Oracle

Oracle (1.2) Adventurer Class

Sometimes also known as Witch, Fortune Teller, Shaman, Priest, Priestess, Augur, or Seer. These characters are usually found in the towns and villages but can sometimes be found in adventuring parties. The Oracle not only sees the future and makes prophecies but at higher levels can also gain some control over the flow of time.  

Playing the Oracle

All of your powers flow from a divine source, but unlike a Priest or Battle Cleric this divine source does not have to be a deity. It could be something esoteric like “nature” or “hope” or could even be from your ancestors or local spirits.  

Abilities

Armor Allowed: none   Weapons Allowed: Dagger, Knife, Club, Stick, Shortsword  
Level 1
Reading: You can give a reading by rolling dice, tarot, casting runes, or whatever other method you prefer, for a price. You will need some sort of item for this (e.g. tarot cards, a d20, runes, etc.). Staff has a list of standard official results to be used. The results of the reading must be played out immediately, if GP are involved then an IOU must be given, which can be taken to the bank later.   Minor Insight: You grant a +1 to damage to target players' attacks until the end of the next encounter, battle, or duel, battle, or duel. This bonus is due from a given prediction about the target player's future. Minor Insight can be used three times a day (3x /day) and can be renewed. You cannot use this ability on yourself and can only only be used once per target.   Strong Mind: You are Immune to Curse.   Ghost Talker: You can communicate with Ghosts.   Spirit Scroll Training: You can use Spirit scrolls.  
Level 2
Dexterous Movement: The player is considered to be wearing Light (level 1 armor). This benefit is due to the Oracle’s ability to see the future.   Reality Shift: The Oracle can perceive alternate realities and manipulate them to permanently change the class of another character (3rd level or higher). This ability can only be used outside of combat. This ability requires some role playing and interaction and the target character's class is permanently changed. This change must still follow restrictions of the players culture (which does not change). Use is unlimited  
Level 3
Cultural Ability  
Level 4
Time Entangle: The oracle immobilizes their target in time. Mechanically, this spell functions identically to Entangle. This is a green spell packet. You must call out “entangle” when throwing the pack. Immobilizes targets based on hits. 1 hit immobilizes one leg, 2 hits immobilizes both legs, 3 hits immobilizes one arm and both legs, and 4 hits immobilizes both arms and legs. This spell bypasses armor but can be blocked by shields. Fireball or Lightning Bolt removes Entangle. Damage equal to the number of entangled limbs also negates the spell. Self-damage of two, ignoring armor, can remove Entangle but must be declared. This spell can be used six times per day (6x/day) and can be renewed.  
Level 5
Fate Shift: Alters the probability or outcomes of certain events, influencing luck or chance. You may use this ability to change the outcome of events. If an attack misses a target you may point to take it and call out “Fate Shift.” The attack then hits, although damage is resolved normally. You may also change a hit to a miss. In non-combat situations you may use this ability to give, or force, another play (roll, toss, etc) of a target playing a game. You can use this ability on yourself. This ability can be used three times per day (3x/day) and can be renewed.  
Level 6
Cultural Ability  
Level 7
Cosmic Clairvoyant: You gain the title and rank of Cosmic Clairvoyant. Gain the ability to create your own Arcane scrolls. At the start of each event gain 5 GP from your magical dealings and trade or some other source.   Immune to Backstab: You are immune to the Backstab ability. This comes either from your seeing the future or knowledge received from your divine source.  
Level 8
Major Insight: You grant a +2 to damage to a target player’s weapon. (for one of their weapons) until the end of the next encounter, battle, or duel, battle, or duel. This must be marked and goes away after it is used. This replaces Minor Insight. You cannot use this ability on yourself and it can only be used once per target. This ability can be used three times per day (3x/day) and can be renewed.  
Level 9
Cultural Ability   Karmic Balance: This ability balances the scales of karma and time. If you are damaged or bespelled by another player, NPC, or Monster they take the same damage or effect. This must be called out and you will point at the character, NPC, or monster that did this to you. Let them know the effect in a loud and clear voice. This ability can be used three times per day (3x/day) and can be renewed.  
Level 10
Destiny’s Herald: You gain the title and rank of Destiny’s Herald. Gain the ability to create your own scrolls of any school of magic at the level of Ubiquitous, common, or uncommon. At the start of each event gain 10 GP from your magical dealings and trade or some other source.   Erase From Timeline: You point your finger at a target and call out “Erase” and the target's name (if it is a monster then announcing the name such as “Dark Stryder” or “Ogre” is sufficient). If this ability is used against a player it does not work without the character name and the culture and class is also required. That target player, monster, or NPC is now erased from the timeline and they are destroyed. They are not ghosts, they are erased, and they must immediately stop whatever they are doing. They must go to a temple to be reborn through the reincarnation process. This ability can be used once per day (1x/day) and can be renewed.

Oracle Reading Chart

Oracle Reading



  1. You die of dysentery: you are reduced to 0 HP. Your party may take you to a temple to be revived.

  2. Curse: receive a -1 to damage of your primary weapon until the end of your next quest, challenge, or tourney.

  3. Greater Curse: receive a -1 to damage for all of your attacks until the end of your next ques, challenge, or tourney.

  4. Broken Leg: you receive a broken leg. You must be assisted by the other party members and can only walk (or hop) on one leg (martial activity is normal). May be healed by the Healer or Combat Medic.

  5. Blindness: you go blind blind! You must be blind folded and be led around by the other party members (martial activity is normal). May be healed a healer (you must recieve at least 1 HP of healing).

  6. Minor Riches: you find a small fortune of 5 GP.

  7. Riches: you find a fortune of 10 GP.

  8. Major Riches: you find a fortune of 20 GP.

  9. Topsy Turvey: you must now “change hands” and use your non-dominant hand until the end of your next quest, challenge, or tourney. (This means you switch your sword hand or casting hand etc).

  10. Divine Knowledge: for the rest of the day you can ask a local Guard/Loremaster any question and they must answer.

  11. Silence: you become mute and can no longer speak until the end of your next quest.

  12. Frenzy: you must accept the next challenge put toward you.


 

 

Time Entangle Note

This spell/ability works exaclty the same as the Durids Entangle spell/ability. The Oracle still uses the green spell pack but the source of this is being entangled in time particles, not plants. In all other ways this is exactly like Entangle.

Comments

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Jan 16, 2024 10:33

SHOULD BE INSIGHT INSTEAD OF INSITE, IMMUNITY NOT IMMUNE TO.