Special Rules

Note that the following rules are only utilised at the GM’s discretion and may be over-ruled .

  • Levels
    • P6: The Empire of Light campaign setting is designed with a level cap of 6th. This cap applies to all PCs and NPCs. Spells and Magic Items that require spells that can not be cast at or below these levels are possible, but only through the combined weight of several magic users undertaking complex and dangerous rituals. (see Ritual Magic). For the full P6 rules see:
  • Mythic
    • Several mythic beings exist in the world of the Empire of Light. The most famous of these being the Empress and The Webseer. Each Mythic lineage achieves its ascension in a different manner, usually involving complex rituals.
  • Flying creatures
    • Flying creatures should use the encumbrance table for bipedal creatures when in flight.
    • Weight carried should be doubled when calculating encumbrance when flying. For example, a halfling weighing 40lbs. would count as weighing 80lbs. for purposes of calculating encumbrance of a creature in flight.
    • In addition to other encumbrance penalties, a flying creature that has a medium load should reduce its manoeuvrability by 1 step (eg. Average Manoeuvrability becomes Poor). A flying creature carrying a heavy load reduces its manoeuvrability by 2 steps (Average becomes Clumsy). If this reduces the creature’s manoeuvrability beyond clumsy it may continue to fly at clumsy manoeuvrability, but may not take off or gain altitude.
  • Classes
    • The Gunslinger class does not exist
    • Paladins do not gain the Detect Evil class ability.
  • Skills
    • The following skills or skills checks are modified in The Empire of Light Campaign:
      • Acrobatics: If unencumbered or lightly encumbered a creature may elect to use the Acrobatics skill in place of the Climb skill.
  • Magic
    • All spells, even those listed as having no material components, require an additional 1 +1GP per level of Adamant dust as a material component, whether arcane or divine magic is used. This requirement remains even when use is made of feats or abilities which would usually remove the need for material components. Spell-like abilities, however, do not require adamant dust to function unless otherwise stated.
    • In The Empire of Light magical flight is impossible, as are spells or abilities that reveal a subject’s alignment. Many spells with a permanent effect instead act for only a limited amount of time. GM’s should use these guidelines to remove any spells not already noted in the list below.
    • The Following spells do not exist in The Empire of Light
      • Gentle Repose, Remove Disease , Sky Swim, Air Walk, Air Walk, Communal, Raise Dead, See Alignment, Levitate, Teleport, Overland Flight, Permanency, Commune, Detect Evil, Detect Good, Detect Chaos, Detect Law
    • The Following spells are altered in The Empire of Light
      • Continual Flame (Duration changes to 24 hours, cost is reduced to 10GP)
      • Remove Blindness/Deafness (Removes temporary, but not permanent effects)
      • Blindness/Deafness (Effect lasts for 1 month only, may be healed by remove blindness/deafness)
      • Reincarnate (Subject must have been dead for less than 24 hours)

Special Rules

The Empire of Light Hymenopteryx