Rune Sphere
In strange and eldritch runes you find potent magic.
Granted Powers: You gain Selective Channeling as a bonus feat, even if you do not meet the prerequisites. In addition, you add Knowledge (arcana) (Int) to your list of class skills and gain Inscribe Rune and Scribe Scroll as a bonus feats.
Sphere Powers: You can select your sphere powers from the powers and revelations granted by the following sources.
Domain/Subdomain: Rune/Language, Legislation, Wards
Blessing: Rune
Inquisition: Conversion, Illumination
Mystery: Lore (arcane archivist, automatic writing, focused trance, spontaneous symbology, and whirlwind lesson revelations only)
You can also choose one of the following sphere power.
Divine Linguist (Ex): You learn any one new language, except for secret languages. You cannot choose the same language twice. You can select this power once at 3rd level and every four levels thereafter. Each time you select this power, you learn a new language.
Rune Forger (Su): You may inscribe mystical runes upon a suit of armor, shield, or weapon as full-round action. These runes last 1 minute, but inscribing the same rune twice on an item increases this duration to 10 minutes, and four times to 1 hour. Erase affects runes as magical writing. You can inscribe a +1 enhancement rune at 3rd level. The rune increases by an additional +1 at 7th level and every four levels thereafter, up to +5 at 19th level. At 5th level, these bonuses can be used to add any of the following weapon properties: anarchic, axiomatic, corrosive, corrosive burst, flaming, flaming burst, frost, holy, icy burst, keen, shock, shocking burst, speed, or unholy. Alternately, these bonuses can be used to add any of the following armor or shield properties: champion, ghost touch, heavy fortification, invulnerability, light fortification, moderate fortification, spell resistance (13, 15, 17, or 19). Adding these properties consumes an amount of bonus equal to the property’s cost. In addition, the bonuses can be consumed at the listed amount to add any of the following armor properties: energy resistance for +3 bonus, or improved energy resistance for +5 bonus. These bonuses are added to any properties the weapon, armor, or shield already has, but duplicate abilities do not stack. If the weapon, armor, or shield is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties cannot be changed until the ability is used again. You can use this ability once per day at 3rd level, and one additional time per day for every five levels beyond 3rd, to a total of four times per day at 18th level. Using this ability expends one use of your divine reservoir.