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.
Defy Darkness (Ex):You gain a +2 insight bonus on saves against blindness, fear, and pain effects. At 7th level, this bonus also applies on saves against death effects and energy drain. At 11th level, the bonus increases to +4.
Misdirection Mastery (Su): You gleefully evade attacks and confound foes with your capricious misdirection. You receive Misdirection Tactics as a bonus feat. At 10th level, you receive Misdirection Redirection as a bonus feat, and at 15th level you receive Misdirection Attack as a bonus feat. You do not need to meet the prerequisites to receive these feats. You must be at least 3rd level to select this revelation.
Pure Whimsy (Su): Once per day, you can release a stream of errant chaos from the Fey World as a standard action. When you do so, identify a target within 90 feet and generate a random effect as from a rod of wonder (or, at the GM’s discretion, another random or unusual effect of similar power). The DC of any required saving throw is 10 + half your oracle level + your Charisma modifier, and no effect from this ability persists for more than 1 day. You can use this ability once per day at 7th level and one additional time per day for every 4 levels beyond 7th. You must be at least 7th level to select this revelation.
Whimsical Prank (Su): As a standard action, you can call upon fey to play a prank on a creature within 30 feet as a dirty trick combat maneuver. Resolve this attempt as normal, except that it doesn’t provoke attacks of opportunity, you use your oracle level in place of your Combat Maneuver Bonus, and you add your Charisma modifier in place of your Strength or Dexterity modifier. No save is allowed against this attempt, but a creature affected by this revelation cannot be the target of this revelation again for 1 day.
Burning Magic (Su): Whenever a creature fails a saving throw and takes fire damage from one of your spells, it catches on fire. This fire deals 1 point of fire damage per spell level at the beginning of the burning creature’s turn. The fire lasts for 1d4 rounds, but it can be extinguished as a move action if the creature succeeds at a Reflex save (using the spell’s DC). Dousing the creature with water as a standard action grants a +2 bonus on this save, while immersing the creature in water automatically extinguishes the fire. Spells that do not grant a save do not cause a creature to catch on fire.
Awesome Display (Su): Your phantasmagoric displays accurately model the mysteries of the night sky, dumbfounding all who behold them. Each creature affected by your illusion (pattern) spells is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus your Charisma modifier (if positive).
Moonlight Bridge (Su): You summon a bridge of moonlight. The 10-foot-wide span touches the ground at a point adjacent to you. It can extend from this point in any direction for 10 feet per oracle level. The path persists until you have crossed over the bridge or for 24 hours, whichever is shorter. You may summon a moonlight bridge a number of times per day equal to your Charisma bonus. Should the bridge be attacked, treat it as a wall of force.
Shadow Projection (Su): You infuse your life force and psyche into your shadow, causing it to separate from your body and act as an independent creature. This ability functions as shadow projection except as follows. Your shadow has the outsider type and the phantom subtype instead of the undead type. As a result, this ability does not have the evil descriptor and your shadow cannot be turned or affected as undead (though it can be affected as an outsider). You can use this ability for a number of hours per day equal to half your oracle level. These hours don’t need to be consecutive, but they must be spent in 1-hour increments. Your shadow’s hit points are not replenished between uses, although your shadow can be healed in the same manner as any other outsider. When this ability isn’t in use, any healing done to you also heals your shadow for an equal amount. You must be at least 7th level to choose this revelation.
Clobbering Strike (Ex): Whenever you score a critical hit against an opponent with a spell that requires an attack roll, you may immediately attempt to trip your opponent as a swift action. You do not provoke an attack of opportunity as normal for this trip attempt. You cannot be tripped in return when using this ability.
Freezing Spells (Su): Whenever a creature fails a saving throw and takes cold damage from one of your spells, it is slowed (as the slow spell) for 1 round. Spells that do not allow a save do not slow creatures. At 11th level, the duration increases to 1d4 rounds.
Vortex Spells (Ex): Whenever you score a critical hit against an opponent with an attack spell, the target is staggered for 1 round. At 11th level, the duration increases to 1d4 rounds.
Dazing Spells (Ex): Any time you score a critical hit against an opponent with an attack spell, a split-second burst of shimmering moonlight also envelopes your target, dazing him for 1 round.