Hi everyone. I was wondering if you could take a look at and review these house rules. after reading them you should be able to get a feel for what i am striving for, so any input along those lines is greatly appreciated. we use the 3.0 rules as a base.
thanks very much.
_______________________________
[FONT="]Mordenkainen's Disjunction: can only be cast at one item per person, or one person. If on a person it takes away all enchantments via spell a person might have on them. I.e. all buffs. No knowledge ahead of time as to what enchantments an item or person might have. [/FONT]
[FONT="]Etherealness: merged with plane shift spell.[/FONT]
[FONT="]Dispel Magic: when cast you understand the levels of power or enchantment you are trying to dispel, as well as the school of the spell. For example, 9th level abjuration, 3rd level charm, etc. If cast in an area, you dispel one random item or enchantment on a person for every 5 levels of the caster. If cast at a particular person, you can choose what item or enchantment to dispel, one per every 5 levels. If you dispel an item, it simply does not work for 1 round per caster level. For purposes of dc, the item's dc is 10 plus ½ the caster level of the person who created it. If you dispel a permanent spell, those spells do not work for one hour per caster level.[/FONT]
[FONT="]Scrying: does not exist as a spell or a skill. It only operates through a device. Wizards can do it through a mirror or a ball, clerics through an altar with holy water in it, druids through a sanctified pool of water in nature. All three have to have been sanctified/magically created at a cost of 100,000 gp. The device can be used 3x per day with a 5 minute duration each time. You can see, hear, and communicate telepathically if you have the spell, looking at either a location 40' x 40', or a person, from any angle chosen. That angle can change as you wish. If crystal balling or scrying in any other form is detected by the observed, then it can be stopped by the use of darkness or dispel magic, the observed simply noting the small disturbance in the air caused by the magical viewing and casting the spell upon that spot, thus causing the scrying to cease for the length of the darkness spell or for a full day in the case of dispel magic.[/FONT]
[FONT="]Chances of successful scrying are: [/FONT]
[FONT="]Subject is[/FONT]
[FONT="]Personally well known 100%[/FONT]
[FONT="]Personally known slightly 80%[/FONT]
[FONT="]Pictured 50%[/FONT]
[FONT="]Part of in possession 50%[/FONT]
[FONT="]Garment in possession 25%[/FONT]
[FONT="]Well informed of 25%[/FONT]
[FONT="]Slightly informed of 20%[/FONT]
[FONT="]On another plane -25% to total[/FONT]
[FONT="]Teleport: 9th level spell. Casting time 1 hour. Only from one specific location to another, each location having a teleportation circle. Each circle costs 10,000 gp to make, and is attuned to the person who made it. It costs 1000 gp for each additional foot in diameter. Wizard can always use each circle, as long as each one is his, or he has a key to another wizard’s circle made specifically for him by that other wizard. He can bring along anyone he wants as long as each person has specially attuned keys, attuned to that passenger and both the starting and destination circles, and as long as everyone can fit into the circles. Each key costs 1000 gp to make. A guild offers keys to their guild to member wizards in good standing for 5000 gp per key so they can teleport into or out of the guildhall. No wizard is allowed to bring non wizards into the guild hall via teleport circles. Other than a wizard's familiar, no other life forms allowed without a key, even if smuggled in a portable hole or something like that. A caster always knows if a circle at the other end is occupied, destroyed, or operational as soon as you cast the spell, but before you go. So he can call off the teleport at that time if unsafe, not blowing the spell.[/FONT]
[FONT="]Astral Spell: incorporated into plane shift.[/FONT]
[FONT="]Plane Shift: either wizard or cleric, 9th level spell. Casting time 4 hours. 1000 gp per person taken along with the spellcaster. Can either go astral, ethereal, or shift whole body to that plane.[/FONT]
[FONT="]Wind Walk--doesn’t exist.[/FONT]
[FONT="]Shadow Walk--doesn’t exist.[/FONT]
[FONT="]Tree Walk: 7th level spell. One round casting time. Can go from one tree of same type to another, miles traveled is the level of the caster. Can take no one along with you. Rangers can use it as a 4th level spell. Rangers can only use it to go from one tree type to another, which he declares the first time he uses the spell. Can never later in life change tree types. Tree type must be one from his home forest. Druids can always switch tree types each time he casts a new spell.[/FONT]
[FONT="]Sanctuary: goal is to get cleric back home, or to save a life. 9th level spell. Casting time 1 rnd. the cleric must sanctify one particular space in a shrine to his god to teleport himself to, cost 10,000 gp for a 10' diameter space, 1000 gp each additional foot diameter. Cleric can take along one person of his choice with him. Can cross planes with the spell, no error. Can teleport from anywhere, but only to his specifically attuned shrine. Can only have one shrine attuned to him at a time.[/FONT]
[FONT="]Ability Score Buff Spells: do not exist.[/FONT]
[FONT="]Save buff spells: do not exist.[/FONT]
[FONT="]Skill buff spells: do not exist.[/FONT]
[FONT="]Staffs: spells cast out of them are at the level and dc of the caster holding the staff.[/FONT]
[FONT="]Ability score increasing items: do not exist.[/FONT]
[FONT="]Saving throw items: items that add a bonus to saving throws as a group do not exist. Characters can have no more than a total of +5 to saves, broken out by individual saving throw, every 20 levels. for example, +2 fort, +2 reflex, +1 will, being the max you could get if 15th level, or some other combination of those 5 points. You could never get an item that gives a bonus to any more than 1 type of save. [/FONT]
[FONT="]AC Bonus items: no more than a total of +5 ac magical bonus per 10 levels, whether from ring, shield, cloak, armor, or spell, or whatever. No matter if it is a deflection bonus, natural armor bonus, mage armor, bracers of protection, or whatever other type of odd bonus there is. As long as the bonus results in a net ac bonus, you can have no more than +5 total magical ac bonus for every 10 levels.[/FONT]
[FONT="]Haste spells and increased speed effects on weapons or items that duplicate haste or speed or increases in number of attacks per round do not exist. Wizards lose haste spells, weapons of speed don't exist, anything that multiplies or adds to number of attacks per round doesn’t exist.[/FONT]
[FONT="]Ability score bonuses gained for character level increases every 4 levels no longer exist. Deduct the appropriate points you already have gained and subtract the effects from skills, saves, etc from the character sheets.[/FONT]
[FONT="]No amount of magic items can give more than a +5 cumulative bonus to any one skill for every 10 levels of the character. [/FONT]
[FONT="]One ability point can be purchased for one feat for every 10 character levels.[/FONT]
[FONT="]Saving throw modifiers of +2 can be purchased with one feat for every 10 levels, per saving throw type.[/FONT]
[FONT="]Skill point modifiers of +4 can be purchased with one feat, stackable and not dependent on level.[/FONT]
[FONT="]Magic item creation does not use xp, but does take 1 day per every 1000 gp in market value of the item. Cost to make each item is half of market value. Potions take one day to make regardless of cost or level of spell in them. Scrolls take one hour per spell level to scribe. Permanency must be cast for every non scroll or non potion item which costs over 5000 gp. If you cast permanency on an item you lose 1 constitution point permanently. You get 10% of the market value of the item as xp. Permanency is not needed for teleport or sanctuary portals. Charged items like wands do not require permanency.[/FONT]
[FONT="]Metamagic feats: Each metamagic feat taken allows for one spell to have that metamagic placed upon it per day. Multiple metamagic feats of the same type are allowed. More than one metamagic effect can be placed on the same spell. Metamagic spells are memorized at the same level as normal spells. Metamagic effects cannot be placed into magic items or scrolls. In other words, if a wiz takes 2 maximize feats and one silence feat, he can memorize a maximized fireball, and a maximized and silenced fireball, each memorized at third level, per day.[/FONT]
[FONT="]Spells: only those in 3.0 rules allowed. Exceptions allowed with vote of group. Even those already in the game adopted from other than 3.0.[/FONT]
[FONT="]No feats, skills, etc allowed from other than core sources unless approved by the group.[/FONT]
[FONT="]Level drain = take one point away from every stat, save, ac, attack, skill, and 5 hp for every level drained.[/FONT]
[FONT="]Up to 3 magic rings may be worn per hand.[/FONT]
[FONT="]5 magical broaches, amulets, pendants, etc may be worn on a person.[/FONT]
[FONT="]Healing Spells: [/FONT]
[FONT="]Cure light: 10% of the total max hp of the injured, plus caster level, plus 1d4.[/FONT]
[FONT="]Cure moderate: 20% of the total max hp of the injured, plus caster level, plus 1d4[/FONT]
[FONT="]Cure serious: 30% of the total max hp of the injured, plus caster level, plus 1d4[/FONT]
[FONT="]Cure critical: 40% of the total max hp of the injured, plus caster level, plus 1d4[/FONT]
[FONT="]Heal: 100% healed[/FONT]
[FONT="]Resurrection / Wish / Limited Wish/Miracle: must have been a proven active and devoted follower of the god whose power you are drawing upon. If granted, it will be with a geas on you for your god's greater glory of some sort. A mission you must accomplish or something along those lines.[/FONT]
[FONT="]Prestige classes do not exist. Sorcerers do not exist. Assassin prestige class is a full class. Only the core 3.0 classes exist, other than the changes just mentioned.[/FONT]
[FONT="]Only the core 3.0 races are allowed for PC’s to play.[/FONT]
[FONT="]Social type skills do not exist. Any checks must be role-played out with the DM taking into consideration your relevant ability scores as a modifier. The now-dead skills are: diplomacy, bluff, gather information, intimidate, innuendo, sense motive. Put points placed in those stats into other things.[/FONT]
[FONT="]Initiative is re-rolled every round of combat.[/FONT]
[FONT="]Rangers are per the ranger class in 3.5, except they use a 10 sided HD.[/FONT]
[FONT="]Rogues can only backstab if he has surprise. He cannot do it in combat unless invisible or hiding in shadows, and silent, and has studied the opponent in combat for 2 full rounds. Merely flanking an opponent does not give backstab chance.[/FONT]
[FONT="]Grappling is a useless pain in the ass and does not exist.[/FONT]
[FONT="]A tied initiative roll results in a roll-off to see who goes first between the two opponents.[/FONT]
[FONT="]Caster concentration checks when getting hit: DC= 10, plus 2 for every full 10% of your total max hp you took in damage, plus spell level of spell you are trying to cast. In other words, a 100 hp wizard takes 20 hp damage when casting a 5th level spell, concentration DC is 19.[/FONT]
[FONT="]Spell DC's: 10 + attribute bonus, plus half caster level. [/FONT]
[FONT="]You can purchase a feat that gives you +1 to all of your DC's every 5 levels. You can purchase a feat that gives you +2 to any particular school for one feat, stackable with no level restrictions. [/FONT]
[FONT="]You can purchase a feat that gives you a +2 bonus to beat spell resistance every 5 levels.[/FONT]
[FONT="]No magic items give the ability to fly.[/FONT]
[FONT="]Spells can only give the ability to fly for 10 minutes max per spell.[/FONT]
[FONT="]You can take feats to give you additional attacks per round. Cost depends on weapon size. 2 feats for tiny, 3 for small, 4 for medium, 5 for large weapons.[/FONT]
[FONT="]Fireball, Lightning Bolt, Magic Missile, and other damage dealing spells which have a level cap of 10th level caster or less can be memorized as a 6th level spell to give them a damage cap of a 20th level caster, and as a 9th level spell to give them a damage cap of a 30th level caster. If done like this, the DC is for a 6th or 9th level spell accordingly.[/FONT]
[FONT="]Any spell can be memorized and cast as a higher level spell for the purposes of giving it a higher DC.[/FONT]
[FONT="]A character can choose not to melee attack or cast spells in a round and use up to half of his attack bonus in that round towards his AC for the full round against all attacks. [/FONT]
[FONT="]Weapon specialization: changed in that a fighter type can specialize in any weapon by taking a feat which adds +1 to attack and damage, which he has already taken weapon focus in. However, he can stack specialization feats at the rate of one every 5 levels only to a single specific weapon, which, once chosen, cannot be changed.[/FONT]
[FONT="]Wizards can take a feat which takes 10% off of arcane spell failure chances when casting in armor, assuming they have a proficiency in the armor type they are casting in. This is stackable at the rate of 10% for every 5 levels of the caster. [/FONT]
[FONT="]Polymorph spells of any type last for 10 minutes total, each spell.[/FONT]
[FONT="]Psionics do not exist.[/FONT]
thanks very much.
_______________________________
[FONT="]Mordenkainen's Disjunction: can only be cast at one item per person, or one person. If on a person it takes away all enchantments via spell a person might have on them. I.e. all buffs. No knowledge ahead of time as to what enchantments an item or person might have. [/FONT]
[FONT="]Etherealness: merged with plane shift spell.[/FONT]
[FONT="]Dispel Magic: when cast you understand the levels of power or enchantment you are trying to dispel, as well as the school of the spell. For example, 9th level abjuration, 3rd level charm, etc. If cast in an area, you dispel one random item or enchantment on a person for every 5 levels of the caster. If cast at a particular person, you can choose what item or enchantment to dispel, one per every 5 levels. If you dispel an item, it simply does not work for 1 round per caster level. For purposes of dc, the item's dc is 10 plus ½ the caster level of the person who created it. If you dispel a permanent spell, those spells do not work for one hour per caster level.[/FONT]
[FONT="]Scrying: does not exist as a spell or a skill. It only operates through a device. Wizards can do it through a mirror or a ball, clerics through an altar with holy water in it, druids through a sanctified pool of water in nature. All three have to have been sanctified/magically created at a cost of 100,000 gp. The device can be used 3x per day with a 5 minute duration each time. You can see, hear, and communicate telepathically if you have the spell, looking at either a location 40' x 40', or a person, from any angle chosen. That angle can change as you wish. If crystal balling or scrying in any other form is detected by the observed, then it can be stopped by the use of darkness or dispel magic, the observed simply noting the small disturbance in the air caused by the magical viewing and casting the spell upon that spot, thus causing the scrying to cease for the length of the darkness spell or for a full day in the case of dispel magic.[/FONT]
[FONT="]Chances of successful scrying are: [/FONT]
[FONT="]Subject is[/FONT]
[FONT="]Personally well known 100%[/FONT]
[FONT="]Personally known slightly 80%[/FONT]
[FONT="]Pictured 50%[/FONT]
[FONT="]Part of in possession 50%[/FONT]
[FONT="]Garment in possession 25%[/FONT]
[FONT="]Well informed of 25%[/FONT]
[FONT="]Slightly informed of 20%[/FONT]
[FONT="]On another plane -25% to total[/FONT]
[FONT="]Teleport: 9th level spell. Casting time 1 hour. Only from one specific location to another, each location having a teleportation circle. Each circle costs 10,000 gp to make, and is attuned to the person who made it. It costs 1000 gp for each additional foot in diameter. Wizard can always use each circle, as long as each one is his, or he has a key to another wizard’s circle made specifically for him by that other wizard. He can bring along anyone he wants as long as each person has specially attuned keys, attuned to that passenger and both the starting and destination circles, and as long as everyone can fit into the circles. Each key costs 1000 gp to make. A guild offers keys to their guild to member wizards in good standing for 5000 gp per key so they can teleport into or out of the guildhall. No wizard is allowed to bring non wizards into the guild hall via teleport circles. Other than a wizard's familiar, no other life forms allowed without a key, even if smuggled in a portable hole or something like that. A caster always knows if a circle at the other end is occupied, destroyed, or operational as soon as you cast the spell, but before you go. So he can call off the teleport at that time if unsafe, not blowing the spell.[/FONT]
[FONT="]Astral Spell: incorporated into plane shift.[/FONT]
[FONT="]Plane Shift: either wizard or cleric, 9th level spell. Casting time 4 hours. 1000 gp per person taken along with the spellcaster. Can either go astral, ethereal, or shift whole body to that plane.[/FONT]
[FONT="]Wind Walk--doesn’t exist.[/FONT]
[FONT="]Shadow Walk--doesn’t exist.[/FONT]
[FONT="]Tree Walk: 7th level spell. One round casting time. Can go from one tree of same type to another, miles traveled is the level of the caster. Can take no one along with you. Rangers can use it as a 4th level spell. Rangers can only use it to go from one tree type to another, which he declares the first time he uses the spell. Can never later in life change tree types. Tree type must be one from his home forest. Druids can always switch tree types each time he casts a new spell.[/FONT]
[FONT="]Sanctuary: goal is to get cleric back home, or to save a life. 9th level spell. Casting time 1 rnd. the cleric must sanctify one particular space in a shrine to his god to teleport himself to, cost 10,000 gp for a 10' diameter space, 1000 gp each additional foot diameter. Cleric can take along one person of his choice with him. Can cross planes with the spell, no error. Can teleport from anywhere, but only to his specifically attuned shrine. Can only have one shrine attuned to him at a time.[/FONT]
[FONT="]Ability Score Buff Spells: do not exist.[/FONT]
[FONT="]Save buff spells: do not exist.[/FONT]
[FONT="]Skill buff spells: do not exist.[/FONT]
[FONT="]Staffs: spells cast out of them are at the level and dc of the caster holding the staff.[/FONT]
[FONT="]Ability score increasing items: do not exist.[/FONT]
[FONT="]Saving throw items: items that add a bonus to saving throws as a group do not exist. Characters can have no more than a total of +5 to saves, broken out by individual saving throw, every 20 levels. for example, +2 fort, +2 reflex, +1 will, being the max you could get if 15th level, or some other combination of those 5 points. You could never get an item that gives a bonus to any more than 1 type of save. [/FONT]
[FONT="]AC Bonus items: no more than a total of +5 ac magical bonus per 10 levels, whether from ring, shield, cloak, armor, or spell, or whatever. No matter if it is a deflection bonus, natural armor bonus, mage armor, bracers of protection, or whatever other type of odd bonus there is. As long as the bonus results in a net ac bonus, you can have no more than +5 total magical ac bonus for every 10 levels.[/FONT]
[FONT="]Haste spells and increased speed effects on weapons or items that duplicate haste or speed or increases in number of attacks per round do not exist. Wizards lose haste spells, weapons of speed don't exist, anything that multiplies or adds to number of attacks per round doesn’t exist.[/FONT]
[FONT="]Ability score bonuses gained for character level increases every 4 levels no longer exist. Deduct the appropriate points you already have gained and subtract the effects from skills, saves, etc from the character sheets.[/FONT]
[FONT="]No amount of magic items can give more than a +5 cumulative bonus to any one skill for every 10 levels of the character. [/FONT]
[FONT="]One ability point can be purchased for one feat for every 10 character levels.[/FONT]
[FONT="]Saving throw modifiers of +2 can be purchased with one feat for every 10 levels, per saving throw type.[/FONT]
[FONT="]Skill point modifiers of +4 can be purchased with one feat, stackable and not dependent on level.[/FONT]
[FONT="]Magic item creation does not use xp, but does take 1 day per every 1000 gp in market value of the item. Cost to make each item is half of market value. Potions take one day to make regardless of cost or level of spell in them. Scrolls take one hour per spell level to scribe. Permanency must be cast for every non scroll or non potion item which costs over 5000 gp. If you cast permanency on an item you lose 1 constitution point permanently. You get 10% of the market value of the item as xp. Permanency is not needed for teleport or sanctuary portals. Charged items like wands do not require permanency.[/FONT]
[FONT="]Metamagic feats: Each metamagic feat taken allows for one spell to have that metamagic placed upon it per day. Multiple metamagic feats of the same type are allowed. More than one metamagic effect can be placed on the same spell. Metamagic spells are memorized at the same level as normal spells. Metamagic effects cannot be placed into magic items or scrolls. In other words, if a wiz takes 2 maximize feats and one silence feat, he can memorize a maximized fireball, and a maximized and silenced fireball, each memorized at third level, per day.[/FONT]
[FONT="]Spells: only those in 3.0 rules allowed. Exceptions allowed with vote of group. Even those already in the game adopted from other than 3.0.[/FONT]
[FONT="]No feats, skills, etc allowed from other than core sources unless approved by the group.[/FONT]
[FONT="]Level drain = take one point away from every stat, save, ac, attack, skill, and 5 hp for every level drained.[/FONT]
[FONT="]Up to 3 magic rings may be worn per hand.[/FONT]
[FONT="]5 magical broaches, amulets, pendants, etc may be worn on a person.[/FONT]
[FONT="]Healing Spells: [/FONT]
[FONT="]Cure light: 10% of the total max hp of the injured, plus caster level, plus 1d4.[/FONT]
[FONT="]Cure moderate: 20% of the total max hp of the injured, plus caster level, plus 1d4[/FONT]
[FONT="]Cure serious: 30% of the total max hp of the injured, plus caster level, plus 1d4[/FONT]
[FONT="]Cure critical: 40% of the total max hp of the injured, plus caster level, plus 1d4[/FONT]
[FONT="]Heal: 100% healed[/FONT]
[FONT="]Resurrection / Wish / Limited Wish/Miracle: must have been a proven active and devoted follower of the god whose power you are drawing upon. If granted, it will be with a geas on you for your god's greater glory of some sort. A mission you must accomplish or something along those lines.[/FONT]
[FONT="]Prestige classes do not exist. Sorcerers do not exist. Assassin prestige class is a full class. Only the core 3.0 classes exist, other than the changes just mentioned.[/FONT]
[FONT="]Only the core 3.0 races are allowed for PC’s to play.[/FONT]
[FONT="]Social type skills do not exist. Any checks must be role-played out with the DM taking into consideration your relevant ability scores as a modifier. The now-dead skills are: diplomacy, bluff, gather information, intimidate, innuendo, sense motive. Put points placed in those stats into other things.[/FONT]
[FONT="]Initiative is re-rolled every round of combat.[/FONT]
[FONT="]Rangers are per the ranger class in 3.5, except they use a 10 sided HD.[/FONT]
[FONT="]Rogues can only backstab if he has surprise. He cannot do it in combat unless invisible or hiding in shadows, and silent, and has studied the opponent in combat for 2 full rounds. Merely flanking an opponent does not give backstab chance.[/FONT]
[FONT="]Grappling is a useless pain in the ass and does not exist.[/FONT]
[FONT="]A tied initiative roll results in a roll-off to see who goes first between the two opponents.[/FONT]
[FONT="]Caster concentration checks when getting hit: DC= 10, plus 2 for every full 10% of your total max hp you took in damage, plus spell level of spell you are trying to cast. In other words, a 100 hp wizard takes 20 hp damage when casting a 5th level spell, concentration DC is 19.[/FONT]
[FONT="]Spell DC's: 10 + attribute bonus, plus half caster level. [/FONT]
[FONT="]You can purchase a feat that gives you +1 to all of your DC's every 5 levels. You can purchase a feat that gives you +2 to any particular school for one feat, stackable with no level restrictions. [/FONT]
[FONT="]You can purchase a feat that gives you a +2 bonus to beat spell resistance every 5 levels.[/FONT]
[FONT="]No magic items give the ability to fly.[/FONT]
[FONT="]Spells can only give the ability to fly for 10 minutes max per spell.[/FONT]
[FONT="]You can take feats to give you additional attacks per round. Cost depends on weapon size. 2 feats for tiny, 3 for small, 4 for medium, 5 for large weapons.[/FONT]
[FONT="]Fireball, Lightning Bolt, Magic Missile, and other damage dealing spells which have a level cap of 10th level caster or less can be memorized as a 6th level spell to give them a damage cap of a 20th level caster, and as a 9th level spell to give them a damage cap of a 30th level caster. If done like this, the DC is for a 6th or 9th level spell accordingly.[/FONT]
[FONT="]Any spell can be memorized and cast as a higher level spell for the purposes of giving it a higher DC.[/FONT]
[FONT="]A character can choose not to melee attack or cast spells in a round and use up to half of his attack bonus in that round towards his AC for the full round against all attacks. [/FONT]
[FONT="]Weapon specialization: changed in that a fighter type can specialize in any weapon by taking a feat which adds +1 to attack and damage, which he has already taken weapon focus in. However, he can stack specialization feats at the rate of one every 5 levels only to a single specific weapon, which, once chosen, cannot be changed.[/FONT]
[FONT="]Wizards can take a feat which takes 10% off of arcane spell failure chances when casting in armor, assuming they have a proficiency in the armor type they are casting in. This is stackable at the rate of 10% for every 5 levels of the caster. [/FONT]
[FONT="]Polymorph spells of any type last for 10 minutes total, each spell.[/FONT]
[FONT="]Psionics do not exist.[/FONT]
Last edited: