UltimaGabe
First Post
Luck of the Gods
You have tapped into the divine luck that powers your deity.
Prerequisite: Ability to cast Divine Spells, any Chaotic Alignment.
Benefit: You receive twice the base spells for a divine spellcaster of your class level. This does not apply to bonus spells granted from a high ability score, or Domain spells.
Drawback: Every spell that you prepare for the day, including bonus spells but not Domain spells, must be chosen at random. Starting at the first spell of each level, number each spell between 1 and 20. (If there are more than 20 spells of a single level, divide them in half, with each section as even as possible. Roll 1d2 to decide which list to roll in for each spell. If less than 20, then re-roll any result over 20.) Once numbered, roll 1d20 and pick whichever spell on your class spell list corresponds with that number. Repeat this process for every spell for the day. This entire process must be repeated every time spells are prepared (thus, a player who gets a "good batch" cannot simply use the same spells the next day). Whenever a spell is chosen that cannot be cast by this spellcaster (such as an evil cleric picking Holy Word), re-roll that spell.
Special: Clerics who take this trait retain the ability to spontaneously convert their spells to Cure or Inflict spells.
Whatcha think?
You have tapped into the divine luck that powers your deity.
Prerequisite: Ability to cast Divine Spells, any Chaotic Alignment.
Benefit: You receive twice the base spells for a divine spellcaster of your class level. This does not apply to bonus spells granted from a high ability score, or Domain spells.
Drawback: Every spell that you prepare for the day, including bonus spells but not Domain spells, must be chosen at random. Starting at the first spell of each level, number each spell between 1 and 20. (If there are more than 20 spells of a single level, divide them in half, with each section as even as possible. Roll 1d2 to decide which list to roll in for each spell. If less than 20, then re-roll any result over 20.) Once numbered, roll 1d20 and pick whichever spell on your class spell list corresponds with that number. Repeat this process for every spell for the day. This entire process must be repeated every time spells are prepared (thus, a player who gets a "good batch" cannot simply use the same spells the next day). Whenever a spell is chosen that cannot be cast by this spellcaster (such as an evil cleric picking Holy Word), re-roll that spell.
Special: Clerics who take this trait retain the ability to spontaneously convert their spells to Cure or Inflict spells.
Whatcha think?