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House Rules

Page history last edited by PBworks 4 years, 3 months ago

House rules are deviations from normal D&D rules. Reluctant Heroes has these additional and modified rules:

 


u. about House Rules

v. Restricted Spells

w. Read and Roll

v. Some Magic is Rare

x. Dice and Rolls

 

1 Month

In the event your character is inactive for a month without explaination from you, we reserve the right to cancel the game you were in and move your character to inactive status. The quest you were going to do is then passed along to another more dedicated character.

 

A Rock Is A Rock

Transmutation and Universal spells are largely unavailable to PC's. Spells using it will be modified upon request.

 

Called Shots Are Not Broken

Called shots can be used in game and with great effectiveness. However, when calling a shot the size of the chosen called shot target adds to the AC including distance modifiers. A human fingernail being dimunitive in size gets a +28 to AC in addition to any armor, natural armor or magical protections that directly effect it.

 

Dimmunitive +28

Fine +26

Small +24

Medium +20

Large +18

Huge +16

Massive +14

Collassal +12

 

Dice and Rolls

 

I think most of you know this already, but if you haven't noticed the way I play it, a Natural 1 is always a miss regardless of level and a Natural 20 is always a hit regardless of level.

 

I do this to allow for the terribly luck or unlucky events of the game to occur. I don't care if you are a 30th level Epic Fighter Demi-God wearing Plate Mail of Invulnerbility +6 and have damage reduction of +20, if a 0 level Kobold rolls a Natural 20 against you, you are going to get hit.

 

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Standard Critical Rules

Critical: The entry in this column notes how the weapon is used with the rules for critical hits. When your character scores a critical hit, roll the damage two, three, or four times, as indicated by its critical multiplier (using all applicable modifiers on each roll), and add all the results together.

 

Exception: Extra damage over and above a weapon’s normal damage is not multiplied when you score a critical hit.

 

x2: The weapon deals double damage on a critical hit.

 

x3: The weapon deals triple damage on a critical hit.

 

x3/x4: One head of this double weapon deals triple damage on a critical hit. The other head deals quadruple damage on a critical hit.

 

x4: The weapon deals quadruple damage on a critical hit.

 

19–20/x2: The weapon scores a threat on a natural roll of 19 or 20 (instead of just 20) and deals double damage on a critical hit. (The weapon has a threat range of 19–20.)

 

18–20/x2: The weapon scores a threat on a natural roll of 18, 19, or 20 (instead of just 20) and deals double damage on a critical hit. (The weapon has a threat range of 18–20.)

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Name..........To Hit Roll........Result

THE EVIL EYE Natural 1..........Miss

FATE..........Natural 20.........Hit*

SNAKE EYES- 2 Natural 1 rolls consecutively with a bow or crossbow means a broken string

2 Natural 1 rolls consecutively with a melee weapon or means the weapon is dropped**

ALIEN EYES- 3 natural ones consecutively is dangerous, that is all I will say.

 

*In some cases magic may prevent a hit

certain weapons like a gauntlet sword cannot be dropped

 

Experience by the Bundle

Experience is handed out once every 3 months.

Character's can gain a Roleplaying Award which varies but depending on how well they played can be between 10 and 1200 exp. Active characters (active means posting at least three times a week) are given additional bonus exp of 50 for every week they were active between the previous EXP bundle and the new EXP bundle. Extrodinary Planning, Intuition and Command award (EPIC) is worthy of a mention in the OOC topic, a character who receives this award has their 3 month exp multiplied by 1.5.

 

Falling is Dangerous

Falling damage accelerates, it is 1d6 for each ten feet fallen, for each set of 10'. Still 10d6 max.

 

So:

10=1d6

20=2d6

30=3d6

40=4d6

50=4d6

60=6d6

100 = 10d6

 

Free Chocolate and Cupcakes

A character is given a small gift on arrival.

 

I Got Better

heal works like treat injury from d20 modern, but the treat injury application can be done once per encounter resulting in wounds and cures 1d4 for every 5 points above DC 10 on the heal check.

 

I Pick My Stats

In character creation you start with 78 stat points. (These vary depending on what DM you get) These stat points are spent on a 1 to 1 ratio to buy Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma up to the total your DM set for your character.

 

Hangin' Out

Any dead character that reached level 10 can haunt old buddies and friends until put to rest.

 

Mix and Match

No favored class, multiclass freely without xp penalty. Fractional BAB and save advancements for multiclass characters. Fractional saves give you levels in good or bad save progression (No starting over for another 2.5 with 1st level good saves).

 

Magic Sparkles

As in Forgotten Realms, Sorcerrers have spell points and can expend these on a number of spells a day. Rings of Wizardry can increase the number of spell points available.

 

Majority Council

Anything submitted by a player needs a majority DM vote to be allowed to become approved. Non-epic magic stuff and decorative treasure are exerpt from this ruling.

 

Max HP

PC's and powerful monsters are granted full HP. All else are at full for the first level and half HD rounded up.

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Hit Point Aquisition**

 

1st level characters get MAX HP's per their chosen class at first level and only first level.

 

Characters then can either choose 50% of a max die roll for the following levels, ie. A Fighter who gets d10 hp could just choose to take 5 hit points + Con Bonus for every level after 1st.

 

Or

 

Characters can take a random die roll, re-rolling results of a N1, these rolls MUST be done on the Secure Dice Roller.

 

Let’s Go

Teleport spells are banned, Ethereal Jaunt and Dimension Door are still around.

 

No Wasted Learning

If you multiclass into a class that grants a bonus feat you already have you instead gain a related feat. For instance a character with Tracking who later becomes a ranger could gain Skill Focus Survival to boost his tracking instead of being out a feat compared to a character that waited to learn tracking. Taking a class that provides abilities you are good at should make you better at those abilities instead of no increased benefit.

 

Poisons Are Deadly

Successful saves on poisons result in half damage

 

 

Read and Roll

 

Core Book Rules

As noted on page 238 of the Dungeon Master's Guide. To activate a spell trigger item with an arcane spell on it, you must have levels in a class able to cast arcane spells. Likewise, to activate a spell trigger item with a divine spell on it, you must have levels in a class able to cast divine spells. If you don't have enough levels in the class to cast any spells yet, you can still try to use a spell trigger item, but your effective caster level for activating the spell is 0.

 

House Rule

Anyone who can properly read the writing of a scroll can use a scroll with a Use Magic Device Check DC10. With a successful check the spell is cast at the scroll creators appropriate level, with an unsuccsessful check the DM will determine whether it was spell failure or simply nothing happens. Of course you will have to know the language that the spell is written. Most Wizard Spells will be written in the Arcane Language(Arcanium), while most Cleric Spells found in the Western World will be written in the language of the Church of the West, Aquilatin(Latin). Most Druidic Scrolls will be written in Ogham Script, the favored language of the Druids. While Runecasters work with Norse Runes.

 

I hope with this ruling to add more some more options to PC's and to add some value to knowing languages.

 

Most Wizard Scrolls = Arcanium

Most Cleric Scrolls = Latin

Most Druidic Scrolls = Ogham Script

Runecasters = Norse Runes

 

 

Red In Tooth And Claw

Claws do slashing, bite does piercing.

 

Smarts!

Intelligent stat skill bonuses are retroactive. If somebody increases their intelligence permanently through level advancement they get the extra skill points and can learn a new language. Skill increases must still make sense for the character from a story perspective and can be saved until appropriate opportunities for skill development.

 

 

Some Magic is Rare

 

There are only three Bags of Holding in the world and the way to make them has been lost to the ages. Each has a name and only one has surfaced in the last fifty years. That was with Percy Trapspringer the Halfling Ranger. Now that bag too is lost.

 

There are only two known Rings of Regeneration ever to have been made. Like the bags of holding, the way to make them is lost as well. Only one of these has been seen in the last hundred years. It was worn by Killian Tollbeck, founder of Pont du Flax(Falcon's Point). Horseman

 

We are Learned Men

Cross-class skills don't exist, you can pick any skill without skill point cross-classing penalty to learn as long as you come across it in game. While a peasant may not have the opportunity to learn about Nobility and Royalty, if a Noble takes the time to teach him, he can start to take ranks in it.

 

You can't see me!

Treat all invisibility spells as improved invisibility. You do not become visible after making an attack.

 

3.1 Comprehensive House Rules Expanded Edition

 

The following are a series of house rules that I have been far, far too long in putting down. They are subject to objections from players and DM's. Please comment if you like. The house rules are designed to better fit the pseudo-medieval world we are trying to create here.

 

HOUSE RULES

 

Players are welcomed and encouraged to ask questions on rule variations or DM rulings. (please do not do so in this thread, use the OOC thread)

 

If you have a question or are unhappy with a ruling in play get your thoughts together and let the DM know fully what you are thinking, and you can even suggest what you think is fair. The DM will discuss this with you, but try to present a clear concise and complete argument so DM's can make a speedy judgement. But also be aware that this is not a strict Core Rules Game. DM's are authorized to make judements. The Operative Phrase to listen for is....."This is my final judgement". The DM should not post this until he has heard the players arguments. But once the DM posts that I would appreciate it if we can move on so as not to drag the game down.

 

"This is my final judgement" means, that is the DM's ruling.

 

With all this being said, I don't want players think the DM's are playing fast and loose with the rules. 99% of what happens in the game is by the rules. But please be flexible enough for creative rules interpretation by the DM's. This is not done to punish or control players, quite often it actually aids a character by allowing them to do more than the rules allow. We give the character the benefit of the doubt in most all situations.

 

Please have fun, that's the name of the game and I hope you all have exciting times and memorable characters.

 

 

Restricted SPELLS

 

As a rule only spells presented in the Core Books are available to player characters. The Core Books are the Players Handbook and DMG. Characters can attain spells from other sources through roleplay or special exceptions by their DM. For instance a Wizard character might join a certain guild to gain access to spells from the Divine Handbook.

 

I would like to thank Darius 777, as his help was instrumental in making this list.

 

Edited spell list for use in Reluctant Heroes

The Full Edited List

 

 

 

Sorcerer/Wizard Level 0:

 

* Acid Splash Orb deals 1d3 acid damage.

* Arcane Mark Inscribes a personal rune (visible or invisible).

* Dancing Lights Creates torches or other lights.

* Daze Humanoid creature of 4 HD or less loses next action.

* Detect Magic Detects spells and magic items within 60 ft.

* Detect Poison Detects poison in one creature or object.

* Disrupt Undead Deals 1d6 damage to one undead.

* Flare Dazzles one creature (-1 on attack rolls).

* Ghost Sound Figment sounds.

* Light Object shines like a torch.

* Mage Hand 5-pound telekinesis.

* Mending Makes minor repairs on an object.

* Message Whispered conversation at distance.

* Open/Close Opens or closes small or light things.

* Prestidigitation Performs minor tricks.

* Ray Of Frost Ray deals 1d3 cold damage.

* Read Magic Read scrolls and spellbooks.

* Resistance Subject gains +1 bonus on saving throws.

* Touch Of Fatigue Touch attack fatigues target.

 

 

Sorcerer/Wizard Level 1:

 

* Alarm Wards an area for 2 hours/level.

* Animate Rope Makes a rope move at your command.

* Burning Hands 1d4/level fire damage (max 5d4).

* Cause Fear One creature of 5 HD or less flees for 1d4 rounds.

* Charm Person Makes one person your friend. *Wizards might restrict this for reasons of trade, charming merchants could get sticky.

* Chill Touch One touch/level deals 1d6 damage and possibly 1 Str damage.

* Color Spray Knocks unconscious, blinds, and/or stuns weak creatures.

* Comprehend Languages You understand all spoken and written languages.

* Detect Secret Doors Reveals hidden doors within 60 ft.

* Detect Undead Reveals undead within 60 ft.

* Disguise Self Changes your appearance.

* Endure Elements Exist comfortably in hot or cold environments.

* Enlarge Person Humanoid creature doubles in size.

* Erase Mundane or magical writing vanishes.

* Expeditious Retreat Your speed increases by 30 ft.

* Feather Fall Objects or creatures fall slowly.

* Floating Disk Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.

* Grease Makes 10-ft. square or one object slippery.

* Hold Portal Holds door shut.

* Hypnotism Fascinates 2d4 HD of creatures.

* IdentifyM Determines properties of magic item.

* Jump Subject gets bonus on Jump checks.

* Mage Armor Gives subject +4 armor bonus.

* Magic Aura Alters object's magic aura.

* Magic Missile 1d4+1 damage; +1 missile per two levels above 1st (max 5).

* Magic Weapon Weapon gains +1 bonus.

* Mount Summons riding horse for 2 hours/level.

* Obscuring Mist Fog surrounds you.

* Protection From Chaos +2 to AC and saves, counter mind control, hedge out elementals and outsiders.

* Protection From Evil +2 to AC and saves, counter mind control, hedge out elementals and outsiders.

* Protection From Good +2 to AC and saves, counter mind control, hedge out elementals and outsiders. * Restricted by Church

* Protection From Law +2 to AC and saves, counter mind control, hedge out elementals and outsiders.

* Ray Of Enfeeblement Ray deals 1d6 +1 per two levels Str damage.

* Reduce Person Humanoid creature halves in size.

* Shield Invisible disc gives +4 to AC, blocks magic missiles.

* Shocking Grasp Touch delivers 1d6/level electricity damage (max 5d6).

* Silent Image Creates minor illusion of your design.

* Sleep Puts 4 HD of creatures into magical slumber.

* Summon Monster I Calls extraplanar creature to fight for you.

* True Strike +20 on your next attack roll.

* Unseen Servant Invisible force obeys your commands.

* Ventriloquism Throws voice for 1 min./level.

 

 

 

Sorcerer/Wizard Level 2:

 

 

* Acid Arrow Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.

* Alter Self Assume form of a similar creature.

* Arcane LockM Magically locks a portal or chest.

* Bear's Endurance Subject gains +4 to Con for 1 min./level.

* Blindness/Deafness Makes subject blinded or deafened.

* Blur Attacks miss subject 20% of the time.

* Bull's Strength Subject gains +4 to Str for 1 min./level.

* Cat's Grace Subject gains +4 to Dex for 1 min./level.

* Command Undead Undead creature obeys your commands. * restricted by the Church as blasphemous.

* Continual FlameM Makes a permanent, heatless torch.

* Darkness 20-ft. radius of supernatural shadow.

* Darkvision See 60 ft. in total darkness.

* Daze Monster Living creature of 6 HD or less loses next action.

* Detect Thoughts Allows "listening" to surface thoughts. * Restricted to Wizard's guild members only, or by 'Permit'.

* Eagle's Splendor Subject gains +4 to Cha for 1 min./level.

* False Life Gain 1d10 temporary hp +1/level (max +10).

* Flaming Sphere Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.

* Fog Cloud Fog obscures vision.

* Fox's Cunning Subject gains +4 Int for 1 min./level.

* Ghoul Touch Paralyzes one subject, which exudes stench

* Glitterdust Blinds creatures, outlines invisible creatures.

* Gust Of Wind Blows away or knocks down smaller creatures.

* Hideous Laughter Subject loses actions for 1 round/ level.

* Hypnotic Pattern Fascinates (2d4 + level) HD of creatures.

* Invisibility Subject is invisible for 1 min./level or until it attacks. As of now, when invisible you will not become visible when you attack. This goes both ways. I am considering a spell called Greater Invisibility that would allow you to stay invisible while you attack, Greater Invisibility would be a 3rd or 4th level spell. Then the second level spell would act as written in the core manuals.

* Knock Opens locked or magically sealed door.

* Levitate Subject moves up and down at your direction.

* Locate Object Senses direction toward object (specific or type).

* Magic MouthM Speaks once when triggered.

* Minor Image As Silent Image, plus some sound.

* Mirror Image Creates decoy duplicates of you (1d4 +1 per three levels, max 8).

* Misdirection Misleads divinations for one creature or object.

* Obscure Object Masks object against scrying.

* Owl's Wisdom Subject gains +4 to Wis for 1 min./level.

* Phantom TrapM Makes item seem trapped.

* Protection From Arrows Subject immune to most ranged attacks.

* Pyrotechnics Turns fire into blinding light or choking smoke.

* Resist Energy Ignores 10 (or more) points of damage/attack from specified energy type.

* Rope Trick As many as eight creatures hide in extradimensional space.

* Scare Panics creatures of less than 6 HD.

* Scorching Ray Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).

* See Invisibility Reveals invisible creatures or objects.

* Shatter Sonic vibration damages objects or crystalline creatures.

* Spectral Hand Creates disembodied glowing hand to deliver touch attacks.

* Spider Climb Grants ability to walk on walls and ceilings.

* Summon Monster II Calls extraplanar creature to fight for you. *restricted by the Church as blasphemous.

* Summon Swarm Summons swarm of bats, rats, or spiders. *Restricted due to the recent plague

* Touch Of Idiocy Subject takes 1d6 points of Int, Wis, and Cha damage.

* Web Fills 20-ft.-radius spread with sticky spiderwebs.

* Whispering Wind Sends a short message 1 mile/level.

 

 

Sorcerer/Wizard Level 3:

 

* Arcane Sight Magical auras become visible to you.

* Blink You randomly vanish and reappear for 1 round/level.

* Clairaudience/Clairvoyance Hear or see at a distance for 1 min./level.

* Daylight 60-ft. radius of bright light.

* Deep Slumber Puts 10 HD of creatures to sleep.

* Dispel Magic Cancels magical spells and effects.

* Displacement Attacks miss subject 50%.

* Explosive Runes Deals 6d6 damage when read.

* Fireball 1d6 damage per level, 20-ft. radius.

* Flame Arrow Arrows deal +1d6 fire damage.

* Fly Subject flies at speed of 60 ft.

* Gaseous Form Subject becomes insubstantial and can fly slowly.

* Gentle Repose Preserves one corpse.

* Halt Undead Immobilizes undead for 1 round/level.

* Haste One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.

* Heroism Gives +2 on attack rolls, saves, skill checks.

* Hold Person Paralyzes one humanoid for 1 round/level.

* Illusory ScriptM Only intended reader can decipher.

* Invisibility Sphere Makes everyone within 10 ft. invisible.

* Keen Edge Doubles normal weapon?s threat range.

* Lightning Bolt Electricity deals 1d6/level damage.

* Magic Circle Against Chaos As Protection From Chaos, but 10-ft. radius and 10 min./level.

* Magic Circle Against Evil As Protection From Evil, but 10-ft. radius and 10 min./level.

* Magic Circle Against Good As Protection From Good, but 10-ft. radius and 10 min./level. * Restricted by Church

* Magic Circle Against Law As Protection From Law, but 10-ft. radius and 10 min./level.

* Magic Weapon, Greater +1 bonus/four levels (max +5).

* Major Image As Silent Image, plus sound, smell and thermal effects.

* NondetectionM Hides subject from divination, scrying.

* Phantom Steed Magic horse appears for 1 hour/level.

* Protection From Energy Absorb 12 points/level of damage from one kind of energy.

* Rage Subjects gains +2 to Str and Con, +1 on Will saves, 2 to AC.

* Ray Of Exhaustion Ray makes subject exhausted.

* Secret Page Changes one page to hide its real content.

* Sepia Snake SigilM Creates text symbol that immobilizes reader.

* Shrink Item Object shrinks to one-sixteenth size.

* Sleet Storm Hampers vision and movement.

* Slow One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.

* Stinking Cloud Nauseating vapors, 1 round/level.

* Suggestion Compels subject to follow stated course of action. * Suggestion – Permit Required by Wizards Guild

* Summon Monster III Calls extraplanar creature to fight for you. *Restricted by the Church

* Tiny Hut Creates shelter for ten creatures.

* Tongues Speak any language.

* Vampiric Touch Touch deals 1d6/two levels damage; caster gains damage as hp.

* Water Breathing Subjects can breathe underwater.

* Wind Wall Deflects arrows, smaller creatures, and gases.

 

 

 

Sorcerer/Wizard Level 4:

 

* Animate DeadM Creates undead skeletons and zombies. Restricted by Church

* Arcane Eye Invisible floating eye moves 30 ft./round.

* Bestow Curse -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.

* Black Tentacles Tentacles grapple all within 20 ft. spread.

* Charm Monster Makes monster believe it is your ally. By Permit from the Wizards Guild

* Confusion Subjects behave oddly for 1 round/level.

* Contagion Infects subject with chosen disease. Restricted by Church and the Wizards Guild

* Crushing Despair Subjects take -2 on attack rolls, damage rolls, saves, and checks.

* Detect Scrying Alerts you of magical eavesdropping.

* Dimensional Anchor Bars extradimensional movement. By Permit from the Wizards Guild

* Dimension Door Teleports you short distance. By Permit from the Wizards Guild

* Enervation Subject gains 1d4 negative levels. Restricted by Church

* Enlarge Person, Mass Enlarges several creatures.

* Fear Subjects within cone flee for 1 round/level.

* Fire Shield Creatures attacking you take fire damage; you're protected from heat or cold.

* Fire TrapM Opened object deals 1d4 damage +1/level.

* Geas, Lesser Commands subject of 7 HD or less. By Permit from the Wizards Guild

* Globe Of Invulnerability, Lesser Stops 1st through 3rd-level spell effects.

* Hallucinatory Terrain Makes one type of terrain appear like another (field into forest, or the like).

* Ice Storm Hail deals 5d6 damage in cylinder 40 ft. across.

* Illusory Wall Wall, floor, or ceiling looks real, but anything can pass through.

* Invisibility, Greater As Invisibility, but subject can attack and stay invisible.

* Locate Creature Indicates direction to familiar creature.

* Minor Creation Creates one cloth or wood object.

* Mnemonic EnhancerF Wizard only. Prepares extra spells or retains one just cast.

* Phantasmal Killer Fearsome illusion kills subject or deals 3d6 damage.

* Polymorph Gives one willing subject a new form.

* Rainbow Pattern Lights fascinate 24 HD of creatures.

* Reduce Person, Mass Reduces several creatures.

* Remove Curse Frees object or person from curse.

* Resilient Sphere Force globe protects but traps one subject.

* ScryingF Spies on subject from a distance.

* Secure Shelter Creates sturdy cottage.

* Shadow Conjuration Mimics conjuration below 4th level, but only 20% real.

* Shout Deafens all within cone and deals 5d6 sonic damage.

* Solid Fog Blocks vision and slows movement.

* Stone Shape Sculpts stone into any shape.

* StoneskinM Ignore 10 points of damage per attack.

* Summon Monster IV Calls extraplanar creature to fight for you. Restricted by Church

* Wall Of Fire Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.

* Wall Of Ice Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.

 

 

 

Sorcerer/Wizard Level 5:

 

* Animal Growth One animal/two levels doubles in size.

* Baleful Polymorph Transforms subject into harmless animal.

* Blight Withers one plant or deals 1d6/level damage to plant creature.

* Break Enchantment Frees subjects from enchantments, alterations, curses, and petrification.

* Cloudkill Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.

* Cone Of Cold 1d6/level cold damage.

* Contact Other Plane Lets you ask question of extraplanar entity. Rare or Unavailable

* Dismissal Forces a creature to return to native plane. Restricted by Wizards Guild

* Dominate Person Controls humanoid telepathically. Permit Required

* Dream Sends message to anyone sleeping.

* Fabricate Transforms raw materials into finished items.

* False VisionM Fools scrying with an illusion.

* Feeblemind Subject's Int and Cha drop to 1.

* Hold Monster As Hold Person, but any creature.

* Interposing Hand Hand provides cover against one opponent. Genre Inappropriate

* Mage's Faithful Hound Phantom dog can guard, attack. Restricted by Wizards Guild

* Mage's Private Sanctum Prevents anyone from viewing or scrying an area for 24 hours. Restricted by Wizards Guild

* Magic JarF Enables possession of another creature. Restricted by Wizards Guild and Church

* Major Creation As Minor Creation, plus stone and metal.

* Mind Fog Subjects in fog get 10 to Wis and Will checks.

* Mirage Arcana As Hallucinatory Terrain, plus structures.

* Nightmare Sends vision dealing 1d10 damage, fatigue.

* Overland Flight You fly at a speed of 40 ft. and can hustle over long distances.

* Passwall Creates passage through wood or stone wall.

* PermanencyX Makes certain spells permanent.

* Persistent Image As Major Image, but no concentration required.

* Planar Binding, Lesser Traps extraplanar creature of 6 HD or less until it performs a task. Restricted by Wizards Guild and Church

* Prying Eyes 1d4 +1/level floating eyes scout for you.

* Secret ChestF Hides expensive chest on Ethereal Plane; you retrieve it at will. Discouraged by Church

* Seeming Changes appearance of one person per two levels.

* Sending Delivers short message anywhere, instantly.

* Shadow Evocation Mimics evocation below 5th level, but only 20% real.

* Summon Monster V Calls extraplanar creature to fight for you. Restricted by Church

* Symbol Of PainM Triggered rune wracks nearby creatures with pain. Restricted by Church

* Symbol Of SleepM Triggered rune puts nearby creatures into catatonic slumber. Restricted by Church

* Telekinesis Moves object, attacks creature, or hurls object or creature.

* Telepathic Bond Link lets allies communicate.

* Teleport Instantly transports you as far as 100 miles/level. Banned Spell

* Transmute Mud To Rock Transforms two 10-ft. cubes per level.

* Transmute Rock To Mud Transforms two 10-ft. cubes per level.

* Wall Of Force Wall is immune to damage.

* Wall Of Stone Creates a stone wall that can be shaped.

* Waves Of Fatigue Several targets become fatigued.

 

 

 

Sorcerer/Wizard Level 6:

 

* Acid Fog Fog deals acid damage.

* Analyze DweomerF Reveals magical aspects of subject.

* Antimagic Field Negates magic within 10 ft.

* Bear's Endurance, Mass As Bear's Endurance, affects one subject/ level.

* Bull's Strength, Mass As Bull's Strength, affects one subject/level.

* Cat's Grace, Mass As Cat's Grace, affects one subject/level.

* Chain Lightning 1d6/level damage; 1 secondary bolt/level each deals half damage.

* Circle Of DeathM Kills 1d4/level HD of creatures. Restricted by Wizards Guild and Church

* ContingencyF Sets trigger condition for another spell.

* Control Water Raises or lowers bodies of water.

* Create UndeadM Create ghouls, ghasts, mummies, or mohrgs. Restricted by Wizards Guild and Church

* Disintegrate Makes one creature or object vanish.

* Dispel Magic, Greater As Dispel Magic, but +20 on check.

* Eagle's Splendor, Mass As Eagle's Splendor, affects one subject/level.

* Eyebite Target becomes panicked, sickened, and comatose.

* Flesh To Stone Turns subject creature into statue.

* Forceful Hand Hand pushes creatures away. Genre Inapropriate

* Fox's Cunning, Mass As Fox's Cunning, affects one subject/ level.

* Freezing Sphere Freezes water or deals cold damage.

* Geas/Quest As Lesser Geas, plus it affects any creature. By Permit

* Globe Of Invulnerability As Lesser Globe of Invulnerability, plus 4th-level spell effects.

* Guards And Wards Array of magic effects protect area.

* Heroism, Greater Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.

* Legend LoreMF Lets you learn tales about a person, place, or thing.

* Mage's Lucubration Wizard only. Recalls spell of 5th level or lower.

* Mislead Turns you invisible and creates illusory double.

* Move Earth Digs trenches and builds hills.

* Owl's Wisdom, Mass As Owl's Wisdom, affects one subject/level.

* Permanent Image Includes sight, sound, and smell.

* Planar Binding As Lesser Planar Binding, but up to 12 HD. Restricted by Wizards Guild and Church

* Programmed ImageM As Major Image, plus triggered by event.

* Repulsion Creatures can't approach you.

* Shadow Walk Step into shadow to travel rapidly.

* Stone To Flesh Restores petrified creature.

* Suggestion, Mass As Suggestion, plus one subject/level. By Permit

* Summon Monster VI Calls extraplanar creature to fight for you. Restricted by Wizards Guild and Church

* Symbol Of FearM Triggered rune panics nearby creatures.

* Symbol Of PersuasionM Triggered rune charms nearby creatures. By Permit

* TransformationM You gain combat bonuses.

* True SeeingM Lets you see all things as they really are.

* Undeath To DeathM Destroys 1d4 HD/level undead (max 20d4).

* Veil Changes appearance of group of creatures.

* Wall Of IronM 30 hp/four levels; can topple onto foes.

 

 

Wizard Level 7:

 

* Arcane Sight, Greater As Arcane Sight, but also reveals magic effects on creatures and objects.

* Banishment Banishes 2 HD/level of extraplanar creatures. By Permit

* Control Undead Undead don't attack you while under your command. By Permit

* Control Weather Changes weather in local area.

* Delayed Blast Fireball 1d6/level fire damage; you can postpone blast for 5 rounds.

* Ethereal Jaunt You become ethereal for 1 round/level. By Permit

* Finger Of Death Kills one subject.

* ForcecageM Cube or cage of force imprisons all inside. By Permit

* Grasping Hand Hand provides cover, pushes, or grapples. Genre Inappropriate

* Hold Person, Mass As Hold Person, but all within 30 ft.

* Insanity Subject suffers continuous Confusion.

* Instant SummonsM Prepared object appears in your hand.

* Invisibility, Mass As Invisibility, but affects all in range.

* Limited WishX Alters reality - within spell limits. Rare

* Mage's Magnificent MansionF Door leads to extradimensional mansion. By Permit

* Mage's SwordF Floating magic blade strikes opponents.

* Phase Door Creates an invisible passage through wood or stone. By Permit

* Plane ShiftF As many as eight subjects travel to another plane. Banned

* Power Word Blind Blinds creature with 200 hp or less.

* Prismatic Spray Rays hit subjects with variety of effects.

* Project Image Illusory double can talk and cast spells.

* Reverse Gravity Objects and creatures fall upward.

* Scrying, Greater As Scrying, but faster and longer.

* Sequester Subject is invisible to sight and scrying; renders creature comatose.

* Shadow Conjuration, Greater As Shadow Conjuration, but up to 6th level and 60% real.

* SimulacrumMX Creates partially real double of a creature. Banned

* Spell Turning Reflect 1d4+6 spell levels back at caster.

* Statue Subject can become a statue at will.

* Summon Monster VII Calls extraplanar creature to fight for you. Banned by Church

* Symbol Of StunningM Triggered rune stuns nearby creatures. By Permit

* Symbol Of WeaknessM Triggered rune weakens nearby creatures. By Permit

* Teleport, Greater As Teleport, but no range limit and no off-target arrival. Banned Spell

* Teleport Object As Teleport, but affects a touched object. Restricted By Wizards Guild

* VisionMX As Legend Lore, but quicker and strenuous.

* Waves Of Exhaustion Several targets become exhausted.

 

 

Sorcerer/Wizard Level 8:

 

* Antipathy Object or location affected by spell repels certain creatures.

* BindingM Utilizes an array of techniques to imprison a creature. Restricted By Wizards Guild and Church

* Charm Monster, Mass As Charm Monster, but all within 30 ft. By Permit

* Clenched Fist Large hand provides cover, pushes, or attacks your foes. Genre Inappropriate

* CloneMF Duplicate awakens when original dies. Banned By Church

* Create Greater UndeadM Create shadows, wraiths, spectres, or devourers. Restricted By Wizards Guild and Church

* Demand As Sending, plus you can send Suggestion. By Permit

* Dimensional Lock Teleportation and interplanar travel blocked for one day/level. Banned

* Discern Location Reveals exact location of creature or object.

* Horrid Wilting Deals 1d6/level damage within 30 ft.

* Incendiary Cloud Cloud deals 4d6 fire damage/round.

* Iron Body Your body becomes living iron.

* Irresistible Dance Forces subject to dance.

* Maze Traps subject in extradimensional maze. Rare

* Mind Blank Subject is immune to mental/emotional magic and scrying.

* Moment Of Prescience You gain insight bonus on single attack roll, check, or save.

* Planar Binding, Greater As Lesser Planar Binding, but up to 18 HD. Restricted By Wizards Guild and Church

* Polar Ray Ranged touch attack deals 1d6/level cold damage.

* Polymorph Any Object Changes any subject into anything else.

* Power Word Stun Stuns creature with 150 hp or less.

* Prismatic Wall Wall's colors have array of effects.

* Protection From SpellsMF Confers +8 resistance bonus.

* Prying Eyes, Greater As Prying Eyes, but eyes have True Seeing.

* Scintillating Pattern Twisting colors confuse, stun, or render unconscious.

* Screen Illusion hides area from vision, scrying.

* Shadow Evocation, Greater As Shadow Evocation, but up to 7th level and 60% real.

* Shout, Greater Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.

* Summon Monster VIII Calls extraplanar creature to fight for you. Restricted By Wizards Guild and Church

* Sunburst Blinds all within 10 ft., deals 6d6 damage.

* Symbol Of DeathM Triggered rune slays nearby creatures. Restricted By Wizards Guild and Church

* Symbol Of InsanityM Triggered rune renders nearby creatures insane. Restricted By Wizards Guild and Church

* SympathyF Object or location attracts certain creatures.

* Telekinetic Sphere As Resilient Sphere, but you move sphere telekinetically.

* Temporal StasisM Puts subject into suspended animation. Restricted By Wizards Guild and Church

* Trap The SoulMF Imprisons subject within gem. Restricted By Wizards Guild and Church

 

 

 

Sorcerer/Wizard Level 9:

 

* Astral ProjectionM Projects you and companions onto Astral Plane. Banned

* Crushing Hand Large hand provides cover, pushes, or crushes your foes. Banned

* Dominate Monster As Dominate Person, but any creature. By Permit

* Energy Drain Subject gains 2d4 negative levels. Restricted by Wizards Guild and Church

* Etherealness Travel to Ethereal Plane with companions. Banned

* Foresight "Sixth sense" warns of impending danger.

* Freedom Releases creature from Imprisonment.

* GateX Connects two planes for travel or summoning. Restricted by Wizards Guild and Church

* GenesisX Creates a small demiplane. Banned

* Hold Monster, MassAs Hold Monster, but all within 30 ft.

* Imprisonment Entombs subject beneath the earth.

* Mage's Disjunction Dispels magic, disenchants magic items.

* Meteor Swarm Four exploding spheres each deal 6d6 fire damage.

* Power Word Kill Kills one creature with 100 hp or less.

* Prismatic Sphere As Prismatic Wall, but surrounds on all sides.

* RefugeM Alters item to transport its possessor to you. Restricted by Wizards Guild and Church

* Shades As Shadow Conjuration, but up to 8th level and 80% real.

* ShapechangeF Transforms you into any creature, and change forms once per round.

* Soul BindF Traps newly dead soul to prevent Resurrection. Restricted by Wizards Guild and Church

* Summon Monster IX Calls extraplanar creature to fight for you. Restricted by Wizards Guild and Church

* Teleportation CircleM Circle teleports any creature inside to designated spot. Banned

* Time Stop You act freely for 1d4+1 rounds.

* Wail Of The Banshee Kills one creature/level.

* Weird As Phantasmal Killer, but affects all within 30 ft.

* WishX As Limited Wish, but with fewer limits. Banned

 

Certain spells are totally banned, or just not available as you can see above. This includes:

 

ALL Teleportation BANNED

ALL Resurrection UNAVAILABLE

ALL Reincarnation BANNED

 

 

 

 

Spell Acquisition

 

Spellcasters are allowed to pick their own spells learned for every level they gain. Spellcasters may pick up to 15 spells minus(-) their spell level. These spells MUST come from the Core Manuals.

 

Spell

Level.................Number of spells

0.........................15

1.........................14

2.........................13

3.........................12

4.........................11

5.........................10

6..........................9

7..........................8

8..........................7

9..........................6

 

Characters will have to make choices with house rule spell restrictions in mind(list above). They are also be able to gain spells through Roleplay, these may be Homebrew spells from the DM's or spells from other WotC manuals.

 

This is a relatively low magic game setting, expect your higher level Spellcaster may have to travel in search of new high level spells. This is done partly to make for new adventures for higher level spellcasters.

 

 

 

ARMOR

 

Wearing Armor heavier than light for extended periods will cause fatigue, unless you have the endurance feat. Then you can wear up to medium armor.

Armor Fatigue Table

Fort Check DC Modifier

Armor Type 4hrs 8hrs 12hrs 24hrs 48hrs +

No Armor +1 +1 +1 +1 +1

Light Armor - - - - -

Medium Armor - -1 -1 -2 -3

Heavy Armor -1 -2 -2 -3 -4

 

Leather Clothing grants AC Bonus

Leather clothing – Light armour, AC Bonus +1, Max Dex +10, ACP 0, Spell failure 0%, Weight 8lbs, Cost 5GP

 

Comprises :-

Soft leather hat, offers minimal protection above hairline only

Or

Soft leather peaked forage cap, offers minimal protection above hairline. Front peak and rear flap protect against strong sunlight

Leather Coat – Sleeved jacket of soft, supple leather with slightly thicker padded sections to protect back, chest, midriff and upper arms.

Leather Trousers – Soft, supple leather trousers with thicker, padded leather around outer sides of thighs and calves. Secured with belt or braces.

Leather gauntlets – Fingers made from softer, supple leather.

Bucket Top Boots – Leather riding boots with flared tops which fold down below knee

Or

Calf Boots – Leather walking boots which are laced up to the knee and are tighter. Horseman

 

 

 

 

 

 

 

 

 

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