![]() ![]() She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Unlike a cleric, an oracle need not prepare her spells in advance. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. The new spell’s level must be the same as that of the spell being exchanged. In effect, the oracle loses the old spell in exchange for the new one. Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. This choice is made when the oracle gains her first level and cannot be changed. These spells are added as soon as the oracle is capable of casting them. In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score the numbers on Table: Oracle Spells Known are fixed. At each new oracle level, she gains one or more new spells, as indicated on Table: Oracle Spells Known. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). Her base daily spell allotment is given on Table: Oracle. Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier (see FAQ). To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. She can cast any spell she knows without preparing it ahead of time. SpellcastingĪn oracle casts divine spells drawn from the cleric spell lists. Some oracle revelations grant additional proficiencies. Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). The following are the class features of the oracle. Mystery, oracle’s curse, orisons, revelation In addition, oracles receive additional class skills depending upon their oracle mystery. The oracle’s class skills are Craft ( Int), Diplomacy ( Cha), Heal ( Wis), Knowledge (history) ( Int), Knowledge (planes) ( Int), Knowledge (religion) ( Int), Profession ( Wis), Sense Motive ( Wis), and Spellcraft ( Int). Starting Wealth: 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less. Oracles typically use their spells and revelations to further their understanding of their mystery, be it through fighting mighty battles or tending to the poor and sick. Role: Oracles do not usually associate with any one church or temple, instead preferring to strike out on their own, or with a small group of like-minded individuals. While some see the powers of the oracle as a gift, others view them as a curse, changing the life of the chosen in unforeseen ways. Instead of worshiping a single source, oracles tend to venerate all of the gods that share their beliefs. Unlike a cleric, who draws her magic through devotion to a deity, oracles garner strength and power from many sources, namely those patron deities who support their ideals. ![]() These divine vessels are granted power without their choice, selected by providence to wield powers that even they do not fully understand. Although the gods work through many agents, perhaps none is more mysterious than the oracle.
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