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THE BOOK OF ASCENTION The Heroes Rise To The Final Level A Dungeons & Dragons 3.0 Supplement (This book is only a supplement and requires the core rules of Dungeons & Dragons 3.0 or 3.5 to use)
Sam
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Contents
1. Foreword……………………………………………………………………………………………………………..…..Pg: 1
2. Becoming A God………………………………………….……………………………………………………...Pg: 2
a. Standard Divine Ranks and Powers………………………………………………..…Pg: 3
3. Devine Abilities And Feats………………………………………………………………….……………..Pg: 10
a. Table: Divine Spell Casting…………………………………………………..………..….…Pg: 24
b. Feats……………………………………………….………………………………………………….…...…Pg: 39
c. Additional Domains……………………………………………………………....…….…….…Pg: 43
d. Divine Spells........................................................................................................................................Pg: 46
4. Divine Minions……………………………………………………………………………………………………....Pg: 51
5. Epic Appendices……………………………………………………………………….………………….……….Pg: 54
a. Epic Level Basics…………………………………………………………………….………….…....Pg: 54
b. Class features………………………………………………………………………..….……………...Pg: 54
c. Adding a Second Class……………………………………………………………...…………Pg: 55
6. Epic Feats…………………………………………………………………………………………….……………..…….Pg: 56
a. Feats………………………………………………………………………………………….……….……….Pg: 56
b. Table: Epic Leadership……………………………………………………………….….………Pg: 61
c. Table: Example Special Epic Cohorts……………………………………….……….Pg: 62
d. Table: Expanded Ability Modifiers and Bonus Spells………………..…Pg: 68
7. Epic Skills……………………………………………………………………………………………………...…………Pg: 79
a. Skill Synergy………………………………………………………………………………..…………....Pg: 79
b. Skill Descriptions………………………………………………………………………………….....Pg: 79
8. Psionic Skills…………………………………………………………………………………………………………....Pg: 87
9. Epic Spells………………………………………………………………………………………………….…………....Pg: 89
a. What Are Epic Spells………………………………………………………………………….......Pg: 89
b. Acquiring Epic Spells………………………………………………………..………………...…Pg: 89
c. Epic Spell Development…………………………………………………….……..…………...Pg: 89
d. Epic Spell Casting………………………………………………………….……………………….Pg: 89
e. Epic Spell Terms……………………………………………………………………………………...Pg: 90
f. Epic Spell Formulas and Calculations…………………………………..…………..Pg: 90
g. Dispelling Epic Spells and Antimagic Shield……………………………….…..Pg: 90
h. Epic Spell Descriptions……………………………………………………………….………….Pg: 90
10. Developing Epic Spells………………………………………………………………………..……………….Pg: 109
a. Table: Epic Seeds……………………………………………………………………..……………..Pg: 109
b. Table: Epic Spell Factors……………………………………………………………..………..Pg: 111
c. Table: Epic Spell Mitigating Factors……………………………………..…………....Pg: 112
d. Table: Additional Participants in Ritual………………………………….………...Pg: 113
11. Seed Descriptions…………………………………………………………………………………...…….….…....Pg: 113
12. Epic Psionic Powers……………………………………………………………………...…………………….....Pg: 126
13. Table: Psionic Seeds…………………………………………………………………..………………………….Pg: 126
14. Table: Psionic Factors…………………………………………………………………………………………...Pg: 126
15. Non-Epic Spell……………………………………………………………………………………..………………..Pg: 127
16. The Planes of Existence…..………………………………………………………...……………………….Pg: 128
a. What is a Plane…………………………………………………………………..…………….……Pg: 128
b. Planar Traits………………………………………………………………………………………….….Pg: 128
c. Physical Traits……………………………………………………………….………………………...Pg: 128
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d. Elemental and Energy Traits………………………………………….…………………….Pg: 130
e. Alignment Traits……………………………………………………………………………………...Pg: 131
f. Magic Traits…………………………………………………………………………….………………..Pg: 132
g. How Planes Interact………………………………………………………...……………………..Pg: 133
h. Plane Descriptions………………………………………………………………………………….Pg: 133
i. The Material Plane………………………………………………………………………………….Pg: 133
j. The Ethereal Plane………………………………………………………………………………….Pg: 134
k. Plane of Shadow……………………………………………………………………..……………....Pg: 134
l. The Astral Plane………………………………………………………………….………………….Pg: 135
m. Elemental Plane of Air………………………………………………………..…….…………...Pg: 135
n. Elemental Plane of Earth………………………………………………………….…………...Pg: 135
o. Elemental Plane of Fire……………………………………………………….….……………..Pg: 135
p. Elemental Plane of Water………………………………………………...…………………...Pg: 136
q. Negative Energy Plane………………………………………………………….……..………...Pg: 136
r. Positive Energy Plane…………………………………………………………………………….Pg: 136
s. Map: Overview of The Outer Planes………………………………………………..Pg: 137
t. Map: Layout for The Outer Planes…………………………………………..……….Pg: 138
17. Closing…………………………………………………………………………………………………………………….Pg: 139
18. OGL Licence………………………………………………………………………………………………………….Pg: 140
THE BOOK OF ASCENTION The Heroes Rise To The Final Level This book is a supplement for the Dungeons & Dragons d20 3.0 or above rule systems and the core rule books as well as the Epic Handbook and Deities & Demigods folio are required in order to use this work properly.
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Rules, Continuity, and Cannon (Foreword) This book is a direct excerpt of the Deities and Demigods opening chapters that were more or less
focused on the status of the divine in any D&D gaming world. The status they remark upon is nearly all
encompassing including Player character ascension, the variables that may be involved in such an act, and the
life and even death of new and old gods alike. How gods can be built like characters, whether they can be
killed like their mortal counterparts or not, and the vast scope of possible religious types of worship are all
covered to some degree. The problem with that tome is that for a book that makes the deification of the PC’s
characters possible the notion is quickly dismissed by most players in standard D&D 3rd edition games. The
reason is that they will never see such lofty heights of power, and therefore can only aspire to heroism within
the borders of the 20 level Core Rule system.
The Core Rules suddenly strain under the weight of the Epic campaign, and though the Epic Level
Source Book is an official 3rd Edition Core Rule supplement it is often woefully inept for the needs of the truly
long road of the mighty Epic campaigns of many a DM. The fundamental basics become muddled when,
though only the opening chapters are required, a player needs to look in the 3rd Edition Deities and Demigods
Book. With no guidelines for epic campaigning set forth by WoTC officially, and no true Official Modules
produced in the 3rd Edition line of products both DM and players must look elsewhere for their insights and
inspirations. The players often begin to compare their Characters with the beings in the austere tome D&DG
though the actuality is that most of the Gods presented there will fall shy of the Epic scale of grandeur. They
were tailor made for the safe and cozy 20 level Core Rules system, and not the vast level expansion of the Epic
campaign setting in mind.
This all said it should be noted that all of the D&D games have taken their fair stabs at the Immortal
genre and some were more successful than others. Basic D&D had the Immortals Campaign setting and
Modules, AD&D had the Gods and Heroes supplement,(though short lived), that allowed players to create and
play a God of their own, and the Throne of Bloodstone Module series that took the cap off of the levels
system by allowing players up to 100th level! Now of course we have the Epic Level Handbook which all but
makes the players characters god-like, though they still be mortal. However, with the Outsider subtype being a
playable avenue for the Players of the game the worlds of adventure can now hold more than the promise of
gold, jewels, magic, military conquest or personal glory. Now the ring of Godhood is within their grasp, and all
they really have to do is climb.
The official rules more often than not for purposes of game balance and continuity attempts to
preserve the status quo so that levels over 20 are nigh impossible to achieve, and truly great magics stay forever
beyond the grasp of the players. The Epic Level Handbook changed all of that, and now that the wall has
come down between the players and the possibility of greater glories one can only expect them to want to
explore them. Though the rules in the Epic Level Handbook expand the boundaries, the rules in the Deities
and Demigods Book add the final gateway to the farthest of horizons any Player Character can achieve….
Godhood.
One thing to keep in mind though while salivating over the powers, feats, and epic spell prowess of
the divine is that the rules herein are all totally cannon,(i.e.: 100% official 3rd /3.5 Edition D&D), and were
verbatim extrapolated from the actual manuscript for the Deities and Demigods Tome. If the DM of your
campaign so chooses to utilize the rules of Ascension then you may be lucky enough to advance to the
cosmic level of one of the longest live RPG experiences in the world. On the other side of this particular mirror
nothing is ever completely what it seems and the monsters, threats, and villains are even more challenging than
ever.
It’s time to look Demogorgon in the eye, bash giants in Niflehiem alongside The Mighty Thor, and
unravel the evil schemes of Set the Egyptian God of Evil and the Night. The open plains of the Happy Hunting
grounds are open to you now as are the skies of the Seven Heavens. You can finally sit beside the likes of
Hercules, and Achilles on mount Olympus while you feast with Zeus, or you can delve into the depths of the
unexplored nether realms of death. Prometheus is unbound here and you can use the knowledge herein to go
places before thought unattainable! What are you waiting for…you’re a God now! Get in there!
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BECOMING A GOD
The Path to Divinity
The path to godhood is certainly not for everyone, and certainly it is a mantle that at times comes
upon those who least desire or even want it. For some it was thrust upon them as a matter of their heritage,
the blood of gods coursing through their veins. Some whether from a form of madness or the most unshakable
of beliefs stride through the bloody pages of history to seize godhood by the collar for themselves. Whichever
path they choose the path fraught with death, misery, and hardships uncountable eventually brings a steadfast
few to the attention of the gods themselves. A chosen few they will favor and possibly even raise up to be
counted among their own ranks.
But then the question becomes is there but one way to that most vaunted of places in the realms of
fantasy? The answer is simply “No.” There are many ways for the daring and intrepid heroes to find their own
places in the halls of the gods. The paths are as many and varied as mythology. One of the heroes may have
Immortality unwontedly thrust upon him by a godly relic during the course of a quest, another may discover it
in his heritage whilst yet another follows a darker path and seeks to usurp the power of a god by means both
foul and dark.
Overall the DM is the ultimate arbiter of the situation. If the DM has chosen to allow his assortment
of heroes to cross into the higher planes for more adventures then the decision has already been made about
the status of the heroes’ immortality, but the DM may wish to work out a story arc if they have not already
done so to explain why or how the heroes have risen to godhood. That is where this book comes in handy.
Just about everything you need, except the core rules and monster manuals, is here to help put together the
newly minted gods of your realm.
On Becoming a God Firstly any DM is cautioned about going this route in the first place. The 3.0 system itself is not well
suited for this level of play. Also it is ill advised that such power come without some sort of serious price. Epic
quests and power brokering should be common along the long path to the summit but ultimately there should
be grave consequences or inescapable hard choices to help forge the first step of a new legend. The good hero
may have to choose between friends and the love of his god or the evil character may have to accept the
irrevocable consequence of his horrid appearance in exchange for his stolen infernal godhood.
Once the final act of contrition is performed that is when the powers that be impart the
divine/infernal spark the makes the once mortal hero/anti-hero a true immortal. This is all important to give the
feel of a characters foundation, and to impart a sense of importance for the characters accomplishment. So all
of this said if the DM is allowing for the official stamp of approval you may as well make it as epic as possible
by making the story around the new godlings as immersive as possible.
The next thing of import is for the DM to determine the power level of their newly made immortals.
From past experience and from much consultation with numerous DM’s it is hardly required to let any PC
newly made into a God/Goddess sit at the peak of greater godhood right away. The tiers of godhood above
them might still be earned and should be. Rising up the ranks should be at least as difficult as gaining Epic
levels if not more so. The intrigues of the gods and greater infernal powers lie before them to unravel. Their
reward might be more divine power, or beneficial marriage to another god or goddess that could strengthen
their position in the pantheon. So starting out at Rank 0 or Rank 1 is perfectly acceptable. Besides everyone
starts somewhere.
The burden of Godhood is not all on the DM however. Those players who have earned this highest
of rewards must consistently prove they are worthy of it. They must attend to their followers needs, and seek to
advance the goals of their pantheon and fellow gods. They must adhere to the tenets of their religion and
alignment just as they did before the ascension. This all should go without saying, but is important enough to
remind everyone who is going to try to follow this path. Of course everyone, DM and players alike, needs to
also keep in mind that which the gods have bestowed they can also take away.
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Standard Divine Ranks and Powers
Ascension Rule addendum:
DDG FAQ, page 2 All the deities in Deities and Demigods have a standard array of ability scores (similar to the standard
array for NPCs in Chapter 2 of the DUNGEON MASTER’s Guide). The standard array is 35, 28, 25, 24, 24,
24. To this standard divine array, the Deities and Demigods designers added +1 for every 4 class levels a deity
had and +1 for every point of divine rank. Certain deities also received racial ability adjustments for the races
they created or rule over. For example, Corellon Larethian received elf racial adjustments.
All the deities in the book have ability scores generated this way, including the ones that are (or are
reputed to be) ascended mortals. If you include divine ascension in your game and you want to use the
standard divine array, you can require these scores before ascension (the Epic Level Handbook offers some
ideas and information on how characters can acquire these high scores), or you can just give the characters the
scores as a benefit of ascension.
Divine Ranks
Each deity has a divine rank. A deity’s divine rank determines how much power the entity has.
Rank 0
Creatures of this rank are sometimes called quasi-deities or hero deities. Creatures that have a mortal and a
deity as parents also fall into this category. These entities cannot grant spells, but are immortal and usually have
one or more ability scores that are far above the norm for their species. They may have some worshipers.
Ordinary mortals do not have a divine rank of 0. They lack a divine rank altogether.
Rank 1-5
These entities, called demigods, are the weakest of the deities. A demigod can grant spells and perform a few
deeds that are beyond mortal limits. A demigod has anywhere from a few hundred to a few thousand devoted
mortal worshipers and may receive veneration or respect from many more. A demigod controls a small godly
realm (usually on an Outer Plane) and has minor control over a portfolio that includes one or more aspects of
mortal existence. A demigod might be very accomplished in a single skill or a group of related skills, gain
combat advantages in special circumstances, or be able to bring about minor changes in reality itself related to
their portfolio.
Rank 6-10
Called lesser deities, these entities grant spells and can perform more powerful deeds than demigods can. Lesser
deities have anywhere from a few thousand to tens of thousands of worshipers and control larger godly realms
than demigods. They also have keener senses where their portfolios are concerned.
Rank 11-15
These entities are called intermediate deities. They have hundreds of thousands of mortal worshipers and
control larger godly realms than demigods or lesser deities.
Rank 16-20
Called greater deities, these entities may have millions of mortal worshipers, and they command respect even
among other deities. The most powerful of greater deities rule over other deities just as mortal sovereigns rule
over commoners.
Rank 21+
These entities are beyond the ken of mortals and care nothing for worshipers. They do not grant spells, do not
answer prayers, and do not respond to queries. If they are known at all, it is to a handful of scholars on the
Material Plane. They are called overdeities. In some pantheistic systems, the consent of an overdeity is required
to become a god.25.
Divine Characteristics
Most deities are creatures of the outsider type (usually with 20 outsider Hit Dice). All deities that are outsiders
have all alignment subtypes that correspond with their alignment. Unlike other outsiders, they have no
darkvision unless noted in the deity description. Deities’ physical characteristics vary from deity to deity. A
deity’s outsider type, along with its class or classes, determines its weapon proficiencies, feats, and skills. Deities
have some or all of the following additional qualities, depending on their divine rank.
Levels
Most deities are 20 HD outsiders with 30 to 50 character levels as well. These additional character levels
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