House Rules

Presented here are the House Rules that me and my fellow gamers use in our campaigns...
The Rules:
Table 5: WISDOM

Here is the updated version of the Wisdom table from the Player's Handbook, as the table had too many listed 5th level spells as bonus spells. Thus with this new edited version, it is more streamlined and with the right proportions of bonus spells in the end, for a being with a Wisdom score of 25.

Magical
Chance
Ability
Defense
Bonus
of Spell
Spell
Score
Adjustment
Spells
Failure
Immunity
1
-6
--
80%
--
2
-4
--
60%
--
3
-3
--
50%
--
4
-2
--
45%
--
5
-1
--
40%
6
-1
--
35%
--
7
-1
--
30%
--
8
0
--
25%
--
9
0
0
20%
--
10
0
0
15%
--
11
0
0
10%
--
12
0
0
5%
--
13
0
1st
0%
--
14
0
1st
0%
--
15
+1
2nd
0%
--
16
+2
2nd
0%
--
17
+3
3rd
0%
--
18
+4
4th
0%
--
19
+4
1st, 3rd
0%
Cause fear, Charm person, Command,
Friends, Hypnotism
20
+4
2nd, 4th
0%
Forget, Hold Person, Ray of enfeeblement,
Scare
21
+4
3rd, 5th
0%
Fear
22
+4
4th, 5th
0%
Charm monster, Confusion, Emotion,
Fumble, Suggestion
23
+4
5th, 6th
0%
Chaos, Feeblemind, Hold monster,
Magic jar, Quest
24
+4
6th, 6th
0%
Geas, Mass suggestion, Rod of rulership
25
+4
7th, 7th
0%
Antipathy/sympathy, Death spell,
Mass charm


Demi-Human Experience: All demi-humans that are half-human must only earn double the normal experience as a full elf or orc, as their human-like mind also seeks things as quickly as their human parent, but the non-human part still holds them back, but only slightly compared to a full blooded non-human!


Priestly Healing: Since clerics and other priests get the shaft in the way of spells we have implemented healing rules very different than those of the Core Rules type books for AD&D. The changes are below and the main difference now is that priests get bonus healing points equal to half their level (rounded up).

  • Spell Name = Amount of Damage Healed by the Spell
  • Cure Light Wounds = 2d4 + half the caster's level (rounded up)
  • Cure Moderate Wounds = 4d4 + half the caster's level (rounded up)
  • Cure Harmful Wounds = 6d4 + half the caster's level (rounded up)
  • Cure Serious Wounds = 8d4 + half the caster's level (rounded up)
  • Cure Critical Wounds = 10d4 + half the caster's level (rounded up)
  • Heal = All physical damage


    Spell Failure Due to Injury: If a spellcaster is injured during the casting of a spell, he has a 2% chance per level to avoid losing the spell. If this succeeds the caster finishes his spell as normal, but still suffers the damage from the attack. This can be boosted if the spellcaster in question has the Concentration proficiency.

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