House Rules
These will change with time, but here are a few random bits.
Posting daily is desired. Posting at least once every three days is required.
Mages get bonus spells like clerics based on their WISDOM
In general, no material components for mage's spells.
First three levels receive maximum hit points. After that, I use 'heroic dice' which guarantees you no less then 50% max +1.
Clerics can change any spell to a heal of equal or lesser level at will.
Mages with an intelligence of 16 can get a level 1 target spell that has the same affect. 17 get one for 1st, and one for 2nd.
Int. 18 for levels one, two and three.
The target spell can be determined at any time; but it must be in the mages book, and it never changes.
Detect magic has the potential to work as Identify.
The base stat is Charisma. The base chance is Charisma +1d6/level, cumulative per casting per item, but no more then 1/day/item. This does NOT count the initial detection.
If the magic is of the same category as the caster, i.e. mage or cleric, the value of the charisma is doubled.
There is an automatic bonus of 25% for normal potions.
This message was last edited by the GM at 22:21, Sun 11 Mar 2012.