TEXT: Welcome to Future: Arcana. This PDF
  details two new prestige classes – the arcane
  ace and the spellsoldier – and over a dozen
  spells designed for futuristic campaigns. You
  can use the material in this PDF as a basis for
  spells and prestige classes of your own design
  – the primary goal of this PDF is to inspire the
  GM and players in their mission to add arcane
  spells and effects to sci-fi campaigns. 
  Open Game Content
  All of the text in this PDF is designated as
  open game content. The graphics, artwork,
  and layout of the PDF are not open and this
  PDF may not be distributed without the per-
  mission of the author.
  About the Author
  Philip Reed has been working professional-
  ly in the roleplaying game industry since
  1995. In that time he has worked for such
  companies as West End Games, Privateer
  Press, and Steve Jackson Games. Today Philip
  spends his days at home running Ronin Arts,
  writing and designing new games, and reading
  whatever books interest him at the time. To
  learn more about Philip Reed – and Ronin Arts
  – please visit www.roninarts.com.
  Arcana
  by philip reed
  Requires the use of the d20 Modern™ Roleplaying Game, published by Wizards of the Coast, Inc.
  Future: 13 Cyborg Weapons is copyright © 2004 Michael Hammes. All text in this book is designated as open game content. You may
  not distribute this PDF without permission of the author. d20 Modern™ is a trademark of Wizards of the Coast, Inc., a subsidiary of
  Hasbro, Inc., and is used with permission. Wizards of the Coast® is a registered trademark of Wizards of the Coast, Inc., a subsidiary
  of Hasbro, Inc., and is used with permission. 
  For more PDFs please visit
  www.roninarts.com.
  Introduction
  
  2
  In some sectors of arcane space,
  deep beyond the civilized systems, the
  lines between technology and magic
  blur and meld until the two become
  one. A select few spellcasters find
  themselves forced into the role of pilot
  and, over time, learn to love the thrill
  of screaming starfighters and the mad-
  ness of battle. The spellcasters develop
  skills and track down spells and equip-
  ment that enable them to extend their
  personal spellcasting abilities to
  include their starfighters until, with
  sufficient experience and persistence,
  they are able to empower their
  starfighters with arcane energy.
  REQUIREMENTS
  To qualify to become an arcane ace,
  a character must fulfill the following
  criteria:
  Skills: Knowledge (arcane lore) 6
  ranks, Pilot 9 ranks, Spellcraft 9 ranks.
  Other: Ability to cast 2nd level
  arcane spells, Base Reflex save +2.
  CLASS INFORMATION
  The following information pertains
  to the arcane ace prestige class.
  Hit Die
  The arcane ace gains 1d6 hit points
  per level. The character’s Constitution
  modifier applies.
  Action Points
  The arcane ace gains a number of
  action points equal to 7 plus one-half
  their character level, rounded down,
  every time he attains a new level in
  this class.
  ARCANE SPELLS
  AND CYBERNETICS
  While cybernetics are designed to enhance the
  abilities of a character they have an adverse effect
  on spellcasters; each cybernetic attachment a
  character takes interferes with the character’s
  spellcasting abilites, represented in game terms
  through arcane spell failure (see Arcane Spells
  and Armor in the basic SRD rules for information
  on arcane spell failure). The type of components
  of the spell being cast has no bearing on arcane
  spell failure and cybernetics – all spells are nega-
  tively affected by cybernetic attachments.
  A particular cybernetic attachment has an
  arcane spell failure percentage equal to one-quar-
  ter the attachment’s Purchase DC + the PL of the
  attachment (round up).
  Example: An arcane ace with an advanced
  prosthetic leg has an arcane spell failure percent-
  age of 8 (Purchase DC of 22 + PL of 7/4 = 7.25).
  A character with multiple cybernetic attach-
  ments and/or armor adds all of the percentages
  together to determine the total arcane spell failure
  percentage. 
  New Feat: Cyberarcanist
  You have melded your arcane abilities with
  your dependence on technology, decreasing the
  chance of failure when casting spells.
  Benefit: When calculating the arcane spell
  failure percentage of any possessed cybernetic
  attachments you use the following formula: one-
  eigth the attachment’s Purchase DC + the PL of
  the attachment (round up).
  Example: An arcane ace with the cyberarcan-
  ist feat and an advanced prosthetic leg has an
  arcane spell failure percentage of 3 (Purchase DC
  of 22 + PL of 7/10 = 2.9).
  arcane ace prestige class
  
  3
  Class Skills
  The arcane ace’s class skills are as follows:
  Computer Use (Int), Knowledge (arcane
  lore, streetwise, technology) (Int), Navigate
  (Int), Pilot (Dex), Repair (Int), Spellcraft (Int).
  Skill Points at Each Level: 5 + Int modi-
  fier.
  CLASS FEATURES
  The following class features pertain to the
  arcane ace prestige class.
  Total Spellcasting
  Count all character caster levels when
  determining the arcane ace’s casting level for
  arcane spells.
  Bonus Spells
  At 1st level, and again and 3rd and 5th
  level, an arcane ace gains a number of new
  spells equal to his Intelligence modifier. These
  spells are in addition to any others that the
  arcane ace may gain. These bonus spells must
  be selected from those that include the starship
  descriptor (see New Spells, below).
  Increased Spells/Day
  At 2nd level, the arcane ace increases the
  base number of arcane spells per day by one
  half (round down). This increase occurs before
  modifications for high intelligence or other
  alterations. At 4th level, the arcane ace again
  increases the number of arcane spells avail-
  able per day, this time to a total of twice what
  he would normally have. As before, this
  increase happens prior to any modifications or
  alterations.
  Evasive Action
  At 3rd level, the arcane ace can make a
  Pilot check to lessen the damage dealt by a
  successful attack against his starship. If the
  check result exceeds the attack roll, the dam-
  age is reduced by half (round fractions down,
  minimum of 1 point of damage). The arcane
  ace can make an evasive action check once
  every two rounds.
  The Arcane Ace
  Base
  Class
  Attack
  Fort
  Ref
  Will
  Defense
  Reputation
  Level
  Bonus
  Save
  Save
  Save
  Special
  Bonus
  Bonus
  1st
  +0
  +0
  +2
  +1
  Total spellcasting, 
  Bonus spells
  +1
  +0
  2nd
  +1
  +0
  +3
  +2
  Increased spells/day
  +1
  +1
  3rd
  +1
  +1
  +3
  +2
  Bonus spells, 
  Evasive action
  +2
  +1
  4th
  +2
  +1
  +4
  +2
  Increased spells/day
  +2
  +1
  5th
  +2
  +1
  +4
  +3
  Bonus spells
  +3
  +2
  Spellsoldier prestige class
  The spellsoldier is an arcane warrior who
  channels his spellcasting abilities into power-
  ful, arcane attacks. Spellsoldiers are rare
  throughout known space, highly valued by
  their employers and deployed in only the most
  dire of circumstances. Spellsoldiers often
  employ traditional weapons, cybernetics, and
  armor, but they primarily rely solely upon
  
  4
  their arcane combat powers. Rumors persist of
  a secret mercenary company of spellsoldiers
  but if these rumors are true they’ve yet to be
  proven.
  REQUIREMENTS
  To qualify to become an spellsoldier, a
  character must fulfill the following criteria:
  Base Attack Bonus: +4.
  Feats:
  Combat 
  Expertise, 
  Combat
  Reflexes.
  Skills: Knowledge (arcane lore) 2 ranks,
  Spellcraft 2 ranks.
  Other: Ability to cast 1st level arcane
  spells.
  CLASS INFORMATION
  The following information pertains to the
  spellsoldier prestige class.
  Hit Die
  The spellsoldier gains 1d8 hit points per
  level. The character’s Constitution modifier
  applies.
  Action Points
  The spellsoldier gains a number of action
  points equal to 7 plus one-half their character
  level, rounded down, every time he attains a
  new level in this class.
  Class Skills
  The spellsoldier’s class skills are as fol-
  lows:
  Balance (Dex), Climb (Str), Intimidate
  (Cha), Jump (Str), Knowledge (arcane lore,
  streetwise, technology) (Int), Spellcraft (Int),
  Swim (Str), Tumble (Dex).
  Skill Points at Each Level: 3 + Int modi-
  fier.
  CLASS FEATURES
  The following class features pertain to the
  spellsoldier prestige class.
  Lose Spellcasting Abilities
  A spellsoldier loses all spellcasting abilities
  that he acquired from previous classes. This
  loss is permanent – the character may only
  channel his arcane abilities into spellsoldier
  abilities. If the character ever selects a new
  class that offers spellcasting abilities he may
  grow in his new class – only spellcasting abil-
  ities the character possessed when first taking
  the spellsoldier prestige class are forever lost.
  The Spellsoldier
  Base
  Class
  Attack
  Fort
  Ref
  Will
  Defense
  Reputation
  Level
  Bonus
  Save
  Save
  Save
  Special
  Bonus
  Bonus
  1st
  +1
  +2
  +1
  +0
  Lose spellcasting 
  abilities, Augment 
  physical prowess, 
  Arcane Burst
  +1
  +1
  2nd
  +2
  +3
  +2
  +0
  Obliterating Energy 
  Strike, Bonus Feat
  +1
  +1
  3rd
  +3
  +3
  +2
  +1
  Shield of Arcane Energy +2
  +1
  4th
  +4
  +4
  +2
  +1
  Arcane Weapon, 
  Bonus Feat
  +2
  +2
  5th
  +5
  +4
  +3
  +1
  Wave of Destruction
  +3
  +2
  6th
  +6
  +5
  +3
  +2
  Greater Arcane Burst
  +4
  +3
  
  5
  Augment Physical Prowess
  Starting at 1st-level, a spellsoldier may
  empower his physical abilities through his con-
  nection to arcane energies. Anumber of times per
  day equal to his spellsoldier level plus his
  Intelligence modifier, the spellsoldier may gain a
  +2 bonus to Strength, Dexterity, or Constitution.
  This persists for a number of rounds equal to the
  character’s base attack bonus.
  Arcane Burst
  Beginning at 1st-level, a number of times per
  day equal to his spellsoldier level, a spellsoldier
  may focus his arcane energy into a destructive
  burst of energy. This energy burst fills a 30-foot
  spread centered on the spellsoldier and anyone
  within this burst must make a Reflex save (DC
  10 + half the spellsoldier’s base attack bonus +
  the spellsoldier’s Intelligence modifier) or suffer
  a number of six-sided dice of damage equal to
  the spellsoldier’s base attack bonus. A successful
  Reflex save results in half damage. The spellsol-
  dier is not harmed by this arcane burst.
  Obliterating Energy Strike
  Beginning at 2nd-level, a spellsoldier may
  empower any of his melee attacks – armed or
  unarmed – with arcane energy. The empowered
  attack inflicts an extra 2d6 points of damage +
  the spellsoldier’s base attack bonus. A spellsol-
  dier may use this class feature a number of times
  per day equal to one-half his base attack bonus
  (round down) plus his spellsoldier level.
  Bonus Feat
  At 2nd-level, and again at 4th-level, a spell-
  soldier gets a bonus feat. The bonus feat must be
  selected from the following list, and the spellsol-
  dier must meet all of the prerequisites of the feat
  to select it.
  Action 
  Boost, 
  Athletic, 
  Cybertaker,
  Endurance, Improved Brawl, Knockout Punch,
  Nerve Pinch, Spacer, Strong Plus, Toughness,
  Tough Plus.
  Shield of Arcane Energy
  Beginning at 3rd-level, a spellsoldier may
  manipulate arcane energy in order to erect a
  shield of energy that completely surrounds him
  and protects him from attack. The spellsoldier
  gains damage reduction 5/– and ignores 5 points
  of damage from melee and ranged weapons. This
  DR stacks with any other damage reduction the
  spellsoldier may already possess. This shield
  lasts for a number of rounds equal to the spell-
  soldier’s base attack bonus. This class feature
  may be used a number of times per day equal to
  the spellsoldier’s level.
  Arcane Weapon
  At 4th-level, the spellsoldier gains the ability
  to channel arcane energy into any weapon –
  ranged or melee, low or hi-tech – in order to
  increase his chance of hitting with the augment-
  ed weapon and deal increased damage with the
  affected weapon. For a number of rounds equal
  to the spellsoldier’s level, the augmented weapon
  gains a +4 bonus to attack and damage rolls. A
  spellsoldier may use the class feature a number
  of times per day equal to his base attack bonus.
  Wave of Destruction
  Beginning at 5th-level, once per day and as a
  free action, a spellsoldier may unleash an arcane
  blast in a 30-foot cone. All characters and crea-
  tures within the affected area suffer a number of
  points of damage equal to the spellsoldier’s base
  attack bonus plus his spellsoldier level. Those
  caught within the wave’s area may make a Reflex
  save (DC 10 + the spellsoldier’s base attack
  bonus + his Intelligence modifier) for half-dam-
  age.
  Greater Arcane Burst
  At 6th level, once per day, the spellsoldier
  may augment one use of his arcane burst class
  feature with even greater arcane power. The aug-
  mented arcane burst expands to a 60-foot spread
  and the damage is doubled (two six-sided dice
  times the spellsoldier’s base attack bonus). The
  arcane burst is otherwise identical to the normal
  version of this class feature.
  
  6
  The existence of magic in a futuristic cam-
  paign would, of course, lead to a variety of
  new spells to cope with new technology and
  situations. The spells presented in this section
  are all designed for use in campaigns in which
  magic and starships interact.
  NEW DESCRIPTOR AND RANGE
  Several of spells presented in this PDF uti-
  lize both a new descriptor – starship – and
  range category – starship tactical. These new
  additions to the spell system are designed
  specifically to allow new spells that interact
  directly with starships – both the arcane ace’s
  ship and those he is in combat with.
  SAVING THROW (OBJECT)
  Spells with the starship descriptor that
  allow saving throws include the designation
  (Object). Such spells may be resisted by any
  member of the starship’s crew though only
  one crew member may attempt to resist the
  effects of any one spell. To resist a spell a
  crewmember must be seated at his station –
  crew not at a specific station (such as naviga-
  tion, gunnery, piloting, etc.) are not able to
  attempt resistance against spells targeting the
  starship.
  If more than one crewmember attempts to
  resist the same spell, the saving throw of
  crewmember with the highest Will bonus
  supercedes all other character’s saving throws.
  Some starships are constructed with specific
  “Mage Chamber” stations in which spellcast-
  ers function as crew tasked with running the
  ship’s arcane attacks and defenses when in
  combat.
  SPELL DESCRIPTIONS
  The spells herein are presented in alphabet-
  ical order.
  Arcane Acceleration
  Transmutation [Starship]
  Level: Mage 1; Components: V, M;
  Casting Time: Attack action; Range: Touch;
  Target: 
  Starship 
  touched; 
  Duration:
  Concentration, up to 1 round/level; Saving
  Throw: Will negates (harmless) (object);
  Spell Resistance: Yes (harmless) (object)
  The targeted starship’s tactical speed is
  increased by 1,000 ft. (2 squares) for the
  spell’s duration. The caster must remain in
  contact with the starship – seated at a crew sta-
  tion counts – for the spell’s duration.
  Material Component: A small vial of pure
  water harvested from a comet.
  Arcane Acceleration, Greater
  Transmutation [Starship]
  Level: Mage 3; Components: V, S;
  Casting Time: Attack action; Range: Touch;
  Target: 
  Starship 
  touched; 
  Duration:
  Concentration, up to 1 round/level; Saving
  Throw: Will negates (harmless) (object);
  Spell Resistance: Yes (harmless) (object)
  This spell functions like arcane accelera-
  tion, except that the starship’s tactical speed is
  increased by 1,500 ft. (3 squares) for the
  spell’s duration.
  Arcane Jump
  Conjuration (Teleporting) [Starship]
  Level: Mage 3; Components: V, S;
  Casting Time: 1 minute; Range: Touch;
  Target: Starship touched; Duration: Special,
  see text; Saving Throw: Will negates (harm-
  less) (object); Spell Resistance: Yes (harm-
  less) (object)
  Upon completion of casting this spell
  bestows the targeted starship with an ethereal
  new spells
  
  7
  jump drive that functions for one use. This
  ethereal drive must be used within the next 12
  hours or it is lost.
  The ethereal jump drive created by this
  spell may only be activated and controlled by
  the caster and, otherwise, is identical to the PL
  9 Jump Drive described in the basic SRD rules
  under 
  Traveler 
  Science/Jump 
  Gate
  Technology. To activate and control the ethere-
  al jump drive the caster must remain within
  the starship for the spell’s duration.
  Arcane Missile
  Transmutation [Starship]
  Level: Mage 1; Components: V, M;
  Casting Time: Attack action; Range: Touch;
  Target: Missile touched; Duration: 1
  minute/level; Saving Throw: Will negates
  (harmless) (object); Spell Resistance: Yes
  (harmless) (object)
  This spell imbues one missile with a +2d10
  bonus to damage per two caster levels (round
  down) of the spellcaster. A single missile may
  only be affected once by this spell and the
  spell loses this enhancement bonus if it is not
  fired before the spell expires.
  Debris Cloud 
  Conjuration (Creation) [Starship]
  Level: Mage 2; Components: V, see text;
  Casting Time: Attack action; Range:
  Starship Tactical (1,000 ft. + 500 ft./level);
  Effect: Cloud of debris, see text; Duration: 2
  rounds/level; Saving Throw: None; Spell
  Resistance: No
  By targeting a starship that is breaking
  apart (a starship that is at negative hit points),
  the caster creates a debris cloud that is one size
  category larger than the targeted starship. The
  caster may place this debris cloud anywhere
  within the spell’s range. The spell has no
  effect on the targeted starship.
  Eldritch Feedback
  Evocation [Starship]
  Level: Mage 3; Components: V, S;
  Casting Time:
  Attack action; Range:
  Starship Tactical (1,000 ft. + 500 ft./level);
  Target: One starship and its crew; Duration:
  Instantaneous; Saving Throw: Will half;
  Spell Resistance: Yes
  The energy systems aboard the targeted
  starship surge with eldritch power that releas-
  es through headsets, keypads, and other ship’s
  instruments. All crew members at their sta-
  tions suffer 1d8 points of damage +1 point per
  caster level (maximum +5).
  Each affected crew member may make a
  Will save and, on a successful save, the dam-
  age is reduced to one-half. If this save fails, in
  addition to the damage, the crew member is
  stunned. A stunned crew member loses his
  Dexterity bonus, drops whatever he was hold-
  ing, can take no attack or move actions, and
  takes a –2 penalty to Defense. The starship’s
  autopilot system kicks in if the pilot is
  stunned.
  Gravitational Dominance
  Evocation [Starship]
  Level: Mage 4; Components: S; Casting
  Time: Attack action; Range: Starship Tactical
  (1,000 ft. + 500 ft./level); Target: One star-
  ship; Duration:
  Instantaneous; Saving
  Throw: 
  Will 
  negates 
  (object); 
  Spell
  Resistance: Yes (object)
  The targeted starship is flung through a
  short section of space by this spell. The caster
  may move the targeted starship in any direc-
  tion 1d4+1 squares, including flinging the tar-
  geted starship into nearby objects: a starship
  directed by this spell into an occupied square
  automatically makes a ramming attempt (cast-
  er makes a Spellcraft check DC 10 + target’s
  Defense) and, on a successful attempt, the
  flung starship rams whatever object was in the
  
  8
  occupied square. See the SRD for rules on
  starships and ramming.
  Hyperspace Rift
  Conjuration (Teleporting) [Starship]
  Level: Mage 4; Components: V, S;
  Casting Time: Attack action; Range:
  Starship Tactical (1,000 ft. + 500 ft./level);
  Target: 
  One 
  starship; 
  Duration:
  Concentration, up to 1 round/2 levels; Saving
  Throw: 
  Will 
  negates 
  (object); 
  Spell
  Resistance: Yes (object)
  The targeted starship is removed from com-
  bat for the duration of the spell as it is cast into
  hyperspace. Time stands still for the starship
  and its crew and, at the end of the spell’s dura-
  tion, the ship and crew return to the exact posi-
  tion they were in before being targeted by the
  spell. If the square the starship returns to is
  occupied the ship is transported to a random
  adjacent, open space.
  Once returned, the starship’s crew is shak-
  en for a number of rounds equal to the number
  of rounds of the spell’s duration. Shaken crew
  members take a –2 penalty on attack rolls, sav-
  ing throws, and skill checks.
  Inescapable Orbit
  Evocation [Starship]
  Level: Mage 3; Components: V, S;
  Casting Time: 1 minute; Range: Starship
  Tactical (1,000 ft. + 500 ft./level); Target:
  One starship; Duration: 1 minute/level;
  Saving Throw: Will negates (object); Spell
  Resistance: Yes (object)
  The targeted starship is enveloped in an
  arcane energy field that freezes the starship in
  the square in which it was in when the spell
  was cast. The ship’s systems continue to func-
  tion but the ship is immobilized as long as this
  spell remains in effect. Crew onboard the star-
  ship, and any carried vehicles, are unaffected
  by this spell.
  An immobilized starship takes a –4 penalty
  to its Defense and can’t apply the pilot’s
  Dexterity bonus to its Defense. The starship is
  immobile but not helpless – it may still fire
  weapons.
  Nova Flash
  Evocation [Light]
  Level: Mage 2; Components: V, S;
  Casting Time: Attack action; Range:
  Starship Tactical (1,000 ft. + 500 ft./level);
  Target: One starship; Duration: See below;
  Saving Throw: Reflex negates; Spell
  Resistance: Yes
  A blinding flash of white light erupts with-
  in the targeted starship, leaving the ship and
  all crewmembers dazed for 1d2 rounds. A
  dazed starship, and its crew, can take no
  actions, but they take no penalty to Defense.
  As long as 50% or more of the starship’s
  crew succeed their Reflex save the starship
  itself is unaffected by this spell. Those crew
  members that fail their save are still dazed for
  the spell’s duration.
  Stealth Aura
  Illusion [Starship]
  Level: Mage 3; Components: S; Casting
  Time: Attack action; Range: Starship Tactical
  (1,000 ft. + 500 ft./level); Target: One star-
  ship of Mediumweight size or smaller;
  Duration: Concentration, up to 1 round/level;
  Saving Throw: Will negates (harmless)
  (object); Spell Resistance: Yes (harmless)
  (object)
  The targeted starship has total concealment
  for the duration of the spell. To attack a star-
  ship under the effects of this spell, an attacker
  must guess in which square the starship cur-
  rently is (or determine its position based on
  where it attacked last), and even if the guess is
  accurate, there is a 50% chance that the attack
  misses.
  
  9
  This spell supercedes the effects of a sensor
  jammer, stealth screen, or cloaking screen that
  may already be activated on the targeted star-
  ship.
  Stealth Aura, Greater
  Illusion [Starship]
  Level: Mage 5; Components: S; Casting
  Time: Attack action; Range: Starship Tactical
  (1,000 ft. + 500 ft./level); Target: One starshi;
  Duration: Concentration, up to 1 round/level;
  Saving Throw: Will negates (harmless)
  (object); Spell Resistance: Yes (harmless)
  (object)
  This spell functions like stealth aura,
  except that it affects any size of starship.
  Stealth Aura, Mass
  Illusion [Starship]
  Level: Mage 4; Components: V, S;
  Casting Time: 1 minute; Range: Starship
  Tactical (1,000 ft. + 500 ft./level); Target: All
  starships of Mediumweight size or smaller
  within range; Duration: Concentration, up to
  1 round/level; Saving Throw: Will negates
  (harmless) (object); Spell Resistance: Yes
  (harmless) (object)
  This spell functions like stealth aura,
  except that it affects multiple starships.
  Veteran of a Thousand Dogfights
  Transmutation
  Level: Mage 2; Components: V, S, M;
  Casting Time: Attack action; Range: Touch;
  Target: Character touched; Duration: 1
  minute/level; Saving Throw: Will negates
  (harmless); Spell Resistance: Yes (harmless)
  The targeted character is filled with the
  knowledge of an expert starship pilot. The
  spell grants a +4 enhancement bonus to the
  Pilot skill for the spell’s duration.
  Material Component: Any small object
  (Purchase DC value of 2 or more) that once
  belonged to a character with 6 or more ranks
  in Pilot.
  Open Game License
  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 deriv-
  ative works and translations (including into other computer lan-
  guages), 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, pro-
  cedures, 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 includ-
  ing 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, personal-
  ities, teams, personas, likenesses and special abilities; places, loca-
  tions, 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 iden-
  tity 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 con-
  tributing original material as Open Game Content, You represent that
  Your Contributions are Your original creation and/or You have suffi-
  cient rights to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the COPY-
  RIGHT 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 distrib-
  uting 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 adver-
  tise 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 affect-
  ed.
  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.
  Modern System Reference Document Copyright 2002-2004,
  Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich
  Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!,
  Christopher Perkins, Rodney Thompson, and JD Wiker,  based on
  material by Jonathan Tweet, Monte Cook, Skip Williams, Richard
  Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins,
  and JD Wiker.
  Future: Arcane, copyright 2005 Philip Reed. Published by
  Ronin Arts www.roninarts.com. 
  The Book of Iron Might Copyright 2004 Monte J. Cook. All
  rights reserved.
  Monte Cook’s Arcana Unearthed Copyright 2003 Monte J.
  Cook. All rights reserved.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/d20 Modern/Ronin Arts/Future - Arcana.pdf