• 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.
  • 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.
  • The Feat Master

    Moved House Rules 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.
  • Concentration

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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.
  • 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.
  • 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.
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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.