Magical Training

Magical training comes in two types, elemental and  spiritual. Those who train in elemental magic are known as  elementalists while those who train in  spiritual magic are known as  ministers. While both types of practitioners manipulate the forces of magic through will and knowledge, they do so by different methods.

Elementalist
Most like a standard mage

Minister
Most like a standard cleric

Hit Die Type: d6

Skill Points: 2 + Int Modifier

Tagged Skills: Concentration (Con), Craft (Int), Profession (Wis), Spellcraft (Int). Also, any Knowledge (Int) relating to the arcane, nature, the planes, religion or other book-ish pursuits.

Progression:

Class Features
Weapon and Armor Proficiency: You are proficient with rays, cones, and bursts.

Abilities: You are able to select magical abilities based on what Spheres and Circles you have purchased. The rules governing which Spheres you may select differ based on whether you have chosen Elementalist or Minister as your type of magical training. Points need not be assigned when obtained and may be banked. Once assigned they may not be unassigned by normal means.

Points may be exchanged in only the following ways:
 * 1 Sphere may be traded for 1 Circle and 1 Ability.
 * 1 Circle may be traded for 2 Abilities.
 * 3 unassigned Abilities may be traded for 1 Sphere.

Bonus Feats: At 4th level, you get a bonus magic-oriented feat. You gain an additional bonus feat at 9th level and every five magical training levels thereafter (14th and 19th). These bonus feats must be drawn from the feats noted as magic-oriented feats. You must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

These bonus feats are in addition to the feats that a character of any class gets from advancing levels. You are not limited to the list of magic-oriented feats when choosing these feats.