House Rules

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Contents

Character Generation Basics
Character Classes
Magic
Combat
Housekeeping
Experience

 

 

Character Generation Basics

  1. Do character conception
Background/history
Lineage, family, tribe/clan, social rank/station
Professional/work
Outlook
Physical appearance, age
Lifestyle, values, drivers, likes, dislikes
Emotional/Psychological characteristics
Goals, objectives, mission
Organizations, relationships
[Look at stuff from Castle Falkenstein]
  1. Read
house rules
optional rules chart
  1. Develop character with following restrictions:
Use the "Point Buy" system for setting ability scores. Use 32 points (High-powered campaign).
Apply age modifiers (See SW p. ) if necessary.
 
  1. [Rest of procedure, using S&P]

 

Character Classes

New Classes

Witch

Paladin’s Detect Evil Intent ability

With the detect evil intent ability, paladins can detect the following:

Works on undead, monsters, and creatures with intelligence above 1
Works on the following inanimate objects: artifacts and intelligent magic items
Characters 9th level or above who are strongly aligned with evil will usually radiate evil intentions.
Powerful, evilly-aligned creatures (GM’s call) will likewise almost always radiate evil.
Spells like undetectable alignment can shield from this ability

Notes:

They can do nothing else during the round they are using this ability
Like a spell, the ability can be interrupted by attacks
Paladin need not see target, but they must be in range and within the 10’ "width" of the effect
Evil intent does not mean evil alignment

 

Paladin’s Aura of Protection

Notes:

Affects evilly-aligned or intentioned characters or monsters
Because targets experience this sensation physically, they can almost always sense that a paladin is present.
Does not (like the spell protection from evil) prevent bodily contact from certain evil creatures

Skills

Use of CON (?) as Intimidate bous.

Eliminate Craft and Entertain/Perform as untrained skills?

Magic

Restricted Spell Lists

Not all spells from the Player’s Handbook, Tome of Magic, and other sources are available in the Forgotten Realms. In addition, some new spells are available that are specific to the Forgotten Realms.

Please see the master Priest Spell List and Wizard Spell List for a comprehensive catalog of which spells may be used.

Material Components

Rather than get anal about having you track every little material component for a spell, the house will assume your character simply has "minor" material components. Spells marked as having "expensive" components are the exception. Your character must explicitly acquire and carry these items.

Please see the master Priest Spell List and Wizard Spell List for a comprehensive catalog of which spells have expensive components.

Use of Spell Points System

All spell acquisition and memorization will use the spell point system from Player’s Option: Spells and Magic.

Not all spells available to all clerics

Clerics may have to specially petition for certain spells (even if they are allowed based on spheres) based on need. This is especially true for spells of 4th level or higer.

 

Magic and Priest Spells

Priest spells are considered Supernatural (Su). See DMG 71-72. As such, they are not susceptible to dispel magic, and the spell detect magic will not reveal priestly magic (which, coming from godly sources, is a direct manipulation of reality). [Maybe do this as a metamagic feat?] Arcane magic may not counter divine. However, the opposite is possible, and divine effects can counter divine.

 

Recovering spell points

As a default spell points are recovered at a rate of (total pool / 8) per hour while sleeping.


Memorizing spells

For priests, spells of level 1-3 are "memorized" from books of ritual. Spells of 4th level or higher are gained by prayer and suplication.

For wizards, spells are memorized from their spell books.

For either class, it takes 15 minutes per spell level to obtain/memorize a spell.

 

Combat

Ready Actions

Rules on how specific to be, etc. etc.

Waiting (holding an action)

Characters may hold actions during combat. When their initiative number comes up in the course of combat, they may choose to wait to act, and then act at any later initiative number.

 

Aborting

Characters may abort their declared action. When doing so their new action moves to the very end of the combat round.

 

Ranged Weapons in Melee

If a character is using a missile weapon while being attacked by someone with a melee weapon they leave themselves in a poor defensive situation. The attacker gets a free attack (called and "attack of opportunity" in Player’s Option: Combat and Tactics) immediately after the person uses their missile weapon.

 

Housekeeping

If its not on your character sheet, you don’t have it

‘Nuf said (almost). Except for minor material components (see above), you must explicitly list everything in your character’s possession on your character sheet. And this means character sheet, not notes pages or some other addendum.

Rolling dice

On the table

Experience

Tracking experience

It is the players responsibility to track experience bonuses based on their character class

Clerical Experience

Things you can earn experience for doing

Keeping notes
Clever use of an ability or spells
Adherence to a alignment or disadvantage in a difficult situation
 

Monsters and Such

The following monsters are of new types

Creature New Type
Centaur Large Fey
Gnome--Svirfneblin, Forest Small Fey
Hag (all varieties) Large Fey
Ogre Mage Large Fey
Treant Huge Fey
 

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