House of the Magus
All classes have a Base Magic Bonus. There are four progressions: +1/3 levels (barbarian, fighter, rogue), +1/2 levels (monk, paladin, ranger), +2/3 levels (bard), and +1/level (cleric, druid, sorcerer, wizard), as shown on the table at right. The Base Magic Bonus from each class adds together, just as the Base Attack Bonus combines for melee characters.
The character’s total Base Magic Bonus determines his caster level, his spell slots per rest, and the number of spells he may ready each day.
At 1st level in any spellcasting class, the character gains access to all spells on a given spell list from the Players Handbook 1, adding them to his list of spells known. Spells from other books may be learned in game through acquiring scrolls, research and other means. Scrolls may be purchased with starting gold.
Each day/rest, the spellcaster chooses the spells he will ready from his total list of spells known.
Base Spell Slots/Spells Readied Per Day
|Base Magic Bonus||0||1st||2nd||3rd||4th||5th||6th||7th||8th||9th|
A spellcaster receives bonus Spell Slots and Ready Spells for a high spellcasting ability score.
Provided the character is a spellcaster (i.e., bard, paladin, or ranger) he may cast 0-level spells. All spells take effect at a minimum caster level of 1.
Zero level spells must be readied, but their spell slots are not expended with cast.
Characters who multiclass into another spellcasting class gain access to all of the spells on the spell list of the new class. However, although this adds considerable versatility, their spells readied and spell slots per rest are still calculated solely on their Base Magic Bonus.
In addition, each spell list carries with it certain restrictions. A multiclass character may have access to spells from many different lists, but he must meet all criteria and abide by all restrictions when casting a spell from that list.
Bard spells are arcane spells, and require a minimum Charisma equal to 10 + spell level to ready or cast. In addition, bard spells usually have a somatic component (playing an instrument) and a verbal component (singing, chanting, etc.) Bards are able to ignore the arcane spell failure chance on their spells when wearing no armor or light armor. Heavier armors interfere with their playing and thus carry a chance of arcane spell failure.
Cleric spells are divine spells, and require a minimum Wisdom equal to 10 + spell level to ready or cast. Clerics and paladins both gain access to all cleric spells at 1st level. In addition, clerics (but not paladins) may gain access to additional spells through their chosen domains.
Druid spells are divine spells, and require a minimum Wisdom equal to 10 + spell level to ready or cast. Druids and rangers both gain access to all druid spells at 1st level.
Wizard spells are arcane spells, and require a minimum Intelligence equal to 10 + spell level to ready or cast. Wizard spells with somatic components require intricate hand gestures, and armor of any kind interferes with casting. Any character wearing armor suffers from a chance of arcane spell failure.
Sorcerers cast wizard spells, and their spells are the same in all respects, including arcane spell failure. However, sorcerers cast arcane spells through innate power (often derived from a fey, draconic, or even infernal bloodline), as opposed to study and research. A sorcerer can meet the ability score criteria of wizard spells using his Charisma rather than his Intelligence. A sorcerer must have a minimum Charisma of 10 + spell level to cast his spells.
A character with a +1 or higher ability score modifier gains both bonus spell slots and bonus ready spells over and above the number listed on the table. Multiclass spellcasters use their highest applicable ability score to determine bonus spell slots per day and the DC of their spells, regardless of which spell list they use to ready and cast spells.
Maximum Spell Level
Spellcasters are limited to the maximum spell level they may cast in three ways:
1) by their total caster level;
2) by minimum ability score, as listed above;
3) by base magic bonus in the chosen class.
The highest level spell a character may cast from any class spell list is equal to his base magic bonus from that class.
Example: A cleric 2 / fighter 9 has a total caster level of 5th (+2 base magic bonus from 2 levels of cleric and +3 from 9 levels of fighter). A 5th level character is ordinarily able to cast 3rd level spells; however, because the base magic bonus derived from his cleric levels is only +2, he is limited to 2nd level cleric spells. Taking a single level of cleric at his next opportunity would increase him to Cleric 3 / Fighter 9, with a total base magic bonus of +6, and access to 3rd level cleric spells due to his +3 base magic bonus from his cleric levels.