Invoke Deity
System: Pathfinder | SRD
Level: Antipaladin: 4; Cleric: 6; Inquisitor: 6; Medium: 4; Occultist: 6; Paladin: 4; Ranger: 4; Witch: 6
School: transmutation
Casting time: 1 round
Components: V, S, M (incense worth 1,000 gp), F (a bejeweled holy symbol of your patron deity worth 2,500 gp)
Range: personal
Target: you
Duration: 10 minutes/level
By holding aloft a holy symbol and calling your deity’s name, you take on an aspect of that divinity. When you cast this spell, choose a domain offered by your deity. You gain that domain’s benefits from the list below, along with the listed physical changes; abilities that allow a saving throw use this spell’s DC. At any point during the duration of this spell, you can change which domain benefit you gain by concentrating for 1 round—this provokes attacks of opportunity and reduces the remaining duration of the spell by 10 minutes. If you have less than 10 minutes of the spell’s duration remaining, you cannot change the selected domain in this way. If you change your domain, all ongoing effects from your previously chosen domain end.
You must worship a single divinity in order to cast this spell, even if you do not normally cast divine spells. If you perform an action that blatantly violates your deity’s precepts while under this spell’s effects, invoke deity immediately ends and you are stunned for a number of rounds equal to your Hit Dice.
Invoke deity has the same alignment descriptors ([chaotic], [evil], [good], or [lawful]) as your deity’s alignment. If an ability duplicates a spell, it functions as that spell heightened to a level equal to your invoke deity spell.
- Air: You become wispy and translucent. You gain a fly speed of 60 feet with perfect maneuverability, or you increase your current fly speed by 30 feet—whichever results in a faster speed. While flying, you gain a +1 dodge bonus to your AC.
- Animal: Your form becomes bestial with animalistic features. You gain low-light vision, scent, a +6 natural armor bonus, and a bite attack that deals damage as normal for a creature of your size. If you already have a bite attack, the damage increases as if you increased one size category. You can use speak with animals at will.
- Artifice: Parts of your body are replaced by pistons and gears. You can be affected by spells that specifically affect constructs (such as make whole). You are immune to bleed, disease, and poison effects, and you gain a +4 bonus on saving throws against death effects, mind-affecting effects, and necromancy effects.
- Chaos: Your flesh churns and swirls chaotically. You are immune to additional damage from critical hits and precision damage (such as sneak attack damage), and weapons you wield count as chaotic for the purpose of overcoming damage reduction.
- Charm: You become overwhelmingly attractive and persuasive. You gain a +6 enhancement bonus to Charisma.
- Community: Your voice echoes with the sound of multitudes. Select a number of creatures within 30 feet equal to your level divided by three—you gain the effects of status and telepathic bond with those creatures.
- Darkness: Your eyes become solid black orbs. You become immune to blindness and can see perfectly in darknes
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