concentration, 1 hour/mana

As two actions, you can divine the near future. By understanding the course of one’s near future, one can direct their actions to the advantages that fate set for them. You gain an effect determined by rolling on the Fortunes of Fate table, which lasts for the duration.

Fortunes of Fate
d20Effect
1The Magician. Whenever you make a skill check or a saving throw before the spell ends, you roll with advantage.
2The High Priestess. While you aren’t incapacitated, you and each friendly creature within 5 meters of you who can see or hear you gains a bonus to saving throws equal to half your spellcasting ability.
3The Empress. Whenever you regain health, you regain an additional 2d6 health.
4The Emperor. Once on your turn, choose a friendly creature within 10 meters who can see or hear you can immediately use its reaction to move up to half its speed without provoking opportunity attacks.
5The Hierophant. If you perform the same type of action as your previous turn you have +1 on the skill check or saving throw.
6The Lovers. Chose one willing creature other than yourself that is on the same plane of existence as you. You and the target gain a +2 bonus to Defense. If you do not target a willing creature, this has no effect.
7The Chariot. You have advantage on Will saving throws.
8Strength. You and any friendly creatures within 5 meters of you have advantage on saving throws against being frightened or charmed.
9The Hermit. You have resistance to psychic damage and you can’t be targeted by any divination magic or perceived through magical scrying sensors.
10Wheel of Fortune. You gain 1 luck point and can use it for the duration.
11Justice. You have advantage on attacks made against enemies that have dealt damage to you since the end of your last turn.
12The Hanged Man. As a reaction, which you use when you take damage, you can take 1d12 extra damage, and grant one ally that you can see advantage on a skill check or a saving throw that they make until the start of your next turn.
13Death. As two actions, you can repeat a saving throw that caused a effect, ending the effect on a success.
14Temperance. You have advantage on skill checks and saving throws if you did not move or take any actions on your last turn.
15The Devil. As two actions, a creature that you can touch or see within 5 meters must make a Will saving throw. On a failure, the creature is restrained until the end of your next turn.
16The Tower. Chaotic energy rips reality asunder as the chaos storm spell centered on your position at the start of each of your turns until you end concentration on this spell.
17The Star. You can grant yourself advantage on skill checks and saving throws. Once you use this ability three times, the spell ends.
18The Moon. A creature that you can touch or see within 10 meters must make a Will saving throw. On a failure, the creature is charmed or frightened by you (your choice) for for the duration. This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.
19The Sun. Life-giving energy radiates from you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you. When you cast the spell—and once on on each of your turns thereafter as an action—you can cause a creature in the aura to regain 2d10 health.
20Judgement. You have advantage on attacks made against creatures that dealt damage to or cast a spell on you since the end of your last turn, and creatures that you have dealt damage to or cast a spell on since the end of your last turn have advantage on attacks made against you.