Oral Mysticism School

An oral mystic can manipulate the inherent power of the spoken word, to the point that he becomes resistant, even immune to magic effects that attempt to prevent his verbalizations. The school of oral mysticism school focuses on powers associated to language, lore, and the realm of spirits. This school complements the Quipu Mystic multiclass archetype.

Word Magic

A quipu mystic adds the following spells to his wizard spell list, at the indicated spell levels: 0th—ghost sounds, lullaby; 1st—command, deadeye’s lore, forbid action, fumbletongue; 2nd—adoration, ancestral communion%, blistering invective, codespeak#, hidden speech, honeyed tongue, innocence, silence; 3rd—cacophonous call, distracting cacophony, distressing tone, gallant inspiration, glibness, haunting choir, piercing shriek, speak with animals, speak with dead; 4th—denounce, primal scream, speak with plants; 5th—%ancestral gift, forbid action (greater), zone of silence; 6th—cacophonous call (mass), command (greater); 7th—brilliant inspiration, resonating word, word of recall; 9th—dirge of the victorious knights@

(%Dwarves of Galorian, #Pathfinder Companion: Second Darkness, @Pathfinder Campaign Setting World Guide: The Inner Sea, Revised)

Great Orator (Ex)

At 1st level, a quipu mystic gains Perform (oratory) as a class skill. The wizard can use his bonus in his Perform (oratory) skill in place of his bonus in another skills. When substituting in this way, the quipu mystic uses his Perform (oratory) skill bonus in place of one of the following skills, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the quipu mystic can select an additional skill to substitute. The quipu mystic can choose from the following skills: Bluff, Diplomacy, Handle Animal, Intimidate, or Sense Motive.

Relentless Words (Ex)

At 1st level, a quipu mystic’s verbalizations are insuppressible. He gains a +2 bonus to all saving throws against effects that attempt to silence or suppress a spell’s verbal component (as the forced quiet or silence spell), or language-based effects, such as his bardic performance ability. This bonus increases to +4 at 5th level, and +6 at 8th level. At 10th level, a quipu mystic is immune to such effects. Due to his irrepressible voice, a quipu mystic can never benefit from the Silent Spell metamagic feat, and all his spells have a verbal component, even if it does not normally have one.

Knowledge of the Ancestors (Su)

At 8th level, a quipu mystic can enter a trance in which he communes with the spirits of his ancestors. This trance lasts for 10 minutes, which must be uninterrupted and during which he can take no other actions. When the quipu mystic comes out of this trance, he will have gained mystical insight into the future. The insight and knowledge that the quipu mystic receives is equivalent to a commune spell, but requires no material components.

Oral Mysticism Spells

The following are spells for the Oral Mysticism school.

0th—ghost sounds, lullaby, message.

1st—charm person, command, comprehend languages, cultural adaptation*, deadeye’s lore, forced quiet, forbid action, fumbletongue, 

        liberating command, magic mouth, share language, ventriloquism, vocal alteration.

2nd—adoration, ancestral communion%, blistering invective, codespeak#, elemental speech, enthrall, hidden speech, hideous laughter,

         honeyed tongue, innocence, share language (communal), silence, suggestion, steal voice, whispering wind.

3rd—blood biography, cacophonous call, distracting cacophony, distressing tone, gallant inspiration, glibness, haunting choir, piercing

        shriek, speak with animals, speak with dead, tongues.

4th—charm monster, denounce, primal scream, shout, speak with plants, tongues (communal).

5th—ancestral gift%, contact other plane, dominate person, forbid action (greater), zone of silence.

6th—cacophonous call (mass), command (greater), legend lore, suggestion (mass).

7th—brilliant inspiration, power word blind, resonating word, visions, word of recall.

8th—charm monster (mass), power word stun, shout (greater).

9th—dirge of the victorious knights@, dominate monster, power word kill, wail of the banshee.

(*Humans of Galorian,%Dwarves of Galorian, #Pathfinder Companion: Second Darkness, @Pathfinder Campaign Setting World Guide: The Inner Sea, Revised)