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| SmiloDan03-02-05, 07:31 PM | Witchcraft (Sp). Magicians cast arcane spells. Magicians suffer from Arcane Spell Failure when wearing armor or using a shield. A Magician must have an Intelligence score of 10 + the level of the spell he is attempting to cast. The DC to any Saving Throws is 10 + the spell level + the Magician's Charisma modifier. A magician can only cast spells of a level equal to one half his character level, to a minimum of 0 level spells for a 1st level character. To cast a spell, a magician must make a series of skill checks. If the magician does not have Spell Mastery (see below) for the spell he is attempting to cast, he must first make a Knowledge skill check to see if he knows the spell. The DC of the Knowledge skill check is 20 + triple the spell level. Making the Knowledge skill check is a free action. If he fails, he cannot attempt to cast that spell until the next dawn. To cast a spell from the Bard spell list, the magician must make a Knowledge (history) check. To cast a spell from the Cleric spell list, the magician must make a Knowledge (religion) check. To cast a spell from the Druid spell list, the magician must make a Knowledge (nature) check. To cast a spell from the Paladin spell list, the magician must make a Knowledge (nobility and royalty) check. To cast a spell from the Ranger spell list, the magician must make a Knowledge (geography) check. To cast a spell from the Sorcerer/Wizard spell list, the magician must make a Knowledge (arcana) check. If the Knowledge skill check is successful, the magician can try to cast the spell. This requires a Spellcraft skill check with a DC of 20 + triple the spell level. The Spellcraft skill check is a part of the casting time of the spell, and therefore is not a separate action. The magician can lower the Spellcraft DC by increasing the casting time of the spell. The DC of the Spellcraft check is reduced by 1 for each extra unit of time that is added to the casting time (minimum of 1 round). The magician must make a Concentration skill check with a DC of 10 + 1 for every extra unit of time to successfully continue casting the spell. In addition, the magician provokes Attacks of Opportunity each round he is casting. Casting a spell is draining. The magician takes 1d6 points of Mana Damage per level of the spell cast. 0 level spells cause 1d3 points of Mana Damage. Mana Damage is similar to non-lethal damage, except it cannot be cured or healed except by time. A magician recovers 1 point of Mana Damage per level per hour. If a magician's Mana Damage exceeds his current hit point total, he becomes unconscious. Mana Damage and non-lethal damage stack for the purposes of determining unconsciousness. If the magician failed the Knowledge check, the Spellcraft check, or any Concentration check during casting, the spell fails. The magician can make a Fortitude Save with a DC of 10 + the spell level to take half damage, since failing to cast a spell is less draining than successfully casting a spell. |