Fate (Priest Spell)

This spell allows the shukenja to foresee the general course of a subject's life. Both the shukenja and the one for whom the spell is cast must be present at the casting. Significant details of the subject's life must be known – birth date, past deeds, family, etc. Upon casting the spell, the shukenja delves into the possible paths for the sub­ject's future life. At the end of the spell, the shukenja is able to predict some major future event in the subject's life. Neither the subject or the shukenja has any control over the nature of the event predicted; that is, specific questions cannot be asked or answered. Nor are the exact circumstances of the event known (date, location, etc.). Indeed, the shukenja is only able to provide gen­eral statements about the future of the subject.
When this spell is cast, there are two ways the DM can decide the answer. If the DM knows of some event that will occur, this can provide the answer. Thus, if the DM knows that the subject will shortly incur the wrath of a ninja family, he can re­spond “Soon your life will be fraught with danger from someone whose wrath you have incurred. You must expect danger from unexpected sources and friendly strangers. Courage, cunning, and caution should enable you to prevail.” A DM who knows of no particular event can roll on the table.
 Fate Table
DieRoll	Outcome
1 	The subject will overcome some great opponent in a valiant struggle.
2 	The subject will gain a great fortune but lose it before he can reap the benefits.
3 	The subject will be elevated to high po¬sition and enjoy the respect and admira¬tion of those around him.
4-5  	The subject will be elevated to high po¬sition but evil scheming will bring about his fall.
6-7 	The subject will suffer a humiliating defeat at the hand of some great enemy.
8-9  	The subject will come into a great for¬tune that will bring ruin and hardship to his house.
10-12  	Powerful beings will take compassion upon the subject, sparing his life at an unexpected moment.
13-15  	The actions of the subject's family will bring misfortune down upon the subject.
16-17  	A stranger will bring disguised good fortune into the subject's life.
18 	The subject will gain great favor with the mighty through a courageous and heroic action.
19 	A stranger will bring ill fortune into the subject's life.
20 	A fearful enemy will seek devious re¬venge when the subject does not expect it.
The statements given above are quite general and many provide the basis for adventures. The DM should secretly note the fate of the individual and then arrange for the events to come about, creating an adventure to fit. The DM can also create other fates as desired. The fate is not an absolute event and unyielding, rather it is the potential for what may occur. The actions of the subject are the player's choice and these may change the final out­come. Indeed, knowing his fate allows the individ­ual to better prepare himself to meet and avoid it.
An individual can have only one fate at a time. Once determined, the nature of the event cannot be changed although the outcome can occur differ­ently if the subject's actions accomplish this. Determining a fate does not make the individual immune to death; that is, the subject can still die before his selected fate comes to pass, especially if he behaves in a rash or stupid manner. However, in most cases, the subject should live to see his fate fulfilled, even if he only survives for a few seconds after it has happened.
The material components for this spell are in­cense, astrological charts, and a silver gong.
Notes: Common for a priest from an oriental setting; otherwise, very rare.
Category:Priest Spells
Category:Spells from Priest's Spell Compendium
Category:Spells