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Current house rules (extensive) looking for constructive criticisms
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<blockquote data-quote="Sadrik" data-source="post: 6627317" data-attributes="member: 14506"><p>3e House rules 2014</p><p></p><p>Actions</p><p>The full round action is removed. All full round actions become standard actions.</p><p>Charge, Withdraw, and Turn or Rebuke Undead actions are removed.</p><p>5' step is a move action.</p><p>Run is a move action and allows you to move double speed (x1.5 in heavy armor) and take a -2 penalty to your AC until the start of your next turn but gain +2 bonus to Strength based ability, skill, and attack rolls.</p><p></p><p>Wounds</p><p>Characters have wounds instead of negative HP, wounds are CON score + 1/2 character level. </p><p></p><p>Critical Damage</p><p>Critical damage is based on the level or HD of the creature, level 1 +1d6 and an additional +1d6 at levels 5, 9, 13, and 17. Critical damage can be applied to most types of creature. Some creatures may have the fortification property to resist this bonus damage and some may be immune to certain types of critical damage. Critical damage can be added to your damage roll in limited ways below is a list of ways. </p><p>Critical Hit (a critical hit range higher than x2 add bonus damage, x3 adds +1d6, and x4 adds +2d6)</p><p>Coupe de Grace action</p><p>Sneak Attack feat</p><p>Flank Attack feat</p><p>Death effects (death effects lower HP to 0 and deal critical damage)</p><p>Energy Drain attacks (deals critical damage in addition to other damage and heals HP equal to 1/2 the critical damage caused)</p><p></p><p>Savings Throws</p><p>Fortitude, Reflex, and Will saving throws are Endurance, Agility, and Insight skills.</p><p>Monster effects with a DC lower the DC by 1/2 their HD. Normally a DC is X + ½ HD.</p><p></p><p>Background</p><p>Write a background and you can write a unique feature or special item into it and the DM can grant a special item or background feature unique to you. This item or feature is not all good. </p><p></p><p>Starting Wealth</p><p>Starting wealth is 500gp/level.</p><p></p><p>Alignment</p><p>Alignment has no mechanical game effect. It is only for role playing. When a spell or magic item talks about alignment it is talking about the aura feature of a paladin and cleric or the subtype of some creature types.</p><p></p><p>Abilities</p><p>Distribute 16 ability points to your base scores, no more than 1/2 in one ability.</p><p></p><p>Races</p><p>Low-light vision provides no penalties to skills while seeing in shadowy illumination.</p><p></p><p>Humans</p><p>+1 skill point</p><p>Standard Human</p><p>Base abilities: Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10</p><p>Bonus feat</p><p>Orc-blooded Human</p><p>Base abilities: Str 11, Dex 10, Con 10, Int 10, Wis 10, Cha 10</p><p>Darkvision 60'</p><p>Elf-blooded Human</p><p>Base abilities: Str 10, Dex 11, Con 10, Int 10, Wis 10, Cha 10</p><p>Low-light vision</p><p></p><p>Dwarves</p><p>+2 to resist poison</p><p>x1.5 carrying capacity</p><p>Mountain Dwarf</p><p>Base abilities: Str 10, Dex 8, Con 11, Int 10, Wis 11, Cha 10</p><p>Darkvision 60'</p><p>Hill Dwarf</p><p>Base abilities: Str 11, Dex 8, Con 11, Int 10, Wis 10, Cha 10</p><p>Darkvision 60'</p><p>Deep Dwarf</p><p>Base abilities: Str 10, Dex 9, Con 11, Int 10, Wis 10, Cha 10</p><p>Darkvision 120'</p><p>Dazzled in light</p><p></p><p>Elves</p><p>Meditate 4 hours for a long rest</p><p>+2 to resist mind affecting effects</p><p>Immune to sleep effects</p><p>Long lived</p><p>Low-light vision</p><p>High Elf</p><p>Base abilities: Str 10, Dex 11, Con 8, Int 11, Wis 10, Cha 10</p><p>Wood Elf</p><p>Base abilities: Str 10, Dex 11, Con 8, Int 10, Wis 11, Cha 10</p><p>Dark Elf</p><p>Base abilities: Str 10, Dex 11, Con 8, Int 10, Wis 10, Cha 11</p><p>Darkvision 120'</p><p>Dazzled in light</p><p></p><p>Halflings</p><p>+1 to saves</p><p>+1 to attack rolls</p><p>+2 to stealth skill rolls</p><p>Kender Halfling</p><p>Base abilities: Str 8, Dex 11, Con 10, Int 10, Wis 11, Cha 10</p><p>Hobbit Halfling</p><p>Base abilities: Str 8, Dex 11, Con 10, Int 10, Wis 10, Cha 11</p><p>Gnome Halfling</p><p>Base abilities: Str 8, Dex 11, Con 10, Int 11, Wis 10, Cha 10</p><p></p><p>Classes</p><p>HP are 1/2HD +1 each level</p><p>All classes have a level 0</p><p>BAB extra attacks: at BAB +6 can take -2 and make 2 attacks, at BAB +11 can take -4 and make 3 attacks, at BAB +16 can take -6 and make 4 attacks.</p><p>All casters use new spell casting chart</p><p>Prestige classes are not used, their class features can be converted to feats with DM approval</p><p>Class alignment restrictions are removed</p><p></p><p>Multi-Classing </p><p>Can begin at level 0 in two classes, begin at level 0 when multi-classing</p><p>CL stacks from all caster classes</p><p>Class multi-class restrictions are removed</p><p>Race favored class restrictions are removed</p><p></p><p>Barbarian</p><p>HD 1d10/Level. Loses Medium Armor Proficiency. Loses all class features except rage. While raging you get +1 to melee attack rolls and gain 1d4 temporary HP/Barbarian level. At barbarian level 6: +2 to attack and 1d6 HP/level, at level 11: +3 to attack and 1d8 HP/level, and at level 16: +4 to attack and 1d10 HP/level. Rage lasts 1 minute cannot rage again until after a short rest. Gain a bonus fighter feats as a fighter.</p><p></p><p>Bard</p><p>Casting ability is Wisdom. Loses all class features except spellcasting and Bardic Knowledge which grants +1 skill point. You learn three Bard spells per Bard level. All your Bard spells are stilled and silent automatically as per the feats. Bless, and Bane spells are added to the Bard spell list.</p><p></p><p>Cleric</p><p>Casting ability is Charisma. HD 1d6/Level. Loses Medium and Heavy Armor proficiency. Loses Turn Undead class feature. Turn Undead becomes spells. Select one domain at level 1. You learn three cleric spells per cleric level and your domain spells.</p><p></p><p>Druid</p><p>Casting ability is Intelligence. HD 1d6/Level. Loses Medium Armor proficiency. Loses all class features except spellcasting. Wild Shape becomes spells. You learn three druid spells per druid level and all Wild Shape spells. Alter Self spell is added to the Druid spell list. </p><p></p><p>Fighter</p><p>Loses Heavy Armor Proficiency. Weapons the fighter has Weapon Focus feat for grant +1 damage, +1 more per 4 fighter levels. Armor the fighter has Armor Focus feat for lowers the armor check penalty by 1 per 4 fighter levels.</p><p></p><p>Monk</p><p>Gains access to all weapons. Loses all class features except Unarmed Damage Bonus which becomes Precise Strike damage bonus +1d4, +1d6, +1d8, +1d10, and +1d12, at respective damage bumps. You learn one Wizard spell per Monk level. Add +1 CL/2 Monk levels. Using one of these spells is not considered casting and they do not provoke an attack of opportunity.</p><p></p><p>Paladin</p><p>Loses Heavy Armor Proficiency. Lose all class features except aura (which can be good, lawful, chaotic, or evil). Learn one Cleric spell per Paladin level. The spell level you can select is equal to the max level a caster could normally cast. Add +1 CL/2 Paladin levels. Using one of these spells is not considered casting and they do not provoke an attack of opportunity.</p><p></p><p>Ranger</p><p>Loses all class features. Learn one Druid spell per Ranger level. The spell level you can select is equal to the max level a caster could normally cast. Using one of these spells is not considered casting and they do not provoke an attack of opportunity. Ranger's Lore, +1 skill point.</p><p></p><p>Rogue</p><p>HD 1d8/level. Loses all class features. Gains a bonus feat every rogue level. Rogues gain +1d6 bonus critical damage at levels 3, 7, 11, 15, and 19. Rogue's Talent, +1 skill point.</p><p></p><p>Sorcerer</p><p>Casting ability is Wisdom. Loses familiar. Learn two spells from any list per sorcerer level. Cast one more spell per spell level. Using one of these spells is not considered casting and they do not provoke an attack of opportunity.</p><p></p><p>Wizard</p><p>Loses familiar and bonus feats. Learns three wizard spells per wizard level. Choose a school of specialization and learn a fourth spell each level of the specialized school. Scholar, +1 skill point.</p><p></p><p>Skills</p><p>Opposed rolls are removed and go against a DC.</p><p>Skill synergy is removed.</p><p>All classes get 10 skill points and have access to every skill (new skill list). Max of 5 skill points per skill. Skills do not scale.</p><p>Monsters lower their base skills to 1 to 5 skill points.</p><p>The following old skills are removed: Concentration, Profession, Use Magic Device, Use Rope.</p><p>Heal: Long term care heals 1/10 HP rounded up or double that.</p><p>Arcana: ID magic items DC is 10+CL</p><p></p><p>Skills</p><p>New Skill</p><p>Comprised of these old skills...</p><p>Agility (Dex)</p><p>Balance, Escape Artist, Perform (Dance), Tumble, Reflex save</p><p>Arcana (Int)</p><p>Appraise, Craft (Alchemy), Knowledge (Arcana, The Planes), Spellcraft</p><p>Athletics (Str)</p><p>Climb, Jump, Ride, Swim, Encumbrance</p><p>Bluff (Cha)</p><p>Bluff, Disguise, Perform (Act, Comedy), Sleight of Hand</p><p>Build (Int)</p><p>Appraise, Craft (Structures, Vehicles), Knowledge (Engineering)</p><p>Craft (Int)</p><p>Appraise, Craft (Armor, Bows, Weapons, Items)</p><p>Endurance (Con)</p><p>Fortitude save</p><p>Finery (Int)</p><p>Appraise, Craft (Art Objects), Forgery</p><p>Heal (Int)</p><p>Heal</p><p>History (Int)</p><p>Knowledge (Local, History, Nobility, Religion)</p><p>Insight (Cha)</p><p>Sense Motive, Will save</p><p>Intimidate (Cha)</p><p>Intimidate</p><p>Language (Int)</p><p>Decipher Script, Speak Language</p><p>Nature (Int)</p><p>Handle Animal, Knowledge (Dungeoneering, Geography, Nature), Survival</p><p>Perception (Wis)</p><p>Listen, Spot, Initiative roll</p><p>Persuade (Cha)</p><p>Diplomacy, Gather Information, Perform (Instrument, Sing, Oratory)</p><p>Search (Int)</p><p>Search, Survival (Track)</p><p>Stealth (Dex)</p><p>Hide, Move Silently</p><p>Tech (Int)</p><p>Appraise, Craft (Traps), Disable Device, Open Locks</p><p></p><p>Feats</p><p>Characters receive 1 feat every odd character level.</p><p>All characters receive Eschew Materials and Weapon Finesse.</p><p>The following feats are removed: all +2 to two skills feats, all magic item creation feats, Weapon Specialization, Greater Weapon Specialization, Spell Penetration, Greater Spell Penetration, Improved Familiar, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Extra turning, Improved Turning, Iron Will, Great Fortitude, Lightning Reflexes, Improved Initiative.</p><p>Metamagic feats expend an extra spell slot when activated. Three slots higher means it spends an extra 3rd level spell or higher slot to activate the additional effect of the metamagic feat.</p><p></p><p>Feat Changes</p><p>Two-Weapon Fighting</p><p>Gain standard number of attacks with your off-hand. No need to take Improved Two-Weapon Fighting and Greater Two-Weapon Fighting.</p><p></p><p>Toughness</p><p>DR 1/- is granted, can be selected up to five times.</p><p></p><p>Diehard</p><p>Instead of adding 1/2 your character level to your Wounds add your full character level to your Wounds.</p><p></p><p>Dodge</p><p>Dodge bonus to AC +1, and +1 more while unarmored and unencumbered.</p><p></p><p>Power Attack</p><p>Maxes at -5 BAB, light weapons deal 1/2</p><p></p><p>Track</p><p>Gives +4 to Search checks when looking for tracks</p><p></p><p>Skill Focus</p><p>Select one skill and gain +2 to skill rolls with that skill</p><p></p><p>Leadership</p><p>Subsumes Animal Companion, Special Mount, Summon Familiar class features and improved familiar feat.</p><p></p><p>New Feats</p><p>Armor Focus</p><p>Select one type of armor (e.g., leather armor), it grants +1 armor bonus when you wear it.</p><p></p><p>Craft Minor Magic Item</p><p>Is Scribe Scroll, Brew Potion, and Craft Wand.</p><p></p><p>Craft Magic Item</p><p>Is Craft Magic Arms and Armor, Craft Construct, Craft Rod, Craft Staff, Craft Wondrous Item, and Forge Ring.</p><p></p><p>Stability</p><p>As Dwarf feature</p><p></p><p>Magic Resistance</p><p>+2 to save against spells and spell like effects that grant SR</p><p></p><p>Giant Fighting</p><p>As Dwarf feature</p><p></p><p>Minor spell trick</p><p>Learn a 1st level spell and cast it once per day. </p><p></p><p>Fast Movement</p><p>As Barbarian class feature</p><p></p><p>Uncanny Dodge</p><p>As Barbarian class feature</p><p></p><p>Trap Sense</p><p>As Barbarian class feature but flat +2</p><p></p><p>Improved Uncanny Dodge</p><p>Can no longer be flanked, rogues cannot trump this ability</p><p></p><p>Wild Empathy</p><p>As Druid class feature</p><p></p><p>Woodland Stride</p><p>As Druid class feature and as the Druid's Trackless Step class feature</p><p></p><p>Flurry of Blows</p><p>Gain an extra attack but all attacks are at -2.</p><p></p><p>Evasion</p><p>Reroll a failed Reflex save.</p><p></p><p>Mettle</p><p>Reroll a failed Fortitude save.</p><p></p><p>Slippery Mind</p><p>Reroll a failed Will save.</p><p></p><p>Second Wind</p><p>As a standard action once per day, gain the effects of long term care (heal skill).</p><p></p><p>Favored Enemy</p><p>+1 to attack and damage against enemy type, per three character levels.</p><p></p><p>Sneak Attack</p><p>When defender is unaware of your attack you deal critical damage.</p><p></p><p>Flank Attack</p><p>When defender is flanked you deal critical damage.</p><p></p><p>Trapfinding</p><p>+4 to search checks when finding traps</p><p></p><p>Crippling Attack</p><p>When defender is unaware of your attack they save vs. fortitude or are fatigued for 1 minute.</p><p></p><p>Defensive Roll</p><p>As Rogue class feature</p><p></p><p>Opportunist</p><p>As Rogue class feature</p><p></p><p>Skill Mastery</p><p>+2 skill points</p><p></p><p>Use Magic Device</p><p>As the skill but roll spellcraft</p><p></p><p>Magical Reach</p><p>Touch spells can be used at Short Range (50'). +2 metamagic</p><p></p><p>Element Mastery</p><p>Select fire, electricity, acid, cold, or sonic when you select this feat. You can substitute a spells energy type with your selected energy type. +2 metamagic</p><p></p><p>Shape Spell</p><p>Alter the dimensions of your area spells, you can leave pockets, make smaller to a minimum of a 5' cube. +2 metamagic</p><p></p><p>Contingent Spell</p><p>As contingency spell. +4 metamagic</p><p></p><p>Mass Spell</p><p>A spell that targets one creature now targets one additional creature per spell level used, no two of which can be more than 30 ft. apart. +X metamagic</p><p></p><p>Trigger Spell</p><p>The spell functions when specific conditions are fulfilled according to your command as set in the spell. Commands can be as general or as detailed as desired, although only visual and audible triggers can be used. Triggers react to what appears to be the case. Disguises and illusions can fool them. Normal darkness does not defeat a visual trigger, but magical darkness or invisibility does. Silent movement or magical silence defeats audible triggers. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. Actions can serve as triggers if they are visible or audible. A spell trigger cannot distinguish alignment, level, Hit Dice, or class except by external garb. The trigger can respond only to visible or audible triggers and actions in line of sight or within hearing distance. +1 metamagic</p><p></p><p>Permanent Spell</p><p>As permanency Spell. +5 metamagic</p><p></p><p>Power Word Spell</p><p>As Power Word spells (no save, one word component) +7 metamagic</p><p></p><p>Symbol Spell</p><p>As Symbol, Sigil and Rune spells. +2 Metamagic</p><p></p><p>Poison Use</p><p>You can use poison without a chance of accidentally poisoning yourself. You can Craft poison with survival or heal skill.</p><p></p><p>Spells</p><p>Concentration</p><p>Concentration are CL check + caster stat vs. the Concentration DCs. CL is equal to all caster classes added together.</p><p></p><p>Spell Resistance</p><p>Creatures with the Spell Resistance trait who make a save against a spell with “Spell Resistance: Yes” ignore all effects from that spell.</p><p></p><p>Spell DCs</p><p>Spell DCs are equal to 10+caster's stat (do not add the spell level in to the DC).</p><p></p><p>Cantrips</p><p>Some spells have the cantrip tag which allows the spell to be cast without losing the slot from memory. (Perhaps a daily limit on cantrip spells)</p><p></p><p>Ritual Spells and Components</p><p>Casters can spend gold instead of needing a specific component.</p><p>Casters must ignore XP cost of a spell by paying 25 times the XP cost in gold.</p><p>Casters may lower the gold cost of a spell by making it a ritual. For each hour lower the gold cost by 250.</p><p></p><p>Spell Level Changes</p><p>0 level spells are now 1st level spells.</p><p>6th and 7th level spells are now 6th level spells.</p><p>8th and 9th level spells are now 7th level spells.</p><p></p><p>Scaling</p><p>Spells do not automatically scale, use a higher level slot to increase the effect. Duration and range are standardized below.</p><p></p><p>Duration</p><p>1 round per level is 10 rounds (1 Minute)</p><p>1 minute per level is 10 minutes</p><p>10 minutes per level is 2 hours</p><p>1 hour per level is 8 hours</p><p>2 hours per level is 24 hours</p><p>1 day per level is 1 week</p><p>1 week per level is 1 month</p><p>1 month per level is 1 year</p><p></p><p>Range</p><p>Short range is 50', Medium is 200', and Long is 800'</p><p></p><p>Spell Casting Chart</p><p>[CODE]CL</p><p>1</p><p>2</p><p>3</p><p>4</p><p>5</p><p>6</p><p>7</p><p>0</p><p>2</p><p>-</p><p>-</p><p>-</p><p>-</p><p>-</p><p>-</p><p>1</p><p>3</p><p>-</p><p>-</p><p>-</p><p>-</p><p>-</p><p>-</p><p>2</p><p>4</p><p>-</p><p>-</p><p>-</p><p>-</p><p>-</p><p>-</p><p>3</p><p>4</p><p>2</p><p>-</p><p>-</p><p>-</p><p>-</p><p>-</p><p>4</p><p>4</p><p>3</p><p>-</p><p>-</p><p>-</p><p>-</p><p>-</p><p>5</p><p>4</p><p>4</p><p>-</p><p>-</p><p>-</p><p>-</p><p>-</p><p>6</p><p>4</p><p>4</p><p>2</p><p>-</p><p>-</p><p>-</p><p>-</p><p>7</p><p>4</p><p>4</p><p>3</p><p>-</p><p>-</p><p>-</p><p>-</p><p>8</p><p>4</p><p>4</p><p>4</p><p>-</p><p>-</p><p>-</p><p>-</p><p>9</p><p>4</p><p>4</p><p>4</p><p>2</p><p>-</p><p>-</p><p>-</p><p>10</p><p>4</p><p>4</p><p>4</p><p>3</p><p>-</p><p>-</p><p>-</p><p>11</p><p>4</p><p>4</p><p>4</p><p>4</p><p>-</p><p>-</p><p>-</p><p>12</p><p>4</p><p>4</p><p>4</p><p>4</p><p>2</p><p>-</p><p>-</p><p>13</p><p>4</p><p>4</p><p>4</p><p>4</p><p>3</p><p>-</p><p>-</p><p>14</p><p>4</p><p>4</p><p>4</p><p>4</p><p>4</p><p>-</p><p>-</p><p>15</p><p>4</p><p>4</p><p>4</p><p>4</p><p>4</p><p>2</p><p>-</p><p>16</p><p>4</p><p>4</p><p>4</p><p>4</p><p>4</p><p>3</p><p>-</p><p>17</p><p>4</p><p>4</p><p>4</p><p>4</p><p>4</p><p>4</p><p>-</p><p>18</p><p>4</p><p>4</p><p>4</p><p>4</p><p>4</p><p>4</p><p>2</p><p>19</p><p>4</p><p>4</p><p>4</p><p>4</p><p>4</p><p>4</p><p>3</p><p>20</p><p>4</p><p>4</p><p>4</p><p>4</p><p>4</p><p>4</p><p>4[/CODE]</p><p></p><p>Removed Spells</p><p>All Mass spells, All Power word spells, Permanency, Programmed Illusion, Delayed Blast Fireball</p><p>Cure Minor Wounds: Cures 1 point of damage. - delete</p><p>Guidance: +1 on one attack roll, saving throw, or skill check. - delete</p><p>Inflict Minor Wounds: Touch attack, 1 point of damage. - delete</p><p>Prestidigitation: Performs minor tricks. - delete break up into minor illusion, minor enchantment, etc.</p><p>Virtue: Subject gains 1 temporary hp. - delete, there are other spells that grant temp HP</p><p>Summon Instrument: Summons one instrument of the caster’s choice. - alter to Summon object, store an object that you can recall at any time. Duration 24 hours can put away and recall as many times as you want during that period</p><p>Ghost Sound: Figment sounds.</p><p>Read Magic: Read scrolls and spellbooks. - delete make a function of spellcraft skill</p><p>Flare: Dazzles one creature (-1 penalty on attack rolls). Delete.</p><p></p><p>Modified Spells</p><p>Acid Splash: Orb deals 2d4 acid damage.</p><p>Arcane Mark: Inscribes a personal rune (visible or invisible).</p><p>Create Water: Creates up to 20 gallons of pure water.</p><p>Dancing Lights: Creates torches or other lights.</p><p>Daze: Humanoid creature of 4 HD or less loses next action.</p><p>Detect Magic: Detects spells and magic items within 60 ft. Duration 24 hours</p><p>Detect Poison: Detects poison in one creature or small object.</p><p>Disrupt Undead: Deals 2d6 damage to one undead.</p><p>Know Direction: You discern north. Duration 24 hours</p><p>Light: Object shines like a torch. Duration 24 hours</p><p>Lullaby: Makes subject drowsy; -5 on Spot and Listen checks, -2 on Will saves against sleep.</p><p>Mage Hand: 5-pound telekinesis. Duration 24 hours</p><p>Mending: Makes minor repairs on an object. Repairs damage 1d8, like CLW.</p><p>Message: Whispered conversation at distance. Duration 24 hours</p><p>Open/Close: Opens or closes small or light things. Duration 24 hours</p><p>Purify Food and Drink: Purifies 1 cu. ft./level of food or water.</p><p>Ray of Frost: Ray deals 1d6 cold damage. - same as polar ray?</p><p>Resistance: Subject gains +1 on saving throws. Scale this and make duration 1 hour</p><p>Touch of Fatigue: Touch attack fatigues target.</p><p></p><p>New Spells</p><p>Evoke</p><p>Invocation</p><p>Level: Wiz 1</p><p>Components: VS</p><p>Casting Time: 1 standard action</p><p>Range: 30 ft.</p><p>Area: 30-ft. Radius emanation centered on you</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>Evoke one of the following effects: make a shower of sparks; a puff of wind; cause harmless tremors in the ground, light or snuff out a candle, torch or campfire; or chill or warm 1 cubic foot of non-living matter.</p><p></p><p>Minor Illusion</p><p>Illusion</p><p>Level: Brd 1, Wiz 1</p><p>Components: VS</p><p>Casting Time: 1 standard action</p><p>Range: 30 ft.</p><p>Area: 30-ft. Radius emanation centered on you</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>As silent image and ghost sound and prestidigitation (illusion portion). But can only affect one sense at a time.</p><p></p><p>Summon Object</p><p>Conjuration</p><p>Level: Brd 1, Wiz 1</p><p>Components: VS</p><p>Casting Time: 1 standard action</p><p>Range: Personal</p><p>Duration: 24 hours</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>Store an object that you can recall at any time. Duration 24 hours can put away and recall as many times as you want during that period</p><p></p><p>Countersong</p><p>Abjuration</p><p>Level: Brd 1</p><p>Components: VS</p><p>Casting Time: 1 standard action</p><p>Range: 30 ft.</p><p>Area: 30-ft. Radius emanation centered on you</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>As Dispel magic but only magical effects that depend on sound (but not verbal components of spells).</p><p></p><p>Fascinate </p><p>Enchantment (Compulsion) [Mind-affecting]</p><p>Level: Brd 1</p><p>Components: VS</p><p>Casting Time: 1 standard action</p><p>Range: 90 ft.</p><p>Area: 90-ft. Radius emanation centered on you</p><p>Duration: Concentration, up to 1 hour (D)</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p>Cause one or more creatures to become fascinated. Each creature to be fascinated must be within 90 feet, able to see and hear the caster, and able to pay attention to him. The caster must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the spell from working. </p><p>Each affected creature makes a Will save against the effect. If a creature's saving throw succeeds, the caster cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and taking no other actions, for as long as the caster continues to concentrate. While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. </p><p>Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Any potential threat allows the creature a new saving throw.</p><p></p><p>Inspire Competence</p><p>Enchantment [Mind-affecting]</p><p>Level: Brd 2</p><p>Components: VS</p><p>Casting Time: 1 standard action</p><p>Range: 30 ft.</p><p>Target: one creature</p><p>Duration: Concentration, up to 10 minutes (D)</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p>Target creature gains a +2 competence bonus on skill checks with a particular skill.</p><p></p><p>Turn Undead</p><p>Abjuration [Good]</p><p>Level: Clr 1</p><p>Components: VS M</p><p>Casting Time: 1 standard action</p><p>Range: 60 ft.</p><p>Area: 60-ft. Radius emanation centered on you</p><p>Duration: Instantaneous</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p>Channeling positive energy you drive off undead. You affect the closest undead first, and you can't affect undead that are more than 60 feet away or that have total cover relative to you. You don't need line of sight to a target, but you do need line of effect. You affect 1d6 HD of undead. </p><p>Each affected undead creature makes a Will save against the effect. If its saving throw fails, the creature flees from you by the best and fastest means available to them. They flee for 10 rounds (1 minute). If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If you approach within 10 feet of them, however, they overcome being turned and act normally. (You can stand within 10 feet without breaking the turning effect's you just can't approach them.) You can attack them with ranged attacks (from at least 10 feet away), and others can attack them in any fashion, without breaking the turning effect. </p><p></p><p>Add Turn, Rebuke, and Destroy Plants, Air, Earth, Fire, and Water Spells.</p><p></p><p>Destroy Undead</p><p>Abjuration [Good]</p><p>Level: Clr 4</p><p>Components: VS M</p><p>Casting Time: 1 standard action</p><p>Range: 60 ft.</p><p>Area: 60-ft. Radius emanation centered on you</p><p>Duration: Instantaneous</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p>Channeling positive energy you destroy undead. You turn the closest undead first, and you can't affect undead that are more than 60 feet away or that have total cover relative to you. You don't need line of sight to a target, but you do need line of effect. You affect 4d6 HD of undead. </p><p>Each affected undead creature makes a Will save against the effect. If its saving throw fails, the creature is destroyed. </p><p></p><p>Rebuke Undead</p><p>Necromancy</p><p>Level: Clr 1</p><p>Components: VS M</p><p>Casting Time: 1 standard action</p><p>Range: 60 ft.</p><p>Area: 60-ft. Radius emanation centered on you</p><p>Duration: Instantaneous</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p>Channel negative energy you cause undead to cower in awe. You affect the closest undead first, and you can't affect undead that are more than 60 feet away or that have total cover relative to you. You don't need line of sight to a target, but you do need line of effect. You affect 1d6 HD of undead.</p><p>Each affected undead creature makes a Will save against the effect. If its saving throw fails, the creature cowers from you for 10 rounds (1 minute).</p><p></p><p>Good Fortune</p><p>Divination</p><p>Level: Brd 1</p><p>Components: V</p><p>Casting Time: 1 free action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell allows you to reroll one roll that you have just made before it is declared whether the roll results in success or failure. You must take the result of the reroll, even if it is worse than the original roll. </p><p></p><p>Timeless Body</p><p>Abjuration</p><p>Level: Drd 7</p><p>Components: V, S, M</p><p>Casting Time: 1 Week</p><p>Range: Personal</p><p>Target: You</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>You no longer takes ability score penalties for aging and cannot be magically aged. Any penalties that may have already incurred, however, remain in place. Bonuses still accrue, and the caster still dies of old age when their time is up. </p><p>Material Component: 2,000gp.</p><p></p><p>Wild Shape I</p><p>Transmutation [Polymorph]</p><p>Level: Drd 3</p><p>Components: V, S, M</p><p>Casting Time: 1 Standard action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 8 hours</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>You turn into any animal on the Summon Nature's Ally I list. Any gear worn or carried melds into the new form and become nonfunctional. You lose your ability to speak while in animal form because you are limited to the sounds that a normal, untrained animal can make, but you can communicate normally with other animals of the same general grouping as your new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) </p><p>You can change back as a standard action and doesn't provoke an attack of opportunity, which ends the spell. When reverting back, any objects previously melded into the new form reappear in the same location as they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at your feet.</p><p>You gain all stats of the creature. If your HP go to 0, you revert back to the creature immediately, any additional damage incurred is deducted from your current HP total.</p><p></p><p>Wild Shape II, III, IV, and V are added too.</p><p></p><p>Smite</p><p>Evocation</p><p>Level: Clr 1</p><p>Components: V</p><p>Casting Time: 1 free action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>You add your Charisma modifier to your attack roll and add 1d6 additional damage if you hit.</p><p></p><p>Aura of Courage</p><p>Evocation</p><p>Level: Clr 1</p><p>Components: V</p><p>Casting Time: 1 standard action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 1 hour</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>You gain immunity to fear effects and you and those you want within a 10' radius of you gain +1 to saves.</p><p></p><p>Aura of Despair</p><p>Evocation</p><p>Level: Clr 1</p><p>Components: V</p><p>Casting Time: 1 standard action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 1 hour</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>You gain immunity to fear effects and those you want within a 10' radius of you gain -1 to saves.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 6627317, member: 14506"] 3e House rules 2014 Actions The full round action is removed. All full round actions become standard actions. Charge, Withdraw, and Turn or Rebuke Undead actions are removed. 5' step is a move action. Run is a move action and allows you to move double speed (x1.5 in heavy armor) and take a -2 penalty to your AC until the start of your next turn but gain +2 bonus to Strength based ability, skill, and attack rolls. Wounds Characters have wounds instead of negative HP, wounds are CON score + 1/2 character level. Critical Damage Critical damage is based on the level or HD of the creature, level 1 +1d6 and an additional +1d6 at levels 5, 9, 13, and 17. Critical damage can be applied to most types of creature. Some creatures may have the fortification property to resist this bonus damage and some may be immune to certain types of critical damage. Critical damage can be added to your damage roll in limited ways below is a list of ways. Critical Hit (a critical hit range higher than x2 add bonus damage, x3 adds +1d6, and x4 adds +2d6) Coupe de Grace action Sneak Attack feat Flank Attack feat Death effects (death effects lower HP to 0 and deal critical damage) Energy Drain attacks (deals critical damage in addition to other damage and heals HP equal to 1/2 the critical damage caused) Savings Throws Fortitude, Reflex, and Will saving throws are Endurance, Agility, and Insight skills. Monster effects with a DC lower the DC by 1/2 their HD. Normally a DC is X + ½ HD. Background Write a background and you can write a unique feature or special item into it and the DM can grant a special item or background feature unique to you. This item or feature is not all good. Starting Wealth Starting wealth is 500gp/level. Alignment Alignment has no mechanical game effect. It is only for role playing. When a spell or magic item talks about alignment it is talking about the aura feature of a paladin and cleric or the subtype of some creature types. Abilities Distribute 16 ability points to your base scores, no more than 1/2 in one ability. Races Low-light vision provides no penalties to skills while seeing in shadowy illumination. Humans +1 skill point Standard Human Base abilities: Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10 Bonus feat Orc-blooded Human Base abilities: Str 11, Dex 10, Con 10, Int 10, Wis 10, Cha 10 Darkvision 60' Elf-blooded Human Base abilities: Str 10, Dex 11, Con 10, Int 10, Wis 10, Cha 10 Low-light vision Dwarves +2 to resist poison x1.5 carrying capacity Mountain Dwarf Base abilities: Str 10, Dex 8, Con 11, Int 10, Wis 11, Cha 10 Darkvision 60' Hill Dwarf Base abilities: Str 11, Dex 8, Con 11, Int 10, Wis 10, Cha 10 Darkvision 60' Deep Dwarf Base abilities: Str 10, Dex 9, Con 11, Int 10, Wis 10, Cha 10 Darkvision 120' Dazzled in light Elves Meditate 4 hours for a long rest +2 to resist mind affecting effects Immune to sleep effects Long lived Low-light vision High Elf Base abilities: Str 10, Dex 11, Con 8, Int 11, Wis 10, Cha 10 Wood Elf Base abilities: Str 10, Dex 11, Con 8, Int 10, Wis 11, Cha 10 Dark Elf Base abilities: Str 10, Dex 11, Con 8, Int 10, Wis 10, Cha 11 Darkvision 120' Dazzled in light Halflings +1 to saves +1 to attack rolls +2 to stealth skill rolls Kender Halfling Base abilities: Str 8, Dex 11, Con 10, Int 10, Wis 11, Cha 10 Hobbit Halfling Base abilities: Str 8, Dex 11, Con 10, Int 10, Wis 10, Cha 11 Gnome Halfling Base abilities: Str 8, Dex 11, Con 10, Int 11, Wis 10, Cha 10 Classes HP are 1/2HD +1 each level All classes have a level 0 BAB extra attacks: at BAB +6 can take -2 and make 2 attacks, at BAB +11 can take -4 and make 3 attacks, at BAB +16 can take -6 and make 4 attacks. All casters use new spell casting chart Prestige classes are not used, their class features can be converted to feats with DM approval Class alignment restrictions are removed Multi-Classing Can begin at level 0 in two classes, begin at level 0 when multi-classing CL stacks from all caster classes Class multi-class restrictions are removed Race favored class restrictions are removed Barbarian HD 1d10/Level. Loses Medium Armor Proficiency. Loses all class features except rage. While raging you get +1 to melee attack rolls and gain 1d4 temporary HP/Barbarian level. At barbarian level 6: +2 to attack and 1d6 HP/level, at level 11: +3 to attack and 1d8 HP/level, and at level 16: +4 to attack and 1d10 HP/level. Rage lasts 1 minute cannot rage again until after a short rest. Gain a bonus fighter feats as a fighter. Bard Casting ability is Wisdom. Loses all class features except spellcasting and Bardic Knowledge which grants +1 skill point. You learn three Bard spells per Bard level. All your Bard spells are stilled and silent automatically as per the feats. Bless, and Bane spells are added to the Bard spell list. Cleric Casting ability is Charisma. HD 1d6/Level. Loses Medium and Heavy Armor proficiency. Loses Turn Undead class feature. Turn Undead becomes spells. Select one domain at level 1. You learn three cleric spells per cleric level and your domain spells. Druid Casting ability is Intelligence. HD 1d6/Level. Loses Medium Armor proficiency. Loses all class features except spellcasting. Wild Shape becomes spells. You learn three druid spells per druid level and all Wild Shape spells. Alter Self spell is added to the Druid spell list. Fighter Loses Heavy Armor Proficiency. Weapons the fighter has Weapon Focus feat for grant +1 damage, +1 more per 4 fighter levels. Armor the fighter has Armor Focus feat for lowers the armor check penalty by 1 per 4 fighter levels. Monk Gains access to all weapons. Loses all class features except Unarmed Damage Bonus which becomes Precise Strike damage bonus +1d4, +1d6, +1d8, +1d10, and +1d12, at respective damage bumps. You learn one Wizard spell per Monk level. Add +1 CL/2 Monk levels. Using one of these spells is not considered casting and they do not provoke an attack of opportunity. Paladin Loses Heavy Armor Proficiency. Lose all class features except aura (which can be good, lawful, chaotic, or evil). Learn one Cleric spell per Paladin level. The spell level you can select is equal to the max level a caster could normally cast. Add +1 CL/2 Paladin levels. Using one of these spells is not considered casting and they do not provoke an attack of opportunity. Ranger Loses all class features. Learn one Druid spell per Ranger level. The spell level you can select is equal to the max level a caster could normally cast. Using one of these spells is not considered casting and they do not provoke an attack of opportunity. Ranger's Lore, +1 skill point. Rogue HD 1d8/level. Loses all class features. Gains a bonus feat every rogue level. Rogues gain +1d6 bonus critical damage at levels 3, 7, 11, 15, and 19. Rogue's Talent, +1 skill point. Sorcerer Casting ability is Wisdom. Loses familiar. Learn two spells from any list per sorcerer level. Cast one more spell per spell level. Using one of these spells is not considered casting and they do not provoke an attack of opportunity. Wizard Loses familiar and bonus feats. Learns three wizard spells per wizard level. Choose a school of specialization and learn a fourth spell each level of the specialized school. Scholar, +1 skill point. Skills Opposed rolls are removed and go against a DC. Skill synergy is removed. All classes get 10 skill points and have access to every skill (new skill list). Max of 5 skill points per skill. Skills do not scale. Monsters lower their base skills to 1 to 5 skill points. The following old skills are removed: Concentration, Profession, Use Magic Device, Use Rope. Heal: Long term care heals 1/10 HP rounded up or double that. Arcana: ID magic items DC is 10+CL Skills New Skill Comprised of these old skills... Agility (Dex) Balance, Escape Artist, Perform (Dance), Tumble, Reflex save Arcana (Int) Appraise, Craft (Alchemy), Knowledge (Arcana, The Planes), Spellcraft Athletics (Str) Climb, Jump, Ride, Swim, Encumbrance Bluff (Cha) Bluff, Disguise, Perform (Act, Comedy), Sleight of Hand Build (Int) Appraise, Craft (Structures, Vehicles), Knowledge (Engineering) Craft (Int) Appraise, Craft (Armor, Bows, Weapons, Items) Endurance (Con) Fortitude save Finery (Int) Appraise, Craft (Art Objects), Forgery Heal (Int) Heal History (Int) Knowledge (Local, History, Nobility, Religion) Insight (Cha) Sense Motive, Will save Intimidate (Cha) Intimidate Language (Int) Decipher Script, Speak Language Nature (Int) Handle Animal, Knowledge (Dungeoneering, Geography, Nature), Survival Perception (Wis) Listen, Spot, Initiative roll Persuade (Cha) Diplomacy, Gather Information, Perform (Instrument, Sing, Oratory) Search (Int) Search, Survival (Track) Stealth (Dex) Hide, Move Silently Tech (Int) Appraise, Craft (Traps), Disable Device, Open Locks Feats Characters receive 1 feat every odd character level. All characters receive Eschew Materials and Weapon Finesse. The following feats are removed: all +2 to two skills feats, all magic item creation feats, Weapon Specialization, Greater Weapon Specialization, Spell Penetration, Greater Spell Penetration, Improved Familiar, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Extra turning, Improved Turning, Iron Will, Great Fortitude, Lightning Reflexes, Improved Initiative. Metamagic feats expend an extra spell slot when activated. Three slots higher means it spends an extra 3rd level spell or higher slot to activate the additional effect of the metamagic feat. Feat Changes Two-Weapon Fighting Gain standard number of attacks with your off-hand. No need to take Improved Two-Weapon Fighting and Greater Two-Weapon Fighting. Toughness DR 1/- is granted, can be selected up to five times. Diehard Instead of adding 1/2 your character level to your Wounds add your full character level to your Wounds. Dodge Dodge bonus to AC +1, and +1 more while unarmored and unencumbered. Power Attack Maxes at -5 BAB, light weapons deal 1/2 Track Gives +4 to Search checks when looking for tracks Skill Focus Select one skill and gain +2 to skill rolls with that skill Leadership Subsumes Animal Companion, Special Mount, Summon Familiar class features and improved familiar feat. New Feats Armor Focus Select one type of armor (e.g., leather armor), it grants +1 armor bonus when you wear it. Craft Minor Magic Item Is Scribe Scroll, Brew Potion, and Craft Wand. Craft Magic Item Is Craft Magic Arms and Armor, Craft Construct, Craft Rod, Craft Staff, Craft Wondrous Item, and Forge Ring. Stability As Dwarf feature Magic Resistance +2 to save against spells and spell like effects that grant SR Giant Fighting As Dwarf feature Minor spell trick Learn a 1st level spell and cast it once per day. Fast Movement As Barbarian class feature Uncanny Dodge As Barbarian class feature Trap Sense As Barbarian class feature but flat +2 Improved Uncanny Dodge Can no longer be flanked, rogues cannot trump this ability Wild Empathy As Druid class feature Woodland Stride As Druid class feature and as the Druid's Trackless Step class feature Flurry of Blows Gain an extra attack but all attacks are at -2. Evasion Reroll a failed Reflex save. Mettle Reroll a failed Fortitude save. Slippery Mind Reroll a failed Will save. Second Wind As a standard action once per day, gain the effects of long term care (heal skill). Favored Enemy +1 to attack and damage against enemy type, per three character levels. Sneak Attack When defender is unaware of your attack you deal critical damage. Flank Attack When defender is flanked you deal critical damage. Trapfinding +4 to search checks when finding traps Crippling Attack When defender is unaware of your attack they save vs. fortitude or are fatigued for 1 minute. Defensive Roll As Rogue class feature Opportunist As Rogue class feature Skill Mastery +2 skill points Use Magic Device As the skill but roll spellcraft Magical Reach Touch spells can be used at Short Range (50'). +2 metamagic Element Mastery Select fire, electricity, acid, cold, or sonic when you select this feat. You can substitute a spells energy type with your selected energy type. +2 metamagic Shape Spell Alter the dimensions of your area spells, you can leave pockets, make smaller to a minimum of a 5' cube. +2 metamagic Contingent Spell As contingency spell. +4 metamagic Mass Spell A spell that targets one creature now targets one additional creature per spell level used, no two of which can be more than 30 ft. apart. +X metamagic Trigger Spell The spell functions when specific conditions are fulfilled according to your command as set in the spell. Commands can be as general or as detailed as desired, although only visual and audible triggers can be used. Triggers react to what appears to be the case. Disguises and illusions can fool them. Normal darkness does not defeat a visual trigger, but magical darkness or invisibility does. Silent movement or magical silence defeats audible triggers. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. Actions can serve as triggers if they are visible or audible. A spell trigger cannot distinguish alignment, level, Hit Dice, or class except by external garb. The trigger can respond only to visible or audible triggers and actions in line of sight or within hearing distance. +1 metamagic Permanent Spell As permanency Spell. +5 metamagic Power Word Spell As Power Word spells (no save, one word component) +7 metamagic Symbol Spell As Symbol, Sigil and Rune spells. +2 Metamagic Poison Use You can use poison without a chance of accidentally poisoning yourself. You can Craft poison with survival or heal skill. Spells Concentration Concentration are CL check + caster stat vs. the Concentration DCs. CL is equal to all caster classes added together. Spell Resistance Creatures with the Spell Resistance trait who make a save against a spell with “Spell Resistance: Yes” ignore all effects from that spell. Spell DCs Spell DCs are equal to 10+caster's stat (do not add the spell level in to the DC). Cantrips Some spells have the cantrip tag which allows the spell to be cast without losing the slot from memory. (Perhaps a daily limit on cantrip spells) Ritual Spells and Components Casters can spend gold instead of needing a specific component. Casters must ignore XP cost of a spell by paying 25 times the XP cost in gold. Casters may lower the gold cost of a spell by making it a ritual. For each hour lower the gold cost by 250. Spell Level Changes 0 level spells are now 1st level spells. 6th and 7th level spells are now 6th level spells. 8th and 9th level spells are now 7th level spells. Scaling Spells do not automatically scale, use a higher level slot to increase the effect. Duration and range are standardized below. Duration 1 round per level is 10 rounds (1 Minute) 1 minute per level is 10 minutes 10 minutes per level is 2 hours 1 hour per level is 8 hours 2 hours per level is 24 hours 1 day per level is 1 week 1 week per level is 1 month 1 month per level is 1 year Range Short range is 50', Medium is 200', and Long is 800' Spell Casting Chart [CODE]CL 1 2 3 4 5 6 7 0 2 - - - - - - 1 3 - - - - - - 2 4 - - - - - - 3 4 2 - - - - - 4 4 3 - - - - - 5 4 4 - - - - - 6 4 4 2 - - - - 7 4 4 3 - - - - 8 4 4 4 - - - - 9 4 4 4 2 - - - 10 4 4 4 3 - - - 11 4 4 4 4 - - - 12 4 4 4 4 2 - - 13 4 4 4 4 3 - - 14 4 4 4 4 4 - - 15 4 4 4 4 4 2 - 16 4 4 4 4 4 3 - 17 4 4 4 4 4 4 - 18 4 4 4 4 4 4 2 19 4 4 4 4 4 4 3 20 4 4 4 4 4 4 4[/CODE] Removed Spells All Mass spells, All Power word spells, Permanency, Programmed Illusion, Delayed Blast Fireball Cure Minor Wounds: Cures 1 point of damage. - delete Guidance: +1 on one attack roll, saving throw, or skill check. - delete Inflict Minor Wounds: Touch attack, 1 point of damage. - delete Prestidigitation: Performs minor tricks. - delete break up into minor illusion, minor enchantment, etc. Virtue: Subject gains 1 temporary hp. - delete, there are other spells that grant temp HP Summon Instrument: Summons one instrument of the caster’s choice. - alter to Summon object, store an object that you can recall at any time. Duration 24 hours can put away and recall as many times as you want during that period Ghost Sound: Figment sounds. Read Magic: Read scrolls and spellbooks. - delete make a function of spellcraft skill Flare: Dazzles one creature (-1 penalty on attack rolls). Delete. Modified Spells Acid Splash: Orb deals 2d4 acid damage. Arcane Mark: Inscribes a personal rune (visible or invisible). Create Water: Creates up to 20 gallons of pure water. 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. Duration 24 hours Detect Poison: Detects poison in one creature or small object. Disrupt Undead: Deals 2d6 damage to one undead. Know Direction: You discern north. Duration 24 hours Light: Object shines like a torch. Duration 24 hours Lullaby: Makes subject drowsy; -5 on Spot and Listen checks, -2 on Will saves against sleep. Mage Hand: 5-pound telekinesis. Duration 24 hours Mending: Makes minor repairs on an object. Repairs damage 1d8, like CLW. Message: Whispered conversation at distance. Duration 24 hours Open/Close: Opens or closes small or light things. Duration 24 hours Purify Food and Drink: Purifies 1 cu. ft./level of food or water. Ray of Frost: Ray deals 1d6 cold damage. - same as polar ray? Resistance: Subject gains +1 on saving throws. Scale this and make duration 1 hour Touch of Fatigue: Touch attack fatigues target. New Spells Evoke Invocation Level: Wiz 1 Components: VS Casting Time: 1 standard action Range: 30 ft. Area: 30-ft. Radius emanation centered on you Duration: Instantaneous Saving Throw: None Spell Resistance: No Evoke one of the following effects: make a shower of sparks; a puff of wind; cause harmless tremors in the ground, light or snuff out a candle, torch or campfire; or chill or warm 1 cubic foot of non-living matter. Minor Illusion Illusion Level: Brd 1, Wiz 1 Components: VS Casting Time: 1 standard action Range: 30 ft. Area: 30-ft. Radius emanation centered on you Duration: Instantaneous Saving Throw: None Spell Resistance: No As silent image and ghost sound and prestidigitation (illusion portion). But can only affect one sense at a time. Summon Object Conjuration Level: Brd 1, Wiz 1 Components: VS Casting Time: 1 standard action Range: Personal Duration: 24 hours Saving Throw: None Spell Resistance: No Store an object that you can recall at any time. Duration 24 hours can put away and recall as many times as you want during that period Countersong Abjuration Level: Brd 1 Components: VS Casting Time: 1 standard action Range: 30 ft. Area: 30-ft. Radius emanation centered on you Duration: Instantaneous Saving Throw: None Spell Resistance: No As Dispel magic but only magical effects that depend on sound (but not verbal components of spells). Fascinate Enchantment (Compulsion) [Mind-affecting] Level: Brd 1 Components: VS Casting Time: 1 standard action Range: 90 ft. Area: 90-ft. Radius emanation centered on you Duration: Concentration, up to 1 hour (D) Saving Throw: Will negates Spell Resistance: Yes Cause one or more creatures to become fascinated. Each creature to be fascinated must be within 90 feet, able to see and hear the caster, and able to pay attention to him. The caster must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the spell from working. Each affected creature makes a Will save against the effect. If a creature's saving throw succeeds, the caster cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and taking no other actions, for as long as the caster continues to concentrate. While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Any potential threat allows the creature a new saving throw. Inspire Competence Enchantment [Mind-affecting] Level: Brd 2 Components: VS Casting Time: 1 standard action Range: 30 ft. Target: one creature Duration: Concentration, up to 10 minutes (D) Saving Throw: Will negates Spell Resistance: Yes Target creature gains a +2 competence bonus on skill checks with a particular skill. Turn Undead Abjuration [Good] Level: Clr 1 Components: VS M Casting Time: 1 standard action Range: 60 ft. Area: 60-ft. Radius emanation centered on you Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes Channeling positive energy you drive off undead. You affect the closest undead first, and you can't affect undead that are more than 60 feet away or that have total cover relative to you. You don't need line of sight to a target, but you do need line of effect. You affect 1d6 HD of undead. Each affected undead creature makes a Will save against the effect. If its saving throw fails, the creature flees from you by the best and fastest means available to them. They flee for 10 rounds (1 minute). If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If you approach within 10 feet of them, however, they overcome being turned and act normally. (You can stand within 10 feet without breaking the turning effect's you just can't approach them.) You can attack them with ranged attacks (from at least 10 feet away), and others can attack them in any fashion, without breaking the turning effect. Add Turn, Rebuke, and Destroy Plants, Air, Earth, Fire, and Water Spells. Destroy Undead Abjuration [Good] Level: Clr 4 Components: VS M Casting Time: 1 standard action Range: 60 ft. Area: 60-ft. Radius emanation centered on you Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes Channeling positive energy you destroy undead. You turn the closest undead first, and you can't affect undead that are more than 60 feet away or that have total cover relative to you. You don't need line of sight to a target, but you do need line of effect. You affect 4d6 HD of undead. Each affected undead creature makes a Will save against the effect. If its saving throw fails, the creature is destroyed. Rebuke Undead Necromancy Level: Clr 1 Components: VS M Casting Time: 1 standard action Range: 60 ft. Area: 60-ft. Radius emanation centered on you Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes Channel negative energy you cause undead to cower in awe. You affect the closest undead first, and you can't affect undead that are more than 60 feet away or that have total cover relative to you. You don't need line of sight to a target, but you do need line of effect. You affect 1d6 HD of undead. Each affected undead creature makes a Will save against the effect. If its saving throw fails, the creature cowers from you for 10 rounds (1 minute). Good Fortune Divination Level: Brd 1 Components: V Casting Time: 1 free action Range: Personal Target: You Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell allows you to reroll one roll that you have just made before it is declared whether the roll results in success or failure. You must take the result of the reroll, even if it is worse than the original roll. Timeless Body Abjuration Level: Drd 7 Components: V, S, M Casting Time: 1 Week Range: Personal Target: You Duration: Instantaneous Saving Throw: None Spell Resistance: No You no longer takes ability score penalties for aging and cannot be magically aged. Any penalties that may have already incurred, however, remain in place. Bonuses still accrue, and the caster still dies of old age when their time is up. Material Component: 2,000gp. Wild Shape I Transmutation [Polymorph] Level: Drd 3 Components: V, S, M Casting Time: 1 Standard action Range: Personal Target: You Duration: 8 hours Saving Throw: None Spell Resistance: No You turn into any animal on the Summon Nature's Ally I list. Any gear worn or carried melds into the new form and become nonfunctional. You lose your ability to speak while in animal form because you are limited to the sounds that a normal, untrained animal can make, but you can communicate normally with other animals of the same general grouping as your new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) You can change back as a standard action and doesn't provoke an attack of opportunity, which ends the spell. When reverting back, any objects previously melded into the new form reappear in the same location as they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at your feet. You gain all stats of the creature. If your HP go to 0, you revert back to the creature immediately, any additional damage incurred is deducted from your current HP total. Wild Shape II, III, IV, and V are added too. Smite Evocation Level: Clr 1 Components: V Casting Time: 1 free action Range: Personal Target: You Duration: Instantaneous Saving Throw: None Spell Resistance: No You add your Charisma modifier to your attack roll and add 1d6 additional damage if you hit. Aura of Courage Evocation Level: Clr 1 Components: V Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour Saving Throw: None Spell Resistance: No You gain immunity to fear effects and you and those you want within a 10' radius of you gain +1 to saves. Aura of Despair Evocation Level: Clr 1 Components: V Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour Saving Throw: None Spell Resistance: No You gain immunity to fear effects and those you want within a 10' radius of you gain -1 to saves. [/QUOTE]
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