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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. | 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? | 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. | '''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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'''Fate''' Sometimes called a prophet or diviner, you might gain the ability to see shadows of the future and exert your influence over fate. | '''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. | '''Guide''' Whether a mysterious mentor or an eclectic professor, you can instruct your pupils in various [[skills]] and techniques, helping them all to improve. | ||
After gaining the Oracle Entry talent, you can take talents | After gaining the Oracle Entry talent, you can take talents | ||
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talent, you can also gain Primal Aspect talents | talent, you can also gain Primal Aspect talents | ||
===''' | ==='''Oracle Entry'''=== | ||
{| class="wikitable" | {| class="wikitable" | ||
!Feature | !Feature | ||
!PreReq | !PreReq | ||
| Line 38: | Line 37: | ||
|Oracular Magic | |Oracular Magic | ||
| | | | ||
|Choose one: Warden of the Primal, or Adept of the Psionic. Learn that talent unless you already knew one or both of these talents. Whichever you choose, LUCK is your magic attribute for oracle magic. | |Choose one: Warden of the Primal, or Adept of the [[Psionic]]. Learn that talent unless you already knew one or both of these talents. Whichever you choose, LUCK is your magic attribute for oracle magic. | ||
If you choose Warden of the Primal, then each time you level up and spend your talent point on an oracle talent, you gain +5 SP and +1 Primal Power. | If you choose Warden of the Primal, then each time you level up and spend your talent point on an oracle talent, you gain +5 SP and +1 Primal Power. | ||
If you choose Adept of the Psionic, then each time you level up and spend your talent point on an oracle talent, you gain +5 SP and +1 Psionic Power. | If you choose Adept of the Psionic, then each time you level up and spend your talent point on an oracle talent, you gain +5 SP and +1 Psionic Power. | ||
| Line 51: | Line 50: | ||
!Discreption | !Discreption | ||
|- | |- | ||
| | |Star's Guidance | ||
|Oracle, Druid | |Oracle, Druid | ||
|Oracle Entry, Warden of the Primal | |Oracle Entry, Warden of the Primal | ||
| Line 57: | Line 56: | ||
'''Star’s Guidance''' Use Astronomy or Astrology in place of a skill with the Survival tag. (1/Recoup) | '''Star’s Guidance''' Use Astronomy or Astrology in place of a skill with the Survival tag. (1/Recoup) | ||
|- | |- | ||
| | |Old gods | ||
|Oracle, Druid, Divine | |Oracle, Druid, Divine | ||
|Star’s Guidance | |Star’s Guidance | ||
Incompatible: Wyrd Wood | 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. 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. | |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. 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. | ||
|- | |- | ||
| | |Old gods II | ||
|Oracle, Druid, Divine | |Oracle, Druid, Divine | ||
|Old Gods | |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. | |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. | ||
|- | |- | ||
| | |Wyrd Wood | ||
|Oracle, Druid, Occult | |Oracle, Druid, Occult | ||
|Star’s Guidance | |Star’s Guidance | ||
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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. | 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. | ||
|- | |- | ||
| | |Wyrd Wood II | ||
|Oracle, Druid, Occult | |Oracle, Druid, Occult | ||
|Wyrd Wood | |Wyrd Wood | ||
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that you can see to gain 1d8 Shield HP as you draw negative energy into yourself. | that you can see to gain 1d8 Shield HP as you draw negative energy into yourself. | ||
|- | |- | ||
| | |Star's Guidance II | ||
|Oracle, Druid | |Oracle, Druid | ||
|Druid 3 | |Druid 3 | ||
|Gain +2 Skill Points in either Astrology or Astronomy. Star’s Guidance becomes 2/Recoup. | |Gain +2 Skill Points in either Astrology or Astronomy. Star’s Guidance becomes 2/Recoup. | ||
|- | |- | ||
| | |Star's Redirection | ||
|Oracle, Druid | |Oracle, Druid | ||
|Star’s Guidance II | |Star’s Guidance II | ||
|When you fail a Foraging, Sheltering, or Navigating check, treat it as if it were the lowest tier of a successful outcome. (1/Rest) | |When you fail a Foraging, Sheltering, or Navigating check, treat it as if it were the lowest tier of a successful outcome. (1/Rest) | ||
|- | |- | ||
| | |Third Eye | ||
|Oracle, Druid | |Oracle, Druid | ||
|Star’s Guidance II | |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. | |Gain +2 Skill Points in Arcana, Astrology, or Astronomy. Learn one Divining spell from any source, which counts as Primal for you. | ||
|- | |- | ||
| | |Beast Form | ||
|Oracle, Druid | |Oracle, Druid | ||
|Star’s Guidance II | |Star’s Guidance II | ||
|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). (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). (1/Rest) | ||
|- | |- | ||
| | |Old Gods III | ||
|Oracle, Druid, Divine | |Oracle, Druid, Divine | ||
|Druid 5, Old Gods II | |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. | |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. | ||
|- | |- | ||
| | |Wyrd Wood III | ||
|Oracle, Druid, Occult | |Oracle, Druid, Occult | ||
|Druid 5, Wyrd Wood II | |Druid 5, Wyrd Wood II | ||
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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. | 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. | ||
|- | |- | ||
| | |Mystic Druid | ||
|Oracle, Druid | |Oracle, Druid | ||
|Druid 6 | |Druid 6 | ||
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot gain Death Points from poison or disease. | |Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot gain Death Points from poison or [[disease]]. | ||
|- | |- | ||
| | |Star's Guidance | ||
|Oracle, Druid | |Oracle, Druid | ||
|Mystic Druid, Star’s Guidance II | |Mystic Druid, Star’s Guidance II | ||
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot become lost except by magical means. | |Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot become lost except by magical means. | ||
|- | |- | ||
| | |Beast Form II | ||
|Oracle, Druid | |Oracle, Druid | ||
|Mystic Druid, Beast Form | |Mystic Druid, Beast Form | ||
|When you use Beast Form, you can become a Beast of ML 1 or lower. Beast Form becomes 3/Rest. | |When you use Beast Form, you can become a Beast of ML 1 or lower. Beast Form becomes 3/Rest. | ||
|- | |- | ||
| | |Mystic Druid II | ||
|Oracle, Druid | |Oracle, Druid | ||
| Druid 8 | | Druid 8 | ||
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'''Immortal''' Your natural lifespan doubles. | '''Immortal''' Your natural lifespan doubles. | ||
|- | |- | ||
| | |Old Gods IV | ||
|Oracle, Druid, Divine | |Oracle, Druid, Divine | ||
|Mystic Druid II, Old Gods III | |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. | |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. | ||
|- | |- | ||
| | |Wyrd Wood IV | ||
|Oracle, Druid, Occult | |Oracle, Druid, Occult | ||
|Mystic Druid II, Wyrd Wood III | |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. | |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. | ||
|- | |- | ||
| | |Mystic Druid II | ||
|Oracle, Druid, Occult | |Oracle, Druid, Occult | ||
|Druid 10 | |Druid 10 | ||
|You are immune to poison and disease. | |You are immune to poison and disease. | ||
|- | |- | ||
| | |Star's Guidance IV | ||
|Oracle, Druid | |Oracle, Druid | ||
|Mystic Druid III, Star’s Guidance III | |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. | |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. | ||
|- | |- | ||
| | |Beast Form III | ||
|Oracle, Druid | |Oracle, Druid | ||
|Mystic Druid III, Beast Form II | |Mystic Druid III, Beast Form II | ||
|When you use Beast Form, you can become a Beast of ML 3 or lower. | |When you use Beast Form, you can become a Beast of ML 3 or lower. | ||
|- | |- | ||
| | |Mystic Druid III | ||
|Oracle, Druid | |Oracle, Druid | ||
|Druid 12 | |Druid 12 | ||
|Your Immortal ability becomes: Your natural lifespan increases tenfold. | |Your Immortal ability becomes: Your natural lifespan increases tenfold. | ||
|- | |- | ||
| | |Old Gods V | ||
|Oracle, Druid, Divine | |Oracle, Druid, Divine | ||
|Mystic Druid IV, Old Gods IV | |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. | |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. | ||
|- | |- | ||
| | |Wyrd Wood V | ||
|Oracle, Druid, Occult | |Oracle, Druid, Occult | ||
|Mystic Druid IV, Wyrd Wood IV | |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 menu. 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. | |Choose 0-2 additional primal chants and 0-2 additional primal spells to gain Dark Power, choosing their effects from the Primeval Darkness menu. 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. | ||
|- | |- | ||
| | |Archdruid | ||
|Oracle, Druid, Capstone | |Oracle, Druid, Capstone | ||
|Druid 14 | |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 | |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. | meditate and contemplate planar entities. Gain three abilities: Contemplate, After the Ashes, and Primeval Foresight. | ||
'''Contemplate''' You can reselect any primal, psionic, divine, and/or occult spells that you know. 1/Week | '''Contemplate''' You can reselect any primal, psionic, divine, and/or occult spells that you know. 1/Week | ||
'''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. | '''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''' You can reassign some or all of your Oracle talents. 1/Month | '''Primeval Foresight''' You can reassign some or all of your Oracle talents. 1/Month | ||
Level 30: Your lifespan (including your bonus from | |||
Level 30: Your lifespan (including your bonus from Immortal) increases tenfold. | |||
|} | |} | ||
==== Primeval Darkness Track ==== | |||
{| class="wikitable" | {| class="wikitable" | ||
!Name | !Name | ||
!Type of Magic | !Type of Magic | ||
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|- | |- | ||
|Abrasive Chant | |Abrasive Chant | ||
|Chant that deals [[damage]] | |Chant that deals [[damage]] | ||
|Gain TA on the attack roll. Dark Power: You suffer the damage instead. | |Gain TA on the attack roll. Dark Power: You suffer the damage instead. | ||
|- | |- | ||
| Line 237: | Line 238: | ||
|} | |} | ||
==== | ==== Elementalist Track ==== | ||
{| class="wikitable" | {| class="wikitable" | ||
!Feature | !Feature | ||
!Tags | !Tags | ||
!PreReq | !PreReq | ||
! | !Description | ||
|- | |- | ||
| | |Elemental Affinity | ||
|Oracle, Elementalist | |Oracle, Elementalist | ||
|Oracle Entry | |Oracle Entry | ||
| Line 251: | Line 251: | ||
'''Elemental Affinity''' 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. (2/Rest) | '''Elemental Affinity''' 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. (2/Rest) | ||
|- | |- | ||
| | |Season's Givings | ||
|Oracle, Elementalist | |Oracle, Elementalist | ||
|Elemental Affinity | |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. | |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. | ||
|- | |- | ||
| | |Repurpose Damage | ||
|Oracle, Elementalist | |Oracle, Elementalist | ||
|Elemental Affinity | |Elemental Affinity | ||
|Gain one of the abilities with the Repurpose Damage I tag. When you are hit with the corresponding type of damage, you can activate that ability for 1 Reactive AP. You can use any abilities with a Repurpose Damage tag that you know 2/ Rest collectively. | |Gain one of the abilities with the Repurpose Damage I tag. When you are hit with the corresponding type of damage, you can activate that ability for 1 Reactive AP. You can use any abilities with a Repurpose Damage tag that you know 2/ Rest collectively. | ||
|- | |- | ||
| | |Siphon Damage | ||
|Oracle, Elementalist, Repeatable | |Oracle, Elementalist, Repeatable | ||
|Elemental Affinity | |Elemental Affinity | ||
|Gain another Repurpose Damage ability. | |Gain another Repurpose Damage ability. | ||
|- | |- | ||
| | |Ice [[Armor]] | ||
|Oracle, Elementalist, Repurpose Damage I | |Oracle, Elementalist, Repurpose Damage I | ||
|Repurpose Damage I | |Repurpose Damage I | ||
|When you take cold damage, gain DR 4/Fire for 1 minute. | |When you take cold damage, gain DR 4/Fire for 1 minute. | ||
|- | |- | ||
| | |Corrosive Strikes | ||
|Oracle, Elementalist, Repurpose Damage I | |Oracle, Elementalist, Repurpose Damage I | ||
|Repurpose Damage I | |Repurpose Damage I | ||
|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. | |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. | ||
|- | |- | ||
| | |Heat Aura | ||
|Oracle, Elementalist, Repurpose Damage I | |Oracle, Elementalist, Repurpose Damage I | ||
|Repurpose Damage I | |Repurpose Damage I | ||
|When you take fire damage, gain DR 4/Cold for 1 minute. | |When you take fire damage, gain DR 4/Cold for 1 minute. | ||
|- | |- | ||
| | |Flaming Shield | ||
|Oracle, Elementalist, Repurpose Damage I | |Oracle, Elementalist, Repurpose Damage I | ||
|Repurpose Damage I | |Repurpose Damage I | ||
| Line 287: | Line 287: | ||
psionic without spending SP. | psionic without spending SP. | ||
|- | |- | ||
| | |Lightning Fast | ||
|Oracle, Elementalist, Repurpose Damage I | |Oracle, Elementalist, Repurpose Damage I | ||
|Repurpose Damage I | |Repurpose Damage I | ||
|When you take lightning damage, gain +4 AP on your next turn. | |When you take lightning damage, gain +4 AP on your next turn. | ||
|- | |- | ||
| | |Sickening Strikes | ||
|Oracle, Elementalist, Repurpose Damage I | |Oracle, Elementalist, Repurpose Damage I | ||
|Repurpose Damage I | |Repurpose Damage I | ||
|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. | |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. | ||
|- | |- | ||
| | |Elemental Affinity II | ||
|Oracle, Elementalist | |Oracle, Elementalist | ||
|Elemental Affinity I, Elementalist 4 | |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 | |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 | ||
|- | |- | ||
| | |Repurpose Damage II | ||
|Oracle, Elementalist | |Oracle, Elementalist | ||
|Elemental Affinity II, Repurpose Damage I Gain another Repurpose Damage ability from the old list or from talents with the Repurpose Damage II tag. You can learn abilities from the new list with Siphon Damage. | |Elemental Affinity II, Repurpose Damage I | ||
|Gain another Repurpose Damage ability from the old list or from talents with the Repurpose Damage II tag. You can learn abilities from the new list with Siphon Damage. | |||
|- | |- | ||
| | |Blood Permeation | ||
|Oracle, Elementalist, Repurpose Damage II | |Oracle, Elementalist, Repurpose Damage II | ||
|Repurpose Damage II | |Repurpose Damage II | ||
|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). | |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). | ||
|- | |- | ||
| | |Blunt Force Armor | ||
|Oracle, Elementalist, Repurpose Damage II | |Oracle, Elementalist, Repurpose Damage II | ||
|Repurpose Damage II | |Repurpose Damage II | ||
|When you take Blunt damage, you can convert the force into stone that encases your skin. Gain +3 AR for 1 minute. | |When you take Blunt damage, you can convert the force into stone that encases your skin. Gain +3 AR for 1 minute. | ||
|- | |- | ||
| | |Elemental Affinity III | ||
|Oracle, Elementalist | |Oracle, Elementalist | ||
|Elemental Affinity II | |Elemental Affinity II | ||
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'''Elemental Strikes''' +1d6 damage of the Affinity type for the duration. (2/Rest) | '''Elemental Strikes''' +1d6 damage of the Affinity type for the duration. (2/Rest) | ||
|- | |- | ||
| | |Protective Elementalist | ||
|Oracle, Elementalist | |Oracle, Elementalist | ||
|Elemental Affinity III, Repurpose Damage II | |Elemental Affinity III, Repurpose Damage II | ||
|Repurpose Damage 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. | |Repurpose Damage 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. | ||
|- | |- | ||
| | |Protective Elementalist II | ||
|Oracle, Elementalist | |Oracle, Elementalist | ||
|Protective Elementalist | |Protective Elementalist | ||
|Repurpose Damage becomes LUCK/Rest and can be used on allies within 30 ft of you. | |Repurpose Damage becomes LUCK/Rest and can be used on allies within 30 ft of you. | ||
|- | |- | ||
| | |Elemental Affinity IV | ||
|Oracle, Elementalist | |Oracle, Elementalist | ||
|Elemental Affinity III, Elementalist 9 | |Elemental Affinity III, Elementalist 9 | ||
|Regain one use of Elemental Affinity upon Recouping. Affinity can work on energy damage as well. | |Regain one use of Elemental Affinity upon Recouping. Affinity can work on energy damage as well. | ||
|- | |- | ||
| | |Absorb Explosion | ||
|Oracle, Elementalist | |Oracle, Elementalist | ||
|Elemental Affinity IV | |Elemental Affinity IV | ||
|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. (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. (1/Rest) | ||
|- | |- | ||
| | |Repurpose Damage III | ||
|Oracle, Elementalist | |Oracle, Elementalist | ||
|Elemental Affinity IV, Repurpose Damage II | |Elemental Affinity IV, Repurpose Damage II | ||
|Gain an additional Repurpose Damage power, choosing from the old lists or from talents with the Repurpose Damage III tag. Siphon Damage can let you gain abilities from the new list. | |Gain an additional Repurpose Damage power, choosing from the old lists or from talents with the Repurpose Damage III tag. Siphon Damage can let you gain abilities from the new list. | ||
|- | |- | ||
| | |Bodily Necrosis | ||
|Oracle, Elementalist, Repurpose Damage III | |Oracle, Elementalist, Repurpose Damage III | ||
|Repurpose Damage III | |Repurpose Damage III | ||
|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. | |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. | ||
|- | |- | ||
| | |Psychic Resonance | ||
|Oracle, Elementalist, Repurpose Damage III | |Oracle, Elementalist, Repurpose Damage III | ||
|Repurpose Damage III | |Repurpose Damage III | ||
|When you take psychic damage, you can surround yourself in a psychic field. You cannot be Charmed, Enthralled, or Shaken for 1 minute. | |When you take psychic damage, you can surround yourself in a psychic field. You cannot be Charmed, Enthralled, or Shaken for 1 minute. | ||
|- | |- | ||
| | |Irradiated Aura | ||
|Oracle, Elementalist, Repurpose Damage III | |Oracle, Elementalist, Repurpose Damage III | ||
|Repurpose Damage III | |Repurpose Damage III | ||
|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. | |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. | ||
|- | |- | ||
| | |Sonorous Strikes | ||
|Oracle, Elementalist, Repurpose Damage III | |Oracle, Elementalist, Repurpose Damage III | ||
|Repurpose Damage III | |Repurpose Damage III | ||
|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. | |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. | ||
|- | |- | ||
| | |Elemental Affinity V | ||
|Oracle, Elementalist | |Oracle, Elementalist | ||
|Elemental Affinity IV, Elementalist 13 | |Elemental Affinity IV, Elementalist 13 | ||
|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). (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). (2/Rest) | ||
|- | |- | ||
| | |Elemental Mastery | ||
|Oracle, Elementalist, Capstone | |Oracle, Elementalist, Capstone | ||
|Elemental Affinity V | |Elemental Affinity V | ||
| Line 392: | Line 392: | ||
!Discreption | !Discreption | ||
|- | |- | ||
| | |Thread Of Fate | ||
|Oracle, Fate | |Oracle, Fate | ||
|Oracle Entry | |Oracle Entry | ||
| Line 398: | Line 398: | ||
'''Boon of Fate''' You can spend Luck points to reroll allies’ d20 rolls when they are within 60 ft of you. | '''Boon of Fate''' You can spend Luck points to reroll allies’ d20 rolls when they are within 60 ft of you. | ||
|- | |- | ||
| | |Weal | ||
|Oracle, Fate | |Oracle, Fate | ||
|Thread of Fate | |Thread of Fate | ||
| Line 404: | Line 404: | ||
'''Weal''' When you crit on a d20 roll, gain 1 SP. This cannot exceed your maximum SP. | '''Weal''' When you crit on a d20 roll, gain 1 SP. This cannot exceed your maximum SP. | ||
|- | |- | ||
| | |Weal II - Skills | ||
|Oracle, Fate | |Oracle, Fate | ||
|Weal | |Weal | ||
|Your crit range on skills increases by 1. | |Your crit range on skills increases by 1. | ||
|- | |- | ||
| | |Weal II - Spells | ||
|Oracle, Fate | |Oracle, Fate | ||
|Weal | |Weal | ||
|Your crit range on spells increases by 1. | |Your crit range on spells increases by 1. | ||
|- | |- | ||
| | |Weal II - Chants | ||
|Oracle, Fate | |Oracle, Fate | ||
|Weal II | |Weal II | ||
|Your crit range on chants increases by 1. | |Your crit range on chants increases by 1. | ||
|- | |- | ||
| | |Weal III - Weapons | ||
|Oracle, Fate | |Oracle, Fate | ||
|Weal II | |Weal II | ||
|Your crit range on [[weapons]] increases by 1. | |Your crit range on [[weapons]] increases by 1. | ||
|- | |- | ||
| | |Weal IV - Fortune's Favor | ||
|Oracle, Fate | |Oracle, Fate | ||
|Weal III | |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. | |When you cast a spell that does not require a d20 roll, you may roll 1d20 anyway to attempt to trigger Woe or Weal. | ||
|- | |- | ||
| | |Weal IV - Invocations | ||
|Oracle, Fate | |Oracle, Fate | ||
|Weal III | |Weal III | ||
|Your crit range on invocations increases by 1. | |Your crit range on invocations increases by 1. | ||
|- | |- | ||
| | |Thread of Fate II | ||
|Oracle, Fate | |Oracle, Fate | ||
|Weal IV | |Weal IV | ||
| Line 440: | Line 440: | ||
'''Bane of Fate''' You can spend Luck points to reroll enemies’ d20 rolls when they are within 60 ft of you. (2/ Rest) | '''Bane of Fate''' You can spend Luck points to reroll enemies’ d20 rolls when they are within 60 ft of you. (2/ Rest) | ||
|- | |- | ||
| | |Woe Is Me | ||
|Oracle, Fate | |Oracle, Fate | ||
|Thread of Fate II | |Thread of Fate II | ||
|You crit fail on a roll of 1 or 2. | |You crit fail on a roll of 1 or 2. | ||
|- | |- | ||
| | |Thread Of Fate | ||
|Oracle, Fate | |Oracle, Fate | ||
|Woe Is Me | |Woe Is Me | ||
|Boon of Fate and Bane of Fate extend to 90 ft range. | |Boon of Fate and Bane of Fate extend to 90 ft range. | ||
|- | |- | ||
| | |Thread Of Fate III | ||
|Oracle, Fate | |Oracle, Fate | ||
|Thread of Fate III | |Thread of Fate III | ||
|Bane of Fate becomes 2/Recoup. | |Bane of Fate becomes 2/Recoup. | ||
|- | |- | ||
| | |Great Weal | ||
|Oracle, Fate | |Oracle, Fate | ||
|Thread of Fate IV | |Thread of Fate IV | ||
| Line 461: | Line 461: | ||
that choice by 1. | that choice by 1. | ||
|- | |- | ||
| | |Ambient Luck | ||
|Oracle, Fate | |Oracle, Fate | ||
|Great Weal | |Great Weal | ||
| Line 467: | Line 467: | ||
'''Ambient Luck''' When an ally crits within 30 ft of you, regain 1 SP. (LUCK/Rest) | '''Ambient Luck''' When an ally crits within 30 ft of you, regain 1 SP. (LUCK/Rest) | ||
|- | |- | ||
| | |Manipulate Chance | ||
|Oracle, Fate | |Oracle, Fate | ||
|Ambient Luck | |Ambient Luck | ||
| Line 473: | Line 473: | ||
'''Manipulate Chance''' You may spend 4 SP to regain an expended Luck point. | '''Manipulate Chance''' You may spend 4 SP to regain an expended Luck point. | ||
|- | |- | ||
| | |Turn Of Fortune | ||
|Oracle, Fate | |Oracle, Fate | ||
| | |Manipulate Chance | ||
|Gain the Turn of Fortune ability. | |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. | '''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. | ||
|- | |- | ||
| | |Fated | ||
|Oracle, Fate | |Oracle, Fate | ||
|Great Weal | |Great Weal | ||
| Line 485: | Line 485: | ||
'''Fated''' Before rolling a d20, call out even or odd. If you are correct, gain +1 on the roll. | '''Fated''' Before rolling a d20, call out even or odd. If you are correct, gain +1 on the roll. | ||
|- | |- | ||
| | |Fated II | ||
|Oracle, Fate | |Oracle, Fate | ||
|Fated | |Fated | ||
|Your Fated bonus becomes +2. | |Your Fated bonus becomes +2. | ||
|- | |- | ||
| | |Fated III | ||
|Oracle, Fate | |Oracle, Fate | ||
|Fated II | |Fated II | ||
|Your Fated bonus becomes +3. | |Your Fated bonus becomes +3. | ||
|- | |- | ||
| | |Portent | ||
|Oracle, Fate | |Oracle, Fate | ||
|Great Weal | |Great Weal | ||
| Line 501: | Line 501: | ||
'''Portent''' Regain 1 luck point when you recoup. | '''Portent''' Regain 1 luck point when you recoup. | ||
|- | |- | ||
| | |Portent II | ||
|Oracle, Fate | |Oracle, Fate | ||
|Portent | |Portent | ||
|Portent becomes: Regain 2 luck points when you recoup. | |Portent becomes: Regain 2 luck points when you recoup. | ||
|- | |- | ||
| | |Portent III | ||
|Oracle, Fate | |Oracle, Fate | ||
|Portent II | |Portent II | ||
|Portent becomes: Regain 3 luck points when you recoup. | |Portent becomes: Regain 3 luck points when you recoup. | ||
|- | |- | ||
| | |Overcome Woe | ||
|Oracle, Fate | |Oracle, Fate | ||
|Turn of Fortune, Fated III, or Portent III | |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. | |When your Woe ability activates, reroll the crit fail on your d20 (still gain the Spell Point); keep the second roll. | ||
|- | |- | ||
| | |Grand Weal | ||
|Oracle, Fate, Capstone | |Oracle, Fate, Capstone | ||
|Overcome Woe | |Overcome Woe | ||
| Line 531: | Line 531: | ||
!Discreption | !Discreption | ||
|- | |- | ||
| | |Mentor | ||
|Oracle, Guide | |Oracle, Guide | ||
|Oracle Entry | |Oracle Entry | ||
| Line 537: | Line 537: | ||
'''Mentor''' 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. (AWR/Rest) | '''Mentor''' 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. (AWR/Rest) | ||
|- | |- | ||
| | |Reactive Instruction | ||
|Oracle, Guide | |Oracle, Guide | ||
|Mentor | |Mentor | ||
|Gain 2 Skill Points in any skill. You may use your Mentor ability reactively. | |Gain 2 Skill Points in any skill. You may use your Mentor ability reactively. | ||
|- | |- | ||
| | |Mystic Support | ||
|Oracle, Guide | |Oracle, Guide | ||
|Reactive Instruction | |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. | |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. | ||
|- | |- | ||
| | |Mentor II | ||
|Oracle, Guide | |Oracle, Guide | ||
|Mystic Support | |Mystic Support | ||
|Gain 2 Skill Points in any skill. Mentor becomes AWR/ Recoup. | |Gain 2 Skill Points in any skill. Mentor becomes AWR/ Recoup. | ||
|- | |- | ||
| | |Mystic Support II | ||
|Oracle, Guide | |Oracle, Guide | ||
|Mentor II | |Mentor II | ||
|Mystic Support gives you 2 Support AP. | |Mystic Support gives you 2 Support AP. | ||
|- | |- | ||
| | |Wakeful Serenity | ||
|Oracle, Guide | |Oracle, Guide | ||
|Mystic Support II | |Mystic Support II | ||
| Line 563: | Line 563: | ||
'''Wakeful Serenity''' The first time you roll against Fatigue after Recouping, roll 2d20 and use the higher result. | '''Wakeful Serenity''' The first time you roll against Fatigue after Recouping, roll 2d20 and use the higher result. | ||
|- | |- | ||
| | |Wakeful Serenity II | ||
|Oracle, Guide | |Oracle, Guide | ||
|Wakeful Serenity | |Wakeful Serenity | ||
|Use Wakeful Serenity whenever you roll against Fatigue, not only the first time after Recouping. | |Use Wakeful Serenity whenever you roll against Fatigue, not only the first time after Recouping. | ||
|- | |- | ||
| | |Talented Mentor | ||
|Oracle, Guide | |Oracle, Guide | ||
|Oracle’s Support II | |Oracle’s 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. | |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. | ||
|- | |- | ||
| | |Magical Mentor | ||
|Oracle, Guide | |Oracle, Guide | ||
|Talented 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. | |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. | ||
|- | |- | ||
| | |Guide | ||
|Oracle, Guide | |Oracle, Guide | ||
|Magical Mentor | |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.) | |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.) | ||
|- | |- | ||
| | |Guide II | ||
|Oracle, Guide | |Oracle, Guide | ||
|Guide | |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.) | |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.) | ||
|- | |- | ||
| | |Guide III | ||
|Oracle, Guide | |Oracle, Guide | ||
|Guide II | |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.) | |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.) | ||
|- | |- | ||
| | |Guide IV | ||
|Oracle, Guide | |Oracle, Guide | ||
|Guide III | |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.) | |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.) | ||
|- | |- | ||
| | |Apprentice | ||
|Oracle, Guide | |Oracle, Guide | ||
|Magical Mentor | |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. | |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. | ||
|- | |- | ||
| | |Apprentice II | ||
|Oracle, Guide | |Oracle, Guide | ||
|Apprentice | |Apprentice | ||
| Line 609: | Line 609: | ||
creature that you touch bonus Skill Points in all of those skills. | creature that you touch bonus Skill Points in all of those skills. | ||
|- | |- | ||
| | |Apprentice III | ||
|Oracle, Guide | |Oracle, Guide | ||
|Apprentice II | |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. | |Gain 2 Skill Points in any skill. When you use your Mentor ability, the target creature can exceed the +20 cap in Skill Points. | ||
|- | |- | ||
| | |Apprentice IV | ||
|Oracle, Guide | |Oracle, Guide | ||
|Apprentice III | |Apprentice III | ||
|Gain 2 Skill Points in any Skill. Gain the Expert Guidance ability. | |Gain 2 Skill Points in any Skill. Gain the Expert Guidance ability. | ||
'''Expert Guidance''' When you use your Mentor ability, the target creature gains 2X the Skill Points in one skill that you | '''Expert Guidance''' When you use your Mentor ability, the target creature gains 2X the Skill Points in one skill that you lend to them. (1/Rest) | ||
lend to them. (1/Rest) | |||
|- | |- | ||
| | |Mystic Support III | ||
|Oracle, Guide | |Oracle, Guide | ||
|Guide IV or Apprentice IV | |Guide IV or Apprentice IV | ||
|Mystic Support gives you 3 Support AP. | |Mystic Support gives you 3 Support AP. | ||
|- | |- | ||
| | |Talented Mentor II | ||
|Oracle, Guide | |Oracle, Guide | ||
|Mystic Support III | |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. | |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. | ||
|- | |- | ||
| | |Magical Mentor II | ||
|Oracle, Guide | |Oracle, Guide | ||
|Talented 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. | |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. | ||
|- | |- | ||
| | |Superior Mentor | ||
|Oracle, Guide, Capstone | |Oracle, Guide, Capstone | ||
|Magical Mentor II | |Magical Mentor II | ||
edits