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Mage (RC1)
The mage is an alternative to the wizard class, intended as an option to replace the core wizard class in campaigns where it is deemed appropriate, with improvements for both suspension of disbelief and balance with the Sorcerer class. While the core mechanics for wizard spellcasting have been replaced by a new system for the mage, the rest of the class is essentially unchanged.
This is RC1 of the mage class for Pathfinder RPG. To see the original Beta Test version, click here.
License:
Some of the text and rules here are taken directly from the Pathfinder RPG Reference Document, which is provided under the terms of the Open Game License. While it contains enough rules to play the game, and serves as an excellent reference when you need to look up something, it doesn't contain all of the descriptive and explanatory detail of the Core Rulebook (or the artwork, or the new book smell), available from Paizo. As of this writing, in addition to hardcover editions of the book, Paizo is also selling PDFs of the CRB for a surprisingly low price ($10 each), and I definitely recommend getting a copy of the actual book in one form or another.
Both material borrowed from the PRD and original material for this mage class that I have created are distributed under the terms of the OGL, the text of which can be found at the end of this page. Everything between the end of this paragraph and the beginning of the Open Game License is designated Open Content. Feel free to use, abuse, distribute, fold, spindle, and mutilate it to your heart's content, so long as you keep the Open Game License attached and don't plagiarize (i.e., don't copy all this stuff and pretend you made it up without any help from, say, me or Paizo, because that would be lying).
Flavor:
Beyond the veil of the mundane hide the secrets of absolute power. The works of beings beyond mortals, the legends of realms where gods and spirits tread, the lore of creations both wondrous and terrible -- such mysteries call to those with the ambition and the intellect to rise above the common folk to grasp true might. Such is the path of the mage. These shrewd magic-users seek, collect, and covet esoteric knowledge, drawing on cultic arts to work wonders beyond the abilities of mere mortals. While some might choose a particular field of magical study and become masters of such powers, others embrace versatility, reveling in the unbounded wonders of all magic. In either case, mages prove a cunning and potent lot, capable of smiting their foes, empowering their allies, and shaping the world to their every desire.
Role:
While universalist mages might study to prepare themselves for any manner of danger, specialist mages research schools of magic that make them exceptionally skilled within a specific focus. No matter their specialty, all mages are masters of the impossible and can aid their allies in overcoming any danger.
A mage's power is hard-won through long study and effort. He must painstakingly learn the intricacies of each spell's properties, and carefully construct pathways through which magical energies can be made to flow, filters that shape and mold these energies to produce effects beyond mortal kenning. While other spellcasters may be as powerful as the mage in their own rights, they are certainly not as knowledgeable about the power they wield as this scholar of magical principles.
GAME RULE INFORMATION
Alignment:
Any
Hit Die:
d6
Class Skills
The mage's class skills are Appraise, Craft (any), Fly, Knowledge (any), Linguistics, Profession, and Spellcraft.
Skill Ranks Per Level:
10 + INT Mod
Learning Spells:
To learn a spell, the mage must have an Insight of at least 10 plus the spell level. A mage learns spells by spending skill points on them, exactly as though they were normal skills. Spells may be learned from some external source, such as a captured spellbook, scroll, or teacher, or they may be researched from scratch. In either case, there is some risk, time, and effort involved.
Bonuses apply to all rolls to learn a new spell if the student is a specialist in the school of the spell he is trying to learn.
External Source
Normally, a mage may attempt to learn a spell from an external source after a period of study equal to one day per Spell Magnitude. To make that attempt, a Spellcraft roll is made against a DC equal to 15 plus the spell's Magnitude. If the roll is a success, the player may spend a skill point to learn the spell at one rank of proficiency. Failure simply means that another period of study is required. A critical failure means the student has managed to completely screw up the process at a critical juncture of experimentation and takes damage as though he had cast the spell, fails to learn it, and also destroys the physical copy of the spell's formula he was using while attempting to learn it (if any).
It is possible to hasten the process of learning via an external source, with an attendant increase in the difficulty and danger involved. The process is then measured in hours rather than days, and the DC is increased to 20. Success means the student takes damage as though the spell was cast, but he may then spend a skill point to learn the spell. Failure produces results similar to those of a critical failure when learning at a normal rate, measured in weeks. A critical failure does something really nasty, but I haven't decided what, yet; maybe it applies wound point damage rather than hit point damage.
An instructor's skill ranks in the relevant spell may be applied to the learning roll as well, improving the chances of learning the spell.
Independent Research
Attempting to develop a spell from magical principles is more difficult than learning an already existing spell from a clear external source such as a captured spellbook or instructor. The study period required is one week per Spell Magnitude, at the end of which time a Spellcraft roll must be made against a DC of 20 plus the spell's Magnitude. The success, failure, and critical failure results are identical to those of learning from an external source at the normal rate, though no physical spell copy is destroyed for obvious reasons.
Hastening the process reduces it from a measure of weeks to a measure of days. As with hasty learning from an external source, the DC is increased by five, this time to a total of 25 plus the spell's Magnitude. Success is identical to that of hasty learning from an external source. Failure and critical failure are at least as bad, and possibly worse.
There is also probably a materials cost involved in researching a spell from scratch, though I haven't really considered what that cost would be, yet. Some kind of bonus applies for access to experimental equipment, knowledge of similar types of spells, and the use of a selection of relevant books on magical theory.
Table: Mage
Saves:
Level Base Attack Fort Ref Will Special Abilities
1 +0 +0 +0 +2 Arcane Bond, Arcane School,
Spellcasting, Scribe Scroll
2 +1 +0 +0 +3
3 +1 +1 +1 +3
4 +2 +1 +1 +4
5 +2 +1 +1 +4 Bonus Feat
6 +3 +2 +2 +5
7 +3 +2 +2 +5
8 +4 +2 +2 +6
9 +4 +3 +3 +6
10 +5 +3 +3 +7 Bonus Feat
11 +5 +3 +3 +7
12 +6/+1 +4 +4 +8
13 +6/+1 +4 +4 +8
14 +7/+2 +4 +4 +9
15 +7/+2 +5 +5 +9 Bonus Feat
16 +8/+3 +5 +5 +1
17 +8/+3 +5 +5 +10
18 +9/+4 +6 +6 +11
19 +9/+4 +6 +6 +11
20 +10/+5 +6 +6 +12 Bonus Feat
Class Features
The following are the class features of the mage.
Weapon and Armor Proficiency:
Mages are proficient with all simple melee weapons, light and heavy crossbows, and light nonmetallic armor, but not shields. Armor interferes with a mage's movements, which can cause his spells with somatic components to fail.
Bonus Languages:
A mage may substitute Draconic for one of the bonus languages available to the character because of his race.
Arcane Bond:
At first level, mages form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the mage's skills and senses and can aid him in magic, while a bonded object is an item a mage can use to cast additional spells or to serve as a magical item. Once a mage makes this choice, it is permanent and cannot be changed.
Bonded Object
Mages who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at first level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. While the mage does not have his bonded object worn or in hand, the DCs of all his spellcasting skill checks are increased by five.
A bonded object can be used once per day to cast any one spell that the mage knows without taking any damage at all. This spell is treated like any other spell cast by the mage, including casting time, duration, and other effects dependent on the mage's level and the spell's skill level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the mage's opposition schools (see arcane school).
A mage can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a mage with a bonded dagger must be at least fifth level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the mage who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, the mage can restore it to full hit points with an hour of concentration. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per mage level plus the cost of the masterwork item. This ritual takes eight hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A mage can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item, including the expense and time spent bonding an item, except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Familiar
A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.
A familiar grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within one mile of each other.
Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level.
If a familiar is lost or dies, it can be replaced one week later through a specialized ritual that costs 200 gp per mage level. The ritual takes eight hours to complete.
Familiar Basics:
Use the basic statistics for a creature of the familiar's kind, but with the following changes.
Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher.
Hit Points: The familiar has half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
Attacks: Use the master's base attack bonus, as calculated from all his classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to calculate the familiar's melee attack bonus with natural weapons.
Damage: Attack damage equals that of a normal creature of the familiar's kind.
Saving Throws: For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.
Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.
Familiar Ability Descriptions:
All familiars have special abilities (or impart abilities to their masters) depending on the master's combined level in classes that grant familiars, as shown on the table below. The abilities are cumulative.
Levels Nat. Armor INS Special
1-2 +1 6 Alertness, Improved Evasion,
Share Spells, Empathic Link
3-4 +2 7 Deliver Touch Spells
5-6 +3 8 Speak With Master
7-8 +4 9 Speak With Animals of its Kind
9-10 +5 10
11-12 +6 11 Spell Resistance
13-14 +7 12 Scry on Familiar
15-16 +8 13
17-18 +9 14
19-20 +10 15
Natural Armor Adj.: The number noted here is in addition to the familiar's existing natural armor bonus.
Int: The familiar's Intelligence score.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The mage may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A mage may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a one mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is third level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is fifth level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex): If the master is seventh level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.
Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level plus five. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.
Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.
Arcane School:
A mage can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at first level, and once made, it cannot be changed. A mage that does not select a school receives the universalist school instead.
A mage that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A mage who chooses to learn and cast spells of an opposition school does so as though they were one spell level higher than normal. For example, a mage with evocation as an opposition school must learn and cast fireball as if it were a fourth level spell. In addition, a specialist takes a -3 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite, or when casting an opposition school spell. A universalist mage can learn or cast spells from any school without restriction.
Each arcane school gives the mage a number of school powers. In addition, specialist mages get may gain a Modified Spell Mastery feat for free once every odd-numbered level.
Spellcasting:
A mage may cast spells drawn from the sorcerer/wizard spell list presented in the CRB.
To cast a spell, roll a skill check using the spell's skill level against a DC of 10 plus the spell level. If the caster succeeds normally, he spends one hit point and the spell is cast normally. Cantrips are the exception to this; they do not inflict any damage if the mage succeeds on this roll. If the caster succeeds by a margin of ten or more, he does not have to spend a hit point no matter what level of spell was cast. If he fails, the spell is still cast, but he takes a number of points of damage equal to the margin of failure.
Outside of stressful circumstances such as combat, the Take 10 rule may be used to cast a spell the mage knows. When operating under stressful conditions, the mage may instead Take 5; otherwise, he must roll normally.
There is no limit to the number of times a mage can cast a given spell he knows in a particular day, as long as his hit points (and other necessary resources such as material components) hold out.
Scribe Scroll:
At first level, a mage gains Scribe Scroll as a bonus feat.
Bonus Feats:
At fifth, tenth, 15th, and 20th level, a mage gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The mage must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The mage is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing those feats.
Spellbooks:
A mage must study his spellbook each day to maintain familiarity with the spells he knows. For each day that passes without studying his spellbook for an hour, a cumulative -1 penalty applies to the mage's spellcasting skill rolls. A mage begins play with a spellbook containing any spells he knows, limited to cantrips and first level spells.
Arcane Schools
The following descriptions detail each arcane school and its corresponding powers.
Abjuration:
The abjurer uses magic against itself, and masters the art of defensive and warding magics.
Resistance (Ex)
You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type.
Protective Ward (Su)
As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their AC for 1 round. This bonus increases by +1 for every five mage levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Energy Absorption (Su)
At eighth level, you gain an amount of energy absorption equal to 3 times your mage level per day. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally.
Conjuration:
The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Summoner's Charm (Su)
Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your mage level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Acid Dart (Sp)
As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two mage levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.
Dimensional Steps (Sp)
At eighth level, you can use this ability to teleport up to 30 feet per mage level per day as a standard action. This teleportation must be used in five foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.
Divination:
Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Forewarned (Su)
You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your mage level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Diviner's Fortune (Sp)
When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your mage level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Scrying Adept (Su)
At eighth level, you are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a –10 penalty on their save to avoid your scrying attempts.
Enchantment:
The enchanter uses magic to control and manipulate the minds of his victims.
Enchanting Smile (Su)
You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five mage levels you possess, up to a maximum of +6 at 20th level. At 20th level, whenever you succeed at a saving throw against a spell of the enchantment school, that spell is reflected back at its caster, as per spell turning.
Dazing Touch (Sp)
You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your mage level are unaffected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Aura of Despair (Su)
At eighth level, you can emit a 30-foot aura of despair for a number of rounds per day equal to your mage level. Enemies within this aura take a –2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive.
Evocation:
Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Intense Spells (Su)
Whenever you cast an evocation spell that deals hit point damage, add 1/2 your mage level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.
Force Missile (Sp)
As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Elemental Wall (Sp)
At eighth level, you can create a wall of energy that lasts for a number of rounds per day equal to your mage level. These rounds do not need to be consecutive. This wall deals acid, cold, electricity, or fire damage, determined when you create it. The elemental wall otherwise functions like wall of fire.
Illusion:
Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Extended Illusions (Su)
Any illusion spell you cast with a duration of "concentration" lasts a number of additional rounds equal to 1/2 your mage level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of "concentration" become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
Blinding Ray (Sp)
As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your mage level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Invisibility Field (Sp)
At eighth level, you can make yourself invisible as a swift action for a number of rounds per day equal to your mage level. These rounds do not need to be consecutive. This otherwise functions as greater invisibility.
Necromancy:
The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Power over Undead (Su)
You receive Command Undead or Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your mage level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.
Grave Touch (Sp)
As a standard action, you can make a melee touch attack that causes a living creature to become shaken for a number of rounds equal to 1/2 your mage level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your mage level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Life Sight (Su)
At eighth level, you gain blindsight to a range of 10 feet for a number of rounds per day equal to your mage level. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability. The range of this ability increases by 10 feet at 12th level, and by an additional 10 feet for every four levels beyond 12th.
Transmutation:
Transmuters use magic to change the world around them.
Physical Enhancement (Su)
You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five mage levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.
Telekinetic Fist (Sp)
As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two mage levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Change Shape (Sp)
At eighth level, you can change your shape for a number of rounds per day equal to your mage level. These rounds do not need to be consecutive. This ability otherwise functions like beast shape II or elemental body I. At 12th level, this ability functions like beast shape III or elemental body II.
Universal:
Mages who do not specialize (known as as universalists) have the most diversity of all arcane spellcasters.
Hand of the Apprentice (Su)
You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Metamagic Mastery (Su)
At eighth level, you can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day at eighth level and one additional time per day for every two mage levels you possess beyond eighth. Any time you use this ability to apply a metamagic feat that increases the spell level by more than one, you must use an additional daily usage for each level above first that the feat adds to the spell. Even though this ability does not modify the spell's actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.
Arcane Spells and Armor
Armor restricts the complicated gestures required while casting any spell that has a somatic component. The armor and shield descriptions list the armor check penalty for different armors and shields. This penalty is applied to all spellcasting skill rolls.
If a spell doesn't have a somatic component, an arcane spellcaster can cast it with no arcane spell failure chance while wearing armor. Such spells can also be cast even if the caster's hands are bound or he is grappling (although concentration checks still apply normally). The metamagic feat Still Spell allows a spellcaster to prepare or cast a spell without the somatic component at one spell level higher than normal. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.
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except as described by the License itself. No other terms or conditions may
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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 1.0 Copyright 2000, Wizards of the Coast, Inc.