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Core Rules · Part 1

3. Home Brew Additions

3.1 World Differences

3.1.1 Magic

(Details on world-specific magic variations as determined by the DM and campaign setting.)

3.2 Healing Spells

All classes that can spontaneously cast cure spells now have a new ability called Heal, replacing the old ability. To perform this action it can take 3 forms:

Form 1 — Touch (Move Action):

Range: Touch; Targets one willing living creature or one undead creature.

Somatic Casting: The spell has a range of touch. You must succeed at a melee touch attack to damage an undead target.

Form 2 — Ranged (Standard Action):

Range: 30 feet; Targets one willing living creature or one undead creature.

Somatic Casting, Verbal Casting: The spell does not require a touch attack when targeting an undead creature. An undead target must attempt a Fortitude save, taking half damage on a success, no damage on a critical success, or double damage on a critical failure.

Form 3 — Aura (Full-Round Action):

Area: 5-foot aura.

Material Casting, Somatic Casting, Verbal Casting: You disperse positive energy in a 5-foot aura. This has the same effect as the two-action version, but it targets all living and undead creatures in the burst and reduces the amount of healing or damage to your spellcasting ability modifier.

DM Note: While healing outside of combat, all spells heal maximum HP.

3.3 Elemental Damage Variants & Critical Effects

3.3.1 Fire Damage (Heat)

Example: Mel dodges a fireball, and the iron door behind him takes 32 points of damage. The door has 60 HP so it will cause 3 HP damage if touched first, but immediately cools the next round, losing 6 HP of heat.

3.3.2 Acid Damage (Sustained)

3.3.3 Lightning Damage (Shock)

3.3.4 Cold Damage (Frozen)

3.3.5 Sonic Damage

3.4 New Rule: Size-Scaled Spell Damage

To better reflect the physical scale of magical power, the damage dice of spells and spell-like abilities are now influenced by the caster's size category. This represents the increased (or decreased) capacity for a creature to act as a conduit for magical energy.

The Size Brackets

Calculate your spell damage dice by comparing your current size to the brackets below. This adjustment applies to the base die type of the spell (e.g., d4, d6, d8).

Size CategoryBracketDie AdjustmentExample (d6 Base)
ColossalAncient+2 Steps1d10
Gargantuan / HugeGiant+1 Step1d8
Large / Medium / SmallStandardBaseline1d6
Tiny / DiminutiveMinor-1 Step1d4
FineDiminutive-2 Steps1d3

Rule Implementation Notes

3.5 New Feats:

Critical Focus (Metamagic)

Your critical spells are more devastating.

Prerequisites: Spellcraft 10 ranks.

Benefit: The threat range of your spells increases by 1 (i.e., if 20, now 19-20). Persistent effects last an additional number of rounds equal to your casting modifier.

Enhanced Conduit (Metamagic)

You become a better conduit for channeling a form of energy.

Prerequisites: CL5 with bloodline related, or CL10.

Benefit: Choose one elemental type, and the dice increase by one step.

Restriction: This feat may be taken only once per energy type.