THE PRECEPTS OF IOUN
Seek the perfection of your mind by bringing reason, perception, and emotion into balance with one another.
Accumulate, preserve, and distribute knowledge in all forms. Pursue education, build libraries, and seek out lost and ancient lore.
Be watchful at all times for the followers of Vecna, who seek to control knowledge and keep secrets. Oppose their schemes, unmask their secrets, and blind them with the light of truth and reason.
THE PROPHECY OF WAR
This Oracle Codex is one of twelve granted to the first Oracles of Ioun, following her Twelve Prophecies. Once, there was an oracle for each of the prophecies. Each codex is tied to one of Ioun's possibilities as to what the world would become, or even end. This is the second Oracle Codex. It deals with the Prophecy of War. In this prophecy, all the various people of the world will form great armies and go to war. Ioun's Prophecy of War does not clearly state how the war will end. Her prophecies, and the codexes that align with each, do not preach to fulfill or stop the prophecies; they just are. Each codex is simply themed to a particular philosophy. So, in this codex, you will discover endless knowledge and magic themed around this Prophecy of War.
ORACLE CODEX FEATURES
Those that abide by her precepts will unlock the many more hidden secrets of this Oracle Codex.
Oracle Codex. You can use the codex as a spellbook and are free to add more spells to it. (However, through the ages, only spells and writings pertaining to war and war magic remain in the texts. All other entries disappear when a new user gains the codex. When you prepare any wizard spells from the codex, the number of wizard spells you can prepare increases by 1.
Spells that are not normally wizard spells, but appear in the Oracle Codex can be prepared as wizard spells, but cannot be transferred to other spellbooks. Similarly, you cannot enter spells that are not wizard spells to the book.
ORACLE CODEX - PHILOSOPHY OF WAR CONTENTS
| Page(s) | Content | Game Mechanics or References |
|---|---|---|
| 1 | The Precepts of Ioun (see above) | - |
| 2 | The Prophecy of War (see above) | - |
| 3 | Spell 1st level: mage armor | (5E D&D PHB/SRD) |
| 4 | Spell 1st level: shield | (5E D&D PHB/SRD) |
| 5 | Spell 1st level: expeditious retreat | (5E D&D PHB/SRD) |
| 6-7 | Spell 2nd level: cloud of daggers | (5E D&D PHB/SRD) |
| 8-13 | Spell 6th level: scion of war | As Tenser's transformation (5E D&D Xanathar's Guide to Everything p168) |
| 14 | (blank) | - |
| 15 | Writings on improvising weapons by Stecky 'The Clutch' Rockwater. | Entry point for training in the Brawling Weapons group |
| 16-19 | Writings on establishing a spy network during war. | Entry point for creating spy network (5E D&D Strongholds & Followers p94) |
| 20-22 | Spell 3rd level: pulse wave | (5E D&D Explorer's Guide to Wildemount p188) |
| 23-25 | Writings on siege weapons by Captain Kynthia of the Gray Guard. | Entry point for training in the Siege Weapons group |
| 26-27 | Writings on war magic. | Entry point for the war magic arcane tradition (5E D&D Xanathar's Guide to Everything p59) |
| 28-31 | Spell 4th level: hallucinary terrain | (5E D&D PHB/SRD) |
| 32-38 | Spell 7th level: submerge ship | (5E D&D Pirates Compendium p45) |
| 39-40 | Writings on battle tactics - focus on hilly terrain. | +2 lore (3E D&D Heroes of Battle p70) |
| 41-47 | Spell 7th level: animate siege engine | (3E D&D Heroes of Battle p125) |
| 48-50 | Spell 3rd level: battlefield charger | Not normally a wizard spell. (House - see below) |
| 51-53 | Spell 3rd level: enemies abound | (5E D&D Xanathar's Guide to Everything p155) |
| 54 | Spell 1st level: catapult | (5E D&D Xanathar's Guide to Everything p150) |
| 55-56 | Spell 2nd level: martial mage | (House, see below) |
| 57 | Spell 1st level: heroism | Not normally a wizard spell. (5E D&D PHB/SRD) |
| 57 | Spell 1st level: wrathful smite | Not normally a wizard spell. (5E D&D PHB/SRD) |
| 57-330 | (blank) | - |
(Feel free to Google any of the above topics. I can also take a photo of any relevant pages and send to you ;)).
NEW SPELLS
BATTLEFIELD CHARGER
(Inspired by the spell of the same name in the 3E D&D Heroes of Battle p128, Wizards of the Coast)
3rd level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V,S
Duration: Instantaneous
A large charger appears in a place that you can see within range. The charger's appearance differs, based upon your spellcasting tradition. If you are a paladin, it appears as an armored knight on a warhorse. If you are a druid or ranger, the charger is typically some horned beast such as a giant ram, musk-ox, or rhinoceros. If you are a wizard if typically takes the form of some monstrosity, beast or dragon such as a minotaur, gorgon or a blue storm drake.
The charger moves 30-foot long and 10-foot wide line. Each creature in the charger's path must make a Dexterity saving throw. On a failed save, a creature takes 2d12 force damage and is knocked prone. On a successful save the creature takes half as much damage and is not knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, for every two slots above 3rd, the spell does an extra 1d12 damage and widens the life by another 10-feet. (In effect, another charger appears and moves parallel to others).
MARTIAL MAGE
2nd level transmutation
Casting Time: 1 action
Range: Touch
Components: V,S,M (a piece of iron)
Duration: 8 hours
You touch a willing creature and they gain proficiency on one chosen weapon for the duration of the spell. (If using our weapon group house rules, the recipient gains proficiency in in all Simple and Martial weapons from one weapon group for the duration of the spell).
The spell ends if you dismiss it as an action.






