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Oracle Details | Oracle Feats | Oracle Focus Spells | Oracle Kits | Mysteries


There is a Legacy version here.

Mysteries

Source Player Core 2 pg. 134
Choose the divine mystery that fuels your mystical power. Your mystery might represent a pantheistic devotion to all the deities with power over the subject of your mystery, veneration of a particular ideal, or a conduit to raw divine energy. Whatever its origin and nature, your mystery determines the revelation spells you can cast and the oracular curse that overtakes your body. You learn skills related to that mystery, gain access to a cantrip, and gain a special benefit drawn from the combined divine knowledge and experience of your mystery.

Reading a Mystery Entry

A mystery entry contains the following information, followed by a description of that mystery’s curse.

Granted Spells You automatically add the spells listed here to your spell repertoire. At 1st level, you gain a cantrip and a 1st-rank spell. You learn the other spells on the list as soon as you gain the ability to cast oracle spells of that rank.
Revelation Spells You automatically gain your mystery’s initial revelation spell at 1st level and can gain more by selecting the Advanced Revelation, Greater Revelation, and Diverse Mystery oracle feats.
Related Domains These are the cleric domains associated with your mystery. You gain domain spells, which you can cast as revelation spells, by taking the Domain Acumen and Domain Fluency feats. At 11th level, the divine access class feature also gives you additional slotted spells based on your domains.
Mystery Skill You become trained in the listed skill. A few mysteries make you trained in more than one skill.
Oracle Feat You gain this 1st-level oracle feat. This is a cursebound feat, so using it aggravates your oracular curse.

PFS StandardAncestors

Source Player Core 2 pg. 135
PFS Note Any deities or character options which grant the dreaming potential spell instead grant illusory scene.

The voices of generations past speak to you, and you hear their words. You might resent the constant interruption, or you might revere the spirits of those who came before. Perhaps you hail from a culture with strong ancestral traditions, such as the Shoanti Skoan-Quah (Skull Clan), a traditional dwarven community that worships Torag’s family pantheon, or a group that reveres Erastil or Pharasma. You might commune with powerful psychopomps who shepherd souls to the afterlife, with the River of Souls itself, or with those spirits who have become trapped outside of the great cycle of spiritual rebirth. You learn from their whispers and the fragments of their memories, but opening your mind to their knowledge and experience also allows them to meddle in your worldly affairs.

Granted Spells

cantrip: guidance; 1st ill omen; 2nd ghostly carrier; 5th dreaming potential

Revelation Spells

initial: ancestral touch; advanced: ancestral defense; greater: ancestral form

Related Domains

death, duty, family, soul

Mystery Skill

Society

PFS StandardCurse of Ancestral Meddling

Curse Divine Oracle Spirit 
Source Player Core 2 pg. 135
The ancestral spirits you commune with haunt you and meddle with your belongings and actions, either out of a wellintentioned (but ultimately detrimental) attempt to assist you, as punishment for your audacity in circumventing the traditional means of achieving divine power, for their own amusement, or a mixture of the above. When you have the cursebound condition, you are clumsy with a value equal to your cursebound value as the spirits of your ancestors temporarily possess you and vie for control in your mind, hindering your movements.

PFS StandardBattle

Source Player Core 2 pg. 135
Warlike forces fill you with physical might and tactical knowledge, aiming to have you uphold the glory of combat, fight to improve the world, prepare against the necessity of conflict, or endure the inevitability of war. You might draw upon deities such as Gorum, Iomedae, Rovagug, the Horseman of War Szuriel, the Queen of the Night Eiseth, the Vudrani god Diomazul, and others, or you might find power in the unending conflict between the armies of Heaven and Hell, the Elemental Planes, the Outer Gods, or even the collective spirits of those who fought in wars over the ages.

Granted Spells

cantrip: shield; 1st sure strike; 2nd telekinetic maneuver; 4th weapon storm

Revelation Spells

initial: weapon trance; advanced: battlefield persistence; greater: revel in retribution

Related Domains

destruction, might, protection, zeal

Mystery Skill

Athletics

Oracle Feat

Oracular Warning

PFS StandardCurse of the Mortal Warrior

Curse Divine Oracle 
Source Player Core 2 pg. 135
You thrive in the thick of battle, but your mystery’s sheer focus on the physical and material leaves your soul weak against the tricks of spellcraft. You smell faintly of steel and blood no matter how you try to remove or mask the scent, you appear more imposing and muscular than you actually are, and you hear the faint clash and clamor of battle in the distance at all times.

Cursebound 1 Spells have an easier time wounding you. You gain weakness 2 to any damage dealt by a spell. Any immunity or resistance you have to spells is suppressed. This applies only to spells, not other magical abilities.Cursebound 2 You take a –1 status penalty to saving throws against spells.Cursebound 3 Your weakness to spells is equal to your level.Cursebound 4 Your status penalty to saving throws against spells increases to –2.

PFS StandardBones

Source Player Core 2 pg. 135
Your mystery imparts an understanding of death and undeath in all their macabre complexity. You might have had a brush with death yourself—maybe even dying and returning to life—or carry the touch of undeath in your blood. If you commune with deities, you might speak with guardians of death like Pharasma and the psychopomp ushers (the most powerful among creatures that guide souls through the afterlife); a bringer of death like the Mantis God Achaekek or the Horseman of the Apocalypse Charon; or a herald of undeath such as Urgathoa.

Granted Spells

cantrip: void warp; 1st grim tendrils; 2nd false vitality; 3rd ghostly weapon

Revelation Spells

initial: soul siphon; advanced: armor of bones; greater: claim undead

Related Domains

death, decay, undeath, vigil

Mystery Skill

Medicine

Oracle Feat

Nudge the Scales

PFS StandardCurse of Living Death

Curse Divine Oracle Vitality Void 
Source Player Core 2 pg. 136
Your body is slowly decaying even though you are alive, and using your powers furthers this unnatural living death, making you susceptible to both void and vitality damage. You carry a touch of the grave about you, manifesting as bloodless pallor, a faint smell of earth, or deathly cold skin.

Cursebound 1 You gain weakness 2 to vitality and void damage. You can be hurt by both vitality and void damage even if one or the other normally has no effect on you. Any immunity or resistance you have to vitality or void is suppressed.Cursebound 2 You take a –1 status penalty to Fortitude saves.Cursebound 3 Your weakness to vitality and void damage is equal to 5 + your level.Cursebound 4 Your status penalty to Fortitude saving throws increases to –2.

PFS StandardCosmos

Source Player Core 2 pg. 136
Celestial bodies great and small exert influence on you, giving you sublime cosmic power. Perhaps you see the glittering stars as a divine blessing, or perhaps you feel drawn to the infinitely dark spaces between. You might uphold deities like Desna, Sarenrae, or the deific lovers Shizuru and Tsukiyo who represent the sun and the moon— or you might draw power from dark entities from beyond the stars, like certain Outer Gods, or destructive gods of the night like Zon-Kuthon or the rat goddess Lao Shu Po.

Granted Spells

cantrip: light; 1st dizzying colors; 2nd darkness; 5th moon frenzy

Revelation Spells

initial: spray of stars; advanced: interstellar void; greater: moonlight bridge

Related Domains

darkness, moon, star, void

Mystery Skill

Nature

Oracle Feat

Oracular Warning

PFS StandardCurse of the Sky's Call

Curse Divine Oracle 
Source Player Core 2 pg. 136
Your body is drawn toward the heavens, making you lighter and less substantial than you should be. Your eyes glow with starry light, and your hair and clothing float and drift around you. When you have the cursebound condition, you are enfeebled with a value equal to your cursebound value, and you take a status penalty to saves and DCs against all forms of forced movement equal to your cursebound value.

PFS StandardFlames

Source Player Core 2 pg. 136
Fire lives at the center of the world, the center of the sun, and the center of civilization. You might revere this elemental force, siphon power from the Elemental Plane of Fire, or venerate a collection of deities such as Asmodeus, Sarenrae, the Tian goddess of disasters and volcanoes Lady Nanbyo, or the elemental lord of fire Ymeri.

Granted Spells

cantrip: ignition; 1st breathe fire; 2nd blazing bolt; 3rd fireball

Revelation Spells

initial: incendiary aura; advanced: whirling flames; greater: flaming fusillade

Related Domains

dust, fire, star, sun

Mystery Skill

Acrobatics

Oracle Feat

Foretell Harm

PFS StandardCurse of Engulfing Flames

Curse Divine Fire Oracle 
Source Player Core 2 pg. 137
Fires flare noticeably (though not dangerously) in your presence, you occasionally smoke slightly, and your body is almost painfully hot to the touch. When you have the cursebound condition, you catch fire, taking persistent fire damage equal to your cursebound value. The flames shed light like a torch, and if you enter an environment where they could not burn (such as underwater), you simply seethe with flameless heat. The flames subside when you begin Refocusing to assuage your curse or if you fall unconscious, but they resume if your Refocus activity is interrupted or when you return to consciousness.

PFS StandardLife

Source Player Core 2 pg. 137
The never-ending flow of life force within living beings is palpable to you. You might uphold the sanctity of life, or perhaps you seek to undermine it. You might draw power from the collective vitality of the world’s living creatures, hold some connection to Creation’s Forge, or revere a collection of deities including Irori, Pharasma, Sarenrae, and the god of medicine Qi Zhong.

Granted Spells

cantrip: vitality lash; 1st soothe; 2nd false vitality; 5th grisly growths

Revelation Spells

initial: life link; advanced: delay affliction; greater: life-giving form

Related Domains

death, healing, pain, soul

Mystery Skill

Medicine

Oracle Feat

Nudge the Scales

PFS StandardCurse of Outpouring Life

Curse Divine Oracle 
Source Player Core 2 pg. 137
Life energy flows outward from you and connects you to all living things, but you expend your vital essence to do so. Your presence comforts the ill and injured, causes scars to fade slightly, spurs new growth in plants, and otherwise infuses your surroundings with vitality. As your life force seeps outward, it becomes more difficult to keep your body functioning. Magical effects that restore Hit Points to you take a status penalty equal to your level (minimum 1) times your cursebound value to the number of HP you recover.

PFS StandardLore

Source Player Core 2 pg. 137
Knowledge and information come freely to you. You might use this lore to gain power or perhaps to understand the divine mysteries of the multiverse. You might have a conduit to the fabled Akashic Record, maintain a subtle telepathic connection to the collective subconscious of all living creatures, or follow in the footsteps of deities such as Abadar, Irori, Nethys, Irori’s scholarly nephew Gruhastha, the fey triune goddess of fate Magdh, or the aeon god figure known as the Monad.

Granted Spells

cantrip: read aura; 1st mindlink; 3rd hypercognition; 6th never mind

Revelation Spells

initial: brain drain; advanced: access lore; greater: dread secret

Related Domains

knowledge, magic, secrecy, truth

Mystery Skill

Occultism and one Lore skill of your choice.

PFS StandardCurse of Torrential Knowledge

Curse Divine Oracle 
Source Player Core 2 pg. 137
You have a link to true divine knowledge, but your mortal mind struggles to process and act on what you know. Loose materials around you, such as dust, grains of rice, and droplets of water, slowly shift to form strange runes or faint, indecipherable writing, and you sometimes speak unintelligible truths or statements in unknown languages without realizing it. You take a status penalty to Perception checks and Will saving throws equal to your cursebound value due to the torrential distractions of unasked-for knowledge flooding your mind. If you are cursebound 4, you additionally can’t speak, use linguistic effects, or otherwise communicate with your allies, and you are stupefied 1.

PFS StandardTempest

Source Player Core 2 pg. 137
The fury of the wind and waves pounds in your heart, whether your power flows from natural storms, a conduit to the elemental Planes of Air and Water, or through reverence of deities such as Gozreh, the tengu god of storms Hei Feng, the pirate queen Besmara, or the elemental lords of air and water.

Granted Spells

cantrip: electric arc; 1st thunderstrike; 4th hydraulic torrent; 6th chain lightning

Revelation Spells

initial: tempest touch; advanced: thunderburst; greater: tempest form

Related Domains

air, cold, lightning, water

Mystery Skill

Nature

Oracle Feat

Foretell Harm

PFS StandardCurse of Inclement Headwinds

Curse Divine Oracle 
Source Player Core 2 pg. 137
The weather seems to always oppose you in ways large and small. Even when you are calm and at rest, your hair and clothing are inconveniently blown about by gentle winds, you are slightly damp from the faintest drizzle, and your touch often comes with a static shock. When you have the cursebound condition, you are opposed by the elements, with the following effects.

Cursebound 1 Lightning is drawn to you. You gain electricity weakness 2 and electricity spells or effects that have additional effects for a creature wearing or holding metal treat you as though you were wearing metal. Any immunity or resistance you have to such spells and effects is suppressed.Cursebound 2 Blowing winds impose a -2 circumstance penalty to ranged attack rolls you make.Cursebound 3 Your weakness to electricity is equal to 5 + your level.Cursebound 4 The raging winds push you back, imposing a -10- foot status penalty to all your Speeds.