Astral Magic · utility

Alter Fate

Alter Fate is a rare reaction to a check that has just been resolved within sight. After the result is revealed, it allows the virtual roll to be repeated and the better result kept. This is a specific opportunity to influence one uncertain moment, rather than freely rewrite the entire story. Even the second roll may not mean success if its result is still insufficient.

Use is limited to once per adventure, so it makes sense to consider the importance of the check that has just taken place. The reroll uses a new random permutation under the virtual-roll rules. The spell does not automatically change the difficulty, the subject of the check or every subsequent event. The party gains a second chance at a precisely defined moment and must follow its outcome with a decision of its own.

Exact effect: After the result is revealed, repeat the virtual roll with a new random permutation and keep the better of the two results. Target: 1 check just resolved within sight. Duration: instant reaction. Limit: once per adventure; requires knowledge of the spell. Use requires at least INT 15 and Level 14, the appropriate spellcasting ability and knowledge of this spell. Meeting the numerical requirements alone does not grant knowledge of the spell.

Color fantasy illustration of Alter Fate
Spell illustration • Astral MagicAlter Fate
01

Spell parameters

Target, duration, restrictions, and exact effect.

School
Astral Magic
Type
utility
Min. Intelligence
15
Min. Level
14
Bonus
—
Target
1 check just resolved within sight
Duration
instant reaction
Restrictions
Once per adventure; requires knowledge of the spell
Exact effect
After the result is revealed, repeat the virtual roll with a new random permutation and keep the better of the two results.
Meeting requirements is not enough

Min. INT and Min. Level only allow a spell to be learned. The character must actually acquire it through leveling, a teacher, a book, a scroll, a reward, a discovery, or the story.