You have made contact with the lord of another plane, and in exchange for doing his bidding you gain his ability to manipulate a particular element.
Barrier Effect: Contractors with the crimson realm contract enhance their barriers with elemental power. At 1st level, you select your element (air, earth, fire, water, wood, or metal). You gain the first granted power of that elemental school (or a subschool thereof) while within your barrier, using your contractor level as your wizard level to determine all effects.
Contract Powers: The following are the granted powers of the crimson realm contract.
Elemental Manipulation (Ex): At 1st level, you gain the 1st-level granted powers of both your elemental school or subschool and an associated domain (or a subdomain thereof). The elemental schools and their associated domains are as follows: Air:Air, Earth:Earth, Fire:Fire, Water:Water, Wood:Plant, Metal:Artifice. You can use each a number of times per day equal to 3 + your Charisma modifier. DCs of granted powers are equal to 10 + 1/2 your contractor level + your Charisma modifier. Use your contractor level as your wizard and cleric levels for the purposes of determining the strengths of these powers.
Elemental Magic (Su): At 4th level, add your elemental school's spells to your contractor spell list. In addition, you gain an additional spell slot at each spell level at which you can cast spells. This slot must be used to cast a spell from your elemental school's spell list. At 4th level, and again at 7th, 10th, and 13th levels, add one spell from your elemental school's spell list to your list of spells known. Spells learned in this way must be of a level you can cast.
Mystery of the Crimson Realm (Su): At 8th level, your elemental command is divinely inspired by the true gods of the crimson realm. Select an oracle mystery associated with your elemental school. The elemental schools and their associated mysteries are as follows: Air:Wind, Earth:Stone, Fire:Flame, Water:Waves, Wood:Wood, Metal:Metal. You may select one revelation from that mystery, using your contractor level as your oracle level for the purposes of qualifying for revelations and determining their effects. You now qualify for the Abundant Revelations and Extra Revelation feats, and may select either in place of a perk.
Mystery Magic: At 12th level, you add the 1st- and 2nd-level spells granted as bonus spells by your mystery to your list of spells known. At 16th level, you add your mystery's 3rd- and 4th-level bonus spells to your list of spells known.
Elemental Amplification (Su): Your barrier stirs the raw elements themselves, enhancing your elemental magic. At 16th level, the DC of spells you cast from your elemental school's spell list is increased by 2 within your barrier. This increase also applies to the DCs of your elemental manipulation powers, to the DCs of your revelations, and to the DC of your beam attack as long as you are using it to fire energy of your element, so long as you are within your barrier when using these abilities.
Crimson Lord (Su): At 20th level, your elemental mastery surpasses that of your lord and you become a lord of the crimson realm in your own right. Your type changes to outsider (native) and you gain immediate access to one additional revelation from your mystery. You need no longer pay your remuneration. Failure to serve your original contract does not cause you to lose your powers, though turning against your old lord may have grievous consequences.