Fortune


Overview

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Apotropaic Ward

  • Level: 1
  • Casting Time: 1 Hour
  • Spend: 1 WP
  • Rolls: Wits + Fortune (diff 5)
  • Effects: The caster invokes a protective enchantment upon a person or object, then recites a list of harms (an amount up to Fortune Rating) they want to protect the object or person from. The list is quite specific, and every harm can only be mundane. Each stage of success removes an opposing roll’s success on a 1v1 basis.
  • Side-Effects: A botch on the invocation has the opposite intention. Harms listed lower the difficulty of attempts to cause harm on the list.
  • Notes: This protection lasts until the successes are used up, or until the duration expires. It can be cast at a distance if the caster has something that belongs to the target and that target is within range.

Beginner’s Luck

  • Level: 2
  • Special Requirements: Some symbol of luck.
  • Casting Time: 10 Seconds
  • Effects: The first time trying out something new, the user may add their Fortune Rating as bonus dice to attempt it.
  • Notes: This spell only works if the user is trying something for the first time. This spell cannot be learned via Mortal Thaumaturgy.

Farmer’s Favor

  • Level: 3
  • Special Requirements: Alchemically Treated Blood or Salt
  • Casting Time: 1 Hour
  • Cost: 1 WP
  • Rolls: Wits + Fortune or Casting (diff 7)
  • Effects: This spell can be used to affect the state of crops or stored food. It can accelerate the growth of crops in the field or help preserve stored crops. This spell averts even unpredictable elements such as weather patterns, blights, and vermin from afflicting the crops. This spell can also enchant soils to prevent rapid depletion of nutrients.
  • Marginal = Nothing special, but any losses are minimal.
  • Complete = Food grown is good, free of disease, and can sell for a high market value.
  • Exceptional = A harvest of 20% more than normal.
  • Ridiculous = As Exceptional + Anything grown uninterrupted with this spell will be of the highest quality.
  • Side-Effects: Botching this spell has the opposite effects in most cases, likely destroying crops, accelerating the decay of stored crops, and creating poor soils for growing.
  • Notes: This spell must be recast uninterrupted from seed to harvest to get the full effect. Power = Duration for growing and Range should be replaced with a rough estimate of volume for the purposes of Preservation.