Magic Domain

Sorcerous figure representing the Magic Domain

The Magic Domain turns magic itself, spellcraft, magical knowledge, dispelling and the use of enchanted devices into a cleric’s sacred practice and usable rules. Its exact mechanics depend on edition, so the published Pathfinder and 3.5e versions are kept separate rather than blended together.

At a Glance

Divine SphereMagic itself, spellcraft, magical knowledge, dispelling and the use of enchanted devices
Typical RoleAnti-magic specialist, magical generalist and divine spellcraft expert
Published RulesPathfinder 1e and D&D 3.5e
Modern D&D StatusNo official same-named Magic Domain in 2014 or 2024 D&D; the 2014 Arcana Domain is the nearest official cleric option for divine mastery of arcane magic.
Typical PatronsHecate, Odin, Thoth, Freya

Edition Applicability

No official same-named Magic Domain in 2014 or 2024 D&D; the 2014 Arcana Domain is the nearest official cleric option for divine mastery of arcane magic. This page does not invent a modern rules panel merely to fill an edition slot.

Magic Domain — Pathfinder 1e

Rules status: published Pathfinder 1e Core Rulebook domain.

Hand of the Acolyte

As a standard action, make one attack with a melee weapon at a range of 30 feet as though it were thrown. Use your Wisdom modifier instead of Dexterity on the attack roll; damage still uses Strength. Uses per day equal 3 + your Wisdom modifier.

Dispelling Touch

At 8th level, you can use a targeted Dispel Magic effect as a melee touch attack. You can use it once per day at 8th level and one additional time per day for every four Cleric levels beyond 8th.

Pathfinder 1e Magic Domain Spells

1stIdentify
2ndMagic Mouth
3rdDispel Magic
4thImbue with Spell Ability
5thSpell Resistance
6thAntimagic Field
7thSpell Turning
8thProtection from Spells
9thMage’s Disjunction

Magic Domain — D&D 3.5e

Rules status: published D&D 3.5e SRD domain.

Granted Power

You can use scrolls, wands and other spell-completion or spell-trigger magic devices as a Wizard of one-half your Cleric level, minimum 1st. If you also have Wizard levels, those levels stack with this effective Wizard level for using such items.

D&D 3.5e Magic Domain Spells

1stMagic Aura
2ndIdentify
3rdDispel Magic
4thImbue with Spell Ability
5thSpell Resistance
6thAntimagic Field
7thSpell Turning
8thProtection from Spells
9thMage’s Disjunction

How the Magic Domain Plays

Magic clerics are strongest when the campaign contains hostile spellcasters, enchanted objects and magical problems that cannot be solved by raw damage. Pathfinder focuses on weapon projection and dispelling; 3.5e makes the cleric unusually capable with arcane spell-completion and trigger items.

Who Grants the Magic Domain?

Hecate, Odin, Thoth, Freya are strong existing patrons where this sphere is established in the deity’s portfolio.

Priests, Temples and Rites

A god of magic may govern secret names, runes, ritual order, prophecy, sorcery or magical scholarship. The domain should inherit that divine theory of magic rather than erase it.

What Are Magic Priests Doing Now?

Magic priests are authenticating enchanted objects, investigating failed rituals, breaking hostile wards, tracking illicit spellcraft and arguing over who has the right to teach dangerous magical techniques.

Related Domains and Character Options

Rules Sources and Licensing

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