Gez
First Post
Guess the Spell posticon is the most appropriate, even if there is no single new spell here.
Step 1: Introducing Magical Might
If you know the Base Attack Bonus concept, you know the Magical Might concept. This is a class statistics that all classes have, at varying rates, and that stacks.
The same way that higher BAB brings in more iterative attacks and a higher chance of hitting enemy, a higher MM brings in more spell slots and a higher chance of bypassing Spell Resistance.
Universal Spell Slot Table
Variant: Psionic Power Points
Psion, psychic warriors, and other classes using psionic powers don't use spell slots but power points. In order to use this system, you have to convert spell slots into power points. This is fortunately easy to do: a spell slot gives a number of power point equal to its level. A 0-level spell slot gives 0 PP, a first-level slot gives 1 PP, and so on. To ease the calculation, the PPP column on the Universal Spell Slot Table gives the total PP for each level.
Designer's Note: 10th-Level Spell Slots
What are this little * column and its two * entries, do you ask? Simple. They are 10th-level spell slots. Since 10th-level spells are beyond the ken of normal people, however, they can not be used, and are thus transferred to 9th and 8th level spell slots. At MM +19, the normal number of 9th-level spell slot should be 2, and at MM +20, there should be 3 8th- and 3 9th-level spell slots, as well as two 10th-level spell slots.
As a variant, you may allow these spell slots to be used for metamagic. Note that the PPP column assume they are indeed 10th-level, otherwise, the last two values would be 163 and 180 instead.
Now, let's move on MM progressions for various classes. There are four level of progressions: Full, Average, Poor, Minimal.
Full progression is +1 MM every level. Average is +2/3 MM every level. Poor is +1/2 MM every level. Minimal is +1/4 MM every level.
In table form:
From this table, you know that a full MM class will get 9th-level spell slots, an average MM class will get a single 7th-level spell slot, a poor MM class will get a single 5th-level spell slot, and a minimal MM class will get a single 3rd-level spell slot. Admire the sheer numerical beauty.
Step 2: Introducing Spell Access
Having spell slots is all fine and dandy, but using them is better. So, here are how spell access work.
All spells have a level (from 0 to 9) and a complexity. There are four levels of complexity.
Simple, Complex, Exotic, and Restricted. You're already familiar with this concept if you're read Monte Cook's Arcana Unearthed. Restricted spells are new, however, and are spells with prerequisites.
All spells belong to one or more of the four types of magic: Arcane, Divine, Nature, and Psionic.
Each has its own quirks and particularities.
Arcane Magic is based on the manipulations of raw magical energies through words of powers, esoterical glyphs, and so on. With arcane magic, you learn to use your own magical potential to affect the world through using symbolical "tools" like words, gestures, foci and material components. It is a difficult art, that risks spell failure when your movements are hindered. You have to discover the spells you use, either instinctively or through research. The specialty of arcane magic is manipulation of force effects. Arcane spellcasters may use additional components or foci to achieve greater effects; while other spellcasters can't.
Divine Magic depends on a connection with a mystical being of immense power, usually a deity, although it is not impossible to find divine spellcasters relying on non-deific entities like a demon prince or an epic great wyrm sorcerer. Like arcane magic, you affect the world through symbolical tools, but the energy is external, not internal; and the casting is assisted by a superior being, eliminating the need for utmost precision. The specialty of divine magic is affecting souls. Divine spellcasters don't need to know the truename of fellow faithfuls (since the deity or whatever they pray to will know it for them); while other spellcasters do (see descriptors below).
Nature Magic depends on a connection with creation itself. Rather than channeling mana from a mystical entity, divine spellcasters channel lei from the tellury. Nature magic requires a oneness with nature that let spellcasters perceive the magic in everything. As they use energies present everywhere to create their effect, rather than inflicting an "alien" energy coming from themselves or from a deity, the need for precision is lessened. Nature magic don't risk spell failure, and the components and foci required are always simple, unworked or crudely-worked things. The specialty of nature magic is affecting plants and animals. Nature spellcasting don't frighten animals (while other spellcasters do).
Psionic Magic, the least understood of the lot, is fundamentaly different in that the psionicist don't cast spells. Instead, he achieve spell-like effects by attuning his mind to what appears to be the collective unconscious, and using this brief connection with this supernatural psychic phenomenon to impose his will on it, making it create the effect he wants. This is called "manifestation". The specialty of psionic magic is affecting minds. Psionic "power manifester" don't need any component outside of their mere thought (and possibly a XP cost).
For each type of magic, there is a related Knowledge and a specific Spellcraft skill.
Arcane: Knowledge (Arcana), Spellcraft (Arcane)
Divine: Knowledge (Religion), Spellcraft (Divine)
Nature: Knowledge (Nature), Spellcraft (Nature)
Psionic: Knowledge (Psionic), Spellcraft (Psicraft)
Your caster level in a type of magic is equal to your MM limited by your Spellcraft rank. Therefore, a wizard 20 may have a MM at +20, but his divine caster level will be +0 if he don't have the Spellcraft (Divine) skill.
The maximal level of spell you can use in any type of magic is limited to half your Spellcraft rank. You don't need Spellcraft (Arcana) for casting cantrips, but for more potent spells, you do.
Variant: Maximum Number of Slot Usable The maximum number of spell slot you can use for a given type of magic at a given level is equal to your Knowledge rank divided by the spell level. 0-level spells are thus not limited, but for first level and on, beware. Warning, after level 13, this begin to hampers a full-MM spellcaster's ability to use all his assigned spell slots. Modifying Knowledge rank to Knowledge bonus (rank + skill focus and other bonuses + ability modifier) may adress that. The interest of that variant is bringing in more consistency with the epic spell rules, since they gave you a number of epic spell slots equal to one-tenth of your relevant Knowledge rank. With these rules and the epic one, the tenth-level spell slots would be used for epic spells.
Finally, all spells have one or more descriptors. Here is the list:
Acid, Air, Animal, Chaotic, Cold, Curse, Darkness, Death, Disease, Dream, Earth, Electricity, Evil, Fear, Fire, Force, Good, Language-Dependent, Lawful, Life, Light, Magic, Mind-Affecting, Negative, Plant, Poison, Positive, Sonic, Spirit, Teleportation, Truename, Water
Some descriptors have special effects.
Curse, Disease, Poison: These spells adversely affects their victims. Their effect can't be dispelled, and instead require the use of respectively remove curse, remove disease and Neutralize Poison.
Death: Creature slain by a death effect requires higher level spells to be brought back to life. A death effect is a negative effect, so a spell with the death descriptor implicitely also has the negative descriptor.
Life: The reverse of death, a life effect creates a living creature or brought a dead creature back to life. A life effect is a positive effect, so a spell with the life descriptor implicitely also has the positive descriptor.
Magic: Spells with effects that affect magic, magic items, magical phenomenas, or spellcasting have this descriptor. For example, dispel magic, detect magic, Mordenkainen's disjunction, Nystul's auras, spell enhancer, enhance magical flow, etc.
Spirit: Spells that deal with spirits. See Oriental Adventures for more about spirits.
Truename: Spells with this descriptor requires you to know the truename of the target. (Unless you are a divine spellcaster.)
Step 3: Introducing the Classes and Feats
From the Player's Handbook:
Barbarian Minimal MM progression, no spell access.
Bard Average MM progression, access to simple arcane spells, complex arcane spells with the [Sonic] descriptor, complex arcane enchantment spells, and complex arcane illusion spells.
Cleric Full MM progression, access to simple, complex and exotic divine spells.
Druid Full MM progression, acess to simple, complex and exotic nature spells.
Fighter Minimal MM progression, no spell access.
Monk Minimal MM progression, no spell access.
Paladin Poor MM progression, access to simple divine spells and all divine spells with the [Good] descriptor.
Ranger Poor MM progression, access to simple nature spells and all nature spells with the [Animal] descriptor.
Rogue Minimal MM progression, no spell access.
Sorcerer Full MM progression, access to all arcane spells.
Wizard Full MM progresssion, access to simple and complex spells, may learn or research exotic spells without feat.
From the Dungeon Master's Guide:
Adept Average MM progression, access to simple nature and divine spells.
Aristocrat Minimal MM progression, no spell access.
Commoner Minimal MM progression, no spell access.
Expert Minimal MM progression, no spell access.
Warrior Minimal MM progression, no spell access.
Arcane Archer Minimal MM progression, no spell access.
Arcane Trickster Average MM progression, access to simple arcane spells.
Archmage Full MM progression, access to simple and complex arcane spells.
Assassin Poor MM progression, access to simple arcane spells.
Blackguard Poor MM progression, access to simple divine spells and all divine spells with the [Evil] descriptor.
Dragon Disciple Minimal MM progression, access to simple and complex arcane spells.
Duelist Minimal MM progression, no spell access.
Dwarven Defender Minimal MM progression, no spell access.
Eldritch Knight Average MM progression, spell access as previous class.
Hierophant Poor MM progression, access to simple and complex divine spells.
Horizon Walker Minimal MM progression, no spell access.
Loremaster Full MM progression, spell access as previous class.
Mystic Theurge Average MM progression, access to simple and complex arcane and divine spells.
Shadowdancer Minimal MM progression, no spell access.
Thaumaturge Full MM progression, access to simple divine spells.
From the Psionics Handbook:
Psion Full MM progression, access to all psionic spells.
Psychic Warrior Average MM progression, access to simple psionic spells.
From Oriental Adventures:
Samurai Minimal MM progression, no spell access.
Shaman Full MM progression, access to simple divine spells, simple and complex nature spells, and all divine or nature spells with the Spirit descriptor.
Shugenja Full MM progression, access to simple nature and arcane spells.
Sohei Poor MM progression, access to simple divine spells and all divine spells with the [Lawful] descriptor.
Wu Jen Full MM progression, access to simple and complex arcane spells, and exotic arcane spells with the proper descriptor (air, fire, water, earth and magic).
From the Miniatures Handbook:
Favored Soul Full MM progression, access to simple and complex divine spells.
Healer Full MM progression, access to all divine spells with the Positive descriptor.
Marshal Minimal MM progression, no spell access.
Warmage Full MM progression, access to all simple and complex arcane spells of the Evocation and Conjuration schools.
From Arcana Unearthed:
Akashic Minimal MM progression, no spell access.
Champion Minimal MM progression, no spell access. The Champion of Magic's magic touchs abilities may be replaced by access to simple arcane spells.
Greenbond Full MM progression, access to simple nature spells, and all nature spells with the [Plant] descriptor.
Mageblade Average MM progression, access to simple arcane spells.
Magister Full MM progression, access to simple and complex arcane spells.
Runethane Average MM progression, access to simple arcane spells.
Totem Warrior Minimal MM progression, no spell access.
Unfettered Minimal MM progression, no spell access.
Warmain Minimal MM progression, no spell access.
Witch Average MM progression, access to simple arcane spells.
New Feats:
Complex Spells
You know more complicated spells.
Prerequisite: Access to simple spells.
Benefit: Select a level for which you may access simple spells. You know know all complex spells from that level, provided they are not from a barred school, or a barred descriptor. If you have access to simple spells in various types of magic, select one for this feat.
Special: You may take this feat several times, each time for a different level and type of magic combination.
Exotic Spell
You know a very rare spells.
Prerequisite: Access to complex spells.
Benefit: Choose a single exotic spell of a level and type of magic you have already complex access. You know have access to this spell as well.
Special: You may take this feat several times, each time for a different spell.
Spell Training
You continue learning higher-level spells.
Prerequisites: Access to simple spells.
Benefit: Choose one type of magic you can practice. You now have access to simple spells one level higher than before.
Special: You may take this feat several times, each time accessing a new level of spells in a type of magic.
Last Note
The above on spell access is classes is very rough. Actually, each class gets access to spell levels independantly, at given level. For example, a wizard gets "Spell Access 1" at level 1, "Spell Access 2" at level 3, and so on. A sorcerer gets these with one level of delay, but gains bonus spell slots. A bard gets a limited number of exotic spells. Clerics and shamans get spell access and domain spell access separately.
Step 1: Introducing Magical Might
If you know the Base Attack Bonus concept, you know the Magical Might concept. This is a class statistics that all classes have, at varying rates, and that stacks.
The same way that higher BAB brings in more iterative attacks and a higher chance of hitting enemy, a higher MM brings in more spell slots and a higher chance of bypassing Spell Resistance.
Universal Spell Slot Table
Code:
MM 0 1 2 3 4 5 6 7 8 9 * PPP
+0 4 - - - - - - - - - - 0
+1 5 1 - - - - - - - - - 1
+2 6 2 - - - - - - - - - 2
+3 7 2 1 - - - - - - - - 4
+4 8 3 2 - - - - - - - - 7
+5 9 3 2 1 - - - - - - - 10
+6 10 3 3 2 - - - - - - - 15
+7 11 4 3 2 1 - - - - - - 20
+8 12 4 3 3 2 - - - - - - 27
+9 13 4 4 3 2 1 - - - - - 34
+10 14 4 4 3 3 2 - - - - - 43
+11 15 4 4 4 3 2 1 - - - - 52
+12 16 4 4 4 3 3 2 - - - - 63
+13 17 4 4 4 4 3 2 1 - - - 74
+14 18 4 4 4 4 3 3 2 - - - 87
+15 19 4 4 4 4 4 3 2 1 - - 100
+16 20 4 4 4 4 4 3 3 2 - - 115
+17 21 4 4 4 4 4 4 3 2 1 - 130
+18 22 4 4 4 4 4 4 3 3 2 - 147
+19 23 4 4 4 4 4 4 4 3 3 * 164
+20 24 4 4 4 4 4 4 4 4 4 * 183
Variant: Psionic Power Points
Psion, psychic warriors, and other classes using psionic powers don't use spell slots but power points. In order to use this system, you have to convert spell slots into power points. This is fortunately easy to do: a spell slot gives a number of power point equal to its level. A 0-level spell slot gives 0 PP, a first-level slot gives 1 PP, and so on. To ease the calculation, the PPP column on the Universal Spell Slot Table gives the total PP for each level.
Designer's Note: 10th-Level Spell Slots
What are this little * column and its two * entries, do you ask? Simple. They are 10th-level spell slots. Since 10th-level spells are beyond the ken of normal people, however, they can not be used, and are thus transferred to 9th and 8th level spell slots. At MM +19, the normal number of 9th-level spell slot should be 2, and at MM +20, there should be 3 8th- and 3 9th-level spell slots, as well as two 10th-level spell slots.
As a variant, you may allow these spell slots to be used for metamagic. Note that the PPP column assume they are indeed 10th-level, otherwise, the last two values would be 163 and 180 instead.
Now, let's move on MM progressions for various classes. There are four level of progressions: Full, Average, Poor, Minimal.
Full progression is +1 MM every level. Average is +2/3 MM every level. Poor is +1/2 MM every level. Minimal is +1/4 MM every level.
In table form:
Code:
Lvl Full Avg. Poor Min.
0 +0 +0 +0 +0
1 +1 +0 +0 +0
2 +2 +1 +1 +0
3 +3 +2 +1 +0
4 +4 +2 +2 +1
5 +5 +3 +2 +1
6 +6 +4 +3 +1
7 +7 +4 +3 +1
8 +8 +5 +4 +2
9 +9 +6 +4 +2
10 +10 +6 +5 +2
11 +11 +7 +5 +2
12 +12 +8 +6 +3
13 +13 +8 +6 +3
14 +14 +9 +7 +3
15 +15 +10 +7 +3
16 +16 +10 +8 +4
17 +17 +11 +8 +4
18 +18 +12 +9 +4
19 +19 +12 +9 +4
20 +20 +13 +10 +5
From this table, you know that a full MM class will get 9th-level spell slots, an average MM class will get a single 7th-level spell slot, a poor MM class will get a single 5th-level spell slot, and a minimal MM class will get a single 3rd-level spell slot. Admire the sheer numerical beauty.

Step 2: Introducing Spell Access
Having spell slots is all fine and dandy, but using them is better. So, here are how spell access work.
All spells have a level (from 0 to 9) and a complexity. There are four levels of complexity.
Simple, Complex, Exotic, and Restricted. You're already familiar with this concept if you're read Monte Cook's Arcana Unearthed. Restricted spells are new, however, and are spells with prerequisites.
All spells belong to one or more of the four types of magic: Arcane, Divine, Nature, and Psionic.
Each has its own quirks and particularities.
Arcane Magic is based on the manipulations of raw magical energies through words of powers, esoterical glyphs, and so on. With arcane magic, you learn to use your own magical potential to affect the world through using symbolical "tools" like words, gestures, foci and material components. It is a difficult art, that risks spell failure when your movements are hindered. You have to discover the spells you use, either instinctively or through research. The specialty of arcane magic is manipulation of force effects. Arcane spellcasters may use additional components or foci to achieve greater effects; while other spellcasters can't.
Divine Magic depends on a connection with a mystical being of immense power, usually a deity, although it is not impossible to find divine spellcasters relying on non-deific entities like a demon prince or an epic great wyrm sorcerer. Like arcane magic, you affect the world through symbolical tools, but the energy is external, not internal; and the casting is assisted by a superior being, eliminating the need for utmost precision. The specialty of divine magic is affecting souls. Divine spellcasters don't need to know the truename of fellow faithfuls (since the deity or whatever they pray to will know it for them); while other spellcasters do (see descriptors below).
Nature Magic depends on a connection with creation itself. Rather than channeling mana from a mystical entity, divine spellcasters channel lei from the tellury. Nature magic requires a oneness with nature that let spellcasters perceive the magic in everything. As they use energies present everywhere to create their effect, rather than inflicting an "alien" energy coming from themselves or from a deity, the need for precision is lessened. Nature magic don't risk spell failure, and the components and foci required are always simple, unworked or crudely-worked things. The specialty of nature magic is affecting plants and animals. Nature spellcasting don't frighten animals (while other spellcasters do).
Psionic Magic, the least understood of the lot, is fundamentaly different in that the psionicist don't cast spells. Instead, he achieve spell-like effects by attuning his mind to what appears to be the collective unconscious, and using this brief connection with this supernatural psychic phenomenon to impose his will on it, making it create the effect he wants. This is called "manifestation". The specialty of psionic magic is affecting minds. Psionic "power manifester" don't need any component outside of their mere thought (and possibly a XP cost).
For each type of magic, there is a related Knowledge and a specific Spellcraft skill.
Arcane: Knowledge (Arcana), Spellcraft (Arcane)
Divine: Knowledge (Religion), Spellcraft (Divine)
Nature: Knowledge (Nature), Spellcraft (Nature)
Psionic: Knowledge (Psionic), Spellcraft (Psicraft)
Your caster level in a type of magic is equal to your MM limited by your Spellcraft rank. Therefore, a wizard 20 may have a MM at +20, but his divine caster level will be +0 if he don't have the Spellcraft (Divine) skill.
The maximal level of spell you can use in any type of magic is limited to half your Spellcraft rank. You don't need Spellcraft (Arcana) for casting cantrips, but for more potent spells, you do.
Variant: Maximum Number of Slot Usable The maximum number of spell slot you can use for a given type of magic at a given level is equal to your Knowledge rank divided by the spell level. 0-level spells are thus not limited, but for first level and on, beware. Warning, after level 13, this begin to hampers a full-MM spellcaster's ability to use all his assigned spell slots. Modifying Knowledge rank to Knowledge bonus (rank + skill focus and other bonuses + ability modifier) may adress that. The interest of that variant is bringing in more consistency with the epic spell rules, since they gave you a number of epic spell slots equal to one-tenth of your relevant Knowledge rank. With these rules and the epic one, the tenth-level spell slots would be used for epic spells.
Finally, all spells have one or more descriptors. Here is the list:
Acid, Air, Animal, Chaotic, Cold, Curse, Darkness, Death, Disease, Dream, Earth, Electricity, Evil, Fear, Fire, Force, Good, Language-Dependent, Lawful, Life, Light, Magic, Mind-Affecting, Negative, Plant, Poison, Positive, Sonic, Spirit, Teleportation, Truename, Water
Some descriptors have special effects.
Curse, Disease, Poison: These spells adversely affects their victims. Their effect can't be dispelled, and instead require the use of respectively remove curse, remove disease and Neutralize Poison.
Death: Creature slain by a death effect requires higher level spells to be brought back to life. A death effect is a negative effect, so a spell with the death descriptor implicitely also has the negative descriptor.
Life: The reverse of death, a life effect creates a living creature or brought a dead creature back to life. A life effect is a positive effect, so a spell with the life descriptor implicitely also has the positive descriptor.
Magic: Spells with effects that affect magic, magic items, magical phenomenas, or spellcasting have this descriptor. For example, dispel magic, detect magic, Mordenkainen's disjunction, Nystul's auras, spell enhancer, enhance magical flow, etc.
Spirit: Spells that deal with spirits. See Oriental Adventures for more about spirits.
Truename: Spells with this descriptor requires you to know the truename of the target. (Unless you are a divine spellcaster.)
Step 3: Introducing the Classes and Feats
From the Player's Handbook:
Barbarian Minimal MM progression, no spell access.
Bard Average MM progression, access to simple arcane spells, complex arcane spells with the [Sonic] descriptor, complex arcane enchantment spells, and complex arcane illusion spells.
Cleric Full MM progression, access to simple, complex and exotic divine spells.
Druid Full MM progression, acess to simple, complex and exotic nature spells.
Fighter Minimal MM progression, no spell access.
Monk Minimal MM progression, no spell access.
Paladin Poor MM progression, access to simple divine spells and all divine spells with the [Good] descriptor.
Ranger Poor MM progression, access to simple nature spells and all nature spells with the [Animal] descriptor.
Rogue Minimal MM progression, no spell access.
Sorcerer Full MM progression, access to all arcane spells.
Wizard Full MM progresssion, access to simple and complex spells, may learn or research exotic spells without feat.
From the Dungeon Master's Guide:
Adept Average MM progression, access to simple nature and divine spells.
Aristocrat Minimal MM progression, no spell access.
Commoner Minimal MM progression, no spell access.
Expert Minimal MM progression, no spell access.
Warrior Minimal MM progression, no spell access.
Arcane Archer Minimal MM progression, no spell access.
Arcane Trickster Average MM progression, access to simple arcane spells.
Archmage Full MM progression, access to simple and complex arcane spells.
Assassin Poor MM progression, access to simple arcane spells.
Blackguard Poor MM progression, access to simple divine spells and all divine spells with the [Evil] descriptor.
Dragon Disciple Minimal MM progression, access to simple and complex arcane spells.
Duelist Minimal MM progression, no spell access.
Dwarven Defender Minimal MM progression, no spell access.
Eldritch Knight Average MM progression, spell access as previous class.
Hierophant Poor MM progression, access to simple and complex divine spells.
Horizon Walker Minimal MM progression, no spell access.
Loremaster Full MM progression, spell access as previous class.
Mystic Theurge Average MM progression, access to simple and complex arcane and divine spells.
Shadowdancer Minimal MM progression, no spell access.
Thaumaturge Full MM progression, access to simple divine spells.
From the Psionics Handbook:
Psion Full MM progression, access to all psionic spells.
Psychic Warrior Average MM progression, access to simple psionic spells.
From Oriental Adventures:
Samurai Minimal MM progression, no spell access.
Shaman Full MM progression, access to simple divine spells, simple and complex nature spells, and all divine or nature spells with the Spirit descriptor.
Shugenja Full MM progression, access to simple nature and arcane spells.
Sohei Poor MM progression, access to simple divine spells and all divine spells with the [Lawful] descriptor.
Wu Jen Full MM progression, access to simple and complex arcane spells, and exotic arcane spells with the proper descriptor (air, fire, water, earth and magic).
From the Miniatures Handbook:
Favored Soul Full MM progression, access to simple and complex divine spells.
Healer Full MM progression, access to all divine spells with the Positive descriptor.
Marshal Minimal MM progression, no spell access.
Warmage Full MM progression, access to all simple and complex arcane spells of the Evocation and Conjuration schools.
From Arcana Unearthed:
Akashic Minimal MM progression, no spell access.
Champion Minimal MM progression, no spell access. The Champion of Magic's magic touchs abilities may be replaced by access to simple arcane spells.
Greenbond Full MM progression, access to simple nature spells, and all nature spells with the [Plant] descriptor.
Mageblade Average MM progression, access to simple arcane spells.
Magister Full MM progression, access to simple and complex arcane spells.
Runethane Average MM progression, access to simple arcane spells.
Totem Warrior Minimal MM progression, no spell access.
Unfettered Minimal MM progression, no spell access.
Warmain Minimal MM progression, no spell access.
Witch Average MM progression, access to simple arcane spells.
New Feats:
Complex Spells
You know more complicated spells.
Prerequisite: Access to simple spells.
Benefit: Select a level for which you may access simple spells. You know know all complex spells from that level, provided they are not from a barred school, or a barred descriptor. If you have access to simple spells in various types of magic, select one for this feat.
Special: You may take this feat several times, each time for a different level and type of magic combination.
Exotic Spell
You know a very rare spells.
Prerequisite: Access to complex spells.
Benefit: Choose a single exotic spell of a level and type of magic you have already complex access. You know have access to this spell as well.
Special: You may take this feat several times, each time for a different spell.
Spell Training
You continue learning higher-level spells.
Prerequisites: Access to simple spells.
Benefit: Choose one type of magic you can practice. You now have access to simple spells one level higher than before.
Special: You may take this feat several times, each time accessing a new level of spells in a type of magic.
Last Note
The above on spell access is classes is very rough. Actually, each class gets access to spell levels independantly, at given level. For example, a wizard gets "Spell Access 1" at level 1, "Spell Access 2" at level 3, and so on. A sorcerer gets these with one level of delay, but gains bonus spell slots. A bard gets a limited number of exotic spells. Clerics and shamans get spell access and domain spell access separately.