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Oracle Curses

Blackened

Your hands and forearms are burned and blackened, and you are unable to use them effectively in melee. You take a –4 penalty on weapon attack rolls (but not spell attack rolls). In exchange, your fire spells are enhanced.

Progression
Level 1

–4 penalty on weapon attack rolls. Add burning hands to your spell list as a 1st-level spell.

Level 5

Add scorching ray to your spell list as a 2nd-level spell.

Level 10

Add wall of fire to your spell list as a 4th-level spell.

Level 15

Add delayed blast fireball to your spell list as a 7th-level spell. Your fire spells deal +1 point of fire damage per die rolled.

Bonus Spells (auto-known)

Automatically added to known spells at the required Oracle level.

Oracle LevelSpell(s)
1 Burning Hands
5 Scorching Ray
10 Wall of Fire
15 Delayed Blast Fireball
Clouded Vision

Your eyes are obscured, limiting your sight but granting you a form of inner sight that grows over time.

Progression
Level 1

Your vision is limited to 30 feet (as if in dim light). You cannot see anything beyond 30 feet.

Level 5

You gain blindsense out to a range of 30 feet.

Level 10

You gain blindsight out to a range of 15 feet.

Level 15

You can see perfectly in all conditions, including magical darkness, out to 60 feet.

Covetous

You find yourself driven to acquire wealth and possessions, unable to resist the allure of valuable objects. Your obsession with material gain sharpens your eye for treasure but strains your social relationships. You take a –2 penalty on Diplomacy and Sense Motive checks, but gain a +4 circumstance bonus on Appraise checks and Perception checks to find hidden or concealed objects.

Progression
Level 1

–2 penalty on Diplomacy and Sense Motive checks. +4 circumstance bonus on Appraise checks and Perception checks to find hidden objects. Add detect secret doors to your spell list as a 1st-level spell.

Level 5

Add knock to your spell list as a 2nd-level spell.

Level 10

Add locate object to your spell list as a 3rd-level spell. Once per day, you can sense the presence of any items worth more than 100 gp within 60 feet.

Level 15

Add legend lore to your spell list as a 4th-level spell. Add greater teleport to your spell list as a 7th-level spell.

Bonus Spells (auto-known)

Automatically added to known spells at the required Oracle level.

Oracle LevelSpell(s)
1 Detect Secret Doors
5 Knock
10 Locate Object
15 Legend Lore, Greater Teleport
Deaf

You are deaf, but your oracular power compensates with other senses and spellcasting ability.

Progression
Level 1

You are deafened. You cast all of your spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time.

Level 5

You gain a +3 competence bonus on Perception checks that do not rely on hearing.

Level 10

You gain tremorsense 30 feet.

Level 15

You are immune to sonic damage and effects.

Haunted

Malevolent spirits follow you wherever you go, causing minor troubles and making retrieving items cumbersome. However, over time you learn to command these spirits.

Progression
Level 1

Retrieving a stored item from your gear requires a move action. Dropping an item is a move action. Donning armor takes twice the normal time.

Level 5

Add mage hand and ghost sound to your spell list as 0-level spells.

Level 10

Add levitate and minor image to your spell list as 2nd-level spells.

Level 15

Add telekinesis to your spell list as a 5th-level spell.

Bonus Spells (auto-known)

Automatically added to known spells at the required Oracle level.

Oracle LevelSpell(s)
5 Mage Hand, Ghost Sound
10 Levitate, Minor Image
15 Telekinesis
Lame

One of your legs is permanently lame, slowing your movement. Despite this affliction, your will to endure grows as you advance, eventually granting you resistance to exhaustion and freedom of movement.

Progression
Level 1

–10-foot penalty to base speed (minimum 5 feet). You are never slowed below 5 feet by this penalty.

Level 5

You are immune to the fatigued condition.

Level 10

Your speed is never reduced by armor or encumbrance. You are immune to the effects of difficult terrain on movement speed.

Level 15

You are immune to the exhausted condition.

Legalistic

The words of any contract or oath you make become literally and magically binding. You are constitutionally incapable of breaking your word, and you suffer consequences when forced to. You take a –5 penalty on Bluff checks.

Progression
Level 1

–5 penalty on Bluff checks. You cannot knowingly speak falsehoods while under oath or contract, even nonmagical ones. Add sanctuary to your spell list as a 1st-level spell.

Level 5

Add aid to your spell list as a 2nd-level spell.

Level 10

Add zone of truth to your spell list as a 2nd-level spell. If you break a binding oath, you take 1d6 points of damage per oracle level (no save).

Level 15

Add geas/quest to your spell list as a 6th-level spell.

Bonus Spells (auto-known)

Automatically added to known spells at the required Oracle level.

Oracle LevelSpell(s)
1 Sanctuary
5 Aid
10 Zone of Truth
15 Geas/Quest
Tongues

In times of stress or battle, you can only speak and be understood by creatures that speak one specific language (chosen at character creation). You may still cast spells with verbal components, but cannot converse normally in combat. Outside of combat, you can speak normally.

Progression
Level 1

In combat, you can only speak and understand one chosen language. Add comprehend languages to your spell list as a 1st-level spell.

Level 5

Add tongues to your spell list as a 2nd-level spell.

Level 10

You can understand and speak all languages, even in combat. Add telepathic bond to your spell list as a 4th-level spell.

Level 15

You can communicate by telepathy at will with any creature within 30 feet. Add project image to your spell list as a 6th-level spell.

Bonus Spells (auto-known)

Automatically added to known spells at the required Oracle level.

Oracle LevelSpell(s)
1 Comprehend Languages
5 Tongues
10 Telepathic Bond
15 Project Image
Wasting

Your body is slowly rotting away, granting you an eerie connection to decay and disease while sapping your social grace. As you grow in power, your endurance against fear and affliction strengthens.

Progression
Level 1

–1 penalty on Charisma checks and Charisma-based skill checks.

Level 5

You gain a +4 morale bonus on saving throws against fear effects.

Level 10

You are immune to the nauseated and sickened conditions.

Level 15

+4 morale bonus on all saving throws against mind-affecting effects.