House Rules v2.2.2: Magic Weapons: Most magic weapons subtract 1 from their speed factor for each plus of the weapon. For example, a Warhammer +1, +3 vs. Giants would be speed factor 3 normally and 1 when used in melee against a giant. Yes, negative speed factors are allowed. I'm told that the rules say that magic weapons can be used without a nonproficiency penalty. That is NOT the case in this campaign. Critical Hits: tbd Training: When a character has "completed and adventure" with sufficient XP (eXperience Points - ep are worth 1/2 a gp) to go up in level, and he/she/it wishes to do so, he/she/it must spend a week of quiet time, practicing skills and studying, after which the character goes up one level. He does not need to expend any money to do this beyond normal living expenses, unless unusual circumstances arise. During training the character may not "take a day off" to do something else and is not able to go adventuring for experience. He may spend time interacting with people or carrying out mundane activities WITHIN REASON. Experience Awards: "At the end of an adventure" is defined as when you are someplace safe enough to train and you've made all decisions that might effect what experience you get for recent actions. For example, after you've decided wether to sell that magic sword, give it to the gnome, or destroy it like the church asked you to. Learning Spells: Spells can be found in libraries, but not all spells in all libraries. The Vault of the Sages in Silverymoon has the most complete magical refence section in the Realms. It holds every spell from the Players Handbook (2nd Ed), the Complete Wizards Handbook, Forgotten Realms Adventures, and the Tome of Magic. All other libraries have a subset of these spells. Which spells are in which libraries are determined by the GMs. Wizards wishing to use a spell must first copy it into their spellbooks, at which point they must roll percentile dice to see if they can learn that spell (using the chart for INT in the PH). Wizards who fail the roll to learn a particular spell may attempt to learn it again after they have advanced one or more levels, provided they have not yet learned their maxiumum spells for that spell level. The same percentage that is a wizards chance to learn a spell also determines the maximum spells of a given level that a wizard may learn. The maximum is that percentage multiplied by the number of spells of that level found in The Vault of the Sages. This maximum does not apply to spells not found in that institution. There are 65 first level Wizard spells on file at The Vault of the Sages. See the link on the AFAL home page for a spreadsheet that lists them and will compute how many spells a Wizard can learn based on INT. Libraries in the Forgotten Realms are usually not the government run lending organizations invented by Ben Franklin. They are frequently for-profit information brokerages where books may be viewed (for a fee) but never borrowed. The Vault of the Sages in Silverymoon, for example, is EXPENSIVE. They have the best collection around and they take full advantage of it. This means fees for research time & reading time based on subject and bigger fees for copying. Other libraries may be cheaper, have different rules, or even be free at the GMs' discretion. It is assumed that starting characters had an opportunity to visit some library that had at least all the 1st level spells in the Players Handbook at the end of their apprenticeship. As a result they start with less cash than any other character class and may roll to learn up to 9 1st level PH spells (or any others the GM says are available) they want at the start of the game. This does not mean that they roll until they succeed with 9 spells, it means that they pick up to 9 spells and roll for those spells only. At a minimum, all first level Wizards have successfully learned the following spells: Copy, Read Magic and Wizard Mark. So you really only roll for up to six. Multiclass & Armor: Multiclass characters may use any armor that is allowed to any of their classes with the following restrictions: o Spells with verbal components cannot be cast with a helm on. o Spells with somatic components cannot be cast with gauntlets on. o Thief skills requiring the hands (picking locks or pockets, finding and removing traps, etc.) cannot be performed with gauntlets on. o Hearing noise cannot be done through a helm. o As stated in the standard rules, all armor use requires penalties to certain Thief skills (ex. climbing walls) when they are attempted. It's not that it's impossible with heavy armor, just that the negatives are so severe that anything above chain is probably a waste of time (or you're ridiculously good and showing off). o Thieves in plate mail get funny looks from fellow guild members. Raising/Resurrection: Elves can be raised and ressurected just like everybody else. That whole no-resurection thing is just a rumor the dwarves started. House Rules Doc ends----------------------------------------------------------