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Fate

FATE
  Granted Power: You have an insight into the weave of destiny, and can identify the blessed / uncursed / cursed state of an item upon picking it up. This ability also grants you a +4 bonus to Intuition checks. You cast Divination spells at +1 caster level.
Offered By: Aiswin, Hesani, Kysul, Xavias.
Fate Domain Spells:
  1: True Strike (Divination)
Level: Mage 1, Luck 2, Fate 1, Bard 1, Ranger 1, Alienist 1, Assassin 1, Twilight Huntsman 1
Mana: 2. Extended duration. Base Success: 90%.
  Grants you a +10 insight toHit bonus (due to preternatural perception) on your next single attack roll.
  2: Minor Malison (Enchantment)
Level: Mage 3, Fate 2
Mana: 6. Base Success: 90%.
  Afflicts a target with ill luck, causing him to suffer a -2 penalty to all saving throws.
  3: Bestow Curse (Enchantment)
Level: Priest 3, Retribution 3, Hatred 3, Fate 3, Bard 3, Twilight Huntsman 3
Will negates. Mana: 7. Base Success: 75%.
  Lays a curse on a single sapient enemy that fails a Will save. A caster chooses one of three permanent curses and, for the ability curse, which ability to wither; every other source inflicts one at random. The curses are a -6 penalty to one ability score, a -4 penalty to attack rolls, saving throws and skill checks, or a hesitation that robs the victim of half its actions.
  4: Nemesis Spell (Divination)
Level: Mage 4, Fate 4
Mana: 26. Base Success: 60%.
  Casting this spell, the wizard designates herself as the Fates' chosen instrument of vengeance against a single chosen target, which must be a creature possessed of a mind and native to the Prime Material plane -- outsiders are not influenced by fate in the sense this spell affects. Once cast, for the next 13 rounds the wizard gains such exceptional insight into the target creature that she receives a +5 bonus to hit and damage that creature, and a +5 bonus to defense class against that creature's attacks.
   However, this power comes at a price. All attacks made against other creatures while the spell is active suffer a -5 penalty to hit and damage, and the caster has a -5 penalty to her Defense Class against others' attacks on her. If the caster has not destroyed the target by the time the spell expires, the fates extract a penalty from her own karma, costing her 2000 XP permanently.
   If the target is subject to nondetection or a similar effect, no insight (and thus no bonuses) are gained, but the penalties remain and the creature must still be destroyed within 13 rounds.
  5: Nightmare (Illusion)
Level: Mage 5, Night 3, Fate 5, Bard 5, Alienist 5, Blackguard 5, Twilight Huntsman 5
Mana: 45. Base Success: 60%.
  Casting this spell sends a horrific nightmare to all the sleeping creatures on the current level within [caster level x 50] feet, even outside your sight. The creatures suffer 2d6 points of fatigue loss, 1d8 damage to Wisdom and Charisma and 1d6 points of psychic damage per odd caster level.
   (Remember that spells have verbal components, and casting near sleeping creatures will awaken them before they can be affected -- but Nightmare has a greater range than the 120 feet away from which spellcasting can be heard.)

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