Council of Mages

A D&D 3.5E Campaign by Bryan Rantala

 

Introduction

In the world of Endoryll, there are mortals, there are monsters, and then. . . There are wizards. Gifted with mighty powers and ancient secrets, they are beyond their normal kin, having transcended their humble beginnings to become masters of magic, beyond other mortal-kind, which almost all their number look down upon as lesser beings. For centuries, mages have worked to sculpture the world to their own desires, and formed three fiercely opposed factions, as well as rival colleges of wizardry to increase their ranks. Few in Endoryll wield even near as much raw power as the wizards.

 

Each and every day, the wizards fight against one another, both in the open and in secret. They war to control both the various civilizations of Endoryll, as well as access to the many yet-to-be-discovered pieces of information and artifacts in the wilds—such as the legendary Stone of Ages. A primordial, immensely powerful artifact, it is said that whoever controls the Stone in turn commands all magic—but its true whereabouts have gone unknown for many thousands of years.

 

The Rival Factions

The first faction is known as the Order of the White Hand. The White Hand’s policy is to use magic to increase the greatness of the civilizations around them. The White Hand’s members exert authority over their territory by right of being the most powerful beings in that territory, but they do not attempt to control lesser creatures so much as they attempt to protect them from harm. The White Hand views magic as the answer to all of society’s ills and needs, and its members lord over their subjects with the intent of protecting them, often without those subjects even knowing that wizards are manipulating their lives—for the White Hand is a secret order that exerts its influence subtly whenever possible.

 

Each member of the White Hand takes an oath to shepherd mortal-kind, while allowing those same mortals to govern themselves. Few but the highest mortal leaders know the true extent of the White Hand’s power and dominion, and even they are not privy to all such knowledge.

 

While most of the White Hand’s members are good-hearted, a few have turned to darker pursuits. They secretly manipulate mortal-kind for their own gain alone, and keep their evil achievements secret even to their fellow members.

 

The leader of the White Hand is currently Ateul Grymnas, a truly venerable wizard with more than eleven hundred years of lifetime behind him. Very few creatures, save for wizards, are aware of his true nature, though it is said that he travels the land quite frequently in the guise of an old, weak pauper.

 

The White Hand’s membership are few and far between, but they tend to be very powerful, even for wizards. A single White Hand member can often keep watch over a very wide territory, his protection of the people within it going unseen unless it becomes absolutely necessary that he show himself. Some wizards of the White Hand formerly belonged to the Arcane Covenant, before becoming disgusted with the corruption becoming increasingly prevalent on the outskirts of Covenant territory.

 

The second faction is that of The Arcane Covenant. The Covenant makes no secret of its doings, for its members rule the civilizations under their control openly and without fear of manipulating those under their power too heavily—for it is their belief that creatures without the gift of wizardry are too often unfit to make even the least significant social decisions for themselves.

 

The Covenant rules its territory with an iron fist, though it does not necessarily act with malice—its membership tends to simply see mortal-kind as too mentally and militarily weak to be ruled in any other way. Many of the Covenant’s members care just as greatly for the creatures within their dominion as those of the White Hand do—they just show that care in a much more obvious way. Some see their duties of oversight as a way of keeping balance over Endoryll—lesser mortal-kind must be kept in check, they believe, while those that threaten it shall likewise be kept so.

 

This is not to say, of course, that evil wizards do not exist within the Covenant. There are a few who abuse their power, often lording over fringe areas of Covenant territory, where their misdeeds tend to go un-noticed by their fellows. These cruel mages act as greedy tyrants, enslaving populations to do their bidding. It is these particular wizards, along with the general arrogance of the Covenant to begin with, that combine to give the order a bad name, among both other wizards and mortal-kind. Creatures not under the dominion of the Covenant often fear the awesomely powerful wizards, while those under their command resent the heavily structured society that they are forced to work in.

 

Members of the Covenant are frequently aggressive toward areas controlled by the White Hand. Incursions are made into White Hand territory several times a year, resulting either in a swift and sometimes harsh military take-over, or a Covenant army being driven back by the power of often no more than a single White Hand member and his cunning (and almost always secretive) influence. Though the warfare seems pointless to some and greedy to others, the Arcane Covenant continues to launch the invasions over the idea that the White Hand is allowing its charges to run amok and upset the careful order that the Covenant works toward.

 

The Covenant answers to three archmagi, rather than just a single master. These are currently Lonzus the Red, Teranya of Paelkrir, and Justigor the Blooded. All have ruled for over three centuries.

 

The group is extremely hierarchal, with membership rank determined almost singularly by a given member’s age. The Covenant is, in terms of membership, the largest of the three main factions, outnumbering the White Hand by about 5 to 1.

 

The third faction is known as The Fellowship of Vham, named after their founder. The origins of Vham himself (whose full name remains unknown to this day) are lost to history—both the White Hand and the Covenant argue over which faction, if either, that he once claimed membership with over fifteen hundred years ago, before splitting away and forming his own splinter group. Vham’s Fellowship, unlike the other two groups, is not at all interested in “bothering with the mortals.” Instead, they strive for what they consider to be a loftier goal—simply becoming more powerful, and therefore, by their logic, more enlightened to the mysteries of the universe.

 

While Vham’s followers may seem relatively harmless, they have still managed to get themselves involved in tangles between the rival factions, which are at almost perpetual war with one another—since both the White Hand and the Covenant also count members in their number who are equally obsessed with accumulating magical power. Many wizards travel the wilds, searching for lost arcane knowledge from forgotten empires and darkened ruins—and members of rival factions are very competitive about who will get to the knowledge first, none more so than the followers of Vham.

 

The Fellowship has no real leader, as Vham long ago perished on one of his innumerable quests, but certain members of the Fellowship are more respected than others. As a group, the “Fellowship” is highly disorganized, and its full membership have probably never all gathered in the same place at once, a feat which the other two factions do not find difficult to achieve. Instead, the Fellowship maintains loosely coordinated interests that it pursues almost haphazardly, having no real, single objective. Some members claim to be close on the trail of the Stone of Ages, but rumor-mongering and unfounded boasting are not uncommon among a large part of the group—especially its newer members.

 

Setting these three factions aside, it must also be noted that there exist several smaller, less influential groups and colleges, which operate independently of the three factions. These small groups pale in comparison to even the scarcely found White Hand, but they have at times been influential in Endoryllian politics none the less.

 

Building A Character: The Specifics

Each character builds a specialist wizard, selecting one school and barring himself from the use of two others. No character may take levels in any core class besides Wizard, but prestige classes are allowed.

 

All characters begin as members of the Arcane Covenant.

 

I. Ability Score Generation

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.

 

II. Races

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.

 

III. Character Class and Levels

As described above, each player plays a 20th level specialist wizard. Characters may take levels in no other core class.

 

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.

 

IV. Character Hit Points

All characters get maximum hit points per hit die.

 

V. Feats, Skills, and Spells

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:

 

Book of Exalted Deeds

Book of Vile Darkness

Deities & Demigods

Epic Level Handbook

Expanded Psionics Handbook

Forgotten Realms Campaign Setting

Ghostwalk

Manual of the Planes

Oriental Adventures

Races of Faerun

Masters of the Wild

Sword & Fist

Tome & Blood

 

Your spell selection in this campaign is of paramount importance:

 

A Mage’s Spells

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, use the lowest level).

 

The wizard also selects one spell per spell level that he can convert and cast spontaneously, the way a cleric converts spells to Cure spells. Each spell chosen for spontaneous casting must be from his Path and must appear on the sorcerer/wizard spell list.

 

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.

 

Finally, all spells are considered arcane.

 

VI. Alignment and Description

Your character can be of any alignment.

 

Set whatever height, weight, and age for your character that you feel like.

 

VII. Starting Equipment

Characters begin with 760,000 gold pieces worth of equipment, as well as a staff (see below). 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.

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.

 

A Mage’s Staff

The staff that a wizard carries with him is a signature of his style and his power. A wizard is considerably less powerful without his staff than with it, and it is a precious tool and weapon for any mage.

 

Building a Staff

All characters are assumed to begin with a staff, as they gain one to signify the completion of their training as a wizard—often gaining it by constructing it themselves.

 

However, sometimes a wizard loses or breaks his staff—or wishes to create a new one.

 

Constructing a staff requires an amount of gold equal to the creator’s level x 10,000. It also requires an amount of experience equal to the creator’s level x 400. Constructing the staff requires thirteen un-interrupted days. The creator of such a staff does not require the Craft Staff feat (in fact, this feat is more or less obsolete in this game world).

 

Benefits of a Staff

Firstly, a wizard wielding a staff receives a Spell Resistance rating equal to his character level + 5. Against spells from his school, this rating is equal to his level + 10. This spell resistance does not count if the wizard is caught flat-footed or otherwise denied his Dexterity bonus to AC against the enemy casting the spell at him. This is because using the spell resistance power is a conscious effort by the wizard, and he must be able to properly direct the ability.

 

Secondly, a wizard’s powers are augmented when he has his staff. When crafting his staff, he selects nine spells that he knows, one for each spell level. Each spell must be from his chosen Path (the chosen spells can be different from his spontaneous spell list, and can appear on class lists besides Sorcerer/Wizard). Thereafter, whenever the wizard has the staff in hand, he may cast each of those spells once per day.

 

For instance, Jeorand the Great is a 17th level Conjurer. He selects the following spells from his staff:

 

1) Mage Armor

2) Summon Swarm

3) Cure Serious Wounds

4) Evard’s Black Tentacles

5) Cloudkill

6) Acid Fog

7) Greater Teleport

8) Cure Critical Wounds (Mass)

9) True Resurrection

 

Thereafter, he may cast each of those once per day, just as if he had memorized them—but only while he is wielding his staff. If such a spell has an XP cost, then it must be paid even when it is cast from the staff.

 

Finally, the wizard’s staff contains part of his life force. Once per day, he may cure hit points of damage to himself, to a maximum amount of his character level x 2.

 

Breaking a Staff

All staffs have hit points equal to their creator’s character level x 2, and hardness equal to his level. Should a staff be completely destroyed, disastrous effects for all parties involved may occur. To see what happens at the moment of a staff’s destruction, roll 1d20:

 

1-4: Nothing.

5-9: Dispel Magic (area dispel around staff) at staff creator’s caster level.

10-17: Greater Dispel Magic (area dispel around staff) at staff creator’s caster level.

18: Mordenkainen’s Disjunction in a 40-foot radius burst around staff. This does not affect other staves.

19: Mordenkainen’s Disjunction, as 18, except everyone in the burst area suffers 1d6 points of force damage per caster level, as if by Magic Missile.

20: Mordenkainen’s Disjunction, as 18, except everyone in the burst area suffers 1d6 points of force damage per caster level, as if by Magic Missile. Mordenkainen’s Disjunction will, in this case, affect staves (1% chance of caster level of having any effect). Affected staves are considered destroyed.

 

Using Another Mage’s Staff

Occasionally, a wizard may allow one of his compatriots to use his staff, or it may be taken from him forcefully. Every staff is attuned specifically to the wizard that created it, and others who use it cannot do so as effectively.

 

A wizard using another’s staff can use some of the spells on it, including those from his prohibited schools—but not those of the 7th, 8th, and 9th level. Furthermore, a wizard may not heal himself with another’s staff. And finally, his Spell Resistance with the staff is only equal to his level.

 

Attempting to use two staffs simultaneously results in both staffs functioning to the degree as described above. Spell Resistance is checked only once.

 

VIII. Unearthed Arcana Variant Rules

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. Exxception: 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 ccharacter 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 is important. 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 strongly recommended that they have the Epic Level Handbook.

 

X. House Rules

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.

 

2) True Resurrection, and similarly powerful magic, will only work under the following conditions:

A) You are within 100 feet of the place in which the person died.

OR

B) You have at least a small part of the body, even if it is disintegrated.

Furthermore, if you do not have the material components, you must pay 2,000 XP to raise someone with True Resurrection.

For each successive time that you attempt to resurrect the same creature, you add another 25,000 gp to the material cost (or 2,000 XP). For instance, raising a person for the second time would cost 50,000 gp or 4,000 XP.

There is a 5% chance of spell failure on the second resurrection attempt, which increases cumulatively by 1% for each successive casting of the spell on the same person. This chance never goes higher than 90%. Should the spell fail, the gold/xp is still lost. Even if the spell fails, it can be attempted again on the same person.

Deceased creatures whose souls descend into the Lower Planes may have their souls captured by the denizens of those planes, as they value souls as sources of power. Such creatures cannot be resurrected unless their souls are somehow released from their eternal bondage.

 

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.

 

17) Absolutely no ascetic characters. That means no Vow of Poverty. No ifs, ands, or buts about it. I don’t want to hear it.