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
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.