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Rule Variations

Intoxication Saves

Feat Variants

Item Creation Rules

Lycanthropy Elaboration

Path Magic

Racial Weapon Familiarity

 

Intoxication Saves

When a character drinks an alcoholic beverage, he is basically poisoning himself with a weak Dexterity/Wisdom-affecting poison. For every drink that the character imbibes he must make a Fortitude saving throw with the DC depending on the type of beverage. If he fails the save, he takes an amount of temporary Dexterity/Wisdom damage that also depends on the type of drink.

Unlike most ability damage, ability damage from drinking returns at the rate of 1 Dexterity and 1 Wisdom point per hour. However, the ability loss from drinking effects you in two non-standard ways.   

Anytime a character lowers his Wisdom to half its normal score, he must make a Fortitude save (DC 15) in the morning. If he makes the save, his Dexterity and Wisdom are returned to normal and there is no lasting effect of his drinking binge. If he misses this save he is hung over (fatigued). The character remains fatigued until he rests for a number of hours equal to ½ x amount of Wisdom loss from drinking or uses an appropriate antidote (poison antidote, neutralize poison spell, or hair of the dog may give you a second Fort save, up to the DM). 

If the character lowers his Dexterity or Wisdom to 0, he passes out unconscious and will not wake up for 1d8 hours. 

 

Beverage

Fort Save DC

Dex/Wis Loss

Ale, Beer 5 1d4
Mead 7 1d4
Wine 10 1d4
Liquors* 15 1d4
Grain Alcohol 20 1d4
Look here for Arrea specific drinks

* Liquors for this purpose are your standard gin, rum, tequila, vodka, and whiskey.    

 

Feat Variants

There are a few feats that we deal with differently than the way they are handled normally. See below.

Dodge: We don't feel it is necessary to have Dodge only apply to one adversary. It is just easier to deal with when you just add it to your AC at all times.

Skill Focus: We increased the bonus afforded by Skill Focus to +3. We figure that since you can get a +2 in two skills by taking certain feats (Alertness, some of the Forgotten Realms feats).

Item Creation Rules 

Minor Items: A character needs only the proper feats and prerequisites to create minor magic items by the standard rules with no limitations.

Medium Items: The creation of magic items of medium power is more difficult. In addition to the necessary feat, the character must research the formula of creation and the gathering of specific ingredients or reagents. The specific reagents necessary to create an item are to be determined by the DM. Generally, depending on the individual formula, a medium items needs 1-3 minor reagents and one major reagent.

Major Items: The creation of a major magic item is even more difficult. The creation procedure is the same as with a medium item, but the reagents necessary are far more numerous and difficult to gather. A formula for a major item needs 3-5 minor reagents and 2-4 major reagents.

 

Reagents: A minor reagent is an inanimate object such as a plant or mineral, sometimes they can be bought at a well-stocked alchemist or apothecary, but other minor reagents are rare enough to have to be found in the wilds. Examples of minor reagents include herbs and berries; such as belladonna, nightshade, and mistletoe, metals; such as mithral or adamantine, or gems.

Major reagents, on the other hand, are generally symbolic parts of a creature; such as blood of a giant, wings of a giant wasp, feather of a roc, or blood from an efreeti.            

Lycanthropy Elaboration 

On the first full moon after the character contracts lycanthropy the beast is impossible to control. After the initial rampage, follow the rules under the special section of the Control Shape skill (Monster Manual, page 218).

Whenever a lycanthrope changes involuntarily because of the full moon, it goes into a rage and doesn’t return to normal form until sunrise. If the involuntary change is because of injury, the change back to normal doesn’t come until (1d4 rounds) after the threat to his life is gone.

If a lycanthrope has changed into either his hybrid or animal form voluntarily, he is still subject to involuntary change due to injury. However, instead of involuntary change, the character loses control of his self and the rage takes over. Usually, this works to the characters advantage, because the enraged werebeast will destroy person or creature that inflicted the injury. However, the rage continues for 1d4 rounds after the threat has been destroyed.   

Path Magic 

Some gifted spellcasters learn their spells through a process known as path magic. Path magic is a fluid way of learning magic that is only open to arcane spellcasters that cast their spells without preparation (Bards and sorcerers of the core classes). The Path Magic feat is necessary for path magic.

A spellcaster that studies path magic can learn a spell on a particular path and as new spells along the same path become available the original spell becomes the new spell and the character can pick a new spell of the original spell’s level.

For example, Korlin the sorcerer uses path magic. At 4th level, Korlin gets a 2nd-level spell and chooses invisibility. When he reaches 6th level, he gets a 3rd-level spell slot and wants to continue following the Path of Invisibility so he chooses invisibility sphere. When he chooses invisibility sphere, he can decide if he wants to lose the ability to cast invisibility and choose a different 2nd-level spell or keep invisibility.

If there is more than one spell of a particular spell level in a path, you choose one of the two spells to continue the path.

However, if a path magician wants to gain the benefit of path magic he must follow the complete path. For example, if Korlin decides that he doesn’t want to learn invisibility sphere then he can’t learn improved invisibility (when he reaches 8th level) and learn a different spell to take the place of invisibility. He broke the path.         

The following is a list of magical paths: 

Binding path: (5th) lesser planar binding; (6th) planar binding; (8th) greater planar binding; (9th) imprisonment.

Bright path: (0) dancing lights, light; (1st) ray of light; (2nd) continual flame, daylight; (4th) solar radiance; (8th) sunburst.

Chameleon path: (1st) change self; (5th) seeming; (6th) veil.

Charming path: (1st) charm person; (4th) charm monster; (8th) mass charm.

Dispelling path: (3rd) dispel magic; (6th) antimagic field, greater dispelling; (9th) disjunction*.

Earthen path: (5th) stone shape, wall of stone; (6th) move earth;

Electric path: (1st) shocking grasp; (3rd) lightning bolt; (6th) chain lightning.

Ethereal path: (3rd) blink; (7th) ethereal jaunt, improved blink; (8th) etherealness.

False path: (1st) magical aura*, undetectable aura*; (2nd) trap*, misdirection; (3rd) nondetection; (5th) false vision; (6th) mislead; (7th) sequester; (8th) screen.  

Fiery path: (1st) burning hands; (2nd) flaming sphere; (3rd) fireball, flame arrow; (4th) fire shield, wall of fire; (7th) delayed blast fireball; (9th) meteor swarm.

Hand path: (1st) feeling fingers*; (2nd) dexterous digits*, silencing hand*;  (3rd) pugnacious pugilist*; (4th) battering gauntlet*, construction crew*; (5th) fantastic fencers*, interposing hand*, strangling grip*; (6th) forceful hand*; (7th) grasping hand*; (8th) clenched fist*; (9th) crushing hand*.  

Illusory path: (1st) silent image; (2nd) minor image; (3rd) major image; (4th) hallucinatory terrain, illusory wall; (5th) mirage arcane, persistent image; (6th) permanent image, programmed image.

Misty path: (1st) obscuring mist; (2nd) fog cloud; (3rd) stinking cloud; (4th) solid fog; (5th) cloudkill; (6th) acid fog; (7th) incendiary cloud.

Path of Compulsion: (1st) hypnotism; (3rd) suggestion; (4th) lesser geas; (5th) dominate person; (6th) geas, mass suggestion, quest; (9th) dominate monster.

Path of Creation: (4th) minor creation; (5th) fabricate, major creation.

Path of Death: (1st) ray of enfeeblement; (4th) enervation; (6th) circle of death; (7th) finger of death; (9th) energy drain, wail of the banshee.

Path of Dismissal: (5th) dismissal; (7th) banishment.

Path of Distortion: (2nd) blur; (3rd) displacement.

Path of Elemental Protection: (1st) endure elements; (2nd) resist elements; (3rd) protection from elements.

Path of Far Sight: (3rd) clairaudience/clairvoyance; (4th) arcane eye, scrying; (5th) prying eyes, (7th) greater scrying.

Path of Flight: (1st) feather fall; (2nd) levitate; (3rd) fly

Path of Force: (1st) floating disk*; (4th) resilient sphere*; (5th) wall of force; (7th) forcecage; (8th) telekinetic sphere*.

Path of Haste: (1st) expeditious retreat; (3rd) haste; (6th) mass haste; (9th) time stop.

Path of Insanity: (0) daze; (4th) confusion; (5th) feeblemind; (8th) insanity.

Path of Many Shapes: (2nd) alter self; (4th) polymorph other, polymorph self; (8th) polymorph any object; (9th) shapechange.

Path of Passages: (1st) hold portal; (2nd) knock; (5th) passwall; (7th) phase door

Path of Terror: (1st) cause fear; (2nd) scare; (4th) fear, phantasmal killer; (9th) weird.

Path of the Black Touch: (1st) chill touch; (2nd) ghoul touch; (3rd) vampiric touch.

Path of the Eye: (2nd) darkvision, see invisibility; (3rd) arcane sight; (6th) true seeing.

Path of the Mind: (2nd) detect thoughts; (4th) emotion; (5th) telepathic bond*; (6th) lucubration*; (8th) mind blank; (9th) foresight.

Path of the Puppet: (1st) sleep; (2nd) hypnotic pattern, uncontrollable laughter*; (3rd) hold person; (4th) rainbow pattern; (5th) hold monster; (8th) irresistible dance*.

Prismatic path: (1st) color spray; (2nd) hypnotic pattern; (4th) rainbow pattern; (7th) prismatic spray; (8th) prismatic wall; (9th) prismatic sphere.

Scholar’s path: (1st) comprehend languages, identify; (2nd) understand item; (3rd) tongues; (6th) analyze dweomer, legend lore; (7th) vision.

Shadow path: (4th) shadow conjuration; (5th) greater shadow conjuration, shadow evocation; (6th) greater shadow evocation, shades; (7th) simulacrum.

Searching path: (0) detect magic; (1st) detect secret doors; (2nd) locate object; (4th) detect scrying, locate creature; (6th) true seeing; (8th) discern location.

Sheltered path: (3rd) tiny hut*; (4th) secure shelter*; (7th) magnificent mansion*.

Silver path: (4th) dimension door; (5th) teleport; (7th) teleport without error, vanish; (9th) refuge, teleportation circle.

Speaking path: (0) phantasmal whisperer; (1st) message; (3rd) whispering wind; (5th) sending.

Summoner’s path: (1st) monster summoning I; (2nd) monster summoning II; (3rd) monster summoning III; (4th) monster summoning IV; (5th) monster summoning V; (6th) monster summoning VI; (7th) monster summoning VII; (8th) monster summoning VIII; (9th) monster summoning IX.

Ultimate path: (7th) limited wish; (9th) wish.

Unseen path: (2nd) invisibility; (3rd) invisibility sphere; (4th) improved invisibility; (6th) mislead; (7th) mass invisibility, sequester; (9th) stalking spell.

Walled path: (4th) wall of fire, wall of ice; (5th) wall of force, wall of iron, wall of stone; (8th) prismatic wall.

Warded path: (1st) protection from chaos/evil/good/law; (2nd) arcane lock, protection from arrows; (3rd) magic circle against chaos/evil/good/law; (4th) fire trap, minor globe of invulnerability; (6th) globe of invulnerability, guards and wards; (7th) spell turning; (8th) protection from spells; (9th) prismatic sphere.

Words of Power: (7th) power word, stun; (8th) power word, blind; (9th) power word, kill.

* Each of these spells are named after one of the old characters in Greyhawk. You can figure out which without their name.

Racial Weapon Familiarity

If an exotic weapon has a race's name in its name, that race can use the weapon as a martial weapon.