TEXT: 1
  
  2
  Chapter Seven: Spell Mastery ............................................. 37
  Intelligent Magic Items .....................................................................37
  Power Components ...........................................................................38
  Standard Material Components ....................................................38
  Greater Power Components ...........................................................38
  Ritual Magic ..........................................................................................39
  Casting a Ritual Spell .........................................................................39
  Spell Mishaps ........................................................................................42
  Mage and Tradition Feats .................................................................42
  Chapter Eight: The Lyceum ................................................. 52
  Overview ................................................................................................52
  Campus ...................................................................................................52
  Education ...............................................................................................53
  A Lyceum Game ...................................................................................53
  Lyceum Loremaster Prestige Class ...............................................54
  Elements of Magic
  Author 
  Ryan Nock
  Editor 
  Jason Strickling
  Cover Design 
  M. Jason Parent
  Interior Art 
  Darren Calvert 
  David Hendee 
  Jessica L. Jones 
  Todd Schumacher
  Layout and Typesetting 
  Eric Life-Putnam
  Ryan Nock would like to thank:
    Matt Blakeley, creator of The Elements of Magic (original edition);
  Michael Bradshaw, Johannes Luber, and others from the EN World 
  messageboards who contributed ideas for magical traditions 
  and rules areas to cover; and 
    all the posters on the EOM threads, who gave the system 
  the most thorough playtest possible.
  I encourage all readers to visit the E.N. Publishing forum 
  on the EN World messageboards to contribute 
  to the EOM rules and community. — Ryan
  Everything in this book other than the cover, the contents page, illustrations, 
  “EN Publishing” and the EN Publishing logo, character names, “Lyceian Arcana,” 
  and “Elements of Magic” is designated Open Game Content.
  E.N.PUBLISHING 
  1646 Ridge Road 
  Vankleek Hill, ON 
  Canada K0B 1R0
  EN Publishing is an imprint of EN World. 
  Please visit http:// www.enworld.org
  Table of Contents
  Introduction ........................................................................... 3
  Revised Knowledge ...............................................................................3
  Layout ........................................................................................................3
  Chapter Five: Worldcraft ....................................................... 4
  Other Useful Resources .......................................................................4
  Spellcraft and Worldcraft ....................................................................4
  Familiar Magic .........................................................................................5
  Vancian Magic ................................................................................... 5
  Arcane and Divine ............................................................................ 6
  Rune Magic ......................................................................................... 7
  Powers of the Mind ........................................................................... 7
  Integrating Elements of Magic ..........................................................7
  Optional Rule: Magic Sources ............................................................8
  Fifty Character Ideas .............................................................................9
  Chapter Six: Worlds of Magic .............................................. 11
  Dreamers of the Inner Path .............................................................11
  Optional Rule: Traumatic Magic ..................................................12
  Sample Creature .............................................................................12
  Sample Spell .....................................................................................13
  Elemental Guardians ..........................................................................14
  Sample Spell .....................................................................................15
  Gabal Spellduelists .............................................................................15
  Sample Spell .....................................................................................16
  Gatekeepers of Aeriechellaak .........................................................17
  Sample Spell .....................................................................................18
  Gresian Soulshifters ...........................................................................18
  Sample Spell .....................................................................................20
  Ragesian Inquisitors ...........................................................................20
  Sample Spell .....................................................................................21
  Taranesti Diabolists ............................................................................21
  Sample Spell .....................................................................................22
  Vaneljesti Spellweaver .......................................................................22
  Sample Spell .....................................................................................24
  Wayfarers ...............................................................................................24
  Sample Spell .....................................................................................25
  Revised Classes ....................................................................................25
  Revised EOM Bard ...........................................................................25
  Revised EOM Cleric .........................................................................26
  Revised EOM Druid .........................................................................27
  Revised EOM Paladin .....................................................................27
  Revised EOM Ranger ......................................................................28
  Variant Classes ......................................................................................28
  Anima ................................................................................................28
  Arcanist .............................................................................................30
  Exalten ...............................................................................................31
  Godhand ...........................................................................................33
  Longwalker .......................................................................................34
  
  3
  Introduction
  In the myriad fantasy tales that draw on classic roleplay-
  ing styles, one often encounters mages who possess numerous 
  minor magical powers. Surely, the ability to hurl gouts of 
  flame, heal a wound, or create a shield against arrows is 
  impressive to a commoner, but the true magic of myths and 
  legends, the type of magic that endures for millennia in the 
  collective imagination of civilizations, goes far beyond these 
  simple utilitarian displays of power.
  The revised Elements of Magic has already presented the 
  basis of a new system of spellcasting, designed to encourage 
  greater variety in the magic of roleplaying adventures, in 
  hopes of adding spice and novelty to the stories and worlds of 
  these games. But indeed, those pages only contained the 
  basics. The sphere of sorcery and spellcraft is too great to be 
  described in only one book, and so now, to cover the vast 
  array of magic’s possibilities, we present Lyceian Arcana.
  Historically, the Greek thinker Aristotle taught philoso-
  phy and science at his school, a converted gymnasium called 
  the Lyceum, located near a temple to Lycian Apollo, a god who 
  was renowned for his great knowledge and wisdom. Aristotle 
  would stroll along the Lyceum’s covered walkways, lecturing 
  to his students as he walked, teaching logic, rhetoric, ethics, 
  and metaphysics. Indeed, many believe that it was at the 
  Lyceum that the foundation for all Western learning was laid.
  In the spirit of that prominent school, Lyceian Arcana 
  meanders through worlds’ worth of different types of magic, 
  providing information on many diverse topics as if it were 
  itself an academy of sorcerous learning. Particularly, however, 
  this school holds the secret of true magic, spells and rituals 
  whose history and legends resonate with a great power. Enjoy 
  your stay at the Lyceum, and let us encourage you to sample 
  magical knowledge from many sources. And, if you use the 
  knowledge here to discover your own new magic, perhaps you 
  can return some day, and share your wisdom.
  Revised Knowledge
  Knowledge is continually being revised and clarified, and 
  such is the case even for magical lore. You will need Elements 
  of Magic – Revised Edition to make full use of the material in 
  this book, as much of the original Elements of Magic was 
  changed for balance and ease of play. If you don’t already have 
  the update, visit the E.N. Publishing website and download 
  the rules sampler, or purchase the revised edition at 
  appropriate vendors.
  Elements of Magic
  Layout
  Look here to find out where the different lectures are 
  offered.
  Chapter Five: Worldcraft gives advice for using the 
  rules of this book to create your own unique game world, 
  and on how to adapt these rules to an existing game.
  Chapter Six: Worlds of Magic presents several sample 
  worldviews of magic, with guidelines for running games 
  with them.
  Chapter Seven: Spell Mastery explains the new rules 
  for acquiring unique and powerful spells, plus collects all 
  the feats detailed elsewhere in the book. Finally, this 
  section will include rules for some of the most bizarre and 
  mystical types of magic.
  Chapter Eight: The Lyceum briefly details the 
  Lyceum, a sample magical academy.
  Appendix One: Spells compiles all the spells 
  presented throughout both books.
  Appendix Two: Rule Updates details changes in the 
  spellcasting rules from Elements of Magic – Revised 
  Edition.
  
  Illustration by Darren Calvert
  4
  Elements of Magic: Lyceian Arcana
  Though Elements of Magic provides you with the 
  rules you need to create a wide diversity of spellcasting 
  characters, it is in large part up to you to decide how their 
  magic fit into your game and your world. This chapter 
  presents advice for creating a unique brand of magic for 
  your game world or your character.
  Other Useful Resources
  There are many other published products that can 
  add to your gaming experience, working well in tandem 
  with Elements of Magic. E.N.Publishing has released sev-
  eral products that may supplement your experience with 
  Elements of Magic. Wild Spellcraft is a toolkit for making 
  magic less stable and safe, and its rules will be briefly 
  revisited in Lyceian Arcana. Four-Color to Fantasy, a 
  superhero supplement, provides rules that can represent 
  permanent magical abilities of the sort often seen in myth 
  and fantasy fiction: the first time your party’s barbarian 
  rips a tree out of the ground and uses it as a club, you’ll 
  realize that magic isn’t just for spellcasters.
  Spellcraft and Worldcraft
  This next section focuses more on the needs of game 
  masters, while more player-oriented concerns will come 
  toward the end of this chapter.
  As game master, when you’re creating a world that 
  uses these rules, or adapting the Elements of Magic rules 
  to an existing world, there are two major factors you need 
  to consider. First, how do the powers of magic in this 
  world differ from the default assumptions of the existing 
  rules; and second, what sorts of magical traditions exist 
  that you should design and show to your players. Once 
  you’ve answered the first question, you should have an 
  easy time answering the other, but the feel of magic in 
  your world can be a very complicated issue.
  Consistency
  Does everyone use the same type of magic? Look at 
  our own world, and compare how differently magic is 
  viewed in the modern world, in Greek myths, in Christian 
  theology, and in Norse legends. And that’s just in Europe. 
  If you want to create a modernized feel for your game, 
  you can simply let everyone have access to whatever 
  magic they want. Characters will bring along traces of 
  their homelands’ heritage, but all of them will feel that 
  they’re part of just one large culture. On the other hand, 
  it is often too much work to create distinctive magic feels 
  for every county and town, often with little payoff.
  Developing magical traditions is the key method of 
  making different types of magic distinct, but if you plan 
  to have dozens of different traditions, you might want to 
  start general, focusing on two or three of the most promi-
  nent groups first, and making the other traditions subsets 
  of those. The variety of possible traditions is enormous, 
  but usually three large types of magic is more than 
  enough—elemental, life & death, and illusion & knowl-
  edge; or nature, miracles, and science—perhaps with a 
  few regional differences if you want to go into great detail.
  Power Level
  How strong is magic? Do kings go to war over a single 
  wand of curing, or do housewives summon gelatinous 
  cubes to dissolve their family’s waste materials? The 
  default assumption of the core rules and of this system is 
  that highly powerful magic is possible, but that it is not 
  prevalent enough to affect low-level adventures. If taken 
  to a logical route of exploitation, this level of magic 
  makes a medieval-esque setting drastically different, with 
  the power of armies being far less important than the 
  power of elite heroes. Of course, the affairs of nations and 
  armies probably don’t matter if you plan to keep your 
  
  5
  Elements of Magic: Lyceian Arcana
  game personal in scope instead of epic, but you should 
  consider the effects magic has on your world.
  There are several easy ways to keep the power of 
  magic seem low without much in the way of house ruling. 
  The simplest option is to just set a level limit on spellcast-
  ers, and say that no one can get a caster level above the 
  limit. Alternately, you could turn all spellcasting classes 
  into prestige classes, meaning that magic is not available 
  until 6th level or higher, or raise the casting time of all 
  spells to one minute, and disallowing signature spells.
  The spell lists most likely to disrupt a “traditional” 
  fantasy world are Create, Heal, and Transform, plus Move 
  Space. You could set a barrier to these spell lists, either 
  making them unavailable, limiting them to a maximum 
  of 5 MP, or possibly increasing the cost of all such spells 
  by 10 MP or more.
  Source
  Where does magic come from? Does everyone know 
  where magic comes from? Do gods walk the world and 
  demons teach sorcery in diabolic churches, so everyone 
  has proof of magic’s source? Or do people only have 
  beliefs, not proof? Does nature exude magical power, or 
  can spells only be cast by sucking the life out of plants 
  and animals? Do ghosts let the common men tap into the 
  power of the great beyond, or was 
  a god’s avatar buried under the 
  earth, filling every living creature 
  with a spark of the divine creative 
  power?
  Magic can have many sources, 
  or no source at all. Where it comes 
  from can certainly affect how it is 
  viewed, since most people would 
  be wary of accepting healing given 
  as a gift by demons.
  Reliability
  How reliable is magic? Is 
  magic a tool that can be used at 
  will, or more of a partner that 
  must be coddled and coerced into 
  doing your will? Do the poorly 
  trained sometimes mess up their 
  spells and create magical mishaps, 
  or will arcane energy respond to 
  anyone who has the faintest idea 
  of what they’re doing? If magic 
  sometimes backfires, perhaps 
  from misuse, or perhaps because 
  its source is spiteful, magic sud-
  denly seems more dangerous and 
  sexy, like playing with fire.
  Putting It Together
  Once you have some clear thoughts of what magic is, 
  who uses it, and what it does, how does it fit into your 
  game? If you want heroic fantasy, having magic only be 
  available by maiming yourself as a sacrifice to dark pow-
  ers may disrupt the tone you desire, but if in a gritty 
  game, spells create rainbow butterflies when they’re dis-
  rupted, it can be just as detrimental to crafting the type of 
  world, and the type of game, that you desire.
  Familiar Magic
  Though the possibilities of magic are truly limitless, a 
  few types of magic are most commonly presented in 
  myths and fantasy storytelling. You are encouraged to 
  experiment with Elements of Magic to create your own 
  style of magic; this book, Lyceian Arcana, contains many 
  sample worldviews, but it can help to see how these rules 
  handle familiar, existing magic systems.
  Vancian Magic
  The default magic system of Fantasy d20 is loosely 
  drawn from the works of author Jack Vance, among oth-
  ers. Vance’s stories were notable for featuring 
  high-powered magic with dramatic names. Nearly every 
  spell would be named after the wizard who created it, a 
  Illustration by J.L. Jones
  
  6
  Elements of Magic: Lyceian Arcana
  technique which is still visible in some spells of the core 
  rules.
  Vancian magic gives the arts of spellcraft a feeling of 
  history, the sense that many other spellcasters have come 
  before you, leaving the world riddled with dweomers such 
  as Rodinn’s Rhyming Doom and Meece’s Cartomantic 
  Flourish, just to name a few from Wild Spellcraft. Instead 
  of having stale names such as fireball, magic in the 
  Vancian vein might be host to Kreshtal’s Rain of Fire, 
  certainly a much more evocative name. Mages might be 
  famous for their signature spells even if they themselves 
  didn’t do much noteworthy.
  Vancian magic also suggests a good deal of civiliza-
  tion, if magic is widely-known enough to be named and 
  catalogued. Or at least such civilization may have existed 
  in the past, while now mages scour the world for ancient 
  spellbooks. An excellent example of a setting that uses 
  Vancian magic in this way is Talislanta, currently pub-
  lished by Morrigan Press, in which a great magical 
  disaster millennia ago destroyed ancient and powerful 
  arcanopolises, so that the current excavations of their 
  ruins have led to a magical renaissance. Magical scholars 
  discuss the works of Koraq and Callisto as European 
  scholars would discuss the knowledge of Aristotle and 
  Euclid.
  If you want to use Vancian magic in your campaign, 
  players are encouraged to keep one or two signature spells 
  throughout their careers, spells they can be famous for. 
  Their spellcasting characters can develop reputations for 
  their magical style as much as for their heroic deeds. You 
  as game master may want to develop several historically 
  famous spellcasters whom current mages can emulate.
  You could choose to limit spellcasters to only using 
  signature spells, perhaps granting the Arcane Student feat 
  for free to all spellcasters, but this of course removes 
  much of the flexibility inherent to this system, which 
  results in weaker spellcasters. Alternately, you could sim-
  ply say that from a storytelling standpoint, everything is a 
  signature spell that someone wrote long ago. Mages won’t 
  need to carry along spellbooks, because the assumption is 
  that they have studied magic so thoroughly that they can 
  cast any of hundreds of distinctive spells. Two Move Air 
  spells will use the same mechanics, but one might be 
  Vidania’s Lightstep, while the other is Tierodunne’s 
  Majestic Leap.
  This style of magic also makes it easy to introduce 
  rare and powerful spells, ones that work better than they 
  should for the level that they are. You won’t want to make 
  such spells common, but they can make an interesting 
  adventure hook, such as if a dozen adventuring groups 
  are all trying to find Chana’s Book of Charms, a book that 
  is supposedly so powerful that reciting a single line from 
  it would give you control of everyone who hears you.
  If any form of magic fits the poetry analogy from the 
  introduction, Vancian magic probably does it best. Mages 
  are artists, learning from each other and creating their 
  own masterpieces, with some exceptionally gifted out of 
  them being known to all.
  Arcane and Divine
  Another aspect of magic used in the d20 core rules, 
  the idea that there is godly and un-godly magic, is at least 
  as old as the middle ages in Christian Europe. Some 
  magic comes from sorcerers, witches, and others who 
  consort with devils, while true divine magic comes in the 
  form of miracles, prayers, and faith. Divine magic is more 
  subtle than the forces of the arcane, easier to ignore if you 
  are an unbeliever, but so widely accepted that a mage 
  would be foolish to challenge its power.
  Setting up a division of magic into arcane and divine, 
  or indeed any division, encourages cultures to polarize 
  toward one type of magic, praising it while condemning 
  the other. This can lead to interesting dilemmas, since 
  arcane mages—the ones likely to suffer from a lynch 
  mob—are usually better suited to handling the dangers of 
  an adventuring life. Miracles of healing, forgiveness, and 
  providing food are vitally important to the normal man, 
  but less useful to someone hunting goblins.
  Divisions of magic such as this only really work well 
  if each side has both advantages and drawbacks. In the 
  core rules, divine spellcasters have all the healing and 
  most of the defensive and foresight powers, while arcane 
  spellcasters have offensive and utility spells. It could as 
  easily be Elvish high sorcery (creating elemental energy 
  and force effects) opposed to human shamanism (affect-
  ing animals, people, and spirits), or the form-altering 
  powers of gnomish trickster priests (with many spells that 
  alter or distort reality) versus the very tangible, down-to-
  earth creation magic of dwarven stoneshapers.
  It can be a mild challenge to use this sort of magic 
  without presenting one type as evil and the other as good. 
  If you want a campaign full of witch hunts and secretive 
  sorcerers placing curses on the unsuspecting commoners, 
  it can be useful to set up a division of this variety. On the 
  one hand, it creates the possibility of misunderstood 
  heroes dabbling in dark powers for the sake of good; but 
  with a slightly different presentation, the same type of 
  magical division can lead to a very black and white type 
  of morality, where the bad guys always dress in black 
  robes and use only magic that involves killing, summon-
  ing evil spirits, and controlling the dead. This second type 
  of clear-cut morality can work well in high fantasy heroic 
  adventuring, but if you want to keep a nice grey area of 
  ambiguity, you’ll want to avoid presenting all spellcasters 
  of one type as bad guys.
  The division between the two groups can be in the 
  
  7
  Elements of Magic: Lyceian Arcana
  types of spells available, the specific elements they use, or 
  the types of creatures they can affect. To emulate the core 
  rules’ division of arcane and divine, arcane Mages cannot 
  use Heal spells lists and have to pay 4 extra MP for 
  Divination spells, while divine Mageknights cannot use 
  Illusion spell lists and have to pay 2 extra MP for Dispel 
  Magic, Evoke, and Move spells.
  Rune Magic
  Runes each have a distinct meaning and power, and 
  rune mages usually keep a bag of wooden or stone pieces 
  on which they carve or paint the appropriate runes they 
  are trained in using. Casting a spell in rune magic 
  requires the mage to draw out whatever runes he intends 
  to combine for his spell, and thus it is well-suited to being 
  used with Elements of Magic with almost no changes.
  Most runes also have a meaning as a word as well as a 
  type of spell, and thus powerful mages may have names 
  that contain runes they use often. Runes tie language in 
  closely with magic, making magic a vital force of its own, 
  rather than just a tool to be used. Settings with runic 
  magic often have a primitive, or even primal feel to them, 
  charged with mythic meaning.
  Think at least briefly on what the different runes 
  mean, and how that relates to the world’s society and 
  culture. If there is no magic rune for charming someone, 
  perhaps the culture will not value peace because it is not a 
  thought commonly evoked. You might even want to draw 
  your own runes, which might resemble actual Norse 
  runes, Egyptian hieroglyphs, or Japanese kanji.
  Powers of the Mind
  If you use magic to represent what is commonly 
  known now as psychic powers, you will actually signifi-
  cantly change some of the basic assumptions of d20 
  fantasy magic. Psychic powers seldom create bursts of 
  flame or summon demons, so you’ll want to remove the 
  Summon spell lists, and all Evoke spell lists except per-
  haps Life and Death. You’ll also want to consider whether 
  the Create, Illusion, and Transform lists are available, 
  perhaps making all Illusions exist just in the mind, and 
  limiting Transform to only [Creature] lists, not 
  [Element]. Of course, if your world has a different idea of 
  what psionics is, perhaps blasts of energy are appropriate.
  Consider how people will live differently if they know 
  mages can read their minds or control their actions. In 
  normal fantasy, fireballs and summoned undead will tend 
  to get more attention, letting telepaths work secretly more 
  easily, but if psychic powers are the only ones available, 
  they will be noticed. Are you willing or prepared to run a 
  game where heroes use other people as tools? Make sure 
  you and your players understand each others’ stances on 
  the morality of this very personal type of magic.
  Integrating Elements of Magic
  It can be difficult to integrate these rules into an 
  existing game. Do you convert all characters to a new 
  system, or do you just start introducing a few mages from 
  this system and a few new flexible spells to pique your 
  players’ interest? Converting characters can be rather 
  difficult, and the higher level you are, the less involved 
  characters will be in this system. Players generally will 
  either tend toward emulating what they had before, or 
  they’ll pick spell lists with several levels of hindsight, 
  instead of developing organically as characters would do 
  in a normal campaign.
  We generally advise not bothering to convert fully 
  unless you plan to level up 4 or 5 more times with the 
  current characters (possibly less, if your group advances 
  slowly compared to core rulebook defaults). If you’re 
  nearing the end of a game, characters won’t have as much 
  time to grow into their powers, so many of the nuances of 
  the system will be lost. The optimal course is to have 
  bought this book just as you were starting to plan an 
  entirely new world and game, so you can figure out how 
  different rules sources fit together before jumping into 
  the game. Since that could easily not be the case, consider 
  the following.
  Core Competition
  Will you be keeping the core spellcasting classes, 
  having them exist simultaneously with Elements of Magic 
  mages? This can provide some interesting flavor, but there 
  is one clear area of difficulty – magic items. If you’re not 
  the sort to worry strictly about costs of items, but just on 
  their flavor and appropriateness, then the slight discrep-
  ancies between core and Elements magic items won’t 
  concern you. However, there are some noteworthy differ-
  ences, if for nothing else than you can create magic items 
  that grant +12 bonuses to stats, or that magic swords 
  waver between being cheaper and more expensive, 
  depending on the specific powers.
  You could simply rule that Elements mages can only 
  create Charged Items, and that other sorts are not avail-
  able. This certainly makes conversion easier, since you 
  won’t be tempted to figure out exactly how to stat out the 
  paladin’s holy avenger (Infuse Force 5/Create Good 1/Gen 
  1, with an unlimited use signature spell of Dispel Magic 
  5/Gen 2, and an accessory item that provides Abjure Force 
  8/Gen 1, total worth approximately. 200,000gp in EOM, 
  as opposed to 125,000gp for the core rules item). Or you 
  could simply accept the slight discrepancies in price to 
  create but use the same market price for everything.
  One of our foremost goals was to make sure the 
  Elements of Magic spell system balanced its greater flex-
  ibility with less raw power, so equivalently designed 
  characters from this system and the core rules should 
  
  8
  Elements of Magic: Lyceian Arcana
  have the same general power level, with different specific 
  areas in which they excel. If you want to use the classes 
  together, your main concern should be what actual differ-
  ence exists between the different classes. Do people care 
  what the difference is between a mage and a sorcerer, or is 
  it even noteworthy?
  Rough Edges
  If you do decide to cut the game down to use just 
  Elements of Magic classes for spellcasters, but to keep 
  barbarians, fighters, monks, and rogues, you’ll have to 
  decide whether to convert minor things like the monk’s 
  spell-like abilities, and whether you want to try to directly 
  emulate clerics, druids, and bards with this system, or if 
  you’d rather make up new archetypes. Perhaps the rough-
  est edges among classes are prestige classes, of which 
  there many, and which are designed to mostly fit with 
  core classes. On the up side, the Elements system ought to 
  be diverse enough to keep players from immediately 
  clambering for a specialist prestige class, but if they do 
  eventually start to look for equivalents to thaumaturgists 
  and horizon walkers, their options will be somewhat 
  limited. Feel free to create your own prestige classes, and 
  some may be presented in future products.
  Third Party Products
  Other d20 publishers might, for some reason, not be 
  publishing Elements-compatible products. Depending on 
  how much you use new rules directly versus simply min-
  ing books for ideas, this might be another incentive to 
  add the Elements system in as an extra component, 
  instead of trying to swap out the entire ruleset.
  Character Creation
  When you create your character, think about how 
  you will stand out from every other spellcaster that you’ve 
  seen or played. What does magic mean to you? Why do 
  you use magic? How is your magic different from that of 
  others, and how do you interact with other types of 
  spellcasters? How did you learn your magic, and how are 
  you continuing to expand your knowledge?
  What do you want to use your magic for? Do you 
  want to physically empower yourself and your allies in 
  combat? Outwit foes with illusions and charms? Be the 
  master of secrets with Divination and Scry? Wield great 
  powers of destruction? Have the freedom to go anywhere 
  and see anything? Your desires as a player should direct 
  you as you choose spell lists and abilities for your 
  character. Don’t just pick spell lists because they seem 
  most versatile; be willing to cater to your desires, and 
  trust your game master to provide ways for you to take 
  advantage of your powers.
  Optional Rule: Magic Sources
  The default Elements of Magic rules assume that 
  magic-using characters always have access to their magic 
  except in areas of anti-magic. For greater flavour, 
  however, each character can choose a “Magic Source,” 
  basically determining where it is his magic comes from. 
  Does he channel magic directly from the divine, borrow 
  magic from devils, or tap magic from the lands he has 
  visited? Without access to this source, the mage has less 
  power than usual, but can still use magic.
  Benefits
  A mage without access to his source of power has his 
  MP Limit reduced by 2. If this would reduce the limit to 
  below 0, the character cannot use magic. If the source of 
  the power is completely destroyed or nullified, the 
  character is unable to use magic until he finds a new 
  source, or restores the original. In exchange for this 
  limitation, the mage gains a bonus feat appropriate to his 
  tradition. Other mild cosmetic effects might affect the 
  mage as well. If the magic source is such that it will very 
  rarely if ever be unavailable, the game master is justified 
  in denying a bonus feat.
  Some examples are included here. Many of the feats 
  mentioned are detailed in Chapter Six.
  Priest of a war god. In a place sanctified by an 
  opposing deity, the priest’s MP Limit is reduced by 2. The 
  priest gains Blessed Strength as a bonus feat.
  Bargained with a devil for power. In a holy site, the 
  diabolist’s MP Limit is reduced by 2. The mage gains 
  Infernal Pact as a bonus feat.
  Draws mana from lands he has visited. Normally, 
  the mage’s MP Limit is reduced by 2, but if he spends a 
  full round concentrating to access the power of lands he 
  has visited, he functions at normal power for 9 rounds. 
  The mage gains Geomancer as a bonus feat.
  Stores magic in talismans. If the mage cannot touch 
  his talismans as he casts, his MP Limit is reduced by 2. If 
  he does not have the talismans, he cannot use magic at all. 
  The mage gains Extra Signature Spells as a bonus feat, 
  since the spells are stored in his talismans.
  Taps the elemental plane of water through an 
  ancestral ring. Without the ring, the mage cannot use 
  water spells at all, and his MP Limit for non-water spells 
  is reduced by 2. The mage cannot cast fire spells while 
  wearing the ring, but he gains Extra Magic Points as a 
  bonus feat, though the bonus MP can only be spent on 
  Water spell lists.
  Sculpts chaos. The mage gains Sculptor of Chaos as a 
  bonus feat. If she does not use the feat to draw magic 
  from around her, her MP Limit is reduced by 2.
  
  9
  Elements of Magic: Lyceian Arcana
  Fifty Character Ideas
  To help you think about some of these questions, we 
  present fifty brief character ideas, one of which might 
  pique your interest, or even lead you down paths we 
  could never have predicted. Some of the characters 
  described below have powers inappropriate for low-level 
  characters, but the game master might be flexible with 
  higher-level characters, emulating the more exotic powers 
  below with Permanent Spells, or with the abilities of the 
  Anima class, presented in Chapter Six.
  1. A performer whose real spells emulate those of 
  stage magicians.
  2. A witch who calls evil spirits to curse and 
  transform her foes.
  3. An oracle who can learn and know anything, or 
  conceal knowledge from others.
  4. A humble healing priest who subdues his foes by 
  paralyzing them with the overwhelming holy 
  power of forgiveness.
  5. A nature priest who spends as much time in the 
  forms of animals as he does in his own.
  6. A primitive shaman who believes he is protecting 
  his tribe from evil spirits by commanding the 
  destructive elements of nature – storms, fire, and 
  wind.
  7. A young girl blessed by the fey with the abilities to 
  make herself invisible, intangible, and irresistible.
  8. A wild man raised by wolves, whose magic powers 
  stem from the belief that he is an invincible wild 
  beast.
  9. A telepath from a metropolitan seaport, who uses 
  her subtle power to prevent the common injustices 
  of hate and violence.
  10. A demented telepath, shunned and abused as a 
  child, who takes his revenge by killing those he 
  hates and doing his best to assume their role in 
  society, losing sense of who he himself is.
  11. A princess who was kidnapped by evil cultists who 
  tried to control her and use her against the 
  kingdom, but who overcame them, learned from 
  them, and now fights them.
  12. A human who is the “familiar” of a dragon, and has 
  powers granted by his master.
  13. An author who writes books of different worlds, 
  then can recreate aspects of the stories he writes.
  14. A song mage from an island culture, learning the 
  power of wind, tide, and surf.
  15. An elderly scholar, trying to dabble in every type of 
  magic before he dies.
  16. A sorceress who once accidentally summoned a bit 
  of a god, and now sometimes acts as the god’s 
  emissary without knowing it.
  17. A sickly, jealous man who seeks to control the 
  powers of life and death.
  18. An elvish botanist who sees in the long lifespan of 
  trees an even better route to immortality than his 
  elvish blood, so he emulates trees.
  19. A gypsy fortune teller, who focuses her magic 
  through her deck of cards.
  20. A travelling boy trying to bond with the magical 
  beasts of different lands, so he can summon them 
  as defenders, fulfilling a myth of his people.
  21. One of five women born under the influence of the 
  different planets, their power related to the 
  progress of celestial bodies through the sky.
  22. A dark elf from the land below, whose first, 
  revelatory arrival on the surface world was during a 
  roaring thunderstorm.
  23. A member of a four-tiered elemental order, 
  travelling the world to reinforce the world’s 
  connection to the elemental planes.
  24. A shadow mage who uses his flexible magical skills 
  to create spells that are dark, cruel reflections of his 
  foes.
  25. A daughter of stonemasons, whose spells are 
  defensive and stone-related.
  26. A halfling pony-riding nomad who befriends the 
  animals of the plains and can sense whatever 
  happens anywhere in his homeland.
  27. A duelist who charges his blade with magical 
  energy, but goes to great lengths to hide his magical 
  powers.
  28. A self-conscious sorceress who compensates by 
  learning the most destructive spells possible.
  29. A travelling minstrel who calls upon the power of 
  ancient heroes, and the charm of legendary 
  diplomats.
  30. An alcoholic priest who uses magic to make others 
  happy and forgetful.
  31. A berserker who takes on leonine aspects in his 
  rages.
  32. A pious warrior who dabbles in healing magic to 
  protect her allies.
  33. A racist orc who studies how to turn the magic of 
  the elves against them.
  34. A disgruntled farmer who can speak with spirits, 
  and ends up bonding with an elvish ghost that 
  teaches him druidic magic.
  35. The recipient of a hideous experiment that 
  combined her body with that of a displacer beast, 
  making her a premier assassin.
  36. A sinister warrior trained in antimagic tactics so he 
  can murder members of a powerful mage order.
  
  10
  Elements of Magic: Lyceian Arcana
  37. A superstitious tattooed man who never casts 
  spells, but just prays for lucky favours.
  38. A charming enchanter who runs a small duchy.
  39. A charlatan who swindles people from village to 
  village, summoning monsters to scare villagers, 
  then fighting the monsters off.
  40. A magical diplomat, who studies spellcraft just so 
  he can defend himself from charms, and so he can 
  communicate more effectively.
  41. A shapeshifting monk who can hear the echoes of 
  the souls of man and beast.
  42. A mother who learns magical arts of theft so she 
  can send her son to wizard’s school.
  43. A strong but unskilled man who uses fear magic to 
  assure his reputation as a powerful warrior.
  44. A gnomish mage who collects trinkets from every 
  other mage he meets, tapping a bit of their energy 
  instead of using his own power.
  45. A mind-reading midwife who becomes an 
  adventurer after her employer tries to use her 
  powers to harm others.
  46. A buckle-bound sorcerer who thinks he is 
  descended from dragons, and seeks to return to his 
  ancestors’ form.
  47. A stingy merchant who employs adventurers to 
  bring him antiquities, while he accompanies them 
  and uses his magic to ensure his comfort.
  48. A beautiful spy who seduces with magic those she 
  needs information from.
  49. A rich elvish landowner who loves his employees so 
  much he keeps them working for him unto death.
  50. A married couple who have a magical link, 
  allowing one to teleport to the other in times of 
  danger.
  Illustration by David Hendee
  
  11
  Elements of Magic: Lyceian Arcana
  Countless magical traditions exist across the infinite 
  worlds. Presented in this chapter are twelve such tradi-
  tions, with guidelines for integrating them into your 
  campaign. Look to this chapter for advice on creating 
  your own magical traditions, whether you want a single 
  unifying style of magic in your world, or dozens of dis-
  tinct traditions in different cultures.
  Several of the traditions in this chapter were inspired 
  by the ideas and game worlds of gamers on the ENWorld 
  messageboards.
  Dreamers of the Inner Path
  While most mages attempt to control the powers of 
  the world around them, some seek to control their own 
  inner power. Those who dream the inner path seldom 
  gather into schools or monasteries, though they may seek 
  wise teachers to help them see deeper into themselves. 
  Highly insular, dreamers of the inner path perfect powers 
  of the mind and soul, and may easily become obsessed 
  with the dreamworld at the expense of the real.
  Availability: Any mage may attempt to find herself in 
  the realms of dream, and each who does follows a slightly 
  different path. Those few teachers of this path require 
  little of their pupils other than the desire to understand 
  themselves, and the ability to fall asleep in uncomfortable 
  locations.
  Thematic Elements: Dreams and nightmares fill the 
  magic of those who follow the inner path. Any physical 
  manifestations in their spells are highly personal, drawn 
  from their own fears and desires, typically possessing an 
  ethereal appearance. Many dreamers carry circles woven 
  and crossed with thin threads – dreamcatchers to filter 
  out harmful forces in their sleep. The greatest fear of any 
  dreamer of the inner path is that her magic may take on a 
  life of its own, manifesting as a monster of dreams, such 
  as the trillith detailed below.
  Spell Lists: Any Charm, any Compel, any Create, 
  particularly Create Space to conjure demiplanes, any 
  Illusion, Summon Aberration.
  Miscellaneous: Dreamers of the inner path usually 
  have little in the way of worldly possessions, preferring 
  permanent spells to magic items. In general, they do not 
  trust the physical.
  The spell lists suggested above form the core of 
  dream-based magic, but are by no means the limit of 
  what magic dreamers may practice. The magic of a 
  dreamer is influenced by his personality, but is most 
  strongly rooted in whatever thoughts the dreamer 
  represses. A dreamer who fears violence may have taught 
  herself a few Abjure spells, but her greatest power will lie 
  in evocations, though she hates to admit it.
  Psionic Mage [Tradition]
  You can hold a reserve of psychic energy to enhance 
  your spells.
  Benefit: As a full-round action that provokes an 
  attack of opportunity, you may make a Concentration 
  check (DC 20) to gain psionic focus. When you are psion-
  ically focused, you may expend your focus on any single 
  Concentration check you make thereafter. When you 
  expend your focus in this manner, your Concentration 
  check is treated as if you rolled a 15. It’s like taking 10, 
  except that the number you add to your Concentration 
  modifier is 15.
  You can also expend your psionic focus to cast a spell 
  without verbal or somatic components, without increas-
  ing its MP cost.
  Once you are psionically focused, you remain focused 
  until you expend your focus, become unconscious, or go 
  to sleep.
  Illustration by David Hendee
  
  12
  Elements of Magic: Lyceian Arcana
  You can qualify for psionic feats as if your magic 
  points were power points.
  Optional Rule: Traumatic Magic
  Some spellcasters cannot control their magic, par-
  ticularly when they are under great stress. Whenever the 
  spellcaster takes damage or is affected by a Charm spell 
  that creates a moderate or strong emotion (other than 
  calm and sleep), she must succeed a Will save (DC 10 + 
  damage dealt or DC equal to the spell’s DC). If she fails, 
  in her next round she can only take a move action under 
  her own free will. At the end of her action, she casts a 
  spell of the game master’s choice, using the spell lists she 
  knows, with an MP Limit increased by 1 to 4, depending 
  on how strong the game master gauges the trauma was. 
  The spell is always of the highest MP the mage can cast, 
  and should be appropriate to the situation.
  The most common form of Traumatic Magic is lash-
  ing back with an Evoke spell when wounded, but a mage 
  that is made exultant with charmed happiness may cast a 
  beneficial spell on everyone around her, and one who is 
  frightened might try to cast a spell to turn herself into 
  stone so no one can harm her.
  A mage afflicted with Traumatic Magic may volun-
  tarily choose to fail her saving throw when injury or 
  emotion stirs her. She may then make a second Will save 
  against the same DC with a –5 penalty, and if she suc-
  ceeds that she may actively control her erratic magic, 
  taking advantage of the increased MP Limit and creating 
  a spell from the spell lists she knows that she may cast as a 
  standard action.
  Sample Creature
  Trillith, Lesser
  Large Aberration (Incorporeal)
  Hit Dice: 7d8+14 (45 hp)
  Initiative: +0
  Speed: Fly 40 ft. (perfect)
  Armor Class: 16 (–1 size, +7 deflection) touch 16, flat-
  footed 16
  Base Attack/Grapple: +5/+16
  Attack: Incorporeal slam +5 melee (1d6+10), or slam 
  +12 melee (1d6+10)
  Full Attack: Incorporeal slam +5 melee (1d6+10), or 
  slam +12 melee (1d6+10)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Spellcasting
  Special Qualities: Damage reduction 10/special, 
  darkvision 60 ft., spell resistance 20, telepathy 100 
  ft., blindsight 60 ft., song weakness
  Saves: Fort +4, Ref +2, Will +9
  Abilities: Str 24*, Dex 10, Con 14, Int 10, Wis 14, Cha 
  24
  Skills: Concentration +12, Sense Motive +5, any one of 
  Bluff, Diplomacy, or Intimidate +17
  Feats: Iron Will, Psionic Mage, Skill Focus (Sense 
  Motive)
  Environment: Any
  Organization: Solitary or torment (1 greater trillith, 2–
  5 intermediate trillith, and 5–12 lesser trillith)
  Challenge Rating: 7
  Treasure: None
  Alignment: Often neutral evil
  Advancement: 8–12 HD (lesser), 13+ HD become 
  intermediate or greater trillith
  Level Adjustment: —
  * The Strength score listed for the trillith applies only 
  when the trillith is manifested in corporeal form.
  A trillith is the creation of a psychic creature’s night-
  mare, becoming an independent creature at the end of the 
  dream. Each trillith is influenced by the nature of the 
  dream that gave birth to it, so no two are alike. A trillith’s 
  abilities tend to be related to a specific concept, such as 
  Deception or Perversion, or to a specific fear, Being 
  Buried Alive, or Being Devoured By Hunger, and they use 
  these as their names. The strength of a trillith depends on 
  Dreamers of the Inner Path in Your 
  Game
  Particularly in a modern setting, the 
  Dreamers make an excellent choice if you desire 
  only a single magical tradition. Dream magic can 
  still be personalized to each character, and it can 
  be safe or dangerous depending on the 
  discipline of the user. Dream magic is certainly 
  different enough to support a setting on its own.
  As part of a setting with multiple magical 
  traditions, dream magic can function like 
  psionics does to core rule magic, possessing an 
  otherworldly strangeness because it is not 
  connected to the realms of deities and 
  dimensions. Or perhaps dream magic could be 
  the basis of all magic, existing since before the 
  mortal races learned to control its power. 
  Because of the personal nature of this magic, it 
  could show up in any culture, even as a 
  secondary focus for a character with another 
  primary magical tradition.
  Player characters who dream the inner path 
  have a good reason to go adventuring as they 
  seek to control their inner selves while keeping 
  away from those they might accidentally harm 
  when they do lose control.
  
  13
  Elements of Magic: Lyceian Arcana
  the intensity of the dream it was born from and the power 
  of the dreamer who dreamed it.
  A trillith’s natural state is incorporeal, though it 
  projects a visible psychic image appropriate to its nature. 
  It can harm creatures with psionic attacks, and may 
  choose to possess matter to manifest a body so it can 
  attack physically. A trillith can animate any manner of 
  inanimate objects to be its physical body, which is 
  approximately the same size as its incorporeal body. 
  Trillith are generally wary of taking physical form, how-
  ever, because if their physical bodies are destroyed, they 
  are slain as well.
  Whenever a trillith manifests its abilities, the nearby 
  air feels heavy and wet, the side effects of a psychic under-
  tow.
  Combat
  Lesser trillith are incapable of dealing damage with 
  their psychic powers, so they prefer to weaken foes with 
  magical attacks against their minds. When a foe is inca-
  pacitated, the trillith will assume physical form to deliver 
  a killing blow.
  Spellcasting: A lesser trillith knows Charm and 
  Compel spell lists for Aberration, Dragon, Elemental, Fey, 
  Giant, Humanoid, Magical Beast, and Monstrous 
  Humanoid. It also knows Evoke Life and Transform Life, 
  plus any one non-Evoke spell list appropriate to its 
  nature. It can cast spells using those spell lists as a stan-
  dard action, with a caster level and MP Limit of 7. The 
  save DC against these spells is 10 + ½ the spell’s MP cost 
  + the trillith’s Charisma.
  A lesser trillith that casts a spell cannot cast another 
  spell in the next round, as it must reestablish its psionic 
  focus. It typically spends these interim rounds maneuver-
  ing and speaking with its foes.
  Manifest (Su): As a full-round action, a lesser trillith 
  may assume physical form by placing its spirit within 
  some sort of solid matter that is approximately large size, 
  and is not firmly attached to a larger object. While in 
  physical form, the trillith typically has a land speed of 40 
  ft. If the trillith animates a dead creature, it gains any 
  natural movement abilities that creature had.
  The trillith loses its deflection bonus to AC, but gains 
  a natural armor bonus of at least +4, possibly higher 
  depending on the nature of its form. Additionally, the 
  trillith may gain a gore attack that does 1d8+10 damage.
  The trillith can return to incorporeal form as a full-
  round action.
  Blindsight (Su): The trillith’s blindsight ability only 
  allows it to see creatures with an Intelligence score of 3 or 
  higher, and only those that can dream.
  Damage Reduction: A trillith is vulnerable to materi-
  als that are opposed to its essence, so a trillith that is the 
  incarnation of Fury might only take normal damage from 
  weapons used while fighting defensively, the incarnation 
  of Indomitability might only take normal damage from 
  weapons made of bone or wood (once-living things that 
  have succumbed), and the incarnation of Seeing Others 
  Suffer In Your Place might only take normal damage from 
  weapons that have harmed their wielder.
  Song Weakness: A rare song created by a group of 
  underground fey has the power to force trillith into solid 
  form. Only those who speak Sylvan and know the Compel 
  Aberration spell list can learn the song of the fey. When a 
  creature sings the song of the fey, it makes a Perform 
  check, and all trillith who hear the song must succeed a 
  Will save (DC equal to the Perform check’s result) or else 
  they are compelled to manifest to corporeal form on their 
  next action. They cannot become incorporeal again for as 
  long as they hear the song. If the trillith succeeds its Will 
  save, it cannot be affected by that creature’s song again for 
  a day.
  Skills: A trillith can take 10 on Concentration checks 
  to become psionically focused.
  Culture: Trillith are most common underground. 
  Some scholars theorize a great slumbering creature is 
  constantly creating new trillith from its dreams, but it is 
  quite possible that trillith are simply drawn to dark places.
  Though many of their ways are unknowable to 
  humans because of their incorporeal nature, the trillith 
  do have one very tangible tradition, the Trillith 
  Masquerade. Whenever a solar eclipse occurs on the 
  surface, all the trillith that are able gather in a grand 
  underground festival, bringing the most elaborate and 
  beautiful physical forms they can find. Some simply wear 
  the skin of weeks-dead creatures, splendid in their decay. 
  Others gather bits of gems and metal into their bodies, 
  and come as something like living sculptures. The pur-
  pose of the masquerade is to assume a physical form that 
  is entirely distinct from the trillith’s aspect name. Because 
  trillith are so innately tied to the dream that gave birth to 
  them, it is a great challenge for them to have other roles. 
  The masquerade is the closest thing to a religious ritual 
  trillith are known to have.
  Sample Spell
  Dreamdeath
  Transform Space 10/Gen 2
  Total MP: 12
  Range: Medium (150 ft.)
  Duration: One minute
  Saving Throw: Fortitude negates
  You bind an incorporeal creature to tangible form. If 
  the creature fails its Fortitude save, it loses its 
  incorporeality. See the Transform spell for details of how 
  
  14
  Elements of Magic: Lyceian Arcana
  Elemental Guardians in Your Game
  As presented here, the Elemental Guardians 
  are a prestigious organization that mages with a 
  particular interest may aspire to join, regardless 
  of what other traditions they may belong to. 
  They are well-known, but because their numbers 
  are so small they retain an air of mystery. Few are 
  willing to oppose an elemental guardian, 
  because who knows what disaster might befall 
  the world if they do not perform their duties?
  If you wish to use elemental guardians as a 
  primary magical tradition, there would likely be 
  versions devoted to other elements as well. Each 
  mage would specialize in a few related elements, 
  with the strongest conclaves consisting of mages 
  with diverse specialties. 
  becoming corporeal affects a creature. Costs: 8 MP 
  manifest, 2 MP force change, 2 MP range.
  * Note, this spell’s cost is determined using the errata 
  for the Transform spell list, presented in Appendix Two.
  Elemental Guardians
  The Elemental Guardians believe that in ancient 
  times the world was nearly torn apart by the opposition 
  of the cardinal elemental forces – air, earth, fire, and 
  water. The Geomancer, a mythic spellcaster, bound the 
  four forces together, then created two orders of 
  elementalists who would be the caretakers of the world. 
  Every year, each order meets and performs a ritual to keep 
  the world in balance, though none now truly know if the 
  ritual has any purpose other than as a metaphor.
  Availability: Each of the two orders has one primary 
  guardian for each of the four elements, and each guardian 
  trains one or two apprentices. If multiple mages seek the 
  same position in an order, magical combat decides the 
  winner. No mages are allowed to become full elemental 
  guardians until they undertake a pilgrimage to at least 
  eight sites of magical power related to their element. 
  Any race or tradition may join the elemental 
  guardians. They are a prestigious organization that one 
  must strive to join. Characters seldom begin as elemental 
  guardians, even as apprentices.
  Thematic Elements: Each elemental guardian wears a 
  ring, specially crafted to channel magical energy from the 
  sites of power visited on the guardian’s pilgrimage. 
  Apprentices also wear rings, though they are merely 
  decorative until the pilgrimage. Elemental guardians tend 
  to be refined and well-dressed, as their position is well-
  respected. When they cast spells, they hold forth their 
  hands, displaying their rings.
  An elemental guardian tends to be accompanied by 
  manifestations of the appropriate element, all of which is 
  orderly and controlled, tending to defy the normal 
  movement of the element. A water elemental guardian 
  might gain a halo of water globules while casting spells, 
  and the voice of an air elementalist would always sound 
  clearly over the din of a crowded room.
  Elemental guardians are not mere elementalists. They 
  do not simply use elemental magic, they are masters of it. 
  An elemental guardian is never content to simply create a 
  fire to burn someone; he shapes the fire into a visually 
  impressive form. An earth elemental guardian would not 
  just crush a man with an avalanche; she would conjure a 
  ring of stone pillars to press inward from all sides. Their 
  use of magic is never primal, and their mandate is always 
  control.
  Spell Lists: Each elemental guardian chooses one of 
  the four primary elements – air, earth, fire, or water. He 
  must never learn any spell lists of elements that oppose 
  his chosen element.
  Miscellaneous: Elemental guardians are well-
  travelled, and thus most have many ranks in the Scry skill. 
  Most also have the Elemental Disciple and Geomancer 
  feats.
  Elemental guardians who are not wearing their ring 
  cannot cast spells of their chosen element, and have their 
  caster level reduced by 2 for all other spells. However, 
  while wearing their ring they gain bonus MP equal to 
  their caster level, which can only be spent on spell lists 
  that use their chosen element.
  Elemental Disciple [Tradition]
  You are connected with energy of your chosen ele-
  ment, and can feel its presence.
  Prerequisite: Spellcraft 5 ranks, must know six spell 
  lists of a single element, and none of any elements that 
  oppose it.
  Benefit: Choose an element with which you qualified 
  for this feat. You automatically know when there is any 
  magic within 60 ft. that uses your chosen element. You are 
  aware of how many spells use that element, where they 
  are, and how much MP they use of your chosen element. 
  An Illusion Death spell of 1 MP or more can conceal this 
  magic and make you unable to sense it with this feat.
  Special: You can take this feat multiple times. Each 
  time you take it, you must choose a new element that 
  fulfills the prerequisites.
  Elemental Guardian [Tradition]
  You control the flow of a particular elemental energy
  Prerequisite: Dispel Magic 10 ranks, Spellcraft 15 
  ranks, must know six spell lists of a single element, six 
  spell lists of elements friendly to that element, and none 
  of any elements that oppose it, Elemental Disciple.
  
  15
  Elements of Magic: Lyceian Arcana
  Benefit: As a reaction you can choose to ignore any 
  spell effects that target you if they are from a spell list of 
  your chosen element. You can ignore Evoke side effects of 
  that element as well, but you cannot ignore created 
  objects this way. Thus an air mage could ignore damage 
  from an Evoke Air spell, and the wind created as a side 
  effect, but wind from a Create Air spell could still buffet 
  him.
  You can also use the following enhancement for 
  Dispel Magic.
  Seal Energy (10 MP). Affected creatures must make a 
  caster level check (DC 10 + your ranks in Dispel 
  Magic + your Charisma modifier) or else be unable 
  to use spell enhancements of the element with which 
  you qualified for this feat. If the creature attempts to 
  use such spell enhancements and fails the caster level 
  check, its MP is wasted with no effect. It must make a 
  separate check for each spell it casts.
  Special: You can take this feat multiple times. Each 
  time you take it, you must choose a new element that 
  fulfills the prerequisites.
  Geomancer [Tradition]
  You tap the magic of distant lands to power your 
  spells.
  Prerequisite: Concentration and Scry 4 ranks, caster 
  level 1.
  Benefit: If you spend 8 hours in a ritual, you can 
  bond to a location, which may be as large as a few miles 
  across. You can bond to no more locations than your 
  caster level.
  As a full round action, you may choose an amount of 
  MP no greater than the number of locations are you 
  bonded to, then make a Scry check (DC 20 + amount of 
  MP tapped). At the beginning of your next turn, you gain 
  the chosen amount of MP. If for some reason you do not 
  spend the MP by the end of your turn, the MP leaves you, 
  and you take 1 point of damage for each unspent MP.
  If you take damage while trying to tap lands, you 
  must succeed a Concentration check (DC 10 + damage 
  taken + amount of MP tapped), or else, you lose your 
  connection.
  You can gain a maximum amount of MP each day 
  equal to twice the number of lands you are bonded to.
  Sample Spell
  Elemental Pilgrimage
  Divination 1/Gen 8
  Total MP: 9
  Range: Personal
  Duration: One day
  At any point during the day, you may spend a 
  standard action to concentrate. Make a Divination check 
  (DC 10), and if you succeed you sense the direction to the 
  nearest significant quantity of elemental energy of your 
  chosen element. If there are multiple sources of that 
  energy within 60 ft., you know how many there are, but 
  you must concentrate for another standard action to learn 
  the specific location of any given one. If you succeed the 
  check by 10 or more, you gain a sense of their locations 
  and intensities.
  This spell is typically learned by apprentices to the 
  Elemental Guardians, who use it to guide them on a 
  wandering pilgrimage to find sites of elemental power, 
  which they are able to draw power from. Costs: 1 MP 
  simple dowse, 8 MP duration.
  Gabal Spellduelists
  One of many small schools of spellcraft, the Gabal 
  school emphasizes combat between spellcasters, and 
  trains its students to always consider original tactics. The 
  founder of the school, a long-dead warmage named 
  Gabal, was said to have created such unorthodox spells as 
  fire evocations that dealt more damage depending on how 
  much fire resistance the targets had, and it was he who 
  originated the practice of concealing a mage’s hand 
  gestures under heavy robes.
  Availability: Teachers of the Gabal school of 
  spelldueling intermittently seek out mildly famous 
  adventuring spellcasters, and occasionally they visit small 
  towns to find mages with cunning minds. The Gabal 
  school is traditionally somewhat racist, refusing to allow 
  non-humans. Gnomes who visit the school are killed as a 
  matter of course.
  Thematic Elements: The Gabal school emphasizes 
  evocations as the most direct way to defeat opponents, 
  but though a Gabal mage might use an attack spell every 
  round in a combat, he will almost never use the same 
  element or type of spell. Repetition is the easiest way to be 
  defeated. Additionally, most spellduelists learn advanced 
  antimagic techniques so that they can take down their 
  foes’ defenses.
  One quirk of the school is the traditional robe, 
  billowing and concealing. A wooden arm, sometimes 
  enchanted to look like the real thing, hangs from one 
  shoulder, while the mage’s real arm is concealed entirely 
  under the cloak. Such a cloak grants a +2 bonus to Sleight 
  of Hand checks to hide what spell the mage is casting.
  Gabal mages use material components for all their 
  spells, and because many Gabal spellduelists are rich, they 
  often carry additional rare power components. See page 
  38 for rules on power components. Gabal mages used to 
  keep only a single component pouch, but after the 
  invention of the Rantle Check (see below), most divide 
  their components between several pouches and pockets.
  
  16
  Elements of Magic: Lyceian Arcana
  Spell Lists: Abjure Force, numerous Evoke, Infuse 
  Death.
  Miscellaneous: Spellduelists trained in the Gabal 
  school are always practicing unusual combat tricks. In 
  actual combat they prefer to either strike with surprise, or 
  wait to attack until they know a foe’s weaknesses. They 
  eschew Charm, Compel, and Summon spells.
  The most famous Gabal Spellduelist was ironically 
  the most opposed to the school’s teachings. Diogenes the 
  Cunning, later known as The Great Diogenes, rejected 
  evocations in favor of charm and compulsion spells. He 
  adapted the techniques of Gabal to a more manipulative 
  style of spell dueling, and briefly led his own school, 
  before vanishing mysteriously.
  Rules of Spelldueling
  Traditionally, you win a duel if you knock your oppo-
  nent to the ground twice, or if you manage to disrupt 
  three of his spells. No spells are allowed to be cast before 
  the duel starts, nor are magic items allowed, though this 
  can be hard to enforce without a third party to cast detect 
  magic. Spells cast in the duel can retrieve items, but other-
  wise duelists must rely on their own magical skills. 
  Typically, duelists stand thirty feet from the center of a 
  ring that is sixty feet in radius. Within this area, you can 
  move however you like.
  At the start of the duel, each opponent may add his 
  ranks in either Bluff or Sense Motive to his initiative 
  check.
  Famous Techniques
  The Diogenes Maneuver. This tactic was once used by 
  the famous enchanter-illusionist Diogenes. With a cun-
  ning major image, he was able to conceal his enemy in a 
  cloud of mist while simultaneously sending an illusory 
  copy of her running out of the sixty-foot radius ring. The 
  judges disqualified Diogenes’s foe before they realized her 
  flight had only been an illusion. Now most judges are 
  keen to such tactics, and will not make their final decision 
  on disqualification until they have a chance to examine 
  the “loser” for proof of reality.
  The Rantle Check. After a famous spell duelist had his 
  spell components stolen just before a critical duel, he 
  vowed never again to be caught unaware. It is now stan-
  dard for spellcasters to always check their component 
  pouches before beginning their duel.
  Mana Drain [Mage]
  You can siphon power from spells you overmaster.
  Prerequisites: Dispel Magic 12 ranks.
  Benefit: When you successfully overmaster a spell, 
  you may choose to immediately end the spell and gain 
  MP equal to the spell’s MP cost, not counting any general 
  enhancements. You can only use this MP for spells that 
  share an action type, element, creature type, or alignment 
  with the overmastered spell. You must spend the MP by 
  the end of your next action, or else the MP fades away 
  and you take damage equal to the amount of unspent MP.
  For example, Gabal (human mage 17 with Improved 
  Signature Spell for Evoke Fire) overmasters an enemy’s 
  Abjure Fire 8/Gen 3 spell, and siphons off 8 MP. He 
  immediately spends that MP to cast a quickened Evoke 
  Fire 8/Gen 9 spell, searing his enemy before he can get his 
  defenses back up.
  Spell Duelist [Tradition]
  You have practiced the arts of dueling against other 
  mages.
  Benefit: Whenever you cast a spell, you may make a 
  Sleight of Hand check opposed by enemies’ Spot checks 
  to conceal what spell you are casting, making it impos-
  sible to identify with non-magical uses of the Spellcraft 
  skill. You may also make a Bluff check opposed by ene-
  mies’ Sense Motive checks to fake that you’re casting a 
  spell a moment before you actually do. If you succeed, any 
  enemies that have readied actions to respond to you 
  casting a spell take that action a moment before you 
  actually cast the spell, and damage incurred from their 
  readied actions does not force you to make a 
  Concentration check, since the damage doesn’t actually 
  occur while you’re casting your spell.
  You gain a +2 bonus to Bluff, Sense Movie, Sleight of 
  Hand, and Spot checks in the above situations.
  Sample Spell
  Shearing Flames
  Dispel Magic 2/Evoke Fire 8/Gen 2
  Total MP: 12
  Range: Touch
  Area: 20-ft. radius
  Duration: One minute
  Saving Throw: None
  You charge a rock or other small object with this 
  spell, then hurl that object. The spell anchors to whatever 
  Gabal Spellduelists in Your Game
  Gabal Spellduelists could exist as a subset of 
  an existing magical tradition, perhaps among 
  rich nobility who have the time and money to 
  waste learning to fight each other with magic. Or 
  perhaps spelldueling became standard 
  techniques for most magical instructors, so any 
  formally-trained mage would be able to 
  recognize famous tactics and gambits.
  
  17
  Elements of Magic: Lyceian Arcana
  it strikes, and extends in a 20-ft. radius. Everything in the 
  area of effect ignites, even if normally it is nonflammable. 
  Also, the area is blanketed with two targeted antimagic 
  effects, one for Abjure Fire, the other for Abjure Force. 
  Ongoing magical effects of those types must succeed a 
  caster level check (DC 11 + your ranks in Dispel Magic) 
  or be suppressed while in the area of effect.
  Optimally, a mage with many ranks in Dispel Magic 
  uses this spell after several rounds of Evoke Fire spells. 
  Costs: 2 MP two targeted antimagic, 8 MP extreme fire 
  side effect, 2 MP area.
  Gatekeepers of Aeriechellaak
  The great aerie city of Aeriechellaak is home to a race 
  of avian humanoids, the Aechan, who feel a compulsion 
  to collect things, similar to a nest-building instinct. 
  Throughout the city are hundreds of libraries of different 
  sizes, collections of books rare and inane. The most 
  precious books are defended by the Gatekeepers, Aechan 
  mages who believe that fiction is as magical as any sort of 
  sorcery. To the Gatekeepers, the text on a page reflects 
  another world, and their magic manipulates words and 
  meaning in a way they find intuitive, but which baffles 
  most normal humanoids.
  Availability: The magic of the gatekeepers requires a 
  different way of viewing objects and images, so few non-
  Aechan can learn more than the rudiments. A few mages 
  who have already travelled the planes find it easier, and 
  one notable man with severe head trauma seemed to have 
  no trouble at all.
  The primary barrier to learning gatekeeping magic is 
  that knowledge of it is divided among hundreds of tomes 
  in dozens of libraries that can only be accessed by those 
  with wings, or highly skilled climbers.
  Thematic Elements: Aechan gatekeepers dislike 
  pictoral representations of things, even highly stylized 
  ones. They claim, “A picture is a thousand words wasted.” 
  Thus, though they cherish writing, they take pains to 
  cover or destroy illustrations in books. They never use 
  illusions, and normally intangible spells like Infuse are 
  accompanied by physical manifestations that provide the 
  spell’s effect.
  A skilled gatekeeper can write faster than he can talk, 
  and always carries copious amounts of ink and paper. 
  They study magic by pondering how combinations of 
  words interact on a page, or when written on different 
  surfaces, or in the air itself with smoking incense twigs. 
  Casting a spell does not require verbal components, but 
  the gatekeeper must write the text of the spell on some 
  sort of surface. Some spells are brief and elegant poetry, 
  others complicated prose. They keep their signature spells 
  written on strong vellum, and when they cast the spell 
  they simply write over the same text again.
  The most skilled gatekeepers learn to use magical text 
  to connect to other worlds, making reality out of what 
  others might simply call fiction.
  Spell Lists: Any Create, Move Air, Move Space, any 
  Summon. No Illusion spell lists.
  Miscellaneous: Aeriechellaak gatekeepers do not 
  require verbal components for their spells, but they do 
  require writing materials, which can be reused for 
  different spells. Most gatekeepers take ranks in Craft 
  (writing) and Decipher Script, and they tend to be 
  fascinated by the potential of Scry spells.
  Scribe of Worlds [Tradition]
  You can create reality by writing worlds into exis-
  tence.
  Prerequisites: Craft (writing) 4 ranks, Decipher 
  Script 4 ranks, must know Move Space and three Create 
  spell lists.
  Benefit: You can create a permanent portal, which is 
  activated by touching a piece of writing. The piece of 
  Gatekeepers of Aeriechellaak in Your 
  Game
  Words have power, even in our own world. 
  How people refer to something influences how 
  they perceive it and respond to it. The magic of 
  the gatekeepers puts great power in the hands 
  of magic-users, and advancement of magical 
  power represents an increasing ability to see the 
  world free from the preconceptions of others. 
  This style of magic makes spellcasters who are 
  intellectual outsiders common, encouraging the 
  view of magic as an esoteric art beyond normal 
  people.
  As a solitary magical tradition, gatekeeping 
  lends itself well to numerous cultures. Simply 
  change the artforms, and the same concepts can 
  work for tribal oral storytelling, detailed 
  paintings of religious iconography, immersive 
  sculpture, or motion pictures. Indeed, 
  gatekeeping magic practically encourages cross-
  overs between different cultures. The tools may 
  change, but the magic stays the same.
  Regardless of the race or culture that 
  practices it, gatekeeping is best-suited for a 
  game that will involve planar travel, or at least 
  the presence of otherworldly forces. 
  Gatekeeping magic lets characters delve into 
  worlds of literature, and so can make for an 
  interesting modern type of magic, allowing you 
  to have games set in Wonderland, or the works of 
  Charles Dickens or your favorite fantasy author.
  
  18
  Elements of Magic: Lyceian Arcana
  writing describes the location to which the portal leads, 
  and changes to the writing either change the world 
  beyond the portal, or simply change the destination to 
  another location. Whether these portals lead to other 
  worlds or just different places on ones own world is 
  unclear, but the former is more likely.
  Only creatures and the gear they carry can pass 
  through a portal scribed this way. The piece of writing 
  that carries the portal is one-way, and does not travel with 
  you, so you will often need to put it in a safe place, and 
  make sure to bring with you a portal that leads home. 
  Books are the preferred form for these portals, because 
  they are heavy enough not to blow away in a breeze, but 
  not very conspicuous. However, a portal can just as easily 
  be scribed onto a scroll, as a map, ona doorway, etc.
  Creating a portal takes one day, requires a Craft 
  (writing) check, and costs XP. You can choose to simply 
  write about a location that sounds interesting, with no 
  goal of finding a specific place, or you can try to write a 
  portal to a specific location. You can often manage to find 
  worlds that match even the most outlandish and para-
  doxical descriptions, though getting exactly where you 
  want to go is difficult. Tell your game master the specifics 
  of the location, and that is the destination of your portal, 
  matching your description precisely, though there may be 
  other details that you left out, as the game master sees fit. 
  The magic to bind word to plane is difficult. The 
  Craft DC and XP cost are determined by how detailed the 
  description is. If you beat a Craft DC 30 and spend 500 
  XP, you can make the portal to wherever you want, with 
  precision.
  Words Used
  Craft DC
  XP Cost
  1
  5
  20
  5
  10
  100
  30
  15
  200
  200
  20
  300
  1,000
  25
  400
  Unlimited
  30
  500
  If you fail the Craft check, the XP is wasted, and the 
  resulting portal leads to a deathly void.
  Proper names are meaningless to this magic, as are 
  descriptions relative to other specific places. You cannot 
  try to find a place “like my home town,” or “the port of 
  the city of Seaquen.” These words simply count against 
  your limit, without aiding precision.
  If you try to create a portal to a location that you are 
  actually at, you write, “This portal’s scribe home,” and 
  must spend 100 XP and succeed a DC 10 Craft check. You 
  may freely label the portal with a name, which does not 
  count against the word limit, to help keep you from con-
  fusing many portals.
  Note that it is possible to create a portal that leads to 
  a fabulous treasure hoard, but any game master that 
  would allow this feat into his game should be ready to 
  deal with overly greedy dimensional travelers. Low-level 
  characters getting too much money or magical gear tends 
  to be self adjusting, as people learn of their possessions 
  and seek to take them, quite possibly including the portal 
  book.
  Special: This feat should not be available in most 
  campaigns. Just as a lyre of building would realistically 
  cause a massive upheaval in the economy of the world if it 
  was used logically, this feat should be used for purposes of 
  adventure, not profit. If characters intend to use this 
  power to explore other worlds, the players should tell 
  their game master where they tend to go well enough in 
  advance for the game master to have time to prepare an 
  adventure.
  Sample Spell
  Rabbit Hole
  Create Earth 1/Create Space 1/Move Force 4/Gen 2
  Total MP: 8
  Range: Short (30 ft.)
  Area: 10-ft. radius
  Duration: One minute
  You create a temporary, unrealized reality – a pocket 
  dimension, 10 ft. in radius – which you force a target into, 
  using Move Force to perform combat manuevers, 
  typically bull rushes. This force has a Strength of 30, and 
  you must concentrate to use its strength. After you force a 
  creature into the small rift in reality, you create a pile of 
  stones that fall over the opening and seal it off for the 
  remainder of the spell’s duration. Costs: 1 MP earth, 1 MP 
  extradimensional space, 4 MP telekinesis, 1 MP range, 1 
  MP area.
  Gresian Soulshifters
  The Gresian people have an animist culture. Those 
  trained in the monasteries of Gresia learn to temporarily 
  remove part of their souls to draw in the essence of other 
  people and creatures. Intense training is required by these 
  soulshifters to ensure that they do not lose themselves by 
  carelessly contacting souls beyond their power.
  Availability: Most soulshifters learn in monasteries 
  that train body and soul in tandem, and thus are either 
  mageknights or multiclassed mage-monks. Since 
  normally soulshifters use magic to enhance themselves, 
  not attack others, they do not need high Charisma scores.
  The Gresian monasteries typically train only humans 
  from Gresia, but anyone who wishes to undertake a trial 
  of combat can win the right to join the monastery. 
  During the combat, a young student battles the challenger 
  while the rest of the monastery tap the challenger’s soul, 
  testing his willpower and demeanor.
  Thematic Elements: Most soulshifters wear loose 
  
  19
  Elements of Magic: Lyceian Arcana
  clothes, because they often change shape and value high 
  mobility in combat. They fight unarmed, and many 
  soulshifters begin combat by transforming their forearms 
  into the claws of a bear.
  Their spellcasting involves intense inward 
  concentration for a moment, then a brief outward pulse 
  of spiritual essence, reaching for the soul to tap. When 
  necessary they can project soul essence into others, but 
  soulshifting magic primarily involves drawing energies 
  from others. Truly great soulshifters can keep their own 
  soul in constant flux, drawing the essences of others into 
  them with an almost casual grace.
  Gresian monasteries favor architecture of sandstone, 
  unpolished wood, and mud bricks, adorned with many 
  wooden towers that dangle copper bells. The tolling of 
  bells plays a strong mystical role in their ceremonies, and 
  soulshifters learn to discern initial sounds from their 
  echoes.
  Spell Lists: Abjure Nature, Evoke Death, any Infuse, 
  Transform Animal, Transform Life.
  Miscellaneous: As warriors, Gresian soulshifters 
  focus on skills like Jump and Tumble. Their training at 
  the monastery also encourages them to put many ranks in 
  Listen. The lesson of discerning a bell’s toll from its echo 
  helps soulshifters keep clear which soul is their own, and 
  which is the soul they have tapped.
  Hidden at the end of a box canyon in the mountains 
  on Gresia’s eastern border is the Temple of Echoed Souls, 
  an ancient abandoned monastery that is controlled by a 
  cruel soulshifter named only 41. In the old days, students 
  who violated the tenets of the temple were punished by 
  having every soulshifter draw away part of their essence 
  simultaneously, tearing their soul apart and leaving their 
  spirit empty. 41 was the forty-first student to be so 
  punished, and though he was stripped of his identity, he 
  eventually returned, faced the trials of the Temple, and 
  created a new soul for himself, consciously crafted of the 
  purest, most capricious evil. Today, he uses the power of 
  the Temple to scour the souls of innocents, purely at 
  random.
  Soul Tap [Tradition]
  You can draw upon the essence of nearby creatures, 
  emulating their powers with ease.
  Prerequisite: Caster level 2, Con 13, Wis 13, must 
  know Infuse Life and Transform Life.
  Benefit: Whenever you cast a spell on yourself that 
  uses a total of 2 or more MP from Infuse or Transform 
  spell lists, the spell costs 1 fewer MP if there is a creature 
  within 150 ft. that possesses the trait or traits you are 
  emulating. This does not actually reduce the spell’s MP 
  Cost (for the purposes of effects like Dispel Magic or 
  creating magic items), and unlike the Spell List 
  Familiarity feat it does not let you go above your normal 
  MP Limit. It just reduces how much MP you pay.
  For example, Three Weeping Ravens use Transform 
  Animal to turn into a brown bear. If there is a brown bear 
  within 150 ft., his spell costs 1 fewer MP. If he uses Infuse 
  Air to grant himself +4 Dexterity (normally a 3 MP 
  effect), if there is a creature within 60 ft. whose Dexterity 
  is at least 4 points higher than his, the cost of the spell is 
  reduced to 2 MP.
  When enhancing skills with Infuse, determine what 
  your total bonus would be, and if there’s a creature within 
  range with a bonus that high of a bonus or better, the cost 
  is reduced.
  Soul Echo [Tradition]
  Your soul tapping powers are greatly increased.
  Prerequisite: Caster level 4, Con 13, Wis 13, Soul Tap, 
  must know Infuse Life and Transform Life.
  Benefit: The range from within which your Soul Tap 
  powers can draw power increases to 800 ft.
  Additionally, though this power may require some 
  game master adjudication, you can use Soul Tap to reduce 
  the cost of spell lists other than Infuse and Transform if 
  the effect you are creating is similar in power to some 
  natural, extraordinary, spell-like, or supernatural ability a 
  creature within 800 ft. possesses.
  Thus, if Three Weeping Ravens were fighting a fire 
  elemental, he could use Create Fire to give himself 
  Gresian Soulshifters in Your Game
  If soulshifting is the only magical tradition in 
  a setting, magic will tend to be used to enhance 
  melee combat, as soulshifters prefer to influence 
  their own powers, rather than directly attack 
  others. In soulshifting there is little place for 
  healing, though when it is used, it involves 
  drawing the essence of the injury out of 
  someone and replacing it with some other 
  essence. As soulshifters tap the souls of ever 
  stranger entities, they may begin to wonder at 
  the nature of the self.
  In a world with many magical traditions, 
  soulshifting can provide a lead-in for traditionally 
  Oriental concepts, like monasteries and animal-
  based fighting techniques. The default culture of 
  soulshifting is more akin to north Africa, however, 
  and instead of focusing on honor, the concern is 
  keeping one’s spiritual essence pure. Soulshifters 
  can make for interesting wise men or mentors, 
  and can provide a different point of view for 
  mages interested in traditional psionic powers.
  
  20
  Elements of Magic: Lyceian Arcana
  unarmed attacks that do fire damage, or Abjure Fire to 
  gain fire resistance, and the spell would cost 1 fewer MP.
  Sample Spell
  Claws of the Bear
  Infuse Earth 1/Transform Animal 2/Gen 0
  Total MP: 3
  Range: Personal
  Duration: One minute
  You gain a +2 enhancement bonus to Strength, and 
  transform your arms into shaggy bear-like limbs. Your 
  unarmed attacks deal 1d12 damage per hit, and you are 
  treated as armed when attacking with these claws. 
  Costs: 1 MP Strength 
  enhancement, 2 MP stronger 
  creature (CR 1).
  Ragesian Inquisitors
  The Ragesian Empire was able to maintain its control 
  over the entire world for over a century, primarily due to 
  its Inquisitors, magical bodyguards and interrogators 
  skilled in uncovering plots and opposing enemy magic. 
  Though the Ragesian Empire is long gone, Inquisitorial 
  cells still exist, and some lend their services to the rulers 
  of new nations.
  Availability: The Inquisitors only train humans or 
  Orcs. Students are required to be both physically and 
  mentally strong, so most Inquisitors are at least 6 feet tall. 
  Since the Ragesian Empire once ruled the world, small 
  pockets of Inquisitors are likely to be found anywhere.
  Thematic Elements: Inquisitorial magic is subtle in 
  its effects, with few sensory cues, but very distinctive with 
  regard to its caster. Inquisitors learn to use their force of 
  will to intimidate foes, and so they typically growl their 
  spells loudly and gesture clearly at their spell’s targets. 
  They use few directly offensive spells, though many can 
  create flaming barriers for defence or to trap foes.
  Spell Lists: Abjure Death, Abjure Fire, Abjure Nature, 
  Charm Humanoid, Compel Animal, Compel Humanoid, 
  Create Fire, Create Force, Infuse Earth, Infuse Fire.
  Miscellaneous: Inquisitors are easily recognized for 
  their masks, which they claim protect their souls from 
  enemy magic. Most Inquisitor masks are wood or stone 
  carved in the shape of bearskulls, and many Inquisitors 
  favor bearskin cloaks. They seldom arm themselves with 
  more than a claw-shaped dagger.
  Inquisitors learn their spells from copies of old 
  spellbooks, scribed by the founders of the Inquisitorial 
  order centuries ago. These spellbooks are written in a 
  civilized form of Orcish, and are closely protected by 
  the order that owns them. 
  Experienced Inquisitors also 
  usually study the magic 
  of other groups to 
  be better able to 
  counterspell it.
  Inquisitors 
  have as many 
  skill ranks in 
  Dispel Magic, 
  Intimidate, and 
  Sense Motive as 
  possible. Most 
  also have the 
  Dispel Specialist 
  feat, and the 
  tradition feat 
  Masked Soul, 
  detailed below.
  Masked Soul [Tradition]
  You can protect yourself from spells by hiding your 
  soul behind a special mask.
  Prerequisite: Caster level 1, Wis 13, must know 
  Abjure Life or Abjure Death.
  Benefit: If you create a mask worth at least 100gp, 
  while you wear that mask you gain a +2 bonus to saving 
  throws against Charm and Compel spells, and spells with 
  the elements Life or Death. Also, increase the DCs of 
  Divination, Scry, and Spellcraft spells that directly target 
  you by +2.
  You must make the mask yourself, and it must be 
  specifically designed to protect your soul. Whenever you 
  gain a level, you must spend another 100gp and at least 
  Illustration by Darren Calvert
  
  21
  Elements of Magic: Lyceian Arcana
  one day modifying your mask to match the new aspects 
  of your soul.
  Sample Spell
  Imposing Visage
  Infuse Fire 3/Gen 1
  Total MP: 4
  Range: Personal
  Duration: Ten minutes
  All aspects of your appearance become more 
  frightening, causing others to react to you fearfully. You 
  gain a +12 enhancement bonus to Intimidate checks. 
  Costs: 3 MP skill 
  enhancement, 1 
  MP duration.
  Taranesti Diabolists
  Even before they fled the scorching sun of the surface 
  world, the dark-skinned Taranesti Elves were believed to 
  be evil, for they consorted with the infernal. While 
  normal spellcasters drew power from nature, or from the 
  gods, the Taranesti made bargains with devils, seeking 
  power through ever-shifting networks of demonic 
  couriers and magical merchants. The overriding theme of 
  Taranesti doctrine is opportunism, and so regardless of 
  how evil their business partners might be, the Taranesti 
  never balk at taking the fastest course to power.
  Availability: Any mage willing to risk her sanity 
  speaking with infernal entities can begin to learn the way 
  of the diabolists, but true power comes by being willing to 
  abandon all alliances when the time is right. Thus, nearly 
  all diabolists are chaotic, and most are evil.
  Thematic Elements: The Taranesti have also 
  developed tattoo magic, in which tattoos are infused with 
  permanent spell effects, or used as focuses for a mage’s 
  own signature spells. Using pale inks, they cover their 
  dark skin with elaborate designs, but leave their faces and 
  the backs of their hands bare.
  An opportunistic diabolist must be able to conceal 
  her identity if necessary, and so long, loose clothing is 
  preferred, often accompanied by an assortment of pre-
  planned magical disguises. Particularly when dealing with 
  powerful demons, lying about who you are is very useful.
  Diabolic magic favours darkness and shadows, and 
  mages like to keep hidden and use summoned or misled 
  allies to do their fighting. Imperfect things are often used 
  as items of power, and spells that affect creatures are 
  usually accompanied by well-hidden marks that can be 
  traced back to the caster if she is not careful. Often 
  Illustration by Darren Calvert
  Ragesian Inquisitors in Your Game
  The Inquisitors are not suited to be the only 
  spellcasting tradition in the world. Indeed, they 
  are predicated on the presence of other 
  spellcasters whom they wish to stop. If they were 
  the only magical tradition in a particular culture, 
  they would likely rule with fear by trumping up 
  false witch hunts and persecuting foreigners for 
  their evil magic.
  In a larger world context, Inquisitors make 
  excellent foes. Patrols with an experienced 
  inquisitor and several bodyguards might roam 
  the borders of their lands, or could set out into 
  foreign lands to slay dangerous spellcasters. 
  Their facelessness makes them intimidating, and 
  ability to render a mage powerless makes them 
  frightening. As an element of roleplaying 
  storytelling, the Inquisitors are at their best when 
  opposing a party composed primarily of mages.
  Inquisitors can make for intriguing dark 
  player characters in the right circumstances — 
  when either the Inquisitor’s allies are of like 
  minds, or the Inquisitor is unable to rely on his 
  order and must make alliances with those he 
  formerly would have been torturing or killing. 
  They tend not to make good characters in more 
  light-hearted games.
  
  22
  Elements of Magic: Lyceian Arcana
  diabolists end spells on their allies when things look bad, 
  rather than risk having a foe find out they were 
  responsible.
  Spell Lists: Abjure Outsider, Create Shadow, Evoke 
  Shadow, Illusion Shadow, Infuse Shadow, Summon 
  Outsider.
  Miscellaneous: Taranesti diabolists need Diplomacy 
  to negotiate with devils, and Bluff to trick enemies and 
  allies. Many diabolists carefully learn the talents of 
  another magical tradition, so they can keep their primary 
  talents secret. Most take the Infernal Pact feat to represent 
  the source of their powers; if a diabolist wishes to change 
  her extra spell list, she may contact another devil and 
  make a new deal for power, though this will likely require 
  much research and a significant sacrifice to appease the 
  creature.
  Infernal Pact [Tradition]
  Your spells always carry the taint of evil.
  Prerequisite: Knowledge (the planes) 4 ranks, must 
  know Abjure Evil and Summon Outsider.
  Benefit: All spells you cast detect as evil to a magical 
  Spellcraft check, and you detect as evil. This does not 
  prevent you or your spells from also detecting as their or 
  your actual alignment, if that is not evil. You gain energy 
  resistance 10 against evil damage, but take full damage 
  from good effects, regardless of your actual alignment.
  Whenever a creature fails a save against one of your 
  spells, even if the save is normally listed as harmless, that 
  creature takes 1d6 points of evil damage. A creature can-
  not be damaged in this way more than once by a single 
  spell, regardless of how many saves the spell calls for.
  You gain one additional spell list. Whenever you cast 
  a spell using this spell list, you take damage equal to the 
  MP spent on that spell list.
  Tattoomancy [Tradition]
  You scribe your signature spells on yourself
  Prerequisite: Craft (tattoo) 4 ranks, Con 13.
  Benefit: You may tattoo signature spells onto your-
  self, spending one hour per MP in the cost of the spell. 
  These are very detailed and intricate tattoos, and the time 
  includes any removal of other tattooed signature spells, if 
  necessary. Switching these scribed signature spells takes at 
  least a day per spell, but they are much easier to cast. 
  Activating one of these tattoos requires you to still use a 
  verbal component unless you use Silent Spell, but the 
  somatic component is simply that you must touch the 
  tattoo. This never incurs an attack of opportunity.
  You may scribe no more than one signature spell on 
  each hand. These spells, however, are always within reach 
  to activate, even if you’re bound.
  Note that this feat does not grant extra signature 
  spells. It simply allows you to cast signature spells more 
  easily if you have a tattoo for them.
  Sample Spell
  Diabolic Servant
  Scry 5/Summon Outsider 2/Gen 0
  Total MP: 7
  Duration: Concentration
  You lay out a scroll with your commands and bargain 
  written in Abyssal, and then you summon a quasit, which 
  appears beside you. When the quasit arrives, all you say is 
  that it should read the scroll. Effectively, you make a 
  Diplomacy check in advance to determine whether the 
  quasit will agree. If it agrees to your bargain, you 
  maintain concentration on your spell, watching the fiend 
  through scrying as it performs the task you gave it. If at 
  any time it defies your intentions, you simply cease 
  concentration, and the fiend is banished. The scrying is 
  not limited by range (lower-MP versions of this spell only 
  work if the quasit will not go further than 800 ft.), but 
  you must succeed a DC 5 Scry check. The quasit might 
  choose to resist your spell, but if it does you’ll be ending 
  your spell anyway. Costs: 5 MP first-hand scry, 2 MP 
  quasit (CR 2).
  Vaneljesti Spellweavers
  The Elves of Vaneljesti try to encourage life as much 
  as possible, reshaping nature rather than killing it and 
  building with dead matter. In their magic, too, they desire 
  to emulate the patterns of life. The spells of Vaneljesti 
  spellweavers grow and develop, and can take on a life of 
  their own. A master spellweaver’s magic is often elaborate 
  and beautiful, its form a reflection of his own life.
  Availability: All spellweavers must learn Transform 
  Nature and Transform Plant, to be able to reshape dead 
  wood and live wood. Spellweavers take the long view of 
  life, with the pulse of trees and centuries comfortable to 
  Taranesti Diabolists in Your Game
  When used alone, diabolism creates a view 
  of magic similar to that of Zoroastrianism, in 
  which gods and demons are always trying to 
  harm people, and power can only be gained by 
  appeasing them. Magic is essentially evil, though 
  its practitioners need not be.
  In a larger setting, diabolists make excellent 
  villains or unlikely allies. They know how to find 
  any sort of magic, at a price, and are not above 
  betraying their allies. Additionally, they’re dark 
  elves, which seems to make them inherently 
  cool.
  
  23
  Elements of Magic: Lyceian Arcana
  them. They train only Elves and a few rare half-Elves, 
  though the training is rarely intensive enough for a half-
  Elf to master it in her lifetime. Few spellweavers are 
  adventurers, and those who try and develop their power 
  too fast are often seen as weeds. Spellweavers are not 
  discouraged from learning skills like combat and stealth, 
  so there are many Mageknight and Taskmage 
  spellweavers.
  Thematic Elements: Spellweavers use elegant hand 
  gestures, often tracing rings in the air, or even braiding 
  actual wreaths as they cast spells. Spell duels between 
  Vaneljesti spellweavers involve a few minutes of opposing 
  spellcasting, with the winner ultimately being decided by 
  who was able to craft the more aesthetically pleasing 
  garland or wreath as they cast spells. It’s not uncommon 
  for spellwoven magic to be accompanied by faint green 
  cords of light, twisting in knots around the mage or 
  target. Plants around spellwoven magic seem 
  momentarily more lush and beautiful.
  Spell Lists: Create Life, Create Nature, Evoke Life, 
  Infuse Life, Infuse Nature, Infuse Time, Move Nature, 
  Transform Life, Transform Nature, Transform Plant.
  Miscellaneous: Spellweavers generally eschew metal, 
  though they can produce items of natural material nearly 
  as strong, so many wield longswords of wood and silk 
  shirts as sturdy as chainmail. Though they can use 
  spellbooks as normal, each spellweaver must choose one 
  signature spell at first level and scribe it onto a tree, 
  shaping its bark and branches. Whenever the spellweaver 
  gains another caster level, he must return to the tree and 
  add to the existing spell. In mechanical terms, the 
  spellweaver must keep one signature spell consistent 
  throughout his entire life, adding 1 extra MP to it each 
  time his caster level increases. If the tree the spell is 
  written on dies or is destroyed, the spellweaver loses 
  access to that signature spell and has the number of 
  signature spells he can learn reduced by one for the next 
  year.
  Spellweavers often take the Craft Wondrous Item and 
  Craft Permanent Spell feats. There are several groves of 
  magical trees whose wood has been hardened to the 
  strength of steel, and which is formed into weapons by 
  the spellweaver’s art. With repeated uses of Infuse Time, 
  they can hasten the growth of plants.
  Natural Spelltouch [Tradition]
  You can cast spells with a range of touch through 
  Vaneljesti Spellweavers in Your Game
  Spellweaving can work well as the dominant 
  magic system in a setting with a strong emphasis 
  on the power of nature. It is well-suited to the 
  long lifespans of elves, but it may be somewhat 
  too slow to appeal to adventurers. Spellweaving 
  clashes thematically with races like orcs and 
  dwarves, but with some alteration of flavour the 
  same mechanics could apply to them.
  Where spellweaving particularly shines is 
  when it contrasts with a more scientific form of 
  magic in the hands of humans. In settings with 
  dozens of different cultures, spellweaving may 
  lose its close cultural connection to elves, so it 
  could be presented as an older form of elvish 
  magic, or the secret creation of an ancient treant 
  archmage that has carved signature spells into 
  its own body.
  Spellweaving player characters will need to 
  carefully manage their signature spells to ensure 
  that at least a few have progressively higher MP 
  costs. Spellweavers require a bit more pre-
  planning than other types of mages, but this 
  appeals to some players. The greatest limitation 
  on spellweavers, however, is that they will likely 
  not want to stray far from their signature spell 
  tree, making spellweaver adventurers rare, but a 
  few rebellious spellweavers are said to have 
  transformed their spell trees into living staves, 
  carrying them wherever they go.
  Illustration by Todd Schumacher
  
  24
  Elements of Magic: Lyceian Arcana
  Wayfarers in Your Game
  Wayfarers would make a strange choice for a 
  world with a single magical tradition, but their 
  style of magic would certainly work well for 
  adventurers, for whom travel is a way of life. 
  However, such an emphasis on travel magic 
  would likely result in a world where teleportation 
  is very common, creating a setting very different 
  from traditional medieval fantasy.
  In a more diverse world, the Wayfarers give 
  rogue-mages an organization to aspire to join. 
  Employment of Wayfarer bodyguards and 
  assassins might be common among the wealthy, 
  and adventuring parties could greatly benefit 
  from hiring the services of the Wayfarers, who 
  would have very accurate maps, and who might 
  have cornered the market on professional 
  teleportation.
  Wayfarer characters will encourage combats 
  to be highly mobile, which may result in some 
  very dynamic encounters.
  melee attacks with weapons made of animal or plant 
  matter.
  Prerequisite: Caster level ½, Combat Casting, 
  Knowledge (nature) 4 ranks, must know Transform Life.
  Benefit: Whenever you cast a spell with a range of 
  touch, you may immediately make an attack with a melee 
  weapon as long as it was made of once-living material.  If 
  you make a successful touch attack against the target, you 
  deliver the spell effect; if you beat the target’s normal AC, 
  you also deal weapon damage. You effectively extend your 
  own touch to the length of any weapon you can wield.
  Normal: You can make a plain touch attack as soon 
  as you cast a touch-range spell, but you cannot use a 
  weapon with the attack.
  Spellweave [Tradition]
  Your magic grows and interweaves easily.
  Prerequisite: Caster level 3, Knowledge (nature) 4 
  ranks, Spellcraft 4 ranks, must know Transform Life.
  Benefit: In several circumstances, your spells func-
  tion more strongly. First, whenever you cast a spell, if you 
  cast a spell in the previous round that cost less MP than 
  this spell, you regain 1 MP. If you cast spells of increasing 
  power for 3 consecutive rounds, future spells you cast 
  have their DCs increased by +2 as long as you keep cast-
  ing progressively more powerful spells.
  Second, you can interweave spells you cast. If you cast 
  a spell with the same area, target, and duration as another 
  spell of yours that is still in effect, you can combine the 
  two spells. The older spell’s duration continues until the 
  new spell would end. The spells now count as one single 
  spell, with a combined MP total, making them particu-
  larly difficult to dispel, and seemingly the work of a very 
  powerful spellcaster.
  Spells combined in this way last a maximum of one 
  day. If you cast a one-day-long Abjure Force 2/Gen 8 on 
  yourself at sunrise, then cast a one-day-long Infuse Air 3/
  Gen 8 on yourself the next day just before sunrise, the two 
  effects could be combined, but the Abjure would still wear 
  off at sunrise. You cannot string spells together forever 
  with this feat.
  Sample Spell
  Waylaying Spear
  Drain Time 5/Gen 0
  Total MP: 5
  Range: Touch
  Duration: One minute
  Saving Throw: Will negates
  You charge your spear with life energy, and if you 
  possess the Natural Spelltouch feat you may immediately 
  make a melee attack. If the attack hits and the creature fails 
  its save, it can only take partial actions for one minute. For 
  this minute you can easily strike with your spear and 
  withdraw, and since you have reach, most foes will simply 
  be unable to catch you. Costs: 5 MP drain time.
  Wayfarers
  Renowned for its enthralling acrobatic and operatic 
  performances, the Wayfarer’s Theater – a three-masted 
  sailing ship capable of teleporting once per day, with a 
  huge theater in its hold – is the base of operations for the 
  performing troupe known as the Wayfarers. Their shows 
  are masterworks of physicality and movement, reaching 
  the limits of the human body, and going beyond. For the 
  Wayfarers, no place is out of reach, and for the right price, 
  you can go along.
  Availability: Few mages are athletic enough to enter 
  the ranks of the Wayfarers. Their magical training 
  involves as much cartwheeling, leaping, and dancing as it 
  does actual spellcraft. While the troupe may take on 
  apprentices who show potential, a mage is not officially 
  considered part of the Wayfarers if he does not possess 
  the Wayfarer’s Cirqueliste feat.
  Thematic Elements: All Wayfarers are physically fit 
  and nimble, and most dress outlandishly, bedecked with 
  colorful ribbons and capes that can trail behind them as 
  they move. Their spellcasting involves dramatic sweeps of 
  the hands and arms, with verbal components that vary 
  from flashy (for actors and singers) to subdued (for 
  background performers). For self-defence they often 
  carry decorated batons or curved swords of red and blue 
  
  25
  Elements of Magic: Lyceian Arcana
  steel. A handful of Wayfarers, called Staffbearers, carry an 
  elaborate staff that denotes their talent with teleportation 
  magic.
  Spell Lists: Any Infuse, any Move.
  Miscellaneous: Wayfarers always have many ranks in 
  Strength- and Dexterity-based skills, and many also are 
  skilled in Bluff and Perform. Wayfarers are required to 
  participate in at least one performance each year, and 
  those who shirk their duty or sell their services without 
  paying a commission to the troupe will be tracked down. 
  It is impossible to avoid the pursuit of the Wayfarers.
  Wayfarer Cirqueliste [Tradition]
  Your acrobatic skills are supremely enhanced by 
  magic.
  Prerequisite: Balance, Jump, Perform, and Tumble 8 
  ranks, must know three Move and three Infuse spell lists.
  Benefit: Friendly Move and Infuse effects active on 
  you do not detect as magical, and they count as having a 
  caster level 10 higher for the purposes of resisting being 
  dispelled or negated by antimagic. Unfriendly Move and 
  Infuse effects function normally on you, but you gain a 
  +2 bonus to saving throws to resist such effects.
  Wayfarer Staffbearer [Tradition]
  You have an intuitive sense of the ways of teleporta-
  tion.
  Prerequisite: Wayfarer Cirqueliste, must know Move 
  Space, caster level 8.
  Benefit: Move Space spells you cast gain the Precise 
  enhancement for free. Once per round 
  you may pay 1 MP to teleport 10 ft. as a 
  swift action.
  Sample Spell
  Daring Rescue
  Move Force 2/Move Space 2/Gen 1
  Total MP: 5
  Range: Close (30 ft.)
  Duration: Instantaneous
  Saving Throw: Will negates
  Often used by Wayfarers hired as 
  bodyguards, this spell teleports a creature 
  or object of up to Medium size or 800 lbs. 
  a distance of up to 30 ft. Unwilling crea-
  tures are allowed a save to avoid the 
  effect. In tense situations, the bodyguard 
  keeps this spell readied to get his charge 
  out of immediate danger. Costs: 2 MP 
  move force, 2 MP move space, 1 MP 
  range.
  Revised Classes
  We present below two options for combining core 
  classes and the Elements of Magic spell list system. The 
  first is a simple conversion of the core spellcasting classes, 
  and the second presents five new classes, four of which 
  are similar to the core bard, cleric, druid, and wizard, but 
  rules that take greater advantage of the Elements of 
  Magic’s system. The fifth new class presents a way for 
  characters to have magical abilities without being 
  spellcasters.
  The five revised classes function exactly as their core 
  rules counterparts, except where noted (typically just for 
  the purposes of magic).
  Revised EOM Bard
  An Elements of Magic Bard is the most flexible of the 
  revised classes in regards to its access to various spell lists, 
  and some of his powers have an unusual synergy with the 
  Perform skill.
  Game Rule Information
  EOM Bards have the following game statistics.
  Hit Die: d6.
  Class Skills
  The EOM Bard’s class skills are the same as core rules 
  bards, plus Dispel Magic (Cha), Divination (Wis), and 
  Scry (Wis).
  Table 6-1: The EOM Bard
  Level
  Base Attack 
  Bonus
  Caster 
  Level
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  1
  +0
  +½
  +0
  +2
  +2
  Armored casting, 
  bardic knowledge, 
  bardic music
  2
  +1
  +1
  +0
  +3
  +3
  3
  +2
  +1 ½ 
  +1
  +3
  +3
  4
  +3
  +2
  +1
  +4
  +4
  5
  +3
  +2 ½
  +1
  +4
  +4
  6
  +4
   +3
  +2
  +5
  +5
  7
  +5
  +3 ½
  +2
  +5
  +5
  8
  +6
  +4
  +2
  +6
  +6
  9
  +6
  +4 ½
  +3
  +6
  +6
  10
  +7
  +5
  +3
  +7
  +7
  11
  +8
  +5 ½
  +3
  +7
  +7
  12
  +9
  +6
  +4
  +8
  +8
  13
  +9
  +6 ½
  +4
  +8
  +8
  14
  +10
  +7
  +4
  +9
  +9
  15
  +11
  +7 ½
  +5
  +9
  +9
  16
  +12
  +8
  +5
  +10
  +10
  17
  +12
  +8 ½
  +5
  +10
  +10
  18
  +13
  +9
  +6
  +11
  +11
  19
  +14
  +9 ½
  +6
  +11
  +11
  20
  +15
  +10
  +6
  +12
  +12
  
  26
  Elements of Magic: Lyceian Arcana
  Class Features
  All of the following are class features of the EOM 
  Bard.
  Weapon and Armor Proficiency: An EOM Bard is 
  proficient with the same weapons and armor as in the 
  core rules. 
  Armored Casting: An EOM Bard begins with the 
  Armored Casting feat.
  Spells: An EOM Bard can learn any spell list, but he 
  has benefits when casting Charm spells, and drawbacks 
  when casting Abjure and Evoke spells. An EOM Bard’s 
  MP Limit for spells that use only Charm enhancements 
  and general enhancements is equal to the number of 
  ranks he has in Perform.
  If an EOM Bard wants to learn an Evoke spell list, he 
  must learn Evoke Sound before he can learn any other. 
  Enhancements from Abjure and Evoke spell lists cost 
  twice as much for an EOM Bard.
  Bardic Knowledge: This ability functions as the core 
  class ability.
  Bardic Music: Once per level per day, an EOM Bard 
  can cast a spell that uses only Charm or general 
  enhancements, with a total MP cost no higher than his 
  ranks in Perform, without having to MP for it.
  Revised EOM Cleric
  An Elements of Magic Cleric requires the player and 
  game master to decide on what spells are appropriate for 
  the deity or philosophy the cleric follows.
  Game Rule Information
  EOM Clerics have the following game statistics.
  Hit Die: d8.
  Class Skills
  The EOM Cleric’s class skills are the same as core 
  rules clerics, plus Dispel Magic (Cha), Divination (Wis), 
  and Scry (Wis). They gain an additional 8 skill points at 
  1st level, and 2 skill points per level thereafter.
  Class Features
  All of the following are class features of the EOM 
  Cleric.
  Weapon and Armor Proficiency: An EOM Cleric is 
  proficient with the same weapons and armor as in the 
  core rules.
  Armored Casting: An EOM Cleric begins with the 
  Armored Casting feat.
  Spells: An EOM Cleric can learn any spell list, but 
  there are some he must learn first. The saving throw 
  difficulty class to resist an EOM Cleric’s spell is modified 
  by Wisdom, not Charisma.
  Channeling: Each EOM Cleric must choose to 
  channel either positive or negative energy. Those who 
  channel positive energy must pick Charm Undead and 
  Heal Life as two of their spell lists. Those who channel 
  negative energy must learn Compel Undead and Evoke 
  Death. An EOM Cleric can cast spells that use these spell 
  lists as if he had the Improved Signature Spell magical 
  boon. Effectively, the EOM Cleric can cast a spell as a 
  standard action as if it were a signature 
  spell, as long as it only uses the chosen lists, 
  general enhancements, and metamagic 
  feats. When using only these spell lists, the 
  saving throw DC to resist the spell is 
  modified by Charisma, not Wisdom.
  Domains: After deciding whether he 
  channels positive or negative energy, each 
  EOM Cleric chooses two domains that 
  match his deity’s spheres of influence. He 
  must learn the spell lists associated with his 
  chosen domains before he can learn any 
  other spell lists. He does not gain the 
  abilities granted by the core rules version 
  of that domain.
  • Air: Create Air, Create Mist, or Move  
   Air.
  • Animal: Charm Animal, Compel  
   Animal, or Transform Animal.
  • Chaos: Abjure Law, Evoke Chaos, or  
   Infuse Chaos.
  • Death: Evoke Death and either Infuse  
   Death or Summon Undead.
  Table 6-2: The EOM Cleric
  Level
  Base Attack 
  Bonus
  Caster 
  Level
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  1
  +0
  +½
  +2
  +0
  +2
  Armored casting, 
  channeling, 
  domains (+1)
  2
  +1
  +1 ½
  +3
  +0
  +3
  3
  +2
  +2 
  +3
  +1
  +3
  4
  +3
  +3
  +4
  +1
  +4
  5
  +3
  +3 ½
  +4
  +1
  +4
  Domains (+2)
  6
  +4
  +4 ½
  +5
  +2
  +5
  7
  +5
  +5
  +5
  +2
  +5
  8
  +6
  +6
  +6
  +2
  +6
  9
  +6
  +6 ½
  +6
  +3
  +6
  Domains (+3)
  10
  +7
  +7 ½
  +7
  +3
  +7
  11
  +8
  +8
  +7
  +3
  +7
  12
  +9
  +9
  +8
  +4
  +8
  13
  +9
  +9 ½
  +8
  +4
  +8
  Domains (+4)
  14
  +10
  +10 ½
  +9
  +4
  +9
  15
  +11
  +11
  +9
  +5
  +9
  16
  +12
  +12
  +10
  +5
  +10
  17
  +12
  +12 ½
  +10
  +5
  +10
  Domains (+5)
  18
  +13
  +13 ½
  +11
  +6
  +11
  19
  +14
  +14
  +11
  +6
  +11
  20
  +15
  +15
  +12
  +6
  +12
  
  27
  Elements of Magic: Lyceian Arcana
  • Destruction: Evoke Death.
  • Earth: Abjure Nature, Move Earth, or Transform 
  Earth
  • Evil: Abjure Good, Evoke Evil, or Infuse Evil.
  • Fire: Abjure Fire, Create Fire, or Evoke Fire.
  • Good: Abjure Evil, Evoke Good, or Infuse Good.
  • Healing: Any two Heal spell lists.
  • Knowledge: Divination 4 ranks and Scry 4 ranks.
  • Law: Abjure Chaos, Evoke Law, or Infuse Law.
  • Luck: Any one.
  • Magic: Dispel Magic 4 ranks and Spellcraft 4 ranks.
  • Plant: Create Nature, Summon Plant, or Transform 
  Plant.
  • Protection: Any two Abjure spell lists.
  • Strength: Any two Infuse spell lists.
  • Sun: Abjure Light, Create Light, or Evoke Light.
  • Travel: Any two Move spell lists.
  • Trickery: Any two Illusion spell lists.
  • War: Any two Evoke spell lists.
  • Water: Create Water, Move Water, or Transform 
  Water.
  When casting a spell that uses only spell lists from the 
  cleric’s domains, the EOM Cleric’s MP Limit is increased 
  by +1. The increase improves to +2 at 5th level, +3 at 9th, 
  +4 at 13th, and +5 at 17th.
  Revised EOM Druid
  An Elements of Magic Druid has the most limited 
  choice of spell lists of all the revised classes.
  Game Rule Information
  EOM Druids have the 
  following game statistics.
  Hit Die: d8.
  Class Skills
  The EOM Druid’s class 
  skills are the same as core 
  rules druids, plus Dispel 
  Magic (Cha), Divination 
  (Wis), and Scry (Wis). They 
  gain an additional 8 skill 
  points at 1st level, and 2 
  skill points per level 
  thereafter.
  Class Features
  All of the following are 
  class features of the EOM 
  Druid.
  Weapon and Armor 
  Proficiency: An EOM 
  Druid is proficient with the same weapons and armor as 
  in the core rules. She has the same restriction against 
  wearing metal armor.
  Armored Casting: An EOM Druid begins with the 
  Armored Casting feat.
  Nature Sense, Animal Companion, Woodland 
  Stride, Trackless Step, Resist Nature’s Lure, Venom 
  Immunity, Thousand Faces, Timeless Body: These 
  abilities are identical to those of the core rules druid.
  Spells: Before an EOM Druid can learn any other 
  spell lists, she must first learn all the following spell lists, 
  though she may do so in any order.
  • At least one Life and two Nature spell lists.
  • All Animal spell lists.
  • All Plant spell lists.
  An EOM Druid cannot learn any spell lists of the 
  following types.
  • Construct, Outsider, or Undead spell lists.
  • Force or Space spell lists.
  • Chaos, Evil, Good, or Law spell lists.
  • Illusion spell lists.
  The saving throw difficulty class to resist an EOM 
  Druid’s spell is modified by Wisdom, not Charisma.
  Wildshape: Starting at 5th level, the EOM Druid 
  gains a number of bonus MP each day, which can be 
  spent only on Transform [Creature] spells.
  Revised EOM Paladin
  The Elements of Magic Paladin, like the Ranger, is a 
  very straightforward conversion.
  Table 6-3: The EOM Druid
  Level
  Base Attack 
  Bonus
  Caster 
  Level
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Wild 
  Shape MP
  Special
  1
  +0
  +½
  +2
  +0
  +2
  -
  Armored casting, 
  nature sense, 
  animal companion
  2
  +1
  +1 ½
  +3
  +0
  +3
  -
  Woodland stride
  3
  +2
  +2 
  +3
  +1
  +3
  -
  Trackless step
  4
  +3
  +3
  +4
  +1
  +4
  -
  Resist nature’s lure
  5
  +3
  +3 ½
  +4
  +1
  +4
  3
  6
  +4
  +4 ½
  +5
  +2
  +5
  6
  7
  +5
  +5
  +5
  +2
  +5
  10
  8
  +6
  +6
  +6
  +2
  +6
  15
  9
  +6
  +6 ½
  +6
  +3
  +6
  15
  Venom immunity
  10
  +7
  +7 ½
  +7
  +3
  +7
  20
  11
  +8
  +8
  +7
  +3
  +7
  20
  12
  +9
  +9
  +8
  +4
  +8
  20
  13
  +9
  +9 ½
  +8
  +4
  +8
  20
  Thousand faces
  14
  +10
  +10 ½
  +9
  +4
  +9
  25
  15
  +11
  +11
  +9
  +5
  +9
  40
  Timeless body
  16
  +12
  +12
  +10
  +5
  +10
  50
  17
  +12
  +12 ½
  +10
  +5
  +10
  50
  18
  +13
  +13 ½
  +11
  +6
  +11
  70
  19
  +14
  +14
  +11
  +6
  +11
  70
  20
  +15
  +15
  +12
  +6
  +12
  90
  
  28
  Elements of Magic: Lyceian Arcana
  Game Rule Information
  EOM Paladins have the following game statistics.
  Hit Die: d10.
  Class Skills
  The EOM Paladins’s class skills are the same as core 
  rules paladins, plus Dispel Magic (Cha), Divination 
  (Wis), and Scry (Wis). They gain an additional 8 skill 
  points at 1st level, and 2 skill points per level thereafter.
  Class Features
  An EOM Paladin has all the class statistics and 
  abilities of a core rules paladin, except that her 
  spellcasting and turn undead abilities are replaced, and 
  she gains Armored Casting.
  Armored Casting: An EOM Paladin begins with the 
  Armored Casting feat.
  Channeling: At 3rd level, an EOM Paladin gains the 
  ability to channel positive energy. She must pick Charm 
  Undead and Heal Life as her two first spell lists. An EOM 
  Paladin can cast spells that use these spell lists as if he had 
  the Improved Signature Spell magical boon. Effectively, 
  the EOM Paladin can cast a spell as a standard action as if 
  it were a signature spell, as long as it only uses the chosen 
  lists, general enhancements, and metamagic feats.
  Spells: An EOM Paladin can only learn the following 
  spell lists. Abjure [any], Charm Undead, Create Good, 
  Create Law, Create Light, Create Water, Evoke Good, 
  Evoke Law, Heal Life, and Infuse [any]. 
  The saving throw difficulty class to resist an EOM 
  Paladin’s spell is modified by Wisdom, not Charisma.
  Revised EOM Ranger
  The Elements of Magic Ranger, like the Paladin, is a 
  very straightforward conversion.
  Hit Die: d10.
  Game Rule Information
  EOM Rangers have the following game statistics.
  Class Skills
  The EOM Ranger’s class skills are the same as core 
  rules paladins, plus Divination (Wis).
  Class Features
  An EOM Ranger has all the class statistics and 
  abilities of a core rules ranger, except that his spellcasting 
  abilities are replaced, and he gains Armored Casting.
  Armored Casting: An EOM Ranger begins with the 
  Armored Casting feat.
  Spells: An EOM Ranger can only learn the following 
  spell lists. Abjure [any Creature or Element], Charm [any], 
  Compel [any], Heal Life, Infuse [any Element], Move Air,  
  Move Earth,  Move Fire,  Move Water, Summon Animal, 
  Summon Magical Beast, Transform Animal, Transform 
  Earth, Transform Magical Beast, Transform Nature, and 
  Transform Plant. 
  The saving throw difficulty class to resist an EOM 
  Ranger’s spell is modified by Wisdom, not Charisma.
  Variant Classes
  While the five revised classes above attempt to bend 
  the Elements of Magic system to recreate character 
  concepts from the core rules, the classes presented below 
  are created with the Elements of Magic 
  rules in mind, taking familiar archetypes 
  and giving them a new twist.
  Anima
  The Anima is a person who has  
  magical powers that do not manifest as 
  spells, but rather as permanent enhance-
  ments. Most Animae gain their powers 
  innately, never having trained in the arts 
  of magic, but some mages devote them-
  selves to improving their bodies and souls 
  through magic. A few rare people develop 
  strong Anima powers for no apparent 
  reason, like the fantasy equivalent of 
  superheroes.
  Game Rule Information
  Animae have the following game 
  statistics.
  Table 6-5: The EOM Ranger
  Level
  Caster 
  Level
  Special
  1
  -
  Armored casting
  2
  -
  3
  -
  4
  +½
  5
  +1
  6
  +1 ½ 
  7
  +2
  8
  +2 ½
  9
  +3
  10
  +3 ½
  11
  +4
  12
  +4 ½
  13
  +5
  14
  +5 ½
  15
  +6
  16
  +6 ½
  17
  +7
  18
  +7 ½
  19
  +8
  20
  +8 ½
  Table 6-4: The EOM Paladin
  Level
  Caster 
  Level
  Special
  1
  +½
  Armored casting
  2
  +½
  3
  +½
  Channeling
  4
  +½
  5
  +1
  6
  +1 ½ 
  7
  +2
  8
  +2 ½
  9
  +3
  10
  +3 ½
  11
  +4
  12
  +4 ½
  13
  +5
  14
  +5 ½
  15
  +6
  16
  +6 ½
  17
  +7
  18
  +7 ½
  19
  +8
  20
  +8 ½
  
  29
  Elements of Magic: Lyceian Arcana
  Abilities: Because so many 
  powers are possible for an Anima, 
  her key ability scores are best deter-
  mined by what other skills she 
  wishes to possess.
  Hit Die: d4.
  Class Skills
  The Anima’s class skills (and the 
  key ability for each skill) are 
  Concentration (Con), Craft (Int), 
  Knowledge (arcana) (Int), 
  Profession (Wis), and Spellcraft 
  (Int). See PHB Chapter 4 and 
  Elements of Magic for skill descrip-
  tions.
  Skill Points at 1st Level: (2 + 
  Int modifier) × 4.
  Skill Points at Each Additional 
  Level: 2 + Int modifier.
  Class Features
  All of the following are class features of the Anima.
  Weapon and Armor Proficiency: An Anima is 
  proficient with all simple weapons, but no armor or 
  shields.
  Tradition Skills: An Anima gains two bonus class 
  skills, chosen when she gains her first level as an Anima. 
  These represent training specific to her magical tradition, 
  or simply unique skills she has acquired, that are 
  complemented by her powers.
  Anima Powers (Su): An Anima does not cast spells. 
  Instead, she has a number of Anima Points (AP) 
  determined by her level, which she uses to gain anima 
  powers, with effects similar to magic items.
  Anima powers can either be activated or enduring. 
  Activated effects are cast like spell like abilities, and can be 
  used five times per day. Enduring effects are centered on 
  the anima, and have a permanent duration. They cannot 
  be dispelled, but can be suppressed by antimagic. The 
  anima can turn her enduring powers on or off as a move 
  action.
  Each anima power has an AP cost, equal to what its 
  MP cost would be if it were a spell. If the anima wishes 
  for an activated power to have unlimited uses per day, the 
  AP cost is quadrupled. The minimum AP cost for an 
  anima ability is 1, even if the power is equal to a cantrip.
  An Anima cannot spend more AP on a single power 
  than her total character level. For every four levels the 
  Anima possesses, this limit is increased by 1.
  For example, a Mage 9/Anima 3 could spend all 12 of 
  her AP on one power, the equivalent of a 12-MP spell. 
  However, an Anima 12 could have powers of up to 15 MP, 
  the equivalent of 15-MP spells.
  An Anima cannot gain an enduring anima power that 
  is derived from a Transform spell.
  An Anima may keep AP in reserve, to spend later 
  when her limit is higher. Also, every time she gains a new 
  Anima level, in addition to gaining 4 new AP which she 
  can use to add new powers or improve existing ones, she 
  may reassign up to 4 AP from powers she already has. The 
  game master is encouraged to allow reasonable changes, 
  even if they are not pure additions. For instance, letting 
  an Anima change a Charm power into a Compel power 
  with the same creature type would likely be fine, but 
  changing an Evoke Fire to an Evoke Lightning would not 
  be. Of course, the game master is free to make exceptions 
  when they seem appropriate.
  Zidi Wheatling, the Halfling Titan
  Halfling Anima 9/Fighter 4: Female halfling; CR 13; 
  Small humanoid (halfling); HD 9d4+3d10+65; hp 109; 
  Init +2; Spd 50 ft; AC 29 (+1 size, +1 Dex, +4 deflection, 
  +13 +5 full plate); Atk +19/+14 melee (1d6+15, +3 long-
  sword) and +18 melee (1d6+10+1d6 water damage, +2 
  waterburst longsword), or +10 ranged (varies, hurled 
  object); SA Anima powers; SQ halfling traits, DR 5/cold 
  iron; AL NG; SV Fort +16, Ref +10, Will +9; Str 26, Dex 
  15, Con 20, Int 10, Wis 8, Cha 12. Anima Points 36. AP 
  Limit 15.
  Skills, Feats, and Languages: Handle Animal* +6, 
  Jump* +35, Knowledge (arcana) +11; Exotic Weapon 
  Proficiency (giant melee objects), Exotic Weapon 
  Proficiency (giant thrown objects), Improved Bull Rush, 
  Iron Will, Power Attack, Two-Weapon Fighting, Weapon 
  Table 6-6: The Anima
  Level
  Base Attack 
  Bonus
  Caster 
  Level
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Anima 
  Points
  Special
  1
  +0
  —
  +0
  +0
  +0
  4
  Anima Powers
  2
  +1
  —
  +0
  +0
  +0
  8
  3
  +1
  —
  +1
  +1
  +1
  12
  4
  +2
  —
  +1
  +1
  +1
  16
  AP Limit +1
  5
  +2
  —
  +1
  +1
  +1
  20
  6
  +3
  —
  +2
  +2
  +2
  24
  7
  +3
  —
  +2
  +2
  +2
  28
  8
  +4
  —
  +2
  +2
  +2
  32
  AP Limit +2
  9
  +4
  —
  +3
  +3
  +3
  36
  10
  +5
  —
  +3
  +3
  +3
  40
  11
  +5
  —
  +3
  +3
  +3
  44
  12
  +6
  —
  +4
  +4
  +4
  48
  AP Limit +3
  13
  +6
  —
  +4
  +4
  +4
  52
  14
  +7
  —
  +4
  +4
  +4
  56
  15
  +7
  —
  +5
  +5
  +5
  60
  16
  +8
  —
  +5
  +5
  +5
  64
  AP Limit +4
  17
  +8
  —
  +5
  +5
  +5
  68
  18
  +9
  —
  +6
  +6
  +6
  72
  19
  +9
  —
  +6
  +6
  +6
  76
  20
  +10
  —
  +6
  +6
  +6
  80
  AP Limit +5
  
  30
  Elements of Magic: Lyceian Arcana
  Focus (longsword), Weapon Specialization (longsword); 
  Common, Halfling.
  *These are tradition skills.
  Equipment: Bag of extradimensionality, +5 glamered 
  full plate, +2 waterburst longsword (+1d6 water damage), 
  +3 longsword, ring of freedom of movement, fifty potions of 
  healing dose, plus various incidentals.
  Anima Powers:
  • Heroism. 4 AP. Charm Humanoid 4/Gen 0 for a 
  permanent courage (heroism) emotion, which grants 
  a +2 morale bonus to attack rolls, weapon damage 
  rolls, ability checks, 
  saves, and skill 
  checks. It also acts 
  as a strong Calm 
  against fear 
  effects only.
  • Increased Movement. 2 AP. Move Fire 2/Gen 0 for 
  +30 ft. base movement speed.
  • Magical Armor. 5 AP. Abjure Force 5/Gen 0 for +4 
  deflection bonus to AC.
  • Magical Defenses. 7 AP. Abjure Nature 7/Gen 0 for 
  DR 5/cold iron.
  • Saving Throw Bonus. 2 AP. Abjure Force 2/Gen 0 for 
  +3 enhancement bonus to saving throws.
  • Supreme Health. 5 AP. Infuse Life 5/Gen 0 for +6 
  enhancement bonus to Constitution.
  • Supreme Strength. 11 AP. Infuse Earth 11/Gen 0 for 
  +10 enhancement bonus to Strength.
  Arcanist
  While mages learn to create their own magic, 
  Arcanists perfect their skills to learn to cast spells that 
  others have created. Though they have their own 
  spellcasting powers, they rely more on books and arcane 
  knowledge than immediate flexibility. When it comes to 
  their own spellcasting abilities, Arcanists master pure 
  energy easily, but cannot easily cast spells that involve 
  healing energy. An Arcanist is most effective when he has 
  time to study a challenge and find the perfect spell for the 
  situation.
  Game Rule Information
  Arcanists have the following game statistics.
  Abilities: Arcanists have the same requirements for 
  abilities as mages.
  Hit Die: d4.
  Class Skills
  The Arcanist’s class skills (and the key ability for each 
  skill) are Concentration (Con), Craft (Int), Decipher 
  Script (Int), Dispel Magic (Cha), Divination (Wis), 
  Knowledge (any) (Int), Profession (Wis), Scry (Wis), 
  Speak Language (none), and Spellcraft (Int). See PHB 
  Chapter 4 and Elements of Magic for skill descriptions.
  Skill Points at 1st Level: (4 + Int modifier) × 4.
  Skill Points at Each Additional Level: 4 + Int 
  modifier.
  Class Features
  All of the following are class features of the 
  Arcanist.
  Weapon and Armor Proficiency: An Arcanist is 
  proficient with all simple weapons, but no armor or 
  shields. Armor of any type interferes with an 
  Arcanist’s movements, which can cause his spells to 
  fail if those spells have somatic components.
  Spells: An Arcanist’s spellcasting ability is 
  determined by his level and by the choices he make 
  with spell lists.
  Because Arcanists devote so much effort to learning 
  how to cast the spells of others, their own versatility is 
  lessened. Whenever a spellcaster gains a level as an 
  Arcanist, he learns one fewer spell list than he normally 
  would.
  Additionally, the Arcanist is limited in his choices for 
  spell lists. At each caster level he must choose at least one 
  of the following spell lists, until he has them all: Abjure 
  Force, Create Force, Evoke Force, Illusion Force, Move 
  Force, Transform Force. Arcanists cannot learn Heal spell 
  lists until they know all of these Force spell lists.
  Arcane Student: The Arcanist gains Arcane Student 
  as a bonus feat at 1st level. If the Arcanist already has this 
  Illustration by J.L. Jones
  
  31
  Elements of Magic: Lyceian Arcana
  feat, he instead gains a bonus feat from the Arcanist 
  bonus feat list.
  Bonus Feat: At 1st level, and every 4th level, the 
  Arcanist gains a bonus metamagic, item creation, or 
  magical tradition feat. At 1st level, the Arcanist must 
  choose Craft Charged Item as this bonus feat if he does 
  not already have it.
  Arcane Specialist: The Arcanist gains Arcane 
  Specialist as a bonus feat at 2nd level. If the Arcanist 
  already has this feat, he instead gains a bonus feat from 
  the Arcanist bonus feat list.
  Magical Boon: At 3rd level, the Arcanist gains one of 
  the following magical boons, described in the Mage class: 
  Bonus Feat, Magically Empowered, Moderate Force 
  Resistance, or Summon Familiar.
  Decode Arcane Script (Ex): When making Decipher 
  Script checks to read spells written in languages he doesn’t 
  know, a 7th level Arcanist adds his class level to the check 
  (DC 30). The Arcanist can make this check as part of 
  attempting to cast a spell from a spellbook, and if he 
  succeeds, this check takes however long it would take to 
  cast the spell from the spellbook (usually one minute, 
  but just two rounds with the Arcane Specialist feat).
  Arcane Lore (Ex): At 5th level, an Arcanist gains 
  a +1 bonus to all Knowledge checks. At 15th level 
  this bonus increases to +2.
  Arcane Mastery: The Arcanist gains Arcane 
  Mastery as a bonus feat at 10th level. If the 
  Arcanist already has this feat, he instead gains a 
  bonus feat from the Arcanist bonus feat list. Most 
  Arcanists keep multiple spell books of high-MP 
  spells.
  Exalten
  To exalt is to glorify, to 
  intensify emotions of joy and 
  pride. The Exalten is the epitome 
  of the famous hero, a jack-of-all-
  trades who can be anything for 
  anyone. An Exalten knows 
  enough of the ways of combat, 
  magic, and history to dazzle and 
  uplift those around him with 
  tales of heroism. Often, these 
  tales paint the Exalten in the 
  center of greatness, but they’re so 
  damned charming that few care 
  to question the truth. The 
  Exalten is the kind of person you 
  want to idolize.
  Game Rule Information
  Exalten have the following 
  Table 6-7: The Arcanist
  Level
  Base Attack 
  Bonus
  Caster 
  Level
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  1
  +0
  +1
  +0
  +0
  +2
  Arcane Student, Bonus Feat
  2
  +1
  +2
  +0
  +0
  +3
  Arcane Specialist
  3
  +1
  +3
  +1
  +1
  +3
  Moderate Boon
  4
  +2
  +4
  +1
  +1
  +4
  Bonus feat
  5
  +2
  +5
  +1
  +1
  +4
  Arcane Lore +1
  6
  +3
  +6
  +2
  +2
  +5
  7
  +3
  +7
  +2
  +2
  +5
  Decode Arcane Script
  8
  +4
  +8
  +2
  +2
  +6
  Bonus feat
  9
  +4
  +9
  +3
  +3
  +6
  10
  +5
  +10
  +3
  +3
  +7
  Arcane Mastery
  11
  +5
  +11
  +3
  +3
  +7
  12
  +6
  +12
  +4
  +4
  +8
  Bonus feat
  13
  +6
  +13
  +4
  +4
  +8
  14
  +7
  +14
  +4
  +4
  +9
  15
  +7
  +15
  +5
  +5
  +9
  Arcane Lore +2
  16
  +8
  +16
  +5
  +5
  +10
  Bonus feat
  17
  +8
  +17
  +5
  +5
  +10
  18
  +9
  +18
  +6
  +6
  +11
  19
  +9
  +19
  +6
  +6
  +11
  20
  +10
  +20
  +6
  +6
  +12
  Bonus feat
  Illustration by J.L. Jones
  
  32
  Elements of Magic: Lyceian Arcana
  game statistics.
  Abilities: An Exalten needs a high 
  Charisma score to dazzle others with her 
  charm, and her magic. Aside from that, most 
  anything else an Exalten can just fake if she 
  needs to, though modestly high Intelligence 
  and Dexterity come in handy for surviving 
  actual danger.
  Hit Die: d6.
  Class Skills
  The Exalten’s class skills (and the key 
  ability for each skill) are Balance (Dex), Bluff 
  (Cha), Concentration (Con), Craft (Int), 
  Diplomacy (Cha), Disguise (Cha), Divination 
  (Wis), Gather Information (Cha), Hide (Dex), 
  Innuendo (Wis), Intimidate (Cha), 
  Knowledge (any) (Int), Listen (Wis), Move 
  Silently (Dex), Perform (Cha), Profession 
  (Wis), Scry (Wis), Sense Motive (Wis), Sleight 
  of Hand (Dex), Speak Language (none), 
  Spellcraft (Int), Tumble (Dex), and Use Magic 
  Device (Cha). See PHB Chapter 4 and 
  Elements of Magic for skill descriptions.
  Skill Points at 1st Level: (6 + Int modi-
  fier) × 4.
  Skill Points at Each Additional Level: 6 + 
  Int modifier.
  Class Features
  All of the following are class features of 
  the Exalten.
  Weapon and Armor Proficiency: 
  An Exalten is proficient with all sim-
  ple weapons and two types of martial 
  weapon, but no armor or shields.
  Spells: An Exalten’s spellcasting 
  ability is determined by her level and 
  by the choices she make for spell lists, 
  though Exalten have a limited list of 
  spellcasting options. She can choose 
  spell lists from the following: Charm 
  [any], Compel [any], Create Light, 
  Create Sound, Illusion [any], Infuse 
  [any Element], Transform Light, 
  Transform Sound.
  Feat of Heroism (Ex): Once per 
  day, the Exalten can add a bonus 
  equal to her class level to a single skill 
  check, ability check, or saving throw.
  Inspire (Ex): With a few encour-
  aging words and a bit of glorious 
  Table 6-8: The Exalten
  Level
  Base Attack 
  Bonus
  Caster 
  Level
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  1
  +0
  +½
  +0
  +1
  +2
  Feat of heroism, inspire
  2
  +1
  +1 ½
  +0
  +2
  +3
  3
  +2
  +2 
  +1
  +2
  +3
  Magnificent defence
  4
  +3
  +3
  +1
  +2
  +4
  5
  +3
  +3 ½
  +1
  +3
  +4
  Bonus feat
  6
  +4
  +4 ½
  +2
  +3
  +5
  7
  +5
  +5
  +2
  +4
  +5
  8
  +6
  +6
  +2
  +4
  +6
  9
  +6
  +6 ½
  +3
  +4
  +6
  10
  +7
  +7 ½
  +3
  +5
  +7
  Bonus feat
  11
  +8
  +8
  +3
  +5
  +7
  12
  +9
  +9
  +4
  +6
  +8
  13
  +9
  +9 ½
  +4
  +6
  +8
  14
  +10
  +10 ½
  +4
  +6
  +9
  15
  +11
  +11
  +5
  +7
  +9
  Bonus feat
  16
  +12
  +12
  +5
  +7
  +10
  17
  +12
  +12 ½
  +5
  +8
  +10
  Exalt
  18
  +13
  +13 ½
  +6
  +8
  +11
  19
  +14
  +14
  +6
  +8
  +11
  20
  +15
  +15
  +6
  +9
  +12
  Bonus feat
  Illustration by Todd Schumacher
  
  33
  Elements of Magic: Lyceian Arcana
  charisma, the Exalten can inspire another person. As a 
  standard action, the Exalten can exalt any one person 
  other than herself that can see and understand her. The 
  inspired ally gains a +2 morale bonus to saving throws, 
  attack rolls, and damage rolls for a number of rounds 
  equal to the Exalten’s Charisma modifier (minimum 1). 
  Alternately, the Exalten can inspire everyone within 
  earshot who is friendly or helpful, granting them only the 
  +2 morale bonus to saving throws.
  The Exalten can use this ability once per day per class 
  level.
  Magnificent Defence 
  (Su): An Exalten is highly 
  confident in her own 
  dramatic fighting style, 
  and is bolstered by her 
  own prowess. This confidence 
  allows her to calmly face combat 
  and defend herself with elegance and 
  panache. After reaching 3rd level, 
  while wearing no armor, the Exalten 
  applies her Charisma modifier, if posi-
  tive, to her armor class.
  Bonus Feat: Every 5th level, the 
  Exalten gains one of the following feats that 
  she fulfills the prerequisites for. Combat 
  Expertise, Deceitful, Illusion Specialist, 
  Improved Disarm, Improved Feint, 
  Improved Trip, Leadership, Negotiator, 
  Persuasive, Spell List Focus, and Weapon 
  Finesse.
  Exalt (Ex): At 17th level, the bonus from the 
  Exalten’s Inspire ability increases to +4.
  Godhand
  The Godhand devotes his or her life to a higher 
  power, hoping to serve that power’s will. Whether the 
  Godhand serves a noble god or a vicious demon lord, 
  he or she gains power from faith, and learns to wield 
  powerful magic in the service of his or her deity. 
  Godhands are also trained to be capable warriors, able to 
  defend themselves physically if their spells fail them.
  Since every deity is different, the benefits the 
  Godhand receives for his or her worship varies. However, 
  since Godhands deal more in abstract realms of the soul 
  and the spirit, their magic has a definite slant toward the 
  intangible, generally eschewing direct offensive magic in 
  favor of spells that affect creatures’ essence and behavior, 
  or that make creatures more or less able to battle.
  Most Godhands worship one specific deity from a 
  pantheon, but still respect other members of that pan-
  theon, even if they are not actual followers. The agendas 
  of deities’ worshippers may conflict in the realm of mor-
  tals, but it is folly to defy even enemy deities. Thus, 
  though a Godhand may choose to change the deity he or 
  she reveres, if the Godhand truly abandons the pantheon, 
  he or she will never be accepted by any deity, being forced 
  to rely on mortal magic alone.
  Game Rule Information
  Godhands have the following game statistics.
  Abilities: A Godhand needs a high Wisdom to sense 
  his or her deity’s will, and a strong Charisma to be a 
  messenger of that deity’s agenda. Because the Godhand 
  expects to occasionally engage in physical combat, he or 
  she can also benefit from a high Strength.
  Hit Die: d8.
  Class Skills
  The Godhand’s class skills (and the key ability for 
  each skill) are Concentration (Con), Craft (Int), 
  Diplomacy (Cha), Dispel Magic (Cha), Divination (Wis), 
  Knowledge (religion) (Int), Profession (Wis), Scry (Wis), 
  Sense Motive (Wis), and Spellcraft (Int). See PHB 
  Chapter 4 and Elements of Magic for skill descriptions.
  Skill Points at 1st Level: (2 + Int modifier) × 4.
  Skill Points at Each Additional Level: 2 + Int modi-
  fier.
   All of the following are class features of the 
  Godhand.
  Illustration by Darren Calvert
  
  34
  Elements of Magic: Lyceian Arcana
  Weapon and Armor Proficiency: A Godhand is 
  proficient with all simple and martial weapons, light and 
  medium armor, and shields.
  Spells: A Godhand’s spellcasting ability is determined 
  by his or her level and by the choices he or she make for 
  spell lists, but is also limited by the type of deity he or she 
  follows. The Godhand cannot learn spell lists that his or 
  her deity does not favor, and multiclassed Godhands that 
  cast prohibited spell lists lose all their magical powers for 
  one day. A Godhand that forsakes his or her worship no 
  longer suffers this penalty, but can never again gain levels 
  of Godhand, and loses all Godhand supernatural class 
  abilities.
  It is not necessary, but the game master or player may 
  wish to develop a list of 30 or 40 spell lists that a deity 
  grants access to. For any given deity, this list usually 
  consists of no more than eight elements, and no more 
  two alignments, but the specifics vary greatly. If you do 
  not want to go to the effort of designing your deity’s 
  spheres of influence, simply gain game master approval 
  whenever you choose your spell lists. Some lists may be 
  inappropriate for certain divinities.
  Finally, no Godhand may learn any Evoke lists if his 
  or her caster level is less than 3.
  Armored Casting: Godhands gain Armored Casting 
  as a bonus feat.
  Divine Boons (Su): Godhands gain divine blessing 
  based on the deity they worship. At 1st level, the Godhand 
  chooses any two spell Object Types – an Alignment, 
  Creature, or Element subtype. The Godhand’s MP Limit 
  when casting spells that consist 
  only of spell lists with the chosen 
  Object Types is increased by +1. 
  Thus, a Godhand 4 could cast spells 
  of the chosen types with up to 3 
  MP. The save DCs of these spells 
  are also increased by +1.
  Every fifth level, this bonus 
  increases by an additional +1. At 
  13th level, the Godhand can choose 
  one additional Object Type, which 
  gains the same bonuses.
  Wellspring of Faith (Su): A 
  Godhand gains a number of bonus 
  MP equal to twice his or her class 
  level.
  Divine Tradition: At 2nd level, 
  the Godhand gains a bonus feat 
  appropriate to his or her deity, 
  usually a tradition feat, or a 
  proficiency in a weapon favored by 
  that deity.
  Longwalker
  The world is filled with magic, from the spirits of 
  nature present in your own homeland, to all manner of 
  arcane spells abandoned and forgotten in nigh 
  unreachable spots. The Longwalker is perfectly suited to 
  travel the length and breadth of the world, exploring its 
  mysteries while feeling as comfortable in its wilderness as 
  in an old friend’s home. To the Longwalker, everywhere is 
  both adventure, and home.
  Longwalkers possess some magical abilities, some 
  combat abilities, and a few special skills of their own 
  devoted to exploration.
  Game Rule Information
  Longwalkers have the following game statistics.
  Abilities: To survive the dangers of road and 
  wilderness, a Longwalker needs a tough body and a clear 
  head. Longwalkers thus benefit greatly from high 
  Constitution and Wisdom scores. The Longwalker’s other 
  abilities are all likewise important, and all have their own 
  value.
  Hit Die: d8.
  Class Skills
  The Longwalker’s class skills (and the key ability for 
  each skill) are Climb (Str), Concentration (Con), Craft 
  (Int), Divination (Wis), Gather Information (Cha), 
  Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump 
  (Str), Knowledge (dungeoneering) (Int), Knowledge 
  Table 6-9: The Godhand
  Level
  Base Attack 
  Bonus
  Caster 
  Level
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  1
  +1
  +½
  +2
  +0
  +0
  Armored casting,  
  divine boon +1,  
  wellspring of faith
  2
  +2
  +1
  +3
  +0
  +0
  Divine tradition
  3
  +3
  +1 ½ 
  +3
  +1
  +1
  4
  +4
  +2
  +4
  +1
  +1
  5
  +5
  +2 ½
  +4
  +1
  +1
  Divine boon +2
  6
  +6
  +3
  +5
  +2
  +2
  7
  +7
  +3 ½
  +5
  +2
  +2
  8
  +8
  +4
  +6
  +2
  +2
  9
  +9
  +4 ½
  +6
  +3
  +3
  10
  +10
  +5
  +7
  +3
  +3
  Divine boon +3
  11
  +11
  +5 ½
  +7
  +3
  +3
  12
  +12
  +6
  +8
  +4
  +4
  13
  +13
  +6 ½
  +8
  +4
  +4
  Divine boon (3rd domain)
  14
  +14
  +7
  +9
  +4
  +4
  15
  +15
  +7 ½
  +9
  +5
  +5
  Divine boon +4
  16
  +16
  +8
  +10
  +5
  +5
  17
  +17
  +8 ½
  +10
  +5
  +5
  18
  +18
  +9
  +11
  +6
  +6
  19
  +19
  +9 ½
  +11
  +6
  +6
  20
  +20
  +10
  +12
  +6
  +6
  Divine boon +5
  
  35
  Elements of Magic: Lyceian Arcana
  (geography) (Int), Knowledge (nature) (Int), Listen 
  (Wis), Move Silently (Dex), Profession 
  (Wis), Ride (Dex), Scry (Wis), Speak 
  Language (none), Spellcraft (Int), 
  Spot (Wis), Survival (Wis), Tumble 
  (Dex), and Use Rope 
  (Dex). See PHB 
  Chapter 4 and 
  EOM 
  Chapter 
  Three for 
  skill descriptions.
  Skill Points at 1st level: (6 + Int 
  modifier) × 4.
  Skill Points at Each 
  Additional Level: 6 + Int 
  modifier.
  Class 
  Features
  All of 
  the following 
  are class features of the Longwalker.
  Weapon and Armor 
  Proficiency: A Longwalker is 
  proficient with all simple 
  weapons, plus light 
  armor and shields.
  Spells: A 
  Longwalker’s spellcasting ability is determined by his level 
  and by the choices he 
  makes for spell lists, 
  though Longwalkers have 
  limited spellcasting 
  options. A Longwalker 
  can learn the following 
  spell lists: Abjure [any 
  Creature or Element], 
  Charm Animal, Charm 
  Plant, Compel Animal, 
  Compel Plant, Create 
  [any Element], Evoke 
  [any Element], Infuse 
  [any Element], Move 
  [any], Summon Animal, 
  Summon Plant, 
  Transform [any]. For the 
  above [Element] spells, 
  the Longwalker can only 
  choose the elements Air, 
  Earth, Fire, Life, Nature, 
  or Water.
  Bonus Feat: At 1st 
  level and every 4th level, the Longwalker 
  gains a bonus feat from 
  the following list. 
  Alertness, Diehard, 
  Endurance, Great 
  Fortitude, Iron 
  Will, Lightning 
  Reflexes, Run, 
  Self-
  Sufficient, 
  Skill Focus, 
  and Toughness.
  Nature Sense (Ex): The Longwalker 
  is familiar enough with nature that he can 
  identify plants and 
  animals 
  with 
  perfect 
  accuracy, and 
  can tell whether wild water is 
  polluted from natural sources.
  Wild Empathy (Ex): A 
  Longwalker can use body 
  language, vocaliza-
  tions, and demeanor 
  to improve the 
  attitude of an 
  animal. This 
  ability functions just like a 
  Diplomacy check made to improve the attitude of a per-
  Table 6-10: The Longwalker
  Level
  Base Attack 
  Bonus
  Caster 
  Level
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  1
  +0
  +½
  +2
  +0
  +2
  Bonus feat, nature sense,  
  wild empathy
  2
  +1
  +1
  +3
  +0
  +3
  Familiar terrain, walkabout spell +1
  3
  +2
  +1 ½ 
  +3
  +1
  +3
  Tough traveler
  4
  +3
  +2
  +4
  +1
  +4
  Bonus feat, fast movement
  5
  +3
  +2 ½
  +4
  +1
  +4
  Trackless step
  6
  +4
  +3
  +5
  +2
  +5
  Walkabout spell +2
  7
  +5
  +3 ½
  +5
  +2
  +5
  Walkabout permanent site
  8
  +6
  +4
  +6
  +2
  +6
  Bonus feat
  9
  +6
  +4 ½
  +6
  +3
  +6
  DR 1/-
  10
  +7
  +5
  +7
  +3
  +7
  Walkabout spell +3
  11
  +8
  +5 ½
  +7
  +3
  +7
  Walkabout permanent site
  12
  +9
  +6
  +8
  +4
  +8
  Bonus feat
  13
  +9
  +6 ½
  +8
  +4
  +8
  DR 2/-
  14
  +10
  +7
  +9
  +4
  +9
  Walkabout spell +4
  15
  +11
  +7 ½
  +9
  +5
  +9
  Blindsight, tremorsense,  
  walkabout permanent site
  16
  +12
  +8
  +10
  +5
  +10
  Bonus feat
  17
  +12
  +8 ½
  +10
  +5
  +10
  DR 3/-
  18
  +13
  +9
  +11
  +6
  +11
  Walkabout spell +5
  19
  +14
  +9 ½
  +11
  +6
  +11
  Walkabout permanent site
  20
  +15
  +10
  +12
  +6
  +12
  Bonus feat, worldwalker
  Illustration by David Hendee
  
  36
  Elements of Magic: Lyceian Arcana
  son. The Longwalker rolls 1d20 and adds his class level 
  and Charisma modifier to determine the wild empathy 
  check result. The typical domestic animal has a starting 
  attitude of indifferent, while wild animals are usually 
  unfriendly.
  To use wild empathy, the Longwalker and the animal 
  must be able to study each other, which means that they 
  must be within 30 feet of one another under normal 
  conditions. Generally, influencing an animal in this way 
  takes 1 minute but, as with influencing people, it might 
  take more or less time.
  A Longwalker can also use this ability to influence a 
  magical beast with an Intelligence score of 1 or 2, but he 
  takes a –4 penalty on the check.
  Familiar Terrain (Ex): If a Longwalker of 2nd level or 
  higher has spent at least a week in a wilderness region, he 
  can move through the terrain as if he were on a highway. 
  If he is leading a group as a guide, they can travel as if on 
  a road or trail.
  Walkabout Spell (Su): At 2nd level, the Longwalker 
  gains the ability to tap into the magic of a given wilder-
  ness region. By spending several days traveling through a 
  region of wilderness (including such wildernesses as deep 
  caves), the Longwalker enhances his connection to the 
  magic in the area. After each day of at least 8 hours of 
  travel, the Longwalker makes a Scry check (DC 20), with 
  a +1 bonus for each day of travel in that area. If success-
  ful, the Longwalker locates a site of magical power and 
  attunes to it. These locations take many forms, but are 
  usually characterized by odd magical phenomenon, like 
  singing wind, trails that switch location, or ice from 
  which flowers grow. 
  By attuning to a site of magical power, the 
  Longwalker can draw power from it. For the next month, 
  while the Longwalker is in that region, his MP limit is 
  increased by +1. A month after the Longwalker first 
  attunes himself to a magical site of power, the connection 
  fails, and cannot be renewed for a year, encouraging him 
  to find new lands. It is the nature of a Longwalker’s magic 
  that he gains strength by travel.
  The MP limit bonus increases to +2 at 6th level, +3 at 
  10th level, +4 at 14th level, and +5 at 18th level. At 7th 
  level, 11th, 15th level, and 19th level, the Longwalker is 
  allowed to pick one site of power he has visited and make 
  it a permanent source of power, such that his connection 
  to it never fades. He must still be in the region to gain the 
  benefits of Walkabout Spell, but he does not need to make 
  Scry checks to establish his connection, and nor does the 
  connection fail after a month.
  Tough Traveler (Ex): A Longwalker of 3rd level or 
  higher adds his class level to all Fortitude saves related to 
  natural weather, travel, and endurance. The Longwalker 
  only needs three-quarters as much sleep each night.
  Fast Movement (Ex): At 4th level, the Longwalker’s 
  movement speed increases by 10 ft. as long as he is not 
  wearing heavy armor.
  Trackless Step (Su): At 5th level, the Longwalker 
  leaves almost no trail. Increase the DC to track the 
  Longwalker with the Survival skill by +20. 
  Damage Reduction (Ex): At 9th level, the Longwalker 
  gains DR 1/–. At 13th level this increases to DR 2/–, and 
  at 17th level to DR 3/–.
  Blindsight (Su): At 15th level, the Longwalker is so 
  attuned to the surrounding world that he gains blindsight 
  to a range of 60 ft.
  Tremorsense (Su): Likewise at 15th level, the 
  Longwalker gains Tremorsense to a range of 30 ft.
  Worldwalker (Su): At 20th level, the Longwalker 
  gains the ability to teleport to any magical site he is per-
  manently attuned to. The Longwalker can bring up to ten 
  medium-size creatures with him. Using this ability 
  requires one minute of concentration, and can be used a 
  number of times per day equal to the Longwalker’s 
  Constitution modifier (minimum 1).
  
  37
  Elements of Magic: Lyceian Arcana
  A mage may learn and cast many spells in her life-
  time, but only a few, if any, could she say she has truly 
  mastered. This chapter presents mechanics for different 
  types of spellcasting. Also here is the compilation of all 
  feats detailed in Chapter Six, plus a few extras.
  Intelligent Magic Items
  The most straightforward method for creating intel-
  ligent magic items is to use Craft Permanent Spell to 
  create the mind of the item, effectively creating a con-
  struct creature. Then, add additional abilities by placing 
  permanent spells on the item. As a creature, the intelligent 
  item could have up to eleven permanent spells on it (one 
  is already used up in creating the item). Typically, any 
  enduring magical effect on the item applies to its bearer 
  as well, so if the item could fly, so could its wielder.
  An intelligent item with a weak mind has no ability to 
  move on its own, and its three mental ability scores are 
  purchased with 10-pt. buy. It has the ability to communi-
  cate empathically with its 
  wielder, and can see and hear as 
  well as a normal person. It is 
  the equivalent of a CR ½ crea-
  ture, and so an item with such a 
  mind could be created with 
  Summon Construct 0/Gen 1, 
  made permanent for a mere 20 
  XP.
  A simple mind has mental 
  ability scores purchased with 
  16-pt. buy, and is the equivalent 
  of a CR 1 creature. It can com-
  municate with speech, or by 
  telepathy with its wielder. It 
  knows Common plus one 
  additional language for each point of Intelligence bonus. 
  Created with Summon Construct 1/Gen 1, it could be 
  made permanent for 80 XP.
  A strong mind has mental ability scores purchased 
  with 24-pt. buy, and is the equivalent of a CR 2 creature. 
  It can communicate with speech or telepathy with any 
  creature, but only using languages it knows. The item has 
  darkvision. Created with Summon Construct 2/Gen 1, it 
  could be made permanent for 180 XP.
  An overpowering mind has mental ability scores pur-
  chased with 34-pt. buy, and is the equivalent of a CR 3 
  creature. It has all the powers of the above items, plus 
  blindsense. Created with Summon Construct 3/Gen 1, it 
  could be made permanent for 320 XP.
  The creator of the item always chooses its alignment 
  if creating a construct. It is possible, albeit unusual, to 
  create intelligent items that are other creature types, such 
  as using Summon Outsider to make a living demon 
  sword. This changes nothing mechanically, except that the 
  item would have a Constitution score, and would count as 
  an outsider instead of a construct.
  Intelligent items have the same ability to control their 
  masters as in the core rules. Special abilities, however, 
  must be paid for separately. Use the table below to deter-
  mine an intelligent item’s Ego score.
  Table 7-2: Item Ego
  Attribute of Item
  Ego Score
  Each +1 of Int, Wis, or Cha bonus
  1
  Speech
  1
  Telepathy
  1
  Each permanent spell on item
  Special*
  * Do not count the spell that made the item intelligent in the first 
  place. For each other permanent spell on the item, add +1 if that 
  spell costs less than 100 XP, +2 if that spell costs between 101 
  and 400 XP, +3 for 401 to 800 XP, +4 for 801 to 1600 XP, and +5 for 
  spells costing more than 1600 XP.
  Illustration by Todd Schumacher
  Table 7-1: Ability 
  Point Buy
  Score
  Point Cost
  8
  0
  9
  1
  10
  2
  11
  3
  12
  4
  13
  5
  14
  6
  15
  8
  16
  10
  17
  13
  18
  16
  19
  20
  20
  24
  21
  29
  22
  34
  
  38
  Elements of Magic: Lyceian Arcana
  Example One: An intelligent hat (Int 15, Wis 18, Cha 
  16) can talk, has telepathy, and has the ability to cast a 
  Divination 3/Gen 0 signature spell an unlimited number 
  of times per day, to see the future of the person wearing 
  the hat. This unlimited-use spell costs 7200 XP, and thus 
  is worth +5 Ego. The item’s Ego score gets +9 for its abil-
  ity scores, +2 for being able to speak and use telepathy, 
  and +5 for its power, for a total Ego of 16.
  Example Two: An intelligent holy sword (Int 8, Wis 
  12, Cha 14) can communicate empathically. It has Infuse 
  Force 5/Gen 1 on it to make it a +5 weapon (1440 XP), 
  Create Good 1/Gen 1 to make it deal +1d6 points of good 
  damage per hit (160 XP), and Abjure Evil 14/Gen 1 so 
  both it and its wielder have Spell Resistance 30 against 
  evil spells and spells cast by evil creatures (9000 XP). The 
  item’s Ego score gets +2 for its ability scores, +4 for its 
  weapon enhancement, +2 for its good damage, and +5 for 
  its spell resistance. Its Ego is 15.
  Power Components
  Some spellcasters use special material components, 
  items which strengthen their magic, consumed as the 
  spell’s energies are directed through it. Spell components 
  are typically carried in a pouch of some sort, which can 
  be accessed freely if the spellcaster is able to perform 
  somatic components. Generally, the Elements of Magic 
  system ignores restrictions of material components, and 
  the rules below may involve more book-keeping than 
  some groups would be interested in, but we include them 
  in case you want to use them.
  A power component is always attuned to a specific 
  spell, and when expended it allows a mage to act as if that 
  spell were a signature spell. She must spend the normal 
  amount of MP and must otherwise be able to cast the 
  spell under her own power; the power component simply 
  lets her cast it as a standard action instead of taking two 
  rounds.
  Power components should always be difficult to 
  attain, but typically one or more power components can 
  be taken from any living or recently-dead creature, and 
  items taken from places of power can sometimes hold a 
  magical spark. A Knowledge (arcana) check (DC 15) can 
  determine what type of magic, if any, a component would 
  be useful for, and the mage can collect the item as she sees 
  fit. However, unless properly prepared, the magic fades 
  quickly. 
  To prepare a power component, the mage chooses 
  one specific spell to attune the component to. The proce-
  dure takes an hour, and requires materials equal to the 
  spell’s MP cost multiplied by 25 gold pieces. Power com-
  ponents can also be purchased, and have a market price 
  of the spell’s MP cost multiplied by 50 gold pieces.
  Standard Material Components
  If you wish, some magical traditions might make use 
  of incidental material components in all of their spells. 
  They must purchase spell components at a cost of 50 gold 
  pieces per spell list they know, and they cannot utilize 
  new spell lists until they acquire the appropriate compo-
  nents. These components are consumed in spellcasting, 
  but are replaced easily by the mage for no appreciable 
  cost.
  A mage who uses these spell components may cast 
  one spell per day per four caster levels (round up) with an 
  MP Limit 1 higher than normal. However, if he does not 
  have his spell components, his MP Limit is reduced by 2 
  for all spells.
  For example, Diogenes (caster level 18) uses standard 
  material components. Each day he can cast four spells 
  with an MP Limit of 19 instead of 18. He can prepare 
  signature spells for this purpose, or can craft spells on the 
  fly. If he does not have his spell components, his MP 
  Limit is reduced to 16. His ability to cast lower-MP spells 
  is not inhibited.
  The game master is encouraged to come up with one 
  or two iconic materials that are used as components for 
  each type of spell. A sample list is included below. 
  Optionally, instead of spell components, mages might 
  have specially prepared wands that they must attune 
  again whenever they learn new magic.
  Table 7-3: Sample Material Components
  Spell Type
  Components Used
  Abjure
  Animal shells, broken objects
  Charm
  Strips of scented cloth
  Compel
  Links of chain, needles
  Create
  Inkwells, brushes
  Dispel Magic
  Small empty boxes, nails
  Divination
  Incenses and oils
  Evoke
  Sulphur and guano, wands
  Heal
  Blood, candy
  Illusion
  Burnt twigs, mirrors
  Infuse
  Beads, sweat-stained cloth
  Move
  Well-traveled objects, feathers
  Scry
  String, glass
  Spellcraft
  Powder
  Summon
  Food
  Transform
  Tools, clay
  Greater Power Components
  A specially-prepared power component can tempo-
  rarily increase your MP Limit for one spell. Each power 
  component can only be used once, and it is only useful 
  when casting the prepared spell.
  The cost of a greater power component is the MP 
  cost of the spell, multiplied by how many MP the spell is 
  higher than your MP Limit, multiplied by 100 gp.
  For example, a Mage 9 wants to cast a Heal Life 13 
  spell to revive someone who has been dead for several 
  
  39
  Elements of Magic: Lyceian Arcana
  months. He prepares an offering – the heart of a mur-
  derer brought to justice, filled with diamond dust and a 
  small painting of the man to be revived. The power com-
  ponent costs 5,200 gp (13 MP spell × 4 MP too high × 
  100 gp).
  Ritual Magic
  In many fantasy stories, large groups of wizards, 
  cultists, or even ordinary folk can combine their power to 
  create magical effects no one of them could achieve alone. 
  In other stories mages spend days preparing spells with 
  incredibly strong effects, working with care to avoid a 
  disastrous mishap.
  Ritual magic is used to cast spells that cost more MP 
  than the MP Limit of the caster, and require more than 
  one application of MP, either with a single spellcaster 
  casting over the course of several rounds, or multiple 
  spellcasters combining their powers. Any character with a 
  caster level can cast a ritual spell, but characters with a 
  caster level of less than 3 an only assist in rituals other 
  mages cast.
  Types of Rituals: For ease of reference, there are three 
  primary types of rituals. Solitary rituals are 
  performed by a single spellcaster. Directed 
  rituals are led by a single spellcaster, with the 
  aid of others. Communal rituals have no 
  leader, and so are harder to disrupt, but 
  overall are less powerful. Additionally, rituals 
  can either be short or long. Short rituals are 
  cast in the span of a few rounds, or a few 
  minutes at most. Long rituals take place over 
  the course of hours, days, months, or even 
  years.
  Each type of ritual provides a special-
  ized increase to the MP Limit of the caster 
  or leader of the ritual, based on the time 
  spent. This simply increases the mage’s total 
  MP Limit. He still has the additional limit to 
  how much MP he can spend on a single 
  action type (Evoke, Charm, Heal, etc.; see 
  EOM page 21).
  Casting a Ritual Spell
  First, the primary spellcaster decides 
  what spell she will try to cast. She must know 
  all the spell lists involved, though the spell 
  may have an MP cost that is higher than her 
  normal MP Limit, as shown in Table 7-4. In a 
  communal ritual, every spellcaster must 
  agree on the spell being cast, and all must 
  know every spell list in the ritual spell. 
  Determine the total MP cost of the spell and 
  find the Ritual Value listed in Table 7-5.
  A ritual cannot be performed unless at least one 
  caster involved has a caster level of 3 or higher. Lower-
  level spellcasters can only assist.
  Every two rounds, each caster in the ritual donates an 
  amount of MP, which can be no greater than his MP 
  Limit. Add the Ritual Value of the donated MP to a run-
  ning total of ritual points. When the total ritual points 
  equal or exceed the Ritual Value of the spell, the spell is 
  successfully cast.
  Every two rounds, the mage in charge of the ritual 
  makes a caster level check (DC = ritual spell’s MP cost + 
  1). If she fails, those two rounds of the ritual were wasted, 
  and MP donated during that time does not contribute the 
  spell’s ritual points. If she fails one of her caster level 
  checks by 5 or more, the 
  spell fails and causes a 
  mishap. A typical mis-
  hap deals damage to the 
  lead caster equal to the 
  spell’s MP cost.
  A ritual can con-
  tinue for as long as at 
  Table 7-4: Ritual MP Limit
  Length of 
  Ritual
  MP Limit 
  Increase
  Short
  +10
  Long, hours
  +20
  Long, days
  +30
  Long, months
  +40
  Long, years
  Unlimited
  Illustration by Todd Schumacher
  
  40
  Elements of Magic: Lyceian Arcana
  least one member of the ritual has any MP left to donate, 
  but if the group runs out of MP, or if the mage in charge 
  stops casting the spell, the spell fails. The mage in charge 
  of the ritual must remain in the ritual the entire time, and 
  can only move 5 ft. per round. Other assistant spellcasters 
  can enter or leave the ritual as they see fit without any ill 
  effect, but all spellcasters donating MP must start their 
  “two round” period at the same time, delaying to the 
  same initiative count. While donating MP they too can 
  only move 5 ft. per round.
  There is no range or line of sight restriction on who 
  can contribute to a ritual. Theoretically a high priest 
  could lead every follower of his church in a mighty prayer, 
  and every person who wanted to join the prayer, and was 
  praying at the right time, would contribute.
  Communal Rituals: In a communal ritual there is no 
  leader. Instead, every two rounds, every member involved 
  in the ritual makes a caster level check (DC = ritual spell’s 
  MP cost +1). As long as at least one person succeeds, the 
  ritual proceeds as normal. Only if every person involved 
  fails by 5 or more does the spell mishap, but then the 
  mishap does damage to everyone who attempted to 
  donate MP in the last two rounds.
  The drawback of a communal ritual is that the MP 
  Limit of the ritual spell is determined with a base caster 
  level of 0. Thus a short communal ritual has an MP Limit 
  of 10, and one that takes days would have an MP Limit of 
  30.
  If a communal ritual casts a spell that can be con-
  trolled and there is a dispute over how to direct the spell, 
  each round control is in dispute, every disputing mage 
  makes a caster level check, and the mage with the highest 
  result is in control.
  Long Rituals: Rituals are typically cast over 
  several rounds. Some rituals, however, take 
  much longer, gathering magical energies slowly. 
  Instead of donating MP and making a caster 
  level check every two rounds, you can do it 
  every hour, every day, every month, or every 
  year. The benefit of such slow spellcasting is 
  that it allows each participating spellcaster to 
  spend more MP than he would have available 
  in a single day.
  Usually, in a short ritual, assuming he fails 
  no caster level checks, a single caster can 
  expend most of his daily MP to create an effect 
  between 3 and 8 MP higher than his normal 
  MP Limit. Two casters with equal caster levels 
  can together add about 2 more MP beyond 
  that, four casters add 4, eight casters add 6, and 
  so on. Only with long rituals can truly huge 
  spells be cast.
  An hourly ritual works just like a normal 
  short ritual, except that it is measured every hour instead 
  of every two rounds, and the MP Limit is higher. The lead 
  mage cannot take breaks.
  A daily ritual requires a specified time for everyone to 
  contribute, with a window of an hour. During that hour, 
  everyone who contributes at least two rounds may donate 
  MP. Monthly and yearly rituals work similarly, except that 
  monthly rituals have a one-day window and require a 
  minute spent instead of two rounds; yearly rituals have a 
  one-week window and require ten minutes.
  Huge Rituals: Rituals that come up in standard game 
  play will rarely involve more than a handful of spellcast-
  ers, and those times that huge rituals are performed, the 
  game master is usually safe to hand-wave the specifics for 
  the sake of the story. In the rare instances that PCs 
  become involved in rituals with 10 or more participants, 
  use the following guidelines.
  Assign spellcasters to groups with the same caster 
  level, so that you have an accounting of how many people 
  can devote how much MP. Once you have a census, if 
  there is an even number of people with a given caster 
  level, divide the number by two and treat them as having 
  a caster level 2 higher. If you do this repeatedly, you 
  should be able to reduce a large group to being the equiv-
  alent of three or four spellcasters.
  Dispelling Rituals: If a spellcaster attempts to dispel 
  a ritual before it is complete, he must target the spellcaster 
  in charge (or may target any mage in a communal ritual). 
  The effective MP of the ritual is determined by compar-
  ing the total ritual points devoted to the spell to the Ritual 
  Values on Table 7-5. Find the closest MP cost that has a 
  Ritual Value less than or equal to the current ritual points, 
  and that is the ritual’s effective MP cost.
  Table 7-5: Ritual Value
  MP
  Ritual Value
  MP
  Ritual Value
  MP
  Ritual Value
  1
  1
  21
  1,500
  41
  1,500,000
  2
  2
  22
  2,000
  42
  2,000,000
  3
  3
  23
  3,000
  43
  3,000,000
  4
  4
  24
  4,000
  44
  4,000,000
  5
  6
  25
  6,000
  45
  6,000,000
  6
  8
  26
  8,000
  46
  8,000,000
  7
  12
  27
  12,000
  47
  12,000,000
  8
  16
  28
  16,000
  48
  16,000,000
  9
  24
  29
  24,000
  49
  24,000,000
  10
  32
  30
  32,000
  50
  32,000,000
  11
  48
  31
  48,000
  51
  48,000,000
  12
  64
  32
  64,000
  52
  64,000,000
  13
  95
  33
  95,000
  53
  95,000,000
  14
  125
  34
  125,000
  54
  125,000,000
  15
  190
  35
  190,000
  55
  190,000,000
  16
  250
  36
  250,000
  56
  250,000,000
  17
  400
  37
  400,000
  57
  400,000,000
  18
  500
  38
  500,000
  58
  500,000,000
  19
  800
  39
  800,000
  59
  800,000,000
  20
  1,000
  40
  1,000,000
  60
  1,000,000,000
  
  41
  Elements of Magic: Lyceian Arcana
  Example One: Jiquus (monstrous creature, caster level 
  10) wants to cast a 16-MP spell, Compel Humanoid 12/
  Gen 4 to dominate a captive. A 16-MP spell has a Ritual 
  Value of 250, and Jiquus’s MP Limit is 10, so every two 
  rounds he spends 10 MP to contribute 32 points to the 
  spell’s Ritual Value, and must make a caster level check 
  (DC 17). He fails once but succeeds the rest of his checks, 
  and after eighteen rounds he has spent 80 MP (and 
  wasted 10) for a total of Ritual Value of 256. The spell is 
  cast, and though Jiquus has spent nearly all his MP for the 
  day, he has a new slave.
  Example Two: A young Tri’ni (elf mage 4) is working 
  with two spellcasting allies (David, caster level 9, and 
  Lacy, caster level 6) to cast Move Space 13/Gen 1, in a 
  desperate attempt to stop a villainous plot half-way across 
  the world. Since Tri’ni is the only one of the group who 
  knows Move Space, she is the lead spellcaster, and must 
  succeed a caster level check (DC 15) every two rounds. A 
  14-MP spell has a ritual value of 125. Tri’ni can donate 
  only 4 MP (4 ritual points) at a time, but David can 
  donate 9 (24 ritual points), and Lacy can donate 6  
  (8 ritual points). The ritual works fine for four rounds, 
  accumulating 72 ritual points. But then Tri’ni fails a caster 
  level check by 7 and the spell mishaps, dealing 11 damage 
  to Tri’ni.
  They try again. Tri’ni succeeds her caster level check 
  the first two rounds round, fails by less 2 the second time, 
  then succeeds. At this point, the spell has 108 ritual 
  points, nearly done. Tri’ni has spent 24 of her daily 26 
  MP, David has spent 48 out of 81, and Lacy has spent 36 
  out of 45. Tri’ni can only spend 2 MP for the next two 
  rounds, and she ends up failing her check by 4. Even 
  though she is out of MP, she keeps concentrating on the 
  ritual, directing the energy of her allies. On her next check 
  she succeeds, and the spell takes effect. She gathers her 
  allies, and they teleport to save the day, hoping their 
  exhausted magical power will not doom them.
  Example Three: A large group of mages are working 
  together to erect a tower with Move Air 6/Move Force 8/
  Gen 6, a massive ritual with hundreds of spellcasting 
  allies. There are two hundred mages with caster level 1, 
  fifty mages with caster level 2, twenty-four mages with 
  caster level 3, sixteen mages with caster level 4, and six 
  mages with caster level 8. Because the ritual is communal, 
  it will have to be hourly, not short, since a short commu-
  nal ritual has an MP Limit of 10, and this is a 20-MP 
  spell.
  The two hundred 1st level mages are equivalent to 
  one hundred 3rd level mages. If we extrapolate, this is the 
  same as fifty 5th level mages, or twenty-five 7th level 
  mages. The twenty-eight 3rd level mages are as good as 
  seven 7th level mages, and when combined with the 1st 
  level mages are the equivalent of thirty-two 7th level 
  mages, or sixteen 9th level mages, eight 11th, four 13th, 
  two 15th, or one 17th.
  The fifty 2nd level mages are the same as twenty-five 
  4th level mages. The sixteen 4th level mages, combined 
  with the 2nd level mages, are the same as forty-one 4th 
  level, or about tweny 6th level, or ten 8th. Combine those 
  with the six actual 8th level mages for the equivalent of 
  eight 10th level, four 12th, two 14th, or one 16th. Thus 
  the ritual is reduced to two mages with caster levels 17 
  and 16, instead of being nearly three hundred.
  Every hour, each member of the ritual must make a 
  caster level check (DC 21), such that it is almost assured 
  at least one of them will succeed. The equivalent of a 16th 
  and 17th level mage, the ritual mages donate 650 ritual 
  points in the first hour, and in the second hour donate 
  enough to reach the Ritual Value of 1000. The spell takes 
  effect, and with combined willpower the group levitates 
  huge blocks of stone into place, building in a few minutes 
  a tower that would have taken a normal construction 
  crew months to complete.
  Simplified Ritual Magic
  If the ritual consists of a solitary spellcaster 
  performing a short ritual, determining the cost 
  and time to cast the ritual is easy. The mage must 
  know all the spell lists the ritual spell uses. Every 
  two rounds, she has to make a caster level check 
  (DC = ritual spell’s MP cost + 1). If she fails, that 
  portion of the ritual was wasted, and the ritual 
  requires an extra two rounds, plus another 
  amount of MP equal to her MP Limit. If the mage 
  does not have enough MP, or if she stops casting 
  the spell, the spell fails. If she fails one of her 
  caster level checks by 5 or more, the spell fails 
  and causes a mishap. A typical mishap deals 
  damage to the caster equal to the spell’s MP cost.
  Characters with a caster level less than 3 
  cannot cast ritual spells on their own.
  Table 7-6: Simplified Ritual Magic
  Ritual Spell MP 
  Cost compared to 
  MP Limit
  MP Cost
  Casting Time
  +1
  MP Limit x1.5
  4 full rounds
  +2
  MP Limit x2
  4 full rounds
  +3
  MP Limit x3
  6 full rounds
  +4
  MP Limit x4
  8 full rounds
  +5
  MP Limit x6
  12 full rounds
  +6
  MP Limit x8
  16 full rounds
  +7
  MP Limit x12
  24 full rounds
  +8
  MP Limit x16
  32 full rounds
  +9
  MP Limit x24
  48 full rounds
  +10
  MP Limit x32
  64 full rounds
  
  42
  Elements of Magic: Lyceian Arcana
  Spell Mishaps
  Spells sometimes go awry, typically when mages 
  attempt to cast spells beyond their MP Limit, such as 
  through ritual spellcasting, or by casting from a spellbook 
  or spell completion item. The default mishap in the rules 
  is that the caster takes damage equal to the MP cost of the 
  spell he was trying to cast, but you may wish to have more 
  variable and exotic mishaps.
  In these expanded mishap rules, whenever a spell 
  does mishap, consult the following table to determine the 
  spell MP modifier. This is the amount of MP added to the 
  spell, altering its range, area of effect, duration, or spell 
  lists. If there is no way for the bonus MP to be spent, the 
  spell instead simply fails, dealing damage equal to its 
  original MP cost to the caster.
  Note that not all mishaps are necessarily bad for the 
  caster; most will simply cause the spell to have no effect 
  or a reduced effect. Sometimes, however, the spell will 
  have a significantly good or bad result. It is up to the 
  game master to determine how often different varieties of 
  mishaps should occur.
  Rebound: If the spell was originally targeted away 
  from the caster, it instead is centered on the caster. If the 
  spell was targeting the caster, it instead targets another 
  creature or object if 
  there is one within 
  range. Roll again for an 
  effect to apply the 
  bonus MP to, and 
  ignore results of 1.
  Range and Area: 
  Either increase the 
  range by as much as the 
  additional MP allows 
  and the spell is cen-
  tered on an appropriate 
  target within that 
  range, or increase the 
  radius of the area of 
  effect. Or both. If the area of effect is at least 20 ft. in 
  radius, spend 1 MP for the Discerning enhancement, and 
  have the spell not affect some spaces.
  Duration: Increase the spell’s duration if possible. If 
  the spell’s duration cannot be increased, or if it is an 
  Evoke or Heal spell that lasts only one round, roll again.
  Spell Lists: The game master chooses one or more of 
  the spell’s spell lists, and purchases additional enhance-
  ments for them, typically increasing existing effects 
  instead of instituting new ones.
  New Spell List: The game master chooses a random 
  spell list, typically one at odds with the original spell’s 
  intent, and purchases enhancements from it.
  Roll again twice: As directed. Divide the bonus MP 
  between the different changes.
  For example, Tri’ni tries to cast stormbolt at a band of 
  goblins hiding behind cover. This spell, Evoke Lighting 4/
  Gen 4, normally has a medium range, a 10-ft. radius, and 
  the discerning enhancement. Tri’ni has been dabbling 
  with wild magic, however, and the spell goes awry. A roll 
  on the mishap table shows that the spell will have an 
  additional 4 MP of a new spell list, so the game master 
  determines that the goblins struck by lightning will also 
  be affected with a 4 MP Abjure Lightning effect. Even 
  though the stormbolt normally just lasts one round, the 
  Abjure effect will persist for a minute. The goblins, how-
  ever, do not know the spell has a benefit, so they get a Will 
  save to resist, and only those who fail their saves will gain 
  the benefits.
  Mage and Tradition Feats
  Collected here are all the feats presented elsewhere in 
  this book, plus a few stand-alone tradition feats, and a 
  handful of general mage feats.
  Illustration by J.L. Jones
  Table 7-7: Mishap Table I
  Spell MP Cost
  MP Modifier
  0 – 2
  +1d3
  3 – 6
  +1d4
  7 – 11
  +1d6
  12 – 17
  +1d8
  18+
  +2d6
  Table 7-8: Mishap Table II
  d10
  Modified Aspect
  1
  Rebound
  2–4
  Range and Area
  5
  Duration
  6–7
  Spell Lists
  8–9
  New Spell List
  10
  Roll again twice
  
  43
  Elements of Magic: Lyceian Arcana
  Table 7-9: Mage and Tradition Feats
  Mage Feats
  Prerequisites
  Benefits
  Charm Specialist
  Spell Mastery (Charm)
  Improved HD threshold.
  Compel Specialist
  Spell Mastery (Compel)
  Improved HD threshold.
  Improved Overmaster
  Dispel Magic 7 ranks, caster level 7
  Suffer no penalty to Dispel Magic attempts to 
  overmaster.
  Irresistible Spell
  Cha 19, Intense Spell
  Spend extra MP to ensure your spells are not 
  resisted.
  Life Burn
  Con 15
  Spend Constitution to increase MP Limit.
  Life Channeler
  Con 15, Life Burn
  Spend Constitution for extra MP.
  Magical Calling
  –
  MP Limit equals character level for one spell 
  list.
  Mana Drain
  Dispel Magic 12 ranks
  Siphon power from spells you overmaster.
  Signature Ritual
  Caster level 15
  Cast a specified ritual spell with ease.
  Tradition Feats
  Prerequisites
  Benefit
  Biomancer
  Caster level 9, Craft Wondrous Item, Craft Permanent 
  Spell, know 6 Transform spell lists, Infuse Life, and 
  Transform Life
  Permanently transform creatures for reduced 
  XP cost.
  Blessed Strength
  –
  +4 Str, +4 Wis in sanctified places
  Child of the Snow Moon
  Base attack bonus +4, Weapon Focus (scimitar), know 
  Abjure Ice and Create Ice
  Ice resistance 5, create icy weapons
  Chuckle of the Laughing God
  Perform (comedy) 8 ranks, Spell Mastery (Charm)
  Creatures laugh at your offensive spells.
  Disruptive Touch
  Base attack bonus +8, know Infuse Force and Infuse Life
  Disrupt opponent’s spellcasting ability.
  Effigist
  Scry 6 ranks, caster level 3
  Cast powerful curse rituals
  Elemental Disciple
  Spellcraft 5 ranks, know six spell lists of a single element, 
  and none of any elements that oppose it.
  Be aware of all nearby magic effects of your 
  chosen element.
  Elemental Guardian
  Dispel Magic 10 ranks, Spellcraft 15 ranks, know six 
  spell lists of a single element, six spell lists of elements 
  friendly to that element, and none of any elements that 
  oppose it, Elemental Disciple
  Control access to magic of your chosen 
  element.
  Geomancer
  Concentration and Scry 4 ranks, caster level 1
  Tap magic of distant lands.
  Grand Summoning
  Knowledge (the planes) 4 ranks, know a Summon spell 
  list
  Summon a single powerful, loyal entity.
  Infernal Pact
  Knowledge (the planes) 4 ranks, know Abjure Evil and 
  Summon Outsider
  Your spells are powerful but evil.
  Masked Soul
  Caster level 1, Wis 13, know Abjure Life or Abjure Death
  Defend your soul with a mask.
  Natural Spelltouch
  Caster level ½, Combat Casting, Knowledge (nature) 4 
  ranks, know Transform Life
  Cast touch spells through living weapons.
  Pantheist Priest
  Caster level ½, Knowledge (religion) 4 ranks
  Make divine offerings to access spell lists you 
  do not know.
  Psionic Mage
  –
  Use your psionic focus to enhance your spells, 
  casting with a thought.
  Scribe of Worlds
  Craft (writing) 4 ranks, Decipher Script 4 ranks, know 
  Move Space and three Create spell lists
  Create literary portals to other worlds.
  Sculptor of Chaos
  Any two Craft skills 2 ranks, Spellcraft 8 ranks
  Reshape local spell energy instead of 
  expending MP, but with a risk.
  Singer of Charms
  Perform 4 ranks
  Sing spells with a DC based on your Perform 
  check.
  Soul Tap
  Caster level 2, Con 13, Wis 13, must know Infuse Life and 
  Transform Life
  Draw power from the souls of creatures, 
  emulating their powers.
  Soul E\cho
  Caster level 4, Con 13, Wis 13, Soul Tap, know Infuse Life 
  and Transform Life
  Improved range and power for Soul Tap.
  Spell Duelist
  –
  Hide spells you cast, trick your opponent’s 
  readied actions.
  Spellweave
  Caster level 3, Knowledge (nature) 4 ranks, Spellcraft 4 
  ranks, ust know Transform Life
  Connect spells as you cast them with 
  increasing power.
  Tattoomancy
  Craft (tattoo) 4 ranks, Con 13
  Write signature spells on your body, cast by 
  simply touching tattoo.
  Wayfarer Cirqueliste
  Balance, Jump, Perform, and Tumble 8 ranks, know three 
  Move and three Infuse spell lists
  Your movements are supremely enhanced by 
  magic, and movement magic you cast is hard 
  to dispel.
  Wayfarer Staffbearer
  Wayfarer Cirqueliste, know Move Space, caster level 8
  Your teleports are precise, teleport 10 ft. per 
  round as a swift action.
  
  44
  Elements of Magic: Lyceian Arcana
  Biomancer [Tradition]
  You can create permanent magical creatures with 
  great ease.
  Prerequisite: Caster level 9, Craft Wondrous Item, 
  Craft Permanent Spell; must know six Transform 
  [Creature] spell lists, Infuse Life, and Transform Life.
  Benefit: When you use Craft Permanent Spell to 
  place an Infuse or Transform spell on a creature, or to 
  create a creature, it costs you only 10% of the normal XP 
  cost. Instead, the creature incurs an XP debt of the 
  remaining 90%. Until the XP debt is paid off, the perma-
  nent spell can be ended with Dispel Magic, not just 
  suppressed. If the spell is dispelled, the XP debt is 
  negated.
  Each day the creature has an XP debt, it must make a 
  Fortitude save (DC = the MP cost of the permanent spell) 
  or else take 2 points of Constitution damage.
  Whenever the creature gains XP, it may devote that 
  XP to paying off the XP debt. When the XP debt is paid 
  off, the permanent spell is treated as inherent to the crea-
  ture, and is not even suppressed by Dispel Magic. It no 
  longer counts against the limit of twelve magical items or 
  effects.
  Blessed Strength [Tradition]
  In a holy site devoted to your god, you are stronger.
  Benefit: To benefit from this feat, you must worship a 
  deity or other higher power. In a temple or other place 
  sanctified in the name of that which you worship, you 
  gain a +4 divine bonus to Strength and Wisdom. A loca-
  tion affected by an Infuse [Alignment] spell cast by a 
  member of the clergy would qualify as sanctified.
  Charm Specialist [Mage]
  Your charm spells affect powerful creatures with ease.
  Prerequisite: Spell mastery with Charm lists (you 
  must know 6 Charm spell lists).
  Benefit: Add your caster level to the HD Threshold of 
  Charm spells you cast. This does not benefit Compel 
  spells you cast.
  Child of the Snow Moon [Tradition]
  You have adapted to the chill of winter, and its magic 
  has suffused your blood.
  Prerequisite: Base attack bonus +4, Weapon Focus 
  (scimitar), must know Abjure Ice and Create Ice.
  Benefit: You have ice resistance 5. You gain an 
  amount of MP equal to your character level, which can 
  only be spent on the Create Ice spell list.
  Chuckle of the Laughing God [Tradition]
  You have power over the joyful and the confused.
  Prerequisite: Perform (comedy) 8 ranks, must know 
  six Charm spell lists.
  Benefit: Creatures with an Intelligence score of 3 or 
  higher that are affected by spells you cast that allow a 
  Reflex or Fortitude save must make a Will save (DC 10 + 
  your Charisma modifier + ½ your caster level) or begin to 
  laugh for the next minute, finding it hard to take aggres-
  sive action. They suffer a –2 penalty to weapon attack and 
  damage rolls, and others receive a +10 bonus to 
  Diplomacy checks with them. Each round the creature is 
  allowed a new save to end the effect. A creature that resists 
  this effect cannot be affected by it again for a day.
  Compel Specialist [Mage]
  Your compulsion spells affect powerful creatures with 
  ease.
  Prerequisite: Spell mastery with Compel lists (you 
  must know 6 Compel spell lists).
  Benefit: Add your caster level to the HD Threshold of 
  Compel spells you cast. This does not benefit Charm 
  spells you cast.
  Disruptive Touch [Tradition]
  You can infuse some of your natural magical aura 
  into other spellcasters, disrupting their spellcasting.
  Prerequisite: Must know Infuse Force and Infuse 
  Life, base attack bonus +8.
  Benefit: With either a targeted spell or a physical 
  touch attack, you can disrupt a spellcaster’s magical abili-
  ties. You may use this feat no more than once per day for 
  every four levels you have attained, and no more than 
  once per round. You must declare you are using it before 
  casting a spell or making an attack.
  You can only use this feat in conjunction with spells 
  that have a single target, not those with area of effects. If 
  the target fails his save against the spell, he is affected by 
  this feat. When used physically, this feat can apply to both 
  normal attacks and touch attacks.
  A magic-user affected by your disruptive touch must 
  make a caster level check (DC 10 + your caster level). If 
  he fails, any spells he casts in the next round will auto-
  matically mishap, failing and dealing 1 point of damage 
  to him for each MP the spell cost.
  Effigist [Tradition]
  You can use items of your foes to enhance your spells.
  Prerequisite: Scry 6 ranks, caster level 3.
  Benefit: Whenever you cast a ritual spell that targets 
  a single creature and grants a saving throw, you may gain 
  a +4 bonus to your caster level checks if you possess an 
  effigy – an item of physical, emotional, or spiritual signifi-
  cance to your target. If you possess a body part of the 
  target, you gain a +10 bonus instead. If you use this abil-
  ity, the target of this ritual is always considered unwilling, 
  
  45
  Elements of Magic: Lyceian Arcana
  so it must attempt a save to resist, even if the spell is 
  normally harmless.
  Elemental Disciple [Tradition]
  You are connected with energy of your chosen ele-
  ment, and can feel its presence.
  Prerequisite: Spellcraft 5 ranks, must know six spell 
  lists of a single element, and none of any elements that 
  oppose it.
  Benefit: Choose an element with which you qualified 
  for this feat. You automatically know when there is any 
  magic within 60 ft. that uses your chosen element. You are 
  aware of how many spells use that element, where they 
  are, and how much MP they use of your chosen element. 
  An Illusion Death spell of 1 MP or more can conceal this 
  magic and make you unable to sense it with this feat.
  Special: You can take this feat multiple times. Each 
  time you take it, you must choose a new element that 
  fulfills the prerequisites.
  Elemental Guardian [Tradition]
  You control the flow of a particular elemental energy
  Prerequisite: Dispel Magic 10 ranks, Spellcraft 15 
  ranks, must know six spell lists of a single element, six 
  spell lists of elements friendly to that element, and none 
  of any elements that oppose it, Elemental Disciple.
  Benefit: As a reaction you can choose to ignore any 
  spell effects that target you if they are from a spell list of 
  your chosen element. You can ignore Evoke side effects of 
  that element as well, but you cannot ignore created objects 
  this way. Thus an air mage could ignore damage from an 
  Evoke Air spell, and the wind created as a side effect, but 
  wind from a Create Air spell could still buffet him.
  You can also use the following enhancement for 
  Dispel Magic.
  Seal Energy (10 MP). Affected creatures must make a 
  caster level check (DC 10 + your ranks in Dispel Magic 
  + your Charisma modifier) or else be unable to use 
  spell enhancements of the element with which you 
  qualified for this feat. If the creature attempts to use 
  such spell enhancements and fails the caster level check, 
  its MP is wasted with no effect. It must make a separate 
  check for each spell it casts.
  Special: You can take this feat multiple times. Each 
  time you take it, you must choose a new element that 
  fulfills the prerequisites.
  Geomancer [Tradition]
  You tap the magic of distant lands to power your 
  spells.
  Prerequisite: Concentration and Scry 4 ranks, caster 
  level 1.
  Benefit: If you spend 8 hours in a ritual, you can 
  bond to a location, which may be as large as a few miles 
  across. You can bond to no more locations than your 
  caster level.
  As a full round action, you may choose an amount of 
  MP no greater than the number of locations are you 
  bonded to, then make a Scry check (DC 20 + amount of 
  MP tapped). At the beginning of your next turn, you gain 
  the chosen amount of MP. If for some reason you do not 
  spend the MP by the end of your turn, the MP leaves you, 
  and you take 1 point of damage for each unspent MP.
  If you take damage while trying to tap lands, you 
  must succeed a Concentration check (DC 10 + damage 
  taken + amount of MP tapped), or else, you lose your 
  connection.
  You can gain a maximum amount of MP each day 
  equal to twice the number of lands you are bonded to.
  Grand Summoning [Tradition]
  You can summon and control a specific powerful 
  creature.
  Prerequisite: Knowledge (the planes) 4 ranks, must 
  know a Summon spell list.
  Benefit: When you gain this feat, choose a specific 
  creature you can summon. You must either have had 
  peaceful contact with the chosen creature and had it agree 
  to let you summon it, or you must know its true name. 
  When you summon the chosen creature, it is automati-
  cally obedient, without you needing to spend extra MP. 
  Additionally, the chosen creature gains all the abilities a 
  familiar would have, if the creature were your familiar. 
  However, the duration of a grand summon has a unique 
  limitation. You must spend a standard action each round 
  concentrating to maintain the spell, to a maximum dura-
  tion determined by how much MP you spend.
  Unlike a normal summoning, a grand summoning 
  calls forth the essence of the creature, a spiritual body that 
  functions just as the creature normally would, except that 
  if it is “killed,” the creature itself is unharmed. When the 
  Summon spell ends, or when the spiritual body dies, the 
  actual creature becomes exhausted, and it cannot send its 
  spirit through the grand summoning again until it rests at 
  least 8 hours. If the actual creature is killed, you are aware 
  of its death. If the spell ends before you choose to end it, 
  you become exhausted too.
  If the chosen creature dies, you can apply this feat to 
  another creature that fulfills the requirements.
  For example, Euna, a Mage 12 who knows Summon 
  Magical Beast, gains this feat. She has had peaceful con-
  tact with a yrthak she calls Valef (a CR 9 creature), and it 
  has agreed to let her summon it. She can use Summon 
  Magical Beast 9/Gen 0 to summon Valef, and each round 
  she must maintain concentration, to a maximum dura-
  tion of one minute. If she instead used Summon Magical 
  
  46
  Elements of Magic: Lyceian Arcana
  Beast 9/Gen 3 to have an hour-long duration, she could 
  keep Valef for as long as she concentrates, to a maximum 
  of an hour.
  Summoned in this way, Valef will be obedient, with 
  all the benefits of a familiar. Since Euna is 12th level, 
  while summoned, Valef gains a +5 increase to its natural 
  armor bonus, its Intelligence increases to 10, and it gains 
  various additional abilities like alertness, improved eva-
  sion, and the ability to speak with Euna verbally.
  Special: If your caster level is high enough to let you 
  summon more powerful creatures, you may choose to 
  summon an advanced version of the creature you chose 
  for this feat. The creature itself is not necessarily becom-
  ing more powerful, but the spiritual form of it is stronger 
  for the duration of the spell. You make the decision 
  whether to summon an advanced version each time your 
  caster level improves, and once you decide, you cannot 
  choose to summon a weaker version. Thus, when Euna 
  took the feat, she could choose to summon a version of 
  Valef advanced to CR 12, which would cost 12 MP, but 
  she chooses to keep Valef as a normal CR 9 Yrthak. If 
  Euna’s caster level increased to 13, she could choose to 
  improve the form of Valef that she can summon.
  You may gain this feat multiple times. Each time you 
  do, you may choose a new creature. However, you can 
  only have one Summon spell active at a time that is sum-
  moning a creature you chose for one of these feats.
  Instead of choosing a single creature, you can choose 
  a set of creatures. Each gains the full set of familiar-like 
  benefits. For example, if Euna took this feat again and she 
  knew Summon Fey, she might choose to summon three 
  sprites (costing 7 MP).
  Improved Overmaster [Mage]
  You are especially skilled at turning other mages’ 
  spells against them.
  Prerequisite: Dispel Magic 7 ranks, caster level 7.
  Benefit: You do not suffer the –5 penalty to your 
  opposed Dispel Magic check when attempting to over-
  master a spell.
  Infernal Pact [Tradition]
  Your spells always carry the taint of evil.
  Prerequisite: Knowledge (the planes) 4 ranks, must 
  know Abjure Evil and Summon Outsider.
  Benefit: All spells you cast detect as evil to a magical 
  Spellcraft check, and you detect as evil. This does not 
  prevent you or your spells from also detecting as their or 
  your actual alignment, if that is not evil. You gain energy 
  resistance 10 against evil damage, but take full damage 
  from good effects, regardless of your actual alignment.
  Whenever a creature fails a save against one of your 
  spells, even if the save is normally listed as harmless, that 
  creature takes 1d6 points of evil damage. A creature can-
  not be damaged in this way more than once by a single 
  spell, regardless of how many saves the spell calls for.
  You gain one additional spell list. Whenever you cast 
  a spell using this spell list, you take damage equal to the 
  MP spent on that spell list.
  Irresistible Spell [Mage]
  You can ensure your spells are never resisted.
  Prerequisite: Cha 19, Intense Spell.
  Benefit: Whenever a creature succeeds a save to resist 
  a non-Evoke spell with a single target you cast, you may 
  give up a standard action on your next turn. If you do, 
  you are aware of how much it succeeded its save by, and 
  you may pay an amount of MP no greater than your MP 
  limit. On your next turn that creature must make another 
  save to resist the spell, and the save DC is increased by +1 
  for each 2 MP you pay. If you use this ability several turns 
  in a row, these bonuses to DC stack with those from 
  previous rounds.
  The spell is considered to be in effect, so its duration 
  proceeds normally, and it can be dispelled or overmas-
  tered as if it were a spell already in effect. If the target is 
  no longer valid on your next turn (such as if the creature 
  goes beyond range or leaves your sight so you cannot 
  target it), the spell fails.
  For example, Hagiok, a Lich Mage 20 casts Compel 
  Humanoid 18/Gen 2 to attempt to dominate Tri’ni. Tri’ni 
  succeeds the DC 25 Will save, rolling a modified 27. 
  Hagiok gives up his standard action in the next round, 
  discovers Tri’ni only succeeded by 2, and spends 10 MP. 
  On Hagiok’s next turn, Tri’ni must succeed another Will 
  save (DC 30) or be dominated. Tri’ni miraculously man-
  ages to resist the spell again, rolling a modified 31. Hagiok 
  gives up his next action again, learns she succeeded by 1, 
  and spends 10 more MP to be certain, forcing Tri’ni to 
  make a third save against DC 35. Tri’ni has identifed the 
  spell Hagiok is casting, however, and doesn’t want to press 
  her luck, so she teleports away to avoid it.
  Life Burn [Mage]
  Your life can increase the power of your magic.
  Prerequisite: Con 15.
  Benefit: Whenever you cast a spell, you can choose to 
  take 1 point of Constitution burn to increase your MP 
  limit by 1 for that spell. You can do this multiple times at 
  once, though you cannot increase your MP limit by more 
  than 5 this way, and you cannot reduce your Constitution 
  to below 1. Ability burn is like ability damage that cannot 
  be healed by any means other than naturally, at a rate of 1 
  per day.
  If you have this feat, you can choose signature spells 
  that are too powerful for you to cast normally.
  
  47
  Elements of Magic: Lyceian Arcana
  Life Channeler [Mage]
  Your life can fuel your magic.
  Prerequisite: Con 15, Life Burn.
  Benefit: As a free action, you can take 3 points of 
  Constitution burn in order to gain an amount of MP 
  equal to your character level, which must be spent on a 
  spell you start casting this round. You can do this multiple 
  times at once, though you cannot reduce your 
  Constitution to below 1 in this way. Ability burn is like 
  ability damage that cannot be healed by any means other 
  than naturally, at a rate of 1 per day.
  Magical Calling [Mage]
  Your skills with a single spell list improve even as you 
  study other arts.
  Benefit: Choose one spell list or magical skill you 
  know. When casting spells that use only that spell list and 
  general enhancements, your MP Limit is equal to your 
  character level (including level adjustments from power-
  ful races). You are not limited by how many spell lists of a 
  particular action type you know. If you choose a magical 
  skill for this feat, you can still spend no more MP than 
  how many ranks you have of that skill.
  For example, Kathor the Linewalker, a Mage 3/Fighter 
  8 chooses this feat and picks Evoke Balance. Though 
  normally his MP Limit is 3, he could cast Evoke Balance 
  10/Gen 1.
  Special: You may choose this feat multiple times. 
  Each time it applies to a different spell list. You can use 
  your higher MP Limit to cast spells that use any spell lists 
  chosen for this feat.
  Mana Drain [Mage]
  You can siphon power from spells you overmaster.
  Prerequisites: Dispel Magic 12 ranks.
  Benefit: When you successfully overmaster a spell, 
  you may choose to immediately end the spell and gain 
  MP equal to the spell’s MP cost, not counting any general 
  enhancements. You can only use this MP for spells that 
  share an action type, element, creature type, or alignment 
  with the overmastered spell. You must spend the MP by 
  the end of your next action, or else the MP fades away 
  and you take damage equal to the amount of unspent MP.
  For example, Gabal (human mage 17 with Improved 
  Signature Spell for Evoke Fire) overmasters an enemy’s 
  Abjure Fire 8/Gen 3 spell, and siphons off 8 MP. He 
  immediately spends that MP to cast a quickened Evoke 
  Fire 8/Gen 9 spell, searing his enemy before he can get his 
  defenses back up.
  Masked Soul [Tradition]
  You can protect yourself from spells by hiding your 
  soul behind a special mask.
  Prerequisite: Caster level 1, Wis 13, must know 
  Abjure Life or Abjure Death.
  Benefit: If you create a mask worth at least 100gp, 
  while you wear that mask you gain a +2 bonus to saving 
  throws against Charm and Compel spells, and spells with 
  the elements Life or Death. Also, increase the DCs of 
  Divination, Scry, and Spellcraft spells that directly target 
  you by +2.
  You must make the mask yourself, and it must be 
  specifically designed to protect your soul. Whenever you 
  gain a level, you must spend another 100gp and at least 
  one day modifying your mask to match the new aspects 
  of your soul.
  Natural Spelltouch [Tradition]
  You can cast spells with a range of touch through 
  melee attacks with weapons made of animal or plant 
  matter.
  Prerequisite: Caster level ½, Combat Casting, 
  Knowledge (nature) 4 ranks, must know Transform Life.
  Benefit: Whenever you cast a spell with a range of 
  touch, you may immediately make an attack with a melee 
  weapon as long as it was made of once-living material. 
  The spell is delivered with a successful touch attack 
  against the target, and if you beat the target’s normal AC, 
  you also deal the weapon’s damage. You effectively extend 
  your own touch to the length of any weapon you can 
  wield.
  Normal: You can make a plain touch attack as soon 
  as you cast a touch-range spell, but you cannot deal melee 
  damage with the attack.
  Pantheist Priest [Tradition]
  By making an offering to a deity in your pantheon, 
  you can gain access to magic appropriate to that god.
  Prerequisite: Caster level ½, Knowledge (religion) 4 
  ranks.
  Benefit: You may make an offering to a deity in a 
  pantheon you believe in, even if you do not directly wor-
  ship that god. Choose a spell that would be appropriate 
  for a priest of that god to cast, with a cost no higher than 
  your MP Limit. Then offer up a sacrifice to the god you 
  are petitioning for power. Making the offering takes two 
  full rounds. 
  Make a Charisma check (DC 15 + spell’s MP cost), 
  with a +1 bonus for each 10 gp your offering is worth. 
  You gain a +2 bonus if the offering is appropriate to the 
  god or for the spell you request, such as if you sacrifice a 
  sword for an Evoke spell. 
  If you succeed the Charisma check, you are consid-
  ered to have prepared the spell, and you do not need to 
  make a caster level check to cast the spell, regardless of 
  whether you know the spell lists used. However, you must 
  
  48
  Elements of Magic: Lyceian Arcana
  still pay with your own MP. If you fail the Charisma 
  check, your offering is consumed without any benefit to 
  you, though you may try again. If you fail by 5 or more, 
  you draw the mild ire of the deity you contacted, and take 
  1 point of damage for each MP of the spell you requested.
  Special Note: This feat can also emulate praying to 
  any sort of higher power for magic, including dragons, 
  demons, or nature itself.
  Psionic Mage [Tradition]
  You can hold a reserve of psychic energy to enhance 
  your spells.
  Benefit: As a full-round action that provokes an 
  attack of opportunity, you may make a Concentration 
  check (DC 20) to gain psionic focus. When you are psion-
  ically focused, you may expend your focus on any single 
  Concentration check you make thereafter. When you 
  expend your focus in this manner, your Concentration 
  check is treated as if you rolled a 15. It’s like taking 10, 
  except that the number you add to your Concentration 
  modifier is 15.
  You can also expend your psionic focus to cast a spell 
  without verbal or somatic components, without increas-
  ing its MP cost.
  Once you are psionically focused, you remain focused 
  until you expend your focus, become unconscious, or go 
  to sleep.
  You can qualify for psionic feats as if your magic 
  points were power points.
  Scribe of Worlds [Tradition]
  You can create reality by writing worlds into existence.
  Prerequisites: Craft (writing) 4 ranks, Decipher 
  Script 4 ranks, must know Move Space and three Create 
  spell lists.
  Benefit: You can create a permanent portal, which is 
  activated by touching a piece of writing. The piece of 
  writing describes the location to which the portal leads, 
  and changes to the writing either change the world 
  beyond the portal, or simply change the destination to 
  another location. Whether these portals lead to other 
  worlds or just different places on ones own world is 
  unclear, but the former is more likely.
  Only creatures and the gear they carry can pass 
  through a portal scribed this way. The piece of writing 
  that carries the portal is one-way, and does not travel with 
  you, so you will often need to put it in a safe place, and 
  make sure to bring with you a portal that leads home. 
  Books are the preferred form for these portals, because they 
  are heavy enough not to blow away in a breeze, but not 
  very conspicuous. However, a portal can just as easily be 
  scribed onto a scroll, as a map, surrounding a doorway, etc.
  Creating a portal takes one day, requires a Craft 
  (writing) check, and costs XP. You can choose to simply 
  write about a location that sounds interesting, with no 
  goal of finding a specific place, or you can try to write a 
  portal to a specific location. You can often manage to find 
  worlds that match even the most outlandish and para-
  doxical descriptions, though getting exactly where you 
  want to go is difficult. Tell your game master the specifics 
  of the location, and that is the destination of your portal, 
  matching your description precisely, though there may be 
  other details that you left out, as the game master sees fit. 
  The magic to bind word to plane is difficult. The 
  Craft DC and XP cost are determined by how detailed the 
  description is. If you beat a Craft DC 30 and spend 10,000 
  XP, you can make the portal to wherever you want, with 
  precision.
  Words Used
  Craft DC
  XP Cost
  1
  5
  100
  5
  10
  500
  30
  15
  1000
  200
  20
  2500
  1,000
  25
  5000
  Unlimited
  30
  10,000
  If you fail the Craft check, the XP are wasted, and the 
  resulting portal leads to a deathly void.
  Proper names are meaningless to this magic, as are 
  descriptions relative to other specific places. You cannot 
  try to find a place “like my home town,” or “the port of 
  the city of Seaquen.” These words simply count against 
  your limit, without aiding precision.
  If you try to create a portal to a location that you are 
  actually at, you write, “This portal’s scribe home,” and 
  must spend 500 XP and succeed a DC 10 Craft check. You 
  may freely label the portal with a name, which does not 
  count against the word limit, to help keep you from con-
  fusing many portals.
  Note that it is possible to create a portal that leads to 
  a fabulous treasure hoard, but any game master that 
  would allow this feat into his game should be ready to 
  deal with overly greedy dimensional travelers. Low-level 
  characters getting too much money or magical gear tends 
  to be self adjusting, as people learn of their possessions 
  and seek to take them, quite possibly including the portal 
  book.
  Special: This feat should not be available in most 
  campaigns. Just as a lyre of building would realistically 
  cause a massive upheaval in the economy of the world if it 
  was used logically, this feat should be used for purposes of 
  adventure, not profit. If characters intend to use this 
  power to explore other worlds, the players should tell 
  their game master where they tend to go well enough in 
  advance for the game master to have time to prepare an 
  adventure.
  
  49
  Elements of Magic: Lyceian Arcana
  Sculptor of Chaos [Tradition]
  You reshape random local magical energies into your 
  own spells.
  Prerequisite: Any two Craft skills 2 ranks, Spellcraft 8 
  ranks.
  Benefit: As you cast a spell, you may choose to draw 
  magical energy from around you rather than from within, 
  hoping there is the proper magical energy to power your 
  spell. Declare the spell you are trying to cast. Since you are 
  drawing magical energy on the fly to cast this spell, the 
  casting time is two rounds even if you normally have the 
  spell available as a signature spell.
  The game master determines whether there is magi-
  cal energy present appropriate to the spell, and if it is 
  faint, moderate, strong, or overwhelming. You must 
  succeed at a Spellcraft check (DC 15 + the spell’s MP 
  cost) to cast the spell, with a bonus or penalty depending 
  on how common that magic is.
  None: –20.
  Faint: –10.
  Moderate: +0
  Strong: +10.
  Overwhelming: +20.
  At any given place and time, about half the time there 
  will be a faint presence of the appropriate magical type, 
  and half the time there will be none. Moderate strength 
  magic can happen fairly commonly when similar spells 
  have been cast in the past few minutes. Strong magic 
  should occur only very rarely unless very strong magic 
  has been active in the immediate area. Overwhelming 
  magic of the appropriate type should only be present in 
  places the game master decides in advance.
  If the Spellcraft check succeeds, you cast the spell 
  without spending MP. If you fail the Spellcraft check, the 
  spell fails and you lose MP as if you had tried to cast the 
  spell normally. If you fail by 5 or more, the spell mishaps, 
  typically dealing damage to you equal to the spell’s MP 
  cost.
  You may attempt to cast a spell that uses a spell list 
  you do not know, but if you do you suffer a –20 penalty 
  to your Spellcraft check.
  Signature Ritual [Mage]
  You have perfected a single ritual spell.
  Prerequisites: Caster level 15+.
  Benefit: You may have one signature ritual spell. To 
  declare a ritual spell to be a signature spell, you must have 
  successfully cast that spell by yourself. You may cast the 
  spell over the course of two rounds, paying its normal MP 
  cost. You do not need to make any special caster level 
  checks to cast the spell.
  You may change your signature ritual spell if you like, 
  but thereafter you cannot change it again until your caster 
  level increases. Your signature ritual spell counts against 
  your normal limit of signature spells known.
  For example, Lina, an 18th level mage, has success-
  fully cast the legendary Dragon Slayer spell, a powerful 
  Evoke Fire 1/Evoke Force 4/Evoke Nature 4/Gen 16 spell. 
  Normally casting this spell would require 24 rounds and 
  cost 216 MP. She assigns it as her signature ritual spell, 
  and now can cast it in two rounds, spending 25 MP.
  Normal: Casting a ritual spell requires several rounds 
  and costs much more MP than the spell’s actual MP cost.
  Singer of Charms [Tradition]
  Your song can fill listeners with enchantment.
  Prerequisites: Perform 4 ranks.
  Benefit: When you cast a spell with only Charm, 
  Compel, or Illusion spell lists, if the spell has a duration 
  of concentration, make a Perform check. The result of the 
  check is the spell’s DC. The spell cannot be silent, and you 
  must sing while you concentrate.
  Special: This feat can apply to other forms of audi-
  tory music, such as piping or drumming.
  Soul Echo [Tradition]
  Your soul tapping powers are greatly increased.
  Prerequisite: Caster level 4, Con 13, Wis 13, Soul Tap, 
  must know Infuse Life and Transform Life.
  Benefit: The range from within which your Soul Tap 
  powers can draw power increases to 800 ft.
  Additionally, though this power may require some 
  game master adjudication, you can use Soul Tap to reduce 
  the cost of spell lists other than Infuse and Transform if 
  the effect you are creating is similar in power to some 
  natural, extraordinary, spell-like, or supernatural ability a 
  creature within 800 ft. possesses.
  Thus, if Three Weeping Ravens were fighting a fire 
  elemental, he could use Create Fire to give himself 
  unarmed attacks that do fire damage, or Abjure Fire to 
  gain fire resistance, and the spell would cost 1 fewer MP.
  Soul Tap [Tradition]
  You can draw upon the essence of nearby creatures, 
  emulating their powers with ease.
  Prerequisite: Caster level 2, Con 13, Wis 13, must 
  know Infuse Life and Transform Life.
  Benefit: Whenever you cast a spell on yourself that 
  uses a total of 2 or more MP from Infuse or Transform 
  spell lists, the spell costs 1 fewer MP if there is a creature 
  within 150 ft. that possesses the trait or traits you are 
  emulating. This does not actually reduce the spell’s MP 
  Cost (for the purposes of effects like Dispel Magic or 
  creating magic items), and unlike the Spell List 
  Familiarity feat it does not let you go above your normal 
  MP Limit. It just reduces how much MP you pay.
  
  50
  Elements of Magic: Lyceian Arcana
  For example, Three Weeping Ravens uses Transform 
  Animal to turn into a brown bear. If there is a brown bear 
  within 150 ft., his spell costs 1 fewer MP. If he uses Infuse 
  Air to grant himself +4 Dexterity (normally a 3 MP 
  effect), if there is a creature within 60 ft. whose Dexterity 
  is at least 4 points higher than his, the cost of the spell is 
  reduced to 2 MP.
  When enhancing skills with Infuse, determine what 
  your total bonus would be, and if there’s a creature within 
  range with a bonus that high of a bonus or better, the cost 
  is reduced.
  Spell Duelist [Tradition]
  You have practiced the arts of dueling against other 
  mages.
  Benefit: Whenever you cast a spell, you may make a 
  Sleight of Hand check opposed by enemies’ Spot checks 
  to conceal what spell you are casting, making it impos-
  sible to identify with non-magical uses of the Spellcraft 
  skill. You may also make a Bluff check opposed by ene-
  mies’ Sense Motive checks to fake that you’re casting a 
  spell a moment before you actually do. If you suc-
  ceed, any enemies that have readied actions to 
  respond to you casting a spell take that action a 
  moment before you actually cast the spell, and 
  damage incurred from their readied actions does 
  not force you to make a Concentration check, 
  since the damage doesn’t actually occur while 
  you’re casting your spell.
  You gain a +2 bonus to Bluff, Sense Movie, 
  Sleight of Hand, and Spot checks in the above 
  situations.
  Spellweave [Tradition]
  Your magic grows and interweaves easily.
  Prerequisite: Caster level 3, Knowledge 
  (nature) 4 ranks, Spellcraft 4 ranks, must know 
  Transform Life.
  Benefit: In several circumstances, your spells 
  function more strongly. First, whenever you cast a 
  spell, if you cast a spell in the previous round that 
  cost less MP than this spell, you regain 1 MP. If 
  you cast spells of increasing power for 3 consecu-
  tive rounds, future spells you cast have their DCs 
  increased by +2 as long as you keep casting pro-
  gressively more powerful spells.
  Second, you can interweave spells you cast. If 
  you cast a spell with the same area, target, and 
  duration as another spell of yours that is still in 
  effect, you can combine the two spells. The older 
  spell’s duration continues until the new spell 
  would end. The spells now count as one single spell, with 
  a combined MP total, making them particularly difficult 
  to dispel, and seemingly the work of a very powerful 
  spellcaster.
  A spell cannot last more than one day in this way. If 
  you cast a one-day-long Abjure Force 2/Gen 8 on yourself 
  at sunrise, then cast a one-day-long Infuse Air 3/Gen 8 on 
  yourself the next day just before sunrise, the two effects 
  could be combined, but the Abjure would wear off at 
  sunrise. You can’t string spells together forever with this 
  feat.
  Tattoomancy [Tradition]
  You scribe your signature spells on yourself
  Prerequisite: Craft (tattoo) 4 ranks, Con 13.
  Benefit: You may tattoo signature spells onto your-
  self, spending one hour per MP in the cost of the spell. 
  These are very detailed and intricate tattoos, and the time 
  includes any removal of other tattooed signature spells, if 
  necessary. Switching these scribed signature spells takes at 
  least a day per spell, but they are much easier to cast. 
  Illustration by Todd Schumacher
  
  51
  Elements of Magic: Lyceian Arcana
  Activating one of these tattoos requires you to still use a 
  verbal component unless you use Silent Spell, but the 
  somatic component is simply that you must touch the 
  tattoo. This never incurs an attack of opportunity.
  You may scribe no more than one signature spell on 
  each hand. These spells, however, are always within reach 
  to activate, even if you’re bound.
  Note that this feat does not grant extra signature 
  spells. It simply allows you to cast signature spells more 
  easily if you have a tattoo for them.
  Wayfarer Cirqueliste [Tradition]
  Your acrobatic skills are supremely enhanced by 
  magic.
  Prerequisite: Balance, Jump, Perform, and Tumble 8 
  ranks, must know three Move and three Infuse spell lists.
  Benefit: Friendly Move and Infuse effects active on 
  you do not detect as magical, and they count as having a 
  caster level 10 higher for the purposes of resisting being 
  dispelled or negated by antimagic. Unfriendly Move and 
  Infuse effects function normally on you, but you gain a 
  +2 bonus to saving throws to resist such effects.
  Wayfarer Staffbearer [Tradition]
  You have an intuitive sense of the ways of teleporta-
  tion.
  Prerequisite: Wayfarer Cirqueliste, must know Move 
  Space, caster level 8.
  Benefit: Move Space spells you cast gain the Precise 
  enhancement for free. Once per round you may pay 4 MP 
  to teleport 10 ft. as a swift action.
  
  52
  Elements of Magic: Lyceian Arcana
  This chapter details the magical academy Lyceum, 
  providing a sample setting for your game, and an easy 
  way to introduce many varieties of magical traditions.
  Overview
  The magical academy known as the Lyceum was first 
  founded several thousand years ago in a small fishing 
  village. A time came when mages in many lands were 
  persecuted, and the leaders of the Lyceum sent out word 
  that their school could be a rallying point in the defense 
  of magic and magical knowledge. For several years the 
  school prospered, and the village around it blossomed 
  into a small city, but eventually forces aligned against the 
  threat of so many spellcasters, and the Lyceum was 
  destroyed.
  Many centuries later, a small band of mages discov-
  ered a cache of texts that had once belonged to the 
  ancient school. Intrigued, they set out to find other texts 
  that had survived the school’s destruction, and in their 
  journeys they discovered knowledge not just of the 
  Lyceum, but of many little-known magical traditions 
  from around the world. Eventually the mages established 
  their own magical school – a simple grassy quadrangle 
  surrounded by six buildings – devoted to teaching both 
  traditional and foreign methods of spellcraft. 
  Over the centuries since Lyceum’s refounding, a city 
  of 80,000, named Nozama, has grown up around the 
  academy. The modern Lyceum is like a small city itself, 
  with nearly 2,000 students and teachers, from young 
  apprentices still dazzled by simple sorcery, to future 
  adventurers seeking arcane tricks to help them survive in 
  a hostile world, tenured professors dabbling in arts that 
  would elsewhere be forbidden, and aged researchers 
  attempting to stave off the world’s next impending 
  doomsday.
  Today, though the new Lyceum may not be the largest 
  or most powerful magical academy, it is renowned for 
  having the broadest scope, and mages of all types come 
  there to learn the most exotic and bizarre magical tradi-
  tions.
  Campus
  The city of Nozama lies on a high, rocky coast, with 
  numerous harbors and scattered outlying islands. The 
  Brasil River flows through the city into the sea, allowing 
  Nozama to be an active trade port in addition to being a 
  hub of magical research and education. Lyceum’s campus 
  lies primarily on a high peninsula that extends about a 
  mile from the city. Scattered academy buildings exist 
  inside Nozama city, and many of the islands that edge the 
  harbor are used as training grounds, free from the risks of 
  destroying the city proper.
  The main campus is still centered around a grassy 
  field, now darkened with a few old, curling trees, in the 
  middle of the mile-long Simeon Peninsula. The central 
  campus buildings are reserved for record-keeping and the 
  offices of the academy’s deans, plus one classroom build-
  ing devoted specifically to lectures, with no magic 
  allowed. In a sense, the campus center is the calm of 
  Lyceum’s storm.
  Outside the central cluster is the main campus, 
  stretching away a mile down the gentle slope of Simeon 
  Peninsula. Nearest to the central cluster are the three 
  campus dormitories – squat, uninspired buildings with 
  enough layers of defensive magic to dizzy someone who 
  views their auras. Several fountains spot this area, dancing 
  with water that has no real source.
  Along the low cliffs that edge the peninsula are 
  Lyceum’s classroom buildings, which share a basic layout. 
  A two-story building lies connected to a permanent open-
  Illustration by J.L. Jones
  
  53
  Elements of Magic: Lyceian Arcana
  walled pavilion; lectures take place indoors, and practice 
  is typically outdoors. Each classroom is adjoined by small 
  living quarters for the janitors and guards who ensure 
  classes in that building do not get out of hand. The work-
  ing class at Lyceum is generally overlooked and treated as 
  second-class citizens, but they benefit from free magical 
  assistance from the academy for otherwise mundane 
  needs, like heating in winter and healing in emergencies.
  In the sea beyond the peninsula, several small islands 
  owned by the academy are used exclusively for combat 
  training. Many of the academy’s teachers are retired 
  adventurers, and every student who attends the academy 
  for more than a year is required to undergo a combat 
  magic test. In theory, the academy does this as its obliga-
  tion to the city of Nozama, as the training is intended to 
  make spellcasters ready to defend the city from magical 
  threats. In fact, though, most students simply loathe this 
  aspect of the academy, which results in numerous injuries 
  each year. A few cherish it, however, and they are often 
  recruited by the Nozama government for dangerous 
  projects.
  Education
  Most classes at Lyceum focus more on learning how 
  to perform magic than on understanding it, and thus 
  while many Lyceum-taught spellcasters will gladly sell 
  their services, they make for poor scholars. Travelers are 
  particularly drawn to the academy because its classes run 
  on a loose monthly schedule, making it easy for visitors to 
  Nozama to practice a few spells or study the traditions of 
  another land before moving on.
  Each classroom building is associated with one magi-
  cal tradition, and the academy has made sure that even 
  the more traditional styles do not receive special treat-
  ment. Beginning students (those of caster level 2 or less) 
  are encouraged to sample many different magical tradi-
  tions, and so if a particular class has reached its limit of 
  students, a student who wants to study that tradition 
  simply has to find something else interesting.
  After their first year, students are required to choose 
  one or two traditions as their focus. They can still con-
  tinue to take classes and dabble in other traditions, but 
  they are generally left to their own designs, keeping in 
  touch with an assigned professor once per month for 
  advice and grading. After the first year, students cannot 
  fail their classes, but only those with great drive and talent 
  are awarded with honors. Students with honors status 
  have certain incidental fees waived for things like library 
  research and borrowing minor magic items.
  After their fourth year, students may choose to pur-
  sue the prestigious path of the Lyceum Loremaster. The 
  mage spends a year traveling among different cultures, 
  accompanied by two or three less-experienced students 
  and a few hired bodyguards. At the end of her year of 
  study, she returns and demonstrates how her magical 
  talents have developed and expanded. Those who do well 
  may be offered positions in the academy, or be recom-
  mended as advisors for governments and businesses. A 
  few Lyceum Loremasters avoid being tied down and 
  continue to travel, acting as visible spokespeople for the 
  education Lyceum offers.
  Lyceum provides an excellent way for characters to 
  train as they gain levels in spellcasting classes, especially if 
  they are interested in exotic tradition feats they would 
  normally have no way to learn. One of the greatest ser-
  vices the academy provides is that its students are 
  encouraged to lend their knowledge to others; since 
  tuition is costly, most students are eager to earn some easy 
  money by exchanging magical knowledge with visitors 
  and other students.
  A Lyceum Game
  If you are beginning a game with Elements of Magic 
  as its primary magic system, Lyceum makes an excellent 
  starting point. Low-level adventures can take place in the 
  city of Nozama and the surrounding areas, which are 
  civilized enough to be safe for beginning characters. As 
  they adventure, spellcasting PCs can return to Lyceum for 
  training, or to purchase incidental magic items. Groups of 
  students meet each week to duel each other for prestige, 
  giving characters a chance to practice their new powers 
  and get a feel for what spells work against what sorts of 
  foes. Also, students and faculty at the academy come from 
  around the world, helping characters get a feel for the 
  setting before they plunge into the wilds.
  Mid-level characters might be hired by Lyceum to 
  retrieve old texts from ancient crypts or thieving war-
  locks, or they might become embroiled in the school’s 
  own politics and intrigue. Characters might meet pupils 
  that they want to succeed, only to have teachers with 
  grudges against them take out their bitterness on those 
  students. Nozama’s organized crime syndicate employs 
  many mages – drop-outs and graduates alike – and they 
  occasionally try to raid the academy for magic items or 
  exotic pets. In the course of studies, player characters 
  might uncover forgotten texts about approaching dooms-
  days, or they might have to stop other researchers whose 
  attempts to save the world imperil them all. And some 
  successful students will be sent on the long road to 
  becoming a Lyceum Loremaster.
  High-level spellcasting characters might be offered 
  temporary teaching positions at Lyceum, with compensa-
  tion in the form of access to normally restricted libraries 
  and vaults. They might face off against former academy 
  leaders who turned to evil or lichdom, or they might help 
  the academy’s students assist Nozama in fending off a sea 
  
  54
  Elements of Magic: Lyceian Arcana
  invasion. And of course they will likely have to keep 
  power-hungry students from causing too much damage 
  as they attempt to prove the power of their magic.
  Lyceum Loremaster Prestige Class
  The ideal of the mages of Lyceum is a spellcaster who 
  is a master of his own tradition, yet who is knowledgeable 
  of every other magical tradition. While some students at 
  the academy seek to perfect one style of magic, the high-
  est degree of education a student can achieve is that of the 
  Loremaster.
  Loremasters are experts in numerous varieties of 
  magic, some of which they study at the academy, others 
  which they learn from actual practitioners in that tradi-
  tion’s homeland. There is no such thing as a “typical” 
  Lyceum Loremaster, as every one possesses a unique 
  collection of magical knowledge, often reflected by eclec-
  tic combinations of clothes and adornments from dozens 
  of different cultures. Loremasters make for excellent 
  adventurers, since the possibility of discovering previ-
  ously unknown styles of magic is always enough to 
  motivate them.
  Hit Die: d4.
  Requirements:
  Caster Level: 5.
  Feat: Any four tradition feats.
  Skills: Knowledge (any) 10 ranks, Spellcraft 10 ranks.
  Class Skills
  The Lyceum Loremaster’s 
  class skills (and the key ability 
  for each skill) are 
  Concentration (Con), Craft 
  (Int), Dispel Magic (Cha), 
  Divination (Wis), Knowledge 
  (each skill, taken individu-
  ally) (Int), Profession (Wis), 
  Scry (Wis), Speak Language 
  (none), and Spellcraft (Int). 
  See PHB Chapter 4 and 
  Elements of Magic for skill 
  descriptions.
  Skill Points at Each Level: 4 + Int modifier.
  Class Features
  All of the following are class features of the Lyceum 
  Loremaster.
  Weapon and Armor Proficiency: A Lyceum 
  Loremaster gains no new weapon or armor proficiencies.
  Spellcasting: A Lyceum Loremaster can learn any 
  spell list.
  Tradition Skills: A Lyceum Loremaster gains two 
  bonus class skills, chosen when she gains her first level as 
  a Lyceum Loremaster.
  Tradition Feat: At 1st, 3rd, 5th, 7th, and 9th level, a 
  Lyceum Loremaster gains a bonus tradition feat. She must 
  still meet the prerequisites for the feat.
  Lore (Ex): At each level, a Lyceum Loremaster gains 2 
  bonus skill points that she can only spend on Knowledge 
  skills.
  Emulate Tradition (Su): At 2nd level, whenever a 
  Lyceum Loremaster succeeds in a Spellcraft check to 
  identify a spell as it is being cast, if that spell is somehow 
  modified by a magical tradition feat, for the next two 
  rounds the Lyceum Loremaster may choose to act as if she 
  had that feat.
  Loremastery (Ex): A 10th level Lyceum Loremaster 
  has such a broad exposure to magic that she gains a +10 
  insight bonus to Knowledge (arcana) checks. Additionally, 
  she never fails Spellcraft checks to identify spells as they 
  are being cast.
  Table 8-1: The Lyceum Loremaster
  Class 
  Level
  Base Attack 
  Bonus
  Caster 
  Level
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  1
  +0
  +½
  +0
  +0
  +2
  Tradition skills, tradition feat, lore
  2
  +1
  +1 ½
  +0
  +0
  +3
  Emulate tradition
  3
  +1
  +2
  +1
  +1
  +3
  Tradition feat
  4
  +2
  +3
  +1
  +1
  +4
  5
  +2
  +3 ½
  +1
  +1
  +4
  Tradition feat
  6
  +3
  +4 ½
  +2
  +2
  +5
  7
  +3
  +5
  +2
  +2
  +5
  Tradition feat
  8
  +4
  +6
  +2
  +2
  +6
  9
  +4
  +6 ½
  +3
  +3
  +6
  Tradition feat
  10
  +5
  +7 ½
  +3
  +3
  +7
  Loremastery
  
  55
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 
  Reserved.
  1. 
  Definitions: (a)”Contributors” means the copyright and/or 
  trademark owners who have contributed Open Game 
  Content; (b)”Derivative Material” means copyrighted material 
  including derivative works and translations (including into 
  other computer languages), potation, modification, correction, 
  addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may 
  be recast, transformed or adapted; (c) “Distribute” means to 
  reproduce, license, rent, lease, sell, broadcast, publicly display, 
  transmit or otherwise distribute; (d)”Open Game Content” 
  means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content 
  does not embody the Product Identity and is an enhancement 
  over the prior art and any additional content clearly identified 
  as Open Game Content by the Contributor, and means any 
  work covered by this License, including translations and 
  derivative works under copyright law, but specifically excludes 
  Product Identity. (e) “Product Identity” means product and 
  product line names, logos and identifying marks including 
  trade dress; artifacts; creatures characters; stories, storylines, 
  plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, 
  concepts, themes and graphic, photographic and other visual 
  or audio representations; names and descriptions of characters, 
  spells, enchantments, personalities, teams, personas, likenesses 
  and special abilities; places, locations, environments, creatures, 
  equipment, magical or supernatural abilities or effects, logos, 
  symbols, or graphic designs; and any other trademark or 
  registered trademark clearly identified as Product identity 
  by the owner of the Product Identity, and which specifically 
  excludes the Open Game Content; (f) “Trademark” means the 
  logos, names, mark, sign, motto, designs that are used by a 
  Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the 
  Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, 
  copy, edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) “You” or “Your” 
  means the licensee in terms of this agreement.
  2. 
  The License: This License applies to any Open Game Content 
  that contains a notice indicating that the Open Game Content 
  may only be Used under and in terms of this License. You must 
  affix such a notice to any Open Game Content that you Use. No 
  terms may be added to or subtracted from this License except 
  as described by the License itself. No other terms or conditions 
  may be applied to any Open Game Content distributed using 
  this License.
  3 
  Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License.
  4.  Grant and Consideration: In consideration for agreeing to use 
  this License, the Contributors grant You a perpetual, worldwide, 
  royalty-free, non-exclusive license with the exact terms of this 
  License to Use, the Open Game Content.
  5. 
  Representation of Authority to Contribute: If You are 
  contributing original material as Open Game Content, You 
  represent that Your Contributions are Your original creation 
  and/or You have sufficient rights to grant the rights conveyed 
  by this License.
  6. 
  Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of 
  the COPYRIGHT NOTICE of any Open Game Content You are 
  copying, modifying or distributing, and You must add the title, 
  the copyright date, and the copyright holder’s name to the 
  COPYRIGHT NOTICE of any original Open Game Content you 
  Distribute.
  7. 
  Use of Product Identity: You agree not to Use any Product 
  Identity, including as an indication as to compatibility, except 
  as expressly licensed in another, independent Agreement 
  with the owner of each element of that Product Identity. You 
  agree not to indicate compatibility or co-adaptability with 
  any Trademark or Registered Trademark in conjunction with 
  a work containing Open Game Content except as expressly 
  licensed in another, independent Agreement with the owner 
  of such Trademark or Registered Trademark. The use of any 
  Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner 
  of any Product Identity used in Open Game Content shall 
  retain all rights, title and interest in and to that Product Identity.
  8. 
  Identification: If you distribute Open Game Content You 
  must clearly indicate which portions of the work that you are 
  distributing are Open Game Content.
  9.  Updating the License: Wizards or its designated Agents 
  may publish updated versions of this License. You may use 
  any authorized version of this License to copy, modify and 
  distribute any Open Game Content originally distributed under 
  any version of this License.
  10.  Copy of this License: You MUST include a copy of this License 
  with every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless 
  You have written permission from the Contributor to do so.
  12.  Inability to Comply: If it is impossible for You to comply with 
  any of the terms of this License with respect to some or all 
  of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open 
  Game Material so affected.
  13. Termination: This License will terminate automatically if 
  You fail to comply with all terms herein and fail to cure such 
  breach within 30 days of becoming aware of the breach. All 
  sublicenses shall survive the termination of this License.
  14.  Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the 
  extent necessary to make it enforceable.
  15.  COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000,  
     Wizards of the Coast, Inc. 
  d20 Revised System Reference Document, Copyright 2003,  
     Wizards of the Coast, Inc.
   
  Elements of Magic: Lyceian Arcana, Copyright 2004, 
     EN Publishing 
  Elements of Magic, Revised Edition, Copyright 2004,  
     EN Publishing.
   
  The Elements of Magic, Copyright 2002, Natural 20 Press
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Dungeons and dragons mega book pack/EN publishing/Elements Of Magic. Lyceian Arcana.pdf