Oracle Mysteries
Battle
War is a force that shapes the world. Your oracle draws on the fury of battle, lending strength to allies and smashing foes aside.
| Oracle Level | Spell |
|---|---|
| 2 | Bull's Strength |
| 4 | Spiritual Weapon |
| 6 | Haste |
| 8 | Divine Power |
| 10 | Righteous Might |
You gain a bonus to your CMD equal to your Charisma modifier. At 7th level, you gain a +2 bonus to CMD, and at 11th level a +4 bonus. This bonus is doubled when resisting bull rush, drag, reposition, or trip attempts.
Twice per day, you may cast a cure spell (any cure wounds spell you know) as a swift action, as if using the Quicken Spell metamagic feat, but without increasing the spell level. At 7th level, you can use this ability three times per day. You must be at least 5th level to select this revelation.
Your skin hardens like iron. You gain DR 5/adamantine. At 15th level, this increases to DR 10/adamantine. You must be at least 7th level to select this revelation.
You have mastered one combat maneuver. Select one combat maneuver when you take this revelation. You receive a +2 bonus on your CMB for that maneuver. At 7th level this bonus increases to +4, and at 11th level to +6. You can take this revelation multiple times, selecting a different combat maneuver each time.
You gain proficiency in all martial weapons and in heavy armor. At 7th level, you also gain proficiency with tower shields.
Once per day, you can move up to your speed as an immediate action. You can use this ability one additional time per day at 7th and 15th level.
Whenever you charge an opponent, you gain a +4 bonus on the attack roll and deal an extra 1d8 points of damage. At 11th level, these bonuses increase to +6 and 2d8. At 15th level, you also automatically score a critical threat on a charge attack, though you must still confirm the critical.
Select one weapon type (such as sword or bow). You gain Weapon Focus and Weapon Specialization with that weapon type, even if you don't meet the prerequisites. At 11th level, you gain Greater Weapon Focus and Greater Weapon Specialization with that weapon type.
Bones
Your oracle is touched by death — the cold mystery of the grave and the power over those who have passed beyond the veil. You command undead and resist the touch of the grave.
| Oracle Level | Spell |
|---|---|
| 2 | Cause Fear |
| 4 | Death Knell |
| 6 | Animate Dead |
| 8 | Death Ward |
| 10 | Create Undead |
| 12 | Finger of Death |
Whenever a creature takes damage from one of your spells or your touch of the grave ability, it also takes 1 point of bleed damage. At 5th level, and every 5 levels thereafter, this bleed damage increases by 1. Bleed damage does not stack; if a creature is already bleeding, use whichever bleed value is higher.
As a standard action, you can summon an armor of bones that grants you a +4 armor bonus to AC. At 7th level and every 4 levels thereafter, this bonus increases by +2. At 13th level, the armor is treated as if it had the ghost touch property. You can use this ability for 1 hour per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.
You can sense the presence of the undead. As a move action, you can sense all undead within 60 feet, even those you cannot see. You always know the direction and relative distance to any undead creature within this range. At 7th level, you can use this ability as a free action, and you also gain darkvision 60 feet. At 11th level, the range extends to 120 feet.
You gain a +2 insight bonus on saving throws against death effects, energy drain, and negative energy. At 7th level, this bonus increases to +4. You must be at least 5th level to select this revelation.
With a touch, you siphon life force from another creature to heal yourself. As a standard action, you may touch a living creature to deal 1d6 points of damage per two oracle levels you possess and gain the same number of hit points. A Fortitude save (DC 10 + 1/2 your oracle level + your Charisma modifier) halves the damage dealt (and the hit points you gain). You can use this ability once per day, plus one additional time per day at 5th level and every 5 levels thereafter.
As a ranged touch attack, you can draw out a portion of an undead creature's animating force, dealing 1d6 points of damage per two oracle levels (minimum 1d6) and granting you an equal number of temporary hit points that last for 1 hour. A Will save halves the damage (DC 10 + 1/2 your oracle level + your Charisma modifier). You can use this ability once per day, plus one additional time per day at 5th and 10th level. You must be at least 3rd level to select this revelation.
You gain the ability to command undead as a cleric of your oracle level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
You can speak with dead as per the spell a number of times per day equal to your Charisma modifier. At 5th level and every 5 oracle levels thereafter, the dead creature takes a cumulative −2 penalty on its Will save to resist this effect.
Flame
Your oracle is touched by fire — a primal, destructive force that can purify or consume. You command heat and flame, burning your enemies and hardening your allies.
| Oracle Level | Spell |
|---|---|
| 2 | Burning Hands |
| 4 | Produce Flame |
| 6 | Fireball |
| 8 | Wall of Fire |
| 10 | Flame Strike |
Whenever a creature fails a saving throw against one of your spells with the fire descriptor, that creature catches fire, taking 1d6 fire damage per round. The creature can end this damage by making a DC 15 Reflex save as a full-round action. At 10th level, the fire damage increases to 2d6.
Your feet are wreathed in flames. You gain a 10-foot enhancement bonus to your base speed. At 5th level, you gain Nimble Moves as a bonus feat. At 10th level, you gain Acrobatic Steps as a bonus feat. You do not need to meet the prerequisites for these feats.
You gain resist fire 10. At 11th level, your resistance increases to 20. At 17th level, you become immune to fire. You must be at least 3rd level to select this revelation.
You can see through fire, fog, and smoke without penalty as long as the light level is at least dim. In addition, you can detect the presence of fire and creatures with the fire subtype within 120 feet as a free action. At 7th level, you also gain the ability to see invisible fire elementals and creatures with the fire subtype as if they were visible.
As a swift action, you can cause waves of heat to radiate from your body. This deals 1d4 points of fire damage per two oracle levels (minimum 1d4) to all creatures within 10 feet. A Reflex save halves this damage (DC 10 + 1/2 your oracle level + your Charisma modifier). You can use this ability once per day, plus one additional time per day at 5th level and every 5 levels thereafter.
Your skin becomes rough and hardened like cooled lava. You gain a +1 natural armor bonus to AC. This bonus increases by 1 for every five oracle levels you possess. At 7th level, you gain fire resistance 10. At 11th level, you gain fire resistance 20. At 15th level, you become immune to fire.
As a standard action, you can perform a melee touch attack that deals 1d6 points of fire damage + 1d6 for every two oracle levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. At 11th level, any weapon you wield is treated as a flaming weapon, adding 1d6 fire damage to all attacks.
As a swift action, you can manifest a pair of fiery wings that grant you a fly speed of 60 feet with average maneuverability. You can use these wings for 1 minute per oracle level per day. This duration does not need to be consecutive, but it must be spent in 1-minute increments. You must be at least 7th level to select this revelation.
Heavens
Your oracle draws power from the stars and the vast cosmos above. You command the lights of the night sky, bending them to dazzle foes, divine the future, and unleash cosmic destruction.
| Oracle Level | Spell |
|---|---|
| 2 | Color Spray |
| 4 | Hypnotic Pattern |
| 6 | Daylight |
| 8 | Rainbow Pattern |
| 10 | Overland Flight |
| 12 | Chain Lightning |
| 16 | Sunburst |
| 18 | Meteor Swarm |
You conjure a coat of shimmering stars that grants a +4 armor bonus to AC. At 7th level, the bonus increases to +6. At 13th level, this armor is treated as having the ghost touch property. You can use this armor for a number of hours per day equal to your oracle level. These hours need not be consecutive.
You know the position of any star, and can always determine your precise location when outdoors. Once per night while outdoors, you can add your Charisma modifier (minimum 0) as an insight bonus on all saving throws until the next dawn.
As a standard action, you can unleash a barrage of shooting stars. You can fire one meteor per four oracle levels (minimum 1), dealing 4d6 fire damage each to a target within 30 feet. A Reflex save halves the damage (DC 10 + 1/2 oracle level + Cha mod). You can use this ability once per day, plus one additional time per day at 5th level and every 5 levels thereafter.
Your knowledge of the heavens is encyclopedic. You gain a +4 competence bonus on Knowledge (Arcana) checks. Additionally, you can always determine true north and your precise location when outdoors.
Your connection to the heavens makes it seem as though you float through the air. You do not take falling damage, and your feet hover an inch off the ground (ignoring difficult terrain from ground-level sources). At 5th level, you can fly at a speed of 60 feet for a number of minutes per day equal to your oracle level.
You can use faerie fire at will as a spell-like ability, using your oracle level as the caster level. At 7th level, creatures illuminated by this ability take a -4 penalty on saving throws against your spells.
Your spells tap the power of the cosmos. You gain a +1 bonus to the DCs of all your spells. At 11th level, this bonus increases to +2. You must be at least 7th level to select this revelation.
You call upon the vast emptiness between the stars to crush your enemies. You target one creature within 30 feet, dealing 2d6 cold damage per two oracle levels (minimum 1d6), and it must make a Fortitude save (DC 10 + 1/2 oracle level + Cha mod) or be fatigued (exhausted at 10th level). You can use this ability once per day, plus one additional time per day at 10th level.
Life
Your oracle draws power from the vital essence of life itself, wielding healing magic with great mastery. Healer's Touch, your healing magic, channels positive energy directly through your hands.
| Oracle Level | Spell |
|---|---|
| 2 | Cure Light Wounds |
| 4 | Cure Moderate Wounds |
| 6 | Cure Serious Wounds |
| 8 | Cure Critical Wounds |
| 10 | Breath of Life |
| 12 | Heal |
| 16 | Heal (mass) |
You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed or dealt. You can use this ability a number of times per day equal to 1 + your Charisma modifier. Unlike a cleric, you cannot choose to channel negative energy. You must be at least 3rd level to select this revelation.
Once per day as an immediate action, whenever you fail a saving throw against a disease or poison, you may ignore its effects for 1 hour per oracle level. After this time, you suffer the normal effects of the failed save. At 7th level, you can use this ability twice per day, and at 14th level, three times per day.
As a standard action, you can transform your body into pure life energy, taking on a golden, glowing appearance. In this form, any undead creature that begins its turn adjacent to you takes 1d6 points of positive energy damage per two oracle levels you possess. You may revert to your normal form as a free action. You can use this ability for 1 hour per oracle level per day. This duration does not need to be consecutive, but it must be spent in 1-hour increments.
Whenever you cast a cure spell, the maximum number of hit points healed is based on your oracle level, not the spell's caster level. For example, cure light wounds cast by a 5th-level oracle would heal 1d8+5 hit points instead of 1d8+5 (using your oracle level as the effective caster level). At 11th level, when you cast a cure spell, you can instead choose to roll the maximum possible result with every die, as if using the Maximize Spell metamagic feat, once per day.
You gain a +4 bonus on Heal checks. In addition, when you cast a cure spell, you may choose to treat the target as if it were your own hit point total for the purpose of the spell (using the lower of the two totals for any comparison). You can also automatically stabilize a dying creature with a successful DC 15 Heal check as a standard action.
As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature has taken 5 or more points of damage below its maximum hit points, it heals 5 hit points and you take 5 points of damage. You may have one bond active per oracle level. The bond continues until the bonded creature dies, you die, the distance between you exceeds medium range, or you end it as an immediate action.
You gain blindsight to a range of 30 feet, but only for living creatures and undead. You cannot use this ability to detect constructs or inanimate objects. At 5th level, you can use this ability for 1 round per oracle level per day. At 11th level, this becomes a constant ability that is always active. You must be at least 5th level to select this revelation.
As an immediate action, you can shield an adjacent ally from harm. The ally gains a +4 deflection bonus to AC until the start of your next turn. You can use this ability once per day, plus one additional time per day at 5th level and every 5 levels thereafter.
Stone
The earth and stone are your domain. You draw on the enduring power of rock and soil, defending yourself with living stone and shaping the ground beneath your enemies.
| Oracle Level | Spell |
|---|---|
| 2 | Magic Stone |
| 4 | Stone Call |
| 6 | Meld into Stone |
| 8 | Stone Shape |
| 10 | Stoneskin |
| 12 | Flesh to Stone |
| 16 | Earthquake |
| 18 | Clashing Rocks |
You gain resist acid 10. At 11th level, your resistance increases to 20. At 17th level, you become immune to acid. You must be at least 3rd level to select this revelation.
You receive a +4 bonus to your CMD whenever you attempt to resist a bull rush or trip attempt while standing on the ground.
You gain tremorsense with a range of 30 feet, allowing you to sense the location of creatures and objects in contact with the ground. At 11th level, this range increases to 60 feet. You must be at least 5th level to select this revelation.
As a swift action, you cause jagged shards of stone to explode outward from your body. All creatures within 10 feet take 1d6 points of piercing damage per two oracle levels (minimum 1d6). A Reflex save halves this damage (DC 10 + 1/2 oracle level + Cha mod). You can use this ability once per day, plus one additional time per day at 5th level and every 5 levels thereafter.
You can pass through stone, dirt, or almost any other sort of earth except worked stone or metal as easily as a fish swims through water. Moving through earth does not cause you to leave a tunnel or trace. You can use this ability for 1 minute per oracle level per day. You must be at least 7th level to select this revelation.
As a standard action, you can charge and hurl a pebble (or any other small stone) at a target within 30 feet as a ranged touch attack. The pebble deals 1d6 piercing damage per two oracle levels (minimum 1d6). At 7th level, the range increases to 60 feet. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
You can see through stone, earth, and sand as if it were transparent for a number of rounds per day equal to your oracle level (these rounds need not be consecutive). Each activation requires a swift action. The range is 30 feet. At 15th level, this ability is always active.
Your skin hardens like ancient stone. You gain a +1 natural armor bonus to AC. This bonus increases by 1 for every 4 oracle levels you possess (maximum +5 at 16th level).
Waves
The seas, rivers, and the power of water flow through you. You command rain and ice, reshape water, and move with fluid grace that confounds your enemies.
| Oracle Level | Spell |
|---|---|
| 2 | Hydraulic Push |
| 4 | Slipstream |
| 6 | Water Breathing |
| 8 | Sleet Storm |
| 10 | Geyser |
| 12 | Fluid Form |
| 14 | Vortex |
| 16 | Horrid Wilting |
| 18 | Tsunami |
Your body flows like water, making it nearly impossible to hold you. You receive a +4 bonus to CMD against grapple attempts. At 11th level, you gain the ability to move through other creatures' spaces as if they were difficult terrain.
You gain a swim speed of 30 feet. At 7th level, your swim speed increases to 60 feet and you can breathe water as easily as air.
You can conjure a suit of icy armor around your body. You gain a +4 armor bonus to AC. At 7th level, this bonus increases to +6. At 13th level, any creature striking you with a melee weapon takes 1d6 cold damage. You can use this armor for a number of hours per day equal to your oracle level.
You gain resist cold 10. At 11th level, your resistance increases to 20. At 17th level, you become immune to cold. You must be at least 3rd level to select this revelation.
As a standard action, you can unleash a shard of pure ice at a target within 30 feet as a ranged touch attack, dealing 1d6 cold damage per oracle level (maximum 15d6). The target must make a Fortitude save (DC 10 + 1/2 oracle level + Cha mod) or become entangled for 1d4 rounds. You can use this ability once per day at 1st level, plus one additional time per day at 7th level and every 7 levels thereafter.
You can see through mist, fog, and rain without penalty. In addition, you gain a +4 competence bonus on Swim checks. At 7th level, you can see through water as if using a water breathing spell, and you gain blindsense 30 feet while underwater.
As a standard action, you can make a melee touch attack that deals 1d6 cold damage per two oracle levels (minimum 1d6). A creature struck must make a Fortitude save (DC 10 + 1/2 oracle level + Cha mod) or be staggered for 1 round from the numbing cold. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
You can call down a blizzard in a 20-foot-radius, 40-foot-tall cylinder within medium range. The blizzard lasts for 1 round and deals 1d6 cold damage per oracle level (maximum 15d6) to all creatures in the area. A Reflex save (DC 10 + 1/2 oracle level + Cha mod) halves the damage. Creatures that fail the save are also blinded for 1 round. You can use this ability once per day. You must be at least 7th level to select this revelation.
Wind
The wind obeys your commands. You channel the power of storms, lightning, and the open sky, striking foes with bolts of electricity and shielding yourself with rushing air.
| Oracle Level | Spell |
|---|---|
| 2 | Alter Winds |
| 4 | Wind Wall |
| 6 | Fly |
| 8 | Air Walk |
| 10 | Control Winds |
| 12 | Chain Lightning |
| 14 | Control Weather |
| 16 | Whirlwind |
| 18 | Storm of Vengeance |
An invisible barrier of swiftly moving air surrounds you. You gain a +2 deflection bonus to AC against ranged attacks. At 7th level, this bonus increases to +4. At 11th level, ranged attacks that miss you due to this bonus are deflected harmlessly aside.
You gain resist electricity 10. At 11th level, your resistance increases to 20. At 17th level, you become immune to electricity. You must be at least 3rd level to select this revelation.
Large wings of pure wind and air grow from your back, granting you a fly speed of 60 feet with good maneuverability. At 10th level, your fly speed increases to 90 feet. You must be at least 7th level to select this revelation.
As a standard action, you can breathe a 60-foot line of electricity that deals 1d4 electricity damage per oracle level (maximum 15d4). A Reflex save (DC 10 + 1/2 oracle level + Cha mod) halves the damage. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and every 5 levels thereafter.
As a standard action, you can make a ranged touch attack at a target within 30 feet, discharging a bolt of lightning that deals 1d6 electricity damage per two oracle levels (minimum 1d6). A creature struck must make a Fortitude save (DC 10 + 1/2 oracle level + Cha mod) or be staggered for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
You can read wind patterns to predict weather and feel the approach of creatures. You gain a +4 competence bonus on Fly checks. In addition, you cannot be surprised — you always act in the surprise round.
You can see through wind, rain, fog, and similar weather conditions without penalty or obscurement. Additionally, you gain the ability to detect approaching storms, high winds, or other weather events within 1 mile. At 7th level, you can see through magical wind and weather effects as well.
The wind carries you forward. You gain a +10-foot enhancement bonus to your base speed. At 7th level, you may ignore difficult terrain when running or charging. At 11th level, your bonus to base speed increases to +20 feet.