Oracle Mysteries

A Note on Alignments & Oracles

As mentioned under Deities & Faiths, oracles do not need be within one alignment step of their chosen deity or faith. Concerning oracles, given the inherent distance that oracles have from the structured churches, oracles are likewise free to take any mystery that fits with their view of their faith. However, this choice of mystery must be completely justified to the way the oracle views their faith and thus is somewhat up to GM's discretion. This is what I would recommend as a guideline for oracles in Eberron.

  • Ancestor: The Path of the Prophecy, The Undying Court, The Spirits of the Past

  • Battle: Balinor, Dol Arrah, Dol Dorn, The Devourerer, The Lord of Blades, The Fury, The Mockery

  • Bones: The Blood of Vol, The Keeper

  • Dark Tapestry: The Dragon Below, The Path of the Dark, The Shadow

  • Dragon: The Dragon Below, The Path of the Prophecy

    • Dream: The Path of the Dark, The Path of Inspiration, The Path of the Light

  • Flame: Dol Arrah, Onatar, The Silver Flame, The Fury

  • Heavens: The Path of the Dark, The Path of the Light

  • Juju: The Blood of Vol, The Mockery

  • Life: Arawai, Boldrei, Olladra, The Undying Court

  • Lore: Aureon, The Path of the Prophecy, The Shadow, The Traveler

  • Metal: Kol Korran, Onatar, The Becoming God, The Lord of Blades

  • Nature: Arawai, Balinor, The Devourer

  • Outer Rifts: The Path of the Dark, The Shadow

  • Spellscar: The Lord of Blades, any follower from Cyre / The Mournland

  • Stone: Kol Korran, Onatar, The Dragon Below

  • Time: Aureon, The Path of the Prophecy, The Undying Court, The Spirits of the Past

  • Waves: The Devourer, Traveler

  • Wind: The Devourer, The Traveler

  • Wood: Balinor, The Undying Court

New Mysteries

Dragon Mystery

Special: If you already have a class ability or feat that designates a specific kind of true dragon (dragon totem rage power, sorcerer bloodline, etc), that specific kind of true dragon is already your dragon totem. Otherwise, choose a true dragon that uses either acid, cold, electricity or fire as the energy type of it's breath weapon. That type of dragon is your dragon totem. Oracles with the Tongues curse take Draconic as the language that must be used in combat.

Class Skills: An oracle with the dragon mystery adds Fly (Dex), Intimidate (Chr), Knowledge (arcana) (Int) and Perception (Wis) to his list of class skills.

Bonus Spells: Charm Person (2nd), Darkvision (4th), Fly (6th), Dragon's Breath (8th), Mage's Private Sanctum (10th), Form of the Dragon I (12th), Form of the Dragon II (14th), Form of the Dragon III (16th), Overwhelming Presence (18th)

Revelations An oracle with the dragon mystery can choose from any of the following revelations.

Call Forth the Dragon (Su): As a standard action, you can summon a dragon of the same type as your dragon totem. The maximum Hit Dice of the dragon summoned cannot exceed your oracle level. The range on this summoning is Close (25' + 5' per 2 levels). The summoning lasts for 1 round per level.

The dragon summoned is intelligent and is capable of using all of its abilities (spell-like, spells, etc) except those that involved extradimensional movement. If the dragon is not killed during the summoning, it is the same dragon that you summon the next time, meaning it can learn your tactics and act intelligently without your commands. If the dragon is killed while summoned, you take Charisma damage equal to half its Hit Dice, round down, and the next dragon you summon does not know any of the tactics or events experienced by its predecessor. The dragon does not bring any gear or treasure that it might have in its hoard when summoned.

This ability can be used once per day. You must be at least 7th level to select this revelation.

Dragon's Breath (Su): As a standard action, you can unleash either a line or cone of energy from your mouth in the same style as a dragon's breath. This energy, regardless of type, does 1d4 points per oracle level of the associated damage. A Reflex save halves this damage. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter. The save DC is Charisma-based. This does count as a breath weapon for the purposes of other feats and abilities.

The shape and type of damage of your breath weapon is based on your dragon totem.

Dragon's Presence (Su): As a standard action, you gain focus the anger of your dragon totem through you to create a frightful presence aura, as per the universal monster abilities. This aura only lasts for 1 round, but can be used a number of times per day equal to 3 + your Charisma modifier. The DC for the appropriate Will save is Charisma-based. This is a mind-affecting fear effect that requires you to be seen and heard.

At 1st level, the frightful presence aura is only 15' and those that fail their Will save are shaken for 1d6 rounds. At 5th level, the aura extends to 30' and those that fail their Will save are shaken for 2d6 rounds. At 10th level, the aura extends to 60' and those that fail their Will save are frightened for 3d6 rounds. At 15th level, the aura extends to 120' and those that fail their Will save are panicked for 4d6 rounds.

Dragon's Prophecy (Su): When casting a divination spell that requires you to study a target for more than one round to learn more about the target, you gain all of the information that you normally get within the first round of study. At 7th level, you can enter a trance once per day, which takes 10 minutes. This acts as Commune without the necessary components. At 11th level, you can choose for this trance to take 1d4x10 minutes and act as Legend Lore instead. The duration of the trance does not increase, regardless of your proximity or knowledge of the subject of your inquiry.

Dragon's Wisdom (Ex): You gain the Skill Focus feat for one Knowledge skill of your choice. Once this chose has been made, it cannot be changed. At 5th level, you can take 10 on that chosen Knowledge skill, even if distracted. At 10th level, you can take 20 on that chosen Knowledge skill, even if distracted.

Form of the Dragon (Su): As a standard action, you can assume to form of a Medium dragon of the same type as your dragon totem. This acts as Form of the Dragon I. At 13th level, you can assume the form of a Large dragon of the same type as your dragon totem, as Form of the Dragon II. At 15th level, you can assume the form of a Huge dragon of the same type as your dragon totem, as Form of the Dragon III.

You can use this ability once per day, but the duration is 1 hour per level. You must be at least 11th level to select this revelation.

Scales of the Dragon (Ex): You gain resistance of the appropriate energy type of your dragon totem equal to 5. This resistance increases to 10 at 5th level and 20 at 11th level. At 17th level, you gain immunity to that appropriate energy type.

Sight of the Dragon (Ex): You gain low-light vision. At 4th level, you gain darkvision 60 feet. At 7th level, you gain blindsense of 10 feet. At 11th level, your darkvision increases to 90 feet and your blindsense increases to 30 feet. At 15th level, your darkvision increases to 120 feet and your blindsense increases to 60 fet. These benefits do not stack with other sources of low-light vision, darkvision or blindsense.

Teeth of the Dragon (Ex): You gain a natural bite attack, appropriate for your size category. This is considered a secondary attack (-5 to hit, only 1/2 Str modifier to damage). If you already have a bite attack, you can replace it with this one, but it does not stack or improve.

Wings of the Dragon (Su): As a swift action, you can manifest a pair of translucent wings that are reminiscent of your dragon totem. These wings grant you a fly speed of 60 feet with average maneuverability. You can use these wings for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1 minute increments. You must be at least 7th level before selecting this revelation.

Final Revelation: Upon reaching 20th level, your understanding of draconic insight reaches its zenith. You gain spell resistance of 11 + your level as well as immunity to sleep and paralysis. You gain the ability to cast Foresight once per day as a spell-like ability as well as gain a permanent +4 to your caster level for the purposes of any divination spell you might cast.

Dream Mystery

Class Skills: An oracle with the dream mystery adds Autohypnosis (Wis), Knowledge (psionics) (Int), Linguistics (Int) and Perception (Wis) to his list of class skills.

Bonus Spells: Sleep (2nd), Calm Emotions (4th), Deep Slumber (6th), Divination (8th), Dream (10th), Cloak of Dreams (12th), Vision (14th), Temporal Stasis (16th), Astral Projection (18th)

Revelations An oracle with the dream mystery can choose from any of the following revelations.

Dream Form (Sp): As a full round action that provokes, you can the ability to summon a creature of pure dream thought to attack a specific creature. Treat this as Phantasmal Killer. At 17th level, the creature can attack multiple targets. Treat this as Weird. This ability can be used one per day. You must be at least 11th level before taking this revelation.

Dream Master (Su): You gain the ability, via sleeping, resting or meditation for one full round that provokes, to go into a dream-like trance that leaves you partially awake and partially asleep. While in this state, you suffer a -2 to Strength and Dexterity, but gain a +2 insight bonus to Wisdom and Charisma. These bonuses do not provide additional spell slots or power points, but affect everything else. While in this state, you are immune to sleep effects and any undesired effects that rely on dreaming. At 11th level and every four levels thereafter, the bonus to Wisdom and Charisma improves by another +2.

This ability lasts for one hour per oracle level. This duration does not need to be consecutive, but does need to be spent in one hour increments. You must be at least 7th level before selecting this revelation.

Dream of Contact (Su): You gain the ability, via sleeping, resting or meditation for one full round that provokes, to contact another conscious mind that is on the same plane. This brief form of telepathic contact allows you send a message up to 25 words or a single, clear mental picture to the recipient. The recipient must be someone that you can specify clearly, either by name, reputation or location. The recipient does not get the ability to respond to the message but is instantly aware of it (and that you sent it). Recipients that are unconscious or immune to mind-affecting effects cannot be targeted by this ability.

This ability can be used up to once per day at 1st level and one additional time per day for every five levels, to a maximum of five times per day at 20th.

Dream of Flight (Su): As a swift action, you can manifest a pair of translucent wings, a fluffy cloud or any other dream figment that would allow you to fly. Regardless of the appearance, this figment cannot be separated from you and grants you a fly speed of 60 feet with average maneuverability. You can use this figment for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1 minute increments. You must be at least 7th level before selecting this revelation.

Dream of Insight (Su): You can the ability to tap into the collective unconsciousness to gain insight about a problem or question. This requires one minute of either sleep, rest or meditation through the use of the Autohypnosis skill (DC 20). At 1st level, this provides you with a +10 insight bonus to any one Knowledge check and the ability to make that check untrained. At 7th level, you can choose to replace this bonus with the benefits of a Divination effect. At 11th level, you can choose to replace this bonus with the benefits of a Legend Lore effect. At 15th level, you can choose to replace this bonus with the benefits of a Vision effect. All of these effects use your oracle level as the caster level.

This ability can be used up to once per day, plus one additional time per day at 10th level. You must be at least 3rd level before selecting this revelation.

Dream of Instinct (Su): By tapping into the time shifts of the dreamscape, you gain a split second warning when something is about to go terribly wrong. As an immediate action that does not provoke, you can add one half of your oracle level, round down, to a minimum of 1, as an insight bonus to either your Armor Class for the purposes of one attack, or to a single saving throw. You can use this ability a number of times per day equal to 3 + your Chr modifier. You must be conscious and aware of the threat in order to use this ability.

Dream of Perception (Ex): At 1st level, you gain low-light vision. At 4th level, you gain darkvision 60 feet. At 7th level, you gain lifesense of 30 feet, but only in regards to minds that are not immune to mind-affecting effects. At 11th level, you gain telepathy of 30 feet and your lifesense extends to 60 feet. At 15th level, your telepathy extends to 60 feet. You can choose to activate and deactivate your lifesense and telepathy as an immediate action in cause you come across a mind that is actively harmful to read.

Dream Shield (Ex): You gain a +2 insight bonus to saving throws against mind-affecting effects. At 4th level and every three levels thereafter, this increases by +1.

Dream State (Su): You are able to place another person into a deep, dreaming sleep. This is done as a melee touch attack. If successful, the target falls asleep. This sleep is natural so it is possible the target to immediately wake up the following round if combat is near, but he will otherwise sleep for between one to eight hours on his own, based on the recipient's sleep cycle. You can use this ability a number of times per day equal to 3 + your Chr modifier.

Sleepwalking (Su): You are able to force a creature in a state between awake and dreaming. This requires a melee touch attack. If successful, the target must make a Will save or be dazed for a number of rounds equal to your oracle level. A successful saving throw reduces this duration by half, round down. You can use this ability a number of times per day equal to 3 + your Chr modifier.

Final Revelation: Upon reaching 20th level, your understanding of dreams and dreaming insight reaches its zenith. You do not need to sleep and can choose to be immune to mind-affecting effects, as desired. You can become incorporeal (and return to being corporeal) at will as a standard action that does not provoke. While incorporeal, you are immune to any polymorph effects and any polymorph effects you are currently effected by immediately end.