Does anybody have house rules?



Mar 19, 2004 11:45:30
I'm curious as to what house rules everyone has. We used to say a natural 20 was always double damage before critical hits were put in 2nd edition. Some of us don't count rolls "off the book." When we play Shadowrun the GM encourages bribery, so we buy him food, soda, etc.

What do you guys allow/not allow?


Mar 19, 2004 11:56:54
I really didn't have a lot of house rules but my favorite was the "Inheritance" option. Every new 1st level character was allowed to roll a percentile dice. There was a 10% chance that they were named in a deceased relative's will and inherited some minor little magic item like a potion or a simple scroll of some kind. This didn't really unbalance the game and gave an extra thrill to the players (especially the newbies).


Mar 19, 2004 12:40:40
For the v3.5 rules, I give "ranks" to new languages. I don't simply let players spend one skill point and obtain a language, heck no. Languages are much more difficult to learn then that.

I let one rank purchase either one rank in Literacy or Speech in a particular language. That way a character can get better with languages as his character progresses.

If DC on most language check (if they even need to be made) is either DC5 or DC10.

Racial (Automatic Languages) start with 10 "free" ranks to add to either Literacy or Speech.

Bonus languages recieve 5 "free" ranks to add to either Literacy or Speech.

As a PC progresses, he may put new ranks into a new lang, or one of his original as per the normal rules for aquiring or purchasing new skills.

I like languages to play a bigger role in my games.



Mar 19, 2004 13:12:00
1. We use half-or-better HP (roll, if less than half of max, PC gets half) and maximum HP at 1st, 11th, 21st, 31st, etc.
2. Monks can freely mulitclass with Psion/Psychic Warrior
3. Any class can freely multiclass after 20th (paladins, monks)
4. Everyone gets an additional Greyhawk language (Velondi, Ancient Suloise, etc.)
5. XP awards are even for all PCs (though later members have less)
6. HERO POINTS: if the PC does something heroic (not self-preservation) in the course of the adventure they get a Hero Point which is like a get out of jail free card. They can avoid any situation.
7. COOL POINTS: rather than XP awards for roleplaying I give Cool Points for funny/appropriate/deep character interaction. 10 Cool Points equal a Hero Point. If during the course of the game I make a ruling and later it is proven incorrect the affected PC gets a Cool Point.
8. As a story device, there is some sort of Temporal Flux around the PCs and, if someone can't make it to the session, that PC jumps forward in time till when they show up again to a session, with no knowledge of what has transpired while they were gone.
9. Also character creation is as follows: 4d6 drop the lowest, six times, arrange how you'd like. A baseline of 81pts allowed people who rolled low to adjust scores to no higher than 17 until the six scores totaled 81. Since 3E I would adjust this in a new campaign to 75 pts, the idea was the PCs are truly epic heroes and above average in every stat on average (75/6 = 12.5). OldSchool DnD you didn't get a bonus on a stat until 13 which is why it used to be 81 (81/6=13.5).

edited after I copied it for my use


Mar 19, 2004 13:24:33
Natural 20s for my group are just max damage.


Mar 19, 2004 13:52:41
my dm has a bunch of house rules. some of the ones are: no racial weapon proficiencies, sorcerers have Eschew Materials at 1st lvl.


Mar 19, 2004 15:13:50
The idea to give ranks in languages is excellent, and totally logical, i will apply it quickly.
The cool/hero point is also something very good..
Currently I am trying to use a king of "faith point" for paladin and priest, but i will include that in your "cool" points.
I don't know yet, but at each night i will give players those points, and, as you stated it avfanatic , 10 will turn in 1 hero point.
But those hero points would be used to alter dice ( 1 hero point to reroll, or 1 point to add or substract damg,hit roll,save, check etc.. but no critik allowed this way)
Something weaker but it can save a character life if he have 5+ hero points in stock in a deseperate situation.
I will do it, i think it will be more objectif than xp and it contributes to roleplay.


Mar 19, 2004 15:50:06
Thanks for the responses. I like your house rules avfanatic. I may have to suggest those to the DM too. Here's an idea for a house rule I proposed to the DM the during our last session.

I don't like the way skills are done. I understand that Fighters and Wizards don't get lots of skill points to "offset" all of the other powers and feats they have. But I still think it sucks bullywug eggs. I proposed that ALL classes should get bonus skill points every level, in addition to those based on Intelligence and Class bonus. Strength bonus for strength based skills, of which there are few. Dex bonus for dex based skills and so on down the line. I am by no means suggesting this for the duration of the characters existence but say the first 10 levels. We do most of our learning in our younger years, correct? Would this work? I don't see how it could upset the campaign especially if everyone gets the bonuses.

Try this:

Fighter 1st level.......10th level
8 + INT (0) =8..........18 + 8 =26 for standard distribution
STR: 16 (+3).............37 total (after ability increase at 4th and 8th)
DEX: 12 (+1)............10 total
CON: 14 (+2)............20 total
INT: 10 (0)..................0 total
WIS: 10 (0).................0 total
CHR: 12(+1)..............10 total

He gets Int Bonus +8 for skills. So he gets 8 points for any skills he wants to choose. He gets 3 points for climbing, jumping, etc; 1 point for ride; 2 points for uh concentrate I guess, good for one point in it anyway (... what do you use Constitution for besides saves and hit points?); no bonus for INT or WIS based skills; and one point for animal handling.

This would throw off the whole synergy bonus thing and the prereq's for a lot of prestige classes, but not too badly I don't think. What do you think? Be honest but be nice.


Mar 19, 2004 16:42:18
10. As a DM I have unlimited resources, so when dealing with players I almost never use nasty items/spells unless the PCs have done it first.
11. BOTCHES: after incessant complaining about a 1 in 20 miss chance for progressively higher level PCs and the lack of variety in mishaps we adopted this system: Roll 1d4-1 for each PC, if 0 then next "1" is freebie, if max result move up one die size (d10 max, with no -1 modifier), after a number is set consult table below when they hit critical mass (number of 1's equal to set number).
1 Lose rest of attacks
2 Drop weapon
3 Throw weapon
4 Drop weapon and fall down
5 Throw weapon and fall down
6 #5 & randomly throw at someone
7 #5 & randomly throw at PC
8 Drop weapon and fall on it (automatic hit)
9 #8 but automatic critical hit
10 (01-50) Fall down, become dazed, throw weapon at nearest PC for critical hit
(51-100) Become dazed, weapon breaks (Str check of PC or opponent whichever is higher vs. material break DC)
For spells with attack rolls substitute spell component pouch for weapon in 1-5, 6-10 spell hits whomever weapon would've have hit. Weapon breaking could signify spell pouch being destroyed in magical backlash. For these purposes a spell pouch contains all material components less than 1gp in value.
Since adopting this system we've never gotten above a '4' but one PC has a '6' coming to him (3 more 1's)


Mar 19, 2004 18:44:22
A free feat for playing a gender opposite character.

'Behold the power of feats!'


Mar 19, 2004 19:07:08

The first list is just a brief note on each of the rules I use. They are then explained in detail further down if you want to know more.

House Rules List

1. Only I can choose prestige classes for your character.
2. One month setting time to learn 1st-level in any class, including after we start play. This replaces the 20% penalty for multi-classing and the favoured classes of each race.
3. Power components variant rule for item creation used instead of XP.
4. Double XP required to level.
5. Half standard treasure gained per encounter.
6. Training for any skill that hasn't got at least one rank in it, is required.
7. We will be using hero points as per Arcana Unearthed.
8. Every class has a name level. This level is usually equal to 9th-level in most classes.
9. 20th-level is the mortal maximum.
10. If I don't see the roll, it doesn't count. If your dice has numbers that are hard to see from a distance, get others.
11. A d3 roll using a 1d6 uses 1 as 1, 2 as 2, 3 as 3, 4 as 1, 5 as 2, 6 as 3.
12. Choose one monster from the Monster Manual, per point of intelligence bonus, plus one, that the character has. The character knows the secrets of this monster, due to hearing bard tales, local legends, and old mens tales of adventure.
13. Arcana Unearthed spells replace all spells from PHB, except those designated as 'exotic' in my spell listings.
14. We will be using the death's door rules from Arcana Unearthed.
15. We will be using my rules for encumbrance.

House Rules Explanations

1. What this means, is that through roleplaying, you can earn the chance to take up certain prestige classes, but it is my adjudication as to whether or not I feel you've earned it. Since it's very much your choice, as a player, as to where your character goes and what they do, this is not as heavy a restriction as it seems. Therefore, having the right feats or skills for the class is not enough, you actually have to roleplay the joining of a guild, or society or cause and then I offer you a selection of PrC's that I approve of, and you can take or leave them as you please.

For instance, let's say you'd like to become a mounted knight of some type. Make it a journey for the character to do so. Choose to go to a place that is famous for it's mounted knights. Get in good with the man-at-arms and get assigned as a squire. Prove to the knight you're assigned to that you're worthy of becoming a member.

This is just a basic example of what I'm aiming for. I'm obviously going to try and make it fun and an adventure along the way and I'm not saying that it's entirely up to you, as I'll certainly engineer something as well. You're all intelligent, creative people who have loads of experience in gaming. I'm just asking that you use it

2. Remember that you all control your characters. You choose when to adventure and when not to adventure. Therefore, as long as you find someone willing to teach you and they accept you as a student, you can choose to simply have the month go by uneventfully until the character has learned their new profession.

This is not as harsh as it seems when you take into consideration the fact that adventuring need not be a full-time activity. Yes, certain plot elements may have to be finished before you do this, as they require the immediate attention of the character, however breaks between major plot elements are quite ok and can even add to the story of the game. Characters go back to their old professions, and may even go their seperate ways after concluding an adventure together. Wives are had, businesses bought, tales spun of the 'old days'... then the boredom sets in, a yearning for the ducking and weaving of swordplay and the smell of sulphur from a freshly thrown fireball beckon you to write to your old pals and get together. And thus, the group goes out on a new adventure!

It must be noted that this is only for a new class. Once you have the first level in a class, you can advance in it freely. It does not count for prestige classes as the gaining of a PrC must be roleplayed and could take a day or a month of setting time, dependant on the PrC and the player and how the situation develops.

3. Using XP to create an item tends to create a situation where you can just go any old where and slap together an item on a whim. It also penalizes spell-casters by making them the butt-monkey of the group, since everybody wants a cheap magic item. By replacing this with the power components variant rule, it turns making a magic item into an adventure.

The first thing you need to do, is do research into what your require to make the item. No big deal, just go to a wizard's library or guild or collect your own library and consult it (Knowledge (arcana) DC = 10 + level required to craft item). Then, you just have to find out where the item is to be found. So you discover that to make a cloak of fire resistance, you need the skin of a salamander, ask around about salamanders, discover that several can be located near the Burning Cliffs... off you go to kill a salamander!

4. Again, sounds harsh, but when you think about it, all it means is more opportunity to kill stuff! Really... 13 kills normally, 26 kills in my system.

The reason I'm doing this is that firstly I think one levels too quickly in 3rd ed., and secondly I believe it changes the focus away from levelling and gaining 'uber-leet skillz and mad powerz', to roleplaying. More time between levels lets you also roleplay the advancement of the character.

But don't worry, I give XP for roleplaying as well by assigning CR's to various roleplaying problems and difficulties as well as just for being in character. So level advancement won't be all that slow. I predict it taking about 1/3 longer to level than normal.

5. This kills two birds with one stone. Firstly, by doubling XP requirements, you have to halve treasure gained, or else it doubles as well, and soon you'd have a monty-haul campaign going on. So mathematically speaking, you're getting exactly the same amount of money per level as normal, just takes longer to get.

Secondly, a lowly orc carrying around 150gp is... err... kinda lame. 75gp is far more believable.

What this does is change the way money works in the world as well. Since earning a gold is a little bit harder, the value of it is all that much greater. Prices in the PHB and DMG do not change, but the simple fact that you have less money and have to spread it over a greater amount of time, means it's worth more.

6. 7 total hours of training are required within a maximum of 7 days. An Int check (DC 10) must be passed in order to gain the skill. Failure means one additional hour must be spent in training at which point the check is rolled again. This continues until the check is passed. A trainer must be a 'master' of the skill in question, which means having at least 6 ranks in the skill to be learned.

7. To gain that level, a test of some sort is usually needed. The test can be ignored, but a 20% experience penalty is then assumed from that level onwards.

This reflects the difficulty in attaining skill and power and knowledge beyond a normal persons means and ability. Past 9th-level, and one enters the realm of heroes and legends. Not anyone can do this. You have to be special and dedicated and willing to sacrifice to go beyond the norm.

Tests can take many, many forms. The only really codified one is that of the Druids, which was detailed in 1st and 2nd ed. And even then, their system doesn't give the character the right to call himself a druid, until 12th-level.

Until the time of the test, when your charcter first go beyond the veil of normalcy, your characters are mere apprentices, journeymen, and novices. Calling yourself a wizard, amongst wizards, is like saying you have a masters degree in psychology, at a psychology convention full of professors.

9. No mortal can be more powerful than this. That doesn't mean one cannot advance beyond 20th-level, however doing so requires VERY special circumstances. I will not be using epic level rules. If we somehow manage to stay together as a group long enough to get to 20th-level, and we all want to continue, I am happy to DM the characters into god-hood.

I view god-hood as being a step-above mortals. Therefore, having a limit of 20 levels on a mortal character, creates a gap between mortals and even the lowliest of hero-gods, and even archfiends and princes of hell and the elemental lords.

10. I've found that it's fun to focus on the one roll at a time. Everybody eagerly anticipating the roll from one person, makes it special. Too many times have rolls been glossed over and people ignored.

I'll also be requiring that dice be visible from a distance. I hate not being able to see the numbers on a dice because they're clear or the same colour as the dice or of a funky design.

Also, only dice on the book count. This just makes everything a lot easier for me and for you. Put a book, any book, in front of you and roll the dice on it. If it rolls off, the roll doesn't count whether it's a 1 or a 20 or anything in-between.

11. This is already explained but I'll explain my reasoning. Everybody does it either one way or another. I find it easier to do it the way above, and it's simply easier if we all do it the same way so there's no confusion.

12. Again, pretty much already explained. I just find that everybody wants to know how much their character knows. Well, here's the answer. If you don't know it by the list of critters you choose, then you don't know it.

The only exception to this is 'Knowledge (arcana)' in which you can discern the various magical properties of certain monsters since you have to create items from them. So if you encounter a critter, you can ask to make a Knowledge (arcana) roll, and you might be able to determine something if you're successful.

13. This is, by far, the most drastic change to the game that I've made. There are still a lot of the common spells you know and love, like magic missile and fireball and all the named spells (Drawmij's Instant Summons, Bigby's Crushing Hand, etc.), and for the most part the system works much the same. However, there are several important changes that must be explained.

Firstly, raising the dead is a lot more difficult in this system, as is healing. Secondly, to balance out the classes, all spell-casting classes from the core books gain a few extra little benefits, since the spell-casting classes from Arcana Unearthed are far more flexible.

Thirdly, it makes having a truename or not, very important. I highly recommend becoming a spell-caster with this system. It's simply much more fun as it gives spellcasters a lot more flexibility (even the core ones like wizard and sorcerer), and adds oodles of 'flavour' to spellcasting without unbalancing anything. Anyone who wants to be a spell-caster, I will provide with all the relevant information. I promise you that it's very easy to learn and there's not very much to digest as it's still basically the d20 system.

14. Ok, this is how this works: your character can go to minus hit points equal to his Constitution modifier and is considered staggered (as if on 0 hit points in the old system) for that amount of hit points. Thus if you have an 18 Con (+4), your character is staggered until -4 hit points, at which point he drops as per normal. The charachter can also go to negative hit points equal to his or her Constitution score before dying. Therefore, a character with 18 Con, can go to -18 hit points before being dead, dead.

15. This primarily applies to the wearing of armour. After four hours spent in armour, a person suffers the armour check penalty as if they were not skilled in the use of the armour. The Endurance feat negates this but only for the first eight hours. After twelve hours of successive use of the armour, the armour check applies to those with the Endurance feat as well.

To negate the armour check penalty, one merely has to take the armour off. However, they cannot then put on the armour for at least four hours without once again gaining the armour check penalty.


I have a lot of custom and special rules regarding character creation and several requirements to satisfy.

The first list is a general guideline for creating character statistics, the rest is in regards to personality and background.

The Character Sheet

1. 32 point buy to be used. One stat must be an odd number.
2. The races a character can be are human (baklunish, suel, oeridian, flan), elf (grey, high, grugach), half-elf, half-orc, half-goblin, dwarf (mountain, hill, deep), halfling, half-ogre, fomorian (giant-kin), aasimar, tiefling, half-fiend, half-dragon (greyhawk, silver). Yes, there are no gnomes.
3. The following are the core classes allowed: barbarian (my version), bard (my version), gleeman (PHB bard), druid, cleric, priest (my version), rogue, fighter, ranger, magi (magister from Arcana Unearthed, aka magus), wizard, sorcerer, berserker (PHB barbarian), shaman (greenbond from Arcana Unearthed), champion*, paladin, monk, witch*, knight (warbond from Arcana Unearthed), swashbuckler (unfettered from Arcana Unearthed), spirit warrior (totem warrior from Arcana Unearthed), runethane*, mageblade*, sage (akashic from Arcana Unearthed, slight alterations). I'm also open to other core classes from other books. (*Arcana Unearthed core classes)
4. All characters must have at least 2 ranks in a profession or craft skill or one point in both.
5. Everybody gains a bonus of 2 skill points per level. Thus a fighter has 4 x 4 + int at 1st-level and 4 + int every other level.
6. Arcana Unearthed feats override PHB feats. This mainly only deals with the item creation feats which are simplified into things like, 'create spell-trigger item', rather than 'create wand'.
7. Talents and Ceremonial feats from Arcana Unearthed to be used. Thus everyone gets a bonus feat at first level which must either be a ceremonial feat or talent. It must also be within the character's selection of available ceremonial feats or talents for his region.
8. Truenames from Arcana Unearthed are to be used, as is the concept of the unnamed.

There are several new concepts and custom rules introduced in the above so the following will attempt to explain them.

The two main ones are arcana unearthed feats and truenames. The two concepts are somewhat tied together as having a truename or not determines how many feats you start with and whether or not you can have certain feats. Firstly, decide whether or not your character has a truename or not. This is a tradition handed down from the ancients and has filtered into most societies and races.

Having a truename means you can be raised from the dead. However, it also means that if discovered, it can be used against you in some pretty frightning ways, since many spells in the Arcana Unearthed system require knowing a persons truename, and either you don't get a save against the spell, get a negative to your saving throw, or are more adversely affected than if you were to be an 'unnamed'.

Whenever your character dies, and is raised, they have a new truename or can decide to come back as an unnamed.

Having a truename also means you can access certain feats (ceremonial) which require having a truename.

If you choose to be an unnamed, you simply get a bonus feat at first level to do with as you please.

Character personality and background

The following are brief points that are explained afterwards:

1. All characters are to be made with my input and guidance.
2. Names of characters must be indicative of region and race.
3. Low charisma is ok; evil, destructive, disruptive personalities, however, are not.

1. This means that I require a back and forth discussion, usually through email, for as long as it takes in order to flesh out your character and for it to be integrated as thoroghly as possible into the setting. This means examining and discussing aspects of the character's personality, family, who trained him and where he was trained, why he's an adventurer, etc. and incorporating the various historical elements of the setting into that history. For instance, how old was he during the Greyhawk Wars and how did this affect him emotionally, mentally and physically? Did his family lose four brothers to the wars and was your character hidden away so that he wouldn't be forced into the militia? Did this result in him becoming a book-worm and thus learning about all sorts of tales and myths which he found a talent for relating to people and thus this was the spur to make him a bard?

Since I know the setting inside and out, it's pretty much required that I go through this process with you. Don't worry, it's not as agonizing, and nor does it take as long as you might think. I've generally pretty much finished these things within about five or six back and forth emails or a couple of discussions on MSN.

Once all this is determined, I can supply you with any reading material that I feel your character would know. Although it's not required that you read it, it would certainly help you better understand the character and his place in the campaign world.

2. Again, the second point I will help you with. This does not mean I will choose your characters name, however it does mean I reserve the right to not allow certain names if I feel it doesn't fit the region or race. A good for instance is choosing Bob for an elf of Celene.

3. And lastly, creating a character who regularly causes fights, and steals from people (especially party members), simply isn't constructive, nor is it conducive to the game's well-being. I don't mind you having a low-charisma character, or a thief character, however there are limits. A low-charisma character doesn't mean you have the right to disrupt everybody's enjoyment of the game by making it impossible for the party to act as a coherent unit. Your character must be able to fit into a group and be a part of that group, not a disturbance and disruption to it. The same goes for goodly types like paladins. If you think the character would not journey with the party if you roleplayed it properly, then make up another character with a more suitable personality. This is a game of co-operation, and as such the characters must be able to work together realistically. This does not mean inter-party strife is not allowed, in fact such can make for good roleplaying, however creating an assassin in a party of paladins is obviously going too far and will not be allowed.


EDITED: Consider this a work in progress that will keep changing until it's finished

AUGH stands for AU in GH. GH means GreyHawk.

My aim with these rules is to incorporate most of the AU rules into a Greyhawk game whilst still retaining the PHB classes. Part of that aim requires that things remain true to the setting, so that things like wizards casting healing spells and clerics casting fireballs, and litorians having major cities, are avoided. Setting coherency is a priority for this set of rules so any suggestions, whilst most welcome and encouraged, should keep that in mind.


Class Names and Origin

Magisters are called 'magi' and the singular is 'magus'. They originate from the Baklunish lands but the tradition has spread and become one of the most dominant types of arcane spell caster. This is most likely due to the survival of Baklunish magical traditions after the Twin Cataclysms whereas other traditions were lost or quashed or deemed inferior.

Greenbonds are known as 'shamans' or 'sibyls', depending on gender. The tradition of shamans is most prevalent in the northern flan and even some of the nomads to the northeast. They are often lonely figures who remain aloof from tribes and tribal politics as they see them as being a distraction from what is truly important; the protection and enhancement of life and the connection to the spiritworld.

Witches are known as 'warlocks' or 'witches' depending on gender. Witchery is a flan tradition which has grown up next to druidism as a respected lesser. Most often, witches and warlocks are those who dwell within or close to towns rather than in the wilderness and often take on the mantle of protector of such areas. They function as medicine men and lorekeepers for the community they attach themselves too.



Wizards are the suelish magic tradition. They seek out lost tomes of lore harkening back to the days when the Suel Imperium was at its height. The Silent Ones are believed to be the last true wizards on oerth, and all others are pale imitators seeking lost glories which will never be found.

Sorcerers are from oeridian stock and are looked down on even by their own people these days as the oerids have taken up the more 'superior' form of magic manipulation known as wizardry. Still, sorcerers from all cultures pop up now and then and those few who are recognized may manage to be trained by a sorcerer to learn how to control and increase their power. Otherwise, such people usually fall into the role of adepts and never truly learn of their potential.


All spells from PHB are replaced with those from AU with the exception of those listed as Exotic spells (Mordenkainen's Disjunction, Tasha's Uncontrollable Hideous Laughter, Bigby's Crushing Hand, Drawmij's Summons, etc.) and those that I have included by means of the simple, complex and exotic listings.

Magisters, mageblades, witches and runethanes no longer have access to positive or negative energy spells. Greenbonds gain access to all positive energy spells.

Arcane casters who want access to Negative or Positive Energy spells can do so by spending a feat (Negative/Positive Energy Caster) which gives access to one spell, whether simple, complex or exotic, much in the same way that the Unique Spell and Exotic Spell feats do.

All Item Creation feats from PHB are replaced with the Item Creation feats from AU.

All rules pertaining to spell slot use, ie. diminished, heightened, etc. can be used by all spell casters.



- Gain Familiarity with Magic at 5th-level.
- Can memorize, scribe, copy to a spellbook and create simple, complex and exotic spells without recourse to the feats Exotic Spell or Unique Spell.
- The wizards Bonus Feats list includes all feats required to gain access to templates, Blood as Power, Aid Spellcasting, Attune to Magic Item, Conjure Mastery, Modify Spell, Brandish Magical Might, Energy Mage, Mirror Sight and Tattoed Spell.
- Gains Lesser Aspect of Power at 10th-level.
- Gains Mind Over Matter at 12th-level
- Gains Greater Aspect of Power at 16th-level.
- Necromancers can utilize negative energy spells without recourse to the feat Negative Energy Caster.


- Gain Familiarity with Magic at 10th-level.
- Gain Eschew Materials at 1st-level.
- Can cast and choose to know simple spells.
- Gains Lesser Aspect of Power at 7th and 10th levels.
- Gains Greater Aspect of Power at 14th and 18th levels.
- Gains one spell template at 1st, 9th, and 17th levels.


- Clerics gain Familiarity with Magic at 10th-level.
- Clerics use modified (to AU) Domain Spell Lists to determine what spells are available to them. These are now essentially 'spheres'.
- All good clerics have access to all simple spells with the Positive Energy descriptor and all evil clerics have access to all simple spells with the Negative Energy Descriptor. Neutral clerics have access to all simple force spells.
- All clerics have access to the spell, 'Faith Healing'.
- The extra domain spell slot that a cleric gains can be chosen from the 'Domain' spell that is tied to each sphere, in each level. This bonus spell can be memorized in a normal spell slot. It simply reflects the nature of the domain more closely than any other spell and therefore can be memorized one extra time.


- Gain access to Familiarity with Magic at 12th-level.
- Can cast simple spells.
- Has access to simple positive and negative energy spells.


- Can cast simple spells specific to the war, good and law domains as listed for AU.
- Has access to simple positive energy spells.


- Can cast simple spells specific to the animal, plant and travel domains as listed for AU.
- Has access to simple positive or negative energy spells depending on alignment.


Most domain powers remain the same, however some grant access to spell templates (for spells within the domain only) as well. They are as follows:

Air (air template), Animal, Chaos (wild template), Death, Destruction, Earth (earth template), Evil (corrupted template), Fire (fire template), Good (blessed template), Healing (subdual template), Knowledge, Law (programmed template), Luck, Magic (eldritch template), Plant, Protection (sanctum template), Strength, Sun, Travel, Trickery, War (war template), Water (water template). Templates only apply to spells within the domain. Therefore someone with the Chaos and Death domain can only apply the wild template to spells within the Chaos domain.

Alignment domains are special in several ways. Firstly, the alignment spells within each alignment domain (those with an alignment descriptor) are cast as heightened with no associated spell slot increase. All spells within that domain (whether having an alignment descriptor or not) are cast as if they were one level higher, however this does not mean they can be cast as heightened or laden spells for free, they are simply cast as if the caster were one level higher.

The following lists are 'spheres' of which are attached the domain powers of the same name from the PHB. A cleric picks two of these and thereafter has access to all the spells in either list, freely chosen each day to fill slots as per normal. The 'domain' spell listed for each level can be chosen to fill a regular slot but only a domain spell can fill the domain slot.


0th: Sphere: Ghost Sound, Scent Bane, Seeker; Domain: Telekinesis (lesser).
1st: Sphere: Shock, Obscuring Mist, Predict Weather, Safe Fall, Scent Tracker; Domain: Wind Churn.
2nd: Sphere: Control Temperature, Scream, Levitate, Silent Sheath; Domain: Gusting Wind.
3rd: Sphere: Arrow Reflection, Attack from Within (electricity), Protection from Elements (electricity), Summon Minor Elemental (lesser, air only), Water Breathing; Domain: Flight.
4th: Sphere: Telekinesis (greater), Tongues; Domain: Elemental Trap (electricity).
5th: Sphere: Massive Blade; Domain: Summon Minor Elemental (greater, air only).
6th: Sphere: Wall of Sound; Domain: Shape Element (air).
7th: Sphere: Immunity (lesser, electricity), Summon Major Elemental (lesser, air only), Ride the Lightning; Domain: Control Weather.
8th: Sphere: Telekinetic Shield; Domain: Whirlwind.
9th: Sphere: Immunity (greater, electricity), Call Guardian (will'o'wisp); Domain: Summon Major Elemental (greater, air only).


0th: Sphere: Contact, Scent Bane, Sense Thoughts; Domain: Detect Creature.
1st: Sphere: Acrobatics, Precise Vision, Scent Tracker, Directed Charm (animals only); Domain: Conjure Energy Creature I.
2nd: Sphere: Ability Boost, Beastskin (lesser), Protective Charm, Subtle Steps, Read Mind (animals only); Domain: Conjure Energy Creature II.
3rd: Sphere: Spirit of Prowess, Flight, Water Breathing; Domain: Conjure Energy Creature III.
4th: Sphere: Locate Creature, Tongues (animals only), Telepathy (animals only); Domain: Conjure Energy Creature IV.
5th: Sphere: Dominate (lesser, animals only); Domain: Conjure Energy Creature V.
6th: Sphere: Ability Boost, Beastskin (greater), Blindsight, Call Guardian (lesser, animal only); Domain: Conjure Energy Creature VI.
7th: Sphere: Song of Paralysis (animals only); Domain: Conjure Energy Creature VII.
8th: Sphere: Dominate (greater, animals only), Primal Release; Domain: Conjure Energy Creature VIII.
9th: Sphere: Call Guardian (greater, animals only), Shapechange (animals only); Domain: Conjure Energy Creature IX.


0th: Sphere: Scent Bane, Sense Thoughts, Minor Illusion, Contact, Ghost Sound, Raiment; Domain: Disorient.
1st: Sphere: Cause Fear, Animate Weapon, Glamour, Illusury Object (lesser), Obscuring Mist, Veil of Darkness, Illusury Creature (lesser), Open Lock, Touch of Disruption, Water Roil, Wind Churn; Domain: Distraction.
2nd: Sphere: Shatter, Undetectable Alignment, Cloak of Darkness, Gusting Wind, Muddy Ground, Subtle Steps, Bypass Ward, Silent Sheath, Dazzlesphere, Sorcerous Guise; Domain: Align Weapon.
3rd: Sphere: Illusury Object (greater), Whisper of Madness, Arrow Reflection, Illusury Creature (greater), Invisibility, Suggestion; Domain: Unknown.
4th: Sphere: Stamina to Defense, Strength to Strike, Inner World, Modify Memory; Domain: Freedom of Movement.
5th: Sphere: Spell Resistance, Burst of Healing; Domain: Dispel Law.
6th: Sphere: Animate Objects, Teleport Other; Domain: Discorporate.
7th: Sphere: Curse of the Chaotic Mind, Spell Turning, Multiple Personalities; Domain: Word of Chaos.
8th: Sphere: Primal Release, Whirlwind; Domain: Cloak of Chaos.
9th: Sphere: Gate (to limbo); Domain: Shapechange.


0th: Sphere: Detect Disease, Detect Poison; Domain: Touch of Nausea.
1st: Sphere: Tears of Pain, Touch of Fear, Touch of Pain; Domain: Touch of Disruption.
2nd: Sphere: Destructive Grip, Gentle Repose; Domain: Advance Poison.
3rd: Sphere: Hand of Battle, Venomblade; Domain: Steal Health.
4th: Sphere: Gaze of Terror, Curse of Vengeance; Domain: Animate the Dead (lesser).
5th: Sphere: Enfeebled Mind, Drain Away Speed; Domain: Control Undead.
6th: Sphere: Bloodblade, Discorporate, Protect Soul, Rouse Undead Spirit; Domain: Animate the Dead (greater).
7th: Sphere: Incorporeal Form; Domain: Call Undead.
8th: Sphere: Wave of Death; Domain: Animate Undead Legion.
9th: Sphere: Trap the Soul; Domain: Consume Soul.


0th: Sphere: Bash, Rend*, Scent Bane; Domain: .
1st: Sphere: Tears of Pain, Touch of Disruption; Domain: .
2nd: Sphere: Blinding Light, Destructive Grip; Domain: .
3rd: Sphere: Sorcerous Blast, Blast of Castigation; Domain: .
4th: Sphere: ; Domain: .
5th: Sphere: ; Domain: .
6th: Sphere: ; Domain: .
7th: Sphere: ; Domain: .
8th: Sphere: ; Domain: .
9th: Sphere: ; Domain: .


0th: Sphere: Inflict Minor Wounds, Touch of Nausea; Domain: .
1st: Sphere: Curse Water, Cause Fear, Detect Good, Protection from Good, Tears of Pain, Touch of Fear, Veil of Darkness, Touch of Pain; Domain: .
2nd: Sphere: Darkness, Death Knell, Desecrate, Cloak of Darkness, Destructive Grip, Advance Poison; Domain: .
3rd: Sphere: Whisper of Madness, Steal Health, Venomblade; Domain: .
4th: Sphere: Animate the Dead (lesser), Gaze of Terror; Domain: .
5th: Sphere: Control Undead; Domain: .
6th: Sphere: Cursed Locale, Learn Truename, Animate the Dead (greater), Bloodblade; Domain: .
7th: Sphere: ; Domain: .
8th: Sphere: ; Domain: .
9th: Sphere: ; Domain: .


0th: Sphere: Detect Poison, Glowglobe (lesser), Hygiene, Door Warning; Domain: Saving Grace.
1st: Sphere: Detect Evil, Bless, Resistance, Safe Fall, Eldritch Armour; Domain: Protection from Evil.
2nd: Sphere: Consecrate, Blinding Light, Darkvision, Gentle Repose, Glowglobe (greater), See Invisibility, Mark Allies; Domain: Align Weapon.
3rd: Sphere: Prayer, Conjure Repast, Invisibility Prohibition, Magic Circle; Domain: Magic Circle against Evil.
4th: Sphere: Planar Ally (lesser), Discern Lies, Remove Curse, Tongues, Neutralize Poison; Domain: Dismissal.
5th: Sphere: Creation, Remove Malady, Restoration, Atonement, Hallow, Mark of Justice; Domain: Dispel Evil.
6th: Sphere: Planar Ally, Protect Soul, Banishment; Domain: Call Guardian (lesser).
7th: Sphere: Mental Protection, Extend Life, Feedback Strike; Domain: Holy Word.
8th: Sphere: Wave of Life, Call Outsider, Permanent Rest; Domain: Holy Aura.
9th: Sphere: Call Gaurdian (greater); Domain: Gate (to plane of good).


0th: Sphere: Purify Food & Drink, Virtue, Hygiene, Door Warning, ; Domain: Saving Grace.
1st: Sphere: Endure Elements, Entropic Shield, Hide from Undead, Protection from Chaos/Evil/Good/Law, Shield of Faith, Resistance, Safe Fall, Magic Armour, Eldritch Armour, Plant Armour; Domain: Sanctuary.
2nd: Sphere: Resist Energy, Shield Other, Status, Sealed Door, Mark Allies; Domain: Protective Charm.
3rd: Sphere: Magic Vestment, Magic Circle against Chaos/Evil/Good/Law, Protection from Elements, Arrow Reflection, Carnivourous Plant Defense, Magic Circle; Domain: Invisibility.
4th: Sphere: Death Ward, Protection from Energy, Spell Immunity; Domain: Resilient Sphere (lesser).
5th: Sphere: Spell Resistance, Gird the Warrior, Sealed Door; Domain: Defensive Field.
6th: Sphere: Antilife Shell, Beastskin, Protect Soul, Security, Energy Sheath; Domain: Resilient Sphere (greater).
7th: Sphere: Refuge, Repulsion, Mental Protection, Spell Turning, Feedback Strike; Domain: Immunity (lesser).
8th: Sphere: Anti Magic Shield, Telekinetic Shield; Domain: Spell Immunity (greater).
9th: Sphere: Temporal Stasis; Domain: Immunity (greater).


0th: Sphere: Guidance, Bash, Detect Creature; Domain: Seeker.
1st: Sphere: Creature Loresight, Doom, Bane, Touch of Pain, Truestrike; Domain: Scent Tracker.
2nd: Sphere: Zone of Truth, Align Weapon, Death Knell, Drain Away Speed (lesser); Domain: Location Loresight.
3rd: Sphere: Bestow Curse, Speak with Dead, Steal Health; Domain: Tracer.
4th: Sphere: Discern Lies, Chains of Vengeance, Locate Creature; Domain: Curse of Vengeance.
5th: Sphere: Atonement, Drain Away Speed (greater), Peer Through Matter; Domain: Mark of Justice.
6th: Sphere: Learn Truename, Bloodblade; Domain: Spell of Challenge.
7th: Sphere: Finger of Destruction; Domain: Feedback Strike.
8th: Sphere: Curse of Languishing Death; Domain: Discern Location.
9th: Sphere: Trap the Soul; Domain: Storm of Vengeance.


0th: Sphere: Appropriate Size, Virtue; Domain: Bash.
1st: Sphere: Reduce Weight, Resistance, Harden; Domain: Enlarge Person.
2nd: Sphere: Resist Energy, Ability Boost (lesser), Beastskin (lesser); Domain: Bull's Strength.
3rd: Sphere: Protection from Energy, Magic Vestment, Forcebeam; Domain: Hand of Battle.
4th: Sphere: Divine Power, Spell Immunity; Domain: Strength to Strike.
5th: Sphere: Gird the Warrior; Domain: Righteous Might.
6th: Sphere: Stoneskin, Ability Boost (greater), Beastskin (greater), Stimulate (strength only); Domain: Mass Bull's Strength.
7th: Sphere: Grasping Hand, Extend Life; Domain: Spirit of War.
8th: Sphere: Clenched Fist, Spell Immunity (greater); Domain: Primal Release.
9th: Sphere: Immortality; Domain: Crushing Hand.


0th: Sphere: Minor Illusion, Ghost Sound, Raiment, Prestidigitation; Domain: .
1st: Sphere: Change Self, Obscuring Mist, Silent Image, VentriloquismGlamour, Illusory Object (lesser), Veil of Darkness, Distraction, Illusory Creature (lesser); Domain: .
2nd: Sphere: ; Domain: .
3rd: Sphere: ; Domain: .
4th: Sphere: ; Domain: .
5th: Sphere: ; Domain: .
6th: Sphere: ; Domain: .
7th: Sphere: ; Domain: .
8th: Sphere: ; Domain: .
9th: Sphere: ; Domain: .


0th: Sphere: ; Domain: .
1st: Sphere: Cold Blast, Mudball, Obscuring Mist, Water Roil; Domain: .
2nd: Sphere: Ice Bolt, Boil, Muddy Ground, Destructive Grip; Domain: .
3rd: Sphere: Acid Pit, Attack from Within (acid), Protection from Elements (acid), Summon Minor Elemental (lesser, water), Water Breathing; Domain: .
4th: Sphere: Elemental Trap, Wall of Ice; Domain: .
5th: Sphere: Summon Minor Elemental (greater, water); Domain: .
6th: Sphere: Shape Element (water), Freeze, Freezing Claw; Domain: .
7th: Sphere: Summon Major Elemental (lesser, water), Caustic Burst; Domain: .
8th: Sphere: Mass Devastation (acid); Domain: .
9th: Sphere: Summon Major Elemental (greater, water); Domain: .


Ceremonial and Talent feats are used as per AU rules for all classes and characters.


Mar 19, 2004 20:47:23
The only major rule I use are either Background or Ancestor Feats depending on which campaign setting I am playing in.

Since this is a GH board - I will focus on Background Feats.

Each character gets a single background feat in addition to all their other feats. These are only available at first level.

So humans get 3 feats at 1st level - 2 normal +1 background
Demihumans get 2 feats at 1st level - 1 normal +1 background

I make up the background feats for each campaign. But ingeneral they are things like:

From the Gutter
Mysterious Heritage

I admit that many of them come from the Polyhedron Article on SpellJammer.

Some of them have requirements. Like when I did my dwarven campaign - the Noble Feat required the dwarf to be proficent with some kind of sword, and also required them to have 25gp worth signet stamp of some kind.

I am ordering Unearthed Arcana and for my new and improved Greyhawk campaign (which will be online) - I will be incorperating some of these rules into it.

Best Regards,

GM Steve


Mar 19, 2004 22:22:12
My house rules are as follows.

1. I use second edition rules tweak by myself!

2. A background of your character, it doesn't have to be lengthly but it does need to be done.

3. Player character races= Human (all), Elves (Grugach & Valley these are the only elf subraces on my Oerth), Dwarves (Mountain & Hill, Duegar with some exceptions maybe but Derro are an NPC race), Trolls (As per my trolls of Oerth article on, Goblins or Hobgoblins, Gnomes, Halflings, Half-elven, Half-orc, Trollborn(half-troll), or Centaur.

4. There is a limit on the number of non-human pc's in a group, human's must make up at least half or more of a party's group. Plus only one non-human type in a group. So if someone wants to play an elf that means no other elves or halfelves will be allowed in the group but you can still have one of the other non-human races present.

5. Roll 4d6 drop the lowest die straight down. Only if your character doesn't qualify for a class are you considered to have rolled an unplayable character.

6. Clerics get bonus spells for charisma, not wisdom but wisdom is still a requirement of this class. Wizards need at least a 15 Int in order to cast spells. Bards also need this requirement but never get access to magic beyond 3rd level and then they are limited to illusion and charm schools of magic only. Paladins never receive spells, Rangers do get spells but never past 1st level,a ranger with an int of 12 or higher may learn a waizard spell which relates to nature such as find familar, affect normal fires, feather fall, light, mount, Spider climb, or Wall of fog. Any other 1st level spell must meet my approval. A ranger may learn one of these spells with an additional permitted for every two points of int over 12. Int 12 (1), Int 14 (2), Int 16 (3), & Int 18 (4). This same rule apply's wis for a ranger when related to his cleric type spells which are limited to the animal, plant, and travel spheres.

7. In my game I use a silver piece standard as opposed to the gold piece standard. Metals such as gold and platnium are extremely in rare usage. Silver replaces gold when referring to the costs of weapons and armor and many other forms of equipment. Commoners ars happy just to find a few coppers in their possession while merchants and artisans tend to be able to aquire silver in some quantities and nobles have silver in abundance and gold is often something found only amongst members of higher nobility.

8. Magic is not accepted by most people on Oerth! Some reigions or states may be more accepting than others but magic by far is not widely accepted and in some places even ecclesiastical is suspect in some areas, but less prone to outright opposition by the general populace.

9. Max hitpoints at first level, a natural 20 is only a critical if it is at least 5 points above what you need to hit a creature but always deals double damage unless you need a 20 to hit the creature. If you roll max damage on a die you can roll it again to inflict extra damage if you scored a critical hit.

10. Role playing is the most important thing in my game. As any knuckle head can roll dice well. It's how you develop your character and progress the story line that matters, especially if you hampen your characters progress because that is the decision he would make even if you wouldn't make that decision for yourself.

11. Resurrection is a very difficult thing to have done only priest of a death god have any chance of raising a fallen character and the costs are not only economically expensive but those who wish to raise a fallen comrade must provide a suitable sacrifice to take thier fallen comrades place. So if a paladin has been slain then a person of equal wholesomeness or innocence is needed to replace the paladin in the afterlife. This is not open knowledge as most adventurers who have taken this route often don't know what these people are requested for until it is too late. Yes this works both ways if an evil dictator is slain then a person or persons of equal corruptiveness must take his place in the afterlife. So as you can see death never gets cheated!

12. If your character dies and I feel you have roleplayed your deceased character well you will gain some undisclosed benefits to the creation of your new character.

13. Just as combat causes fatigue so does casting magic the level of the caster and the level of the spell determines the amount of fatigue your character suffers from. i found this helps keep characters from over using there spells as some things can be overcome with intellect instead of solving everything with magic.

14. Any magic item which is created as a permanent magical item uses 1 permanent point of constitution of the mage or cleric who created it, plus there is no way for this point of constitution to be regained unless the permanent magical item is destroyed. Potions and scrolls are not considered permanent items and therefore do not harm a wizard or clerical character in anyway.

I have many more but since many people in here are not in my campaign this is sufficient enough!


Mar 21, 2004 0:08:31
12. Rangers can use their virtual feats with double weapons.
13. Red Avenger, Drunken Master, and Ninja of the Crescent Moon are used as Monk Prestige classes akin to the Shintao Monk, Henshin Mystic, and Tattooed Monk.