and skill check twice, keeping the lower of the two rolls.

Break Enchantment
(Player's Handbook v.3.5, p. 207) Abjuration
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to one creature per level, all within 30 ft. of each other
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect, such as flesh to stone. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is 25. If the spell is one that cannot be dispelled by dispel magic, break enchantment works only if that spell is 5th level or lower. If the effect comes from some permanent magic item, such as a cursed sword, break enchantment does not remove the curse from the item, but it does frees the victim from the item's effects

Nightstalker's Transformation
(Spell Compendium, p. 148) Transmutation
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
+4 enhancement bonus to Dexterity, a +3 luck bonus to Armor Class, a +5 luck bonus on Reflex saving throws, a +5 competence bonus on Spot, Listen, Hide, and Move Silently checks, and proficiency with all simple weapons plus the hand crossbow, rapier, sap, shortbow, and short sword. You also gain the Weapon Finesse feat and the evasion ability (PH 50). You deal an extra 3d6 points of damage whenever you attack an opponent that you flank or an opponent denied its Dexterity bonus to Armor Class. This extra damage works like the rogue's sneak attack ability. You lose your spellcasting ability for the duration of the spell, including your ability to use spell trigger or spell completion magic items, just as if the spells were no longer on your class list.

Stalwart Pact
(Spell Compendium, p. 204) Evocation
Casting Time: 10 minutes
Range: Touch
Target: Willing living creature touched
Duration: Permanent until triggered, then 1 round/level
Once this spell is cast, it remains dormant until the subject is reduced to half or less of its full normal hit points. Once the subject has taken enough damage to reduce it to half or lower hit points, it immediately gains 5 temporary hit points per two caster levels (maximum 35), damage reduction 5/magic, and a +2 luck bonus on saving throws.

Surge of Fortune
(Complete Champion) Transmutation
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level or until discharged
+2 luck bonus on attack rolls and damage rolls, saving throws, skill checks, ability checks, and spell penetration checks, as well as to Armor Class. At any point before the spell expires, you can channel some of its remaining power into a single instant of perfect fortune as an immediate action. The result of the next attack roll, saving throw, skill check, ability check, or spell penetration check you attempt is treated as a natural 20, as long as it occurs within 1 round of the time you invoked this power (If you use it for an attack roll, you must still roll to confirm the critical hit normally). Using this option instantly ends the spell.

Sword of Deception
(Oriental Adventures) Evocation
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Pale green blade of force
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
A blade made of pale green force appears and attacks opponents at a distance, as you direct it.
It strikes the opponent you designate, starting with one attack in the round when the spell is cast and continuing each round thereafter. It strikes as a spell, not a weapon, so, for example, it can strike incorporeal creatures. The blade attacks with the base attack bonus of a fighter whose level is equal to your caster level, and it deals 1d4 points of damage per hit. It threatens a critical hit on a 19-20 and deals double damage with a critical hit. In addition, each hit on a single creature inflicts a -1 luck penalty on that creature's next saving throw roll (-2 with a critical hit). Successive hits increase this penalty, to a maximum of -5 on a single creature. This saving throw penalty lasts until the creature is forced to make a saving throw in a dangerous situation. Remove curse and similar spells can cancel the penalty. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats (such as Weapon Focus) or combat actions (such as charge) do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers. Each round after the first, you can use a standard action to switch the weapon to a new target. If you do not, the weapon continues to attack the previous round's target. On any round that the weapon switches targets, it gets one attack (as it does in the round when the spell is cast). Subsequent rounds of attacking the same target allow the weapon to make multiple attacks if its base attack bonus would allow it to.
The sword of deception cannot be attacked or damaged. If an attacked creature has spell resistance, the resistance is checked the first time the sword of deception strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.


6th level:
- Dance of Protection
- Gambler’s Luck
- Mislead

Dance of Protection
[Stealth and Style (pg 96)] Abjuration
Casting Time: 1 minute
Range: 30ft-radius
Target: Dancer’s allies
Duration: Dancing +2 rounds
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Basiran dancers can protect their comrades in times of dire need by performing this dance. The dance not only protects all his allies with the equivalent of a sanctuary spell, the spell also grants a +2 luck bonus to saving throws and armor class. The protection moves with the dancer, so allies must keep up. If an ally attacks an enemy, the spell is no longer in effect for that character and that character alone. If the dancer attacks someone, the spell ends immediately, ignoring the two rounds that are supposed to be added on to the spell's duration after the dancing stops.

Gambler’s Luck
[Divine Masters (pg 231)] Divination
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft / level)
Target: One creature
Duration: 1 round / level
When you cast this spell, you positively influence the randomness of fortune for the target. Whenever the affected creature undertakes an action involving random chance (specifically, whenever any die roll is made for the creature, including attack rolls, damage rolls, and saving throws), three separate rolls are made and the best result applied.

Mislead
(Player's Handbook v.3.5, p. 255) Illusion (Figment and Glamer)
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: You/one illusory double
Duration: 1 round/level (D) and concentration + 3 rounds; see text
You become invisible (as improved invisibility, a glamer), and at the same time, an illusory double of you (as major image, a figment) appears. You are then free to go elsewhere while your double moves away. The double appears within range but thereafter moves as you direct it (which requires concentration beginning on the first round after the casting).You can make the figment appear superimposed perfectly over your own body so that observers don't notice an image appearing and you turning invisible. You and the figment can then move in different directions. The double moves at your speed and can talk and gesture as if it were real, but it cannot attack or cast spells, though it can pretend to do so. The illusory double lasts as long as you concentrate upon it, plus 3 additional rounds. After you cease concentration, the illusory double continues to carry out the same activity (for instance, fleeing down a hallway) until the duration expires. The improved invisibility lasts for 1 round per level, regardless of concentration.

Thanks,

Eve.

Gildedragon
2017-05-20, 01:57 PM
0- (arcane domains get a cantrip)
Cheat (a level earlier than normal)
1-
Improvisation
2-
Insight of Good Fortune
3-
Favor of Tymora
4-
Prayer
5-
Surge of Fortune
6-
Stalwart Pact
7-
Revivify? Resurrection?
8-

9-
Miracle

Southern Cross
2017-05-20, 11:58 PM
Actually, is it a "Good Luck" domain, which buffs the caster and any allies, or a "Bad Luck" domain that makes the caster's enemies unlucky? You've given enough examples that it could be either.

EveODestruction
2017-05-21, 07:46 AM
@Southern Cross: Isn't bestowing bad luck upon ones enemies and granting good luck to your allies effectively the same thing?

@Gildedragon: I knew about the 0-level, but having only found one that seemed to fit the theme (Jurojin’s Balm), polling for it was pointless. Your suggestion is good, though, and I appreciate it. I was aware of 'Cheat' but discounted it as being too situational and weak for it's level; as a cantrip it is decent. I will, most likely, keep Miracle as the capstone, along with the Divine Luck Domain's 7th and 8th-level spells in those slots (there don't really seem to be any particularly 'lucky' spells at those levels).

noob
2017-05-21, 08:02 AM
@Southern Cross: Isn't bestowing bad luck upon ones enemies and granting good luck to your allies effectively the same thing?

It is not similar: often you do not have opponents at this moment then bestowing luck on allies is better.(for example rocks are falling on your and your allies since the GM do not counts as a valid target for unluck spells it is better in that case to make your allies be lucky)

EveODestruction
2017-05-22, 06:06 AM
You have a good point there, noob.

I didn't want to be overly specific, and thereby put together an all-purpose list, but if it helps...

The character is a Half-Nymph 'Spark' Human, currently 1st-level gestalt Wizard//Scout, who will be adventuring solo. If there were any AoE debuffs on this list, they would likely be a high priority, but sadly that is not the case. As a solo adventurer, buffing allies is not so important, although conjuring some up is a distinct possibility.

My shortlist presently is:
0 - Jurojin’s Balm
1 - Improvisation
2 - Aid
3 - Prayer
4 - Freedom of Movement
5 - Bewildering Mischance
6 - Gambler's Luck
7 - Spell Turning
8 - Moment of Prescience
9 - Miracle.

But I'm open to any suggestions :)

noob
2017-05-22, 06:20 AM
This list have a whole lot of nice stuff.
It looks like the kind of list someone would make to abuse even more a shadowcraft wizard(hint: it adds miracle to your spell list making it easier to duplicate it: you do not have to take a feat for that)
But if the GM allows that or if you are the GM then it is valid.

Bohandas
2017-05-26, 01:12 AM
Either Unluck or Bewildering Mischance is grossly unbalanced because both spells do the same thing, but Bewilderig Mischance does it worse, despite beig higher level

Southern Cross
2017-05-27, 05:40 PM
I agree with Bohandas- I suggest that Surge of Fortune should take the 5th level spell slot.

HisHighestMinio
2017-05-27, 05:59 PM
I like your list there, EveODestruction. The only differences from my list are Aid instead of Insight of Good Fortune and Bewildering Mischance instead of Surge of Fortune (but that one was close).

Also, I might rename Prayer for an arcanist, similar to Geas/Quest.