The list of my house rules
Thanks from the good ideas. Are there any possible mistakes or drawbacks?
Balancing
-Enchanted devices receive a penetration bonus of +1,5 per additional level of power enchanted into the item rather than +2. Charged items receive only +1 per additional level.
-Magical Focus bonus gives only the half of the lower art. (I think with this rule focuses with item subjects aren't needed to restrict to be major.)
-Magic Resistance Spell mastery option doubles only the Form bonus and not the whole resistance.
Learning
-Quality of the book is Communication +3. Higher level books improve the characters too quickly and causing the SG more problems because the magi can easily surmount to commoners (e.g. mind reading). Bonuses of illustrator etc. from Covenants don't apply. This rule makes the talented writers more important.
-Book learner gives only +2 pts. Too good for 1 point of virtue.
-Secondary Insight gives +6 to forms and +3 to techniques. This is a major virtue after all.
-Elementalist should give +2 xps instead of 1. This is a major virtue.
-Learning from vis: if you get 1 vis for learning it gives the standard xp, 3 vis means you can double the result of the roll. Learning from vis is not profitable because it is risky and there are plenty of books. Thus vis is rarely used and has no real value.
-Skip Affinities. They support overspecialization, too. Puissant is enough.
Effects
-Reduce damaging PeCo base effect levels by 2 magnitudes. Other arts are more suitable for killing and making incapacitated.
-Increase the level of the Creo based characteristic increasing effects by 10.
-Effect against magic: gives magic resistance. Every 10pts gives +5 levels of MR. It can be a spell or an item effect. Companions became useless quickly against supernatural beings.
Adventure and Style
-The magi will automatically go into final twilight when they reach warping score of 9 (225 warping points). This way the oldest members can reach sometimes even the age of 200. This rule is especially for the setting. Base time in twilight at warping score of 8 is a stress die years instead of 7 years for the more uncertainty.
-Magi may spend 7 points to magic, hermetic and related virtues and 7 points to hermetic and supernatural flaws at most. House virtues aren't counted in the 7 pts. Hermetic related: I mean puissant parma magica is related to hermetic magic for example.
-Aegis of the Hearth protects against spells and effects only, it doesn't keep beings away. This rule gives more opportunities for SGs.
-When making Longevity Ritual the caster get know all the hermetic, magic and body-related virtues and flaws of the subject. This is only a story element the characters need to decide the magus well who casts the ritual on him. The aim is not to limit the players to have an own longevity specialist.
-Supernatural might of the beings must be higher especially for the most important ones.
-True Faith is a minor virtue. Anybody may have it even 2-3 people in every villages and almost every priests. Miracles should remain to the saints who have more faith points. Sometimes the SG may provide miracles to the common people with faith especially when they defend Christianity. This rule strengthens the Christians a bit, they might be opponents or obstacles for a longer period. Those with believer personality trait have magic resistance equal to the trait level. We need to differentiate believers and religious ones for this purpose, religious people are those who just suit to the religious customs.