Albedo
First Post
Well, since my DM work for my other campaign has finished itself up and I'm just waiting on my PCS, I'm going to start my other campaign I had in mind. For people keeping track of my Epic Cinimatics game, this one will be pretty much the opposite.
Somewhere in the deepest corners of the endless Astral plane, lies a gate to a place known to noone. How does one find this place? Simply put, it finds you. In here lies the greatest of the great, masters the forces that shape the world around it to its whims. Here, spellcasters from around the world gather to break thru the standard conventions, the limits of magic. It is the place that epic legends are born.
You are all master spellcasters. Whether or not you are a legend in your homelands matters not, they know of you. They sense you, and your powerful magical presence. You have all recieved invitations to enter this "School for the Masters of the Arcane". Of course, how to get to the gate was left out, but if you couldn't make it that far, you wouldn't be of much use there would you? And here you are, standing in a large arena, the "Circle of Beginners", being watched by a congregation of ten robed figures, leaving you with only these words...
"It is time for your entry exam. To gain access to this realm, you must complete one task. Impress us."
Rules:
Characters will be level 20.
Abilities will be 32 point buy.
Allowed sources will be Core, Completes, Spell Compendium. Any other Wizards hardcover source will be considered but must be approved by me first. No SRD.
Any Races allowed in said sources.
HP will be standard, max at first level and then rolled via invisible castle.
Characters will start with no equipment. If mundane items are required for your build, they will be allowed, but cannot be magical. (Armor, Weapons, Spellbook ect). Your wealth was all sent in as a tution fee. You will be given the chance to make money, and FYI, crafting is allowed here, and you will be given enough down time to do it. As well, social skills will be important for getting things for cheaper. No item creation chart, you can only craft pre-existing items (including rules for moving enhancement slots ect).
***Special***
ALL characters must have caster level 15 in a class with access to 9th level spells (wizard, cleric, Sorc, ect)
Don't let the name throw you, Divine Casters are allowed as well.
Spell duels are very common, and there is in fact a spell duel colliseum. It is probably the fastest way of earning gp and XP here, though try not to bite off more than you can chew.
No spell effects will be permanent here. There is a magical effect on the realm that causes any spell effect to dissapate after 24 hours. This fixes even death, so you need not worry about dying via spells, though physical methods are still fatal. Fear the Coup de Grace.
Remember one thing. You are all here to surpass the standard conventions and become powerful epic casters.
Somewhere in the deepest corners of the endless Astral plane, lies a gate to a place known to noone. How does one find this place? Simply put, it finds you. In here lies the greatest of the great, masters the forces that shape the world around it to its whims. Here, spellcasters from around the world gather to break thru the standard conventions, the limits of magic. It is the place that epic legends are born.
You are all master spellcasters. Whether or not you are a legend in your homelands matters not, they know of you. They sense you, and your powerful magical presence. You have all recieved invitations to enter this "School for the Masters of the Arcane". Of course, how to get to the gate was left out, but if you couldn't make it that far, you wouldn't be of much use there would you? And here you are, standing in a large arena, the "Circle of Beginners", being watched by a congregation of ten robed figures, leaving you with only these words...
"It is time for your entry exam. To gain access to this realm, you must complete one task. Impress us."
Rules:
Characters will be level 20.
Abilities will be 32 point buy.
Allowed sources will be Core, Completes, Spell Compendium. Any other Wizards hardcover source will be considered but must be approved by me first. No SRD.
Any Races allowed in said sources.
HP will be standard, max at first level and then rolled via invisible castle.
Characters will start with no equipment. If mundane items are required for your build, they will be allowed, but cannot be magical. (Armor, Weapons, Spellbook ect). Your wealth was all sent in as a tution fee. You will be given the chance to make money, and FYI, crafting is allowed here, and you will be given enough down time to do it. As well, social skills will be important for getting things for cheaper. No item creation chart, you can only craft pre-existing items (including rules for moving enhancement slots ect).
***Special***
ALL characters must have caster level 15 in a class with access to 9th level spells (wizard, cleric, Sorc, ect)
Don't let the name throw you, Divine Casters are allowed as well.
Spell duels are very common, and there is in fact a spell duel colliseum. It is probably the fastest way of earning gp and XP here, though try not to bite off more than you can chew.

No spell effects will be permanent here. There is a magical effect on the realm that causes any spell effect to dissapate after 24 hours. This fixes even death, so you need not worry about dying via spells, though physical methods are still fatal. Fear the Coup de Grace.
Remember one thing. You are all here to surpass the standard conventions and become powerful epic casters.
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