Class Features
All of the following are class features of the Magician.
Weapon and Armor Proficiency: Magicians are skilled with all simple weapons. Magicians are not proficient with any type of armor nor with shields. Armor of any type interferes with a magicians movements, which can cause her spells with somatic components to fail.
Spells: A magician casts arcane spells which are drawn from the Middle Earth spell list (see above). A magician does not have to prepare spells ahead of time, but may cast any spell in their spellbooks up to their spell limits per day shown in the table above. Spellcasting is a difficult task, and may cause the magician to become fatigued however. When a spell is cast, the magician must roll a fortitude save (DC = 10 + spell level + 2 if fatigued, and +6 if exhausted). If the magician is well rested and they fail this save then they become fatigued. If they are already fatigued then they become exhausted. If they are already exhausted then the caster takes 1d8 points of nonlethal damage per spell level. If this takes the caster to 0hp or below they fall unconscious, but are not bleeding.
To learn or cast a spell, the magician must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magicians spell is 10 + the spell level + the wizards Intelligence or Charisma modifier (whichever is higher).
Like other spellcasters, a magician can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Magician. In addition, she receives bonus spells per day if she has a high Intelligence score.
A magician can know any number of spells. These spells are accessible to the Magician at any time, though they must be wary of fatigue.
Bonus Feats: At 1st, 5th, 10th, 15th, and 20th level, a magician gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The magician must still meet all prerequisites for a bonus feat, including caster level minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The magician is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.
Spellbooks: A magician must study her spellbook at least once a week in order to maintain access to their spells, and refresh them in their memory. She cannot cast any spell not recorded in her spellbook, except for read magic, which all magicians can prepare from memory.
A magician begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any; see School Specialization, below) plus three 1st-level spells of your choice. For each point of Intelligence bonus the magician has, the spellbook holds one additional 1st-level spell of your choice. At each new magician level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a magician can also add spells found in other spellcasters spellbooks to her own.