Channel Divine Might powers:
To use a channeling power, roll 2d10 and consult the chart below.
Aegis: You gain the listed bonus as a bonus to your armor class and saving throws for a number of rounds equal to one plus your Wisdom bonus.
Command: You issue a one-word command that 2d6 creatures of the listed Hit Dice or less who can understand you are compelled to carry out for a number of rounds equal to one plus your Wisdom bonus. The command fails if it would obviously cause harm to the creatures. If the result would be T, the command lasts for an additional turn, and if the result would be D, the command lasts for an additional hour.
Divine Sight: You can see invisible creatures for one turn. You can grant divine sight to a number of allies equal to the listed bonus -1.
Favor: All of your allies within 10 feet gain a bonus to their saves equal to the listed bonus for one round.
Healing Grace: All of your allies within 10 feet regain hit points equal to the listed bonus. You can voluntarily heal less damage to extend the radius by 10 feet per point less.
Healing Touch: You cure 1d4 plus the listed bonus worth of hit point damage in one creature you touch.
Miracle: You regain the use of a spell you’ve already cast today. The maximum level is equal to the listed bonus.
Sacred Might: You can expend two uses of your channel divine might ability instead of one, and roll 3d10 instead of 2d10, taking the two highest results.
Smite: You add the listed bonus to your next attack and damage rolls.