FORTUNE MOTES

These power motes increase the target’s good luck and provide boons for achieving success.

Guidance (Fortune) School enchantment
Level 0
Duration 1 minute/level or until discharged
Saving Throw Will negates (harmless)
Spell Resistance yes
Target Restrictions counter, personal, or touch
This effect mote imbues the subject with a minor boon. The creature gets a +1 competence bonus on a single attack roll or skill check. It must choose to use the bonus before making the roll to which it applies. This mote’s duration does not affect the durations of other effect motes it is combined with. This effect mote may be used to counter swayspells with an effect mote from the curse field of equal or lower level.
Boost: The target gets a bonus equal to 1 plus the caster level of the swaycaster. This boost increases this effect mote’s level by 2.

Luck (Fortune) School enchantment (compulsion) [mind-affecting]
Level 1
Duration 1 round/level or until discharged
Saving Throw Will negates (harmless)
Spell Resistance yes (harmless)
Target Restrictions counter, personal, ray, or touch
The target of a swayspell with this power mote has good luck. On the next d20 roll the target makes, it may roll twice and choose which result he wishes to take. This mote’s duration does not affect the durations of other effect motes it is combined with. This effect mote may be used to counter swayspells with an effect mote from the curse field of equal or lower level.
Boost: The target may roll twice for a number of d20 rolls equal to half the level of the caster. This boost increases this effect mote’s level by 2.
Boost: This Swayspell can use the burst target mote and affects everyone in the burst. Boosting this effect mote increases its level by 2.

Boon (Fortune) School enchantment (compulsion)
Level 4
Duration 1 round/level
Saving Throw Will negates (harmless)
Spell Resistance yes (harmless)
Target Restrictions counter, personal, ray, or touch
Targets of a swayspell with this effect mote gain a bonus to attack and damage rolls, saving throws and skill checks equal to half the caster’s level (rounded down). This effect mote may be used to counter swayspells with an effect mote from the curse field of equal or lower level.
Boost: The bonus is equal to the caster level instead. This boost increases this effect mote’s level by 2.

Break Free (Fortune) School abjuration
Level 6
Duration instantaneous
Saving Throw Will negates (harmless)
Spell Resistance no
Target Restrictions counter, personal, ray, or touch
This effect mote frees victims from enchantments, transmutations, and curses. Break free can reverse even an instantaneous effect. For each such effect, the caster makes a caster level check (1d20 + caster level) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is equal to the DC of the curse. If the effect comes from a permanent magic item, break free does not remove the curse from the item, but it does free the victim from the item’s effects. This effect mote may be used to counter swayspells with an effect mote from the curse field of equal or lower level.
Boost: Boosting this effect mote changes the duration to 1 round per level after the instantaneous effect above. The target can move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin. The effect also allows the subject to move and attack normally while underwater, provided that the weapon is wielded in the hand rather than hurled. This does not, however, grant breathing under water.

FORTUNE MOTES

Terigia: A World Under Sway Phloid