Cosplayer (3.5e Class)/Magician

Magician
Magician spells: * Denotes that this spell comes from Spell Compendium
 * Zero level: Acid Splash, Dancing Lights, Detect Magic, Electric Jolt*, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Prestidigitation, Ray of Frost, Read Magic, Sonic Snap*, Touch of Fatigue
 * First level: Blight, Burning Hands, Chill Touch, Corrosive Grasp*, Distract*, Feather Fall, Hail of Stone*, Ice Dagger, Lesser Orb of Acid*, Lesser Orb of Cold*, Lesser Orb of Electricity*, Lesser Orb of Fire*, Lesser Orb of Sound*, Magic Missile, Magic Weapon, Ray of Flame*, Shocking Grasp, Sonic Blast*
 * Second level: Acid Arrow, Battering Ram*, Blast of Force*, Bonefiddle*, Bull's Strength, Cat's Grace, Combust*, Desiccating Bubble*, Earthbind*, Fireburst*, Flame Dagger*, Flaming Sphere, Ice Knife*, Polar Ray, Ray of Ice*, Scorch*, Scorching Ray, Snowball Swarm*, Spider Climb, Stolen Breath*, Whirling Blade*, Whispering Wind, Wracking Touch*
 * Third level: Acid Breath*, Chain Missile*, Cone of Cold, Daylight, Demon Dirge*, Devil Blight*, Dispel Magic, False Gravity*, Fireball, Hailstones*, Junglerazer*, Resonating Bolt*, Rust Ray*, Scintillating Sphere*, Sound Lance* Vampiric Touch, Water Breathing
 * Fourth level: Blast of Flame*, Dimension Door, Dragon Breath*, Energy Spheres*, Explosive Cascade*, Fire Shield, Fire Stride*, Fly, Force Missiles*, Orb of Acid*, Orb of Cold*, Orb of Electricity*, Orb of Fire*, Orb of Force*, Orb of Sound*, Ray Deflection*, Ray of Deanimation*, Spell Enhancer*, Thunderlance*, Vortex of Teeth*, Wall of Ice
 * Fifth level: Acid Sheathe*, Arc of Lightning*, Ball Lightning*, Cacophonic Burst*, Cyclonic Blast*, Graymantle*, Keen Edge, Lucent Lance*, Miasma of Entropy*, Moonbow*, Shard Storm*, Vitriolic Sphere*, Wall of Dispel Magic*,
 * Sixth level: Acid Storm*, Aura of Evasion*, Chain Lightning, Cloak of the Sea*, Disintegrate*, Greater Dispel Magic, Tunnel Swallow*
 * Seventh level: Body of War*, Control Weather, Delayed Blast Fireball, Emerald Flame Fist*, Incendiary Cloud, Meteor Swarm

When you use the Magician costume you may cast spells in a similar way to the sorcerer, though they have their spells pre-picked for them from the above list, and you use up spell levels and regain them as per this variant, treating himself as a prepared caster for the purpose of recharging spells. See the table above for the highest-level spell you can cast depending on your level, and your effective CL is equal to your costume level. Your effective HD for the purpose of effects like Practiced Caster (Complete Arcane) is equal to your costume level, plus any non-cosplayer class levels you have.

Upon putting on the costume, the Magician picks three spells of each level that he can cast. These are the only ones that he may cast without the use of his Spellbook (see below). If the cosplayer casts a spell while another instance of that spell is in effect (such as casting Spider Climb while another creature is already affected by Spider Climb), the first instance ends.

Gain these abilities:
 * If you had a Charisma of 14 or lower at first level (before racial ability modifiers), you gain a +2 bonus to your Charisma.
 * Your Will save progression becomes good for your cosplayer levels (as per a sorcerer).
 * You count as though you had a number of ranks equal to your HD + 3 in the following skills:
 * Bluff
 * Concentration
 * Decipher Script
 * Knowledge (Arcana)
 * Knowledge (History)
 * Knowledge (The Planes)
 * Perform (all)
 * Spellcraft

 (Su): Upon donning the costume, a magical book filled with strange arcane writing that only you can read appears in your hand, in a container on you, or beside you (your choice). When you have the book in hand and it is open and you can read it, you may recharge your spells as though you were a spontaneous caster and may cast any of your spells spontaneously, rather than being limited to only the three spells chosen upon donning the costume. If the spellbook leaves your person for more than one minute, is destroyed, or if you remove the Magician costume it disappears, reappearing the next time you don the costume.

 (Su): As your power grows and deepens, you can create arcane marks on the ground as a move action, which glow and revolve slowly in fascinating lines and curves. Upon activating this, runes glow in your square an every adjacent square to you. Any creature who stands in that area increases their effective caster or manifester level by one. You can use this ability once every five minutes, and it lasts for a single minute. This is a +1 bonus at 3rd level, which increases by another one at every three levels hence.

 (Su): You would hardly be a wizard, sorcerer, or other spellcaster without a familiar, would you? At 5th level you gain a familiar as though you were a sorcerer with a number of levels equal to your Costume Level. Upon gaining this class feature you choose a single familiar, and that choice is permanent. If your familiar dies, at least 24 hours must pass before it reforms upon the next time that you don this costume.

 (Su): Upon reaching the pinnacle of your magical study, you learn one of the greatest secrets of the craft. Upon gaining level 20, you gain the ability to cast a spell of 4th level or lower as an immediate action once per encounter.