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General Tabletop Discussion
*Pathfinder & Starfinder
Reducing Arcane Spell Failure
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<blockquote data-quote="Beholder Bob" data-source="post: 1037387" data-attributes="member: 12866"><p>From my initial post on the subject</p><p></p><p><strong>Even with the mithral option, it should still balance out fine.</strong> </p><p>Mithral Costs:</p><p>Light armor +1 +2,000 gp</p><p>Medium armor +2 +5,000 gp</p><p>Heavy armor +3 +10,000 gp</p><p>Shield +1 +2,000 gp</p><p></p><p>...and is available now, for a limited time, even if you do not use arcane casting modifier to magic armor, so act now! It reduces the penalty by 10%. It works out great if the armor is going to have an enchantment of +5 or higher, sucks otherwise. Just using an existing game mechanic. If you do not like it, houserule the arcane casting to not overlap with mithral bonus. Personally, I would allow them to mesh just fine.</p><p></p><p><strong>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.</strong> </p><p></p><p>This is the source for max spell level cast without a full round action (with somatic spells only - then again, only somatic spells are effected by spell failure, 'nuff said)</p><p></p><p>I do add some thoughts to this:</p><p></p><p>A shield would require 1, 2, or 5 LV of Arcane casting (for 5%, 15%, and 50% spell failure) which balances out. To get +2 AC for a shield, I would need 2 ranks in Arcane casting, so a +x shield with a base +2 AC for shield would require a +(x+2) enchantment to negate my casting penalty.</p><p></p><p>As to masterwork - all enchanted armor is masterwork, so, I just assumed it was understood. This does not lower the DEX max, but does lower the skill penalty.</p><p></p><p>Finally, Cedric - have I hijacked your thread? If I have, please let me know.</p></blockquote><p></p>
[QUOTE="Beholder Bob, post: 1037387, member: 12866"] From my initial post on the subject [B]Even with the mithral option, it should still balance out fine.[/B] Mithral Costs: Light armor +1 +2,000 gp Medium armor +2 +5,000 gp Heavy armor +3 +10,000 gp Shield +1 +2,000 gp ...and is available now, for a limited time, even if you do not use arcane casting modifier to magic armor, so act now! It reduces the penalty by 10%. It works out great if the armor is going to have an enchantment of +5 or higher, sucks otherwise. Just using an existing game mechanic. If you do not like it, houserule the arcane casting to not overlap with mithral bonus. Personally, I would allow them to mesh just fine. [B]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.[/B] This is the source for max spell level cast without a full round action (with somatic spells only - then again, only somatic spells are effected by spell failure, 'nuff said) I do add some thoughts to this: A shield would require 1, 2, or 5 LV of Arcane casting (for 5%, 15%, and 50% spell failure) which balances out. To get +2 AC for a shield, I would need 2 ranks in Arcane casting, so a +x shield with a base +2 AC for shield would require a +(x+2) enchantment to negate my casting penalty. As to masterwork - all enchanted armor is masterwork, so, I just assumed it was understood. This does not lower the DEX max, but does lower the skill penalty. Finally, Cedric - have I hijacked your thread? If I have, please let me know. [/QUOTE]
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