Magic Sphere

You are a true student of all things mystical, and see divinity in the purity of magic.

Granted Powers: You gain Channel Ray as a bonus feat, even if you do not meet the prerequisites. In addition, you add Knowledge (arcana) (Int) and Use Magic Device (Cha) to your list of class skills and you are considered on level higher than your own for the purpose of qualifying for item creation feats.

Sphere Powers: You can select your sphere powers from the powers and revelations granted by the following sources.
  • Domain/Subdomain: Magic/Alchemy, Arcane, Divine, Rites
  • Blessing: Magic
  • Inquisition: Banishment, Fate
  • Mystery: Ascetic (absence of form, oracular spellstrike, and spell deflection revelations only), Spellscar (eldritch bolt, eldritch resistance, magic penetration, primal manipulation, and spell resistance revelation only)

You can also choose one of the following sphere powers.
  • Divine Arcana (Ex): You use your god-granted wisdom to understand and master your divine powers. You use your Wisdom, rather than your Intelligence to determine effects related magic, such as concentration checks, item creation checks, and any knowledge (arcana) or Spellcraft checks related to divine magic. You also gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks.
  • Divine Artificer: Your knowledge of the divine allows you shape the power that has been bestowed upon you. You gain a bonus feat, which must be an item creation feat or metamagic feat. You must still meet all prerequisites for a bonus feat, including caster level minimums. When using metamagic feats to create magic items, your skill and understanding of the principles involved in the item’s creation give you a +2 bonus on the skill check made to create the item. You can select his power once at 3rd level, and an additional time every four levels thereafter.
  • Divine Bond (Su): You form a powerful bond with an object (as the bonded object ability of the wizard’s arcane bond class feature), using your vicar level as your wizard level. Your vicar levels stack with any wizard levels you possess when determining the powers of your bonded object. Unlike a wizard, the subject of a divine bond must fall into one of the following categories: amulet (including a holy symbol), ring, rod, staff, or weapon. Once per day, your bonded item allows you to cast any one spell on your vicar spell list.
  • Expanded Spheres (Ex): You can select one sphere power from the Artifice, Knowledge, or Rune spheres. You use your vicar level –3 for the purpose of qualifying for these powers, but still use your vicar level to determine their effects once you select them. You can select this power at 5th level, and again at 11th and 17th level. Each time you select this power, it applies to a new power from one of the listed spheres.
  • Metamagic Mastery (Su): You can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day at 7th level and one additional time per day for every four vicar levels you possess beyond 7th. You must be at least 7th level to select this power. Using this ability expends one use of your divine reservoir. Any time you use this power to apply a metamagic feat that increases the spell level by more than 1, you must expend an additional daily usage of your divine reservoir for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell's actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.
  • New Arcana (Ex): You can add any one spell from the cleric spell list to your spell list. This spell must be of a level that you are capable of casting. You can also add one additional spell at 11th level and 17th level. You must be at least 5th level to select this power.

Divine Eminence (Sp): You can cast divine magica once per week as your divine eminence ability.

Sphere Spells: You add the following spells to your spell list, at the indicated spell levels.
  • 0th—detect magic, mage hand, open/close, prestidigitation
  • 1st—call animal, cure light wounds, curse water, detect chaos/evil/good/law, identify, inflict light wounds, magic aura, recharge innate magic, stunning barrier, summon monster I, weaponwand
  • 2nd—abeyance, admonishing ray, alter summoned monster, bless water, cure moderate wounds, deathwine, ghostbane dirge, imbue with aura, inflict moderate wounds, magic mouth, returning weapon, spell gauge, summon monster II
  • 3rd—aura sight, channel the gift, cure serious wounds, dispel magic, fractions of heal and harm, helping hand, inflict serious wounds, invisibility purge, returning weapon (communal), stunning barrier (greater), summon monster III
  • 4th—anti-incorporeal shell, arcane eye, blessing of fervor, contingent scroll, control summoned creature, cure critical wounds, dismissal, imbue with spell ability, inflict critical wounds, master’s escape, persistent vigor, spellcrasher (lesser), summon monster IV, suppress primal magic
  • 5th—astral projection (lesser), cleanse, contact other plane, cure light wounds (mass), flame strike, ghostbane dirge (mass), half-blood extraction, inflict light wounds (mass), permanency, plane shift, siphon magic, spell resistance, summon monster V, symbol of sleep
  • 6th—analyze dweomer, antimagic field, cure moderate wounds (mass), dimensional blade, dispel magic (greater), harm, heal, impart mind, inflict moderate wounds (mass), spellcrash, spellstaff, summon monster VI, symbol of sealing
  • 7th—arbitrament, circle of clarity, create demiplane (lesser), cure serious wounds (mass), inflict serious wounds (mass), jolting portent, planar refuge, resurrection, spell turning, summon monster VII
  • 8th—call construct, create demiplane, cure critical wounds (mass), dimensional lock, inflict critical wounds (mass), protection from spells, spellcrash (greater), spellscar, summon monster VIII
  • 9th—create demiplane (greater), heal (mass), interplanetary teleport, mage’s disjunction, miracle, summon monster IX, symbol of vulnerability