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 depend on the god you serve: Mother Sun brightens nearby flames, while Draconus causes flowers to bloom; wind blows from the Sky Father, and shadows crawl around you if you’re in the grip of Lord Death. Such effects cause no harm but represent the gods’ proximity.

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:

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
1-2Blessing 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.
3-4Blessing of Inspiration: Each ally within 5 yards makes attribute and luck rolls with 1 boon until the start of your next turn.
5-6Wrath 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.: 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:

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.