Oracle Feats
Foretell Harm
Feat 1
Source Pathfinder Player Core 2
Frequency once per round
Requirements Your previous action was to Cast a non-cantrip Spell that dealt damage.
Your magic echoes ominously as you glimpse injury in the target's future. At the beginning of your target's next turn, it takes damage equal to twice the triggering spell's rank as a seemingly random and minor misfortune finds it. The damage and type of misfortune is of a type matching the spell; for instance, if you dealt fire damage, a flame might spontaneous ignite on them or they might burn a hand on their torch. The target is then temporarily immune to Foretell Harm for 24 hours.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
CurseboundAbilities with this trait tighten your oracular curse's grasp on your soul in exchange for divine insights, giving you the cursebound condition (see below). When you use a cursebound ability, you become cursebound 1, or if you were already cursebound, you increase the value of your cursebound condition by 1. As cursebound abilities are directly linked to your oracular curse, you can't use a cursebound ability if you don't have an oracular curse or if you are already at your maximum cursebound value. You can't mitigate or bypass the drawbacks of any cursebound ability with spells or other effects, and the effects of any cursebound ability end when you Refocus and remove the cursebound condition. A cursebound ability that allows a defense uses your spell attack modifier or spell DC unless noted otherwise.
DivineThis magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.
OracleThis indicates abilities from the oracle class.
Glean Lore
Feat 1
Source Pathfinder Player Core 2
You tap into the collected lore of the divine, accessing a variety of potentially useful information.
Attempt a religion check to understand the information you gain. The GM sets the DC (similar to the DC to Recall Knowledge), potentially adjusting the DC of the check for topics far removed from your mystery.
Critical Success You comprehend the lore accurately or gain a useful clue from the divine about your situation.
Success You learn two pieces of information about the topic, one true and one erroneous, but you don't know which is which.
Failure You recall incorrect information or gain an erroneous or misleading clue.
Critical Failure You recall two pieces of incorrect information or gain two erroneous or misleading clues.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DivineThis magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.
OracleThis indicates abilities from the oracle class.
SecretThe GM rolls the check for this ability in secret.
Nudge the Scales
Feat 1
Source Pathfinder Player Core 2
You lay a finger on the scales of life and death to heal a creature, regardless of whether it's living or undead. You restore (2*(1+@actor.level)) healing Hit Points to one creature within 30 feet.
In addition, you can mediate during your daily preparations to place yourself on one side of the scales. Choose life or death. If you align yourself with life, you can be targeted and healed by vitality healing effects, as normal for most living creatures; if you align yourself with death, you gain the void healing ability, and can instead be targeted and healed by void effects and other effects that restore Hit Points to undead creatures..
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
CurseboundAbilities with this trait tighten your oracular curse's grasp on your soul in exchange for divine insights, giving you the cursebound condition (see below). When you use a cursebound ability, you become cursebound 1, or if you were already cursebound, you increase the value of your cursebound condition by 1. As cursebound abilities are directly linked to your oracular curse, you can't use a cursebound ability if you don't have an oracular curse or if you are already at your maximum cursebound value. You can't mitigate or bypass the drawbacks of any cursebound ability with spells or other effects, and the effects of any cursebound ability end when you Refocus and remove the cursebound condition. A cursebound ability that allows a defense uses your spell attack modifier or spell DC unless noted otherwise.
DivineThis magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.
HealingA healing effect restores a creature's body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
OracleThis indicates abilities from the oracle class.
SpiritEffects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.
Oracular Warning
Feat 1
Source Pathfinder Player Core 2
Trigger You are about to roll initiative.
You have a premonition about impending danger that you use to warn your allies. Each ally within 20 feet gains a +2 status bonus to their initiative roll and gains temporary Hit Points equal to half your level, which last for 1 minute. If you are Cursebound 2 when you use Oracular Warning, the bonus increases to +3, and if you are cursebound 3, the bonus increases to +4.
Effect: Oracular Warning
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AuditoryAuditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can't hear it (such as deaf targets) as long as the effect itself makes sound.
CurseboundAbilities with this trait tighten your oracular curse's grasp on your soul in exchange for divine insights, giving you the cursebound condition (see below). When you use a cursebound ability, you become cursebound 1, or if you were already cursebound, you increase the value of your cursebound condition by 1. As cursebound abilities are directly linked to your oracular curse, you can't use a cursebound ability if you don't have an oracular curse or if you are already at your maximum cursebound value. You can't mitigate or bypass the drawbacks of any cursebound ability with spells or other effects, and the effects of any cursebound ability end when you Refocus and remove the cursebound condition. A cursebound ability that allows a defense uses your spell attack modifier or spell DC unless noted otherwise.
DivineThis magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.
EmotionThis effect alters a creature's emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
MentalA mental effect can alter the target's mind. It has no effect on an object or a mindless creature.
OracleThis indicates abilities from the oracle class.
Reach Spell
Feat 1
Source Pathfinder Player Core
You can extend your spells' range. If the next action you use is to Cast a Spell that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
BardThis indicates abilities from the bard class.
ClericThis indicates abilities from the cleric class.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
DruidThis indicates abilities from the druid class.
OracleThis indicates abilities from the oracle class.
SorcererThis indicates abilities from the sorcerer class.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
WitchThis indicates abilities from the witch class.
WizardThis indicates abilities from the wizard class.
Trance of Celerity
Feat 1
Source Pathfinder Dark Archive (Remastered)
Your feet move faster, almost out of your conscious control. You gain a +5-foot status bonus to your Speeds for 1 minute.
If you become Cursebound 2 at any point during this duration, the bonus increases to a +10-foot status bonus. If you become Cursebound 3 at any point during this duration, this bonus increases to +15-foot status bonus instead. Finally, if you become Cursebound 4 at any point during this duration, this bonus increases to a +20-foot status bonus.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
CurseboundAbilities with this trait tighten your oracular curse's grasp on your soul in exchange for divine insights, giving you the cursebound condition (see below). When you use a cursebound ability, you become cursebound 1, or if you were already cursebound, you increase the value of your cursebound condition by 1. As cursebound abilities are directly linked to your oracular curse, you can't use a cursebound ability if you don't have an oracular curse or if you are already at your maximum cursebound value. You can't mitigate or bypass the drawbacks of any cursebound ability with spells or other effects, and the effects of any cursebound ability end when you Refocus and remove the cursebound condition. A cursebound ability that allows a defense uses your spell attack modifier or spell DC unless noted otherwise.
DivineThis magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.
OracleThis indicates abilities from the oracle class.
Whispers of Weakness
Feat 1
Source Pathfinder Player Core 2
Voices whisper to you how to best lay a creature low. You target one creature within 60 feet; if it has any weaknesses, you learn them, as well as which of its saving throw modifiers is lowest. You also come to understand its movements, gaining a +2 status bonus to your next attack roll (or skill check made as part of an attack action) against that foe before the end of your turn. The target is then temporarily immune for 1 day.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
CurseboundAbilities with this trait tighten your oracular curse's grasp on your soul in exchange for divine insights, giving you the cursebound condition (see below). When you use a cursebound ability, you become cursebound 1, or if you were already cursebound, you increase the value of your cursebound condition by 1. As cursebound abilities are directly linked to your oracular curse, you can't use a cursebound ability if you don't have an oracular curse or if you are already at your maximum cursebound value. You can't mitigate or bypass the drawbacks of any cursebound ability with spells or other effects, and the effects of any cursebound ability end when you Refocus and remove the cursebound condition. A cursebound ability that allows a defense uses your spell attack modifier or spell DC unless noted otherwise.
DivineThis magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.
OracleThis indicates abilities from the oracle class.
Widen Spell
Feat 1
Source Pathfinder Player Core
You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
ManipulateYou must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.
OracleThis indicates abilities from the oracle class.
SorcererThis indicates abilities from the sorcerer class.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
WitchThis indicates abilities from the witch class.
WizardThis indicates abilities from the wizard class.
Cantrip Expansion Feat 2
Source Pathfinder Player Core
Bard, Oracle, Sorcerer Study broadens your range of simple spells.
Cleric You study a wider range of simple spells.
Magus, Wizard Dedicated study allows you to prepare a wider range of simple spells for every situation.
Psychic You expand what your mind can accomplish.
Witch Your patron recognizes your need for flexibility and versatility, and grants you the power to prepare a wider range of simple spells.
Prepared You can prepare two additional cantrips each day.
Spontaneous Add two additional cantrips from your spell list to your repertoire.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
BardThis indicates abilities from the bard class.
ClericThis indicates abilities from the cleric class.
MagusThis indicates abilities from the magus class.
OracleThis indicates abilities from the oracle class.
PsychicThis indicates abilities from the psychic class.
SorcererThis indicates abilities from the sorcerer class.
WitchThis indicates abilities from the witch class.
WizardThis indicates abilities from the wizard class.
Divine Aegis
Feat 2
Source Pathfinder Player Core 2
Trigger You attempt a saving throw against a magical effect, but you haven't rolled yet.
A barrier offers protection against other magic but leaves you exposed to divine energy. Until the beginning of your next turn, you gain a +1 circumstance bonus to saving throws against nondivine magical effects, but you also take a β1 circumstance penalty to saves against divine effects
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DivineThis magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.
OracleThis indicates abilities from the oracle class.
Domain Acumen Feat 2
Every oracle's mystery touches on a divine domain of the deities that fuel it; you can access that power. Choose one of the domains associated with your mystery for which you don't already have an initial domain spell. You gain an initial domain spell from that domain, which you cast as a revelation spell.
Special You can select this feat multiple times, selecting a different domain each time and gaining its domain spell as a revelation spell.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
OracleThis indicates abilities from the oracle class.
Meddling Futures
Feat 2
Source Pathfinder Player Core 2
You open yourself to the guidance of whatever spirits or powers deign to help you. Roll 1d4 to see what type of spirit is drawn to you. Your next action must be the type of action the spirit prefers, but you also gain the listed benefit for the action as the spirit guides you. If you attempt to use a different action, you must succeed at a DC 6 flat or the action is lost.
1 Warrior You must attempt a Strike. You gain a +1 status bonus to your attack roll and a +2 status bonus to damage, or a +6 status bonus to damage if you are at least Cursebound 3.
2 Adept You must attempt a Perception check or a skill action. You gain a +1 status bonus to the check, or a +2 status bonus if you are cursebound 3.
3 Sage You must attempt to Cast a Spell. You gain a status bonus to the spell's damage or healing equal to the spell's rank, or equal to the spell's rank + 3 if you are at least cursebound 3.
4 Wanderer You must attempt a Stride action, or a Fly, Climb, or Burrow action if you have the relevant speed. You gain a +10-foot status bonus to your Speed for the action, or a +20-foot status bonus if you are at least cursebound 3.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
CurseboundAbilities with this trait tighten your oracular curse's grasp on your soul in exchange for divine insights, giving you the cursebound condition (see below). When you use a cursebound ability, you become cursebound 1, or if you were already cursebound, you increase the value of your cursebound condition by 1. As cursebound abilities are directly linked to your oracular curse, you can't use a cursebound ability if you don't have an oracular curse or if you are already at your maximum cursebound value. You can't mitigate or bypass the drawbacks of any cursebound ability with spells or other effects, and the effects of any cursebound ability end when you Refocus and remove the cursebound condition. A cursebound ability that allows a defense uses your spell attack modifier or spell DC unless noted otherwise.
DivineThis magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.
OracleThis indicates abilities from the oracle class.
Bespell Strikes
Feat 4
Source Pathfinder Player Core
Frequency once per turn
Requirements Your most recent action was to cast a non-cantrip spell.
Oracle You siphon spell energy into one weapon you're wielding, or into one of your unarmed attacks, such as a fist. Until the end of your turn, the weapon or unarmed attack deals an extra 1d6 force damage and gains the divine trait if it didn't have it already. If the spell dealt a different type of damage, the Strike deals this type of damage instead (or one type of your choice if the spell could deal multiple types of damage).
Sorcerer You siphon spell energy into one weapon you're wielding or into one of your unarmed attacks, such as a fist. Until the end of your turn, the weapon or unarmed attack deals an extra 1d6 force damage and gains the trait of your bloodline's magical tradition if it didn't have it already. If the spell dealt a different type of damage, the Strike deals this type of damage instead (or one type of your choice if the spell could deal multiple types of damage).
Wizard You siphon spell energy into one weapon you're wielding, or into one of your unarmed attacks, such as a fist. Until the end of your turn, the weapon or unarmed attack deals an extra 1d6 force damage and gains the arcane trait if it didn't have it already. If the spell dealt a different type of damage, the Strike deals this type of damage instead (or one type of your choice if the spell could deal multiple types of damage).
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
OracleThis indicates abilities from the oracle class.
SorcererThis indicates abilities from the sorcerer class.
WizardThis indicates abilities from the wizard class.
Knowledge of Shapes
Feat 4
Source Pathfinder Player Core 2
Prerequisites Reach Spell or Widen Spell
Inspiration lets you surpass your preconceptions of your spells' limits. You use Reach Spell or Widen Spell as a free action.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
CurseboundAbilities with this trait tighten your oracular curse's grasp on your soul in exchange for divine insights, giving you the cursebound condition (see below). When you use a cursebound ability, you become cursebound 1, or if you were already cursebound, you increase the value of your cursebound condition by 1. As cursebound abilities are directly linked to your oracular curse, you can't use a cursebound ability if you don't have an oracular curse or if you are already at your maximum cursebound value. You can't mitigate or bypass the drawbacks of any cursebound ability with spells or other effects, and the effects of any cursebound ability end when you Refocus and remove the cursebound condition. A cursebound ability that allows a defense uses your spell attack modifier or spell DC unless noted otherwise.
OracleThis indicates abilities from the oracle class.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Prayer-Touched Weapon
Feat 4
Source Pathfinder Lost Omens Knights of Lastwall
Prerequisites divine spells, you follow a good-aligned deity
Frequency once per turn
Requirements Your most recent action was to cast a non-cantrip divine spell.
You coat a weapon you're wielding in prayers and the divine power given to you by your deity. Until the end of your turn, the weapon deals an extra 1d6 vitality damage. As usual for vitality damage, this damage harms only undead and creatures with void healing.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ClericThis indicates abilities from the cleric class.
OracleThis indicates abilities from the oracle class.
Sacral Lord Feat 4
Source Pathfinder Dark Archive (Remastered)
Prerequisites trained in Occultism or Religion
By right of ritual or sheer stubbornness, you have claimed rulership of the land. Claim a defined territory, such as a small section of forest or river, or a district of a larger city. Within its borders, you can cast Detect Magic, Guidance, and Sigil as innate divine cantrips, and you gain a +1 circumstance bonus to [/act make-an-impression] on creatures that have the celestial, fiend, fey, monitor, or spirit traits.
Special You and your land are linked. Changes to one mirror themselves on the otherβif you're depressed, gray rain and clammy mist might set in. These effects have no immediate mechanical impact, but they might give clues about problems afflicting the land.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
ChampionThis indicates abilities from the champion class.
OracleThis indicates abilities from the oracle class.
Thousand Visions
Feat 4
Source Pathfinder Player Core 2
You open your senses to numerous visions of the immediate future. The visions grant you subtle details of your immediate surroundings within 30 feet. Within this range, you don't need to succeed at a flat check to target a Concealed creature, you're not Off-Guard to creatures that are Hidden from you (unless you're off-guard to them for reasons other than the hidden condition), and you need only a successful DC 5 flat to target a hidden creature. Beyond 30 feet, the visions become overwhelmed with too many possible futures, making all of your senses imprecise beyond this range. The visions persist for 1 minute.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
CurseboundAbilities with this trait tighten your oracular curse's grasp on your soul in exchange for divine insights, giving you the cursebound condition (see below). When you use a cursebound ability, you become cursebound 1, or if you were already cursebound, you increase the value of your cursebound condition by 1. As cursebound abilities are directly linked to your oracular curse, you can't use a cursebound ability if you don't have an oracular curse or if you are already at your maximum cursebound value. You can't mitigate or bypass the drawbacks of any cursebound ability with spells or other effects, and the effects of any cursebound ability end when you Refocus and remove the cursebound condition. A cursebound ability that allows a defense uses your spell attack modifier or spell DC unless noted otherwise.
OracleThis indicates abilities from the oracle class.
PredictionEffects with this trait determine what is likely to happen in the near future. Most predictions are divinations.
Undying Conviction Feat 4
Source Pathfinder Book of the Dead
Prerequisites able to create or control undead, cleric with a negative font, oracle of bones, or necromancer wizard
Your presence has a bolstering effect on your undead minions. Undead creatures under your control and within a 30-foot emanation around you gain a +2 status bonus to saving throws to resist vitality damage and to Will saving throws to resist effects that would make them controlled.
Effect: Under Control
Effect: Undying Conviction
Special This feat has the trait matching your spellcasting tradition.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
AuraAn aura is an emanation that continually ebbs out from you, affecting creatures within a certain radius. Aura can also refer to the magical signature of an item.
ClericThis indicates abilities from the cleric class.
OracleThis indicates abilities from the oracle class.
WizardThis indicates abilities from the wizard class.
Advanced Revelation Feat 6
Prerequisites initial revelation spell
Divine power reveals greater mysteries to you. You learn the advanced revelation spell associated with your mystery.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
OracleThis indicates abilities from the oracle class.
Detonating Spell
Feat 6
Source Pathfinder Lost Omens Knights of Lastwall
Your spell becomes volatile and explosive. If the next action you use is to Cast a Spell that deals damage to a single target and the spell successfully damages that target, the spell explodes, dealing splash damage equal to the rank of the spell cast to adjacent creatures. Unlike normally, this splash damage doesn't apply to the target. The splash damage dealt is of the same type the spell deals.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ClericThis indicates abilities from the cleric class.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
OracleThis indicates abilities from the oracle class.
SorcererThis indicates abilities from the sorcerer class.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
WitchThis indicates abilities from the witch class.
WizardThis indicates abilities from the wizard class.
Gifted Power Feat 6
Your mystery grants you additional magic. You have an extra spell slot of your highest rank, which you can use only to cast one of your mystery's granted spells, heightened to this rank.
Special If you have the divine access class feature or Mysterious Repertoire feat, you can cast spells that you learned from those abilities using the additional spell slot from Gifted Power.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
OracleThis indicates abilities from the oracle class.
Spiritual Sense Feat 6
Source Pathfinder Player Core 2
You have a vague connection to the Ethereal Plane that enables you to notice spirits. While you're exploring but not Searching, the GM rolls a secret check for you to find haunts that usually require Searching, as well as spirits, creatures on the Ethereal Plane, and beings made entirely of spiritual essence such as celestials, fiends, and monitors.
You can also potentially notice ethereal creatures and spirits inside solid objects, provided they are within 30 feet of you. This applies while Searching, while Seeking, and on the automatic secret check you gain while exploring even if you aren't Searching. You can still notice spirits only on a successful check, and you can't see them if they're more than 5 feet inside an object. When you notice a creature with this sense, you also learn its location, making it Hidden to you if it had been Undetected.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DivineThis magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.
OracleThis indicates abilities from the oracle class.
Steady Spellcasting Feat 6
Source Pathfinder Player Core
Confident in your technique, you don't lose spells easily. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat. If you succeed, your action isn't disrupted.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
BardThis indicates abilities from the bard class.
ClericThis indicates abilities from the cleric class.
DruidThis indicates abilities from the druid class.
MagusThis indicates abilities from the magus class.
NecromancerThis indicates abilities from the necromancer class.
OracleThis indicates abilities from the oracle class.
PsychicThis indicates abilities from the psychic class.
SorcererThis indicates abilities from the sorcerer class.
WitchThis indicates abilities from the witch class.
WizardThis indicates abilities from the wizard class.
Chaotic Spell
Feat 8
Source Pathfinder Wake the Dead #3
This is the secret of chaotic magic - your foe can hardly predict and counter your moves if you yourself have no idea what will happen. If the next action you use is to Cast a Spell that deals acid, cold, electricity, fire, or sonic damage, roll a d6. The spell's damage type changes to the type below associated with the result of the roll, and each creature who is damaged by the spell takes the listed additional effect.
1 (Acid): Sickened 1
2 (Cold): β10 ft. penalty to all Speeds until the end of your next turn
3 (Electricity): Off-Guard until the end of your next turn
4 (Fire): Persistent fire damage equal to the spell's rank
5 (Force): No added effect
6 (Sonic): Deafened for 2 rounds
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
BardThis indicates abilities from the bard class.
ManipulateYou must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.
OracleThis indicates abilities from the oracle class.
SorcererThis indicates abilities from the sorcerer class.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
WitchThis indicates abilities from the witch class.
WizardThis indicates abilities from the wizard class.
Debilitating Dichotomy
Feat 8
Source Pathfinder Player Core 2
You reveal a glimpse of the impossible conflicts between the divine anathema behind your curse, forcing you to reckon with another's conflicts as well. You and one creature within 30 feet each take (3*(floor((@actor.level - 2)/2)))d6 mental damage with a will save, and the target is Stunned 1 if it critically fails its save. You get a degree of success one better than you rolled for your saving throw. At 10th level, and every 2 levels thereafter, the damage increases by 3d6.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
CurseboundAbilities with this trait tighten your oracular curse's grasp on your soul in exchange for divine insights, giving you the cursebound condition (see below). When you use a cursebound ability, you become cursebound 1, or if you were already cursebound, you increase the value of your cursebound condition by 1. As cursebound abilities are directly linked to your oracular curse, you can't use a cursebound ability if you don't have an oracular curse or if you are already at your maximum cursebound value. You can't mitigate or bypass the drawbacks of any cursebound ability with spells or other effects, and the effects of any cursebound ability end when you Refocus and remove the cursebound condition. A cursebound ability that allows a defense uses your spell attack modifier or spell DC unless noted otherwise.
DivineThis magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.
MentalA mental effect can alter the target's mind. It has no effect on an object or a mindless creature.
OracleThis indicates abilities from the oracle class.
Read Disaster Feat 8
Source Pathfinder Player Core 2
You spend 10 minutes and open yourself to the divine mysteries of the world, peering into the most sinister portents of the future.
You gain the effects of Augury, except you learn only about the dangers ahead; any results of "good" are instead "nothing," and results of "mixed" are instead "bad." If you are legendary in Religion, you take only 1 minute to Read Disaster.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ExplorationAn activity with this trait takes more than a turn to use, and can usually be used only during exploration mode.
OracleThis indicates abilities from the oracle class.
PredictionEffects with this trait determine what is likely to happen in the near future. Most predictions are divinations.
Surging Might
Feat 8
Source Pathfinder Player Core 2
You focus the power of your spell to overcome enemies' resistances. If the next action you use is to Cast a Spell, the spell ignores an amount of the target's resistance equal to your level against the following types of damage: spirit, vitality, and void.
This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell. This doesn't cause the spell to ignore immunities, only resistances.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ManipulateYou must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.
OracleThis indicates abilities from the oracle class.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Water Walker Feat 8
When in the throes of your curse, your steps take on a supernatural buoyancy. When you are Cursebound 1, you can Stride across liquids that don't support your weight, but you must end your movement on a surface that can support you or you fall into the liquid as normal. When you are cursebound 2 or worse, you gain the effects of water walk.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
OracleThis indicates abilities from the oracle class.
Consecrate Spell
Feat 10
Source Pathfinder Lost Omens Knights of Lastwall
Prerequisites ability to cast focus spells, divine spells
You infuse a spell with the power of your faith, consecrating it. If the next action you use is to Cast a Spell that targets a single undead, you can expend a Focus Point, channeling the power of your focus spells into the primary spell. If you do, the spell you cast deals additional spirit or vitality damage (your choice) equal to the rank of your focus spells. As normal for additional damage, this additional damage is doubled if the spell cast requires an attack roll and the result of the attack roll is a critical hit, or if the spell cast requires a saving throw and the result of the saving throw is a critical failure.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ClericThis indicates abilities from the cleric class.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
OracleThis indicates abilities from the oracle class.
SorcererThis indicates abilities from the sorcerer class.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
On Borrowed Time
Feat 10
Source Pathfinder Dark Archive (Remastered)
Prerequisites time mystery
You accelerate a foe's personal timestream, which causes them to experience time at a faster rate, putting a terrible strain on their mind and body. A creature you target within 30 feet takes 3d6 persistent,mental damage with a will save. At the end of the subject's turn, they take this persistent damage after all other persistent damage. Before they roll their flat check to end the persistent damage, an additional round passes for them; this affects the duration of all beneficial effects, negative effects, afflictions, conditions, and other persistent damage. The subject attempts saving throws, flat checks, and any other rolls and takes damage as if the time had passed. They don't take the persistent mental damage from On Borrowed Time more than once per round.
If you are Cursebound 2 when you use On Borrowed Time, the persistent damage increases to 4d6. If you are Cursebound 3 when you use On Borrowed Time, the persistent damage increases to 5d6.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
CurseboundAbilities with this trait tighten your oracular curse's grasp on your soul in exchange for divine insights, giving you the cursebound condition (see below). When you use a cursebound ability, you become cursebound 1, or if you were already cursebound, you increase the value of your cursebound condition by 1. As cursebound abilities are directly linked to your oracular curse, you can't use a cursebound ability if you don't have an oracular curse or if you are already at your maximum cursebound value. You can't mitigate or bypass the drawbacks of any cursebound ability with spells or other effects, and the effects of any cursebound ability end when you Refocus and remove the cursebound condition. A cursebound ability that allows a defense uses your spell attack modifier or spell DC unless noted otherwise.
DivineThis magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.
OracleThis indicates abilities from the oracle class.
Quickened Casting
Feat 10
Source Pathfinder Player Core
Frequency once per day
Bard If your next action is to cast a bard cantrip or a bard spell that is at least 2 ranks lower than the highest-rank bard spell slot you have, reduce the number of actions to cast it by 1 (minimum 1 action).
Witch You accelerate your spellcasting. If your next action is to cast a witch cantrip or a witch spell that is at least 2 ranks lower than the highest-rank witch spell slot you have, reduce the number of actions to cast it by 1 (minimum 1 action).
Wizard Straining your mind, you collapse as much of your spell's formulas as you can, resulting in a shorter but much more complex incantation. If your next action is to cast a wizard cantrip or a wizard spell that is at least 2 ranks lower than the highest-rank wizard spell slot you have, reduce the number of actions to cast it by 1 (minimum 1 action).
Others If your next action is to cast a class cantrip or a class spell that is at least 2 levels lower than the highest-level class spell slot you have, reduce the number of actions to cast it by 1 (minimum 1 action).
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
BardThis indicates abilities from the bard class.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
NecromancerThis indicates abilities from the necromancer class.
OracleThis indicates abilities from the oracle class.
SorcererThis indicates abilities from the sorcerer class.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
WitchThis indicates abilities from the witch class.
WizardThis indicates abilities from the wizard class.
Roll the Bones of Fate
Feat 10
Source Pathfinder Player Core 2
Prerequisites bones or lore mystery
Frequency once per 10 minutes
You roll a handful of bones to learn (or perhaps influence) the future course of events. Roll 1d4 and use the corresponding result below. Whenever you Roll the Bones of Fate, any effects from a previous usage immediately end.
1 Good You or an ally within 30 feet can roll twice on your next attack roll or skill check, taking the higher result. This is a fortune effect. Effect: Roll the Bones of Fate (Good)
2 Bad One creature you are observing within 30 feet must succeed at a Will save against your spell DC; on a failure, the target must roll twice on their next attack roll or skill check that takes at least one action to perform, taking the lower result. This is a misfortune effect.
3 Mixed You gain the benefits of rolling both a 1 and a 2.
4 Cursed Possibilities Your attempts to meddle in the forces of prophecy bring dire consequences for all. Every creature within 30 feet of you when you perform the augury rolls twice on their next attack roll or skill check that takes at least one action to perform; if the highest number rolled is odd, they take the lower result, and if the highest number rolled is even, they take the higher result. If they took the lower result, this effect has the misfortune trait for them, and if they took the higher result, it has the fortune trait.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
CurseboundAbilities with this trait tighten your oracular curse's grasp on your soul in exchange for divine insights, giving you the cursebound condition (see below). When you use a cursebound ability, you become cursebound 1, or if you were already cursebound, you increase the value of your cursebound condition by 1. As cursebound abilities are directly linked to your oracular curse, you can't use a cursebound ability if you don't have an oracular curse or if you are already at your maximum cursebound value. You can't mitigate or bypass the drawbacks of any cursebound ability with spells or other effects, and the effects of any cursebound ability end when you Refocus and remove the cursebound condition. A cursebound ability that allows a defense uses your spell attack modifier or spell DC unless noted otherwise.
DivineThis magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.
OracleThis indicates abilities from the oracle class.
PredictionEffects with this trait determine what is likely to happen in the near future. Most predictions are divinations.
The Dead Walk
Feat 10
Source Pathfinder Player Core 2
Prerequisites ancestors or battle mystery
You beseech warrior spirits to come forth and aid you. Two ghostly warriors manifest within a 30-foot emanation of you and each attempt a Strike against an adjacent enemy, using your spell attack modifier. The warriors' Strikes each deal 4d6 spirit damage and the warriors can flank with one another and with you and your allies. If you are Cursebound 2 when you use The Dead Walk, you instead summon three warriors, and if you are cursebound 3, you instead summon four warriors. The warriors disappear at the start of your next turn.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
CurseboundAbilities with this trait tighten your oracular curse's grasp on your soul in exchange for divine insights, giving you the cursebound condition (see below). When you use a cursebound ability, you become cursebound 1, or if you were already cursebound, you increase the value of your cursebound condition by 1. As cursebound abilities are directly linked to your oracular curse, you can't use a cursebound ability if you don't have an oracular curse or if you are already at your maximum cursebound value. You can't mitigate or bypass the drawbacks of any cursebound ability with spells or other effects, and the effects of any cursebound ability end when you Refocus and remove the cursebound condition. A cursebound ability that allows a defense uses your spell attack modifier or spell DC unless noted otherwise.
DivineThis magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.
OracleThis indicates abilities from the oracle class.
Trial by Skyfire
Feat 10
Source Pathfinder Player Core 2
Prerequisites cosmos or flames mystery
Your lips murmur as you portend a great disaster, one you hope you survive. A rain of blazing bolts begins to fall from the heavens in a 10-foot emanation, centered on you, that deals 2d6 fire damage to all creatures in the emanation at the end of each of your turns (reflex save); you can't exclude yourself from the emanation. The skyfire persists for 1 minute; while you can't Dismiss it, you can suppress the effect for 1 round with a Sustain action. The rain of fire is suppressed if you fall Unconscious. If you become Cursebound 3 or 4 at any point during Trial by Skyfire's duration, the emanation increases to 15 feet and the damage increases to 4d6 fire.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
CurseboundAbilities with this trait tighten your oracular curse's grasp on your soul in exchange for divine insights, giving you the cursebound condition (see below). When you use a cursebound ability, you become cursebound 1, or if you were already cursebound, you increase the value of your cursebound condition by 1. As cursebound abilities are directly linked to your oracular curse, you can't use a cursebound ability if you don't have an oracular curse or if you are already at your maximum cursebound value. You can't mitigate or bypass the drawbacks of any cursebound ability with spells or other effects, and the effects of any cursebound ability end when you Refocus and remove the cursebound condition. A cursebound ability that allows a defense uses your spell attack modifier or spell DC unless noted otherwise.
DivineThis magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.
FireEffects with the fire trait deal fire damage, or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.
OracleThis indicates abilities from the oracle class.
Waters of Creation
Feat 10
Source Pathfinder Player Core 2
Prerequisites life or tempest mystery
Water is the source of life, and you draw upon this primordial force to heal your allies' wounds. A gentle ring ripples out from you in a 15-foot emanation, restoring (floor(@actor.level/2))d6 healing,vitality Hit Points to creatures in the area. At 12th level and every two levels thereafter, the amount restored increases by 1d6. If you are Cursebound 3 when you use Waters of Creation, the amount healed increases to (floor(@actor.level/2))d8 healing,vitality.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
CurseboundAbilities with this trait tighten your oracular curse's grasp on your soul in exchange for divine insights, giving you the cursebound condition (see below). When you use a cursebound ability, you become cursebound 1, or if you were already cursebound, you increase the value of your cursebound condition by 1. As cursebound abilities are directly linked to your oracular curse, you can't use a cursebound ability if you don't have an oracular curse or if you are already at your maximum cursebound value. You can't mitigate or bypass the drawbacks of any cursebound ability with spells or other effects, and the effects of any cursebound ability end when you Refocus and remove the cursebound condition. A cursebound ability that allows a defense uses your spell attack modifier or spell DC unless noted otherwise.
DivineThis magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.
HealingA healing effect restores a creature's body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
OracleThis indicates abilities from the oracle class.
VitalityEffects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to undead, or manipulate vitality energy.
WaterEffects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.
Domain Fluency Feat 12
Prerequisites Domain Acumen
You command a deep understanding of the domains related to your mystery. Choose one of the domains associated with your mystery for which you have an initial domain spell. You gain an advanced domain spell from that domain, which you cast as a revelation spell.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
OracleThis indicates abilities from the oracle class.
Epiphany at the Crossroads
Feat 12
Source Pathfinder Player Core 2
Frequency once per day
Trigger Your turn begins.
Requirements You are Unconscious and have the Dying condition.
The crossroads between life and death is a place that can reveal many secrets. You gain the effects of an Augury spell in a strange, near-death vision. Empowered by the realization, you then lose the dying condition (becoming Wounded 1 or increasing your wounded value by 1, as normal), regain 2*@actor.level healing Hit Points, and can Stand.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DivineThis magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.
OracleThis indicates abilities from the oracle class.
Greater Revelation Feat 12
Prerequisites initial revelation spell
You unlock deeper revelations hidden within your mystery. You gain your mystery's greater revelation spell
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
OracleThis indicates abilities from the oracle class.
Magic Sense Feat 12
Source Pathfinder Player Core
You have a literal sixth sense for ambient magic in your vicinity. You can sense the presence of magic auras as though you were always using a 1st-rank Detect Magic spell. This detects magic in your field of vision only. When you Seek, you gain the benefits of a 3rd-rank detect magic spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn.
Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, primal, or occult).
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DetectionEffects with this trait attempt to determine the presence or location of a person, object, or aura.
OracleThis indicates abilities from the oracle class.
SorcererThis indicates abilities from the sorcerer class.
WizardThis indicates abilities from the wizard class.
Necromancer's Visage Feat 12
Source Pathfinder Book of the Dead
Prerequisites ability to create or control undead, cleric with a negative font, oracle of bones, or necromancer wizard
Necromantic energy demonstrates your power over undead, creating a demeanor that commands their fear and respect. Undead creatures can immediately sense your Necromancer's Visage and tend to act accordingly. If you take a hostile action against an undead creature, it becomes permanently immune to your Necromancer's Visage, and your Necromancer's Visage ends. You can spend 10 minutes to restore your Necromancer's Visage, though any creatures that became permanently immune remain so. Each time an undead creature 2 or more levels lower than you attacks you, it must attempt a Will save against your spell DC. If you're also affected by sanctuary or a similar effect, only one affects the attacker (you choose which).
Critical Success The creature is permanently immune to your Necromancer's Visage.
Success The creature can attempt its attack and any other attacks against you this turn.
Failure The creature can't attack you and wastes the action. It can't attempt further attacks against you this turn.
Critical Failure The creature wastes the action and can't attempt to attack you as long as your Necromancer's Visage persists.
Special This feat has the trait matching your spellcasting tradition.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ClericThis indicates abilities from the cleric class.
OracleThis indicates abilities from the oracle class.
WizardThis indicates abilities from the wizard class.
Forestall Curse
Feat 14
Frequency once per day
You've learned to hold back your curse. If the next action you use is a cursebound ability, your Cursebound value doesn't increase
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
OracleThis indicates abilities from the oracle class.
Lighter than Air Feat 14
Source Pathfinder Player Core 2
Prerequisites Water Walker
Your mysterious steps become even lighter, transcending the mortal world altogether. When you have the Cursebound condition, you gain the effects of Fly. If you are cursebound 3 or greater, you gain a +10-foot status bonus to your fly Speed.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DivineThis magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.
OracleThis indicates abilities from the oracle class.
Mysterious Repertoire Feat 14
Your mystery holds unknowable depths of magic not always associated with the divine. You can have one spell in your spell repertoire not on the divine spell list, in addition to spells you've added to your spell list from abilities like divine access.
You cast that spell as a divine spell. You can swap which spell you add and from which tradition as you could any other oracle spell, but you can't use this feat to have more than one spell from another tradition in your spell repertoire at the same time
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
OracleThis indicates abilities from the oracle class.
Purifying Breeze
Feat 14
Source Pathfinder Lost Omens Knights of Lastwall
Prerequisites divine spells
Requirements Your most recent action was to cast a non-cantrip spell with the healing trait.
You transfer the divine essence of your magic to the air around you, cleansing it of toxins. Attempt a counteract check against each airborne disease or poison effect in a 15-foot radius around you. Regardless of your success or failure, until the beginning of your next turn, all creatures in the purified area gain a +1 status bonus to Fortitude saving throws.
Effect: Purifying Breeze
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ClericThis indicates abilities from the cleric class.
OracleThis indicates abilities from the oracle class.
SorcererThis indicates abilities from the sorcerer class.
Revelation's Focus Feat 14
The further extents of your mystery provide an endless wellspring of magic. When you Refocus, you regain all your Focus Points instead of 1.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
OracleThis indicates abilities from the oracle class.
Sacral Monarch Feat 14
Source Pathfinder Dark Archive (Remastered)
Prerequisites Sacral Lord, master in Occultism or Religion
You have come into your full powers and are truly a monarch of your realm, by your own definition at least. While in your territory, you can cast Banishment and Inevitable Disaster as innate divine spells, each once per day.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ChampionThis indicates abilities from the champion class.
OracleThis indicates abilities from the oracle class.
Sepulchral Sublimation
Feat 14
Source Pathfinder Book of the Dead
Prerequisites ability to permanently create or control undead, cleric with a negative font, oracle of bones, or necromancer wizard
Requirements You have at least one undead minion that you permanently control.
You repurpose the void energy that flows through your minions at a moment's notice. Instantly destroy one undead minion within 60 feet that is permanently under your control. If your next action is to cast a necromancy spell from a spell slot, you don't expend the slot. The spell's rank must be half the destroyed minion's level or lower and the spell can't have a duration.
Special This feat has the trait matching your spellcasting tradition.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ClericThis indicates abilities from the cleric class.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
OracleThis indicates abilities from the oracle class.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
WizardThis indicates abilities from the wizard class.
Conduit of Void and Vitality
Feat 16
Source Pathfinder Player Core 2
Prerequisites any oracle mystery
Requirements You have Heal or Harm as a signature spell and an available spell slot to cast it with.
You use the unstable energy of your curse to manipulate the most basic of divine magic. You cast a 3-action heal or harm spell, expending the slot as normal. If the spell restores Hit Points to one or more creatures, then one creature healed by this spell regains a number of additional Hit Points equal to 1d8 Γ your Cursebound value; if the spell damages one or more creatures, then one creature harmed by this spell takes additional damage equal to 1d8 Γ your cursebound value.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
CurseboundAbilities with this trait tighten your oracular curse's grasp on your soul in exchange for divine insights, giving you the cursebound condition (see below). When you use a cursebound ability, you become cursebound 1, or if you were already cursebound, you increase the value of your cursebound condition by 1. As cursebound abilities are directly linked to your oracular curse, you can't use a cursebound ability if you don't have an oracular curse or if you are already at your maximum cursebound value. You can't mitigate or bypass the drawbacks of any cursebound ability with spells or other effects, and the effects of any cursebound ability end when you Refocus and remove the cursebound condition. A cursebound ability that allows a defense uses your spell attack modifier or spell DC unless noted otherwise.
DivineThis magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.
OracleThis indicates abilities from the oracle class.
Diverse Mystery Feat 16
Prerequisites Advanced Revelation
You have broadened your understanding of the divine and can tap into the wonders of a different mystery. Select one revelation spell from a mystery other than your own. You can choose only an initial revelation spell or an advanced revelation spell.
This spell gains the cursebound trait for you, and when you cast it, you gain the Cursebound 1 effects of its mystery in addition to your normal curse effects. Any ability that lets you use a cursebound ability without increasing the severity of your curse also prevents you from gaining this additional curse effect.
You can't cast your chosen revelation spell if any of the following conditions are true:
its mystery's curse effects directly conflict with or negate the effects of your own mystery's curse,
the curse would have no effect on you (for example, removing an ability from your original mystery that you lack),
or if either of these criteria would be met once you finish Casting the Spell
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
OracleThis indicates abilities from the oracle class.
Portentous Spell
Feat 16
Source Pathfinder Player Core 2
Your spellcasting is rife with strange lights, mild fumes, and other captivating effects that befuddle your foes. If the next action you use is to Cast a Spell, any creature that attempts to use a reaction triggered by your Cast a Spell activity takes a β2 circumstance penalty to attack rolls and skill checks rolled as part of the reaction.
In addition, if the spell includes a spell attack or requires a saving throw, creatures you hit or that fail their saves are Fascinated with you until the start of your next turn.
Effect: Portentous Spell
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ManipulateYou must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.
MentalA mental effect can alter the target's mind. It has no effect on an object or a mindless creature.
OracleThis indicates abilities from the oracle class.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
VisualA visual effect can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM.
Blaze of Revelation
Feat 18
Requirements You are Cursebound 4.
Your mind and body can, for a short time and with great peril, surpass the final limits of your curse. For 1 minute, you shed torrential flames, become surrounded by spirits, or otherwise overflow with divine power in a way that suits your mystery. On each of your turns during that time, you can cast one revelation spell without spending Focus Points.
At the end of the minute, the durations of any revelation spells you cast during that time end, and you must attempt a DC 40 fortitude save.
Critical Success You aren't otherwise affected.
Success You are Drained 2 and can't reduce or remove this condition until your next preparations.
Failure You are Drained 4 and can't reduce or remove this condition until your next preparations.
Critical Failure You die.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
OracleThis indicates abilities from the oracle class.
Divine Effusion Feat 18
The power of your mystery surges through you like a font of divine energy, even when your own magic dwindles.
Twice per day, you can cast a spell after you've run out of spell slots of the appropriate spell rank; the two spells you cast with this feat must be of different spell ranks.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
OracleThis indicates abilities from the oracle class.
Mystery Conduit
Feat 20
Source Pathfinder Player Core 2
The power of your mystery enables you access to myriad magic. If your next action is to Cast a Spell of 5th rank or lower that has no duration, you do not expend a spell slot.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
CurseboundAbilities with this trait tighten your oracular curse's grasp on your soul in exchange for divine insights, giving you the cursebound condition (see below). When you use a cursebound ability, you become cursebound 1, or if you were already cursebound, you increase the value of your cursebound condition by 1. As cursebound abilities are directly linked to your oracular curse, you can't use a cursebound ability if you don't have an oracular curse or if you are already at your maximum cursebound value. You can't mitigate or bypass the drawbacks of any cursebound ability with spells or other effects, and the effects of any cursebound ability end when you Refocus and remove the cursebound condition. A cursebound ability that allows a defense uses your spell attack modifier or spell DC unless noted otherwise.
OracleThis indicates abilities from the oracle class.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Oracular Providence Feat 20
Prerequisites oracular clarity
Your mystery grants you access to deep reserves of truly miraculous divine power. You gain an additional 10th-rank spell slot.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
OracleThis indicates abilities from the oracle class.
Paradoxical Mystery Feat 20
Prerequisites Greater Revelation
The truest depths of your divine mystery are fathomless and contradictory, granting you changing powers that even you can barely begin to fathom. Each day during your daily preparations, choose one basic or advanced domain spell from any domain from Player Core, one of the domains granted by your mystery, another domain to which you have access, or any initial or advanced revelation spell from another mystery. You gain that spell as a revelation spell until your next daily preparations.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
OracleThis indicates abilities from the oracle class.
Scapegoat Parallel Self
Feat 20
Source Pathfinder #168: King of the Mountain
Frequency once per day
Trigger Your turn starts or your oracular curse would advance.
Seeing Syndara superimpose creatures with similar metaphysical properties, you've realized a way to manipulate the effects of your oracular curse. You immediately change your curse to its minor, moderate, or major stage, or back to its mild form, exchanging the curse effect with that of a parallel version of yourself in another reality.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
DivineThis magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.
OracleThis indicates abilities from the oracle class.