1. Notes

Chance, of the Wheel

šŸŽ² Chance, of the Wheel

God of Fortune, Luck, and Uncertainty
Greater Power of Fate’s Turning Hand
Alignment: Neutral


šŸ“œ Lore & Origin

Chance—known to the faithful as the Smiler, the Spinner, the Lover of Dice, or simply Chance—is the divine force of luck, risk, and fate’s mercurial touch. They are revered not as wholly benevolent nor malicious, but as the ever-turning wheel that underlies existence.

Chance is neither wholly male nor wholly female, but appears in dream, vision, and divine communion as whatever form the worshipper most intimately desires—a lover glimpsed in a dream, a whispering presence by candlelight, a hand brushed against in a waking prayer. Their gender is fluid, but always familiar, trusted, yearned for.

Worship of Chance is often as much devotional as romantic, with a thread of dreamlike intimacy woven through it. The faithful speak of love affairs played out in dreams, of dice thrown in sleep, of fate whispered sweetly from behind a hidden veil.

They are the divine gambler at the edge of every decision, the smirk behind your success, and the sigh behind your downfall.


šŸŽ” Depiction

Chance is most often portrayed as a copper-skinned figure, their features always just slightly unfamiliar—beautiful but changeable. In artwork, their garments swirl like thrown dice, blending red and white with streaks of gold and shadow. Sometimes they smile. Sometimes they frown. Often, they do both at once.

In dreams, their form is always one that evokes longing, familiarity, or desire—not necessarily erotic, but deeply personal. They may appear as a beloved memory, a mysterious stranger, or an idealized presence. This connection is central to their worship.

Symbol: The Wheel of Fortune, half-smiling and half-weeping
Sacred Animal: The fox — clever, elusive, and guided by unseen luck


šŸ›• Worship & Doctrine

Temples: Disguised as taverns, crossroads shrines, gaming dens, and traveler’s lodges. True temples often lie hidden in the folds of dream or deep beneath cities in forgotten vaults of risk.
Grand Temple: The Casino, deep in Stonehell’s lower depths, is a sanctified place where risk is worship.

Clergy Titles: Dealers, High Rollers, Lovers of the Turn, Fortune’s Hands
Holy Days:

  • The First Day of the Week – when fate begins anew

  • The Day of Twos – when doubles are seen as divine omens of choice and consequence


āš–ļø Tenets of the Faithful

Clerics and faithful of Chance must:

  • Accept fate as a dance, not a chain—welcome both weal and woe as divine gifts.

  • Honor love in all forms, but never ownership—Chance gives, and Chance takes.

  • Make offerings before games of chance, decisions of risk, or great gambles.

  • Never rig fate unfairly—to cheat is to lie to the Lover. Bluffing, however, is sacred.

  • Walk bold into uncertainty—hesitation is sacrilege; action is worship.

  • Dream often and love boldly—Chance may visit, if your desire is honest.


šŸ”® Special Spell Access (Arcane Crossovers)

Chance’s whim may grant certain arcane spells as divine gifts, but only during moments of randomness or divine intimacy.

Spell LevelSpell NameDivine Interpretation
2ndMirror ImageChance's shield—a reflection of desire and danger
3rdBlinkYou dance with Chance across the veil
4thConfusionHer laughter—wild, beautiful, devastating
5thTeleportThe divine kiss of redirection—you arrive where you’re needed, or wanted

To receive these spells, clerics must perform a ritual of chance: draw a joker from a deck, roll a pair of dice for doubles, flip three coins at dusk. (GM discretion.)


✨ Sacred Garb & Divine Focus

Clerics must wear their sacred vestments to prepare and cast spells. These garments shift, gleam, and shimmer unpredictably, always incorporating red, white, and copper, and bearing a wheel, coin, or spinning die somewhere in the design.


🧄 Stages of Sacred Garb

1. Vestment of the Turn (20 gp)

  • White cloak with red lining and copper stitching

  • Embroidered with wheels, dice, or fox motifs

  • Required for 1st-level spellcasting

ā€œYou do not wear the wheel. The wheel wears you.ā€

2. Coin-Crown Veil (75 gp)

  • Circlet of polished copper coins and reflective gems

  • Flickers subtly when fate prepares to shift

  • Required for 2nd-level spells and higher

3. Girdle of the Gambler’s Pact (300 gp)

  • Sash of silk threaded with prayer beads, dice-string, and knucklebones

  • Required for 3rd-level spells and above

  • Once per day: reroll any natural 1 on a d6 (GM discretion)

ā€œThe bold know when to roll. The wise know when not to.ā€


ā›“ļø Rules for Divine Focus

  • Spellcasting Restriction: Clerics must wear sacred garb or carry an emblem of the Wheel.

  • If lost or defiled: The cleric must gamble before an altar to reclaim divine favor.

  • Turn Undead Penalty: Without proper garb, attempts suffer āˆ’2 to success.


šŸŒ€ Marks of Servitude (Cleric Progression)

  1. A freckle or beauty mark shaped like a coin or die

  2. One eye changes hue subtly with each moon phase or luck event

  3. Hair develops streaks of copper or red when casting spells

  4. Teeth flash subtly when speaking gambles or riddles

  5. A wheel-shaped shimmer appears faintly behind the head during spells of fate


šŸ’‹ Divine Intimacy – Dream Worship

ā€œTo love Chance is to surrender yourself to the possibility of joy—or ruin. And both will taste sweet, if you truly believed.ā€

Clerics often speak of dream-visitations, where Chance appears in the form of a lover known only to the heart. These visions are sacred, and never shared in full. Within them, vows may be exchanged, secrets confessed, or fates rewritten.

Each follower experiences Chance as a reflection of their desire—always familiar, always just beyond grasp. Worship often blurs into longing, and that longing becomes part of the faith.