SPELLJAMMER HOUSERULES

31.03.2000






Charactercreation


Roll 4d6 and keep the best 3 dice. Major NPCs may roll 5 dice and keep 3, Legendary NPCs may roll 5 dice, keep the best 3 and increase that value by 2.

After you determined five numbers with the above procedure, you may assign one number to each of these characteristics: Strength, dexterity, intelligence, wisdom, constitution. Charisma is rolled separately and may not be exchanged by a lower value. However you may replace charisma with one of the other characteristics, provided the ability in question has got a higher value than the current charisma.

If you have not got a stat with a value of 18, you may upgrade one of your 13+ stats to 18, however, you must also reduce one 7+ stat to the value of 6.


General Rules



Magic Rules



Rogues



Paladins



Warriors



Rangers



Bards



Deception Magic


Deception Magic spellprogression:

Characterlevel SL 1 SL 2 SL 3 SL 4
1        
2 1      
3 2      
4 2 1    
5 2 2    
6 3 2    
7 3 2 1  
8 3 3 1  
9 3 3 2  
10 3 3 3  
11 4 3 3  
12 4 3 3 1
13 4 3 3 2
14 4 4 3 2
15 4 4 3 3
16 4 4 4 3
17 4 4 4 4
18 5 4 4 4
19 5 5 4 4
20 5 5 5 4

Level 1: Change self, cantrip, Tenser's floating disk, charm person, detect magic, grease, spider climb, jump, taunt, ventriloquism.

Level 2: Alter self, blur, darkness 15' radius, detect invisibility, invisibility, knock, levitate, mirror image, ropetrick, deeppockets.

Level 3: Blink, feign death, fly, haste, infravision, slow, suggestion, water breathing, wraithform, item.

Level 4: Charm monster, confusion, detect scrying, dimension door.


War Magic


War Magic spellprogression:

Characterlevel SL 1 SL 2 SL 3 SL 4
1        
2 1      
3 2      
4 2 1    
5 2 2    
6 3 2    
7 3 2 1  
8 3 3 1  
9 3 3 2  
10 3 3 3  
11 4 3 3  
12 4 3 3 1
13 4 3 3 2
14 4 4 3 2
15 4 4 3 3
16 4 4 4 3
17 4 4 4 4
18 5 4 4 4
19 5 5 4 4
20 5 5 5 4

Level 1: Enlarge, feather fall, gaze reflection, light, mount, initiative (lasts d4 + 2 rounds, the weapon's speed factor is reduced to 0).

Level 2: Detect evil, detect invisibility, glitterdust, strength, Melf's acid arrow, enhance weapon (The weapon inflicts maximum damage on the next hit, but there is a 5% chance that the weapon is going to break).

Level 3: Haste, hold undead, infravision, phantom steed, protection from evil, protection from missiles.

Level 4: Detect scrying, enchanted weapon, freeaction (priest), cure serious wounds (priest).


Song Magic


Bard's receive a special song for each level, which can be used once a day. The exact specifics have not been worked out yet.




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