I put together a document of my house rules. I thought that I'd place it up for comments. People have done similar in the past (just the search function, you'll see plenty).
I might still add something to clean up fast cast defensive spells. (Or to make it clear that sourpuss interpretations of "item maintains concentration" or "constant effect" are to be seen as providing nothing but additional restrictions at the cost of player joy.)
Anyhow here it is. Feel free to react, I appreciate all useful feedback
General rules
Confidence, You get at least 2 confidence points per story (4 if you have the self confident virtue) You can get rewarded extra confidence points, but you always have 2 "regenerating" points that you should feel no need to hoard.
Summae have a maximum level of one third the level of the author, not half, and they can not have a level higher than 9 in any circumstance.
Virtues, flaws and Character Creation
It is hard to find enough cool flaws to balance 10 points of virtues. Feel free to stop at 8 points of flaws if you are having a tough time.
The Tremere house virtue is not lesser magic focus in certamen. It's Tremere house support. I'll define it if anyone is interested.
Magi characters have the option of getting a year of tutelage prior to their 15 year apprenticeship, this would give them Dead language (Latin) at level 4, Artes Liberales 1, and Profession Scribe 1 for free.
The Bjornaer house virtue does not prevent the magus/maga from binding s familiar instead it imposes a -10 penalty to the lab total to bind one.
In addition to what's printed in the core book, the fast caster virtue gives the character a +3 bonus to rolls for fast casting.
Magic, Spell Design, and Lab Rules
Iconic species can pass through matter but can not pass through images. Iconic species do not require light to travel, rather, light interacts with images to create iconic species that travel on their own.
Personal wards must be like Ward Against Heat and flame in the core book. They must increase soak. If the soak they provide is sufficient, they may keep warded material a few inches from the body or not depending upon the design of the spell. They can not be akin to circular wards, keeping all affected entities from touching or affecting the warded target.
Duration ring spells can not be moved. Doing so breaks the ring ending the spell
Wards against creatures of a form ( like ward against faeries of the mountains) can be made to ward against creatures of all four realms at the same level.
Any spells that flat out kill people, no matter how it is done, have a base level of at least 30, no matter what the guidelines say.
While magi can create items that expire as shown on p.99 of the core book, they gain no advantage in doing so. They do not accumulate points to complete the items faster - they only make inferior items.
When crafting a charged device with penetration, one level of effect only provides one point of penetration, not two.
A spell of range sight or lower that teleports a target to a location visible to the caster, that does not move the target through any barriers (such as into a chest or through a wall) does not need requisites to move the target’s possessions with it/him/her.
There’s a bit on page 114 of the core book that says “It is possible to grant magical senses to many people at once, but this requires Muto Mentem magic, with Intellego Form requisites.” Ignore that, it was a bad idea. If you want to cast a magical sense spell on another person or an animal or even something else, you just need to have the target you wish to receive the sense spell within the spell’s range and then cast it on them.
You can cast magical sense spells on objects that don’t even have the appropriate senses. The objects might have a sort of dim awareness or gain it when the spell is cast. Look at things like Words of the Flickering Flame and Stone tell of the Mind that Sits. It will be up to the story guide.
The creo guidelines for healing, both Animal and Corpus, are different. Light is base 10, medium 15, Heavy 20, and Incapacitating is base 25. Healing all wounds is base 30. Furthermore, the creo corpus guideline “Level 25: Improve all wounds by one level of severity” from HoH: Sociatates is level 20 in my game.
The lab personalization rules from the covenants book can be abused. I'd really rather people just use good taste then have to rewrite them.
A lot of the really cool lab qualities (like underwater) involve giving the lab a warping score. This sucks, because warping is a huge drawback and the characters are therefore incentivized to avoid doing cool stuff with their lab, like make it in a haunted ice cavern. I want weird labs! Therefore, the mechanics for a laboratory warping score will be ignored and replaced with the understanding that I’m going to want to use the weirdness of your lab to tell cool stories.
Animal spells that target a creature’s mind only, do not require a size modifier for larger creatures, size individual suffices for the minds of even the largest creatures.