Reducing Arcane Spell Failure

Cedric

First Post
If I were going to come up with a plus to add to magic armor to reduce the arcane spell failure of the armor by 10%, what would the plus be?

I was thinking +1, since you would need to add it multiple times to get into just about anything except for a mithril chain shirt...but I'm open to suggestions...

So as an example, you could make a +1 Chain Mithril Shirt of Arcane Might (or whatever you want to call it). And it would have an additional +1 affect of -10% arcane spell failure rate.

So it's total arcane spell failure would be reduced to 0%.

If it were to be a regular chain shirt, you would need two +1 arcane might bonuses to reduce the arcane spell failure by 20%.

Cedric
 
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I'm not exactly sure what your aim is here... are you saying that mage armor has an arcane spell failure of 10% in 3.5? I pretty sure it doesn't in 3.0, but not sure about 3.5, although I don't have any books in front of me.

For a new spell at second level that would build on Mage Armor, I would add +2 to AC per spell level, and I would make my PCs research it themselves.
 


Sounds good, if you are going to keep spell failure. I just threw ASF out, as long as the caster has the armor feat for the armor he is wearing he has no chance of failure.

Cedric said:
If I were going to come up with a plus to add to magic armor to reduce the arcane spell failure of the armor by 10%, what would the plus be?

I was thinking +1, since you would need to add it multiple times to get into just about anything except for a mithril chain shirt...but I'm open to suggestions...

So as an example, you could make a +1 Chain Mithril Shirt of Arcane Might (or whatever you want to call it). And it would have an additional +1 affect of -10% arcane spell failure rate.

So it's total arcane spell failure would be reduced to 0%.

If it were to be a regular chain shirt, you would need two +1 arcane might bonuses to reduce the arcane spell failure by 20%.

Cedric
 

If you want it to be on the same level as bracer of armor, because the arcane spell failure is roughly of 5% per point of armor, I would say make it either +1 for 5% or +2 for 10%

the armor would still be interesting for various reason:
-no need to take another feat to create wizard protective items
-easy possibilies to add other abilities on the armor
 

Getting rid of ASF so easily is a bad idea. It's in there for a reason; to help balance spellcasting classes against fighting classes. That's not to say I'm against the idea, however, just the idea of getting rid of it so easily.

I would either make it a flat price modifier (perhaps at ASF reduction squared times 1000) or make it +2 per 5% ASF reduction. Such an ability would be overwhelmingly powerful. Freedom of Movement would be the required spell, of course, and I would set a caster level requirement as well, CL 7 for -5% +2 CL for each 5% thereafter.

Sounds like the best way to balance it.
 

A +1 = -10% spell failure sounds good to me. Test samples:

+1 arcane casting I Leather = +3 AC, it takes +2 armor in order to obtain 1 AC less then mage armor.
+1 arcane casting II Chain Shirt= +5 AC, but it takes +3 armor in order to improve on mage armor by 1 AC.
+1 arcane casting IV Full Plate = +9 AC, but it takes +5 armor in order to improve on mage armor by 5 AC.

Even with the mithral option, it should still balance out fine. The only addition I would add is its a full round action to cast spells (with somatic components) in armor if the spell LV cast is higher # then the maximum DEX for that type of armor - hard to wave my arms in wide circles in this splint mail.
 

Beholder Bob said:
A +1 = -10% spell failure sounds good to me. Test samples:

+1 arcane casting I Leather = +3 AC, it takes +2 armor in order to obtain 1 AC less then mage armor.
+1 arcane casting II Chain Shirt= +5 AC, but it takes +3 armor in order to improve on mage armor by 1 AC.
+1 arcane casting IV Full Plate = +9 AC, but it takes +5 armor in order to improve on mage armor by 5 AC.

Even with the mithral option, it should still balance out fine. The only addition I would add is its a full round action to cast spells (with somatic components) in armor if the spell LV cast is higher # then the maximum DEX for that type of armor - hard to wave my arms in wide circles in this splint mail.

compare it to bracer of armor instead of a spell, at +1 per 10% the bracer of armor becomes totaly ineffective cost-wise
 

Magic armor: 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5), 36,000 gp (+6), 49,000 gp (+7), 64,000 gp (+8); Weight (as per normal armor).

Bracers of Armor: “…invisible but tangible field of force, granting him an armor bonus of +1 to +8, just as though he were wearing armor…”
1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5), 36,000 gp (+6), 49,000 gp (+7), 64,000 gp (+8);Weight 1 lb.

True, do a degree. Both take the +AC, square it, times 1000 GP. Worn armor would include its base armor value. Generally, you will need 1 rank of arcane casting per +2 of normal armor. So worn armor with a base of +4 AC requires an enchantment of +2, +8 AC requires an enchantment of +4 (generally). You also need 1-3 armor feats, (and my suggested) full round casting as well. And it slows you down. And it isn’t a force effect and so does not protect against incorporeal attacks. And requires a high strength (encumbrance is a bitch! 1 LB for bracers, X LB for armor).

For 1-3 feats, limited casting, slowed movement, lack of protection against incorporeal, and high strength requirement, I figure it balances out ok.

Armor weight:

Light armor 10-25 lb.
Medium armor 25-30 lb. move slowed
Heavy armor 35-50 lb. move slowed

STR 10 34+ lb. is medium encumbrance, 67+ is heavy
STR 12 44+ lb. is medium encumbrance, 87+ is heavy
STR 14 59+ lb. is medium encumbrance, 117+ is heavy
STR 16 77+ lb. is medium encumbrance, 154+ is heavy

and most wizard PC’s carry 15-35 lb. of basic gear (rope, books, etc.. Hell, even clothing averages 5 lb., and a empty backpack 2)
 

Beholder Bob said:

For 1-3 feats, limited casting, slowed movement, lack of protection against incorporeal, and high strength requirement, I figure it balances out ok.

You are assuming a straight typical wizard, while character who might choose to wear armor and use arcane spell are likely to be multiclassed, either cleric/wizard or fighter/wizard, so the feat isn't a cost nor is the weight.
 

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