• General Rules

    Pinned Locked House Rules 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.
  • Baleful Polymorph

    Rules Discussion spells house rule official
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    daermadmD
    Baleful Polymorph work as per page 202 of the D&D 3.5 edition players handbook. Baleful Polymorph Transmutation Level: Drd 5, Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Permanent Saving Throw: Fortitude negates, Will partial; see text Spell Resistance: Yes You change the subject into a Small or smaller animal of no more than 1 HD (such as a dog, lizard, monkey, or toad). The subject takes on all the statistics and spec- ial abilities of an average member of the new form in place of its own except as follows: o The target retains its own alignment (and personality, within the limits of the new form’s ability scores). o If the target has the shapechanger subtype, it retains that subtype. o The target retains its own hit points. o The target is treated has having its nor- mal Hit Dice for purpose of adjudicating effects based on HD, such as the sleep spell, though it uses the new form’s base attack bonus, base save bonuses, and all other statistics derived from Hit Dice. o The target also retains the ability to understand (but not to speak) the langu- ages it understood in its original form. It can write in the languages it understands, but only the form is capable of writing in some manner (such as drawing in the dirt with a paw). See Errata for more.
  • Polymorph

    Rules Discussion spells house rule official
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    daermadmD
    Polymorph works as per the spell description, but you have the option of having it lasting 1 minute (10 rounds) or concentration.
  • Feat progression

    Rules Discussion house rule in flux
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    halfgiantH
    To be clear that is all class’s, not to be confused with bonus feats earned by specific class features, I assume.
  • Manacite

    Rules Discussion house rule in flux
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    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.
  • The Spell Storm

    Rules Discussion house rule in flux
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    daermadmD
    Basic spell storm will simply negate spell effects 3rd level or less. Permanent magic items get caster save or go inert for 1d6 rounds.
  • True Thief - Class

    Rules Discussion house rule 5e in flux
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    daermadmD
    The True Thief Level… Proficiency Bonus… Sneak Attack… Class Features 1 +2 2d4 Sneak Attack, Expertise (Alchemical), Chameleon Cloak 2 +2 2d4 Cunning Action 3 +2 2d6 Combo I 4 +2 2d6 Ability Score Improvement 5 +3 3d6 Shadow Walk 6 +3 4d6 7 +3 4d8 Weaponstrike 8 +3 4d8 9 +4 6d8 Improved Chameleon Cloak 10 +4 6d8 11 +4 6d10 12 +4 8d10 13 +5 8d10 14 +5 8d10 15 +5 10d10 Join Strike 16 +5 10d10 17 +6 10d10 18 +6 12d12 19 +6 12d12 20 +6 12d12
  • Magic Items: Staffs

    Rules Discussion house rule staff official magic items
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    daermadmD
    Original reply from @halfgiant Should there be a general rule that a general magical staff regains 1 charge per hour, a +1 staff regains 2 charges per hour, a +2 3 charges per hour… and everything else outside of that would be by DM exception? I noticed the Staff of Withering regains 1 charge per 12 hours. Haven’t read the staff of withering, it may make sense not sure. Trying to keep it simple.
  • 0 Votes
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    daermadmD
    Racial Bonuses +2 Str +1 Con +1 Cha +4 Deception +2 Insight Darkvision 60′ Immune to Charm
  • Spell Points

    Pinned Moved House Rules 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.
  • Sleep

    Rules Discussion spells house rule official in flux
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    daermadmD
    Sleep 1st-level enchantment Casting Time: 1 action Range: 90 feet Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) Duration: 1 minute This spell sends creatures into a magical slumber. Roll 1d12; the total is how many hit dice of creatures this spell can affect, starting with weaker creatures first. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points hit dice (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points hit dice, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points hit dice from the total before moving on to the creature with the next lowest hit points hit dice. A creature’s hit points hit dice must be equal to or less than the remaining total for that creature to be affected. Creatures with hit dice equal to or more than the casters spell casting class level are entitled to a Wisdom saving throw. On a failed save, the creatue is affected as above. On a successful save, the creature is unaffected. Undead and creatures immune to being charmed aren’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 1d12 1d6 hit dice for each slot level above 1st.
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    daermadmD
    A Cantrip is a spell that can be cast at will, without using a spell slot and without being prepared in advance. All cantrip spells are level 0. Under our spell point system, all cantrips are considered at-will, costing 0 spell points. A caster may only know as many cantrips as described in their class description.
  • Silence

    Rules Discussion spells house rule official
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    daermadmD
    Silence 2nd-level illusion (ritual) Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes, sphere is mobile centered on point chosen within range. Duration(Optional): No Concentration, up to 10 minutes, sphere is fixed on centered point chosen within range. For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
  • Protection from Energy

    Rules Discussion spells house rule official
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    daermadmD
    Protection from Energy 3rd-level abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour Duration(Optional): No Concentration, up to 10 min For the duration, the w illing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
  • Protection from Evil and Good

    Rules Discussion spells house rule official
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    daermadmD
    The spell can affect more than one person by adding spell points. Each additional spell point beyond the first will allow two additional people to be affected. The range of the spell is still touch. The caster must still be able to reach everyone they wish to affect.