City of the Spider Queen
Rules ChangesBanned books contain alternate setting content, known game breaking content or variant rules. Sometimes all three! Banned books are without a question not in my game and you cannot take anything in those books.
Banned Feats are feats so powerful in the right hands, it trivializes the game in some aspect. I left the majority of the powerful and broken feats in the game. I only removed the ones that would make life difficult for me.The Spell and Feat changes are there to address balance issues but not remove the power from the game. I have tried VERY hard to keep said things still extremely powerful, just limit or remove what makes them godly.
Custom Feats is exactly as it sounds.
- All Eberron books
- All Oriental Adventure books
- Tome of Battle
- Tome of Magic
- Weapons of Legacy
- Unearthed Arcana
- Forgotten Kingdoms of Faerun
- Dragon Magic
- Magic Item Compendium
- Miniature’s Handbook
- Player’s Handbook II (Addendum: Druids may use the enhanced Animal Companion list on page 41.)
- Spell Compendium
- Races of Dragon
- Assume Supernatural Ability (from Savage Species)
- Metamorphic Transfer (from Expanded Psionics Handbook)
- Frozen Wildshape (from Frostburn)
- Ocular Spell (from Lords of Madness)
- Leadership (from Dungeon Master’s Guide I)
Spell and Feat Changes
These changes are to address some issues with game balance. These changes are non-negotiable.
- Astral Projection – Only copies mundane versions of your equipment.
- Gate – The conjuring portion of the spell cost 5,000 GP and the subject gets a Will save.
- Orb Spells – They are now Evocation spells and all are now affected by Spell Resistance.
- All Arcane spells 3rd level or lower only can apply a Penalty to Abilities, not damage.
- When summoning, polymorphing or otherwise magically controlling a creature and then making it cast Limited Wish, Wish, Miracle or Alter Reality, the caster must pay the XP cost, if any, as if he cast the spell.
Thrallherd is specifically not allowed.
Custom FeatsEnable Criticals [General, Fighter]
You have learned to score critical hits on unusual creature types.
Benefit: Choose one type of creature that is normally immune to critical hits (construct, elemental, ooze, plant, undead). You can score critical hits against that type of creature, despite that this is not generally allowed.
Special: If you choose constructs, you can also score critical hits against inanimate objects. If you choose undead and are using an attack that does not suffer a miss chance against incorporeal opponents (like a ghost touch weapon), you can score critical hits against incorporeal undead.
Notes: This also allows you to use abilities and actions that only work against creatures subject to critical hits, such as Coup de Grace, Sneak Attack and the ranger’s Favored Enemy damage bonus. A construct, object, or undead need never make a Fortitude save to survive a coup-de-grace.