Darkness (Oracle Mystery)

**Class Skills**: An oracle with the darkness mystery adds Bluff (Cha), Intimidate (Cha), Perception (Wis), and Stealth (Dex) to her list of class skills.

**Bonus Spells**: *shadow stream* (2nd), *dust of twilight*APG (4th), *deeper darkness* (6th), *shadow conjuration* (8th), *vampiric shadow shield*ACG (10th), *shadow walk* (12th), *greater shadow conjuration* (14th), *greater shadow evocation* (16th), *polar midnight*UM (18th).

**Revelations**: An oracle with the Darkness mystery can choose from any of the following revelations:

*Blackest Night (Su)*: You conjure an area of intense shadows, the mixture of darkness and negative energy ravaging creatures within. You can create one 10-foot cube of darkness per oracle level. These cubes can be arranged in any pattern you desire, but each cube must be adjacent to another and one must be adjacent to you. Any creature caught in the darkness when you use this ability takes 1d8 points of cold damage per oracle level plus an additional 1d6 points of Strength damage as the destructive energy tears at them. A Fortitude save halves both the cold damage and Strength damage. In addition, the area becomes pitch black after the initial burst, treating the entire area as if under the effects of *banish light*. The *banish light* effect lasts for a number of rounds equal to your Charisma modifier, but the damage only occurs once (when the shadows are created). At 15th level, the Strength damage increases to 2d6. You can use this ability once per day. You must be at least 11th level to select this revelation.

*Cloak of Darkness (Su)*: You conjure a cloak of shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealth checks. At 7th level, and every four levels thereafter, these bonuses increase by +2. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.

*Dark Whispers (Su)*: The hidden powers of darkness are revealed to you. You can add a number of spells from the sorcerer/wizard spell list equal to your Charisma modifier (minimum 1, maximum equal to half your oracle level) to your spell list and your list of spells known as divine spells. These have a spell level equal to their sorcerer/wizard spell level. You can add only illusion spells from the shadow subschool or spells with the darkness descriptor to your list of spells known in this manner. Each time you gain an oracle level after taking this revelation, you can choose to replace one of these spells for a new appropriate spell on the sorcerer/wizard spell list.

*Chilling Shadows (Su)*: As a standard action, you can unleash a flare of bone-chilling darkness upon an enemy within 30 feet as a ranged touch attack. This flare deals 1d4 points of cold damage + 1 point for every two oracle levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. At 11th level, any weapon that you wield is treated as a *frost* weapon.

*Hide in Plain Sight (Su)*: You can use the Stealth skill even while being observed. As long as you are within 10 feet of an area of dim light (or darker), you can hide yourself from view in the open without anything to actually hide behind. You cannot, however, hide in your own shadow. You must be at least 7th level before selecting this revelation.

*Pierce the Veil (Su)*: Your time spent within the shadows allows you to see in even the deepest darkness. You gain darkvision 60 feet. If you already have darkvision, its range is extended by 30 feet instead. At 11th level, you can see perfectly in darkness of any kind, even in absolute darkness or the darkness created by a *deeper darkness* spell.

*Shade Sight (Sp)*: You gain a bonus on Perception checks to locate invisible or incorporeal creatures equal to half your oracle level (minimum 1). At 7th level, as a standard action, you can look into shadows to see out of another area of darkness nearby. This functions as *clairaudience/clairvoyance*, but only for sight (not hearing). You must be in an area of dim light or darkness to use this ability, and can only scry upon another area of dim light or darkness. A creature’s shadow counts as dim light for this purpose, but if the creature moves from its current space the effect ends. Unlike with clairaudience/clairvoyance, your low-light vision, darkvision, and see in darkness abilities function through the sensor (if you have them). You can use this ability for a number of rounds per day equal to your oracle level, but these rounds do not need to be consecutive.

*Shadow Resistance (Ex)*: You gain resist cold 5. This resistance increases to 10 at 5th level and 20 at 11th level. At 17th level, you gain immunity to cold.

*Sight Unseen (Ex)*: You gain Blind-Fight as a bonus feat. At 8th level, you gain Improved Blind-FightAPG as a bonus feat. At 15th level, you gain Greater Blind-FightAPG as a bonus feat. You do not need to meet the prerequisites to receive these feats.

*Wings of Darkness (Su)*: As a swift action, you can manifest a set of translucent, inky wings that grant you a fly speed of 60 feet with good 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. At 11th level, you can use these wings to fly as if with overland flight once per day. Used in this way, the ability lasts for up to 1 hour per level, and counts as your total use of this ability for the day. You must be at least 7th level to select this revelation.

**Final Revelation**: Upon reaching 20th level, you become a master over darkness. You become immune to blindness, dazzling effects, death effects, and energy drain. When you cast a shadow spell whose realness is represented as a percentage (such as shadow conjuration), increase its realness by 20%. Once per day, you may cast *shades* as a spell-like ability, using your oracle level as your caster level.