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.

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