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COWBOYS & VIKINGSCompendium of the Wild Wastes

Catalog / Spells / Read the Wind

Read the Wind

Spells · Divination

School Divination
Complexity Cantrip
Strain 0
Casting Invocation, reaction AP
Duration Instant
  • Buff
  • Initiative

Reaction (2 RP). Trigger: you spend a Fate Die.

You catch the shifting winds of fate. Choose the option that matches how the Fate Die is being used:

  • Reroll: if it's rerolling a failed save or skill check, make the reroll with Fortune (roll twice and use the better result; you still keep the new result over the original).
  • Damage: if it's adding to a damage roll or reducing damage, roll the Fate Die with Fortune (roll it twice and use the better result).

Push: take 1 Strain to cast this for 1 RP instead of 2.

Optional Modifiers

  • Ride the Current (+2): You can cast it when an ally you can perceive spends a Fate Die, applying the effect to that ally instead of yourself.
  • Winds of Fate (+2): Cast it as a Ritual (10 minutes) lasting 1 hour; it loses Invocation and gains Ritual. For the duration, the next time you make a Perception save, Initiative roll or Investigation check, add your Fate Die result to it without spending a Fate Die; then the spell ends. On your critical success you can do this twice before it ends.

Critical Success

Also add +1 to the reroll result (Reroll) or to the Fate Die result (Damage).