House Rules

1) You may gain one 1st level spell or immunity to a 1st level spell at 5th level. This spell must come from the Player's Handbook. This will increase to 2nd level spells when you reach 10th level.

2) Must have books for this campaign are: Player's Handbook, FRCS and Races of Faerûn. Other optional rulebooks used in this game: Arms and Equipment Guide, Manual of the Planes, Magic of Faerûn, Silver Marches, Unapproachable East, Psionics Handbook, Faiths and Pantheons, Savage Species, Nyambe: African Adventures, and Oriental Adventures (Kara Tur characters). In addition the Chronomancer prestige class is now open to players. However, due to the secrecy of such spellcasters, prestige class information will be given out on a need to know basis. This class is for the player that wants to truely explore something completely new without knowning quite what will happen next. A less mysterious prestige class, the Wild Mage is back.

3) Character Death: If your character dies and is unrecoverable or you wish to start a new character simply take the minimum xps for the current party average level. Those will be your starting xps. Note that this method will allow you to create caracters with "effective" character levels such as Tieflings etc.

4) Selling/Buying Spellbooks - the market value of the spellbook is double the cost to create it.

Example 1: Pa's Spellbook: Alarm, Endure Elements, Mage Armor, Mount, Obscuring Mist, Ray of Enfeeblement, Expiditious Retreat .
All first level spells that take 2 pages each at 100gp per page for subtotal of 1400gp
Leather cover at 5 gp
100 parchment pages at 10 gp
1400 + 5 + 10 = 1415, Doubled = 2830gp

Example 2: Spellbook contains: 0th – Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance.
1st – Chill Touch, Identify, Mage Armor, Magic Missile, Shield, Shocking Grasp.
2nd – Blur, Knock, Melf’s Acid Arrow, Spectral Hand
3rd – Fly, Haste, Lightning Bolt, Slow
Zero level spells take one page each, 12 spells at 12 pages X 100 = 1200gp
1st level spells take 2 pages each, 6 spells at 12 pages X 100 = 1200gp
2nd level spells take 4 pages each, 4 spells at 16 pages X 100 = 1600gp
3rd level spells take 6 pages each, 4 spells at 24 pages X 100 = 2400gp
Normal leather cover and 100 parchement pages = 15 gold
Total is 1200+1200+1600+2400+15= 6415, Doubled = 12,830

The market price is what you would expect to pay for this book. Resale value is half market value.

Note Price can vary with exotic materials, locks, defensive spells, more than 100 pages etc. See page 173 of Magic of Faerûn.

5) Journals for XPs - Simply type a journal detailing a session or an adventure. They need to be at least a good full page long, as you all have been doing. You get 10% of the xps from the last session. You need to get it to me 2 days before the next session if you want xps for the upcomming game. Otherwise you'll be rewarded later.

6) Paladins and Monks may multiclass freely with other multiclass rules applying as usual.

7) A clarification regarding arcane and divine spellcaster PrC's that include advancement in Spells Per Day as a class benefit.

This benefit increases the character's spellcasting ability in a standard class (bard, druid, cleric, sorcerer, etc.) she belonged to before adding the prestige class. In all cases, the character gains new spells per day as if she had also gained a level in the existing spellcasting class. This means that she adds the level of PrC to the level of the existing spellcasting class, then determines spells per day and caster level accordingly. This also caster level checks and all level dependent spell effects (range, damage, duration, etc). The character does not, however, gain any other benefit a character of that class (bard, cleric, druid, etc.) would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, improved familiar abilities, and so on).

For example: Durran, the shield dwarf Ftr3/Clr6 of Moradin qualifies for and decides to take a level in Divine Disciple. He is then a Ftr3/Clr6/Dis1. When he attempts to turn undead, he does so as a 6th-level cleric. However, his spells per day are determined as if he were a 7th level cleric. This means that he now has access to 5th level spells, has the spells per day of a 7th level cleric, and casts them as a 7th level cleric.

8) Dead Heroe Aren't Much Fun - Raise Dead, Resurrection, True Resurrection

9) Replacement Spell
Identify
Divination
Level: Brd 1, Magic 2, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 hour
Range: Touch
Targets: One touched object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any).
Identify does not function when used on an artifact.
Arcane Material Component: A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting.