The following new mystery may be selected by an oracle upon taking her first level, and complements the Occult Philologist multiclass archetype.

Deities: Any.

Class Skills: An oracle with the spirits mystery adds Intimidate, Perception, and Stealth to her list of class abilities.

Bonus Spells: anticipate peril (2nd), ancestral communion (4th), seek thoughts (6th), ancestral memory (8h), telepathic bond (10th), forbiddance (12th), visions (14th), mind blank (16th), astral projection (18th).

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

Hand of Souls (Su): As a standard action, you can perform a melee touch attack that works as a paladin’s lay on hands or an antipaladin’s touch of corruption ability, depending on your alignment. Your touch cures or inflicts 1d6 points of 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 ghost touch weapon.

Lure Spirits (Su): You gain Threnodic Spell as a bonus feat. In addition, once per day, you can cast a spell with the Threnodic Spell feat as a standard action that does not increase the level of the spell. You can use this ability one additional time per day at 11th level and every 4 levels thereafter. You must be at least 7th level to select this revelation.

Serene Awareness (Ex): Your meditations to quiet the mind made you aware of the workings of the soul world, and you keep getting closer to a supernatural wisdom. You gain a +1 inherent bonus to Wisdom upon taking this revelation and another +1 every three oracle levels thereafter. You must be at least 7th level to select this revelation.

Spirit Calling (Ex): You can create a summoning circle 1/week to summon a specific outsider or undead spirit. To successfully contact the entity, you must do your research and get their name, requiring 3 consecutive successful Knowledge checks (DC 10 + HD of entity): Knowledge (planes) for outsiders and Knowledge (religion) for undead. Each check takes 8 hours (only 1/day). Once you have the name, the summoning is automatic, and you never need to research for that entity’s name again. You can only summon a specific individual 1/month.

Once summoned, both you and the summoned creature are safe from harm, provided you act cordially to one another and within the established confines of the ritual. You can ask one piece of information of the summoned creature, and it either knows the answer or not—it cannot lie. However, if it knows the answer, it doesn’t have to tell you for free. It will typically set terms, asking a favor from you in return for the answer. Because of the restrictions of the magic involved, summoned creatures cannot ask you to perform acts that directly oppose your alignment. For instance, they can’t ask good characters to kill an innocent; they could ask you to retrieve something, though, and how you actually do it is up to you. These tasks are typically of a difficulty matching the rarity and importance of the knowledge requested. If you perform the task, you must perform a return summons (which doesn’t count against your weekly uses) during which you exchange proof of your service for the knowledge you seek. You must be at least 7th level to select this revelation.

Spirit Retribution (Su): Whenever you make a successful save against a mind–affecting spell or effect which entirely negates it, the creature who cast the spell or effect must make a Will save or be stunned for a number of rounds equal to the original effect’s duration. The DC of this save is equal to 10 + 1/2 your oracle level + your Charisma modifier. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels beyond 5th.

Spirit Shield (Su): You can call upon the spirits of the deceased to form a shield around you that blocks incoming attacks and grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this shield causes arrows, rays, and other ranged attacks requiring an attack roll against you to have a 50% miss chance. You can use this shield for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

Spirit Sight (Su): Your vision extends into the spirit realm, allowing you to see astral, ethereal, or incorporeal creatures as a supernatural ability.

Storm of Souls (Su): You can summon the spirits of your family or tribe to attack in a ghostly barrage—their fury creates physical wounds on creatures in the area. The storm has a range of 100 feet and is a 20-foot-radius burst. Objects and creatures in the area take 1d8 hit points of damage for every two oracle levels you possess. Undead creatures in the area take 1d8 points of damage for every oracle level you possess. A successful Fortitude save reduces the damage to half. You must be at least 7th level to select this revelation. You can use this ability once per day, plus one additional time per day at 11th level and every four levels thereafter.

Sure Soul (Su): Because of your experience with possessing spirits, you gain a +2 insight bonus on saving throws against possession effects such as magic jar, a ghost’s malevolence ability, or domination effects. At 7th level, this bonus also applies against death effects and mind-affecting effects. At 11th level, the bonus increases to +4.

Transcendental Bond (Su): You become so attuned to the common spirit shared by all living things that you can use it to communicate with allies. You may communicate with your allies for a number of rounds per day equal to your oracle level as if using telepathic bond. You may designate a number of creatures as your ally equal to your Charisma modifier. Designating a creature is a standard action that requires a touch. At 10th level, you may use this bond to cast a touch spell on a designated ally once per day.

Final Revelation: At 20th level, you’ve mastered your mind and spirit. You receive a bonus on Will saving throws equal to your Charisma modifier and are immune to mind-affecting effects. You can cast visions and sequester each once per day as spell-like abilities without requiring material components.