Variant and New Rules


Here you find my Carrilion Campaign Setting rules for fantasy roleplaying.



Basics and Ability Scores

It's unaesthetic that spellcasting characters with high ability scores end up having more spells of higher levels then zero level spells.

Changing the table to grant bonus zero-level spells is one possible solution well suited for standard campaigns. They would simply be aquired one 'row' earlier:

Table: Variant Ability Modifiers and Bonus Spells
    Bonus Spells (by Spell Level)
Score Modifier 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 -5 Can't cast spells tied to this ability
2-3 –4 Can't cast spells tied to this ability
4–5 –3 Can't cast spells tied to this ability
6–7 –2 Can't cast spells tied to this ability
8–9 –1 Can't cast spells tied to this ability
10–11 0 1
12–13 +1 1 1
14–15 +2 1 1 1
16–17 +3 1 1 1 1
18–19 +4 2 1 1 1 1
20–21 +5 2 2 1 1 1 1
22–23 +6 2 2 2 1 1 1 1
24–25 +7 2 2 2 2 1 1 1 1
26–27 +8 3 2 2 2 2 1 1 1 1
28–29 +9 3 3 2 2 2 2 1 1 1 1
30–31 +10 3 3 3 2 2 2 2 1 1 1
32–33 +11 3 3 3 3 2 2 2 2 1 1
34–35 +12 4 3 3 3 3 2 2 2 2 1
36–37 +13 4 4 3 3 3 3 2 2 2 2
38–39 +14 4 4 4 3 3 3 3 2 2 2
40–41 +15 4 4 4 4 3 3 3 3 2 2
42–43 +16 5 4 4 4 4 3 3 3 3 2
44–45 +17 5 5 4 4 4 4 3 3 3 3
etc. . .                      

In a campaign where magic is more common - like Carrilion - a number of bonus zero-level spells equal to the ability score modifier could be granted. This house rule has been proposed by Keith Davies on, see the Links page.


Common player character races are the so-called human races: dwarves, elves, and humans. Humans are standard, but the dwarven and elven races of Carrilion differ from the standard races. Half-elves are quite common in some regions where elves and humans live in close proximity.

The rare gnomes live in the faerie realms and almost never travel to the world of humans.

Halflings, orcs and half-orcs don't exist on Carrilion.


Variant Cleric and Bard and a new divine caster: the Priest. Other classes are either unchanged, benefit from or suffer minor changes.

And playtesting at the moment: the Martial Magician - a fighting arcane caster. He gets along so far - in a party of four PCs with a Druid, a Rogue and a Priestess of Boand.

Prestige Classes

Some don't fit, others needed tweaking and few are really good (for a Carrilion Campaign). Sooner or later I'll have to design some prestige classes myself or borrow from others.


Feats for grapplers, fencers and other new or modified feats...

Exploration and Combat

No new or modified rules in this section, except the following, important change:

Variant Turning and Rebuking: Channeling

Planes and Variant Cosmology

The Tuatha dé Dannan are the pantheon worshiped by the elves, dwarves and humans of Carrilion. They live in various faerie realms ruled by some of the most important and powerful gods and goddesses. Dana rules the land, Dagda the day, Morrígan the night, Manannán the waters and Cernunnos the underground. Instead of dwelling on the outer planes like other deities they try to keep their realms and the mortal world clean of outer planar 'pollution'.

The positive and negative elemental planes don't exist and are completely unknown on Carrilion. There are only four elements discerned: Earth, Water, Air, and Fire.

More information will be made available when I've got the time.

Equipment and Items

Exotic Weapons: Bastard sword, dwarven waraxe, whip, and net are the only exotic weapons available. I know that's grievous for monks, but maybe this is the reason for their rareness in this part of the world. :-)

Armor: Splint mail and full plate armor, as well as armor and shield spikes are unknown. Only dwarven smiths know how to make breastplate and half-plate armor. They don't sell these armors to everybody, the only non-dwarfs who may buy such armor normally are knights of the Holy Order of the Silver Dragon (the Paladins of Carrilion), because the order has a kind of secret treaty with the dwarven kingdom of Isenmark as rumour has it...

Conclusion: Banded mail without armor spikes is the only common heavy armor for non-dwarven low-level characters. Dwarves and Paladins may have a breastplate or a half-plate armor without armor spikes, if they can afford it.

Magic and Spells

Some spell lists and spells have been modified, some spells are new.


There are many monsters on Carrilion, which do not exist in other lands, and many of the strange denizens of other lands don't exist on Carrilion. Many creatures from faerie and folk tales of Western Europe can be found somewhere on Carrilion.

The new and variant monsters of Carrilion currently hide among the paper notes in various more or less dusty folders on the shelves in my chamber.

Monsters of the elemental, ooze and outsider type are very rare and not a normal part of the Carrilion "ecology".

Final note: I don't use a monster in my Carrilion Campaign, if it looks like the doodle of a toddler who tried to draw an octopus - it would offend my aesthetic sensibilities. On Carrilion there are no ropers, carrion crawlers, otyughs or phantom fungi (shudder)...


© 2005-2006 by Lorenz Lang, alle Rechte vorbehalten.     ∞