Bonus Spells: 1st-ill omen*, 2nd) protective spirit*, 3rd-remove malady, 4th-spirit birth~, 5th-contact other plane, 6th-planar binding, 7th-true seeing, 8th-protection from the supernatural~, 9th-gate
Special: An oracle with the spirit realm mystery does not need to be bound to a spirit when using spirit birth. When casting the spell, a random spirit is chosen to form their progeny.
An oracle with the Spirit Realm mystery can choose from any of the following revelations:
GhostWhispers (Su) You gain the ability to communicate with all incorporeal undead and creatures bound to spirits as if you were under the effects of a tongues spell. In addition, you can cast detect pact spirits~ at will. At 10th level, you gain the ability to use occult sight~ for a number of rounds per day equal to your oracle level. These rounds do not need to be used consecutively. At 15th level you gain a constant detect pact spirits ability, can cast occult sight at will, and can use greater occult sight~ for a number of rounds each day equal to your oracle level. These rounds do not need to be used consecutively.
Gray Mockery (Su) Once per day, you can horrendously warp a living creature into a twisted, gray reflection of itself. As a standard action, you attempt a touched attack against a creature. If it hits, the touched creature immediately suffers 1 of the following penalties if it fails a Fortitude save:
At 5th level and every 5 oracle levels thereafter, you can impose an additional deformity upon your target. You can select the same deformity multiple times. These penalties are permanent unless removed by restoration, and the caster must succeed on a caster level check in order to remove the disfigurement (DC equals 10 + ½ your oracle level + your binder level). You may use this ability twice per day at 11th level and three times per day at 17th level.
Gray Veil (Su) As a standard action, you can in case yourself in a veil of spirit energy, obscuring you from sight. The veil causes you to become invisible (as invisibility) for a number of rounds each day equal to your oracle level. These rounds do not need to be used consecutively. At 5th level, the revelation obscures you for a number of minutes each day equal to your oracle level. As before, the minutes do not need to be used consecutively, but they must be spent in 1-minute increments. At 10th level, you can grant invisibility to creatures within 20 feet of you in addition to yourself. Each minute of use, you expend a total number of minutes worth of this ability equal to the number of creature to which you are granting invisibility. For example, cloaking yourself and 2 allies expends 3 minutes of this revelation every minute that you are invisible. If the invisibility ends for one creature, all creatures you are cloaking with this revelation are revealed.
Maledict Touch (Su) Once per day as a standard action, the oracle can channel the alien powers of the spirit realm into another creature via a touch attack. The touched creature is affected as if by bestow malady~, except the saving throw DC is equal to 10 + ½ your oracle level + your Charisma modifier. At 15th level and again at 19th level you may use this revelation one additional time each day. You must be at least 11th level to select this revelation.
Maddening Whispers (Su) As a standard action, you can draw the voices of the spirit realm’s entities into reality where they manifest as maddening whispers. Creatures within 10 feet of you must succeed on a Will save or become confused for 1 round. At 10th level this condition lasts for a number of rounds equal to your oracle level. You must be at least 3rd level to select this revelation.
Rejuvenating Womb (Su) You can encase a creature in a soothing panacea of spirit energy as a standard action. While it is in the womb the creature falls into a deep trance that lasts 10 minutes. During this time it is healed of 1d6 points of damage + 1 point per oracle level you possess (maximum +20). At 5th level, you can increase the duration of this trance to 1 hour to also heal 1d4 points of ability damage from each of the creature’s ability scores. At 9th level you can encase a corpse for 24 hours to return it to life as reincarnate. The creature always returns to life as a member of your race and its physical features suggest that it is kin to you. In addition, the creature gains the spirit-touched simple template. At 13th level, all conditions are removed from the creature, as heal. At 17th level you can reincarnate a creature regardless of how much of its body remains. As long as the body has not been reduced to ash (such as from disintegrate), the creature can be reincarnated. A creature can only be affected by this revelation once every 24 hours.
Spirit Calling (Su) Once per day as a standard action, you can unleash a burst of spirit energy upon one creature within 30 feet of you. This creature must succeed on a Will save or suffer 1d6 points of damage + 1d6 additional damage per 3 oracle levels you possess. In addition, the creature suffers a –2 penalty on saving throws against your supernatural abilities for 24 hours. A successful Will save halves this damage and prevents the penalty on saving throws. You can use this ability twice per day at 8th level and three times per day at 11th level.
Spirit-Touched Summons (Su) Creatures you summoned are called from the spirit realm, and as a result they possess the spirit-touched simple template. See Chapter 6 for details regarding spirit-touched creatures.
Untether Soul (Su) You become incorporeal as a standard action as you expel your soul from its coil, causing you body to crumple into a heap. A faint, shimmering cord connects your incorporeal soul to your body. The cord is only visible on the ethereal plane. Your body and soul share all aspects of your being, including depletable statistics such as hit points, and if either soul or body dies, the other dies as well. Your gain the usual traits associated with incorporeal creatures, but your incorporeal defenses do not affect damage dealt to your body. You can remain incorporeal for a number of minutes equal to your oracle level. These minutes do not need to be used consecutively, but they must be spent in 1-minute increments. Reuniting your soul and body is a full-round action that requires you to be adjacent to it. If the distance between you and your body exceeds 100 feet per oracle level, the tether connecting your body and soul snaps, killing you instantly. You must be at least 3rd level to select this revelation.
Vision of Terror (Su) Once per day, you can overwhelm your enemies within a vision of terror. This functions as mirage arcana, except that each creature views the illusion differently, seeing the one scene or series of events that it finds disturbing or horrifying. A creature that believes the illusion must attempt a second Will save, and on a failed save the creature becomes panicked for as long as it remains within the mirage, attempting to exit as quickly as possible, even if doing so puts it in harm’s way. After exiting the mirage, the creature is shaken for 10 minutes per oracle level you possess. A creature that succeeds on the second Will save is shaken for as long as it remains within the mirage and for 10 minutes after leaving it. You can use this ability twice per day at 17th level. You must be at least 11th level to select this revelation.
Upon reaching 20th level, the oracle becomes immune to charm and compulsion effects, death effects, negative levels, and possession (such as magic jar). Each day after regaining your spell spells, add one spell on any divine spellcasting class’s spell list to your list of spells known until the next time you regain your spell slots. If the spell has multiple levels, use the highest.
Pact Magic Unbound Vol. 2 © 2012, Radiance House. Authors: Alexander Augunas and Dario Nardi.