Dungeons & Dragons 3rd Edition Campaign Materials

    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.






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