TEXT: CC 14
  Make Your GaMe LeGendarY!
  A rules supplement exploring cults of every kind, from secret sects that live in the shadows and prey upon the weak-willed 
  or disillusioned dregs of society to the near-forgotten relic rituals echoing down from ancient times and still practiced by 
  scattered adherents, covens, and rural traditions handed down from the oldest folkways far from the watchful eyes of the 
  younger gods and civilized ideals of modern society. The Cultic Cryptomancia is an ideal complement to a Gothic Adventure 
  Path or any game where characters encounter eldritch writings, forbidden rites, and the masked, robed, or empty-eyed cultists 
  who have given themselves body, mind, and soul to powers beyond.
  Cultic
  Cryptomancia
  by Jason nelson
  with the legendary games design team
  Cultic
  Cryptomancia
  by Jason nelson
  with the legendary games design team
  
  Jason Nelson
  Jason Nelson
  Cultic Cryptomancia
  Cultic Cryptomancia
  2
  Credits
  Author: Jason Nelson
  Art: Tim Kings-Lynne and Colby Stevenson
  Layout & Design: Timothy K. Wickham and Liz Courts
  Legendary Games Design Team Members: Clinton J. Boomer, Matt Goodall, Jim Groves, Tim Hitchcock, Rob 
  Lazzaretti, Jason Nelson, Neil Spicer, Russ Taylor, Greg Vaughan, Timothy Wickham, and Clark Peterson
  speCial thanks
  Erik Mona, Lisa Stevens, James Jacobs, and the Paizo staff for their excellent  Carrion Crown and Council of Thieves 
  Adventure Paths.
  about legendary games
  Legendary Games is an all star team of authors and designers, founded by Clark Peterson of Necromancer Games, Inc.  
  Legendary Games uses a cooperative, team-based approach to bring you,  the Paizo Publishing fan, the best expansion 
  material for your game. We are gamers and storytellers first, and we believe that passion shows in our products. So check 
  us out, and Make Your Game Legendary! 
  Visit us on Facebook and follow us on Twitter @legendary_games.
  Cultic Cryptomancia
  Cultic Cryptomancia
  Notice of Open Game Content: This product contains Open Game Content, as defined in the Open Game License. Open 
  Game Content may only be Used under and in terms of the Open Game License.
  Open Content: Subject to designation as Product Identity (see below), the only portion of this Legendary Games product 
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  extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a  © 2000, Wizards of the Coast, Inc.
  Cultic Cryptomancia © 2013, Legendary Games; Author Jason Nelson.  
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based 
  on material by E. Gary Gygax and Dave Arneson.
  The Hypertext d20 SRD. © 2004, Jans W Carton.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn, James Jacobs, 
  Steve Kenson, Hal Maclean, Rob McCreary, Erik Mona, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, F. 
  Wesley Schneider, James L. Sutter, Owen Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; Lead Designer: Jason Bulmahn; Designers: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, 
  Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic © 2011, Paizo Publishing, LLC; Lead Designer: Jason Bulmahn; Designers: 
  Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. 
  Stephens, and Russ Taylor.
  Gothic Grimoires: [[Book Title]]. Copyright 2013, Legendary Games. All rights reserved.
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 Edition of the world’s oldest fantasy roleplaying game.  
  The OGL can be found below.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the  
  Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC,  and are used under the 
  Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
  
  Adventure Path Plug-In
  Adventure Path Plug-In
  Legendary Games
  Legendary Games
  3
  Welcome to Adventure Path Plug-Ins!
  This product is a part of our line of support materials for extended Adventure Path-style campaign play for use with 
  Paizo’s Pathfinder Roleplaying Game. When you see the “Adventure Path Plug-In” logo at the top of a Legendary 
  Games product, you can expect it is designed to fit directly with the themes of a particular Adventure Path campaign. 
  The all-star team of designers here at Legendary Games is committed to bringing you—the busy GM or player—the 
  absolute best third party support for your Pathfinder campaign. To deliver on that commitment, we’ve assembled 
  the best of the best of current gaming authors, designers and layout experts so that you can feel comfortable that 
  Legendary Games products will be the most creative, rules-legal and well-designed content you can find. Though 
  Adventure Path Plug-Ins all share a theme with a specific Adventure Path campaign, they are designed to be easily 
  incorporated into your home game regardless of what campaign you may be running.
  What You Will Find Inside Cultic Cryptomancia
  This supplement is designed to a evoke the best tropes of strange and mysterious cults from myth, media, 
  and story, a dash of history with a healthy helping of horror. The idea of secret sects with elaborate masks, 
  robes, and rituals has ample precedent in the real world, creating a constant stream of intrigue and 
  speculation about their members and their activities, most of it wildly exaggerated if not simply (or even 
  spectacularly) false. Still, such rumors and gossip begin to substitute for truth when that truth is shrouded 
  in mystery or intentional obfuscation, there are just enough real tragedies associated with “cultic” groups, 
  from predatory priests to mass suicides, to keep the embers of suspicion glowing where any kind of secret 
  society or unorthodox religious group or unusual community is concerned. Heck, roleplaying games 
  themselves were once considered a borderline cultic activity. 
  The role of this product is not to make statements about real-world religions, cults, or societies, of 
  course, but to illustrate many ways that cults can be richly and robustly incorporated into your Pathfinder 
  game. The cults detailed herein owe a great deal more to the Lovecraftian mythos, conspiracy thrillers, and 
  horror movies, from small-town mystery cults maintaining ancient ritual sacrifices to appease the spirits 
  of the harvest to duplicitous apostates lurking under the surface of established and respected institutions 
  of religion, learning, business, and government. The Legendary Games tradition is to combine rich story 
  and background, innovative layout, beautiful aesthetics, and excellence in design that is second to none. 
  This product is the latest in that tradition, and we hope you enjoy using it as much as we enjoyed making 
  it. Game on!  
  Hey, WHat’s WitH tHe Names?
  You will see us use phrases such as “Gothic Campaign” instead of the title of a recent Adventure Path. Or you may see us use the 
  names “Raven” for the town or “the temple” instead of the regular proper names of specific locations and characters from those 
  adventures. There are legal reasons for this. While we can create compatible products under the Open Game License, we still 
  have to be respectful of certain content that Paizo Publishing owns. Because we want to be very respectful of their content and 
  work in partnership with them we use these “replacement phrases” for certain content. Plus, this helps the product have a more 
  general appeal to those who may be running a home campaign that fits the same themes. In any event, we are 100% confident 
  you know what we are talking about and will have no problem making the required connection. So enjoy Gothic Grimoires in 
  your gothic Adventure Path, set in a small gothic town, helping the Professor’s Daughter and cleansing the unquiet spirits in the 
  ruins of the local prison. See, that wasn’t so hard, now was it.
  special electroNic Features
  We’ve hyperlinked this product externally with links to the Pathfinder Reference Document, the official online compendium of 
  game rules (when not present there, we also used the d20PFSRD). If it is in the core rulebook, we generally didn’t link to it unless 
  the rule is an obscure one. The point is not to supersede the game books, but rather to help support you, the player, in accessing 
  the rules, especially those from newer books or that you may not have memorized.
  Jason nelson
  
  M
  ysterious cults are a favorite trope of the horror 
  genre, whether ancestral, primitive, alien, demonic, 
  or anything else. Charismatic masked priests 
  commanding the loyalty of sinister minions are virtually a given, 
  as are elaborate and usually heretical rituals and costuming. In 
  some cases, though, cults are simpler and less obtrusive, rather 
  being simply the ingrained rites and sacrifices of xenophobic 
  villagers, from lethal lotteries to ensure a good harvest to 
  murderous children of the corn that only come out when 
  strangers linger too long in the village, and then hunt them 
  with an undying bloodthirst no matter how far they run. A 
  cult concealed is handed down through generations, but a cult 
  revealed is a dangerous enemy, armed with the sympathy of the 
  locals against meddling adventurers and interlopers trying to 
  change the way things have always been, and always will be.
  Cults are typically religious sects, after a fashion. That is, 
  they include rituals, holidays, particular styles of dress and 
  codes of conduct, but their theology may veer far from any 
  established religion. For that matter, some cults are simply cults of 
  personality, following a single leader that persuades followers to 
  listen to whatever vague philosophizing or manipulative oratory 
  the cult leader feels necessary to maintain her authority. Followers 
  huddle in their wake, waiting to collect whatever pearls of wisdom 
  drop from their guru's lips, ready to give all to capture just a taste 
  of the transcendent and exclusive patent on wisdom the leader 
  clearly possesses.
  Cults can be benign and secret societies are often harmless 
  at worst and potentially voices for society's improvement at 
  their best, sometimes arising in response to persecution or 
  oppression or as a refuge for those who feel alienated or alone. 
  Others promote a feeling of specialness and exclusivity. More 
  infamously, some cults swing towards the most horrific and awful 
  agglomerations of humanity and its sister races known, engaging 
  in murder, kidnapping, ritual sacrifice, hedonistic carnal rites, 
  and even cannibalism. Cultists may fall under the influence of 
  alien powers that corrupt and erode their sanity and morality. 
  Even those fully sane may use the anonymity and ritual of their 
  cult to detach themselves from their essential relationship to other 
  members of society, so that those not part of the cult become seen 
  as less than those within. Separation begets insularity, which in 
  turn begets xenophobia. Violence and violation of outsiders may 
  becomes seen as preemptive necessities, to prevent them from 
  disturbing the ancient and sacred ways of the cult. At the same 
  time, their separation and secrecy breeds curiosity and contempt 
  in equal measure in the society around them, and cultists are 
  not entirely unreasonable in their suspicion that outsiders may 
  despise them and wish them ill, and hysteria and denunciation 
  on both sides provide further justification for each that the other 
  is up to something nefarious and that only they can expose and 
  eradicate their perfidy.
  Note: All reference in this product to Madness points and the 
  mythos descriptor follows the rules set forth in Tomes of Ancient 
  Knowledge. If you do not own this product, you can ignore these 
  rules or use alternate rules for insanity. 
  
  Adventure Path Plug-In
  Adventure Path Plug-In
  Legendary Games
  Legendary Games
  5
  cHaracter optioNs
  Cultists typically feature as adversaries rather than as legitimate 
  options for play, but there is certainly ample room for PCs to 
  engage themselves either with cult members as allies (especially 
  in an "enemy of my enemy is my friend" or "lesser of two evils" 
  situation), or may decide to directly involve themselves in the 
  activities of a known cult. For that matter, an ambitious PC 
  might even seek to found their own cult. Affiliation with a cult or 
  creation of a cult is possible through simple role-play, of course, 
  but those seeking a mechanical connection with their cultic 
  background or delving into the deeper secrets of hidden societies. 
  Some classes like the inquisitor are, obviously, well-suited for 
  carrying out the work of investigation and (if needed), though 
  inquisitors and investigators of all kinds must be careful of falling 
  prey to a dangerous fascination that builds into an obsession with 
  the very thing they sought to unmask and unravel. Some may 
  become a cult's most insidious allies. Clerics with the separatist 
  archetype may subvert the normal teachings of their faith, 
  weaving them with the rites of the cult, as may heretic inquisitors, 
  while infiltrator inquisitors may be the leading edge of those 
  trying to rend asunder the veil of secrecy surrounding a cult and 
  exorcist inquisitors may trail in their wake in order to undo the 
  lingering psychic damage inflicted by the cult upon its disciples. 
  Cult leaders themselves may not be spellcasters at all, and 
  could have no supernatural talents or may have only what rituals 
  they may have gleaned from a fragmentary mythos tome or 
  blasphemous rite handed down through the secret lore of the 
  cult. The master spy prestige class, for example, can easily be 
  adapted to a cult leader who lives a double life as an upstanding 
  and respectable citizen, perhaps even one outwardly devout in 
  the holy places and traditions of the community. A master spy 
  of course also makes an equally effective infiltrator of cults, able 
  to remain undetected even in the midst of inquisition or bizarre 
  initiations.
  What a cult leader must have, however, is great force of 
  personality, enough to convince fellow cultists that they are the 
  chosen speaker for whatever their patron power may be, and to 
  follow their lead even when that leadership leads into paths of 
  once-unthinkable depravity. Some are charlatans through and 
  through, confabulating entirely invented religions and driving 
  others under their aegis through promulgating an apocalyptic 
  message that suggests that only with them and their secrets can 
  safety and surety be found. Some dispense with the theatrics 
  and simply build a cult of personality around themselves, using 
  personal charisma and promises of glory, or subtle and insidious 
  intimidation making their followers fearful and suspicious of 
  others and trusting only in their leader to show them the way 
  through a dark and dangerous world. Demagogue bards make 
  excellent cult leaders of the former kind, often developing radical 
  or hedonistic sects that lap up the demagogue's every utterance as 
  though it were truly inspired wisdom.
  Most cult leaders in a fantasy setting, however, pay genuine 
  homage to otherworldly powers that are all too real, whatever 
  their origin, and use their powers of persuasion to add to those 
  gathered under their alien banner. For the latter kind of cult 
  leader, true believers in their hidden patrons devoted to bringing 
  their alien visions to pass, the class best suited to leadership is 
  the oracle. With a heavy focus on Charisma and the revelation of 
  ancient mysteries of all sorts, oracles have both the thematic and 
  mechanical congruence with the idea of a cult leader. Any kind 
  of mystery can serve a cultic purpose if pursued through a secret 
  society or appropriate flavor text that shrouds it in primitivism, 
  xenophobia, misinformation, or idolatrous trappings, but for 
  those seeking a close alliance with alien powers from beyond, we 
  present here the Eldritch mystery. Oracles of this mystery will 
  stop at nothing to facilitate the return of their dread patrons, 
  dragging the world screaming into madness and devastation that 
  makes "hell on earth" seem like a pleasant fantasy and where the 
  only hope is to be among the first to be devoured. 
  cultic class optioNs
  While the existing class options and archetypes listed above are 
  well-suited to becoming part of a cult or working against the 
  influence of cults in the world, the following class options open 
  up new avenues for really bringing home the unique blend of 
  mystery, corruption, and wrongness that defines a cult. Cultists in 
  their simplest form could be simply unorthodox or the heterodox, 
  but for bringing to life those who take their cultic deviance to a 
  whole new level, these options are for you. 
  Apostate (Inquisitor archetype)
  While most inquisitors are fanatical zealots of their faith, there are 
  a few that are much more equivocal in their vows, often adopting 
  syncretistic traditions or straying into personal interpretations 
  of their holy writ. Apostates are often heretics in their own 
  right, who may be lone renegades or (more often) members of a 
  secret cult trying to undermine their former faith for its real or 
  perceived failings, while others sympathize with outsider faiths, 
  cultic cells, and participate in the corruption of their faith without 
  wholly abandoning it. 
  Apostasy (Ex): An apostate may choose any domain or 
  inquisition and is not limited to those normally allowed by his or 
  her deity or religion. However, the reaction of other members of 
  their faith that observe them using a spell or domain power from 
  a forbidden domain is automatically shifted negatively by one 
  step; if a creature is already hostile, this results in an immediate 
  attack, which may be to kill or to capture for trial. This ability 
  modifies domain and replaces track.
  Divine Duplicity: Apostates add the following spells to their 
  inquisitor spell list: 1st-charm person, magic aura, obscure object, 
  undetectable alignment (rather than 2nd level as normal); 2nd-
  misdirection; 3rd-glibness, secret page; 4th-modify memory, zone 
  of silence; 5th-false vision, inscrutable grimoire*, mislead, song of 
  discord. An apostate inquisitor cannot cast these spells unless she 
  selects them as spells known. 
  Schismatic Judgment (Su): An apostate's contrarian 
  heterodoxy makes her a bitter enemy of many she once called 
  friend. Any numeric bonus granted by an apostate's judgment is 
  increased by 1 when that bonus applies against a creature of the 
  apostate's former faith. Likewise, this bonus also applies to any 
  judgments used against her by a non-apostate inquisitor of her 
  former faith. This ability modifies judgment.
  Feigned Faithfulness (Ex): At 2nd level, apostates are experts 
  in maintaining the appearance of the truly faithful, gaining a 
  bonus equal to half their class level to Bluff and Intimidate checks. 
  This bonus also applies to the DC of Diplomacy checks made to 
  
  Jason Nelson
  Jason Nelson
  Cultic Cryptomancia
  Cultic Cryptomancia
  6
  gather information about the apostate. This ability replaces stern 
  gaze. 
  Covert Conspiracy: Apostates work to recruit like-minded 
  thinkers to their cause and to divert suspicion away from 
  themselves. 
  Glibness (Sp): At 5th level, an apostate can use glibness as a spell-
  like ability for a number of rounds per day equal to her level. This 
  ability replaces discern lies.
  Anathema (Su) An apostate can use his bane ability (and the 
  Bane Magic feat, if he has it) against members of his former faith. 
  In this case, the bane effect applies against any creature openly 
  displaying the holy symbol of her old faith, as well as any divine 
  spellcaster of that faith (even if not carrying a holy symbol) or 
  any creature under the direct control of such a creature, including 
  animal companions, cohorts, followers, called or summoned 
  creatures, or any creature under a charm or dominate effect used 
  by a member of her former faith. This ability modifies bane. 
  Sublime (Bard archetype)
  The sublime bard is one consumed with drawing the allegiance 
  of others, not for any greater purpose but for the joy of being 
  worshiped and adored. Sublime bards gravitate toward leadership 
  positions in true cults, manipulating others through secrecy 
  and half-truths, but they are just as likely to establish their own 
  cults of personality, raising themselves up as divinely anointed 
  and appointed to bring wisdom, enlightenment, and happiness 
  to the people. Sublimes often take both this archetype and the 
  demagogue archetype. 
  Bardic Performance: A sublime gains the following types of 
  bardic performance. All effects that allow saving throws use the 
  sublime's bardic performance save DC.
  Xenospeech (Sp): At 1st level, a sublime can use his performance 
  to circumvent language barriers, as if he shared a common 
  language with a number of creatures equal to his Charisma 
  modifier. All creatures with whom he converses using xenospeech 
  must be within 30 feet. This ability does not allow the sublime to 
  read an unknown language, but it allows normal conversation and 
  allows him to affect creatures with language-dependent effects as 
  if they shared a common language, as long as he is able to create 
  the effect while maintaining the effect of this performance. This 
  replaces countersong.
  Speaker in Dreams (Sp): At 8th level, a sublime can 
  communicate in dreams by spending 5 rounds performing, 
  creating the equivalent of a dream or nightmare spell. This 
  replaces dirge of doom.
  Bring Tribute (Sp): At 9th level, a sublime can compel a single 
  creature within 30 feet to bring him an item it holds in its hands, 
  as demand offering*; however, if the target is unable to bring the 
  item to the sublime within 1 round, the sublime can continue 
  the effect by continuing the performance. This replaces inspire 
  greatness.
  Vapid Obeisance (Su): At 14th level, as a swift action a sublime 
  can double the duration of any charm, dominate, or emotion 
  spell or spell-like ability by spending a number of rounds of 
  bardic performance equal to the level of the spell. This increased 
  duration does not stack with the Extend Spell feat. 
  Awe Power (Sp): At 15th level, a sublime can project an aura 
  of awe-inspiring might, affecting one creature within 30 feet as 
  overwhelming presence. A creature that saves is staggered for 1 
  round but then becomes immune to this ability for 24 hours. This 
  replaces inspire heroics.
  Fanatic Zeal (Ex): Any creature under a sublime's direct 
  control (including animal companions, cohorts, followers, called 
  or summoned creatures, or creatures acting under a charm or 
  dominate effect) automatically gains the benefit of her inspire 
  courage ability as long as they are adjacent to the sublime, without 
  needing to expend rounds of performance. At 5th level, controlled 
  creatures gain this bonus within 30 feet of the sublime, though all 
  bonuses provided by inspire courage are reduced by 1. 
  At 9th level, when the sublime is killed, knocked unconscious, 
  or permanently incapacitated, as an immediate action he can 
  spend a number of rounds of bardic performance equal to his 
  Charisma modifier, triggering the effect of inspire greatness (as if 
  he had that ability) on one or more directly controlled creatures 
  with a duration equal to the number of rounds of performance 
  he expended. At 15th level, a sublime can perform a similar feat, 
  but granting an effect equivalent to inspire heroics instead. This 
  replaces versatile performance. 
  Ulterior Motive (Ex): A sublime gains a +4 bonus on saving 
  throws made against divinations and mind-affecting effects. This 
  replaces well versed.
  Manipulate Emotions (Ex): At 2nd level, a sublime gains a +1 
  bonus to caster level checks and save DCs when casting spells or 
  using spell-like abilities with the emotion descriptor, and the save 
  DC for such spells is increased by 1. In addition, at 2nd level and 
  every 4 levels thereafter he can add one spell with the emotion 
  descriptor to his list of spells known. The spell must be of a level 
  he can cast. This ability replaces versatile performance. 
  Leadership: At 10th level, a sublime gains Leadership as a 
  bonus feat. This replaces jack of all trades.  
  Eldritch Mystery (Oracle)
  Class Skills: An oracle with the eldritch mystery adds Intimidate, 
  Knowledge (history), Perception, and Perform to her list of class 
  skills.
  Bonus Spells: 2nd-persuasive goad, 4th-blistering invective, 
  6th-angry mob*, 8th-fire charm*, 10th-dream, 12th-orgiastic rite*, 
  14th-vision, 16th-sympathy, 18th-overwelming presence.
  Revelations: An oracle with the eldritch mystery can choose 
  from any of the following revelations.
  Alien Form (Su): You gain the ability to polymorph into a Small 
  or Medium aberration, as though using aberrant form I*. At 11th 
  level, you can assume the form of a Large or Tiny aberration, as 
  aberrant form II*. At 15th level, you can assume the form of a 
  Huge aberration, as aberrant form III*. You can use this ability 
  once per day, for a maximum duration of 1 hour per oracle level. 
  You must be at least 7th level to select this revelation.
  Coven (Ex): This functions as the coven hex, but you can use 
  the aid another action to grant a +1 bonus to another oracle's 
  caster level (including their effective level for revelations as well as 
  spells) as long as that oracle has this revelation. 
  Cultic Chant (Su or Sp): You can use the distraction and 
  fascinate bardic performances, which you may use a number of 
  rounds per day equal to your oracle level plus your Charisma 
  modifier. At 7th level, you add the suggestion bardic performance, 
  at 11th dirge of doom, at 15th frightening performance, and 
  at 19th mass suggestion. This ability functions as bardic 
  performance unless otherwise stated above. 
  
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  Cultic Cooperation (Ex): Your cohort and followers, as well as 
  any creature you call or summon, are treated as if they possessed 
  the same teamwork feats as you for the purpose of determining 
  whether you gain a benefit from those feats. Your allies do not 
  gain these benefits unless they actually possess those feats. You 
  must still meet any positioning or action requirements for the 
  feats in question to gain the feat's benefits. At 7th level, you 
  can use coordinated effort 1/day as a spell-like ability, plus one 
  additional use per day for every 4 levels after 7th.
  Eye Tyrant (Sp): You can sprout eyes all over your body once 
  per day, as countless eyes. At 11th level, you can focus of the power 
  of your gaze to curse your enemies, as eyebite; however, each time 
  you use eyebite it reduces the remaining duration of countless eyes 
  by 1 hour. At 15th level, you can detach some of your extraneous 
  eyes to act as remote sensors, as prying eyes. You may not trigger 
  your eyebite power through these prying eyes, but any creature 
  that destroys one of the prying eyes with an attack is affected as 
  eyebite (Fortitude negates). Creatures destroying prying eyes with 
  dispel magic are not affected in this way. You must be at least 7th 
  level to select this revelation. 
  Fervent Following (Ex): You gain Leadership as a bonus feat. 
  Whenever your cohort or followers are within 30 feet of you, they 
  gain a +1 morale bonus to saving throws and deal +1 damage with 
  successful weapon damage rolls. If you are killed or incapacitated, 
  your followers and cohort take a -2 penalty to weapon damage 
  rolls and saving throws. You must be at least 7th level to select this 
  revelation.
  Hex (varies): You can select one of the following hexes, which 
  function as if you were a witch of a level equal to your class level: 
  charm, disguise, evil eye, fortune, misfortune, tongues. You must 
  be at least 3rd level to select this revelation.
  Major Hex (varies): You can select one of the following major 
  hexes, which function as if you were a witch of a level equal to 
  your class level: agony, nightmares, vision. You must be at least 
  11th level to select this revelation.
  Mythos Scholar (Ex): You add Knowledge (dungeoneering) and 
  Knowledge (planes) as class skills, and you add detect aberration 
  to your list of spells known. In addition, you add your Charisma 
  modifier to Knowledge checks made to identify or determine 
  the characteristics of aberrations or creatures with the mythos 
  descriptor. 
  Reasonable Sacrifice (Sp): You can convince a crowd of people 
  that a certain creature within line of sight of all targets must die, 
  either on the oracle's own authority as cult leader or in order to 
  appease the oracle's divine patron. The oracle may command 
  the creature's death outright, or can command the target to be 
  rendered helpless and brought to him or to a specific location 
  (typically a sacrificial altar or pit). Targets failing their save are 
  compelled to obey, as mass suggestion, regarding the death of the 
  target as a necessary service to the cult leader and for the greater 
  good of the cult and community itself. You must be at least 7th 
  level to select this revelation.
  Sacrifice Minion (Ex): If a cohort, follower, or summoned 
  or called creature is adjacent to you when an attack hits you, 
  including attacks that normally automatically hit, as an immediate 
  action you can command your follower or cohort to intercept the 
  attack, causing it to affect them instead of you. If the attack allows 
  a saving throw, your follower or cohort takes a -4 penalty to their 
  saving throw unless it is a charm or compulsion effect, in which 
  case they gain a +4 morale bonus. Your cannot intercept area 
  effects with this ability; the attack must target you. You cannot use 
  this ability when you are flat-footed or unaware of an attack. You 
  must have the fervent following revelation to select this revelation. 
  Secret Society (Ex and Sp): Your cult is secretive in its activities 
  and difficult for others to learn about. You increase the DC of 
  Diplomacy checks to gather information, Knowledge checks, and 
  Sense Motive checks that would reveal information about you or 
  your cult (including your cohort, followers, called or summoned 
  creatures, or other allies within the cult) by an amount equal 
  to half your oracle level (minimum +1). You and your cohort, 
  followers, and called or summoned creatures also gain an 
  identical morale bonus to saving throws against divinations that 
  would reveal evidence or information about the cult. 
  In addition, you can use memory lapse as a spell-like ability 
  a number of times equal to 3 + your Charisma modifier. At 7th 
  level, you can instead create an aura of forgetfulness, as the Loss 
  subdomain power; each round you use this aura counts as one use 
  of your memory lapse ability.
  Veiled Society (Sp): As a full-round action, you can use veil to 
  disguise one creature per oracle level as any one of the affected 
  creatures, or as faceless beings wearing identical ceremonial garb 
  and hoods, masks, or veils. Veiled creatures are also shrouded by 
  a misdirection effect, causing divinations to reveal information 
  based on the chosen creature, rather than the actual creature. 
  If affected creatures are your followers or cohort, they share 
  a mental connection; as long as any of them are aware of an 
  opponent, all of them are, and if any of them are not flanked, 
  none of them are. You must be at least 7th level to select this 
  revelation.
  Wicker Man (Sp): With 1 minute of chanting and concentration, 
  you can create a wicker man, a special wood golem with the giant 
  creature simple template that exists for 1 hour and then crumbles 
  into dust. If a wicker man hits a Medium or smaller target with 
  both slam attacks, it may use an engulf attack as its wicker strands 
  twine around the target and bind it into a wicker cage within the 
  golem's torso (DC 20, hardness 5, hp 20). If the wicker man takes 
  fire damage, it automatically catches on fire. This deals 1d6 points 
  of damage per round to the wicker man but grants it a burning 
  aura that deals 1d6 points of fire damage to any adjacent creature 
  (2d6 points of fire damage to an engulfed creature), as well as 
  adding 1d6 points of fire damage to its slam attacks. You must 
  be at least 11th level to select this revelation. You may create an 
  additional wicker man each day at 15th level and again at 20th 
  level.
  Final Revelation: At 20th level, you become a master of your 
  hidden cultic cell, commanding absolute loyalty and secrecy 
  from your minions. You, your cohort and followers, and your 
  called or summoned creatures are treated as if they had mind 
  blank in effect at all times, though you may choose to ignore this 
  mind blank effect whenever you create an effect that mind blank 
  would normally block. In addition, you gain immunity to the 
  supernatural abilities of creatures with the mythos descriptor.
  cultic Feats
  The following feats are commonly known among cultists and (to 
  a lesser extent) among those who make it their life's work to root 
  out and destroy those cults wherever they are found. At the GM's 
  option, these feats may be commonly available, or they may be 
  restricted to those who have been initiated into a cult of some 
  
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  type or who have received special training from someone already 
  familiar with them. These feats may also be discovered within 
  ancient grimoires or tomes, or their secrets could be revealed by 
  extraplanar entities called up by a planar ally or planar binding 
  spell or similar effect. 
  Table 1-1: Cultic Feats
  Feats
  Prerequisites
  Bane Spell
  Knowledge (see text) 3 ranks
  Cultic Opiate
  Craft (alchemy) 1 rank
  Ecstatic Euphoria
  Knowledge (religion) 1 rank
  Flagellant Focus
  Endurance or Iron Will
  Heart Ripper
  Improved Critical (unarmed strike), 
  Improved Unarmed Strike
  Sacrificial Focus
  Spell Focus (conjuration), Knowledge 
  (religion) 3 ranks
  Sacrificial Summons
  Spell Focus (conjuration), Knowledge 
  (religion) 3 ranks
  Triumph of the Will
  Persuasive, Intimidate 5 ranks, Cha 13+
  Bane Spell (Metamagic)
  Your spells have greater power against creatures of a chosen type. 
  Prerequisite: Knowledge (see text) 3 ranks.
  Benefit: Choose one type of creature (and subtype, if a 
  humanoid or outsider). Any spell you cast affects creatures of 
  that type more strongly. Your caster level is increased by 1 for 
  determining the spell's effects and duration against creatures of 
  that type, though the spell's range, area, and number of targets 
  are not affected. In addition, your save DCs are increased by 1 for 
  creatures of that type and spells that deal hit point damage add 
  +1 to each damage die against those creatures. A bane spell has 
  its normal effects against creatures of other types (and subtypes). 
  Against creatures other than the chosen type, the spells effects and 
  duration are treated as if your caster level was 1 lower and the save 
  DC and damage per die are likewise reduced by 1. A bane spell 
  uses up a spell slot one level higher than the spell's normal level.
  In order to select this feat, you must have at least 3 ranks in a 
  Knowledge skill that is used to identify creatures of the chosen 
  type and their abilities. Thereafter, you can prepare a bane spell 
  that affects creatures of any type for which you have at least 3 
  ranks in the appropriate Knowledge skill. You need not take this 
  feat more than once to affect creatures of different types, and you 
  can prepare bane spells of more than one type simultaneously as 
  long as you have at least 3 ranks in each appropriate Knowledge 
  skill. You must specify a type (and subtype, if a humanoid or 
  outsider) for each bane spell you prepare or spontaneously cast. 
  Cultic Opiate 
  Your cultic tradition achieves deeper communion with its patrons 
  through the use of mind-altering substances. 
  Prerequisite: Craft (alchemy) 1 rank.
  Benefit: Choose one drug. When you use this substance, you 
  attain an almost supernatural openness to your patron. As long 
  as the drug is providing a beneficial effect, you gain a +1 bonus to 
  one of the following categories: attack rolls; caster level checks and 
  concentration checks; saving throws; or skill checks. If you are 
  good-aligned, this is a sacred bonus; if you are evil, it is a profane 
  bonus. If you are neutral, you must choose which type of bonus to 
  receive; once chosen, it cannot be altered. You take a -2 penalty to 
  saving throws related to addiction against your chosen drug. 
  Ecstatic Euphoria
  The throes of sexual passion bring you to a place of sublime focus 
  and excited connection with your cultic patron. 
  Prerequisite: Knowledge (religion) 1 rank.
  Benefit: After spending one hour obtaining sexual release, 
  either by yourself or in concert with others, you gain a +1 
  morale bonus for a number of hours equal to the ranks you 
  have in Knowledge (religion). You may apply this bonus to one 
  of the following categories: attack rolls; caster level checks and 
  concentration checks; saving throws; or skill checks. You cannot 
  use this feat while you are fatigued or exhausted.
  If you engage in your sexual congress with an aberration, fey, 
  or outsider that serves your cultic patron, your morale bonus for 
  using this feat is +2. 
  Special: At the GM's option you may substitute ranks in 
  Knowledge (dungeoneering) if your cultic patron is a mythos 
  entity, Knowledge (planes) if it is a fiendish or celestial being, or 
  Knowledge (nature) if your cult focuses upon the fey realms or 
  spirits of nature or fertility
  If your cultic patron is a mythos entity, this is considered a 
  mythos feat. 
  Flagellant Focus
  Pain gives you focus and suffering brings you strength of mind. 
  Prerequisite: Endurance or Iron Will.
  Benefit: You can spend 1 hour inflicting pain on yourself, 
  dealing at least 2 points of nonlethal damage. In exchange, you 
  gain damage reduction equal to half the amount of nonlethal 
  damage you have, up to a maximum DR equal to your level plus 
  your Wisdom modifier. This damage reduction applies only 
  against nonlethal damage.
  As long as you have any amount of nonlethal damage, you gain 
  a +1 morale bonus to saving throws or ability checks to resist 
  effects that would cause you to become exhausted, fatigued, 
  sickened, staggered, or stunned, as well as mind-affecting effects 
  and effects with the pain descriptor. If the amount of nonlethal 
  damage you have is greater than your level plus your Constitution 
  modifier, this bonus is doubled to +2.
  If you receive an effect that cures lethal damage, you may 
  choose whether or not that effect also cures your nonlethal 
  damage. You may not choose to have it partially affect your 
  nonlethal damage. If you are unconscious, you cannot choose to 
  ignore healing of your nonlethal damage.
  Normal: Effects that cure lethal damage also cure an equal 
  amount of nonlethal damage. 
  Heart Ripper (Combat, Mythos)
  Your bloodthirsty fighting style builds towards a brutally lethal 
  finish, as you seek to rip the still-beating heart from a defeated 
  enemy's chest. 
  
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  Prerequisite: Improved Critical (unarmed strike), Improved 
  Unarmed Strike.
  Benefit: Your critical threat range is increased to 18-20 when 
  you use an unarmed strike against a humanoid or monstrous 
  humanoid no more than one size category larger than yourself. 
  In addition, when you reduce such a creature to -1 or fewer hit 
  points with an unarmed strike, you can tear the victim's heart 
  out as a free action, instantly killing it. The target is entitled to a 
  Fortitude save (DC 10 + 1/2 your character level + your Wisdom 
  bonus) to negate this effect. If you kill a creature with an unarmed 
  strike, you automatically tear their heart out. A corpse missing its 
  heart cannot be raised, as if killed with a death effect. 
  You gain a +2 circumstance bonus to Intimidate checks against 
  any creature that witnessed you using this feat to rip out a victim's 
  heart. This bonus lasts for 1 minute, and it stacks if you have 
  ripped out the hearts of multiple creatures.
  Sacrificial Power (Mythos) 
  You can empower your magical energies by drawing forth the life 
  force of other people. 
  Prerequisite: Spell Focus (any one) or Spell Penetration, 
  Knowledge (arcana) 3 ranks, Knowledge (religion) 3 ranks, 
  Spellcraft 3 ranks 
  Benefit: When you perform a successful coup de grace upon a 
  sentient creature, it allows you to enhance the power of any spell 
  you cast by doubling the effect of one or more of the following 
  feats: Greater Spell Focus, Greater Spell Penetration, Spell Focus, 
  or Spell Penetration feats you have. You may double the effect of 
  one of the above feats of your choice (though you must double 
  a normal feat before doubling its Greater version) per Hit Dice 
  of the slain creature; if the sacrifice has 4 or more Hit Dice, you 
  double the effect of all of the above feats. You must cast the spell 
  to be enhanced within a number of rounds after the coup de grace 
  equal to the slain creature’s Hit Dice or the power of the sacrifice 
  is lost.
  Sacrificial Summons (Mythos)
  The lives of others are nothing but fuel for your appetite for 
  communing with creatures from beyond. 
  Prerequisite: Spell Focus (conjuration), Knowledge (religion) 3 
  ranks
  Benefit: When you perform a successful coup de grace upon a 
  sentient creature, it allows you to enhance the power of a calling 
  or summoning spell. You may add the effect of a metamagic feat 
  you know to a calling or summoning spell without altering the 
  spell's level or casting time. The metamagic feat you choose must 
  be one that increases the spell's level by one level.
  You must cast the companion spell within a number of rounds 
  after the coup de grace equal to the slain creature's Hit Dice. If 
  time allows, you can combine several sacrifices together in order 
  to enhance the effect of a spell, allowing you to modify your 
  calling or summoning with metamagic feats requiring a multiple-
  level increase. If your cohort, followers, or called or summoned 
  creature(s) are adjacent to you, they may also perform a coup de 
  grace on a sentient creature, each additional sacrifice allows you 
  to add one additional level of metamagic increase. You can add 
  more than one metamagic feat to a spell in this fashion, but the 
  spell's total adjusted level cannot exceed 9th. If the spell is not 
  cast by the time the sacrificial energies dissipate, the spell fails 
  completely when cast. All sacrificial energy you have accrued is 
  dissipated when you cast the spell; any leftover sacrificial energy 
  is lost. 
  You can enhance a calling or summoning spell with a 
  metamagic feat you do not know, but the cost in sacrifices is 
  increased by 1 for each such feat you apply. 
  Triumph of the Will
  Your powerful rhetoric and subtle implications of lurking danger 
  drive others into a panicked yet lasting faith in you as the one they 
  can trust. 
  Prerequisite: Persuasive, Intimidate 5 ranks, Cha 13+.
  Benefit: When you use Intimidate to force a single creature to 
  act friendly toward you, the effect lasts for 1d6 hours, plus one 
  hour for every point by which your Intimidate check exceeds the 
  DC. Alternatively, you can attempt to force a number of creatures 
  equal to your Charisma modifier to act friendly toward you 
  for 1d6 minutes plus one minute for every point by which your 
  Intimidate check exceeds the DC. You make a single check against 
  the highest Intimidate DC (10 + Hit Dice + Wisdom modifier) 
  among your targets, increasing the DC by 2 for each creature after 
  the first. All creatures to be affected must be within 30 feet.
  
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  cultic spells
  The following 13 spells are thematically appropriate for use in 
  cults and could be found in their sacred writings or the mad 
  scrivenings of their prophetic leaders or dusty manuscripts 
  treasured for time out of mind. Like the cultic feats described 
  above, these spells could also be revealed to aspiring cultists 
  through bargaining with extraplanar creatures affiliated with their 
  cult. 
  Antipaladin Spells: 2nd-demand offering; 3rd-foster hatred; 
  4th-exsanguinate, fearful rapture.
  Bard Spells: 2nd-angry mob, demand offering; 3rd-fire charm, 
  foster hatred, torch-wielding mob; 4th-fearful rapture; 5th-orgiastic 
  rite.
  Cleric Spells: 2nd-demand offering; 3rd-angry mob; 4th- foster 
  hatred, torch-wielding mob; 5th-fearful rapture, inscrutable 
  grimoire; 6th-orgiastic rite.
  Inquisitor Spells: 2nd-angry mob; 3rd-foster hatred, torch-
  wielding mob; 4th-exsanguinate; 6th-avasculate.
  Sorcerer/Wizard Spells: 4th-aberrant form I, fire charm; 5th-
  inscrutable grimoire; 6th-aberrant form II; 7th-aberrant form III.
  Witch Spells: 2nd-demand offering; 3rd-fire charm; 4th-foster 
  hatred; 5th-exsanguinate; 6th-orgiastic rite; 7th-avasculate.
  Aberrant Form I
  School transmutation (polymorph) [mythos]; Level sorcerer/
  wizard 4
  Casting Time 1 standard action
  Components V, S, M (a piece of the creature whose form you 
  wish to assume)
  Range personal
  Target you
  Duration 1 min./level
  When you cast this spell, you can assume the form of any Small or 
  Medium creature of the aberration type. If the form you assume 
  has any of the following abilities, you gain the listed ability: all-
  around vision, climb 30 feet, constrict, darkvision 60 feet, grab, 
  poison, swim 30 feet. If the creature has vulnerability to an 
  element, you gain that vulnerability. Any gear you wear or carry 
  merges into your new form. 
  Small aberration: If the form you take is that of a Small aberration, 
  you gain a +2 size bonus to your Dexterity and Constitution 
  and a +1 natural armor bonus.
  Medium aberration: If the form you take is that of a Medium 
  aberration, you gain a +2 size bonus to your Strength and 
  Constitution and a +2 natural armor bonus.
  Aberrant Form II
  School transmutation (polymorph) [mythos]; Level sorcerer/
  wizard 6
  This spell functions as aberrant form I, except that it also 
  allows you to assume the form of a Tiny or Large creature of 
  the aberration type. If the form you assume has any of the 
  following abilities, you gain the listed ability: all-around vision, 
  amorphous, blood drain, climb 60 feet, constrict, darkvision 60 
  feet, deaf, disease, engulf, fly 30 feet (average maneuverability), 
  grab, hibernation, leap, no breath, poison, rend, sound 
  mimicry, swim 60 feet, web. In addition, if the form has damage 
  reduction 10 or greater, you gain DR 5 of the same type. If the 
  form has energy resistance to acid, cold, electricity, fire, or sonic 
  damage, you gain resistance to the same energy type(s) at half 
  the normal amount; if the creature has immunity, you gain 
  energy resistance 20.
  Tiny aberration: If the form you take is that of a Tiny aberration, 
  you gain a +4 size bonus to your Dexterity, a -2 penalty to your 
  Strength, and a +1 natural armor bonus.
  Large aberration: If the form you take is that of a Large aberration, 
  you gain a +4 size bonus to your Constitution and Strength, a -2 
  penalty to Dexterity, and a +4 natural armor bonus.
  Aberrant Form III
  School transmutation (polymorph) [mythos]; Level sorcerer/
  wizard 7
  This spell functions as aberrant form I, except that it also allows 
  you to assume the form of a Huge creature of the aberration 
  type. If the form you assume has any of the following abilities, 
  you gain the listed ability: all-around vision, amorphous, blood 
  drain, climb 60 feet, constrict, darkvision 60 feet, deaf, disease, 
  engulf, fly 60 feet (good maneuverability), grab, hibernation, 
  leap, mimic object, mucus cloud, no breath, paralytic tentacles, 
  poison, quickness, rend, slime, sneak attack, sound mimicry, 
  strangle, swallow whole, swim 60 feet, telepathy, web, wisdom 
  drain. You gain a +6 size bonus to your Constitution and 
  Strength, a -4 penalty to Dexterity, and a +6 natural armor 
  bonus. If the creature whose form you assume is immune to 
  mind-affecting effects, you also gain this immunity. 
  Angry Mob
  School illusion (shadow); Level bard 2, cleric 3, inquisitor 2
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Area one 10-ft. square/level (S)
  Duration concentration (maximum 1 round/level) +1 round (D)
  Saving Throw Will disbelief (if interacted with); see text; Spell 
  Resistance yes; see text
  You create a stationary crowd of illusory commoners of any 
  humanoid race desired. You can generally shape their 
  nondescript appearance, but they cannot be made to resemble 
  any specific individual(s). The angry mob threatens and 
  menaces creatures within, shouting and muttering unintelligibly 
  while brandishing fists and cudgels, and anyone in the area 
  is treated as flanked unless it has disbelieved the illusion. In 
  addition, the angry mob has limited substance and impedes 
  vision and movement like an actual crowd, even if a creature 
  has disbelieved the illusion. Unlike a real crowd, and angry 
  mob does not provide cover to creatures within it and cannot 
  be forced to move with Diplomacy or Intimidate checks. While 
  you are standing within or adjacent to the angry mob, you gain 
  a bonus to Intimidate checks equal to half your caster level 
  (maximum +5). This bonus does not apply against creatures 
  that have disbelieved the illusion.
  Avasculate
  School necromancy [pain]; Level inquisitor 6, witch 7
  Casting Time 1 standard action
  Components V, S, M (a drop of blood)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level (D); see text
  
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  Saving Throw Fortitude partial; see text; Spell Resistance yes
  This spell functions as exsanguinate, any bleed or blood drain 
  damage the target takes is tripled rather than doubled as you 
  cause the targets blood vessels to burst forth from her flesh 
  and empty their contents onto the ground. In addition, the 
  tangle of engorged and writhing vessels causes the target to 
  become entangled in their own vascular system. Even if the 
  target's bleed damage is halted, the target remains entangled 
  and fatigued until its blood vessels can be re-implanted in the 
  target's flesh, requiring a regenerate spell or a Heal check with 
  a DC equal to 10 plus the spell's save DC, requiring 8 hours 
  of work. If using The Mad Doctor's Formulary, repairing the 
  target's vasculature can be accomplished with the Surgery 
  procedure.
  These blood vessels entwine and tangle about any creature 
  adjacent to the target, causing them to become entangled 
  as well (Reflex negates). An adjacent creature entangled in 
  this fashion has their own blood vessels drawn forth to the 
  surface and begins taking 2d6 points of bleed damage and 
  1 point of Constitution bleed at the beginning of each turn 
  they remain entangled. An entangled creature can escape the 
  avasculate target's grasping vasculature with a grapple combat 
  maneuver or Escape Artist check with a DC equal to 10 plus 
  the spell's save DC. If the target is forcibly moved away from 
  adjacent creatures, such as with a bull rush, drag, or reposition 
  maneuver, apply the same combat maneuver check as a drag 
  combat maneuver against the CMD of any entangled creatures, 
  with success indicating that they are dragged along with the 
  target of the avasculate spell when they are moved. This drag 
  maneuver does not provoke attacks of opportunity. If the drag 
  maneuver fails, the connecting vasculature is ripped apart 
  and the entangled creature is freed. Any forcible separation of 
  an entangled creature through any of the methods described 
  above deals 4d6 points of damage and 2 points of Constitution 
  damage to both though both the escaping creature and the 
  avasculated target. 
  Demand Offering
  School enchantment (compulsion) [emotion, mind-affecting]; 
  Level antipaladin 2, bard 2, cleric 2, witch 2
  Casting Time 1 standard action
  Components V, S, M (a pinch of gold dust)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round
  Saving Throw Will negates; Spell Resistance yes
  You manifest an impulse of greed so overpowering that the target 
  is compelled to offer up whatever it has in its hands to attempt 
  to satisfy you. The creature moves toward you at its best speed, 
  moving to avoid obvious dangers en route to you. Once within 
  reach, the target gives you whatever it holds in its hands (or 
  wears on its hands or wrists) owns, and as an immediate action 
  you can take possession of the item as long as you have a free 
  hand. If you do not take the item by the end of your next 
  turn, the compulsion ends. The target is not prevented from 
  defending itself if attacked. The spell has no effect if the target 
  has no means of moving toward you to deliver its gift, including 
  if it is restrained from moving or faced with an impassable or 
  obviously dangerous barrier, such as a wall of fire.
  Exsanguinate
  School necromancy [pain]; Level antipaladin 4, inquisitor 4, 
  witch 5
  Casting Time 1 standard action
  Components V, S, M (a drop of blood)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level (D); see text
  Saving Throw Fortitude partial; see text; Spell Resistance yes
  You cause a bleeding target's vital fluids to gush out in a sanguine 
  torrent. The target is immediately fatigued, and any bleed or 
  blood drain damage it takes is doubled. This includes both hit 
  point damage and ability score damage or drain. In addition, 
  the target's bleeding is not automatically stopped by the 
  application of healing magic; instead, a creature using a healing 
  effect on the target must succeed at a caster level check (or a 
  level check, if using a supernatural effect such as channeled 
  positive energy) against a DC of 15 plus your caster level in 
  order to stop your bleeding. If this caster level check is failed, 
  the healing effect cures only half the normal amount of damage 
  and does not stop the bleeding. A Heal check to stop your 
  bleeding must succeed against the same DC. This spell has no 
  effect on a target that is not bleeding, and if the target's bleed 
  damage is halted the spell ends. 
   At the end of each round, the target must attempt an additional 
  Fortitude save. The target becomes exhausted on the first failed 
  save, stunned for 1 round on the second failed save, and on 
  the third failed save drops to -1 hit points and gains the dying 
  condition. A fourth failed save results in death.
  Fearful Rapture
  School enchantment (compulsion) [emotion, mind-affecting]; 
  Level antipaladin 4, bard 4, cleric 5
  Casting Time 1 standard action
  Components V, S, DF (holy symbol)
  Range 30 ft.
  Area cone-shaped burst
  Duration 1 round/level or 1 round; see text
  Saving Throw Will partial; Spell Resistance yes
  You unleash a surge of emotion that cows your enemies and 
  simultaneously inspires your allies with your awesome power. 
  Living enemies within the area are affected as fear. Living allies 
  gain a +1 morale bonus to attack rolls and saving throws against 
  emotion and fear effects. In addition, any ally currently affected 
  by an emotion or fear effect gains a new saving throw to break 
  the effect. This has no effect if the original effect did not allow a 
  saving throw.
  Fire Charm
  School illusion (pattern) [fire, mind-affecting]; Level bard 3, 
  cleric 4, sorcerer/wizard 4, witch 3
  Casting Time 1 round
  Components V, S, M (a fire source)
  Range close (25 ft. + 5 ft./2 levels)
  Targets any number of creatures; see text
  Duration 1 hour or less
  Saving Throw Will negates; see text; Spell Resistance yes
  You enchant the target fire source, causing it to waver and swim 
  in enchanting patterns that entrance creatures able to see the 
  flames. This affects targets as enthrall, but rather than paying 
  
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  attention to you and your speaking or singing their attention 
  is fixated upon the target fire source. Fire charm requires no 
  further action by you after casting to continue fascinating the 
  creatures involved, and you can leave the area of effect without 
  disrupting their attention upon the fire. However, the reactions 
  of enraptured creatures toward you functions as normal for 
  enthrall if you do communicate with them. In addition, the 
  rippling patterns of the fire charm distract and unravel the 
  willpower of entranced creatures, causing them to take a -4 
  penalty to Will saves and Wisdom checks (including Wisdom-
  based skill checks). 
  If the fire source is extinguished, the spell ends but creatures 
  spend 1d3 rounds recovering from their trance (as enthrall). 
  If the fire is not extinguished but their line of sight to it is 
  interrupted, affected creatures will spend 1d3 rounds moving 
  to find a better view of the fire charm. If after this time they still 
  have no line of sight to the fire, their trance ends. 
  If the target fire source is Small or smaller, it can entrance 
  creatures within 20 feet. For every size category of the target fire 
  larger than Small, this range is increased by 20 feet, up to 120 
  feet for a Colossal fire.
  A fire charm can entrance vermin even though it is a mind-
  affecting effect.
  Foster Hatred
  School enchantment (compulsion) [emotion, mind-affecting]; 
  Level antipaladin 3, bard 3, cleric 4, inquisitor 3, witch 4
  Casting Time 1 round
  Components V, S, M (a fire source)
  Range close (25 ft. + 5 ft./2 levels)
  Targets one creature/level, no two of whom may be farther than 
  30 ft. apart
  Duration 1 day/level
  Saving Throw Will negates; Spell Resistance yes
  You poison the minds of the targets, filling them with malice 
  and hatred for members of a certain group. This can include 
  creatures of a specific creature subtype, or of a specific kind 
  within a type that has no subtypes (e.g., red dragons, minotaurs, 
  or treants). The target group may also be a member of a 
  religious, national, or ethnic group, assuming those affiliations 
  are visibly apparent to affected creatures. Foster hatred can 
  compel creatures to hate a group of which they are a part, 
  though this grants them a +4 bonus to the saving throw.
  Foster hatred shifts the targets' reactions with creatures of their 
  hated group negatively by one step, and they are always treated 
  as enemies rather than allies for creatures of that type. They 
  are not actually compelled to attack their hated creatures, but 
  they will act within their normal resources and ethics to hinder, 
  demean, or abuse those they hate. They cannot provide flanking 
  for a hated creature, and they automatically provide flanking 
  for an enemy that flanks a hated creature with them. They are 
  not considered allies or willing targets for the purpose of spells 
  and similar effects (including nominally harmless effects) or 
  allowing movement through their space. If a member of a 
  hated group ever becomes helpless while adjacent to an affected 
  creature, the hated creature is compelled to perform a coup de 
  grace on the hated creature (Will negates; making this saving 
  throw does not remove the foster hatred spell but does prevent 
  acting on the compulsion to perform a coup de grace against 
  that creature). 
  Inscrutable Grimoire
  School illusion (phantasm) [mind-affecting, mythos]; Level cleric 
  5, sorcerer/wizard 5
  Casting Time 1 minute per page
  Components V, S, M (lead-based ink worth 50 gp, plus one 
  dose each of flayleaf and pesh (http://www.d20pfsrd.com/
  gamemastering/afflictions/drugs))
  Range touch
  Targets one touched object weighing no more than 10 lbs. 
  Duration 1 day/level (D)
  Saving Throw Will negates; see text; Spell Resistance yes
  This spell functions similarly to illusionary script, but rather 
  than implanting a suggestion in a creature reading the script, 
  the caster can instead implant one of the following effects: 
  bestow curse, modify memory, nightmare, reckless infatuation, 
  or unadulterated loathing. The caster must specify the object 
  of the reader's infatuation or loathing for latter two effects; in 
  addition, the caster can stipulate that the book itself becomes 
  the target of their infatuation or loathing, rather than a creature 
  as normally required for those spells. Regardless of the effect 
  placed in the inscrutable grimoire, a creature failing a saving 
  throw against its effects gains 1 Madness point. 
  Orgiastic Rite
  School enchantment (compulsion) [emotion, mind-affecting]; 
  Level bard 5, cleric 6, witch 6
  Casting Time 1 standard action
  Components V, S, F/DF (a fertility idol)
  Range close (25 ft. + 5 ft./2 levels)
  Targets one creature/level, no two of which can be more than 30 
  ft. apart
  Duration 1 round/level
  Saving Throw Will negates (and Fortitude negates; see text); Spell 
  Resistance yes
  You incite the passions, compelling the targets to engage in a 
  frenzy of carnality. This functions as unnatural lust, but affected 
  creatures are attracted to the nearest creature rather than a 
  specific creature designated by the caster. If the nearest creature 
  is also affected by the spell both creatures drop prone.
  Affected creatures immediately drop any held objects, and if 
  wearing any magical or mundane items in the belt, body, 
  chest, or head slots, they remove one random item per round 
  and drop the item on the ground in their square. An affected 
  creature wearing armor spends the first round of the spell's 
  effect removing portions of their armor before doffing any 
  other worn items; thereafter, treat their armor as if donned 
  hastily, worsening their armor bonus and armor check penalty 
  by 1 until they spend 1 minute putting their armor back 
  together. 
  All targets of the spell must be of the same type, though they may 
  have different subtypes. Each round after the first round of the 
  spell's effect, affected creatures can attempt a new Will save to 
  break free of the compulsion and end the effect. Once the spell 
  ends, affected creatures are fatigued (Fortitude negates).
  Torch-Wielding Mob
  School illusion (shadow) [fire]; Level bard 3, cleric 4, inquisitor 3
  This spell functions as angry mob, but the mob brandishes 
  flaring torches and its shouts are more fierce and disruptive. 
  Any creature beginning its turn within the area catches on 
  
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  fire (Reflex negates) and is automatically dazzled for 1 round. 
  Unattended objects do not take fire damage from the torch-
  wielding mob. While standing within or adjacent to the torch-
  wielding mob, you gain a bonus to Intimidate checks equal to 
  half your caster level (maximum +10).
  
  CC 14
  Coming soon From legendary games!
  Look for these other titles from Legendary Games, coming soon to paizo.com, d20pfsrd, and DriveThruRPG, as 
  well as for purchase direct from Legendary Games by email at makeyourgamelegendary@gmail.com!
  Use the links on the front cover/home page to find out more and to discuss them on the Paizo message boards, 
  at makeyourgamelegendary.com, and on our Facebook page!
  Cold mountain
  A mother’s love is stronger than death, but love and death walk hand in hand when mortals cross paths with 
  the immortal fey. This adventure designed for 4th to 5th level characters offers the chance to earn additional 
  experience within a Kingbreaker Adventure Path campaign as they explore the unforgiving lands of a savage 
  frontier and find them not uninhabited. Can they find a way to peacefully coexist with clans of the lonely hills 
  and the frightening powers of nature that threaten to rise up and devour barbarian village and new-founded 
  kingdom alike.
  also From legendary games!
  Cultic Cryptomancia 
  by Jason nelson
  with the legendary games design team
  Cultic Cryptomancia 
  by Jason nelson
  with the legendary games design team
  gothiC adventure Path Plug-ins
  Construct Codex
  The Fiddler’s Lament 
  Gothic Grimoires: Book One, The Necrotic Verses
  Gothic Grimoires: Book Two, On the Inverse Calculus 
  of Unseen Refraction
  Gothic Grimoires: Book Three, The Sepulchral Swaths 
  of Tanoth-Gha
  Gothic Grimoires: Book Four, Spellbones of the 
  Devourer
  Gothic Grimoires: Book Five, To Serve a Prince 
  Undying
  Gothic Heroes
  Gothic Visions
  The Mad God’s Formulary
  The Murmuring Fountain 
  Tomes of Ancient Knowledge
  Treasury of the Macabre
  imPerial adventure Path Plug-ins
  The Baleful Coven
  Imperial Heroes
  Meditations of the Imperial Mystics
  Under Frozen Stars
  The Way of Ki
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Legendary Games/Gothic Horror/CC14 - Cultic Cryptomancia.pdf