Finding the Path – Clerical Domination: Magic Domain —

Hello everyone, and welcome to another in a series of articles focusing on the Cleric Domains in the Pathfinder Roleplaying Game. The goal for each of these is to provide you with a quick overview of your domain powers, spells, and introduce you to a god or goddess from real-Earth mythology who could be a deity using this particular domain.

All that said, welcome to this week’s article on the domain of: Magic.

The Magic domain is described as “You are a true student of all things mystical, and see divinity in the purity of magic.” – So you might well be a student of magic, even if you’re not a wizard (though if you DO multi-class, that’ll be your likely route), but you see all magic as coming from a divine source, regardless of the user.
The powers granted are “Hand of the Acolyte” – this allows you to take a melee weapon, and send it off to strike an enemy up to 30 feet away, using it effectively as a ranged thrown weapon (i.e. Dexterity to hit, but Strength for damage)

The second power is “Dispelling Touch” which allows you to use the targeted version of dispel magic as a touch attack. Just be warned that it’s not all magic items that you actually WANT to touch.

Spells:

The spells you get with the Magic domain are as follows:

Identify
The name of this spell is actually a bit misleading, as it only provides you a +10 bonus to the Spellcraft check to understand what a magic item does. And while that is a help, it is not the same as being told what the item does. For that, you need analyze dweomer, which is much more powerful and useful in that regard.

Magic Mouth

Magic mouth is one of the spells that you commonly see employed only by the villain, as it delivers a message when it is triggered. However, it can be used for more, by a clever PC. Since it allows any message (up to 25 words) and triggers on visuals, such as a creature getting close, then you could use it as a makeshift guardian when you set up camp, since it’ll be able to see just as well as any guard, perhaps giving a loud “HALT! WHO GOES THERE?” waking the camp and possibly getting an answer from the approaching person. It’s also useful if you think that you’re being followed, as you could set it up at a location where you expect the follower to pass (perhaps the tunnel behind you, if you’re in a dungeon) and for it to shout some sort of message when someone passes by. Since it is not visible before they get there, then it is unlikely for them to notice its presence (unless they have some way to detect magic).

Dispel Magic
Contrary to most Abjuration spells, this is not a straight-up defensive spell, but one that removes one effect. And that is the kicker and something a lot of people seem to forget. It removes only 1 effect, so if there are multiple layered effects, it removes only one of them. And since it has to be targeted, the caster must have been able to properly recognize the targeted effect. So a simple defensive measure against an otherwise excellent spell is to simply put in more spells or use magic aura to make it appear as if there’s 2 (or more) spells in place, with it being the most powerful (and therefore most likely to be targeted by the dispel attempt).

Imbue with Spell Ability

This allows the caster to give a limited selection of spells to a recipient and enable that person to CAST those spells, though you cannot use this spell-slot (4th) until that recipient has used their spell(s). There are also some restrictions on the spells that they can cast, in the form of level and schools, but they can make for a very handy backup healer for example.

Spell Resistance

This spell quite simply gives you spell resistance of 12 + your level (at the level where you get this spell, 9th, it makes your spell resistance 21). Obviously rather handy.

Antimagic Field

This spell creates an area in which magic cannot exist. It simply stops working, and summoned creatures get sent back to where they came from, but crucially it does not dispel the magic. As such, a creature under the effects of a spell, such as confusion, would still be affected when they leave the area, provided there is still duration left of the spell.

Spell Turning
Spell turning is another potentially great spell, in that it has a chance to turn back spells upon their original caster. Unfortunately, it is somewhat unreliable, as you can turn between 7 and 10 levels of spells back, meaning that it could fail when you most need it or least expect it. Unfortunately, you cannot use the Maximize Spell feat on it, but if you have access to a metamagic rod that uses that feat, this is a great candidate for it.

Protection from Spells

Quite simply, this gives you a +8 to all saving throws versus spells and spell-like abilities. It is important to note that it is a resistance bonus, so it does not stack with other resistance bonuses, such as those from a cloak of resistance.

Mage’s Disjunction
The final spell is mage’s disjunction. Also known as “You did WHAT to my loot??!” – It is an excellent spell to take out overconfident opponents (especially cocky ones, as each magic item needs to make a Will save or have their items be suppressed. Of course, on a natural 1, that item is destroyed. Make them roll enough dice and something will break). Just be careful with the overuse of this spell, no one appreciates losing their hard-earned equipment, but the timely use of it, could drastically alter the course of a battle.

New Deity

Circe

Goddess of magic, goddess of jealousy, poisoner

Alignment N

Worshipers sorcerers, wizards, alchemists, poisoners, spurned lovers, lovers

Cleric Alignments NG, LN, N, CN, NE

Domains: Death, Destruction, Knowledge, Magic, Trickery

Sub-domains: Arcane, Alchemy, Hatred, Innuendo, Murder

Favored Weapon: Dagger (poisoned)

Symbol:  a feminine hand holding an empty vial

Circe is a capricious goddess of magic, poison, and jealousy. She’s not often known to cast her attention on anyone in particular, but when she does, she brooks no rivals to that person’s attention. She holds magic in her grasp, and while she gives freely of her magical gifts, she expects attention and sacrifices in return.

Due to her jealousy, all her priests are forbidden from marrying, though they are encouraged to have lovers, but if they start getting too attached, they’re expected to break off from that person. This jealousy extends to their relations with other clergy members, who they see as rivals for the attention of their congregations. As such, each priest generally only has one novice at a time, but once that novice starts garnering the attention of the congregation, they’re kicked out and expected to found their own shrine or temple.

The lay worshipers are not under any such compulsions, and while sorcerers and other spellcasters gravitate to her worship for her magical powers and spurned lovers for revenge, even lovers and married couples might seek out her church- in that case though, to ward off her attention and those like her, by placating her with gifts.

The clergy is expected to start their day at sunrise, and end it at sunset – many spend their days either researching magic and magical items, crafting and selling them, or by providing spellcasting services to their communities. During the night, they’re expected to indulge their passions and spend time with their (sometimes many) lovers.

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Kim Frandsen

40 years old, and a gamer since I was 13. These days I freelance as a writer for various companies (currently Fat Goblin Games, Flaming Crab Games, Outland Entertainment, Paizo, Raging Swan Games, Rusted Iron Games, and Zenith Games), I've dipped my hands into all sorts of games, but my current "go-to" games are Pathfinder 2, Dungeon Crawl Classics and SLA Industries. Unfortunately, while wargaming used to be a big hobby, with wife, dog and daughter came less time.

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