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==House Rules==
 
==House Rules==
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*Magic-users (not elves) begin with a number of spells in their spell books equal to 1 plus Int. Modifier.  So a character with an Int. modifier of +2 would begin play with a total of 4 1st level spells.
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*Magic-users (not elves) begin with a number of spells in their spell books equal to ''Read Magic'' plus 1 plus Int. Modifier.  So a character with an Int. modifier of +2 would begin play with a total of 4 1st level spells.
 
*Elves begin with the spell ''Read Magic'', one spell of their choosing from the book, and one spell from the "New Spells" section of the wiki (see below).  This third spell muct be an elf spell and must be either generic "elf" or of their clan.
 
*Elves begin with the spell ''Read Magic'', one spell of their choosing from the book, and one spell from the "New Spells" section of the wiki (see below).  This third spell muct be an elf spell and must be either generic "elf" or of their clan.
 
*At first level and first level only a thief character can purchase skills to improve her listed abilities.  Each skill selection improves a specific ability by 5%.  Therefore, a character could purchase the skill ''Find Traps'' and gain a +5% bonus right off the bat.  Again, this option is only available at 1st level and any one ability can only be increased by 5%.
 
*At first level and first level only a thief character can purchase skills to improve her listed abilities.  Each skill selection improves a specific ability by 5%.  Therefore, a character could purchase the skill ''Find Traps'' and gain a +5% bonus right off the bat.  Again, this option is only available at 1st level and any one ability can only be increased by 5%.
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*XP Reserve.  Characters may spend excess funds on ridiculous or egotistical purchases that have no in-game purpose.  Doing so gives the character a number of XP equal to 90% of the gp cost.  If said character dies, a new character can be created using this XP reserve, and will begin play with given amount of XP.
 
*XP Reserve.  Characters may spend excess funds on ridiculous or egotistical purchases that have no in-game purpose.  Doing so gives the character a number of XP equal to 90% of the gp cost.  If said character dies, a new character can be created using this XP reserve, and will begin play with given amount of XP.
 
*[[Hirelings, Henchmen, and Retainers]].
 
*[[Hirelings, Henchmen, and Retainers]].
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*[[Learning New Spells]].
 
  
 
==Plot Hooks==
 
==Plot Hooks==

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