House Rules List

These are following rules that are optional for GMs when setting up their campaign. They can be toggled after a campaign is created.

# House Rule Name Class Description Notes Source
# House Rule Name Class Description Notes Source
1 Magic: Overcasting Buff Sorcerers can Overcast using Fortitude and Sanguine.
Toggling this Allow ALL casters/benders to Overcast without using Sanguine (albeit risky).
This can allow for more freedom for players to cast spells outside of the spell description.
But the risk is taking stacks of Maimed or going mad.
Azbolg
# House Rule Name Class Description Notes Source
1 Combat: No Called Shots Realism No called shots to increase damage, unless it really makes sense. You cannot say you are always swinging for the creatures head. This is assumed. Combat is complex, creatures in combat are almost always trying to kill you in the most effective way possible to survive. Rule of Cool. Azbolg
2 Critical Hits: Improved Damage - Remarkable (20 x 2) Buff When a critical weapon or spell critical hit occurs: Roll another d20.
If double natural 20s on occur. Damage is increased by x4 of the critical damage.
The gods smile on you. Azbolg
3 Critical Hits: Improved Damage - World-shaking (20 x 3) Buff When a critical weapon or spell attack occurs: Roll a d20 again, if a natural 20 occurs again, roll ANOTHER d20.
If another natural 20 occurs (x3 d20 rolls on the attack roll): Damage is increased by x8 of the critical damage.
The gods have taken notice of you. Azbolg
# House Rule Name Class Description Notes Source
1 Critical Hits: Maimed Realism Critical hits force the creature to make a DC15 Fortitude Skill Roll or take 1 stack of Maimed. Dungeon Dudes
2 Dying Rolls: Maimed Realism Gain one stack of Maimed when failing a Dying Stratum Roll by 5 or more. Dungeon Dudes
3 Massive Damage: Maimed Realism Massive Damage!! When taking over 50% of your Max Vitality, of a damage roll in a single hit of your total Vitality you MUST make a DC 15 Fortitude. Upon failure you take ONE stack of Maimed. Jacob (XP to Level 3)
# House Rule Name Class Description Notes Source
# House Rule Name Class Description Notes Source
1 Nat 1 Defensive Rolls → Auto Fail Nerf When rolling a Defensive Roll, a natural 1 always fails, against a fixed DC. Allows for more failure. Azbolg
2 Nat 1 Skill Roll → Auto Fail Nerf When rolling a skill roll, a natural 1 always fails against a Fixed DC. Allows for more failure. Azbolg
3 Nat 20 Defensive Rolls → Auto Success Buff When rolling a Contesting Roll, a natural 1 on the Main Roll always fails, against a fixed DC. Allows for more success. Azbolg
4 Nat 20 Skill Roll → Auto Success Buff When rolling a Skill Roll, a natural 1 on the Main Roll always fails against a Fixed DC. Allows for more success. Azbolg
5 Skill Roll Re-rolling Balance Body derived skills can typically be re-rolled.
While Mind and Soul skills cannot.
Up to DM discretion Jacob (XP to Level 3)
# House Rule Name Class Description Notes Source
# House Rule Name Class Description Notes Source
1 Magical Tatoos Buff Wizards can have spells permanently tattooed onto their bodies using a rare, magical bending ink. This process requires a skilled tattooist who is also a bender, making it both costly and time-consuming—three times the price and duration of inscribing a spell into a spellbook. Powerful wizards often choose this method to display their prowess, as the number and intricacy of their tattoos signal their magical strength. Tattoos offer a secure alternative to spellbooks, which can be stolen or lost. However, accessing spells tattooed on hard-to-see areas, such as the back, typically requires a mirror or two for the wizard to view the inscription. This practice is particularly prevalent in Zin, where "branding" oneself with magical tattoos is a cultural norm. Rule of Cool. Dungeon Craft
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To access the dice log to keep track of your rolls

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To edit characters or creatures.

Effect 1 Effect 2 Ambience Music