Meirdyyn is a world where hard work; strong will; and a healthy mix of blood, sweat, and tears yield the greatest fruits.  Magical shortcuts tend to be temperamental but not without value. 

 

A spell failure chance which is independent of that of the arcane failure for wearing armor (this in no way affects alchemist).  From now on there shan't be a maximum number of casters, and this failure rating shall only be applied after the end of the current campaign. 

 

 

Magical Failure Chance

Recently magic has been destabilized (as you hopefully already know)

 

Arcane Spell Chance of Success= -50% + 5% x caster level - 10% x level of the spell + Misc. Mod.

Certain magical object will help an arcane caster. 

 

Divine Spell Chance of Success= 25% + 5% x class levels - 10% x level of the spell + Misc. Mod. Like arcane spell certain magical object will help divine caster. 

 

Bards, Shinobis, and the like focus in a different type magery, which is far less powerful but slightly more rely able.  Arcane Spell Chance of Success= 25% + 5% x caster level - 10% x level of the spell + Misc. Mod.

Certain magical object will help an arcane caster. 

- A Bard may make any musical perform check as a free action to help augment his chance of success adding 5% for every point over 10 on the perform check.

- Others like the Shinobi may make a concentration check as a move action to help augment his chance of success adding 5% for every point over 10 on the concentration check.

 

 

This also affects spell like abilities from classes but not racial spell like abilities

 

Miscellaneous Modifiers:

Being a Dragon

Being a true dragon, it just works.

Beldam’s Cape

Magical (aka Beldam's) capes grant a +5% to the chance of success to arcane spells and cost 40 gp. The bonus from a magical cape may stack with the bonus from any other success bonus, except that of a magical cloak.

Divine Symbol

Holy (or unholy) Symbols grant a +75% to the chance of success to divine spells

Mage’s Rods

Magical (aka Mage 's) Rods grant a +75% to the chance of success to arcane spells and cost 250 gp. The bonus from the magical rod does not stack with the bonus granted by a staff or wand.

Magi’s Ring

Magical (aka Magi's) ring may be created to grant a +10% to the chance of success to arcane or divine spells and cost 120 gp. The bonus from a magical ring may stack with the bonus from any other success bonus.

Magician’s Robes

Magical (aka Magician's) robes grant a +10% to the chance of success to arcane spells and cost 35 gp. The bonus from a magical robe may stack with the bonus from any other success bonus.

Mystic’s Tattoos

Magical (Mystic’s) tattoos can be used to augment the casting abilities of both arcane and divine casters.  These symbols invoke and help channel the vast mystical energies needed to bend the and wills of men and break the rules of physics.  To get a tattoo you must get a master mystic either of arcane or divine training depending on what you want done; you can get tattoos which channel both divine and arcane energies but they are very expensive.  You must choose carefully since tattoos are generally permanent. Divine tattoos are the cheapest, arcane the next most expensive, but Mystic Tattoos (both arcane and divine) are the hardest to make are thus most expensive.  The more of your body you have tattooed by the more power you can with out failure, but the tattoos are hard to hide and so they hurt your disguise checks.  Unfortunately, when you cast a spell which uses the tattoos to increase its success rate the tattoos glow brightly.  These penalties are cumulative with different types of tattoos.

Thus, when you cast a spell you suffer a penalty to hide checks.  If you have a 4th level arcane tattoo and you want to get a 5th level arcane tattoo, you would only have to pay the difference between the new level and the old (50gp).  If, however, you were to add divine tattoos or even mystic tattoos you would need to pay full price up to whatever level you wish to obtain. No matter how much money have, you can never have more than 100% of your body covered by tattoos (duh). The bonus from magical tattoos may stack with the bonus from any other success bonus.

Level of Tattoo

Tattooist’s Minimum Caster level

Percentage of Body Cover

Spell Success Chance

Penalty to Disguise Checks

Penalty to Hide Checks

Cost of Arcane Tattoos

Cost of Divine Tattoos

Cost of Mystic (Arcane & Divine) Tattoos

1st

1st

+5%

+5%

–0

–1

10gp

5gp

30gp

2nd

1st

+10%

+10%

–0

–1

30gp

15gp

90gp

3rd

2nd

+15%

+15%

–0

–2

60gp

30gp

180gp

4th

2nd

+20%

+20%

–0

–2

100gp

50gp

300gp

5th

3rd

+25%

+25%

–1

–3

150gp

75gp

450gp

6th

3rd

+30%

+30%

–1

–3

210gp

105gp

630gp

7th

4th

+35%

+35%

–1

–4

280gp

140gp

840gp

8th

4th

+40%

+40%

–1

–4

360gp

180gp

1,080gp

9th

5th

+45%

+45%

–1

–5

450gp

225gp

1,350gp

10th

5th

+50%

+50%

–2

–5

550gp

275gp

1,650gp

11th

6th

+55%

+55%

–2

–6

660gp

330gp

1,980gp

12th

6th

+60%

+60%

–2

–6

780gp

390gp

2,340gp

13th

7th

+65%

+65%

–2

–7

910gp

455gp

2,730gp

14th

7th

+70%

+70%

–2

–7

1,050gp

525gp

3,150gp

15th

8th

+75%

+75%

–3

–8

1,200gp

600gp

3,600gp

16th

8th

+80%

+80%

–3

–8

1,360gp

680gp

4,080gp

17th

9th

+85%

+85%

–3

–9

1,530gp

765gp

4,590gp

18th

9th

+90%

+90%

–3

–9

1,710gp

855gp

5,130gp

19th

10th

+95%

+95%

–3

–10

1,900gp

950gp

5,700gp

Final

10th

+100%

+100%

–4

–10

2,100gp

1,050gp

6,300gp

Sorcerer’s Staves

Magical (aka Sorcerer's) Staves grant a +125% to the chance of success to arcane spells and cost 900 gp. If it is a staff with spells, the staff grants a +200% chance of casting the spell in the staff, regardless of weather it comes from the caster or the staff.  The bonus from the magical staff does not stack with the bonus granted by a rod or wand.

Warlock’s Cloak

Magical (aka Warlock's) caps grant a +15% to the chance of success to arcane spells and cost 75 gp. The bonus from a magical cloak may stack with the bonus from any other success bonus, except that of a magical cape.

Witch’s Hat

Magical (aka Witch's) Hats grant a +25% to the chance of success to arcane spells and cost 15 gp. The bonus from a magical hat may stack with the bonus from any other success bonus.

Wizard’s Wands

Magical (aka Wizard's) Wands grant a +50% to the chance of success to arcane spells and cost 25gp.  If it is a spell wand it grants a +100% chance of casting the spell in the wand, regardless of weather it comes from the caster or the wand.  The bonus from the Magical wand does not stack with the bonus granted by a rod or staff.

 

 

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