Deities: Aureon (LN), Boccob (N), Celestian (N), Cyndor (LN), Istus (N), Sovereign Host (pantheon) (NG)
Name: Oracle
Granted Power: You cast Divination spells at +2 caster levels.
Name | ||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
School | Casting Time | Source Book | ||||||||||||||||||
Save - Res | Level | Comps | ||||||||||||||||||
Dur | Range | Recharge | ||||||||||||||||||
Effect | ||||||||||||||||||||
Expensive Focus | ||||||||||||||||||||
Expensive Material | ||||||||||||||||||||
XP Cost | ||||||||||||||||||||
Description | ||||||||||||||||||||
Full Description | ||||||||||||||||||||
Identify (M) | ||||||||||||||||||||
Divination | 1 hour | SRD | ||||||||||||||||||
None - No | Artificer 1, Brd 1, HB 1, Hoard 1, Magic 2, Oracle 1, Sor/Wiz 1 | V, S, M/DF | ||||||||||||||||||
Instant | Touch | General | ||||||||||||||||||
Targets: One touched object | ||||||||||||||||||||
Materials: A: A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting. | ||||||||||||||||||||
Determines properties of magic item. |
||||||||||||||||||||
The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any). Identify does not function when used on an artifact. |
||||||||||||||||||||
Augury (M) (F) | ||||||||||||||||||||
Divination | 1 minute | SRD | ||||||||||||||||||
- | APeace 2, Arc 2, Clr 2, Destiny 2, Dream 2, Fate 2, Oracle 2, Planning 2 | V, S, M, F | ||||||||||||||||||
Instant | Personal | 6 hours | ||||||||||||||||||
Target: You | ||||||||||||||||||||
Focus: A set of marked sticks, bones, or similar tokens of at least 25 gp value. | ||||||||||||||||||||
Materials: Incense worth at least 25 gp. | ||||||||||||||||||||
Learns whether an action will be good or bad. |
||||||||||||||||||||
An augury can tell you whether a particular action will bring good or bad results for you in the immediate future. The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results: Weal (if the action will probably bring good results). Woe (for bad results). Weal and woe (for both). Nothing (for actions that don't have especially good or bad results). If the spell fails, you get the "nothing" result. A cleric who gets the nothing result has no way to tell whether it was the consequence of a failed or successful augury. The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same dice result as the first casting. |
||||||||||||||||||||
Divination (M) | ||||||||||||||||||||
Divination | 10 minutes | SRD | ||||||||||||||||||
- | APeace 4, Arc 4, Clr 4, Fate 4, Knowledge 4, Oracle 3, Pact 4, Vassal of Bahamut 4 | V, S, M | ||||||||||||||||||
Instant | Personal | 6 hours | ||||||||||||||||||
Target: You | ||||||||||||||||||||
Materials: Incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp. | ||||||||||||||||||||
Provides useful advice for specific proposed actions. |
||||||||||||||||||||
Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within one week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn't act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 70% + 1% per caster level, to a maximum of 90%. If the dice roll fails, you know the spell failed, unless specific magic yielding false information is at work. As with augury, multiple divinations about the same topic by the same caster use the same dice result as the first divination spell and yield the same answer each time. |
||||||||||||||||||||
Scrying (F) | ||||||||||||||||||||
Divination (Scrying) | 1 hour | SRD | ||||||||||||||||||
Will negates - Yes | APeace 5, Arc 5, Brd 3, Clr 5, Drd 4, EmBarachiel 3, HB 4, MH 3, Oracle 4, Shu 5, Sin-L 5, Sor/Wiz 4, Wuj 4 | V, S, F, M/DF | ||||||||||||||||||
1 min./level | See text | General | ||||||||||||||||||
Effect: Magical sensor | ||||||||||||||||||||
Focus: A: A mirror of finely wrought and highly polished silver costing not less than 1,000 gp. The mirror must be at least 2 feet by 4 feet. | ||||||||||||||||||||
Spies on subject from a distance. |
||||||||||||||||||||
You can see and hear some creature, which may be at any distance. If the subject succeeds on a Will save, the scrying attempt simply fails. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.
1) You must have some sort of connection to a creature you have no knowledge of.
If the save fails, you can see and hear the subject and the subjects immediate surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet. As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, and message. If the save succeeds, you can't attempt to scry on that subject again for at least 24 hours. |
||||||||||||||||||||
Commune (XP) | ||||||||||||||||||||
Divination | 10 minutes | SRD | ||||||||||||||||||
- | Adp 5, APeace 5, Arc 5, Clr 5, Oracle 5 | V, S, M, DF, XP | ||||||||||||||||||
1 round/level | Personal | 6 hours | ||||||||||||||||||
Target: You | ||||||||||||||||||||
XP Cost: 100 XP. | ||||||||||||||||||||
Deity answers one yes-or-no question/level. |
||||||||||||||||||||
You contact your deity or agents thereof and ask questions that can be answered by a simple yes or no. (A cleric of no particular deity contacts a philosophically allied deity.) You are allowed one such question per caster level. The answers given are correct within the limits of the entity's knowledge. Unclear is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deitys interests, a short phrase (five words or less) may be given as an answer instead. The spell, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes. If you lag, discuss the answers, or go off to do anything else, the spell ends. |
||||||||||||||||||||
Legend Lore (M) (F) | ||||||||||||||||||||
Divination | See text | SRD | ||||||||||||||||||
- | Brd 4, Knowledge 7, Oracle 6, Sor/Wiz 6 | V, S, M, F | ||||||||||||||||||
See text | Personal | General | ||||||||||||||||||
Target: You | ||||||||||||||||||||
Focus: Four strips of ivory (worth 50 gp each) formed into a rectangle. | ||||||||||||||||||||
Materials: Incense worth at least 250 gp. | ||||||||||||||||||||
Lets you learn tales about a person, place, or thing. |
||||||||||||||||||||
Legend lore brings to your mind legends about an important person, place, or thing. If the person or thing is at hand, or if you are in the place in question, the casting time is only 1d4x10 minutes. If you have only detailed information on the person, place, or thing, the casting time is 1d10 days, and the resulting lore is less complete and specific (though it often provides enough information to help you find the person, place, or thing, thus allowing a better legend lore result next time). If you know only rumors, the casting time is 2d6 weeks, and the resulting lore is vague and incomplete (though it often directs you to more detailed information, thus allowing a better legend lore result next time). During the casting, you cannot engage in other than routine activities: eating, sleeping, and so forth. When completed, the divination brings legends (if any) about the person, place, or things to your mind. These may be legends that are still current, legends that have been forgotten, or even information that has never been generally known. If the person, place, or thing is not of legendary importance, you gain no information. As a rule of thumb, characters who are 11th level and higher are legendary, as are the sorts of creatures they contend with, the major magic items they wield, and the places where they perform their key deeds. |
||||||||||||||||||||
Greater Scrying | ||||||||||||||||||||
Divination (Scrying) | 1 standard action | SRD | ||||||||||||||||||
Will negates - Yes | APeace 7, Arc 7, Brd 6, Clr 7, Drd 7, Dream 7, Oracle 7, Planning 7, Shu 7, Sor/Wiz 7, Wuj 7 | V, S | ||||||||||||||||||
1 hour/level | See text | 6 hours | ||||||||||||||||||
Effect: Magical sensor | ||||||||||||||||||||
As scrying, but faster and longer. |
||||||||||||||||||||
This spell functions like scrying. Additionally, all of the following spells function reliably through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, message, read magic, and tongues. |
||||||||||||||||||||
Discern Location | ||||||||||||||||||||
Divination | 10 minutes | SRD | ||||||||||||||||||
None - No | APeace 8, Arc 8, Beguiler 8, Clr 8, Hlr 8, Knowledge 8, Oracle 8, Planning 8, Retribution 8, Shu 8, Sin-A 8, Sor/Wiz 8, Trade 9, Truth 8, Wealth 8 | V, S, DF | ||||||||||||||||||
Instant | Unlimited | 6 hours | ||||||||||||||||||
Target: One creature or object | ||||||||||||||||||||
Reveals exact location of creature or object. |
||||||||||||||||||||
A discern location spell is among the most powerful means of locating creatures or objects. Nothing short of a mind blank spell or the direct intervention of a deity keeps you from learning the exact location of a single individual or object. Discern location circumvents normal means of protection from scrying or location. The spell reveals the name of the creature or objects location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies. To find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once. |
||||||||||||||||||||
Foresight | ||||||||||||||||||||
Divination | 1 standard action | SRD | ||||||||||||||||||
None or Will negates (harmless) - No or Yes (harmless) | Arc 9, Beguiler 9, Blg 9, Drd 9, Fate 9, Halfling 9, Hlr 9, Knowledge 9, Oracle 9, Seafolk 9, Sor/Wiz 9, Time 8 | V, S, M/DF | ||||||||||||||||||
10 min./level | Personal or touch | 1 hour | ||||||||||||||||||
Target: See text | ||||||||||||||||||||
Sixth sense warns of impending danger. |
||||||||||||||||||||
This spell grants you a powerful sixth sense in relation to yourself or another. Once foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC. When another creature is the subject of the spell, you receive warnings about that creature. You must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay. The subject, however, does not gain the insight bonus to AC and Reflex saves. |