[FR Campaign Reference]
Forgotten Realms Campaign - House Rules


The campaign broadly uses D&D 3.5 Edition rules. For reasons of consistency, historical preference and (on occasion) bloody-mindedness there are a few exceptions:
  • The system of spell slots and preparing spells has been replaced by a limited mana system similar to that used in our Mystara campaign. For each spell slot of level n a spellcaster would have per the official rules, they instead have n mana. Spells of level n cost n mana to cast. Repeated castings of the same spell multiply the mana cost. If you wouldn't be able to cast a spell per the official rules - and that includes when you need a high level spell slot to cast a spell you know that's been magnified by metamagic - you can't cast it under this system, either.

  • As a result of the above, the sorcerer class has been removed, as have a handful of feats relating to the preparation of spells.

  • Material components with negligible cost have been removed. Consequently the Eschew Materials feat is no longer necessary and is not available.

  • The Great Wheel (Planescape) cosmology and the crystal spheres (Spelljammer) model of the Prime Material Plane apply.

  • Summoned animals - as opposed to summoned outsiders - are all deemed to have been summoned from the Outlands and to be naturally True Neutral, but to take on the summoner's alignment and a suitable alignment template for the duration of the summoning spell. Thus, for instance, a Lawful Good summoner may choose to use summon monster I to summon any of the animals available to that spell, regardless of the official listed alignments, with that animal becoming either Celestial or Axiomatic for the duration of the spell. (True Neutral summoners may choose any one - or none - of the four possible templates to apply.)

  • Likewise, familiars are neutral spirits called from the Astral Plane and given form and alignment by the calling process. Their game stats do not differ from those given officially. Calling a familiar is not considered to be Conjuration.

  • Arcane spell failure chances for all armour are reduced by 10%, and all classes gain Armour Proficiency (light) if they did not already have it.

  • The 3.0 rules on weapon sizes have been retained.