Cleromancy

School: divination


Level: Arcanist 3, Wizard 3, Sorcerer 3, Druid 3, Hunter 3, Cleric 2, Oracle 2, Warpriest 2, Inquisitor 3



Casting Time: full-round action


Components: V, S, DF


Range: personal


Target: you


Duration: 1 round/level


Saving Throw: none


Spell Resistance: no


Source: Occult Mysteries

Description

Cleromancy involves casting bones and interpreting the results. Those able to arrive at the proper interpretation are granted knowledge of coming events. Roll 1d4/caster level. Group the dice by like results, and choose one of the groups. For the duration of cleromancy, you can apply a luck bonus equal to the result of the selected dice to any d20 roll. You can apply this bonus to a number of rolls equal to the number of dice in the group. If cleromancy expires before you are able to allocate the total number of allotted bonuses, the remaining bonuses are lost.