Bright Errantry

School evocation; Level cleric/oracle 5, paladin 4


Casting Time 1 swift action
Components V


Range personal
Target you
Duration 2 rounds; see text


You gain divine aid for all actions attempted during two consecutive rounds. You choose when the two rounds affected begin to elapse, starting within a number of rounds equal to your level.

Bright errantry allows three die rolls to be made at a +4 luck bonus for every attack or other action you attempt during the two “bright rounds” (so called because you give off a faint, pearly-white glow during them). of the three rolls made for each action, you may always choose the most favorable result.

Affected actions include those involving games of chance, such as cards or dice (in game), finding something hidden (for example, under shells), or drawing a particular card. If a game of chance has been fixed to be impossible (a selection of cards has been altered, dice are “crooked,” or there’s no hidden marker under any shell), this magic tells you that.

Section 15: Copyright Notice

Deep Magic. © 2014 Open Design LLC. Authors: Wolfgang Baur, Tom Benton, Creighton Broadhurst, Jason Bulmahn, Ross Byers, Charles Lee Carrier, Tim Connors, Adam Daigle, Jonathan Drain, Mike Franke, Ed Greenwood, Frank Gori, Jim Groves, Amanda Hamon Kunz, Sam Harris, Brandon Hodge, Phillip Larwood, Jeff Lee, John Ling, Jr., Chris Lozaga, Ben McFarland, Nicholas Milasich, Carlos Ovalle, Richard Pett, Marc Radle, Stephen Radney-MacFarland, Wade Rockett, Stephen Rowe, Adam Roy, Amber E. Scott, Neil Spicer, Owen K.C. Stephens, Joshua Stevens, Christina Stiles, Matt Stinson, Stefen Styrsky, Dan Voyce, and Mike Welham.

scroll to top