House Rules



At 1st level a divine caster must choose to follow a specific Pantheon of Gods. Upon reaching the ability to cast 3rd level spells a divine caster must choose to worship a specific deity.


Magic Spells

The only generally ‘known’ spells are those in the D&D 3.5 Player’s Handbook. As the campaign progresses, and as you adventure, you may learn new spells from other sources. You may also be doing research. This research is represented in the fact that you can choose 1 spell every other level from any WotC book (with approval from the GM) to add to your spell list.

If you wish a spell from outside the PHB, out from outside the research method listed above, your PC will need to personally 'research' the spell. A spellcaster of any kind can create a new spell. The research to do this requires access to a well-stocked library (like the one Library of Alexandria). Research requires an expenditure of 1,000 gp per week and takes one week per level of the spell. This money goes into fees, consultants, material component experimentation, and other miscellaneous expenditures. At the end of that time, the character makes a spellcraft check (DC 10+ level of the spell). If the roll succeeds, the character learns the new spell if the research produced a viable spell (i.e., if I approve it). If the roll fails, the character must go through the research process again if they wish to keep trying.

Exceptions: Seeing the spell cast (not quickened), recognizing it & noticing the movement’s, etc (a successful spellcraft check, DC 20 + level of the spell) would reduce this cost by 25%. Finding a scroll of said spell will cut this time/cost by 50%. These modifiers stack (add cost reduction together before reducing cost).

Example: Reaving Dispel (SpC): 9th level spell. Researching this spell would normally take 9 weeks and 9000 gp's to research. If you saw this cast the time/cost would be 6.75 weeks/6750 gp's. If you found a scroll it would be 4.5 weeks and 4500 gp's. If you had both done the time would be 2.25 weeks and would cost 2,250 gp's to research.


Magic Items

The following magic items are Rare, which means that a single PC may only have one of said item.

  • All extradimensional storage spaces – ie bags of holding, heward's handy haversacks, quiver's of elhonna, etc. (Example, a PC could have one of each of the three different bags of holding, but not tow of the same type of bag)
  • All items that allow the storage or recover of spells or abilitie, like pearls of power, spell storing items, etc (Example, you can have 1 pearl of power 1, and 1 pearl of power 2, but not 2 pearls of power 1.)
  • All items with daily use limits (belt of healing, boots of speed, etc)

Items from before the cataclysm can not be 'upgraded'. This shouldn't be an issue as most items from that time are recognizable as such.


Cursed Magic Items

Upon the creation of a magic item the magic that is bound to the item being enhance may go awry. When this happens the item has become cursed. Curses can not be noticed with a simple identify spell or similar magics, although analyze dweomer can detect them. 

Any straight 'plussed' item is safe from curses, as are items created before the cataclysm.

House Rules

The Ancient Lands Naloomi