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.