Sphere Channeling Powers

The following Sphere Channeling Powers are restricted to the Divine Sage archetype and replace the vicar's Channel Energy class feature. The powers are listed according to their associated spheres. 



All Sphere 

This universal sphere is granted to all divine sages, regardless of alignment or their deity's listed spheres. The All sphere allows the divine sage to channel energy as a normal vicar. In addition, he can choose any one channeling feat as a bonus feat, even if he does not meet the prerequisites. 



Air/Earth/Fire/Water Sphere

A divine sage with the Air, Earth, Fire, or Water favored sphere gains the following channeling power. 


Elemental Shape (Su): The divine sage can spend 1 point from his divine reservoir to take on the following aspects of his chosen element. This effect lasts for 1 hour plus 1 additional hour for every two divine sage levels beyond 1st, or until he changes back. Changing form (to his aspect, an elemental, or back) is a standard action and doesn’t provoke an attack of opportunity. 



At 4th level, when the divine sage spends 1 point from his divine reservoir, he gains the ability to turn himself into a Small elemental and back again. This functions as elemental body I. At 8th level, a divine sage can spend 2 points from his divine reservoir to make this ability function as elemental body II. At 12th level, he can spend 3 points from his divine reservoir to make it function as elemental body III. At 16th level, a divine sage can spend 4 points from his divine reservoir to make it function as elemental body IV.


In addition, the divine sage gains the Energy Channel feat at 1st level, instead of the Elemental Channel feat.



Animal Sphere

A divine sage with the Air, Earth, Fire, or Water favored sphere gains the following channeling power. 


Beasts Shape (Su): The divine sage can spend 1 point from his divine reservoir to take on the aspect of a wild animal. He becomes hairy, gains a +2 bonus to his Dexterity, and gains a +1 natural armor bonus. This effect lasts for 1 hour plus 1 additional hour for every two divine sage levels beyond 1st, or until he changes back. Changing form (to his aspect, an animal, or back) is a standard action and doesn’t provoke an attack of opportunity. 


At 4th level, when the divine sage spends 1 point from his divine reservoir, he gains the ability to turn himself into a Small or Medium animal and back again. The form chosen must be that of an animal the divine sage is familiar with. This functions as beast shape I. At 8th level, a divine sage can spend 2 points from his divine reservoir to make this ability function as beast shape II. At 12th level, he can spend 3 points from his divine reservoir to make it function as beast shape III. At 16th level, a divine sage can spend 4 points from his divine reservoir to make it function as beast shape IV


In addition, the divine sage gains the Life Lure feat at 1st level, instead of the Channel Endurance feat.



Artifice Sphere

A divine sage with the Artifice favored sphere gains the following channeling power. 


Maker’s Channel (Su): At 1st level, the divine sage can channel energy to heal creatures of the construct type, repair wood, stone, or metal objects, walls, and fortifications (including those created by spells, like wall of ice, wall of stone, or wall of iron), and command constructs (as the Control undead feat). The divine sage is considered a construct for the purpose of channeling energy to heal. 


In addition, the divine sage gains Steelskin Channel as a bonus feat instead of the Control Undead or Turn Undead feat. 



Chaos/Evil/Good/Law Sphere

A divine sage with the Chaos, Evil, Good, or Law favored sphere gains the following channeling power. 


Channel Ethics (Su): At 1st level, instead of channeling positive or negative energy, the divine sage channels the pure power of his alignment. This channeling effect functions like the vicar's channel energy ability, except that it heals creatures of the same alignment as his chosen sphere (chaos, evil, good, or law) that are with in the 30-foot burst for 1d4 points of damage for every three levels beyond 1st (maximum 7d4). 


Alternatively, creatures within the burst that have an alignment that is opposite to his chosen sphere take 1d4 points of damage for every three levels beyond 1st, but receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the divine sage's level + the divine sage’s Charisma modifier. Any creature that fails this saving throw is also sickened for 1d4 rounds. If the creature who failed the saving throw has Hit Dice less than or equal to the divine sage's level –5, that creature is instead nauseated for 1 round and then sickened for 1d4 rounds. The DC of this save is equal to 10 + 1/2 the divine sage's level + the divine sage's Charisma modifier.


In addition, the divine sage can use the Alignment Channel feat as normal when channeling energy in this way.



Charm Sphere

A divine sage with the Charm favored sphere gains the following channeling power. 


Charming Preacher (Su): At 1st level, the divine sage can spend 1 point of his divine reservoir to gain a number of rounds of bardic performance equal to 2 + his Charisma modifier. For every 2 levels beyond 1st (3rd, 5th, 7th, and so on), the divine sage can spend one additional point from his divine reservoir to gain an additional 2 rounds of performance (2 points for 4 rounds at 3rd, 3 points for 6 rounds at 5th level, etc.). At 1st level, the divine sage can use the countersong, distraction, and fascinate performances. At 6th level, he can use the suggestion performance. At 18th level, he can use the mass suggestion performance. 


In addition, the divine sage adds Perform to his list of class skills, and gains Aura Flare as a bonus feat instead of Seductive Channeling. His aura is considered at least strong for purpose of this feat.



Community Sphere

A divine sage with the Community favored sphere gains the following channeling powers. 


Soothing Words (Su): At 1st level, the divine sage can spend 1 point from his divine reservoir to cast calm emotions. Instead of the normal Will saving throw for that spell, the DC of a calm emotions spell cast with this ability is 10 + ½ the divine sage’s level + his Charisma modifier. At 6th level, the divine sage can spend 2 points of his divine reservoir to cast mantle of calm. At 11th level, he can spend 3 points to cast serenity. At 16th level, he can spend 4 points to cast hymn of peace. Only one spell effect can be active at a time.


In addition, the divine sage can use the Improved Channel feat as normal when channeling energy in this way.



Darkness Sphere

A divine sage with the darkness favored sphere gains the following channeling power. 

Channel Darkness (Su): At 1st level, the divine sage can only channel negative energy to harm creatures and create darkness. The amount of damage dealt is equal to 1d4 points of damage plus 1d4 points of damage at for every three levels beyond 1st (2d4 at 4th, 3d4 at 7th, and so on, to a maximum of 7d4 at 19th level). Undead creatures are not healed by this energy, but are instead staggered for 1 round by the overwhelming power. Creatures in the burst receive a Will saving throw to negate the effects.


Alternatively, the divine sage can spend 1 point from his divine reservoir to create darkness in a 30-foot radius burst, centered on himself. This burst of darkness extinguishes torches, lanterns, sunrods, and similar mundane light sources and dispels any spell of 0th level or lower with the light descriptor (as dispel magic). At 4th level and every three levels thereafter, the level of light spells that can be dispelled with channel darkness increases by one (1st level spells at 4th level, 2nd level spells at 7th level, etc.). Regardless of the magical effects being dispelled or not, the illumination level in the area drops by 1 step for 1 minute, as the darkness spell. At 8th level, the light level drops by 2 steps. At 15th level, it drops by 3 steps, and areas of dim light or darkness become supernatural darkness as the deeper darkness spell. The darkness created by this ability is treated as a darkness spell equal to the level of light spell it can dispel.


In addition, the divine sage can use the Umbral Channel feat as normal when channeling energy in this way.



Death Sphere

A divine sage with the Death favored sphere gains the following channeling power. 


Cruel Channel (Su): At 1st level, the divine sage can only channel negative energy, but may not choose to target undead. Beginning at 3rd level, and every 3 levels thereafter, the divine sage can select one cruelty from the list of 3rd level antipaladin cruelties. At 9th level he may select from the antipaladin's 6th level cruelties. At 15th level, he may select from the antipaladin's 9th level cruelties. When the divine sage channels energy, he may apply one of his chosen cruelties to one living creature within his channel negative energy burst, plus one additional creature at 8th, 13th, and 18th level. The divine sage uses his level as his antipaladin level to determine the effects of his cruelties.


In addition, the divine sage can use the Command Undead feat as normal when channeling energy in this way.



Destruction Sphere

A divine sage with the Destruction favored sphere gains the following channeling power. 


Incite Rage (Su): At 1st level, the divine sage can spend 1 point from his divine reservoir to gain a number of rounds of raging song, as the skald class feature, equal to 2 + his Charisma modifier. For every 2 levels beyond 1st (3rd, 5th, 7th, and so on), the divine sage can spend one additional point from his divine reservoir to gain an additional 2 rounds of raging song (2 points for 4 rounds at 3rd, 4 points for 6 rounds at 5th level, etc.). 


In addition, the divine sage can use the Channel Hate feat as normal when channeling energy in this way.



Glory Sphere

A divine sage with the Glory favored sphere gains the following channeling power. 


Epic of Glory (Su): At 1st level, the divine sage can spend 1 point from his divine reservoir to gain a number of rounds of raging song, as the skald class feature, equal to 2 + his Charisma modifier. For every 2 levels beyond 1st (3rd, 5th, 7th, and so on), the divine sage can spend one additional point from his divine reservoir to gain an additional 2 rounds of raging song (2 points for 4 rounds at 3rd, 4 points for 6 rounds 5th level, etc.). At 1st level, the divine sage can use the enhance weapons performance (see the Savage Skald archetype). At 3rd level he can use the marching song performance. At 6th level, he can use the song of strength performance. At 8th level he can use the glorious epic performance (see the Court Bard archetype). At 14th level, he can use the song of the fallen performance.


In addition, the divine sage adds Perform to his list of class skills, and gains Bless Equipment as a bonus feat instead of Channel Smite, but loses his +2 channel bonus against undead.



Healing Sphere

A divine sage with the Healing favored sphere gains the following channeling power. 


Merciful Channel (Su): At 1st level, the divine sage can only channel positive energy, but may not choose to target undead. Beginning at 3rd level, and every 3 levels thereafter, the divine sage can select one mercy from the list of 3rd level paladin mercies. At 9th level he may select from the paladin's 6th level mercies. At 15th level, he may select from the paladin's 9th level mercies. When the divine sage channels energy, he may apply one of his chosen mercies to one living creature within his channel positive energy burst, plus one additional creature at 8th, 13th, and 18th level. The divine sage uses his level as his paladin level to determine the effects of his mercies.


In addition, the divine sage can use the Channel Surge feat as normal when channeling energy in this way.



Knowledge Sphere

A divine sage with the Knowledge favored sphere gains the following channeling power. 


Sacred Prophecy (Su): At 1st level, the divine sage may spend 1 point from his divine reservoir to affect all creatures in a 30-foot radius with a comprehend languages spell. At 4th level, he can use this ability to cast the augury spell. At 7th level, all creatures in the channeling area are affected by tongues instead of comprehend languages. At 11th level, he can spend 2 points from his divine reservoir to cast the divination spell. At 15th level, he can spend 3 points from his divine reservoir to cast the legend lore spell. Only one spell-like effect can be active at a time, and each effect lasts for 1 round per level.


In addition, the divine sage can use the Selective Channeling feat as normal when channeling energy in this way.



Liberation Sphere

A divine sage with the Liberation favored sphere gains the following channeling power. 


Word of Liberty (Su): At 1st level, the divine sage can only channel positive energy to heal living creatures. The healed creatures gain a +1 bonus on Escape Artist checks, CMB checks to escape a grapple, and saving throws against becoming entangled, paralyzed, or slowed. This bonus increases by +1 at 5th level, plus an additional +1 every 4 levels thereafter, to a maximum of +5 at 17th level. At 3rd level, the divine sage can subject all healed creatures with a liberating command spell. At 7th level, the divine sage can spend 2 points from his divine reservoir to affect all healed creatures with the blessing of liberty spell. At 111th level, the divine sage can spend 3 points from his divine reservoir to affect all the healed creatures with the freedom of movement spell. At 15th level, the divine sage can spend 4 points from his divine reservoir to cast the break enchantment spell on all creatures in the channeling burst area. Only one spell-like effect can be active at a time.


In addition, the divine sage can use the Liberation Channel feat as normal when channeling energy in this way.



Luck Sphere

A divine sage with the Luck favored sphere gains the following channeling power. 


Living Talisman (Su): The divine sage can spend points from his divine reservoir as if they were a pool of luck points to accomplish deeds as the Sleuth investigator archetype of the same level. The divine sage does not regain points in his reservoir as a Sleuth regains luck points, nor can he use the inspiration investigator class feature with this ability. At 1st level, the divine sage can spend 1 point from his divine reservoir to use the Sleuth's daring, opportunistic evasion, and sleuth's initiative deeds. At 3rd level, he can spend 1 point from his divine reservoir to use the Sleuth's make it count, run like hell, and second chance deeds. 


At 7th level, the divine sage can spend 2 points from his reservoir to cast the beacon of luck spell. At 11th level, the divine sage can spend 3 points from his divine reservoir to cast the mass blessing of luck and resolve spell. At 15th level, the divine sage can spend 3 points from his divine reservoir to cast the nine lives spell, but the effect only lasts for 1 round per level. Only one spell-like effect can be active at a time.


In addition, the divine sage gains Extra Channel as a bonus feat instead of Fateful Channel. The feat grants him two extra points in his divine reservoir that can only be spent to use the living talisman ability.



Madness Sphere

A divine sage with the Madness favored sphere gains the following channeling power. 


Channel Madness (Su): The divine sage can use his divine reservoir to channel negative energy to harm living creatures, or to confuse them. At 1st level, the divine sage can spend 1 point from his divine reservoir affect creatures within the channeling burst as the lesser confusion spell, but its effect lasts for only 1 round for every vicar 2 levels he possesses. At 4th level, the confusion effect functions as the mindshock spell. At 7th level, the divine sage can spend 2 points from his divine reservoir to affect creatures within the burst as the confusion spell. At 11th level, he can spend 3 points from his divine reservoir to affect creatures within the burst as the compelling rant spell. At 15th level, he can spend 4 points from his divine reservoir to affect creatures within the burst as the symbol of insanity spell. All these spell effects function in the same area of channeled energy. Only one spell-like effect can be active at a time, and each effect (except the lesser confusion effect) lasts for 1 round per level.


In addition, the divine sage can use the Channel Discord feat as normal when channeling energy in this way.



Magic Sphere

A divine sage with the Nobility favored sphere gains the following channeling power. 


Eldritch Sapience (Su): At 1st level, the divine sage can spend 1 point from his divine reservoir to affect all creatures in a 30-foot radius with a detect magic spell. At 3rd level, she can use of this ability to cast the identify spell. At 6th level, the detect magic effect improves to arcane sight. At 9th level, he can spend 2 points from his divine reservoir to cast the dispel magic spell. At 12th level, he can spend 3 points from his divine reservoir to cast the spell resistance spell. At 15th level, he can spend 4 points from his divine reservoir to cast greater dispel magic spell. Only one spell-like effect can be active at a time, and each effect lasts for 1 round per level.


In addition, the divine sage gains Enlarge Channel as a bonus feat at 1st level instead of Channel Ray.



Nobility Sphere

A divine sage with the Nobility favored sphere gains the following channeling power. 


Commander’s Sermon (Su): At 1st level, the divine sage can spend 1 point from his divine reservoir to gain a number of rounds of bardic performance equal to 2 + his Charisma modifier. For every 2 levels beyond 1st (3rd, 5th, 7th, and so on), the divine sage can spend one additional point from his divine reservoir to gain an additional 2 rounds of performance (2 points for 4 rounds at 3rd, 3 points for 6 rounds at 5th level, etc.). At 1st level, the divine sage can use the countersong, fascinate, and inspire courage performances. At 9th level, he can use the inspire greatness performance. At 15th level, he can use the inspire heroics performance. 


In addition, the divine sage adds Perform to his list of class skills, and gains the Channel Shield Wall feat instead of the Clarifying Channel feat. 



Plant Sphere

A divine sage with the Plant favored sphere gains the following channeling power. 

Plant Shape (Su): The divine sage can spend 1 point from his divine reservoir to take on the form of a plant, as the tree shape spell. This effect lasts for 1 hour plus 1 additional hour for every two divine sage levels beyond 1st, or until he changes back. Changing form (to his aspect, an animal, or back) is a standard action and doesn’t provoke an attack of opportunity. 


At 4th level, when the divine sage spends 1 point from his divine reservoir, he gains the ability to turn himself into a Small or Medium plant and back again. The form chosen must be that of an plant the divine sage is familiar with. This functions as plant shape I, except that the divine sage does not gain the constrict or poison abilities. At 8th level, a divine sage can spend 2 points from his divine reservoir to make this ability function as plant shape I, with its full range of abilities. At 12th level, he can spend 3 points from his divine reservoir to make it function as plant shape II. At 16th level, a divine sage can spend 4 points from his divine reservoir to make it function as plant shape III


In addition, a divine sage can use the Thicket Channel feat as normal when channeling energy in this way.



Protection Sphere

A divine sage with the Protection favored sphere gains the following channeling power. 


Protective Ward (Su): At 1st level, the divine sage can spend 1 point from his divine reservoir to create a ward that protects a specified area. This ward has a maximum radius of 5 feet per 2 levels the divine sage possesses. once the ward is created, the divine sage designates a maximum number of creatures inside the area equal to his level (plus himself). Should any other creature enter the warded area, all of the selected creatures are immediately alerted (and awoken if they were asleep). The designated creatures also receive a +1 sacred bonus on all saving throws and attack rolls while inside the warded area. This ward immediately ends if the divine sage leaves the area. The ward lasts for 1 hour per divine sage level, or until it is ended. At 5th level, the divine sage can spend 2 points to grant a +2 sacred bonus on all saving throws and attack rolls while inside the warded area. At 9th level, he can spend 3 points to grant a +3 sacred bonus on all saving throws and attack rolls. At 13th level, he can spend 4 points to grant a +4 sacred bonus on all saving throws and attack rolls. At 17th level, he can spend 5 points to grant a +5 sacred bonus on all saving throws and attack rolls. 


In addition, the divine sage can use the Protective Channel feat as normal when channeling energy in this way.



Repose Sphere

A divine sage with the Repose favored sphere gains the following channeling power. 


Guardian of the Dead (Su): At will, the divine sage can use detect undead, as the spell. The divine sage can, as a move action, concentrate on a single individual within 60 feet and determine if it is undead, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the divine sage does not detect undead in any other individual within range. The divine sage must have at least 1 point in his divine reservoir to use this ability.


At 1st level, the divine sage can spend 1 point from his divine reservoir to channel positive energy, but he may not choose to target living creatures. At 4th level, he can spend 1 point from his divine reservoir to cast the sanctify corpse spell. At 7th level, he can spend 2 points to cast necromantic burden. At 10th level, he can spend 3 points to cast the halt undead spell. At 13th level, he can spend 4 points to cast the death ward spell. At 16th level, he can spend 5 points to cast the undeath inversion spell. At 19th level, he can spend 6 points to cast the undeath to death spell. Only one spell effect can be active at a time.


In addition, the divine sage can use the Turn Undead feat as normal when channeling energy in this way.



Rune Sphere

A divine sage with the Rune favored sphere gains the following channeling power. 


Ineffable Word (Su): At 1st level, the divine sage can spend 1 point from his divine reservoir to affect all creatures in a 30-foot radius with a read magic spell, or a single creature with either an arcane mark or brand spell. At 3rd level, he can spend 1 point from his divine reservoir to cast the peace bond spell. At 9th level, the divine sage can spend 2 points from his divine reservoir to inscribe a rune of rule on a number of allies within in the channeling burst equal to his Charisma modifier. He can select a different rune for each target. At 11th level, he can spend 3 points from his divine reservoir to cast the runic overload spell. At 15th level, he can spend 4 points from his divine reservoir to cast the commune with texts spell. Only one spell-like effect can be active at a time, and each effect lasts for 1 round per level.


In addition, the divine sage gains Contingent Channeling as a bonus feat at 1st level (even if he does not meet the prerequisites) instead of Inscribe Rune.



Scalykind Sphere

A divine sage with the Scalykind favored sphere gains the following channeling power. 


Dragon’s Might (Su): A divine sage can spend points from his divine reservoir to emulate the abilities of the great dragons. At 1st level, the divine sage can spend 1 point from his divine reservoir to duplicate the effects of the dragonvoice spell. At 5th level, the divine sage can spend 2 points to duplicate the effects of the draconic reservoir spell. At 9th level, the divine sage can spend 3 points to duplicate the effects of the dragon’s malice spell. At 13th level, the divine sage can spend 4 points to duplicate the effects of the dragon’s breath spell. At 17th level, the divine sage can spend 5 points to duplicate the effects of the form of the dragon I spell (or he may choose the form of the alien dragon I or form of the exotic dragon I spell). Only one spell effect can be active at a time.


In addition, the divine sage gains the Divine Barrier feat at 1st level instead of the Poisoner’s Channel feat.



Strength Sphere

A divine sage with the Strength favored sphere gains the following channeling power. 


Might of the Gods (Su): At 1st level, the divine sage can spend 1 point from his divine reservoir to gain the benefits of a combat feat he doesn’t possess for 1 minute. This functions as the Brawler’s martial flexibility class feature, and the divine sage must meet all the feat’s prerequisites. He can use this ability again before the duration expires in order to replace the previous combat feat with another choice. At 6th level, the divine sage can spend 2 points from his divine reservoir to gain the benefit of two combat feats at the same time. He may select one feat as a swift action or two feats as a move action. He may use one of these feats to meet a prerequisite of the second feat; doing so means that he cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. At 11th level, the divine sage can spend 3 points from his divine reservoir to gain the benefit of three combat feats at the same time. He may select one feat as a free action, two feats as a swift action, or three feats as a move action. He may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. At 16th level, the divine sage can spend 4 points from his divine reservoir to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.


In addition, the divine sage gains the Channeled Blessing feat at 1st level instead of the Forceful Channel feat.



Sun Sphere

A divine sage with the Sun favored sphere gains the following channeling power. 


Solar Spring (Su): At 1st level, the divine sage can only channel positive energy to heal living creatures. When he channels energy, the area glows like a torch, shedding normal light within the 30-foot burst area, and increasing the light level by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this has no effect. At 4th level, the divine sage can channel energy to harm evil outsiders, worshipers of evil deities, and evil creatures with light sensitivity or light blindness as if they were undead. At 8th level, the divine sage can spend 2 points from his divine reservoir to increase the burst area of his channeling to bright light (as the daylight spell) for a number of rounds equal to his divine sage level. At 12th level, the divine sage can spend 3 points to cast the atonement spell, but only to offer redemption to others. Using the spell in this way does not require a focus or material component and takes only a standard action. At 16th level, the divine sage can spend 4 points from his divine reservoir to create a 30-foot burst of dazzling sunlight. Any creature in the burst is blinded (permanently) and takes 4d6 points of damage. Any creature to which sunlight is harmful or unnatural (fungi, undead, etc.) take double damage. A successful Reflex save negates the blindness and reduces the damage by half. 


In addition, the divine sage can use the Improved Channel feat as normal when channeling energy in this way.



Travel Sphere

A divine sage with the Travel favored sphere gains the following channeling power. 


Traveler’s Jaunt (Su): At 1st level, the divine sage can spend 1 point from his divine reservoir to teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. the divine sage must be able to see the space that he is moving into. He cannot take other creatures with him when he uses this ability. The divine sage can move 5 feet for every two divine sage levels he possesses (minimum 5 feet). At 3rd level, he can move 10 feet for every two divine sage level he possesses. 


At 7th level, the divine sage can spend 1 point from his divine reservoir to teleport between two spaces as if by means of a dimension door spell, and counts as the dimension door spell for any prerequisites. The limitation is that the magical transport must begin and end in a space that he can see. The divine sage can jump up to a total of 30 feet in this way; this may be a single jump of 30 feet or three jumps of 10 feet each. For every three levels the divine sage attains beyond 7th, the distance he can jump each time he uses this ability doubles (60 feet at 10th, 120 feet at 13th, 240 feet at 16th, and 480 feet at 19th level). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment. At 11th level, the divine sage can spend 3 points to take a number of additional creatures with him when using this ability equal to his Charisma modifier. However, he must expend an equal amount of distance for each additional creature brought with him. At 15th level, the divine sage can spend 4 points to take a number of additional creatures with him when using this ability equal to twice his Charisma modifier.


In addition, the divine sage can use the Trailblazing Channel feat as normal when channeling energy in this way.



Trickery Sphere

A divine sage with the Trickery favored sphere gains the following channeling power. 


Divine Thievery (Su): At 1st level, the divine sage can spend 1 point from his divine reservoir to gain the benefit of a rogue talent he doesn’t possess for 1 minute. The divine sage must meet all the talent’s prerequisites. He can use this ability again before the duration expires in order to replace the previous rogue talent with another choice. At 6th level, the divine sage can spend 2 points from his divine reservoir to gain two rogue talents at the same time. He may use one of these talents to meet a prerequisite of the second one; doing so means that he cannot replace a talent currently fulfilling another’s prerequisite without also replacing those talents that require it. At 11th level, the divine sage can spend 3 points to gain three rogue talents at the same time. He may use one of the talents to meet a prerequisite of the second and third talents, and use the second talent to meet a prerequisite of the third one. At 16th level, the divine sage can spend 4 points to gain four rogue talents at the same time. The same rules as the previous levels apply for the selected talents.


In addition, the divine sage gains the Touch of Evil feat at 1st level, instead of the Poisoner’s Channel feat.



Void Sphere

A divine sage with the Void favored sphere gains the following channeling power. 


Otherwordly Horror (Su): The divine sage only channels negative energy to harm or turn living creatures (as the Turn Undead Feat). Living creatures caught within the burst area become fatigued, cannot breathe, and cannot speak or cast spells with verbal components. These creatures are allowed a Fortitude saving throw (DC 10 +1/2 the divine sage's level + the divine sage's Charisma modifier) to halve the damage and negate the fatigued effect, but they cannot breathe or speak regardless of whether their save is successful as long as they are within the burst area.


Alternatively, at 5th level, the divine sage can use this ability to create a 30-foot radius burst of gravity capable of crushing those inside. This burst deals 1d4 points of bludgeoning damage, plus 1d4 points of bludgeoning damage for every three divine sage levels beyond 1st, instead of 1d6 (to a maximum of 7d4). All creatures caught within the burst must succeed at a Reflex save (DC 10 +1/2 the divine sage's level + the divine sage's Charisma modifier) against the gravity effect. Those who fail are knocked prone and can’t get up for 1 round. Those who succeed take half damage and have all of their movement speeds reduced to 5 feet for 1 round.


In addition, the divine sage gains the Succumbing Aura Feat at 1st level instead of the Trailblazing Channel feat.



War Sphere

A divine sage with the War favored sphere gains the following channeling power. 


Inspire Fear (Su): At 1st level, the divine sage can spend 1 point from his divine reservoir to gain a number of rounds of bardic performance equal to 2 + his Charisma modifier. For every 2 levels beyond 1st (3rd, 5th, 7th, and so on), the divine sage can spend one additional point from his divine reservoir to gain an additional 2 rounds of performance (2 points for 4 rounds at 3rd, 3 points for 6 rounds at 5th level, etc.). At 1st level, the divine sage can use the fascinate and inspire courage performances. At 8th level, he can use the dirge of doom performance. At 14th level, he can use the frightening tune performance. At 20th level, he can use the deadly performance. 

In addition, the divine sage adds Perform to his list of class skills, and can use the Channel Viciousness feat as normal when channeling energy in this way.



Weather Sphere

A divine sage with the Weather favored sphere gains the following channeling power. 


Spirit of the Storm (Su): The divine sage can use his divine reservoir to gain certain Shaman hexes and spirit abilities of the Nature and Wind spirits. At 1st level, the divine sage can spend 1 point from his divine reservoir to gain the stormwalker hex (see the Nature spirit). At 3rd level, he can spend 1 point from his divine reservoir gain the storm burst spirit ability (see the Nature spirit). At 7th level, the divine sage can spend 1 point from his divine reservoir gain the shocking touch spirit ability (see the Wind spirit). At 11th level, he can spend 2 points from his divine reservoir to gain the spark soul greater spirit ability (see the Wind spirit). At 15th level, he can spend 4 points from his divine reservoir to gain the elemental form true spirit ability (see the Wind spirit). Any hex or spirit ability that normally has a permanent duration instead lasts 1 minute per divine sage level. 


In addition, the divine sage gains the Energy Channel feat at 1st level instead of the Channel Endurance feat.