Dungeons and Dragons (v3.5) Major Rule Variants (3/3/07)

 

compiled by Dr. Anthony Matagrano, Mike J. Murtha and Mark Greco

 

Any new additions or major corrections in a version are provided in red text for your convenience.  Red text changes to black text in the next version.

 

How to Read This Document

Ability Scores (1)

Ability Scores (2)

Raising Ability Scores

Aging Effects

Character Hit Dice/Hit Points

Sorcerer Character Class

Knowledge Skill (1)

Knowledge Skill (2)

Speak Language Skill (1)

Speak Language Skill (2)

Automatic Successes and Failures

Metamagic Feats

Toughness Feat

Metamagic Rods

Item Creation Feats

Epic Item Creation Feats

Touch and Flat-Footed Armor Class

Dying and Death

Initiative

Multiple Attacks in a Round

Stabilizing

Massive Damage

Nonlethal (Subdual) Damage

Spell Selection and Preparation

Spells Which Enchant Weapons

Scrying and Greater Scrying Spells

Armor/Shield Special Ability: Fortification

Magic Items and Body Slot Affinities

XP Cost for Casting Certain Spells and Creating Magic Items

Magic Items and Caster Levels

Recharging Wands and Staffs

Adding New Abilities to Magic Items

Damage Reduction

Metapsionic Feats

Psionics and Magic Interaction

Psionic_Power_Changes

New Psionic Powers

XP Cost for Manifesting Certain Powers and Creating Psionic Items

 

How to Read This Document

 

This document outlines the major Dungeons & Dragons (version 3.5) rule variants being implemented in d20 compliant campaigns.  Unless otherwise stated explicitly by the GM or by a variant rules system, e.g. Swashbuckling Adventures, the standard rules are taken from the v3.5 core rulebooks from Wizards of the Coast (WotC).  Any WotC published source is considered the standard rules except where such books were published before v3.5 and conflict with the newer rules.  In all cases not specifically mentioned in this document, the v3.5 rules take precedence with the GM being the final arbiter.

 

In general, rules from other d20/Open Gaming License (d20/OGL) sources may be used in any of the campaigns with GM approval.  Specific rules from specific d20/OGL sources may be disallowed however, as they may be setting dependent.  Some combinations of rules from other d20/OGL sources may unbalance the campaign.  In all instances the GM is the final arbiter on whether or not a d20/OGL rule may be used.  Players should bring the d20/OGL book with the rule (feat, class, prestige class, race, special ability, skill, etc.) to their GM who will then decide whether or not it will be allowed in their campaign.

 

Note that words that appear in the bold typeface are terms defined in the Condition Summary section of DMG, p300-301.

 

Each entry in this document in general includes the following:

 

  • A title indicating the broad category of the rule
  • The book(s) and page number(s) containing the specific rule

·        PH: D&D Player’s Handbook (v3.5)

·        DMG: D&D Dungeon Master’s Guide (v3.5)

·        MM: D&D Monster Manual (v3.5)

·        ELH: D&D Epic Level Handbook

·        XPH: D&D Expanded Psionics Handbook

·        SA: Swashbuckling Adventures - Campaign Settings Rulebook

  • An indication of where this rule is applicable.

·        (General) indicating the rule is used globally

·        (D&D Only) indicating the rule is used only in D&D campaigns, but in all D&D campaigns

·        (Swashbuckling Adventures Only) indicating the rule is used only in Swashbuckling Adventures campaigns

·        (BOB Only) indicating the rule is used only in Mark’s BOB D&D campaign

·         (Scarred Lands Only) indicating the rule is used only in Mike’s Scarred Lands D&D campaign

·        (Eberron Only) indicating the rule is used only in Mark’s Eberron and Mikes’s Eberron D&D campaign

·        (…,URG Note) indicates that the rule is not altered, but listed because it is significantly different from its URG counterpart

·        (…,Clarification) indicates that the rule is not altered, but listed for clarification purposes.

  • A description briefly outlining the v3.5 rule and explaining specifically what the modified rule states

 

Ability Scores (PH p7) (D&D Only)

 

Under v3.5 a player uses the “4d6 method” to generate ability scores.  This is changed to a player uses the “18/max16” method to generate ability scores.  A player starts with straight 10s.  He has 18 ability points to spend to raise his ability scores on a one for one basis.  However, no ability score may be raised above 16 (racial modifiers may affect this maximum, however).  Ability scores may be reduced below 10 on a one for one basis and these ability points may then be used to raise other ability scores on a one for one basis, if desired.  Ability scores may be reduced to a minimum of 8 (racial modifiers may affect this minimum, however).  GM approval is necessary to arbitrarily lower ability scores below 8 (not including racial modifiers).  Racial ability score adjustments are applied after this process and may result in starting ability scores above 16 or below 8.

 

Ability Scores (PH p7) (Swashbuckling Adventures Only)

 

Under v3.5 a player uses the “4d6 method” to generate ability scores.  This is changed to a player uses the “20/max18” method to generate ability scores.  A player starts with straight 10s.  He has 20 ability points to spend to raise his ability scores on a one for one basis.  However, no ability score may be raised above 18 (racial modifiers may affect this maximum, however).  Ability scores may be reduced below 10 on a one for one basis and these ability points may then be used to raise other ability scores on a one for one basis, if desired.  Ability scores may be reduced to a minimum of 8 (racial modifiers may affect this minimum, however).  GM approval is necessary to arbitrarily lower ability scores below 8 (not including racial modifiers).  Racial ability score adjustments are applied after this process and may result in starting ability scores above 18 or below 8.

 

Raising Ability Scores (PH p10) (General)

 

Under v3.5 a character, in general (although there are exceptions), does not receive the retroactive benefits when raising an ability score, such as receiving retroactive skill points when raising his Intelligence score.  This is changed to a character gets all retroactive benefits when raising any ability score in a permanent fashion, such as from the result of a level increase or as the result of an inherent bonus.  It will always be as if the character had the appropriate ability score since first level.

 

A temporarily raised ability score affects the character in most of the ways a permanently raised ability score does.  However, there are some exceptions.  When an ability score (Intelligence) increase is due to a magic or psionic item, such as a Headband of Intelligence, which grants an enhancement bonus, the character gains the appropriate number of bonus languages, bonus spells and/or bonus power points after the item has been worn for at least a 24 hour period.  The character should keep track of which bonus languages and/or spells were gained as a result of the item.  The character also gains all the bonus skill points (retroactive) based on his current level after the item has been worn for at least a 24 hour period.  If the item is temporarily lost or suppressed, the character suffers a penalty on all skill rolls, on skills in which the character has at least one rank equal to the bonus granted by the item.  For example, a +2, +4, +6 Headband of Intelligence would result in a −1, −2, −3 penalty on all skill rolls, on skills in which the character has at least one rank, respectively.  The character losses the bonus languages, bonus spells and/or bonus power points granted by the item.  The drawbacks remain in effect until the item is functioning again.  If the item is nonfunctional for more than six hours, it must be worn for a full 24 hours before it will function again without penalty.  If the loss of the item is permanent, the appropriate penalty on skill rolls remains in effect until the player rebuys their character using the new lower skill point total.  This should usually take place between gaming sessions.  It is assumed that the item, even if removed, is kept near the character while they sleep and continues to function.  If the item is deliberately removed, the character may change bonus languages and rebuy their skills (using the skill points granted by the item) at the GM’s discretion, but must suffer the appropriate penalty on skill rolls for a 48 hour period.

 

Aging Effects (PH p109, SA p5) (General)

 

Under v3.5 a character’s ability scores change with his age category.  This is changed to a character’s ability scores do not change as a result of age.

 

Character Hit Dice/Hit Points (PH p23) (General)

 

Under v3.5 a character’s hit points are determined by rolling 1d4, 1d6, 1d8, 1d10 or 1d12 when he achieves a new level.  These dice are changed as follows:

 

Old Die Roll

New Die Roll

1d4

1d2+2

1d6

1d3+3

1d8

1d4+4

1d10

1d5+5

1d12

1d6+6

 

A character still receives maximum hit points at first level.

 

Sorcerer Character Class (PH p51-55) (D&D Only)

 

Under v3.5 the sorcerer does not receive the Eschew Materials feat as a bonus feat at first level.  This is changed to a sorcerer receives the Eschew Materials feat as a bonus feat at first level.  In addition, with GM approval, any spell which requires significant material components (greater than 1 gold piece), may be cast without the material components provided the character sacrifices the equivalent value of the material components in gold pieces.

 

Knowledge Skill (PH p63) (Swashbuckling Adventures, Scarred Lands & Eberron Only)

 

Under v3.5 the knowledge skill is a cross-class skill for most character classes.  This is changed to the knowledge skill is considered a class skill for any character class or prestige class for which it is listed as a cross-class skill.  If the knowledge skill is already listed as a class skill, then the knowledge skill may be purchased for ½ of a skill point per skill rank.  In all instances a full skill point must still be spent when purchasing knowledge skills.  ½ of a skill point cannot be combined with another ½ of a skill point from another skill.  That is, a character in this situation may never purchase just one rank of a knowledge skill when spending skill points.  He must spend a full skill point and purchase two ranks at a time.

 

Knowledge Skill (PH p63) (BOB Only)

 

Under v3.5 the knowledge skill is a cross-class skill for most character classes.  This is changed to the knowledge skill may be purchased for ½ of a skill point per skill rank for all character classes.

 

Speak Language Skill (PH p63) (Swashbuckling Adventures,  Scarred Lands & Eberron Only)

 

Under v3.5 the speak language skill is a cross-class skill for most character classes.  This is changed to the speak language skill is considered a class skill for any character class or prestige class for which it is listed as a cross-class skill.  If the speak language skill is already listed as a class skill, then the speak language skill may be purchased for ½ of a skill point.  In all instances a full skill point must still be spent when purchasing speak language skills.  ½ of a skill point cannot be combined with another ½ of a skill point from another skill.  That is, a character in this situation may never purchase just one language when spending skill points.  He must spend a full skill point and purchase two languages at a time.

 

Speak Language Skill (PH p63) (BOB Only)

 

Under v3.5 the speak language skill is a cross-class skill for most character classes.  This is changed to the speak language skill is considered a class skill for any character class or prestige class for which it is listed as a cross-class skill.

 

Automatic Successes and Failures (PH p63, 134, 136) (General, URG Note)

 

Under v3.5 the following rules are unchanged, but stated here because they are significantly different than the corresponding URG rules.

 

1. A natural 20 on a d20 attack roll is always a hit (and also a threat).  A natural 1 on a d20 attack roll is always a miss.

 

2. A natural 20 on a d20 saving throw roll is always a success.  A natural 1 on a d20 saving throw roll is always a failure.

 

3. A natural 20 on a d20 skill or ability check is NOT an automatic success.  A natural 1 on a d20 skill or ability check is NOT an automatic failure.

 

4. A natural 20 on a d20 level check or caster level check to overcome spell resistance is NOT an automatic success.  A natural 1 on a d20 level check or caster level check to overcome spell resistance is NOT an automatic failure.

 

Metamagic Feats (PH p88) (D&D Only)

 

Under v3.5 the rules for using metamagic feats are outlined in the PH.  In addition to these rules the caster may also use the rules stated in “D&D Unearthed Arcana,” p152 under the heading “Daily Uses” with the following change.  The sentences

 

“Each time a character selects a metamagic feat, she gains three daily uses of that feat.  Multiple selections of the same feat are cumulative.  For instance, if a caster selects Empower Spell twice, she may use the feat six times per day rather than three.”

 

are replaced by

 

 “When a character selects a metamagic feat, he gains one use each day for every six caster levels, of that feat (with a maximum 3 daily uses of the feat) in this fashion.  A character may not select the same metamagic feat more than once.”

 

See “D&D Unearthed Arcana,” p152 under the heading “Daily Uses” for the specifics of the rule.

 

Toughness Feat (PH p91, 101) (General)

 

Under v3.5 the Toughness feat grants the character +3 hit points.  This is changed to the Toughness feat grants the character additional hit points according to the character’s hit die type at the time the feat is taken as noted in the table below.  This increase in hit points is in addition to the normal hit points gained as a result of advancing a level.

 

Hit Die Type

Hit Points Gained

d4

+4 hit points

d6

+6 hit points

d8

+8 hit points

d10

+10 hit points

d12

+12 hit points

 

A character may gain this feat multiple times and its effects stack.

 

Metamagic Rods (DMG p236) (D&D Only)

 

Under v3.5 a sorcerer (spontaneous caster) must still take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses.  This is changed to a sorcerer or any spontaneous caster need NOT take a full-round action when using a metamagic rod.  Spontaneous casters use metamagic rods in the same way that prepared casters use metamagic rods.

 

Item Creation Feats (PH p88-94, p99-100) (D&D Only, but not in any Eberron Campaign)

 

Under v3.5 the basic magic item creation feats are Brew Potion, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Forge Ring and Scribe Scroll.  These basic magic item creation feats are replaced by the following:

 

Craft Spell-Completion Item (Item Creation Feat)

 

Prerequisite: Caster Level 1st

 

A character with this feat can create spell-completion items—such as a scrolls, etc. Other than this, this feat follows the rules as outlined in the PH and DMG for the “Scribe Scroll” feat.

 

Craft Single-Use Item (Item Creation Feat)

 

Prerequisite: Caster Level 3rd

 

A character with this feat can create magic items that have a single use—such as potions, oils, some wondrous items, etc. Other than this, this feat follows the rules as outlined in the PH and DMG for the “Brew Potion” feat or “Craft Wondrous Item” feat, accordingly.

 

Craft Magic Arms and Armor (Item Creation Feat)

 

Prerequisite: Caster Level 5th

 

This feat follows the rules as outlined in the PH and DMG for the “Craft Magic Arms and Armor” feat.  It is unchanged and listed here for completeness only.

 

Craft Charged Item (Item Creation Feat)

 

Prerequisite: Caster Level 5th

 

A character with this feat can create magic items (usually spell-trigger items) that store a spell that can be used a set number of times—such as wands, staffs, some rings, some rods, some wondrous items, etc.  Other than this, this feat follows the rules as outlined in the PH and DMG for the “Craft Wand” feat, “Craft Staff” feat, “Forge Ring” feat, “Craft Rod” feat or “Craft Wondrous Item” feat, accordingly. Remember that although the prerequisite for this feat is caster level 5th, the minimum caster level for staffs is 8th.

 

Craft Constant Item (Item Creation Feat)

 

Prerequisite: Caster Level 12th

 

A character with this feat can create magic items with essentially constant effects—such as most rings, most rods, most wondrous items, skill items, general feat items, etc.  For example, a character with this feat could create an item whose powers are constant (such as Boots of Ride +15, Greater), an item whose power last until “turned off” (such as a Ring of Invisibility), an item whose powers can be accessed at will, with no limits based on uses per day or charges (such as a Boots of Levitation), an item whose powers can be accessed a certain number of times per day, week, etc. (such as a Rod of Thunder and Lightning), etc.  Other than this, this feat follows the rules outlined in the PH and DMG for the “Forge Ring” feat, “Craft Rod” feat, “Craft Wondrous Item” feat, accordingly.

 

Epic Item Creation Feats (ELH p52, 56, 66) (D&D Only, but not in any Eberron Campaign)

 

Under v3.5 the basic epic magic item creation feats are Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Forge Epic Ring and Scribe Epic Scroll.  These basic epic magic item creation feats are replaced by the following:

 

Craft Epic Spell-Completion Item (Item Creation Feat)

 

Prerequisites: Craft Spell-Completion Item, Knowledge (arcana) 24 ranks, Spellcraft 24 ranks

 

A character with this feat can create epic spell-completion items—such as epic scrolls, etc. Other than this, this feat follows the rules as outlined in the ELH for the “Scribe Epic Scroll” feat.

 

Craft Epic Magic Arms and Armor (Item Creation Feat)

 

Prerequisites: Craft Magic Arms and Armor, Knowledge (arcana) 28 ranks, Spellcraft 28 ranks

 

This feat follows the rules as outlined in the ELH for the “Craft Epic Magic Arms and Armor” feat.  It is unchanged and listed here for completeness only.

 

Craft Epic Charged Item (Item Creation Feat)

 

Prerequisites: Craft Charged Item, Knowledge (arcana) 32 ranks, Spellcraft 32 ranks

 

A character with this feat can create epic magic items (usually epic spell-trigger items) that store a spell that can be used a set number of times—such as epic staffs, some epic rings, some epic rods, some epic wondrous items, etc.  Other than this, this feat follows the rules as outlined in the ELH for the “Craft Epic Staff” feat, “Forge Epic Ring” feat, “Craft Epic Rod” feat or “Craft Epic Wondrous Item” feat, accordingly.

 

Craft Epic Constant Item (Item Creation Feat)

 

Prerequisites: Craft Constant Item, Knowledge (arcana) 35 ranks, Spellcraft 35 ranks

 

A character with this feat can create epic magic items with essentially constant effects—such as most epic rings, most epic rods, most epic wondrous items, epic skill items, epic general feat items, etc.  For example, a character with this feat could create an epic item whose powers are constant, an epic item whose power last until “turned off,” an epic item whose powers can be accessed at will, with no limits based on uses per day or charges, an epic item whose powers can be accessed a certain number of times per day, week, etc., etc.  Other than this, this feat follows the rules outlined in the ELH for the “Forge Epic Ring” feat, “Craft Epic Rod” feat, “Craft Epic Wondrous Item” feat, accordingly.

 

Note: There is no “Brew Epic Potion” feat so consequently there is no “Craft Single-Use Epic Item” feat.

 

Touch and Flat-Footed Armor Class (PH p134-137, 308, 314) (General, Clarification)

 

Under v3.5 in addition to armor class (AC), each character has a touch armor class (touch AC) and flat-footed armor class (flat-footed AC).

 

Touch AC is computed the same way as AC except the following are not included:

  • Armor bonus
  • Armor enhancement bonus
  • Shield bonus
  • Shield enhancement bonus
  • Natural armor bonus
  • Natural armor enhancement bonus

 

Flat-Footed AC is computed the same way as AC except the following are not included:

  • Dexterity bonus
  • Dodge bonus or bonuses

 

Note that any situation that denies a character his Dexterity bonus (except as a result of wearing armor) also denies the character any dodge bonuses.

 

Note that the word “bonus” is used to indicate a positive modifier only.  The word “penalty” indicates a negative modifier.

 

This rule is unchanged, but stated here for clarification purposes.

 

Dying and Death (PH p135-136,145, DMG p300-301) (General)

 

Under v3.5 a character dies when he reaches -10 hit points or below.  This is changed to a character dies when his hit points are reduced to below his death threshold.  A character’s death threshold is defined to be the negative of, his Constitution ability score plus the number of nonepic character levels plus twice the number of epic character levels, -(Con + Nonepic Levels + (2 × Epic Levels)).  For example, a 27th level character with a 16 Constitution would have a death threshold of -(16 (Con) + 20 (Nonepic Levels) + (2 × 7) (Epic Levels)) or -50.  A character is still alive when his hit points are at exactly his death threshold.  A character is disabled when he has 0 hit points left.  A character is dying when he has between -1 and his death threshold hit points left, inclusively.  He is dead when his hit points are reduced to below his death threshold.  For creatures, their death threshold is defined to be the negative of, their Constitution ability score plus the number of nonepic hit dice (hit dice less than or equal to 20) plus twice the number of epic hit dice (hit dice above 20), -(Con + Nonepic Hit Dice + (2 × Epic Hit Dice)).  Note that if a creature has class levels and racial hit dice, according to MM p290, the creature’s total hit dice is equal to the number of class levels plus the number of racial hit dice.  It is the total hit dice that is used in computing the creature’s death threshold.  A character or creature’s death threshold is affected by temporary and permanent changes to Constitution, character level and/or hit dice.  All references to “-1 to -9 hit points” in the PH and DMG are changed to “-1 to death threshold hit points.”  All references to “-10 hit points or below” in the PH and DMG are changed to “below death threshold hit points.”  Note that a creature with no Constitution ability score is considered to have a Constitution ability score of 10 for purposes of computing death threshold.

 

Initiative (PH p136) (General)

 

Under v3.5 players roll initiative once for the entire combat.  This is changed to players (the computer) roll initiative at the beginning of each round of combat.

 

Multiple Attacks in a Round (PH 143) (General, URG Note)

 

Under v3.5 a character making multiple attacks in a round need not specify the targets of the attacks ahead of time. He can see how the earlier attacks turn out before assigning the later ones.  This is unchanged, but stated here because it is significantly different than the corresponding URG rule.

 

Stabilizing (PH p145-146, DMG p300-301) (General)

 

Under v3.5 an unconscious or dying character has a 10% chance of becoming stable or disabled under various circumstances.  All references to this 10% in the PH and DMG are changed to DC 18 Con check.

 

Massive Damage (PH p145) (General)

 

Under v3.5 when a character takes 50 or more hit points of damage from a single blow, the character must make a DC 15 Fortitude save.  If failed, the character dies.  This is changed to if a character suffers 50 or more hit points of damage from a single blow or any other damage the GM decides is massive he must make a DC 20 Fortitude save.  If failed, he is shaken.  Each round a character is shaken, on his initiative, he must make a DC 20 Fortitude save (as a free action).  If successful, he has recovered from being shaken.  If failed, he remains shaken.  A character may take 20 on this roll given appropriate circumstances.

 

Nonlethal (Subdual) Damage (PH p146) (Swashbuckling Adventures Only)

 

Under v3.5 there is a -4 attack penalty associated with doing nonlethal (subdual) damage.  This is changed to there are no attack penalties associated with doing nonlethal (subdual) damage to an opponent.

 

Spell Selection and Preparation (PH p178) (D&D Only)

 

Under v3.5 arcane or divine casters who must prepare spells in advance cannot abandon a previously prepared spell to replace it with another one.  This is changed to arcane or divine casters who must prepare spells in advance may abandon previously prepared spells (as long as he has not previously cast the spells that were in those spell slots) and replace them with other appropriate spells.  Replacing all of the caster’s spells (assuming none have been cast yet) with new ones takes one hour.  Replacing some smaller portion of his daily capacity takes a proportionally smaller amount of time, but always at least 15 minutes.  Under no circumstances can a caster replace a spell from a slot that is empty as a result of having cast the spell that was previously in that spell slot.

 

Spells Which Enchant Weapons (PH 181-303, all other OGL sources) (D&D Only)

 

Under v3.5 spells such as Magic Weapon and Magic Fang affect one weapon.  This is changed to spells such as Magic Weapon, Magic Fang and any and all other spells which enchant weapons will, if cast on a combatant who normally fights with multiple melee weapons, enchant all of those melee weapons equally according to the spell description.

 

Scrying and Greater Scrying Spells (PH p274-275) (D&D Only, Clarification)

 

Under v3.5 there is some ambiguity about what happens if the subject makes his Will save.  If the subject succeeds on a Will save, the scrying attempt simply fails.  If the subject fails on a Will save, the caster can see and hear the subject and the subject’s immediate surroundings.  If the caster is using a focus, anyone with the caster can also see and hear the subject and the subject’s immediate surroundings.  The caster may elect to use a focus even with greater scrying if he wishes.

 

Armor/Shield Special Ability: Fortification (DMG p219) (D&D Only)

 

Under v3.5 moderate fortification offers a 75% chance for normal damage with base price modifier of a +3 bonus.  This is changed to moderate fortification offers a 50% chance for normal damage with base price modifier of a +3 bonus.  Light and heavy fortifications are unchanged.

 

Magic and Psionic Items and Body Slot Affinities (DMG p288) (D&D Only, but not in any Eberron Campaign)

 

Under v3.5 wondrous and universal items affinities should match the appropriate body slot; otherwise the item is more expensive.  This is changed to form need not follow function.  For example, boots of teleportation cost the same as a hat of teleportation.

 

XP Cost for Casting Certain Spells and Creating Magic Items (PH p174, DMG p282-283) (D&D Only, but not in any Eberron Campaign)

 

Under v3.5 when a character casts certain spells or creates magic items he loses a certain number of real experience points.  This is changed to when a character casts certain spells or creates magic items he loses a certain number of virtual experience points.  However, the actual number of experience points lost is exactly as detailed under v3.5; these numbers are not altered.  The total number of virtual XP a character has available for casting certain spells or creating magic items each level is one less than the character level times 1000.  For purposes of the number of virtual XP only, a first level character is considered to have character level 1.5.  For example, a fifth level character has (5 - 1) × 1000 or 4000 virtual XP available.  These virtual experience points do not accumulate from level to level.  Any unused virtual experience points are simply lost when the character achieves his next character level.  For example, suppose a fifth level character (entitled to 4000 virtual XP) spent 2500 virtual XP making magic items.  Upon reaching sixth level he would now have only (6 - 1) × 1000 or 5000 virtual XP available, NOT (4000 - 2500) + 5000 or 6500 virtual XP.  Virtual XP are just that—virtual.  They are never subtracted from a character’s real experience point total and never impact the number of experience points needed to achieve a new character level.  Virtual XP simply serve to limit the number of certain spells cast or number of magic items created.

 

Magic Items and Caster Levels (DMG p215, p243, p282-288) (D&D Only, Clarification)

 

Under v3.5 scrolls, potions, wands and staffs have caster levels that can be set by the creator of the item. The caster level of the item may be set at any number high enough to cast the stored spell (or highest level stored spell in the case of staffs), but not higher than his own caster level.  Staffs must have a minimum caster level of 8.  Whenever the phrase “level of the caster” is used in the DMG in formulas for determining costs for these items, it is referring to the caster level of the item set by the creator, not necessarily to the caster level of the creator of the item.  These two numbers need not be the same.  For example, a 20th level wizard may create a scroll of fireball at caster level 5, allowing 5d6 damage or at caster level 10, allowing 10d6 damage.  The first scroll (with caster level 5) would cost 12.5 gp × 3 × 5 or 187.5 gp to create while the second scroll (with caster level 10) would cost 12.5 gp × 3 × 10 or 375 gp to create, even though both scrolls were created by the same wizard.  This rule is unchanged, but stated here for clarification purposes.

 

Recharging Wands and Staffs (DMG p214) (D&D Only, but not in any Eberron Campaign)

 

Under v3.5 charged magic items cannot be recharged and are useless once they reach zero charges.  This is changed to wands and staffs containing between 0 and 49 charges, inclusively can be recharged (up to a maximum of 50 charges).

 

The cost to recharge a wand is 90% of (number of new charges/50) × (half of the base price) gp.  The cost in virtual XP is 1/25 of twice the recharge cost.  The time it takes is (twice the recharge cost)/1000 days.  The caster recharging the wand must be the wand’s original creator and must have the necessary “wand” prerequisites (such as having the craft wand feat and the ability to cast the appropriate spell in the wand) as well as having caster level at least as high as the caster level of the wand.  He must carry out the procedures outlined in the DMG p287-288 with “50” replaced by the “number of new charges.”  The caster level of the wand is not altered by recharging the wand even if the wand is recharged from 0 charges.  Other costs may also be applicable if the spell has significant material components or virtual XP cost (see DMG p282-288).  It is possible for more than one person to cooperate in the charging of a wand, with each participant providing one or more of the prerequisites.  However, one of the participants must be the wand’s original creator.  In spite of this, it is possible that a caster other than the wand’s original creator may be able to recharge the wand with appropriate research and GM approval.

 

The cost to recharge a staff is 90% of (number of new charges/50) × (half of the base price) gp.  The cost in virtual XP is 1/25 of twice the recharge cost.  The time it takes is (twice the recharge cost)/1000 days.  The caster recharging the staff must be the staff’s original creator and must have the necessary “staff” prerequisites (such as having the craft staff feat and the ability to cast the appropriate spells in the staff) as well as having caster level at least as high as the caster level of the staff.  He must carry out the procedures outlined in the DMG p287-288 with “50” replaced by the “number of new charges.”  The caster level of the staff is not altered by recharging the staff even if the staff is recharged from 0 charges.  The spells in the staff and the number of charges necessary to activate each spell are unchanged.  Other costs may also be applicable if the spells have significant material components or virtual XP costs (see DMG p282-288).  It is possible for more than one person to cooperate in the charging of a staff, with each participant providing one or more of the prerequisites.  However, one of the participants must be the staff’s original creator.  In spite of this, it is possible that a caster other than the staff’s original creator may be able to recharge the staff with appropriate research and GM approval.

 

Adding New Abilities to Magic Items (DMG p215, p243, p287-288) (D&D Only)

 

Under v3.5 new abilities may be added to magic items with no restrictions.  However, there is no clear system for how this is done regarding adding spells to staffs.  A new spell may be added to a staff as follows:  In order to add a new spell to a staff, first the staff must first be fully charged with 50 charges.  The person adding the new spell to the staff may change the caster level of the staff if he wishes.  The new caster level of the staff must be set at a number high enough to cast the highest level stored spell (including the spell being added) in the staff, but not higher than his own caster level.  Staffs must have a minimum caster level of 8.  The caster level of a staff may not be reduced.  In the formulas that follow, “new caster level” refers to the new caster level set by the person modifying the staff.  If the person modifying the staff has chosen not to change the caster level of the staff, then “new caster level” simply refers to the caster level of the staff.

 

If the level of the new spell is greater than or equal to the highest level spell in the staff then the added cost is 375 gp × level of the spell × new caster level.  Otherwise, if the level of the new spell is greater than or equal to the second highest level spell (but less than the highest level spell) in the staff then the added cost is 75% of 375 gp × level of the spell × new caster level.  Otherwise the added cost is 50% of 375 gp × level of the spell × new caster level.  If desired, a spell may be placed into the staff at only 1/n of the normal added cost, but then activating that particular spell costs n charges from the staff.  For example, a spell may be placed into the staff at one-fifth the normal added cost, but then activating that particular spell costs 5 charges from the staff.  Adding a new spell to a staff may necessitate a change in the caster level of the staff and also changes the base price and market price of the staff.  The cost in virtual XP is 1/25 of twice the added cost.  The time it takes is (twice the added cost)/1000 days.  The caster adding the new spell to the staff must be the staff’s original creator and must have the necessary “staff” prerequisites (such as having the craft staff feat and the ability to cast the appropriate spell being added to the staff) as well as having caster level at least as high as the current caster level of the staff.  He must carry out the procedures outlined in the DMG p287-288.  Other costs may also be applicable if the spell has significant material components or virtual XP cost (see DMG p282-288).  It is possible for more than one person to cooperate in adding new spells to a staff, with each participant providing one or more of the prerequisites.  However, one of the participants must be the staff’s original creator.  In spite of this, it is possible that a caster other than the staff’s original creator may be able to add new spells to the staff with appropriate research and GM approval.

 

A specific spell may be removed from a staff, if desired.  However, only the original creator of the staff may remove it.  The removal process takes one hour, costs no money and no virtual experience points.  Once the spell is removed from the staff it is gone permanently from the staff.  The removal process never alters the caster level of the staff, but it will change the base price and market price of the staff.  Of course it may be added back into the staff using the procedure outlined above.  In spite of this, it is possible that a caster other than the staff’s original creator may be able to remove spells from the staff with appropriate research and GM approval.

 

Damage Reduction (DMG p291-292, MM p307-308) (D&D Only, Clarification)

 

Under v3.5 some creatures have damage reduction (DR).  Damage reduction falls into various basic categories.  These basic categories are outlined below.

 

Special Materials

  • Adamantine
  • Cold Iron
  • Silver

 

Attack Type

  • Bludgeoning
  • Piercing
  • Slashing

 

Magic/Epic

  • Magic [enhancement bonus of +1 or greater (does not include weapons which are simply mastercraft)]
  • Epic [enhancement bonus of +6 or greater]

 

Alignment

  • Chaotic
  • Evil
  • Good
  • Lawful

 

Universal

  • Dash (−) (Nothing bypasses this DR)

 

A creature with DR #/magic can use its natural weapons to overcome DR magic.  A creature with DR #/epic can use its natural weapons to overcome DR magic and/or DR epic.  A creature with an alignment subtype (chaotic, evil, good, lawful) can use its natural weapons and any weapons it wields to overcome DR of all its alignment subtypes.

 

A weapon with an enhancement bonus of +1 or greater is considered to be a magic weapon.  A weapon which is just a mastercraft weapon is not considered to be a magic weapon.  A weapon with an enhancement bonus of +6 or greater is considered to be an epic weapon.

 

This rule is unchanged, but stated here for clarification purposes.

 

Metapsionic Feats (XPH p40-41) (D&D Only)

 

Under v3.5 the rules for using metapsionic feats are outlined in the XPH.  In addition to these rules the manifester may also use metapsionic feats without paying the increased power point cost as given in the feat description a certain number of times per day.  He must still expend his psionic focus and, as with all powers, he cannot spend more power points on a power than his manifester level.  When using a metapsionic feat in this fashion the power points that would normally have been spent are factored into this maximum.  For example, if a manifester wished to use the metapsionic feat Quicken Power (which normally increases the power cost of the power by 6) on the 3rd level power Ectoplasmic Form (which normally costs 5 power points to use), it would only cost 5 power points.  However, the manifester would have to be 5 + 6 or 11th level to do this.  When a character selects a metapsionic feat, he gains one use each day for every six manifester levels, of that feat (with a maximum of 3 daily uses of the feat) in this fashion.  A character may not select the same metapsionic feat more than once.

 

Psionics and Magic Interaction (XPH p55-56, 65-66) (D&D Only)

 

Under v3.5 the default rule for the interaction of psionics and magic is “Psionics-Magic Transparency” (see XPH p55-56).  This is changed to the “Psionics is Different” variant (see XPH p65-66) is the default rule for the interaction of psionics and magic with the following changes.  In general, characters or creatures with spell resistance have an equal amount of power resistance and visa versa.  In general, spells, powers, spell-like abilities, psi-like abilities, supernatural abilities, extraordinary abilities, special abilities, etc. which grant spell resistance grant and equal amount of power resistance and visa versa.  These changes with respect to spell and power resistance are subject to GM approval on a case by case basis.

 

Psionic Powers Changes (XPH p133-134) (Complete Psionic p102) (D&D Only)

 

Under v3.5 the powers Suggestion, Psionic and Suggestion, Implanted do not have augmentable DCs.  In addition to the augment given in the text for Suggestion, Psionic and Suggestion, Implanted, the following augment is also available.

 

Augment: For every 2 additional power points you spend, this power’s DC increases by 1.

 

New Psionic Powers (XPH p70-75) (D&D Only)

 

Under v3.5 there is no psionic power which assists a manifester in overcoming power resistance.  The Assay Resistance, Psionic power is added to the psion/wilder and psychic warrior power lists.  The power is analogous to the Assay Resistance spell found in “D&D Complete Arcane,” p98.  There is also no power which enables the Psion (Egoist) to cure himself of various ailments.  The Body Sanitization power is added to the Psion (Egoist) power list.  The power is analogous to a portion of the Heal spell found in PH, p239.

 

Assay Resistance, Psionic

Clairsentience

Level: Psion/wilder 3, psychic warrior 3

Display: Mental

Manifesting Time: 1 swift action

Range: Personal

Target: You

Duration: 1 round/level

Power Points: 5

 

This power enables you to divine the exact nature and vulnerabilities of a single creature’s psionic defenses, giving you a +8 bonus on manifester level checks to overcome its power resistance.  Assay Resistance, Psionic is effective only against one specific creature per manifesting, and you must be able to see the creature when you manifest the power.

 

Augment: For every 2 additional power points you spend, the bonus on the mainfester level checks increases by 1.

 

Body Sanitization

Psychometabolism (Healing)

Level: Egoist 5

Display: Material

Manifesting Time: 1 standard action

Range: Touch

Target: Creature touched

Duration: Instantaneous

Power Points: 9

 

When this power is manifested it immediately ends any and all of the following adverse conditions affecting the target: blinded, confused, cowering, dazed, dazzled, deafened, diseased, exhausted, fascinated, fatigued, feebleminded, frightened, insanity, nauseated, panicked, paralyzed, petrified, poisoned, shaken, sickened, and stunned.

 

Augment: If you spend 6 additional power points, you can manifest this power as an immediate action instead of a standard action.  This effectively enables this power to immediately counter an adverse effect which might otherwise prevent the manifesting of powers.

 

XP Cost for Manifesting Certain Powers and Creating Psionic Items (XPH p63, p69, p180-182) (D&D Only, but not in any Eberron Campaign)

 

Under v3.5 when a character manifests certain powers or creates psionic items he loses a certain number of real experience points.  This is changed to when a character manifests certain powers or creates psionic items he loses a certain number of virtual experience points.  However, the actual number of experience points lost is exactly as detailed under v3.5; these numbers are not altered.  The total number of virtual XP a character has available for manifesting certain powers or creating psionic items each level is one less than the character level times 1000.  For purposes of the number of virtual XP only, a first level character is considered to have character level 1.5.  For example, a fifth level character has (5 - 1) × 1000 or 4000 virtual XP available.  These virtual experience points do not accumulate from level to level.  Any unused virtual experience points are simply lost when the character achieves his next character level.  For example, suppose a fifth level character (entitled to 4000 virtual XP) spent 2500 virtual XP making psionic items.  Upon reaching sixth level he would now have only (6 - 1) × 1000 or 5000 virtual XP available, NOT (4000 - 2500) + 5000 or 6500 virtual XP.  Virtual XP are just that—virtual.  They are never subtracted from a character’s real experience point total and never impact the number of experience points needed to achieve a new character level.  Virtual XP simply serve to limit the number of certain powers manifested or number of psionic items created.

 

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