House Rules (and reminders of important book rules)


Spell Point System
We use a spell point system for mages rather than the standard spell rules.
Wizards have a number of daily spell points equal to their level + (INT+CON)/2, rounded down.
Priests have a number of daily spell points equal to their level + (WIS+CON)/2, rounded down.
Each spell costs a number of spell points equal to it's level, and they do not have to be memorized per instance. The caster can cast any spell in his book so long as he has sufficient spell points. The caster is expected to have all his spells memorized (but not in the same sense as standard AD&D), thus he spends much time reviewing his spell book to keep all his spells fresh in his mind.

SP are regained at the rate of 1 per hour when doing normal activity, 2 per hour when sleeping, and 3 per hour when in meditative rest (or prayer, for priests). It is possible for a PC to use more SP than he has -- if he should choose to do so, then the extra SP are drawn from his hit points. He can keep doing this until he is unconscious (0 HP) or, in extreme cases, dead.

Talismans containing the magical metal orichalcum are used to store spell points that a caster can call upon in addition to his own points. Talismans are recharged using the first level wizard and priest spell Store Mana which will transfer a number of spell points up to double his level from his own total to his talisman.


Store Mana
(All)
Level: 1

Range: TouchComponents: V, S, M
Duration: InstantaneousCasting Time: 1 round
Area of Effect: 1 talisman of orichalcumSaving Throw: None
By means of this spell, the caster may transfer magical energy (i.e. mana) from his own reserve into a talisman. Any number of spell points up to double the caster's level may be deducted from his own current total and transferred into a talisman and stored for future use, up to the maximum the talisman will hold.
The material component for this spell is the talisman itself, which of course is not consumed in the process.


Spell Effects

Spell Research
Time Required
The time required to research a given spell is 96 hours per level of the spell being researched. There are some additional rules as well:
  • At least four hours must be spent in each day of research.
  • Days off can only be taken one at a time without penalty. If two or more consecutive days off are taken, each day after the first will cause the mage to lose 16 hours of completed research time because he will lose track of where he is.
  • At least three consecutive days must be worked between days off, i.e. the mage cannot take off more than one day in four. without losing progress in the same was as described above.
If the spell being researched is based on an existing spell that the researcher already knows, it will save some research time.
  • If the spell being researched is an enhancement of an existing spell, i.e. it is of a higher level than the existing spell, the the normal research time for that new spell is decreased by half the time it would take to research the existing spell it is based on. For example, a mage is researching a fourth level spell that is an enhancement of a first level spell. The research time will be the time required for a fourth level spell minus half the time required for a first level spell.
  • If the spell being researched is a reduced version of an existing higher-level spell, the research time will be half that of the normal time required for the spell being researched.
If the wizard has the Research nonweapon proficiency (from the Player's Option: Spells and Magic book), research only requires one half the time. This halfing is after all calculations listed above have been done.
Chance for Success
The percentage chance for success in researching a spell is calculated with the following formula:
         10% + 1% per point of relevant ability (INT or WIS) + 1% per caster level - (2% * Spell Level)
If the wizard has the Research nonweapon proficiency (from the Player's Option: Spells and Magic book), a bonus of 5% is added to the chance.

Experience Gained
500 XP per level of spell researched.

Permanent Magical Item Creation
Time Required
16 hours + 8d8 hours for the Enchant an Item spell
2d4 hours per spell level for each spell cast upon the item
Chance for Success
  • The item makes a saving throw vs. magic, with the caster's target and using the caster's bonuses, against the Enchant an Item upon completion. Failure means the item cannot be enchanted. A roll of 1 is automatic failure.
  • When the item is finished, the percentage chance for success is:
    60% + 1% per caster level - 1% per spell (not counting Enchant an Item or Permanency) or special process.
    The chance receives a 5% bonus specialists crafting an item within their specialty, and artificers get a 10% bonus for all items.
    A roll of 96% or higher indicates the item is cursed.

Healing
Normal characters may heal 1 point per day, and receive 3 points per day for the application of herbalism and healing proficiency.

The Chosen can regenerate at 1 point per turn (10 minutes) normally, or 6 points per round (1 point every 10 seconds) if they are actively using their silver fire to heal themselves. Furthermore, a non-killing mortal wound will automatically activate the silver fire in its healing mode.


New Proficiencies

Woodworking
Slots Required:1
Relevant Ability: Dexterity
Check Modifier:-1
The woodworking proficiency enables the character to do woodworking jobs not included in the Carpentry proficiency. While carpentry involves building structures with milled lumber (or at least roughly processed wood), woodworking is the craft of working with the raw wood. The character knows the qualities of wood from various types of trees and can create basic items directly from the raw wood, such as wands, rods, or staves. This proficiency also includes whittling and carving, so that small shapes or works of art may be created. The character will also be able to quickly carve letters or runes into wood. This proficiency will not allow the same quality of artwork in a carving that an artistic proficiency of carving would allow, and it does not include bowmaking (bowyer), arrowmaking (fletcher), or the construction of any sort of weapon more sophisticated than a pointed stick. (Simple pointed sticks, or pungee sticks, do have their occasional uses, though...)


Standard Living Expenses
(includes Lodging and Meals, nothing more)
Class Cost
Poor 10 gp/month
Common 30 gp/month
Good 100 gp/month
Luxurious 300 gp/month
Lordly 1000 gp/month