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<blockquote data-quote="MythandLore" data-source="post: 26897" data-attributes="member: 180"><p>Hmm... Just five? That's hard, our group has 26 pages of House Rules that weve been using for half a year now.</p><p>Well, here's a few quick examples.</p><p></p><p>1)Harm (errata)</p><p>PHB version but with changes below.</p><p>Has will save to loses only 5d8 hit point due to negative plane damage; if save is failed the target is brought to the brink of death, subject loses enough hit points to reduce them to 1 hit point.</p><p></p><p>2)Time Stop (errata)</p><p>PHB version but with changes below.</p><p>Time stop is a speed-effecting spell so it’s effects will not stack with other speed effects like haste. Instantaneous effects that are cast during time stop “go off” as soon as they are cast during time stop so they can only affect the caster of time stop. Spells with durations take effect immediately, only lingering effects (such as spells with durations longer then instantaneous like wall of fire or delayed blast fireball) can last until the spell ends. The caster of time stop cannot pick up, move or damage any object he was not already carrying while time is stopped. Spells with durations already in effect when time stop is cast become suspended until the end of time stop – the spells durations resume when the time stop ends. There is a chance of being “lost in time” while in time stop if in time stop for too long in, a single days time. If you are in time stop for more than 5 rounds in one day you have a communicative 1 in 20 chance per round of being lost in time. (I.e. Joe has been in time stop for 5 rounds during the coarse of the day, on the 6th round he rolls a d20 if he rolls a 1 he it lost. He rolls a 2 so he is fine the next round he must roll again, if he rolls a 2 or less he is lost, he rolls a 5 so he’s fine, time stop ends, later in the day he casts it again if he rolls a 3 or less he is lost, he rolls a 1, Joe is now lost in time). When a character is lost in time he has sped up so fast he has been lost in time itself and no longer to exist. A character lost in time cannot escape. Someone who knows him must cast wish or miracle to grab him out of the stream of time and get him back. There is a high chance there will be a mishap in doing so and some thing or someone or another dimensions version of the caster will comeback instead at that point the “caster is back” and the original caster can never return from he’s state of unreality.</p><p></p><p>3)Holy Avenger (errata)</p><p>Does 2d6 Holy damage (not 1d6). Spell Resistance is now 15 + the wielder’s number of paladin levels (instead of just SR15). </p><p>So if a 10th level fighter 5th level paladin used a holy avenger he would have SR20.</p><p></p><p>4)Implosion (errata)</p><p>PHB version but with changes below.</p><p>Add 5d10 impact damage on a successful save.</p><p></p><p>5)Spell-craft Skill Use (rule errata)</p><p>The ability to identify a spell as it is being cast is a free action.</p><p>The spells in the Players Handbook are considered common. </p><p>Spells from any other source are considered rare.</p><p>The Spell-craft check DC is 10 + Spell level for Common spells on a given caster’s list</p><p>If you and the spell-caster are within (roughly) 60 feet of each other there is no penalty, +1 DC for each additional 30 feet further away you are.</p><p>+1 DC for a spell you currently cannot cast (i.e. not known or above your level)</p><p>+1 DC for a spell you cannot ever cast (i.e. restricted school, different realm of magic arcane/divine)</p><p>+1 DC for a rare spell (this does not apply if you know the spell)</p><p>+5 DC for ultra rare spells (spells created a caster and only known by her)</p></blockquote><p></p>
[QUOTE="MythandLore, post: 26897, member: 180"] Hmm... Just five? That's hard, our group has 26 pages of House Rules that weve been using for half a year now. Well, here's a few quick examples. 1)Harm (errata) PHB version but with changes below. Has will save to loses only 5d8 hit point due to negative plane damage; if save is failed the target is brought to the brink of death, subject loses enough hit points to reduce them to 1 hit point. 2)Time Stop (errata) PHB version but with changes below. Time stop is a speed-effecting spell so it’s effects will not stack with other speed effects like haste. Instantaneous effects that are cast during time stop “go off” as soon as they are cast during time stop so they can only affect the caster of time stop. Spells with durations take effect immediately, only lingering effects (such as spells with durations longer then instantaneous like wall of fire or delayed blast fireball) can last until the spell ends. The caster of time stop cannot pick up, move or damage any object he was not already carrying while time is stopped. Spells with durations already in effect when time stop is cast become suspended until the end of time stop – the spells durations resume when the time stop ends. There is a chance of being “lost in time” while in time stop if in time stop for too long in, a single days time. If you are in time stop for more than 5 rounds in one day you have a communicative 1 in 20 chance per round of being lost in time. (I.e. Joe has been in time stop for 5 rounds during the coarse of the day, on the 6th round he rolls a d20 if he rolls a 1 he it lost. He rolls a 2 so he is fine the next round he must roll again, if he rolls a 2 or less he is lost, he rolls a 5 so he’s fine, time stop ends, later in the day he casts it again if he rolls a 3 or less he is lost, he rolls a 1, Joe is now lost in time). When a character is lost in time he has sped up so fast he has been lost in time itself and no longer to exist. A character lost in time cannot escape. Someone who knows him must cast wish or miracle to grab him out of the stream of time and get him back. There is a high chance there will be a mishap in doing so and some thing or someone or another dimensions version of the caster will comeback instead at that point the “caster is back” and the original caster can never return from he’s state of unreality. 3)Holy Avenger (errata) Does 2d6 Holy damage (not 1d6). Spell Resistance is now 15 + the wielder’s number of paladin levels (instead of just SR15). So if a 10th level fighter 5th level paladin used a holy avenger he would have SR20. 4)Implosion (errata) PHB version but with changes below. Add 5d10 impact damage on a successful save. 5)Spell-craft Skill Use (rule errata) The ability to identify a spell as it is being cast is a free action. The spells in the Players Handbook are considered common. Spells from any other source are considered rare. The Spell-craft check DC is 10 + Spell level for Common spells on a given caster’s list If you and the spell-caster are within (roughly) 60 feet of each other there is no penalty, +1 DC for each additional 30 feet further away you are. +1 DC for a spell you currently cannot cast (i.e. not known or above your level) +1 DC for a spell you cannot ever cast (i.e. restricted school, different realm of magic arcane/divine) +1 DC for a rare spell (this does not apply if you know the spell) +5 DC for ultra rare spells (spells created a caster and only known by her) [/QUOTE]
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