Oracle: Difference between revisions

122 bytes added ,  6 January 2024
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'''<u><big>Oracle Tracks</big></u>'''
'''<u><big>Oracle Tracks</big></u>'''


'''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.
'''[[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.
'''Elementalist:''' You can capture the terrible energy of raging fires and storms, turning such harmful effects into powerful [[elemental]] shields.
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|Star’s Guidance
|Star’s Guidance
<u>Incompatible</u>: Wyrd Wood
<u>Incompatible</u>: 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. 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.  
|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 spellcasting 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.  
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.
When you Recoup, you may forego the normal benefits of Recouping to reset this ability. Otherwise, the ability resets upon Taking a Rest.
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|Star’s Guidance
|Star’s Guidance
<u>Incompatible</u>: Old Gods
<u>Incompatible</u>: 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. 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.
|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 spellcasting 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|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.  
Dark Power triggers on a roll of 1-2 for you. Choose two of your primal chants and one of your [[Primal Spells|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.