House Rules

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Talanall
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House Rules

The following house rules are in effect for this campaign:

  • Characters trained in Craft (alchemy) may identify potions without need for the identify spell. To do so, they require access to alchemical reagents costing 1 gp, and a period of time equal to 5 minutes per level of the spell used in the potion, after which the character must succeed on a Craft (alchemy) check. The DC of the check is equal to 10 + 1.5*the spell level of the spell (round down).
  • Crafting alchemical items using Craft (alchemy) does not require a character to be able to cast spells.
  • The one-step alignment rule for clerics is not in effect.
  • Casting spells with an alignment descriptor is not an inherently aligned act. Thus, the use of a summon monster spell to summon a devil is neither lawful nor evil. Repeated castings of the spell for this purpose do not change the caster's alignment. The only mechanical consequence of a spell's possession of an alignment descriptor applies in the case of a cleric who belongs to an organized religion, the alignment of which is opposed to the descriptor of the spell. So, for example, a cleric of a LG religion cannot cast spells with the [Chaotic] or [Evil] descriptors; this is not a matter of being forbidden; she is literally incapable of doing so because her magic is channeled through her faith in a belief system that does not tolerate such a spell. A lawful good wizard or sorcerer is under no such constraint, and can freely cast spells with the [Chaotic] and [Evil] descriptors.

    This is less a house rule, and more a clarification of the rules as written.

    Note that the use of spells with an alignment descriptor may have in-game consequences based on it is perceived in the Tolrea setting. Consistent, public use of summoned fiends and fiendish creatures may tarnish a character's reputation, particularly in the eyes of characters who either don't know much about conjuration spells, or who belong to a religion that forbids spells with the [Evil] descriptor. These concerns also apply to chaotic, good and lawful spells, although they are less likely to prompt the arrival of a lynch mob at one's door.

  • Channeling negative energy (ex: to rebuke undead or cast an inflict spell) is not an inherently evil action.
  • Channeling positive energy is not an inherently good action.
  • Evil clerics of good religions channel positive energy. Good clerics of evil religions channel negative energy. Clerics of neutral religions, whether good or evil, may choose whether to channel positive or negative energy. Once this decision is made, it cannot be reversed. This is a clarification and reminder of the material in the Tolrea setting, under the cleric entry in Classes.
  • The creation of evil-aligned undead is an inherently evil action, whether it is accomplished by spell or by some other means. Nearly all cultures in Tolrea have a taboo against creating undead of any sort from the corpses of sentient creatures, because it is seen as a desecration of the dead which can prevent their souls from finding rest in an afterlife. Since it's a matter of fact that raise dead, resurrection, and true resurrection do not function on someone who is currently undead, there is more than casual superstition attached to this belief.
  • The creation of incorporeal undead that retain the alignment that they had in life, such as ghosts and ancestral ghosts, is not inherently evil, and in most cultures it does not attract ill-will because these varieties of undead (eventually) can move on to their eternal rest.
  • Speaking during combat is a free action on your character's turn, or an immediate action when it is not your character's turn. In either case, your character may speak up to 25 words. This is a departure from the Core rules, which originally made speaking during combat a free action which could occur without respect to your character's place in the initiative order. Immediate actions were added to Core rules via errata after the release of Expanded Psionics Handbook.