Viktyr Gehrig
First Post
In this thread about Arcane Spell Failure, there's a bit of an argument over why Spell Failure from armor doesn't apply to divine magic.
Already, in my games, I've changed the armor rules considerably-- both changing the effects of armor and which classes gain which armor proficiencies. Particularly of note, no class gains Heavy Armor proficiency at 1st level (Fighters gain an extra bonus feat at 3rd level to make up for this.)
What I've done at this point is to change the rules so that the Arcane Spell Failure chance from wearing armor applies to both arcane and divine magic. The Cleric and Favored Soul gain the ability to ignore spell failure in Light and Medium Armors (all they're proficient with), and the Druid and Ranger gain the ability to ignore spell failure in Light Armor.
Paladins are a Prestige Class in my House Rules, and they get to ignore spell failure in any non-powered armor. They also replace their normal spellcasting ability with +1 divine caster level every odd level. (They require the ability to cast 1st level divine spells and the ability to turn undead, forcing them to have at least one level of either Cleric or Favored Soul.)
All of these, of course, only apply to the spells granted by the class that gets to ignore armor. Cleric/Wizards gain no benefit for their Wizard spells.
I've also changed the prerequisites for Battle Caster; instead of requiring a class-based ability to ignore armor, Battle Caster requires the Combat Casting feat and proficiency in the class of armor the feat will apply to. (This prevents Wizards from taking it in Heavy Armor and ignoring the mainly irrelevant non-proficiency penalties.) It can be taken multiple times, first granting the ability to cast spells in Light armor, then Medium, and then Heavy.
Directly, it seems this rule has very little impact on the game, aside from giving Wizards and Sorcerors a better chance to gain the ability to cast spells in armor. Divine casters generally have the ability to ignore the spell failure chance from all the armors they're proficient in.
However, it makes the feat investment for armor-wearing divine casters heavier-- in order to gain the ability to wear Heavy armor, a Cleric has to devote a feat to both Heavy Armor Proficiency and Battle Caster. Druids need to take Battle Caster in order to cast spells in Hide Armor. And the poor Shugenja can no longer take a single level in Fighter in order to be able to cast spells in any type of armor she fancies.
It also tends to reduce the desirability of classes which grant armored spellcasting, such as the Spellsword or the Bladesinger. Some divine PrCs will have to be adjusted to grant this capacity, as well.
I'm torn as to whether or not to introduce some limit or weakness in psionics use to compensate. Power Failure from armor doesn't strike me as appropriate-- but I can't think of any good alternatives just yet, and I'm not entirely certain they're required.
Any comments?
Already, in my games, I've changed the armor rules considerably-- both changing the effects of armor and which classes gain which armor proficiencies. Particularly of note, no class gains Heavy Armor proficiency at 1st level (Fighters gain an extra bonus feat at 3rd level to make up for this.)
What I've done at this point is to change the rules so that the Arcane Spell Failure chance from wearing armor applies to both arcane and divine magic. The Cleric and Favored Soul gain the ability to ignore spell failure in Light and Medium Armors (all they're proficient with), and the Druid and Ranger gain the ability to ignore spell failure in Light Armor.
Paladins are a Prestige Class in my House Rules, and they get to ignore spell failure in any non-powered armor. They also replace their normal spellcasting ability with +1 divine caster level every odd level. (They require the ability to cast 1st level divine spells and the ability to turn undead, forcing them to have at least one level of either Cleric or Favored Soul.)
All of these, of course, only apply to the spells granted by the class that gets to ignore armor. Cleric/Wizards gain no benefit for their Wizard spells.
I've also changed the prerequisites for Battle Caster; instead of requiring a class-based ability to ignore armor, Battle Caster requires the Combat Casting feat and proficiency in the class of armor the feat will apply to. (This prevents Wizards from taking it in Heavy Armor and ignoring the mainly irrelevant non-proficiency penalties.) It can be taken multiple times, first granting the ability to cast spells in Light armor, then Medium, and then Heavy.
Directly, it seems this rule has very little impact on the game, aside from giving Wizards and Sorcerors a better chance to gain the ability to cast spells in armor. Divine casters generally have the ability to ignore the spell failure chance from all the armors they're proficient in.
However, it makes the feat investment for armor-wearing divine casters heavier-- in order to gain the ability to wear Heavy armor, a Cleric has to devote a feat to both Heavy Armor Proficiency and Battle Caster. Druids need to take Battle Caster in order to cast spells in Hide Armor. And the poor Shugenja can no longer take a single level in Fighter in order to be able to cast spells in any type of armor she fancies.
It also tends to reduce the desirability of classes which grant armored spellcasting, such as the Spellsword or the Bladesinger. Some divine PrCs will have to be adjusted to grant this capacity, as well.
I'm torn as to whether or not to introduce some limit or weakness in psionics use to compensate. Power Failure from armor doesn't strike me as appropriate-- but I can't think of any good alternatives just yet, and I'm not entirely certain they're required.
Any comments?
Last edited: