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Oracle

Oracle

The gods incarnated are truly terrible to behold. For this reason, when they have cause to treat with mortals, they do so through intermediaries called oracles. A god extends a portion of its essence into the host and reveals its intentions to the world through the mortal vessel. In these throes of ecstasy, you experience the joy of divinity, even if the time is fleeting. Strange happenings follow you when the god manifests in your body.

The phenomena vary depending on the god you serve and are harmless but evocative effects representing the gods' proximity such as flowers blooming, shadows crawling and curling, brightened flames, etc.

Level 3 Oracle

Attributes: Increase two attributes by 1 each.

Health: +8

Traditions: One

Spells: One novice

Divine Ecstasy (Magical): If you are not confused, controlled, stunned, or unconscious, and not already under the effects of this talent at the start of your turn, you can use this talent to invite your deity to infuse your body for 1 minute. The effect ends early if you become unconscious or are subject to an effect that would end the controlled affliction. This talent grants the following benefits:

  • Your Health increases by 10.
  • You impose 1 bane on rolls against your Defense or attributes by enemies not immune to the frightened affliction.
  • You make attribute rolls with 1 boon.
  • You are immune to the controlled, confused, frightened, held, impaired, stunned, and vulnerable afflictions.
  • Your attacks deal an extra 1d6 damage. When this effect ends, you heal 4d6 damage, but you become weakened (luck ends). You can use this talent a number of times equal to half your level. You regain expended uses after you rest.

Level 4 Oracle

Health: +8

Bonus Damage: +1d6

Spells: One novice

Divine Presence (Magical): At the end of each of your turns while under the effects of your Divine Ecstasy talent, you can roll a d6 to see what happens. D6 EFFECT 1–2 Blessing of Health and Vitality. One ally within 5 yards heals 1d6 damage; the damage healed increases to 2d6 at level 6 and to 3d6 at level 9. 3–4 Blessing of Inspiration. Each ally within 5 yards makes attribute and luck rolls with 1 boon until the start of your next turn. 5–6 Wrath of the Divine. Each enemy within 5 yards takes 1d6 damage; the damage increases to 2d6 at level 6 and to 3d6 at level 9.

Level 6 Oracle

Health: +8

Bonus Damage: +1d6

Spells: One expert

Prophetic Pronouncement: When you get a 5 or 6 on the die rolled for your Divine Presence talent, the god uses your mouth to make a pronouncement. One ally of your choice who heard the entity speak is inspired by the pronouncement and gains their choice of the following benefits:

  • Heal 3d6 damage.
  • Regain an expended casting of an expert or novice spell.
  • Make attribute rolls with 2 boons for 1 minute.

Level 9 Oracle

Health: +8

Spells: One master

Awesome Manifestation: When you use your Divine Ecstasy talent, each enemy within 10 yards that can see you makes a Will roll. On a failure, the enemy becomes frightened of you (luck ends). If the result of the roll is 5 or less, the enemy also falls prone and becomes held for as long as it is frightened in this way.