As a Cleric of Ruornil with access to the Magic Domain, you do not gain any Domain Spells. Instead, you receive training in arcane magic magic and have the spellcasting capabilities of a Magician whose level is half as much as your Cleric level.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Arcane Initiate
When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.
School Focus
When you select this domain at 1st level, choose two of the eight schools of magic as the focus of your arcane studies. As your skill in the arcane arts grows, you will be able to cast 1st and 2nd level spells from any school of magic but you will only be able to cast spells from 3rd thru 5th level in the schools you have chosen to focus your studies on.
Spellbook
Starting at 1st level, you have a spellbook that contains all of the arcane spells that you know. You may select six 1st Level spells to add to your spellbook and each time your pool of spell points increases, you may add two additional spells. You may only add spells that are the Wizard's Spell List and they must follow the restrictions outlined in your School Focus feature and cannot exceed the maximum spell level listed for your class level (see below).
Until you begin to accrue Spell Points (starting at 2nd level), you are only able to cast an arcane spell if it is a Cantrip or a Ritual.
Spell Points
Starting at 2nd level, you have a pool of spell points that can be used to cast arcane spells that you have prepared from your spellbook. You gain additional Spell Points at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th levels.
In order to cast a spell, you must spend a number of spell points. Also, like your cleric spells, you must first prepare a spell before it can be cast. After a long rest, you may prepare a number of spells from your spell book equal to your Cleric level + your Intelligence modifier. Casting a spell does not remove it from your list of prepared spells. You can select a new list of prepared spells after each a long rest.
You may cast a lower level spell by spending additional spell points. For example, a 14th level cleric could cast Phantasmal Force as a 4th level spell by spending 6 spell points. You may only use spell slots to cast cleric spells and may only use spell points to cast lesser arcane magic spells. Your pool of spell points can never be reduced to below zero. You regain all used spell points after a long rest.
The Spell Point Table (below) shows how many spell points you have at 2nd level and above and indicates the maximum spell level that you can cast.
Spell Point Table
Cleric Level | Spell Points | Max Level | |
| |
2nd & 3rd |
4 |
1 |
4th & 5th |
6 |
1 |
6th & 7th |
14 |
2 |
8th & 9th |
17 |
2 |
10th & 11th |
27 |
3 |
12th & 13th |
32 |
3 |
14th & 15th |
38 |
4 |
16th & 17th |
44 |
4 |
18th & 19th |
57 |
5 |
20th |
64 |
5 |
The Spell Point Cost table indicates how many spell points are required to cast spells from 1st thru 5th level. You are unable to cast spells of 6th level and above.
Spell Point Cost Table
Spell Level | Spell Point Cost |
1st |
2 |
2nd |
3 |
3rd |
5 |
4th |
6 |
5th |
7 |
Channel Divinity: Arcane Recovery
Starting at 2nd level, after a short rest, you may use Channel Divinity to recover a number of spell points equal to your Cleric level. Your pool of spell points can never exceed the amount listed for your level on the Spell Point Table.
Channel Divinity: Spell Interruption
Beginning at 6th Level, as a reaction, you may use your Channel Divinity ability to interrupt a spell that another creature is in the process of casting. If the creature is casting a spell of 3rd level or lower, or if it is one of the spells you currently have prepared (either arcane or divine), its spell fails and has no effect. If it is casting a spell that you do not have prepared and is of 4th level or higher, make a spellcasting ability check (d20 + your Wisdom modifier) with a DC equal to 10 + the spell's level. If successful, the creature's spell fails and has no effect.
Spell Attack Savant
At 8th level, you gain the ability to infuse your spells with raw divine energy or arcane energy. Once on each of your turns when you hit a creature with a spell attack, you can cause the attack to deal an extra 1d8 radiant or force damage to the target (choose one at the time of casting). When you reach 14th level, the extra damage increases to 2d8.
Craft Spell
Starting at 17th level, as an Action, you can spontaneously craft a magical effect that mimics the effects of any other spell that is 8th level or lower. You need not meet the requirements for the spell, including any costly spell components. Using this ability does not expend any spell slots -- the spell simply takes effect.
You cannot do so again until after finishing a long rest.