Pact Magic Oracle Mystery

Spirit Realm

Class Skills: An oracle with the spirit realm mystery adds Bluff, Disguise, Knowledge (arcana), and Sleight of Hand to her list of class skills.

Bonus Spells: ill omenAPG (2nd), protective spiritAPG (4th), remove malady† (6th), speak with hauntACG (8th), contact other plane (10th), planar binding (12th), true seeing (14th), protection from the supernatural† (16th), gate (18th).

Revelations

An oracle with the Spirit Realm mystery can choose from any of the following revelations:

Ghost Whispers (Su)

You gain the ability to communicate with all incorporeal undead and creatures bound to spirits as if you were under the effects of a tongues spell. In addition, you can cast detect pact spirits† at will. At 10th level, you gain the ability to use occult sight† for a number of rounds per day equal to your oracle level. These rounds do not need to be consecutive.

At 15th level you gain a constant detect pact spirits† ability, can cast occult sight† at will, and can use greater occult sight† for a number of rounds each day equal to your oracle level. These rounds do not need to be consecutive.

You must be at least 7th level in order to select this revelation.

Gray Mockery (Su)

Once per day, you can horrendously warp a living creature into a twisted, gray reflection of itself. As a standard action, you attempt a touch attack against a creature. If it hits, the touched creature immediately suffers a deformity if it fails a Fortitude save. The deformities that can be inflicted upon a target are as follows:

  • Subject suffers a –2 penalty on attack rolls.
  • Subject suffers a –2 penalty on damage rolls.
  • Subject suffers a –2 penalty on saving throws.
  • Subject’s speed is reduced by 5 feet.

At 5th level and every 5 oracle levels thereafter, you can impose an additional deformity upon your target. You can select the same deformity multiple times. These penalties are permanent unless removed by restoration. The caster must succeed on a caster level check in order to remove the disfigurement (DC equals 10 + 1/2 your oracle level + your Charisma modifier). You may use this ability twice per day at 11th level and three times per day at 17th level.

Gray Veil (Su)

As a standard action, you can shroud yourself in a veil of spirit energy, obscuring you from sight. The veil causes you to become invisible, as invisibility, for a number of rounds each day equal to your oracle level. These rounds do not need to be consecutive. At 5th level, the revelation obscures you for a number of minutes each day equal to your oracle level. As before, the minutes do not need to be consecutive, but they must be spent in 1-minute increments. At 10th level, you can grant invisibility to creatures within 20 feet of you in addition to yourself. Each minute of use, you expend a total number of minutes worth of this ability equal to the number of creatures to which you are granting invisibility. For example, cloaking yourself and 2 allies expends 3 minutes of this revelation every minute that you are invisible. If any creature attacks, this granted ability ends for all creatures.

Maledict Touch (Su)

Once per day as a standard action, you can channel the alien powers of the Spirit Realm into another creature via a touch attack. The touched creature is affected as if by bestow pact malady†, except the saving throw DC is equal to 10 + 1/2 your oracle level + your Charisma modifier, as usual for an oracle revelation. At 15th level and again at 19th level you may use this revelation one additional time each day.

You must be at least 11th level to select this revelation.

Maddening Whispers (Su)

As a standard action, you can draw the voices of the spirit realm’s entities into reality where they manifest as maddening whispers. Creatures within 10 feet of you must succeed on a Will save or become confused for 1 round. At 10th level this condition lasts for a number of rounds equal to your oracle level.

You must be at least 3rd level to select this revelation.

Rejuvenating Womb (Su)

You can encase a willing creature in a soothing panacea of spirit energy as a standard action. While within the womb, the creature falls into a deep trance that lasts 10 minutes. During this time it is healed of 1d6 points of damage + 1 point per oracle level you possess (maximum +20). This healing increases by 1d6 points for every two oracles levels beyond 1st that you possess, to a maximum of 10d6 at 19th level.

Beginning at 5th level, you can increase this revelation’s duration to 1 hour in order to heal 1d4 points of ability drain from each of the creature’s ability scores in addition to the revelation’s other effects. Beginning at 9th level, you can use this revelation to return a dead creature to life, as reincarnate, instead of its usual effects. When used in this manner, the creature is reincarnated as a member of your race with a physical appearance that strongly suggests a kinship to you. At 15th level, you can reincarnate a dead creature with this revelation regardless of how much of its body remains; anything as fine as ash is sufficient to return the creature to life. A creature can only be affected by this revelation once every 24 hours.

Spirit Calling (Su)

Once per day as a standard action, you can unleash a burst of spirit energy upon one creature within 30 feet of you. This creature must succeed on a Will save or suffer 1d6 points of damage + 1d6 additional damage per 3 oracle levels you possess. In addition, the creature suffers a –2 penalty on saving throws against your supernatural abilities for 24 hours. A successful Will save halves this damage and prevents the penalty on saving throws. You can use this ability twice per day at 8th level and three times per day at 11th level.

Spirit-Touched Summons (Su)

Creatures you summon come from the spirit realm and as a result they possess the spirit-touched simple template.

Untethered Soul (Su)

You become incorporeal as a standard action as you expel your soul from its coil, causing your body to crumple into a heap. A faint, shimmering cord connects your incorporeal soul to your body. The cord is only visible on the ethereal plane. Your body and soul share all aspects of your being, including depletable statistics such as hit points, and if either soul or body dies, the other dies as well. You gain the usual traits associated with incorporeal creatures, but your incorporeal defenses do not affect damage dealt to your body. You can remain incorporeal for a number of minutes equal to your oracle level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. Reuniting your soul and body is a full-round action that requires you to be adjacent to it. If the distance between you and your body exceeds 100 feet per oracle level, the tether connecting your body and soul snaps, killing you instantly.

You must be at least 3rd level to select this revelation.

Vision of Terror (Su)

Once per day, you can overwhelm your enemies within a vision of terror. This functions as mirage arcana, except that each creature views the illusion differently, seeing the one scene or series of events that they personally find disturbing or horrifying. A creature that believes the illusion must attempt a second Will save, and on a failed save the creature becomes panicked for as long as it remains within the mirage, attempting to exit as quickly as possible, even if doing so puts it in harm’s way. After exiting the mirage, the creature is shaken for 10 minutes per oracle level you possess. A creature that succeeds on the second Will save is shaken for as long as it remains within the mirage and for 10 minutes after leaving it. You can use this ability twice per day at 17th level.

You must be at least 11th level to select this revelation.

Final Revelation

Upon reaching 20th level, you become immune to charm and compulsion effects, death effects, negative levels, and possession. Each day after regaining your spell slots, add one spell on any divine spellcasting class’s list to your list of spells known until the next time you regain your spell slots.

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