Oracle (3.5e Class)
From D&D Wiki
|Editing:||Consent of Author Advised|
|Saving Throws||Special||Spells per Day|
|1st||+0||+0||+0||+2||Ethereal Sight, Greater Learning||3||1||—||—||—||—||—||—||—||—|
|6th||+3||+2||+2||+5||Object Reading 1/day||5||3||3||2||—||—||—||—||—||—|
Class Skills (6+Int modifier per level; ×4 at 1st level)
Ethereal Sight - Can see into the ethereal at will
Augury - As the spell
Prediction - Using a talisman, the character can make a prediction about a certain focus person or item. These predictions are usually cryptic. The type of talisman must be chosen at character creation (mirrors, runes, bones, tarot cards, smoke, entrails, etc..). If using a permanent talisman (mirrors, tarot cards, etc…), if the item is talisman, it takes one week to 'attune' to a new talisman. 'Disposable' talismans (herbs burned to make smoke, entrails) cost 10gold each time they are used. The talisman also functions as a focus item, similar to a holy symbol, for spell casting.
Object Reading - By touching an item, the character can provide information about the item's history.
Scry - As per the spell.
Greater Learning - Can choose an additional spell to add to the spellsheet. Spell cannot be a higher level than what you can currently cast. Each time you gain this ability, you can lose the spell learned previously and pick a new one, provided it is from the same school as the forgotten spell.
Wisdom Based - Spontaneous Divine Caster
Amanuensis Transmutation Level: Cleric 0, sorcerer/wizard 0 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: Object or objects with writing Duration: 10 minutes/level Saving Throw: Will negates (object) Spell Resistance: Yes (object) You point at the writing and then move your hand as though holding a stylus or quill. As you intone the spell, the script appears on a sheet of paper close at hand. You cause writing from one source, such as a book, to be copied into a book, paper, or parchment. This spell copies 250 words per minute and creates a perfect duplicate of the original. The spell copies only nonmagical text, not illustrations or magical writings, such as the text of a spellbook, a spell scroll, or a sepia snake sigil. If the target contains normal and magical writing, such as a letter with explosive runes, only the normal text is copied, leaving blank space in the copied text where the magical writing would be expected. Likewise, if the target contains text and illustration, only the text is copied. The spell triggers, but does not copy, writing-based magic traps in the material being copied. Blank paper, parchment, or a book must be provided for the spell to write upon. If the target has multiple pages, the spell automatically turns to the next blank page whenever necessary. If more pages in the target exist than blank pages are available, the spell copies the original until it runs out of blank pages. At any time during the spell’s duration you can redirect the magic to copy from another target, copy onto a different blank source, or resume a duplication that was interrupted by a shortfall of blank pages. The spell does not translate the copied writing. If you do not understand the original, you have no additional ability to understand the copy.
Appraising Touch Divination Level: Bard 1, sorcerer/wizard 1 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level Encircling your eye with thumb and foreﬁngeras if holding a jeweler’s lens, you speak the arcane words that complete the spell. Objects near you suddenly seem clearer, more in focus. You note blemishes and imperfections you had missed before. You gain an intuitive insight into the value of objects you come into contact with. You gain a +10 insight bonus on Appraise checks to determine the value of items you touch while this spell is in effect. Using the Appraise skill in this fashion requires 2 minutes instead of the normal 1 minute. Even if you fail an Appraise check while this spell is in effect, you never mistakenly estimate the worth of an item by more than 50%.
Dispel Ward Abjuration Level: Cleric 1, sorcerer/wizard 1 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One warded object or area Duration: Instantaneous Saving Throw: None Spell Resistance: No Your head throbs with energy as you recite the ﬁnal few phrases of the spell. A moment later, the energy releases and the area you designated as the spell’s target glows silver for several seconds. You hear a sound like a mechanical object winding down.This spell functions like dispel magic,PH 223, except that it can be used only in the targeted or area version, and it affects only abjuration magic placed upon objects or areas, such as arcane lock, explosive runes, ﬁre trap, glyph of warding, and guards and wards. The maximum bonus on the level check is +10.
Omen of Peril Divination Level: Cleric 1, druid 1, Liberation 1, ranger 1 Components: V, F Casting Time: 1 round Range: Personal Target: You Duration: Instantaneous A brief supplication gives you a vision that hints at how dangerous the immediate future is likely to be. Based on an assessment of your immediate surroundings and chosen path of travel, you receive one of three visions that reﬂect the next hour’s journey: safety, peril, or great danger.
The base chance for receiving an accurate reply is 70% +1% per caster level, to a maximum of 90%; the DM makes the roll secretly. If the omen of peril is successful, you get one of three visions, which lasts just a second or two.
• Safety: You aren’t in any immediate danger. If you continue on your present course (or remain where you are if you have been stationary for some time before casting the spell), you will face no signiﬁcant monsters, traps, or other challenges for the next hour or so.
• Peril: You will face challenges typical of an adventure: challenging but not overwhelming monsters, dangerous traps, and other hazards for the next hour or so.
• Great Danger: Your very life is at grave risk. You will likely face powerful NPCs or deadly traps in the next hour.
If the roll fails, you get one of the two incorrect results, determined randomly by the DM, and you don’t necessarily know that you failed because the DM rolls secretly. Choosing which vision is “correct” takes some educated guesswork on the part of the DM, who should assess the characters’ likely courses of action and what dangers they’re likely to face. The exact form that an omen of peril takes depends on whether you worship a speciﬁc deity, venerate nature as a druid, or simply uphold abstract principles. A druid might see a white dove for safety, a dark cloud obscuring the sun for peril, and a forest ﬁre for great danger. A cleric of Fharlanghn might get a vision of a straight road for safety, a crossroads for peril, and a washed-out bridge for great danger. Unlike the more powerful augury spell, PH 202, an omen of peril doesn’t respond to a speciﬁc question. It indicates only the level of danger likely for the next hour, not what form the danger will take. Focus: A set of marked sticks, bones, or similar tokens worth at least 25gp.
Chain of Eyes Divination Level: Cleric 3, druid 4, sorcerer/ wizard 2 Components: V, S Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 1 hour/level Saving Throw: Will negates Spell Resistance: Yes With the creature’s will to resist brushed aside, you gaze out from its eyes to see your own satisﬁed smile. You can use another creature’s vision instead of your own. While this spell gives you no control over the subject, each time it comes into physical contact with another living being, you can choose to transfer your sensor to the new creature. During your turn in a round, you can use a free action to switch from seeing through the current creature’s eyes to seeing normally or back again. Each transfer attempt allows the new target a saving throw and spell resistance. If a target resists, the spell ends.
Discern Shapeshifter Divination Level: Sorcerer/wizard 2 Components: V, S, M Casting Time: 1 round Range: Personal Target: You Duration: 1 round/level The smell of wet animal dander assaults your nose even as the perfume of the material component fades. You feel suddenly more suspicious of beings around you, as if some of them might not be what they seem. By taking a standard action to concentrate, you can see the true form of creatures within 60 feet. Each round, you can examine one creature you can see to determine whether it is polymorphed, disguised, or transmuted, and what its true form is. If you look at a shapechanger in its true form, you immediately sense its shapechanging ability, but you can’t determine what other forms it might be capable of assuming. For the purpose of this spell, a shapechanger is any creature with the shapechanger type or a supernatural or extraordinary ability that allows it to assume an alternate form. A wizard who knows alter self is not a shapechanger, since a spell is not a supernatural or extraordinary ability, but a barghest is since it has the supernatural ability to assume alternate forms, even though its type is outsider. Material Component: A balm of honey and lotus ﬂower costing 25 gp, smeared on your eyelids
Divine Insight Divination Level: Cleric 2, paladin 2 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level or until discharged (D) Clutching the focus of your spells to your chest, you let your eyes ﬂutter shut. As you complete the short prayer you feel your deity’s presence ﬁll you with conﬁdence. Once during the spell’s duration, you can choose to use its effect. This spell grants you an insight bonus equal to 5 + your caster level, maximum bonus of +15, on any single skill check. Activating the effect requires an immediate action. You must choose to use the insight bonus before you make the check you want to modify. Once used, the spell ends. You can’t have more than one divine insight effect active on you at the same time.
Contact Other Plane
Rary's Telepathic Bond
Zone of Relevation
Find the Path
Glyph of Warding, Greater
Hide the Path
Arcane Sight, Greater
Guards and Wards
Make Manifest, Mass
Moment of Prescience
Prying Eyes, Greater