What spells does your group modify via house-rules?


Homebrew and House Rules

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Modify, not eliminate from play entirely. Just wondering what fixes people have decided to implement for spells that have proved problematic with their groups. For example, my group decided Mage's Disjunction shouldn't auto-dispel anything and instead made it apply a dispel check against all spells in the burst area.

Silver Crusade

Been so long since I played in a steady, committed game I can't list anything specific.

Having read through various "spell" threads, I have a strong feeling that Simulacrum will be mentioned.


We added the [Force] descriptor to the Ghostbane Dirge spell (and the mass version).

Without it, the chances of it ever actually doing what it was supposed to be designed for was so small, no one ever bothered.


Mithralling a weapon decreases its handedness (One handed becomes Light for example).

Mithralling a Buckler removes the -1 attack penalty and makes it useable when it ordinarily would not (ala Monks).

Using your shield hand does not cost you your shield bonus for that round.

Sometimes, our stat generation is roll a d20 til you have 6 numbers 10 or above. Assign how you like.

Probably more I'm forgetting.


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1. Scrying and long-range teleportation are blocked by X ft. of earth or Y ft. of stone. Eliminates "scry-and-die" and accounts for the existence of castles and dungeons.

2. Control of bound/summoned extraplanar beings limited by numbers and maximum CR, so that you can't bind high-CR-for-their-HD critters, and can't spam the battlefield with summon momster. Likewise for control of undead.

3. Most skill-superseding spells nerfed (e.g., invisibility provides a +1 enhancement bonus/level to Stealth, max. +5, rather than an automatic +20). Find the path is a ranger class feature, not a spell. Range of detect magic is touch.


Yeah, that does feel like an oversight on the part of the devs for that spell. Curious that it still hasn't been errated.


Thanks Slade. I was actually specifically wondering about just spells, but those are interesting house rules. Anything spells-related ones you can think of for your group?

Dark Archive

My list is too long. No outright banning, just changes to certain spells and catagories (no unlimited cantrips/orisons, mending is now a 1st level spell, etc).

Changed the way teleport and summoning work - mostly just some restrictions and consequences/risk.

Kirth Gerson wrote:
3. Most skill-superseding spells nerfed (e.g., invisibility provides a +1 enhancement bonus/level to Stealth, max. +5, rather than an automatic +20). Find the path is a ranger class feature, not a spell.

Kirth, I know I have thrown this out before but would you consider a cooperative option for some of your spells? So you cited Invisibility and the skill bonus it gives, what if it had another rider of "unless the target has the Stealth skill on their class skill list, then it provides +2 enhancement bonus/per caster level to Stealth, max. +10 to that target"?

That way the rogue/sneaky guy is always the optimal target for the spell. Just an idea since you already have a variable numeric in your house rule.

It's a fix you can apply to a few of the toestepping spells out there. Knock, etc. For Knock I just give an x2 additional bonus of what the caster gets to anyone with Disable Device on their skill list for a short time after the spell is cast (10 min). I know, it changes it from instant to duration, but the change makes it more of a team spell.

Just an idea to consider for you massive houserule codex.


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I dislike the way the Communal spells work with action economy, but like the way they work with slot economy. To try to get that, I have it that the initial casting is your one standard action, but it only affects one character. You can extend it to additional creatures by using a standard action for each one. When you do that, the remaining duration is reduced to account for the multiple recipients.


Not really a rules mod, but with the Summon Monster line, the caster uses a larger chunk of his round depending on the number of creatures he or she is trying to direct. I forget the exact breakdown but it works something like 1 creature = free action, 2 creatures = swift action, 3 creatures = move action, etc.


None of 'em so far.
One campaign down, two more in progress.

-S


We eliminated Paragon Surge and Feeblemind. Nobody uses Touch of Idiocy based on the gentleman's agreement that "you use it against my monsters, I'll use it against your PC", lol. We haven't had anyone use Simulacrum in our games, but I would 100% for sure use JJ's house rules for the Simulacrum if someone decided to use it. Aside from that, we limit spells to those from the CRB, APG, UM, ISWG, and ARG.


Auxmaulous wrote:
Kirth, I know I have thrown this out before but would you consider a cooperative option for some of your spells?

Yes, I would -- skills are my next big issue, so that's a good time to think about your suggestion, too. Thanks!


detect magic never, ever, ever, ever, reveals a trap or invisible person

Liberty's Edge

Absolutely none although we don't abuse spells such as simulacrum, blood money.


I've not approved anything past core in my games as yet---given the fact that I have less time now with 3 children under 5, its likely that state of affairs will persist for a few years. But in core, I heavily limit simulacrum and the various planar binding type spells. I also significantly houserule the various major divination and teleportation spells in a similar manner to Kirth. I also have a couple of meta-rules, the first being that there exists no way to reproducibly generate a wish/miracle for less than 25k gp. The second is that there exists no way to reproducibly make more than 10*level*spell level in gold with a spell. Fabricate, for instance, has the amount of 'value added' limited to that amount in my games, obviously it can be less than that.


Healing and resurrection spells are Necromancy, and Conjuration (healing) no longer exists.

Invisibility and similar effects don't grant a bonus to stealth checks.


I also moved [healing] back into Necromancy.
And moved all the blast-y spells from Conjuration to Evocation.
And moved the protective spells to Abjuration.


From now on flight spells such as Fly and Overland Flight will have double the base speed. This includes items made from them.

So Fly is now 120, and Overland Flight is now 80.

The current speeds end up being ~12mph and 8mph respectively, or moderate overland run and average jogging speed. Thats just damned slow for a FLIGHT spell.

So Overland Flight with its new speed of ~16mph (the actual math puts it at just over 18mph, but the rules are wonky here) is going to be quite a bit more useful. I mean seriously, it's a 5th level spell that when used for its stated purpose is barely faster than on foot.

A 1st level spell (Mount) is arguably much better than Overland Flight for long distance travel, excepting in cases with horrible terrain. Mount gives you a horse that runs at a base speed of 50 feet, and lasts for 2 hours a level. From 1st level!

Of course overland flight is great tactically, but thats not the STATED purpose of the spell.

Phantom Steed, a 3rd level spell, is better than overland flight for long distance travel by 9th level.

By 14th level phantom steed can fly at 100 feet base speed for 14 hours... Plus the Steed isn't real and doesnt tire IIRC. So the Steed can fly at a full run, which is something like 40 miles an hour.


Pathfinder Maps Subscriber

Detect Evil detects supernatural, profane/divine or magical evil, but not mundane evil.


SlimGauge wrote:
Detect Evil detects supernatural, profane/divine or magical evil, but not mundane evil.

Out of curiosity, does that include undead without any sort of supernatural abilities?


I've changed a few. First of all, scrying spells only affect individuals, not locations, and don't give the caster enough information about the location to teleport in-- eliminating the "scry and die" tactic. I've also included an increased chance of error when teleporting if you don't know where you currently are.

Speaking of teleport, I let it also duplicate the effects of a dimension door. (i.e. teleport short range with no chance of error)

I changed the name of the spell breath of life to cure deadly wounds, allowing clerics to spontaneously cast it.

I think that PFRPG overly-nerfed the spell forcecage fromt the 3.5 version. I've kept the PF stats, but now the target no longer gets a saving throw to avoid it.


It's been a while, but off the top of my head...

1. I implemented an innate bonus house rule, which is an indirect nerf to Dispel Magic and related spells. On the other hand, those spells take a lot less time to resolve at mid- to high-level!

2. Long range teleportation takes 5 minutes to cast.

3. Rope trick and similar spells create unnatural and fundamentally creepy extra-dim spaces, so characters within those spaces can't gain the benefits of resting.

4. All offensive spells allow saves, save-or-lose spells allow a save per turn (a la Hold Person), and save-or-die spells affect only creatures below your level. (It varied by spell, but was always something like "Finger of Death only affects targets with CR/level below Your Level - 2.")

5. I anti-nerfed evocations in indirect ways, like removing a lot of the random energy resistances that exist at high CRs.


If I'm GMing...

-Gate doesn't have a "summon + control" option, just the "summon with no control" and "interplanar doorway" options.

-Scrying doesn't count as familiarity for purposes of teleporting (another approach to eliminating "scry and die").

-Clairvoyance/clairaudience has a standard action casting time, not 10 minutes!

-Explosive Runes has a 50 gp value spell component.

-Spells with the [good] descriptor don't necessarily turn you good and spells with the [evil] descriptor don't necessarily turn you evil, but it's always an evil action to create undead.

I'll have to look up my notes, but those are a few off the top of my head.

Liberty's Edge

Simulacrum require a piece of the copied creature, and the copied creature abilities are reduced in proportion to the new HD.

Metamagics that mess with Saving Throws are removed. A good number of the metamagics that were introduced after the CRB are removed.

No metamagic rods, but it is possible to buy/craft a metamagic primer that you study while refreshing your spell slots. It give you a specific metamagic feat for 24 hours (if a spontaneous spellcaster) or allow you to memorize spells with that metamagic applied. You pay the extra spell levels as normal.

It is not possible to "overcast" when making a magic item. If your caster level (or equivalent) is 5 you can make a item with a CL of 5 at most. You can still make a item with a spell that you can't cast (so a level 5 cleric can make a pair of winged boots with a CL of 5 but he can't make a stone altar casting Magical vestment at CL 20).

Sovereign Court RPG Superstar 2011 Top 32

Sloanzilla wrote:

detect magic never, ever, ever, ever, reveals a trap or invisible person

RAW detect magic is such a terrible way to find an invisible person anyway that I doubt this ever comes up.

I don't know if it constitutes a house rule per se, but my way of running detect spells seems to differ from the norm. Nowhere in the spell descriptions does it say that detected targets "glow" or that the information is in any way visible. I've always assumed the information about auras and such is just put in the caster's mind by the magic of the spell. So an invisible person is just a "knowledge" that there is an invisibility spell "over that way" - within about 5 feet of an approximate location (if the invisible person stands still for three rounds to let the caster detect them). If there is a hidden magic item in a chest the caster knows that there is magic in the vicinity, and may suspect the chest, but doesn't see a "glow" seeping out of the edges. A caster who makes a sufficient Spellcraft check might know there is a glyph of warding just inside the door somewhere, but that doesn't help them avoid or disarm it unless the want to sledgehammer it with a dispel magic.

Edit: saw Diego's post about metamagics and it reminded me of an actual houserule. Metamagic spell level increases increase the spell level in all cases where doing so would be a hindrance, and have no effect in all cases where doing so would be a benefit. (Heighten Spell excepted). So a empowered fireball counts as 5th level for spell slot used, for a pearl of power, for using other metamagic rods, but not for save DCs or getting though a globe of invulnerability.

Diego, I'm curious. Do you correspondingly lower the ccaster level of items like pearl of power? The level 1 version is caster level 17.


I just assume most magical traps have Nondetection or some form of non-magical hiding involved.

Another house rule I forgot:

-If you ask a favour from a charmed creature, you use the normal Diplomacy rules for asking a favour, not some weird opposed Charisma check. Likewise for asking a favour from a creature using Planar Binding.


hogarth wrote:
-Explosive Runes has a 50 gp value spell component.

This is a really good one. Thanks!


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One thing we've had fun trying out is to tie conditions to attributes and make the condition-affecting spells deal appropriate attribute damage/drain, with the condition occurring when you hit 0.
Dex damage/drain leads to paralysis/petrification, respectively; Con damage/drain to death/destruction; Wis to confusion/insanity; Cha to charming/domination.
I wouldn't necessarily advise this for most games, but it has made for some very memorable encounters.

For example, hold person spell under this system deals 2d4 Dex damage (half if save), and you're paralyzed if you hit 0. In general, a single application won't actually paralyze anyone who isn't already fatigued (or very clumsy), but it will have some effect even on a successful save. A 5d4 Con damage (save 1/2) slay living is very scary, but requires a successful touch attack, which leads to some interesting tactical scenarios.


House rules I've implemented.


any Spell that needs Dragon Scales needs to buy the scale ranging from 5-40gp

Dark Archive

Kirth Gersen wrote:

One thing we've had fun trying out is to tie conditions to attributes and make the condition-affecting spells deal appropriate attribute damage/drain, with the condition occurring when you hit 0.

Dex damage/drain leads to paralysis/petrification, respectively; Con damage/drain to death/destruction; Wis to confusion/insanity; Cha to charming/domination.
I wouldn't necessarily advise this for most games, but it has made for some very memorable encounters.

For example, hold person spell under this system deals 2d4 Dex damage (half if save), and you're paralyzed if you hit 0. In general, a single application won't actually paralyze anyone who isn't already fatigued (or very clumsy), but it will have some effect even on a successful save. A 5d4 Con damage (save 1/2) slay living is very scary, but requires a successful touch attack, which leads to some interesting tactical scenarios.

This is a good fix to the all or nothing system that has plagued D&D for years.

It stacks so you have partial results and it rewards stat investment - Rogue still is moving slowly/staggered on the battlefield like dramtic Captain Kirk, while everyone else is held in place like statues. Excellent.

This could be extended to all conditions that would cause an effect beyond spells; certain environment effects, types of damage taken, poison.

Dark Archive

Tequila Sunrise wrote:


3. Rope trick and similar spells create unnatural and fundamentally creepy extra-dim spaces, so characters within those spaces can't gain the benefits of resting.

I just changed mine to reflect the 1st/2nd ed durations: 2 turns a level (which is 10 min a turn). So a 10th level caster gets 200 minutes or a little over three hours. The original intention of the spell was not just to serve as a quick hiding place, but also to use the rope to access up to an area without a place to lay a hook (to check a high ledge or ceiling for example).

I don't think it was originally designed to serve as an in-dungeon base to rest and then return to exploring.


In our last campaign, all long range Teleport spells dragged you through the Far Realms on your way to the target.

Upon arrival all participants are Dazed for 5 rounds, and Shaken for 1d6 minutes.

It really cuts into any plans to ambush via teleportation.


We divided our world up into demiplane-like subrealms, each with its own gods, and the boundaries act like walls preventing scrying and teleportation. You must travel between subrealms by boat.

Keeps the Scry-Teleport cheese way down.


well I just got one, paragon surges bonus feat must be one that lists human or elf as a prerequisite. enough with that shanigan.


Auxmaulous wrote:
I don't think it was originally designed to serve as an in-dungeon base to rest and then return to exploring.

Agreed. I seriously doubt there was ever a DM or designer who thought "Ooh, I want to write a spell that allows casters to bypass one of the primary disadvantages that supposedly balances them against muggles!"

And the 'sometimes undefined bad stuff happens' clause in the text of RT makes me roll my eyes.


Kirth Gersen wrote:
1. Scrying and long-range teleportation are blocked by X ft. of earth or Y ft. of stone. Eliminates "scry-and-die" and accounts for the existence of castles and dungeons.
Democratus wrote:

In our last campaign, all long range Teleport spells dragged you through the Far Realms on your way to the target.

Upon arrival all participants are Dazed for 5 rounds, and Shaken for 1d6 minutes.

I like these both. :)

Although I feel like sickened/nauseated would be a more appropriate consequence of Far Realm travel. And regardless of which conditions you impose on teleporters, you'd have to specify that "No, you can't somehow bypass these conditions" if you had a savvy player in your group.


I've done the houserule before that any long range teleportation (i.e. longer than a dimension door) takes 6 hours off the duration of any magics you have running. That pretty well shuts down the buff part of scry-buff-die and totally shuts down the practice of sending a horde of summoned monsters through a teleport. The fluff is that the astral travel inherent in the teleport and the weird subjective time there messes with spell durations.


Had a few.

The only one general houserule was that blasty evocation spells à la fireball are not subject to spell resistance. I understand where this came from three editions ago, but I no longer think this is necessary in d20 systems.

Fire is fire, regardless if it's magically created or not. Spell resistance would apply if someone tried to make you spontaneously combust, but not if they blew a ball of magical fire in your face. That's what fire resistance is for.


Claxon wrote:
House rules I've implemented.

From your list of rules:

Quote:


If you wish to play a non-core race you may roll a d% dice. 31-100 you must play a core race. 11-30 you may play a featured race. 1-10 you may play an uncommon race. This die roll must be made in front of me. This is to keep players in line with predominant races of Golarion.

It's good you used may instead of must there so your players can choose to ignore a "there is a 70--90% chance you don't get to play the character you want" rule.

Grand Lodge

Glibness doesn't exist in any game I run. Or any game I've ever played in for that matter.

Liberty's Edge

I'm leaning toward bringing back the % chance to know spell chart from 1e.

Still tinkering with it, but my baseline goal is that you have a 50% chance to learn a new spell of the highest level you can cast.


Vivianne Laflamme wrote:
Claxon wrote:
House rules I've implemented.

From your list of rules:

Quote:


If you wish to play a non-core race you may roll a d% dice. 31-100 you must play a core race. 11-30 you may play a featured race. 1-10 you may play an uncommon race. This die roll must be made in front of me. This is to keep players in line with predominant races of Golarion.
It's good you used may instead of must there so your players can choose to ignore a "there is a 70--90% chance you don't get to play the character you want" rule.

I get annoyed when the game party consist of a Tiefling, an Oread, a Strix, and a Svirfneblin. All of which are supposed to be fairly rare. I decided to implement a dice roll to reflect that chance. In PFS you must have have a special reward to be able to play most of the non-core races, and I like that concept.

I honestly couldn't tell you the last time the party for the games I usually play in was made up of just mostly core races, and for me it ruins verisimilitude and immersion. Trying to justify why all the rare races are suddenly in the little town of Sandpoint just doesn't sit right with me.


slade867 wrote:

Mithralling a weapon decreases its handedness (One handed becomes Light for example).

Mithralling a Buckler removes the -1 attack penalty and makes it useable when it ordinarily would not (ala Monks).

Using your shield hand does not cost you your shield bonus for that round.

Sometimes, our stat generation is roll a d20 til you have 6 numbers 10 or above. Assign how you like.

Probably more I'm forgetting.

Wouldn't you achieve the last one much faster if you just used 5d4? alot less randomness in it and it gets rid of half of the numbers you'd refuse to take anyways.


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Claxon wrote:


I get annoyed when the game party consist of a Tiefling, an Oread, a Strix, and a Svirfneblin. All of which are supposed to be fairly rare...

I honestly couldn't tell you the last time the party for the games I usually play in was made up of just mostly core races, and for me it ruins verisimilitude and immersion. Trying to justify why all the rare races are suddenly in the little town of Sandpoint just doesn't sit right with me.

If the party consists of a tiefling, an oread, a strix, and a svirfneblin, it sounds like four out of five people at the table want a game where non-core races are at least somewhat common. As for immersion, why do only the core races have to be common? Yes, that is mostly the standard assumption made in Golarion, but you can change that as DM. Already, some non-core races are common (kobolds, goblins and, orcs spring to mind). You could add/modify some Sandpoint NPCs to be strixes so the PC isn't completely out of place.

Edit: something just occured to me. Do your players' characters not have backstories that explain how and why they exist? If your players aren't bothering to come up with an explanation of, for example, why their tiefling is in Sandpoint, then I can understand your frustration. If this is the case, then it seems the main problem is the lack of roleplaying, not the uncommon races. Perhaps a compromise would be to allow non-core races, provided some backstory was provided.

Liberty's Edge

ryric wrote:


Diego, I'm curious. Do you correspondingly lower the ccaster level of items like pearl of power? The level 1 version is caster level 17.

Yes. There is a official FAQ about that, a FAQ that use the Pearl of Power as an example.

The minimum Caster Level to be able to make a Pearl of Power is the Caster Level needed to cast a spell of that level.
As I don't allow overcasting and different classes get the spells a different levels, when making a item (with the exclusion of wands, potions, scrolls and staffs that require one of the creators to have the spell memorized or as a know spells) :
- you count as you were a wizard or cleric to determine what is the highest level spell that you can "cast" (i.e., when using Craft Wondrous Items a 7 level bard or a 7 fighter with Master Craftsman can make a item that require 4th level spells);
- unless the spell is in your spell list, when using a spell as a reference about what you can make, to determine the level of the spell, you look first in the wizard spell list, then cleric, then druid and so on, with the more specialistic lists checked last.

All the above is meant to avoid the possibility to have a 5th level caster craft something that:
- reproduce a spell that a caster of his level can't cast;
- cast a spell at a Caster Level several levels highers than his.

Two other rules about crafting:
- Craft Wondrous Items can't make potion like items (pills, candies, ecc.) that mimic potions. Craft Wondrous Items is already powerful enough, it should not subsume Brew Potion.
- the Summoner spell list don't exist at least until I have taken the time to revise it. No potions of greater invisibility or dimension door, etc. etc.

- * -

About the last item, I have decided to ban the Summoner. It step on the toes of too many other classes in one go.
It is a cool concept but it work too well. I agree with JJ that the eidolon shouldn't be too customizable. A basic few templates similar to the druids animal companions (with a different thematic but roughly that level of power) with limited adds would work way better.
The spell list has the same problem. It is a 9 levels spell list compressed in 6 levels. Not a 6 level spell list.

Liberty's Edge

Tequila Sunrise wrote:


And the 'sometimes undefined bad stuff happens' clause in the text of RT makes me roll my eyes.

Care to cite that "piece of text",a s I don't see anything like that?


In my campaigns spell turning also protects the target from Effect spells that target the caster, such as ray spells like disintegrate or scorching ray. Area effect spells are still not protected against.

While not a problem with the spell turning spell, some effects that function like spell turning which say they only turn spells that have the protected creature as the sole target still work but only in regards to the part of the spell targeting the protected creature. For instance, if one ray out of three from a scorching ray targets the protected creature only that one gets turned. The rest affect their other targets normally.

I just never liked how the way they were written the protection was bypassed because a mage targeted one magic missile at a different target, or even at two different protected creatures, when otherwise the spell would be turned if the full effects were targeted at one creature.


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Simulacrum can't be used on a creature of higher HD than you.

So you can't use it on an Epic level 30 wizard, and get yourself a level 15 servant when you are level 15.

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