Arcanus
God of Magic and Mages
Major power of Elysieum

Granted Powers:

    Cast "Detect Magic" once per day per level (*)
    Cast mage spells as a mage at 1/2 cleric level, one school only
    May choose an additional school every 5 "Mage" levels
    Can use any magic item a wizard can (*)
    Can cast normally in a Wild Magic or Dead Magic zone
    At 7th level can create a temporary Wild Magic zone 30 cubic yards per 5 levels that lasts for 3 rounds per level
    At 14th level can create a temporary Dead Magic zone 30 cubic yards per 7 levels that lasts 1 round per 3 levels

Major Spell Access:

    All, Astral, Charm, Divination, Elemental: Fire, Guardian, Numbers, Protection, Summoning, Thought, War, Wards

Minor Spell Access:

    Chaos, Combat, Elemental: Air, Elemental: Earth, Elemental: Water, Heal, Law, Necromantic, Sun, Time, Travelers

No Spell Access:

    Animal, Plant, Weather

Symbol: Hand in "arcane" gesture made of silver with golden "energy" around extended fingers

Paladins: Yes

Turn Undead: No

Weapons Allowed: Same as Cleric plus dagger

Player Notes: The followers of Arcanus are indistinguishable from mages.  Even though the are not restricted in armor as with other clerics, they tend to only wear robes.  They study magic in every form, going from place to place to learn more about the Art and the Weave.  Very rarely will you find a mage of some repute without there being a Cleric of Arcanus near by.  If ever there is a rumor of some strange magical phenomina or powerful item, clerics of Arcanus will flock to learn more about it.   PCs who play clerics of Arcanus should tend to act like a mage or other practitioner of magic.