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<blockquote data-quote="kronos182" data-source="post: 6857400" data-attributes="member: 6668634"><p>ARCANE SPELLS AND CYBERNETICS</p><p></p><p>While cybernetics are designed to enhance the abilities of a character they have an adverse effect on spellcasters; each cybernetic attachment a character takes interferes with the character’s spellcasting abilites, represented in game terms through arcane spell failure (see Arcane Spells and Armor in the basic SRD rules for information on arcane spell failure). The type of components of the spell being cast has no bearing on arcane spell failure and cybernetics – all spells are negatively affected by cybernetic attachments.</p><p>A particular cybernetic attachment has an arcane spell failure percentage equal to one-quarter the attachment’s Purchase DC + the PL of the attachment (round up).</p><p>Example: An acolyte with an advanced prosthetic leg has an arcane spell failure percentage of 8 (Purchase DC of 22 + PL of 7/4 = 7.25).</p><p>A character with multiple cybernetic attachments and/or armor adds all of the percentages together to determine the total arcane spell failure percentage.</p><p></p><p>New Feat: Cyberarcanist</p><p>You have melded your arcane abilities with your dependence on technology, decreasing the chance of failure when casting spells.</p><p>Benefit: When calculating the arcane spell failure percentage of any possessed cybernetic attachments you use the following formula: one-eighth the attachment’s Purchase DC + the PL of the attachment (round up).</p><p></p><p>An alternate version, if you do not wish to calculate spell chance failure for every cybernetic device a character has.</p><p>For every cybernetic device installed, the character has one less spell slot at the highest level they can cast. Every 5 implants installed gives an arcane chance failure of 5% that stacks with any other arcane spell failure, such as from armour.</p><p>For example, of a character has 4 implants, they would lose 4 spell slots of their highest levels. So if the character had 2 level 3 spell slots and 4 level 2, they would lose the 2 level 3 and 2 of the level 2, and have an arcane spell failure of 5%, in addition to any other sources, such as from armour.</p><p></p><p>Psionics</p><p>Psionic characters don't lose as much from cybernetic devices, except for those implanted directly in the brain.</p><p>As a possible consequence of having cybernetic devices, a psionic character loses 2 power points per cybernetic device. For devices installed directly in the brain, the psionic character loses 4 power points per cybernetic device.</p></blockquote><p></p>
[QUOTE="kronos182, post: 6857400, member: 6668634"] ARCANE SPELLS AND CYBERNETICS While cybernetics are designed to enhance the abilities of a character they have an adverse effect on spellcasters; each cybernetic attachment a character takes interferes with the character’s spellcasting abilites, represented in game terms through arcane spell failure (see Arcane Spells and Armor in the basic SRD rules for information on arcane spell failure). The type of components of the spell being cast has no bearing on arcane spell failure and cybernetics – all spells are negatively affected by cybernetic attachments. A particular cybernetic attachment has an arcane spell failure percentage equal to one-quarter the attachment’s Purchase DC + the PL of the attachment (round up). Example: An acolyte with an advanced prosthetic leg has an arcane spell failure percentage of 8 (Purchase DC of 22 + PL of 7/4 = 7.25). A character with multiple cybernetic attachments and/or armor adds all of the percentages together to determine the total arcane spell failure percentage. New Feat: Cyberarcanist You have melded your arcane abilities with your dependence on technology, decreasing the chance of failure when casting spells. Benefit: When calculating the arcane spell failure percentage of any possessed cybernetic attachments you use the following formula: one-eighth the attachment’s Purchase DC + the PL of the attachment (round up). An alternate version, if you do not wish to calculate spell chance failure for every cybernetic device a character has. For every cybernetic device installed, the character has one less spell slot at the highest level they can cast. Every 5 implants installed gives an arcane chance failure of 5% that stacks with any other arcane spell failure, such as from armour. For example, of a character has 4 implants, they would lose 4 spell slots of their highest levels. So if the character had 2 level 3 spell slots and 4 level 2, they would lose the 2 level 3 and 2 of the level 2, and have an arcane spell failure of 5%, in addition to any other sources, such as from armour. Psionics Psionic characters don't lose as much from cybernetic devices, except for those implanted directly in the brain. As a possible consequence of having cybernetic devices, a psionic character loses 2 power points per cybernetic device. For devices installed directly in the brain, the psionic character loses 4 power points per cybernetic device. [/QUOTE]
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