Luck - networkingguru/incursion-roguelike GitHub Wiki
LUCK
Granted Power: You gain a +1 sacred bonus to your Luck score every 4th level, starting at 1st. Additionally, you have a 25% chance, +5% per odd priest level, to negate critical hits against you due to sheer luck.
Offered By: Essiah, Sabine, Semirath.
Luck Domain Spells:
1: Entropic Shield (Abjuration)
Level: Priest 1, Luck 1
Mana: 5. Persistant. Base Success: 100%.
Manipulates chance to cause all ranged attacks against you to have a 50% miss chance.
2: 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.
3: Warning (Divination)
Level: Mage 3, Luck 3
Mana: 25. Persistant. Base Success: 100%.
This spell grants the caster a preternatural awareness of danger and threats, giving her a +4 bonus to save versus traps as well as granting her the Improved Initiative feat while it is active.
4: Premonition (Divination)
Level: Mage 4, Time 3, Luck 4, Bard 4, Ranger 4, Alienist 4, Assassin 4
Mana: 3. Persistant. Base Success: 100%.
Gives you forewarning of the next attack made against you, granting a +15 insight bonus to your Defense Class versus the next single melee, unarmed or missile attack made against you.
5: Energy Buffer (Abjuration)
Level: Mage 5, Luck 5, Guardian 5
Mana: 45. Persistant. Base Success: 100%.
Absorbs the first [1d12 / caster level] points of damage you take from elemental (i.e., fire, cold, lightning, poison, sonic or acid) sources.