Artifice Sphere
You are adept at crafting objects, both magical and mundane.
Granted Powers: You gain either Control Undead or Turn Undead as a bonus feat, based upon the
type of energy your channel, even if you do not meet the prerequisites. However, when using the selected feat, you can affect only constructs. In addition, you can choose one of the following item creation feats as a bonus feat, even if you do not meet the prerequisites: Craft Construct (7th), Craft Magic Arms and Armor (5th), Craft Wondrous Item (3rd). You must be of the indicated level to gain your chosen feat.
Sphere Powers: You can select your sphere powers from the powers and revelations granted by the
following sources.
Domain/Subdomain: Artifice/Alchemy, Construct, Industry, Toil, Trap
Blessing: Artifice
Inquisition: Imprisonment
Mystery: Godclaw (boon of the master crafter revelation only), Nature (erosion touch and undo artifice revelations only)
You can also choose one of the following sphere powers.
Alchemic Training (Ex): You have mastered creating mundane alchemical substances such as alchemist's fire, smokesticks, and so on. When using Craft (alchemy) to create an alchemical item, you gain a competence bonus equal to your class level on the Craft (alchemy) check. In addition, you can use Craft (alchemy) to identify potions as if using detect magic. You must hold the potion for 1 round to make such a check. You must be at least 3rd level to select this power.
Swift Artifice (Ex): You can create alchemical items, traps, and other mundane items with astounding speed. It takes you half the normal amount of time to create these items.
Trapsmith (Ex): You learn how to create a snare trap and one other extra ordinary ranger trap of your choice. You can use these traps a total number of times per day equal to 1/2 your vicar level (minimum 1) + your Wisdom modifier. Once a trap is learned, it can’t be unlearned and replaced with a different type of trap. You cannot select an individual trap more than once, nor can you select a supernatural or spell-like trap. You must be at least 5th level to select this power.
Divine Eminence (Sp): You can cast artificer’s brigade 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—mage hand, mending
1st—abundant ammunition, animate rope, break, command, crafter’s curse, crafter’s fortune, forbid action, ice armor, jury-rig, lighten object, magic weapon, reinforce armaments, spiked armor, technomancy
2nd—alchemical tinkering, book ward, effortless armor, find traps, instant armor, instant weapon, make whole, masterwork transformation, reinforce armaments (communal), snare, wood shape
3rd—chain of perdition, disable construct, improve trap, keen edge, shrink item, stone shape, tiny hut
4th—magic weapon (greater), make whole (greater), malfunction, minor creation, secure shelter, soothe construct
5th—apparent master, energy siege shot, fabricate, forbid action (greater), lighten object (mass), rapid repair, unbreakable construct, waves of fatigue
6th—animate objects, major creation, sabotage construct
7th—energy siege shot (greater), hardening, limited wish, magnetic field, memory of function, teleport trap, transmute metal to wood, wall of iron, waves of exhaustion
8th—call construct, control construct, instant summons, polymorph any object, statue
9th—prismatic sphere, salvage, wooden phalanx