Arcana covers supplemental knowledge that every wizard should have. By 1st level every wizard knows Spellcraft, Thaumaturgy, Literacy and Arcanology. After that a course may be taken in a single quarter. Classes may be taken multiple times to increase proficiency. A level need not be gained to take a new course. Courses marked with a * are required to graduate.
Agility Training, Ancient History*, Alchemy, Anatomy, Astrology, Astronomy, Blacksmithing, Book Binding, Brewing, Concentration*, Conjure Companion*, Dowsing, Engineering, Gen Cutting, Glass Blowing, Healing, Herbalism, Hypnotism, Language (any), Meditation*, Mental Resistance, Necrology, Omen Reading, Paper Making, Prestidigitation, Quick Casting, Research*, Sage Knowledge (any), Scribe, Spellcraft*, Tactics of Magic, Thaumaturgy, Planar Geography.
New Philosophy - Dracology
Dracology is the study and emulation of the magic of dragons. This philosophy is extremely difficult since almost all the spells are unique or learned from a dragon. Often spells will resemble other common spells but with a draconic touch. There is no set list of spells and there are no banned schools.
While it is not required for a Dracologist to choose a specific type of dragon often circumstances will cause this to happen. If the Dracologist does declare a dragon type specialty then specialist bonuses and penalties are increased by 1/5% for an alignment type and +3/15% for a specific color. The bonuses/penalties apply to Dracologist matters only.
A 1st level the Dracologist gains a +1 to reaction rolls with dragons. At 5th level the Dracologist is capable of learning actual Dragon spells, even if they may not apply to the Dracologist themselves (like natural attack enhancement spells). At 8th level a Dracologist can recognize any dragon in any form.
New Philosophy - Life
In many ways Life is similar to Transmutation with one important difference; it only affects living things. Life forms are warped and changed into something new. Banned schools are Necromancy and Illusion.
The spells in the school of Life are essentially Alteration spells which affect living things. There are also some enchantment spells that qualify. A Life specialist could get on easily without any newly created spells.
At 5th level the Life specialist can cast clerical healing spells as if they were known wizard spells. At 8th level the specialist gains 50% HP back with healing magics. At 11th level they never will lose their mind when polymorphed.
New Methodology - Alchemy
Alchemists specialize in the channeling of magical energies through combinations of components. In game terms this means that an Alchemist must have a prepared mixture ready in order to cast a spell. So not only is the wizard limited by spells per day as normal they are also limited to casting a spell as many times as they have mixtures prepared.
The basic elements for a spell can be found at an apocrathy and cost 10gp per level of the spell. If a spell is researched a second time the cost drops to 5gp per level and the components can be found in the smallest village (mostly through cooking needs). Researching a spell a third time allows the caster to scrounge up necessary components in the wilderness at no charge. Preparation of a mixture takes 1 turn. A mixture weighs 0.1 lbs.
At 1st level the Alchemist gains the Alchemy skill for free. In addition to standard brews an Alchemist with the Healing proficiency can prepare treatments for 20gp. Additionally, minor substances (glue, Greek fire, etc) can be researched as if they were 0 level spells. Finally an Alchemist has a base 20% chance of recognizing any potion. This increases 5% per level.
At 3rd level the Alchemist may create clerical healing spells if they have the Healing Proficiency.
At 6th level the Alchemist may create magical potions.
New Methodology - Artifice
Artificers are wizards who create magical effects by enchanting items with the desired magics. The actual spell is a combination of the caster's will and energy and the construction of the device. In game terms this means that an Artificer must have a talisman for each spell and it must be "charged" beforehand in order to work. Charging a talisman takes about as much time as it takes to memorize a spell. Casting the spell from a talisman is instantaneous.
A basic talisman costs a minimum of 100gp per level of the spell to be stored in it. By using more valuable materials a spell may be cast as if the wizard were X levels higher (X is a max of 4). The cost is the base cost times 2^X. (So a magic missile to be cast as if it were 3 levels higher would cost 100*2^3 = 800gp.)
A talisman may be constructed to hold several spells (they must all be of the same school). To determine the cost, find the individual cost of each talisman as if it were separate and then total them. Then add 100gp per spell embedded beyond the first. The talisman must have a separate part of it for each spell (often these are gems of different types).
An Artificer may attempt to create a talisman ad hoc in emergencies. Every attempt to use it has a 50% chance of success with the following modifiers: +1%/level of the caster, +1% per 10gp worth of the talisman, -10% if made from common items, -25% if made from bits of stick tied together, etc.
At 1st level the Artificer has a base 20% to ID a magic item. This increases 5% per level.
At 3rd level the Artificer may create one shot magic items ala Spells and Magic.
At 5th level the Artificer may create temporary magic items.
At 7th level the Artificer may make any magic item.