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DnDDomain-Magic

Page history last edited by ShadowLord 15 years, 10 months ago

D&D 3.5 Magic Domain, Spells - Enhanced

Players Handbook; SRD Link

 

Magic Domain

 

Granted Power

Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.

 

Magic Domain Spells

  1. Identify: Determines properties of magic item. (Note: As this is cast by as a Divine Spell their is NO Material Component.)
  2. Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
  3. Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
  4. Imbue with Spell Ability: Transfer spells to subject.
  5. Spell Resistance: Subject gains SR 12 + level.
  6. Antimagic Field: Negates magic within 10 ft.
  7. Spell Turning: Reflect 1d4+6 spell levels back at caster.
  8. Protection from Spells: Confers +8 resistance bonus.
  9. Mage’s Disjunction: Dispels magic, disenchants magic items.

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