House Rules - Spellcasters

Spellcasters

1) Psionics-Magic Transparency: This rule is fully in effect. Any ability that grants a bonus against Psionics (such as Power Resistance) grants the same bonus against spells, and vice-versa. Any ability claims “This is an exception to the psionics–magic transparency rule” is simply not allowed; prestige classes or feats dependant on such abilities will be translated if I feel like it.
a) If a creature or character would gain both Spell Resistance and Power Resistance from separate sources, use only the higher of the two values; they do NOT stack.
2) Spell Preparation: Characters normally required to prepare spells (Cleric, Druid, Wizard, and so on) only need to prepare 1 “copy” of a spell, and may freely cast that spell as long as they have spells per day of a sufficient level remaining. (Effectively, all preparation-dependant spellcasters prepare their spell list each day, and otherwise “spontaneously” cast from that list.) This will be adjusted further when I actually get around to revising the Spell Point system (from Unearthed Arcana) to something that is actually balanced.
3) Spell Preparation and Metamagic Feats: Characters that prepare spells that wish to use Metamagic feats with a spell must prepare the spell with the metamagic feat normally. They may cast the spell with or without the metamagic feat at the appropriate level. (They are not required to prepare a non-metamagic version separately.)
4) Rest and Spell Preparation: All spellcasters are required to have a minimum of 1 hour (in Altera terms; in regular D&D terms, 2 hours) of actual rest in order to prepare spells. Characters without special notation reducing rest requirements must rest 5 hours (Altera terms; D&D terms, 8 hours) to prepare spells. A Ring of Sustenance overrides the rest requirements, as stated in its description.
a) Ring of Sustenance: This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.
5) Spell Preparation Limits Per Day: A character that is required to prepare spells can adjust their spells prepared after their initial period of spell preparation, subject to the normal requirements for preparing spells (15 minutes for a single spell, or 1 hour for all of the character’s daily spells). The character is still subject to their limit on number of spells they can cast per day at any given spell level (the amounts presented in the class descriptions).
6) Sorcerers and Learning Spells: As stated in the PHB, a Sorcerer can learn any spell from the Sorcerer/Wizard list, and any other spell demonstrated to them as an Arcane spell. They must be taught the spell normally, and if the spell does not appear on the Sorcerer/Wizard spell list, then it occupies a slot one level higher than its highest level otherwise.
a) A Sorcerer must effectively research the spell in order to learn an unusual spell (any spell not normally on the Sorcerer spell list).

Spell Points
1) The spell point rules from Unearthed Arcana (pg 153-156; pdf 154-157) are in use (summarized below). Other spellcasting classes than those presented in that source will be assigned a spell point progression appropriate for their intended output potential.
a) Archivist, Duskblade, Shaman (OA), Shugenja, and Wu Jen use the Cleric/Druid/Wizard progression for spell points.
b) Spellthief and Hexblade use the Paladin/Ranger progression for spell points. Their number of spells known is unchanged.
c) Beguiler, Dread Necromancer, Favored Soul, Healer, Spirit Shaman, and Warmage use the Sorcerer progression for spell points.
d) Arcane Mechanik (IKCG) and Gun Mage (IKCG) use the Bard progression for spell points.
e) The Blackguard and other prestige classes on similar spellcasting progressions use the Paladin/Ranger progression for spell points, at double the level in the Prestige Class.
f) Other classes, especially Prestige Classes, that grant unique spellcasting ability will be translated on request.
2) Portions of the Spell Point rules that are in use, and changes to portions of those rules:
a) Preparing Spells – unchanged.
b) Spontaneous Spells – unchanged.
c) Regaining Spell Points – changed, below (point #3).
d) Casting Spells – Changed only as follows: A spellcaster capable of casting 0-level spells can cast a number of 0-level spells per day equal to 3 plus the ability score modifier for the ability score that grants them bonus spell points at no cost. Beyond that limit, each 0-level spell costs 1 spell point.
e) Metamagic and Spell Points – unchanged, using both options. A character that knows a regular Metamagic Feat may use that feat three times per day at no spell point increase, and each use beyond that costs 2 additional spell points per spell level increase. The character may not use metamagic feats that would increase the level of a spell beyond what they are normally able to cast.
i. Any special ability that decreases the spell level increase of a metamagic feat reduces the spell point cost to use that feat by 2 per spell level.
f) Multiclass Spellcasters – Changed as follows: The character is required to track Arcane, Divine, and Psionic as three spell point pools (one for each); they are not required to track each class individually.
g) Vitalization – NOT in use.
3) All characters with any spellcasting ability, including Psionic ability, regenerate spell points equal to their caster level once per round when not in combat; five minutes spent at rest is sufficient to regenerate all used spell points regardless of your total. The DM will decide what is considered “not in combat” for this purpose; generally when you are not at any risk of being attacked by a hostile creature and have not taken any damage for at least 5 rounds.
4) Spell Point Regeneration when in combat is greatly reduced. Every round, the character regenerates a number of spell points equal to 1/5 their caster level (rounded down), plus 1/5 their primary spellcasting ability score (for those that use two scores, use the one that determines bonus spells per day or bonus power points), rounding any fractions over 1/2 up and fractions less than 1/2 down.
a) The wizard spells “Mordenkainen’s Lucubration” and “Rary’s Mnemonic Enhancer” are no longer in use. The wizard spell “Spell Engine” is in use, but has its experience point cost removed. Similar spells that allow characters to regain expended spells, and any spells that allow any spellcaster to cast multiple lower-level spells for the cost of one higher-level spell slot, are also no longer in use.

The Wizard
1) Wizards and Copying Spells: Copying a spell takes only one hour plus one hour per spell level, not days. Researching original spells still takes the standard amount of time.
2) Spells and Spellbooks: A Wizard still requires their spellbook, with the normal limitations stated in the PHB; however, a spell occupies one page per spell level (0 level spells count as ½ level) instead of two.
3) Wizards and Learning Spells: The Wizard can learn any spell that is presented to them as an Arcane spell, as long as the spell is in written form (scroll, spellbook, stone tablet, etc.). If the spell does not normally appear on the Wizard spell list (such as many Bard, Warmage, and Wu Jen spells), then the Wizard learns it at 1 spell level higher than its normal level, and must effectively research the spell in order to translate it into a form they can prepare and cast.

The Cleric and Favored Soul
1) Clerics, Deities, and Domains: Clerics who worship a Deity receive 3 domains at 1st level.
a) Many alternate domains are presented in supplemental books, and (in most cases) the Deity descriptions do not always contain all of the relevant information. The DM should make note of which supplemental rules are in use pertaining to this subject.
b) Many of the deities in the Alteran pantheon only grant access to a specific version of a domain (since there are quite a few that exist within the material I have access to); if this is the case, it is clearly stated in the description of that deity. If the deity’s description does not state that it only grants a specific version of a domain, then the cleric may choose an alternative version, with DM approval.
2) Domain “Access:” A character is considered to have Access to a divine Domain (as per the Cleric rules) if they have the ability to cast at least one spell from that domain as a divine spell. “Ability to cast” means that the character must know the spell and have sufficient ability score and caster level to actually cast the spell.
a) An Arcane Spellcaster who selects the Arcane Disciple feat, or gains a domain through a prestige class, is considered to have access to that domain for all purposes.
3) Patron Deity: The Cleric may only worship a Patron Deity from the Alteran pantheon; they may still choose to worship a “Concept” but may only select 2 domains. Paladins, Druids, Rangers, and other divine spellcasters (with the exception of the Favored Soul; see below) are not absolutely required to declare a Patron Deity, but if they choose to do so, they should choose one that is along the theme of their class, and fits with their alignment.
a) Favored Souls: The Favored Soul must declare a patron deity (the deity actually chooses the favored soul, but the mechanics are the same either way), and selects 1 domain from that deity’s list of domains; they automatically know all spells in that domain in addition to their normal spells known, and can use the Granted Power of that domain as described for the domain (generally once per day or always active).
4) True Necromancer Requirements: The True Necromancer prestige class (Libris Mortis; don’t waste your time using the other version, this one is better in nearly every way) requires the Undeath domain instead of the Death domain, since the only deity (from the Alteran pantheon) that grants the Death domain has great hatred for Undead. Clerics who worship a concept, and choose the PHB version of the Death domain, may still qualify for the prestige class normally (without the Undeath domain).

The Warlock (Complete Arcane)
1) Feat and Prestige Class Qualification: The Warlock, as written, does not qualify for most feats or prestige classes, unless they were designed with the Warlock as their intended focus; nearly every other spellcasting feat and prestige class is effectively off-limits to a Warlock because of semantics of prerequisites. This is being changed as follows:
a) The Warlock can qualify for any feat or prestige class with the requirement of a specific spell known if they know an Invocation that mimics an eligible spell. This includes spells of a school of magic or descriptor.
b) The Warlock is considered to be able to cast arcane spells of the lowest spell level of their highest available grade of Invocations, or the effective spell level of the highest-level Invocation they have learned, whichever is higher.
c) The Warlock may learn and benefit from Reserve Feats using the above guidelines.
d) Alignment restrictions are unchanged.
e) (May add more if I find them.)
f) All prestige classes must be approved by the DM as normal.

House Rules - Spellcasters

The Altera Chronicles GMCid