Jesus_marley
First Post
Be aware that this is a very rough draft...
Prereqs: able to cast arcane spells, spellcraft 9.
You are able to combine 2 separate spells into one effect. Both spells occur at the same time but are treated as separate for purposes of saving throws, damage, etc. You cannot meld two identical spells (Ie. you cannot meld 2 magic missiles) but they may be of the same level.Melded spells take up a spell slot equal to the 2 spels levels +1. ie. (ie. Melding 2 level 1 spells would take up a single level 3 spell slot. Melding a level 1 and level 3 spell together would take up a level 5 slot.) Casting a melded spell takes a minimum of a full round action. If one of the spells being melded would normally take longer than a full round, use that casting time instead.
Due to the inherent instability of magic, attempting to meld spells together can be a dangerous thing. There is always a chance that a melded spell will unravel during the casting and be lost. For each spell level being melded togther, there is a 5% chance that the spell will fail. In the examples above, the first melded spell would have a 10% chance of failure while the second example would have a 20% chance. There is also a small chance of catastrophic failure. When a casting fails there is a flat 25% chance the forces involved create a magical backlash which deals 1d4 magic damage per spell level used in the melded spell to the caster. (ie. 2 L1 melded spells deals 2d4 damage).
Prereqs: able to cast arcane spells, spellcraft 9.
You are able to combine 2 separate spells into one effect. Both spells occur at the same time but are treated as separate for purposes of saving throws, damage, etc. You cannot meld two identical spells (Ie. you cannot meld 2 magic missiles) but they may be of the same level.Melded spells take up a spell slot equal to the 2 spels levels +1. ie. (ie. Melding 2 level 1 spells would take up a single level 3 spell slot. Melding a level 1 and level 3 spell together would take up a level 5 slot.) Casting a melded spell takes a minimum of a full round action. If one of the spells being melded would normally take longer than a full round, use that casting time instead.
Due to the inherent instability of magic, attempting to meld spells together can be a dangerous thing. There is always a chance that a melded spell will unravel during the casting and be lost. For each spell level being melded togther, there is a 5% chance that the spell will fail. In the examples above, the first melded spell would have a 10% chance of failure while the second example would have a 20% chance. There is also a small chance of catastrophic failure. When a casting fails there is a flat 25% chance the forces involved create a magical backlash which deals 1d4 magic damage per spell level used in the melded spell to the caster. (ie. 2 L1 melded spells deals 2d4 damage).
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