Oracle Spells in Pathfinder: Wrath of the Righteous covers a list of all Spells available for the Oracle Class. Oracles are divine vessels that are granted power without their consent, selected by providence to wield powers that even they do not fully understand. Each Class has its own set of spells with some over-lapping through different classes. Common Classes with spell paths include the Sorcerer, Shaman, Cleric, Wizard, Oracle, and Witch classes. Spells are also sorted into different schools. These are sorted into Other school categories include Abjuration, Conjuration, Illusion, Divination, Enchantment, Evocation, Transmutation, and Necromancy Spells. Below you will find information on each Oracle Spells, their effects and level requirements.

 

  

Oracles can learn addition spells through their Mystery class feature. See Oracle Mysteries here.

Oracles automatically learn their choice of all spells with cure in the name or all spells with wounds in the name.

All Oracle Spells in Pathfinder: Wrath of the Righteous

 

Lvl0
Lvl 1
Lvl 2
Lvl 3
Lvl 4
Lvl 5
Lvl 6
Lvl 7
Lvl 8
Lvl 9

 

Level 0

guidance divination icon spell pathfinder wrath of the righteous wiki guide 65pxGuidance 

Divination

light spell pathfinder wrath of the righteous wiki guide 64pxLight 

Evocation

resistance spell pathfinder wrath of the righeous wiki guide 64pxResistance 

Abjuration

virtue transmutation spell icon pathfinder wrath of the righteous wiki guideVirtue 

Transmutation

 

 

 

 

Level 1

bless enchantment spell icon pathfinder wrath of the righteous wiki guideBless

Enchantment

 

bane enchantment icon spell pathfinder wrath of the righteous wiki guide 65px minBane

Enchantment

 

cause fear spell pathfinder wrath of righteous wiki guide 64pxCause Fear

Necromancy

 

cure light wounds conjuration icon azata mythic spell pathfinder wrath of the righteous wiki guide 65pxCure Light Wounds

Conjuration

 

divine favor evocation spell icon pathfinder wrath of the righteous wiki guideDivine Favor

Evocation

 

doom necromancy spell icon pathfinder wrath of the righteous wiki guideDoom

Abjuration

 

ear piercing scream spell pathfinder wrath of the righteous wiki guide 64pxEar-Piercing Scream

Evocation

 

expeditious retreat spell pathfinder kingmaker wiki guide 64pxExpeditious Retreat

Transmutation

 

inflict light wounds necromancy icon azata mythic spell pathfinder wrath of the righteous wiki guide 65pxInflict Light Wounds

Necromancy

 

protection from alignment abjuration icon spell pathfinder wrath of the righteous wiki guide 65px minProtection From Alignment

Abjuration

 

remove fear abjuration spell icon pathfinder wrath of the righteous wiki guideRemove Fear

Abjuration

 

shield of faith abjuration spell icon pathfinder wrath of the righteous wiki guideShield of Faith

Abjuration

 

stunning barrier abjuration icon spell pathfinder wrath of the righteous wiki guide 65px minStunning Barrier

Abjuration

 

true strike divination icon spell pathfinder wrath of the righteous wiki guide 65px minTrue Strike

Divination

haze of dreams enchantment spell icon pathfinder wrath of the righteous wiki guideHaze of Dreams

Enchantment

 

protection from law abjuration icon spell pathfinder wrath of the righteous wiki guide 65px minProtection from Law

Abjuration

 

sleep spell pathfinder wrath of the righteous wiki guide 64pxSleep

Enchantment

 

firebelly abjuration spell icon pathfinder wrath of the righteous wiki guideFirebelly

Abjuration

 

ray of sickening spell icon spell pathfinder wrath of the righteous wiki guide 65px minRay of Sickening

Necromancy

 

remove sickness conjuration icon spell pathfinder wrath of the righteous wiki guide 65px minRemove Sickness

Conjuration

 

hideous laughter spell pathfinder kingmaker wiki guide 64pxHideous Laughter

Enchantment

summon monster zero icon trickster mythic spell pathfinder wrath of the righteous wiki guide 65pxSummon Monster I

Conjuration

 

expeditioous retreat transmuation icon spell pathfinder wrath of the righteous wiki guide 65px minExpeditious Retreat

Transmutation

 

feather step transmutation icon spell pathfinder wrath of the righteous wiki guide 65px minFeather Step

Transmutation

 

falre burst evocation icon spell pathfinder wrath of the righteous wiki guide 65px minFlare Burst

Evocation

 

touch of gracelessness transmutation icon spell pathfinder wrath of the righteous wiki guide 65px minTouch of Gracelessness

Transmutation

 

vanish illusion icon spell pathfinder wrath of the righteous wiki guide 65px minVanish

Illusion

 

unbreakableheartUnbreakable Heart 

Enchantment

 

 

 

Level 2

aid enchantment icon spell pathfinder wrath of the righteous wiki guide 65px minAid

Enchantment

 

arrow of law evocation spell icon pathfinder wrath of the righteous wiki guideArrow of Law

Evocation

 

bears endurance mass transmutation icon spell pathfinder wrath of the righteous wiki guide 65px minBear's Endurance

Transmutation

 

blessing of courage and life conjuration spell icon pathfinder wrath of the righteous wiki guideBlessing of Courage and Life

Conjuration

 

blessing of luck and resolve enchantment spell icon pathfinder wrath of the righteous wiki guideBlessing of Luck and Resolve

Enchantment

 

boneshaker necromancy icon spell pathfinder wrath of the righteous wiki guide 65px minBoneshaker

Necromancy

bulls strength transmutation icon spell pathfinder wrath of the righteous wiki guide 65px minBull's Strength

Transmutation

 

cure moderate wounds mass conjuration icon spell pathfinder wrath of the righteous wiki guide 65pxCure Moderate Wounds

Conjuration

 

delay poison conjuration spell icon pathfinder wrath of the righteous wiki guideDelay Poison

Conjuration

 

eagles splendor transmutation spell icon pathfinder wrath of the righteous wiki guideEagle's Splendor

Transmutation

 

effortless armor transmutation spell icon pathfinder wrath of the righteous wiki guideEffortless Armor

Transmutation

 

find traps divination spell icon pathfinder wrath of the righteous wiki guideFind Traps

Divination

grace abjuration spell icon pathfinder wrath of the righteous wiki guideGrace

Abjuration

 

hold person spell pathfinder wrath of the righteous wiki guide 64pxHold Person

Enchantment

 

inflict moderate wounds conjuration icon spell pathfinder wrath of the righteous wiki guide 65pxInflict Moderate Wounds

Necromancy

 

owls wisdom transmutation icon spell pathfinder wrath of the righteous wiki guide 65px minOwl's Wisdom

Transmutation

 

protection from alignment communal abjuration spell icon pathfinder wrath of the righteous wiki guideProtection from Alignment, Communal

Abjuration

 

removeparalysisRemove Paralysis 

Evocation

resist energy spell pathfinder wrath of the righteous wiki guide 64px Resist Energy

Abjuration

 

restoration lesser icon spell pathfinder wrath of the righteous wiki guide 65px minRestoration, Lesser

Conjuration

 

sound burst evocation spell icon pathfinder wrath of the righteous wiki guideSound Burst

Evocation

 

summon monster ii conjuration icon spell pathfinder wrath of the righteous wiki guide 65px minSummon Monster II

Conjuration

 

summon small beer elemental icon trickster mythic spell pathfinder wrath of the righteous wiki guide 65pxSummon Small Elemental

Conjuration

 

 

 

 

Level 3

animate dead spell pathfinder wrath of the righteous wiki guide 64pxAnimate Dead

Necromancy

 

archons aura evocation spell icon pathfinder wrath of the righteous wiki guideArchon's Aura

Evocation

 

bestow grace abjuration icon spell pathfinder wrath of the righteous wiki guide 65px minBestow Curse

Necromancy

 

blindness spell pathfinder wrath of the righteous wiki guide 64pxBlindness

Necromancy

 

contagion necromancy spell icon pathfinder wrath of the righteous wiki guideContagion

Necromancy

 

cure serious wounds mass conjuration icon spell pathfinder wrath of the righteous wiki guide 65pxCure Serious Wounds

Conjuration

 

delay poison communal conjuration icon spell pathfinder wrath of the righteous wiki guide 65px minDelay Poison, Communal

Conjuration

 

inflict serious wounds icon necromancy spell pathfinder wrath of the righteous wiki guide 65pxInflict Serious Wounds

Necromancy

 

magical vestment icon spell pathfinder wrath of the righteous wiki guide 65px minMagical Vestment

Transmutation

 

prayer enchantment spell icon pathfinder wrath of the righteous wiki guidePrayer

Enchantment

 

protection from energy communal abjuration spell icon pathfinder wrath of the righteous wiki guideProtection From Energy

Abjuration

 

remove blindness conjuration icon spell pathfinder wrath of the righteous wiki guide 65pxRemove Blindness

Conjuration

 

remove curse spell pathfinder wrath of the righteous wiki guide 64pxRemove Curse

Abjuration

 

remove disease conjuration icon spell pathfinder wrath of the righteous wiki guide 65pxRemove Disease

Conjuration

 

resist energy communal abjuration spell icon pathfinder wrath of the righteous wiki guideResist Energy, Communal

Abjuration

 

searing light evocation spell icon pathfinder wrath of the righteous wiki guideSearing Light

Evocation

 

summon monster iii conjuration icon spell pathfinder wrath of the righteous wiki guide 65px minSummon Monster III

Conjuration

 

 

 

 

Level 4

crusaders edge transmutation spell icon pathfinder wrath of the righteous wiki guideCrusader's Edge

Transmutation

 

cure critical wounds mass conjuration icon spell pathfinder wrath of the righteous wiki guide 65pxCure Critical Wounds

Conjuration

 

death ward necromancy icon spell pathfinder wrath of the righteous wiki guide 65pxDeath Ward

Evocation

 

dismissall abjuration spell icon pathfinder wrath of the righteous wiki guideDismissal

Abjuration

 

 

divine power evocation spell icon pathfinder wrath of the righteous wiki guideDivine Power

Evocation

 

freedom of movement abjuration spell icon pathfinder wrath of the righteous wiki guideFreedom of Movement

Abjuration

 

inflict critical wounds necromancy icon spell pathfinder wrath of the righteous wiki guide 65pxInflict Critical Wounds

Necromancy

  

neutralize poison conjuration spell icon pathfinder wrath of the righteous wiki guideNeutralize Poison 

 Conjuration

 

poison conjuration icon spell pathfinder wrath of the righteous wiki guide 65px minPoison 

Conjuration

 

protection from energy communal 2 abjuration spell icon pathfinder wrath of the righteous wiki guideProtection from Energy, Communal

Abjuration

 

restoration conjuration spell icon pathfinder wrath of the righteous wiki guideRestoration 

Conjuration

 

shield of dawn evocation spell icon pathfinder wrath of the righteous wiki guideShield of Dawn 

Evocation

 

spit venom transmutation icon spell pathfinder wrath of the righteous wiki guide 65pxSpit Venom 

Transmutation

 

summon medium beer elemental icon trickster mythic spell pathfinder wrath of the righteous wiki guide 65pxSummon Medium Elemental 

Conjuration

 

summon monster iv conjuration icon spell pathfinder wrath of the righteous wiki guide 65px minSummon Monster IV 

Conjuration

 

 

 

 

 

Level 5

angelic aspect 1 transmutation icon spell pathfinder wrath of the righteous wiki guide 65px minAngelic Aspect

Transmutation

 

boneshattert icon spell pathfinder wrath of the righteous wiki guide 65px minBoneshatter 

Necromancy

 

break enchantment spell pathfinder wrath of the righteous wiki guide 64pxBreak Enchantment 

Abjuration

 

breath of life conjuration icon spell pathfinder wrath of the righteous wiki guide 65px minBreath of Life 

Conjuration

 

burst of glory enchantment icon spell pathfinder wrath of the righteous wiki guide 65px minBurst of Glory 

Enchantment

 

cleanseCleanse 

Evocation

cure light wounds conjuration icon spell pathfinder wrath of the righteous wiki guide 65pxCure Light Wounds, Mass 

Conjuration

 

geniekind transmutation icon spell pathfinder wrath of the righteous wiki guide 65px minGeniekind 

Transmutation

 

inflict light wounds mass necromancy icon spell pathfinder wrath of the righteous wiki guide 65px minInflict Light Wounds, Mass 

Necromancy

 

profane nimbus evocation icon spell pathfinder wrath of the righteous wiki guide 65px minProfane Nimbus 

Evocation

 

constricting coils spell pathfinder kingmaker wiki guide 64pxConstricting Coils 

Enchantment

 

disruptingweaponDisrupting Weapon

Transmutation

raise dead conjuration icon spell pathfinder wrath of the righteous wiki guide 65pxRaise Dead 

Conjuration

 

righteous might transmutation spell icon pathfinder wrath of the righteous wiki guideRighteous Might 

Transmutation

 

sacred nimbus evocation icon spell pathfinder wrath of the righteous wiki guide 65px minSacred Nimbus 

Evocation

 

serenity icon spell pathfinder wrath of the righteous wiki guide 65px minSerenity 

Enchantment 

 

slay living necromancy icon spell pathfinder wrath of the righteous wiki guide 65pxSlay Living 

Necromancy

spell resistance abjuration spell icon pathfinder wrath of the righteous wiki guideSpell Resistance 

Abjuration

 

summon monster v conjuration icon spell pathfinder wrath of the righteous wiki guide 65pxSummon Monster V 

Conjuration

 

true seeing spell pathfinder wrath of the righteous wiki guide 64pxTrue Seeing 

Divination

 

vinetrap conjuration icon spell pathfinder wrath of the righteous wiki guide 65px minVinetrap 

Conjuration

 

summon large elemental spell icon spell pathfinder wrath of the righteous wiki guide 65px minSummon Large Elemental 

Conjuration

 

 

 

 

 

Level 6

banishment icon spell pathfinder wrath of the righteous wiki guide 65px minBanishment

Abjuration

 

bears endurance mass transmutation icon spell pathfinder wrath of the righteous wiki guide 65px minBear's Endurance, Mass 

Transmutation
 

 

blade barrier evocation spell icon pathfinder wrath of the righteous wiki guideBlade Barrier 

Evocation

 

blessing of luck and resolve enchantment spell icon pathfinder wrath of the righteous wiki guideBlessing of Luck and Resolve, Mass 

Enchantment

 

bulls strength mass transmutation icon spell pathfinder wrath of the righteous wiki guide 65px minBull's Strength, Mass 

Transmutation

 

chains of light spell pathfinder kingmaker wiki guide 64pxChains of Light 

Conjuration

cold ice strike evocation icon spell pathfinder wrath of the righteous wiki guide 65px minCold Ice Strike 

Evocation

 

cure moderate wounds mass conjuration icon spell pathfinder wrath of the righteous wiki guide 65pxCure Moderate Wounds, Mass 

Conjuration

 

dispel maigc greater icon spell pathfinder wrath of the righteous wiki guide 65px minDispel Magic, Greater 

Abjuration

 

eagle splendor mass transmutation icon spell pathfinder wrath of the righteous wiki guide 65px minEagle's Splendor, Mass 

Transmutation

 

eaglesoul conjuration spell icon pathfinder wrath of the righteous wiki guideEaglesoul 

Conjuration

 

elemental assessor evocation icon spell pathfinder wrath of the righteous wiki guide 65px minElemental Assessor 

Evocation

harm necromancy icon spell pathfinder wrath of the righteous wiki guide 65pxHarm 

Necromancy

 

heal conjuration icon spell pathfinder wrath of the righteous wiki guide 65pxHeal 

Conjuration

 

hellfire ray evocation icon spell pathfinder wrath of the righteous wiki guide 65pxHellfire Ray 

Evocation

 

inflict moderate wounds mass necromancy icon spell pathfinder wrath of the righteous wiki guide 65px minInflict Moderate Wounds, Mass 

Necromancy

 

inspiring recovery conjuration spell icon pathfinder wrath of the righteous wiki guideInspiring Recovery 

Conjuration

 

joyful rapture conjuration icon spell pathfinder wrath of the righteous wiki guide 65px minJoyful Rapture 

Conjuration

 

owls wisdom mass transmutation icon spell pathfinder wrath of the righteous wiki guide 65px minOwl's Wisdom, Mass 

Transmutation

 

plague storm necromancy icon spell pathfinder wrath of the righteous wiki guide 65px minPlague Storm 

Necromancy

 

summon monster vi conjuration icon spell pathfinder wrath of the righteous wiki guide 65px minSummon Monster VI 

Conjuration

 

undeath to death icon spell pathfinder wrath of the righteous wiki guide 65px minUndeath to Death 

Necromancy

 

summonhugeelementalSummon Huge Elemental 

Conjuration

 

 

 

 

Level 7

arbitrament evocation spell icon pathfinder wrath of the righteous wiki guideArbitrament 

Evocation

 

bestow grace of the champion transmutation spell icon pathfinder wrath of the righteous wiki guideBestow Grace of the Champion 

Transmutation

 

blasphemy evocation icon spell pathfinder wrath of the righteous wiki guide 65px minBlasphemy 

Evocation

 

create undead icon lich mythic spell pathfinder wrath of the righteous wiki guide 65pxCreate Undead 

Necromancy

 

 

cure serious wounds mass conjuration icon spell pathfinder wrath of the righteous wiki guide 65pxCure Serious Wounds, Mass 

Conjuration

 

destruction necromancy spell icon pathfinder wrath of the righteous wiki guideDestruction 

Necromancy

 

dictum evocation spell icon pathfinder wrath of the righteous wiki guideDictum 

Evocation

 

holy word evocation spell icon pathfinder wrath of the righteous wiki guideHoly Word 

Evocation

inflict serious wounds necromancy icon spell pathfinder wrath of the righteous wiki guide 65px minInflict Serious Wounds, Mass 

Necromancy

 

restoration greater abjuration icon spell pathfinder wrath of the righteous wiki guide 65pxRestoration, Greater 

Conjuration

 

summongreaterelementalSummon Greater Elemental

Conjuration

 

joltingportentJolting Portent 

Evocation

 

summon monster vii spell pathfinder wrath of the righteous wiki guide 64pxSummon Monster VII 

Conjuration

 

umbral strike necromancy icon spell pathfinder wrath of the righteous wiki guide 65pxUmbral Strike 

Necromancy

 

waves of ecstasy icon spell pathfinder wrath of the righteous wiki guide 65px minWaves of Ecstasy 

Enchantment

 

word of chaos icon spell pathfinder wrath of the righteous wiki guide 65px minWord of Chaos 

Evocation

 

 

 

 

Level 8

angelic aspect transmutation icon spell pathfinder wrath of the righteous wiki guide 65px minAngelic Aspect, Greater 

Transmutation

 

firestorm evocation spell icon pathfinder wrath of the righteous wiki guideFire Storm

Evocation

 

cure critical wounds mass conjuration icon spell pathfinder wrath of the righteous wiki guide 65pxCure Critical Wounds, Mass 

Conjuration

 

euphoric tranquility enchantment icon spell pathfinder wrath of the righteous wiki guide 65px minEuphoric Tranquility 

Enchantment

 

holy aura abjuration spell icon pathfinder wrath of the righteous wiki guideHoly Aura 

Abjuration

 

shield of law abjuration icon spell pathfinder wrath of the righteous wiki guide 65px minShield of Law 

Abjuration

 

stormbolts evocation icon spell pathfinder wrath of the righteous wiki guide 65px minStormbolts 

Evocation

 

summon monster vii conjuration icon spell pathfinder wrath of the righteous wiki guide 65px minSummon Monster VII 

Conjuration 

 

death clutch necromancy icon spell pathfinder wrath of the righteous wiki guide 65pxDeath Clutch 

Necromancy

 

frightful aspect transmutation icon spell pathfinder wrath of the righteous wiki guide 65px minFrightful Aspect 

Transmutation

 

inflict critical wounds mass necromancy icon spell pathfinder wrath of the righteous wiki guide 65px minInflict Critical Wounds, Mass 

Necromancy

 

protection from law abjuration icon spell pathfinder wrath of the righteous wiki guide 65px minCloak of Chaos 

Abjuration

summon elder elemental conjuration icon spell pathfinder wrath of the righteous wiki guide 65px minSummon Elder Elemental 

Conjuration

 

unholy aura icon spell pathfinder wrath of the righteous wiki guide 65px minUnholy Aura 

Abjuration

 

 

 

 

 

Level 9

 energy drain necromancy icon spell pathfinder wrath of the righteous wiki guide 65px minEnergy Drain 

Necromancy

 

heal mass conjuration spell icon pathfinder wrath of the righteous wiki guideHeal, Mass 

Conjuration

 

overwhelming presence icon spell pathfinder wrath of the righteous wiki guide 65px minOverwhelming Presence 

Enchantment

 

polar midnight transmutation icon spell pathfinder wrath of the righteous wiki guide 65px minPolar Midnight 

Transmutation

 

summon monster ix conjuration icon spell pathfinder wrath of the righteous wiki guide 65px minSummon Monster IX 

Conjuration

 

 

 

Oracle Spells in Pathfinder: Wrath of the Righteous

Quick Search of All Oracle Spells  

Spell School Description Level
Light Evocation This spell causes a touched party member to glow like a torch, shedding normal light in a 20-foot radius from the point touched. 0
Guidance Divination

This spell imbues the subject with a touch of divine guidance.

The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check.

 0
Virtue Transmutation With a touch, you infuse a creature with a tiny surgeof life, granting the subject 1 temporary hit point.  1
Bane Enchantment Bane fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack and a -1 penalty on saving throws against fear effects. Bane counters and dispels bless 1

Cure Light Wounds

Conjuration When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since the undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. 1

Bless

Enchantment

Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. 

Bless counters and dispels bane.

1

Cause Fear

Necromancy

The affected creature becomes frightened. If the subject succeeds at a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune t this effect. Cause fear dispels remove fear.

1

Command

Enchantment 

You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.

Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement normal.

Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.

Flee: On its turn, the subject falls to the ground and remains prone for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

Halt: The subject stands in place for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.

1

Divine Favor

Evocation

Calling upon the strength and wisdom of a deity, you gain s +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The damage bonus doesn't apply to spell damage. 

1

Doom

Necromancy

The spell fills single subject with a feeling of horrible dread that causes it to become shaken. 

1

Firebelly

Abjuration

A magical fire warms your belly, granting you fire resistance 5 and making your gut hot to the touch ( but not enough to damage you or anything else). As a standard action, you can breathe a 15-foot cone of flame that deals 1d4 points of dire damage (Reflex half, SR applies.) Each time you use this breath weapon, the remaining duration of the spell is reduced by 1 minute.

1

Haze of Dreams

Enchantment

You fill an enemy's head with waking dreams, a reminder of the pleasures, delights, and terrors to be found in the dream world. While in this strange dream state, the target ,moves at half its normal speed. Multiple haze of dreams effects do not stack, nor does this spell's effect stack with slow. 

1

Inflict Light Wounds

Necromancy

When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage +1 point per caster level (maximum +5).

Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.

Magic Weapon

Transmutation

Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls. 

1

Protection from Alignment

Abjuration

The subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by creatures with the corresponding alignment, 

1

Ray of Sickening

Necromancy

The subject is immediately sickened for the spell's duration. a successful Fortitude save negates the effect.

1

Remove Fear

Abjuration

You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.

1

Shield of Faith

Abjuration

This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus to AC, with an addition +1 to the bonus for every six levels you have (maximum +5 deflection bonus 18 level). 

1

Stunning Barrier

Abjuration

You are closely surrounded by barely visible magical field. The field provides a +1 deflection bonus to AC and a +1 resistance bonus on saves. Any creature that strikes you with a melee attack is stunned for 1 round ( Will negates). Once the field has stunned an opponent, the spell is discharged. 

1

Summon Monster I

Conjuration

This spell summons an extraplanar dog. IT appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. 

1

Unbreakable Heart

Enchantment

The target creature gains a +4 morale bonus on saving throws against mind-affecting effects that rely on negative emotions (such as crushing despair, rage or dear effects) or that would force them to harm an ally (such as confusion)/ If the target is already under such an effect when receiving this spell, that effect is suppressed for the duration of this spell. It does not affect mind-affecting effects based on positive emotions ( such as good hope or the inspire courage bard ability).

1

Aid

Enchantment

Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+20 temporary hit points at caster level 10th).

1

Arrow of Law

Evocation

You fire a shimmering arrow of pure of pure order from your holy symbol at any one target in range of law takes 1d8 points of damage per two caster levels ( maximum 5d8). A chaotic outside instead takes 1d6) and is dazed for 1 point of damage per caster level. (maximum 10d6) and is dazed for 1 round. A successful will save reduces the damage to half and negates the daze effect. This spelll deals  only half damage to creatures that are neither chaotic nor lawful, and they are not dazed. The arrow has no effect on lawful creatures.  

2

Bear's Endurance

Transmutation

The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are.

2

Blessing of Courage and Life

Conjuration

With this prayer you provide long-lasting succor to a wounded creature. For as long as the effect last, the target receives a +2 morale bonus on saving throws against fear and death effects. At any time while the spell is in effect, the target can choose to end the spell as a swift action for a burst of healing energy. The target loses the saving throw bonus, but is healed of 1d8 points of damage +1 points per caster level (maximum +10)

2

Blessing Of Luck and Resolve

Enchantment

A favored blessing of halving clerics, this spell grants its target a +2 morale bonus on saving throws against fear effects. If the target fails a saving throw against fear, it rerolls the save with a +4 morale bonus and takes the new result, even if it is worse. After that the spell's effect ends. 

2

Boneshaker

Necromancy

You take control of a target living creature's skeleton. A creature has its skeleton rattle within its flesh causing grievous harm. The target takes 3d6 points of damage, plus 1d6 additional points of damage per 2 caster level.

2

Bull's Strength

Transmutation

The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier. Enhancement bonuses do not stack with other enhancement bonuses, for example with bonuses from belts.

2

Cure Moderate Wounds

Conjuration

When laying your hand upon a living creature, you channel positive energy that cures 2d8 points of damage +1 point per caster level (maximum +10). Since undead are powered of curing their wounds. An undead creature can apply spell resistance and can attempt a Will save to take half damage.

2

Delay Poison

Conjuration

The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison does not cure any damage that poison may have already done.

2

Eagle's Splendor

Transmutation

The transmuted creature becomes more poised, articulate, and personally forceful. The spell a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charis modifier. Bards, paladins, and sorcerers ( and other spellcaster who rely on Charisma) affected by this spell do not gain any addition bonus spells for the increased Charisma, but the save DCs for spells they cast while under spell's effect do increase.

2

Effortless Armor

Transmutation

Armor you wear no longer reduces your speed. You also reduce the armor's armor check penalty by 1 + 1 per five caster levels (maximum 5). 

2

Find Traps

Divination

You gain intuitive insight into the workings of traps. You gain an insight bonus equal to 1/2 your caster level (maximum +10) on Perception checks while the spell is in effect.

2

Grace

Abjuration

Until the end of the round, your movement does not provoke attacks of opportunity.

2

Hold Person

Enchantment

The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round, the subject may attempt a new saving throw to end the effect.

2

Inflict Moderate Wounds

Necromancy

When laying your hand upon a creature, you channel negative energy that deals 2d8 points of damage +1 point per caster level (maximum +10).

Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.

2

Owl's Wisdom

Transmutation

The transmutated creature becomes wiser. The spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit to Wisdom- based spellcasters) who receive owl's wisdom do not gain any addition bonus spells for the increased Wisdom, but the save DCs for their spells increase.

2

Protection from Alignment, Communal

Abjuration

All allies within 30 feet gain a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by creatures with corresponding alignments.

2

Remove Paralysis

Conjuration

Removes paralysis from target creature. 

2

Resist Energy

Abjuration

This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resist energy 10 against the energy type chosen, meaning that each the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. Resist energy absorbs only damage. The subject could still suffer unfortunate side effects. Resist energy does not stack with protect from energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 at 11th level.

2

Restoration, Lesser

Conjuration

Lesser restoration dispels any temporary magical effects reducing one of the subject's ability scores ( it does not remove permanent effects such as curses or diseases) or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It does not restore permanent ability drain.

Sound Burst

Evocation

You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed at a Fortitude save to avoid being stunned for 1 round. 

 

Summon Monster II

Conjuration

This spell summons an extraplanar wolf or 1d3 extraplanar dogs. The summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

2

Summon Small Elemental

Conjuration

This spell summons to your side a small fire, water, air, or earth elemental. The summoned elemental appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. 

2

Animate Dead

Necromancy

This spell raises 1d4+2 undead skeletal champions. They appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

3

Archon's Aura

Evocation

You gain a powerful aura, similar to an archon's aura of menace. Amu hostile creature within a 20-foot radius of you must succeed at a Will save to resist the effects of this aura. If the creature fails, it takes a -2 penalty on attack rolls and saving throws and to Armor Class for the duration of this spell, or until it successfully hits you with an attack. A creature that has resisted or broken the effect cannot be affected again by this particular casting of archon's aura. 

3

Bestow Curse

Necromancy

You place a curse on the subject. Choose one of the following:

Cure of Feeble Body -- The subject suffers a -6 penalty to Constitution score.

Cure of weakness -- The subject suffers a -6 penalty to Strength and Dexterity scores.

Curse of Idiocy -- The subject suffers a -6 penalty to Intelligence, Wisdom, and Charisma scores.

3

Blindness

Necromancy

You call upon the powers of unlife to render the subject blinded.

2

Contagion

Necromancy

The subject contracts one of the following diseases: blinding sickness, bubonic plague, cackle fever, mindfire, or shakes. The disease is contracted immediately (the onset period does not apply).

Blinding Sickness effect: 1d4 Str damage, target must make an additional Fort save or be permanently blinded.

Bubonic Plague effect: 1d4 Con damage and target is fatigued

Cackle Fever effect: 1d6 Wis damage

Mindfire effect: 1d4 Int damage

Shakes effect: 1d8 Dex damage

 

Cure Serious Wounds

Conjuration

When laying your hand upon a living creature, you channel positive energy that cures 3d8 points of damage +1 point per caster level (maximum +15). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance and can attempt a Will save to take half damage.

3

Delay Poison

Conjuration

Any ally within 30 feet becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison does not cure any damage that poison may have already caused.

4

Dispel Magic

Abjuration

You can use dispel magic to end one ongoing spell that has been cast on a creature or one area effect from a spell in the selected point.

3

Inflict Serious Wounds

Necromancy

When laying your hand upon a creature, you channel negative energy that deals 3d8 points of damage + 1point per caster level (maximum +15). Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.

3

Magical Vestment

Transmutation

You imbue a suit of armor or a shield with an enhancement bonus of +1 per four caster levels ( maximum +5 at 20th level). 

An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell. 

3

Prayer

Enchantment

You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls. saves, and skill checks, while each of your foes takes a -1 penalty on such rolls. 

3

Protection from Energy

Abjuration

Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire or sonic). When the spell absorbs 12 points per caster level of energy damage ( to a maximum of 120 points at 10 levels), it is discharged.

3

Remove Blindness

Conjuration

Remove blindness cures blindness, whether the effect is normal or magical in nature.

3

Remove Curse

Abjuration

Remove curse can remove all curses on an object or a creature. If the target is a creature, you must make a caster level check 1d20 + caster level) against the DC of each curse affecting the target. Success means that the curse is removed.

3

Remove Disease

Conjuration

Remove disease can cure all diseases from which the subject is suffering. You must make a caster level check (1d20 + caster level) against the DC of each disease affecting the target. Success means that the disease is cured.

3

Resist Energy, Communal

Abjuration

This abjuration grants all allies within a 25-foot radius limited protection from danger of whichever one of five energy types you select: acid, cold, electricity, fire or sonic. The subject gains resist energy 10 against the energy type chosen, meaning that each time the creature is subjected to such damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level.

3

Searing Light

Evocation

Focusing divine power like a ray of the sun, you protect a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. A creature struck by this ray of light takes 1d8 points of divine damage per two caster levels (maximum 5d8). An undead creature takes 1d6 points of divine damage per caster level (maximum 10d6). A construct creature takes only 1d6 points of damage per two caster levels (maximum 5d6).

3

Summon Monster III

Conjuration

This spell summons an extraplanar monitor lizard, 1d3 extraplanar wolves, or 1d4+1 extraplanar dogs. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

3

Chaos Hammer

Evocation

You unleash chaotic power to smite your enemies. The power takes the form of a multicolored explosion of chaotic) leaping, ricocheting energy. only lawful and neutral (not chaotic) creatures are harmed by the spell. 

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to lawful creatures (or 1d6 points of damage per caster level, maximum 10 d6 to lawful outsiders ) and slows them for 1d6 rounds (see the slow spell). A successful Will save reduces the damage by half and negates the slow effect.

The spell deals only half damage against creatures who are neither lawful nor chaotic, and they are not slowed. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save. 

4

Crusader's Edge

Transmutation

When you cast this spell on a melee weapon in your primary hand, you imbue it with a powerful holy energy, granting your primary weapon the bane weapon quality against evil outsiders. 
Furthermore, whenever you score a successful critical hit against an outsider with the evil subtype, you not only deal normal critical damage with the weapon but also nauseate the outsider for 1d3 rounds -- the outsider can reduce this nauseated condition to sickened for 1 round with a successful Fortitude save.

4

Death Ward

Necromancy

The subject gains a +4 morale bonus on saves against all death spells and magical death effects. The subject is immune to energy drain and any negative energy effects, including channeled negative energy. This spells does not remove negative levels that the subject has already gained and does not protect against other sorts of attacks, even if attacks might be lethal.

4

Dismissal

Abjuration

This spell forces an extraplanar creature back to its proper plane  if it fails a Will  save. If the spell is successful, the creature is instantly whisked away. 

Divine Power

Evocation

Calling upon the diving power of your patron, you imbue yourself with strength and skill in combat. You gain a+1 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength- based skill 

4

Freedom of Movement

Abjuration

This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combats maneuver checks made to grapple the target automatically fail.

4

Greater Magic Weapon

Transmutation

This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5). This bonus does not allow a weapon to bypass damage reduction aside from magic. 

4

Holy Smite

Evocation

You draw down holy power to write your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.  

The spell deals 1d8 points o damage per two caster levels (maximum 5d8) to each evil creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an evil outsider) and causes it to become blinded for 1 round. A successful Will saving throw reduces damage to half and negates the blinded effect. 

The spell deals only half damage to creatures who are neither good nor evil, and they are not blinded. Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save. 

4

Inflict Critical Wounds

Necromancy

When laying your hand upon a creature, you channel negative energy that deals 4d8 points of damage +1 point per caster level (maximum +20). Since undead area powered by negative energy, this spells cures such a creature of a like amount of damage, rather than harming it.

4

Order's Wrath

Evocation

You channel lawful power to smite enemies. The power takes the form of a three-dimensional grid of energy. Only chaotic and neutral (not lawful) creatures are harmed by the spell.

The spell deals 1d8 points of damage per two caster levels 9maximum 5d8) to chaotic creatures (or 1d6 points of damage per caster level, maximum 10 d6, to chaotic outsiders) and causes them to be dazed for 1 round. A successful Will save reduces the damage to half and negates the daze effect. 

The spell deals only half damage to creatures who are neither chaotic nor lawful, and they are not dazed. they can reduce the damage in half again ( down to one-quarter of the roll) with a successful Will save.

4

Poison

Necromancy

Call upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. This poison deals 1d3 Constitution damage per round for 6 rounds. Poisoned creatures can make a Fortitude save each round to negate the damage and end the affliction.

4

Protection from Energy, Communal

Abjuration

Protection from energy grants all allies within a 25-foot radius temporary immunity to the type of energy you specify when you cast it (acid, cold electricity, fire or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum if 120points at 10th  level), it is discharged. Once the spell absorbs 12 points of energy damage per caster level (maximum 120 points) for a subject, the spell's effects end for the subject. 

4

Restoration

Conjuration

This spell functions like a lesser restoration, except that it also dispels temporary negative levels or one permanent negative level.

Restoration cure all temporary ability damage, and it restores all points permanently drained from a single ability score. t also eliminates any fatigue or exhaustion suffered by the target. 

Lesser Restoration: This spell dispels any temporary magical effects reducing one of the subject's ability scores(it does not remove permanent effects such as curses or diseases) or cures 1d4 points of temporary ability damage to one of the subjects ability score. It also eliminates any fatigue suffered by the character. It does not restore permanent ability drain. 

4

Shield of Dawn

Evocation

Any creature that strikes you with a melee attack deals normal damage, but also takes 1d6 points of fire damage +1 point per caster level (maximum +15). Creatures with reach weapons are not subject to this damage if they attack you. 

4

Spit Venom

Evocation

Any creature that strikes you with a melee attack deals normal damage,  but also takes 1d6 points of fire damage +1 point per caster level (maximum +15). Creatures with reach weapons are not subject to this damage if they attack you. 

4

Summon Medium Elemental

Conjuration

This spell summons to your side medium fire, water, air, or earth elemental. The summoned elemental appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability.

4

Summon Monster IV

Conjuration

This spell summons an extraplanar dire wold, 1d3 extraplanar monitor lizards, or 1d4+1 extraplanar wolves. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

4

Symbol of Revelation

Divination

This rune is only activated by invisible creatures, creatures affected by an illusion effect, creatures with the shapechanger subtype, or creatures that have magically changed their shape. These creatures are under effect of Faerie Fire spell, this effect lasts for 10 minutes per caster level; the symbol does not otherwise reveal they're true form. Once triggered, a symbol of revelation remains active for 10 minutes per caster level. 

Faerie Fire: A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Creatures outlined by faerie fire take a -20 penalty on all Stealth checks. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blue displacement , invisibility,  or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light.

4

Unholy Blight

Evocation

You call up unholy power to smite your enemies. The power takes the form of a cold, cloying miasma of greasy darkness. Only good and neutral (not evil) creatures are harmed by the spell. 

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to a good creature ( or 1d6 per caster level, maximum  10d7, to a good outsider and causes it to be sickened for 1d4 rounds. A successful Will save reduces damage to half and negates the sicked effect. The effects cannot be negated by remove disease or heal, but remove curse is effective. 

Thie spell deals only half damage to creatures who are neither evil nor good, and they are not sickened. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.

4

Neutralize Poison

Conjuration

You  detoxify any sort of venom in the creature or object touched. If  the target is creature, you must make a caster level check (1d20 + caster level) against the DC of each  poison affecting the target. Success meant that the poison is neutralized. A cured creature suffers no additional effects from the poison, and any temporary effects, such as hit point damage, temporary ability damage, or effects that don't go away on their own

4

Angelic Aspect

Transmutation

You take on an aspect of an angelic being, including some of its physical characteristics. You gain resistance to acid and cold 10, and DR 5/evil. You also gain a +2 deflection bonus to AC and a +2 resistance bonus on saves against attacks made or effects created by evil creatures. In addition, your natural weapons and any weapons you wield are considered good-aligned for the purpose of overcoming damage reduction.  

5

Boneshatter

Necromancy

 The target's bones (or exoskeleton) splinter, dealing 1d6 points of damage per caster level (maximum 15d6) to the target, which is also exhausted for 1 minute per caster level from the pain and exertion of the transformation.

4

Break Enchantment

Abjuration

 This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is equal to the DC of the curse.

5

Breath of Life

Conjuration

This spell cures 5d8 points of damage + 1 point per caster level (maximum +25).

5

Burst of Glory

Enchantment

Allies in the area of this spell at the time of casting gain a +1 sacred bonus on attack rolls and saves against fear effects, plus 1 temporary hit point per caster level (maximum 20).

5

Cleanse

Evocation

This spell cures 4d8 points of damage + 1 point per caster level (maximum +25) and ends any and all of the following adverse conditions affecting you: ability damage, blinded, confused, dazzled, diseased, exhausted, fatigued, nauseated, poisoned, and sickened.

5

Constricting Coils

Enchantment

This spell functions like hold monster, except that the target is constricted as if by the coils of a large snake, taking 1d6+6 points of bludgeoning damage each round that it fails its save. A successful save ends both the paralyzing and constriction effects.

5

Cure Light Wounds, Mass

Conjuration

You channel positive energy to cure 1d8 points of damage +1 point per caster level (maximum +25) on each creature in the radius. Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.

6

Disrupting Weapon

Transmutation

This spell makes a main-hand melee weapon deadly to undead. Any undead creature with HD equal to or less than your caster level must succeed at a Will save or be destroyed utterly if struck in combat with this weapon. Spell resistance does not apply against the destruction effect.

 

Geniekind

Transmutation

Gain your choice of genie-themed powers.

5

Inflict Light Wounds, Mass

Transmutation

Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage + 1 point per caster level (maximum +25) to nearby living enemies. Like other inflict spells, it cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass to inflict spells.

5

Profane Nimbus

Evocation

You are surrounded by a nimbus of shadow. Any good creature striking you with unarmed strikes, natural weapons, or a handheld weapon deals normal damage, but at the same time, the attacker takes 1d6 points of damage + 1 point per caster level (maximum +15).

5

Raise Dead

Conjuration

You restore life to a deceased party member. A raised creature has a number of hit points equal to its current HD. Raise dead also removes the death's poor condition.

5

Sacred Nimbus

Evocation

You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a fireball, lightning bolt, shout, volcanic storm, or ice storm spell. Spells that deal damage have normal effects unless an affected creature succeeds at a Will save. Each disbelieving creature takes only one-fifth damage from the attack. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow evocation's level (5th) rather than the spell's normal level.

5

Serenity

Enchantment

You fill the targets’ minds with feelings of tranquility. Those attempting to commit violence become stricken with wracking pain and take 3d6 points of nonlethal damage each round they attempt to harm another creature. If attacked, affected individuals can defend themselves and may participate in combat by using Combat Expertise, fighting defensively, or taking the total defense action without triggering the spell’s nonlethal damage.

6

Slay Living

Necromancy

You can attempt to slay anyone living creature. When you cast this spell, your hand seethes with eerie dark fire. You must succeed on a melee touch attack to touch the target. The target takes 12d6 points of damage + 1 point per caster level. If the target's Fortitude saving throw succeeds, it instead takes 3d6 points of damage +1 point per caster level. The subject might die from damage even if it succeeds at its saving throw.

6

Spell Resistance

Abjuration

The target gains spell resistance equal to 12 + your caster level.

5

Summon Large Elemental

Conjuration

This spell summons to your side large fire, water, air, or earth elemental. The summoned elemental appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability.

5

Summon Monster V

Conjuration

This spell summons 1d3 extraplanar are wolves, 1d4+1 extraplanar monitor lizards or one extraplanar redcap if you are evil or one extraplanar bralani azata if you are not. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

5
True Seeing Divination You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extra-dimensional spaces). The range of true seeing conferred is 120 feet. 5
Vinetrap Conjuration Vines choked with thorns, blossoms, leaflets, and other floral debris burst to life on and around the subject of this spell. 5
Banishment Abjuration Banishes 2 HD/level of extraplanar creatures. 6
Bear's Endurance, Mass Transmutation The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. 6
Blade Barrier Evocation An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage. 6
Blessing of Luck and Resolve, Mass Enchantment

This spell functions like Blessing of luck and resolve, except that it affects multiple creatures.

6
Bull's Strength, Mass Transmutation As bull’s strength, affects 1 subject per level. 6
Chains of Light Conjuration A creature targeted by this spell is held immobile by glowing golden chains composed of pure light. The creature is paralyzed and held in place, but may attempt a new saving throw each round to end the effect. While held by the golden chains, a creature cannot use any sort of extradimensional travel, such as astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spells and spell-like abilities. The spell does not affect creatures that are already in ethereal or astral form when the spell is cast. 6
Cold Ice Strike Evocation You create a shredding flurry of ice slivers, which blast from your hand in a line. The line deals 1d6 points of cold damage per caster level (maximum 15d6). 6
Cure Moderate Wounds, Mass Conjuration You channel positive energy to cure 2d8 points of damage +1 point per caster level (maximum +30) on each creature in the radius. Like other cure spells, mass cure moderate wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage. 6
Dispel Magic, Greater Abjuration This functions as dispel magic, except that it affects everything within a 20-foot-radius burst or it can dispel multiple spells, starting with the highest level spells and proceed to lower level spells.  6
Eagle's Splendor, Mass Transmutation As eagle’s splendor, 1 subject/level. 6
Eaglesoul Conjuration You call forth a surge of holy power, which grants you the following benefits: a +2 sacred bonus to AC, a +4 sacred bonus to Strength, resistance 5 to acid and fire, a +5 sacred bonus on all Persuasion (when used to intimidate) checks made against evil creatures, a +2 bonus on Initiative checks, and fast healing 2. Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed. 6
Elemental Assessor Evocation Azata champions developed this spell to deal with fiends with unknown resistances. A ray of spiraling colors springs from your hand and streaks to its target.   6
Harm Necromancy Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this amount. If used on an undead creature, harm acts like heal. 6
Heal Conjuration

Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzles, diseased, exhausted, fatigued, nauseated, poisoned, sickened, and stunned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.

7
Hellfire Ray Evocation   A blast of hellfire blazes from your hands. You can fire one ray, plus on additional ray for every 4 caster levels beyond 11th (to a maximum of three rays at 19th level). Each ray requires a ranged touch attack to hit deals 1d6 points damage ira fire damage., but the other half results directly from unholy power and is therefore not subject to being reduced by fire resistance 6
Inflict Moderate Wounds, Mass Necromancy Negative energy spreads out in all directions from the point of origin, dealing 2d8 points of damage +1 point per caster level (maximum +30) to nearby living enemies. Like other inflict spells, it cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells. 6
Inspiring Recovery Conjuration You can heal a creature, harm an undead creature, or call upon a very recently dead creature to fight beyond death's reach. The target creature regains 1d8 hit points per 2 caster levels (maximum 10d8). 6
Joyful Rapture Conjuration Your inspired words overwhelm others with transcendental bliss. All allies within the area of effect are freed from any harmful emotion effects. The spell also cures 1d4 points of Intelligence, Wisdom, or Charisma damage (your choice) to all allies in the area. 6
Inflict Moderate Wounds, Mass Necromancy Negative energy spreads out in all directions from the point of origin, dealing 2d8 points of damage +1 point per caster level (maximum +30) to nearby living enemies. Like other inflict spells, it cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells. 6
Owl's Wisdom, Mass Transmutation As owl’s wisdom, affects 1 subject/level. 6
Plague Storm Necromancy You create a hideous gray cloud, similar to fog cloud, that occasionally crackles with foul-smelling bolts of sickly green lightning. Creatures in the area must save or contract one of the following diseases: blinding sickness, bubonic plague, cackle fever, demon fever, devil chills, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom (the disease is chosen by you when you cast the spell and applies to all creatures that fail the save). The disease is contracted immediately (the onset period does not apply) and is an instantaneous effect. The victim also takes a -2 penalty on saving throws against diseases.  6
Summon Huge Elemental Conjuration This spell summons to your side a huge fire, water, air, or earth elemental. The summoned elemental appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability.   6
Summon Monster VI Conjuration This spell summons 1s3 extraplanar redcaps if you are evil or d3 extraplanar bralani azatas if you are not, 1d4+1 extraplanar dire wolves, or one extraplanar soul eater if you are evil or one extraplanar axiomite if you are not. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. 6
Undeath to Death Necromancy This spell functions like circle of death, except that it destroys undead creatures. 6
Arbitrament Evocation Any chaotic evil, chaotic good, lawful evil, or lawful good creatures within the area of this spell suffer ill effects. 7
Bestow Grace of the Champion Transmutation You channel the power of good and law into the target, temporarily giving it powers similar to those of a paladin. The target gains immunity to diseases and immunity to fear. It adds its Charisma bonus to all its saving throws. This spell has no effect if cast on a paladin. Target has to be lawful good. 7
Blasphemy Evocation Any nonevil creature within the area of a blasphemy spell suffers the following ill effects: If the creature's HD is equal to your caster level, it is dazed. 7
Create Undead Necromancy This spell summons a graveknight or a guardian armor. It appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. 7
Cure Serious Wounds, Mass Conjuration You channel positive energy to cure 3d8 points of damage +1 point per caster level (maximum +350) on each creature in radius. Like other cure spells, mass cure serious wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage. 7
Destruction Necromancy You mark several allies with a flaming rune. This rune does not cause damage, and sheds light as if it were a torch. While the firebrand burns, any creature it marks is immune to damage from any fire spell you cast. All of the target's weapons (both natural and manufactured) inflict +1d6 points of fire damage on a hit (this bonus fire damage stacks with any amount of fire damage a creature's weapons might already inflict). At any point during the spell's duration, a creature bearing a firebrand can launch a beam of fire at any target within 30 feet as a swift action. This ray requires a ranged touch attack to hit and deals 6d6 points of fire damage. Once a creature uses its firebrand to fire a ray in this manner, the effects of the spell end for that creature. 7
Dictum Evocation

Any nonlawful creature within the area of a dictum spell suffers the following ill effects: If the creature's HD is up to your caster level – 1, it is staggered.

7
Holy Word Evocation Any nongood creature within the area of a holy word spell suffers the following ill effects: If the creature's HD is up to your caster level – 1, it is blinded. 7
Inflict Serious Wounds, Mass Necromancy This spell evaporates moisture from the body of each subject living creature, causing flesh to wither and crack and crumble to dust. This deals 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points damage per caster level (maximum 20d8). 8 7
Inflict Serious Wounds, Mass Necromancy This spell evaporates moisture from the body of each subject living creature, causing flesh to wither and crack and crumble to dust. This deals 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points damage per caster level (maximum 20d8). 8 7
Jolting Portent Evocation   The creature you designate is surrounded by a glowing red aura of vengeful fate. Once per round when the target makes an attack or casts a spell, it must succeed at a Fortitude saving throw with a DC = 10 + 1/2 caster level + Wisdom. If the target fails the saving throw, it takes 4d6 + your Wisdom modifier electricity damage. It takes no damage on a successful saving throw.  7
Restoration, Greater Abjuration

This spell functions like lesser restoration, except that it dispels all permanent and temporary negative levels afflicting the healed creature. Greater restoration also dispels all magical effects penalizing the creature's abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also eliminates fatigue and exhaustion, and removes all forms of insanity, confusion, and similar mental effects.

7
Summon Greater Elemental Conjuration Summon Greater Elementals. 7
Umbral Strike Necromancy You create a bolt of dark energy and use it to make a ranged touch attack that ignores concealment (but not total concealment). 7
Waves of Ecstasy Enchantment You emanate waves of intense pleasure that cause all targets within range to falter. Affected creatures are stunned for 1 round and are staggered for the remainder of the spell. A creature that makes its save is staggered for the first round and can act normally thereafter. 7
Word of Chaos Evocation Any nonchaotic creature within the area of a word of chaos spell suffers ill effects. 7
Angelic Aspect, Greater Transmutation As angelic aspect but DR increases to 10/evil; you gain immunity to acid, cold, and petrification; resistance to electricity and fire 10; +4 racial bonus on saves against poison; a protective aura, and true speech as supernatural abilities. 8
Firestorm Evocation When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. All enemy creatures within the area take 1d6 points of fire damage per caster level (maximum 20d6). Creatures that fail their Reflex save catch on fire, taking 4d6 points of fire damage each round after that until the flames are extinguished by making a successful Reflex save. 8
Cure Critical Wounds, Mass Conjuration Spell Effect: You channel positive energy to cure 4d8 points of damage +1 point per caster level (maximum +40) on each creature in the radius. Like other cure spells, mass cure critical wounds deals damage to undead in it s are rather than curing them. Each affected undead may attempt a Will save for half damage. 8
Euphoric Tranquility Enchantment A creature under the effect of this enchantment enters a state of euphoria. Until the end of the spell's duration, the creature's speed is halved, and it must succeed at a Will saving throw each next round to avoid being nauseated for 1 round. 8
Holy Aura Abjuration  A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This abjuration has four effects.  8
Shield of Law Abjuration  A dim blue glow surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by chaotic creatures, and slowing chaotic creatures when they strike the subjects. This abjuration has four effects. 8
Stormbolts Evocation When you cast this spell, lightning spills forth from your body in all directions. The bolts do not harm natural vegetation or creatures in the area you wish to exclude from damage. Any other creatures within the area take 1d8 points of electricity damage per caster level (maximum 20d8) and are stunned for 1 round. A successful Saving Throw halves the damage and negates the stun effect. 8
Summon Monster VII Conjuration This spell summons 1d3 extraplanar soul eaters if you are evil and 1d3 extraplanar aciomites if you are not, 1d4+1 extraplanar redcaps if you are evil and 1d4+1 extra planar bralani azatas if you are not, or one bogeyman. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. 8
Cloak of Chaos Abjuration A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causing lawful creatures that strike the subjects to become confused. This abjuration has four effects.  8
Death Clutch Necromancy Chanting an unholy litany, you reach out with a grasping motion toward your target and cause its heart to leap out of its chest and into your hand. A target with 200 or fewer hit points remaining that fails its saving throw is instantly reduced to a number of negative hit points equal to your caster level or its Constitution score – 1, whichever is less negative. The creature is staggered until the beginning of your next turn, at which point it dies. If the affected creature receives a regenerate spell before the beginning of your next turn, the creature gains the normal benefits of that spell and, thanks to its heart’s regeneration, it doesn’t immediately die when your next turn begins. If a creature that dies from death clutch is brought back from the dead by a breath of life or raise dead spell, it must also be targeted with regenerate on the following round to restore its missing heart or be unable to return to life. 8
Frightful Aspect Transmutation You become a larger, awful version of yourself and take on features that horrify your enemies. You gain the following abilities: a +6 size bonus to Strength, a+4 size bonus to Constitution, a +6 natural armor bonus, DR 10 /magic, and spell resistance equal to 10 + half your caster level. You also emit an aura that emanates 30 feet from you. Enemy creatures within the aura are shaken. Each time a creature shaken by this aura hits you with a melee attack. that creature becomes frightened for 1d4 rounds, though at the end of that duration it is no longer affected by this aura. The aura's effect is a fear and mind-affecting effect. 8
Inflict Critical Wounds, Mass Necromancy

Negative energy spreads out in all directions from the point of origin, dealing 4d8 points of damage +1 point per caster level (maximum +40( to nearby living enemies.

Like other inflict spells, it cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells.

8
Summon Elder Elemental Conjuration

This spell summons to your side an elder fire, water, air, or earth elemental. The summoned elemental appears where you designate and acts according to its initiative check results. It attacks your

8
Unholy Aura Abjuration

A malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by good creatures, and weakening good creatures when they strike the subjects. This abjuration has four effects. 679 First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike the effect of protection from good, this benefit applies against all attacks, not just against attacks by good creatures. Second, warded creatures gain spell resistance 25 against good spells and spells cast by good creatures. Third, the abjuration protects from all mind-affecting spells and effects. Finally, if a good creature succeeds on a melee attack against a warded creature, the offending attacker takes 1d6 points of Strength damage (Fortitude negates).

8
Energy Drain Necromancy

This spell functions like enervation, except that the creature struck gains 2d4 temporary negative levels. Twenty-four hours after gaining them, the subject must make a Fortitude saving throw (DC = energy drain spell’s save DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, that negative level becomes permanent.

9
Heal, Mass Conjuration

Using words of ancient power, you bestow heroic powers on all creatures subject to this spell. They gain a +4 morale bonus on attack and damage rolls, gain 2d8+4 temporary hit points, and become immune to both fear and charm effects for the spell's duration. At the end of the spell's duration, the subjects become fatigued.

9
Overwhelming Presence Enchantment

Your presence inspires incredible awe in those nearby. A creature that fails a save against this spell falls to the ground and prostrates itself before you, believing it bows before a divine presence. A flying creature incapable of hovering must land immediately in order to prostrate itself. These creatures are considered to be helpless for the duration of the spell. Each round on its turn, a target of this spell may attempt a new saving throw to end the effect; this is a full-round action that does not provoke attacks of opportunity. A creature that recovers from this spell early after being affected by it for at least 1 round takes 1d6 points of Wisdom drain and is staggered for 1d4 rounds. A creature that makes the initial save to resist this spell is merely staggered for 1 round.

9
Polar Midnight Transmutation

All creatures in the area take 5d6 points of cold damage and 1d6 points of Dexterity damage per round. A successful Fortitude save each round negates the Dexterity damage but not the cold damage.

9
Summon Monster IX Conjuration

This spell summons 1d3 extraplanar frost giants if you are evil and 1d3 extraplanar movanic devas if you are not, 1d4+1 bogeymen, or one than demon if you are evil and one ghaele azata if you are not.

9

 

 

Oracle's Curse

 

Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle's curse cannot be removed or dispelled without the aid of a deity. An oracle's curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle.

Oracle's Curse is one of many Class Features available in Pathfinder: Wrath of the RighteousClass Features are generally passive benefits that characters gain based on their Class but can also sometimes be active Skills that you can use in combat. Abilities in Pathfinder: Wrath of the Righteous can be used for both dealing damage to Enemies, inflict Status Ailments, buff characters or just protect you.

 

Oracle's Curse Information

Type:

 

 How to Acquire Oracle's Curse

Oracle's Curse can be obtained by the following classes:

 

Oracle's Curse can be cast by using the following Items:

  • Item: ??
  • Weapon: ??
  • Armor: ??

 

Oracle's Curse Tips & Notes

  • Notes & Tips go here

 

 
Shared Abilities 
Advanced Talents  ♦  Alignment Restriction  ♦  Animal Companion  ♦  Arcane Bond - Object  ♦  Arcane Reservoir  ♦  Arcane Spellcasting  ♦  Arcanist Exploits  ♦  Armored Swiftness  ♦  Bardic Knowledge  ♦  Bardic Performance (Move Action)  ♦  Bardic Performance (Swift Action)  ♦  Bloodline (Ability)  ♦  Bonus Feat  ♦  Brew Potions  ♦  Canny Defense  ♦  Cantrips  ♦  Channel Energy  ♦  Danger Sense  ♦  Defensive Parry  ♦  Defensive Powers  ♦  Dirge of Doom  ♦  Domain Selection  ♦  Evasion  ♦  Fast Movement  ♦  Favored Enemy  ♦  Favored Terrain  ♦  Grand Hex  ♦  Greater Exploits  ♦  Hex  ♦  Hunter Tactics  ♦  Improved Evasion  ♦  Improved Quarry  ♦  Improved Uncanny Dodge  ♦  Indomitable Stance  ♦  Inspire Courage  ♦  Inspire Greatness  ♦  Inspire Heroics  ♦  Ki Arrows  ♦  Ki Weapon  ♦  Major Hexes  ♦  Master Hunter  ♦  Nature Sense  ♦  Perfect Strike  ♦  Quarry  ♦  Scribe Scrolls  ♦  Seeker's Trapfinding  ♦  Seeker Bonus Feat  ♦  Slayer Talents  ♦  Sneak Attack  ♦  Spontaneous Summoning  ♦  Teamwork Feat  ♦  Trapfinding  ♦  Uncanny Dodge  ♦  Weapon and Armor Proficiency  ♦  Weapon Mastery  ♦  Well-Versed

 

Oracle Mystery in Pathfinder: Wrath of the Righteous

 

Mystery

Effects

Revelation

Ancestor

An oracle with the ancestor mystery adds all knowledge and lore skills to her list of class skills.

Oracles with the ancestor mystery automatically learn the following spells at the appropriate level:

Blood of Heroes (Su): As a move action, you can call upon your ancestors to grant you extra bravery in battle. You gain a +1 morale bonus on attack rolls, damage rolls, and Will saves against fear for a number of rounds equal to your Charisma bonus. At 7th level, this bonus increases to +2, and at 14th level this bonus increases to +3. You can use this ability once per day, plus one additional time per day at 5th level, and every five levels thereafter.

Phantom Touch (Su): As a standard action, you can perform a melee touch attack that causes a living creature to become shaken. This ability lasts for a number of rounds equal to 1/2 your oracle level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Sacred Council (Su): As a move action, you can call upon your ancestors to provide council. This advice grants you a +2 bonus on any one d20 roll. This effect lasts for 1 round. You can use this ability a number of times per day equal to your Charisma bonus.

Spirit Shield (Su): You can call upon the spirits of your ancestors to form a shield around you that blocks incoming attacks and grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this shield causes arrows, rays, and other ranged attacks requiring an attack roll against you to have a 50% miss chance. You can use this shield for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

Spirit of the Warrior: You can summon the spirit of a great warrior ancestor and allow it to possess you, becoming a mighty warrior yourself. You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, and a +4 natural armor bonus to AC. Your base attack bonus while possessed equals your oracle level (which may give you additional attacks), and any weapon you are wielding gains the Keen enchantment. You can use this ability for 1 round for every 2 oracle levels you possess. This duration does not need to be consecutive, but it must be spent in 1-round increments. You must be at least 11th level to select this revelation.

Storm of Souls: You can summon the spirits of your ancestors to attack in a ghostly barrage - their fury creates physical wounds on creatures in the area. The storm has a range of 100 feet and is a 20-foot radius burst. Objects and creatures in the area take 1d8 hit points of damage for every two oracle levels you possess. Undead creatures in the area take 1d8 points of damage for every oracle level you possess. A successful Fortitude save reduces the damage to half. You must be at least 7th level to select this revelation. You can use this ability once per day, plus one additional time per day at 11th level and every four levels thereafter.

Final Revelation: Upon reaching 20th level, you become one with the spirits of your ancestors. You gain a bonus on Will saving throws equal to your Charisma modifier, blindsense up to a range of 60 feet, and a +4 bonus on your caster level for all divination spells. You can cast foresight as a spell-like ability once per day.

Battle

An oracle with the battle mystery adds Persuasion, Knowledge (World), and Perception to her list of class skills.

Oracles with the battle mystery automatically learn the following spells at the appropriate level:

Battlecry (Ex): As a standard action, you can unleash an inspiring battlecry. All allies within 100 feet who hear your cry gain a +1 morale bonus on attack rolls, skill checks, and saving throws for a number of rounds equal to your Charisma modifier. At 10th level, this bonus increases to +2. You can use this ability once per day, plus one additional time per day at 5th level and for every five levels thereafter.

Battlefield Clarity (Ex): Once per day, as an immediate action, whenever you fail a saving throw that causes you to become blinded, deafened, frightened, panicked, paralyzed, shaken, or stunned, you may attempt that saving throw again, with a +4 insight bonus on the roll. You must take the second result, even if it is worse. At 7th and 15th level, you can use this ability one additional time per day.

Combat Healer (Su): Whenever you cast a cure spell (a spell with “cure” in its name), you can cast it as a swift action, as if using the Quicken Spell feat, by expending two spell slots. This does not increase the level of the spell. You can use this ability once per day at 7th level and one additional time per day for every four levels beyond 7th. You must be at least 7th level to select this revelation.

Maneuver Mastery (Ex): Select one type of combat maneuver. When performing the selected maneuver, you treat your oracle level as your base attack bonus when determining your CMB. At 7th level, you gain the Improved feat (such as Improved Trip) that grants you a bonus when performing that maneuver. At 11th level, you gain the Greater feat (such as Greater Trip) that grants you a bonus when performing that maneuver. You do not need to meet the prerequisites to receive these feats.

Skill at Arms (Ex): You gain proficiency in all martial weapons and heavy armor.

War Sight (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

Weapon Mastery (Ex): Select one weapon with which you are proficient. You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats.

Iron Skin: Once per day, your skin hardens and takes on the appearance of iron, granting you DR 10/adamantine. This functions as the stoneskin spell, using your oracle level as the caster level. At 15th level, you can use this ability twice per day. You must be at least 11th level to select this revelation.

Final Revelation: Upon reaching 20th level, you become an avatar of battle. You gain the Pounce ability. Whenever you confirm a critical hit, you can ignore any DR the target might possess. Whenever an enemy tries to confirm a critical hit against you, you gain a +4 insight bonus to your AC for this check.

Bones

An oracle with a bones mystery adds Persuasion and Stealth to her list of class skills.

Oracles with the bones mystery automatically learn the following spells at the appropriate level:

Armor of Bones (Su): You can conjure armor made of bones that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you Damage Reduction 5/bludgeoning. You can use this armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

Death's Touch (Su): You can cause terrible wounds to appear on a creature with a melee touch attack. This attack deals 1d6 points of negative energy damage +1 point for every two oracle levels you possess. If used against an undead creature, it heals damage and grants a +2 channel resistance for 1 minute. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Near Death (Su): You gain a +2 insight bonus on saves against diseases, mind-affecting effects, and poisons. At 7th level, this bonus also applies on saves against death effects, sleep effects, and stunning. At 11th level, the bonus increases to +4.

Resist Life (Su): You are treated as an undead creature when you are targeted by positive or negative energy. You are not subject to Turn Undead or Command Undead (or any other effect that specifically targets undead), unless you are actually an undead creature. At 7th level, you receive channel resistance +2. This bonus increases by +2 at 11th and 15th level.

Soul Siphon: As a ranged touch attack, you can unleash a ray that causes a target to gain one negative level. The ray has a range of 30 feet. This negative level lasts for a number of minutes equal to your Charisma modifier. Whenever this ability gives a target a negative level you heal a number of hit points equal to your oracle level. You can use this ability once per day, plus one additional time at 11th level and every four level thereafter. You must be at least 7th level to select this revelation.

Spirit Walk: As a standard action, you can become incorporeal and invisible. While in this form, you can move in any direction and through any object (except those made of force). You remain in this form for a number of rounds equal to your oracle level. You can use this ability once per day at 11th level, and twice per day at 15th level. You must be at least 11th level to select this revelation.

Final Revelation: You gain Power Word Kill and Animate Dead as spell-like abilities.

Flame 

An oracle with the flame mystery adds Mobility, Persuasion, and Athletics to her list of class skills.

Oracles with the flame mystery automatically learn the following spells at the appropriate level:

Fire Breath (Su): As a standard action, you can unleash a 15-foot cone of flame from your mouth. This flame deals 1d4 points of fire damage per level. A Reflex save halves this damage. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter. The save DC is Charisma-based.

Heat Aura (Su): As a swift action, you can cause waves of heat to radiate from your body. This heat deals 1d4 points of fire damage per two oracle levels (minimum 1d4) to all creatures within 10 feet. A Reflex save halves the damage. In addition, your form wavers and blurs, granting you 20% concealment until your next turn. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter.

Molten Skin (Ex): You gain resist fire 5. This resistance increases to 10 at 5th level and 20 at 11th level. At 17th level, you gain immunity to fire.

Touch of Flame (Su): As a standard action, you can perform a melee touch attack that deals 1d6 points of fire damage +1 point 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 that you wield is treated as a flaming weapon.

Burning Magic: Whenever a creature takes fire damage from one of your spells, it catches on fire. This fire deals 1 point of fire damage per caster level at the beginning of the burning creature's turn. The fire lasts for 1d4 rounds, but it can be extinguished if the creature succeeds at a Reflex save (using DC = 10 + half Oracle level + Charisma modifier).

Cinder Dance: Your base speed increases by 10 feet. At 10th level, you ignore difficult terrain. Oracles with the lame oracle curse cannot select this revelation.

Firestorm: As a standard action you can cause fire to erupt around you. You can create one 20-foot radius area of fire. Any enemy caught in these flames takes 1d6 points of fire damage per oracle level, with a Reflex save resulting in half damage. This fire lasts for a number of rounds equal to your Charisma modifier. YTou can use this ability once per day. You must be at least 11th level to select this revelation.

Form of Flame: As a standard action, you can assume the form of the Small fire elemental, as elemental body I. At 9th level, you can assume the form of a medium fire elemental, as elemental body II. At 11th level, you can assume the form of a large fire elemental, as elemental body III. At 13th level, you can assume the form of a huge fire elemental, as elemental body IV. You can use this ability once per day, but the duration is 1 hour/level. You must be at least 7th level to select this revelation.

Final Revelation: At 20th level, all spells with the fire descriptor cast by the oracle are always empowered, as though using the Empower Spell feat.

Life

An oracle with the life mystery adds Lore (Nature) to her list of class skills.

Oracles with the life mystery automatically learn the following spells at the appropriate level:

Channel (Su): 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 caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.

Combat Healer (Su): Whenever you cast a cure spell (a spell with “cure” in its name), you can cast it as a swift action, as if using the Quicken Spell feat, by expending two spell slots. This does not increase the level of the spell. You can use this ability once per day at 7th level and one additional time per day for every four levels beyond 7th. You must be at least 7th level to select this revelation (as the battle mystery revelation.)

Enhanced Cures: Whenever you cast a cure spell, the maximum number of hit points healed is based on your oracle level, not the limit based on the spell. For example, an 11th-level oracle of life with this revelation may cast cure light wounds to heal 1d8+11 hit points instead of the normal 1d8+5 maximum.

Life Link: 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 is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, or the target ends it as a free action.

Safe Curing: Whenever you cast a spell that cures the target of hit point damage, you do not provoke attacks of opportunity for spellcasting.

Spirit Boost: Whenever your healing spells heal a target up to its maxmimum hit points, any excess points persist for one round per level as temporary hit points (up to a maxmimum number of temporary hit points equal to your oracle level).

Lifesense: You notice and locate living creatures within 30 feet, just as if you possessed the blindsight ability. You must be at least 11th level to select this revelation.

Final Revelation: Upon reaching 20th level, you become a perfect channel for life energy. You become immune to bleed, death attacks, exhaustion, fatigue, nausea effects, negative levels, and sickened effects.

Nature

An oracle with the nature mystery adds Athletics and Lore (Nature) to her list of class skills.

Oracles with the nature mystery automatically learn the following spells at the appropriate level:

Animal Companion: You gain the service of an unusually intelligent, strong, and loyal mount. The creature must be a Black Horse, Horse, or Wolf. This mount functions as a druid’s animal companion, using your oracle level as your effective druid level. 

Erosion Touch (Su): As a melee touch attack, you can deal 1d6 points of damage per level to objects or constructs. If used against an object in another creature’s possession, treat this attack as a sunder combat maneuver. You can use this ability once per day, plus one time per day for every three levels you possess.

Friend to the Animals (Ex): Add all summon nature's ally spells to your spell list. You must still select these spells using your allotment of spells known. Animals within 30 feet of you receive a bonus on all saving throws equal to your Charisma modifier.

Spirit of Nature (Su): When in a natural setting, whenever you are reduced to negative hit points, you automatically stabilize. At 5th level, you gain fast healing 1 for 1d4 rounds whenever you are reduced to negative hit points. At 10th level, the ability works everywhere, even in civilized or wholly artificial realms. At 15th level, you gain fast healing 3 for 1d4 rounds when reduced to negative hit points.

Nature's Whispers: You have beocme so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class.

Life Leech: You can draw life force from the bodies of enemies and channel it into yourself. As a standard action, you can drain the life essence from one living target within 30 feet. The target takes 1d6 points of damage per two levels you possess (maximum 10d6). You gain temporary hit points equal to the damage you deal. The temporary hit points last a number of hours equal to your Charisma modifier. The target recieves a fortitude save to halve the damage (and the temporary hit points you gain). You may use this ability once per day at 7th level, plus one additional time per day for every 4 levels you possess beyond 7th. You must be at least 7th level before selecting this revelation.

Final Revelation: At 20th level, you have discovered the intrinsic secrets of life itself, granting you incredible control over your own body. Once per day, you can change your type to plant, animal, or humanoid, gaining superficial physical characteristics as appropriate, as a full-round action. This change does not alter your Hit Dice, hit points, saving throws, skill points, class skills, or proficiencies. Each time the transformation is made, you are cleansed of all poisons or diseases, are restored to full hit points, and heal all ability damage. You must select a new type every time the transfomation is made.

Stone

An oracle with the stone mystery adds Athletics and Persuasion to her list of class skills.

Oracles with the stone mystery automatically learn the following spells at the appropriate level:

Acid Skin (Ex): You gain resist acid 5. This resistance increases to 10 at 5th level and 20 at 11th level. At 17th level, you gain immunity to acid.

Clobbering Strike (Ex): Whenever you score a critical hit against an opponent with a spell that requires an attack roll, you may immediately attempt to trip your opponent as a swift action. You do not provoke an attack of opportunity as normal for this trip attempt. You cannot be tripped in return when using this ability.

Mighty Pebble (Su): As a standard action, you can charge and throw a pebble (or other stone of similar size) that detonates when it strikes a target as a ranged attack. The pebble has a range increment of 20 feet and has a +1 enhancement bonus to attack and damage for every four oracle levels you possess. Any creature struck by the pebble takes 1d6 points of bludgeoning damage per two oracle levels you possess (minimum 1d6). Creatures in squares adjacent to the target take half damage, or no damage if they make a Reflex saving throw. If the attack roll misses, treat the pebble as a thrown splash weapon to determine where it lands. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter.

Shard Explosion (Su): As a swift action, you can cause jagged pieces of stone to explode outward from your body. These shards deal 1d6 points of piercing damage per two oracle levels (minimum 1d6) to all creatures within a 10-foot burst. A Reflex save halves this damage. In addition, the broken shards make the area difficult terrain until your next turn. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter.

Stone Stability (Ex): You receive a +4 bonus to your Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. At 5th level, you gain Improved Trip as a bonus feat. At 10th level, you gain Greater Trip as a bonus feat. You do not need to meet the prerequisites to gain these feats.

Touch of Acid (Su): As a standard action, you can perform a melee touch attack that deals 1d6 points of acid damage +1 point 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 that you wield deals +1d6 points of acid damage, similar to how a flaming weapon operates.

Final Revelation: At 20th level, all spells with the acid descriptor cast by the oracle are always empowered, as though using the Empower Spell feat.

Waves

An oracle with the waves mystery adds Mobility, Lore (Nature), and Athletics to her list of class skills.

Oracles with the waves mystery automatically learn the following spells at the appropriate level:

Fluid Nature (Ex): You receive a +4 bonus to your Combat Maneuver Defense against bull rush, drag, grapple, reposition, and trip attempts. A creature trying to confirm a critical hit against you has a –4 penalty on its confirmation roll. At 5th level, you gain Dodge as a bonus feat. You do not need to meet the prerequisite to gain this feat.

Freezing Spells (Su): Whenever a creature fails a saving throw and takes cold damage from one of your spells, it is slowed (as the slow spell) for 1 round. Spells that do not allow a save do not slow creatures. At 11th level, the duration increases to 1d4 rounds.

Ice Armor (Su): You can conjure armor of ice that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/piercing. In cold conditions, the armor bonus (and DR bonus) increases by 2; in very hot conditions it decreases by 2. You can use this armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

Icy Skin (Ex): You gain resist cold 5. This resistance increases to 10 at 5th level and 20 at 11th level. At 17th level, you gain immunity to cold.

Wintry Touch (Su): As a standard action, you can perform a melee touch attack that deals 1d6 points of cold damage + 1 point for every two oracle levels you possess. You can use the wintry touch ability a number of times per day equal to 3 + your Charisma modifier. At 11th level, any weapon that you wield is treated as a frost weapon.

Blizzard: As a standard action, you can create a blizzard of snow and ice. You can create a 20-foot radius storm. Any enemy caught in the blizzard takes 1d4 points of cold damage per oracle level, with a Reflex save resulting in half damage. The storm lasts for a number of rounds equal to your Charisma modifier; the ground remains icy (+5 to Acrobatics DCs) as long as local conditions permit. You can use this ability once per day. You must be 11th level to select this revelation.

Punitive Transformation: You can transform an opponent into a harmless animal as if using baleful polymorph. This transformation lasts 1 round per oracle level. You may use this ability a number of times per day equal to your Charisma modifier. You must be at least 7th level before selecting this revelation.

Final Revelation: At 20th level, all spells with the cold descriptor cast by the oracle are always empowered, as though using the Empower Spell feat.

Wind

An oracle with the wind mystery adds Mobility and Stealth to her list of class skills.

Oracles with the wind mystery automatically learn the following spells at the appropriate level:

Air Barrier (Ex): You can create an invisible shell of air that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this barrier causes incoming arrows, rays, and other ranged attacks requiring an attack roll against you to have a 50% miss chance. You can use this barrier for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

Lightning Breath (Su): As a standard action, you can breathe a 30-foot line of electricity. This line deals 1d4 points of electricity damage per oracle level. A Reflex save halves this damage. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter.

Spark Skin (Ex): You gain resist electricity 5. This resistance increases to 10 at 5th level and 20 at 11th level. At 17th level, you gain immunity to electricity.

Touch of Electricity (Su): As a standard action, you can perform a melee touch attack that deals 1d6 points of electricity damage +1 point 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 that you wield is treated as a shock weapon.

Vortex Spells (Ex): Whenever you score a critical hit against an opponent with an attack spell, the target is staggered for 1 round. At 11th level, the duration increases to 1d4 rounds.

Invisibility: As a standard action, you can become invisible (as per the invisibility spell). You can remain invsible for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Starting at 9th level, each time you activate this ability you can treat it as greater invisibility, though each round spent this way counts as 1 minute of your normal invisibility duration. You must be at least 3rd level to select this revelation.

Thunderburst: As a standard action, you can create a blast of air accompanied by a loud peal of thunder. The blast has long range and has a 20-foot radius. Creatures in the area take 1d6 points of bludgeoning damage per oracle level, with a Fortitude save resulting in half damage. You must be at least 7th level to select this revelation. You can use this ability once per day, plus one additional time per day at 11th level and every four levels thereafter.

Final Revelation: At 20th level, all spells with the electricity descriptor cast by the oracle are always empowered, as though using the Empower Spell feat.

 




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