Excerpts 03/05/2004


Player's Guide to Faerûn
By Richard Baker, Travis Stout, and James Wyatt



Chapter 6: Epic Levels in Faerûn

Since the release of Dungeons & Dragons,a number of optional rulebooks have expanded the choices available in a D&D campaign. Books such as Epic Level Handbook, Manual of the Planes, Psionics Handbook, Book of Vile Darkness, and Book of Exalted Deeds present a wide spectrum of new rules and information, in most cases without offering guidelines for incorporating that material into a Forgotten Realms campaign. This chapter, the next, and the last expand those options into the land of Faerûn, presenting Faerûn-specific rules for epic-level play, planar adventuring, psionics, and campaigning with mature themes.

Epic Prestige Classes

This section includes epic progressions for all the 10-level prestige classes in Chapter 3 of this book. Also presented here are two epic prestige classes that are unavailable to characters below epic levels. Each epic prestige class offers a list of bonus feats that a character who progresses to epic levels may choose to fill his bonus feat slots. See the Dungeon Master's Guide and the Epic Level Handbook for descriptions of any feats not detailed in this book, the Player's Handbook, or the Forgotten Realms Campaign Setting.

Epic Hammer of Moradin

The epic hammer of Moradin is a mighty champion of the dwarf race -- the very image of his deity on the battlefield.

An epic hammer of Moradin has a dual focus: He should improve his spellcasting ability on a regular basis while also augmenting his sheer combat prowess. The Chosen Weapon Specialization feat makes use of his religious devotion, while a whole array of combat feats from Epic Weapon Focus to Overwhelming Critical can increase his effectiveness in battle. Divine Spell Penetration, Epic Devotion, and Improved Alignment-Based Casting highlight his role as a champion of law and good. Armor Skin, Damage Reduction, Epic Endurance, and Epic Toughness suit the dwarven idiom as well.

Strength, Wisdom, and Constitution are all important to the epic hammer of Moradin, and not necessarily in that order. Better attacks, better spells, better hit points -- he needs them all, so he should try to increase these three abilities nearly evenly.

Hit Die: d8.

Skill Points at Each Additional Level: 2 + Int modifier.

Spells: The epic hammer of Moradin's caster level increases by 1 for every two levels higher than 10th. His spells per day and spells known do not increase after 10th level unless the sum of the class levels contributing to his caster level equals 20 or less.

Bonus Feats: The epic hammer of Moradin gains a bonus feat (selected from the list below) for every two levels higher than 10th. He must meet any prerequisites for a feat in order to select it.

Epic Hammer of Moradin Bonus Feat List: Armor Skin, Bonus Domain, Chosen Weapon Specialization*, Damage Reduction, Devastating Critical, Divine Spell Penetration*, Enhance Spell, Epic Devotion*, Epic Endurance, Epic Leadership, Epic Prowess, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Toughness, Epic Weapon Focus, Ignore Material Components, Improved Alignment-Based Casting, Improved Aura of Courage, Improved Combat Casting, Improved Spell Capacity, Improved Whirlwind Attack, Legendary Commander, Overwhelming Critical, Penetrate Damage Reduction, Spell Stowaway, Spell Opportunity, Spontaneous Domain Access, Superior Initiative, Widen Aura of Courage.

*New epic feat; see below.

Table 7-2: The Epic Hammer of Moradin

Class
Level
Special
11th --
12th Bonus feat
13th --
14th Bonus feat
15th --
16th Bonus feat
17th --
18th Bonus feat
19th --
20th Bonus feat

New Epic Feats

These feats follow all the normal rules for epic feats as described in the Epic Level Handbook, including the unstated prerequisite that a character must be at least 21st level to take an epic feat.

Axiomatic Strike [Epic]

Your attacks deal incredible damage to chaotic creatures.

Prerequisites: Smite anarchy class feature, any lawful alignment.

Benefit: Any weapon you wield is treated as an axiomatic weapon (lawful aligned, deals an extra 2d6 points of damage against creatures of chaotic alignment). If the weapon already has an alignment, this feat has no effect on it.

Epic Devotion [Epic]

Choose an alignment component (chaotic, evil, good, or lawful) that you do not possess. You are particularly resistant to spells with that descriptor.

Prerequisites: Wis 21, Iron Will, alignment different from the chosen component, patron deity who does not accept clerics with the chosen component.

Benefit: You gain a +4 divine bonus on saves against spells of the chosen alignment component. For instance, a lawful good paladin of Helm who selected "chaos" would gain a +4 divine bonus on saves against chaotic spells. That paladin could not select "good" or "law" because they are part of her own alignment. She also could not select "evil" because Helm accepts evil clerics.

Special: You can take Epic Devotion more than once. Each time you take the feat, you must select a new alignment component.

Improved Cooperative Metamagic [Epic]

Your ability to enhance an ally's spell during casting is expanded.

Prerequisites: Spellcraft 30 ranks, Silent Spell, Still Spell, Quicken Spell, cooperative metamagic class feature.

Benefit: You can use your cooperative metamagic ability to apply the Silent Spell, Still Spell, or Quicken Spell feats to your ally's spell. If you apply the Quicken Spell feat to the spell, both your action and the caster's are free actions. You must still ready an action to use this ability when your ally begins casting, but you can ready a different standard action as well.

In addition, you can use your cooperative metamagic ability an extra two times per day.

Normal: Without this feat, a character cannot use cooperative metamagic to apply the Silent Spell, Still Spell, or Quicken Spell feats to an ally's spell.

New Epic Spells

These new epic spells include some of the vast and powerful repertoire of the archmages of Netheril and the high mages of the elves. A few spells that are more generally useful for epic spellcasters in Faerûn are included as well.

Gift of Alliance
Conjuration (Summoning) (Elven High Magic)
Spellcraft DC: 80
Components: V, S, XP
Casting Time: 10 minutes or more (see text)
Range: 75 ft.
Effect: One or more summoned creatures (see text)
Duration: Permanent (D)
Saving Throw: Will negates
Spell Resistance: Yes

Development: 720,000 gp; 15 days; 28,800 XP. Seed: summon (DC 14). Factors: Make permanent (´ 5 DC), any creature type (ad hoc +40 DC), CR 25 (+46 DC). Mitigating factors: Increase casting time by 9 minutes (-18 DC), burn 6,600 XP (-66 DC).

You summon one or more creatures of any creature type to your aid, usually in the defense of an elven realm. The creatures come from the surrounding area and are of a kind appropriate to the terrain and specific location. For every 10 minutes you spend casting the spell, you can summon creatures with up to a total of 12 Hit Dice. Thus, if you cast for 1 hour, you could summon six astral devas (12-HD creatures) or two bronze wyrms (36-HD creatures). No single creature can have a challenge rating higher than 25.

XP Cost: 6,600 XP per 10 minutes of casting time.

Horrible Army of the Dead
Necromancy [Death, Evil]
Spellcraft DC: 112
Components: V, S, XP
Casting Time: 1 full round
Range: 300 ft.
Area: 300-ft. radius
Target: One or more living creatures
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

Development: 1,008,000 gp; 21days; 40,320 XP. Seeds: animate dead (DC 23), slay (DC 25). Factors: Reduce casting time by 9 rounds (+18 DC), create additional 60 HD of undead (+60 DC), create skeletons (-12 DC). Mitigating factor: Burn 1,000 XP (-10 DC).

All living creatures within the area (to a maximum of 80 HD) wither and die, their flesh falling to dust in seconds. The next round, these creatures rise as skeletons. You can control 1 HD of undead per caster level; any undead beyond this number are uncontrolled. (Since you're probably creating them out of the middle of your enemy's army, however, they're likely to cause plenty of chaos on their own.) No single creature with more than 10 HD can be affected by this spell.

XP Cost: 1,000 XP.

Song of Enevahr
Enchantment (Compulsion) [Mind-Affecting]
Spellcraft DC: 39
Components: V, S
Casting Time: 1 standard action
Range: 300 ft.
Area: All creatures within 300 ft.
Duration: 20 minutes
Saving Throw: Will negates
Spell Resistance: Yes

Development: 351,000 gp; 8 days; 14,040 XP. Seeds: afflict enemies (DC 14), fortify allies (DC 23). Factors: Reduce casting time to 1 standard action (+20 DC), change from target to 20-ft.-radius area (+10 DC), increase area by 1500% (+60 DC), fortify allies with +3 morale bonus (+12 DC). Mitigating factors: Burn 10,000 XP (-100 DC).

By singing in the midst of battle, you inspire courage in your allies and fear in your foes. Every ally within the area of the spell gains a +3 morale bonus on Will saving throws, and every enemy takes a -2 penalty on attack rolls, checks, and saving throws.

Tolodine's Killing Wind
Evocation [Acid] (Netherese)
Spellcraft DC: 70
Components: V, XP
Casting Time: 1 round
Range: 1,000 ft.
Effect: Cloud of acidic fog, up to 100 10-ft. cubes (S)
Duration: 20 hours (D)
Saving Throw: Reflex half
Spell Resistance: Yes

Development: 630,000 gp; 13 days; 25,200 XP. Seed: energy (DC 19). Factors: Increase damage by 18d6 (+36 DC), range 400% (+8 DC), change area to cubes (+2 DC), increase area 2,500% (+100 DC), dismissible (+2 DC), increase DC on the fly (ad hoc +3). Mitigating factors: Burn 10,000 XP (-100 DC).

You create a cloud of billowing vapors that blow at high speed from you through the area you designate. These strongly acidic vapors deal 20d6 points of acid damage to each creature caught within them. You can reshape the area as a standard action each round during the spell's duration if you so desire.

As a special feature of this spell, you can increase the saving throw DC at the time of casting by sacrificing more XP. For every 1,000 XP you sacrifice beyond the 10,000 XP required to cast the spell, the saving throw DC increases by +5.

XP Cost: 10,000 XP or more.

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