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 within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two vicar levels you possess. Using this ability expends one use of your divine reservoir.
Divine Eminence (Sp): You can cast raging tempest 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—create water, drench, ray of frost
1st—advanced scurvy, cloud of seasickness, damp powder, frostbite, hydraulic push, ice armor, marid’s mastery, monkey fish, obscuring mist, snow shape, snowball, touch of the sea, wave shield
2nd—aboleth’s lung, blood in the water, cat’s grace, chill metal, flotsam vessel, fog cloud, frost fall, holy ice weapon, ice slick, imbue with elemental might, make whole, slipstream, snow shape, umbral weapon, unholy ice weapon
3rd—aqueous orb, hydraulic torrent, hydrophobia, riversight, sleet storm, water breathing, water walk
4th—control water, creeping ice, detonate (cold only), elemental body I (water elemental only), freedom of movement, geyser, gift of the deep, globe of tranquil water, heavy water, planar ally (lesser; water creatures only), ride the waves, wall of ice, water walk (communal)
5th—elemental body II (water elemental only), geniekind (marid only), holy ice, ice storm, icy prison, major creation, oasis, planar binding (lesser; water creatures only), unholy ice
6th—animate objects, cold ice strike, cone of cold, elemental assessor, elemental body III (water elemental only), fluid form, planar ally (water creatures only), planar binding (water creatures only)
7th—elemental body IV (water elemental only), freezing sphere, ice body, submerge ship, vortex
8th—horrid wilting, mind blank, planar ally (greater; water creatures only), planar binding (greater; water creatures only), seasmantle
9th—elemental swarm (water elementals only), polar midnight, polar ray, storm of vengeance, tsunami