The Arcane Covenant is a group of wizards united together
for their own mutual benefit, and also under the presumption on a government level
that wizards must directly rule all other creatures for the good of all.
Covenant wizards share no common alignment, and many in fact oppose one another
with labyrinthine schemes and goals, but as an ostensible nation they have
functioned quite well together for the better part of three thousand years,
considering their differences.
However, rather than the propagation of their dogma, the
Covenant as a whole is more concerned with survival, especially given events
that have transpired recently in the world. While the Covenant counts many
powerful wizards among its number and wields great military might, they are
besieged on all sides by barbarians, warlocks, pseudonatural horrors, and rival
wizard factions. A wizard has hardly any time to sit in silent contemplation
these days.
The
Covenant is governed by a multitude of laws, but there are eight particular
ones that serve as something of a Wizard’s Constitution and in most
circumstances are considered inviolable. If a wizard is discovered to be in
violation of one or more of these laws (especially flagrant violation), a
tribunal is formed and the wizard goes before eight peers, who sift through the
evidence in short order, take witness accounts, and pass judgment. Wizards found
guilty can be censured in a variety of ways, but common punishments for serious
crimes include exile, forced guard duty along the Barrier Wall, or execution.
1) Thou shalt
not strike against another wizard of the Covenant.
Strife from within the Covenant is strictly forbidden. The
only time that a Covenant wizard is allowed to harm another is when he has been
specially sanctioned to hunt down and destroy that wizard. A wizard is also
allowed to defend himself in the event of an attack, as wizards violating this
rule are not unheard of. This rule also applies to non-lethal but still harmful
spells, such as charms and the like.
Despite this most important of laws, wizards of opposing
alignments tend to plot against one another, and once in a while this leads to
the destruction of one or more wizards, almost always by means of cloak &
dagger. Only a wizard with nothing to fear politically dares to attack another
wizard in the open, and even these powerful wizards do not abuse the law
without good cause.
It is worth noting that permanently dispelling items is
considered a serious act of vandalism and careless disrespect.
2) When thou art in a domain of regency, all respect
shall be paid to thy Regent. His word is thy law.
Few regents are very imposing, for wizards know that their
craft cannot be well practiced with constant interruptions by others, or their
affairs. But when a regent speaks (and often on the behalf of the High
Council), wizards within his domain are expected to listen and obey.
3) Thou shall
not lay the deadly magic on thy lesser charges.
Only under the most extreme
circumstances are Covenant wizards allowed to cast spells that destroy
commoners outright, although they are usually allowed to ensorcel them in other
ways to their hearts’ content. Using magical power to simply obliterate lesser
beings is counter-productive to the idea of caring for them and cultivating
civilization. Only the most politically influential wizards are allowed to
abuse this law without prior consent. Using magic that terrorizes and/or
mutates commoners is also not well received when higher authorities hear of it,
though few wizards are actually punished on these last grounds.
If any particular region should come
under threat of revolt or some other calamity stemming from the common folk,
wizards are expected to let the regent take care of it, or to intercede only on
the regent’s request. Most wizards are content with it that way, as commoners
pose little threat to them and are merely a nuisance when they become upset.
4) Thou shalt
not give magic to thy lesser charges.
It is forbidden to give magic
items of any kind to commoners, even potions, unless they are part of the army.
Furthermore, it is absolutely forbidden to teach them magic. Wizards are
trained from birth, or from a very young age, and which commoners receive said
training is pre-ordained by the Order of Divination. Wizards who teach magic to
commoners are exiled along with the commoners.
5) Thou shalt
not give rise to uncontrolled beings.
This is one of the most commonly
broken rules, at least while a wizard is in privacy. In plain terms, it means
that a wizard may not summon an outsider, or create an undead or construct that
is not under his direct control. Planar Ally spells are strictly
forbidden, while Planar Binding is allowed. In most cases, summoning
evil outsiders is frowned upon even if they are under stringent magical
controls, such as Summon Monster. Creating undead creatures is also seen
as highly distasteful, and most necromancers are expected to keep such pets in
private unless they are in Thyrmach, where rules of good taste do not apply.
Under no circumstances are pseudonatural summonings tolerated.
6) Thou shalt
not consort with the Far Realm.
Wizards are not allowed to summon
pseudonatural beings in any fashion, attempt to make contact with the Far Realm
(such as by portal or Plane Shift), or extend divination techniques into
the Far Realm (in order to ask questions of its entities). This is just as much
for the safety of the wizard in question as it is for the welfare of the
Covenant. Contact with the Far Realm leads inevitably to insanity and
uncontrolled physical warping. Wizards guilty of this high crime are infallibly
executed in as timely a manner as possible.
7) Thou shalt
not keep the counsel of the warlocks.
Warlocks are ancient enemies of all wizards, and when they
go to war against one another, no love is lost. During the last war, which
occurred fifteen years ago, the warlocks were barely turned back, and though
their power was shattered, no one believes that the warlocks will not return
one day to exact their vengeance. Wizards that consort with warlocks are not
tolerated in the Covenant, even if the warlock in question is not affiliated
with the Warlock Cult—not that the Warlock Cult would suffer any wizard that
dared to offer peace.
8) Thou art
responsible for the misdeeds of thy apprentice.
This law enforces the need for a
wizard to maintain strict control over his apprentices, who are not yet firmly
in command of their own magic, nor necessarily aware of all the rules
themselves. When an apprentice commits a violation, his master usually suffers
the consequences along with his student.
At its heart, the Covenant is ruled by a body of eight
wizards known as the High Council. These are generally the most powerful
wizards from each of the eight orders, but sometimes that wizard elects instead
to let someone else, almost always of his choosing, take a position on the High
Council.
The High Council is responsible
for all matters of state within the Arcane Covenant, and is the final word on
all public disputes between Covenant wizards. The High Council declares wars,
adjudicates the size and leadership of the various territories in their
control, and decides general policy. The High Council alone is left to declare
a wizard anathema, meaning that said wizard is excommunicated from the
Covenant, is to be destroyed on sight and is not to be consorted with by any
means. If it so chooses, the High Council can simply declare that the wizard in
question is no longer governed by the laws of the Covenant or subject to its
protection, but in most cases they usually elect to simply destroy a wizard
that has earned their ire. There is an array of lesser punishments available to
those who commit smaller transgressions, but even these tend to be harsh. The
decision process behind this declaration is usually a tribunal, but in most
cases the judgment is passed down quickly regardless.
Each individual member of the High
Council has responsibilities according to his order, as handed down by
tradition. The Council meets on a monthly basis, but can convene more often as
needed.
Each member of the High Council,
referred to in general terms as a chancellor, is free to elect regents as he
sees fit to the territories that his order controls. Most orders control no
more than one to three such territories, portioned as follows:
Abjuration: Ongatt, Samthering
Conjuration: Ibrahim, Ovdran,
Torumach
Divination: Didril, Horne, Narnach
Enchantment: Arungil, Sothervand
Evocation: Rorholme, Tanthring,
Ungor
Illusion: Cabrilach, Tensling
Necromancy: Thyrmach
Transmutation: Abromach, Byrthus, Nambril,
Tir
Regents have the same power as a
chancellor, but on a local level. They are singularly responsible for decisions
on their management level, a noteworthy benefit over the oligarchy of the High
Council, but they can be overruled at any time by the High Council and often by
only the chancellor who appointed them. Some wizards loathe the idea of being a
regent, while others revel in the power it affords them.
There are about three hundred wizards in the Arcane
Covenant, with half as many apprentice wizards as that.
All
wizards are trained from birth, or failing that, a very young age. A special
sect of diviners has learned to read astrological signs and use specific,
ancient spells to predict the birth of a wizard. A being born under these signs
is considered by wizards to be a wizard first and foremost—the social
background of its parentage is not taken into account. However, all children of
wizards have “the Mark” as well, by virtue of their natural talent. It is considered
a great embarrassment for a wizard to conceive a child with a commoner, but
when it does occur, the child is always accepted as a wizard.
Once events are set in motion, the
diviners then commission a wizard, often among their own number, to retrieve
the special child. Some commoners consider it a blessing to give birth to a
newborn wizard, but people hailing from a more tyrannically-run territory are
more likely to throw themselves down a well (lest they live with the shame of
spawning yet another hated despot). Either way, it matters not to the Covenant,
as the needs of lesser creatures come in a distant second to the needs of the
Covenant and of wizardry itself.
After being so retrieved, infants
are put through a traditional sort of arcane baptism by the diviners, which is
of no real effect. Rumors of some babies spontaneously combusting, transforming
into demons, or disappearing altogether during this ceremony persist among
young apprentices, but as far as anyone knows, this never occurs. On some
occasions, however, a glowing sigil appears momentarily on the infant’s
forehead, indicating the school of magic it is destined to learn. This is
always considered a promising sign.
Children under the care of the
Covenant are taught its doctrine first and foremost, often before learning any
spells. Magical training begins as early as the age of eight, with full-time
classes beginning at the age of ten at the latest. By the age of fifteen, most
children have displayed the proper aptitudes and ideals to be grouped within
one of the eight orders, where more specialized training begins.
By their early twenties, students
are placed with a master to begin their apprenticeship. Wizards do not always
get to decide whether or not they will be given an apprentice, but only trusted
wizards are given the privilege. As a consequence, some apprenticeships can be
a rude awakening for young would-be wizards who are paired off with a mage who
isn’t an orthodox sort of teacher, but even in these instances the apprentice
learns by example. A wizard is never given more than one apprentice at a time.
Once a student becomes an apprentice, most of his strictly by-the-book learning
is complete, and most beginning apprentices can cast spells of the 5th
level.
It is at the time of
apprenticeship that appreciation for the hierarchy is truly enforced. The
apprentice is considered a servant of his master, and is expected him to aid
him in all endeavors and obey his word, often unquestioningly. The master can
be as cruel or kind as he pleases, but all are careful to teach magic no matter
how they treat their apprentice. Apprentices who prove difficult in this
respect are often censured quite severely. Only a very tiny percentage of
apprentices give up entirely, and only those that are truly hopeless are
exiled.
By their late twenties,
apprentices are usually ready to attempt the Test, in which a small council of
teachers gauges the student’s magical abilities. During this test, the
apprentice is expected to demonstrate 9th level magic, or an ability
of comparable power. The council casts a small amount of mysterious spells and
asks a series of odd questions in addition, in order to test aptitudes that
only they seem to be truly aware of. This council is generally made up of the
Covenant’s three eldest wizards, and apprentices are expected to treat the Test
with the utmost respect and seriousness, no matter what strange thing is asked
of them. Occasionally, Xaszyk participates in the council (it remains a source
of great amusement for him), in which case the apprentice in question almost
always fails—but no one ever fails more than once.
After passing the Test, only then
is the apprentice considered a true wizard. Even then he is considered
something of a neophyte, until such time as it becomes common knowledge that he
possesses unique magic, performed some great deed in service of the Covenant,
or recovered some coveted artifact.
In the aftermath of the realization that the Far Realm’s
inhabitants were leaking onto the Prime Material Plane, both the demand and
appreciation for abjurers among the Covenant skyrocketed. Indeed, the wizards
on the Barrier Wall can’t seem to destroy the horrible abominations fast
enough, so using protective magic and banishments to get rid of them seems to
be the next best thing.
A much older, but still practiced function of the Order of
Abjuration is that their members are those most often sent out to deal with
fugitive mages and other troublesome spellcasters. The abjurers’ ability to
simply cancel their opponents’ spells is an annoying one in the best
circumstances and a deadly one in the worst. Furthermore, abjurers are those
responsible for securing the area against magical interference from within or
without the area when any sort of trial or other serious matter is underway.
Often, armies composed of mere mortals are insufficient for
the tasks put before them by the High Council. This is where the Order of
Conjuration comes in. Able to re-enforce the military with summoned
monstrosities and rolling clouds of arcane power, only the evokers count more
war-mages among their number.
The conjurers are also those primarily responsible for
policing the populace. In areas where morale is low, an injection of monsters
and poisonous gas quickly suppresses riots, and the same monsters can be useful
as police in more stable areas.
Many conjurers are also powerful
healers, making them an invaluable battlefield asset, and most are skilled with
teleportation magic. Due to their extensive expertise in the area of warfare,
some conjurers feel it unfair that evokers maintain the leadership positions in
matters of combat.
Unfortunately, due to the natural
potential of conjuration magic, conjurers find themselves expelled by the
Covenant more often than any other sort of wizard. Most fell wizards were once
members of the order—and some may still be, their horrid secrets yet to be
discovered.
The diviners are the eyes and ears of the High Council, and
for their abilities they have earned equal amounts respect, fear, and hatred from
other wizards. Though most in truth do not make a business of other wizards’
doings, most wizards operating outside the bounds of the Covenant’s inviolable
edicts are caught by diviners—though even the diviners often need clues to
follow the trail to the source, as powerful divinations are exhaustive spells
and can’t be cast wholesale.
Diviners are also capable of
calling upon deific entities for advice and knowledge, making them an
invaluable commodity in the Covenant hierarchy. The diviners are one of the
most politically stable and unassailable factions, as it is nearly impossible
to surprise them.
In recent years, a small number of
diviners contacted the Far Realm and contracted enough insanity from it to become
alienists, a class of wizard which was quickly outlawed after their existence
and drives were discovered.
Skilled at both controlling minds and altering objects to
better serve their needs, the enchanters work constantly to make themselves
indispensable to the Covenant. It is their order that is primarily responsible
for the Covenant’s vast fleet of airships, which serve as a powerful navy
against the incursions of warlocks and dragons. The secrets of an airship’s
creation remain in the hands of their order’s hierarchy alone.
As magicians of the mind, enchanters are also respected for
their ability to control unstable elements in lower Covenant society, and they
are generally left with the responsibility of picking and choosing the mortal
leaders to run each community—as well as controlling them.
Evocation
By virtue of their particular skills, the members of the Order of
Evocation are the most involved in the day-to-day military activities of the
Covenant. In fact, unlike the vast majority of their fellows, many evokers seem
to have an almost maniacal craving to unleash their craft in some form or
another—and the form where they can exercise the least restraint is against
their enemies. Evokers keep a careful eye on the Barrier Wall, the
fortification that separates Covenant civilization from its countless enemies.
Few other wizards are qualified for the duties that they keep up.
The leader of the evokers, who is elected once every decade
by the evokers manning the Barrier Wall, is a wizard whose advice is highly
valued by the other members of the High Council, the Covenant’s political
brain.
Wizards specializing in combat utility, no one is more
qualified to deal directly with the Covenant’s military enemies than the war-mages.
They are the envy of few other wizards, but their services are greatly
appreciated. Most are raised from birth, just as many other wizards, but some
came into the position by fate, often as punishment for violating one of the
Covenant’s laws. The vast majority are evokers, and the war-mages as an
organization recognize the evokers’ leader as their own. War-mages concern
themselves greatly with the art of military strategy, and always take the
positions of leadership when true war comes.
The illusionists have always maintained one of the most
prosperous factions, though by their very nature it has been difficult for
other wizards to discover how they came by their political success or just how
much prosperity they enjoy in the scheme of things. Of all wizards they are the
most often able to defy the ceaseless attempts by the Order of Divination to
learn the doings of all other mages, and when a wizard fears the eye of any
diviner, he is best advised to seek the counsel of a trusted illusionist.
In addition, illusionists are also
very skilled at controlling the lands under Covenant control, as they can trick
the senses of commoners and thereby avoid a great deal of turmoil and strife
between the Covenant and its sometimes disobedient minions.
The Order of Necromancy is
naturally one of the most feared in the Covenant, and their order can claim
more evil members than any other, due to the foul nature of most necromantic
magic. Only a scant few of its members are good.
Fortunately, the necromancers form
one of the smallest of the eight orders and rarely wield any serious political
influence. Most necromancers practice the Art in seclusion, and some live
entirely outside the political sphere, requiring isolation to carry out their studies
without interruption by more meddling wizards and fearful lesser creatures.
The official leader of the Order of Necromancy is the
Carrick the Ashen, but the unofficial (and real) leader is the Archlich Xaszyk,
one of the Covenant’s most feared and enigmatic (and by all outward
appearances, least political) wizards. Xaszyk consorts only with a handful of
his most trusted and subservient colleagues, and Carrick is not counted among
them, leading to widespread speculation as to what sort of activity the most
influential and powerful necromancer devotes his energy to, if he does not care
to represent himself in the High Council. Most hope that Xaszyk craves only
solitude, but scattered rumors and clues hint toward more diabolical ends.
Necromancers keep so many undead minions and various other
constructs at their side that they scarcely have any need of other mortals, and
as an order they are among the least loyal to the Covenant. Being that they
control only Thyrmach, a fetid swampland of no agricultural or strategic value,
even necromancers who desire political influence find it hard to come by.
The pale masters, as they are
called, are a reviled sect of necromancers, widely regarded as necrophiliacs,
liches in training, and despoilers of living matter. These are generally
correct assumptions. However, due to their highly specialized training and
affinity with the undead, the pale masters are probably the best undead-hunters
in existence. When lands under Covenant control come under the attack of
unliving monstrosities, it is most often a pale master that is sent in to deal
with the problem. Few know the methods of their work in these instances (as no
one with a reputation to spare wants to get involved with them), but those in
the know are aware that the pale masters just as often collect unholy
aberrations for further study and knowledge as they do destroy them. In fact,
most pale masters consider it something of a tragedy when a particularly unique
undead
The pale masters have little to
fear from all but the most malevolent and powerful undead, and even these
abominations they endeavor to understand more of, almost always for their own
benefit, rather than the villagers that they are incidentally protecting.
One of the largest orders, the
transmuters are masters of physical change, yet for all their skill at altering
the world around them, they are ironically one of the Covenant’s greatest
sources of unflinching loyalty. Whereas many mages view the Covenant merely as
a convenience and a vehicle of mastery over their world, many transmuters are
educated to believe that mages are part of the natural order and the Covenant
is a dire necessity, an organization to be held above all others in importance.
The transmuters are the nominal leaders of the Arcane Covenant.
This hardcore belief system
generally stems from the fact that the most ardent founding member of the
Covenant was the transmuter Aberlan, whose teachings are comparable to a
religious text. It is upon Aberlan’s writings that most of the Covenant’s core
philosophies and laws have been developed. Were it not the for the Order of
Transmutation and its most fundamentalist members, the Covenant would have long
ago splintered into warring factions.
Of course, not all the transmuters
are dogmatic loyalists to the cause. The great majority, in fact, are just like
most of their fellows—concerned with power. But the eldest and most powerful of
the order are also its loudest voice.
Barbarians
Barbarians are killed on sight if they enter Covenant lands,
or approach their perimeter defenses. Barbarians and wizards have been at war
for time out of mind. Even if wizards could make peace with some sort of
barbarian, they would be too difficult to control and of no use to the
Covenant.
Bards are the laughing stock of the Arcane Covenant’s
wizards. They get along well with commoners, but wizards regard them as
impotent would-be magicians. Some were once wizards that dropped out of
training. The Order of the White Hand has no enmity against bards, but they
don’t give them any special attention, either. Some barbarian tribes make use
of a primitive form of bard that use their talents in conjunction with war
drums, with which they can supernaturally strengthen their comrades and issue
commands from their superiors.
A few shamans and scattered clerics exist, but they are not
nearly as powerful as wizards, and are not generally found in Covenant lands, where
the leadership does not welcome their preaching. Barbarians have a few of both
shamans and druids among them, increasing their battlefield effectiveness
considerably. One is likely to see no more than one druid or shaman per
thousand barbarians, however.
Unlike most clerics, wizards recognize that druids have
special powers that they do not, and any druid that is not affiliated with
barbarians is treated with respect. Such druids are extremely rare.
Fighters
The Arcane Covenant always needs fighters, and lots of them.
When not practicing magic, war-mages are busy training new soldiers to help the
wizards fight their many wars. The Covenant has about 20,000 troops stationed
throughout their outer territories, and another 10,000 waiting in reserve for
special emergencies. Most are stationed along the Barrier Wall. Casualty rates
are very high—the Covenant requires about 2,000 new recruits each year to break
even. Some are merely commoners (often criminals and other undesirables) that
have been permanently dominated, while the majority are recruits. Dominated
troops are typically sent into battle first, as they are the least valuable and
easily replaced, but even they receive some training.
The Covenant keeps a small contingent of elite soldiers as
bodyguards for when they travel abroad, and as an honor guard for their most
valuable fortresses.
Free-willed soldiers are always equipped with at least minor
magical items, and honor guards receive epic-level armaments to suit their
needs.
Monks
Wizards fear and respect monks for their abilities, but
attempt to keep their influence in check by not allowing them to build
monasteries inside Covenant territory—they instead occupy White Hand
territories most of the time. Most monks refuse to act as soldiers, although
evil and neutral monks are often used as illicit assassins against wizards when
relationships inside the Covenant go sour. Some monks specialize in the art of
killing wizards, though not often out of spite—merely because they know they
will be called upon for such a task one day.
Paladins
The Emerald Shield is an elite order of paladins charged
with the protection of wizards and the furthering of their goals. All are
lawful, but they can be of any moral alignment. Along with the honor guard,
they are afforded perhaps the greatest social status of any non-wizard living
under Covenant protection. They protect wizards during battle and are skilled
troop commanders. They are never taught magic, but they are given powerful
items to help them in battle. The paladins of the Emerald Shield number no more
than a hundred.
Rangers
Rangers act as scouts for Covenant armies, especially
against barbarians—though it should be noted that the barbarians have their own
rangers as well. Rangers are also used to help corner fugitive wizards when
their general location has been discovered, but they are rarely sent into
combat against them unless the situation is desperate, as they are not really
equipped for fighting wizards.
Otherwise, rangers act as a special police force on the
commoner level, helping army garrisons keep order and track down criminals.
Rogues
Rogues are an integral part of Covenant society on the
commoner level, and they are of some use to wizards as well. They often find
work as spies, wizard against wizards, their employers usually being wizards
who are less concerned about breaking the rules as they are getting an
advantage over their enemies in the magocracy. Every once in a while, they are
also used as assassins, and several secret rogue organizations work in the
service of wizards.
All sorcerers were eradicated in a
bloody and near-apocalyptic war with wizards over four thousand years ago. The
only ones left ascended to godhood long ago and have a divine rank of at least
0. Their motivations are inscrutably inhuman, and some believe that a sorcerer
may have been involved in the current disaster with the Far Realm.
Stories of encounters with
sorcerers have passed into legend among wizards, and a growing number of
magic-users believe that they are entirely extinct. The tales vary in nature,
but any wizards involved in the stories usually come to a bad end.
While
not a character class per se, there are a lot of undead lurking about the
Covenant, especially in Thyrmach, and they merit some discussion. It is
considered to be in very poor taste, and generally a violation of the Third
Law, to allow even servile undead to roam freely in view of the public. And it
is only the necromancers that are well known for allowing them to do it.
Thyrmach is crawling with undead minions, easily outnumbering the living. Crews
of skeleton warriors meticulously keep the streets clean, repair buildings that
have suffered any sort of damage, and perform other miscellaneous chores at the
behest of their masters. Undead monsters also guard buildings of any importance
in Thyrmach.
On
the eastern side of Thyrmach is a vast, murky swamp teeming with latent
necromantic energies. It is one of the few places inside the Covenant
territories that even wizards fear to go, because sometimes terrible undead
horrors, completely free-willed, take shape there. In the middle of the swamp
is Xaszyk’s tower, where all the most important and powerful necromancers tend
to congregate for their business. Wizards of any other sort appear there only
in the most dire of circumstances.
Most
wizards are of the belief that Xaszyk is routinely violating the Covenant’s
laws from within his tower, but curiously, no one has bothered to tell the
demilich to his face—or his skull, rather.
Free-willed
undead creatures have been appearing in other Covenant territories with
increasing frequency within the last decade, attacking commoners and keeping
the pale masters quite busy tracking them all down. Some believe that the swamp
has something to do with it.
As
for constructs, they have always been a frequent sight in most Covenant
territories. Less receptive to learning than undead, they are kept mainly as
powerful guards to keep commoners out of places they should not go, and as
special shock troops in times of war. Like undead, they can enter a null
creature’s anti-magic field, so wizards in fear of such beings keep a construct
close at hand. There are at least four hundred golems of various types in the
Covenant territories.
The Atropal
An undead monstrosity of unequaled
might, the atropal’s exact origins are unknown, except that it is thought to be
the horrific result of the last head of the Order of Necromancy’s attempt to
become a deity. The exact fate of that necromancer is up for debate—some
believe he instantaneously perished at the hands of what he created, while
others insist that he is in fact that creation—but thankfully, not a god. At
least, not yet. Rather, it is the repulsive parody of an infant, forever
undead.
Wizards brave enough to adventure far to the north, beyond
even the Far Realm fissure, and strong enough to survive, come back with
bone-chilling reports of an overlarge, stillborn monstrosity floating over a
constantly increasing mass of undead minions, which it blesses with obscene
might even as it gathers them for some unknown task. Most suspect that sooner
or later, the atropal will unleash its might against civilization, and some
wizards are busy preparing what they can in response.
Barbarian Hordes
In the northwest reaches of the world, hundreds of thousands
of humanoids flock about in a multitude of tribes, living off the land and
leading lives of war and religion. Many enlist monsters in their struggles
against one another, battles in which mighty warlords can rise and fall in the
same month. They breed like rabbits and have honed their combat skills to a
deadly perfection, and they are united in one thing particularly, if nothing
else—they hate magic.
Once every couple of decades, the barbarians fall under the
leadership of a warrior strong and charismatic enough to unite most of the
tribes under one banner and forge alliances with many other disgruntled
creatures, and then they come thundering down out of the mountains and plains
to hammer on the walls of the Covenant with their combined might. Should they
fail (always the case thus far), they retreat back to their cavernous lairs in
the mountains, which are filled with ancient magical residues that cause spells
cast within to go awry—protecting them from extermination. It was because of
the barbarians that the Barrier Wall was originally constructed, indicating
just how much wizards fear the barbarians.
Scholars say that the barbarians are united also in worship
of some unknown, hungry deity. Under this religion, it is said, the barbarians
are taught that when all wizards are cleansed from the world, it will become a
utopia in which the barbarians live in peace and wealth for all eternity. But
to achieve that, the religion directs them to focus all their effort on
learning how to kill wizards, and to cull the weakest out of their numbers to
create a perfect army of destruction.
The thing that wizards most fear about the barbarians,
besides their legendarily colossal numbers, is the elite shock troops known as
forsakers. Mighty warriors of axe and bow, the forsakers have some sort of
special gift in addition to their specialized training that teaches them the
best techniques to destroy wizards. They can shrug off massive damage and kill
magic-users before they even get a spell off, it is said, and in the midst of a
massive horde, it is difficult to see them coming. They are called forsakers
because they refuse to use any magic whatsoever, in battle or otherwise.
It is small comfort to the Covenant that the barbarians’
numbers have been depleted as of late by the arrival of Far Realm creatures,
which consumed many of the barbarians living directly to the north of the
Covenant, as well as the rise of the Atropal, which prowls the northernmost
lands in search of creatures to add to its undead throng. Neither of these
occurrences has made things much easier for the Arcane Covenant, but barbarians
refer to these events with great sorrow, and some believe them to be the
punishment of their angry god. It may have a lasting impact on their culture.
Ability Bonus (Ex): Forsakers continue to get bonus
ability points at every level, but they can place no more than 10 of these
points in a single ability score.
Spell Resistance (Ex): Forsakers continue to
receive spell resistance equal to 10 + forsaker level. This stacks with any
other spell resistance the forsaker has.
Damage Reduction (Ex): Epic forsakers no longer
need to destroy magical items to gain their damage reduction.
|
Level |
Special
Powers |
|
11th |
Fast
Healing 4 (60) |
|
12th |
DR 13/+6 |
|
13th |
Fast
Healing 5 (70) |
|
14th |
DR 15/+7 |
|
15th |
Fast
Healing 6 (80) |
|
16th |
DR 17/+8 |
|
17th |
Fast
Healing 7 (90) |
|
18th |
DR 19/+9 |
|
19th |
Fast
Healing 8 (100) |
|
20th |
DR 21/+10 |
|
21st |
Fast
Healing 9 (110) |
|
22nd |
DR 23/+11 |
|
23rd |
Fast
Healing 10 (120) |
|
24th |
DR 25/+12 |
|
25th |
Fast
Healing 11 (130) |
|
26th |
DR 27/+13 |
|
27th |
Fast
Healing 12 (140) |
|
28th |
DR 29/+14 |
|
29th |
Fast
Healing 13 (150) |
|
30th |
DR 31/+15 |
Dragons
One of the only creatures that can
fight off a group of determined wizards is a dragon. Though they are relatively
few and far between since the end of the Warlock War, the eldest dragons still
remain, and have no love for intrusive wizards who are impudent enough to think
that they own the world. Most wizards do not bother attempting to
relieve dragons of their lives or treasure, but those that do either come very
well prepared or die quickly.
Once in a great while, a dragon of unbelievable size and
power simply rampages across the countryside, devouring or obliterating
everything in its way, going back to rest only after about a week of continuous
devastation. No wizard or group of wizards has yet managed to stop a dragon in
such a mysterious rage.
A rare few wizards break off from
the Covenant, walking a higher path. These wizards are disgusted and saddened
by the Covenant’s toleration of wizards who practice foul necromancy and vilest
diabolism, and swear off the practices of exterminating enemies and ruling with
an iron fist. Most such wizards join the White Hand. Others go independent—and
some join cabals with the express purpose of putting an end to wizardly evil of
all kinds. Exalted wizards strike from hiding against necromancers, diabolists,
and those who would seek power from the lower planes. Thus, they can be a
considerable nuisance to the Covenant’s interests. They lair just outside of
Covenant territory, often in lands controlled by the White Hand (where Covenant
wizards are forbidden to go), launching guerilla attacks against known
evil-doers whenever they can. Since there is only a handful of them, and few
are very powerful, they are not yet a major threat, and the Covenant has not
acted decisively against them. But that day will come.
A dread plane of unending, boundless insanity, recent events
in the far north opened up some sort of fissure through which the plane’s
horrifying and amazingly powerful denizens could leak. Any sort of mental contact
with the creatures or their realm results in immediate, often incurable
insanity, and prolonged contact eventually transforms the wizard into a ghastly
pseudonatural version of his former self, robbed of all humanity. Wizards are
forbidden to summon from or make contact with the Far Realm. A wizard that
engages in such outlaw magic is referred to as an alienist, and such wizards
are mercilessly executed upon discovery within the Covenant.
The minions of the Far Realm are the Covenant’s most dangerous
and numerous enemies, as they have an insatiable desire to spread insanity and
destruction wherever they go. The creatures continuously attack the Barrier
Wall, relentlessly attempting to break through and infect Covenant society. So
far, they have failed, but their numbers seem limitless.
The most terrible known species of creature from the Far
Realm is an uvuudaum, which some wizards can become through the most prolonged
and intense exposure to Far Realm magic—most such wizards, however, are transformed
into kaortis, a vile alien that remembers nothing of its humanity, and works
ceaselessly to transform others with its curse.
These creatures (and other minions, such as the rukanyrs and
skybleeders) can be found in the Epic Level Handbook and Fiend Folio.
A description of the Far Realm itself is in the Manual of the Planes.
The Fellowship of Vham
No other group of wizards annoys the Covenant as much as the
Fellowship of Vham. When the Covenant sends out a group of mages to find a
specific artifact, the Fellowship’s spies within the Covenant alert them as
well—often allowing Fellowship wizards to get there first. Being much more
mobile and quick to act (unfettered by rules, regulations, or any sort of
recognizable power structure), the Fellowship’s only weakness is that they can
generally send only one wizard out to the Covenant’s three—so their members
must be cunning and careful in their actions.
Most disciples of Vham practice exotic, strange magics that
are not necessarily allowed in the Covenant, and can be fearsome foes when
cornered—but they are rarely cornered, and they have no solid hierarchy that
can be struck. They meet most often in isolated taverns, masquerading as
commoners right under the Covenant’s nose in twos and threes, planning their
next missions. Larger gatherings stay out of Covenant territory altogether, but
even these contain only a third of the Fellowship’s mass at best.
Null Creatures
The null creatures are creatures that all mages fear—beings
completely immune to all magic and gifted with psionic might. They can be any
sort of creature, but they carry their powers upon birth. Some have the
extraordinary ability of detecting one another over long distances, allowing
them to organize to a degree against wizards.
Out of fear if nothing else, wizards execute null creatures
upon discovery, though a tiny minority of wizards insist that these purges must
stop if the wizards are to have any hope of living unmolested by the “nulls”
that have managed to escape extermination.
Wizards and null creatures are mortal enemies, though some
null creatures may not realize it until it’s too late. Null creatures have
begun to form tribes with the intent of opposing wizardry, especially the
Arcane Covenant, wherever possible. There is even a rumor spreading that the
power they wield can be passed onto other creatures through an exacting and
tedious psionic process, but this has yet to be proven. The exact number of
creatures in these “tribes” is uncertain, but null creatures are exceedingly
rare, and those in the know don’t think there could be more than two dozen of
the creatures working together.
Wizards’ methods of dealing with the creatures are very
specific and time-tested. Golems and corporeal undead still function from
within their anti-magic auras, even if the creatures’ supernatural abilities do
not, and wizards count on physical force to win the day when they locate them,
which is an extremely difficult process involving a lot of word-of-mouth
spying. Wizards can’t rely on divinations to track the creatures, so they are
ever vigilant for the possibility of such a creature being born near them.
Organized null creatures tend to operate out of White Hand territory, where
Covenant wizards are forbidden to go by White Hand decree, so it is difficult
for the Covenant to stamp the problem out completely.
Organized “null tribes” don’t tend to conflict with White
Hand wizards very often, as the White Hand has no special interest in
destroying them. Marauding followers of Vham either flee from null creatures
from first notice or viciously destroy them. Warlocks hate null creatures as
well, though even they are better equipped than wizards for the task of
fighting them.
All nulls have the following characteristics:
Size and Type: The creature’s type does not
change, unless it is an animal (in which case it becomes a magical beast). It
gains the psionic subtype.
Psi-Like Abilities (Sp): A null creature possesses
the psi-like abilities indicated below, depending on its hit dice. The abilities
are cumulative. Manifester level is equal to the creature’s HD. The save DCs
for a null creature’s psi-like abilities are Charisma-based. The DM can choose
to replace any given psi-like ability with another ability of equal level if he
so chooses.
|
HD |
Abilities |
|
1-2 |
3/day—Defensive
Precognition, 1/day—Force Screen |
|
3-4 |
3/day—Empty Mind, Mind
Thrust |
|
5-6 |
1/day—Body Adjustment,
Brain Lock |
|
7-8 |
1/day—Aversion, Blast |
|
9-10 |
3/day—Intellect
Fortress, 1/day—Psychic Crush |
|
11-12 |
1/day—Psionic Dominate |
|
13-14 |
1/day—Energy Current,
Tower of Iron Will |
|
15-16 |
3/day—Psionic Teleport |
|
17-18 |
1/day—Fission |
|
19-20 |
1/day—Ultrablast |
Special Qualities: A null creature has all the
special qualities of the base creature, plus the following special qualities.
Anti-Magic Field (Ex): An Anti-Magic Field
extends around a null creature in a five-foot radius at all times, which
functions exactly like the spell. Only deities are unaffected by this power.
Not even spells meant to shut down normal Anti-Magic Fields will
function against this power. Because of this field, a null creature can never
learn or cast spells of any kind, though many null creatures become psions.
Power Resistance (Ex): A null creature has power
resistance equal to its hit dice +10.
Abilities: Increase from the base creature as
follows: Int +2, Wis +2, Cha +4.
Challenge Rating: As base
creature +5.
Level Adjustment: As base
creature +5.
Warlocks
Warlocks are masters of eldritch magic, men and women whose
hearts are too often blackened by chaos and evil. Though they have not appeared
within Covenant territory in over a decade, any that would dare it would be
attacked upon their detection with all available force. For now, the warlocks
bide their time, holed up within a well-defended fortress far to the south of
the Covenant territory, still licking their wounds from the aptly named Warlock
War, in which they bent all their resources toward destroying the Covenant
utterly. Only in the final days of the war were they turned back by the
Covenant airship fleet, which repelled the warlocks and their dragon allies. A
second war, with the added threat of the Far Realm, might break the back of the
Arcane Covenant.
Not all warlocks are evil, but those that aren’t were nearly
exterminated, and they have no organization of their own if they do not side
with Fharzim, the warlocks’ current leader.
What Is The Barrier Wall?
The Barrier Wall is a massive stone wall that completely
surrounds the edges of Covenant civilization. It is specially constructed and
guarded to keep out creatures of nearly every imaginable type, and is nearly
impenetrable.
The wall extends two hundred feet in the air, four hundred
feet below ground, and is at least one hundred feet thick, making it virtually
impossible for an army to climb it or dig under it. The stone used to build the
wall is of the finest quality and is magically enchanted. The break DC is 70,
the hardness is 16, and in order to break directly through one side to the
other, 10,800 points of damage must be inflicted on it. Anyone attempting to
magically alter the wall’s shape must roll against Spell Resistance 40, and the
wall has been enchanted so that broken or altered portions of the wall
regenerate at the rate of 15 hit points per round (the wall typically restores
five cubic feet of mass per round). The outer wall is protected by a permanent Grease
spell, although the Grease isn’t visible; the save DC against this
effect is 24. Even without this effect, climbing the wall using tools is next
to impossible, due to the wall’s impenetrability and regeneration.
Attempts to dispel the wall’s magic (against a caster level
of 30) have some effect, but only for 1d4 rounds—the break DC lowers by 20, the
hardness and hit points are cut in half, the wall doesn’t get spell resistance,
and doesn’t regenerate. Furthermore, it is no longer greased. After 1d4
rounds have passed, however, the wall resumes all of its magical qualities,
even against powerful magic such as Mordenkainen’s Disjunction.
The Barrier Wall has no doors going through it, although it
is equipped internally in the event of a siege. A magical alarm system alerts
other nearby (but out of hearing range) sections of the wall when a serious
attack is taking place. As many as two hundred men might arrive to aid in
defense within the first half hour of battle, not to mention one or more
wizards. Most soldiers are of at least 5th level.
In order to discourage both massed ground and even aerial
attacks, the wall is stationed with special magical artillery pieces known as
dweomer cannons. A dweomer cannon is equipped to fire bursts of acid, cold,
fire, or lightning to a range of 1,600 feet, which explode in 20 ft.-radius
spreads, inflicting 15d6 points of damage and acting as if cast by a 30th
level wizard. A Reflex save (DC 30) reduces damage by half. The cannons are
manned by specially trained soldiers who are armed with Binoculars of True
Seeing. The soldiers can mentally aim the cannon. Each cannon typically has
50 charges, and is fueled by a special wand that has no power by itself—the
magical energy is fed through a special tube that connects it to several
alchemical liquids that determine the nature of its firepower. Each cannon is
about five feet wide and ten feet long, and is made of specially treated wood
and iron parts so that two soldiers can move it with little difficulty.
Spilling the liquids, however, can lead to hazardous situations. A dweomer
cannon has 50 hit points and hardness 5.
Two massive dweomer cannons protect the Gray Citadel in
Abromach, the Covenant’s capital. A sizeable army can be laid waste by the
weapons within a few short volleys, though they have only been used in test
exercises. There are rarer, variant cannons, such as a new rumored design that
can fire Disintegration rays capable of hitting creatures on the
Ethereal Plane.
The Covenant is also assisted in the defense of its borders
by massive airships. Airships come in all shapes and sizes, but all are feared
by enemies of the Covenant. Almost all are designed strictly for combat,
especially with dragons. Most have at least the following features:
-Two dweomer cannons.
-A special magical battery buried in the hull that the
captain can call upon to generate a visible, spherical shield that acts as a Wall
of Force, but can absorb only 300 points of damage per day.
Larger ships have more cannons and more powerful shields.
Most airships are not very maneuverable, depending on their
magical construction to shrug off damage, while the occupants fire back spells
and dweomer cannon-shot. At present time, the Covenant commands about thirty
such ships, the largest being almost 300 feet long (the flagship Doomstaff).
All can maintain a speed of about 200, covering 60 miles per day, and at least
three are capable of amphibious assault. Because their construction is
expensive and time-consuming, the Covenant does not put them at significant
risk unless there is no other option. For perimeter defense, they are often
used to chase off retreating enemies, picking them off with dweomer cannons. Doomstaff
has not moved from its position nearby the Gray Citadel, its official
location of port, for several years, but it is powerful enough to level most of
any territory within a day. During the Warlock War, about forty ships were
lost.
Type: Gargantuan
Construct
Hit Dice: 20d10 (200
hp)
Initiative: -
Speed: Fly 200
(Clumsy)
Armor Class: 26 (+20
Natural, -4 Size)
Flat-Footed AC: 26
Touch AC: 6
Base Attack/Grapple: +15,
Grapple +43*
Space/Reach: 35 Feet
Special Attacks: Dweomer
Cannons, Ram, Teleportation Engine
Special Qualities: Fast
Healing 3, Force Shield, Hardness 20, SR 30
Saves: Fort +12,
Ref +6, Will +6
Abilities: Str 43, Dex
-, Con -, Int -, Wis -, Cha -
Challenge Rating: 20
Alignment: -
*Grapple bonus included in the
event that a creature attempts to physically move or devour the ship.
Airships are gigantic floating
boats made out of equal parts darkwood, adamantine/mithral alloy, and magic.
They are constructed for warfare, but most are luxurious enough to be used as
pleasure-boats by the wizards that command them, during rare times of peace.
They range in size, from 35 to 300 feet in length.
Airships are mentally commanded by
an assigned captain using Concentration checks. Though the ships can achieve
impressive speeds and can maneuver quite well, they can only be operated safely
by experienced pilots. An inexperienced pilot risks accidentally flipping the
ship, accelerating too quickly, or taking the altitude too high or low, too
quickly. Characters can take the Profession (Airship Pilot) skill to reflect
their experience with the ships, either adding their ranks in the skill to
their Concentration checks or replacing Concentration entirely. A character
cannot have more ranks in Profession (Airship Pilot) than he does in
Concentration. Piloting an airship is far beyond the ken of most non-wizards.
It is tremendously difficult for
the Covenant to gather the proper materials to build its airships, so they are
considered its most valuable weapons. Some consideration has been given to the
thought of building the ships out of cheaper, less reliable materials, but the
Covenant hasn’t endorsed this idea yet, citing the need for durable and
powerful weapons to oppose the warlocks and other deadly enemies.
Although the ships can teleport
great distances and travel across planes, they are often stocked with emergency
rations in the event that quick travel isn’t possible—usually no more than two
weeks’ worth.
The class I airship is the
smallest known airship, but also the least expensive and easiest to move with
the Gate spell (see below). It is not a common ship, often given as a
gift to the most loyal and useful Covenant wizards. It is designed to
comfortably support three people for a voyage. The ship is about thirty-five
feet long and roughly twenty feet wide and tall.
Combat
Dweomer Cannons (Sp): A class I
airship is equipped with two dweomer cannons, each of which has 50 charges and
can fire once every three rounds. A dweomer cannon is equipped to fire bursts
of acid, cold, fire, or lightning to a range of 1,600 feet, which explode in 20
ft.-radius spreads, inflicting 15d6 points of damage and acting as if cast by a
30th level wizard. A Reflex save (DC 30) reduces damage by half.
Ram (Ex): The captain
of a class I airship can use it to smash into and through objects, creatures,
and buildings. As a standard action during his turn, the captain can direct the
ship to move directly into a target at maximum speed. Creatures being rammed
may attempt an attack of opportunity with a –4 penalty on the attack roll. An
opponent that chooses not to make an attack of opportunity may instead attempt
a Reflex save for half damage (DC 36). The ram inflicts 20d6 points of damage,
and creatures with less Strength than the airship are automatically ejected 2d6
squares in a random direction. Stronger creatures hold their ground. Rammed
creatures must be directly in front of the airship. Creatures with a fly
maneuverability of Poor or better may ready a move action to completely avoid a
ram.
An airship skidding along even
ground to strike Large or smaller creatures loses much of its speed and effectiveness,
inflicting only 10d6 points of damage and allowing a DC 26 Reflex save. Each
round an airship does this, it must make a Reflex save (DC 16) or suffer 5d6
points of damage, against which its hardness and force shield are not counted.
Skidding along an incline, as well as rocky or otherwise difficult terrain, is
impossible.
Ramming into buildings or other
airships is more taxing on the airship’s structural integrity. Normal damage is
inflicted, but the airship also suffers 10d6 points of damage, against which it
cannot apply its hardness—nor can it absorb the impact with its force shield.
Ramming Colossal-sized dragons also causes this damage. Note that rammed
structures and airships apply their full hardness and applicable force shield
points against this attack.
Force Shield (Sp): As a
standard action, the captain of a class I airship can command a shimmering,
spherical energy shield to surround the ship. This field absorbs 300 points of
any type of damage per day, except effects that can pass through a Wall of
Force, against which it does nothing. It is treated as if it were a
9th level spell, cast by a 20th level caster. The captain
can dismiss the effect as a free action. Forcibly moving the field into another
creature’s or solid object’s space has no effect, except to automatically let
the creature or object inside the field; thus the force shield can’t be used to
crush creatures, or absorb damage in the event that the airship makes a ramming
attack. Floating lower than ten feet off the ground causes the shield to fail
until the airship’s altitude is raised again. The field extends to a
twenty-foot radius around the whole of the ship.
Once the force shield has absorbed
as much damage as it can in a day, it cannot be raised again for 24 hours. The
force shield doesn’t interfere with attacks and objects originating from inside
of it.
Teleportation Engine (Sp): Twice per
week, an airship captain can, as a full round action, initiate a Greater
Teleport or Plane Shift effect. This effect transports the ship and
all its crew to the intended destination, as well as anything else inside the
range of the force shield. If in the midst of battle, the captain must succeed
at a Concentration check (DC is DM’s choice) to initiate the effect. A wizard of
at least 20th level with the Gate spell can also designate
the spell to be large enough to bring a class I airship through, but casting
the spell as such requires 10 minutes of un-interrupted concentration. The
force shield must be lowered in order for any such transportation effect to
function; otherwise, it fails.
Type: Colossal
Construct
Hit Dice: 30d10 (300
hp)
Initiative: -
Speed: Fly 200
(Clumsy)
Armor Class: 32 (+30
Natural, -8 Size)
Flat-Footed AC: 32
Touch AC: 2
Base Attack/Grapple: +20,
Grapple +57*
Space/Reach: 75 Feet
Special Attacks: Dweomer
Cannons, Ram, Teleportation Engine
Special Qualities: Fast
Healing 6, Force Shield, Hardness 30, SR 40
Saves: Fort +17,
Ref +11, Will +11
Abilities: Str 53, Dex
-, Con -, Int -, Wis -, Cha -
Challenge Rating: 30
Alignment: -
*Grapple bonus included in the
event that a creature attempts to physically move or devour the ship.
The class II airship is the most common form of airship,
perfectly suited for combat. At least one guards each Covenant territory at any
given time. They can comfortably house eighteen passengers for a voyage,
including the crew and captain. The ship is seventy-five feet long, and roughly
thirty-five feet wide and twenty-five feet tall.
Combat
Dweomer Cannons (Sp): A class II
airship is equipped with four dweomer cannons, each of which has 50 charges and
can fire once every three rounds. A dweomer cannon is equipped to fire bursts
of acid, cold, fire, or lightning to a range of 1,600 feet, which explode in 20
ft.-radius spreads, inflicting 15d6 points of damage and acting as if cast by a
30th level wizard. A Reflex save (DC 30) reduces damage by half.
Ram (Ex): The captain
of a class II airship can use it to smash into and through objects, creatures,
and buildings. As a standard action during his turn, the captain can direct the
ship to move directly into a target at maximum speed. Creatures being rammed
may attempt an attack of opportunity with a –4 penalty on the attack roll. An
opponent that chooses not to make an attack of opportunity may instead attempt
a Reflex save for half damage (DC 46). The ram inflicts 30d6 points of damage,
and creatures with less Strength than the airship are automatically ejected 2d8
squares in a random direction. Stronger creatures hold their ground. Rammed
creatures must be directly in front of the airship. Creatures with a fly
maneuverability o Clumsy or better may ready a move action to completely avoid
a ram.
An airship skidding along even
ground to strike Large or smaller creatures loses much of its speed and
effectiveness, inflicting only 15d6 points of damage and allowing a DC 36
Reflex save. Each round an airship does this, it must make a Reflex save (DC
21) or suffer 5d6 points of damage, against which its hardness and force shield
are not counted. Skidding along an incline, as well as rocky or otherwise
difficult terrain, is impossible.
Ramming into buildings or other
airships is more taxing on the airship’s structural integrity. Normal damage is
inflicted, but the airship also suffers 10d6 points of damage, against which it
cannot apply its hardness—nor can it absorb the impact with its force shield.
Ramming Colossal-sized dragons also causes this damage. Note that rammed
structures and airships apply their full hardness and applicable force shield
points against this attack.
Force Shield (Sp): As a
standard action, the captain of a class II airship can command a shimmering,
spherical energy shield to surround the ship. This field absorbs 500 points of
any type of damage per day, except effects that can pass through a Wall of
Force, against which it does nothing. It is treated as if it were a
9th level spell, cast by a 30th level caster. The captain
can dismiss the effect as a free action. Forcibly moving the field into another
creature’s or solid object’s space has no effect, except to automatically let
the creature or object inside the field; thus the force shield can’t be used to
crush creatures, or absorb damage in the event that the airship makes a ramming
attack. Floating lower than ten feet off the ground causes the shield to fail
until the airship’s altitude is raised again. The field extends to a
twenty-foot radius around the whole of the ship.
Once the force shield has absorbed
as much damage as it can in a day, it cannot be raised again for 24 hours. The
force shield doesn’t interfere with attacks and objects originating from inside
of it.
Teleportation Engine (Sp): Twice per
week, an airship captain can, as a full round action, initiate a Greater
Teleport or Plane Shift effect. This effect transports the ship and
all its crew to the intended destination, as well as anything else inside the
range of the force shield. If in the midst of battle, the captain must succeed
at a Concentration check (DC is DM’s choice) to initiate the effect. A wizard
of at least 30th level with the Gate spell can also designate
the spell to be large enough to bring a class II airship through, but casting
the spell as such requires 10 minutes of un-interrupted concentration. The
force shield must be lowered in order for any such transportation effect to
function; otherwise, it fails.
Type: Colossal+
Construct
Hit Dice: 40d10 (400
hp)
Initiative: -
Speed: Fly 200
(Clumsy)
Armor Class: 42 (+40
Natural, -8 Size)
Flat-Footed AC: 42
Touch AC: 2
Base Attack/Grapple: +25,
Grapple +73*
Space/Reach: 120 Feet
Special Attacks: Dweomer
Cannons, Ram, Teleportation Engine
Special Qualities: Fast
Healing 9, Force Shield, Hardness 40, SR 50
Saves: Fort +22,
Ref +16, Will +16
Abilities: Str 64, Dex
-, Con -, Int -, Wis -, Cha -
Challenge Rating: 40
Alignment: -
*Grapple bonus included in the
event that a creature attempts to physically move or devour the ship.
The class III is regarded as the
Covenant’s most powerful airship, discounting the 300-foot long Doomstaff, which
is more a symbol of power than anything else. Class III airships are called in
to deal with the most serious enemies, and are considered the Covenant’s most
precious asset on the battlefield, aside from wizards themselves. They can
comfortably accommodate forty-eight passengers for a voyage, including the
crew. The ship is 120 feet long, roughly fifty feet wide, and thirty feet tall.
Combat
Dweomer Cannons (Sp): A class III
airship is equipped with six dweomer cannons, each of which has 50 charges and
can fire once every three rounds. A dweomer cannon is equipped to fire bursts
of acid, cold, fire, or lightning to a range of 1,600 feet, which explode in 20
ft.-radius spreads, inflicting 15d6 points of damage and acting as if cast by a
30th level wizard. A Reflex save (DC 30) reduces damage by half.
Ram (Ex): The captain
of a class III airship can use it to smash into and through objects, creatures,
and buildings. As a standard action during his turn, the captain can direct the
ship to move directly into a target at maximum speed. Creatures being rammed
may attempt an attack of opportunity with a –4 penalty on the attack roll. An
opponent that chooses not to make an attack of opportunity may instead attempt
a Reflex save for half damage (DC 57). The ram inflicts 40d6 points of damage,
and creatures with less Strength than the airship are automatically ejected
2d10 squares in a random direction. Stronger creatures hold their ground.
Rammed creatures must be directly in front of the airship. Creatures with a fly
maneuverability of Clumsy or better may ready a move action to completely avoid
a ram.
An airship skidding along even
ground to strike Large or smaller creatures loses much of its speed and
effectiveness, inflicting only 20d6 points of damage and allowing a DC 47
Reflex save. Each round an airship does this, it must make a Reflex save (DC
26) or suffer 5d6 points of damage, against which its hardness and force shield
are not counted. Skidding along an incline, as well as rocky or otherwise
difficult terrain, is impossible.
Ramming into buildings or other
airships is more taxing on the airship’s structural integrity. Normal damage is
inflicted, but the airship also suffers 10d6 points of damage, against which it
cannot apply its hardness—nor can it absorb the impact with its force shield.
Ramming Colossal-sized dragons also causes this damage. Note that rammed
structures and airships apply their full hardness and applicable force shield
points against this attack.
Force Shield (Sp): As a
standard action, the captain of a class II airship can command a shimmering,
spherical energy shield to surround the ship. This field absorbs 700 points of
any type of damage per day, except effects that can pass through a Wall of
Force, against which it does nothing. It is treated as if it were a
9th level spell, cast by a 40th level caster. The captain
can dismiss the effect as a free action. Forcibly moving the field into another
creature’s or solid object’s space has no effect, except to automatically let
the creature or object inside the field; thus the force shield can’t be used to
crush creatures, or absorb damage in the event that the airship makes a ramming
attack. Floating lower than ten feet off the ground causes the shield to fail
until the airship’s altitude is raised again. The field extends to a
twenty-foot radius around the whole of the ship.
Once the force shield has absorbed
as much damage as it can in a day, it cannot be raised again for 24 hours. The
force shield doesn’t interfere with attacks and objects originating from inside
of it.
Teleportation Engine (Sp): Twice per
week, an airship captain can, as a full round action, initiate a Greater
Teleport or Plane Shift effect. This effect transports the ship and
all its crew to the intended destination, as well as anything else inside the
range of the force shield. If in the midst of battle, the captain must succeed
at a Concentration check (DC is DM’s choice) to initiate the effect. A wizard
of at least 40th level with the Gate spell can also designate
the spell to be large enough to bring a class III airship through, but casting
the spell as such requires 10 minutes of un-interrupted concentration. The
force shield must be lowered in order for any such transportation effect to
function; otherwise, it fails.
Caster level 20th
(Class I), 30th (Class II), 40th (Class III). Spells: Animate
Objects, Overland Flight, Permanency, Plane Shift, Regenerate, Greater
Teleport, Spell Resistance, Wall of Force.
Class I Materials Needed: 1,000 pounds mithral steel; 6,000
pounds adamantine, 3,000 pounds ironwood, 20,000 gp additional expenses.
Class II: 2,000 lbs. mithral,
12,000 lbs. adamantine, 6,000 lbs. ironwood, 40,000 gp additional expenses.
Class III: 4,000 lbs. mithral,
24,000 lbs. adamantine, 12,000 lbs. ironwood, 80,000 gp additional expenses.
Assembling an airship requires a DC 25 Craft (Ship) check.
It takes three months for ten properly skilled people to build a class I
airship; six months for a class II; and nine months for a class III.
New Character Class
Some wizards concentrate heavily
on the minutiae of certain, very specific magics. They re-learn the spell again
and again, at once fascinated by the efficacy of a spell and frustrated by the
knowledge that they still can’t cast it to its utmost potential—that is to say,
the level at which a deity is familiar with the spell, or as the spell’s
original creator, gone for millennia, cast it. Instead of moving on and
learning different spells, they unlock the true inner meanings of the glyphs on
the scroll, and learn to put the full weight of their arcane might into that single
magic. These are the savants.
Adventures: Savants go
adventuring just as wizards do, for they are in fact wizards. The only
difference is the approach they take to magic, and their unerring tendency to
obsess over a small repertoire of spells.
Characteristics: Outwardly,
savants appear little different from normal wizards. Even wizards themselves
cannot identify a savant by sight alone. However, if any trained arcanist were
to spend a prolonged period fighting alongside the savant, it would not be long
before they realized the extraordinary limitation in the savant’s magical
arsenal—as well as perhaps their increased proficiency with what few spells
they do know (a wizard capable of launching more than five Magic Missiles at
once is highly unusual).
Some wizards look down upon or
even openly ridicule colleagues that follow the path of the savant, unable to
understand their preoccupation with spells that are often of seemingly low
power, but wiser and more experienced mages know that the savant is no less a
spellcaster than any other wizard.
Alignment: The path of
the savant requires natural discipline and single-minded determination to an
even greater extent than most wizards, so chaotically-aligned savants are
almost unheard of, though they can exist. Good and evil savants are equally
represented.
Religion: Savants
revere all the same gods as wizards do, as they are much the same.
Background: All savants
tend to begin their studies as any other wizard does, but most tend to display
the fixated quality of their truest calling very quickly. Savants are not
officially organized as a subgroup of wizards, and do not necessarily realize
that there is any real distinction between themselves and other wizards.
Teachers that find themselves schooling an up-and-coming savant are often
frustrated by their pupil’s refusal to follow the standard course of training,
but they may in the end be impressed by what their student has learned to do in
the mean-time.
Races: Most
savants are humans. Elves tend to find the ways of the savant far too tedious
and shortsighted, and dwarves as well, though both races can appreciate the
savant’s discipline. Gnomes and halflings are also put off by the savant’s area
of expertise, finding their single-mindedness comic at best.
Other Classes: Savants
find themselves in common most with sorcerers and warlocks, though they still
have the passion for books and arcane lore that wizards possess.
Non-spellcasting classes rarely differentiate between savants and normal
wizards.
Role: The
savant’s intense specialization allows him to cast spells of far greater
potency than arcanists of equal level. Savants excel at both dealing damage and
making sure that spells are successful, meaning that they are invaluable in
situations where failure is not an option.
Level
|
Base
Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
|
1st |
+0 |
+0 |
+0 |
+2 |
Familiar,
Unlimited Potential, Path of the Savant, Savant Secret |
3 |
1 |
- |
- |
- |
- |
- |
- |
- |
- |
|
2nd |
+1 |
+0 |
+0 |
+3 |
|
4 |
2 |
- |
- |
- |
- |
- |
- |
- |
- |
|
3rd |
+1 |
+1 |
+1 |
+3 |
|
4 |
2 |
1 |
- |
- |
- |
- |
- |
- |
- |
|
4th |
+2 |
+1 |
+1 |
+4 |
|
4 |
3 |
2 |
- |
- |
- |
- |
- |
- |
- |
|
5th |
+2 |
+1 |
+1 |
+4 |
Savant
Secret |
4 |
3 |
2 |
1 |
- |
- |
- |
- |
- |
- |
|
6th |
+3 |
+2 |
+2 |
+5 |
|
4 |
3 |
3 |
2 |
- |
- |
- |
- |
- |
- |
|
7th |
+3 |
+2 |
+2 |
+5 |
|
4 |
4 |
3 |
2 |
1 |
- |
- |
- |
- |
- |
|
8th |
+4 |
+2 |
+2 |
+6 |
|
4 |
4 |
3 |
3 |
2 |
- |
- |
- |
- |
- |
|
9th |
+4 |
+3 |
+3 |
+6 |
|
4 |
4 |
4 |
3 |
2 |
1 |
- |
- |
- |
- |
|
10th |
+5 |
+3 |
+3 |
+7 |
Savant
Secret |
4 |
4 |
4 |
3 |
3 |
2 |
- |
- |
- |
- |
|
11th |
+5 |
+3 |
+3 |
+7 |
|
4 |
4 |
4 |
4 |
3 |
2 |
1 |
- |
- |
- |
|
12th |
+6 |
+4 |
+4 |
+8 |
|
4 |
4 |
4 |
4 |
3 |
3 |
2 |
- |
- |
- |
|
13th |
+6 |
+4 |
+4 |
+8 |
|
4 |
4 |
4 |
4 |
4 |
3 |
2 |
1 |
- |
- |
|
14th |
+7 |
+4 |
+4 |
+9 |
|
4 |
4 |
4 |
4 |
4 |
3 |
3 |
2 |
- |
- |
|
15th |
+7 |
+5 |
+5 |
+9 |
Savant
Secret |
4 |
4 |
4 |
4 |
4 |
4 |
3 |
2 |
1 |
- |
|
16th |
+8 |
+5 |
+5 |
+10 |
|
4 |
4 |
4 |
4 |
4 |
4 |
3 |
3 |
2 |
- |
|
17th |
+8 |
+5 |
+5 |
+10 |
|
4 |
4 |
4 |
4 |
4 |
4 |
4 |
3 |
2 |
1 |
|
18th |
+9 |
+6 |
+6 |
+11 |
|
4 |
4 |
4 |
4 |
4 |
4 |
4 |
3 |
3 |
2 |
|
19th |
+9 |
+6 |
+6 |
+11 |
|
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
3 |
3 |
|
20th |
+10 |
+6 |
+6 |
+12 |
Savant
Secret |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
Abilities: Intelligence
determines how powerful a spell a savant can cast, how many spells he can cast
per day, and how hard those spells are to resist. Savants also have great use
for Dexterity and Constitution, providing them with much-needed AC, bonuses to
ranged touch attacks, and hit points.
Alignment: Any.
Hit Die: d4.
Skill Points at 1st
Level: (2 + Int modifier) x4.
Skill Points at Each Additional
Level: 2 + Int modifier.
Level
|
0 |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
|
1st |
2 |
2 |
- |
- |
- |
- |
- |
- |
- |
- |
|
2nd |
2 |
3 |
- |
- |
- |
- |
- |
- |
- |
- |
|
3rd |
2 |
3 |
1 |
- |
- |
- |
- |
- |
- |
- |
|
4th |
2 |
3 |
2 |
- |
- |
- |
- |
- |
- |
- |
|
5th |
2 |
3 |
2 |
1 |
- |
- |
- |
- |
- |
- |
|
6th |
2 |
3 |
2 |
2 |
- |
- |
- |
- |
- |
- |
|
7th |
2 |
3 |
2 |
2 |
1 |
- |
- |
- |
- |
- |
|
8th |
2 |
3 |
2 |
2 |
2 |
- |
- |
- |
- |
- |
|
9th |
2 |
3 |
2 |
2 |
2 |
1 |
- |
- |
- |
- |
|
10th |
2 |
3 |
2 |
2 |
2 |
2 |
- |
- |
- |
- |
|
11th |
2 |
3 |
2 |
2 |
2 |
2 |
1 |
- |
- |
- |
|
12th |
2 |
3 |
2 |
2 |
2 |
2 |
2 |
- |
- |
- |
|
13th |
2 |
3 |
2 |
2 |
2 |
2 |
2 |
1 |
- |
- |
|
14th |
2 |
3 |
2 |
2 |
2 |
2 |
2 |
2 |
- |
- |
|
15th |
2 |
3 |
2 |
2 |
2 |
2 |
2 |
2 |
1 |
- |
|
16th |
2 |
3 |
2 |
2 |
2 |
2 |
2 |
2 |
2 |
- |
|
17th |
2 |
3 |
2 |
2 |
2 |
2 |
2 |
2 |
2 |
1 |
|
18th |
2 |
3 |
2 |
2 |
2 |
2 |
2 |
2 |
2 |
2 |
|
19th |
2 |
3 |
2 |
2 |
2 |
2 |
2 |
2 |
2 |
2 |
|
20th |
2 |
3 |
2 |
2 |
2 |
2 |
2 |
2 |
2 |
2 |
Weapon and Armor Proficiency: Savants are
proficient with the club, dagger, heavy crossbow, light crossbow, and
quarterstaff, but not with any type of armor or shield. Armor of any type
interferes with a savant’s movements, which can cause her spells with somatic
components to fail.
Spells: A savant
casts arcane spells from the Wizard/Sorcerer spell list. A savant must choose
and prepare his spells ahead of time. To learn, prepare, or cast a spell, a
savant must have an Intelligence score equal to at least 10 + the spell’s
level.
Familiar: A savant
can have a familiar just as a wizard or sorcerer can.
Unlimited Potential (Ex): Though
savants are familiar with very few spells, they are extraordinarily skilled
with those they do know. Firstly, savants never suffer level caps on the
effects of their spells. For instance, a savant’s Fireball continues to
increase in damage dice after 10th level, so that for instance a 14th
level savant could deal 14d6 points of damage with the spell. Likewise, a
savant casting Dispel Magic could a modifier higher than +10. In
essence, the savant maximizes and often exceeds the normal potential of the
magic he uses.
Secondly, a savant always
calculates the saving throw for a spell as if he were casting the highest level
of spell that he is capable of. So a 5th level savant casting Charm
Person would calculate the save DC as 13 + Intelligence modifier, as he can
cast 3rd level spells.
If a character has levels in both
Savant and another class, only spells he learned as a savant benefit from the
Unlimited Potential ability.
Path of the Savant: The
complete focus on the savant on very specific areas of magic brings along with
it some practical drawbacks.
First, savants cannot specialize
in schools the way other wizards do, as they already are specialized in their
own way.
Secondly, savants cannot learn
spells from scrolls. Savants are too busy studying and re-studying the spells
they already know to even consider bothering with a completely new spell out of
the curriculum they have set for themselves. Savants learn new spells only when
they are ready to do so, and no sooner. This does not affect the savant’s
ability to cast a spell off the scroll (or any other magic item), but the
savant doesn’t get to apply his Unlimited Potential ability to spells cast off
of items unless he knows the spell.
Note that a savant can learn new
spells through feats, such as Extra Spell.
Savant Secret (Ex): At 1st,
5th, 10th, 15th, and 20th
level, the savant makes the breakthrough necessary to cast a certain spell at a
level of efficiency and power that exceeds all other mages. The savant chooses
one spell that he knows, and gains a +2 bonus to his caster level, the save DC,
spell resistance checks, and a +2 bonus to the DC to determine whether or not
the spell can be dispelled. These bonuses stack with all other feats and
abilities that the savant may possess.
If the savant so chooses, he may apply his savant secret to
a spell more than once, stacking the benefits each time he does so.
|
Savant Level |
Special |
|
21st |
- |
|
22nd |
- |
|
23rd |
Bonus Feat |
|
24th |
- |
|
25th |
- |
|
26th |
Bonus Feat |
|
27th |
- |
|
28th |
- |
|
29th |
Bonus Feat |
|
30th |
- |
|
31st |
- |
|
32nd |
Bonus Feat |
|
33rd |
- |
|
34th |
- |
|
35th |
Bonus Feat |
|
36th |
- |
|
37th |
- |
|
38th |
Bonus Feat |
|
39th |
- |
|
40th |
- |
Epic Savant Bonus Feat List: Augmented
Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still
Spell, Combat Casting, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft
Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Epic Savant
Secret, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Familiar Spell,
Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Improved
Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell,
Multispell, Permanent Emanation, Scribe Epic Scroll, Spell Focus, Spell
Knowledge, Spell Mastery, Spell Penetration, Spell Stowaway, Spell Opportunity,
Spontaneous Spell, Tenacious Magic.
The character achieves god-like proficiency in a spell.
Prerequisites: Five Savant Secrets.
Benefit: The savant gains a new savant secret.
Special: A character can gain this feat multiple times. Its
effects stack.
All
characters begin as members of the Arcane Covenant, either by virtue of being
wizards or their citizenry.
Characters start
with 72 ability points, to divide as they see fit among their six ability
scores—with some exceptions.
1) A
character can have no more than two scores that are below 8 (before racial
modifiers).
2) A
character cannot have a score beyond a natural 18. The only way to circumvent
this is through racial ability modifiers and through the use of bonus ability
points based on level.
Because of
the character’s starting level (see below), he gets five bonus ability points
to place wherever the player wishes. This brings the total ability points that
you can spend to 77.
All of the
standard races are available for play. Furthermore, all of the races in the
Forgotten Realms campaign guide and the Expanded Psionics Handbook are also
available, subject to my approval (no non-humanoids allowed).
This
campaign does not use Savage Species. If you want to play a monster or use a
template, follow the rules for doing so in the 3.5E Monster Manual after
seeking out my approval.
Barbarian,
Cleric, Sorcerer, and Warlock as character classes are disallowed in Council of
Mages. Druids are not recommended. Most paladins are lawful neutral or lawful
evil. All wizards are specialist wizards, except in the case of war mages, wu
jen, and savants.
Prestige
classes are available, assuming that your character meets the requirements. You
may select prestige classes from all the books listed in Part V.
You may not
pick prestige classes that rely heavily on material from other campaign worlds
without adjusting them to suit this one. Red wizards, for instance, are allowed
in this campaign world, but they are obviously not from Thay—nor do they
necessarily have to be ruthless and evil.
All
characters get maximum hit points per hit die.
There are obviously
far more feats in the d20 universe than are presented in the 3.5E Player’s
Handbook. You may be wondering which books I have, and whether are not you can
use a skill, feat, or spell that I do not have. As of this writing, I have the
following books that include new skills, spells, or feats:
Arms
& Equipment Guide
Book of
Exalted Deeds
Book of
Vile Darkness
Deities
& Demigods
Epic
Level Handbook
Expanded
Psionics Handbook
Forgotten Realms Campaign Setting
Ghostwalk
Libris
Mortis
Manual of
the Planes
Oriental
Adventures
Races of
Faerun
Masters
of the Wild
Sword
& Fist
Tome & Blood
Characters
can take Leadership as a feat, but they cannot take Landlord until at least 21st
level.
Each wizard
selects one Path (a school of magic) that he specializes in. The wizard may learn
any spell that is in his Path, even ones that do not appear on the
Sorcerer/Wizard spell list (in the case of a spell that appears on multiple
lists at different spell levels, you may use the lowest level).
A wizard may
never learn or cast spells with an alignment descriptor opposite to his own.
For instance, a good evoker can never use Blasphemy.
Any spell
selected must be from the WotC books. Third party spells (and feats, for that
matter) are not acceptable.
This
campaign uses the Recharge Magic variant appearing in Unearthed Arcana.
Finally, all
spells are considered arcane.
Players can
also choose to play druids. In addition to his normal spell list, a druid also
chooses one energy descriptor that he can cast (Acid, Cold, Fire, etc). The
druid can then cast any spell with that descriptor as if it appeared on his
spell list.
Your
character can be of any alignment. Note that Covenant society is predominantly
oriented towards lawful evil.
Set whatever
height, weight, and age for your character that you feel like.
Characters begin with 760,000 gold pieces worth of
equipment. Whatever isn’t spent on buying initial equipment is kept in the
character’s possession.
You can use your spending money to buy magical items. Note that you cannot
begin with any single item that is worth more than 500,000 gold.
Any scroll that you buy at character creation is
automatically considered to be a spell that your character knows.
A character cannot begin with any sort of golem or other
minion unless he has a class feature or feat that allows it. All such creatures
must be built or recruited during the actual game.
You may begin play with the “Cheap Keep” (70,000 gp) as
described in the Stronghold Builder’s Guidebook. Funds cannot be
combined at character creation to build larger strongholds.
Note: Do not bother buying food or other rations. Worry about encumbrance only
if your character’s Strength is lower than most others, or if you have an
enormous amount of equipment.
This section is important only for those of you who have the
Unearthed Arcana supplement and are interested in using it. The rest of you can
safely ignore it.
Listed below are the rules variants that I allow in the
campaigns, along with any comments as to how these rules can be used in the
campaign, as necessary.
You may use:
-Environmental Racial Variants.
Exceptions: No aquatic or elemental-based race variants.
-Bloodlines. Exception: No vampire bloodlines.
Undead creatures that drain energy through their merest touch simply cannot
bear offspring with living creatures, or other undead, period. Dead things can’t
have babies.
-Traits. Your character may have two traits,
and no more. A trait will go on the feat section of your character sheet, with
the indication that it is a trait. For instance, if I took the Polite trait, I
would list it as Polite (Trait).
-Character Flaws. You may
have a maximum of only one flaw in this campaign. A flaw will go on the feat
section of your character sheet, with the indication that it is a flaw. For
instance, if I took the Meager Fortitude flaw, I would list it as Meager Fortitude
(Flaw).
-Craft Points.
-Metamagic Components.
IX. How Much Do
I Have To Know About D&D Before I Can Participate in the Campaign?
This
campaign requires players who are familiar and confident in their ability with
the 3.5 system. Experience in playing a wizard will be important for players
who want to do it here. Because the campaign will go into the epic levels at
some point, players should have at the very least the 3.5E Dungeon Master’s
Guide, but it is also strongly recommended that they have the Epic Level
Handbook.
Not
everything is as the game designers intended it to be. Most of the rules that I
have changed, if not all of them, are ones that annoy me to no end.
1) Concerning Miracle and Wish—you
may only use these spells once per day each.
Resurrection, and
similarly powerful magic,
Resurrection
resurrection
3) All arcane and divine spell-casters
gain use of the Heighten Spell feat for free. I have thought about this heavily
and decided that it would not give any intrinsic advantage to spell-casters.
After all, a 6th-level Lightning Bolt is still not as good as a 6th-level Chain
Lightning; in fact, it’s not even close. Note that this free feat does not
count when you are determining whether or not you have the prerequisites for
other feats. For instance, if you wanted another metamagic feat that required
you to have two other metamagic feats before you bought it, then you’d have to
have two metamagic feats besides Heighten Spell.
4) A tower shield grants a +4 bonus to
AC and a +2 bonus to Reflex saves due to the cover it gives, just to be
specific.
5) Regarding negative hit point counts;
before reaching Level 11, you are considered dying, but still alive, when you
are between -1 and -9 hit points. However, starting at Level 11, the amount of
negative hit points you can sustain before dying increases. The negative number
at which the character dies is equal to his level—for instance, a 19th level
character dies at -19 hit points. This is an optional rule found in the Epic
Level Handbook, and it’s used here.
6) Spells never require material
components. However, if you use the listed material components when casting the
spell, you may get a +1 caster level bonus, depending on how rare the
components are. Note that you will still need a focus if the spell calls for
one, which in most cases is obvious. For instance, Magic Weapon isn’t of much
use without a weapon.
7) Contrary to what the new 3.5E
versions of the feats say, Spell Focus and Greater Spell Focus still add 2 to
the saving throw DCs of spells.
8) Don’t bother with buying travel
rations. The characters are assumed to be capable of feeding themselves, and
these expenses are so negligible that I don’t even factor them in. However, if
the characters are isolated from a food source for an extended period (such as
if a monster held them in a cage for three weeks), they would obviously risk
starvation if it doesn’t want to feed them.
9) You can easily create your own
spells as you progress in level. However, your character needs to have access
to a “base spell” in order to create one similar to it. For instance, if your
character already knew Fireball, then he could eventually develop an Iceball
spell that has the same effect, except for the damage source.
Then again,
the Iceball might have variant effects that a Fireball would not have.
While a Fireball burns clothing and the like, an Iceball might Slow
afflicted targets for 1 round on a failed saving throw, or cause brief damage
to their Dexterity scores; all as a result of the overwhelming, freezing pain
of being blasted with pure cold. The point is, be inventive if you can.
10) All familiars can speak Common, as
well as the racial tongue of their master, where applicable. Also, you don’t
have to have a familiar.
11) Stat-boosting wondrous items (Gloves
of Dexterity, Headbands of Intellect) do not all have to be identical in both
garment type and function. For instance, you may have a Periapt of Intellect
instead of a Periapt of Wisdom. There are, however, limitations to this rule.
The following items can have the following stat boosts:
-Headband,
Hat, Helmet, or Head Phylactery: Int, Wis, or Cha
-Goggles:
Int or Wis
-Amulet,
Brooch, Medallion, Necklace, Periapt, or Scarab: Any Ability Score
-Belt: Str
or Con
-Robe or
Cape: Dex or Cha
-Bracers or
Bracelets: Str or Con
-Gloves or
Gauntlets: Str or Dex
-Ring: Any
Ability Score (Counts as a Ring, not a Wondrous Item)
-Boots or
Shoes: Dex
As usual,
these items provide enhancement bonuses to their respective ability scores, and
these enhancement bonuses do not stack.
The price of
any stat-boosting item, as you may have noticed from extensive reading, is the
ability bonus squared, times 1,000. For instance, an item that gives a +4 bonus
to Strength is worth 16,000 gp. Use this pricing system when determining the
cash value of your starting items.
12) Magical robes can provide
enhancement bonuses to AC just as armor can. However, the price of such an item
is 1,000 gp greater than the amount given on Table 7-2 in the 3.5E Dungeon
Master’s Guide (page 216). For instance, a +5 Robe would cost 26,000 gp, not
25,000 gp. Furthermore, a robe may not have any special qualities; only an
enhancement bonus to AC. Making a magical robe of this type requires the Craft
Magical Arms and Armor feat.
13) The Dodge feat works differently. With
it you gain a permanent +1 Dodge bonus to your armor class, which applies
against every foe, not just one that you specify. This change has been made in
light of the fact that I hardly ever remember to apply the Dodge bonus to AC
otherwise, and to make the feats that have Dodge as a prerequisite a little
more rewarding. As usual, Dodge bonuses stack.
14) Weapon Focus, Weapon Specialization,
and Improved Critical now work differently in terms of what weapons benefit
from those feats when you get them. Instead of applying to one weapon, the
feats apply to an entire group of weapons—for instance, a character with Weapon
Focus (Heavy Blades) gets a +1 bonus to hit with longswords, greatswords,
falchions, scimitars, and bastard swords.
In the
case of exotic weapons, you get the bonus, but you must also still get Exotic
Weapon Proficiency with that weapon to use it to its full extent. For instance,
having Weapon Focus (Axes) does not automatically make you able to use a
dwarven war-axe in one hand. In the case of an exotic weapon that can’t be used
at all without incurring a –4 penalty, this penalty is reduced to –3 if it
appears in your group and you don’t have proficiency in it.
The weapon
groups are:
Axes. Handaxe, battleaxe, greataxe,
dwarven waraxe, throwing axe.
Basic. Club, dagger, quarterstaff.
Bows. Shortbow, longbow, composite
shortbow, composite longbow.
Claw
Weapons. Punching
dagger, spiked gauntlet.
Crossbows. Hand crossbow, Heavy crossbow, light
crossbow, repeating heavy crossbow, repeating light crossbow.
Druid. Club, dagger, dart, quarterstaff,
scimitar, sickle, short-spear, sling, spear.
Double-Weapons. Orc double axe, dwarven urgrosh,
dire flail, two-bladed sword, gnome hooked hammer.
Flails
and Chains. Heavy
flail, light flail.
Heavy
Blades. Longsword,
greatsword, falchion, scimitar, bastard sword.
Light
Blades. Dagger,
punching dagger, rapier, short sword.
Maces and
Clubs. Club, light
mace, heavy mace, greatclub, quarterstaff, sap.
Monk. Kama, nunchaku, quarterstaff, sai,
shuriken, siangham.
Picks and
Hammers. Light pick,
heavy pick, light hammer, warhammer, scythe, maul.
Polearms. Glaive, guisarme, halberd, ranseur.
Slings/Thrown. Dagger, dart, sling, throwing axe.
Spears/Lances. Javelin, lance, longspear,
short-spear, trident.
15) Special psionic rules:
-Dispel
Magic has a diminished effect on psionic powers, while Dispel Psionics has a
diminished effect on magic. When making a dispel check against the opposing
energy, the check is assessed a –4 penalty.
-Spell
resistance works against psionic powers, and power resistance works against
spells, though against the opposing energy, the resistance is considered to be
10 lower than its actual value. Thus, a dragon with SR 25 has PR 15.
16) Ancestor feats from Oriental
Adventures are available to anyone who wants them, but you are limited to
either taking them at 1st level, or taking only one, and no more.
Also note that Oriental adventures spells are available.