Introduction
The Oracle’s choice of Mystery defines the character as much as any archetype, providing new skills, spells, and a list of available revelations. Because there is no overlap in revelations between Mysteries, each Mystery makes the Oracle very unique. Note that Oracles get 6 Revelations normally, but can pick up more with the Extra Revelation feat. Also note that you cannot select a revelation more than once according to The FAQ.
Mysteries
Ancestor
The Bonus Spells and Revelations, the two biggest parts of a Mystery, are the worst parts of the Ancestor Mystery.
: ALL knowledge skills. Linguistics can be mostly replaced with the Tongues spell, but opening up knowledge skills allows you to serve as your party’s Librarian.
: Very few good options.
- : Cool utility, but being able to clean your house magically isn’t very helpful in most situations.
- : Decent ongoing damage and it stays passable at higher levels as it adds attacks, but it’s not going to win you any fights.
- : Solid single-target buff with a good duration, and it’s not on the Cleric/Oracle spell list for some reason.
- : Decent as a stand0-in defender or flanker, but not a spectacular source of damage.
- : Fantastic utility. Not on the Cleric/Oracle spell list.
- : Nice buff, but the duration is fairly short, and it won’t stack with all of the other great Cleric/Oracle buffs which provide morale bonuses.
- : Great for scouting, infiltration, and escape.
- : How often do you think you are going to need to cast Legend Lore in combat? With the exception of the possible days/weeks casting times for Legend Lore, you really shouldn’t need this. Not on the Cleric/Oracle spell list, but you get it a level late.
- : Good way to “safely” travel the outer planes, but situational.
: Despite a couple of excellent options, most of the list is poor.
- (Su): Situational. The weapon won’t be able to keep up with a modestly enhanced weapon, so don’t use this if you plan to be a combat caster. The Ghost Touch property is situational, and it could be nice when you occasionally encounter incorporeal enemies, but as a spellcaster you have plenty of other options.
- (Su): You have the full Cleric spell list, which includes a ton of options for Morale bonuses.
- (Su): Your spells should be miles better than this.
- (Su): This would be great if you could use it as an immediate action, but using it as a move action can be nice if you need to make an attack roll as part of a spell.
- (Su): When you absolutely, positively need to walk over there and fuck someone up. The ability bonuses are fantastic, but getting full BAB and Improved Critical really add a lot to this ability. Combine it with other buff spells, and you can turn yourself into an unstoppable hulk of divine fury.
- (Su): Easily the best of the armor revelations. The scaling matches the best of them, and an ongoing 50% miss chance against ranged attacks is absolutely amazing.
- (Su): Excellent for escape or infiltration similar to the Ehterealness spell.
- (Su): The damage isn’t good enough for how few uses per day you get.
- (Su): Situational, but very useful when it comes up. Can easily be replaced by the Speak with Dead spell.
- (Su): Commune is a great spell despite the 500gp cost. Make sure to talk to your GM to make sure that they are okay giving you this much information on a daily basis.
: Blindsense is fantastic, and 60 ft. of it is amazing. The +4 bonus to cast levels is spectacular. The Charisma bonus to saves is nice, but won’t stack with Divine Protection.
Battle
The Battle mystery is a fantastic choice for combat caster Oracles. The skill list is sparse, but the spell list contains several fantastic buffs and some good area control spells, and the Revelations list includes several options which are absolutely fantastic.
: Perception is really the only new skill worth having.
- (Cha): Required for a Face, but Battle doesn’t give you Bluff, so you probably aren’t a Face.
- (Int): Perhaps the least useful Knowledge skill.
- (Wis): The most rolled skill in the game, and it’s dependent on your primary ability score.
- (Dex): Oracles aren’t good at Mounted Combat. Not worth more than one rank.
: Battle starts off with a very solid spell list which starts to lose steam at mid-level. However, the low level options continue to be excellent into high levels, so expect to continue using them for a long time.
- : Essential and fantastic at any level. Not on the Cleric/Oracle spell list.
- : Decent area control. Not on the Cleric/Oracle spell list.
- : A fantastic way to save yourself a ton of money on armor/shield enhancements.
- : Excellent area control. Not on the Cleric/Oracle spell list.
- : Extremely powerful buff if you are a combat caster.
- : By this level everyone in the party who needs bull’s strength should have a belt which provides at least a +4 bonus.
- : Situational.
- : Situational and hard to handle at the table because the effect is so complicated.
- : This is a weird spell. It’s hard to time, it’s hard to use, and it’s hard to not do just as much damage to your party. Already on the cleric spell list.
: Battle gets a ton of excellent options, including several which provide the value of 2 or 3 feats, which is a fantastic return on your investment.
- (Ex): Bless is better until level 10, and Bless is a first level spell.
- (Ex): Rerolls on anything are great, and rerolling a saving throw might save your life. All of the effects listed can take you out of a fight (with the exception of Shaken), so rerolling could save your life. This would be blue without the +4 bonus to the reroll.
- (Su): Healing as a swift action is a great trick because you can cast other spells or hit things in the same round. Consuming two spell slots is already hard, and the limited uses per day make it difficult to take advantage of this Revelation.
- (Su): Stoneskin is an excellent buff, but the high material cost makes it difficult to use frequently. Removing the component cost makes this ability a fantastic defensive buff.
- (Ex): For the price of one Revelation (or one Feat if you take Extra Revelation), you get to use your class level in place of your BAB (worth a feat) and you get two free feats. This is a huge return on your investment. You don’t get the feats until fairly high level, but adding a combat maneuver to your list of tricks can really give you a lot of options in combat.
- (Ex): Even if you spend a lot of time nearly dead, actually hitting 0 hit points is pretty rare. Diehard is a trap that gets stupid people killed by convincing them that they can run around at negative hit points and do things.
- (Ex): Better than spending a feat on Armor Proficiency, but Martial weapons aren’t significantly better the simple weapons.
- (Ex): This is a great way to get into reach so that you can make a full attack.
- (Su): Rolling twice for initiative is fantastic. Being guaranteed an action in the surprise round is nice because Oracles don’t have great Wisdom or Perception. Rolling three times at 11th level is ridiculously good.
- (Ex): 3 feats for the price of a revelation (or a feat if you took Extra Revelation). This works well with Skill at Arms, which allows you to pick a weapon which can take advantage of Improved Critical, such as a falchion, or if you want to use Maneuver Mastery, go for something like a flail or a guisarme.
: Moving and making a Full Attack fixes a lot of problems with combat characters. The other benefits are secondary.
Bones
Bones provides a lot of excellent options. You can serve as the party’s Face and do a bit of scouting due to the class list, and at high levels you get access to some very scary save or die spells. Bones’ biggest shortcoming is its Revelations, which are decent but not very exciting. Because this Mystery involves creating undead, check with your GM to make sure they are okay with you bringing an army of undead pets.
: Bluff and Intimidate give the Oracle all of the skills needed to be the party’s Face, and Disguise and Stealth are helpful for Scouts.
- (Cha): Required for a Face.
- (Cha): Situational.
- (Cha): Required for a Face.
- (Dex): Required for a Scout.
: Bones grants a lot of excellent spells, many of which aren’t on the Cleric/Oracle spell list. At high level, you get a couple of excellent save or die spells which will outright end most encounters.
- : This is mediocre even at low level, and it stops working very quickly.
- : Temporary hit points are a great buff, and duration is fantastic. Not on the Cleric/Oracle spell list.
- : Pet undead are always great. Even if you don’t take them into combat, a few skeletons make for excellent manual labor. Already on the Cleric spell list. Not on the Cleric/Oracle spell list.
- : Excellent area control. Panicked causes things to run away, and if they’re cornered, cowering foes are considered helpless, which makes them coup de grace bait. Not on the Cleric/Oracle spell list.
- : Reasonable damage for two or three levels after you get it, but because the damage dice don’t scale, it falls off quickly.
- : Area of effect save or die. You get an average of 2.5 hit dice per caster level, so at level 12 you can outright kill 30 hit dice worth of enemies. That will cover basically every enemy of your CR, and could wipe out entire encounters made up of several weaker enemies. As long as your Charisma is high enough to give you a good DC, this can stay lethal and effective for several levels. Not on the Cleric/Oracle spell list.
- : Allows you to control more undead pets, and you can steal mindless undead from other spellcasters.
- : Decent single-target damage, but at this level you can use save or die spells with the save DC. Not on the Cleric/Oracle spell list.
- : The pinnacle of save or die spells. Outright murder whole rooms of foes. Be careful not to murder your own party. They won’t like that. Not on the Cleric/Oracle spell list.
: Several decent options, but none of the options are really fantastic.
- (Su): This will take a while to catch up to a breastplate, but at high levels this can save you quite a bit of time and money. I’m not sure if you can enhance the armor with Magic Vestment, but if you can your AC should be excellent. Also note that this armor has no ACP, which is nice if you want to take advantage of Stealth as a class skill.
- (Su): Bleed effects aren’t usually a problem, and the bleed damage is very small.
- (Su): A nice way to heal your undead minions, but it doesn’t provide much healing. I would never use this in combat.
- (Su): diseases and poison become very common at high levels, and mind-affecting affects include almost all Will saves.
- (Su): Even with high Charisma, you can’t expect this to last more than a minute, and you can only use it a maximum of twice per day. Cast Summon Monster if you need a short-term pet.
- (Su): If you are in an evil party, this is excellent. Oracles usually take the place of the party’s Cleric, so you can’t expect anyone to be channelling energy, but this means that you don’t need to learn cure spells. Remember that you get to select all Cure or all Inflict spells for free.
- (Su): A negative level with no saving throw, and a bit of healing. It’s a pretty nice combination, but the limited uses per day are tragic, and this won’t keep pace with your spells.
- (Su): A great way to get through walls, but situational.
- (Su): If you plan to control undead, this is a must-have.
- (Su): An excellent way to gather information, but knowing Speak With Dead is considerably less cumbersome, and you don’t need it very often.
: Several excellent options. Animate Dead without the material cost won’t matter a lot at this point, but if you plan to animate hundreds of zombies, it can save you quite a bit of money on Obsidian. Power Word Kill is great too because it doesn’t allow a saving throw like Wail of the Banshee.
Dark Tapestry
Dark Tapestry is a solid Mystery. It has a good mix of options, and it can fill a variety of roles depending on your selections.
: Knowledge (Arcana) is the only thing that you really need, but Stealth can be nice if you want to be stealthy.
- : Very situational.
- :
- (Int): One of the most important Knowledge skills in the game.
- : Great for Scouts, but this Mystery doesn’t give you many Scouting options. Be sure to pick up Cloak of Darkness.
: Very few poor options, and several very good ones from the Wizard spell list.
- : The closest thing to Blur that you are likely to get. This is excellent at higher levels as the duration increases.
- : The Darkness effect is very situational, and Fatigued is pointless. Not on the Cleric/Oracle spell list.
- : Very important for talking to the weird races and creatures of the multiverse, even if you’re not the party’s Face. You get it a level earlier than other Clerics and Oracles.
- : One of the best area control spells in the game. Not on the Cleric/Oracle spell list.
- : Crippling save or suck spell, especially for arcane spellcasters.Not on the Cleric/Oracle spell list.
- : Planar Binding spells are very powerful, though they can be very costly. Not on the Cleric/Oracle spell list.
- : Confusion isn’t a great status condition because it is unreliable, but it’s hard to argue with a permanent debuff.
- : Somewhat difficult to use, but excellent for killing things with falling damage. Not on the Cleric/Oracle spell list.
- : This depends entirely on your campaign. If there are other planets in your game it can be great. If ther aren’t, you have no reason to cast this.
: A mixed bag. Some of the options are fantastic, but just as many are poor or very situational.
- (Su): Very situational, and it’s likely that your own Knowledge skills will be better. The damage is a nice addition, but you should have plenty of better options.
- (Su): Unlike other similar Revelations which give you an armor bonus, this also gives you a skill bonus. The bonus scales well enough that it can replace your Breastplate, and you get a nice bonus to stealth, too.
- (Sp): Once per day save or die effect. Great, but Phantasmal Killer is both a Death, Fear, and Mind-Affecting effect, which can mean a lot of situational resistances come into play.
- (Su): Confusion is a very unpredictable status effect. The target has a reasonable chance of acting normally on any round in which they are confused, which means you wasted your turn using this ability. There are much better uses for your turn.
- (Su): Decent single-target blast, and being able to stun someone is pretty good, but you only get to use it once or twice per day. The fatigued/exhausted conditions are generally worthless.
- Practical Guide to Polymorph. You get access to enough polymorph spells that you could make good use of them, but don’t let it eclipse your role as a spellcaster. (Su): Polymorphing is something that you need to plan for at character creation. If you want to make use of this Revelation, read my
- (Su): Darkvision is fantastic, and it’s not on the Cleric/Oracle spell list, so this is a great way for you to get Darkvision.
- (Sp): This is dangerous for an Oracle because you don’t have the Wizard’s Intelligence to protect you from the Intelligence/Charisma penalty. If it doesn’t go badly, this can be a great way to gather information, but Oracles have access to plenty of other good Divination options.
- (Su): The damage won’t be good past about 3rd level, and the Fatigued condition hardly matters.
- (Su): Flight is crucial at high levels, and activating a new movement type as a swift action gives you a ton of really great tactical options.
: DR 5/-, some excellent immunities, and you can cast the best Polymorph spell in the game without a Material component.
Flame
The lousy skill list is Flame’s only drawback, and you might not even consider that a drawback because you can afford to dump Intelligence. The spell list and revelations provide fantastic Blaster spells and effects, and Body of Flame can completely define how you build your character if you let it. Imagine walking around as a Huge Fire Elemental slinging flaming death at your enemies. It’s glorious.
: Absolutely nothing that you want, so feel free to dump Intelligence.
- (Dex): You are an Oracle. Put on some armor, stand still, and wave your mace at something.
- (Str): Too situational.
- (Cha): This Mystery does not make for a good face, but I have to admit that turning into a Huge fire elemental for hours at a time is pretty intimidating.
- (Cha): Why is this here?
: Some of the absolute best fire-elemental blast spells in the game from the Cleric, Druid, and Wizard spell lists.
- : Even at low levels, this isn’t great. The AOE is nice for such a low level spell, but the damage is pitiful.
- : Essential for any spellcaster.
- : The essential, iconic blaster spell.
- : Excellent area control.
- : Oracles can already learn this without the limitation. Not on the Cleric/Oracle spell list.
- : The holly berries option is insane. Charge eight berries, then some time in the next hour or two, drop them in the other guy’s square, and step back out of the 5 foot blast radius. Trigger all 8 for for 8d8 plus 8 times your caster level. The acorn version is bad. Not on the Cleric/Oracle spell list.
- : Fireballs bigger, scarier, more shapeable brother. Not only can you choose the shape of the spell, but it adds 4d6 ongoing fire damage. This is absolutely devastating. Of, and you get it a level ahead of other Clerics.
- : Almost an area control spell, but because it moves away from you you can’t actually use it to control an area.
- : A fantastic buff, and not on the Cleric/Oracle spell list. I’m not sure how this combines with the Body of Flame Revelation, but I’m sure it’s awesome.
: A lot of really interesting options.
- (Su): This isn’t a ton of damage, but it’s a nice way to force Concentration checks or stop regeneration.
- (Ex): The equivalent of taking Fleet twice, plus two other feats for the cost of one revelation. Dramatically improves your mobility, and makes difficult terrain largely irrelevant.
- (Su): Your spells are more powerful. Firestorm is miles better.
- (Su): You only get to use it once, but this is can be used as both a blast effect and an area control effect.
- Practical Guide to Polymorph for help preparing yourself for this ability. (Su): The Elemental Body spells are pretty bad by polymorph standards, but they provide some nice resistances and armor. Plus, walking around as a gigantic fire elemental all day is super awesome. Remember that your equipment is largely absorbed by your new form, so you can’t use your weapon or your armor while polymorphed. See my
- (Su): The ability to see through smoke/fog is really only helpful if you create it. The ability to use Clairvoyance without casting a spell is the biggest draw here. Clairvoyance is fantastic for scouting safely, and because you can stretch the rounds out however you like, you can do lots of short scouts throughout the day.
- (Su): The damage isn’t fantastic, but it’s a swift action AOE, which is nice for cleaning up weaker enemies.
- (Ex): Fire is the most common type of elemental damage, so this is nice to have. You can replace it with Resist Energy or with the Form of Flame Revelation, but immunity at 17th is still great. level
- (Su): The touch attack can be mostly replaced by a mace, but adding Flaming to your weapons for free is nice for combat caster Oracles.
- (Su): Flight is crucial at high levels, and activating a new movement type as a swift action gives you a ton of really great tactical options.
: Free metamagic is fantastic, even if they are only +1 spell level metamagic feats.
Heavens
Though its skill and spell lists are decent, the Heavens Mystery has a poor list of Revelations, and is capped off by a Final Revelation which brings almost nothing useful to the Oracle.
: Knowledge (Arcana) and Perception are both really good, and one rank in Fly will pay off very well.
- (Dex): Flight is essential at high levels, but you can’t really justify more than one rank in Fly.
- (Int): One of the most important Knowledge skills.
- (Wis): The mots rolled skill in the game, and it’s dependent on your primary ability score.
- (Wis): Very situational, and Oracles don’t have great Wisdom.
: An interest mix of options. Almost all of the spells are crowd control effects.
- : The best save or suck spell at level 1, and it stays useful for several more levels. Not on the Cleric/Oracle spell list.
- : Excellent group crowd control. Not on the Cleric/Oracle spell list.
- : Situational.
- : Like Hypnotic Pattern, but it can affect considerably more creatures.
- : Fly all day long. Fantastic. Not on the Oracle/Cleric spell list.
- : Decent blast spell. Not on the Oracle/Cleric spell list.
- : Some of the effects will outright kill targets, but it’s hard to predict how effective this will be. Not on the Cleric/Oracle spell list.
- : Very hard to interpret.
- : Very flashy, but not as powerful as it should be for a 9th-level spell.
: Most of the options are situational. Some of the Revelations are crappy blast effects, and Dweller in the Darkness is a once per day save or die effect which seems totally out of place.
- (Su): This can make your hypnotic spells considerably more effective, but you only get a few spells to which this applies.
- (Su): This will take a while to catch up to a breastplate, but at high levels this can save you quite a bit of time and money. I’m not sure if you can enhance the armor with Magic Vestment, but if you can your AC should be excellent. Also note that this armor has no ACP, which is nice if you want to take advantage of Stealth as a class skill.
- (Sp): Once per day save or die effect. Great, but Phantasmal Killer is both a Death, Fear, and Mind-Affecting effect, which can mean a lot of situational resistances come into play.
- (Su): Very situational. Most adventuring tends to happen during the day, and much of it takes place inside.
- (Su): Decent single-target blast, and being able to stun someone is pretty good, but you only get to use it once or twice per day. The fatigued/exhausted conditions are generally worthless.
- (Su): The low level benefits are situational, and when you finally get to fly, you can cast Overland Flight.
- (Su): Very situational.
- (Su): Very situational, and you can replace it with a number of more versatile spells.
- (Su): Decent blast effect, but the damage dice are d4’s.
- (Ex): Commune is a great spell despite the 500gp cost. Make sure to talk to your GM to make sure that they are okay giving you this much information on a daily basis.
: The Charisma bonus to saves is nice, but won’t stack with Divine Protection. Immunity to fear effects is nice, butsituational. Automatically confirming Critical Hits is cool, but you’re not a combat monster. Reincarnating as a Star Child would be really cool if there was something which explained what a Star Child was.
Life
The Life domain is a fantastic option for a heal-bot. Several Revelations add a ton of utility to your healing spells, the bonus spell list gives you all of the essential spells for healing non-hp problems, and the lousy skill list lets you dump an extra ability.
: Nothing worth having, so you can dump Intelligence.
- (Cha): You are not a Druid.
- (Str): Too situational.
- (Wis): Very situational, and Oracles don’t have great Wisdom.
: Life includes many of the very best and most essential healing spells. If you choose to get all Cure spells for free, and you learn Raise Dead, you can heal as well as the best Cleric.
- : Very situational.
- : Every party needs this eventually.
- : Very situational, and you can generally replace it with the Heal skill.
- : Not quite as important as Lesser Restoration, but still fantastic.
- : Everyone who can take this spell should. There are no excuses. It is simply too good to not have available.
- : Fantastic at high levels when things do crazy amounts of damage.
- : Very rarely necessary, but when you need it you’ll be glad that you have it.
- : Not as important as Heal, but it can turn the tide of a battle.
- : Hopefully you never need to cast this.
: Several excellent options to improve your healing and support capabilities.
- (Su): Channel Energy is situational, but it can provide some nice burst healing for your allies. Because Oracles depend on Charisma more than Clerics, you may have more uses per day than most other channellers.
- (Su): More appropriate for the Life Mystery than for Battle, Combat Healer can really help your healing output when you need it. However, the uses per day are very limited, so don’t expect to rely on this Revelation much.
- (Su): Or you could just cast Neutralize Poison (which you get for free) or and Remove Disease.
- (Su): Probably not something you want to use in combat, but it’s quite a bit of free healing.
- (Su): This extends the usefulness of your lowest level cure spells. There are other healing options which might be more powerful, but it’s hard to argue with a big pile of hit points from a first level spell.
- (Ex): These are all very situational uses. The +4 bonus is nice, but with a little Wisdom, a healer’s kit, and just a few ranks in Heal you can easily hit the DC 25 for Treat Serious Wounds.
- (Su): This is fantastic. Use this in addition to or in place of Shield Other, and you can soak up the entire party’s damage. Be sure that you have enough hit points to survive this, of course.
- (Su): Permanent Blindsight. Blindsight is by far the best sense in the game.
- (Su): Cute, but casting defensively is fairly easy, and only becomes easier as you level.
- (Su): This makes your healing spells considerably more useful. Combined this with Enhanced Cures, and drop a Cure Light Wounds on your fighter before every fight. If he somehow drops, hit him with Heal and he’ll pop back up with full health and a pile of temporary hit points.
: An excellent list of immunities, and you can’t drop below 1 in an ability score. I can’t think of anywhere else that I have seen that.
Lore
I really wish that this was better, but there are too many bad options and not enough good ones. Instead of using this Mystery, consider taking the Enlightened Philosopher archetype, and pick a Mystery with a better Revelation list.
: Appraise is pointless, but access to all knowledge skills is fantastic. Be sure to invest in a bit of Intelligence so that you have enough skill ranks to serve as the party’s Librarian.
: Some excellent divination and utility options, but most of the divinations are situational and make each other redundant so your lower-leve spells become obsolete and you can’t replace them.
- : This spell is very situational, and barely exceeds the capabilities of Detect Magic for identifying magic items.
- : Very important for talking to the weird races and creatures of the multiverse, even if you’re not the party’s Face.
- : I wish I had this for my keys. You need to be reasonably close to the target to find it, so you can’t just cast Locate Object and locate the Lich’s phylactery, but this can be very good for finding items lost among debris and such.
- : Cast this spell, turn to the GM, and say “so tell me about your backstory”. This spell is situational, but when you’re missing huge portions of the plot, it’s amazingly powerful.
- : This is dangerous for an Oracle because you don’t have the Wizard’s Intelligence to protect you from the Intelligence/Charisma penalty. If it doesn’t go badly, this can be a great way to gather information, but Oracles have access to plenty of other good Divination options.
- : The only thing that this really gets you is bonuses to your party’s Will saves.
- : How often do you think you are going to need to cast Legend Lore in combat? With the exception of the possible days/weeks casting times for Legend Lore, you really shouldn’t need this.
- : Fantastic and very versatile.
- : One of the most powerful spells in the game, and it’s not on the Cleric/Oracle spell list.
: Several great options to improve your abilities as a Librarian, but a whole bunch of garbage.
- (Su): This has so much potential to be awesome, but it removes the spell from the spellbook, so you need to have an arcane spellcaster handy to refill the spellbook. On top of that, you can only do this once per day.
- (Su): Divination spells are great, but they can be become very expensive. This gives you early access to several of the best divination spells, and cuts down on their cost quite a bit.
- (Su): Very situational, and it’s likely that your own Knowledge skills will be better. The damage is a nice addition, but you should have plenty of better options.
- (Ex): Situational, but this is a nice way to compensate for the Oracle’s poor Intelligence when making Knowledge checks.
- (Ex): This can amount to a huge bonus to your Knowledge checks.
- (Ex): A permanent bonus to Intelligence. Because this is an inherent bonus it won’t stack with Wish, but by the time you could get wish you will already have a +4 bonus. Take this as your 7th-level Revelation without exception. The Intelligence bonus provides skill ranks retroactively, which should let you fill out your Knowledge skills a bit more.
- (Su): This allows you to dump Dexterity in favor of Charisma, which is a weird but fantastic thing to do. Note that this doesn’t affect CMD or ranged attacks, so you’re still going to suck at those.
- : The “Symbol” spells tend to be expensive to cast and difficult to use. The best way to use them is with Permanency, which isn’t on the Cleric/Oracle spell list.
- (Ex): Situational, but a reroll is great and a +10 bonus on the reroll is even better.
- (Ex): This generally happens off screen, and doesn’t happen frequently enough to justify this Revelation even in campaigns where time is a concern.
: Taking 20 on knowledge checks is fantastic, but a limited version of Wish is even better.
Metal
Metal has a few good options, but nothing really appealing.
: I’m very confused by this skill list. It adds all of the remaining skills which you need to be your party’s Face, as well as Disable Device, which allows allows you to open locks and handle traps. If you want to use this Mystery, you might consider a level of Rogue for Trapfinding. I’m not certain what any of this has to do with Metal.
- (Int): Worthless in most campaigns.
- (Cha): Essential if you plan to be the party’s Face.
- (Dex): If you don’t have a Rogue, this is crucial. You can’t find and disarm magic trap without Trapfinding, but you can do everything else.
- (Cha): Essential if you plan to be the party’s Face.
: The high level options are good, but not great. As a whole, the spell list is okay, but not great.
- : This really only matter if you plan to create weapons with the Impact property.
- : Amusing, but terrible.
- : This is only important if you have someone in the party build for critical hits, and they should have a Keen weapon or Improved Critical.
- : Very versatile, and it helps overcome the DR of a wide variety of enemies.
- : While certainly better than being limited to wood items, any material limitation on creation spells is hugely limiting.
- : Though not as versatile as Wall of Ice, Wall of Iron is still very useful as a utility spell.
- : Because the subject can return to their statue form as a free action, this is a great way to defend yourself between turns. The duration is hours per level, so you can use this all day long.
- : Walls will generally be too thick to be affected, but you can repel enemies wearing metal armor or carrying metal weapons.
- : You get this a level late, but it’s considerably better for an Oracle than it is for a Wizard.
: Only a few of the options are worth taking.
- (Ex): This is conceptually great, but you probably don’t have enough Dexterity to need more than the +3 maximum dexterity allowed by Breastplate.
- (Ex): You probably won’t be spending a lot of time running around in rounds where you attack with weapons.
- (Su): This won’t quite bring you up to a good Fortitude save, but it helps and it’s better than Great Fortitude.
- (Sp): Stoneskin is excellent, but the material component is too expensive to justify using it on a regular basis. This has no material component, so you can use it whenever you want it.
- (Su): This will very rarely outpace what you could have as a modestly enhanced permanent weapon.
- (Su): Craft checks are for NPCs.
- (Sp): Situational.
- (Ex): Better than spending a feat on Armor Proficiency, but Martial weapons aren’t significantly better the simple weapons.
- (Su): The attack is weak, but the ability to perform combat maneuvers at 30 foot range is pretty great.
- (Sp): Scry is a great way to gather information, but it’s a fairly high level spell, and it’s costly to prepare for. This allows you to take several quick peeks throughout the day.
: If you are a combat caster Oracle, Weapon Focus, Improved Weapon Focus, and Improved Critical are nice, but you won’t get much out of Improve Critical unless you are proficient with something like a scimitar. The bonus to maximum dexterity is huge, but Dexterity isn’t a very important ability for Oracles, and if you have high enough Dexterity that it matters, by now you have probably invested in armor to support it. This ability comes too late to make a major difference in your character choices.
Nature
The only good part of the Nature Mystery is the Final Revelation.
: More skills than most Mysteries, but they are all situational and generally bad.
- (Str): Too situational.
- (Dex): Flight is essential at high levels, but you can’t really justify more than one rank in Fly.
- (int): One of the more important Knowledge skills.
- (Dex): Oracles aren’t good at Mounted Combat. Not worth more than one rank.
- (Wis): Very situational, and Oracles don’t have great Wisdom.
- (Str): Too situational.
: Most of the options are bad or situational.
- : Very situational.
- : Fantastic buff with a great duration. Not on the Cleric/Oracle spell list.
- : Very situational.
- : A nice option for camping, but not terribly exciting. Not on the Cleric/Oracle spell list.
- awaken: Awaken introduces a lot of complicated subjects to the game. Have a long, detailed discussion with you GM about what you plan to do with it before you start awakening critters.
- : Situational.
- : Excellent combination of summoning, area control, and crowd control. Your spell DC should be good enough that the swarms will deal quite a bit of damage with their poison.
- : If your party can make good use of it, this can be a really cool way to turn everyone into something cool.
- : Very situational, but not on the Cleric/Oracle spell list.
: Most of the Revelations available to the Nature domain are very situational, but Life Leach and Nature’s Whispers are fantastic defensive options.
- (Su): The limited options are somewhat disappointing, but an Animal Companion is still fantastic.
- (Su): Situational, but very effective. Try using it on walls.
- (Ex): You get Summon Monster already, which is strictly better. Note that the bonus to saving throws applies to all animals, not just the ones you summon. That includes your Bonded Mount or any random animals which wander along and try to eat you.
- (Su): This is a fantastic ability, and with decent Charisma it can easily last all day.
- (Ex): The skill check and initiative options are great, but I’m not sure if the Charisma bonus to saving throws will stack with Divine Protection.
- (Ex): This allows you to dump Dexterity in favor of Charisma, which is a weird but fantastic thing to do. Note that this doesn’t affect Reflex Saves or ranged attacks, so you’re still going to suck at those.
- (Ex): Very situational.
- (Su): This could very easily save your life, but hopefully it won’t come up often enough to justify spending a Revelation on it.
- (Su): Duration is garbage. The ability to deliver touch spells is nice for buffs and healing effects, but still situational.
- (Sp): Why would you ever want to destroy potential loot?
: Turn yourself into a plant. Aside from the vulnerability to fire, being a plant is pretty fantastic.
Stone
The only good part of the Stone mystery is the Final Revelation.
: Several bad options.
- (Int): Worthless in most campaigns.
- (Str): Too situational.
- (Cha): Good if you want to be the Face, but you don’t get Bluff.
- (Wis): Very situational, and Oracles don’t have great Wisdom.
: Very few good options.
- : Awful.
- : Poor damage, poor area control.
- : Very situational.
- : Excellent utility.
- : Great buff, but the material component is too expensive to use this often.
- : Situational.
- : Because the subject can return to their statue form as a free action, this is a great way to defend yourself between turns. The duration is hours per level, so you can use this all day long.
- : Walls will generally be too thick to be affected, but you can repel enemies wearing metal armor or carrying metal weapons.
- : Good damage and crowd control.
: Nothing particularly good.
- (Ex): Energy resistance is great, and it turns into immunity.
- (Ex): This is very tempting, but will only pay off if you cast a lot of spells which require attack rolls, and there aren’t a lot of those available to Clerics/Oracles unless you like to cast a lot of Inflict spells.
- (Ex): Great for looking through the walls of dungeons and castles.
- (Su): Very useful.
- (Su): The damage is poor, even with the enhancement bonus, and you don’t get to use it enough times per day to justify the poor damage.
- (Ex): This damage won’t matter beyond early levels.
- (Su): The damage is poor, and the difficult terrain effect doesn’t last long enough to really matter.
- (Su): Assuming that you don’t want to loot your enemies’ weapons, this is like a free sunder. Don’t forget that hardness still applies.
- (Ex): Tripping generally isn’t a big part of what you do as an Oracle, but it combines well with Clobbering Strike.
- (Su): The damage is worse than a mace.
: Free metamagic is fantastic, even if they are only +1 spell level metamagic feats.
Time
The Time Mystery is fantastic. It has a good skill list, a good spell list, and a whole mess of excellent revelations. The only major shortcoming of the Time Mystery is the first three bonus spells on its spell list. If you want to replace these spells, consider the Dual-Cursed Oracle archetype. It gives you some slightly better spells, two new Revelations, and two extra Revelation choices.
: Knowledge (Arcana) and Perception are both essential, and Use Magic Device is excellent with the Oracle’s Charisma.
- (Dex): Flight is essential at high levels, but you can’t really justify more than one rank in Fly.
- (Int): One of the most important Knowledge skills in the game.
- (Wis): The most rolled skill in the game, and it’s dependent on your primary ability score.
- (Cha): Possibly the most versatile and powerful skill in the game.
: Despite a slow start, at 4th-level, the Time spell list introduces some amazing options from the Witch and Wizard spell lists.
- : Very situational. Not on the Cleric/Oracle spell list.
- : Very situational.
- : The penalties for aging are very gentle. The only thing that this spell has going for it is the lack of saving throw.
- : Oracles don’t depend on Intelligence or Wisdom, so this doesn’t benefit the Oracle as well as it would benefit a Wizard or Cleric.
- : Essential to any good adventuring party. Lots of very important effects can be made permanent. Not on the Cleric/Oracle spell list.
- : A favorite tool of paranoid wizards everywhere, Contingency is one of the most useful spells ever written. You do silly things like cast a contingent Breath of Life on yourself. The possibilities are practically limitless.
- : Excellent single-target damage, or use it to remove pesky obstacles like buildings.
- : This is arguably better than any save or die spell in the game. If you kill someone, they can be resurrected. If you put them in suspended animation, someone has to get past you to free them. Not on the Cleric/Oracle spell list.
- : One of the most powerful spells in the game, and it’s not on the Cleric/Oracle spell list.
: Time provides a lot of very interesting options for Revelations. The effects are diverse and interesting, so you have plenty of good options which could work at any level.
- (Su): Strength damage with no saving throw can be a great way to handicap or disable your enemies. The uses per day are very limited, but as the effect scales and you gain more uses, this becomes exponentially more effective.
- (Su): Single-target save or suck. You can either leave, or set up an ambush for when the creature returns.
- (Su): The reroll is fantastic, but remember that this is a standard action to use, so you probably won’t use it in combat.
- (Su): Using this ability is a standard action, which means it’s awful in combat. Because its awful in combat, you can really only use it for skill checks, and a +2 bonus should be usable more times per day than this. Instead, learn the Guidance cantrip.
- (Su): Universal rerolls are amazing.
- (Sp): Haste isn’t on the Cleric/Oracle spell list, and it’s one of the best buffs in the game.
- (Su): Rolling twice for initiative is fantastic. Being guaranteed an action in the surprise round is nice because Oracles don’t have great Wisdom or Perception. Rolling three times at 11th level is ridiculously good.
- (Su): Both Blink and Blur are fantastic defenses, especially at high levels against enemies that can hit your AC without issue.
- (Su): Excellent for getting past enemies or through bars or windows.
- (Su): All of these abilities are excellent, and True Seeing has a relatively expensive material component which makes it difficult to justify using frequently.
: Immortality is cool, and you can cast a 9th-level spell as a spell-like ability once per day. Time Stop isn’t on the Cleric/Oracle spell list either, which makes it especially cool.
Waves
Like most water-themed character options, the Waves Mystery isn’t very good. Major portions are only useful underwater. If your campaign takes place on dry land, skip this.
: Several bad options, so you can afford to dump intelligence.
- (Dex): Not a good option for an Oracle.
- (Dex): Too situational.
- (int): Too situational.
- (Str): Too situational.
: Most of the spells only work underwater, which hugely limits the spell list’s usefulness in most campaigns.
- : Situational.
- : Longstrider is better.
- : Situational.
- : Excellent utility, and a save or suck option is written into the spell.
- : Interesting area control with a bit of damage, but the area is small and the damage is poor.
- : Improve your reach by 10 feet and get DR 10/slashing.
- : Decent area control, but only works underwater.
- : Very flashy, and the bonuses to AC and Reflex saves are great.
- : A bit of damage, and some excellent area control. Throw it at groups of enemies.
: For a nominally aquatic-themed option, Waves has some surprisingly good Revelations, and they are more ice-themed than water-themed.
- (Su): The damage isn’t great as a blast effect, but this is a short-duration area control effect with respectable damage. Unfortunately you can only use it once per day.
- (Ex): You can take a feat for an extra Revelation, which effectively means that you get Dodge, a bonus against several combat maneuvers, and a bonus against critical hits all for the price of one feat.
- (Su): Situational.
- (Su): Plan to cast lots of cold damage spells like Cold Ice Strike to keep enemies Slowed.
- (Su): The armor ability is already great, but you also get DR, and you can increase both bonuses by being somewhere cold.
- (Ex): Energy resistance is always nice, but you don’t get much. Immunity at high levels is great.
- (Su): Fantastic save-or-suck effect.
- (Su): Even if you don’t use the vortex ability *(only usable underwater), being a Water Elemental makes you very durable. Bonuses to natural armor and Consitution will keep you alive, and Darkvision is always nice.
- (Su): The ability to see through fog and mist is very situational, but free scrying is very useful.
- (Su): You will probably do better with a mace.
: Free metamagic is fantastic, even if they are only +1 spell level metamagic feats.
Wind
The Wind Mystery has a fantastic list of Revelations, but has a poor spell list, and provides no flight options beyond Wings of Air, so you will need to find a way to fly when your minute per Oracle level runs out. Consider an archetype which replaces the poor spell list.
: Several bad options, so you can afford to dump intelligence.
- (Dex): Not a good option for an Oracle.
- (Dex): Too situational.
- (Dex): Flight is essential at high levels, but you can’t really justify more than one rank in Fly.
- (Dex): Required for a Scout.
: Really? You don’t get Fly? Most of the spell options are situational, and only a handful are truly good.
- : Situational, but if you’re really smart you can use it to your advantage for airborne combat.
- : Situational.
- : The penalty to ranged attacks is nice, but the other benefits are very situational.
- : Weak area control.
- : Allows you to prevent enemies from flying.
- : Nice area control effect. A little bit of damage, knock things prone, and make them fatigued.
- : Situational.
- : Excellent crowd control.
- : A very flashy buff with a good fly speed.
: Plenty of excellent options to keep you busy.
- (Ex): Even if you have regular armor, the 50% miss chance for ranged attacks is amazing.
- (Su): Excellent infiltration or escape mechanism.
- (Su): Invisibility is fantastic, though it’s not as important for you as it is for characters with Sneak Attack. The ability to switch to Improved Invisibility is great, too.
- (Su): Clerics/Oracles have plenty of spells which do more damage.
- (Ex): Energy resistance is always nice, and eventually you get immunity.
- (Ex): Decent range, a nice expanding AOE, 1d6 damage per level, and it deafens. The uses per day scale very slowly, but the ability is pretty good.
- (Su): You will probably do better with a mace.
- (Ex): Ludicrously situational.
- (Ex): The ability to see through wind is really only helpful if you create it. The ability to use Clairvoyance without casting a spell is the biggest draw here. Clairvoyance is fantastic for scouting safely, and because you can stretch the rounds out however you like, you can do lots of short scouts throughout the day.
- (Su): Flight is crucial at high levels, and activating a new movement type as a swift action gives you a ton of really great tactical options. Unfortunately, this is the only way to Fly provided by the Wings Mystery.
: Free metamagic is fantastic, even if they are only +1 spell level metamagic feats.
Wood
Wood is a bad Mystery. There is almost nothing here worth having.
: The only option that you really need is Knowledge (Nature).
- (Str): Too situational.
- (int): One of the more important knowledge skills.
- (Dex): Required for a Scout.
- (Wis): Very situational, and Oracles don’t have great Wisdom.
: Very few good options.
- : Awful. Magic weapon is a much better use of a spell.
- : Fantastic buff with a great duration. Not on the Cleric/Oracle spell list.
- : Creation spells can be very powerful, but limiting it to wood items removes all of the interesting options.
- : Unless you plan on turning into aplant, this won’t do you much good. Not on the Cleric/Oracle spell list.
- : Good long-distance travel spell. Not on the Cleric/Oracle spell list. Not on the Cleric/Oracle spell list.
- : You won’t need this often, but it’s still really cool. Not on the Cleric/Oracle spell list.
- : Situational, but it could be fun to cast it on a suit of armor, then cast ironwood on it. Not on the Cleric/Oracle spell list.
- : Great way to get a pet that lasts all day. Not on the Cleric/Oracle spell list.
- : Get several pets which last all day long. Cast this the night before, and you can save a spell slot! Not on the Cleric/Oracle spell list.
: The Wood Mystery provides no truly good Revelations, and almost all of them are only situational;y useful.
- (Sp): Situational.
- (Su): Single target save or suck. Turn them into wood and set them on fire. The users per day are very limited.
- (Sp): Situational.
- (Su): The range is short and the damage is poor.
- (Sp): Being able to polymorph for hours at a time is normally great, but the forms available to Plant Shape are among the worst polymorph forms available.
- (Su): This will take a while to catch up to a breastplate, but at high levels this can save you quite a bit of time and money. I’m not sure if you can enhance the armor with Magic Vestment, but if you can your AC should be excellent. Also note that this armor has no ACP, which is nice if you want to take advantage of Stealth as a class skill.
- (Ex): A permanent competence bonus. Competence bonuses are reasonably common, but it’s hard to find permanent bonuses which scale this well.
- (Su): Situational.
- (Su): A free magic weapon is nice, but the enhancement bonus isn’t very good and the keen property is largely wasted on your choice of weapons because they all have threat ranges of 20.
- (Ex): Very situational.
: The Plant creature type provides a lot of nice defensive resistances and immunities.