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hub:houserules [2023/04/03 00:56] – [Falling] dochub:houserules [2023/12/11 20:59] (current) – [Use Magic Device] doc
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 Bob would like to hide behind Al, shooting spells from behind his heavily armored ally. Bob may elect to reduce his initiative score to 2 and act immediately after Al for the remainder of the combat. Bob would like to hide behind Al, shooting spells from behind his heavily armored ally. Bob may elect to reduce his initiative score to 2 and act immediately after Al for the remainder of the combat.
  
-The same can be done if Al rolled 20 and Bob rolled a 2: Bob can pass this turn to act on 22 next round; and then drop from there to 20 in order to act immediately after Al.+The same can be done if Al rolled 20 and Bob rolled a 2: Bob can drop from this round's 2 to //next round's// 20, and act after Al on that round and moving forward.
  
 ====Loading==== ====Loading====
 //Source: PHB P. 147// //Source: PHB P. 147//
 >Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. >Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
 +
 +=====Spells=====
 +====Lost Arcana====
 +Occasionally an adventurer may find a spell scroll detailing a spell that is not in their source book (these will be marked Lost Arcana.) These scrolls will list their applicable classes.
 +
 +Any character of a listed class may learn these spells in the manner they normally learn spells;
 +  * A Wizard may copy the spell into their spellbook.
 +  * An Artificer, Cleric, Druid, or Paladin in possession of Lost Arcana may add it to their list immediately.
 +  * A Bard, Ranger, Sorcerer or Warlock in possession of Lost Arcana may drop a spell from their list and substitute this spell, or may add this spell while leveling up.
 +
 +=====Conditions and Immunities=====
 +====Poison, Poisoned, Resistant, Immune, Natural and Magical====
 +Some abilities grant resistance or immunity to Poison (damage type) and/or Poisoned (Condition).
 +
 +To simplify certain decisions: Anyone with resistance or immunity to either the damage type or the condition has resistance or immunity to both the damage type and the condition, whether the ability granting it says so or not.
 +
 +Resistance to Poison applies to saves made vs adverse effects of drugs.
 +
 +Natural immunity to Poison also grants protection to the intoxicating effects of most drugs. A creature with natural immunity to Poison may still make saves against poison or the adverse effects of drugs normally, but rather than suffering the ill effects on a failure, they become Drunk if they would normally become Poisoned, or experience a mild recreational version of the normal effect otherwise.
 +
 +Magical immunity to poison does not interfere with recreational drug use, except that a creature with this immunity can dismiss the Drunk status or any status gained from substance use at will.
 =====Items===== =====Items=====
 ====Masterworks==== ====Masterworks====
 Like older editions, a +1 non-magical item may be produced by non-magical means. Any capable craftsperson regardless of magic ability may produce a masterwork. Beating a mundane item's craft DC by 10 or more always produces a masterwork. Like older editions, a +1 non-magical item may be produced by non-magical means. Any capable craftsperson regardless of magic ability may produce a masterwork. Beating a mundane item's craft DC by 10 or more always produces a masterwork.
  
-Masterwork armor has +1 AC over its standard counterpart, and masterwork weapons have a +1 bonus to hit. Neither is treated as magical.+Masterwork armor has +1 AC over its standard counterpart, and masterwork weapons and tools have a +1 bonus to use. Neither is treated as magical.
  
 ====Monster Parts==== ====Monster Parts====
 Monsters with magical properties sometimes retain some of those properties in death. Upon defeating a monster, one can make a nature check (DC10 + monster's CR) to harvest relevant parts and retain some of that monster's magical properties. Monsters with magical properties sometimes retain some of those properties in death. Upon defeating a monster, one can make a nature check (DC10 + monster's CR) to harvest relevant parts and retain some of that monster's magical properties.
  
-The DM will decide what an individual monster has to offer and how much.+The DM will decide what an individual monster has to offer and how much. In general, a Medium monster will have a quarter of what you'd need to craft an item. A Large monster may have one complete unit of parts.
  
 Beating the check by 10 or more produces twice as many usable units of monster parts. Beating the check by 10 or more produces twice as many usable units of monster parts.
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 The prices of this kind of workmanship depend heavily on the quality of materials and the skills available, and will come down do DM discretion.  The prices of this kind of workmanship depend heavily on the quality of materials and the skills available, and will come down do DM discretion. 
  
 +
 +====Scroll Scribing====
 +Characters with the Arcana skill can create spell scrolls out of spells they know, and can even collaborate on spells above their level provided they are supervised by at least one person who knows it.
 +
 +On the first day of creating a spell scroll, materials are consumed. Any material components of the spell (whether they are normally consumed or not) as well as a spellcasting focus worth 5gp must be offered in order to begin.
 +
 +The runes of spell scrolls must be inscribed with gold-imbued magical ink. Anyone with the Arcana skill can create this ink from gold and mundane ink as part of the scroll scribing process.
 +
 +The total cost of this ink is equal to the spell's level to the power of 4, and the time to create the scroll is equal to the level squared. Cantrips are treated as level 1.
 +
 +^Spell Level ^ Cost ^ Work Days ^
 +| 1 | 1gp | 1 |
 +| 2 | 8gp | 4 |
 +| 3 | 81gp | 9 |
 +| 4 | 256gp | 16 |
 +| 5 | 625gp | 25 |
 +| 10 | 10,000gp | 100 |
 +| 20 | 160,000gp | 400 |
 +
 +High-level spell scrolls are rarely crafted alone. When working with assistants, each assistant reduces the work time according to their own spellcasting ability. Divide the spell's level by the assistant's highest available spell level to determine how many days an assistant must work in order to achieve onw complete workday.
 +
 +For example: when crafting 4th level spells, 16 days must be worked. An assistant capable of 1st level spells could contribute one workday in four days of assistance. An assistant with a second level slot could work twice as fast, and contribute one day for every two days.
 +
 +32 casters with level 2 slots could create a 4th level scroll in one day, under proper supervision.
 +
 +====Spell Scrolls====
 +Anyone trained in Arcana or with the Use Magic Device feature may attempt to cast the spell stored in a spell scroll. Casting this way ignores material components, but other requirements (verbal, somatic, casting time) are as normal.
 +
 +If the spell is on your class list and of a level you could cast, no roll is necessary.
 +
 +If the spell is of a level you can't cast normally or not on your class list, you must make an Arcana check with DC 10+ the spell's level in order to cast the spell.
 +
 +Whether the spell succeeds or fails, the scroll is consumed.
 =====Feats and Features===== =====Feats and Features=====
 ====Gunner==== ====Gunner====
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 When you cast an Evocation spell that affects other Creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. **Until your next turn** the chosen Creatures automatically succeed on their Saving Throws against the spell, and they take no damage if they would normally take half damage on a successful save. When you cast an Evocation spell that affects other Creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. **Until your next turn** the chosen Creatures automatically succeed on their Saving Throws against the spell, and they take no damage if they would normally take half damage on a successful save.
  
 +====Use Magic Device====
 +//Source: Players' Handbook//
 +
 +You have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.
 +
 +**If using the device requires a check, you may choose to make a Charisma check and use the result -15 as your modifier rather than roll normally.**
  
 +For example: When using a 5th level Spell Scroll, you would need to make a DC15 Arcana check. A character with +5 Charisma and +0 Intelligence could roll a 20 on this Charisma check and then make the arcana check with a +10 modifier.
 =====Misc===== =====Misc=====
 ====Falling==== ====Falling====
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 |Banished from the deck of the same sailing ship? | Yes.  | |Banished from the deck of the same sailing ship? | Yes.  |
 |Banished from the deck of another ship moving at the same speed as the ship I am on? | No. Two separate objects cannot form one reference space. Use world space. | |Banished from the deck of another ship moving at the same speed as the ship I am on? | No. Two separate objects cannot form one reference space. Use world space. |
 +====Reasonable Suggestions====
 +
 +Spells such as "Suggestion" call for judgement calls on what a creature considers "reasonable".
 +
 +>You suggest a course of activity (...) and magically influence a creature you can see within range that can hear and understand you. (...) The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
 +
 +When casting a spell such as this, the caster is assumed to know its limits. Therefore if a suggestion is proposed that simply wouldn't ever work such as "chop off your own head," the DM should allow the player to make a different suggestion.
 +
 +When deciding what might be "reasonable," consider the following:
 +  * Is it possible?
 +  * Without the aid of magic, might this person take this action on their own?
 +  * Would they take this action if their boss or best friend suggested it?
 +
 +^Suggested Suggestions for Suggestible Strangers^^
 +| Enemy Soldier | "Your uniform is out of regulation. Go home and change your boots."|
 +| Merchant | "I could buy any number of these in the next town over for half this price. Sell them to me for 25% off."|
 +| Tight-lipped Barkeep | "I'm just trying to find Barton the Stabber so I can return his coinpurse. Tell me where he went." |
  
 ====Training==== ====Training====