You are a true student of all things mystical, and see divinity in the purity of magic.
Granted Powers
Hand of the Acolyte (Su): You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a
Standard Action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a
Ranged Attack with a thrown weapon, except that you add your
Wisdom modifier to the attack roll instead of your
Dexterity modifier (damage still relies on
Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your
Wisdom modifier.
Dispelling Touch (Sp): At 8th level, you can use a targeted
Dispel Magic effect as a melee
Touch Attack. You can use this ability once per day at 8th level and one additional time per day for every four
Cleric levels beyond 8th.
Domain Spells
1st—
Identify, 2nd—
Magic Mouth, 3rd—
Dispel Magic, 4th—
Imbue with Spell Ability, 5th—
Spell Resistance, 6th—
Antimagic Field, 7th—
Spell Turning, 8th—
Protection from Spells, 9th—
Mage's Disjunction.
Subdomains
Subdomains are more focused than domains, replacing some of the domain's spells and powers with new ones. Subdomains may be chosen in place of a domain if the character is eligible for it.
Alchemy
Replacement Power
The following granted power replaces the hand of the acolyte power of the Magic domain.
Divine Alchemy (Su): You can perform a 1-minute ritual that infuses a flask of water with one of your prepared spells, creating an improvised potion that lasts until consumed or the next time you prepare spells.
You can use this ability only with spells that target one or more creatures, and the maximum
Spell Level you can infuse in this way is equal to 1 + 1 for every 4
Cleric levels you have. These potions are treated as
Alchemist extracts for the purpose of your domain spells. You can use this ability a number of times per day equal to 3 + your
Wisdom modifier.
Replacement Domain Spells
2nd—
Touch Injection, 4th—
Amplify Elixir, 6th—
Delayed Consumption.
Arcane
Replacement Power
The following granted power replaces the hand of the acolyte power of the Magic domain.
Arcane Beacon (Su): As a
Standard Action you can become a beacon of arcane energy until the end of your next turn. The aura emanates 15 feet from you. All arcane spells cast within the aura either gain a +1 bonus to their
Caster Level or increase their saving throw DC by +1. The caster chooses the benefit when she casts the spell. You can use this ability for a number of times per day equal to 3 + your
Wisdom modifier.
Replacement Domain Spells
1st level—
Magic Aura, 4th—
Arcane Eye, 6th—
Analyze Dweomer.
Divine
Replacement Power
The following granted power replaces the hand of the acolyte power of the Magic domain.
Divine Vessel (Su): Whenever you are the target of a divine spell, you can, as a
Swift Action, grant each ally within 15 feet of you a divine boon. This boon grants a +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn.
You can use this ability a number of times per day equal to 3 + your
Wisdom modifier.
Replacement Domain Spells
2nd level—
Bless Water, 5th—
Cleanse, 7th—
Resurrection, 9th—
Miracle.
Rites
When casting a Rites domain spell with a costly material component—or casting
Permanency on any domain spell—reduce the cost of the necessary components by 20%.
Replacement Power
The following granted power replaces the hand of the acolyte power of the Magic domain.
Enduring Ritual (Su): As a
Swift Action when you cast a spell with a duration of at least 1 minute per
Caster Level, you can increase the spell’s effective
Caster Level by 1 for the purpose of determining its duration and preventing attempts to dispel it. The effective
Caster Level increases by an additional 1 for every 10
Cleric levels you have (maximum +3). You can use this ability a number of times per day equal to 3 + your
Wisdom modifier.
Replacement Domain Spells
1st—
Sanctify Corpse, 5th—
Permanency, 8th—
Binding.
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