TALES OF DARK SUN

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These are my versions of the Dark Sun world, rules etc. they are meant to be more realistic, easy to use and help characters survive, Athas is place for survivors. The time line starts with the original Dark Sun materials, and Athas's history in my campaigns is not that of the official books and modules, and the true history of Athas should always be unknown to the PCs....The books still give good flavour, and contain NPCs who may be met.

A BACKGROUND TO THE WORLD OF DARK SUN MAPS DARK SUN ART THESE NOTES IN .DOC FORM
DARK SUN RACES MULTI AND DUAL CLASS CHARACTER'S ABILITY SCORES CHARACTER CLASSES
PROFICIENCIES MATERIALS THE MONSTERS OF ATHAS SILVERBLADE'S DARK SUN CAMPAIGN
NPCs OF TYR MERCHANT HOUSES MAIN NOBLE HOUSES OF TYR MINOR NOBLE HOUSES OF TYR
FOLK OF HOUSE AMUKAI MAGIC IN DARK SUN PRIESTLY MAGIC WIZARDLY MAGIC
A Tale Of Athas, the world of the Dark Sun: CRIMSON DAWN

A BACKGROUND TO THE WORLD OF DARK SUN

 

Athas is the world of the Dark Sun, so named as the sun is a giant, malevolent crimson orb that dominates 1/3 of the sky. The land is barren, desert conditions prevail near everywhere. Those few fertile places remaining have huddled populations living under the fear of death by thirst, starvation, monsters or the whims of the sorcerer-kings. The land is a waste due to the abhorred defilers: wizards who use the power of life itself to make their foul incantations real, where they cast spells, plants wither and die, and the deserts grow. Greatest amongst the defilers are the sorcerer kings. They have lived for time unknown, and with the aid of their templar servants, rule with a strangling grip, none dare gainsay them. Most people are slaves, and live under the crack of the whip, or die in the gladiatorial games that are the only source of relish many have in this harsh land. Writing is forbidden, punishable by death just for its knowledge, only the nobles and the templars can read, but there are always a few criminals...Life outside the cities is perhaps better, perhaps worse, few templars may bother the folk, but the mutated beasts that roam the wastes are a nightmare that even a skilled gladiator would find a challenge, never mind farmers. Did I mention iron? Iron is more valuable than life itself, for only one iron mine exists in the whole of Athas, metal of all kinds are extremely rare, but an iron or steel sword can buy a dozen slaves or more, and should you find one of the ancient, enchanted blades that lie here and there under the sands guard it well or sell it fast, for though it may save you, its wealth may yet cause your doom.

Notes on the people of Athas: Most strange to those who know their ancient past are the elves, 7 feet tall, lithe, dune runners, they live a might longer than humans, but are thieves, raiders and tricksters. The dwarves are a short race with incredible fortitude and strength, but they have a death like compulsion to finish their tasks, lest they become cursed banshees. In the secret forests live the halflings, strange, feral, psionic and cannibalistic. One of the strangest races are the thri-kreen, insect warriors of peculiar nature, they eat elves. Few in number are the muls, crossbreed of dwarf and man, but they are superb, natural warriors. And then there are the half-giants, massive hulks of changeable disposition and often savage temper, while not stupid, their wits aren't great, but there are few creatures that can face them in combat and live.

Are there no heroes on Athas? Well, there are, of a sort. Warriors come in many guises, generals, brigands, caravan guards. Rangers track across the rock shores of dried out seas. Gladiators fight in the games. Wizards are reviled and usually killed on sight for being defilers, but yet a few secretive preservers, those who preserve the true, non-destructive mystic forces still lurk in the shadows, fearful of mob and hunting templars. Thieves there are in abundance, bards sing songs and are masters of poison (ancient texts speak of mystic skills, but the bards mystic skill now is to make people fall down dead for their clients), merchants wander and trade, using their thiefly skills to survive. Psionicists are as numerous as true gladiators, most nobles are trained in he ways of the mind, as are templars. Of priests there are two kinds: druids who tend the beasts and land and have an unending hatred of defilers; and clerics who revere the four elements of life. Templars are called priests by some and in that there's a measure of truth, but I call them not priests for they worship the sorcerer kings, but do so more for the power and wealth their position brings, they are greedy, vicious, treacherous and perfect servants for their master's whims. There are other strange folk here and there...Life on Athas is harsh, but there is hope, for some dream of smashing the yoke of slavery and even slaying the sorcerer-kings

What of beasts and monsters I hear you say? Well, the kank is the major beast of burden, like a somewhat docile giant ant, crodlu are deadly lizards that race on two legs and can tear men to shreds, mekillots are enormous lizards the size of a house that pull the great argosys, the traders' fortress-caravans. Monsters...the belgoi, blue-skinned humanoids who suck The fluids from their victims bodies, when they toll there little soundless bells, their minds are leeching yours. So-ut, or Rampager, a foe few have fought in the arena and lived, a bloated lizard with a maggot like body on six legs, the beast drips acidic poisons, devastates villages and strangely hates iron, and will attack anyone wearing it. The giants are feared with good reason, often raiding towns. I could continue on this vein for a while for the desert seems to breed abominations. Ah, the dragon, I wonder when you would ask, where the Dragon walks, death comes. Towns, even cities have been raised by that walking nightmare. I once saw the remains of a caravan it had attacked, I believe that half the guards died when it cast its first spell, sucking the life from them like juice from a berry...you didn't know it could cast spells? Well, I think you'd best leave the Dragon of Tyr alone, for it walks alone and not even the sorcerer-kings wish it otherwise.

May you always find shade,

The Wanderer.


 

CHARACTER'S ABILITY SCORES

For statistics roll 5d4 and reroll any ones you get. Note that ALL characters have Psionic Wild Talents, (except psionicists). Click this link psionics to go to section on psionics.


DARK SUN RACES

 

HALF-GIANT: +4 strength +2 constitution -2 intelligence/wisdom/charisma Maximum 15 dexterity; 13 intelligence; 15 wisdom; 15 charisma. When rolling for hit points the dice roll is doubled, they inflict double dice damage in combat, their fists do 1d6hp, +2 Armour Class bonus, take damage as large creatures, 50% experience point penalty (they require an extra 50% XP above normal to go up in levels), equipment costs x10 normal. Movement rate:15. One part of their alignment is fixed, either Good/Neutral/Evil or Lawful/Neutral/Chaos, the other half changes according to the alignments of those around them as half-giants are very adaptable. height: 10'--13', weight 1,500--1,800 lbs. Ages Middle age 60, old 80, venerable 120

HALF-ELF: +1 dexterity -1 consitution, 60' infravision ,no secret doors/charm-sleep resistance, bonus survival proficiency at 3rd level, gain a special pet at 5th level

ELF: +2 dexterity +1 intelligence, -1 wisdom, -2 consitution, +1 hit with long/shortsword long/shortbow, Movement rate:15, 60' infravision, -4 surprise bonus, no secret doors/charm-sleep resistance. Can run like flippin' heck! Normally very clan orientated, crooks. Height typically 7', weight 160-190 lbs, very tall skinny. Ages 50/67/100

DWARF: +2 constitution, +1 strength, -1 dexterity, -2 charisma.No underground or species combat bonuses, usual saving throw bonuses for dwarves (bonuses do not affect psionics though). They choose a 'focus', a goal taking at least 1 week to complete, when working on their focus, they get +1 saves, +1 attack rolls (if appropriate to their focus), +2/+10% to proficiency checks and thief skills. ages 100/133/200

MUL: +2 strength, +1 constitution, -1 Intelligence, -2 charisma. Extrememly tough, they can work for days, but are sterile. ages 40/53/80

HALFLINGS: -2 strength -1 constitution - 1 charisma, +2 Dexterity +2 wisdom. They don't understand non-halfling cultures very well and get confused by them. They are very trusting of their own 'group'. Somewhat druid like in their beliefs, they are cannabalistic of other races (its food!) Very curious, not into war or looting. Always try to help their group and would be enraged by any betrayal. ages: 45/60/90 size: 36--42 inches, weight 50--70 lbs.

THRI-KREEN +1 wisdom +2 dexterity -1 intelligence -2 charisma Maximum charisma 15. Natural armour class 5, do not sleep, can't use some human items (boots, armour etc). 3rd level can leap up to 20'. 5th level paralyzing bite (2d8 rounds if fail save, 1d4 if Large sized, 1 round if Huge) and free CHATKCHA proficiency (large crytalline three pointed throwing star 1d6 hp damage and if misses it returns), 7th level can dodge missiles on a roll of 9 or more on d20 and can make Chatchas and Gythkas by making a secretion that turns glass hard (takes a day). They have a bite attack (14d+1 hp) which can be used with weapons. They are four armed, they can attack with all four hands (but -2 penalty for lower limbs, if they take ambidexterity proficiency they get no penalties with any hand) for 1d4 damage plus strength, they may also make four attacks with daggers but no other weapons. Problem with using claw attacks is that they can break a limb, not something they care for. Another way they attack is with the GYTHKA in their top pair of hands, (another thri-kreen weapon, a polearm a bit larger than a quarterstaff with trident-like ends, it does 1d10/2d6 damage), and with their two lower claws (prefferably holding daggers). In this manner they can tear foes to pieces. Size: 8' tall but longer bodied. weight 450--470 lbs. Age: thri-kreen normally only live to 30 years, but some can live to 50. They never sleep, and are unaffected by Sleep spells. They have hunter mentality and are very loyal to their 'clutch mates', which is how they view their friends, they hate being solitary.

HUMANS: +10% experience bonus.


MULTI AND DUAL CLASS

All races may be multi-classed, but gladiators may NOT multi-class. All characters that start as a single class can later change to a dual classed character, with DMs permission.


CHARACTER CLASSES

FIGHTER

As standard but often attracts large groups of fellow warriors starting at 10th level

Also, can teach weapon proficincies at 3rd level, operate war machine at 4th level, construct defences at 6th level, at 7th level can command troops (100 per level); cosntruct war machines at 9th level.

GLADIATOR

Strength 13+ Dexterity 12+ Constitution 15+

Proficient in ALL melee weapons and shields; can become specilaized in many weapons (costs only 1 slot per melee weapon); expert in unarmed combat (+1 to hit); gets +1 AC bonus/5 levels; attracts followers at 9th level. Uses PALADINS XP table, and cannot be multiclassed!

RANGER

As standard, except he chooses Dark Sun species enemy, and when at 8th level gets spells, he must choose ONE elemental sphere to venerate and get spells from.

PALADINS

There are NO paladins on Athas!

DEFILER

A vile abomination, defilers use the power of life itself to cast spells! However they gain power quickly (require less XP to go up levels). When they casts spells or gather their magical energies before doing so, they turn plants into ash, and inflict severe pain on living creatures around them!

PRESERVER

A wizard who does not harm life to create his powers, still his powers flow FROM life and he must always be wary in case the common folk learn of his true nature, for few folk realise that a preserver is NOT a defiler! And Sorcerer Kings hate preservers as well, making their life doubly difficult.

CLERIC

The clerics of Athas worship ONE elemental power: Earth, Air, Fire or Water. They can use any spell of up tp 3rd level, but spells of 4th level and above can ONLY come from their OWN special element. However they ar enot restricted to what weapons/armout they can/cant use, but most tend to use items associated with their element.

Clerics can TURN the undead; at 5th level 1/day for 1 round/level they can IGNORE their chosen element, for example a 5th-level cleric of fire could walk through non-magical fire for 5 rounds without harm; at 7th level they can GATE in one cubic foot/level of their chosen element to a range of 50 feet, this is raw, unworked material!

Note that CONJURE ELEMENTAL is a 5th level spell in Dark Sun!

DRUIDS

Are generally similar to normal. At 12th level they settle down to guard one specific area. Druids have Acces to more spells than clerics.

TEMPLARS

These are the evil priests who worship the sorcerer kings. They are buearacrats, soldiers and leeches on the populace, but their powers are formidable. They recieev less spells at low level than a cleric, but far more at higher levels. As they are permitted to write they tend to use magic scrolls a lot and have no limits to spheres for their spells. They have many mundane powers in regards to law and use of force granted to them by their masters.

BARDS

The bards of Athas are oft trained in the arts of the assassin and do NOT have magical abbility. Bards have all the skills of a thief, but at first level only have % points from their BASE ability scores as in the Players Handbook, dexterity, race and armour worn, every level they gain an extra 20% to divide. They can influence reactions, inspire comrades and identify items as in the Players Handbook, they also gain the ability to make poisons. Each level they aquire the ability to create a new poison, but need the correct materials to actually do so.

THIEVES

Are as standard

TRADERS

Are similar in nearly all respects to thieves. They are the merchants of Athas. They have no weapon or amour restrictions, except armour penalizes thief skills. At 1st level a trader only has the BASE % thieveing skills, plus race and Dexterity modifiers, unlike a thief he adds nothing to these! For every level there after, he gains 20% to distribute as he wishes. Traders have knowledge of poisons, and gain the ability to make a new type of posion with every level. As bargainers, traders gain a new language every 3 levels, and have the Fast Talk ability (i.e. easy to convince/persuade folk of things)

A traders' caravan

PSIONICISTS

Are not uncommon, as nearly every creature has some psionic ability. In the cities the rich send their children to schools of the mind to be trained in such powers.Psionicists are very dangerous but are not seen in any particular way good or bad.


DARK SUN PROFICIENCIES

PCs can have any proficiency from other groups except spellcraft! All these new proficiencies cost 1 slot, multiple slots in a skill can give special bonuses if DM allows.

BARGAIN Charisma -2 Items/services cost 10% less if check is made

HEAT PROTECTION Intelligence -2 A check reduces water needs by 1/2 and allows combat for extended peroids in heat.

PSIONIC DETECTION Wisdom -2 Character will know that psionics are being used in 50 yards if he concetrates, but not where etc.

SIGN LANGUAGE Dexterity -1

WATER FIND Intelligence FInd water in wilderness

BUREAUCRACY Charisma -2 Deal with templars etc. better

SOMATIC CONCEALMENT Dexterity -1 hides the obvious gestures of spellcasting. (very useful to wizards)

MEDITATION Wisdom This lets a character rest and regain his PSPs as if sleeping, he is fully concious however and is aware of his surroundings.

ARMOUR OPTIMIZATION Dexterity -1, +1 AC for one combat

SHIELD PROFICIENCY: the bonus using a shield is +3 AC, not +1

WEAPON IMPROVISATION Intelligence -1, can find a simple weapon to hand, a club etc

WEAPON PROFICIENCIES: Note, non-metal weapons break frequently, ie, when DM says so.

ROCKS: #AT: 2/1, damage 1d3+ Strength bonus, Range: 1/2/3. Weapons are often scarce to come by, rocks are plentiful. Half-giants are great users of these simple weapons, their rocks inflict 1d6 hp+ Strength bonus with a Range: 2/4/6, thus they are quite capable of taking a man's head off with a good throw.

SPIKED GAUNTLETS: damage 1d4+ Strength, normally worn in pairs so the user can have two attacks (-2 main hand, -4 off hand unless Dexterity or proficiencies compensate). Large, stiffened leather or chitin gauntlets that cover the entire arm. They have obsidian shards on the outside, and spikes, fangs or claws set into the front for punching.


MATERIALS

 

METAL is rare, money comes in ceramic pieces, equal to a gold piece, and bits, equal to a silver piece. Gold coins and metal items are worth 100 times normal, so a steel dagger that costs 2 gp would cost 200 ceramic pieces. When buying items prices are as per the Player's Handook, but the values are in ceramic pieces (or bits for silver), except when the item is metal, then it is in gold pieces (or 100 ceramic per gold pieces)

WEAPONS: all weapons are available, but unless stated otherwise they are of stone or obsidian and break on a roll of 1, or more, depending on how weak the DM feels the item is. A favoured material is psionically strengthened obsidian. As stronger and harder than steel it is +2 quality (+2 hit/damage) but is hard to find. Note that some monsters are only harmed by metal weapons!!! But you don't know what ones... A favourite weapon is the spiked gauntlet, it does 1d4 hp damage, arm length, spiked on outside and with claws at the front over knuckles.

ARMOUR: PCs may generally have any armour up to brigandine/scale mail (AC6). The materials will be leather, bone, chitin etc instead of steel. The extreme heat makes the wearing of heavy armour impractical except in the night, and there are very few suits of metal armour! A set of full plate armour would be worth the equivalent of 1,000,000 gp!!!


THE MONSTERS OF ATHAS

TEMPLARS: many would class these folk as monsters and are the most likely to be encountered. Templars can be from almost any race, but are mostly humans. They have power of life and death over slaves, and the more powerful the templar the greater his legal powers of arrest etc. They have the powers of clerics, and many are also warriors or psionicists as well, and are normally encountered with bodyguards. The templars of King Kalak of Tyr wear a golden diamond symbol and a red cloak to show their status (it isn't real gold, as some thieves have found out too late). Many carry magic scrolls and potions to bolster their already formidable powers.

DEFILERS: evil wizards when they cast spells they kill plants and hurt people around them. Univerally detested for the havoc they have done to Athas, but some serve powerful folk and the sorcerer-kings. Normally slain on sight. In Tyr, Doyte Mal Panya is the necromancer who works in the arena.

ELVES: They wander in large groups, and whether they are nomads or raiders can be a fine distinction. In the cities they are often a mjor component of the criminal underworld.

TEMBO: a creature that can grow up to the size of a huge warthog, has the build of a wombat, massive lumps on it's head and its jet black eyes protrude on short stalks. They hide around civilized areas to feed, especially on the young and weak. Stealthy, they have a terrible bite that can drain the life from victims.

THRI-KREEN: Insect warriors. A race of giant insects like four armed preying mantis', they live in huge packs and have a taste for elf meat. Nomadic hunters, but some settle in cities.

MEKILLOT: A giant lizard in a shell, it looks something like a giant beetle, about 30-40' across, it pulls the mobile fortressess called "argosies" that the traders soemtimes travel in. Dumb and bad tempered with a 20' tongue.

KANK: Very large ant like creatures much used for transport. Produce a honey that can be eaten.

INIX: a 20' long lizard used as a mount, like an alligator.

CRODLU: Imagine a cross between a velociraptor and a 12' high ostrich. Big fast, mean riding beasts.

DWARF BANSHEE: dwarves have a focus, if they betray their mission or fail dishonourably they are cursed to return as zombie like creatures.

BEETLE, AGONY Agony beetles are little horrors that latch onto a victim's spinal cord and kill him by torment. Used as weapons by halflings and torturers.

BRAXAT: A huge somewhat humanoid beast covered in a heavy shell. It is hard to kill and viciously evil.

BELGOI: A humanoid, degenerate creature that lives in enormous hordes. Puckered toothless mouths and 3 toed feet. Blue skinned. They use a silent bell to psionically attract their victims, only victims hear the bell.

B'ROHG: barbaric four armed giants, favoured arena bait.

CISTERN FIEND: An almost legendary beast, rarely seen they inhabit pools of water, but they are tolerated as they purify the precious liquid they live in.

DUNE FREAK (ANAKORE): Lumpen mishapen humanoids that lives in the sand.

DRAKES: Elemnetal dragon-like creatures of vast strength and psionic powers.

ELEMENTALS: these come in different varieties in Athas, lesser ordianry and greater. Note that a 3rd level spell can summon lesser elementals

GAJ: A psionic horror, like a man sized beetle with feathery antennae. Eats minds.

GIANTS: Crude looking, dim, but woefully destructive. As bad as storm giants

GITH: a race of spindly humaoids lizard/elf like in appearance. Use spears tipped with enormous shards of obsidian but used more like shortswords (imagine a Githyanki but thinner very tall and slightly reptilian)

JOZHAL: small lizard folk, smart, reclusive thieves

ID FIEND: a psionic lizard like a crocodile-sized ghilla monster. Nasty.

MEGAPEDE: 200' long giant centipede. It eats caravans.

NIGHTMARE BEAST: Imagine a 30' tall elephant with a flattened head, no trunk, and with fangs that are good for eating giants. And it's got many strange powers. As bad as a drake, or megapede, but extremely evil.

SCRAB: A legless, locust-like intelligent race with evil natures and vile reputations.

SILK WYRM; a giant flying snake, relentless trackers.

SO-UT: Huge lizard-like beast with four legs and 2 arms, bloated maggotlike body. Eats villages, drips acid, hates iron.

SORCERER-KINGS: ancient, malevolent folk who rule the cities. Defiler-psionicists of extreme power.

THE DRAGON OF TYR: There is only one dragon know to exist, and that is quite sufficient. It has destroyed cities and where it goes forests and armies fall. Worse than any sorcerer-king in terms of mystic might, and in physical combat can tear drakes apart, never mind humans. In terms of power, it puts the Tarrasque to shame!

 

SILVERBLADE'S DARK SUN CAMPAIGN

 

The campaign begins in the city of Tyr, the largest and most wealthy civilized area. Imagine a despotic Rome of harsh oppression, terrible heat, with a mostly bronze age technology as metal is rare.

The House Amukai is one of the few decent noble houses in the whole of Athas, the Duke is very lenient with his slaves and is well regarded. However, over the past two years the house has suffered, two of its most powerful champions Sol Vargas (water cleric and preserver) and Raven (a gladiator) defied King Kalak (the sorcerer-king of Tyr). Because of this, Kalak has put a new taskmaster (slave master) into House Amukai, a feared psionic warrior mul named Gorlan, he and his human lover, a lady named Dreess (a gladiator), and they are keeping an eye on things. Everyone in House Amukai is edgy. The Duke has been using his knowledge of the surrounding area to send out groups to (hopefully) recover treasure so that he can buy his way back into favour. You are one such group. The house has many farm holdings, a copper mine and is well know for good pay/treatment, so you work for them, and may have been brough up in the house, one of many generations of your family. Those that think slavery/servanture in such conditions harsh should consider House Amukai's enemies, House Redblood

House Redblood is the most powerful noble family in Tyr. Ruled by a matriarch of vile temper, the house is efficent, deadly, but savage. It has a high turn over in slaves, many are slain for being too weak, there bodies used in strange rites or to fertilize the fields. House Redblood can afford such expense, it has the monopoly from King Kalak to sell iron and steel, making the house rich to excess. They have made many attempts to weaken House Redblood, most have failed but 12 members of House Amukai have died over the past five years, most believe at Redblood's hands.

Tyr is a city full of fear and suspicion, traitors and informants are every where, many are starving folk needing just to live, others are in the pay of the templars or some other. The merchant houses are important, they bring trade, but they don't have the military strength of noble houses since they aren't allowed to keep armies, but they hire small armies to guard their precious convoys. Much of the buildings in town are in poor repair and a large section is partial ruins haunted by the poor and other things... The elven bridge crosses a dry ravine, some say water once flowed under it. The elven market is where the desert rogues come to sell their wares, some of dubious origin. Shadow Square is the most notorious dive of thieves and cut throats, it is said magic items and components are for sale there...but who'd trust an elf?

The city is divided into two circles by an enormous pair of walls. The small Northern half is where the templars and King Kalak live, and there's also a school for psionicists...those that can afford it. The center of town is dominated by two structures...Kalak's might ziggurat and the stadium. The ziggurat is banded in many colours, laced with all kinds of magic and has been under construction for nearly a century. The ziggrat is joined to the stadium ,and Kalak sometimes comes to watch the games on the arena floor below. The stadium is much like an an American football one, but has no stands at the end and the games are far more lethal. You may enter a game if you wish (provided you are a freeman or have master's permission) and earn good money and fame, but the games are generally to the death and sometimes rigged.

An important point: templars are crooks, they will steal, rob, take bribes and do the dirty when they can, but don't anger them or you're in a world of hurt. Killing them out of sight is another matter entirely....


NPCs OF TYR

 

ZUKAR REDHAIR (templar, mul, male, Fighter/templar/Psi 6 )A feared combative templar, he leads the guards that patrol the Market Area. He seems to know a lot and is generally feared. Something odd about him. Named for fringe of red hair.

REMLIN SWIFTFOOT (elf/male/Thief ?) One of the leaders of the Elven Market. A wit, a rogue and a dandy. Widely believed to be a thief. Had left little finger cut off for selling illegal goods. Often participates in races.

RAR-PIZ THE SLAYER (mul/female/Gladiator 16+) Tyr's best gladiator. Free woman, fights for pleasure. Always beheads victims, a "bad guy" of the arena. Has a red crystal sword called "Flesh Waster". Fights for House Nallunzan. Known to loathe templars.

XATOMIN THE SEER, aka THE BLIND ONE (human/male, psionicist 15+) City's most powerful psionicist??? He teaches in the Academy of the Mind. Strangely, he isn't blind! Origin of nickname unclear. Very respected, not actually liked, but not interfered with. Very neutral in delaings. Aloof.

MEMLISS THE PROCURER OF ANTIQUITIES (dwarf/male/Trader ?) Memliss owns a shop that is only open to templars and nobility. Deals in ancient artifacts, he has several teams scouring ruins for him. has a harem of slave girls.

USHAN GOLDTOUCH (human/male/fighter 10+) Leader of powerful mercenary band. Always seems to come out on top (hence nickname). Sells folk out, works for highest pay. Has gladiator slaves, if good he frees them for work in his band. It is said that his male lover (Kruska) is a defiler!

COPOVII aka THE PARTY MAN (human/male/Trader ?) A strange, fat man (unusual on Athas!) who always seems to be eating at various inns. Does lots of deals, probably in illegal goods! Has templar protection? Thri-kreen bodyguard called Prrizzxor (VERY good fighter!)

WATCHER (human/male/psionicist ?) Strange, grey haired fellow. Hangs out in Taverns near the Caravan area. Informant "Blood or gold?" he asks when folk enquire info from him. Charges 1 gp. Knows a LOT!

FEM-FERAN (human/male/templar 5+) Works at the Brickpits. Notoriuosly corrupt! Will sell slaves etc. Not powerful, but has lots of "pull". Crony of Masse-Moriz

MASSE-MORIZ, aka THE WHIP (human/male/templar 9+) Templar in charge of the brickpits. Known to fly into berserk rages and whip folk to death. Feared even by other templars. Some how, Fem-Feran can pacify him, they are cronies.

MUL CLEAVER (half-giant/male/templar-fighter 6+) A tremendously strong and bullying 1/2 giant who is the overseer of the slave pits. He has an enormous steel meat cleaver-like weapon, and has split several folk in half with it! Muls don't like him and the feeling is mutual. Fond of wine.

PALIK'S SON (1/2 elf/male/bard 10+) An entertainer of some note, he tells humorous stories and travels into wealthy folk's homes day by day. Always folk eager to listen.

FYLIR THE HEALER (halfling/male/cleric-water 7+) This strange little fellow came to Tyr some years ago. makes living tending to the sick, the poor ones! Occassionally visits the brick pits. Templars leave alone as he keeps slaves going. Often chants and sings.

BANARIZ aka THE HEADSMAN (human/female/templar 10+) Zukar Redhair's Superior. She is in charge of keeping order in the city's districts. Very harsh. Nickname is insult (she doesn't look very feminine and has folk beheaded)

BANTHER (human/male/templar 8+) Templar in charge of the arena.

DOTE MAL PAYNE (human/male/defiler 12+) He works in the Arena, animating the dead to fight again. Universally detested, but feared. He is let live as he entertains and gives warning to all of the danger of defilers.

GORLAN THE TASKMASTER (mul/male/fighter-psionicist 7+) A brutal taskmaster of King Kalak, he is in House Amukai to ensure no more slaves cause problems. Very vicious and deadly. He is not a true sadist, more that he's efficient. However he is never without Dreess (his lover) at his side and is very close to her. Imagine Yul Brynner with runic scar tattos on his arms and shoulders, who can fry brains and smash an axe through a man's chest then calmly get on with a meal.

DREESS aka THE RAMPAGER (human/female/gladiator 8+) A well known gladiator, semi-retired. She escaped her master and Gorlan caught her, but strangely, they became lovers. Uses 2 short swords, and defeated a So-ut in a team game (hence the nickname). Very tall (6' 7"), wears pale white scale mail armour of some type of bone.


MERCHANT HOUSES

 

WAVIR (from Balic) antislavers/anti-defiler, paranoid but honest and respected

REES

TOMBLADOR

VORDON weakening

TSALAXA long memories, vengeful, love intrigue

STEL (from Urik) militaristic, many warriors, nasty

SHOM (from Nibenay) declining, decadant, wasteful

M'KE (from Raam) weakening, troubled at home base

IANTO mostly deals in iron

 

MAIN NOBLE HOUSES OF TYR

 

(map numbers rfer to numbers on large map of Tyr where houses are based)

HOUSE AMUKAI (map 1) Well liked by lower classes, treat folk well (for Athas). Grows crops and has copper mine. The Duke uses adventurers and slaves to aquire wealth, he ensures they return (psionics?) The merchant houses respect Amukai, as do some nobles, but many see the house as "weak". it has been attacked several times by aassassins. The recent troubles due to the activities of two rebellious folk of the house (Sol Vargas and Raven, water cleric and gladiator respectively) has further imperiled the house.

Allies with House Kank

HOUSE MINAT (map 2) very powerful, run by Duke Assendell. Powerful in military sense, often allied with King Kalak's attacks on raiders etc. Not friendly wuith Amukai. Big on gladiators.

HOUSE REDBLOOD (map 3) Has the Sorcerer King's backing, and has exclusive rights to sell iron from the mines. Incredibly wealthy. Run by Nytarra, a female elf (house is mostly human or elf). Strong, given to vengeance. Reputedly has defilers in its employ

HOUSE IRONSTAN (map 4) Dwarven, not powerful, but very influential. has best masons in the city, Very cruel to non-dwarf slaves (cheap ones anyway) Run by Earl Aselon, who can reputedly rain fire down on his enemies (fire cleric?)

HOUSE KANK (map 5) Human. Famed for breeding riding mounts. Has very large stable of gladiators. Duke Merik runs it, a famed swordsman who has fought in the arena. Some folk think it's low class family, but has superb cavalry. Big gamblers. Allies of house Amukai

HOUSE NALLUNZAN (map 6) Human. Nealry every member is skilled in psionics. Very bad reputation for eliminating rivals etc. many of its slaves are mind blasted or controlled by psionics. Currently has cities best gladiators. Run by Earl Niloan. Slaves dread this house. Rar-Piz the Slayer works for the House.

HOUSE SHAKIRII (map 7) Run by female humans, many are fire clerics. Used to have iron rights, but previous Dutchess angered Kalak and was slain. House weakened, hates House Redblood, wants iron rights again. Riowane is the Duchess.


MINOR NOBLE HOUSES OF TYR

HOUSE SEKAR

HOUSE BELANO s

HOUSE WHITE ceramic glazers s

HOUSE AXE weapon makers


FOLK OF HOUSE AMUKAI

DUKE ARNVUSAN AMUAKI an elderly man, well thought of by slave population, kindly but rarely seen. Some believe him to be a Preserver. Leader of House Amukai. Widowed, married twice, first wife killed by a tembo, 2nd in child birth

LADY ADARR AMUKAI Duke Arnvusan's daughter, late 30s attractive but stern, still more decent than most nobles though. She runs the house in her father's, frequent, absence. Always accompanied by Romarik, a female mul psionicist who is her bodyguard. unwed, some say she likes Romarik too much....

LADY DUISAN The Duke's youngest daughter, 17 years old. Incredibly beautiful and charming. Half the city'es nobles and templars court her. She is flighty and interested in fun. Only likes beautiful things. Always surrounded by artists and bards. She has a vicious temper though. Strangely she and Lady Adarr are great friends.

SALIAN The Duke's only grandchild (legitimate one) Young boy of 7. The Duke's son and oldest child Farel the Bluestone and his wife died in a palgue that swept the city 5 years ago. He is his grandfather's pride and joy, and well liked by the folk of the house.

ULAS THE GIANT KILLER House Amukai's captain of arms. Middle aged 1/2 elf who is notoriously ugly but respected. Keen strategist. Carries huge steel sword wwhich is reputedly magical. Enjoys wrestling. Loves Lady Duisan, but she has no time for him.

NOSTILIAN WINDSONG A peculiar elf who is the chief psionicist. Notorious for engaging in psionic duels and seduction. He has killed 12 psionicists and fathered even more children! Best friend of Amossar of the Waters. Hates gith in particular, scars on arm are a reminder of when one nearly ate him.

AMOSSAR OF THE WATERS an ex-slave, a water cleric, works in the fields, hence the house's prosperity. Friend of Nostilian Windsong. Amossar was part of a group who rescuded Nostilian. he has a real dislike of templars. Very well liked by slaves. He is adept at making potions.


MAGIC IN DARK SUN

The sources of magical energy on Athas are very different from those in other AD&D campaign worlds. Athas is a world without deities, where clerics worship the elemental powers themselves. Despite the brutality that seems infused in its soil, Athas is a fragile world, where the very existence of wizardly magic can disrupt and destroy the land's ability to support life.


PRIESTLY MAGIC

 

The priests of Dark Sun worship the beings that inhabit the elemental planes: those of earth, air, fire, and water. In Dark Sun campaigns, priest spells fall into four spheres associated with those four elemental planes, and a separate Sphere of the Cosmos. This last sphere is by far the largest, though the other four hold generally more powerful, more specialized spells. All priests on Athas thus draw magical energy (the energy with which they cast spells) from the elemental planes. Clerics have major access to the sphere of the element they worship, plus minor access (3rd level spells maximum)to the Sphere of the Cosmos. Templars have major access to all spheres, but gain spells more slowly. There are no deities in Dark Sun. Those spells that indicate some contact with a deity instead reflect contact with a powerful being of the elemental planes.

Sphere of Earth

Magical Stone (1st) Dust Devil (2nd) Meld Into Stone (3rd) Stone Shape (3rd) Conjure Elemental (Earth) (5th) Spike Stones (5th) Transmute Rock to Mud (5th) Stone Tell (6th) Transmute Water to Dust (6th) Animate Rock (7th) Earthquake (7th) Transmute Metal to Wood (7th)

Sphere of Air

Dust Devil (2nd) Call Lightning (3rd) Control Temperature, 10' Radius (4th) Protection From Lightning (4th) Air Walk (5th)Conjure Elemental (Air) (5th) Control Winds (5th) Insect Plague (5th) Plane Shift (5th) Aerial Servant (6th) Weather Summoning (6th) Astral Spell (7th) Control Weather (7th) Wind Walk (7th)

Sphere of Fire

Endure Heat/Endure Cold (1st) Faerie Fire (1st) Fire Trap (2nd) Flame Blade (2nd) Heat Metal (2nd) Produce Flame (2nd) Resist Fire/Resist Cold (2nd) Flame Walk (3rd) Protection From Fire (3rd) Pyrotechnics (3rd) Produce Fire (4th) Conjure Elemental (Fire) (5th) Flame Strike (5th) Wall of Fire (5th) Fire Seeds (6th) Chariot of Sustarre (7th) Fire Storm (7th)

Sphere of Water

Create Water (1st) Purify Food & Drink (1st) Create Food & Water (3rd) Water Breathing (3rd) Water Walk (3rd) Lower Water (4th) Reflecting Pool (4th) Conjure Elemental (Water) (5th) Magic Font (5th) Part Water (6th) Transmute Water to Dust (6th)

Sphere of the Cosmos

Animal Friendship (1st) Bless (1st) Combine (1st) Command (1st) Cure Light Wounds (1st) Detect Evil (1st) Detect Magic (1st) Detect Poison (1st) Detect Snares & Pits (1st) Entangle (1st) Invisibility to Animals (1st) Invisibility to Undead (1st) Light (1st) Locate Animals or Plants (1st) Pass Without Trace (1st) Protection From Evil (1st) Remove Fear (1st) Sanctuary (1st) Shillelagh (1st)

Aid (2nd) Augury (2nd) Barkskin (2nd) Chant (2nd) Charm Person or Mammal (2nd) Detect Charm (2nd) Enthrall (2nd) Find Traps (2nd) Goodberry (2nd) Hold Person (2nd) Know Alignment (2nd) Messenger (2nd) Obscurement (2nd) Silence, 15' Radius (2nd) Slow Poison (2nd) Snake Charm (2nd) Speak With Animals (2nd) Spiritual Hammer (2nd) Trip (2nd) Warp Wood (2nd) Withdraw (2nd) Wyvern Watch (2nd)

Animate Dead (3rd) Continual Light (3rd) Cure Blindness or Deafness (3rd) Cure Disease (3rd) Dispel Magic (3rd) Feign Death (3rd) Glyph of Warding (3rd) Hold Animal (3rd) Locate Object (3rd) Magical Vestment (3rd) Negative Plane Protection (3rd) Plant Growth (3rd) Prayer (3rd) Remove Curse (3rd) Remove Paralysis (3rd) Snare (3rd) Speak With Dead (3rd) Spike Growth (3rd) Starshine (3rd) Summon Insects (3rd) Tree (3rd) Abjure (4th) Animal Summoning 1 (4th) Call Woodland Beings (4th) Cloak of Bravery (4th) Cure Serious Wounds (4th) Detect Lie (4th) Divination (4th) Free Action (4th) Giant Insect (4th) Hallucinatory Forest (4th) Hold Plant (4th) Imbue With Spell Ability (4th) Neutralize Poison (4th) Plant Door (4th) Protection From Evil, 10' Radius (4th) Repel Insects (4th) Speak With Plants (4th) Spell Immunity (4th) Sticks to Snakes (4th) Tongues (4th) Animal Growth (5th)Animal Summoning II

(5th) Anti-Plant Shell (5th) Atonement (5th) Commune (5th) Commune With Nature (5th) Cure Critical Wounds (5th) Dispel Evil (5th) Moonbeam (5th) Pass Plant (5th) Quest (5th) Rainbow (5th) Raise Dead (5th) True Seeing (5th) Animal Summoning III

(6th) Animate Object (6th) Anti-Animal Shell (6th) Blade Barrier (6th) Conjure Animals (6th) Create Tree of Life (6th) Find the Path (6th) Heal(6th) Heroes' Feast (6th) Liveoak (6th) Speak With Monsters (6th) Transport Via Plants (6th) Turn Wood (6th) Wall of Thorns (6th) Word of Recall (6th) Changestaff

(7th) Confusion (7th) Creeping Doom (7th) Exaction (7th) Gate (7th) Holy Word (7th) Regenerate (7th) Reincarnate (7th) Restoration (7th) Resurrection (7th) Succor (7th) Sunray (7th) Symbol (7th)

 

Priest Spells

First-Level Spells

Create Water

In Dark Sun, create water produces only one half gallon of water per level of the caster. In all other ways, the spell is exactly as described in the Player's Handbook.

Merciful Shadows (Abjuration) (Reversible)

Sphere: Cosmos Range: Touch Components: V, S, M Duration: 1 day/5 levels Casting Time: 1 round Area of Effect: Person touched Saving Throw: Neg.

This spell creates a magical shade to protect an individual from the scorching sun. Once cast, the individual gains the benefits of being in the shade (half water consumption requirements), even when travelling or fighting in the full light of the sun. The individual so protected appears normal, except that he doesn't sweat as much as expected and his coloration is a bit gray.

The reverse of this spell, blistering rays, intensifies the light and heat of the sun on the victim. The individual must have twice the water per day for the duration of the spell or suffer the effects of dehydration. Also, in each round of combat in the open sun, the individual must make a Constitution check to keep from passing out The saving throw, applicable only to the reverse of the spell, negates its effects. This spell (and its reverse) has no effect on an individual who is in the shade.

The material components of this spell are a piece of a palm leaf (or black fabric for the reverse).

Second Level Spells

Charm Person or Mammal

Athasian creatures that can be charmed include all of the player character races except thri-kreen, plus the aarakocra, anakore, bat, belgoi, braxat, cats, cyclops, ettin, giant, gith, and rat.

Hold Person

In Dark Sun campaigns, this spell effects all player character races except thri-kreen, plus aarakocra, anakore, belgoi. and gith

Snake Charm

'Yuant-ti and silk worms can be affected by this spell.

Third-Level Spells

Create Food & Water

In Dark Sun, this spell can create a maximum of one half gallon of water per level of the caster. The remainder of the material created will be bland food. In all other ways, the spell is exactly as described in the Player^s Handbook.

Air Lens (Alteration)

Sphere: Air Range: 90 yards Components: V, S, M Duration: 3 rounds + 1 round/level Casting Time: 3 Area of Effect: Special Saving Throw: None

By means of this spell, the priest creates a magical lens high in the air, with which he can direct intensi-

fied rays of the sun against his enemies (the caster must be in the sunlight for the duration of the spell). Once cast, the priest can attack with the lens twice per round, against one or two different targets within the range of the spell. Attack rolls must be made for each attack, but the priest suffers no nonprofi-ciency penalty. Targets under cover receive benefits for both cover and concealment. Each hit inflicts 2d6 points of damage. Creatures resistant to heat or fire take only half damage.

The spell can also be used to ignite flammable materials. When doing so against non-mobile targets, no attack roll is necessary and any normally combustible material (cloth, wood, paper, etc.) will ignite. Personal equipment may also be targeted, but the priest must make a successful attack roll with a —4 penalty. If hit, the article of equipment ignites. Burning clothing will inflict ld6 points of damage for ld6 rounds or until discarded. Burning shields become useless. The flames so created are not magical in nature and can be extinguished normally. Magical darkness can negate the effects of this spell. Magical shade reduces damage by half.

The material component for this spell is a small, round piece of glass.

Fourth-Level Spells

Call Woodland Beings

This spell is not available in Dark Sun campaigns.

Rejuvenate (Alteration)

Sphere: Elemental, Plant Range: Touch Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: 10' radius/level Saving Throw: None

This spell functions just as the 5th-level wizard spell of the same name.

Fifth-Level Spells

Commune

In Dark Sun campaigns, a priest is able to contact powerful beings from the elemental planes to answer his questions

Conjure Elemental (Conjuration/Summoning) Reversible

Sphere: Elemental (Various) Range: 80 yards Components: V, S Duration: 1 turn/level Casting Time: 5 rounds Area of Effect: Special Saving Throw: None

In Dark Sun campaigns, there is no 6th-level conjure fire elemental spell or 7th-level conjure earth elemental spell for priests. Instead, this spell allows the caster to open a special gate to any elemental plane to which he has ma]or access and summon an elemental to step through. The Hit Dice of the elemental are determined randomly.

Roll Hit Dice

01-65 8

66-90 12

91-00 16

The elemental will not turn on the caster, so concentration need not be maintained. The elemental summoned remains for a maximum of one turn per level of the caster, or until it is slain or magically banished.

Sandstorm (Conjuration/Summoning)

Sphere: Air Range. 60 yards Components: V, S, M Duration: 3 rounds/level Casting Time: 4 rounds Area of Effect: Special Saving Throw: Vs

This spell allows a priest to conjure a very large version of a dust devil; one that can engage and attack a number of targets at once. The storm has AC 0, MV 12, and hit dice equal to the level of the caster. The sandstorm is a large whirlwind of dust and sand twelve feet tall that covers a 10-yard by 10-yard square per level of the caster. The storm's shape can be determined by the caster and changed on a^ty round after casting, provided no portion of the storm moves further than its movement rate. Any creature within the storm is sub]ect to an attack which will do 2d6 points of damage (save versus spells for half damage). The storm is only subject to attacks from magical weapons. The winds of the storm will put out all normal fires within it. Also, any items within the storm must make item saving throws each round or be destroyed—all sandstorm saves are as if vs. acid with a +5 bonus. The storm can hold a gas cloud or a creature in gaseous form at bay or push it away from the caster. The cloud obscures vision through it, and creatures are blinded for ld4 rounds after emerging from it (save versus spell to avoid blindness). A spellcaster caught within the sandstorm loses concentration and any spells he is about to cast are ruined.

The material component for this spell is a small bottle of air collected on a windy day.

Sixth Level Spells

Create Tree of Life (Alteration, Enchantment)

Sphere: Cosmos Range: 0

Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: One tree Saving Throw: None

This spell is identical to the 8th-level wizard's spell of the same name.


WIZARDLY MAGIC

 

Wizards draw their magical energies from the living things and life-giving elements around them. Preservers cast spells in harmony with nature, using their magic so as to return to the land what they take from it. Defilers care nothing for such harmony and damage the land with every spell they cast.

Defiling

Defilers wield magic with no concern for their dying world: Indeed, defilers are much to blame for Athas's current state. With each spell they cast, defilers draw magical energy from the life force of plants in the vicinity and channel it to their own selfish ends.

Even the sorcerer-kings, however, are not the most dread users of defiler magic: the great dragon's defiler magic is so powerful that it destroys living animals as well. All magic cast by defilers up to 20th level, including all 1st through 9th level spells, destroys plant life only. Any creatures in the area, however, suffer great pain.

Casting Defiler Spells: Spells cast by defilers use all the necessary verbal, somatic, and material components. The absence of any of these precludes the successful casting of the spell. The range, duration, casting time, area of effect, and saving throws remain unchanged.

When a defiler casts a spell, all vegetation in a sphere around him turns to ash. The radius of that sphere depends upon two things: the abundance of vegetation in the area, and the level of the spell cast.

.

Wizard Spells First Level Spells

Charm Person

Athasian creatures that can be charmed include all PC races except thn-kreen, plus the belgoi.

Find Familiar

In DARK SUN campaigns, substitute this table for that found in the Player's Handbook.

D20 Roll Familiar Sensory Powers

1-3 Bat Night, sonar-enhanced vision

4-5 Beetle Senses minute vibrations

6-8 Cat, black Excellent night vision and superior hearing

9 Pseudodragon Normal sensory powers,but very intelligent

10-11 Rat Excellent sense of taste and smell

12-15 Scorpion Senses fear

16-20 Snake Sensitivity to subtle temperature changes

In DARK SUN campaigns, substitute this table for that found in the Player's Handbook.

Caster Level Mount

lst-3rd level Wild Kank

4th-7th level Trained Kank

8th-12th level Inix

13th-14th level Mekillot (and howdah at 18th level)

15th level & up Roc (and saddle at 18th level)

Second-Level Spells

Detect Psionics (Divination)

Range: 0

Components. V, S, M Duration. 2 rounds/level Casting Time: 2

Area of Effect: sphere (10 yard/level diameter) Saving Throw: None

This spell is similar to the metapsiomc devotion, psionic sense, but uses magical rather than psionic means. The spell allows a character to detect the expenditure of psionic strength points (PSPs) in a sphere around him. The diameter of the sphere is equal to the range of the spell.

At level (4 or below), the spell only lets the character know that PSPs were expended within the sphere, not how many PSPs, from what individual, what powers or devotions were used, or whether the PSPs were expended to initialise a power or to maintain one.

Casters who are of levels 5-7 will also learn what individual within the sphere is expending PSPs.

Casters of level 8-11 will also learn what discipline the psionicist is calling upon and whether the points were spent to maintain or initiate a psionic effect.

Finally, casters of level 12 or higher will learn exactly which science or devotion is being used.

Fool's Gold

Copper coins are seldom minted on Athas. However, copper is still the medium of this spell and can be turned into solid gold. In DARK SUN campaigns, the area of effect is reduced to 1 cubic inch, or about 15 gold coins, per level.

Third-Level Spells

Fleet Feet (Alteration) (Reversible)

Range: Touch Components: V, S, M Duration: 1 day/5 levels Casting Time: 3

Area of Effect: one individual Saving Throw: Neg.

This spell allows an individual to move more quickly. The person affected can take very large strides, as if his feet and legs weighed far less than they actually do. For purposes of cross country movement, an affected character can travel double his normal movement rate (and may still force march beyond that, though he is still subject to those effects). The character's movement rate is doubled in combat situations, as well, but his balance and inertia make it difficult to maneuver. If he moves greater than his normal movement rate and attempts to turn in any way, such as to round a corner or to avoid an obstacle, he must make a successful Dexterity check to avoid falling (ending his movement for the round and making him prone).

The reverse of this spell, stone feet, makes the affected character's legs feel as heavy as rock, slowing his movement to half. The character's balance is unaffected. A saving throw negates this effect.

The material component for this spell is a feather from a flightless bird, such as an erdlu (or for the reverse, a piece of mekillot hide).

Phantom Steed

In DARK SUN™ campaigns, this spell creates a kank-like creature with the same abilities listed in the Player's Handbook.

Fourth-Level Spells

Ice Storm

In DARK SUN campaigns, the water, hail, and

ice created by this spell is only temporary. It will disappear three turns after the completion of the spell. Even water consumed in that time disappears, giving its imbiber no benefit.

Massmorph

Since trees might be somewhat conspicuous in DARK SUN campaigns, the caster of this spell has the option of making the affected creatures appear to be boulders and stones, instead. The material components must be any handful of available pebbles.

Plant Growth

This spell has no effect on a tree of life. Since a defiled area has no vegetation left, this spell has no effect if cast there.

Psionic Dampener (Alteration)

Range: 5 yards/level Components: V, S, M Duration: Special Casting Time: 4

Area of Effect: one individual Saving Throw: Neg.

Use of this spell allows the caster to disrupt the psionic activities of one individual. The target is allowed a saving throw to negate the spell. Whether successful or not, the target immediately knows that the spell was cast and who cast it.

If the spell is successful, the target is unable to expend PSPs for its duration. The spell lasts until the wizard stops concentrating, either voluntarily or involuntarily. The affected psionicist can otherwise function normally. If the affected psionicist moves beyond the range, the spell is broken and he can again use PSPs normally, even if he reenters the spell's area of effect.

The material component for this spell is any small object within a blown glass sphere.

Rase (Alteration)

Range: Touch Components: V, S, M Duration: Permanent Casting Time: 5 rounds Area of Effect: Special Saving Throw: None

This spell duplicates the life-draining effects peculiar to defiling magic. The spell may be cast by a defiler or a preserver, though a defiler will cause more damage with it.

The casting of the spell causes a large area of vegetation to instantly give up its magical potential and turn to ash. Unlike the natural destruction of defiling magic, raze affects all vegetation within the radius of the spell, regardless of the terrain. The area of effect for a preserver is one yard per level of the caster. For a defiler, it is five yards plus one yard per level of the caster (in lieu of normal defiling damage).

The ash created is black and grey, completely devoid of life or life-giving elements. Nothing will grow there for half a year, leaving a lifeless circular scar on the ground.

The material components for this spell are a handful of ash (either from a previous raze spell or from normal defiler magic) and a pinch of salt.

Transmute Sand to Stone (Alteration) Reversible

Range: 10 yards/level Components: V, S, M Duration: 2d6 days Casting Time: 4

Area of Effect: One 10-foot cube/level Saving Throw: None

This spell turns a volume of sand into an equal volume of sandstone. The caster can choose any simple shape he desires, provided no single portion is smaller than one cubic foot and none of the shape exceeds the range of the spell. The spell does not confer the ability to move the sand or stone created

the stone will occupy the space where the sand was at the time of casting. Persons standing with their feet in the sand at the time of casting will have to break themselves free, though a saving throw vs. paralyzation is allowed to jump free, (if possible). The fact that an area of sand has been so turned to sandstone is not readily apparent even after the spell has been cast. Viewers may have to make an Intelligence check to notice that there is stone where there was once sand. Though permanent, the magically created sandstone will quickly break down into sand particles over a period of 2d6 days. The reverse of this spell, transmute stone to sand, allows the caster to change any type of stone to sand (sandstone, granite, gems, clay brick, concrete, etc.). Stone items such as weapons become useless. Floors turned to sand may cause those standing on them to lose their balance and fall (dexterity check to avoid). Supporting stones in buildings so affected can easily cause a structure to completely collapse.

The material component for the spell is sand ground between two pebbles (or sand from an hour glass for the reverse).

Wall of Ice

Like the ice storm spell, the ice created disappears three turns after the conclusion of the spell.

Fifth-Level Spells

Transmute Rock to Mud

The mud created by this spell is of a magical nature— no water can be gotten out of it.

Rejuvenate (Alteration)

Range: Touch Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: 5' radius/level Saving Throw: None

This spell grants the ability to support vegetation to an area of ground. In the case of ground made barren by defiler magic, rejuvenate dispels the ground's sterility, making it immediately capable of supporting vegetation. The spell may be cast on any ground short of solid rock, including sand, rocky sand or soil, or dust.

In either case, the spell affects the ground in a circle extending away from the caster, so he must stand in the middle of the area he "wishes to revitalize. The radius of the circle is 5 feet per level of the caster. Once cast, the soil is enriched and moistened, and a layer of fine grass emerges instantly.

The duration of the spell varies. Once cast, the moist soil and grass are not magical, and are subject to all natural forces upon them. They will, however, survive a week in even the worst of conditions. Rejuvenate will otherwise last until another defiler spell destroys the vegetation there.

The material component of the spell is a seed (of any type) and a drop of water. Defilers cannot cast rejuvenate.

Wall of Iron

In DARK SUN™ campaigns, the duration of this spell is one turn per level of the caster.

Sixth Level Spells

Reincarnation

In DARK, SUN campaigns, substitute this table for that found in the Player's Handbook.

DlOO Roll Incarnation

01-08 Aarakocra

09-16 Belgoi

17-24 Dwarf

25-32 Elf

33-34 Giant

35-37 Giant-kin, Cyclops

38-48 Half-elf

49-55 Half-giant

56-66 Halfling

67-78 Human

79-85 Kenku

86-89 Mul

90-96 Thri-kreen

97-00 Yuan-ti

Transmute Water to Dust

In DARK SUN campaigns, this spell has no reverse.

Seventh-Level Spells

Doom Legion (Necromancy)

Range: 0

Components: V, S, M Duration: Permanent Casting Time: 7 rounds Area of Effect: 120 yard radius Saving Throw: None

This spell creates skeletons or sombies from the remains of an army defeated in battle. The spell must be cast on the site of the conflict, where the fallen bodies still lie. When cast, only the bodies or skeletons of the losing side will be animated.

If the battle took place less than three months before the casting of the spell, the undead will be zom-bies. Any longer period of time will yield skeletons—even if the bones have turned to dust, they will reassemble when this spell is cast.

The number animated depends upon the radius of the spell and the number of bodies within it. The DM decides what level of conflict was fought on the grounds where the spell is cast, then rolls dice to find how many undead are raised:

Skirmish 3d 12 Small Battle 6dl2 Major Battle 10d20

Animated bodies that are less than 1 yard beneath the surface will dig themselves out within one turn of casting the spell. Those deeper will not animate. The bodies cannot have been disturbed before the casting of the spell—those that are moved, searched, or in any way disturbed do not animate. 1 here is a chance that the animated army of undead will ignore the spell caster and undertake their original mission, depending on how long the vanquished army has laid at rest.

Time at Rest Chance to Ignore

1 day 90%

1 week 80%

1 month 70%

3 months 60%

1 year 50%

5 years 40%

10 years 30%

50 years 20%

100 years 10%

Over 100 years 0%

An army of undead that ignores the spell caster will not necessarily attack him, but it will not obey him. It will pursue revenge for its defeat, advancing on its previous enemy, even if that no longer makes sense, considering the passage of time.

Should the army not ignore him, the undead will consider the spell caster its new leader and will follow him until every individual is somehow destroyed. The material components for this spell are a drop of blood from one of the unit's old opponents (or a descendent thereof) plus a handful of soil from the unit's original homeland.

Eighth Level Spells

Create Tree of Life (Alteration, Enchantment)

Range: 0

Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: One tree Saving Throw: None

By means of this spell, a wizard can enchant a living sapling to become a magical tree of life. The sapling must have already sprouted from the ground, though the wizard can transplant such a

sapling before casting the spell. It will grow to its full size in only one week, but has its full powers and capabilities immediately after the spell is cast. Any tree less than one year old will suffice; this spell cannot be cast on an older tree. The properties of a tree of life are described in Chapter 7: Magic.

The material components for this spell are the sapling (which grows into the tree of life) and a piece of copper wire formed in the shape of a tree.