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RULES

RULES


Page updated 11-20-96

NEW Characters:At the moment I am looking for no new players. Players need to be able to check their mail at least every other day on most occasions and must ahve access to the World Wide Webb so that they can see the webb pages. Buisness trips and vacation et not counting. Creation of a new character will be done by rolling 4d6 and taking the highest three rolls for your stats. All new character will be 1st level with Max hit points. The only exception to this is if you take over an NPC.
NPC's: The following NPC's are available for players to take over. Note: all NPC's are higher than 1st level.
More NPC's may be available at some newer date.

Non-Weapon Prof.- I am using non-weapon proficincies and using the Intelligence bonus for languages can be used for any non weapon skill.

Magic and Spell Casting- Mages need to rest 8 hours to rebuild their magical energies. Then it requires 10 minutes of study per spell level to memorize the spells in question. Duplicate spells such as memorizing 2 magic missiles only requires 10 minutes. Writing spells in ones spell books requires special magic ink. One Vial of Ink can be used for ten pages in ones spell books. A spell will take LVL +1d6-1 pages in a spell book. This should be rolled by the player and reported to the Dm at the time of the scrawling. Also 1 to 2 days of study of the spell are required before it can be copied. This can be from scroll, teacher, or other spell book. Everytime one attepts to learn a new spell he will have to roll the percentage indicated by his Int score to see if he can learn that spell. If he misses that roll he can not learn the spell. If he was attempting to learn from a scroll the scroll will erase itself as if he had copied or cast it. He may attempt to learn that spell again only after he has advanced in level as a mage. Copying a spell from a scroll causes the scroll to erase as if cast. Spell books are made of the best materials. As such they are wuite expensive. There are two types of spell books travelling and regular. A travelling spell book can be no larger that 50 pages. A Regular spell book can be no larger than 100 pages. A regular spell book costs 50g.p. per page and a travelling spell book costs 100g.p. per page as they are much more compact. Each players starts with a travelling spell book of 50 pages. If you have not already done so you must roll to see how much room each spell has taken up in your spell book. This should be reported to the Dm ASAP. Also if you wish to discribe the contruction or look of your spell book this would be nice. (Dragon hide covers, rosewood covers, silver nlay et....)And you might want to come up with a symbol for your mage to place on the spell books and use as his calling card. Casting Spells directly from Spells books can be done when a mage is very desperate. When this is done an intelligence check must be made to see if the wizard managed to get the spell correct under the pressure while attempting to read his book. Also, when the spell is cast( whether he got it right or not) the spell will disappear from his spell book as if it where cast from a scroll. When the spell is aread the Dm will roll 1d10 and add this to the casting time of the spell. If the casting time goes over 10 then the spell will not go off until sometime in the next round. Regardless, the spell will not go off until the end of the round. This practice is dangerous as miss cast spells have often consumed entire spells books and damaged the mages casting them in the process.

Priestly Magic- Priest need to be rest in order to prey to their gods. They need to Prey 15 minutes per spell level of spell they are asking for. They need to prey for specific blessings from their god. They can then cast thosse spells(bessings) as they need them.

Languages- There are many languages in Artisc. You can check the Language page to see all of them, or at least most of them. In order to Read and write a language you must already know how to speak that language. I am currently working on a rule that will allow one to Read and Write tight and or Broad groups of Languages. There will be more about that here in the near future.

Multi-Class- Multi-class rules are as per the 2nd edition players handbook. The only exception to this is a special house rule. Once a multi class character reaches 2nd Level he can opt to stop going up in levels in one or more of his classes. If he does this he will never be able to go up in levels in those classes again. However, he will retain whatever abilities he has acquired in those classes to that point. This allows a Multi-class character to narrow his scope and start cumulating experience in fewer classes.

Wounds Death and Healing:
Deathoccurs whenever A player reaches -10 Hit Points. Once dead only very powerful magic ahas any chance of bringing one back from the dead. The only exception to this is if a Player takes more then half of his total hit points in one blow he must make a system shock roll. If he should fail the roll he goes into shock and dies a round later unless attended by someone with healing or priestly healing magic.
Death's Door: A character who has gone into the negative hit points can only be healed up to 1 hit point by maic or other means. In this state he is very feverish and will remain so until he gets 24 hours of completerest. During this state he can do nothing except walk slowly and talk in a low voice. Any strain past this could very well kill the individual in question. He may attempt o use words of power from wands et...But due to his or her feverish state there is a chance taht he will ge the words wrong.
Wounds: Wounds heal at a Natural rate of 1 hit point a day or 2 hit points a day with Complete Rest. Magic can also heal wounds at a much more rapid rate. Also there is the use of Healing skill and herbalism that will be covered later.

Posting: There are two things that I am trying to implement in posting messages. The first is the Header or subject Line. Someone starting a line of conversation would create the header with his character named first followed by a colon and then the subject.
Legildur: Battle
Anyone answering this post in conversation et would strip the RE out of the message and add a Colon plus his characters name at the end.
Legildur:Battle: Dain
This would go on with characters adding ther names et.. When the subject line gets too long I ask that someone start a new one. This will help the DM and players keep track of what is going on in the game.

The second item is when players are in combat. I have player send actions in on a round by round basis. However I like to have certain information at the bottom of he message. Information as Players THACO, current hit points, total hit points, weapon damage, armor class, et.. Anything that could effect the combat resolution. This helps me turn out combat turns quickeer as I don't have to look up all that information.

Stay tuned for more house rules listings.