• Deathball (3.5e Spell)

    Rules Discussion spell needs discussed custom
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    DarkWulfD
    I was thinking the caster gains something like 5 or 10 hp per character lvl in hp return max. Thus at lvl 12 I would only get 60 (if 5 hp) or 120 (if 10 hp) max, no matter how many enemies I did damage too.?.?
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    halfgiantH
    @dwarf I believe that is correct, its your effective cast level, but i don’t think it gives you access to spells beyond what your natural level for that class is. So it should increase the damage of a spell d6 per level sort of thing, it should make the DC saves against it more difficult, etc… Nice little feat.
  • How multiclass characters work

    Moved House Rules 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 House Rules 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.
  • Magic Zone

    Moved House Rules 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.