House Rules

Mana System

A spellcaster has a number of mana points equal to the total number of spell-levels he is able to cast. Spell-levels are calculated by multiplying each spell he can cast by its level, and adding up the total (0-level spells count as one-half of a level). For example, Holdenís spell-levels are calculated in the table below:

0 6 3
1 5 5
2 4 8
3 4 12
4 3 12
TOTAL = 40

Mana points are regained at the rate of one-half the personís caster level, rounded up, plus his Con bonus, per hour during normal activity. The rate of recovery is doubled when resting, and tripled during sleep. Holden is a Clr8 with a Con bonus of 0, so he would gain mana points at the rate of 4 per hour during normal activity, such as a dayís travel. During sleep, he would recover 12 per hour, so he could regain all his spells after just four hours of sleep. (Characters still need a full nightís sleep in order to avoid fatigue, however.)

For spellcasters who prepare spells, their prepared spell list is set for the day. When they regain mana points, those points are used to regain the spells they have prepared for that day. For example, if Bob the Wizard casts two fireballs, then when he regains the mana points he spent to cast them, he regains the ability to cast those fireballs again. He canít use the points to cast lightning bolt instead. However, spells can still be swapped out by spending 15 minutes in study or prayer.

Critical Fumbles

Anytime you roll a 1 on an attack, you make a DC 10 Dexterity check. Roll a d20 and add your Dex modifier. If the result is 10 or higher, you donít fumble. If you fail the check, you suffer a critical fumble. If you rolled another 1 on the Dex check, you stumble and fall prone. Otherwise, I will roll a d6 and determine the result by the chart below:

Roll Result
1-2 You drop your weapon.
3-4 You lose any further attacks for that turn, and take a -2 penalty to AC until the beginning of your next turn.
5-6 You lose any further attacks for that turn, and take a -2 penalty to attacks on the following turn.

It doesn't specify what effect should follow, but leaves it up to the DM. I think the possibilities should include dropping your weapon, taking a -2 penalty to AC for one round, taking a -2 penalty to attacks until after your next turn, or (if you roll another 1) falling prone. How does that sound?

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