Soothsayers are a sub-class of magic user, though they have some qualities of illusionists and clerics also. To be a soothsayer, a character must have a minimum intelligence of 12, wisdom of 9, dexterity of 11, and a charisma of 9 or more. Soothsayers do not gain bonuses to earned experience by dint of high ability scores. Soothsayers can be of any alignment, and may or may not be affiliated with a religious organization, cult, or church, but should not be considered as necessarily representative of this organization as the cleric generally is.
Soothsayers gain levels and follow the spell schedule of the illusionist. Hit dice are d6. Soothsayers can wear no armor heavier than leather and cannot use a shield. They may arm themselves as per illusionists, and choose one other weapon to be allowed to use. Soothsayers attack and save as clerics.
They may use magic items available to magic users, illusionists, and clerics (though some deities/religious organizations might disallow the functions of clerical items for a particular Soothsayer whose alignment, outlook or purpose is antithetical).
Soothsayers are more inclined toward information gathering and influence than acts of grandiose magic. They are more likely found as fortune tellers, hermetic seers, advisors, adventurers, iconoclasts and zealots or charlatans and mountebancs than leaders of a flock, crusaders or academic thaumaturges. Some cultivate an aura of mystery about themselves, others use their abilities in the service of others.
The particular methods of soothsayers allow them to cast Read Magic 1 time a day for each level they have attained. Additionally, soothsayers may cast the reversed form of any spell currently memorized, where such reversed forms exist.
Spells available to soothsayers
|--||Level One||Level Two||Level Three||Level Four|
|1||Change Self||Augury||Blink||Charm Monster|
|2||Charm Person||Detect Charm||Clairaudience||Confusion|
|3||Command||ESP||Clairvoyance||Cure Serious Wounds|
|4||Comprehend Languages||Find Traps||Illusionary Script||Detect Lie|
|5||Cure Light Wounds||Forget||Spectral Force||Divination|
|6||Detect Evil||Hold Person||Non-detection||Emotion|
|7||Detect Illusion||Hypnotic Pattern||Remove Curse||Exorcise|
|8||Detect Magic||Speak with Animals||Slow||Phantasmal Killer|
|9||Hypnotism||Imp. Phantasmal Force||Speak with Dead||Polymorph Self|
|10||Identify||Know Alignment||Suggestion||Wizard Eye|
|11||Phantasmal Force||Locate Object||Tongues||Plane Shift|
|12||Audible Glammer||Misdirection||Dispel Magic||Contact Other Plane|
|--||Level Five||Level Six||Level Seven|
|1||Atonement||Find the Path||Astral Spell|
|4||Speak with Monsters||Legend Lore||Instant Summons|
|5||Feeblemind||Mass Suggestion||Mind Blank|
|6||Magic Jar||Reinacarnation||Trap the Soul|
|10||True Seeing||Word of Recall||Alter Reality|