| Gets Luck+10 (not Wis) bonus to spells. Read on the stat bonus table as if your Luck was 10 higher. |
| +1 Luck per level. You may spend ability score points for level to Luck, in fact, you must do this until your Luck 22 requirement is met. |
| Bonus grand in Big Numbers sphere. |
| Level N (every level): Using the list below, pick an ability. |
| A. +1QZ Action (whole party). |
| B. Luckstone (whole party). |
| C. People with "Lady's Smile" must still roll saves against the party. |
| D. Party is immune to unluck and curse. Ignore "multiple saves, take worst" effects; you roll 1 save. |
| E. 0, LVL/r: Target rerolls a die roll. |
| F. ++LVL saves (whole party). |
| G. 0, 1/t: Have a group of monsters reroll who he chooses to attack. |
| H. Party is immune parting shots and overbear. |
| I. Exceptional Luck bonus, can take twice for Barbarian Luck bonus, ect. |
| J. Immune to Number/Big Number sphere spells, and +/- die shifts in general. |
| K. Free GGL (Specialty God) pick in a god that has a >Stat+5 requirement. |
| L. You act as a TechL=LVL Wifi Computer (+LVL/2 Int, +LVL*2 Nonweapons to whole party). |
| M. Your party’s area affects always only hit those they want them to. |
| N. Immune to Spell Reflection, MTG Deflection, or MReflection. |
| O. 1bV, an ally is rolling a save: He autorolls any number between 1 and 20. |
| P. 0, 1/s: Distribute any of your temporary Luck uses to other allies. |
| Q. For summons, your party isn’t limited to "Enough" (100), "Plenty" (10000), etc., they can have any number. |
| Big Numbers Sphere Spells: |
| Operator Manipulation (SL=N): Change one mathematical operator on a spell/psi power/item to a different symbol for this segment. + or - = SL 2, * or / = SL 5, ^ or √ = SL 8, ^^ or √√ = SL 11. |
| Next Big Die (SL=1): Roll 1 die type larger on one type of roll (saves, weapon damage dice, spell damage dice, etc.) for 1 turn. Types are d20, d30, d50, d100, d200, d500, d1000, d10000, ect, You may cast this multiple times for it to stack by the ∑ rule. |
| *Curse* Shield (SL=2): Damaging shield (--1 to all die rolls per hit) of type *Curse*. You Resist *Curse* while running this. |
| Astral Legioning (SL=3): Join two legions together. |
| Deep DL Summoning (SL=4): Summons a random Deep DL monster that only acts as a DL IV. You have a Deep DL summon slot in addition to your normal summon slot. You are allowed to have 2 Deep DLs (one in each slot). |
| Mass Probability Travel (SL=5): CL groups Probability Travel |
| Wide One Projection (SL=6): Party overwrites one ability score to another. |
| Wide Holy Word Lamer (SL=7): Group rolls worst results (all dice, 1 turn) |
| Big Scatter (SL=8): The room is reassigned as you choose. |
| Big Number (SL=9): Roll a random big number from http://googology.wikia.com/wiki/Category:Numbers starting at A. |
| Do that much permanent untyped stat damage to a group. If a monster has any kind of resistance, treat that resistance as not written for this spell (ex: StunR). Suggestion: Roll a d26 for letter, then roll a die for page of that letter (typ. a d3), then count the number w/in that page and roll a die that big to determine. |
| New Big Numbers Sphere Spells: |
| Note: The extra targets are added after material componenting. |
| Succession (SL=0): Your next spell has +1 target. |
| Addition (SL=1): Your next spell has +2 targets. |
| Multiplication (SL=2): Your next spell has +3 targets. |
| Exponentiation (SL=3): Your next spell has +4 targets. |
| Tetration (SL=4): Your next spell has +5 targets. |
| Pentation (SL=5): Your next spell has +6 targets. |
| Hexation (SL=6): Your next spell has +7 targets. |
| Heptation (SL=7): Your next spell has +8 targets. |
| Octation (SL=8): Your next spell has +9 targets. |
| Nonation (SL=9): Your next spell has +10 targets. |
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