D&D 3E/3.5 [Kulan] House Rules Thread (Updated: Mar 13/24)

Knightfall

World of Kulan DM
Overland Flight, Swift
Transmutation
Level: Brd 4, Sor/Wiz 4
Components: V
Casting Time: 1 swift action
Duration: 1 hour

This spell functions like overland flight (see p. 259 in the PHB v.3.5), except as noted above.


@Tellerian Hawke:
This would be the new spell that would be basis for Angus's ring, if we go with the idea that he can activate it as a Swift Action 1/day. This would limit him to travel with a speed of 40 ft. for one hour. That would allow him to fly with Average Maneuverability for 4 miles, or he could hustle for a total of 8 miles as per the overland flight spell.

If you prefer to have the ring work exactly like overland flight, then activating the ring is a Standard Action 1/day. That means Angus can't charge the flying dragon-griffon. In fact, he would only be able to activate the ring and then fly to the creature. He would not be able to attack it. We could say he activated the ring last round, but that would put him back to his original initiative order, which I'd rather not do.

Note: While this restriction would make his initial flight to the island to meet the PCs problematic considering how far it is from the coast, but we can simply rule that he was able to run part of the way due to low tide.
 

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Knightfall

World of Kulan DM
I am working on expanding the Areas of Knowledge for the World of Kulan. This list is currently in flux and my pbp players don't have to use them if they choose not to use them.

Expanded List of Areas of Knowledge (Revised)

Arcana
Arcana (in general)
The Elements
Patron Lore
Reverie
Time

Architecture and Engineering
Architecture and Engineering (in general)
Mathematics
Stonework
Traps

Balance, the
Dracology
Fey
Humanoids (in general)
Mysticism
Nature
Spirit Lore

Craft and Science
Anatomy
Astronomy
Geology
Metalworking

Crime and Punishment
Crime Lore
Law
Narcotics/Poison

Culture
Economics
Humanoid Culture
Sexuality
Subterranean Culture

Dungeoneering
Dungeoneering (in general)
Dwarves
Dungeon Lore
Monster Lore
Morlocks
Underearth

Geography
Fallenlands
Geography (in general)
Island Realms
Janardûn
Kanpur (Eastern Lands)
Kanpur Interior
Kanpur (Twilit Continent)
Kanpur (Western Lands) *
Bluffside Region​
Lands of Harqual *
Eastern Shores​
Far South​
Great Expanse​
Northlands​
Ragik Peninsula​
Thunder Lands​
Triadora
* Synergy with geography sub-skills

History
Ancient History
Antiques
History (in general)
History of the Abyss

Local
Local (in general)
Local (City of Bluffside)
Streetwise

Mind, the
Enigmas
Madness/Insanity
Psionics
Riddles

Necromancy
Forbidden Lore
Necrology
Necromancy (magic)
Undead

Nobility and Royalty
Court Protocol
Heraldry
Nobility and Royalty (in general)
The Five [Bluffside campaign only]

Oceans and Seafaring
Sea Creatures
Seamanship
Ships and Shipping
Undersea

Outsiders
Alienist Lore
Angels/Celestials
Demonology (magic)
Demons/Daemons/Devils
Demons (in general)
Elementals

Planes of Existence
City of Doors (Sigil)
City of Union
Elemental Planes
Faerie
Shadowstar Sea
The Planes (in general)

Religion
Dwarven Deities
Elven Deities
Gnome Deities
Halfling Deities
Orc Deities
Religion (in general)

Harqual
Interloper Gods
North Gods
Sword Gods
Tabaxi Deities
Transformation Gods

Kanpur
Gods of Bluffside

Warfare
Military
Tactics
War

Wildspace
Astrology
Pholgiston
Rock of Bral
Spelljammers (ships)
Spelljamming (magic)
Wildspace (in general)
 

Knightfall

World of Kulan DM
Scroll Mishaps Table (roll 1d10)
When a mishap occurs, the spell on the scroll has a reversed or harmful effect. Possible mishaps are given below.
  1. A surge of uncontrolled magical energy deals 1d6 points of damage per spell level to the scroll user.
  2. Spell strikes the scroll user or an ally instead of the intended area/target, or a random area/target nearby if the scroll user was the intended recipient.
  3. Spell takes effect at some random location within spell range.
  4. Spell’s effect on the target is contrary to the spell’s normal effect.
  5. Standard 2d6 damage as per the Use Magic Device description
  6. The scroll user suffers some minor but bizarre effect related to the spell in some way. Most such effects should last only as long as the original spell’s duration, or 2d10 minutes for instantaneous spells.
  7. Some innocuous item or items appear in the spell’s area.
  8. A random creature is summoned within spell range. Use Summon Monster tables from p. 287 of the PHB. Spell level equals the miscast spell's level.
  9. A random minor magic item appears in the spell's area. It remains in the area for 2d10 minutes and then disappears back to its point of origin.
  10. Spell has delayed effect. Sometime within the next 1d12 hours, the spell activates. If the scroll user was the intended recipient, the spell takes effect normally. If the user was not the intended recipient, the spell goes off in the general direction of the original recipient or target, up to the spell’s maximum range, if the target has moved away.
 

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