House Rules

Mastering Rituals:

Rituals require 8 hours to learn.
When learning a ritual, a character makes a skill check against a Hard DC of that ritual’s level against one of that ritual’s key skills (the character’s choice). For every 5 points he exceeds the DC by, the time required to learn the ritual decreases by 2 hours to a minimum of 1 hour. For every 5 points he fails the DC by, the time required to learn the ritual increases by 2 hours instead. Once this time has been determined, no subsequent attempts can be made to change it (except via Aid Another or Triviality rules as below).

Aid Another: Rituals can be learned in half the normal time (to a minimum of 1 hour) if the person learning the ritual benefits from a successful Aid Another attempt on the skill check to master that ritual by another creature who has already learned it. On a failure, the ritual takes twice as long to learn as the student is mislead and confused. Only one creature can use Aid Another in this way.

Triviality: Rituals half a character’s level or less are considered trivial for that character and can be learned in the duration of a short rest without a check (5 minutes).

Transcribing Rituals/Creating Ritual Books:

Rituals require 8 hours to transcribe, including for scrolls.

The time required to transcribe a ritual can be reduced as per the rules for learning them (this includes the rules pertaining to trivial rituals).

Surge Casting:

Mastered rituals that are half the caster’s level or less (rounded down) count as being Memorized and have the following properties:

  • Memorized:* They don’t require a ritual book, spellshard or any other such receptacle to use for the caster.
    Surge Spending: Their component costs can be paid for by losing a healing surge rather than the normally required cost.
  • Faster Cast Time:* They can be done within the duration of a short rest (or 5 minutes/50 rounds), or half their normal cast time (minimum 1 minute/10 rounds, unless their default cast time is less, in which case it doesn’t decrease), whichever is faster.

Variable Cost Rituals:

Special rituals with variable costs like Raise Dead are either excepted from being paid for with surges; instead value healing surges at 25GP, 250GP, and 2500GP per tier. In this way a character with ten surges would cost 250 GP to resurrect in heroic tier, 2500 in paragon tier, and 25,000GP in epic tier.

Focuses and Wealth Creating Rituals:

Focuses, and the component costs of any ritual that creates a permanent item or effect with a defined monetary value (such as Brew Potion or Enchant Magical Item) can never be paid for in this way with healing surges.

Cooperative Casting:

Subtract the number of creatures that unsuccessfully used Aid Another to assist in performing a ritual from those that did so successfully. If this difference is positive, the casting time is halved. Note that any character using Aid Another in this way will be preoccupied for the full duration of the casting.

DREAM MECHANICS

While you are in a dream, some things work differently than in real life. Until the end of the dream, you gain new abilities.

Aspects

Like Aspects in FATE, these are short words, phrases, or nicknames that describe your character. They do not grant you any new powers, but rather allow you to gain bonuses on things that the Aspects relate to. Groose might have the Aspect “Inventor of the Groosenator” , which would allow him to gain bonuses or rerolls on checks relating to building, fixing, or operating machinery, or the ability to reroll a missed shot with a catapult.

Everyone will create one aspect and assign it to their character. This may be a positive thing or a negative thing, or simply a neutral thing, as long as it can be used to put a twist on the combat. If you cannot think of an Aspect, speak to me and I’ll help you design one.

Dream Points

For the duration of the dream, Action Points are replaced by Dream Points. Every character has Dream Points equal to 2, plus their INT, WIS, or CHA modifier (whichever is highest).

Dream Points can be used the same way as Action Points (which also triggers any special action point abilities from feats and class features), but they can also be used in other ways:

-Invoke an Aspect and spend a Dream Point to gain a +2 Bonus on any role related to the Aspect
-Invoke an Aspect and spend a Dream Point to reroll a negative dice result.
-Invoke an Aspect and spend a Dream Point to accomplish an Effect. (Groose might use his Aspect ‘Married to a Vindictive Goddess’) to turn away unwanted attention from a seductress)
-Spend a Dream Point without invoking an Aspect to gain a +1 bonus on something.

The Dungeon Master can also Compel your Aspects, in which case you must take the prescribed penalty and gain a Dream Point, or spend a Dream Point to avoid the penalty. And remember, your enemies have Aspects too. Freddy Krueger is weak against fire!

Terrain Aspects

The Dreamscape also has Aspects of its own, which players may Invoke to cause an effect or gain a bonus. For example, a pile of hay has the aspect Extremely Flammable. A Player may Invoke this Aspect to easily light the hay on fire, or the Dungeon Master might Compel this Aspect so that an enemy’s missed attack strikes a spark, causing the hay your sniper is hiding under to burst into flames.

Dream Step

As part of a move action, you can fly your speed. You do not have hover for the purposes of this movement. You may also spend a Dream Point to move via Dream Logic, such as running across a platform that only appears to exist through forced perspective, or using your own slingshot to fire yourself across a divide.

House Rules

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