Portent
(Divination)


L^: c1
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R#: T
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D^: S
C^: v.s.m
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CT: 1t
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S^: None.
A^: Spell caster or figure touched
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!@@
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!##

Effect: This spell enables the cleric to tell something of his or another figure's "luck".

This "luck" takes the form of an improvement or reduction in a "to hit" roll or a save at some point in the future unknown to the character who is the object of the portent.
After the spell is cast, the DM makes two die rolls in secret:
First, 1d12, to determine at what point in the future the portent takes effect;
second, 1d6, to determine the exact effect
(roll of 1 = 03; 2 = -2; 3 = -1; 4 = +1 ; 5 = +2 ; 6 = +3).
Based upon the result of the 1d6 roll,
the DM should indicate to the player of the cleric character whether the portent is good,
fair (which can be moderately good or bad),
or poor.
The recipient of the spell will usually also be given this information.
The result of the d12 roll represents the number of "to hit" rolls or saving throws that the target character must make before the roll to be affected by the portent occurs;
    e.g, if a 12 is rolled, then the 12th such roll thereafter will be the one to which the portent is applied.
Die rolls only apply toward this count if they are taken in life-or-death (i.e., combat or peril) situations;
the count is suspended if the character contrives to perform (for instance) saving throws against non-harmful effects in an effort to "sidestep" the portent.
Die rolls that do apply toward this count include:
Saving throws made in combat or against magical effects,
"to hit" rolls made by the character,
and "to hit" rolls made by an opponent against the character.
When the die roll designated by the portent is made,
the result will be adjusted upward or downward as indicated by the result of the d6 roll;
thus, the character will be either more or less likely to succeed on a saving throw.

MC: Either a numbered wheel || tea leaves.
 

        - by Lenard Lakofka, from Beefing Up The Cleric (Dragon #58)