Oaths
Oaths are restrictions on behaviors characters can take that grant them bonus feats or supernatural powers in exchange for the restrictions. When a character takes an oath, they must go through a rigorous series of rituals and training and have it added to them via an atonement spell (see below).
Minor Violations: If a character commits a minor violation of their oath, they lose 1 surge. If they have no surges left to lose, they suffer a major violation.
Major Violations: A character that commits a major violation of their oath immediately loses all benefits of the oath and suffers a -1 penalty to all rolls and DCs until they redeem themselves by re-adding the oath or absolve themselves by removing the oath. Removing or adding an oath requires an atonement spell to be cast upon the character by another character of equal or greater level or multiple castings of atonement by lower levels characters that add up to this much.
Oath of Domination
Oath of Elitism
Oath of Envy
Oath of Filth You refuse to bathe or wash and gladly and eagerly spread disease, trash, and filth wherever you go.
Oath of Gluttony
Oath of Greed
Oath of Lust You must spread lustful degeneracy everywhere you go. Whenever any opportunity to seduce or corrupt others presents itself, you must take that opportunity. Whether you're wooing a young maiden, convincing man to cheat on his wife, telling two young people to experiment romantically with inclinations they've never had before, or selling aphrodisiacs under the guise of medicine, you ultimately seek to get people to engage in degenerate activities, especially those who otherwise would not have done so without your influence.
Oath of Pride
Oath of Rebellion
Oath of Sloth You refuse to do any work that would benefit others without a reward and often manipulate others to do work for you.
Oath of Wrath
Astral Jaunt: You can only cast this spell while you are asleep. It functions as astral projection except you move through the dreamscape instad.
Elitism: You must refuse to knowingly work as an ally with any good-aligned creatures unless doing so is an act of desperation with a greater evil intent. Even speaking with such creatures or doing business with them more than occasionally risks violating this oath. You gain Skill Focus (Knowledge: Religion) and gain one of the following domains of your choice as if you were a cleric: Evil, Cannibalism, Corruption, Daemon, Fear, Plague.
Rebellion: You must be chaotic as well as evil. You gain Skill Focus (Bluff) and gain one of the following domains of your choice as if you were a cleric: Demodand, Demon, Entropy, Riot, Whimsy. You possess all the powers and learn all the spells from this domain as soon as you are a high enough level to do so.