Luck Sphere
You are infused with luck, and your mere presence can spread good fortune.
Alternative Channel Energy: Beginning at 3rd level, whenever you use your normal channel energy
ability to heal, the targets gain a +1 luck bonus on their next saving throw. This bonus increases to +2 at 9th level, and +3 at 15th level.
In addition, you can use your alternative channel energy to create certain spell-like effects. At 5th level, you can expend one use of your divine reservoir to cast the aid spell. At 9th level, you can expend two uses of your divine reservoir to cast the deadly juggernaut spell. At 13th level, you can expend three uses of your divine reservoir to cast the music of the spheres spell. Only one spell-like effect can be active at a time, and each effect lasts for 1 round per level.
Granted Powers: You gain Fateful Channel as a bonus feat, even if you do not meet the prerequisites.
In addition, you add Bluff (Cha), Perception (Wis), and Sleight of Hand (Dex) to your list of class skills.
Sphere Powers: You can select your sphere powers from the powers and revelations granted by the
following sources.
Domain/Subdomain: Luck/Curse, Fate, Imagination
Blessing: Luck
Inquisition: Fate
Mystery: Time (momentary glimpse and time sight revelations only)
You can also choose one of the following sphere powers.
Foretell (Su): You can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a –2 penalty on those rolls instead. You can use this ability for a number of rounds equal to 3 + your Wisdom modifier. You must be at least 7th level to select this power. Using this ability expends one use of your divine reservoir.
Word of Anathema (Sp): Once per day, you can speak a word of anathema against a single creature within 60 feet (Will negates). This acts as bestow curse and lasts for 1 minute, giving the target a –4 penalty on attack rolls, saves, ability checks, and skill checks. You must be at least 7th level to select this power. Using this ability expends one use of your divine reservoir.
Divine Eminence (Sp): You can cast manifest destiny 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—daze, guidance
1st—bane, bungle, crafter’s curse, crafter’s fortune, embrace destiny, haze of dreams, silent image, sunder breaker, true strike
2nd—aid, augury, cat’s grace, daze monster, disfiguring touch, feast of ashes, minor image, oppressive boredom, twisted fate
3rd—accursed glare, bestow curse, borrow fortune, channel vigor, cup of dust, enter image, major image, mark of obvious ethics, protection from energy, severed fate, unravel destiny
4th—black spot, daze (mass), deadly juggernaut, debilitating portent, freedom of movement, mark of the reptile god, protection from energy (communal), true form
5th—break enchantment, curse of disgust, curse of magic negation, curse (major), dream, mark of justice, old salt’s curse, reprobation
6th—bestow curse (greater), cat’s grace (mass), eyebite, mislead, music of the spheres, programmed image
7th—black mark, jolting portent, spell turning
8th—moment of prescience, prediction of failure
9th—cursed earth, miracle