Wildly Unlucky

Transmutation [Wild]
Brd 4, Clr 3, Luck 3, Sor/Wiz 4
Casting Time:
1 standard action
Short (25 feet + 5 feet/2 levels)
One creature
Up to 11 rounds
Saving Throw:
Will negates
Spell Resistance:

The caster gains some power over the subject of the spell, able to double the target's chances at failing any particular task. Any time the target makes a die roll while in the caster's line of sight, the caster can choose to activate the unluckiness, forcing the taget to roll twice and take the worse of the two rolls. Once the the unluckiness is used, the spell ends.

There is an element of randomness to this, however. After the first round, there is a cumulative 10% chance every round that the spell fires prematurely. The next roll the target makes after this becomes the unlucky double-roll, ending the spell.

If the unluck isn't used by the end of the 11th round, the spell ends and the potential hinderance goes away.

The casting of this spell always creates a minor and major surge. It cannot be supressed by a Wild Magic skill check, or any magic less powerful than a miracle or wish.

This spell counters and dispels Wildly Lucky.

Material component: A dull, scratched-up copper piece.

XP Cost: 500 XP

All of part of Wildly Unlucky is available as open game content.