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  • Have a question or rule proposal? Put it here!

    121 Topics
    863 Posts
    halfgiantH
    4/27/2025 8:49pm CT - Notes on refined manacite For every 10,000 years of refined manacite is equal to 1 spell point per pound, a 20,000 1lb of refined manacite is 2 spell points per pound a 10lb block of 20,000 year old manacite = 20 spell points, per round. The radius found in the floating city had a 5 lb block 20k refined manacite floating a platform 5 miles in diameter.
  • General Rules

    Pinned Locked house rule official house rule 3.5e
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    daermadmD
    Only rules posted in this category are official. Items in Rules Discussion are applicable on a case by case basis. All casting classes use spell points. The specifics of the system are located here. I have run the Daerma campaigns with a spell point system since its inception in 1999. I have played under this system for years prior to that. Powermasters do not exist here, aside from a single NPC. If you know what they are, no you cannot play one. If you do not know what they are, I will eventually have history posted. The Manathereal Plane: More details on this will be explained in the Transference of V`Ral history beginning with Part IV. Generate Ability Scores however you want but I can assure you now that your character won’t live long if you try to play a character with all 18′s at level 5. All Races are allowed. Monster races require a discussion with the DM, but can be worked out Alignment can be any Non-Evil. All Classes are allowed if I have the book. Pretty much anything 3e to 3.5e is going to be allowed. All creatures native to this new campaign multiverse, automatically have access to a single cantrip that they can cast once a day. For player characters, it is chosen at character creation and can never be changed.
  • 5e to 3.5 Conversion

    Pinned Moved conversion 3.5e
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    daermadmD
    This applies only to base classes, not prestige classes…
  • Spell Points

    Pinned Moved official house rule 3.5e house rule spell points spell
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    daermadmD
    I updated this post with the rules listed on the main daerma.com page so that both places state the exactly the same thing.
  • How multiclass characters work

    Moved official custom house rule 3.5e
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    daermadmD
    @halfgiant said in How multiclass characters work: do all three classes add in con bonuses for the levels for each of the classes in your calculation? Yes. Because you are spending the XP to truly level the class. Edited the first post.
  • Weapon Mastery

    Moved official custom house rule 3.5e
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    halfgiantH
    Suggestions for Epic Weapon Mastery Epic Weapon Focus [Epic] Prerequisite Weapon Focus and Greater Weapon Focus in the chosen weapon. Benefit Add a +4 bonus to all attack rolls you make using the selected weapon. Special You can gain this feat multiple times. Its effects do not stack. Each time you take the feat it applies to a different type of weapon. Epic Weapon Specialization [Epic] Prerequisites Epic Weapon Focus, Weapon Focus, Weapon Specialization (all in the chosen weapon). Benefit Add +4 to all damage you deal using the selected weapon. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 30 feet. Special You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different type of weapon. Epic Weapon Grand Mastery [Epic] Prerequisites Weapon Grand Master, Epic Weapon Focus, Epic Weapon Specialization (all in the chosen weapon). Description: Choose any 1 weapon you have Grand Mastery in. You are now highly skilled in the use of this weapon. You may choose unarmed strike or grapple for your weapon for the purpose of this feat. Benefit: This feat gives you an additional +2 bonus to all attack and damage rolls made using the selected weapon. When using a weapon that you have become a Epic Grand Master with as your primary weapon you may take an additional attack each round with it. Epic Weapon Legendary Mastery [Epic] Prerequisites Weapon Grand Master, Epic Weapon Focus, Epic Weapon Specialization (all in the chosen weapon); Epic Weapons Grand Master. Description: Choose any 1 weapon you meet the prerequisites in. You have now attained legendary skill in use of this weapon. Benefit: A legendary master, automatically confirms their critical strikes. Epic Weapon Critical Mastery [Epic] Prerequisites Weapon Grand Master, Epic Weapon Focus, Epic Weapon Specialization (all in the chosen weapon); Epic Weapons Grand Master. Description: Choose any 1 weapon you meet the prerequisites in. You have now attained legendary skill in use of this weapon. Benefit: A Critical Master, criticals are so effective, even the energy spirit damage is multiplied by the crit modifier when determining damage. Discuss. Open to edits, adds, changes.
  • Spell: Heal

    Moved spell house rule 3.5e
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    daermadmD
    @halfgiant said in Spell: Heal: So a House Rule of the Heal spell a Clr 6th level spell does 500hp of healing, single target. How does this impact (or doesn’t) change Mass Heal. Heal, Mass Conjuration (Healing) Level: Clr 9, Healing 9 Range: Close (25 ft. + 5 ft./2 levels) Targets: One or more creatures, no two of which can be more than 30 ft. apart This spell functions like heal, except as noted above. The maximum number of hit points restored to each creature is 250. It will do 500 also.
  • Spell: Advanced Energy Barrier

    Moved psion house rule 3.5e
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    daermadmD
    official
  • Spell: Duo-Dimensional Weapon

    Moved psion house rule 3.5e
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    daermadmD
    official
  • Spell: Kinetic Barrier

    Moved psion house rule 3.5e
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    daermadmD
    official
  • Spell: Momentum Theft

    Moved psion house rule 3.5e
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    daermadmD
    official
  • Spell: Molecular Rearrangement

    Moved psion house rule 3.5e
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    daermadmD
    almost rejected because of the word alchemy Official
  • Feat: Toughness

    Moved feats house rule 3.5e
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    daermadmD
    Official
  • Spell: Matter Deceleration

    Moved psion house rule 3.5e
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    halfgiantH
    Found Here Per DM’s approval, should be moved to House Rules.
  • Spell: Stoneskin

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    halfgiantH
    Stoneskin – Dwarf Priest Spell Compendium Volume 3 page 605 Sphere: Elemental Earth Level: 4 Range: Touch Components: V, S, M Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the affected creature gains a virtual immunity to any attack by cut, blow, projectile, or the like. Even a sword of sharpness cannot affect a creature protected by stoneskin, nor can a rock hurled by a giant, a snake’s strike, etc. However, magical attacks from such spells as fireball, magic missile, lightning bolt, and so forth have their normal effects. The spell’s effects are not cumulative with multiple castings. The spell blocks 1d4 attacks, plus one attack per two levels of experience the caster has achieved. This limit applies regardless of attack rolls and regardless of whether the attack was physical or magical. For example, a stoneskin spell cast by a 9th-level wizard would protect against from five to eight attacks. An attacking griffon would reduce the protection by three each round; four magic missiles would count as four attacks in addition to inflicting their normal damage. The material components of the spell are granite and diamond dust sprinkled on the recipient’s skin. Notes: Very rare spell granted by some dwarven deities, identical to the 4th-level wizard spell of the same name.
  • The Feat Master

    Moved official class 3.5e house rule 3.5e
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    daermadmD
    Note, that it would be silly for each f you not to take 5 levels of this class as part of your 5e to 3.5e respec since I said you can start another class at 5th.
  • Magic Zone

    Moved spells official custom house rule 3.5e
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    daermadmD
    Magic Zone Conjuration (Summoning) Level: Sor/Wiz 9 Components: V,S,M or F (see text) Casting Time: 1 full round Range: 100 yards + 10 yards/caster level Effect: 5’ radius sphere + 1’ / caster level Duration: Permanent or 1 round (see text) Saving Throw: None Spell Resistance: See Text Depending on the version of the spell you wish to cast, Magic Zone has three effects. When cast in any version, Magic Zone creates a sphere of magical energy. The Dead Zone and Wild Zone effects do extend under ground if the target area would include it. The Spellfire Sphere does not penetrate solid objects, but if cast in air or water it is a full sphere. Dead Zone: To use this version of the spell, the caster must know the exact location of an existing Dead Magic Zone (DMZ). When cast, this version of the spell basically moves a section of the known DMZ to the target area of the spell. Dead Zone cannot be targeted on a person or object. This version of the spell is permanent. A Limited Wish will dismiss it back to its original location or a Wish will destroy it. The material component for this spell is piece of a magical staff that was drained of its power. Wild Zone: This version of the spell is creates a sphere of magical influence just like Dead Zone, except the area is a wild magic area. To cast this version of the spell, the caster must know the location of a Wild Magic Zone, or have a Rod of Wonder. Wild Zone cannot be targeted on a person or object. This version of the spell is permanent. A Limited Wish will dismiss it back to its original location or a Wish will destroy it. The focus for this version is a pendant with the symbol of chaos etched on it and made from fools gold. If the Rod of Wonder is used in lieu of a known Wild Magic Zone, it is consumed in the casting. Spellfire Sphere: Casting the Spellfire Sphere version of Magic Zone creates a ball of spellfire in the area of effect. It last for an entire round and causes 7d10 damage to any creature caught inside of it, no save. The Spellfire Sphere has a 10% chance of draining the most powerful magic item caught in the area of effect and using that power to sustain itself for another round. If it does drain an item and continue for another round, it again has a 10% chance of draining the next most powerful item in the area of effect and continuing for a third round. In theory a Spellfire Sphere could burn as long as there are magic items in its area of effect to power it. Artifacts are immune to this effect and intelligent items get a saving throw equivalent to its owner’s save. If the Sphere fails to drain an item because it is an artifact or intelligent item that saved, it burns out after that round. This version of the spell can be resisted but the nature of the raw energy makes it harder to resist, causing a -5 penalty to anyone trying to resist.
  • Concentration

    Moved official house rule 3.5e
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    halfgiantH
    Its fine. i couldn’t remember playing concentration in 3.5, but i think it factored in so infrequently that i probably have completely forgotten.