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Habololy Main 

House Rules - Spells

Divine Spell Preparation

A cleric must get a full night's rest in order to prepare his or her spells.  Unlike a wizard, this rest need not be uninterrupted; meaning the cleric could sleep for four hours, watch a camp for two hours, and then sleep for four and be ready to prepare spells.


Rangers and Paladins need to get only a good night's rest (six out of eight hours) to be able to prepare his or per spells.  Similar to a cleric, this rest does not have to be in consecutive hours.


Hunter's Mercy

          The original version of this spell allows it to be only used on bows.  When the spell is memorized, the Ranger can decide whether to memorize a version that effects bows, crossbows, or firearms.


Learning Spells - Not all spells were created equal.  Some are common, and others are difficult to come by on Habololy.  The following list gives adjustments to the Spellcraft DC to learn a spell.

Players Handbook: +0


Any Habololy Handbook: +0


Complete Arcane, and other Complete guide books: +2


Region Specific (e.g. Sandstorm): +4


Setting Specific (e.g. Forgotten Realms): +6


Setting and Region Specific: (e.g. Shining South): +8


Non-Wizards of the Coast general use book (e.g. Villains Sourcebook): +10


Non-Wizards of the Coast setting book (e.g. Rokugan): +15


Learning Spells - When a wizard regains a level that he lost permanently (such as through dying or permanent level drain), he does get to learn two new spells as if he had gained a new level.  The learning of spells when a wizard gains a level is more based on the amount of time between levels gained, unlike a sorcerer.


Magic Missile - 1st level arcane spell

           Ignores spell resistance.


Summon Monster (I-IX)

           Due to the unique relationship Habololy has with the outer planes, there are not an unlimited number of sentient planar creatures available to summon.  A spellcaster can only summon a number of particular sentient creatures (such as a Leonal) equal to 15 minus the challenge rating of the creature.  So in the example of the Leonal (CR12), a spellcaster could summon at most three per day.  Furthermore, if the spellcaster were to constantly summon the creatures into dangerous, or deadly situations, they may arrive even less than the above rule.  It is possible that a true abuse of sentient summoned creatures could lead to an outer planar response.

          Sentient summoned creatures are ones that have a unique identity and are not created by the summon spell.  Generally, this means Guardinials, Baazatu, Slaad, etc.  This does not refer to celestial, dire, or fiendish versions of creatures.  It does not apply to elementals.  The trade off to this hindrance is two fold.  First, the sentient creatures summoned are 'assigned' to Habololy.  This means that they may have useful knowledge that would not be available via a standard summons.  Second, once you have the name of a sentient summoned creature, you may summon that specific creature again.  They might therefore be more helpful when it comes to executing plans and helping.

           Summoning by means of a Planar Ally or Gate spell avoids this restriction, but a random sentient creature is summoned, not one 'assigned' to Habololy.




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