moonglum wrote: Fri Sep 12, 2025 11:16 am
Do you have house rules? Do you have all of them documented anywhere? I love reading peoples 3.5 house rules.
Well, we decide to play a strict 3.5 PHB+DMG campaign. When the other companion books came out, we had a rule that a new spell, feat, etc. from these new books should be approved by the DM
before they are added to a campaign.
That is to make sure whatever we add to our game is balanced and fun.
The player can read any companion book and suggest new additions, and it’s up to the DM to accept or refuse. Me, I keep what’s working with the RL darker / gothic flavor, and refuse what is too
fantasy, or of course what is not working with RL’s spells guidelines - see below. The FR campaign DM can approve other things according to his campaign’s flavor.
The DM has more room to make a villain unique by using a feature not currently known to the players to have an element of surprise. Ex corrupted magic, or introduce witch magic.
So there are not really new house rules but selected additions we made to our game, but things we added to a strict PHB+DMG ruleset.
As I said, a sorcerer can select a clerical domain and have access to these spells too. This makes sorcerer more variable and we think it fits that “wild gift” they have.
When Pathfinder 3rd ed came out, we borrowed some things in it that we prefer :
The feats Toughness and Dodge we use are from Pathfinder.
We use the rules for dying from Pathfinder’s.
Some other feats we accept are Practiced Spellcaster (Complete Arcana), Mobile Spellcasting and Natural Bond (C Adventurer), Companion spellbound (PH2), augmented healing (C Divine).
New spells for RL: Blessing of the Righteous, Energy Aegis (Player Handbook II), Light of Faith, Sacred Item (Complete Champion), Resist energy mass (C Arcane), Visage Of The Deity, Lesser (Complete Divine)
When I started this campaign on 2003, I quickly decided that some spells do not exist in my RL campaign to make the campaign more gritty: fireball (too fantasy, it males the wizard more creative by having to use something else), continual light (not fun in Ravenloft’s dark ambiance the DM is trying to make. Bing! Full light!), Fly (too fantasy, everybody stays on the ground where they can be chased

) and Stoneskin (too fantasy, can’t be scared if you can’t be touched). Unless exception, the villains won't use these either.
I also decided that wizard do not automatically get new spells as they level up. They only have access to spells they found during the game or copied. There is no pink bunny delivering new spells each time they get a new level. It makes friendly wizards in RL more cooperative in sharing spellbooks. More roleplay and favors asked. The spells they find here and there includes the spells found in Ravenloft books.
And this is the summary I gave my players in 2003 at the start of the campaign:
Guidelines for spell casters in Ravenloft
There is no astral plane in the lands of the mists, so all spells requiring this plane do not work. However, teleport works through the mists instead. This is to say the following guidelines sometimes work with subtlety and should be used as this, i.e. useful guidelines.
There is a border ethereal, but the deep ethereal is still to be found.
It is very dangerous to call beings from other planes, as they can’t go back after the conjuration time has ended. Be careful if you summon an evil creature, you might get more then you can bargain with… Spells of Abjurations (returning a creature to its own plane) doesn’t work as rumoured elsewhere: it teleports the creature to a random location in the land of the mists.
There is a danger with “death” spells, by the way. Sometimes they come back. Spells with the “evil” descriptor, or necromantic spells are dangerous too, unless you choose this dark path.
Shadow magic is healthily stronger however.
You can only summon creatures from the area where you are. You can’t summon fiendish rats, only dire rats.
No spells can detect alignments, ever.
Some attack spells are tuned to affect specific alignment only. You have to specify instead the ethic alignment, ex: lawful. Your spell will then affect all lawful creatures, i.e. good, evil or neutral.
However, with spells such as protection from evil, or a paladin’s smite evil, where the effect is not visible, they work normally but you do not know if or how the spell affect the target.
Divination is notoriously untrustworthy in the land of the mists, except perhaps in the hands of the vistani. Be careful, some arcane spells involving scrying might create a ghostly eye.