2nd Edition House Rules

General House Rules

Hit dice are always maximized.

Arcane casters use the same table for bonus spells/day as clerics do, but use Intelligence as the guiding stat.

Characters or enemies moving through a square directly or diagonally adjacent to an opponent provoke a free attack from their opponent if he has yet to make any such attack that round.

All crossbows make one attack per round and gain a +1 to hit, hand crossbows do 1d6+1 damage, light crossbows do 1d8+1 damage and heavy crossbows do 2d4+1 damage.

New Arcane Spells

1st Level

Range: Self
Duration: Until End of Battle
Area of Effect: 10-square radius
Components: V, S
Casting Time: 4/Special
Saving Throw: None

Developed by the rare wizard who doesn't slack on his physical exercise, the wizard flexes dramatically, illusory seams in their clothes popping and buttons going flying as appropriate for dramatic effects. If the caster succeeds in a Strength or Constitution check, all allies within ten squares(except for the caster) gain a +1 bonus to hit, while all enemies within this range gain a -1 penalty to hit, as they are, respectively, emboldened or cowed. Some unscrupulous casters use this spell to impress chicks until they learn how to make illusory convertibles.

New Divine Spells

1st Level

Filth Blast
Sphere: Animal, Plant
Range: 10 squares
Duration: 1 round/level
Area of Effect: 3x3 square
Components: V, S, M
Casting Time: 5
Saving Throw: Special

The caster balls up a fist-sized lump of filth, crawling with small, verminous creatures and throws it at or near an opponent, where it explodes in a concussive blast, spreading smelly, itchy and disgusting material over everyone in range. The concussive blast deals 1d4(+1 per level) points of damage, and covers any targets who fail their saves in the filthy materials, negating invisibility and distracting them(-1 to AC for the duration, casters must make a Save vs Petrification to cast spells while affected or be too distracted.). The material components are any sort of filth and/or vermin.

2nd Level

Ooze Touch
Sphere: Animal, Plant
Range: Self
Duration: 1 rounds/level
Area of Effect: Self
Components: V, S
Casting Time: Special
Saving Throw: None

This spell makes the caster's hands weep a thick, jelly-like ooze that dissolves organic matter on touch. This allows the caster to melt through materials like wood and leather simply by placing his hand on them, or to make a touch attack that deals 1d4+1 damage per two levels(1d4+1 third level, 2d4+2 fourth level, 3d4+3 sixth, etc.) up to a maximum of 6d4+6 damage. This unarmed attack has a speed of 3 and can be used in the same round as the spell is first cast, the caster is assumed to be proficient with it when using it.

Ooze Transformation
Sphere: Animal, Plant
Range: Self
Duration: 2 rounds/level
Area of Effect: Self
Components: V, S
Casting Time: 5
Saving Throw: None

With this spell, the caster temporarily transforms his body into ooze, liquefying or shrinking most of his organs and allowing broken tissue to easily meld back together after being split. While this spell is active, the caster's AC improves by one, he regenerates 3 HP(+1 per two levels) per round up to his maximum(regeneration occurs at the start of each of the caster's turns) and is immune to critical hits and backstabs.

New Equipment

Bear Trap

Price: 10GP

Bear traps are a pair of big, spring-loaded jaws that'll snap shut around some poor sucker's foot when they step in it. When one is placed, roll Set Snares(at -5 if untrained), if the roll is successful, the trap is concealed and enemies will blunder into it without noticing if they have a reason to cross over it(for instance, charging at the party). In combat, they can be loaded and thrown/slid into place with a single action, but unless the placer is hidden or invisible, enemies will see where it is. They'll still trigger it if someone knocks them into it or otherwise forces them to move into it, however.

Bear Traps do 1d6 points of damage when triggered and can be poisoned if the owner knows any nasty ways to do that. Enemies who step in a bear trap also have their movement rate reduced to a single square per round until they spend a round freeing themselves from the trap(usually requiring a strength check to pry the jaws loose unless someone is helping them).

Spell Scrolls

Price: Variable

First-level spell scrolls of either mage or cleric spells cost 150GP, for every level upwards, the price is doubled. So a second-level scroll would cost 300GP, a third-level scroll would cost 600GP and so on. Scrolls above fifth level cannot be bought.


Distilled Universal Solvent
Price: 500GP
Effect: This extremely dangerous substance will dissolve practically anything aside from some magical materials, annihilating up to a cubic foot of material. Obviously, if it's thrown at something living(or poured on them) and scores a direct hit, breaking the bottle, it'll kill them.

Elixir of Health
Price: 200GP
Effect: This potion cures all ailments and curses, but heals no actual hit points.

Extra Healing
Price: 300GP
Effect: This potion heals 3d8+3 HP when drunk, it can be drunk in thirds, restoring 1d8+1 HP each time.

Fire Breath
Price: 500GP
Effect: This potion contains enough for five drinks, each drink allows the drinker to spit forth a cone of flame doing 1d10+2 damage. Multiple drinks can be taken in one swig, allowing for more dramatic firebreath attacks. The ability persists for up to one hour after being drunk, but only permits for one actual use. If not drunk before the hour is up, the ability dissipates harmlessly.

Fiery Burning
Price: 500GP
Effect: This "potion" contains a flammable liquid which explodes violently when exposed to air, doing 5d6 points of damage if the bottle is smashed, for instance after being thrown or as part of some ingenious trap.

Price: 250GP
Effect: This "potion" contains an oil which, when applied to a blunt weapon, adds +3 to its rolls to hit and +6 to its rolls to damage. This effect lasts for eight rounds, and the bottle has enough oil for five applications.

Price: 150GP
Effect: This oil will negate any attempts to physically grapple or constrict anyone whose skin or equipment has been treated with it. Glues, webs and tentacles likewise fail to gain purchase. If poured on the floor, anyone attempting to walk on it will fall. Use with care near stairs. Lasts for eight hours. Negated by any liquid that contains alcohol. Also prevents hugging.

Sovereign Glue
Price: 300GP
Effect: This odd substance can perfectly glue anything solid to any other solid, and is dissolved only by Universal Solvent or Oil of Etherealness. Wear gloves when handling. Contains enough for 5 applications, and each application will affect one square foot of surface.

Sweet Water
Price: 200GP
Effect: This potion purifies water, purging pollution, destroying poisons and yielding clean, palatable water. It's effects are powerful enough to affect small ponds or lakes, but would be diluted in anything larger. It may also have odd or unpredictable effects if applied to mostly-liquid creatures like jellies, oozes and some elementals.

Universal Solvent
Price: 100GP
Effect: Instantly dissolves any form of glue or other sticky substance. Also affects cement and mortar.

Magical Items

The Saint's Boots
These boots provide no protection, but are always pristine and provide a +5 to all saves against any effects that would trip, slip, hold, paralyze or petrify the wearer.

The Saint's Sword
This massive greatsword attacks as a Two-Handed Sword, but has a +1 to hit and a +1 to attack. It also has a +4 to damage against any insects, oozes or "vermin" creatures.

The Bucket
Any liquids poured into this stout, oaken bucket are turned into soapy water no matter what they are, this affects even holy water and universal solvent. This soapy water can be poured at the ground to create a 3x3 square of slippery surface which forces enemies to either move at a maximum of two squares per round, or make a save vs Paralyzation when crossing the square. Failing the save results in being knocked prone as they slip and fall, the square persists for three rounds. The water can also be sloshed at a single enemy's face, forcing a Save vs Poison, enemies who fail this save have soap in their eyes and have their AC, Initiative and attacks penalized by -2.

The Mop
This weapon usually counts as a quarterstaff, except when the mop has been dipped in water. In this case, it gains a powerful cleaning effect: In one round it can neutralize three adjacent squares in any sort of persistent area-of-effect on the ground(Magical Wall spells, Grease spells, Entanglement effects, etc.). Additionally, the mop now does 1d6+1 points of acid damage when striking enemies(it retains the attack speed of a quarterstaff, and quarterstaff proficiency is still used to wield it), this acid damage has all the usual effects of acid damage, such as preventing regeneration and permanently slaying trolls. Finally, when soaked, the mop does double damage against earth elementals, water elementals or anything else that could be considered a "mess"(swarms of insects, mudmen, jellies, etc.).

Combat Maneuvers Overview

In order to make fighters, thieves and clerics have more fun in a fight, here's a set of "maneuvers" for them to use. Some maneuvers will have a Difficulty rating, a penalty to your to-hit roll when attempting to use the maneuver. In some cases, maneuvers will have no penalty if used with certain weapons, or in certain situations.

A "stance" is declared at the start of a character's turn and cannot be cancelled or replaced with another until the start of their next turn, most stances have a combination of advantages and penalties.

Armadillo Pitch

Mori balls up Durgo, her armadillo companion, and pitches him straight at an opponent's face, treating it like a normal thrown attack(strength bonuses apply) which she is proficient with. Durgo is small but dense, and will do 1d6 points of blunt damage on impact and then, depending on Mori's command, either skitter back to her or hang around to distract her target. If she orders him to return, he's ready for throwing again in the next round, but if she orders him to stay, he'll do a further 1d4 damage in the next round before getting out of the fray, potentially distracting mages and keeping them from casting spells.

Difficulty: 0

Arrow Rain

The character may choose to target a 3x3 square area rather than a single target with a ranged attack, hurling or firing a multitude of projectiles into it. The character must have at least one unit of ammo for each target in the area to do this. Penalized by the difficulty, the character then makes an attack against each opponent in the area of effect.

Difficulty: 4


The character moves his full movement allotment(or less, if he so chooses) while ignoring attacks of opportunity(he's assumed to be dodging and blocking as he goes) and then makes a melee attack(which may be another maneuver). This melee attack is penalized by 1 for every attack of opportunity he ignores.

Difficulty: Varies

Disarming Attack

An attack that deals no damage, but, if it hits, forces your opponent to make a Save vs Paralysis or be disarmed. Your opponent receives a penalty to his save equal to how much more you roll than you need to hit, for instance if you need a 15 to hit, and roll a 17, his save is penalized by 2.

Difficulty: 0

Distracting Attack

If this attack lands, it deals half damage. If it's successful, the target is distracted and will for the next round be vulnerable to backstabs. Additionally, any attacks from behind will have their bonuses to hit doubled(+4 rather than +2), and flanking attacks will have +1 to hit.

Difficulty: 1

Guardian Stance

The character chooses a friendly target nearby. Any time a melee or ranged attack is made against the ally, the character swaps places with them and becomes the new target, the character's AC is penalized by two points against these attacks. This also counts for single-target spells which target the ally. In the case of area-of-effect spells, the ally automatically passes his saving throw, and the character automatically fails it.

Hummingbird Stance

While in this stance, the character's AC bonus from Dexterity is doubled. However, if any attack successfully hits them(this includes any spells with a forceful component, like fireballs or lightning bolts), they are knocked prone.


If this attack strikes an opponent, they must make a save vs Paralysis or be knocked prone, making them easy targets. The target can also be moved one square if the attack is successful, for instance, they can be moved one square over cliff edges, into bonfires or otherwise be made to suffer.

Difficulty: 4, unless a large, blunt weapon is used, in which case the difficulty is 2. The difficulty is also 2 if the attacker is of larger size than the defender. If the attacker is both larger than the defender, and wielding a large, blunt weapon, the difficulty is 1.

Power Attack

Exchange attack bonus for a damage bonus, for each point of penalty to the attack, two points of damage are added if it should hit.

Difficulty: Varies.

Sweeping Strike

A large, sweeping strike against all adjacent enemies.

Difficulty: 1 for each adjacent enemy, unless a two-handed weapon is used, in which case the penalty is 1 for every third adjacent enemy.

Toxic Strike

Available to any character with Brewing, Cooking, Healing, Herbalism or Survival as a proficiency. For each of these abilities known, this ability can be used once per rest(or other period that gives the character time to mix and collect the ingredients for poisons). When declaring a Toxic Strike, the character must be using a slashing or piercing weapon, if the attack hits it does damage as normal, but also forces a Save vs Poison to avoid the additional effects of the poison on the weapon. Special ingredients(toxic molds, manticore stingers, etc.) may allow for novel poisons to be brewed, but the following are always accessible to the character.

Disorienting Poison: Causes dizziness and confusion, the victim cannot cast spells and their AC is penalized by 4, if the save is failed.
Fatal Poison: Does 1d10 damage if the save is failed.
Sleeping Poison: Within 1d4 rounds the character passes out, if the save is failed. Targets who're currently in combat won't pass out until the end of combat, as the adrenaline keeps them awake.
Weakening Poison: This poison renders the opponent as weak as a kitten, their Strength score is halved if the save is failed.

Difficulty: 0

United Attack

The character may choose to delay his attack until one or more allies are also attacking, allowing them to attack simultaneously. For every character joining in the attack beyond the first, all of the attackers receive a +1 to hit. Ranged attacks can be used as part of a United Attack.

Difficulty: 0


Grappling can be learned like any other weapon proficiency, and characters suffer non-proficiency penalties if not trained in it. Grappling can also be a weapon of choice, or a character's weapon specialization. To grapple an enemy, a normal attack is made which provokes an attack of opportunity from aware enemies attacked from the front(no AoO if the enemy isn't expecting it or can't see you). Once grappled, a strength check is rolled. The character's strength is assumed to be 5 higher for every category smaller the enemy is, and 5 lower for every category larger the enemy is.

If the strength check fails, the character spends the next round establishing a hold on his opponent, who may spend that round hitting back. If the strength check succeeds, the opponent is instantly grappled and can now be subjected to grappling maneuvers.

Grappled opponents cannot cast spells requiring somatic components.

Choking Hold

This maneuver requires a fresh strength check every round to maintain. While maintained, the grappler has only one free hand, as does the victim. Every round, the victim temporarily loses three points of strength and constitution. Once they reach zero, he passes out for 10 rounds after which he will recover his stats at the same rate he lost them. The opponent is also silenced and cannot cast spells requiring vocal components.

Meat Shield

A grappled opponent can be used as a meat shield, this requires another strength check every round. The opponent cannot act while used as a meat shield(unless the grappler fails a strength check) and the grappler retains only one free hand to act with. However, the grappler's AC improves by 4 and all his saving throws likewise. Any time an attack is avoided or saving throw is made, the meat shield instead suffers the effects. In the case of AoE spells, the meat shield automatically fails his save, and the grappler automatically makes his, and both then suffer the normal consequences.


A grappled opponent can be suplexed, which requires no roll and terminates the grapple. It deals 1d8(plus strength modifier) points of damage and knocks the opponent prone.

Whirlwind Throw

An attack roll is made to hurl a grappled opponent as a living projectile, the opponent can be thrown two squares for every five points of strength the grappler has(modified by the grappled opponent's size). For purposes of attack bonuses, the attack is treated like a thrown weapon(it gains strength bonuses) and as a grappling attack(it gains bonuses if the grappler is specialized in grappling or has grappling as a weapon of choice). No matter what, the thrown victim always suffers 1d8 points of damage unless he lands somewhere spectacularly soft. He also suffers the effects of any traps or hazards he strikes. He is also knocked prone. If he strikes an opponent, the opponent also suffers 1d8 points of damage and must make a save vs paralysis to avoid being knocked prone, the opponent struck may also suffer additional effects(for instance if the enemy that hits him is on fire, covered in acid, has spiky armor, etc.).

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