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Oracle Abilities
Oracles are a unique creature in that they are not always... present in the world. Signs of a young Oracle
usually present themselves in several defensive capabilities like increased mental fortitude or an instinct
for when someone is magically spying. As an Oracle grows older, they not only see more clearly, but
learn to manipulate the strands of time and fate. Consulted warily, Oracles, true Oracles, are a sought-
after people for various towns, villages, and cities.
Aspect
Gain 1 + TT Reduction to Unseen elements.
Boost: Gain +TT/2 on defense against effects that cause you to reroll.
Spell - Suppression
If a creature in an Aura 3 + TT would Triumph, they reroll.
Boost: After a creature rerolls, deal 1 + TT/3 Umbral damage to them.
Spell - Illusion
Sense if a Scry effect targets or senses you. If you would be seen through a Scry effect that does not target you, the effect attacks your Magic. On failure, it does not sense you.
Boost: Gain +1 + TT/2 on defenses against Scry effects.
Spell - Infusion
Gain +1 + TT/2 on defense against Domination.
Boost: When you are Ambushed, count as in Conflict.
Aspect
You may Manifest spells that have Senses, Tactician, or Time Affinity without speaking while Focal Locked on a Gripped crystal. When you Manifest a spell like this, the spell gains 1 + TT/2 Area Value.
Boost: Reduce the Skill Tier requirement of abilities that have Senses, Tactician, or Time Affinity by 1.
Aspect
Gain 1 + TT/3 Resolve Reduction.
Boost: Gain +1 + TT/2 on defense against Demoralize.
Advanced Abilities
Those that practice and excel in the Oracle style gain access to these more unique abilities.
Spell - Transference
Requirements: 9 Combined Tiers of Magic and Observe
Create a size -8 eyeball. It has 10 Movement Pool, Flight as a Primary Movement type, and follows your mental commands, though cannot Dash or Run. You see only what the eyeball see and cannot take actions except to Cease this.
Boost: The eyeball is Phasing.
Spell - Infusion
Requirements: 7 Combined Tiers of Magic and Observe
Cease to exist.
Boost: As this ends, Warp to target space in 3 + TT range before reappearing.
Spell - Transference
Requirements: 7 Combined Tiers of Magic and Observe
Know the approximate time of Environmental Factors and Precipitation that will occur in a Burst 1 + TT miles in the next 1 + TT days.
Boost: Also know Disasters.
Response - Transference
Requirements: 11 Combined Tiers of Magic and Observe
3 Resolve: After an action in 1 + TT range that chose a single target is complete, undo the effect and have the action target a different target in their range other than the creature that acted.
Boost: 1 + TT/3 times, if the effect of the action fails, have it target another target in their range.
Trick - Transference
Requirements: 9 Combined Tiers of Magic and Observe
At the end of your turn, you may roll Magic to undo all events from after the time you Manifested this and continue your turn again, DL 9 - TT + prior successes. Other creatures are not aware of events that occurred.
Boost: Roll this effect immediately if you become unable to act.
Talent
Requirements: 7 Combined Tiers of Magic and Observe
Gain +1 on Skill rolls.
Boost: At the end of your next turn, heal 2 + TT/2 Grit. You can Cease this as a reaction to your Skill roll to reroll it.
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