The Time Oracle and his low level spells


Homebrew and House Rules


I'm a DM in an homebrew campaign, one of the PC's is a Level 5 time oracle and we agreed that some spells that the time mistery gives are not very useful so i'm trying to get a second opinion and see what happens.

Memory Lapse
Used on the right NPC's it's nice, but you can't always cast and it has a very low Will save DC because it's just a level 1 spell.

Gentle Repose
It is Bloody useless.

Sands of time
Would be ok if there were any construct or undeads in the game i'm DM'ing, but there aren't so many so it ain't very useful in this case.

Threefold aspect
It's not bad but it's not something i would rejoice for, very good for roleplaying tough, undecided wether to keep this or not.

The other bonus spells are very nice, but that PC is level 5, i don't want to make him wait until level 10 to get cooler spells.
I'm not sure what spells should i give him, tell me what do you think about these spells:

Instead of sands of time i would give him Haste (i know it is given by a revelation, but that way he can bestow it to an ally)
i would substitute Gentle repose with Escaping Ward and Memory lapse with True strike

I would keep the Revelations the same as they are but i would unlock a level 7 revelation earlier to give something cooler early on.
About the True Revelation i shall keep the vanilla one since it is very nice


Memory lapse is actually pretty decent. Even at higher level you still have to deal with ordinary people so it will remain useful at higher levels. Boosting it by meta-magic feats will also give it more uses. A quickened memory lapse will allow you to cover up casting another spell. Heightened will boost the will save.

Gentle Repose may come in handy at higher levels. Unless you have someone in your party that can bring someone back from the dead it can be useful. While an oracle can take raise dead or a similar spell that means one less higher level spell that you have available. This is kind of like sacrificing a lower level spell to get higher level spell. The duration is in day per level so if someone dies you should be able to get their corpse back to be raised.

Sands of time is actually a pretty good spell. It is a touch spell and that does not get a saving throw and on the average will impose a -1 penalty on any STR, DEX or CON related roll including saving throws, attack rolls and damage. It also can reduce the targets HP by -1 per level or HD. And it last for a long time. See what happens when you apply this spell to your party before giving it up.

Threefold Aspect is a great spell. It last all day and you can freely change aspects as needed. When in combat you switch to Young adult and gain a +1 on all, DEX and CON rolls, and an extra HP per level. When you need to perform anything INT or WIS related you gain either a +1 or a +2 bonus. Most often this will be to skill rolls. And your appearance dramatically alters. Even without using disguise recognizing your character requires a DC 20 perception check. With a disguise roll that should be even higher. Don’t think of this as a spell think of it as a free revelation. This spell is a keeper.

Speed or Slow Time already allows it to affect others. It acts like the spell Hast or Slow which affect one target per level.

Time already has a number of decent revelations available before 7th level. Many of them scale up nicely so remain useful at higher levels. Temporal Celerity is the really good and gets a lot better as you level up. Aging touch is a good offensive ability that also scales up well. Erase from time is actually really good for hiding someone with absolutely no chance of being found. Used properly it can be a great way to get away or to setup an ambush. Knowledge of the Ages is also fairly decent especially if used in conjunction with Threefold Aspect.

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