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The following "house rules" are optional rules designed for running a campaign in Khoras using D&D v3.5 rules. These are totally optional for other DMs. I use these rules, but you are not required to. Feel free to pick and choose.
To my own players... these house rules are in effect for the current campaign, The Crystal Dominion.
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The following table gives the basic racial stat adjustments and characteristics of the various Khorasian races.
| Race | STR | DEX | CON | INT | WIS | CHA | Move | Notes and Special Abilities |
| Aswani | -1 | +2 | -1 | 0 | 0 | 0 | 50 | Heightened sense of hearing
gives +4 to any listen. Heightened sense of smell gives them a smell check like a listen check. Extremely agile: +2 on tumble, jump, climb, swim, move silently. Innate "magic sense". |
| Avarian | -2 | +1 | 0 | +1 | 0 | 0 | 30/60 | Capable of true flight. Extremely sharp vision gives +2 on spot and search checks |
| Baenite | +1 | 0 | +1 | +2 | 0 | -2 | 30 | Immune to bright light, flashes and other such temporary blindness. |
| Borrellian | +1 | 0 | +2 | 0 | 0 | 0 | 30 | Take half damage from cold,
but double damage from heat. Immune to bright light, flashes and other such temporary blindness. |
| Dwarf | 0 | 0 | +2 | 0 | 0 | -2 | 20 | Can see in the dark and other traits as given in PH v3.5 |
| Elf | 0 | +2 | -2 | 0 | 0 | 0 | 30 | Can see in dim light and other traits as given in PH v3.5 |
| Eshtari | 0 | 0 | 0 | 0 | +1 | 0 | 30 | No noteworthy traits. They are very similar to humans. |
| Grum | -2 | +2 | 0 | 0 | 0 | +1 | 20 | Extremely agile: +2 on
tumble and climb. Very stealthy: +3 on move silent rolls. |
| Human | 0 | 0 | 0 | 0 | 0 | 0 | 30 | None |
| Magrakian | +2 | -1 | +5 | -2 | -2 | +1 | 30 | Half damage from fire,
frost, acid and electrical attacks. Magrakians have very poor sense of smell and taste. Dull senses: -1 to spot, search and listen. +4 on rolls against poison and disease +2 on armor class due to thick coarse hide. |
| Ogre | +4 | 0 | +3 | -1 | -1 | -1 | 30 | +1 armor class due to thick skin |
| Phellysian | -1 | +4 | -1 | 0 | 0 | 0 | 40 | Heightened sense of hearing
gives +2 to any listen. Heightened sense of smell gives them a smell check like a listen check. Extremely agile: +3 on tumble, jump, climb, swim, move silent |
| Saridian | -1 | +1 | -1 | +3 | 0 | 0 | 30 | None |
| Saurian | +1 | -1 | +1 | -1 | 0 | -2 | 30/60 | Excellent swimmers: +8 on swim checks. Ability to hold breath 3 times as long as human. Harothi can enter "battle dance" berzerk rage as a barbarian. +3 on armor class due to scaled hide. |
| Secambru | +7 | -2 | +4 | -3 | -2 | -1 | 50 | None |
| Sybrenar | +1 | 0 | +2 | +1 | 0 | 0 | 30 | +1 on armor class due to thick, coarse skin. |
| Trossoli | -2 | -1 | -2 | +3 | 0 | -3 | 20 | -1 on armor class due to thin skin and tender flesh. |
| Vaullian | +1 | -3 | +1 | +2 | +3 | 0 | 10 | +1 on armor class due to very thick skin. |
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Fumble - On any roll of a 1, you provoke an attack of opportunity.
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The Drellis Effect
During Drellis phase, you cast your spells as if you were two
levels lower.
During Karrym phase, you cast your spells as if you were two levels higher.
This doesn't affect your total daily allotment of spells, only the characteristics of the spell (range, area of effect, damage, etc).
Orichalcum and Power Crystals
Orichcalcum and power crystals are two types of minerals that are potent sources of magical energy and can be used by wizards to power spells. Both of them are somewhat rare and quite expensive.
Orichalcum is like a rechargeable magical battery. It can be used to store magical energy and can be reused many times (typically, a piece of orichalcum can be recharged up to 50 times). One pound of orichalcum stores the equivalent of one spell level of energy. Therefore a 5 pound brick of orichalcum would store enough energy to unleash two second level spells and one first level spell.
Power crystals are more intensely charged. A one pound crystal contains five spell levels of energy. They are mined in quarries like any other mineral. They come out of the ground fully charged. They are not rechargeable and can only be used once. When a power crystal is depleted of energy, it turns into a dull, smoky grey piece of lifeless glass.
Orichalcum and power crystals are unaffected by the Drellis Effect.
Orichalcum and power crystals both will detect as “magical” for any type of detect magic spell or ability.
Scrolls
Scrolls in my campaign work a little differently than in traditional D&D... scrolls are just words on paper, essentially. So, a non-magical scroll is just that. Non magical. Let’s call it a “mundane scroll”. Words on paper. It could be written in any language. It could be a spell written in one of the classical spell coding systems. Regardless it’s just information written down. That’s all. If it’s a spell and you are a wizard, you could copy that information into your own spell book. No problem. It’s just information.
A “magic scroll” is a magic item. It’s actually got a specific spell that will be triggered if you read what’s on the scroll. The text on the scroll functions like a command word. You just have to read it. And it could be anything. It’s not a copy of the scroll, it’s a command word magic item. If a wizard wanted to, he could make it a poem written on that scroll. Or a long flowery speech. Or a single word. Every scroll is different. If you read the text, the embedded spell goes off. Depending on how the scroll was created, it might be a “single use” item or it might have multiple uses. It could even have more than one spell option. It could have 4 different pieces of text, each activating a different spell, for example. Anything is possible and every scroll is unique because it’s a magic item. The whole idea behind a magic scroll is that you activate it by reading it. So, anyone who can READ the scroll can fire off the spell. Obviously, the scroll must be written in a language you understand. When you’re done reading the scroll, the text may vanish or it may not. It depends on what the creator of that item wanted it to do. In any case, the magic is expended (unless the creator specifically enchanted the scroll such that it has multiple uses).
Spell Coding Systems
Spells must be written in one of the classical "spell
coding systems" used in Khoras. In order to translate a spell from one code
to another, you must know both codes. The spell Read Magic does not exist. If
you want to copy a spell from one code system to another, and you don't know
both, you can always go to a major city and hire a wizard who does have the
necessary skills to copy the spell for you.
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Use Magic Device
This skill is eliminated. We will not be using it. Every magic item is unique. Some require a command word. Others require thought to activate. Some have a button. There are no items in Khoras that will "only work for wizards" or "only work for evil characters" or "only work for 5th level characters or higher". Class, level and alignment are metagame concepts and cannot be the basis of item activation. Therefore, no items will be class, alignment or level dependent. If an item has a command word, anyone can say it, regardless of class or level or alignment. The same goes for any other activation method.
Tracking
Tracking is a separate skill now. It is not a part of the Survival skill. Tracking is a class skill for Rangers and a cross-class skill for everyone else. The associated key ability for Tracking is Wisdom.
Language Skill
In order to speak a language other than your native tongue, you must take the language skill for that specific language. Furthermore, the mastery of the language depends on your skill rank in that language. There is no associated “key ability” with language. This skill is trained only. Every character is assumed to be fluent (skill rank 3) in their native language. For any other language other than your own language, you must spend skill points to learn that language. In addition, if a character wishes to learn to read and write a language, he or she must spend one additional skill point.
| Skill Level | Ability |
| 1 | Simple greetings and basic phrases only. Beyond this, the speaker has a 15% chance of knowing any particular word or phrase. Speaker has a very thick accent. |
| 2 | Speaker can carry on only a very basic conversation about simple topics. The speaker has a thick accent and has a 50% chance of knowing any particular word or phrase. |
| 3 | Almost completely fluent. Speaker can carry on a normal conversation and exhibits only a modest accent. The speaker knows all common words and phrases and has a modest chance (DM’s discretion) of knowing unusual words or understanding the meaning of colloquialisms, slang and idioms. |
| 4 | Complete mastery of the language. Speaker is able to discuss complex topics. Understands subtle shades of meaning. Speaker is able to completely hide accent and speak as a native. Character is also able to identify regional dialects and accents upon hearing them. |
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This page last updated Monday, October 08, 2007. Copyright 1990-2008 David M. Roomes.