- Character Generation
- Roll 4d6 and discard lowest roll, player arranges scores to suit.
- Toll of Power
- All spell casters are subject to the economics of arcanium. In some form or another they will expend arcanium to fuel their spellcraft. Failure to do so can have dire effects for the caster. The effects of paying more arcanium than required can sometimes work, but is unstable, wild and dangerous to the caster as well as the immediate surroundings. Further details below.
- Arcane Spellcasters
Spell Level Minimum Caster Level DC 0 1 15 1 1 17 2 3 19 3 5 21 4 7 23 5 9 25 6 11 27 7 13 29 8 15 31 9 17 33
Arcane spellcasters expend arcanium as they cast spells, a spell costs its spell level + 1 gp of arcanium to cast. Wizards within the reach of a birth, slain opponent, or destroyed animate object receive the hit die amount of arcanium. A sorceror slain within the sorceror's caster level + 5 feet provides the wizard with arcanium equal to their spell points. These arcanium must be used within the wizard's caster level of rounds and the wizard cannot make more than a 5 foot move. Wizards can tap magical items for arcanium as well, dispelling them in the process. A tapped item most be in the wizard's control and is not an artifact. If the item is curse, tapping its power does not lift the curse. Tapping an item bestows 1/100th the gp value of the item in arcanium, this power is available for the wizard's caster level of rounds. Lastly wizards may injure themselves with a sharp object for a hp total equal to the g.p. in arcanium they wish to spend.
Wizards cannot cast spells if they do not have arcanium to spend
- Bardic Spellcasters
- Bards cast spells as described in the Player's Handbook. When they cast a spell they make a Perform check against DC 15 + spell level. If they are successful they have no arcanium cost, however if they fail they must have spell level + 1 gp of arcanium to cast. Bards can use art produced by others to defray the arcanium toll, but the Perform check is made with a -2 penalty.
All bards have the Eschew Materials feat when casting bardic spells without incurring any increase in effective spell level.
- Divine Spellcasters
- This category of spellcasters include clerics, druids, paladins, and rangers. In order to emulate them receiving divine gifts at the whim of their gods, a recharge magic system will be used. In order to retain their powers, divine spell casters must make a sacrifice equal to their caster level, spread their faith to a flock equal to their character level, bring their character level of souls to their deities after life, or equivalent per week. Characters who fail in these duties lose their spell abilities and most perform a quest of atonement bereft of their caster abilities. Divine spell casters have the most predictable effects when they do great boons for the deities, but must be careful how often they ask the favors of fickle gods.
- Sorcerous Spellcasters
- Sorcerors are spell cannons. A spell point system works to describe their powers. They may exceed their normal spell points by using Constitution points for spell points, these are recovered as normal ability drains would.
All sorcerors have the Eschew Materials, Silent, and Still Spell feats when casting sorceror spells without incurring any increase in effective spell level.
Sorcerors must consume their caster level x 10 gp worth of arcanium daily. They lose one effective caster level per day without arcanium. Caster's using less than their necessary dose of arcanium lose effective caster levels until they stabilize at their current dose. A sorceror that is sacrificed releases their spell point total in arcanium for use by the nearest spell caster. The arcanium addiction can be reduced by the same methods as a wizard power their spells.
- Healing
- The hit points generated at 1st level are your "core hit points" and are recovered at a rate of your CON bonus x character level per 8 hours of sleep. Hit points obtained at levels above 1st level are recovered at a rate of your CON bonus x character level per hour. This recovery can only occur after combat.
- Action Points
- Contacts
- Sanity
- Gaining new magical powers is taxing to one's sanity. Wizards take a terrible risk every time they learn a new spell. For every spell they attempt to learn wizards must make a WILL save DC 10 + spell level or suffer Moderate Sanity Loss. All other spell caster's make the same check every time they receive access to a new spell level or suffer Extreme Sanity Loss.
- Arcanium charged gear
- In general 10 gp of arcanium improves a bonus by +1 or does 1d6 damage for a single action. It takes one round to load an arcanium charge. For every 10 gp of arcanium the chance of instability increases by 1, thus a roll of 1 to 5 on a d20 when using 50 gp of arcanium has an instability effect, regardless of whether the roll is successful or not.
- Feats
- All player characters receive three additional feats at first level, except bards who receive two additional feats, and sorcerors who receive no additional feats.
- Skills
- Player characters receive 8 more skill points at first level and 2 more skill points for every level gained.
14 May 2009
The Last City: House Rules
Labels:
dungeons and dragons,
home-brew,
Last City,
role-playing games
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