Granted Power: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made. You must take the result of the reroll, even if it’s worse than the original roll.
| 1. Entropic Shield | Entropic Shield. Ranged attacks against you suffer 20% miss chance. |
| 2. Aid | Aid. +1 attack, +1 against fear, 1d8 temporary hit points. |
| 3. Protection from Elements | Protection from Elements. Absorb 12 damage/level from one kind of energy. |
| 4. Freedom of Movement | Freedom of Movement. Subject moves normally despite impediments. |
| 5. Break Enchantment | Break Enchantment. Frees subjects from enchantments, alterations, curses, and petrification. |
| 6. Mislead | Mislead. Turns you invisible and creates illusory double. |
| 7. Spell Turning | Spell Turning. Reflect 1d4+6 spell levels back at caster. |
| 8. Holy Aura | Holy Aura. +4 AC, +4 resistance, and SR 25 against evil spells. |
| 9. Miracle | Miracle. Requests a deity's intercession. |