Sunday, November 8, 2020

Bounty of Magic House Rules


         A potion is a magic liquid that produces its effect when imbibed. Potions vary incredibly in appearance. Magic oils are similar to potions, except that oils are applied externally rather than imbibed. A potion or oil can be used only once. It can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute and targets one or more creatures or objects.

Activation: Drinking a potion or applying an oil requires no special skill. The user merely removes the stopper and swallows the potion or smears on the oil. The following rules govern potion and oil use.

Drinking a potion or using an oil is a MOVE action. The potion or oil takes effect immediately. Using a potion or oil provokes attacks of opportunity. An enemy may direct an attack of opportunity against the potion or oil container rather than against the character. A successful attack of this sort can destroy the container, preventing the character from drinking the potion or applying the oil.

A character can carefully administer a potion to an unconscious creature as a STANDARD action, trickling the liquid down the creature’s throat.  It takes a full-round action to apply an oil to an unconscious creature.  In order to be made into a potion or oil, a spell must meet all of the following criteria.

·         It must be a spell of 3rd level or lower.

·         It must have a casting time of less than 1 minute.

·         It must target one or more creatures or objects.

·        It must not have a range of personal. 

      Two  is the maximum number of potions that can be consumed in a round regardless of shenanigans, mythic or otherwise.


Athletics
(Strenght or Dex players choice): Replaces Swim/Climb

All Players start with Toughness

       Max Hit Points 1st three levels as well as every level that you gain a character point (4th, 8th, 12th, 16th, and 20th).   

      There are NO ATTACKS OF OPPORTUNITY

      Meta Magic Components (Unearthed Arcana 3.5) : A number of items can be utilized and converted into meta magic components that are consumed in the casting of a spell but apply a meta magic feat to the cast spell. Players with the Craft Wondrous Items Feat can create meta magic components.  It is rumored that some great casters can create these components on the fly utilizing minor magic items that are likewise consumed in casting. 

      Masterwork Spell Components: These components allow for more personal flair and manipulations of spells, operating almost on preferred factory settings.  

 


       Short Rest  (Source: D&D 5e) A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. A character can spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll.

 

 Long Rest (Source: D&D 5e)  A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity—the characters must begin the rest again to gain any benefit from it. At the end of a long rest, a character regains all lost hit points. The character also regains spent short rest Hit Dice, up to a number of dice equal to half of the character’s total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest. A character can’t benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits. A Long Rest restores 1 Wound Point + Constitution Modifier.

          Crtical hits, besides providing your weapons critical hit modifier to damage, will also provide advantage on your next attack.  Critical Misses will provide disadvantage on your next attack plus the evil creativity of the GM.   Note If you are descriptive with all your attacks it will help you describe the critical hits when they occur. It’s ok to develop a style and even be repetitive, “short stab from the left while positioning for flank”. 

Five Foot Step is changed to your Natural Step.  Your Natural Step is equal to your normal reach without any magical enhancement. This change is primarily for the benefit of larger creatures who have a natural reach of 10 feet or greater, this allows them to take a “step” equal to their size.  Magical changes in size do NOT affect your five-foot step.  In hopes of removing all doubt, if the creature or player doesn’t live their regular lives at a larger size it isn’t considered their “natural size” and they cannot take advantage of the greater step.

Passive Perception and Luck are: +1 Level 1 to 5, +2 Level 6 to 10, +3 Level 11 to 15, +4 Level 16 to 20. Use your other skills to get better Perception/Notice.Heal Skill (*Modified) 


1.     Short Rest  (Source: D&D 5e) A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. A character can spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. 

      Long Rest (Source: D&D 5e)  A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity—the characters must begin the rest again to gain any benefit from it. At the end of a long rest, a character regains all lost hit points. The character also regains spent short rest Hit Dice, up to a number of dice equal to half of the character’s total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest. A character can’t benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.

 Advantage and Disadvantage: Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17. 

If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don't roll more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20.  If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.

I run the game with the philosophy of fool the character not the player and I would ask the same of you, fool the NPC’s not me.  I encourage you to keep not only me but your fellow players in the loop of your plans and ideas.   You can keep secrets from your other characters, but please don’t keep them from the other players. There is leeway here, obviously during the moment you may not want to reveal something but try to keep the other players in on the fun at some point. 

Era’s of Time in the Campaign not only reflect storyline differences but often different rules sets of the game.   Current scholars identify the ages as:

Antiquity (AD&D) Pre earth, pocket demi planes. The City (25,000 to 50,000 years ago)

Creation (3.0, some 3.5) The Evening Isles ,The birth of earth, expansion (5,000 to 10,000 years ago)

Draconic (3.5, Pathfinder) The Current Era (began about three hundred years ago)

Body Slots not only limit the number of magic items that you can have but also the number of spells that can be on an individual.  Any spell of duration greater than instantaneous takes up an empty body slot on the person it is cast upon.  Detrimental spells like curse or a prayer that works against you also take up body slots.  If body slots are full the detrimental effect takes over the lowest level spell filling a body slot.  If all body slots are full from magic items, the magic item effect is suppressed for the duration of the detrimental spell.  The affected player chooses which magic item is suppressed.  This rule has very little impact at low levels.

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