Casting Time 1 swift action
Duration 1 round/level
You gain divine aid for a single intended action, chosen after casting and attempted before the spell expires.
Wild errantry allows two rolls to be made, both with a +4 luck bonus, to any required skill checks see if a crazy, daring, or unlikely action can be successfully attempted.
Typical actions include leaping across a chasm and through a small opening, jumping from the back of one racing mount to another, or falling some distance and successfully catching hold of (and managing to cling to) a railing, windowsill, swinging rope, or other handhold.
This magic smiles upon far-fetched and even foolhardy actions. If used to aid a relatively straightforward act (swinging across a river on a vine, for example, as opposed to leaping to catch that vine to make the same swinging journey), its benefit decreases to a +3 luck bonus. Wild errantry also benefits actions of chance, such as rolling a particular result with 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 its caster that.
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.