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Oracle Feats


Glean Lore One ActionFeat 1


Source Pathfinder Advanced Player's Guide

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

Common

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.

Divination

The divination school of magic typically involves obtaining or transferring information, or predicting events.

Divine

This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.

Oracle

This indicates abilities from the oracle class.

Secret

The GM rolls the check for this ability in secret.

Reach Spell One ActionFeat 1


Source Pathfinder Advanced Player's Guide

You can extend the range of your spells. 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

Common

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.

Bard

This indicates abilities from the bard class.

Cleric

This indicates abilities from the cleric class.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Druid

This indicates abilities from the druid class.

Metamagic

Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.

Oracle

This indicates abilities from the oracle class.

Sorcerer

This indicates abilities from the sorcerer class.

Witch

This indicates abilities from the witch class.

Wizard

This indicates abilities from the wizard class.

Widen Spell One ActionFeat 1


Source Pathfinder Advanced Player's Guide

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

Common

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.

Druid

This indicates abilities from the druid class.

Manipulate

You 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.

Metamagic

Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.

Oracle

This indicates abilities from the oracle class.

Sorcerer

This indicates abilities from the sorcerer class.

Witch

This indicates abilities from the witch class.

Wizard

This indicates abilities from the wizard class.

Cantrip Expansion (Spontaneous Caster) Feat 2


A greater understanding of your magic broadens your range of simple spells.

Add two additional cantrips from your spell list to your repertoire.


Traits

Common

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.

Bard

This indicates abilities from the bard class.

Oracle

This indicates abilities from the oracle class.

Sorcerer

This indicates abilities from the sorcerer class.

Divine Aegis ReactionFeat 2


Source Pathfinder Advanced Player's Guide

Trigger You attempt a saving throw against a magical effect, but you haven't rolled yet.


You summon divine energy to shield yourself, offering protection against other traditions but leaving you exposed to other divine effects.

Until the beginning of your next turn, you gain a +1 circumstance bonus to saving throws against non-divine magical effects, but you also take a -1 circumstance penalty to saves against divine effects.

Effect: Divine Aegis


Traits

Common

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.

Abjuration

Effects and magic items with this trait are associated with the abjuration school of magic, typically involving protection or wards.

Divine

This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.

Oracle

This indicates abilities from the oracle class.

Domain Acumen Feat 2


Source Pathfinder Advanced Player's Guide

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. It gains the cursebound trait. Increase the number of Focus Points in your focus pool by 1.


Traits

Common

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.

Oracle

This indicates abilities from the oracle class.

Bespell Weapon Free ActionFeat 4


Source Pathfinder Advanced Player's Guide

Frequency once per turn

Requirements Your most recent action was to cast a non-cantrip spell.


You siphon the residual energy from the last spell you cast into one weapon you're wielding. Until the end of your turn, the weapon deals an extra 1d6 damage of a type depending on the school of the spell you just cast.

  • Abjuration force damage,
  • Conjuration or Transmutation the same type as the weapon,
  • Divination, Enchantment, or Illusion mental damage,
  • Evocation a type the spell dealt, or force damage if the spell didn't deal damage,
  • Necromancy negative damage

Traits

Common

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.

Oracle

This indicates abilities from the oracle class.

Sorcerer

This indicates abilities from the sorcerer class.

Wizard

This indicates abilities from the wizard class.

Divine Access Feat 4


Source Pathfinder Advanced Player's Guide

Your ability to tap into divine magic surpasses the spells traditionally available to you (the divine spell list).

Choose one deity who grants one of your mystery's granted domains. Add up to three cleric spells of your choice granted by that deity to your spell list. You can select from these spells when you add or swap spells in your spell repertoire.

Special You can select this feat more than once. You can't choose the same spells more than once, but you can choose a different domain or a different deity with the same domain you've previously selected with this feat.


Traits

Common

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.

Oracle

This indicates abilities from the oracle class.

Prayer-Touched Weapon Free ActionFeat 4


UncommonClericOracle
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 positive damage. As usual for positive damage, this damage harms only undead and creatures with negative healing.

Effect: Prayer-Touched Weapon


Traits

Uncommon

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.

Cleric

This indicates abilities from the cleric class.

Oracle

This indicates abilities from the oracle class.

Undying Conviction Feat 4


UncommonAuraClericNecromancyOracleWizard
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 positive damage and to Will saving throws to resist effects that would make them controlled.

Effect: Undying Conviction

Special This feat has the trait matching your spellcasting tradition.


Traits

Uncommon

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.

Aura

An aura is an emanation that continually ebbs out from you, af ecting creatures within a certain radius. Aura can also refer to the magical signature of an item or a creature with a strong alignment.

Cleric

This indicates abilities from the cleric class.

Necromancy

Effects and magic items with this trait are associated with the necromancy school of magic, typically involving forces of life and death.

Oracle

This indicates abilities from the oracle class.

Wizard

This indicates abilities from the wizard class.

Vision Of Weakness Feat 4


Source Pathfinder Advanced Player's Guide

You can call upon divine insights to single out your foes' weak points. You learn the Vision of Weakness revelation spell. Increase the number of Focus Points in your focus pool by 1.


Traits

Common

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.

Oracle

This indicates abilities from the oracle class.

Advanced Revelation Feat 6


Source Pathfinder Advanced Player's Guide
Prerequisites initial revelation spell

You learn an advanced revelation spell associated with your mystery. Increase the number of Focus Points in your focus pool by 1.


Traits

Common

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.

Oracle

This indicates abilities from the oracle class.

Detonating Spell One ActionFeat 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 level 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

Uncommon

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.

Cleric

This indicates abilities from the cleric class.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Metamagic

Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.

Oracle

This indicates abilities from the oracle class.

Sorcerer

This indicates abilities from the sorcerer class.

Witch

This indicates abilities from the witch class.

Wizard

This indicates abilities from the wizard class.

Spiritual Sense Feat 6


Source Pathfinder Advanced Player's Guide

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 your Spiritual Sense, you also learn its location, making it Hidden to you if it had been Undetected.


Traits

Common

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.

Divination

The divination school of magic typically involves obtaining or transferring information, or predicting events.

Divine

This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.

Oracle

This indicates abilities from the oracle class.

Steady Spellcasting Feat 6


Source Pathfinder Advanced Player's Guide

Confident in your technique, you don't easily lose your concentration when you Cast a Spell. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted.


Traits

Common

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.

Bard

This indicates abilities from the bard class.

Cleric

This indicates abilities from the cleric class.

Druid

This indicates abilities from the druid class.

Oracle

This indicates abilities from the oracle class.

Sorcerer

This indicates abilities from the sorcerer class.

Witch

This indicates abilities from the witch class.

Wizard

This indicates abilities from the wizard class.

Debilitating Dichotomy Feat 8


Source Pathfinder Advanced Player's Guide

You can give others a glimpse of the impossible conflicts and unchecked power that courses through your body. You learn the Debilitating Dichotomy revelation spell. Increase the number of Focus Points in your focus pool by 1.


Traits

Common

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.

Oracle

This indicates abilities from the oracle class.

Read Disaster Feat 8


Source Pathfinder Advanced Player's Guide

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 "weal" are instead "nothing," and results of "weal and woe" are instead "woe." If you are legendary in Religion, you take only 1 minute to Read Disaster.


Traits

Common

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.

Divination

The divination school of magic typically involves obtaining or transferring information, or predicting events.

Exploration

An activity with this trait takes more than a turn to use, and can usually be used only during exploration mode.

Oracle

This indicates abilities from the oracle class.

Prediction

Effects with this trait determine what is likely to happen in the near future. Most predictions are divinations.

Consecrate Spell One ActionFeat 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 good or positive damage (your choice) equal to the level 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

Uncommon

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.

Cleric

This indicates abilities from the cleric class.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Metamagic

Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.

Oracle

This indicates abilities from the oracle class.

Sorcerer

This indicates abilities from the sorcerer class.

Oracular Warning Free ActionFeat 10


Source Pathfinder Advanced Player's Guide

Trigger You are about to roll initiative.


You have a flash of insight about impending danger related to one ally, and you can shout or gesture to warn that ally of the threat a moment before it materializes. One ally of your choice can roll twice for initiative and use the better result; this is a fortune effect. If you are legendary in Religion, you receive two visions and can warn two allies, granting them both this benefit.

You are momentarily thrown off by the divine insight, however, and you must roll twice for your initiative roll and use the worse result. This is a misfortune effect. The two effects are tied together; if you would avoid the misfortune effect for any reason, or if any of your allies would negate their fortune effect, your Oracular Warning does nothing. Depending on whether you use gestures or call out, this action gains either the visual or auditory trait, respectively.


Traits

Common

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.

Divination

The divination school of magic typically involves obtaining or transferring information, or predicting events.

Divine

This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.

Oracle

This indicates abilities from the oracle class.

Quickened Casting Free ActionFeat 10


Source Pathfinder Advanced Player's Guide

Frequency once per day


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

Common

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.

Bard

This indicates abilities from the bard class.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Metamagic

Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.

Oracle

This indicates abilities from the oracle class.

Sorcerer

This indicates abilities from the sorcerer class.

Witch

This indicates abilities from the witch class.

Wizard

This indicates abilities from the wizard class.

Surging Might One ActionFeat 10


Source Pathfinder Advanced Player's Guide

With a complex gesture, you focus the divine 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 all the following types of damage: chaotic, evil, good, lawful, negative, and positive.

This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the positive energy within a Field of Life. This doesn't cause the spell to ignore immunities, only resistances.


Traits

Common

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.

Manipulate

You 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.

Metamagic

Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.

Oracle

This indicates abilities from the oracle class.

Domain Fluency Feat 12


Source Pathfinder Advanced Player's Guide
Prerequisites initial domain spell

You command a deep understanding of the divine 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, causing it to gain the cursebound trait. Increase the number of Focus Points in your focus pool by 1.


Traits

Common

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.

Oracle

This indicates abilities from the oracle class.

Greater Revelation Feat 12


Source Pathfinder Advanced Player's Guide
Prerequisites initial revelation spell

You learn a greater revelation spell associated with your mystery.

Increase the number of Focus Points in your focus pool by 1.


Traits

Common

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.

Oracle

This indicates abilities from the oracle class.

Magic Sense Feat 12


Source Pathfinder Advanced Player's Guide

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-level Detect Magic spell. This detects magic in your field of vision only.

When you Seek, you gain the benefits of a 3rd-level 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.


Traits

Common

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.

Detection

Effects with this trait attempt to determine the presence or location of a person, object, or aura.

Divination

The divination school of magic typically involves obtaining or transferring information, or predicting events.

Oracle

This indicates abilities from the oracle class.

Sorcerer

This indicates abilities from the sorcerer class.

Wizard

This indicates abilities from the wizard class.

Necromancer's Visage Feat 12


UncommonClericNecromancyOracleWizard
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

Uncommon

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.

Cleric

This indicates abilities from the cleric class.

Necromancy

Effects and magic items with this trait are associated with the necromancy school of magic, typically involving forces of life and death.

Oracle

This indicates abilities from the oracle class.

Wizard

This indicates abilities from the wizard class.

Forestall Curse One ActionFeat 14


Source Pathfinder Advanced Player's Guide

Frequency once per day


You've learned to forestall the effects of your curse somewhat.

If the next action you use is to cast a revelation spell, the severity of your curse doesn't increase.


Traits

Common

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.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Metamagic

Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.

Oracle

This indicates abilities from the oracle class.

Mysterious Repertoire Feat 14


Source Pathfinder Advanced Player's Guide

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 feats 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

Common

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.

Oracle

This indicates abilities from the oracle class.

Purifying Breeze One ActionFeat 14


UncommonClericOracleSorcerer
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

Uncommon

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.

Cleric

This indicates abilities from the cleric class.

Oracle

This indicates abilities from the oracle class.

Sorcerer

This indicates abilities from the sorcerer class.

Sepulchral Sublimation One ActionFeat 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 negative 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 level 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

Uncommon

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.

Cleric

This indicates abilities from the cleric class.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Metamagic

Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.

Necromancy

Effects and magic items with this trait are associated with the necromancy school of magic, typically involving forces of life and death.

Oracle

This indicates abilities from the oracle class.

Wizard

This indicates abilities from the wizard class.

Diverse Mystery Feat 16


Source Pathfinder Advanced Player's Guide
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.

When you cast this revelation spell, you gain the effects of the minor curse from that mystery in addition to the normal curse effects you gain from casting a revelation spell. This additional minor curse effect remains until your next daily preparations. Any ability that lets you cast a revelation spell 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 either of these criteria would be met once you finish Casting the Spell.


Traits

Common

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.

Oracle

This indicates abilities from the oracle class.

Portentous Spell One ActionFeat 16


Source Pathfinder Advanced Player's Guide

Your spellcasting is rife with strange lights, esoteric gestures, 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 -2 circumstance penalty to attack rolls and skill checks rolled as part of the reaction.

In addition, if the spell includes a spell attack roll or requires a saving throw, creatures you hit or that fail their saves are Fascinated with you until the start of your next turn.


Traits

Common

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.

Manipulate

You 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.

Mental

A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.

Metamagic

Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.

Oracle

This indicates abilities from the oracle class.

Visual

A 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


Source Pathfinder Advanced Player's Guide

Your mind and body can, for a short time, withstand the devastation of overdrawing your curse.

When you would become overwhelmed by your curse, you can forestall the effects for up to 1 minute. On each of your turns during that time, you can cast one revelation spell granted by your mystery (but not domain spells, spells from Diverse Mystery, or other revelation spells you gained from other abilities) without spending Focus Points or taking any further negative effects.

At the end of the minute, the durations of any revelation spells you cast during that time end, you take the normal effects from being overwhelmed by your curse, 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

Common

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.

Oracle

This indicates abilities from the oracle class.

Divine Effusion Feat 18


Source Pathfinder Advanced Player's Guide

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 level; the two spells you cast with this feat must be of different spell levels.


Traits

Common

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.

Oracle

This indicates abilities from the oracle class.

Mystery Conduit Feat 20


Source Pathfinder Advanced Player's Guide

The power of your mystery enables you to cast more than just revelation spells.

When you cast a spell of 5th level or lower that has no duration, instead of spending a spell slot, you can advance the effects of your oracular curse in the same manner as when you cast a revelation spell. A spell cast in this way gains the cursebound trait.


Traits

Common

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.

Oracle

This indicates abilities from the oracle class.

Oracular Providence Feat 20


Source Pathfinder Advanced Player's Guide
Prerequisites oracular clarity

Your mystery grants you access to deep reserves of truly miraculous divine power. You gain an additional 10th-level spell slot.


Traits

Common

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.

Oracle

This indicates abilities from the oracle class.

Paradoxical Mystery Feat 20


Source Pathfinder Advanced Player's Guide
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 the Core Rulebook or 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, and it has the cursebound trait.


Traits

Common

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.

Oracle

This indicates abilities from the oracle class.

Scapegoat Parallel Self ReactionFeat 20


UncommonDivineNecromancyOracle
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

Uncommon

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.

Divine

This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.

Necromancy

Effects and magic items with this trait are associated with the necromancy school of magic, typically involving forces of life and death.

Oracle

This indicates abilities from the oracle class.