Water Sphere
You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Granted Powers: You gain Elemental Channel as a bonus feat, even if you do not meet the prerequisites. In addition, you add Knowledge (nature), (Int), Survival (Wis), and Swim (Str).
Sphere Powers: You can select your sphere powers from the powers and revelations granted by the following sources
Domain/Subdomain: Water/Flotsam, Flowing, Ice, Oceans, Rivers
Blessing: Water
Inquisition: Restoration, Tactics
Mystery: Waves, Winter
You can also choose one of the following sphere power.
Body of Ice (Su): You can transmute your body and equipment to ice for a period of time. It takes a standard action to take on the form of ice, and you can end the transmutation with a free action on your turn. When you take on the form of ice, you are immune to cold and have DR 5/—, but you take twice the normal amount of damage from fire. You can take on the form of ice for a number of rounds equal to 1/2 your vicar level (minimum 1). The rounds need not be consecutive. You must be at least 7th level to select this power. Using this ability expends one use of your divine reservoir.
Current Flow (Su): As a free action, you can increase either your land or swim speed by 10 feet. While swimming, you gain a bonus on Swim checks equal to your 1/2 your vicar level (minimum 1). These effects last for a number of rounds equal to your Wisdom modifier (minimum 1). Using this ability expends one use of your divine reservoir.
Ice Strike (Su): You can touch one weapon and enhance it with the power of water. For 1 minute, this weapon glows with a blue-white chill and deals an additional 1d4 points of cold damage with each strike. This additional damage doesn't stack with the additional damage from the frost or icy burst weapon special abilities. Using this ability expends one use of your divine reservoir.
Icicle (Sp): As a standard action, you can fire an icicle from your finger, targeting any foe withi