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Magic Thoughts
Mages cast 3 + caster level cantrips per day. Thus at 1st level a mage can cast 4 cantrips per day, while an 11th level mage can cast 14.
Mages with high Intelligence cast bonus spells as per the ability score table.
A mage can only have half their caster level (rounded up) in spells active at any one time. Thus a 1st level mage can only have 1 spell active at one time, while an 8th level mage can have 4 spells active at one time.
Mages can cast more spells in a day than their alloted amount by expending Constitution. If a mage has cast all spells memorised in a day, he can attempt to cast more by succeeding on a Spellcraft check DC 15 + spell level (cantrips would be DC 15). A successful attempt means the spell is cast normally, but the mage loses 1 temporarily Con/spell level. Thus a mage casting invisibility would lose 2 Con. This ability penalty is temporary and can be restored as normal ability loss, either by spells or rest.
An unsuccessful attempt results in the mage being stunned for 1 round and loses 1d4 hit point to nonlethal damage from the spell backlash.
Cantrips count as 1st level spells when determining Con damage.
Mages can attempt to work together to cast their magic. A Spellcraft DC 12 + spell level must be succeeded by all mages for the conjoined spell to work. Failure causes all participants to be dazed for 1 round. Success means all secondary mages add half their caster level to the primary mage’s level to determine the effects of the spell cast.
For example 3 6th level mages succeed at casting a conjoined fireball. The caster level to determine the variables is 12 (6 + 3 + 3). Spell level caps apply normally (which is this case means damage would be capped to the normal 10d6).
Success in conjoined spells has other benefits if the same mages cast more conjoined spells on the same day. For each successful conjoined spell, all mages take a cumulative -1 bonus to future Spellcraft checks for conjoined spells.
For example, the same 3 6th level mages have successfully cast 3 conjoined spells. When they attempt a fourth, they all receive a -3 bonus to the Spellcraft check.
At 5th level a mage learns how to alter spell levels. Lower level spell slots can be used to cast a higher level spell, while a higher level spell slot can be converted to lower level spell slots. Cantrips count as ½ level. For example 2 cantrips and 2 1st level spell slots can be used to power a 3rd level spell. A 5th level spell slot can be converted to 1 3rd level spell and 2 1st level spells.
At 10th level a mage learns the Spell Mastery feat for free.
At 15th level a mage can draw ambient magic from around them to power their spells. To sense if there is enough ambient magic to power the spell, a mage must succeed on a Spellcraft DC 20 + spell level which takes one full round. To accumulate the ambient magic takes another full round action and the mage succeeding on a Concentration check DC 20 + spell level. It is only in the 3rd round that the mage can cast the spell. If at any point the mage fails their attempt, they are stunned for 1 round.
Successfully drawing upon the ambient magic around a mage has a downside to it though. By taking the magic found around the point they currently stand, drains the life from the land. Because of this greenbonds do not look favourably upon mages who practice this often. The land is drained for 1 month per spell level in a 1 foot radius/spell level from the mage. More importantly for the mage, drawing upon the ambient magic around them makes all healing on their person not work for a number of rounds equal to the spell level cast.
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