
Ursineoddity |

I've read a few cleric optimization guides, and the Magic domain in general and this ability specifically don't get much love.
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.
I suppose not being able to do combat maneuvers is a bit limiting, but as a cleric one will not often be specializing in combat maneuvers anyway. Also, you're not likely to get a flanking bonus wielding a weapon this way. Again...not that big of a deal, methinks.
I particularly like the idea of using a Spell Storing weapon to deliver curses and such at range. In fact, I can even see this as being good for an Inquisitor.
Bonus question: since this is a supernatural ability, couldn't you use this to attack with your weapon if you were paralyzed?

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I think the big complaint about this, along with the 1st level domain powers of some other domains that just give a ranged touch attack, is that it's not that much damage. You can't add Power Attack or other feats to it to boost the damage, so even if it's pretty good at low levels, it won't advance well. And unlike the other domain powers that do energy damage on ranged touch attacks, this hits regular AC, not just touch AC.
It's not a terrible ability, but maybe not as good as something like the Luck or Chaos domains that have major non-damaging level 1 domain powers.

Ursineoddity |

hm, some good points. i hadn't considered point blank/deadly aim...but that brings up a good point. without precise shot, i will be taking penalties to hit. i'm starting to understand more of the limitations.
still, if i'm willing to put a couple feats in, throwing an elven curve blade around sounds mad decent, especially once i'm using magic weapons. it's a nice option to have when i'm low on spells, or am faced with a situation my memorized spells aren't optimized for.
thanks for your input, tomorrow and Fromper. i know now what i must do.

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All in all, it's a flavorful option that can provide some damage at low levels, but it'll require some feat investment to keep it useful as you advance. If that's what you want to do, then go for it. Or just use it at low level, and ignore it when you reach higher level and have so many spells that you always have something better to do.
But realize that by taking this, you're giving up the possibility of picking up a domain whose level 1 ability will remain useful through the entire career of your character, without any additional investment. Luck and Chaos come to mind immediately. And that's why it's generally rated low by the optimization guides.
It might not be the most optimized option, but if you like the concept of it, then go for it.

Rory |
It makes for a really good lead-in ability for using a Spiritual Weapon and Spiritual Ally themed character. You are the master of mystical forces of weapons flying all around.
An 18 WIS cleric being able to toss it 7 times per day is quite a lot at level 1 or 20. It definitely isn't meant to be the end all basis for the entire combat theme of a cleric. No 1st level ability will be.
The spell storing idea is a nice way to keep it relevant for quite a while.
I was recently contemplating building a Cleric of Nalinivati (The Serpent's Kiss) who specialized in Urumi swords flying about as the serpent's kiss. The Magic domain would allow me to whip one Urumi that I carry. And then I'd be using Spiritual Weapons to get more and more out. The second domain was thought to be Charm (Love Subdomain) to deny people from returning "the kiss".