TEXT: Students
  of Lore and Magic
  Optional Spell-casting 
  Rules
  #98
  
  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 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
  Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn.
  Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, 
  with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance 
  Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on 
  original content from TSR.
  Player Paraphernalia #98 Students of Lore and Magic, Optional Spell-casting 
  Rules © 2016, The Knotty-Works; Author: John Buckley.
  d20pfsrd.com. Copyright 2010, John Reyst.
  Some art produced from public domain materials found at the British Library 
  Digital Flickr collection.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See http://paizo.com/
  pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not 
  endorse this product.
  Open Gaming License Copyright © 2007 Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo 
  Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks 
  of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/ 
  pathfinderRPG/compatibility for more information on the compatibility license. Some rights reserved.
  
  1
  Player Paraphernalia #98
  By The Knotty-Works
  Welcome to issue ninety-eight of the Player 
  Paraphernalia 
  series 
  short 
  supplements 
  designed to offer players new options for 
  use with the Pathfinder Roleplaying Game 
  (©Paizo, Inc.).  This issue introduces an 
  optional system of spell casting available 
  to classes normally not granted any type of 
  spell-casting ability.
  Students of Lore and Magic
  Spell-casting is one of the cornerstones of the 
  Pathfinder Roleplaying GameTM, and there is 
  a plethora of classes and options that more 
  than adequately convey rules regarding how 
  magic and spells are handled.  As a result, 
  adventures are designed with the premise 
  that at least one player will have a spell-
  caster based class, preferably one arcane 
  based caster and one divine based caster.  
  However, based on the number of players 
  available as well as the desire to play specific 
  character tropes, it is very possible that such 
  a spell caster will not be available.  The option 
  for such a situation is to either provide a non-
  player character run by the game master 
  or to revise adventure scenarios to take the 
  omission of a spell caster into account.  This is 
  where the following optional rules come into 
  play, presenting Students of Lore and Magic.
  Learning Magic the Hard Way
  Magic is generally regarded the playground 
  for only those classes that grant spells 
  as a class feature, whether arcane or 
  divine.  But given the skill system provided, it is 
  possible for  a character to gain knowledge 
  in spell casting through both the Spellcraft 
  skill and the requisite Knowledge skill.  Taking 
  up the study of spell casting in this method 
  is limited to those characters that take class 
  levels in a non-spell casting class.  For the 
  purposes of these rules, a non-spell casting 
  class is any class that does not provide a 
  spell class feature directly at any point of the 
  class’ 20 level progression.
  Building a Foundation
  To begin learning how to cast spells through 
  this method of study and initiation, a character 
  must choose the appropriate neophyte feat 
  (see below).  These feats require a certain 
  number of ranks in Spellcraft and ranks in at 
  least Knowledge based skill.  As with normal 
  spell-casting classes, there is a base attribute 
  prerequisite as well.
  Neophyte Feats
  The following feats are required to grant a 
  character that has no spell-casting ability to 
  attempt to learn and cast spells.  Characters 
  that have at least one level in a class that 
  grants spell casting at some point during the 
  class progression may not take this feat.  If 
  a character takes an initiate feat and then 
  later takes at least one level in a spell-casting 
  class, he no longer gains access to the feat 
  or any spells they have previously learned 
  
  2
  to cast.  The Player may replace the feat with 
  another with the GM’s permission.
  Characters may only study in one of the 
  branches of lore and magic (arcane, nature, 
  or religious).
  Advanced Arcane Study (Neophyte Feat)
  You have mastered the highest level of 
  arcane spells for somone not committed to 
  the craft.
  Prerequisites:  Int 15+, 12 or more ranks in 
  Knowledge (arcana) and Spellcraft, no class 
  levels in a class with the spell casting feature, 
  Improved Arcane Study.
  Benefit:  You may attempt to learn 3rd level 
  arcane spells from the Arcane Study list 
  and cast them based on the limitations of 
  the optional rules govering casting spells for 
  students of lore and magic.  You must store 
  known spells in your spellbook.
  Advanced Nature Study (Neophyte Feat)
  Your commitment to the precepts of the 
  spirital world of nature have been rewarded 
  with even more spells of power, Improved 
  Nature Study.
  Prerequisites:  Wis 15+, 12 or more ranks in 
  Knowledge (nature) and Spellcraft, no class 
  levels in a class with the spell casting feature, 
  Improved Nature Study.
  Benefits:  You can now access a limited set 
  of 3rd level druidic spells from the Spells of 
  Nature Study list provided below and cast 
  them based on the limitation of the optional 
  rules governing casting spells for students of 
  lore and magic.
  Advanced Religious Study (Neophyte Feat)
  You wield the favor of your deity or faith 
  that can nearly rival those fully ordained for 
  service.
  Prerequisites:  Wis 15+, 12 or more ranks in 
  Knowledge (religion) and Spellcraft, no class 
  levels in a class with the spell casting feature, 
  Improved Religious Study.
  Benefits:  You may now petition for access 
  to 3rd level divine spells from the Spells 
  of Religious Study list and cast them 
  based on the limitation of the optional rules 
  governing casting spells for students of lore 
  and magic.
  Arcane Study (Neophyte Feat)
  Your intense study of the occult and arcane 
  has opened options to the arcane arts not 
  available to other non-practitioners.
  Prerequisites: Int 11+, 5 or more ranks in 
  Knowledge (arcana) and Spellcraft, no class 
  levels in a class with the spell casting feature.
  Benefits:  You may attempt to learn 0 level 
  and 1st level arcane spells from the Spells of 
  Arcane Study list and cast them based on 
  the limitations of the optional rules governing 
  casting spells for students of lore and magic. 
  You must also acquire a spellbook to store 
  any spells you study and the rules regarding 
  reading magical writings and adding spells 
  to your spell book apply.
  Improved Arcane Study (Neophyte Feat)
  You have unlocked the next level of arcane 
  spells for someone of your aptitude.
  Prerequisites:  Int 13+, 9 or more ranks in 
  Knowledge (arcana) and Spellcraft, no class 
  levels in a class with the spell casting feature, 
  Arcane Study.
  Benefit:  You may attempt to learn 2nd level 
  arcane spells from the Arcane Study list and 
  cast it based on the limitations of the optional 
  rules govering casting spells for students of 
  lore and magic.  You must store known spells 
  in your spellbook.
  Improved Nature Study (Neophyte Feat)
  The spirits of nature have rewarded you 
  for your continued service and devotion, 
  granting access to greater secrets.
  Prerequisites:  Wis 13+, 9 or more ranks in 
  Knowledge (nature) and Spellcraft, no class 
  levels in a class with the spell casting feature, 
  Nature Study.
  Benefits:  You can now access a limited set 
  of 2nd level druidic spells from the Spells of 
  Nature Study list provided below and cast 
  them based on the limitation of the optional 
  
  3
  rules governing casting spells for students of 
  lore and magic.
  Improved Religious Study (Neophyte Feat)
  Your 
  prayers 
  and 
  service 
  have 
  been 
  rewarded and your spiritual reserves have 
  been energized by your faith.
  Prerequisites:  Wis 13+, 9 or more ranks in 
  Knowledge (religion) and Spellcraft, no class 
  levels in a class with the spell casting feature, 
  Religious Study.
  Benefits:  You may now petition for access 
  to 2nd level divine spells from the Spells of 
  Religious Study list and cast them based on 
  the limitation of the optional rules governing 
  casting spells for students of lore and magic.
  Nature Study (Neophyte Feat)
  Your communion with and devotion to 
  mother nature has been blessed with the 
  ability to harness her spirit for your own needs.
  Prerequisites:  Wis 11+, 5 or more ranks in 
  Knowledge (nature) and Spellcraft, no class 
  levels in a class with the spell casting feature.
  Benefits:  Your communion and ties with 
  nature grant you access to a limited set of 0 
  level and 1st level druidic spells from the Spells 
  of Nature Study list provided below and cast 
  them based on the limitation of the optional 
  rules governing casting spells for students of 
  lore and magic.
  Religious Study (Neophyte Feat)
  Your time spent in contemplation and study 
  have rewarded your faith with a sliver of your 
  deity’s blessing.
  Prerequisites:  Wis 11+, 5 or more ranks in 
  Knowledge (religion) and Spellcraft, no class 
  levels in a class with the spell casting feature.
  Benefits:  You may petition your deity with 
  the ability to cast 0 and 1st level divine spells 
  from the Spells of Religious Study list and cast 
  them based on the limitation of the optional 
  rules governing casting spells for students of 
  lore and magic.
  The Study of Magic
  Once a character has chosen a neophyte 
  feat, they may attempt to cast a spell based 
  on the feat taken.  In the case of arcane 
  study, the character must also have a spell 
  book to record and prepare his spells.  The 
  student of lore and magic must prepare his 
  spells at the beginning of the day after 8 
  hours of rest, either requesting the spell from 
  his deity, gathering the spiritual power of 
  mother nature, or memorizing the spell from 
  his spell book.
  The character must have the requisite 
  minimum ability score to cast the spell 
  equal to 10 + the spell’s level; however, as 
  the prerequisites for the neophyte feats 
  incorporate ability score minimums this should 
  not pose an issue.  The selection of spells 
  granted to the student of lore and magic is 
  limited compared to normal spell-casters and 
  students may only 
  access 
  spells 
  of 
  3rd level or less.  
  The student of lore 
  and 
  magic 
  may 
  only cast a certain 
  number of spells per 
  day, based on his 
  class level, similar 
  to 
  normal 
  spell-
  casting 
  classes. 
  The character will 
  gain 
  additional 
  spells 
  for 
  an 
  exceptionally high 
  attribute 
  related 
  to 
  the 
  neophyte 
  feat 
  chosen 
  as 
  given on the Ability 
  Modifiers and Bonus 
  Spells table found 
  in 
  the 
  Pathfinder 
  Roleplaying Game 
  Core Rule BookTM. 
  Students 
  of 
  the 
  Arcane Study use 
  Intelligence, while 
  students 
  of 
  the 
  Nature 
  Student of Lore and Magic 
  Spell Progression Chart
  Class 
  Level
  Spells per Day
  0
  1st
  2nd
  3rd
  1st
  –
  –
  –
  –
  2nd
  –
  –
  –
  –
  3rd
  –
  –
  –
  –
  4th
  –
  –
  –
  –
  5th
  2
  1
  –
  –
  6th
  3
  1
  –
  –
  7th
  3
  1
  –
  –
  8th
  3
  2
  –
  –
  9th
  3
  2
  1
  –
  10th
  4
  2
  1
  –
  11th
  4
  2
  1
  –
  12th
  4
  3
  1
  –
  13th
  4
  3
  2
  –
  14th
  4
  3
  2
  –
  15th
  4
  3
  2
  1
  16th
  4
  4
  2
  1
  17th
  4
  4
  3
  1
  18th
  4
  4
  3
  2
  19th
  4
  4
  3
  2
  20th
  4
  4
  4
  3
  
  4
  Study or Religious Study use their Wisdom to 
  determine bonus spells.
  A student of lore and magic that gains spell 
  access does not qualify for feats that include  
  the prerequisite of spell-casting.  This includes 
  all metamagic feats and item creation feats. 
  In addition, the student of lore and magic’s 
  effective caster level is ½ his class level in 
  regards to the spell’s range and effects as 
  well as any checks required for concentration 
  or overcoming spell resistance.  The Difficulty 
  Class for any saving throws associated with 
  spells cast by the student of lore and magic 
  is equal to 10 + the level of the spell + the 
  modifier for the ability score associated with 
  the spell being cast.
  The student of lore and magic also does not 
  qualify as a spell-caster or the ability to cast 
  spells in regards to spell-triggered magic 
  items such as wands.  However, the Use 
  Magic Device skill may be used to use such 
  items.  Students may use scrolls as long as the 
  spell is on their list of available spells based 
  on their area of study.  All students of lore 
  and magic must use Read Magic or attempt 
  to interpret the scroll using Spellcraft.
  Students that take up the neophyte feats 
  of Religious Study or Nature Study may 
  petition the associated divinity or spirit for any 
  spell on their limited spell list.  The student of 
  lore and magic that takes up Arcane Study 
  must create his own spell book (or acquire 
  one from another arcane spell-caster) and 
  he must make a spellcraft check (DC 20 + 
  spell’s level) in order to fully interpret and 
  understand the spell before he may cast it.  If 
  the student fails the spellcraft check, he may 
  try again the next day.  Once the student of 
  lore and magic gains the use of Read Magic, 
  he may use that in place of spellcraft to learn 
  a new spell.
  The Art of Casting
  Once a student of lore and magic has 
  prepared his spells for the day, he may 
  attempt to cast those spells as desired.  If 
  the character is not in a stressful situation, 
  he may cast the spell without requiring a 
  concentration check.  The effects of severe 
  weather and movement also apply in 
  regards to making a concentration check to 
  successfully cast a spell.
  If the student of lore and magic in combat 
  (this is the generalization of the situation and 
  does not refer to actually being threatened 
  by an opponent), under an enchantment, 
  or suffering from a negative condition, he 
  must make a concentration check to cast 
  the spell.  The DC to cast a spell while under 
  these conditions is equal to 10 + the spell 
  level.  The DC for casting spells for other 
  conditions related to weather or movement 
  apply as listed in the Pathfinder Roleplaying 
  Game Core Rule BookTM.
  If student of lore and magic is being 
  threatened in combat, he may attempt to 
  cast defensively, otherwise the character 
  will provoke an attack of opportunity while 
  casting the spell.  In the case of an attack 
  of opportunity, the opponent’s attack is 
  resolved before the character makes a 
  concentration check to cast the spell.
  If the student of lore and magic fails his 
  concentration check, the spell is lost.  In the 
  case of 0-level spells, the character does not 
  lose the spell and may attempt to cast it 
  gain as desired.
  
  5
  Spell-caster Transitions
  If the student of lore and magic ever takes 
  a level in a class that grants spell-casting 
  (regardless of the level that access is normally 
  granted), he immediately loses access to his 
  spell-casting ability granted by his neophyte 
  feat.  If the character had the Arcane Study 
  feat and then took a level as a wizard, he 
  still possesses his spellbook and does not lose 
  any spells from it, though he may only cast 
  spells by level based on his class level as a 
  wizard.  Otherwise the spellbook becomes 
  useless to the character, though the student 
  of lore and magic may sell or part with the 
  book as desired.
  0 Level Spells
  Arcane Mark
  Dancing Lights
  Detect Magic
  Flare
  Ghost Sound
  Light
  Mage Hand
  Mending
  Message
  Open/Close
  Prestidigitation
  Read Magic
  1st Level Spells
  Alarm
  Animate Rope
  Burning Hands
  Charm Person
  Comprehend Languages
  Detect Secret Doors
  Disguise Self
  Endure Elements
  Erase
  Feather Fall
  Grease
  Identify
  Jump
  Magic Weapon
  Mount
  Obscuring Mist
  Protection From (Chaos/Evil/
  Good/Law)
  Shield
  Shocking Grasp
  Silent Image
  Sleep
  Ventriloquism
  2nd Level Spells
  Alter Self
  Arcane Lock
  Bear’s Endurance
  Bull’s Strength
  Cat’s Grace
  Darkvision
  Eagle’s Splendor
  Fog Cloud
  Fox’s Cunning
  Gust of Wind
  Invisibility
  Knock
  Locate Object
  Make Whole
  Minor Image
  Obscure Object
  Owl’s Wisdom
  Pyrotechnics
  Resist Energy
  Scorching Ray
  Shatter
  3rd Level Spells
  Arcane Sight
  Daylight
  Deep Slumber
  Dispel Magic
  Gaseous Form
  Heroism
  Lightning Bolt
  Magic Circle Against (Chaos/
  Evil/Good/Law)
  Major Image
  Nondetection
  Protection from Energy
  Secret Page
  Sleet Storm
  Tiny Hut
  Tongues
  Water Breathing
  Wind Wall
  Spells of Arcane Study
  
  6
  0 Level Spells
  Create Water
  Detect Magic
  Detect Poison
  Know Direction
  Light
  Mending
  Purify Food and Drink
  Read Magic
  1st Level Spells
  Detect Animals or 
  Plants
  Detect Snares and 
  Pits
  Endure Elements
  Entangle
  Goodberry
  Jump
  Keen Senses
  Longstrider
  Magic Stone
  Obscuring Mist
  Pass without Trace
  Produce Flame
  Shillelagh
  Speak with Animals
  2nd Level Spells
  Animal Messenger
  Barkskin
  Bear’s Endurance
  Cure Light Wounds
  Delay Poison
  Fog Cloud
  Gust of Wind
  Heat Metal
  Owl’s Wisdom
  Resist Energy
  Restoration, Lesser
  Tree Shape
  3rd Level Spells
  Cure Moderate 
  Wounds
  Daylight
  Meld into Stone
  Neutralize Poison
  Plant Growth
  Quench
  Remove Disease
  Sleet Storm
  Speak with Plants
  Stone Shape
  Water Breathing
  Wind Wall
  0 Level Spells
  Create Water
  Detect Magic
  Detect Poison
  Know Direction
  Light
  Mending
  Purify Food and Drink
  Read Magic
  1st Level Spells
  Bane
  Bless
  Bless Water
  Comprehend 
  Languages
  Cure Light Wounds
  Curse Water
  Doom
  Endure Elements
  Inflict Light Wounds
  Magic Weapon
  Obscuring Mist
  Protection From 
  (Chaos/Evil/Good/
  Law)
  Remove Fear
  Sanctuary
  Shield of Faith
  2nd Level Spells
  Aid
  Augury
  Bear’s Endurance
  Calm Emotions
  Consecrate
  Cure Moderate 
  Wounds
  Delay Poison
  Desecrate
  Inflict Moderate 
  Wounds
  Make Whole
  Owl’s Wisdom
  Resist Energy
  Restoration, Lesser
  Shield Other
  Status
  3rd Level Spells
  Bestow Curse
  Continual Flame
  Create Food and 
  Water
  Cure Serious Wounds
  Inflict Serious Wounds
  Locate Object
  Magic Circle Against 
  (Chaos/Evil/Good/
  Law)
  Obscure Object
  Prayer
  Protection from 
  Energy
  Remove Curse
  Remove Disease
  Speak with Dead
  Water Breathing
  Water Walk
  Spells of Nature Study
  Spells of Religious Study
  
  Other Knotty Works 
  Pathfinder compatible 
  products
  If you enjoyed this product, please check out these other 
  Pathfinder supplements produced by the Knotty Works.  
  Each of the Spell Works Compendiums offer 
  over fifty new and unique spells.  Advancing 
  with Class supplements offer new abilities for 
  existing classes or introduce a new class with 
  unique mechanics for the Pathfinder game.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Knotty-Works/Player Paraphernalia 98 - Students of Lore and Magic (Optional Spell-Casting Rules).pdf