By initiating this power, the psionicist attempts to tamper with the laws of chance to affect a specific action. If the psionicist succeeds, he gains a bonus of +4 (d20) or +20% (1d100). This can be applied to saving throws, attack rolls, ability checks, thief skills, or spell failure checks. It cannot be used to affect the initiation of a psionic power. If the psionicist makes no rolls within one turn of initiating the power, he loses his chance.
Luck can be fickle. If a psionicist manipulates probabilities more than once in a day, there is a 50% chance that he suffers a penalty equal to the bonus he was trying to achieve.
Power Score: The psionicist manages to favorably manipulate chance for the next three die rolls.
20: The psionicist fouls up probability and suffers the penalties described above for his next 1 d6 rolls.