Sphere
| Picks
| Power Name
| Power Effect
|
Chaos
| 1
| Granted Powers
| You cast chaos spells at +1 caster level.
| Chaos
| 2
| Chaos Ward
| You are immune to any transmutation based abilities (including chaos damage), spells or spell-like effects.
| Chaos
| 3
| Chaos Born
| Once per round you can +LVL to any dice roll.
|
Chaos
| 4
| Chaos Brethren
| Chaos-aligned creatures you summon always have 50% more hit dice than usual.
| Chaos
| 5
| Instrument of Chaos
| Immunities and resistances are only 50% effective against your transmutation-based attacks (and chaos damage).
| Charity
| 1
| Granted Powers
| You cast magical boons upon others at +2 caster level.
|
Charity
| 2
| Shield of Kindness
| You are immune to other's boons on themselves (e.g. you don't take extra damage from a Striking spell).
| Charity
| 3
| Philanthropist
| +2 to each ability score, but you get only half money from now on.
| Charity
| 4
| Oblation
| Any creatures you summon always remain twice as long.
|
Charity
| 5
| Instrument of Charity
| Magical boons (such as healing spells) are twice as effective when you cast them on an ally.
| Community
| 1
| Granted Powers
| Use calm emotions as a spell-like ability 1/day.
| Community
| 2
| Guards & Wards
| You and any allies in your group are immune to any effect which would cause you to travel against your will.
|
Community
| 3
| Strength in Numbers
| + to saving throws equal to the number of allies in your group. (max=LVL)
| Community
| 4
| Band of Brothers
| You can summon twice as many summoned creatures than the spell typically permits.
| Community
| 5
| Meeting of Minds
| Any allies you summon gain a divine bonus to their saving throws against banishment (and similar effects) equal to LVL.
|
Darkness
| 1
| Granted Powers
| You gain blind-fight as a bonus feat.
| Darkness
| 2
| Darksight
| You can see in total darkness, even magical darkness, as if it were daylight.
| Darkness
| 3
| Night Born
| +LVL to TH, damage and AC while fighting from within total darkness.
|
Darkness
| 4
| Shadow Brethren
| Shadow-based creatures you summon always have 50% more hit dice than usual.
| Darkness
| 5
| Instrument of Darkness
| Immunities and resistances are only 50% effective against your negative energy-based attacks.
| Death
| 1
| Granted Powers
| You cast necromancy spells at +1 caster level.
|
Death
| 2
| Cheat Death
| You are immune to any death or negative energy-based effects.
| Death
| 3
| Divination
| +LVL on TH, dmg and AC while facing living opponents.
| Death
| 4
| Undead Brethren
| All undead created within the radius of your divine aura have 50% more hit dice than usual.
|
Death
| 5
| Instrument of Death
| Immunities are only 50% effective against your death-based attacks. Those immune get a save at +10.
| Destruction
| 1
| Granted Powers
| You can make one smite attempt/day, gaining a +4 bonus on TH and a damage bonus equal to your level.
| Destruction
| 2
| Irrefragable
| You are immune to disintegration.
|
Destruction
| 3
| Appetite for Destruction
| You gain a bonus to damage equal to LVL.
| Destruction
| 4
| Violent Offenders
| Any creatures you summon are automatically enraged, gaining a damage bonus equal to LVL.
| Destruction
| 5
| Instrument of Destruction
| Damage reduction is only 50% effective against your attacks.
|
Disease
| 1
| Granted Powers
| You cast necromancy spells at +1 caster level.
| Disease
| 2
| Immunised
| You are immune to any type of constitution damage/draining or disease based attack.
| Disease
| 3
| Disease Carrier
| +LVL on TH, damge rolls and AC against disease ridden opponents.
|
Disease
| 4
| Diseased Brethren
| Any creatures you summon are always disease carriers (1 point of constitution damage for every LVL you have)
| Disease
| 5
| Instrument of Disease
| Immunities and resistances are only 50% effective against your disease-based attacks.
| Elf
| 1
| Granted Powers
| You gain point blank shot as a bonus feat.
|
Elf
| 2
| Strong Minded
| You are immune to any mind affecting effects.
| Elf
| 3
| Orc Slayer
| +LVL on TH, dmg and AC against orcs or half orcs (or any other orc sub-species).
| Elf
| 4
| Fey Brethren
| Fey summoned by you always have 50% more hit dice than usual.
|
Elf
| 5
| Extension of Elvenkind
| Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.
| Entropy
| 1
| Granted Powers
| You cast necromancy spells at +1 caster level.
| Entropy
| 2
| Void Shield
| You are immune to nullification and gain cold resistance equal to half your hit die.
|
Entropy
| 3
| Void Born
| +LVL on TH, damage and AC against immobile opponents or while both you and your opponent are within a vacuum.
| Entropy
| 4
| Void Brethren
| Summoned creatures within the radius of your divine aura are automatically banished.
| Entropy
| 5
| Instrument of the Void
| You do not suffer any miss chance against incorporeal targets.
|
Evil
| 1
| Granted Powers
| You cast evil spells at +1 caster level.
| Evil
| 2
| Poison Ward
| You are immune to poison.
| Evil
| 3
| Born Evil
| +LVL on TH, dmg and AC within a desecrated area (or evil aligned plane).
|
Evil
| 4
| Evil Brethren
| Evil-aligned creatures summoned by you always have 50% more hit dice than usual.
| Evil
| 5
| Stain of Evil
| Any damage you deal can only be healed within a consecrated area.
| Fear
| 1
| Granted Powers
| You cast necromancy spells at +1 caster level.
|
Fear
| 2
| Fear Shield
| You are immune to any type of strength damage/draining or fear-based attack.
| Fear
| 3
| Terrifying Opponent
| +LVL on TH, damage and AC against all opponents you frighten.
| Fear
| 4
| Horrific Breathren
| Any creatures you summon radiate fear. Treat these creatures as if bearing a symbol of fear.
|
Fear
| 5
| Instrument of Terror
| Immunities and resistances are only 50% effective against your fear-based attacks.
| Fertility
| 1
| Midwife
| You automatically know when a baby is due. You cast conjuration spells at +1 caster level.
| Fertility
| 2
| Fertility Sheath
| You are immune to any type of constitution damage/draining or disease-based attack.
|
Fertility
| 3
| Egg Born
| You can give birth within seconds to an egg or cause any female you impregnate to give birth within seconds again to an egg.
| Fertility
| 4
| Numerous Brethren
| You summon double the number of creatures.
| Fertility
| 5
| Rapid Rejuvenation
| You rejuvenates as if of the next highest divine status.
|
Fire
| 1
| Speak with Fire
| Similar to a stone tell spell except that it works with fire. Turn or destroy water creatures. Rebuke, command or bolster fire creatures.
| Fire
| 2
| Fire Ward
| You are immune to fire (or heat).
| Fire
| 3
| Fire Born
| +LVL on all TH, damage and AC
|
Fire
| 4
| Fire Brethren
| Creatures with the fire subtype summoned by you always have 50% more hit dice than usual.
| Fire
| 5
| Instrument of Fire
| Immunities and resistances are only 50% effective against your fire-based attacks.
| Good
| 1
| Granted Powers
| You cast good spells at +1 caster level.
|
Good
| 2
| Blessed Body
| You are immune to disease.
| Good
| 3
| Blessed At Birth
| +LVL on TH, dmg and AC whenerver you are within a consecrated area or good aligned plane.
| Good
| 4
| Holy Brethren
| Good-aligned creatures summoned by you always have 50% more hit dice than usual.
|
Good
| 5
| Stigmatism
| Any damage you deal can only be healed within a consecrated area.
| Healing
| 1
| Granted Powers
| You cast healing spells at +1 caster level.
| Healing
| 2
| Faster Healing
| You gain fast healing equal to 1/2 your hit die.
|
Healing
| 3
| Doctor
| +LVL on TH, dmg and AC against opponents with either fast healing or regeneration.
| Healing
| 4
| Healthy Brethren
| Any creatures you summon possess fast healing equal to LVL.
| Healing
| 5
| Recovery
| Your healing powers can restore even vile damage.
|
Knowledge
| 1
| Granted Powers
| +LVL Knowledge proficiencies. You cast divination spells at +1 caster level.
| Knowledge
| 2
| Shield of Intellect
| You are immune to any type of intelligence damage/draining.
| Knowledge
| 3
| Higher Learning
| You gain a bonus to Intelligence equal to LVL.
|
Knowledge
| 4
| Intelligent Brethren
| Any creatures you summon gain an intelligence bonus equal to LVL.
| Knowledge
| 5
| Instrument of Education
| You know all skills.
| Labour
| 1
| Granted Powers
| You gain a +10 bonus to Endurance skill checks (+10 Con checks).
|
Labour
| 2
| Inexhaustible
| You cannot fail endurance checks and are immune to fatigue and exhaustion.
| Labour
| 3
| Job Satisfaction
| +LVL on TH, dmg and AC provided you have done a good days work the previous day.
| Labour
| 4
| Hard Working Brethren
| Any creatures you summon cannot be banished until the task is done.
|
Labour
| 5
| Instrument of Labour
| You can cause fatigue an exhaustion even in creatures that have no constitution score, at half effect.
| Law
| 1
| Granted Powers
| You cast law spells at +1 caster level.
| Law
| 2
| Shield of Law
| You are immune to any transmutationbased abilities, spells or effects.
|
Law
| 3
| Justice Bringer
| +LVL to TH, dmg and AC while
| Law
| 4
| Lawful Brethren
| Lawful-aligned creatures summoned by you always have 50% more hit dice than usual.
| Law
| 5
| Instrument of the Law
| Immunities and resistances are only 50% effective against your law-based attacks.
|
Love
| 1
| Granted Powers
| You cast enchantment spells at +1 caster level.
| Love
| 2
| Charisma Shield
| You are immune to any type of charisma damage/draining.
| Love
| 3
| Born of Love
| +LVL on TH, dmg and AC provided you have made love within the past day.
|
Love
| 4
| Brethren of Love
| Any creatures you summon gain an charisma bonus equal to LVL.
| Love
| 5
| Instrument of Enchantment
| Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.
| Luck
| 1
| Granted Powers
| You gain a +1 luck bonus on all saving throws.
|
Luck
| 2
| Luck Shield
| You are immune to any type of dexterity damage/draining.
| Luck
| 3
| Born Lucky
| You have a 50% chance each day of gaining a bonus equal to LVL on TH, dmg and AC.
| Luck
| 4
| Lucky Brethren
| You always summon the maximum number of creatures.
|
Luck
| 5
| Instrument of Fate
| Opponents in your group have any luck bonuses reduced by 50%.
| Madness
| 1
| Granted Powers
| You cast enchantment spells at +1 caster level.
| Madness
| 2
| Mind Blank
| You are immune to any mind affecting effects.
|
Madness
| 3
| Method behind the Madness
| +LVL on TH, dmg and AC when facing intelligent opponents.
| Madness
| 4
| Mad Brethren
| Any aberrations you summon have 50% more hit dice than normal.
| Madness
| 5
| Instrument of Madness
| Immunities are only 50% effective against your mind affecting effects and spells.
|
Magic
| 1
| Granted Powers
| Use scrolls as a wizard at one half your cleric level.
| Magic
| 2
| Spell Shield
| You automatically block the first spell used against you each round.
| Magic
| 3
| Rune Touched
| +LVL on spell focus, spell penetration and SR.
|
Magic
| 4
| Guardians of Magic
| Any constructs you summon have 50% more hit dice than normal.
| Magic
| 5
| Instrument of Magic
| Your magic works on those supposedly immune to magic, at half effect.
| Metalworking
| 1
| Granted Powers
| Divide the cost of unusual materials by CL.
|
Metalworking
| 2
| Iron Guard
| You cannot be harmed by metal magic weapons whose enhancement bonus is less than LVL.
| Metalworking
| 3
| Forge Born
| You gain Construct traits.
| Metalworking
| 4
| Forge Brethren
| Any creatures you summon always gain a bonus to their manufactured weapons, armor and shields equal to LVL.
|
Metalworking
| 5
| Chink In The Armor
| You ignore magic armor or shields whose enhancement bonus is less than LVL.
| Moon
| 1
| Granted Powers
| You can turn or destroy lycanthropes.
| Moon
| 2
| Lunar Shield
| You are immune to any transmutation effects.
|
Moon
| 3
| Animal Instincts
| +LVL on TH, dmg and AC while bathed in moonlight (or on the moon).
| Moon
| 4
| Call of the Wild
| Any animals or lycanthropes you summon have 50% more hit die than usual.
| Moon
| 5
| Instrument of Change
| Your transmutation effects can affect those otherwise immune, at half effect.
|
Mountain
| 1
| Granted Powers
| You can turn or destroy air creatures. Rebuke, command or bolster earth creatures.
| Mountain
| 2
| Stonelike
| You become immune to critical hits.
| Mountain
| 3
| Earthborn
| +LVL on TH, dmg, and AC when you are standing on the earth.
|
Mountain
| 4
| Earthen Brethren
| Any earth-based creatures you summon possess 50% more hit dice than normal.
| Mountain
| 5
| Monumental
| Your damage reduction has no negating factors.
| Music
| 1
| Mysteries of Music
| Communicate with songbirds (or sonic based creatures) and learn what they know. You cast sound-based spells at +1 caster level.
|
Music
| 2
| Shield of Silence
| You are immune to any sonic-based abilities, spells or effects (including the effects of bardic music).
| Music
| 3
| Music Born
| +LVL caster level and any saving throw DC's when using any sonic based ability (including bardic music) or spell.
| Music
| 4
| Musical Brethren
| Sonic-based creatures you summon always have 50% more hit dice than usual.
|
Music
| 5
| Instrument of Music
| Immunities and resistances are only 50% effective against your sonic based attacks.
| Nature
| 1
| Granted Powers
| You can rebuke or command plant creatures as an evil cleric destroys undead.
| Nature
| 2
| Green-Skinned
| You are immune to poison effects.
|
Nature
| 3
| Son of the Forest
| +LVL on TH, dmg and AC when within an area of dense vegetation (forest, jungle etc.)
| Nature
| 4
| Horticulturist
| Any plants summoned by you always have 50% more hit dice than usual.
| Nature
| 5
| Green-Blooded
| You can poison even those magically immune to poison.
|
Peace
| 1
| Granted Powers
| You gain a +2 Charisma bonus.
| Peace
| 2
| Stay Thy Hand
| You gain an AC bonus equal to its LVL for as long as you refrain from committing an aggressive act.
| Peace
| 3
| Calm Under Crisis
| +LVL on spell focus, spell penetration and SR for as long as you refrain from committing an aggressive act.
|
Peace
| 4
| Peaceful Brethren
| Any creatures you summon gain an AC bonus equal to LVL as long as they refrain from committing an aggressive act.
| Peace
| 5
| Instrument of Peace
| Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.
| Revenge
| 1
| Granted Powers
| 1D: Cast a priest spell against an enemy.
|
Revenge
| 2
| Blinded by Vengeance
| You are immune to any mind affecting effects.
| Revenge
| 3
| Born to Vengeance
| +LVL on TH, dmg and AC against any favored enemies, or individuals who have attacked you within the past 24 hours.
| Revenge
| 4
| Brothers of Vengeance
| Any creatures you summon gain a favoured enemy bonus equal to double LVL.
|
Revenge
| 5
| Instrument of Revenge
| You can expend your own hit points to deal extra damage with each attack (max CL damage per attack).
| Science
| 1
| Granted Powers
| You gain a +2 bonus to Intelligence.
| Science
| 2
| Spell Immunity
| You are immune to spells of half LVL or less.
|
Science
| 3
| Appliance of Science
| +LVL on attack roll, dmg and AC when attacking spellcasters.
| Science
| 4
| Natural Selection
| Any animals summoned by you always have 50% more hit dice than usual.
| Science
| 5
| Instrument of Science
| Evocation based attacks you do are 50% natural and will partially function even through anti-magic.
|
Sea
| 1
| Granted Powers
| You can turn or destroy fire creatures. Rebuke, command or bolster sea creatures.
| Sea
| 2
| Aquatic
| You gain the aquatic subtype, you also gain cold resistance equal to half your hit die.
| Sea
| 3
| Ocean Born
| +LVL on TH, dmg and AC if both you and your opponent are underwater.
|
Sea
| 4
| Spawn of the Deep
| Creatures with the aquatic subtype summoned by you always have 50% more hit dice than usual.
| Sea
| 5
| Drowning
| You can automatically revoke any water breathing in your group, even with creatures who are naturally aquatic like fish.
| Secrets
| 1
| Granted Powers
| Add Bluff, Disguise and Hide to your list of cleric class skills.
|
Secrets
| 2
| Cloak of Mystery
| You are immune to divination.
| Secrets
| 3
| Stygian
| +LVL on TH, dmg and ACduring any round in which you surprise an opponent.
| Secrets
| 4
| Occult Brethren
| Any creatures you summon benefit from having greater invisibility cast upon them.
|
Secrets
| 5
| Instrument of Secrecy
| Your illusions have a 50% chance of fooling even true seeing or similar magic.
| Skill
| 1
| Granted Powers
| You gain a +2 bonus to Dexterity.
| Skill
| 2
| Skill Shield
| You are immune to any type of dexterity damage/draining.
|
Skill
| 3
| Skill Born
| +LVL on TH, dmg and AC against opponents more powerful than yourself.
| Skill
| 4
| Lithe Brethren
| Any creatures you summon gain an Dexterity bonus equal to LVL.
| Skill
| 5
| Instrument of Skill
| You gain a Dexterity bonus equal to LVL.
|
Sky
| 1
| Granted Powers
| Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
| Sky
| 2
| Windy
| You are immune to wind based effects and have electricity resistance equal to half your hit die.
| Sky
| 3
| Sky Born
| +LVL on TH, dmg and AC when both you and your opponent are flying.
|
Sky
| 4
| Sky Brethren
| Any creatures with the innate power of flight summoned by you always have 50% more hit dice than usual.
| Sky
| 5
| Instrument of the Air
| You can automatically revoke the ability of flight in your group.
| Stoicism
| 1
| Granted Powers
| You gain a +2 bonus to Constitution.
|
Stoicism
| 2
| Hard Boiled
| You are immune to any type of Constitution damage/draining.
| Stoicism
| 3
| True Grit
| +LVL on attack and dmg provided you are at half hit points or less.
| Stoicism
| 4
| Stoic Brethren
| Any creatures you summon gain an Constitution bonus equal to LVL.
|
Stoicism
| 5
| Instrument of Stoicism
| You gain a Constitution bonus equal to LVL.
| Strength
| 1
| Granted Powers
| You gain a +2 bonus to Strength.
| Strength
| 2
| Strength Shield
| You are immune to any type of strength damage/draining.
|
Strength
| 3
| Heroic
| You gain a bonus to strength equal to LVL.
| Strength
| 4
| Strong Brethren
| Any creatures you summon gain an strength bonus equal to LVL.
| Strength
| 5
| Instrument of Strength
| You gain a Strength bonus equal to LVL.
|
Sun
| 1
| Granted Powers
| Once per day, you can perform a greater turning against undead. Undead creatures that would be turned are instead destroyed.
| Sun
| 2
| Light Shield
| You are immune to any light (including prismatic effects) or positive energy based effects.
| Sun
| 3
| Sun Blessed
| +LVL on TH, dmg and AC providing the sun is shining on you.
|
Sun
| 4
| Radiant Brethren
| Any light or positive energybased creatures you summon have 50% more hit dice than usual.
| Sun
| 5
| Lightbearer
| Immunities and resistances are only 50% effective against your light or positive energy-based attacks.
| Sword
| 1
| Granted Powers
| Free Martial Weapon Proficiency and Weapon Focus for any type of sword.
|
Sword
| 2
| Sword Shield
| You are immune to the effects of any sword whose enchantment bonus is less than LVL.
| Sword
| 3
| Prince of Swords
| +LVL on TH, dmg and AC when you wield a sword.
| Sword
| 4
| Sword Brethren
| You can summon the sword of any opponent in your group to fight for you as would a dancing weapon. (Str check to avoid).
|
Sword
| 5
| Riddle of Steel
| When attacking with a sword you ignore half the opponent's damage reduction.
| Thievery
| 1
| Granted Powers
| Add Bluff, Disguise and Hide to your list of cleric class skills.
| Thievery
| 2
| Sixth Sense
| You cannot be surprised or caught flatfooted by anyone of an equal or lower LVL.
|
Thievery
| 3
| Dirty Tricks
| +LVL on sneak TH and add one extra die of damage to their sneak attack per LVL.
| Thievery
| 4
| Sneaky Brethren
| Any creatures you summon can sneak attack dealing 1d6 damage/LVL.
| Thievery
| 5
| Escamotage
| Opponents immune to critical hits still suffer half your sneak attack bonus damage.
|
Thunder
| 1
| Granted Powers
| Turn or destroy cold creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
| Thunder
| 2
| Storm Shield
| You are immune to electricity based effects.
| Thunder
| 3
| Storm Born
| +LVL on TH, dmg and AC as long as there is no roof over your head.
|
Thunder
| 4
| Stormtroopers
| Creatures with an electricity based ability summoned by you always have 50% more hit dice than usual.
| Thunder
| 5
| Instrument of Thunder
| Immunities and resistances are only 50% effective against your electricity-based attacks.
| Time
| 1
| Granted Powers
| You act as if hasted for a number of rounds per day equal to your cleric level.
|
Time
| 2
| Time Shield
| You are immune to any temporal effects.
| Time
| 3
| Time Phase
| +LVL on TH, dmg and AC provided you win initiative against your opponents.
| Time
| 4
| Chrono
| Any creatures you summon gain an initiative bonus equal to double LVL.
|
Time
| 5
| Time Shard
| Your time based abilities have a 50% chance of working on those otherwise immune to temporal effects.
| Travel
| 1
| Granted Powers
| Increase movement by 3". Add survival to your list of cleric class skills.
| Travel
| 2
| Footloose
| You are immune to any effect that either impedes your movement and you can travel through any medium.
|
Travel
| 3
| Travel Born
| +LVL on TH, dmg and AC provided you move up to your full movement rate each round.
| Travel
| 4
| Travel Companions
| Any creatures you summon have their movement rate doubled.
| Travel
| 5
| Instrument of Travel
| You can make a touch attack against an opponent and send them into another plane of your choice. (Reflex save)
|
War
| 1
| Granted Powers
| Free martial weapon proficiency and weapon focus with the deity's favored weapon.
| War
| 2
| Battle Ready
| You can wear armor or carry a shield without penalty (as if you posessed the Heavy Armor Mastery and Shield Mastery feats).
| War
| 3
| Warrior Born
| +LVL on TH, dmg and AC while engaged in combat.
|
War
| 4
| Brothers-at-Arms
| Any creatures you summon gain a bonus to their TH equal to double LVL.
| War
| 5
| Instrument of War
| Damage Reduction is only 50% effective against your attacks.
| Wealth
| 1
| Granted Powers
| You cast conjuration spells at +1 caster level.
|
Wealth
| 2
| Business Sense
| You are immune to acid based effects.
| Wealth
| 3
| Fervor of Greed
| +LVL on TH, dmg and AC against opponents carrying carrying objects of value (including equipment).
| Wealth
| 4
| Best Money Can Buy
| Any constructs you summon have 50% more hit dice than normal.
|
Wealth
| 5
| Bribery
| Immunities and resistances are only 50% effective against your enchantment effects.
| Winter
| 1
| Granted Powers
| You can turn or destroy fire creatures. Rebuke, command or bolster cold creatures.
| Winter
| 2
| Cold Immunity
| You are immune to cold effects.
|
Winter
| 3
| Ice Born
| +LVL on TH, dmg and AC provided you are within an area where the temperature is sub-zero.
| Winter
| 4
| Icy Brethren
| Creatures with the cold sub-type summoned by you always have 50% more hit dice than usual.
| Winter
| 5
| Instrument of Cold
| Immunities and resistances are only 50% effective against your cold-based attacks.
|
Wisdom
| 1
| Granted Powers
| You gain a +2 Wisdom bonus.
| Wisdom
| 2
| Words of Wisdom
| You can automatically tell how wise your opponent is.
| Wisdom
| 3
| Wisdom Block
| You are immune to any type of wisdom damage/draining.
|
Wisdom
| 4
| Logic Born
| You gain an insight bonus equal to LVL on any one type of die roll each round provided you act last in the round.
| Wisdom
| 5
| Wisdom Touched
| Any creatures you summon gain a Wisdom bonus equal to double LVL.
|
|