MAGIC AND SPELLCASTING
The idea is to produce something on a similar power level to Tome of Battle classes all the while utilizing (mostly) the familiar WotC spells found throughout 3.5 publications. Some minor edits to spell effects are necessary, as is paring down of spell lists, but as I have worked with the idea it has become possible to balance spells against maneuvers as long as one keeps an eye on what kinds of effects are appropriate to specific levels of the game, and what kinds of effects are not (as well as what kinds of effects are simply never appropriate to the game). What follows is a basic outline of the system, the base classes which use the system, and some feats.
General Rules
[spoiler]All spells share the following characterstics:
- You can only learn a single spell once. If you know a spell, you know it.
- To learn a spell you must have a character level equal to at least twice the spell's level -1.
- A spell can be dismissed by its caster at any time, with a swift action, if it has a duration longer than Instantaneous.
- All spells require component costs of some sort, be they Verbal, Somatic, Material, etc.
- Using a spell that requires an action greater than a Move Action provokes attacks of opportunity (or Opportunity Actions).
- All spells can be disrupted without a successful Concentration check (see Concentration below).
- All spells are subject to Spell Resistance or Spell Immunity (see Resistance to Magic below).
- Spells can be counterspelled (see Countermagic below), interrupted by specific magical counteractions, in the form of other spells, or other special actions.
All Greater Spells share the following characteristics:
- Greater Spells which target multiple creatures, instead target all allies or foes, as determined by the spell, you have line of sight to.
- Greater Spells with durations longer than Instantaneous last for 5 minutes, or until the end of any encounter they are used in.
- Without the benefit of the Extra Spell feature, only a single Greater Spell can be cast by a single creature each encounter.
- All Greater Spells have a casting time of 1 Full Round Action.
All Lesser Spells share the following characteristics:
- Lesser Spells which effect more than a single creature effect 1 creature +1/four caster levels.
- Lesser Spells with durations longer than Instantaneous last for 4 rounds.
- Lesser Spells can be cast at-will, however only the Spellmaster has no restriction on top of this rule.
- Lesser Spells have no uniform casting time.
READYING SPELLS
Before a spellcaster is able to cast spells that he knows he must first ready his body and mind for the magical energies he will later unleash. Each spellcaster has his own progression of spells he may ready, both Greater and Lesser, as determined by his class level, but all spellcasters ready their spells in the same way. Greater Spells can only be readied after at least 4 hours of uninterrupted rest (or 2 hours of uninterrupted meditation for creatures with no need for sleep). During this time the spellcaster selects a number of Greater Spells, determined by his class level, that he has available to him through his chosen domains, and up to the highest level of spell he can cast, and readies them for casting. This readying process takes 15 additional minutes of meditation. Spellcasters can ready new Greater Spells during the day, but must get 4 hours of rest (or 2 hours of meditation) before being capable of changing their Greater Spells readied for new ones. Lesser Spells represent magic that a spellcaster is much more familiar with. A spellcaster can ready new Lesser Spells after just 5 minutes of uninterrupted meditation, and can spend 5 minutes at any time during the day to change his readied Lesser Spells.
CASTING SPELLS
Actually casting a magic spell is a fairly straightforward process. You can cast any spell you have readied at any time, provided that you are capable of producing all of the spell's components (material, verbal, somatic), that you are capable of spending the required action, and that the necessary targets are present. You simply choose a readied spell, declare that you are casting, and the rest follows. Of course, a single spellcaster is only capable of casting a single Greater Spell each encounter, without the Extra Spell feature, but such is the restriction on their power.
CONCENTRATION
Assault - If a caster is attacked or forced to make a saving throw while it is casting, it must make a Concentration check DC 10+the CR of the creature attacking or effecting the caster+the level of the spell you're trying to cast. If the caster is hit by the attack or fails his saving throw the DC increases by 5 if the creature's CR is 10 or fewer, or by 10 if the creature's CR is 11 or greater. If the caster's Concentration check fails he fails to cast the spell.
Grappling - A caster can only cast spells with components other than Verbal on turns he has succeeded on his grapple check. Even still, if the caster Holds On to another creature, or if he is being Held On to, or if he is Wrestling or being Wrestled, he must make a concentration check against DC 10+the other creature's CR+the level of the spell he's trying to cast. A pinned caster cannot cast spells that have components other than Verbal, and must succeed on the above check even to cast such spells. A caster that Lifts Up another creature cannot cast spells that have components other than Verbal, while a caster that is Lifted Up by another creature can cast any spell, but must make a concentration check against the above DC in order to cast any spells each turn he is being Lifted Up.
Distracting Motion - There are three categories of this motion: Vigorous Motion, Jarring Motion, and Extreme Jarring. A caster moving faster than his fastest speed, or being lightly jostled around such as riding on a horse or in a bouncy wagon or in a ship in choppy waters, experiences Vigorous Motion and must make a Concentration check of DC 10+spell level to successfully cast. A caster moving more than twice his fastest speed, or being jarringly jostled around such as a very rough ride in a wagon, riding on deck in the midst of stormy seas, or being buffeted by strong winds experiences Jarring Motion and must make a Concentration check of DC 15+twice the spell's level to successfully cast. A caster moving more than three times faster than his fastest speed, or being violently jostled around such as in the midst of a hurricane or whirlpool, or other being pelted by large hail, experiences Extreme Jarring and must make a Concentration check of DC 25+twice the spell's level to successfully cast.
Casting Defensively - Spellcasters normally grant opportunity actions to creatures threatening them whenever they cast a spell with an action time greater than Move. To avoid this spellcasters can "cast defensively" by increasing the action cost of their spells by one step (from standard to 1 full round action). Greater Spells, with casting times of 1 full round action, cannot be cast defensively under normal circumstances. Casting defensively represents the spellcaster taking great care to protect themselves while they pull off their magical powers.
RESISTANCE TO MAGIC
All creatures have an innate resistance to magic equal to 10+1/2their HD +their Charisma modifier, however, it takes a move action to bring this resistance into effect (to be improved by a feat) for 1 round. Some creatures have the Spell Resistance quality, which causes their innate resistance to be in effect all day, every day. These creatures can repress their Spell Resistance for 1 round by spending a immediate action.
In order to cast a spell on a creature with Spell Resistance you must make a spellcasting check (1d20+1/2your caster level+the ability modifier that determines the saving throw of the spell). If your check beats the creature's resistance your spell effects them normally. If you fail, your action is wasted.
Some creatures are immune to magic entirely, either immune to specific spells, to spells from specific schools or domains, or to all magic. These creatures are treated as though they had unbeatable Spell Resistance, however these creatures also cannot repress their immunity at all.
COUNTERMAGIC
The simplest, most effective way to counter a spell as it is being cast is to cast the exact same spell at the exact same time as the original caster. Only other spellcasters or very skilled wand wielders can attempt this. This can be quite difficult to do, however. First, you must identify the spell as it is being cast, with a Spellcraft check. Then you must know the spell that your opponent is casting. Finally, you must be able to cast your spell during your opponent's turn! Luckily, you may ready an action to counterspell an opposing caster, as outlined on page 170 in the PHB. Voila, you've countered a spell!
However, there are other, more advanced ways to counter spells. These ways can often be either difficult to master, or unreliable, and sometimes both. Dispel Magic and it's brethren can counter spells, but they always involve opposed spellcasting checks (see above). There are even ways that non-spellcasters, without the use of wands, can counterspell their spellcasting foes.
The Improved Counterspell feat allows spellcasters to cast higher level spells from the same Domain in order to counter spells, and even allows the counterspeller the chance to revoke their readied action as an immediate action and cast a spell.
The Spellbane feat allows non-spellcasters the chance to counter spells, but requires heavy ranks in Knowledges and in Spellcraft. They gain the ability to ready an action to Counterspell, and in successfully identifying a spell can counter a spell as long as they can provide the components of the spell.[/spoiler]
Spellcasting Classes
The Spellmaster (Cleric/Druid/Wizard)
[spoiler]HD: d6
Saves: Good Will, Poor Others
LV Base Attack Class Features Lessers Known Lessers Ready Greaters Ready
1. +0 Domains (3), Spellgrace +1 7 4 2
2. +1 Bonus Domain 7 4 2
3. +1 Magicsense 8 5 2
4. +2 Spellgrace +2 8 5 2
5. +2 Bonus Domain 9 6 3
6. +3 10 6 3
7. +3 Extra Spell (1, 1st) 11 6 3
8. +4 Spellgrace +3 12 7 3
9. +4 13 7 3
10. +5 Bonus Domain 14 8 4
11. +5 15 8 4
12. +6/+1 Spellgrace +4 16 8 4
13. +6/+1 Extra spell (2, 2nd) 17 9 4
14. +7/+2 18 9 4
15. +7/+2 Bonus Domain 19 10 5
16. +8/+3 Spellgrace +5 20 10 5
17. +8/+3 Spellgrace Aura 21 10 5
18. +9/+4 22 11 5
19. +9/+4 Extra spell (3, 3rd) 23 11 5
20. +10/+5 Bonus Domain, Doublecast 24 12 6
Class Skills (4+Int modifier): Appraise, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Heal, Intimidate, Knowledge (all), Listen, Profession, Spellcraft, Spot, Use Magic Device
Proficiencies: All simple weapons, light armor, no shields.
Spellcasting (Ex): Spellmasters cast spells (greater and lesser) drawn from the lists of their chosen domains. They can only cast a single Greater Spell per encounter at first level but gain the ability to cast additional Greater Spells as they gain levels (an encounter is defined as any combat situation. Greater Spells can be used outside of combat, but cannot be used again for 5 minutes). At 7th level a Spellmaster can cast one extra 1st level Greater Spell each encounter. At 13th level a Spellmaster can cast two extra Greater Spells each encounter of up to 2nd level. At 19th level a Spellmaster can cast up to three extra Greater Spells each encounter of up to 3rd level. These spells last no longer than 5 minutes, but end at the end of any encounter they are cast in.
Spellmasters begin play knowing 7 Lesser Spells and is able to ready 4 of them at a time at 1st level. As a Spellmaster gains levels it learns and is able to ready more and more Lesser Spells, as indicated on the table above. To ready his Lesser Spells a Spellmaster must spend 15 minutes in concentration/prayer/meditation during which time all previously readied spells are unreadied. Spellmasters, unlike other spellcasters, cast their Lesser Spells at-will. These spells last no longer than 4 rounds, and have a maximum range of 100ft.
The saving throw DC of these spells is 10+1/2 Spellmaster level+the ability score modifier designated by the domain (+2 for Greater Spells). Unlike the standard spellcasting system of Wizards or Clerics, Spellmasters can not gain bonus spells per encounter for having a high ability score. Spellmasters ignore all "arcane spell failure" of armor, because magic is neither divine or arcane. A Spellmaster's caster level for all of his spells is equal to his class level.
Domains (Sp): At first level Spellmasters choose any three domains and gain the benefit of all three of the chosen domains' Granted Powers. These chosen domains give the Spellmaster access to three Greater Spells, of which the Spellmaster can cast one per encounter, and a wide variety of Lesser Spells which can be cast at-will. At 2nd level, 5th level, and every five levels thereafter, a Spellmaster gains a bonus domain, giving him an extra Granted Power, and access to further Greater and Lesser spells.
Spellmasters, as all other spellcasters, must ready their Greater Spells after one hour of meditation chosen from the Greater Spells they have access to given their domains. As a Spellmaster gains levels she learns to ready more Greater Spells in the same amount of meditation time.
Whenever any spellcaster gains a new domain he or she may choose to lose any Lesser Spell she knows to learn another Lesser Spell of any level available to her to cast, from any domain she possesses in its place.
Spellgrace (Ex): Spellmasters' mastery of magical power gives them great insight into how best to defend themselves against it. They gain a +1 bonus to AC and saves against spells and spell-like abilities. This bonus improves by +1 at 4th level, and every four levels after that to a maximum of +5 at 16th level.
At 4th level and beyond a Spellmaster grants 1/2 this bonus (rounded up) to adjacent allies. At 12th level and beyond a Spellmaster grants 1/2 this bonus to allies within 10ft.
Magicsense (Su): At 3rd level, Spellmasters develop an innate sixth-sense for perceiving magical effects. They can use Detect Magic (PHB 219) at-will, and gain the Sense Magic ability (as Swordsage, ToB 16).
Spellgrace Aura: At 17th level and beyond, a Spellmaster grants the full benefit of his Spellgrace feature to all allies within 15ft.
Doublecast (Ex): At 20th level, Spellmasters develop a prodigious talent. With a single standard action a Spellmaster can cast two Greater or Lesser Spells at once, or a combination of the two. If casting two Greater Spells at once, a Spellmaster is stunned after his turn and until the end of his next turn. If casting two Lesser Spells at once, a Spellmaster loses his standard action during his next turn. If casting a Greater Spell with a Lesser Spell, a Spellmaster's speed is reduced by 1/2 and he becomes flat-footed after his turn and until the end of his next turn, and he loses his standard action during his next turn.[/spoiler]
The Battlemage
[spoiler]HD: d10
Saves: Good Will, One Good other, last poor
LV Base Atk Bonus Class Features Lessers Known Lessers Ready Greaters Ready
1. +1 Domains (2), Channel Lesser Spell 4 3 1
2. +2 Spellgrace +1 4 3 1
3. +3 Battlecaster Tactics 5 3 1
4. +4 5 3 1
5. +5 Spellgrace +2 6 4 1
6. +6/+1 Bonus Domain 6 4 2
7. +7/+2 Quick Spell 1/day (Lesser) 6 4 2
8. +8/+3 7 4 2
9. +9/+4 Spellgrace +3 7 4 2
10. +10/+5 Extra Spell (1, 1st) 7 5 2
11. +11/+6/+1 8 5 3
12. +12/+7/+2 Bonus Domain 8 5 3
13. +13/+8/+3 Spellgrace +4 8 5 3
14. +14/+9/+4 9 5 3
15. +15/+10/+5 Quick Spell 2/day (Lesser) 9 6 3
16. +16/+11/+6/+1 9 6 4
17. +17/+12/+7/+2 Spellgrace +5 10 6 4
18. +18/+13/+8/+3 Bonus Domain 10 6 4
19. +19/+14/+9/+4 11 6 4
20. +20/+15/+10/+5 Extra Spell (2, 2nd), Quick Spell 1/day (Greater) 11 7 4
Class Skills (4+Int per level): Balance, Concentration, Climb, Craft, Escape Artist, Heal, Intimidate, Jump, Knowledge (all), Listen, Profession, Ride, Sense Motive, Spellcraft, Spot, Swim, Tumble
Proficiencies: All simple and martial weapons, light and medium armor, light and heavy shields (not Tower Shields).
Spellcasting (Ex): Warrior-Mages cast spells (greater and lesser) drawn from the lists of their chosen domains. They can only cast a single Greater Spell per encounter at first level but gain the ability to cast additional Greater Spells as they gain levels (encounters are defined as combat situations. Greater Spells can be used outside of these situations, but cannot be used again for 5 minutes). At 10th level a Warrior-Mage can cast one extra 1st level Greater Spell each encounter. At 20th level a Warrior-Mage can cast two extra Greater Spells each encounter of up to 2nd level. These spells last no longer than 5 minutes, but end at the end of any encounter they are cast in. After casting a Greater Spell a Warrior-Mage cannot make attack rolls for 1 round (this prevents the Warrior-Mage from attacking, taking attacks of opportunity, and from casting spells that require attack rolls).
Warrior-Mages begin play knowing 3 Lesser Spells, and is able to ready 2 of them at a time at 1st level. As a Warrior-Mage gains levels it learns and is able to ready more and more Lesser Spells, as indicated on the table above. After casting a readied Lesser Spell a Warrior-Mage cannot cast that spell for 1d4 rounds. These spells last no longer than 4 rounds, and have a maximum range of 100ft.
The saving throw DC of these spells is 10+1/2 Warrior-Mage level+the ability score modifier designated by the domain (+1 for Greater Spells). Unlike the standard spellcasting system of Wizards or Clerics, Warrior-Mages can not gain bonus spells per encounter for having a high ability score. Warrior-Mages ignore all "arcane spell failure" of armor, because magic is neither divine or arcane. A Warrior-Mage's caster level for spells is equal to his caster level.
Domains (Sp): At first level Warrior-Mages choose any two domains and gain the benefit of both of the chosen domains' Granted Powers. These chosen domains give the Warrior-Mage access to two Greater Spells, of which the Warrior-Mage can cast one per encounter, and a wide variety of Lesser Spells which can be cast at-will. At 6th level, and every six levels thereafter, a Warrior-Mage gains a bonus domain, giving him an extra Granted Power, and access to further Greater and Lesser spells.
Warrior-Mages, as all other spellcasters, must ready their Greater Spells after one hour of meditation chosen from the Greater Spells they have access to given their domains. As a Warrior-Mage gains levels she learns to ready more Greater Spells in the same amount of meditation time.
Whenever any spellcaster gains a new domain he or she may choose to lose any Lesser Spell she knows to learn another Lesser Spell of any level available to her to cast, from any domain she possesses in its place.
Channel Lesser Spell (Ex): Whenever a Warrior-Mage makes an attack as a standard action, or as part of a charge or full attack action and that attack hits, he may also cast a single Lesser Spell he has ready targeting, or centered on, the struck foe as a free action. If the spell has a range of touch or ranged touch you do not have to roll to hit the target, you hit automatically.
If this is done as part of a full attack action, he casts the same spell multiple times against each target he hits. This overrules the normal rule that states that the Warrior-Mage must wait 1d4 rounds after casting a readied Lesser Spell, however after channeling a spell in this way the Warrior-Mage must wait 4 rounds before he may cast that spell again.
Spellgrace (Su): Warrior-Mages' mastery of magical power gives them great insight into how best to defend themselves against it. At 2nd level They gain a +1 bonus to AC and saves against spells and spell-like abilities. This bonus improves by +1 at 5th level, and every four levels after that to a maximum of +5 at 17th level. Unlike Magic-Users, Warrior-Mages do not grant any bonus to allies with this ability.
Battlecaster Tactics (Su): During any round in which a 3rd level or higher Warrior-Mage casts a spell, if he hit any enemy with a weapon attack in the last round his Caster Level is increased by 2. Likewise during any round in which a Warrior-Mage makes a weapon attack, if an enemy failed its saving throw against a spell he cast in the previous round that attack gains a +2 bonus to the attack roll and deals +2 damage. These bonuses increase by +1 at 8th level and again every six levels thereafter (max +5 at 20th level).
Quick Spell (Ex): At 7th level, a Warrior-Mage has developed a method for quickly casting his Lesser Spells so that he can more effectively wield his weapons in combat. Once per day, he can cast a single Lesser Spell as a swift action rather than a standard action. He gains an extra daily use of this ability at 15th level.
At 20th level he refines his technique so that he can cast even Greater Spells faster than normal. In addition to the two Lesser Spells he can cast per day as swift actions, a 20th level Warrior-Mage can cast a single Greater Spell once per day as a move action.[/spoiler]
The Pretender
[spoiler]HD: d8
Saves: Good Will, One other Good, last Poor
Lv Base Attack Special Lessers Known Lessers Ready Greaters Ready
1. +0 Domains (2), Trapfinding, Cloaked Casting (+1) 4 3 1
2. +1 Deft Spellgrace +1 4 3 1
3. +2 Element of Surprise 5 3 1
4. +3 Disguised Spells 5 3 1
5. +3 Deft Spellgrace +2 6 4 1
6. +4 Bonus Domain 6 4 2
7. +5 Cloaked Casting (Swift Action) 6 4 2
8. +6/+1 Eschew Components 7 4 2
9. +6/+1 Deft Spellgrace +3 7 4 2
10. +7/+2 Extra Spell (1, 1st) 7 5 2
11. +8/+3 Skill Mastery 8 5 3
12. +9/+4 Bonus Domain 8 5 3
13. +9/+4 Deft Spellgrace +4 8 5 3
14. +10/+5 Cloaked Casting (Overcomes SR) 9 5 3
15. +11/+6/+1 ? ? ? ? 9 6 3
16. +12/+7/+2 Spell Oppurtunist 9 6 4
17. +12/+7/+2 Deft Spellgrace +5 10 6 4
18. +13/+8/+3 Bonus Domain 10 6 4
19. +14/+9/+4 Cloaked Casting (+2) 11 6 4
20. +15/+10/+5 Extra Spell (2, 2nd), Invisible Spells 11 7 4
Class Skills (6+Int per level): Appraise, Balance, Bluff, Climb, Concentration, Decipher Script, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Hide, Jump, Knowledge (all), Listen, Move Silently, Profession, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Swim, Tumble, Use Rope
Proficiencies: All simple and martial weapons, light armors, light shields.
Spellcasting (Ex): Skill-Mages cast spells (greater and lesser) drawn from the lists of their chosen domains. They can only cast a single Greater Spell per encounter at first level but gain the ability to cast additional Greater Spells as they gain levels (encounters are defined as combat situations. Greater Spells can be used outside these situations, but can't be used again for 5 minutes). At 10th level a Skill-Mage can cast one extra 1st level Greater Spell each encounter. At 20th level a Skill-Mage can cast two extra Greater Spells each encounter of up to 2nd level. After casting a Greater Spell a Skill-Mage can't cast spells for 1 round. These spells last no longer than 5 minutes, but end at the end of any encounter they are cast in.
Skill-Mages begin play knowing 3 Lesser Spells, and is able to ready 2 of them at a time at 1st level. As a Skill-Mage gains levels it learns and is able to ready more and more Lesser Spells, as indicated on the table above. After casting a prepared Lesser Spell a Skill-Mage can't cast that spell for 1d4 rounds (casting a Greater Spell during this time adds an extra round onto this time). These spells last no longer than 4 rounds, and have a maximum range of 100ft.
The saving throw DC of these spells is 10+1/2 Skill-Mage level+the ability score modifier designated by the domain (+1 for Greater Spells). Unlike the standard spellcasting system of Wizards or Clerics, Skill-Mages can not gain bonus spells per encounter for having a high ability score. Skill-Mages ignore all "arcane spell failure" of armor, because magic is neither divine or arcane. A Skill-Mage's caster level for spells is equal to his caster level.
Domains (Sp): At first level Skill-Mages choose any two domains and gain the benefit of both of the chosen domains' Granted Powers. These chosen domains give the Skill-Mage access to two Greater Spells, of which the Skill-Mage can cast one per encounter, and a wide variety of Lesser Spells which can be cast at-will. At 6th level, and every six levels thereafter, a Skill-Mage gains a bonus domain, giving him an extra Granted Power, and access to further Greater and Lesser spells.
Skill-Mages, as all other spellcasters, must ready their Greater Spells after one hour of meditation chosen from the Greater Spells they have access to given their domains. As a Skill-Mage gains levels she learns to ready more Greater Spells in the same amount of meditation time.
Whenever any spellcaster gains a new domain he or she may choose to lose any Lesser Spell she knows to learn another Lesser Spell of any level available to her to cast, from any domain she possesses in its place.
Trapfinding (Ex): Skill-Mages can use the Search skill to locate traps when the DC is higher than 20, and can use the Disable Device skill to disarm magical traps. A Skill-Mage who beats a trap's disarm DC by 10 with a Disable Device check has studied the device to such a degree that he can bypass the trap without disarming.
Cloaked Casting (Ex): Skill-Mages are stealthy and deceptive spellcasters. You may feint as as move action, further, whenever you cast a spell on a foe who is denied his dexterity bonus to AC add +1 to the save DC against that spell. This ability improves as you level. At 7th level you can feint as a swift action. At 14th level any spell you cast on a foe who is denied its dexterity bonus to AC automatically overcomes that foe's spell resistance. At 19th level the bonus to DC increases to +2.
Deft Spellgrace (Su): Skill-Mages' mastery of magical power gives them great insight into how best to defend themselves against it, and bolsters her powers of stealth. At 2nd level They gain a +1 bonus to AC and saves against spells and spell-like abilities. This bonus improves by +1 at 5th level, and every four levels after that to a maximum of +5 at 17th level. Unlike Magic-Users, Skill-Mages do not grant any bonus to allies with this ability. In addition to this bonus shared by Magic-Users and Warrior-Mages, Skill-Mages also add double this bonus to their Hide and Move Silently skills.
Element of Surprise (Ex): At 3rd level Skill-Mages begin to take advantage of others' sluggishness. You gain a +2 bonus to initiative, which stacks with any other bonuses you have to initiative, and during a surprise round you may take an extra standard or move action.
Disguised Spells (Ex): Beginning at 4th level, Skill-Mages can cleverly disguise the casting of their spells hiding the components, be they gestures, words, or materials, amongst other things of like origin (Weaving magical words of power expertly into a normal turn of phrase, working magical gestures into body language, or placing material components amongst things of similar size, shape, color, etc, so forth). Whenever you cast a spell you may make a Bluff check as part of the action, opposed by any nearby creatures' Sense Motive check. Creatures that do not meet or exceed your Bluff can't tell that you are casting a spell, and thus may be surprised when you do.
Eschew Components (Su): Beginning at 8th level, Skill-Mages no longer need to worry about the components of spells they cast, and as such, since the Skill-Mage no longer needs to speak, gesture, or use materials, it is impossible to tell when she casts a spell, until it is too late. When attempting to cast a Greater Spell in this way, the Skill-Mage must make a Will saving throw against the spell, without the benefit of her Deft Spellgrace feature. If she fails, she is forced, by intangible, unknowable forces, to use any material components necessary.
Skill Mastery (Ex): At 11th level, a Skill-Mage becomes so certain of her skills that she can use them reliably even under adverse, or stressful conditions. Choose any 4 skills you have at least 1 rank in. When making a skill check with the chosen skills you can take a 10 even if stress and/or distractions would normally prevent you from doing so.
? ? ? ?:
Spell Opportunist (Ex): Whenever a creature provokes an attack of opportunity from you, you may cast any Lesser Spell you know with a range of touch or ranged touch targeting that creature, instead of taking your attack of opportunity.
Invisible Spells (Su): Beginning at 20th level, Skill-Mages develop the wondrous ability to cast spells which have completely invisible effects. This combined with their Eschew Components ability can create much confusion and panic, while all the while no one will ever know that the Skill-Mage has done anything at all. When attempting to cast a Greater Spell in this way there is a 50% chance that the spell will be cast normally, as visible as ever.[/spoiler]