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 StatusPlayable original D&D 2024 and 2014 Magic Domain conversions requiring GM approval; neither is an official WotC subclass. The published 2014 Arcana Domain is a different cleric option.
Typical PatronsHecate, Odin, Thoth, Freya

Edition Applicability

Four complete editions appear below. The 2024 and 2014 Cleric tabs are distinct original, GM-approved campaign conversions, not official Magic Domain subclasses. Pathfinder 1e and D&D 3.5e retain their published powers and separately prepared domain spells. Modern Clerics always prepare the listed subclass spells instead.

Magic Domain — D&D 5.5e / 2024

Original campaign conversion, GM approval required; not an official Player’s Handbook subclass. Choose the Magic Domain at Cleric level 3. Use the 2024 Cleric’s normal Channel Divinity progression, spell save DC, Divine Order and Blessed Strikes rules.

2024 Magic Domain Spells

These spells count as Cleric spells for you, are always prepared once you reach the shown Cleric level, and do not count against your preparation limit. At level 3 you receive the first two spell-level groups.

Level 3: Student of Living Magic

Gain proficiency in Arcana or Investigation. You can identify the school of an active spell effect within 30 feet after studying it for 1 minute, provided you can perceive the effect; this does not identify its caster, reveal a hidden spell, or tell you its exact level. You can use this study while not concentrating on another spell.

Level 3: Channel Divinity — Unweave

As a Magic action, expend one use of Channel Divinity and choose a creature, object or visible magical effect within 30 feet. Choose one spell of 3rd level or lower on the target whose effects you can perceive. Make a Wisdom (Arcana) check against DC 10 + the spell’s level; on a success, that spell ends. At Cleric level 9, you can instead choose a spell of up to 5th level. This cannot end an item’s permanent enchantment or a magical effect that is not a spell, and it does not reveal a hidden spell.

Level 6: Counterward

When you or a willing creature within 30 feet fails a saving throw against a spell you can perceive, you can use your Reaction to add your Wisdom modifier (minimum +1) to that saving throw, potentially turning it into a success. You can use Counterward a number of times equal to your Proficiency Bonus, regaining all uses when you finish a Long Rest. You must use the feature before the outcome takes effect.

Level 17: Circle of Wards

While you are conscious, you and willing allies within 10 feet of you have Advantage on saving throws against spells. The aura is blocked by total cover and does not grant immunity to magic, protect against effects that allow no saving throw, or end a spell already affecting someone.

Magic Domain — D&D 5e / 2014

Original campaign conversion, GM approval required; not an official published 2014 Cleric domain. Select it at Cleric level 1. Its feature levels and spell preparation follow the 2014 Cleric, not the 2024 class.

2014 Magic Domain Spells

These spells are always prepared once you attain the listed Cleric level and do not count against the number you normally prepare.

Level 1: Arcane Initiate

Gain proficiency in Arcana. Learn two cantrips from the Wizard spell list of your choice; for you they are Cleric cantrips and use your Wisdom as their spellcasting ability. You cannot replace those cantrips through this feature after choosing them.

Level 2: Channel Divinity — Break Enchantment

As an action, expend one use of Channel Divinity and choose one creature, object or magical effect you can see within 30 feet. Choose an ongoing spell of 3rd level or lower on that target. If it is 1st level, it ends; otherwise make a Wisdom ability check against DC 10 + its level, ending that spell on a success. This cannot unmake permanent magic items, suppress a curse whose rules require another remedy, or identify an unseen spell.

Level 6: Safe Casting

When a creature you can see within 30 feet takes damage from a spell, use your Reaction to reduce that damage by 1d8 + your Wisdom modifier (minimum 1). You can use Safe Casting a number of times equal to your Wisdom modifier (minimum once), regaining all uses after a Long Rest. Other effects of the spell still apply.

Level 8: Potent Spellcasting

Add your Wisdom modifier to the damage you deal with any Cleric cantrip.

Level 17: Master of Dissolution

When you cast Dispel Magic as a 3rd-level or higher spell, you have Advantage on any ability checks required by that casting to end a spell. Once per Long Rest, you may reroll one such failed check and must use the second roll. This does not change the spell’s level or its range, or enable it to remove a permanent magic item.

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

  • Pathfinder 1e: powers and spell list follow the Pathfinder Core Rulebook Cleric domain reference.
  • D&D 3.5e: granted power and spell list follow the 3.5 SRD Cleric Domains.
  • 2024 and 2014 D&D: full original GM-approved Magic Domain conversions, not official PHB or SRD subclasses. The 2014 Arcana Domain is a separate officially published option. Use the appropriate edition’s base Cleric rules, spell effects and spell access.

Keep this reference growing

If this page helped with your reading or game, you can support its upkeep or explore the curated books.

Buy the creator a coffee

Explore the Bookshop — epics, classics and stories behind imagined worlds.

Scroll to Top