expirement10K14
2009-08-16, 06:16 AM
I came up with this idea as a base for an Epic Level Evil Campaign where the Player's are trying to become gods. Please be nice, I haven't slept for a very long time so the ideas and fluff may come off a bit weird.
And yes, it is Forgotten Realms flavored.
Edit: Completely redone after some rest and mind clearing and then looking at what was there before and not believing I thought it was a good idea.
The Seals
It is said that some things are not meant for mortal minds, and I believe I have found one of them. Some associates of mine found a tome while exploring a incredibly dangerous set of ruins north of the site of Shade, though that was all they were willing to tell. It was in a language I could not comprehend, though I did manage to gather that it was very powerful indeed as when I was beginning to get close to gathering information I was assaulted by two Demon's that stole away the book, threatening to kill me if I ever went looking for it. I can only imagine what may have been inside of it.
-Jora Keydar, Archmage and Chose of Mystra ~331
The Seals are three magical artifacts of immense power that, when brought together, give the wielder incredible abilities.
Each seal is an orb about half a foot in diameter that radiates a large aura of magic and bestows great powers upon the wielder. No deity, even the overgod, can directly effect anyone that possesses one of the seals or anyone that has knowledge of the location of a seal that is still under protection. There is no way to distinguish the separate orbs, though the function of the separate orbs is recorded in some ancient texts that are either lost or untranslatable.
Seal of Divinity
The seal of divinity grants the wielder a limited amount of divine power.
The wielder gains a natural armor bonus of 10 or their existing Natural Armor Bonus increases by 10 and they gain a dodge bonus equal to their charisma modifier, if any. They are immune to energy drain, ability drain, ability damage, polymorph effects, mind-effecting spells or abilities, and gains immunity to one energy type. They become indestructable.
Seal of Magic
The seal of magic is incredibly powerful, in the right hands it may be the most powerful seal. The wielder gains the epic spell casting feat, even if it does not qualify, along with one epic spell slot, if the wielder already had this feat they gain one addition epic spell slot. In addition, the wielder gains a +20 seal bonus to all spell craft checks and can create epic spells in half the time and for half the gp cost than normal (they need to use the same amount xp).
Seal of Power
The seal of power grant's it's wielder a +6 seal bonus to strength, dexterity and constitution, gains DR 10/Epic, gains a +10 seal bonus to armor class (applies to touch and flat-footed) and gains a +15 seal bonus to all attack and damage rolls.
When all of the Seals are brought within 20 feet of each other they break through any thing holding them back and all meet in a central location, slowly spanning outward while spinning in a circle until they have created a circle roughly five feet across. The first creature to walk into the circle receives their blessing and immediately gains divine rank 1 and all associated abilities including, but not limited to: Immunities, bonuses, salient divine abilities, increased speed, domains and portfolios. After this effect the seals vanish and spread themselves out among the planes and new guardians are set out to protect them.
The Seals stand as a trial of sorts for those to reach the gods and they are under heavy protection. One Solar, One Balor and One Pitfiend each have a Seal under their protection, though they do not actually possess them. The seals lie on their private demiplanes, provided by the overgod, in secret chambers where the weave (if in Faerun, otherwise an Antimagic Field could also work) has been wiped out completely, blocking any of the magic. The overgod still can't directly interfere with the seals or those with knowledge/possession of a Seal.
And yes, it is Forgotten Realms flavored.
Edit: Completely redone after some rest and mind clearing and then looking at what was there before and not believing I thought it was a good idea.
The Seals
It is said that some things are not meant for mortal minds, and I believe I have found one of them. Some associates of mine found a tome while exploring a incredibly dangerous set of ruins north of the site of Shade, though that was all they were willing to tell. It was in a language I could not comprehend, though I did manage to gather that it was very powerful indeed as when I was beginning to get close to gathering information I was assaulted by two Demon's that stole away the book, threatening to kill me if I ever went looking for it. I can only imagine what may have been inside of it.
-Jora Keydar, Archmage and Chose of Mystra ~331
The Seals are three magical artifacts of immense power that, when brought together, give the wielder incredible abilities.
Each seal is an orb about half a foot in diameter that radiates a large aura of magic and bestows great powers upon the wielder. No deity, even the overgod, can directly effect anyone that possesses one of the seals or anyone that has knowledge of the location of a seal that is still under protection. There is no way to distinguish the separate orbs, though the function of the separate orbs is recorded in some ancient texts that are either lost or untranslatable.
Seal of Divinity
The seal of divinity grants the wielder a limited amount of divine power.
The wielder gains a natural armor bonus of 10 or their existing Natural Armor Bonus increases by 10 and they gain a dodge bonus equal to their charisma modifier, if any. They are immune to energy drain, ability drain, ability damage, polymorph effects, mind-effecting spells or abilities, and gains immunity to one energy type. They become indestructable.
Seal of Magic
The seal of magic is incredibly powerful, in the right hands it may be the most powerful seal. The wielder gains the epic spell casting feat, even if it does not qualify, along with one epic spell slot, if the wielder already had this feat they gain one addition epic spell slot. In addition, the wielder gains a +20 seal bonus to all spell craft checks and can create epic spells in half the time and for half the gp cost than normal (they need to use the same amount xp).
Seal of Power
The seal of power grant's it's wielder a +6 seal bonus to strength, dexterity and constitution, gains DR 10/Epic, gains a +10 seal bonus to armor class (applies to touch and flat-footed) and gains a +15 seal bonus to all attack and damage rolls.
When all of the Seals are brought within 20 feet of each other they break through any thing holding them back and all meet in a central location, slowly spanning outward while spinning in a circle until they have created a circle roughly five feet across. The first creature to walk into the circle receives their blessing and immediately gains divine rank 1 and all associated abilities including, but not limited to: Immunities, bonuses, salient divine abilities, increased speed, domains and portfolios. After this effect the seals vanish and spread themselves out among the planes and new guardians are set out to protect them.
The Seals stand as a trial of sorts for those to reach the gods and they are under heavy protection. One Solar, One Balor and One Pitfiend each have a Seal under their protection, though they do not actually possess them. The seals lie on their private demiplanes, provided by the overgod, in secret chambers where the weave (if in Faerun, otherwise an Antimagic Field could also work) has been wiped out completely, blocking any of the magic. The overgod still can't directly interfere with the seals or those with knowledge/possession of a Seal.