Magic

Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.

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

Arcane Subdomain

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 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 Subdomain

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.

Warpriest Blessings

  • Minor Blessing: Hand of the Acolyte - At 1st level, you can cause your melee weapon to fly from your grasp and strike an opponent, then instantly return to you. 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 (you still add your Strength modifier to the damage roll as normal). This ability cannot be used to perform a combat maneuver.
  • Major Blessing: Blessed Magic - At 10th level, you can cast a prepared warpriest spell without expending mana. The spell must have a casting time of 1 standard action and must be a spell that is at least 3 spell levels lower than the highest warpriest spell level you can cast. In addition, the spell must be one that damages a creature or causes a creature to take penalties (such as inflict light wounds or bane).
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