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The observant members of the congregation will notice I have entitled
this section of the site "Spell Failure" and not "Arcane
Spell Failure". That very distinction should be enough to send
shivers down the spine of every right-minded player of bards, clerics,
rangers and paladins.... Yes, the rules for spell failure have changed
- and not for the benefit of those classes. Where once spell failure
only applied to arcane casters now it applies universally to everyone.
The following text explains why this is the case, and justifies
my decision. It also points you in the direction of all the cunning
ways your characters can get around this.
What is Spell Failure?
Armour interferes with the complicated gestures that are required
to cast any spell with a somatic component. If a character attempts
to cast a spell while wearing armour or carrying a shield, there
is a percentage chance that the spell simply fails. The bulkier
the armour the greater the chance of spell failure. For example,
someone wearing full plate armour and carrying a tower shield would
have an 85% chance of their spell failing.
In the standard rules (PHB pages 80 and 122), only arcane
casters can suffer from spell failure and therefore these rules
only applied to wizards, sorcerers, bards and their ilk. In the
House Rules, the rules for spell failure apply universally to any
spell-caster who casts a spell that requires a somatic component.
If the spell doesn't have a somatic component then there is no chance
of spell failure. For this reason (and only this reason), there
is no chance of spell failure when manifesting psionic powers.
Why Change the Rules?
For one simple reason: they didn't make any sense. On p80 of the
PHB it states that one of the reasons that arcane casters
suffer the chance of spell failure is because they don't know how
to use armour properly. It also says that the reason why bards do
not suffer a chance of spell failure in light armour is because
they are proficient in its use. Well, if that is the case - and
it is all a matter of skill - then logically, taking an Armour Proficiency
feat will eliminate the penalty. Of course, it doesn't work that
way making the listed justifications all rather pointless.
So, if it is nothing to do with proficiency in the armour then
it must be do with the gestures. This beggars the obvious question:
why do the somatic gestures of wizards incur a chance of spell failure,
but the somatic gestures of clerics do not? Are wizards and sorcerers
just more flambuoyant than their ecclesiastical counterparts? I
don't think so. If somatic gestures are the only thing that leads
to spell failure then the rules should apply equally to all classes
that use them. I was left with two choices: apply spell failure
universally, or remove spell failure from the rules altogether.
I was sorely tempted by the latter as it would have been much easier.
However, Spell Failure (and circumventing it) is a feature of several
feats and prestige classes. To remove spell failure would be to
take them out of the game. And seeing one of those classes, the
Spellsword, had been taken by one of the players of my Wednesday
night game that wasn't an option.
Avoiding Spell Failure
So you have read the above rules and suddenly you have realised
that your cleric or paladin seems fundamentally shafted in the spell-casting
department. You are disconsolate and considering finding yourself
a less evil and vindictive GM. Never fear, there are various recourses
to avoiding the dreaded spell failure roll. Here are a few of them,
but I'm sure you will think of others.
Still Spell
The feat Still Spell (PHB p101) eliminates the need to make
somatic gestures while casting a spell. Without the gestures there
is no need to make a spell failure roll so a wizard in full plate
could cast any number of spells. The disadvantage of this is that
it costs one of your feats and the spell is cast at +1 level which
not only costs you an extra spell point but also slows your progression
somewhat.
Special Armour
I rule that Masterwork armour reduces the chance of spell failure
by 5%. This is in addition to its other main property of reducing
the armour check penalty by 1 point. It is not beyond the bounds
of possibility that certain types of magical armour might lessen
or eliminate the the spell failure chance altogether.
Divine Intervention
Particularly martial priesthoods (such as those that follow the
god of war) may gain granted powers that eliminates some or all
of the penalties associated with Spell Failure. Other religions
may give bonus feats that do much the same job.
New Feats
I have devised five new feats that can elminate the spell failure
penalty for certain categories of armour and shields. Many of the
core classes receive these feats as bonus feats at certain levels.
Other classes (such as sorcerers and wizards) would have to select
them normally. There is a Base Attack Bonus prerequisite for all
these feats that succeeds in delaying the level certain arcanists
can select them. This is happily in keeping with the general D&D
ethos that wizards don't wear armour. The feats are:
Multiclass
By multiclassing into certain core or prestige classes, characters
can avoid the need to make certain Spell Failure rolls. Most core
classes that cast non-arcane magic gain some of the feats above
as bonus feats. Certain prestige classes such as the Spellsword
and the Bladesinger
also gain the advantages of these feats. However, multiclassing
will dilute your character's powers as a spellcaster.
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