Oracle

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Born under a unique configuration of Ancerra’s five moons, you were destined for mystic greatness. As a child, you possessed an innate sensitivity to people’s emotional states and to the natural world around you, and often you felt that unsettling sense that you knew something would happen before the fact, and it came to pass precisely as you had expected. This led you to seek the counsel of an experienced mystic, who taught you the ways of oracular prophecy. Embracing your role as a link between the physical and the spiritual, you have yourself become an enigmatic guide to those who seek prophetic vision.

Regardless of how accurate you are, you may be called upon frequently to predict the future. Give some thought to how you feel about such requests. Do you believe that you can actually divine the future on command, or do you think that such visions are only occasionally gifted to you? Is it a skill you can get better at, or just an innate knack you possess? Furthermore, what kind of physical props, such as tarot cards or animal bones, do you use when attempting such soothsaying?

Oracle Tracks

Druid: You take it upon yourself to serve as a mediating force between primeval forces and embrace divine or occult powers as a way to balance the primal magic that surges within.

Elementalist: You can capture the terrible energy of raging fires and storms, turning such harmful effects into powerful elemental shields.

Fate: Sometimes called a prophet or diviner, you might gain the ability to see shadows of the future and exert your influence over fate.

Guide: Whether a mysterious mentor or an eclectic professor, you can instruct your pupils in various skills and techniques, helping them all to improve.

Oracle Entry Talent

After gaining the Oracle Entry talent, you can take talents from any of the oracle tracks. After gaining the Oracle Entry talent, you can also gain Primal Aspect talents

Talent PreReq Description Tags
Oracle Entry Character Level 2 When you take this entry talent, you gain the following abilities.
  • Woe: Whenever you crit fail on a d20, gain 1 SP. This cannot exceed your maximum SP. You gain an inexpensive object that you use to predict the future, such as tarot cards, knuckle bones, charmed dice, lots, or cured entrails.
  • Hermit: Gain +2 Arcana, Astrology, or Astronomy; and +2 in a skill of your choice with the Observation or Survival tag.
  • Oracular Magic: Choose one: Primal or Psionic. If you choose Primal, gain Warden of the Primal unless you already have it. If you already have it, gain +1 Primal Power and +5 SP instead. If you choose Psionic, gain Adept of the Psionic unless you already have it. If you already have it, gain +1 Psionic Power and +5 SP instead. Whichever you choose, LUCK is your magic attribute for oracle magic. Each time you level up and spend your talent point on an oracle talent, you gain +5 SP and +1 Power in the source you chose.
Oracle, Class Entry

Druid Track

Druid Track Progression
Talent PreReq Description Tags
Star's Guidance Oracle Entry, Warden of the Primal Pick Astronomy or Astrology. Gain +2 Skill Points in that skill. Gain the Star’s Guidance ability.
  • Star’s Guidance: (1/Recoup) Use Astronomy or Astrology in place of a skill with the Survival tag.
Oracle, Druid
Old Gods Star’s Guidance

Incompatible: Wyrd Wood

Gain the Disciple of the Divine talent if you did not already have it. Disciple of the Divine does not grant you additional SP when you gain it in this way. LUCK is your magic attribute for the Divine Source. Whenever you gain a talent from this track with the Divine tag, gain +1 Divine Power. You have taken it upon yourself to maintain a balance between nature and deity.

In combat, when you cast a primal chant or spell, gain 1 Primal Proclivity. When you cast a divine prayer or spell, gain 1 Divine Proclivity. At the end of combat, subtract the lesser number from the greater. If the difference is greater than 1, then you immediately lose 2d10 SP and can only cast magic from the Source that had higher Proclivity. You are also Sickened until balance is restored. When you Recoup, you may forego the normal benefits of Recouping to reset this ability. Otherwise, the ability resets upon Taking a Rest.

Oracle, Druid, Divine
Old Gods II Old Gods If you suffer the penalty from having imbalanced Proclivities, you lose 1d10 SP instead of 2d10. If you remain within the difference, you regain 1d6 SP and gain +1 on attribute checks for the next 1 hour. Oracle, Druid, Divine
Wyrd Wood Star’s Guidance

Incompatible: Old Gods

Gain the Initiate of the Occult talent if you did not already have it. Initiate of the Occult does not grant you additional SP when you gain it in this way. LUCK is your magic attribute for the Occult Source. Whenever you gain a talent from this track with the Occult tag, gain +1 Occult Power. You have taken it upon yourself to draw the wood’s rot into your own soul so that the wilderness might thrive even as you suffer.

Dark Power triggers on a roll of 1-2 for you. Choose two of your primal chants and one of your primal spells to gain Dark Power. Choose what effects they have from the Primeval Darkness Chart below. In combat, when you cast a chant or spell without the Dark Power tag, gain 1 Light Proclivity. When you cast a chant or spell with the Dark Power tag, gain 1 Dark Proclivity. At the end of combat, subtract the lesser number from the greater. If the difference is greater than 1, then you immediately lose 2d10 HP and can only cast magic with or without the Dark Power tag (whichever Proclivity was stronger). You are also Sickened until balance is restored.

When you Recoup, you may forego the normal benefits of Recouping to reset this ability. Otherwise, this ability resets when you Take a Rest.

Oracle, Druid, Occult
Wyrd Wood II Wyrd Wood Choose 1-2 additional primal chants and 1-2 additional primal spells to gain Dark Power, choosing their effects from the Primeval Darkness Chart below. If you suffer the penalty from having imbalanced Proclivities, you lose 1d10 HP instead of 2d10.

Whenever you spend SP on a spell with the Dark Power tag in combat, you may choose an ally within 30 ft of you that you can see to gain 1d8 Shield HP as you draw negative energy into yourself.

Oracle, Druid, Occult
Star's Guidance II Druid 3 Gain +2 Skill Points in either Astrology or Astronomy. Star’s Guidance becomes 2/Recoup. Oracle, Druid
Star's Redirection Star’s Guidance II Gain the Star's Redirection ability
  • Star's Redirection: (1/Rest) When you fail a Foraging, Sheltering, or Navigating check, treat it as if it were the lowest tier of a successful outcome.
Oracle, Druid
Third Eye Star’s Guidance II Gain +2 Skill Points in Arcana, Astrology, or Astronomy. Learn one Divining spell from any source, which counts as Primal for you. Oracle, Druid
Beast Form Star’s Guidance II Gain the Beast Form ability
  • Beast Form: (1/Rest) You can cast Polymorph on yourself without spending SP, but when you use this spell in this way you can only target yourself and can only turn into your choice of creature that is Small or smaller, is appropriate to your current habitat or the habitat of your youth, and does not have a Monster Level (such as a squirrel, sparrow, or mundane scorpion).
Oracle, Druid
Old Gods III Druid 5, Old Gods II The difference between Proclivities must be greater than 2 in order for you to suffer the penalty. If you suffer the penalty from imbalanced Proclivities, you are Shaken instead of Sickened. Oracle, Druid, Divine
Wyrd Wood III Druid 5, Wyrd Wood II Choose 0-2 additional primal chants and 0-2 additional primal spells to gain Dark Power, choosing their effects from the Primeval Darkness Chart below. The difference between Proclivities must be greater than 2 in order for you to suffer the penalty from imbalanced Proclivities.

When Dark Power triggers and you suffer the consequences of Dark Power, every ally within 30 ft of you can gain 1d8 Shield HP as you draw in the negative energy.

Oracle, Druid, Occult
Mystic Druid Druid 6 Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot gain Death Points from poison or disease. Oracle, Druid
Star's Guidance Mystic Druid, Star’s Guidance II Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot become lost except by magical means. Oracle, Druid
Beast Form II Mystic Druid, Beast Form When you use Beast Form, you can become a Beast of ML 1 or lower. Beast Form becomes 3/Rest. Oracle, Druid
Mystic Druid II Druid 8 You gain the Immortal ability.
  • Immortal: Your natural lifespan doubles.
Oracle, Druid
Old Gods IV Mystic Druid II, Old Gods III If you suffer the penalty from imbalanced Proclivities, you lose 1d6 SP instead of 1d10. Moreover, if you remain within the difference, you regain 1d10 SP and have TA on all d20 rolls for the next 1 hour. Oracle, Druid, Divine
Wyrd Wood IV Mystic Druid II, Wyrd Wood III Choose 0-2 additional primal chants and 0-2 additional primal spells to gain Dark Power, choosing their effects from the Primeval Darkness menu. You may voluntarily succumb to Dark Power. If you do, you suffer the Dark Power’s effects, but you also cast that ability as though you had not rolled Dark Power, rolling 2d20 and keeping whichever was higher. Oracle, Druid, Occult
Mystic Druid II Druid 10 You are immune to poison and disease. Oracle, Druid, Occult
Star's Guidance IV Mystic Druid III, Star’s Guidance III Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot become lost, including by magical means. Furthermore, while you concentrate on the sky and are not actively engaged in another task, you can always see the stars in the sky, even if it is daytime or you are indoors. Oracle, Druid
Beast Form III Mystic Druid III, Beast Form II When you use Beast Form, you can become a Beast of ML 3 or lower. Oracle, Druid
Mystic Druid III Druid 12 Your Immortal ability becomes: Your natural lifespan increases tenfold. Oracle, Druid
Old Gods V Mystic Druid IV, Old Gods IV The difference between Proclivities must be greater than 3 for you to suffer the penalty from imbalanced Proclivities. You gain the normal benefits of a Recoup as well as restoring balance when necessary. Oracle, Druid, Divine
Wyrd Wood V Mystic Druid IV, Wyrd Wood IV Choose 0-2 additional primal chants and 0-2 additional primal spells to gain Dark Power, choosing their effects from the Primeval Darkness Chart below. The difference between Proclivities must be greater than 3 for you to suffer the penalty. When allies gain Shield HP from you using Dark Power, they also gain the Protected condition until the end of your next turn. Oracle, Druid, Occult
Archdruid Druid 14 As an archdruid, you look after the untamed wilderness with endless patience and incalculable wisdom. When you sleep, you can enter a trance that lets you meditate and contemplate planar entities.

Gain three abilities: Contemplate, After the Ashes, and Primeval Foresight.

  • Contemplate: (1/Week) You can reselect any primal, psionic, divine, and/or occult spells that you know.
  • After the Ashes: If your primal spells have Dark Power, you can choose whether they keep it, remove it, or gain a different Dark Power ability.
  • Primeval Foresight: (1/Month) You can reassign some or all of your Oracle talents.
    • Level 30: Your lifespan (including your bonus from Immortal) increases tenfold.
Oracle, Druid, Capstone

Primeval Darkness Chart

Name Type of Magic Description
Abrasive Chant Chant that deals damage Gain TA on the attack roll.
  • Dark Power: You suffer the damage instead.
Pashak Nurturance Chant that does not deal damage If you do not suffer Dark Power, you become Protected until the end of your next turn.
  • Dark Power: Roll for Dark Power. On a roll of 5 or lower, you suffer 1d6 necrotic damage. If this had the Nature or Weather tag, then the nature in the area withers a little or the weather grows sour and corrupt.
Wyrd Chant Chant that imposes negative condition Gain TA on the attack roll.
  • Dark Power: You suffer the condition for the written duration instead.
Dark Faerie’s Gambit Chant that targets an ally Extend the duration by 1 round if successful.
  • Dark Power: Roll for Dark Power. On a roll of 5 or lower, you instead deal 1d4 psychic damage to your ally and yourself.
Abrasive Spell Spell that deals damage to one creature Gain TA on the attack roll.
  • Dark Power: You suffer the damage instead.
Wrath of the Ashyidir Spell that deals AOE damage Gain TA on the attack roll.
  • Dark Power: You cast the spell and it is centered on you.
Wyrd Spell Spell that imposes a negative condition Gain TA on the attack roll.
  • Dark Power: You suffer the condition for the written duration instead.
Wyrd Reconstruction Spell that heals If successful The spell adds additional healing equal to 1⁄2 your LUCK.
  • Dark Power: Roll 1d20 for Dark Power. On a roll of 5 or lower, the spell deals necrotic damage equal to the amount it would have healed.
Shibmar Attunement Spell that targets self or an ally and doesn’t heal If successful, the target gains +5 ft speed and TA for the duration.
  • Dark Power: Roll 1d20 for Dark Power. On a roll of 5 or lower, the Shibmar Conclave is angry that you stole power from it. For the next 24 hours, beasts and monstrosities are likely to treat you with hostility as they are supernaturally aware of your transgressions.
Chaotic Commune Spell that summons The creature you can summon with this spell can be 1 ML higher than normal.
  • Dark Power: Roll 1d20 for Dark Power. On a roll of 5 or lower, instead of summoning the creature you intended, you summon a fiend or eldritch creature of the MC’s choice that has an ML equal to or less than the creature you would have summoned. It is hostile to you and your allies.

Elementalist Track

Elementalist Track Progression
Talent PreReq Description Tags
Elemental Affinity Oracle Entry Gain Elemental Affinity.
  • Elemental Affinity: (2/Rest) When you take elemental damage, you can spend 1 Reactive AP to gain Affinity to it (including the damage you just took). The first time you deal any type of damage after taking damage for which you have Affinity, also deal 1d6 damage of that type. You retain this Affinity for 1 min. You regain all expended uses when you Take a Rest.
Oracle, Elementalist
Season's Givings Elemental Affinity You grow more in tune with the natural world. Gain Resist 3 to a damage type based on what season it is: Spring = Radiant, Summer = Fire, Autumn = Necrotic, and Winter = Cold. Oracle, Elementalist
Repurpose Damage I Elemental Affinity Gain one of the abilities with the Repurpose Damage I tag from the Repurpose Damage Abilities table. When you are hit with the corresponding type of damage, you can activate that ability for 1 Reactive AP. You can use any ability with a Repurpose Damage tag that you know 2/Rest collectively. You regain all expended uses when you Take a Rest. Oracle, Elementalist
Siphon Damage Repurpose Damage I Repeatable. Gain another Repurpose Damage ability from those you have access to. Oracle, Elementalist, Repeatable
Elemental Affinity II Elemental Affinity I, Elementalist 4 You can use Elemental Affinity on allies within 15 ft of you when they take a type of damage that your Elemental Affinity can interact with. Elemental Affinity becomes 1/2 LUCK/Rest Oracle, Elementalist
Repurpose Damage II Elemental Affinity II, Repurpose Damage I Gain access to the Repurpose Damage II abilities. Gain another Repurpose Damage ability from those you have access to. Oracle, Elementalist
Elemental Affinity III Elemental Affinity II A creature benefitting from Elemental Affinity can gain the Elemental Strikes ability.
  • Elemental Strikes: (2/Rest) +1d6 damage of the Affinity type for the duration. You regain all expended uses when you Take a Rest.
Oracle, Elementalist
Protective Elementalist Elemental Affinity III, Repurpose Damage II Repurpose Damage ability use becomes 1/2 LUCK/Rest. You can expend your Repurpose Damage on an ally within 15 ft of you when they take that type of damage. Oracle, Elementalist
Protective Elementalist II Protective Elementalist Repurpose Damage ability use becomes LUCK/Rest and can be used on allies within 30 ft of you. Oracle, Elementalist
Elemental Affinity IV Elemental Affinity III, Elementalist 9 Regain one use of Elemental Affinity upon Recouping. Affinity can work on energy damage as well. Oracle, Elementalist
Absorb Explosion Elemental Affinity IV (1/Rest) When you take elemental AOE damage, you can cause all other creatures to halve the damage that they took from the blast. On your next turn, you can spend 3 AP to make a special attack in a 60 ft line. +LUCK vs REF of each creature in the line, dealing 3d6 damage of that elemental type and 1/2 damage on a miss. Oracle, Elementalist
Repurpose Damage III Elemental Affinity IV, Repurpose Damage II Gain access to the Repurpose Damage III abilities. Gain another Repurpose Damage ability from those you have access to. Oracle, Elementalist
Elemental Affinity V Elemental Affinity IV, Elementalist 13 (2/Rest) Elemental Strikes also apply to spells that deal damage. Spells that deal damage can be of that damage type or the normal damage type (the creature with Elemental Strikes chooses each time). You regain all expended uses when you Take a Rest. Oracle, Elementalist
Elemental Mastery Elemental Affinity V You are a master of all elements and can blend them together with impeccable ease. The archfae from Ashyidir Conclave itself look upon you as skillful in their arts. Regain one use of Elemental Affinity each time you Recoup. Choose one of your Repurpose Damage abilities. It can be used indefinitely and does not expend your Repurpose Damage usages.

You gain the Superior Affinity ability.

  • Superior Affinity: (1/ Rest) Affinity negates all damage of that type and heals the recipient for 1⁄2 the total damage instead.
    • Level 30: Superior Affinity becomes 1/Recoup.
Oracle, Elementalist, Capstone

Repurpose Damage Abilities Table

Ability Description Tag
Ice Armor When you take cold damage, gain DR 4/Fire for 1 minute. Oracle, Elementalist, Repurpose Damage I
Corrosive Strikes When you take corrosive damage, you can corrode your attacks. When attacking a single creature, ignore up to Resist 4 of any kind for 1 minute. Oracle, Elementalist, Repurpose Damage I
Heat Aura When you take fire damage, gain DR 4/Cold for 1 minute. Oracle, Elementalist, Repurpose Damage I
Flaming Shield When you would gain the Burning condition, you may instead cast the Fire Shield spell as if it were primal or psionic without spending SP. Oracle, Elementalist, Repurpose Damage I
Lightning Fast When you take lightning damage, gain +4 AP on your next turn. Oracle, Elementalist, Repurpose Damage I
Sickening Strikes When you take toxic damage, you can make your attacks toxic. For 1 minute when you attack a single target and hit, the target is Sickened until the end of its next turn. Oracle, Elementalist, Repurpose Damage I
Blood Permeation When you would gain the Bleeding condition, you can instead regain HP equal to the amount of damage you would take, for 1 minute or until your Bleeding condition would otherwise end (whichever is shorter). Oracle, Elementalist, Repurpose Damage II
Blunt Force Armor When you take Blunt damage, you can convert the force into stone that encases your skin. Gain +3 AR for 1 minute. Oracle, Elementalist, Repurpose Damage II
Bodily Necrosis When you take necrotic damage, you can weaken your enemies. For 1 minute when you attack a single creature and hit, that creature is Dazed until the end of its next turn. Oracle, Elementalist, Repurpose Damage III
Psychic Resonance When you take psychic damage, you can surround yourself in a psychic field. You cannot be Charmed, Enthralled, or Shaken for 1 minute. Oracle, Elementalist, Repurpose Damage III
Irradiated Aura When you take radiant damage, you burst into radiance for 1 minute. Shed bright light for 30 ft, dim light for 30 ft beyond that, and gain Resist 5 Ammunition. If this causes ammunition to miss, it is burnt to a crisp. Oracle, Elementalist, Repurpose Damage III
Sonorous Strikes When you take sonic damage, your attacks become thunderous. For 1 minute when you attack a single creature and hit, that creature also falls Prone if it is Huge or smaller. Oracle, Elementalist, Repurpose Damage III

Fate Track

Fate Track Progression
Talent PreReq Description Tags
Thread Of Fate Oracle Entry Gain the Boon of Fate ability.
  • Boon of Fate: You can spend Luck points to reroll allies’ d20 rolls when they are within 60 ft of you.
Oracle, Fate
Weal Thread of Fate Gain the Weal ability.
  • Weal: When you crit on a d20 roll, gain 1 SP. This cannot exceed your maximum SP.
Oracle, Fate
Weal II - Skills Weal Your crit range on skills increases by 1. Oracle, Fate
Weal II - Spells Weal Your crit range on spells increases by 1. Oracle, Fate
Weal III - Chants Weal II Your crit range on chants increases by 1. Oracle, Fate
Weal III - Weapons Weal II Your crit range on weapons increases by 1. Oracle, Fate
Weal IV - Fortune's Favor Weal III When you cast a spell that does not require a d20 roll, you may roll 1d20 anyway to attempt to trigger Woe or Weal. Oracle, Fate
Weal IV - Invocations Weal III Your crit range on invocations increases by 1. Oracle, Fate
Thread of Fate II Weal IV Gain the Bane of Fate ability.
  • Bane of Fate: (2/ Rest) You can spend Luck points to reroll enemies’ d20 rolls when they are within 60 ft of you. You regain all expended uses when you Take a Rest.
Oracle, Fate
Woe Is Me Thread of Fate II You crit fail on a roll of 1 or 2. Oracle, Fate
Thread Of Fate Woe Is Me Boon of Fate and Bane of Fate extend to 90 ft range. Oracle, Fate
Thread Of Fate III Thread of Fate III Bane of Fate becomes 2/Recoup. Oracle, Fate
Great Weal Thread of Fate IV Choose one Weal ability that you already have: Skills, Spells, Chants, Weapons, or Invocations. Increase your crit range on that choice by 1. Oracle, Fate
Ambient Luck Great Weal Gain the Ambient Luck ability.
  • Ambient Luck: (LUCK/Rest) When an ally crits within 30 ft of you, regain 1 SP. You regain all expended uses when you Take a Rest.
Oracle, Fate
Manipulate Chance Ambient Luck Gain the Manipulate Chance ability.
  • Manipulate Chance: You may spend 4 SP to regain an expended Luck point.
Oracle, Fate
Turn Of Fortune Manipulate Chance Gain the Turn of Fortune ability.
  • Turn of Fortune: When you roll multiple d20s (e.g., you are Sickened), you apply Weal/Woe to all rolls, even though you only use one die to determine the outcome of the roll.
Oracle, Fate
Fated Great Weal Gain the Fated ability.
  • Fated: Before rolling a d20, call out even or odd. If you are correct, gain +1 on the roll.
Oracle, Fate
Fated II Fated Your Fated bonus becomes +2. Oracle, Fate
Fated III Fated II Your Fated bonus becomes +3. Oracle, Fate
Portent Great Weal Gain the Portent ability.
  • Portent: Regain 1 luck point when you recoup.
Oracle, Fate
Portent II Portent Portent becomes: Regain 2 luck points when you recoup. Oracle, Fate
Portent III Portent II Portent becomes: Regain 3 luck points when you recoup. Oracle, Fate
Overcome Woe Turn of Fortune, Fated III, or Portent III When your Woe ability activates, reroll the crit fail on your d20 (still gain the Spell Point); keep the second roll. Oracle, Fate
Grand Weal Overcome Woe Throughout select circles of oracles, mystics, and certain religious orders, you are known to be blessed by deities and/or preternaturally lucky through manipulating your own Essence. (Your precise reputation depends upon your character’s backstory, beliefs, personality, and in-world connections.)

The choice you made for Great Weal increases its crit range to the maximum possible crit range: you crit on a roll of 16-20 with your selection.

  • Level 30: The final cap for your LUCK increases from 12 to 14.
Oracle, Fate, Capstone

Guide Track

Guide Track Progression
Talent PreReq Description Tags
Mentor Oracle Entry Gain 2 Skill Points in any skill. Gain the Mentor ability.
  • Mentor: (AWR/Rest) You can spend 1 AP to lose X points in a Skill to give X points in that skill to 1 ally that you touch. This lasts for 2 hours, whereupon your ally loses that bonus and you regain your normal skill points. You regain all expended uses when you Take a Rest.
Oracle, Guide
Reactive Instruction Mentor Gain 2 Skill Points in any skill. You may use your Mentor ability reactively. Oracle, Guide
Mystic Support Reactive Instruction When you end your turn with 0 AP, gain 1 special Mystic Support AP that acts as Reactive AP. You lose this AP at the start of your next turn. You can only gain one source of special AP. If you gain a second source of special AP, choose whether you keep this source or your new source. Oracle, Guide
Mentor II Mystic Support Gain 2 Skill Points in any skill. Mentor becomes AWR/ Recoup. Oracle, Guide
Mystic Support II Mentor II Mystic Support gives you 2 Support AP. Oracle, Guide
Wakeful Serenity Mystic Support II Gain the Wakeful Serenity ability.
  • Wakeful Serenity: The first time you roll against Fatigue after Recouping, roll 2d20 and use the higher result.
Oracle, Guide
Wakeful Serenity II Wakeful Serenity Use Wakeful Serenity whenever you roll against Fatigue, not only the first time after Recouping. Oracle, Guide
Talented Mentor Mystic Support II Gain one specialization talent. When you Mentor someone, you can lose access to one of your specialization talents to let them gain that talent. If this would result in you losing skill points, you choose how to assign the losses, and regain those Skill Points at the end of the duration. Oracle, Guide
Magical Mentor Talented Mentor Learn an extra spell from the source of magic that you chose when you took Oracle Entry. When you Mentor someone, you can pick a spell, expend SP, and that creature can cast that spell 1 time during their mentorship. They must spend the spell’s normal AP, but not SP, to do so. You lose access to that spell for the duration. Oracle, Guide
Guide Magical Mentor Gain 2 Skill Points in any skill. When you use your Mentor ability, you may split your X Skill Points between two creatures, giving them each 1⁄2 X. (You cannot choose yourself.) Oracle, Guide
Guide II Guide Gain 2 Skill Points in any skill. When you use your Mentor ability, you can choose two creatures to gain the full benefit (instead of halving the benefit). (You cannot choose yourself.) Oracle, Guide
Guide III Guide II Gain 2 Skill Points in any skill. When you use your Mentor ability, you can choose three creatures within 10 ft of you to gain the full benefit. (You cannot choose yourself.) Oracle, Guide
Guide IV Guide III Gain 2 Skill Points in any skill. When you use your Mentor ability, you can choose five creatures within 10 ft of you to gain the full benefit. (You cannot choose yourself.) Oracle, Guide
Apprentice Magical Mentor Gain 2 Skill Points in any skill. When you use your Mentor ability, you may lose Skill Points in two skills, granting the creature that you touch bonus Skill Points in both of those skills. Oracle, Guide
Apprentice II Apprentice Gain 2 Skill Points in any skill. When you use your Mentor ability, you may lose Skill Points in three skills, granting the creature that you touch bonus Skill Points in all of those skills. Oracle, Guide
Apprentice III Apprentice II Gain 2 Skill Points in any skill. When you use your Mentor ability, the target creature can exceed the +20 cap in Skill Points. Oracle, Guide
Apprentice IV Apprentice III Gain 2 Skill Points in any Skill. Gain the Expert Guidance ability.
  • Expert Guidance: (1/Rest) When you use your Mentor ability, the target creature gains 2X the Skill Points in one skill that you lend to them.
Oracle, Guide
Mystic Support III Guide IV or Apprentice IV Mystic Support gives you 3 Support AP. Oracle, Guide
Talented Mentor II Mystic Support III Gain one specialization talent.

When you Mentor someone, you can lose access to two of your specialization talents to let them gain those talents. If this would result in you losing skill points, you choose how to assign the losses and regain those Skill Points at the end of the duration.

Oracle, Guide
Magical Mentor II Talented Mentor II Learn an extra spell from the source of magic that you chose when you took Oracle Entry.

When you Mentor someone, you can pick one spell and one chant or invocation, expend SP for the Spell (and a slot for the invocation if selected), and that creature can cast those abilities one time each during their mentorship. You lose access to the spells for that time.

Oracle, Guide
Superior Mentor Magical Mentor II You are known across vast swathes of your continent as a brilliant mentor. Kings seek your counsel, and wealthy merchants and nobles dream of having you tutor their children for an afternoon. Your reputation is often sufficient to curry favors with nobles and to arrange meetings with people of import the day that you request such meetings.

Gain 12 Skill Points, which you can spend on any skills of your choice. You may use your Mentor ability indefinitely. People who train with you for at least 1 hour per day and at least 4 days per week can gain 1 Skill Point per month in any skill for which you have at least a +10.

  • Level 30: When you use your Mentor ability, receiving creatures gain +Y in the Skill Points they gain from you, where Y equals your AWR. (This cannot exceed the maximum +20 Skill Point cap unless you have Apprentice III).
Oracle, Guide, Capstone