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Divination

Twist Fate

Help a creature change its fate

Available Levels
48

Twist Fate places a dormant divination over one creature, waiting for the target to enter immediate danger.

When danger arises, the spell activates and shows the target a clear route out of the dangerous place and toward safety, if such a route exists. This guidance remains perceptible regardless of darkness, blindness, noise, or similar environmental interference. In absolute darkness, for example, the target can still follow the route shown by the spell through the Underdark. The spell reveals a route; it does not create one, remove obstacles, or guarantee that the target can overcome everything along it.

The guidance continues until the target reaches safety, no route to safety remains, or the spell's maximum duration expires.

Illusions and Invisible Obstacles

The route attempts to warn the target about invisible creatures, illusory objects, and other Illusion effects that would obstruct or endanger the escape. Make a DC check for each relevant effect:

1d20 + Twist Fate Spell DC against 1d20 + Illusion Spell DC.

The Illusion wins a tie. If Twist Fate wins, its route accounts for the concealed truth and shows the target how to avoid the danger. If it loses, the route is based on the false information created by the Illusion.

Spell Scaling

Spell Level Maximum Duration Reflex Bonus After Activation
4 1 hour per caster level +1 per caster level for the first round
8 1 day per caster level +1 per caster level for the first 2 rounds