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)
- Can ignite nearby materials.
- Critical Rule — Bright flash: Blinded for 1 round/spell level.
- Metal that is heated can cause 1 pt of damage per 10 HP received; the metal cools at a rate of 1 pt per round per 10 HP it has.
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)
- Splash effect — affects nearby materials, causing 1/10 damage to them.
- Critical Rule — Sickened: fumes for 1 round/spell level.
- Acid continues to burn but loses its potency, causing half its damage the following round.
3.3.3 Lightning Damage (Shock)
- Lightning damage can be conducted by touch or water for half.
- Critical Rule — Stunned: 1 round/spell level.
- Subdual effect — electrical damage is half subdual, allowing you to knock someone out with a lightning bolt.
3.3.4 Cold Damage (Frozen)
- Causes ground to become slippery.
- Critical Rule — Slows you (Fatigued for 1 round/spell level).
- Frozen effect — You lose speed when frozen at a rate of -5 ft per round for every 10 pts of cold damage.
3.3.5 Sonic Damage
- Can knock back people.
- Critical Rule — Deafened: 1 round/spell level.
- Sonic blast effect — Target can be pushed back 5 ft per 10 points of 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 Category | Bracket | Die Adjustment | Example (d6 Base) |
|---|---|---|---|
| Colossal | Ancient | +2 Steps | 1d10 |
| Gargantuan / Huge | Giant | +1 Step | 1d8 |
| Large / Medium / Small | Standard | Baseline | 1d6 |
| Tiny / Diminutive | Minor | -1 Step | 1d4 |
| Fine | Diminutive | -2 Steps | 1d3 |
Rule Implementation Notes
- Variable Dice: This rule applies to all spells that deal damage or provide healing via dice. For example, a Huge cleric's Cure Light Wounds (1d8 base) increases to 1d10, while a Tiny familiar's Shocking Grasp (1d6 base) decreases to 1d4.
- Dynamic Scaling: If a creature's size changes during combat (e.g., via Enlarge Person or Wild Shape), the damage dice of their spells immediately shift to match their new size bracket.
- Static Bonuses: This rule only affects the die type. Fixed numerical bonuses (like the +1 per caster level on Fireball) remain unchanged.
- Saving Throws: The Difficulty Class (DC) of the spell is not affected by this rule; only the raw potency of the effect is altered.
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.