A list of the saga's House Rules. This post will summarize all of the House Rules. Additional rules will be announced by new posts, but these will also be copied over to this post.
- Rounding Totals: Whenever the rules don't specify how the result of a division should be rounded, all fractions are rounded down. For exmaple, an Affinity applied to 5 xp (thus 7.5) will be rounded down to 7 xp, while a Fatigue-less spontaneous casting total of 4.8 will be rounded down to 4.
- Sourcebooks: Starting characters must be built using only the 5th Edition core rules. That includes spells selection, although a few (1-2) spells may come from other sourcebooks, or custom-designed, may be allowed at the storyguide's discretion.
- Area Lore: Every character must start play with at a score of 1 in an Area Lore, representing the environment in which he lived. This may be from childhood experience, linked to the covenant where he was apprenticed, the place where he worked, etc.
- Area Lore Mutability: The knowledge of a specific area where a character lives can be slowly transformed into knowledge of a new area when he moves. For every year that a character spends in a new environment, he can transfer 5 xp from an Area Lore that he already had into another Area Lore. This has no impact on the amount of experience the character earns during the year. This is optional and at the choice of the player, but is subject to troupe approval.
- Casting Spells Underwater: Casting a spell underwater is possible, but with the following restrictions. Words are more difficult to form and somewhat distorted, so that the caster must take a -5 penalty just as if he were using Soft Words and an additional Botch die is added. Furthermore, Voice range magic is severely limited, normally reaching no farther than 5 paces.
- Penetration: Penetration can be negative. This does not prevent the effect from affecting a mundane creature, but any form of magic resistance will block it, even if it is 0.
- Requisites: There is no need for a requisite to cover the form of a talisman when the magus is touching it. So a magus with a sword talisman who casts Seven-League Stride does not need to include a Terram requisite to bring it along. The same is true for a familiar who is of small size (-3 or less) in its natural shape (i.e. not because of a power or spell).
- Talisman: A talisman is considered to be part of the magus when he is touching it. As a result, a shapechanging magus can transform his talisman along with himself. A magus with the Bjornaer, Shapeshifter or Skinchanger virtue can do this automatically. A magus using a spell does not need to add a requisite for the Form(s) of the talisman. However, when the talisman is transformed that way, the magus cannot use its attunements, nor activate any effect enchanted into it.
- Aegis of the Hearth: Needs to penetrate in order to prevent a creature from entering the Aegis. It still penalizes the powers of a creature able to enter it.
- Aegis of the Hearth: Does not blow down Parma Magica, or suppress an active power or spell entering it.
- Aegis of the Hearth: If the Aegis is stronger than the level of an effect from an enchanted item foreign to the Aegis, the effect fails to activate. The level of effect excludes all enchantment modifications, except for those for Penetration. So a wand enchanted with a Pilum of Fire (lvl 20), usable 12 times a day (+4 lvl) with +10 Penetration (+5 lvl) is considered to have an effect level of 25. So it would work within a level 25 Aegis, but fails to activate in a stronger Aegis.