
Hello, and
welcome to my D&D page. I run an epic campaign in 3rd Edition
D&D for a party of characters whose average level is 42. It is a
very difficult and daunting task, because at these levels, even the
Epic Level Handbook falls a bit short. They are at that "weird" stage
where they either conquer the obstacle / kill the creature almost
instantly, or the obstacle or creature does the same to them. There is
almost no in-between. The running joke here is that our game sessions
take 4 days to create and 4 hours to play!
I run a fair and balanced game, even though the
levels run high. Back in second edition, I was never able to do this,
because of the way the rules lacked uniformity. In 2nd Edition, my
games became unbalanced and "broken" very quickly. All of you
"old-school" players out there probably know exactly what I am talking
about. Once players in 2nd Edition surpass 20th level, they are almost
unstoppable. 3rd Edition has changed all that. My campaign has lasted
since 2000, when 3rd Edition first appeared. There have been no
"reset-the-campaign-because-of-this -mistake-I-made" or
"re-make-your-character-in-order-to-fix-this-ability" incidents. There
have been no DM-imposed "your-magic-item-has-been
-stolen-during-the-night" party power level adjustments, nor have there
been any hordes of mysterious attackers with scrolls of disjunction who
hunt down the party. 3rd Edition D&D has enabled me to maintain a
playable power structure in my current game. This campaign is by far
the longest-running campaign that I have ever DMed. My current campaign
is rich with history, legend, atmosphere, and intrigue. And no matter
how high level the characters get, and no matter how many days it takes
me to prepare a session, I do not intend to ever quit running it. It
has simply become too exciting for the players, and too rewarding for
me as a DM, to ever think about starting over.
However, a campaign that is this long-lived, and
this intricate has needed a little help over the years in order to stay
"on-track". It has been my philosophy in this campaign to abandon the
old 2nd Edition tactics of "fixing" the broken things after the fact. I
have followed a few simple rules that have enabled me to break out of
that old trap. 1) I never allow the NPCs to possess an item or a power
that the PCs cannot. 2) If I give some item or power to a player, it's
his, forever. Even if I think it might be broken at some future point.
Doing this has FORCED me to consider such special rewards VERY
carefully before handing them out. Most of the time, if a player has
performed exceptionally well, or an adventure is particularly tough, I
reward them with game mechanics, usually in the form of an XP bonus at
the end of the night. 3) Before introducing rule changes or rule
modifications, I allow the players to voice their concerns, make
suggestions, and playtest the change for at least two sessions before
it becomes "written in stone". And that little point brings us to the
purpose of this webpage.
This webpage is a detailed listing of house rules,
unique items, unique spells, and other ideas that I have come up with
over the last four years. It has been my experience that these game
mods are great ways to enhance high level 3rd Edition campaigns while
keeping a rein on game balance. I liked these mods so much that I
decided to share them at last with the general public, so that I can
get other people's input and suggestions. A fresh perspective is always
welcome, as is any criticism which is constructive in nature. If you
like these mods, feel free to use them in your own high level campaign.
If you can think of a better way to do something, or have a suggestion
that might prove useful, drop me an email here. I hope that you
enjoy these materials.
Unique Epic Spells
Nimbar's Hurricane Force Gust Of Wind
[Epic Evocation]
Spellcraft DC: 149
Components: V, S
Casting Time: 1 Action
Range: See area
Area: A 200 foot cone that
begins at your outstretched hand.
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
To Develop: 1,341,000 Gp. Research
Cost / 27 Days Research Time / 53,640 Xp. Pts. Research Cost. Factors: Destroy Seed [DC 29], +50d6
damage (DC +100), Change area to 40 ft. cone (DC +2), Increase area by
500% (DM Adhoc: DC +20), 1-action casting time (DC +20) Mitigating Factors: Spend 2,200 XP
to cast this spell (DC –22)
This spell creates a sudden, super-strong blast of
wind that starts at your hand and extends outward in a cone. It behaves
in a similar manner to the 3rd level Wizard spell, Gust Of Wind (PHB,
pp. 212), but it is far more potent. It extinguishes all manner of
flames, protected or otherwise. It smashes all structures in the
vicinity with 300 Mph winds, which is a force well in excess of a
Category Five Hurricane, which starts at 155 Mph and up. These
winds cause severe damage to all structures within the spell's area;
all non-stone structures such as houses, huts, and small boats are
automatically destroyed, and the materials are swept forward in a
devastating wall of debris. Stone structures such castle walls, towers,
etc., and large wooden structures such as ships will suffer 40d6 points
of structural damage. Any structures that are destroyed become part of
the oncoming wall of debris. All vegetation in the area (such as trees,
shrubs, crops, etc.) is uprooted and swept forward with the debris
wall. All unattended objects which are not bolted down (tables, chairs,
your lucky shirt that was on the clothesline, etc.) are automatically
swept up into the debris wall. This spell is so devastating as to
almost assuredly kill all those creatures who are caught within it.
Creatures caught within this potent blast are flung against walls, high
into the air, and collide with all manner of flying debris.
Creatures caught within the area of effect suffer
40d6 points of wind damage (this is the same part of the effect that
damages structures), 10d6 points of debris damage, and 20d6 falling
damage. Thus, the total damage inflicted by this spell to creatures is
70d6. A fortitude save is allowed for half damage. This is not a reflex
save, because you can't "dodge the wind". Huge and Gargantuan sized
creatures cannot be flung (they can only be knocked down or checked)
and thus suffer no falling damage. Thus, creatures of Huge size and
greater take only 50d6, with a fortitude save allowed for half. (See
DMG, pp. 87, table 3-17: Wind Effects). If cast inside a stone
structure, such as a castle hallway or inside a cave or tunnel, this
spell has a chance of causing structural collapse of walls and ceilings
in the affected area. (The walls and ceilings take the structural
damage indicated above, and if they are destroyed, they collapse and /
or cave in. See pp. 114 of the DMG for details.) Because of the
devastating nature of this spell, the reflex save to avoid cave-ins and
collapses caused by it are equal to the caster's spell DC, rather than
the standard DC of 15. The strength check to become un-pinned is still
25, however.
If cast in an open area, the debris wall will lose
damage potential after the spell's area is exceeded, however, all
materials which were part of the debris wall will be scattered for
1d100 miles in line with the initial direction of the cone. So hang on
to your equipment, or you may never see it again. Creatures which are
killed by the spell are considered to be part of the debris wall as
well, so you might have to walk up to 100 miles to find and recover
your friend's body if he doesn't survive. You are likely to find his
mangled corpse stuck up in the top of a tree or something. If there is
a large body of water in that direction, your friend's body is probably
going to end up as shark food. The average damage inflicted to
creatures by this spell is 3.5 x 70 = 245 Points. Maximum damage = 6 x
70 = 420 Points. The most famous application of this spell was when
Nimbar and Sphynx battled Vecna, in the distant past before the Arch
Lich attained divine status; the battle took place on an isolated
tropical island. Sphynx disintegrated Vecna's corporal body, and
Nimbar scattered the ashes to the four winds using this spell.
Unfortunately, they never found the lich's phylactery, and now he is a
hundred times more dangerous because of their failure. The DC for this
spell when cast by Nimbar is 38. (Both the fortitude save for half
damage, and the reflex save for cave-ins and collapses.) Nimbar's spell
resistance penetration check is 1d20+40.
XP Cost: 2,200 Pts.
Tellerian Hawke's Energy Bolt
[Epic Evocation]
Spellcraft DC: 103
Components: V, S
Casting Time: 1 Action
Range: See Area
Area: A bolt 5 feet wide out to
300 feet long starting at the caster's fingertips, or 10 feet wide out
to 150 feet.
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
To Develop: 927,000 Gp.
Research Cost / 19 Days Research Time / 37,080 Xp. Research XP Cost. Factors: Energy seed (DC 19),
1-action casting time (DC +20), Increase spell DC by 13 (DC +26),
Increase caster level by 14 (DC +28), Increase damage die by 1 step to
d8 (DC +10)
When casting this spell, you must first choose which
type of energy you want to use [Acid, Fire, Electricity, Cold, or
Sonic]. Once you have chosen the energy type, this spell will inflict
10d8 points of damage of the selected energy type to all who are in the
path of the bolt; i.e., it behaves in a similar manner to the 3rd level
Wizard spell, Lightning Bolt. (Except in this case, it can also be a
Fire Bolt, Acid Bolt, Cold Bolt, or Sonic Bolt.) The spell starts at
your fingertips, and depending upon how wide it is, it extends either
150 feet (for a 10 ft. wide bolt) or 300 feet (for a 5 ft. wide bolt),
or until it hits an interposing barrier. If the damage caused to an
interposing barrier shatters or breaks through it, the bolt may
continue beyond the barrier if the spell's range permits; otherwise, it
stops at the barrier just as any other spell effect does.
What separates this spell from lower forms of magic
is its potency; the caster of this spell may add 14 to his caster level
for the purposes of breaking through spell resistance, and may also add
13 to the DC of the spell. In the case of Tellerian Hawke, this makes
the Total Caster Level Check 1d20+35, and the Total Reflex Save 47.
Since Tellerian is the chosen of Thor, his signature (most common) use
of this spell is as a Lightning Bolt. Average Damage: 45 Pts.
Tellerian Hawke's Bolt Of Unearthly
Wrath [Epic Evocation]
Spellcraft DC: 103
Components: V, S
Casting Time: 1 Action
Range: See Area
Area: A bolt 5 feet wide out to
300 feet long starting at the caster's fingertips, or 10 feet wide out
to 150 feet.
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
To Develop: 927,000 Gp.
Research Cost / 19 Days Research Time / 37,080 Xp. Research XP Cost. Factors: Energy seed (DC 19),
1-action casting time (DC +20), Increase spell DC by 16 (DC +32),
Increase caster level by 29 (DC +58), Increase damage die by 2 steps to
d10 (DC +20), +30 additional die of damage (DC +60) Mitigating Factors: Spend 9,400 Xp.
pts. to cast this spell (DC -94), 6d6 Backlash Damage (DC -6), DM
Adhoc: Backlash Damage Maximized [36 pts] (DC -6)
When casting this spell, you must first choose which
type of energy you want to use [Acid, Fire, Electricity, Cold, or
Sonic]. Once you have chosen the energy type, this spell will inflict
40d10 points of damage of the selected energy type to all who are in
the path of the bolt; i.e., it behaves in a similar manner to the 3rd
level Wizard spell, Lightning Bolt. (Except in this case, it can also
be a Fire Bolt, Acid Bolt, Cold Bolt, or Sonic Bolt.) The spell starts
at your fingertips, and depending upon how wide it is, it extends
either 150 feet (for a 10 ft. wide bolt) or 300 feet (for a 5 ft. wide
bolt), or until it hits an interposing barrier. If the damage caused to
an interposing barrier shatters or breaks through it, the bolt may
continue beyond the barrier if the spell's range permits; otherwise, it
stops at the barrier just as any other spell effect does.
What separates this spell from lower forms of magic
is its potency; the caster of this spell may add 29 to his caster level
for the purposes of breaking through spell resistance, and may also add
16 to the DC of the spell. In the case of Tellerian Hawke, this makes
the Total Caster Level Check 1d20+50, and the Total Reflex Save 50.
Since Tellerian is the chosen of Thor, his signature (most common) use
of this spell is as a Lightning Bolt. Average Damage: 220 Pts. [5.5 x
40]. When cast, this spell inflicts 36 pts. of backlash damage to the
caster.
Xp
Cost To Cast: 9,400 pts.
Nimbar's Asgardian Fortification
[Epic Transmutation]
Spellcraft DC: 149
Components: V, S, SF
Casting Time: 10 Minutes
Range: Touch
Area: Creature Touched
Duration: 50 hours (2 days, 2
hours)
Saving Throw: Will Negates
(harmless)
Spell Resistance: Yes (harmless)
To Develop: 1,341,000 Gp.
Research Cost / 27 Days Research Time / 53,640 Xp. Pts. Research Cost. Factors: Fortify Seed [DC 27], Add
39 points to damage reduction (DC +39), Add 11 points to affected plus
of damage reduction (DC +33), Adds 20 to base 25 SR (DC +80), Add 16 to
the caster level for Dispel purposes (DC +32), Increase duration by
150% (DM Adhoc: +3) Mitigating
Factors: Add 9 minutes to casting time (10 min. total) (DC
–18), 75,000 Gp. value re-usable spell focus required (DM Adhoc: DC
–15), Caster takes 32d6 points backlash damage (DC –32) [Avg. dam = 3.5
x 32 = 112 Points] [Max. dam = 6 x 32 = 192 Points]
The focus for this spell is a four-inch long
miniature mithral hammer inset with a perfect blue diamond, worn at the
end of an adamantine "chain rope" necklace, all of which has been
crafted by a master jeweler with at least 30 ranks in Craft: Gemcutting
and at least 25 ranks in Craft: Sculpting. Last but not least, this
focus must be blessed by a priest of either Odin or Thor. All of this
gives the "trinket" a total value of 75,000 Gp. The focus is re-usable.
When cast, this spell inflicts 32d6 pts. of backlash
damage to the caster. The average and maximum for this are listed
above. The target creature then receives the blessings of Asgard; the
target creature gains 40 / +12 Damage Reduction and Spell Resistance 45
for the next 50 hours. These bonuses overlap (do not stack with)
previously existing effects of the same nature. The spell is potent,
and dispel attempts made against it must be made against a DC of the
caster's normal dispel DC plus 16. The Dispel DC for this spell when
cast by Nimbar is 61. (34+11+16). Thus, only an epic dispel has any
chance of ending this powerful ward.
Tellerian Hawke's Final Contingent
[Epic Summoning / Teleportation / Enchantment]
Spellcraft DC: 83
Components: V, S, M, SF
Casting Time: 8 Minutes
Range: Touch
Area: Creature touched, up to a
weight limit of 1,000 lbs.
Duration: Indefinite until
triggered / Instantaneous
Saving Throw: None
Spell Resistance: No
To Develop: 747,000 Gp.
Research Cost / 15 Days Research Time / 29,880 Xp. Research XP Cost. Factors: Transport Seed [DC 27],
Interplanar Travel (DC +4), Summon Seed (DC +14), Summon unique
creature (DC +60), DM Adhoc: Duration contingent on trigger event (DC
+40) Mitigating Factors: Increase
casting time by 6 minutes (DC –12). DM Adhoc: Unique creature to be
summoned donates hair and fingernail sample willingly (DC –30). DM
Adhoc: Requires 100,000 Gp. value re-usable spell
focus (DC –20)
The first thing that one must do in order to cast
this spell is to have a life-sized marble statue of himself sculpted by
a master artisan with at least 40 ranks in Craft: Sculpting. The statue
must have hollowed eye sockets. In the eye sockets, there must be 2
perfect blue diamonds, worth at least 5,000 gold pieces each. The
average price of such a statue (diamonds included) is about 100,000
Gp., possibly more, depending upon the DM's discretion. Once the statue
is made, it should be placed somewhere safe. Warding it is also a good
idea. At any rate, the statue is the spell focus that this spell will
use to complete its intended function.
Once the statue is in place, the caster should spend
at least 3 days studying the location carefully before casting the
spell. This is absolutely vital to ensure that the spell works
correctly. Without careful study, the spell has a chance of failing.
(See ELH, Transport Seed, pp. 101). Once you have carefully studied the
location, you need never study it again for future re-casting of this
spell. The only time you would have to do any more location study would
be if the statue were moved to a new location. At the DM's discretion,
you can assume to have already studied the location carefully if the
place in question is your home, and you have resided there for at least
a year.
When the spell is cast, it is cast upon the statue
and upon the target creature. The way it works is this: the caster
places the hair and fingernail sample into the statue's hand. Then he
touches himself (or the target creature, if casting the spell on
someone else) and begins to chant for several minutes. When the
chanting is complete, the statue will have actual living hair and
fingernails identical to those of the target creature.
Whenever the target creature dies, his soul will
leave his body, and travel across time and space into the statue, which
will hold the soul safe for an indefinite period of time, in the same
manner as a soul trapping spell. This is why it is a good idea to ward
the statue. Also, upon the death of the target creature, all attended
equipment (i.e., equipment worn, held, and / or touched by the target
creature at the time of death) will travel across time and space and
appear upon or near the statue as well. The weight limit for equipment
is 1,000 lbs., which is more than sufficient in most cases. Next, the
target creature's dead body does some traveling too, directly into the
void, where it is utterly destroyed. This is to prevent use of the
empty body as a component in cloning or summoning spells by the
creature's enemies. Since the soul is completely safe inside the
statue, the destruction of the body is inconsequential. Once inside the
statue, it will be relatively easy for one's allies to cast True
Resurrection upon him, provided that they are somehow aware or informed
of his demise.
