Fool’s Luck

School transmutation; Level cleric/oracle 2, druid 2, paladin 2, ranger 2, sorcerer/wizard 2


Casting Time 1 standard action
Components V, S


Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes


The transmuted creature becomes luckier with respect to traps and hazards. The spell grants a +2 luck bonus to all saves against traps, hazards, diseases and poisons. The subject also gains a +2 luck bonus to Perception and Disable Device checks. While subject to fool’s luck, any damage dealt by traps or hazards is reduced by 5 points.

Section 15: Copyright Notice

101 2nd Level Spells. Copyright 2011, Steven D. Russell; Author: Steven D. Russell.

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