The Netbook of Dark Sun
The Netbook of Dark Sun
The Netbook of Dark Sun
Submissions
If you are interested in submitting material to be included in future versions of the net.book contact either
me at <[email protected]>. Youll be promptly included in the next edition.
Copyrights
Based on the fine work of John M. Martz.
This item incorporates or is based on or derived from copyrighted material of TSR Inc. and certainly
contains trademarks of TSR: all trade marks used herein belong to their respective owners. Used without
permission and without any intention to challenge their status.
This item is made by Dark Sun lovers from all over the world and is meant to be free for everyone that
wants to get a copy. You may freely distribute copies of this document as long as no charge is required
except for the cost of the medium by wich it is distributed (paper, ink, disk, etc...) and then only if the
document is left unaltered.
Credits
The net.book was almost doubled in size during the first week during wich I started collecting material, the
people of the net was eager to help me in my work. It was a pleasure for me to work on this project and
maybe Ill contribute also to the next edition. Who knows?
Many thanks to:
Bryan Ragon, proofreader and former collector of DS material over the net.
The Sage - Eric Stephen Weilnau <[email protected]> first contributor to 3 rd edition.
All of the contributors, many of wich come from the Dark Sun mailing list. Visit the TSR site for more info
about the list.
Troy Denning and Timothy B. Brown, original designers of Dark Sun.
Many, many thanks to the original creator of this net.book: John M. Martz.
Ill end with his words:
Hopefully, the contents of this e-tome will enliven your adventures under the DARK SUN.
Have fun.
Monsters..........................................................161
Dead mans dream............................................161
Death from below..............................................163
Desert shark........................................................164
Ghole....................................................................165
Head hunters......................................................166
Hiver....................................................................169
Insect swarm: crystal wing butterfly..............172
Mind beetle.........................................................173
Paraelemental, lesser.........................................174
Paraelemental, standard...................................176
Spider, elf-bane...................................................178
Traplan.................................................................180
Lsstan-Ti.............................................................181
Yuan-Ti, Athasian..............................................183
Age Statistics
Starting Maximum Age Aging Effects
Age Range
Base Age Variable (Base + Variable) Middle Age Old Age Venerable
40 3D6 300+3D20 150 200 300
*Racial adjustments may rise above or below these limits. When around other L'Sstan-Ti, increase charisma
by 1.
Half Drakes
Author: Darknight <[email protected]> based on work by Lithindrym <?>
Notes: This is in mostly based on a creation by Lithindrym. I was unable to contact him as his e-mail
address is expired. Lithindrym Im sorry if you will be upset by this, write me two lines and I will remove
this document from the DSNB.
The DM should be warned: the half drakes are interesting to role-play and make great PCs and NPCs but
may also ruin your campaign especially if the non-half drakes become jealous of their companions. You
know your players: ask yourself if these races fits your campaign before allowing them.
If someone comes up with half drakes for the para and quasi elemental planes please send them.
The origins of the half drakes are still a mistery, it is unknown if they exist as a race of their own (as it
seems probable) or if they are occasional crossbreed. Drakes generally have low a intelligence but there are
about a 2% that have intelliegence of up to 15. These are the ones that mate with humans and demi-humans
and give birth to half drakes.
Half drakes do not have a strong identity as a race or a culture. They are a young and small race (a little
like half giants). Half drakes of a specific element will tend to dislike those of the others and often attack
those of the opposite element. Normally they have good relationships with other humanoid races but
consider them to be weak and to have a restricted view of life.
Ability score modifiers (note that the sum is +3 not 0 like most races)
Strength Dexterity Constitution Intelligence Wisdom Charisma
Air -2 +3 -1 +2 +1 -
Earth +3 -3 +3 -2 +2 -2
Fire +2 +2 +2 -2 +1 -2
Water +1 +2 - +2 +1 -3
Ability score range (before racial modifiers are applied, listed scores assume that you use the 4d4+4 system
to roll characters, modify if appropriate)
Race Strength Dexterity Constitution Intelligence Wisdom Charisma
Air 8/20 14/20 8/20 12/20 10/20 8/20
Earth 14/20 8/20 14/20 8/20 12/20 8/20
Fire 12/20 12/20 12/20 8/20 10/20 8/20
Water 8/20 12/20 8/20 12/20 10/20 8/20
Alignment frequency
Race Alignment (% chance, PCs may pick any permitted)
Lawful Neutral Chaotic Good Neutral Evil
Air 20% 60% 20% Never Always Never
Earth 80% 20% Never 30% 60% 10%
Fire Never 20% 80% 10% 50% 40%
Water 20% 60% 20% 70% 20% 10%
All the half-drakes live up to 250 years, age seems to be irrelevant to this race and no ability modification
occurs.
All half drakes start at 25+2d10 years.
Natural weapons
All half drakes have claws, the damage depends on their related element:
Air: the fingernails of this race are long and strong and cause 1d4 points of damage
Earth: the fingers of this race are so strong and massive that they cause 1d8 points of damage
Fire: the fingernails of this race are extremely long and as sharp as razors, they cause 1d8 points of
damage
Water: the fingernails of this race are long and barbed, they cause 1d6 points of damage
Special hindrances
All half drakes are size L creatures
Air and Water half drakes do not use weapons unless they are magical or empowered. Earth and fire
half drakes never use weapons. All drakes may hit creatures immune to normal weapons starting from
10th level, immune to +1 at 15th and immune to +2 at 20th.
All half drakes suffer a -2 to their reaction rolls due to their alien appearance.
All half drakes have some trait specific to their element (see Skills & Powers for the description):
Air - Distract, all attempts to surprise him have a 2-point bonus. Also he will take from treasures the
most interesting things rather than the most powerful.
Earth - Compulsive honesty.
Fire - Thirst for blood, the half drake wont start a fight without a reason but he will almost always fight
to the death, be it his one or that of his opponents.
Water - Slow on taking decisions and will never agree to anything before all possibilities have been
discussed.
Special abilities
All abilities listed like once/day per three levels of experience may be used starting from the cited
level. Also note that the duration expressed in the form 1 hour/day per level of experience refers to
the maximum time for wich the user may maintain the power during a single day. The power may be
used and then interrupted only to be resumed later but the total duration may not be higher than the
listed amount.
All half drakes take half damage from spells based on their element. Up to 14 th level they take half
damage from natural manifestations of their element, at 15 th level they are immune and halve damage
from magical manifestations of their element.
Air half drakes:
Breath: gust of wind once/day per five levels of experience
Elemental power: wraithform/invisibility 1 hour/day per level of experience
Movement: fly 1 hour/day per level of experience
Earth half drakes:
Breath: turn ... to stone spell (or reverse wich may only undo the normal effects) once/day at
12th level
Elemental power: stone shape once/day per five levels of experience
Movement: may swim through earth/stone/sand etc at MV 20 at levl 15
Fire half drakes:
Breath: cone of fire (see cone of cold) 1/day at 10 th level like a preserver of their level
Elemental power: conjured fireball for 1d6/two levels damage (round up) once/day
Movement: none
Water half drakes:
Breath: cone of cold 1/day at 10 th level like a preserver of their level
Elemental power: gate in pure water like create water
Movement: swim through water with MV 24
Kits & Classes
Classes
Level Experience Hit Psionic Power
Cerebral Knight Dice
Points (d8's) Disciplines Slots
Author: Matthias Roschke 1 0 1 1 4
<[email protected]> 2 3,000 2 1 6
3 6,000 3 1 8
The cerebral knights are a class of characters,
4 12,000 4 2 10
who train in both psionics and the art of warfare.
5 25,000 5 2 12
They believe that in order to become master
6 50,000 6 2 13
warrior (or knight) it is just as important train
7 100,000 7 2 14
and discipline the mind as it is to exercise and
8 200,000 8 2 15
develop the body. In fact, the two must go hand
9 400,000 9 3 16
in hand, because the body and mind are one, and
10 700,000 10 3 17
must thus be trained together.
11 1,000,000 10+2 3 18
Anyone who is eligible to become a psionicist,
12 1,300,000 10+4 3 19
and has a strength and constitution of at least 13,
may become a cerebral knight. Thus the ability 13 1,600,000 10+6 3 20
requirements are: STR 13, CON 13, INT 12, WIS 14 1,900,000 10+8 4 21
15. A cerebral knight may NOT be multi-classed, 15 2,200,000 10+10 4 22
and must be lawful in alignment (there is in fact a 16 2,500,000 10+12 4 23
very strict ethos, which must be followed at all 17 2,800,000 10+14 4 24
times, see below). 18 3,100,000 10+16 4 25
19 3,400,000 10+18 5 26
20 3,700,000 10+20 5 27
Paralyzation, Rod,
Poison, or staff, Petrification or Breath
Level DeathMagic or Wand Polymorph Weapon Spell
1-2 14 16 13 17 15
3-4 13 15 12 16 14
5-6 12 14 11 15 13
7-8 10 12 10 13 12
9-10 9 11 8 12 10
11-12 8 10 7 11 9
13-14 6 9 6 9 8
15-16 5 8 5 8 7
17-18 4 6 3 7 6
19-20 3 5 2 5 5
21+ 2 4 2 4 4
Cerebral Knights belong to a very strict and Besides those powers already mentioned, the
disciplined order. Loyalty to the order, and strict cerebral knight gains the following as he/she
adherence to the code of conduct is of paramount advances in level (all bonuses are cumulative):
importance. The code of conduct is summarized
below: 4th Level (Initiate)
+1 to initiative
1. The Knight owes absolute loyalty to the order Surprised only on a 1 or 2 (d10)
and shall always follow its commands to
the best of his/her ability. 8th Level (Knight)
2. The Knight shall obey the commands of higher +1 to initiative
order knights. Higher order knights shall +1 to save vs mind affecting spells
not abuse this for personal gain. Only surprised on a 1
3. The Knight shall always treat other Knights Immune to 1st level illusions
with respect and courtesy. Fighting
between knights (other than for practice or 12th Level (Master)
demonstration) must be avoided at all cost. +1 to initiative
4. The Knight shall never abuse his/her abilities +2 to save vs mind affecting spells
and training, as this reflects badly upon the Immune to 2nd level illusions
order as a whole. +1 to hit and damage
5. The Knight shall be diligent in his/her
Is never surprised
training, and shall not look for training
May open his/her own school and train
outside the order, nor shall he/she offer to
cerebral knights.
train others (except as authorized by the
order).
18th Level (Grand Master)
+2 to initiative
Immune to mind affecting spells
+2 to hit and damage
Immune to all diseases
Fighter Kits
Stalker
Author: Robert Adducci <[email protected]>
Description: Stalkers are the hunters of the Athasian wilderness. Unlike Rangers Stalkers use the
wilderness merely to survive, they do not seek to protect Athass dying wilderness. Although some
Stalkers might just be hunters from the local village others are poachers, hunting the outlawed game in
the Crescent Forest. Because they just use the wilderness without trying to put anything back Rangers
and Druids dislike Stalkers because of their lack of care for the environment.
Requirements: Only Humans, Half-Elves, Elves, Halflings, Thri-Kreen and LSstan-Ti may be Stalkers.
A character needs a Strength of 14 a Dexterity of 14 and a Constitution of 15 to become a Stalker.
Non-Weapon Proficiencies: Bonus: Hunting, Animal Lore, Tracking. Required: Set Snares. Suggested:
Weather Sense, Bowyer/Fletcher, Running, Survival.
Special Benefits: Stalkers can move silently and hide in shadows:
Level HiS MS
1 10 15
2 15 21
3 20 27
4 25 33
5 31 40
6 97 47
7 43 55
8 49 62
9 56 70
10 63 78
11 70 86
12 77 94
13 85 99
14 93 99
15 99 99
Stalkers are experienced hunters and know well the habits of several animals, one in particular of their
choice is their hunted animal and they receive a +4 to attack rolls vs. animals of this species.
Hinderances: The ability to hide in shadows and move silently may only be used if the Stalker wears armor
lighter than Studded leather.
Stalker gain followers as fighters except the table of Stands is just single men not stands of men.
Wealth: Stalkers begin with the same amount of money as fighters 5D4x30.
Bard Kits
Description/role: Halfling whistlers are often mistaken for witchdoctors by outsiders, but they are in fact
bards. Like other bards, they are jacks-of-all-trades. They are the keepers of halfling history. They entertain
the young with stories of great halflings and with their whistling.
Whistlers also help the hunters of the village. They make the poisons halflings are famous for and set snares
to catch animals. They communicate with small animals and use them to search for food.
In addition halfling whistlers have a special bond with nature that gives them some clerical powers. While
not as powerful as true clerics, they are invaluable on the hunt.
Lastly, any halfling tribe preparing for battle will always have its whistler tell them an inspirational story or
whistle a patriotic tune to boost morale for the upcoming battle.
A whistler may occasionally visit other cultures to learn about them and return to their tribe with new
stories. This often gets them attached to adventuring groups. However, they tend to be most useful in
natural settings.
Requirements: this kit makes possible for an halfling to be a bard. It may be chosen only by halflings and
then only by bard halflings. Further the character must have minimum INT 10, DEX 13, WIS 13 and CHA
15.
The prime requisites for an halfling whistler/bard are Intelligence and Wisdom.
Weapon Proficiencies: Whistlers, as huntmasters, prefer missile and hurled weapons and therefore at least
half their proficiencies must be spent on these types of weapons. Otherwise, there are no restrictions.
In addition, halfling whistlers can take a special proficiency: rock pitching. This proficiency allows the
whistler to throw a "good" rock with the same effect as a dart (with blunt damage) with a +1 to damage (in
addition to her (PC) natural +1 to hit). A good rock is one worn by swift rivers or fierce winds, not any old
rock. A whistler will usually have 2d4 good rocks on him.
Being bards, whistlers often put poison on their weapons. Whistlers will use poisons that tend to
decompose quickly, allowing the victim to be eaten with little fear of poisoning the diner.
Nonweapon Proficiencies: Bonus: Hunting, Local History (local to their home territory), Set Snares,
Humming/Whistling. Suggested: Ancient History, Animal Lore, Astrology, Bowyer/Fletcher, Chanting,
Dancing, Direction Sense, Herbalism, Survival (Forest), Weather Sense.
Equipment: Halfling whistlers are restricted to studded leather, leather, or padded armor.
Special Benefits: These four abilities replace the four abilities of a true bard [legends lore, counter song,
inspire, and improve reaction]. Only thieves abilities and spells/poisons are the same for all bard kits, the
other four abilities and the four bonus proficiencies change with each kit.
Rally Allies: By whistling an inspirational tune or telling a story of a heroic halfling (as defined by
halfling values), the whistler can inspire people just like a true bard.
Counter Song: By whistling, same effect as true bard ability.
Chattering: Whistlers can communicate with chattering, squeaking, or chirping animals. The whistlers
use these little friends as spies or hunting scouts. The bard can communicate simple concepts with
chattering animals. The whistler could tell a squirrel to see what's ahead. The squirrel could come
back and say there are three big things. The whistler won't know what those 'things' are, just that
they are ahead. It is more useful when the bard is expecting a certain creature or people. Druids on
the other hand get more detailed information and can communicate with any animal on their
guarded lands (and later all animals and plants), while whistlers are limited to chattering creatures
(rodents [squirrels, rats, bats, chipmunks], birds, and some insects).
Spell Whistling: While not as powerful as true clerics, whistlers can cast some spells. The following
spells (gained at the mentioned level) can be cast (by whistling) once per day at the bards level:
1 Speak with Animals
3 Invisibility to Animals
6 Summon Insects
9 Repel Insects
12 Speak with Plants
15 Animal Summoning I
Special Hinderances: None.
Cleric Kits
Dwarven Exorcist
Source: The Dead Tembos Den <http://www.geocities.com/TimesSquare/Alley/3207/index.html>
Description: Whenever a dwarf fails to complete a major focus in life, he returns to that task in afterlife
as a Banshee, forever haunting his failure. These restless spirits are very destructive, and very difficult
to dispose of. Hence, the Dwarven Exocist was born. These noble clerics make their living (and life) by
releasing these tortured souls from their own servitude.
Dwarven Exorcists are tough individuals who are able to quell dwarven banshees on the three necessary
levels: physical, mental, and spiritual. Amongst the dwarves the Exorcist is regarded as a hero who
releaves suffering and pain. Dwarven Exorcists must be good-aligned dwarven clerics with a Wisdom
score of at least 15. Earth clerics are preferred for Dwarven Exorcists, but there is neither a bonus nor a
hinderance for not being so.
Role: Dwarven Exorcists populate the city-states and villages where large amounts of dwarves live.
They make their living on the failures of other dwarves, but do not take pleasure in the sufferings of
others. They feel that it is a sacred duty to release those who have failed, so that those who remain may
learn from their mistakes and life stronger.
Often there is a head exorcist for a settlement, with several younger acolytes to take his place when he
passes on. Exorcists are also useful in disposing of other types of undead.
Weapon Proficiencies: Dwarven Exorcists prefer to use bludgening weapons, but are not limited to just
them.
Nonweapon Proficiencies: Bonus: Necrology, Religion, Spellcraft. Required: None. Recommended:
Fast-talking.
Equiptment: The Dwarven Exorcist require an impressive holy symbol to turn undead.
Special Benefits: To relieve the spiritual suffering of banshee the Dwarven Exorcist receives Focus
Forgiveness as a wild talent in addition to any other wild talents or other power he may possess. When
active on a banshee, they no longer have their focus holding them to the Prime Material Plane. After this
has been done, the exorcist speaks to them, forgiving them for their trials. Then the exorcist destorys the
body of the banshee.
Dwarven Exorcist recieve an effective +1 to their level while turning undead. If a dwarven banshee is
turned, then they considered destroyed instead. Only one dwarven banshee may be turned in this
manner per round.
Favored and respected amongst the dwarves, Dwarven Exorcist recieve an effective +2 to their
Charisma score when dealing with dwarves and their banshees.
Special Hinderances: Because of the intense study of the Dwarven Exorcist, they have poor social
interaction skills; hence they suffer a -3 Charisma with anyone outside from dwarves and their
banshees.
Elemental Healer
Author: John M. Martz
Description: Minor access to the Sphere of the Cosmos limits the curative abilities of most Athasian
clerics. While druids and templars can wield these powers, the average person never encounters a
druid and cannot afford a templar's services. That is why, of all priests on Athas, perhaps none are
more important to the common man than elemental healers. These select few are elemental clerics who
wield curative powers beyond their peers.
The requirements for becoming an elemental healer are strict. Only clerics may become elemental
healers; druids and templars cannot. Furthermore, only a single-classed human with a minimum
Wisdom of 17, a Constitution of 13, and a Charisma of 14 may take this kit. He must maintain a certain
degree of detachment in order to selflessly fulfill his commitment to helping those in need; thus, at least
one aspect of the healer's alignment must be neutral. In addition, he is not allowed to profit from his
powers; thus, he cannot be evil. Finally, he must possess a psionic wild talent relevant to healing, such
as any of the following: complete healing, absorb disease, cell adjustment, forced
symmetry (in DK), lend health, or suspend animation.
Role: The elemental healer's main purpose is to heal the wounds and diseases of others. As an initiate,
he displays a talent for the art of healing. Through careful study and meditation, he gradually assumes
one of the most important positions in his temple, where he is called upon to intervene in the most
serious cases of injury. This prominence makes him an important figure in the local community, and
most citizens treat him with great respect. Unfortunately, fellow clerics sometimes become jealous and
attempt to undermine the healer's efforts or warp his deeds to suit their ends.
As a player character, the healer must fulfill obligations to both temple and community. Thus, this kit
fits well into a campaign that centers around a particular geographic area. However, the PC can go on
extended adventures; the DM and player simply need to be creative in explaining the reason. For
example, since the PC's temple has a exceptionally large number of elemental healers, it has given the
PC permission to travel the wastes in order to act as a representative of the temple's power.
Weapon proficiencies: Elemental healers favor bludgeoning weapons, but are not restricted to these.
They must, however, abide by the restrictions of their elemental plane of worship. For example, an
elemental healer of air would prefer slings over bows and would only stoop to using a long sword
under dire circumstances.
Nonweapon proficiencies: Bonus: Healing, Herbalism. Recommended: Local History, Modern
Languages (those common to his patients), Reading/Writing, Religion.
Equipment: Elemental healers may use any weapons or armor appropriate to their class. In addition,
he must purchase a white tabard decorated with the insignia of his temple (e.g., a flame for a fire cleric,
a tornado for an air cleric) for a minimum of 15 cp.
Special benefits: Unlike other clerics who can cast only elemental spells above third level (until they
reach 21st level, see DK), the elemental healer gains additional access to all spells normally considered
part of the Sphere of Healing: cure serious wounds, fortify (see ToM, p. 80), neutralize poison, cure
critical wounds, and heal (note that he does not gain access to spells from the Sphere of Necromancy,
such as resurrection). Of course, he must be of the appropriate level to cast each spell and abide by the
spell progression table in the PHB. Furthermore, he can only cast these spells in their "true" form he
cannot cast them in reverse (e.g., cause critical wounds).
Due to his exceptional talents, the elemental healer receives a bonus whenever casting spells that restore
hitpoints. Healers from first to fifth level cure one additional HP of damage per spell; those from sixth
to tenth level cure two additional HPs of damage; and those eleventh level and above cure three
additional HPs of damage per spell. This bonus also applies to HPs recovered by the use of the healing
proficiency. For example, a seventh level healer using his healing proficiency would cure 1d3+2 HPs on
the round immediately after a wound is inflicted and allow those under his care to recover 2 additional
HPs per day (e.g., 3 per day of travel instead of 1).
Elemental healers are known by their white tabards. When wearing this attire, the elemental healer
gains a +3 reaction bonus in dealing with individuals from most intelligent races.
Special hinderances: Since only the larger temples have elemental healers, and since each temple has
only a very small number of them (perhaps as few as 2d4), most are required to remain near their
temple the majority of the time (80%). However, temples with relatively large numbers of elemental
priests sometimes allow one to journey the wastes in search of those in need. Whenever he wishes to
leave the city on an extended expedition, the priest must petition his superiors. The DM should use this
opportunity to encourage good role-playing, being stricter on players who abuse the privileges of this
kit. Some reasonable petitions include traveling to the city's client villages to check on the health of their
populace, accompanying the city's army in time of war, and answering the call to treat an epidemic in an
Elven tribe.
The garb of the elemental healer allows most people to recognize him, and the hurt and wounded flock
to his side, hoping for relief. Thus, the healer often finds it difficult to escape detection. While he is
permitted periodic rests from the obligation of wearing his tabard, frequent abuse may lead to
retribution from his temple and the elemental powers of his plane of worship. Again, the DM should be
stricter with players who abuse the kit.
The elemental healer cannot turn down an urgent call for healing, regardless of it source. He must
render aid to the best of his ability or face severe retribution, such as lost access to healing spells or the
loss of his spell-casting abilities altogether. For game purposes, the healer must cast any appropriate
spells and use any magical items (scrolls, potions, etc.) to save the victim's life. If he has no healing
spells memorized, he must use his healing and herbalism proficiencies to the best benefit. If the patient's
needs are minor, the healer may direct him to another cleric nearby.
The elemental healer always prays for healing spells first until he has memorized a minimum of one
healing spell per level of experience. He must include at least one of each healing spell he is able to cast;
should he not be able to memorize all the healing spells in a given level, he may choose among them.
For example, a seventh level healer needs to memorize at least seven healing spells, including both cure
light wounds and slow poison, but since he can pray for one fourth level spell only, he must choose
among cure serious wounds, fortify, and neutralize poison. After at least seven spells are memorized,
he would memorize any additional spells (e.g., the 7th level healer could memorize additional third
level spells, and any bonus spells for high Wisdom). This restriction severely limits the non-healing
spell capabilities of the cleric at lower levels.
Wealth: There are no special limitations on the starting wealth of an elemental healer. He is not
allowed to accept payment of any kind for services; however, it is not uncommon for generous patrons
to make donations to the healer's temple.
Elemental Warrior
Author: Robert Adducci <[email protected]>
Description: The Elemental Warrior is an Elemental or Para-Elemental Cleric trained primarily in the art
of combat. They are the warriors in the battle for survival of the elements and are very militaristic.
Elemental Warriors seem to act very much like their patron elements and are sometimes viewed with
disdain by the general populace. While their closeness with the element is their strength and their
weakness.
Requirements: To be an Elemental Warrior the character must be a Fighter/Cleric or Ranger/Cleric
with at least a Strength of 15, a Dexterity of 15 and a Constitution of 15. The following requirements
must also be respected:
Earth: Strength 17
Air: Dexterity 17
Water: Wisdom: 17
Fire: Constitution: 17
Para-Elemental: Two parent elements at 16
The prime requisites for the Elemental Warriors are Wisdom and the ability associated to each element
in the table above. All Elemental Warriors are Lawful towards their element but must be Chaotic
because of their singlemindedness.
Special Benefits: Every Elemental Warrior has the THAC0 of a Warrior 2 levels higher than his/her
actual level, further he has the ability to cast Conjure Lesser Elemental once per week at levels 1-10 and
once per day at level 11+. The conjured elemental is of only 2 HD but is intelligent (Int 10-11) and may
perform complex actions.
Hinderances: Due to their strong connection with their element every Elemental Warrior has the
following personality traits based upon their element:
Earth: Stubborn
Air: Flighty, prone to change mind quickly
Water: Tends to take a long time to make decisions and overthinks problems
Fire: Quick Tempered
Silt: Greedy
Magma: Bully
Sun: Haughty, Egomaniac
Rain: never takes anything serious, except defense of Rain or Water
Every time their help is required by Clerics or Elemental Warriors of the same element/para-elememnt
he must stop what he is currently doing and offer his service to further the goals of the patron
element/para-element, even if it against the characters current goals.
Non-Weapon Proficiencies: Suggested: Blind-fighting, Weapon Improvisation, Armor Optimization.
Weapon Proficiencies: Standard.
Wealth: Elemental warriors have the wealth options of warriors 5D4x30.
Psionicist Kits
Empath
Author: Roberto de Brito Nunes <[email protected]>
Description/role: Empaths are psionicists who specialize in emotions. They love to feel and learn about
emotions. Empaths are fascinated by new feelings, tastes, smells emotions and so forth. Whenever
possible, they will seek out new experiences. Empathy is usually defined as an awareness and a sharing
of the emotions and feelings of others. Empaths are preternaturally attuned to the subtle "body
language" that telegraphs people's feelings to those capable of deciphering it. Empaths are also known
as Sensitives.
Requirements: The empath must have a Charisma of at least 13.
Preferred Disciplines: Empathy (Minor Discipline)
Special Benefits:
+1 charisma or reaction bonus (Read body language, appropriate reaction)
2 free empathy devotions at first level.
A female empath gets a +2 power score bonus when using empathy powers (females can be better
empaths, they can "feel" better)
Special Hinderances: None.
Empathy Sciences: Bonding*, Object Reading, Sensitive to Psi Impressions, Precognition, Fate Link (no
prerequisites)
Empathy Devotions: Empathy, True Hear, Telempathic Projection, Absorb Disease, Heightened Senses,
Id Insinuation, Ego Whip, Awe, Attraction, Aversion, Taste Link, Feel Light, Feel Sound, Phobia
Amplification, Repugnance, Sight Link, Sound Link, Taste Link, False Sensory Input, Feel Moisture,
Trail of Destruction, Acceptance, Alignment Stabilization, Beast Mastery, Focus Forgiveness, Impossible
Task, Mysterious Traveler, True Worship, Diagnose*, Sense Charm, Sense Evil.
Huntsman
Source: The Dead Tembos Den <http://www.geocities.com/TimesSquare/Alley/3207/index.html>
Description: The Huntsman is a psionicist who provides a reassuring service to the Athasian people:
they use the Way to hunt down wizards.
Role: Huntsman, much like the wizard Chasseurs, are bounty hunters, hitman, and justice-seekers who
combat the forces of magic on Athas. Like the Chasseur, the Huntsman is a highly-respected
authoritarian force on Athas. However, unlike the Chasseur, the Huntsman genuinly despise magic, and
have nothing to hide from the masses that hold them as heros.
Requirements: Huntsman must be psionicist with a minimum Willpower of 18. All Huntsman must be
lawful in alignment. Some of the best Huntsman are dwarves.
Preferred Disciplines: Chasseurs prefer Clairsentience and Telepathy for their information gathering
abilities, but also use Psychometabolism and Psychokinesis for their combative potential.
Barred Disciplines: None.
Non-weapon Proficiencies: Bonus Proficiencies: Spellcraft, Tracking. Required: None. Recommended:
Crowd Working, Information Gathering, Psionic Lore, Rope Use.
Weapon Proficiencies: Standard, plus lasso, mancatcher, net, and whip.
Equipment: Huntsman often have gear which would aid in the aprehension and confinement of
wizards, such as muzzles, thumb screws, and such. These are often worn proudly on the Huntsman, one
of his trademarks.
Special Benefits: Because of the hatred of magic, Huntsman receive a +4 reaction adjustment from any
non-wizards.
They are also able to cry witch, stirring a crowd to attack a present person. This can sometimes backfire
on the Huntsman if he uses it too often or against non-wizards.
Due to their strong-willed nature, Huntsman are using a reduced form of Subjective Reality to resist the
forces of magic. They receive a +4 saving throw against any and all forms of magic. This is in addition to
any bonuses they receive for their race.
Huntsman can also sense wizards in the immendiate area. Within clear, detailed vision, the Huntsman
can make a 10% per level check to spot any wizards, as well as tell whether they are preservers or
defilers.
Also, Huntsman are able to purchase the metapsionic science of Supress Magic without the level
prerequisite.
Special Hinderances: Being people who hunt and kill wizards, Huntsman receive a -4 reaction
adjustment from all wizards.
Also, because of their intense hatred of magic, the Huntsman will not accept any magical aid of any sort,
no matter how insignifant. If they do, they lose 20% XP per use.
Huntsman are unable to use any magical items of any sort, regardless of thier effect.
The Imposter
Source: The Dead Tembos Den <http://www.geocities.com/TimesSquare/Alley/3207/index.html>
Description: The Imposter is a psionicist who is specialized in switching bodies with others. He uses the
Switch Personality science and the Psychic Impersonation devotion in order to achieve his goals.
Role: The roles of Imposters vary greatly from loners out to forward their own goals to hired
mercenaries sent to infiltrate enemy strongholds.
Requirements: The Body Snatcher must be evil--let's face it, stealing someone's body is not the nicest
thing one could do.
Preferred Disciplines: The Imposter must be a telepath. Also, he must have Switch Personality by 3rd
level, and Psychic Impersonation by 5th level. Other than those restrictions, the preferred disciplines of
the psionicist depend on the individual character.
Barred Disciplines: None.
Non-Weapon Proficiencies: Bonus: Acting, Fast-Talking, Observation. Required: Glibness (the Trait),
Impersonation (the Trait). Recommended: Etiquette, Modern Languages.
Weapon Proficiencies: Because they are constantly switching bodies, Imposters never become
accustomed to one body long enough to learn how to fully control a weapon. Each time they switch, the
weapon use for that different body is different. Thus, Imposters cannot be proficient in any weapon.
They are always considered non-proficient.
Equipment: The Imposter tends to travel light, seeing as how he loses all of his gear when he switches
bodies. Unless, of course, he kills those whom he switches with and re-acquires his gear.
Special Benefits: Imposters automatically gain the power score effect for both Switch Personality and
Psychic Impersonation. Also, they have perfected the process of Probing a victim to prepare for a
Psychic Impersonation. For the Imposter, this only takes one turn.
Hindrances: The body snatcher has an intrinsic dislike of staying in the bodies which he inhabits. He
cannot stay in one body for too long. This too long is a DM judgement sort of thing, but it should be
somewhere around one to two months, unless certain circumstances apply (e.g. the Imposter is
meditating on a power).
Description: the master of the hunt (moth from now on) is an halfling psionicist specialized in giving
support to the hunting parties. Their role is to fight against creatures wich display psionic powers. Moth
are often psionicist/druid or psionicist/fighter.
Requirements: In addition to normal psionicist requirements a moth must have a Con of 13 and an Int
of 12. Being a charismatic figure in halfling culture a high Cha is also desirable.
Preferred Disciplines: Moth must choose clairsentience as their first discipline. Psychometabolism and
Psychokinesis are common choices for secondary disciplines while Metapsionic is a rare one. Danger
sense must be their first power.
Weapon Proficiencies: In addition to the weapons listed in the Complete Psionic Handbook the moth
may choose from the following: dart, blowgun, staff, bolas, lasso and net.
Nonweapon Proficiencies: Bonus: Hunting, Tracking (see below). Recommended: Direction sense,
Animal lore, Bowyer/fletcher, Set snares, Survival.
Equipment: Moth wear practical dresses and often carry trophies (teeth, claws, feathers and so on).
Special Benefits: Moth meet many dangerous beasts during the hunt. Given their excellent training in
psychic combat they gain attack modes at the same rate of the defense modes to protect the other
hunters.
Moth are able to track like rangers of two levels lower than theirs and have a +3 bonus to reaction rolls
vs. halflings. Also moth save at +2 vs. defiler magic.
Special Hindrances: Moth tend to look even wilder than normal halfling and are the essence of halfling
philosophy. They suffer an additional -2 to reaction rolls vs. any non-halfling. Moth may not use objects
imbued with wizardly magic nor may they knowingly benefit from wizard spell effects. Clerical magic
and psionics as well as objects created by these means are usable without penalty. They often attack
defilers on sight and never trust preservers, even if halflings.
Wealth Options: Being important members of halfling society they often receive presents, they begin
with a value of 3d4x60 cp in objects.
Medium
Source: The Dead Tembos Den <http://www.geocities.com/TimesSquare/Alley/3207/index.html>
Description: The Medium is a psionicist who has become very attuned to the spiritual world. They seek
to learn from the mistakes and triumphs of those who had lived, and do so in a simple manner: asking
them.
Requirements: The Medium may be of any race. He must have a miniumim score of 18 in Wisdom.
Role: Mediums are used expressively for the purpose of communicating and dealing with the dead.
They are called for the purpose of preforming such rituals as exorcisms, seanons, and such.
Preferred Disciplines: The Medium must select Clairsentience as a primary discipline, and
Metapsionics as a secondary discipline. After that, the choices are left to the character. In addition to
this, the Medium is required to spend his initial devotions on Clairsentience powers (he may not save
them for later), one of which must be Spirit
Sense. The Medium's initial Science must be Spirit Lore. In addition to this, the two devotions the
Medium gets at second level must be spend on Convergence and Retrospection, which they are able to
get without any prerequisite requirements.
Weapon Proficiencies: The Medium may select weapons from the following: Dagger, Dirk, Knife, Staff,
and Sling
Nonweapon Proficiencies: Bonus: Psionic Lore. Required: None.
Equiptment: The Medium often has a focus for the purposes of seanons. This may be a candle, crystal
ball, obsidian orb, or any other object allowed by the DM.
Special Benefits: The Medium is able to get Convergence and Retrospection without abiding by any of
the prerequitie restrictions applied to those powers. In addition to this, the Medium's Convergence may
be activated without having to have any other characters with the Convergence devotion. In other
words, the Medium may converge with anyone.
He does pay 8 PSPs per person in the convergence. Physical contact is necessary to maintain the
convergence: any break with any member of the convergence breaks the entire chain. A Medium's
convergence does not grant the other members access to each other's powers (although a standard
convergence with the Medium would), but does create the PSP pool associated with convergences.
The Medium also gains a +2 to his Convergence, Retrospection, Spirit Sense, and Spirit Lore power
scores when his has a focus present (see Equiptment). This +2 to the power score has the same effect as
if the psionicist has spend two more slots on the power.
Hence, if they had an initial power score of 13, then they achieve the power score effect on a roll of 13,
14, or 15.
Being almost a psionic version of a traditional cleric, the Medium gains the power to turn undead as if
he were a priest of three levels less than his current level (similar to the Paladine ability). If the Medium
already has the ability to turn undead, then the effective turning priest level in increased by two levels.
Special Hinderances: The Medium is unaccustomed to the art of physical combat, and hence suffers a
-1 to any THAC0 rolls. The Medium may not use armor: also a foreign field for the Medium.
The Medium is a bit separated from standard society. Hence, Mediums suffer a -3 Reaction Adjustment
(from Charisma) for all encounters.
In addition to the above hinderances, the Medium has developed a hesitation about merely doing
something major without having first consulted the spirits. In order to commit to any major act with out
spiritual guidance, they must make a Willpower check at half score. If they fail, then they adamantly
oppose the idea until they have consulted the spirits on the plan. Often spirits will respond with
something along the lines of, "Go for it," unless the commitment is extremely questionable in the eyes of
the contacted spirit.
Sentinel
Author: David Schwartz <[email protected]>
Have we met? I'm Darius, servant to Senator Thraxus. No, I'm not a herald, or a jester for that matter. No, I'm
a sentinel. All nobles have a few. I watch out for my patron's safety. Keep him safe from thieves and other shady
people. I do dabble in music and I know some poisons, but I wouldn't exactly call myself a bard. I'm more an anti-
bard. I use my knowledge of poisons to protect my master from bards and assassins. I'm always alert and quicker
on my feet than most gladiators. Oh, it looks as my patron, the good senator, is having a drink with Senator
Minthur and his, um, jester. I've got to go. This could be trouble.
Description: Sentinels are commonly known as anti-bards. They hire themselves out to nobles, or other
wealthy people to act as personal guards. They are not as adept entertainers as other bards, but make up
for this with their uncanny alertness and speed and their ability to detect poisons. In addition, sentinels
are trained in heraldry, a useful ability in their trade.
Role: Every noble has a few sentinels and some wealthy freemen will, too. Some sentinels are
freelancers, selling their services to people for short times. Freelancers tend to travel to find customers
and occasionally get connected with adventuring groups.
Weapon Proficiencies: Any; However, sentinels prefer easily concealable weapons like daggers, knifes,
and whips when on asignment.
Nonweapon Proficiencies: Bonus: Heraldry, Herbalism, Observation, Set Snares (can set mantraps).
Suggested: Acting, Artistic Ability, Etiquette, Healing, Musical Ability, Poetry, Read Lips, Singing,
Trailing.
Armor/Equipment: Standard. Sentinels do not like the flashy clothes worn by other bards, prefering
more subdued, but not drad, colors. If working for a patron, the sentinel will generally have the patron's
symbol on his outfit. Most sentinels carry a bag of herbs and mosses for making antidotes.
Special Benefits:
Alertness: Sentinels are only surprised on a roll of one on a d10.
Speed: All sentinels are trained to react quickly in dangerous situations, giving them a +2 to initiative in
combat and possibly situational modifiers.
Detect Slight of Hand: A sentinel who is actively searching can detect the use of the rogues' ability to
pick pockets (including sleight of hand). The chance is 5%/level (Max. 95%).
Detect Poision: The sentinel can detect poisons like an assassin-thief. The base chance is 5%/level (Max
100%). If the sentinel has an intelligence of 13-15, he gets +5%; 16 or 17, +10%; 18 or 19, +15%; 20+
intelligence gives a +20%. Sight identification gives a -20% modifier, but the sentinel needn't risk poisoning
himself. Odor carries a -15% penalty and if the poison is ingested or contact poison, a 10% chance of the
bard poisoning himself at half strength. Taste is fairly reliable with -5% penalty, but with a serious
drawback. The sentinel has a chance of poisoning himself (at half strength) equal to 25% for injectected
poisons, 50% chance for ingested, and 75% for contact poison.
The easiest way to identify a poison is to see the symptoms. There is no penalty in this case. However, a
sentinel who relies on this method will have difficulty finding work.
Identification takes one round per attempt.
Special Hinderances: None.
Shipfloater
Source: The Dead Tembos Den <http://www.geocities.com/TimesSquare/Alley/3207/index.html>
Description: The Shipfloater is a psionicist whose specific purpose is to power a psionic floater orb with
PSPs to maintain a form of levitation for sail ships on silt.
Role: Shipfloaters allow sail ships to be sailed on silt. These ships, primarily used in Balic, transport goods
to various ports along the Silt Sea. The Shipfloater is a fundemental part of trade for these ships and ports,
and a very necessary part of Balican society. Most Shipfloaters are from Balic, but it is not impossible for
them to be from other parts of Athas where these ships are sailed.
Preferred Disciplines: Shipfloaters must choose Psychokinesis as their primary discipline, and Levitation
as one of their first devotions.
Weapon Proficiencies: The shipfloater may choose from normal psionicist weapons. In addition to those
listed, he may select any of the following: Belaying Pin, Cutlass, Gaff, Harpoon, Net, Sabre, Trident
Nonweapon Proficiencies: Bonus: Endurance, Harness Subconcious. Required: Seamanship.
Recommended: Boat Piloting, Navigation, Survival: Dust Sink.
Equiptment: Standard.
Special Benefits: The Shipfloater has to maintain a steady flow of PSPs to the psionic orbs of sailships in
order to maintain their boiency on the silt. Hence, Shipfloaters has developed extra PSPs: he recieves 3
more PSPs per level than he normally would. In addition to this, the Shipfloater is able to float ships at half
their normal cost. The exact cost varies with the ship.
Special Hinderances: The Shipfloater's extra PSPs has its price: they have one less devotion at 1st level
than any other psionicists.
Somniomancer
Author: Roberto de Brito Nunes <[email protected]>
Description/role: The somniomancer is master in a psionic discipline concerned with the sleeping mind.
She is specialist in controling her own, and others sleeping minds and bodies. Most of the powers a
somniomancer can use require that she is spleeping (in a dream). Others can only be used on a sleeping
target. Somniomancers are also known as Dream Masters and Hypnotists.
Preferred Disciplines: The somniomancer must choose somniomancy (Minor Discipline) as his primary
discipline.
Special Benefits: All somniomancers can control their sleeping. They can sleep immediatly or enter into a
trance-like state (enough to use a power) anytime she wants. A somniomancer has three advantages: +2
power scores bonus when using somniomancy powers; 2 free somniomancy devotions at first level; Can
choose to learn any power of the somniomancy minor discipline at any level regardless of the access to the
"normal" discipline of the power.
Special Hinderances: None.
Somniomancy Sciences:
Somniomancy Devotions:
Normal usage: Dimensional Walk, Daydream, Stasis Field, Spirit Sense.
Devotions that can only be used when sleeping: Astral Projection, Dream Travel, Psychic Messenger,
Convergence, Retrospection, Predestination, Incarnation Awareness, Weather Prediction, Dream Sight,
Oniric Vortex, Outer Dream.
Devotions that can be used only in sleeping target: Psychic Drain, Identity Penetration, Predestination,
Post-Hypnotic Suggestion, Awaken, Sleeping Automation.
Templar Kits
Enforcer
Author: Robert Adducci <[email protected]>
Description: The Enforcer is a martial Templar. Enforcers are treated as the ultimate crime-control units
within the city-states.
Requirements: Only Humans, Muls, Dwarves, Half-Elves and Elves may be Enforcers. A character needs
and Intelligence of 14, a Wisdom of 13, a Strength of 12 and a Constitution of 13 to become an Enforcer.
Special Benefits: The Enforcer has the THAC0 of a Templar 1 level higher than his/her self. The Enforcer
has the ability to go into a Martial Frenzy once/day- a sort of controlled, rage-inspired berserk wich gives
him the following benefits: +3 to hit, +6 to damage, 1 extra attack/round. The Martial Frenzy lasts 4
rounds.
This has its price however: until fully rested the Enforcer will be subject to the following after effects: -2 to
hit, -1 to damage, heavy exhaustion. To go in Martial Frenzy the Enforcer must pass an intelligence check.
The Enforcer gains weapon proficiencies at the rate of a Fighter and may use proficiencies from the warrior
category at no extra cost.
Hinderances: The Enforcer casts spells as if (s)he were one level less than his/her actual level. The Enforcer
only has minor access to the Elemental spheres.
Non-Weapon Proficiencies: Bonus: Blind-Fighting. Required: Intimidation. Suggested: Bargaining,
Weapon Improvisation, Armor Optimization.
Weapon Proficiencies: See above.
Wealth: Enforcers receive 3D6x30 CP to start.
Wizard Kits
Cleanser
Source: The Dead Tembos Den <http://www.geocities.com/TimesSquare/Alley/3207/index.html>
Description: The Cleansers are descendants of the great Cleansing Wars. These few defilers still hold fast
to the beliefs that all non-human races are impure and must be destroyed to return Athas to its pristine
glory. They see the sorceror-monarchs as traitors to the cause, and hence actively oppose them as well as all
non-human races. After the
Great Betrayal of Rajaat, the remaining Cleansers took it upon themselves to finish all of the non-humans,
forgetting whose army they were in and all joining for a better purpose.
Role: The Cleanser is a true outcast. His magic makes him an abomination to nature and the elements.
Preservers are against him, and the sorceror-monarchs want their foolish devotion to Raajat to end. The
Cleanser, more than any of Athas's wizards, has to stand apart from all but one side: Raajat. The cause of
the Cleansing Wars, and those who still believe in its righteousness, are the Cleanser's only friend.
Requirements: Only defilers may choose this kit. The Cleanser must be a human defiler with a Strength,
Constitution, and Intelligence of at least 12. They may be of any non-good alignment.
Preferred Schools: Cleansers prefer Evocation for its sheer destructive power.
Barred Schools: None.
Non-weapon Proficiencies: Bonus Proficiencies: Survival. Required: Ancient History. Recommended:
Disguise, Somatic Concealment. Barred: Gardening.
Weapon Proficiencies: Because of his militant nature, the Cleanser may select any weapon to be proficient
in.
Equipment: The Cleanser is as much a soldier as he is a wizard. Cleansers often have both the gear of your
average wizard as well as that of the warrior. Also, they prefer to wear armor, which does aid in concealing
their true nature from the unknowing peasent populus.
Special Benefits: Cleansers are very much warriors, hence they may be proficient in any weapon. They also
may spellcast while armored on without penality. Because of their fierce devotion to their cause, Cleansers
must select a hate race, very similiar to that of Rangers. This race must be an intelligent race, but does not
have to be of ancient origin. They recieve a +4 to hit when attacking or a +4 to spellcasting against this race.
If this race is encountered, the Cleanser will not consider any other courses of action which do not lead to
the deaths of that race. Some of the possible races include: elf, half-giant, gith, jozhal, dwarf, or any other
intelligent race approved by the DM.
Special Hinderances: Their years of devotion to the cause of genocide have made the Cleansers very
hostile to any non-human races. They suffer a -4 reaction penality when dealing with any non-human
characters, as they cannot conceal their hatred for them.
Maximumist
Source: The Dead Tembos Den <http://www.geocities.com/TimesSquare/Alley/3207/index.html>
Description: The Maximumist is a wizard who aspires to achieve the most out of magic. He is a firm
believer in the concept that magic can change things if magic is used to its fullest extent. Not unlike
advanced beings, such as dragons, the Maximumist uses psionics to increase the effect of his magic. His
deep understanding of how magic works, enhanced by his psionic understanding of himself, allows the
Maximumist to utilize his spells to their greatest potential.
Role: Maximumists serve no true role in Athasian society, since most cultures reject wizardly magic.
However, Maximum is taught in small underground societies of preserver magic as a philosophy by which
the world can be healed. It is also taught by defilers who see it as a means of getting the most out of what is
left of the dying world.
Requirements: To be a Maximumist, the character must have psionic training (i.e. be or have been a
psionicist), have an Intelligence score minimum of 17, and a minimum Wisdom score of 17.
Preferred Schools: None.
Barred Schools: None.
Non-weapon Proficiencies: Bonus Proficiencies: None. Required: Power Manipulation, Psionic Lore,
Spellcraft. Recommended: Research, Tactics of Magic. Barred: Somatic Concealment, Sensory Alteration.
Weapon Proficiencies: Standard.
Equipment: Maximumists tend to be rather spartan in their gear, taking only that which is truly necessary.
The only traditional piece of equipment is the obsidian focus (see below), which is usually close at hand at
all times.
Special Benefits: Once per five levels per day a Maximumist may preform a Maximum Casting. A
Maximum Casting is like a normal spellcasting, except that the spell is cast at its maximum effectiveness,
regardless of the caster's level. This spell must be of one spell level lower than the maximum spell level the
cast can cast. For example, if a wizard has access to 3rd level spells for casting, then he can maximize a 1st
or 2nd level spell. This spell costs twice its normal cost in spell power. All other normal casting procedures
apply. To focus the power of will to cast this spell at its greatest effect the caster must have an obsidian
focus to channel their power. The focus need not be large, but must be present at the casting. This must be
of pure obsidian, costing no less than 1gp. It is not consumed in the casting.
Special Hinderance: The Maximumist's magic is too great to be concealed, hence they are unable to select
either somatic concealment or sensory alteration. In addition, full sensory effects accompany all spells. In
other words, effects listed as "Optional" are always present and draw the attention of viewers. Trivial
magic is looked harshly upon by the Maximumist, who believes that magic should always be used
effectively and to an end. They will prefer not to associate with anyone who uses trivial magic.
Myrmeleon
Source: The Dead Tembos Den <http://www.geocities.com/TimesSquare/Alley/3207/index.html>
Description: The Myrmeleon is a defiler agent of the sorceror-kings who has been honed for the purpose of
infiltrating the Veiled Alliance. He is a master deciever, skilled at altering appearences, primarily to make
himself seem to be a preserver.
Role: Myrmeleons are fundemental in reducing the threat the Veiled Alliance poses to the sorceror-kings.
These agents do their best to find information about activities, mislead Veil members, and do whatever it
takes to harm the Veil from within. Yet, they are always careful to never let their true nature be reveiled to
those they walk amongst: the Veiled Alliance. In city- states where the sorceror-monarchs have fallen,
Myrmeleons sell their information to the highest bidder.
Requirements: Only defilers may be Myrmeleon. While the kings sometimes use non-defilers to infiltrate
the Veiled Alliance, these agents to not fall under this kit, although they too could be called Myrmeleons. In
addition to being a defiler, a character must also have an Intelligence, Wisdom, and Charisma of 13.
Preferred Schools: Illusions and Alteration are by far the most common of the spells used by Myrmeleons.
These spells aid in disguising the Myrmeleon's true nature. In addition to this, they also prefer to use
familiars, for these are both useful and the trademark of a wizard.
Barred Schools: None. Note that Myrmeleons are still defilers, and are unable to cast a few spells as a
result.
Non-weapon Proficiencies: Bonus Proficiencies: Predistigation. Required: Observation, Spellcraft.
Recommended: Arcanology, Gardening, Psionic Mimicry, Sensory Alteration, Somatic Concealment,
Thaumalogy.
Weapon Proficiencies: Standard.
Equipment: Myrmeleon often use small, well-conceled magic items which allow them to pass their
spellcasting off as preserver magic. They also use an obsidian ring to channel PSPs into cantrips.
Special Benefits: Myrmeleons start as members of one of a Veiled Alliances. Even if they are in a city-state
without a sorceror-king, they may have been a Myrmeleon for the former monarch, or are still an agent of a
powerful templar. Myrmeleons gain any and all benefits of their membership in the Veil. They also know
the standard signals for all Veiled Alliances.
To trick Veil members, Myrmeleons have developed some powerful tricks. First, Myrmeleons lack the
Black Aura of defilers (Myrmeleons may not take Black Aura Penalities). Instead, their auras have been
coated with a piece of a preserver's aura, one which the Myrmeleon has personally slain. The deceptive
aura reads as a preserver of half the defiler's level, and lasts for one Athasian week. After that, the
Myrmeleon must kill another preserver if he wants to continue his deception.
Second, the defiler has developed the ability to harness his mind to cast minor magicks. As a granted
power, the Myrmeleon may expend one PSP to activate a Cantrip. This seems as if he cast the spell, and
does not detect as a use of a psionic power. This does require an obsidian ring to use, though. This ability
may be used at any time, regardless of any other actions the Myrmeleon is taking. A common use is to
simulate the defiler's.
Third, the defiler has a number of small magic items to aid him in his deception of the Veil. These items
come directly from the sorceror-monarch's storage, and have been created for the purposes of
conceilability. In game terms, this means they start with 1d4+6 small magic items which simulate the effects
of a first-level spell once per day each. The Myrmeleon may choose which spells he wishes to have in these
items, but may not switch them for any reason afterwards. Although it may be tempting to have Magic
Missile rings and Burning Hands penants, the Myrmeleon should consider spells which would be most
common to wizards, such as Identify or Read Magic. Then at level, the Myrmeleon acquires another magic
item from his monarch to simulate a spell effect of half his true level (hence, a 9th level Myrmeleon may
only take a 5th level wizard's spell--3rd circle or below). Note that spells which are barred for defilers are
also barred for these magic items.
Special Hinderances: Even the best Myrmeleons are always a bit on the suspecious side. Hence, they start
with 2d3 minor enemies, all of which are Veiled Alliance members (usually preserver), all of which are
always two levels higher than the Myrmeleon. These people will attempt to discredit and stop the
Myrmeleon at all times. They do not start with proof that the Myrmeleon is a defiler, but will attempt to
make that discovery through spys and other means.
Also, as the Myrmeleon gains power, he enevitably attracts suspecious members of the Veiled Alliance to
his attention. In game terms this means that he acquires one minor enemy (once again a Veil member),
similar to their starting enemy pool, but only at the same level as the Myrmeleon.
The Myrmeleon does not necessarily know that he has these enemies, but is probably aware of the
possibility that they exist. Clever Myrmeleons will eliminate their enemies as soon as possible, and as
quickly as possible. Myrmeleons spend too much time working devoting themselves to stealth to gain
signature spells. Basically, they can never acquire a signature spell. Also, since the Myrmeleon is an agent
of the sorceror-king (or was at least), and hence may be required to report in at times, usually once a week.
Peridine Wizard
Source: The Dead Tembos Den <http://www.geocities.com/TimesSquare/Alley/3207/index.html>
Description: The Peridine is a wizard who has but sometime into getting the most out of Persistant Magical
Effects. He has adapted these effects to prevent them from being discovered. This allows him to pretend to
be a psionicist because he does not actually have to cast any spells to get by.
Requirements: Intellegence and Wisdom of at least 15. Weapon Proficiencies: Normal for Wizards but
prefer to use the ones that cross over with psionicists. Either Preservers or Defilers can take this kit, but
perservers are more able to keep up the act when they actually have to cast magic. This class can be
combined with others normally. Fighter/Peridines can be quite powerful combination. Elves, Half-Elves,
and Humans can all take this kit.
NonWeapon Proficiencies: Bonus: Psionic Mimicry. Recommonded: Prestidiation, Somantic Concealment,
Spellcraft, Read/Write, Tactics of Magic, Acting, Disguise.
Special Benefits: The Peridine gets one Persistant Spell Effect for Free. The character point cost for further
Persistant Spell Effects is 10 (or half if flat cost is not used). These persistant spells effects have no visible
effects unless they are directly nessessecary for the spell. These persistant spell effects are also harder to
dispel or to Supress. The casters level or spell level is considered twice that level for these purposes.
Hinderances: Each persistant spell effect must be linked to a physical talisman similar in nature to those
from Spells and Magic. It takes one week to link the spell to the talisman unless the talisman has a reusable
fetish built into it. Then it only takes a day. The Peridine is allowed to have several of these Talisman bound
to spells. The number is equal to the number of persistant spell effects plus 1/3 of the Peridine Levels. For
these effects to be active the caster must spend a day mediating on the focus. The Peridine must also spend
time gathering energy for the persistant spell effects once per day for each active effect. The time this takes
is 3 rounds per spell level of the effect. The Peridine must still subtract the spell levels for all of his
persistant effects from is total spell power.
The Peridine also has a harder time gathering energy fast for spell casting. So his spell casting is pushed
back a phase or doubled. Fast goes to Average, Average to Slow, Slow to 1 round, 1 round goes to 2
rounds, etc. The Peridine cannot purchase casting reduction or use magic items which decrease casting
time.
Wealth: Standard plus the number of ordinary Talismans equal to the number of Persistant Spell Effects.
Pristine Wizard
Source: The Dead Tembos Den <http://www.geocities.com/TimesSquare/Alley/3207/index.html>
Description: The NewMen are people altered and mutated by the magics of the Pristine Tower. Some
members of their society have learned how to channel the incredible magical power of the tower to power
thier magic.
Role: Pristine Wizards are more than mere spellcasters to the NewMen: they are also holy men, people who
can grasp and shape the magical energy that each NewMen is born with.
Requirements: To be a Pristine Wizard, a character must be a NewMen with an Intelligence and Wisdom
of at least 12. Pristine Wizards are considered Preservers for most purposes.
Preferred Schools: By far, Prisitine Wizards perfer Alteration, and more specifically, polymorph magic.
Pristine Wizards are also able to cast Wild Magic.
Barred Schools: None.
Non-weapon Proficiencies: Bonus Proficiencies: Spellcraft. Required: Religion. Recommended: Scribe,
Thaumology; Initially Barred: Psionic Mimicry, Sensory Alteration, Somatic Concealment.
Weapon Proficiencies: Pristine Wizards distain the use of weapons, as they have an adverse effect when
associated with the powers of the Pristine Tower. Therefore, Pristine Wizards may never become proficient
in any weapon, nor may ever employ any weapon in combat.
Equipment: Pristine Wizards use standard gear, except if they travel off of the Prisine Peninsula. If they
leave, they mjust purchase a small piece of the Pristine Tower known as a Pristine Stone to guide its magic
to them, else suffer casting penalities as listed below. Pristine Stones cost the equilivant of 100 gp.
Special Benefits: All Pristine Wizards gain one extra spell power per level to cast Alteration spells with.
They also gaina +15% when learning any Alteration spells.
Special Hinderances: For every 25 miles that the Pristine Wizard is away from either the Pristine Peninsula
or the Pristine Tower they suffer a -1 to all spellcasting checks unless they have a Pristine Stone.
Pristine Wizards also suffer a -15% to any and all spells other than Alteration.
Sun Wizard
Source: The Dead Tembos Den <http://www.geocities.com/TimesSquare/Alley/3207/index.html>
Description: The Sun Wizard is a magician who has learned to draw their energy for spells directly from
the sun. This remarkable ability is made possible by the Shadows of the Pristine Tower through contact
with the Steeple of Crystals. The process is difficult and rarely done, and then only for people who the
Shadows deem useful to themselves.
Role: Sun Wizards serve as minions, either willing or otherwise, of the Shadow People of the Pristine
Tower. Their goal is to free their master Raajat the Warbringer from his prison in the Black. Once this has
been accomplished, the Shadows will return to being normal halflings.
Requirements: To be a Sun Wizard, a character must be a wizard with an Constitution and Intelligence of
at least 12, and have 25 extra character points to spend. The Sun Wizard is still considered to be either a
preserver or defiler.
Preferred Schools: None.
Barred Schools: None.
Non-weapon Proficiencies: Standard.
Weapon Proficiencies: Standard.
Equipment: Standard.
Special Benefits: The Sun Wizard gains a large number of benefits from his association with the Shadows
and the sun. First, while the sun is in the sky, all of the Sun Wizards magical energies are supplied from it.
Plants are completely untouched by the casters magic, and they receive no terrain restrictions/bonuses,
nor defilement bonuses for spell casting. Second, all spell durations are extended until the sun sets. Third,
they are completely nurished for the day by the sun energy (having no need for food or water) if at least
one hour is spend in direct sunlight.
When the sun sets, all bonuses are lost, and the wizard casts spells as per their class.
Special Hinderances: Due to the large investment of self into the process of becoming a Sun Wizard, the
character must spend 25 character points to take this kit. This is done when the wizard becomes a Sun
Wizard.
The skin of the Sun Wizard turns an ebony black, and their eyes a dark blue, while the sun shines, the Sun
Wizard is very clearly marked as a wizard during daylight hours.
This produces a -4 reaction penality with anyone the Sun Wizard meets, even those who have grown
tollerant of most magics. Sun Wizards are rare and powerful, and they usually produce alarmed reactions
from those they meet.
Because of the process of becoming a Sun Wizard, the Shadow People have a strong connection to the
wizard: they are able to subject their influence on their actions. Once per month, the Sun Wizard must
make a saving throw vs spells, with any Willpower modifiers, or begin to follow the direct will of the
Shadow People. The wizard will carry out one task they set forth upon him, without question,
misunderstanding, or trickery. These tasks are almost never detrimental to the Sun Wizard--after all, if they
die, then who will aid the Shadows in thier liberation?
Wild One
Source: The Dead Tembos Den <http://www.geocities.com/TimesSquare/Alley/3207/index.html>
Description: The Wild One is the Athasian equalivant of the Wild Mage. He is a specialist in the raw stuff
of magic, tapping the land for its energy and shaping it quickly--sometimes randomly--towards a purpose.
Preservers and defilers study it alike for the same reason: to shape the raw stuff of magic.
Role: The philosophy of the Wild One has been around for a long time, but has not caught on until recently.
The Wild One has found a place as a researcher of unquestioned excellence in the Free-State of Tyr. There,
Wild Ones use their talents to push the borders of magic to their every limits, without the fear of reprisal
from the locals (as least for being wizards). Since the fall of Kalak and the establishment of the Wild Ones in
Tyr, the philosophy has spread to the other city- states as well. Most Veiled Alliances and other
organizations welcome the Wild One, but choose to stay way out of his way when he casts magic.
Requirements: In addition to the standard prerequisites, the Wild One must have a Wisdon of at least 12
and an Intelligence of 16 or better. Any of the wizard races may become a Wild One except Aarokocra,
whose dedication to the fundementals of magic bar them from going so far from those principles. Elves,
whose nature governs them towards exploration and curiousity, tend to make the best Wild Ones. The
Wild One may be combined with any
dual or multi-class options.
Class Modifications: The Wild One taps his magical energy from a unique source: wherever he can find it.
Most of the energy still comes from the plants (with the standrad effects), but some of it comes from other
sources such as the Black, the Gray, the Plane of Fire, Spirit of the land, or even the caster himself. Hence,
the Wild One's magic is sometimes less or more effective. Wild Ones use the Level Variation table from
Tome of Magic when they cast their spells. Ignor any result which calls for a Wild Surge. Apply this
number to the casting roll to see if the spell goes off as well as to the actual spell
itself. This variation may exceed any and all limitations of the spell. The actual source of this additional
energy is irrelivant. In any case, it is only a trivial amount of energy which is ignored by wherever it came
from, and the Wild One would have a hard time tapping it for energy again anyway.
Also, because of the quick and haphazard nature of their magic, Wild Ones spend half the standard time
studying their spellbooks as normal wizards do.
The spell effects (from Dragon Kings) of a Wild One should be tailored towards obsurdly strange sights
and sounds not unlike those associated with a three-ring circus or the floor of the U.S. Senate.
Preferred Schools: The Wild One utilizes magic which lends itself towards the effects of divination and
evocation, as these can sometimes have wild and unforseen answers and results.
Barred Schools: None.
Non-weapon Proficiencies: Bonus Proficiencies: Research, Thaumaturgy. Required: Spellcraft.
Recommended: Scribe, Spellweaving; Barred: Psionic Mimicry, Sensory Alteration, Somatic Concealment.
Weapon Proficiencies: Standard.
Equipment: All Wild ones use talismans (see Spells and Magic). It is always a highly-valuable item worth
at least 1 sp, and always at least the size of the wizard's hand.
Special Benefits: The Wild One is the only Athasian wizard able to cast wild magic (see Tome of Magic).
This counts as a free access to the School of Wild Magic. In addition to this, the Wild One recieves one extra
spell power per level to cast Wild spells.
Part of their departure from the standard of magic is in how they cast their magic: Wild Ones never require
material spell components to cast their spells. Instead, they need a single talisman to cast their art. This
object is the standard by which they channel their added energy. Without it the Wild One may not cast
magic. They are allowed, however, to have more than one talisman in the event that one is destroyed or
stolen. Also, because they deal in the raw form of magic, their skill with magical research is greatly
enhanced. They research all spells as if they were one level less than their true level, with a minimum of 1.
Hence if a Wild One researches a 3rd level spell it is considered a 2nd level spell for all research purposes.
The actual level and Xp for the spell are unchanged.
Special Hinderances: Every time a Wild One casts a spell, there is a chance that his normal spell effect is
replaced with a Wild Surge. Effectively what happens is the Wild One miscasts his spell, producing a
strange and random effect. The chance of a wild surge is 5% per level of the spell being cast. Roll for the
Wild Surge on the table from Tome of Magic. The effect replaces the normal spell. Also, whenever a Wild
One suffers a disruption, increase this percentage by 5% per disruption. Subtract the Wild One's level from
the Wild Surge roll, to a minimum of 1. If a Wild Surge occurs, the Wild One suffer this effect instead of the
standard disruption. Also, if the casting roll indicated an addition to the caster's level, apply this
effect/saving throw to the Wild Surge instead.
The magic of the Wild One is too crazy to be concealed. It is difficult to calmly and rationally alter the
nature of chaos, and hence they may not take the non-weapon proficencies of Psionic Mimicry, Sensory
Alteration, and Somatic Concealment. Spell Effects are noticed as normal though.
Also Wild ones suffer a -10% to all Learn Spell checks due to their departure from the standard practices of
magic.
Note: here is the procedure for Wild One spellcasting: roll for Level Variation, roll to see if the spell
suceeeds, roll to see if there is a Wild Surge, apply any resulting effects. (Not too ugly, it is?)
Description: The Wizling is a halfling who has turned his back on traditional halfling beliefs holding
wizardly magic as wrong. He is a wizard in a race of non-wizards, placing himself outside normal halfling
culture. This kit enables a halfling to become a wizard, either Preserver or Defiler. Note that this is a kit,
and hence no further modifications to the halfling wizard may apply (hence no Archanamach or Shadow
Wizard halflings).
Role: As members of halfling society, Wizlings are seen as outcasts. They have rejected many of the
traditional halfling beliefs and enbraced the "savage" practice of magic. Yet, they are not persuicuted and
hunted as wizards are in the Tablelands. Instead, they are merely frowned upon. Their importance is
sometimes substantial to local members of their community, but this is rare. Usually, the only place left for
a Wizling is either with the Veiled Alliance or under some sort of unscrupulus ruler. Even in those places,
the Wizling is still quite out of his element, as he is anywhere on Athas.
Requirements: To be a Wizling, a character must be a halfling with a minimum of Intelligence score of 15
and a Constitution of 13.
Preferred Schools: None
Barred Schools: None
Nonweapon Proficiencies: Bonus: Psionic Mimicry, Somatic Concealment, Survival, Thaumaturgy.
Recommended: Sensory Alteration. Required: Spellcraft.
Weapon Proficiencies: Standard
Equiptment: The Wizling is required to have an obsidian focus (see below) to cast their magic.
Special Benefits: This character may be a halfling and a wizard.
Special Hinderances: The Wizling may not except the saving throw bonus vs. magic normally attributed to
halfings. In order to cast magic, the Wizling use use an obsidian orb, similar to those used by dragons. In
addition to this, whenever they cast magic, the Wizling suffers a hit point loss equal to the spell level they
just cast (minimum of 1) in temporary damage (or permanent if they are a defiler). Their magic is derived
from animals, not from the environment, and so no Wizling can ever harm the environment.
Their spell point total for the day is figured as normal.
Description: With the fall of Kalak the templars of Tyr have had a rough time governing the city. Since
most of the former templars were killed or ran away the templars are looking for new recruits. Clerics,
mages, and psionicists are among the new templars that rise quickest in rank.
The templars continue their administrative roles despite the loss of their spellcasting abilities. They no
longer define the legal system as they once did as Kalaks enforcers, but some templars have found
imaginative ways to subvert the laws passed down by the Council to further their own ends. They excel as
bureaucrats and have refined collusion and graft into high art forms. They practice the mechanics of
oversight , and those who wish to see the wheels of progress turn must regularly grease the palm of those
who turn the wheels. An ambitious templar may even assassinate another of his ilk to gain the favor of a
third. There is no end to the scheming that a templar is capable of.
What makes these corrupt templars even more dangerous is that, except in cases of extreme importance to
Tyr, the templars sit in judgment of crimes within the city. They investigate, accuse, pass judgment,
imprison, or pardon Tyrian citizens and visitors just as they did under Kalak. A well-placed templar can be
a valuable ally or a terrible foe. Anyone conducting business or pursuing politics in Tyr would be wise to
cultivate good relations with this powerful faction.
The organization of the templars follow hierarchical lines of authority. (The king oversees the bureaucracy
and punishes or rewards its work.) The bureaucracy is currently headed by Timor, Senior Templar and
Minister of Tyr. Beneath him are the ministers, each department maintains its own security force and
operates independently of the others, save that all department heads report directly to Timor who, himself,
reports directly to the council. The ministers supervise various minor officials and functionaries, creating
an immense tangle of red tape where corruption, bribery, and backstabbing are commonplace. The
departments of Tyr are listed on page 9 of the City-State of Tyr book, with additional examples of templar
duties on page 83 of DSRB.
Requirements: none beyond normal class requirements.
Non-Weapon Proficiencies: Bonus: Read/Write, Bureaucracy. Required: Etiquette, Heraldry.
Recommended: Riding-Land Based, Local-History, Bargain, Intimidation, Read Lips, Information
Gathering, Observation.
Weapon Proficiencies: Tyrian Templars must take Short sword as their first proficiency, even if their class
doesn't allow short sword as a weapon they may take it with no penalties. The next proficiency slot must be
spent on either dagger or crossbow.
Special Benefits: Tyrian Templars gain all of the ceremonial powers as stated on page 56 of the Earth, Air,
Fire and Water book, except for the first one, because there are no slaves in Tyr.
Special Hindrances: Since Templar is a separate class the character must pay an additional 15% experience
for each level in order to gain the special benefits.
The Templars of Tyr still wear the black cassock as they did when Kalak ruled.
Wealth Options: Tyrian Templars receive 3d6x30 Cp at the beginning of their careers.
Proficiencies
Nonweapon proficiencies
Give tattoo
Author: Greg L Dufner <[email protected]>
This proficiency allows the user to give tattoo and allows the user to craft his own tattooing needles (or
combs). A proficiency check is made during the tattooing process. The role is modified by the complexity
of the tattoo. A simple tattoo, such as a geometric pattern, is unmodified, while a complicated tattoo is
more difficult, say the Dragon holding up the dark sun might be modified by -4. Size also plays a role, the
larger the tattoo the easier it is to draw, the smaller the more difficult. A successful tattoo results in proper
color set, good art work and clean healing (assuming proper care). A failed check could result in several
things: bad color set, botched art work, or improper healing or excessive scarring. These results should be
determined by the DM, with the severity being determined by the degree of the roll's failure.
Flintknapping
Author: Tim Elkins <[email protected]>
This proficiency governs the crafting of small or medium sized stone tools and some simple weapons. It
covers the techniques of direct and indirect percussion, grinding, and retouching. With this proficiency, one
can easily make the simplest stone tools, like "pebble" tools (about hand-sized) such as meat scrapers,
cutters, etc, (mostly for carving up dead animals). One can also make larger axe and adze heads and small
millstones, and small obsidian weapon pieces. Time finding materials can vary greatly, but some suggested
construction times are:
Arrowhead 10/day
Spearhead 3/day
Axe/Adze 2 days
Pebble tools 10/day
Chatkcha 1 day (Thri-kreens
only)
Club 2 days
These are just a few examples, and many more can be added. If another slot is spent on this proficiency,
larger stone/obsidian weapons can be made, at the DM's discretion.
Weapons made in this way are Poor quality to start, but each day spent retouching the item can increase its
quality by one degree (with a successful ability check). This time can increase for larger weapons.
Read/Tie Quipu
Author: John M. Martz
1 slot / INT -1 / priest and wizard groups, as well as the trader class
The character can read and tie quipus. Quipus are a means of recording information by the use of knotted
strings of differing colors and lengths. Since each culture ties their quipus uniquely, the character must
select the language in which he is proficient; examples are Common, Elven, and Halfling. Other options
may exist to these standard languages, such as the dialect of the merchant houses, at the DM's discretion
(such as Giant).
Whenever, a PC attempts to read or tie a new quipu, a proficiency check must be made. A failed check
means that the quipu is unreadable by that character until he gains a level. When tying a quipu, characters
add any reaction adjustment for high or low dexterity as an additional check modifier; for example, a PC
with a DEX of 17 would need to roll under his INT +1 (since -1 + 2 = +1). In this case, a failed check means
that the quipu has been tied incorrectly and is unreadable. On a roll of 20, the character misreads/misties
the quipu in such a manner that the mistake is undetectable and results in an outcome to the character's
detriment (e.g., a spell memorized from a mistied quipu might not function or have the reverse effect).
Additional languages may be added by devoting more slots. This proficiency does not convey the ability to
read quipus from ancient cultures.
Equipment
Weapons
NOTES
Cost, damage and weight are based on weapons of metal construction.
Apply appropriate modifiers for weapons made of other materials.
This is an errata corrige for the Age of Heroes rulebook. Remember that all the costs are intended for metal
weapons.
The alhulak, cahulak, carikkal, chatkcha, crusher, datchi club, and master's whip can be easily made
without metal for 1% of the listed price and don't suffer attack or damage penalties.
I still recomend the use of the original sources as they have better descriptions than AoH and the Dragon
Magazine and Gladiator's Handbook give special uses for the weapons for proficient and specialized users.
The names of the weapons above belong to TSR and are protected by copyright.
Arrows, Long
Author: John M. Martz
Description
Favored by the Judaga of Gulg, long arrows have been a key component in their skirmishes with Nibenay's
army. Each long arrow is six feet long. Given its length, a long arrow cannot be fired from any bow smaller
than a long bow. Unlike other types of arrows, a character wishing to become proficient with the long
arrow must devote a proficiency slot to it -- proficiency with the long bow does not grant proficiency with
the long arrow and vice versa. Due to its unusual nature, a character not proficient in the long arrow
suffers an additional -2 penalty to all attacks (this penalty is in addition to any other penalties for non-
proficiency or low Dexterity) and may fire only one long arrow every other round (ROF 1/2) -- a character
who is not proficient in the long bow cannot fire a long arrow.
Note: when firing long arrows, the speed factor listed here (10) is used instead of the normal speed factor
for a long bow (Range: 5, 10, 17).
Proficiency benefits
Before a character may become proficient with the long arrow, he must already be a specialist with the long
bow. In addition to the usual benefits, proficiency with long arrows allows the character to improve his
rate of fire to one arrow per round.
Specialist benefits
In order to specialize in the long arrow, a player must devote a second slot to it (for a total of 2 slots).
Specialization in with long arrows allows the character to improve his rate of fire to three arrows every two
rounds (i.e., 3/2).
Axe, Kreen
Author: Chay0s <[email protected]>
This weapon is only usable by half-giants because of its height of 20'. Some very large Muls or Tareks have
also been seen with them occasionally, but only if their strength is 22 and then the speed factor is 15 for non
Half-Giants. This weapon is called a Kreen Axe because of its use by HG's to swat jumping Kreen and
because of its appearance. The Kreen Axe shaft is made of one rib of a Tik'da cactus. The rib is cut in half
from its original 40ft. Two crossbars are set at the top of the shaft. One on the very top, the second about
two feet lower. Both crossbars are perpendicular. Then Four Halberd-like axeheads are attached to the
crossbars, all facing the same direction. The Axe head are about 2feet long apiece.
Proficient Use
Having a proficiency in this weapon lets the character use it. Otherwise a non-trained character cannot use
it.
Specialization
Specialization in this weapon allows a character to reduce the speed factor of the weapon by 2.
Circular Saw
Author: John M. Martz
Description
Circular saws are commonly made by baking the teeth of a predator into the outer edges of a flat ceramic
disc or carving the entire disc and serrated edges from chitin. A small rod pierces the center of the 12 inch
disc, projecting an inch on either side. By using a specially designed throwing stick shaped like a two-foot
long, two-pronged fork with a slight curve, these discs can be thrown up to 30 yards (Range: 1, 2, 3).
Proficiency benefits
The proficient user can achieve a rate of fire of 2 blades per round (a nonproficient user can only throw 1
blade per round).
Specialist benefits
The specialist can attempt to use his fork to catch a saw thrown at him. He must roll a saving throw versus
breath weapon. A successful save means he has caught his opponent's saw and may immediately throw
the saw back assuming he still has an attack left that round). A failed save means the saw hits his fork but
is not caught, and the fork must save versus crushing blow to avoid breaking.
Laan'Thuu
Author: Chay0s <[email protected]>
In elven language: Weapon breaker
This weapon is essentially a small shield with four spikes set about 6 inches apart in a square on the outside
of the shield. The spikes are about six inches long also. The weapon is held in a similar fashion to the
Puchik and is used in the same way when attacking. That is in a punching fashion. Most versions of this
weapon are metal because it is to break weapons. Any other material has an equal chance to break when
used to break other weapons. These weapons are difficult to make as reflected by their price. The difficulty
arises in the use of two swiveling pieces. One piece is at the point where the handle meets the shield,
allowing the shield and spike to spin on the handle. The other piece is a small knob located on the inside
rim of the shield; this allows the user to move the shield part without jerking their whole arm around.
If the Laan'Thuu is not metal and fails in breaking a caught weapon a regular save vs. crushing blow must
also be made for it. If the Laan'Thuu is broken then roll on the following table for what is broken
D6
1-4= Spikes broken only usable as shield
5= Handle broken not usable
6= Rim handle broken, cannot be used to break weapons
*The prices, weights, and damage values that is given to you here are for weapons that made of metal, but
all of them can be made from other material without changes to damage.
Other Equipment
Water Blossom
Author: Greg L Dufner <[email protected]>
Description: The water blossom is a small portable water recycling unit. It consists of a dome-shaped lid.
The actual shape of the lid depends on the material it is made of, be it hide, chitin, or metal. This lid sits
atop a bucket-type structure with a nearly water tight seal. Around the inside of the lid there are many
small catch pockets for capturing reclaimed water.
The water blossom operates by placing waste/harmful fluids in the bucket portion of the apparatus.
(These fluids can be anything water based, such as blood or urine, or they can even be materials with a high
percentage of water in them, feces, vegetable matter, and so on.) The lid is then placed atop the bucket an
left in direct sunlight. As the interior is heated, the water evaporates from its host fluid/substance, rises in
the heat, and coalesces on the inside of the lid. After it coalesces it runs down the sides and collects in the
pockets to be reclaimed and used.
A Water Blossom has a water recovery ratio that determines how much water it can recover from a water
source (blood, urine, etc.). If the ratio is 2:1, it takes 2 gallons of material to recover 1 gallon of water.
Water blossoms can be made from three types of material: hide, chitin, or metal. Each model has it's own
water recovery ratio, cost and weight.
These ratios are for liquid based sources only, solid sources would have a lower ratio.
The time needed to recover water is four hours per gallon required, and this is assuming direct, continuous
sunlight. Each blossom has it's benefits and draw backs such as the hide model while extremely light,
requires a great deal of maintenance. This model needs to be oiled on a regular basis, and more frequently
with increased use.
Obviously these are not the only materials that can be used to create the blossom, they are just the most
efficient and common. The carapaces of giant arthropods would work well also, specifically giant spiders
and ticks. But the DM will have to modify prices and occurrences of these models.
Rules
Some standard spells were modified for the DS setting. Occasionally these modifications have increased the
complexity of the spells. A prime example is create food and water, which creates these items by the cubic
foot. By limiting the priest's ability to create water to only .5 gallons per level (see DSRB), the question of
how much food remains after the water has been created requires the conversion of the water created into
pounds (8.5 lbs per gallon), the determination of the cubic feet that water takes up (at 64 lbs per cu ft), and
the calculation of the remainder. That is, the amount of food created may be calculated by the following
equation:
where food is the total amount of food created, level is the caster's level, and gallons is the amount of water
created.
The following table also reports the amount of water produced by create water and the weight of the water
(not including containers; the DM may use .5 lbs for each gallon-sized container), which serve as
intermediate steps in the above calculation. More importantly, it also includes the amount of food and
water produced by create food and water for priests of levels 1 to 30, assuming that the priest wants to
produce the maximum amount of water.
Since a cubic foot feeds 3 M-sized creatures or one L-sized creature, the DM may use the percentages to
determine number of creatures that the food will satisfy by using .33 and .66 as cutoff points. If the
remainder is greater than .33, it feeds one additional person; if greater than.66, it feeds two people. For
example, a 5th level priest creates 4.67 cubic feet of food enough for 14 M-sized creatures (4 x 3 + 2). And
an 8th level priest creates 7.47 cubic feet of food -- enough for 22 M-sized creatures with a little left over
(but not enough to constitute complete nourishment for another; 7 x 3 + 1).
Level of Create Create Food &
Priest Water Water
1 0.50 gal ( 4.25 lbs) 1 cu ft = 0.93 cu ft + 0.50 gal
2 1.00 gal ( 8.50 lbs) 2 cu ft = 1.87 cu ft + 1.00 gal
3 1.50 gal ( 12.75 lbs) 3 cu ft = 2.80 cu ft + 1.50 gal
4 2.00 gal ( 17.00 lbs) 4 cu ft = 3.73 cu ft + 2.00 gal
5 2.50 gal ( 21.25 lbs) 5 cu ft = 4.67 cu ft + 2.50 gal
6 3.00 gal ( 25.50 lbs) 6 cu ft = 5.60 cu ft + 3.00 gal
7 3.50 gal ( 29.75 lbs) 7 cu ft = 6.54 cu ft + 3.50 gal
8 4.00 gal ( 34.00 lbs) 8 cu ft = 7.47 cu ft + 4.00 gal
9 4.50 gal ( 38.25 lbs) 9 cu ft = 8.40 cu ft + 4.50 gal
10 5.00 gal ( 42.50 lbs) 10 cu ft = 9.34 cu ft + 5.00 gal
11 5.50 gal ( 46.75 lbs) 11 cu ft = 10.27 cu ft + 5.50 gal
12 6.00 gal ( 51.00 lbs) 12 cu ft = 11.20 cu ft + 6.00 gal
13 6.50 gal ( 55.25 lbs) 13 cu ft = 12.14 cu ft + 6.50 gal
14 7.00 gal ( 59.50 lbs) 14 cu ft = 13.07 cu ft + 7.00 gal
15 7.50 gal ( 63.75 lbs) 15 cu ft = 14.00 cu ft + 7.50 gal
16 8.00 gal ( 68.00 lbs) 16 cu ft = 14.94 cu ft + 8.00 gal
17 8.50 gal ( 72.25 lbs) 17 cu ft = 15.87 cu ft + 8.50 gal
18 9.00 gal ( 76.50 lbs) 18 cu ft = 16.80 cu ft + 9.00 gal
19 9.50 gal ( 80.75 lbs) 19 cu ft = 17.74 cu ft + 9.50 gal
20 10.00 gal ( 85.00 lbs) 20 cu ft = 18.67 cu ft + 10.00 gal
21 10.50 gal ( 89.25 lbs) 21 cu ft = 19.61 cu ft + 10.50 gal
22 11.00 gal ( 93.50 lbs) 22 cu ft = 20.54 cu ft + 11.00 gal
23 11.50 gal ( 97.75 lbs) 23 cu ft = 21.47 cu ft + 11.50 gal
24 12.00 gal (102.00 lbs) 24 cu ft = 22.41 cu ft + 12.00 gal
25 12.50 gal (106.25 lbs) 25 cu ft = 23.34 cu ft + 12.50 gal
26 13.00 gal (110.50 lbs) 26 cu ft = 24.27 cu ft + 13.00 gal
27 13.50 gal (114.75 lbs) 27 cu ft = 25.21 cu ft + 13.50 gal
28 14.00 gal (119.00 lbs) 28 cu ft = 26.14 cu ft + 14.00 gal
29 14.50 gal (123.25 lbs) 29 cu ft = 27.07 cu ft + 14.50 gal
30 15.00 gal (127.50 lbs) 30 cu ft = 28.01 cu ft + 15.00 gal
Gladiator's Followers, Alternate table Table 3: Gladiator Type
Author: Felixmeister (Andrew Poli) D100 Roll Type
<[email protected], 1-30 Same as Player Character
[email protected]> 31-38 Beast Trainer
Edited by Robert Adducci <[email protected]> 39-43 Blind Fighter
and Darknight <[email protected]> 44-51 Arena Champion
52-60 Convict (EX)
All gladiators get one follower at 9th level. This is 61-69 Professional Gladiator
a gladiator of the same kit and similar 70-74 Jazst
background as the PC gladiator. The follower is 75-82 Montare
of d3+1 levels and is more loyal than any other 1-6 Montare
followers in the future and gains in experience 7-10 Char-Montare
along with the PC. 83-90 Reaver
91-100 Gladiatorial Slave (EX)
Table 1: Gladiators Followers
Gladiator Number of Follower % Special Table 3a: Gladiator Race
Level Followers Level D100 Roll Race
10 1d3+1 1d4+1 0 1-11 Dwarf
11 1d3+2 1d4+2 5 12-20 Elf
12 1d4+1 1d6+1 10 21-30 Half-elf
13 1d4+2 1d6+2 15 31-42 Half Giant
14 1d6+1 1d8+1 20 43-45 Halfling
15 1d6+2 1d8+2 25 46-71 Human
16 1d8+1 1d10+1 30 72-89 Mul
17 1d8+2 1d10+2 35 90-92 Pterran
18 1d10+1 1d12+1 40 93-100 Thri-kreen
19 1d10+2 1d12+2 45
20 1d12+1 1d12+3 50 Table 4: Other Class
D100 Roll Class
* Roll the given percentage or less; if successful, 1-9 Bard
check for type of special agent against Table 6: 10-20 Cleric
Special 1 - Air
2 - Earth
To determine the type of follower roll against 3 - Fire
table 2 then on table 3, 4 or 5 as appropriate. 4 - Water
21-29 Druid
Table 2: Follower Type 30-33 Defiler
D10 Roll Type Roll on Table 34-49 Fighter
1-4 Gladiator 3 50-54 Preserver
5-7 Other Classed 4 55-64 Psionicist
8-10 Group/Skilled 5 65-80 Ranger
Individual 81-89 Thief
90-100 Trader
Table 4a: Other Class Race
D100 Roll Race
1-5 Aarakocra
6-14 Dwarf
15-26 Elf
27-39 Half-elf
40-46 Half Giant
47-49 Halfling
50-75 Human
76-92 Mul
93-95 Pterran
96-100 Thri-kreen
*Accepting this follower is considered an evil act and the DM is free to toast the PC in any way his evil
imagination can devise.
** Subject to DM approval
*** Once and only once or just ignore it and have the planar creature eat the PC for lunch
Terrain Type - Four new terrain types were added by myself. They are Crimson Savannah, Dead Lands,
Kano Swamp, and Misty Border.
MC - Cost for overland movement. Same as original table.
Base EC - The Base EC was the chance from the original table used here just to illustrate the average
encounter chance throughout an entire day. If a number appears in a specific time, then that number should
be used not the Base EC.
Time of Day - This lists the number or less that must be rolled on a D12 for an encounter to occur. This does
not ensure an encounter, only that the check be made.
& - Denotes that no roll must be made, no chance of encounter exists.
Time of Day
Terrain Type M Base 5-7 7-9 9-11 11-1 1-3 3-5 5-7 7-9 9-11 11-1 1-3 3-5
C EC AM AM AM AP PM PM PM PM PM AP AM AM
Boulder Fields 4 2 & 2 1 & & 1 2 2 2 3 3 &
Crimson 3 3 3 3 3 2 1 2 3 3 4 4 4 4
Savannah
Dead Lands 2 1 & & & & & & & & 1 1 1 1
Deep Silt - 1 & & & & & 1 1 & & & & &
Forest 3 2 2 2 2 1 1 1 2 2 2 3 3 3
Forest Ridge 6 3 & 3 3 2 2 2 3 3 4 4 4 &
Kano Swamp 7 3 3 3 & & & & & & 3 3 3 3
Misty Border 8 4 4 4 3 & & & & 3 4 4 5 5
Mountain 8 3 & 3 2 & & & & 2 3 4 4 &
Mud Flat 8 4 4 4 4 3 3 3 4 4 4 5 5 5
Rocky Badland 3 2 & 2 1 & & 1 2 & & 3 3 &
Sandy Waste 3 1 & 1 1 & & 1 1 & & 1 1 &
Salt Flat 1 1 1 & & & & & & & & 1 1 1
Scrub Plain 2 1 1 1 1 & & 1 1 1 1 & & 1
Silt - 1 1 1 & & & & & & & 1 1 &
Stony Barren 2 3 & & & & & & & 3 3 & & &
Verdant Belt 2 2 & 2 2 & & 2 2 & & & & &
Doubles Hit Dice rolls (bonus for high Con is added afterwards)
Weight allowance is doubled and max press is quadrupled (for warriors add the benefits of exceptional Str
before multiplying by 4)
Example (uses my rules for Strength and exceptional Strength for warriors):
A half-giant gladiator rolls a 4 for exceptional Str. So his Str is: 24 +8 +16 2,670 6,560 19(18) 99%
For open doors or bend bars/lift gates use the listed score only when dealing with things specifically
designed to restrain creatures of their size or larger (eg. ropes used to tether a mekillot) or when the feat
would be impossible for smaller races (eg. forcing open the gates of a city-state). All other uses (eg. forcing
open human sized doors, breaking normal ropes) are considered automatic success unless the DM feels
that special circumstances would warrant a normal check.
All personal equipment will be twice the cost and 8 times the weight.
* Half-giant sized weapons are 2x normal price, 2x normal length, 8x normal weight, one size category
larger, +3 to speed factor, and double the dice for damage (1d10 will be 2d10, 3d6 will be 6d6, etc.).
Damage categories need to be redefined as S-L and H.
Note: half-giants cannot use S weapons, use M&L weapons one handedly, and use G weapons with two
hands
This was all that I could think of at the moment. Any additions or feedback would be appreciated.
Have you seriously taken a look at the percentile costs for nonmetal weapons given in the DSRB? To
refresh your memory, metal weapons are 100% of cost in the PHB; bone are 30%; obsidian/stone are 50%;
and wood are 10%. I think the nonmetal percentages must be a mistake.
I was rolling up a PC and decided to see what his "official" starting funds would be (something that I don't
usually do). He is a gladiator and he gets 5d4x30 cp. I rolled 13, so he would start with 360 cp, or 36 sp, or
3 gp, 6 sp. Then I started pricing weapons and found that I could hardly afford any! Take the mundane
long sword (15 gp for metal) -- a wood sword (the worst quality) would cost 1 gold, 5 silver (that's equal to
3 10,000 pound capacity open wagons!!!)! Christ, a simple wooden dagger (2 gp for metal) would cost 2
silver (enough for a 2,500 lbs capacity open wagon)! In addition, these prices seem WAY out of line with
the weapons presented in the DSRB. The gythka costs 6 cp and the impaler costs 4 cp (it does not say if
these are the cost for metal weapons -- I seriously doubt it, so I would assume that the damage might need
to be adjusted for metal versions of these weapons?). These are both polearms. Imagine the gythka is
composed of a similar amount of material as a lucern hammer (7 gp for metal), since they both do P/B
damage, weigh about the same, and do relatively the same damage. Well, a wooden lucern hammer costs 7
SILVER! A bone one costs 2 gp, 1 sp! And a stone one costs 3 gp, 5 sp!!!
Finally, clubs, bows, lances, and several other weapons can be purchased for 1% of their PHB cost. Why
would a stone spear (8 sp x .01 = 8 bits) cost less than a stone knife (5 sp x .5 = 25 cp) -- the knife costs over
31 times more than the spear! Also, note that DRAGON #185 presents several weapons that "can be easily
made without metal; they can easily be purchased for 1% of the price listed and used without damage or
attack penalties regardless of materials used." One of these is the chulak -- like 2 grappling hooks with the
handles attached via a 12' cord (gold price=12; wght=12; sz=M; type=P/B; spd=5; dmg=1d6/1d6). Thus, a
stone pair would cost 12 cp (still 3 times as much as an impaler, but . . .). Why is it so much easier to make a
pair of chulakas then a knife, making the knife cost over twice as much for a substantially less effective
weapon (the benefits, such as conceivability, of the knife don't appear to be strong enough to warrant the
higher price)?
There is obviously something wrong here, and I don't remember reading any corrections to these pricing
schemes. So let me propose one. Instead of the above percentage costs for nonmetal weapons, use 3% for
bone, 5% for obsidian/stone, and 1% for wood. These prices would make that wooden long sword 15 cp
(still seems a bit expensive, but . . .), that wooden dagger 2 cp, that wooden lucern hammer 7 cp, and that
stone knife 2 cp, 5 bits. Realize that these prices are still not cheap for the common man -- take a look at the
Common Wages table in the DSRB. The heavy footman (the best paid footman type) makes no more than 5
bits PER WEEK! At that rate, it would still be 4 weeks before she could afford a wooden dagger (if she
spends her money on nothing else).
Introduction
Page 51 of the DSRB contains the section dealing with nonmetal weapons. The rules are very simple and
were clearly designed to add a little bit of spice to the game without affecting playability, and if that is what
you're looking for those are the rules you should use. The following set of optional rules was designed to
expand on the original ones, adding more realism and balance to them, but may prove to be a little bit more
cumbersome (i.e., more dice rolling) during the game. More than that, these rules effectively change the
way weapons are seen in the world: Nonmetal weapons will break much more often, and as a consequence
metal weapons become highly prized items on Athas, as they should be. Also, characters will have to take
this into account when planning their gear for travel. Extra weapons should be taken if one doesn't want to
suddenly find himself bare-handed in the middle of the desert. Each material has gained individual
characteristics which represent a set of strengths and weaknesses, in such a way that the overall balance is
still maintained.
Optional Rules
The following rules have been written in a way that the DM may choose which ones he wants to add to his
game, while being able to discard others. Many of them are also compatible with the original rules in the
DSRB. This way, it should be possible to fit them to into any campaign.
Breaking
Weapons break because of the impact they suffer when landing on a target (known as Newton's third
law :-). It has already been pointed out that the chance of breaking should depend less on the dice and
more on the material that the weapon is made of. The following rule solves both problems: "A check must
be made to see if a weapon will break whenever the weapon does ABOVE AVERAGE damage. The average
damage is easily calculated by adding the minimum damage with the maximum damage and then dividing
by 2. The % chance of breaking depends on the material and is given in table 1." Note that by using the
average damage as a reference, instead of the maximum, the check becomes completely dice --
independent, because there's always a 50% chance of doing above average damage no matter which or how
many dice are rolled.
Example: Arngor and Taraq are fighting the same creature, with the same weapons as above. The average
damage of a Bastard Sword is 6.5, while the 2-H Sword's average is 10.5, so if Arngor rolls 7 or more and
Taraq rolls 11 or more, both of them will have to check for breaking. If both weapons are made of
obsidian, they'll have a 2% chance of breaking. If Taraq's sword is made of bone, his chance is increased to
6% (see below).
Now, let's see how often weapons will break with this rule, in comparison to the DSRB rule: Using the
DSRB, nonmetal Bastard Swords will statistically break once every 240 successful hits [(1/12)*(1/20)], while
nonmetal 2-H Swords break once every 4320 hits [(1/216)*(1/20)]. With the optional rule, both Bastard
and 2-H Swords, as well as any other weapon, break once every 100 hits if made of obsidian [(50%)*(2%)],
50 hits if wood, and 33 hits if bone.
Note that the two weapons chosen as examples are among the least frequently broken with the DSRB rules.
A nonmetal dagger (or any other weapon using 1d4 for dmg) breaks every 80 hits, while a nonmetal knife
against large creatures breaks every 40 hits!
Speed
The weapon speed modifier to initiative is very much dependent on two factors: how heavy a weapon is
and/or how difficult it is to prepare an attack. The first one is the case of swinging weapons like swords,
axes and maces, while the second is for those that must be armed like bows and slings. Since nonmetal
weapons are generally lighter than their metal counterparts, it is reasonable to conclude that they should be
somewhat faster as well. Table 1 shows speed modifiers for each material. Note that these modifiers
should apply only to weapons whose weight makes a difference, and no weapon can have an overall
negative modifier.
Cost
Although until the day of the conclusion of these rules there was no official errata released by TSR, it is a
general feeling that the table for weapon costs in the DSRB is misprinted. Metal weapons should be MUCH
more expensive than what that table suggests. Table 1 below lists weapon costs relative to metal as an
optional rule, but the values are probably what TSR had intended them to be in the first place.
Strength
Characters with exceptional strength get a bonus to their damage rolls. This is because they are able to add
more momentum to their weapons and therefore increase the impact. Since we have already seen that
weapons break basically due to impact, it is only logical to assume that strong characters will break their
weapons more often. So, as an optional rule, the DM may rule that MAX or AVERAGE damage of
weapons are the values calculated from their unmodified damage dice, and a character's STR bonus must
be added to the roll to see if a break check is necessary. Example: Sulidor the half-giant has a +5 bonus to
his damage rolls. He strikes his large opponent with his Bastard Sword and rolls a 4 on 1d12. This number
is below the average of a "natural" 1d12, but Sulidor must add 5 to this roll, totalling 9, above average.
Sulidor will have to make a break check.
Note that bonuses to damage due to magic and specialization should NOT be computed when calculating
the necessity of a break check, since these bonuses are not consequences of increased impact. Of course,
penalties due to low STR will reduce the frequency of break checks in a similar manner.
Balanced Blow
When using the strength rule above, as well as in many other situations, a character might sometimes not
want to put all his strength into an attack. If this is the case, the player announces in the BEGINNING of
the round that he intends to balance his blows, and informs how much he wants to penalize his damage.
His penalty will then be computed just like low STR. This is valid for any character, exceptionally strong or
not.
Weapon Quality
In a world where the demand for nonmetal weapons is high and where these weapons don't last too long,
there will be a lot of people in the weapon-making business. Since working with nonmetal materials is
much easier, many of these people will present themselves as "weaponsmiths", although they did not have
the proper training. On the other side, you will also find some very few "masters" of the art, people who
have worked hard and developed techniques to improve the quality of their products. This means there
will be a variety of weapon qualities, from an improvised piece of stick that breaks on the first blow to a
true masterpiece bone halberd, almost as good as a metal one. Table 2 shows the average modifiers for
each quality. High quality weapons will have a bonus to hit OR to damage, but not to both. This depends
on how the material was optimized. Low quality weapons can be as bad as you can imagine them, but will
usually be at -1 to hit and damage. Table 3 shows the distribution of weapon qualities when found as part
of a treasure.
"Gimme a Break"
If with all these rules the DM decides weapons will be breaking too often for his likes, he can rule that on
the first failed break check the weapon is not immediately rendered useless, but rather worsens its quality
somehow. A piercing weapon may have it's pointed tip broken off, a slashing weapon may lose some of its
cut and a blunt weapon may develop a crack, so that they no longer work properly. These weapons will
be at -1 to hit and damage and have twice the % chance of breaking on the next check. On a successful
saving throw vs. crushing blow these weapons can also be fixed, but it's up to the DM to decide who can
do that and how much it will cost.
Slave Costs
Author: Nexx3 <[email protected]>
Slaves are divided into the general categories of Work (the farmers and quarry slaves), House (butlers,
maids), Concubines, and Gladiators.
As to my modifiers and comments, these are based on common sense. A warrior carries himself a way that
implies strength. Slaves who would be incompetent in their professions would obviously be rooted out.
Remember, slaves are often sold in lots for the farm and quarry categories. This might hide an otherwise
obvious mage or psionicist.
Work Slaves
The average cost for work slaves is based on a 0th level being, with attributes ranging from 8-12 in all
important areas.
General Modifiers
+1cp per 3 warrior levels
/2 if obviously wizard, priest, or psionicist
-1 per Strength or Constitution below 8
-1 per 2 Dexterity below 6
+1 per Strength or Constitution above 15
Race Price
Human: 10cp
Aarakocra: 6cp (overall unsuitableness)
Dwarf: 15cp
Elf: 7cp (too many opportunities to run)
Half-Elf: 9cp
Half-Giant: 25cp
Halfling: 5cp (They eat other slaves, are weak, and run)
Mul: 15cp
Pterran: 10cp
Thri-Kreen: 7cp (Dangerous and flight risks)
House Slaves
General Modifiers
+ 5 Former Traders (good organizers)
-5 Former Templars (Unstrustworthy)
+3 Former Bard
-2 per Charisma below 8
/2 known trouble maker
+1 per Charisma above 14
+1 per 2 dex above 15
Race Price
Human: 12cp
Aarakocra: 2cp (Claustrophobic in the extreme)
Dwarf: 10cp
Elf: 11cp
Half-Elf: 12cp
Half-Giant: 4cp (They're stupid, and too big)
Halfling: 8cp (Problems with pets and slavery)
Mul: 11cp
Pterran: 12cp
Thri-Kreen: 5cp (not suitable to work near the family)
Concubines
General Modifiers
x2 Per 3 Bard levels
+1 Per Charisma above 14
+1 Per Dexterity over 16
+1 Per Constitution above 15
+/- ? Proficiency in Whip, Chain...
Race: Price:
Human: 20cp
Aarakocra: 1cp (They're claustrophobic birds)
Dwarf: 12cp
Elf: 17cp
Half-Elf: 6cp
Half-Giant: 4cp (They're stupid, and too big)
Halfling: 15cp
Mul: 16cp
Pterran: 2cp (well, maybe)
Thri-Kreen: 1 bit (well, maybe)
Gladiators
I'll let you come up with those. I wouldn't have a clue, but it'd probably be based on popularity of the
gladiator, race, and whatever else. Legends command their own price.
Darknights Note: gladiators from Draj and Balic are highly prized for their fighting skills.
Drajans fight like savage beasts, they are thrown in the arena within their first week in the pens, they eat
just enough to live and sometimes less so that fights between gladiators are frequent. As a result only the
strongest survive and become true gladiators.
The Balicans are trained by master gladiators since their first day, are well nurished and excel in technique
and style.
Both schools pretend to be the best of Athas and the prices for their gladiators are evenly matched.
This table removes the percentace of exceptional strength for a score of 18 and readjusts bonuses
accordingly.
Ability Hit Damage Weight Max. Open Bend Bars/
Score Prob. Adj. Allow. Press Doors Lift Gates
1 -5 -4 1 3 1 0%
2 -4 -3 3 5 1 0%
3 -3 -2 5 10 2 0%
4 -2 -1 10 20 3 0%
5 -2 -1 15 30 3 0%
6 -1 0 20 45 4 0%
7 -1 0 25 60 4 0%
8 0 0 30 85 5 1%
9 0 0 35 95 5 1%
10 0 0 40 110 6 2%
11 0 0 45 120 6 3%
12 0 0 50 135 7 4%
13 0 0 60 150 7 5%
14 0 0 70 170 8 7%
15 0 0 85 200 9 10%
16 0 +1 110 230 10 14%
17 +1 +2 150 270 11(1) 18%
18 +2 +3 220 350 13(3) 25%
19 +2 +5 300 480 15(6) 40%
20 +3 +6 400 630 16(9) 55%
21 +4 +8 550 800 17(12) 70%
22 +5 +10 700 1000 18(14) 80%
23 +6 +11 900 1200 18(16) 90%
24 +6 +13 1200 1500 19(17) 95%
25 +7 +14 1500 1800 19(18) 99%
Examples:
A human fighter rolls a 3 for exceptional Str. So his Str is:
20 +5 +8 560 790 18(9) 60%
A dwarven gladiatior rolls a 1 for exceptional Str. So his Str is:
21 +5 +7 660 860 18(9) 65%
The CFH introduced the concept of weapon-group proficiencies. Below, I classify all the DS weapons
(presented in DRAGON #185, CGH, the DSNHB, and Polyhedron) into their "tight" and "broad" groups.
I've come up with a few new PC/NPC generation methods for DS, motivated by my dislike of the official
4d4+4/5d4 methods. The problem I see with these methods is that, according to statistics, the more dice
you roll for a score the greater your chance of getting an average result. Since I (and most of my players)
hate to play characters with average scores like 13-14-12-13-14-15, I made up these two methods:
1) 1d4+1d6+1d8+2
range: 5-20
average: 12.5
Called 468+2 for short, it's the method I'm currently using. Since it uses three dice for generation, it
recovers for DARK SUN the original 3d6 "bell curve" distribution of normal worlds. My players also like
the fact that, using three *different* dice, you don't need to borrow dice or roll a same die many times to get
the score.
2) 2d8+4
range: 6-20
average: 13
This is a pretty wild method, since a two-dice roll generates a triangular distribution curve, i.e., it increases
linearly until the average score and then decreases linearly again. This method will generate powerful and
interesting PC's with many high scores and many low ones to compensate.
Here's a table I was working on, to help compare the different methods. Since some people don't feel
comfortable dealing with fractions, I've inverted the frequencies, so the numbers should be read as "how
many times you will typically roll by method XXX to get a score of Y." Example: using 2d8+4, you will
probably get an 18 once every 21 rolls.
The "reroll 1's" methods are included because sometimes (when I'm in a good mood :-) I allow players to do
that, so I wanted to compare them too.
Priest Miscellaneous
Note that The Great Net Prayerbook includes a great many additional priest spells. To get a copy simply
ftp it from MPG-Net or look at the Great Net.Book Archive at <http://www.istari.org/gnba/>.
The DM should read all spells from the GNPB carefully to determine if and how they should be modified
for the DS setting. For example, Winston's create party drink has the ability to create one cubic foot of drink
and should be limited to .5 gallon per level of the caster (as create water and create food and water, see
DSRB); in addition, the DM might want to rule on the usefulness (or uselessness) of particular drinks for
combating dehydration. All the spells in the GNPB fall into the Sphere of the Cosmos, with exceptions
listed below.
Air:
First level: seedling
third level: air column, air lance, wings of god
fourth level: lightning strike [1], neutralize gas
fifth level: lightning strike [2]
seventh level: black storm of vengeance, razorwind.
Earth:
First level: create earth, guardian watch, seedling, rock-jump
second level: stone message
third level: stone seeds
fifth level: stonewood, warp metal
sixth level: Dedi's invisible poison swamp
Fire:
First level: coalstone, flame tongue
second level: flame/frost blade (flame only)
third level: heat, spontaneous combustion
forth level: Lathander's mourning glow, moonlight
fifth level: quench flame
seventh level: stop the sun
Water:
First level: water to wine, Winston's create party drink
third level: Winston's create party food and drink
fifth level: quench flame
sixth level: Dedi's invisible poison swamp, pass via water
seventh level: black storm of vengeance
All elements:
forth level: protection from elementals, 10-foot radius.
The sixth level spell conjure air elemental and the seventh level spell conjure water elemental have been
replaced by the fifth level spell conjure elemental as per DSRB.
Modified System for Major and Minor Access to Priest Spells
Author: Daniel R Cormier <[email protected]>
For spells of level 1-3: A priest may implore the elements for spells from both major and minor spheres
of access with the restriction that a minimum of 1/2 of the spells gained are from the priest's elemental
sphere.
For spells of level 4 and above: Again, the priest may be granted spells from both her major and minor
spheres of access, but fully 2/3 of these spells gained must be from the priest's elemental sphere.
Example:
Spell Level # of Spells Major(min) Minor(max)
1 7 4 3
2 6 3 3
3 4 2 2
4 3 2 1
5 2 2 0
6 1 1 0
Remember that the priest may always take all of her spells from her Elemental Sphere (as would please the
Elemental Lords), and that the Lords may impose any restrictions they feel are appropriate at any time.
Miscellaneous
Carving up an Erdlu
Author: John M. Martz
Here are some of the tidbits I learned from an article on ostrich farming published in The Raleigh News &
Observer that I think you might find useful. See, I've always imagined erdlu to be somewhat similar to
ostriches. Anyway, while ostriches average 6' tall (up to 8') they weight 300-400 lbs, which is a tad short
and a bit heavier than erdlu. I only mention this fact since you might want to adjust the following.
Ostriches lay more than 100 eggs a year. When slaughtered at 18 months, one ostrich produces 100 lbs of
meat (red meat which tastes like beef and is lower in fat & cholesterol than chicken and fewer in calories
than most meats, for all you adventurers watching your weight :-) ), 14 square feet of leather, and 56
pounds of feathers. Oh, and their forward kick delivers 500-pounds-per-square-inch of force (enough, the
article says, to cave in a car door). In addition, almost all of their body has a use: oil for cosmetics,
eyelashes for paint brushes, bones for bone meal, innards for fertilizer, and feathers for fashion and feather
dusters.
Now, we might assume that a female produces 1 egg every 4 days. Since an erdlu tends to weigh less (200
lbs) but be taller (7') than an ostrich, we might guess that when slaughtered one produces 66 lbs of meat
(1/3 of body weight), 10 square feet of leather (just a guess based on less body mass), and 0 lbs of feathers
(since they are featherless). I don't see why their body parts can't have similar uses to those of ostriches,
above.
Herbs
Author: Jason Murray <[email protected]>
Editor's note: Jason wrote these descriptions for the "average" AD&D campaign setting. I have converted
the costs to Athasian money (i.e., 1% of the gold costs he originally recommended); however, I encourage
the DM to adjust the costs as he/she sees fit. Many more herbs may be found in the Net.book of Herbs
(currently at its 5th edition).
1) Aphni (Grass, weed) -- The leaves of this plant are pressed into small bricks When chewed a light
headed feeling is produced, and inhibitions are reduced in about 30 seconds. The effects last for about one
hour. People who are intoxicated are -2 initiative. This plant is bushy, about a foot tall and has white and
sometimes purple flowers. The average cost is about 1 gold and 5 silver for a one ounce brick. One brick
can provide up to 4 doses.
2) Sogee (Speed) -- The leaves are picked and boiled, as the water boils off it leaves behind a sappy
substance. It is then taken orally. The effects come on almost instantly. The effects last no longer than 2
hours. The user gains +1 on initiative and heightened senses. This is why this drug is often found on the
battlefield. However, if used too often it is very addictive. The bush is short and doesn't flower. The
negative effects of use is edginess, and the person is extremely irritable (for example, if a person is tapping
there is a likelihood that the user will attack him). The cost is about 17 silver and 5 ceramic pieces for one
ounce. There are 5 doses in one ounce. This plant can only be found in needle tree forests.
3) Wonder sap (Sap) -- The root of this plant is cut and a clear sappy substance is squeezed out. This stuff
is taken orally and produces extreme euphoria. Delusions of nihilism (feeling that nothing's real and that
the person is part of a dream) is often reported. This plant is found in lowland marshy areas throughout
the world. The effects last for about 2 hours. If a person becomes addicted, reduce Dexterity and
Constitution by 2 until no longer addicted. Cost is about 25 silver pieces or a half ounce. There are two
doses in a half ounce.
4) Jellena (Freedom) -- This is a cactus like plant and the sap is collected. It is then boiled with water then
allowed to dry. The cake left behind is then crushed into powder. It is a yellowish powder. One ounce of
powder can be made from two pounds of leaf sap. The ounce of powder is put in a half pint of water and
then drunk. The effects are intense hallucinations (usually audio, but visual hallucinations are possible,
too) and an REM type sleep. The person will fall down if he not already laying down. He'll experience all
his dreams and desires as he wants them to be. No communication is possible The effects last for about 3
hours. It is so addictive that there is a 75% chance of addiction with each use. Withdrawal is exceptionally
painful. This drug is extremely rare and the addict will go to any measure to get his next fix. The cost is 10
gold pieces or more for just one dose.
5) Lumme (Jyrki) -- <Lew'may Yearkey> Clerics are the common users of this drug, or other spiritualists.
It is supposed to allow the user to communicate with his god(s). The beans of the plant are pressed and the
oil produced is collected. Two pounds of beans produce one ounce of oil. The oil is slow burning (about 4
minutes to burn one ounce). The oil is lit and the fumes are inhaled as quickly as possible. There is a 20%
chance of heart failure and prolonged use can result in psychotic mental disorders or some personality
disorders. Whether the vision is actually a hallucination or the actual god is up to the DM, but the user will
believe it was the god and will follow through with the commands given (if any). The cost is 15 gold pieces
per dose.
Editor's note: I have left references to "gods" -- take these to mean elemental powers, spirits of the land, or
sorcerer-monarchs in the case of clerics, druids, and templars, respectively. For the "common" person, the
DM might choose whichever seems most appropriate, or even spirits of fallen comrades, deceased
ancestors, etc.
6) Aphrodisiac -- The 3 foot plant has white flowers. It looks much like a sunflower plant. The flowers are
boiled and an amber juice is left behind. It is usually mixed into body lotions. The effects are lowered
inhibitions and an extreme attraction to the opposite sex. It is mildly addictive, found in equatorial
climates, but can be grown almost anywhere (must be sunny). The cost is 2 gold for one application (bottle
of lotion).
These medicines and drugs are a compilation of items gathered from the following sources:
The Halfling world view is based on the philosophy of the Good and the Green. The Green are the rules of
nature. We, the halflings, the other creatures of the forest, the plants, you, the people of the dry lands and
even the world itself are parts of a greater whole. We each have a role in the world, we halflings are
predators and prey as are other creatures of the world. The Good are the feelings within us that make us
smile and rejoice. This is the feeling parental Kirre have upon slaying a sloth, they have at once destroyed a
threat to their young and provided meat for them. It is a feeling of satisfaction, of knowing that which you
value has been advanced and those who you care for are safer for your actions.
Within this philosophy we halflings know our place in the world and see our role within that whole. We
also know our place within our own clans and race and our role there as well. I will go into both aspects
more deeply in a moment.
The Good...
Friend, the Good is rather ephemeral quality and difficult to explain to elves. It is the sense you have upon
gaining a great deal of the yellow metal. I have seen you when it is in your hands, the smile, the eyes, the
sense of joy. Now, imagine if you might have that feeling when holding other things, a flower for instance.
We have that feeling often, walking beside a friend, sharing a hunt, protecting our young, great art, or even
great efforts at poor art. You should learn to cultivate that feeling. It is not as metal in a mine, there is
always more and that feeling grows faster as it grows larger, much like the jungle.
Clans
Even within your races, the mothering instinct is powerful is it not? Will not even the elven mother protect
her young ferociously? Why is that my friend? It is because she is protecting the race of elves. Even the
hardest of elven raiders would be hard pressed to slay an elven infant, that he could is again evidence of
your savagery. We protect our children, our families, our clans and our species. Elven tribes regularly
wage wars on each other, how many elven clans have been destroyed by this process? Halfling tribes will
not do this and the only who die are our prey. We are stronger and safer as individuals and a species
because our unity. We are part of a greater whole and recognize this, as such, we are better. Imagine how
much safer all elves would be if they were also to recognize these unifying ties? Some might say that I am
lessening the strength of halflings in the Green by advocating this unity, perhaps, but I feel the increase in
the Good more than compensates for that. Besides, I do not feel that intra-race fighting is at all natural and
so elven unity would be more in accord with the Green anyway.
Personal Glory
I have noticed that often you of the dry lands tend to act for gain that is beneficial only to you and only for
the short run. This is at once sad and puzzling. We halflings have no problems with personal glory, in fact
our history is chock full of glorious heroes and artists. What is sad is you strive for personal glory and by
doing so, prevent yourselves from achieving it. Let me give you an example, suppose an elf becomes a
great trader and collects mounds of the yellow metal, mold I believe you call it. When he has left this
world, his heirs will collect that metal and will remember him briefly, but in some generations, will he be
remembered? Tell me, who was the greatest trader in the city of Balic 4 King's Ages ago?
How is glory achieved? Simply, it is not, it is thrust upon a person. A halfling will take his part in the
Green, encourage the Good and perhaps it will inspire others. Then his story will be passed along because
of it's intrinsic value. I know the lessons of my people, their achievements and what they contributed to
their clans, I do not know how many pieces of metal passed through their hands or how many berries they
ate. We will all leave this world eventually my friend, the only lasting difference we make will be that
which affects others, not ourselves.
Slavery
Another disgusting habit you have is that of taking each other as slaves. Do you see other species forcing
members of their own race into servitude? How are elves supposed to advance as a race when they
destroy themselves from within. It is a very foolish thing you do. Now, I can see using other races for your
benefit, that is the way of the Green. Creatures use others for food, for protection, for anything that will
advance their species. You keep kanks for their honey and transportation and this is good for your species.
We also occasionally keep other species for their use, such as those that provide milk or meat.
Remember that caravan we passed, I am puzzled, how can you bear to see other elves in slavery? A
halfling would do anything to free another halfling from that fate. You have asked me why halflings will
starve themselves when captured. It is this simple my friend, suppose the kank provided you with no
benefits, would you continue to capture them? We have seen what happens to species who are valuable as
commodities and have no wish to join their ranks. Even creatures a powerful and intelligent as muls are
more often than not kanks because of their value as commodities. A halfling seeing another in slavery sees
herself and her race in jeopardy. The drive to protect one's race is powerful, it is testimony to the
perversion of your races that you are able to overcome it at will.
I would say, in general, we halflings will slay slavers out of hand if possible as they who would traffic in
their own flesh are abhorrent to the nature of the Green and distasteful to the Good.
Gifts
Friend Disnomos, have you notice the pride that I carry my spear with? It is because you decorated the
shaft and head with elven runes and the story of how we met. It has meaning to you and I and it's value is
something that can never be traded, it is something you and I will carry forever, truly priceless eh?
Remember how we escaped the thri-kreen raid on the caravan and you carried me into the desert with a
swiftness that left me breathless? You told me the reason that you saved was because two might stand the
trials of the desert better than one and you had heard many things of the Ringing Mountains and wished to
learn more of them. It was then that I knew you were an outstanding member of your species, practical
and inquisitive. Truly you carry the seeds of civilization for your people. Shortly after that we discovered
the silvery metal and you were excited and puzzled that I had no interest in it. Silly elf, what use would a
fifth of my body weight in metal do me in the middle of the desert? You said we could trade for this and
get that and do this, but, that metal is now long gone and those memories endure. This spear is symbolic of
those memories and tells the story of our meeting in your language, to me it is very valuable. The trading
value of a gift is nothing, it what the gift symbolizes, if it can be traded then it is not a gift, but a barter.
I would only give this spear to my daughter or son and then only as a symbol of my Good towards them.
They would value it as much as I do even though a steel spear might be better for fighting. This spear is
not a barter for our friendship, nor is it a weapon except in form, it is a symbol of our friendship and so is
as valuable as our friendship.
Coins
You have been often confused at my reluctance to share your pursuit of metals and gems to the exclusion of
other things. I can assure you that your confusion matches my own of your behavior toward metals and
gems. You believe that these things can bring you happiness, can lead you to the Good I would say. You
are wrong, they cannot. Remember the feeling we enjoyed after battling the defiler, the sensation of
struggle and triumph? What coin can buy that feeling of life? Remember when we thought Bhalt dead and
yet he managed to cling to life long enough for you to heal him. How many coins would you sell that
experience for? What do you think of the spoiled human who sits in an estate and is surrounded by gold
and never experiences that feeling? Would you trade lives with him? We do not crave mold because we
know it is worthless next to the Good. I think you know that also, but you forget sometimes, that is why I
must remind you dear friend.
Hiring a halfling
How might you hire a halfling? I think you might already have realized how, simply offer us something we
would like. If I haven't made the point already, never offer a halfling gold for a service, this is a grave
insult. For this is implying that we would trade the Good for some metal, it is an offer to sell ourselves into
slavery. Sure it might be a limited time, but is not all slavery limited in time by one's mortality?
Some might think to capture a halfling, as I have mentioned, halflings will refuse to eat or drink.
Fundamentally, creatures that do poorly in captivity are not worth capturing and we intend to do very
poorly in captivity.
Probably the best way to work with a halfling is to simply explain how whatever service appeals to the
predator and explorer within her. If what you to do cannot appeal to these instincts, then you will have to
trade a great deal. There is a story of a halfling raid and subsequent feast upon an elven tribe. This tribe
was harassing the traders of Urik and then retreating to the base of the Ringing Mountains. The
information and the benefit to both the halflings and Hamanu did more for his bargaining position than
any amount of silly mold.
Crime
As you can see, we are an eminently civilized peoples. Another indicator of this is our relatively low level
of crime. We have no theft because we all realize that we only use things, not have some metaphysical bond
with them. We are considerate and never use something that another is using as that would be rude. We
like any creature protect our species against others and because we are more cunning, able to enjoy the
Good in addition to living within the Green. Still my friend, there is illness even within our species. I have
heard tales of halflings who have fed on the flesh of other halflings. What did we do? Well, how would you
perceive an animal that decided to eat it's own instead of it's natural prey? Obviously it is very ill and a
danger to the entire species, we do also. We have no incidence of defilers, something you should remember
before you start pointing fingers and making claims to being civilized.
Meeting my people...
So friend Disnomos, now we come to the point of all this, how might you be able to deliver my story to my
people and continue to live. In general I would suggest you take this point of view. Suppose a wild and
dangerous, though very intelligent creature approached you? You would evaluate it's danger, how it might
benefit you in terms of trade, or nutrition and then make a decision. Suppose you were hungry and a lizard
approached and offered to trade you something you did not need, what would you do? Same here, we
would not be hungry much longer. Along these lines, you might make yourself more dangerous than they
are hungry. For instance if I were alone, hungry, weaponless and encountered a sloth. I would have to be
very hungry (or much more schooled in the Way), to try to make a meal of the sloth. Fundamentally, you
want to be worth more alive and happy than you are as a meal, what could be more simple than this?
Yet one more way might be to attach yourself as being of use to another halfling. Let me explain, suppose I
sent you with an important message to my clan chief and you were to return with his reply. He would not
eat you unless things were very bad indeed as that would very rude of him, after all, I am waiting for his
reply. If he did eat you though, I'm sure it would be for a very good reason. This is similar to using and
possibly eating the erdlu another person depends upon regularly.
I have asked you to take my story back home should I join the Green before I return. You have agreed, and
so I give some very specific advice should this happen. You are my friend and I do not wish for your life to
end before it has explored all that it should. When you meet my tribe, explain that you carry a message
from me, and I wish it read before you are eaten. It would be rude of them to ignore that. In my message, I
have told a great deal of you and our clan here in the desert. I fervently hope that they will recognize you
as being almost civilized as I have and will realize your value as an artist, storyteller and teacher. You have
much to offer the world Disnomos, it is a pity you prostitute yourself for metal. I realize that if you try to
find my clan yourself, you might end up lost or stumble into another clan or all sorts of bad things might
happen as you explore the forest. I would suggest you travel to Urik and find the halflings who serve in
King Hamanu's army. Show them the quipu you carry for me and ask their advice. Most likely you can
travel up with some of them during the regular change of forces. The halflings escorting you up should be
able to assure your safety. However, times might be lean and you might just want to give the quipu to
them and ask them to deliver them further. Still, I have written much of you and I am sure my family will
want to meet you in person.
I developed this table to help me out in city settings when the thieves in the party insist on getting
themselves into trouble. It's very simple to use and there are not a whole lot of redundancies. The roll is a
simple d100 for the table and a d100 for the item. Note: it is possible to pick pockets successfully and still
not find anything. This table is designed to represent the common crowd. If a thief is targeting the upper
class only then add whatever percent you see fit to the percentile roll.
01-50 76-87
d20 d20
1: empty! 1: empty!
2: empty! 2: bone ring (2cp)
3: empty! 3: signal whistle
4: 1/4 lb. Nuts 4: small flute
5: 1/2 lb. Rice 5: poison ring
6: 1/2 lb. Raisins 6: broken bone thieves'
pick
7: mixed herbs (common) 7: writing ink
8: handful of cotton 8: feather quill
9: d6 faro needles 9: 1/8 lb. rare spices
10: 1/4 lb. Cheese 10: lump of fresh cheese
11: bone hairclip 11: small fire kit
12: small glass bottle 12: d6 bits
(empty)
13: d4 glass marbles 13: d4 bits
14: 1' twine 14: d2 ceramics
15: bone comb 15: d10 bits
16: sewing needle 16: flask of lamp oil
17: small lump of sealing 17: vial of perfume
wax
18: whetstone 18: obsidian knife
19: signal whistle 19: d6 bone darts
20: GO TO NEXT TABLE 20: GO TO NEXT TABLE
51-75 88-93
d20 d20
1: empty! 1: empty!
2: 1/8 lb. Common spices 2: faro fruit
3: small block of salt 3: 1/2 lb. rare spices
4: dried meat 4: 1/8 lb. exotic spices
5: fire kit 5: d6 candles
6: empty waterskin 6: rare feather
7: 1lb. Raisins 7: glass bottle (full of nectar)
8: cloak pin 8: written note (about a
meeting)
9: candle 9: bone knife & scabbard
10: small square of canvas 10: vial of writing ink
11: scrap of torn silk 11: pouch of dried paints
12: small piece of carved 12: magnifying glass
wood
13: common animal feather 13: d4 ceramics
14: smooth stone 14: d20 bits
15: stick of chalk 15: d10 darts
16: lump of stale bread 16: vial type A poison
17: 1 bit 17: 3 springs of morning glory
18: d4 bits 18: 1 ornamental stone (15cp)
19: plain brooch 19: 1 vial type G poison
20: GO TO NEXT TABLE 20: GO TO NEXT TABLE
93-95 99-00
d20 d20
1: empty! 1: empty!
2: 1/2 lb. exotic spices 2: d3 vials of random poison
3: d4 ceramics 3: 4 vials of random poison
4: d6 ceramics 4: d4 silvers
5: d8 ceramics 5: d20 ceramics
6: d10 ceramics 6: gold
7: d12 ceramics 7: d100 bits
8: d4 bits 8: d100 ceramics
9: d12 bits 9: magical potion fruit
10: d3 ornamental stones (15 cp) 10: steel dagger + scabbard
11: 1 semiprecious stone (75 cp) 11: precious gem (75 sp)
12: written note (elicit meeting) 12: d2 gold
13: 1 silver 13: d10 vials random poison
14: d4 ornamental stones 14: d10 ornamental stones (15 cp)
15: precious bone comb (10 cp) 15: d8 semiprecious stones (75 cp)
16: crafted wooden figurine (d20 16: small random magic item
cp)
17: 1 vial poison type F 17: hand trap
18: bone dagger & scabbard 18: good haul roll twice more
19: d3 thistle roots 19: great haul roll twice more and
20: GO TO NEXT TABLE add 10% to percentile rolls
20: haul of the century roll three
more
times and add 15% to rolls
96-98
d20
1: empty!
2: 1 vial random poison
3: d10 ceramics
4: d4 ornamental stones (15 cp)
5: semiprecious stone (75 cp)
6: d2 silvers
7: d4 vials random poison
8: d3 sun pears
9: 1 deadly creeper in ceramic
ball
10: 3 clumps of rockweed
11: bone bards' friend
12: bag with magic mouth on it
13: silver ring (2 sp)
14: d4 silvers
15: fancy stone (15 sp)
16: jeweled brooch (30 cp)
17: steel knife & scabbard
18: 3 rations food
19: young hurrum
20: GO TO NEXT TABLE
Before the advent of electricity there were two particularly popular methods of giving a tattoo. Both of
these techniques would be quite easy to employ on Athas, especially with the use of a healing spells or
other magical catalysts. Also, refer to the Give Tattoo nonweapon proficiency presented in the DSNHB.
The first technique consists of dipping a sharpened piece of bamboo, or cactus needle, into a jar of ink and
then piercing the flesh of the recipient with the coated needle. After the needle is withdrawn the ink
remains in the flesh. While this sounds barbaric and crude, incredibly complicated and detailed drawings
can be achieved.
The second techniques consists of using fine toothed combs dipped in ink. These combs could be carved
from wood, created using needles, or with the use of magic, such as the spells to shape bone or wood. In
this techniques the combs are dipped into the ink, placed on the skin, and tapped with a hammer. The tips
puncture the skin and the comb is withdrawn, leaving the ink in the skin.
HEALING
After a tattoo is given, it takes 5 to 14 days to heal completely, on a normal man. During the healing
process the tattoo must be kept clean, coating with some type of healing salve would do the trick on Athas.
If the tattoo becomes infected, the art work will be destroyed as the body tries to eject any foreign material,
ink included. In game terms this event is up to the DM, but total healing time should be based on the
Constitution of the recipient, or the use of the Healing NWP on the new tattoo on a regular basis. A healing
spell will automatically heal a tattoo and help insure color set.
MATERIALS
The materials used to give tattoos are all readily available on Athas. Needles can be obtained from cacti --
the hollow needles of a spider cactus are especially valued, as they hold more and can be used for multiple
injections before they need to be re-dipped. The inks can be obtained from the same sources as clothing
dye is, and someone with the brewing NWP or the skill to craft poison can fashion an especially vibrant
range of colors. (Another source of income for Bards?) These inks can range in price from several bits to
several silver pieces depending on the quality and color fastness of the ink. Once again this is left to the
DM's discretion, as are the prices and availability of the needles or combs.
TATTOOED SPELLS
These spells are treated in much the same way as tied (quipu) spells. The words are not actually written on
the skin, but a pattern is determined by the recipient and a series of raised scars are carved into the flesh.
The pattern of the scars determines the pattern that the spell caster must follow.
When these tattoos are given, no healing magics can be used as the wounds must scar excessively. At the
end of the healing process a System Shock must be made or a permanent loss of 1 hit point will result. If
healing magic is used, the scars will not develop and the tattooing will leave only a pretty picture. These
tattoos also tend to be very large. For every level of the spell assume that the tattoo must cover one square
foot. The tattoo must also be easy to touch and follow with ones fingers. These spells will never exceed
third level, as some of the energy from the spell will be drawn from the tattoo each time it is cast. Casting a
first level spell chills the caster, while a third level spell could put the caster into fits of shivering and a
traumatic cold spell. A higher level spell could leave the caster frozen in the spot from which he cast the
spell.
Psionics
Complete Psionics Handbook: Errata
Published by TSR, typed up by Eric Tunon <[email protected]>
The errata page for the CPsiH, as published by TSR, follows:
Psychokinesis Discipline
The following psychokinetic devotions do not require Telekinesis as a prerequisite: Animate Shadow,
Control Light, control Sound, Molecular Agitation, Soften, and Telekinesis. All others have Telekinesis as a
prerequisite.
Telepathy Disciplines
Telepathic Defense modes have no prerequisites. All prerequisites should be ignored! A character does
not need access to Telepathy to get Defense modes.
The mind link power is not a prerequisite for the following powers: Empathy, ESP, Identify Penetration,
Incarnation Awareness, Psychic Impersonation, Send Thoughts. Mind link has never been a prerequisite
for: Ejection, Conceal Thoughts, Contact, Life Detection, Mind Bar, Psionic Blast, and Psychic Messenger.
Mind Link is a prerequisite for all other Telepathic powers.
Psychic Crush should be a devotion and Psionic Blast should be a science.
All references to Telepathic power (or prerequisite) should be changed to mind link power instead.
On page 75 the heading for Fate Link power is missing.
Ego Whip and Mind Thrust both require contact as a prerequisite.
Brain Mole: References to the amplification power should be changed to Psychic Drain. Also, Mind Thrust
is a Telepathic Power not Metapsionic.
Intellect Devourer (adult): References to the Amplification powers should be changed to Psychic Drain.
Also, Ectoplasmic Form should be listed as Discipline not a science.
Psionic Powers
Some powers were sent in the new format proposed in Skills & Powers. Ive added the entries for
compatibility with the older system. Also when some entries were missing I created them.
Clairesentient Sciences
The psionicist using this power gains a very good picture of his surroundings combined with improved
uses of all other senses. The picture he sees is colorless and quite hazy but the character can see in all
directions simultaneously as in all-round vision. Additionally, his field of vision is doubled. This picture is
composed using sounds, tactile sensations, feeling the air movement, smells, ... it is the result of a group
work of all senses. The psionicist should close his eyes and cannot use his normal vision when using this
power. If the psionicist uses his normal vision the power ends.
Radar sense allows the psionicist to "see" even in complete darkness. Even magical darkness won't affect
this power. Invisible objects can be seen just as easily as other objects, and illusions can be easily detected.
Very small details, as well as painted patterns, pictures or writings cannot be seen by using radar sense. If
the psionicist touches the writings he can "see" it with the tactile effect, but he still has only a black and
white picture.
Spell effect as magical silence or vacuum can blur the picture but cannot "blind" this radar, since it uses all
senses except vision. The DM can assign penalties for any effect that disturbs one of the senses, except
vision.
The DM can optionally grant a bonus to some tasks made with this power. (e.g. Acrobatics, move silently,
hide in shadows, ...)
Power Score: All senses are perfect and the psicionist can perform any task much better (gain a +2 or +20%
bonus in everything)
20: Overflow or signals. The psionicist is blind and deaf for 2d4 rounds.
Reference: Dare Devil (Matt Murdock), The man without fear (Commic)
Clairsentient Devotions
Sense Charm
This devotion can detect if a person or monster is under the influence of a charm spell, or similar control
such as hypnosis, suggestion, beguiling, possession, any telepathic control such as psionic domination, etc.
If the creature is psionically protected (any defense mode) a contest must be rolled, if the victim wins, the
psionicist learns nothing about that particular creature. This devotion doesn't revels the exact type of
influence.
Power Score: The psionicist know the exact type of influence.
20: No effect.
Sense Evil
This devotion discovers emanations of evil from any creature, object, or area. Character alignment,
however, is revealed only under unusual circumstances: characters who are strongly aligned, who do not
stray from their faith, and who are of at least 9th level might radiate evil if intent upon appropriate actions.
Powerful monsters such as rakshasas send forth emanations of evil, even if polymorphed. Aligned undead
radiate evil, for it is this power and negative force that enable them to continue existing. An evil cursed
object or unholy water radiates evil. The degree of evil (faint, moderate, strong, overwhelming) and
possibly its general nature (expectant, malignant, gloating, etc.) can be noted.
The devotion has a path of detection 10 feet wide in the direction in which the psionicist is facing. The
range depends on the degree of evil and usually varies between 30 and 500 yards.
Power Score: Double range.
20: The evil creature is aware about the psionicist.
Psychokinetic Sciences
Illusion
Through the use of this power the psionicist is able to create illusions. Creating illusions using psionics is
very difficult. As one increases in experience, the ability to create illusions improves. The psionicist's
chance to create a believable illusion is 20% +5% per level, to a maximum of 95% (at 15th level). If one fails
the illusion roll, the illusion will be flawed. It may be blurry, in B/W, or look cartoonish, etc. If the
psionicist is successful in creating a stable illusion, all others that see the illusion must make an Int check to
recognize that is it an illusion.
Power Score: The illusion is always beliavable. Any attempt to disbelieve automatically fails.
20: For 2d4 rounds the psionicist fouls himself believing that the illusion he tried to create is reality and
reality is instead an illusion.
This power is based on powers created by A.Verzwyvelt ([email protected]), and I have modified
them so they can be used in the Dark Sun campaign setting. I have obtained permission from the original
author to modify them.
Partial Invisibility
Through the use of the above power, the psionicist, when skilled enough, is able to create a deflection field
around him/her which will deflect any light around the psionicist, rendering that psionicist partially
invisible. Among other things, this power gives the psionicist a natural "hide in shadows" of 50% +2% per
level or adds 35% to already existing hide in shadows ability. Other characters are -4 to hit the character, as
the field makes one extremely hard to see. The character appears to look much like the Predator with his
shift suit engaged. Due to the defraction properties of the field, all light beams (lasers) are at damage,
both the character's and the enemies as they both have to fire
through the field.
Power Score: The psionicist is totally invisible, lasers may not pass the field.
20: The psionicist may not use this power for 1d6 hours.
This power is based on powers created by A.Verzwyvelt ([email protected]), and I have modified
them so they can be used in the Dark Sun campaign setting. I have obtained permission from the original
author to modify them.
Vader's Suffocate
This power allows the psionicist to attempt to strangulate the victim with telekinesis. The victim must save
vs. petrification or stay paralyzed and can do nothing. Saving or not the victim receives 1d6 of damage per
round and -2 penalty in all attack rolls and armor class. If the psionicist receives some physical damage the
victim is free. The psionicist cannot attack the victim any way or the victim will be free. The victim must
need air to receive the damage and must have a identifiable throat.
For victims with strength score greater than the psionicist score the DM can allow a contest (victim strength
vs psionicist wisdom) to escape the paralization. Free Action protects against the damage and the
paralization. Another psionicist with this power can negate the attack. Another psionicist with telekinesis
can grant to the victim another save vs. paralization.
Power Score: The victim saves against the paralization at -4.
20: The psionicist suffer partial suffocation for 2 rounds (1d4 of damage and -1 penalty).
Psychokinetic Devotions
Deflection
With this devotion the psionicist can deflect blows or weapons directed to himself. The blows are deflected
with telekinesis, effectively giving a two-point bonus on psionicist armor class.
Power Score: -4 bonus to AC.
20: 1d4 of the psionicist items (equipment or clothes) are thrown away (2d6 yards)
Lasers
By manipulating the light waves around him/her the psionicist is able to fire beams of coherent light
exactly like a laser. Damage is 1d4 per level, to a maximum of 10d4.
Power Score: The psionicist may hit two targets in a single round but the second one must be within 3 of
the first.
20: The power backfires as the psionicist accumulates the energy around him but isnt able to channel it
properly.
This power is based on powers created by A.Verzwyvelt ([email protected]), and I have modified
them so they can be used in the Dark Sun campaign setting. I have obtained permission from the original
author to modify them.
Levitate Others
This power is identical to levitation, except it is used to levitate other characters. Optionally, the psionicist
can stay where he is, while someone else is levitated. The creature must be willing to be levitated, or
unconscious. If an willing creature start to frantically move while in the air (in combat, panic or don't want
to be levitated anymore) the psionicist must make another power check for each round to maintain the
character in the air.
A psionicist can levitate creatures with weights similar to his own. Additional weight, however, such as
equipment, passengers, or large creatures are a hindrance. Every 25 pounds of added weight reduces the
character's power score by one point and increases initial and maintenance costs by 4 points. The DM can
impose a power score penalty to try to stop falling creatures.
Power Score: The initial cost is reduced to 12 per creature and the maintenance if halved.
20: The psionicist doubles the weight of all creatures one round. If they fall, they suffer an extra 1d6 points
of damage.
Call Object
Enhance Weapon
This power allows the psionicist to temporarily enhance melee weapon or a projectile (i.e., no bows or
slings, but arrows, sling stones and throwing weapons are ok), so that it becomes the equivalent of weapon
with magical bonuses. The psionicist must touch (or wield) the weapon to do so. By spending the
necessary PSP's and making the power check, the weapon gets a the equivalent of a +1 magical bonus,
which may be maintained by spending 3 PSP's per round. Note that the psionicist must actually touch the
weapon in order to maintain this power; thus, it is impossible to maintain the power for missile weapons
(unless they return to the user), or if the weapon is knocked out of the psionicists hands. It is possible to
add the bonus to an already magical weapon, or to use this power repeatedly (creating enhancements of
two or more). However, the maximum enhancement that can be achieved by use of this power is one 'plus'
for every 4 levels of the psionicist (i.e., 1 at levels 1 to 4, 2 at levels 5 to 8, etc.)
Power Score: The weapon gets a +2 bonus.
20: The weapon is damaged, it must save vs disintegration or be destroyed.
This devotion is a specialization of the telekinesis science created to move heavy objects. With this devotion
the psychokinesis specialist (a psionicist with psychokinesis as his primary discipline) can move heavy
objects without so high PSP cost and power score penalties.
The initial cost equals the 1/10 of object's weight in pounds. The minimum initial cost is 10 PSP. For very
heavy (1 ton. or more) objects the cost is 10 times the object weight in tons, but the power score penalties
are much higher (see table below).
The maintenance cost is half the initial cost, rounded down. The psionicist must make a power check each
round or the object will crash down.
The character's power score is WIS -2 decreased as shown in the tables below.
A psionicist using TK with this devotion can move an object up to 10 feet per round. The object cannot
serve as a weapon. Leaving a heavy object to fall in a creature is very difficult, since the object moves very
slowly and the creature should see it and move away.
The maintenance of this power is very difficult and the psionicist must make a power check in each round
or the object will fall.
This power requires great concentration and the psionicist cannot perform any other action while
maintaining this power. The psionicist must be unmoving, cannot talk, and can look only to the object
being moved.
This power can only be used to move objects in very simple and pre-defined (decided before the start)
trajectories.
Power Score: The psionicist can maintain this power without any other power check.
20: The psionicist will not be able to move this item until he gains a level.
Psychic Guidance
This power allows a psionicist to guide a small projectile, such as a knife, arrow, or sling stone (max weight
2 lbs), to its target. The psionicist must first prepare the projectile, which takes two segments (see prep.
time) and costs 3 PSP's. The projectile may then be thrown (fired, hurled, or whatever) normally, but may
be guided telekinetically. The following things are possible at the listed cost in PSP's.
Add +1 to hit, +1 to damage, and extend the range by 10 feet by spending 2 PSP (cannot spend more than
the psionicists level)
Make a radical course correction (up to 180 degrees) at a cost of 5 PSP's (all benefits bestowed by previous
guidance are lost).
Recall the projectile at a cost of 10 PSP's. The projectile will return to the psionicists hand (no DEX check
required to catch) from anywhere within range (i.e., line of sight).
The projectile may be made to explode causing an extra d6 damage to the target (or anyone within 3 feet).
This costs 5 PSP's and requires detonate as a prerequisite.
Prepared projectiles may be maintained at a cost of 3 PSP's per round. The maximum number of projectiles
a psionicist may handle at a time is one for every 4 levels of experience. The psionicist must be able to see
the projectile (by some means) in order to guide it. This is not necessary for recalling the projectile, or for
making it explode.
Power score: The projectile may be recalled without spending any PSP's.
20: The projectile explodes doing d6 damage to the psionicist.
Psychometabolic Sciences
This power allows the psionicist to combine the energies of psionics and of the cosmos to enhance his
phisical body. Strength, dexterity, constitution, intelligence and wisdom (the latter two only for psionic
purposes) are raised to 25 for the entire duration of the power wich is one full turn. At the end of the turn
roll on table one to determine the cost this technique exacts upon the body of the psionicist (delay this roll if
the power is initiated again within the turn, see below).
During the turn the psionicist may initiate the power again, any bonus for the 25 score is multiplied for 1.5
(round up results) before being applied. The ability score in itself does not raise above 25 under any
circumstance. The psionicist may repeat this increase as many times as he wants as long as the duration of
the power has not yet expired increasing the multiply factor by 0.5 every time. Note that the duration is
increased by one turn for every initiation.
Roll Effect
1 Stunned for 2d4 rounds
2 -2 (or -10%) to all rolls for 1 hour
3 -4 (or -20%) to all rolls for 1 hour
4 Loose 1 point from one of the raised ability scores (for one
day)
5 Loose 2 point from one of the raised ability scores (for one
day)
6 Loose 3 point from one of the raised ability scores (for two
days)
7 Loose 4 point from one of the raised ability scores (for two
days)
8 Loose 1 point from one of the raised ability scores
9 Loose 1 point from one of the raised ability scores
10 Loose 2 points from one of the raised ability scores
The diminisced ability scores should be chosen randomly, the DM may allow the player to split the loss
betwee multiple scores when facing the loss of more than one point (in fact this is recommended).
Roll* Effect
1 Loose 2 point from one of the raised ability scores (for one day)
2 Loose 3 point from one of the raised ability scores (for two days)
3 Loose 4 point from one of the raised ability scores (for two days)
4 Loose 1 point from one of the raised ability scores
5 Loose 1 point from one of the raised ability scores
6 Loose 2 points from one of the raised ability scores
7 Loose 3 points from one of the raised ability scores
8 Loose 4 points from one of the raised ability scores
9 Loose 1 point from one of the raised ability scores, this happens every day until some potent
healing magic of psionic is applied (determined by the DM). Already lost points are permanent.
10 Immediate death (the DM may allow the use of a wish or that of some other powerful means to
prevent this, 3d4 ability points are lost anyway).
* Add one to the roll for every initiation beyond the second.
Example: Lei-Pa-Veh is facing the killer of his mentor, knowing that someone able to defeat his master
would certainly find no problem dealing with him he uses the Celestial Raising to even the odds. This will
give 25 in strength, dexterity, constitution, intelligence and wisdom for one turn. The opponent proves too
powerful and Lei-veh praying his ancestors uses the Celestial Raising other two times within (respectively)
the first and second turn since the first initiation of the power. The total duration of the power is now three
turns since the first initiation and the multiply factor for the bonuses is 2 (hence all bonuses for a score of 25
are doubled). Being victorious Lei-Pa-Veh thanks his ancestors and the spirit of his dead mentor. Now its
time to see the cost of what he has done, the rolls are 3 (for the first initiation), 6 (for the second) and 3 +1=4
(for the third), he will have a -4 (or -20%) penalty to all rolls for 1 hour and looses 1 point of dexterity and
two points of constitution. Lei-Pa-Veh accepts the pain and prepares to take the place of his master being
the elder of the students.
This power may not be used in conjunction with Adrenalin Control, Enhanced Strength, Cats Grace and
similar spells/powers, Celestial Raising overrides all of them and the basic ability scores count to
determine its effects. Also note that this power was designed to work one turn under the 10 seconds per
round rule (as per Combat & Tactics). If you use rounds of one minute you should increase the duration
properly.
Power ScoreThe psionicist benefits of the power as if it were initiated twice with a single use (with the ill
effects of only one activation).
20The energy is channeled but the body is not able to retain it, roll on the appropriate table (immediately
if its the first initiation) but with a -2 to the roll. No other effect.
Enhanced Combat
This is a real 'Use the force Luke' type power. In essence, it allows the psionicist to mentally guide and
enhance his/her attacks and defenses, making them faster and more accurate. To do this, the psionicist
must first make a power check, and spend a number of PSP's (maximum is twice the psionicists level) to
initialize the power. In the next round, and for as long as this power is maintained, the following may be
done (at the listed cost in PSP's).
NOTE: In any given round, the psionicist may never spend more PSP's than were used to initialize the
power. Thus if 8 PSP's were spent on initialization, it would be possible to dodge one attack, or gain an
extra attack (or do anything else that costs 8 PSP's or less), but it would not be possible to gain an extra
attack and get +1 to hit and damage, as this would cost 11 PSP's. The power is maintained as long as the
psionicist uses this power. It ends on any round during which the psionicist does not spend any PSP's on it.
In order to maintain this power, spending one PSP per round is enough, although it does absolutely
nothing.
Power Score: The amount of PSP's which could be spent per round is doubled (no increase in initialization
cost).
20: Until the psionicist gets at least 4 hours of rest (preferably sleep), he/she has a -1 penalty to hit, to
damage, to AC, to initiative as well as all saving throws.
With this power, the psionicist can throw a group of lightning bolts from his body to each target. Five
PSPs/1d6 of damage is the cost for 1 target, 7 PSPs/1d6 of damage for 2-5 targets. The maximum damage
per usage is half the psionicist level in d6's. Save vs. petrification for half damage. This power cannot be
magnified by any metapsionic devotion, the damage limit cannot be increased.
Power Score: Target saves at -4
20: The psionicist takes half damage. Save vs. petrification for 1/4.
Psychoportive Sciences
Dimensional Warp
This power is a variation on the dimensional door power. The Psionicist defines two 'windows' anywhere
within range, and creates a two way portal between them, such that anything going into one of the
'window' will come out the other. Unlike Dimensional door, this power creates a true two way transport
system (i.e., you can stick your arm through, grab something at the other end, and pull it back -- anything,
including spells, will pass through both ways). The windows, which may have an area of up to 4 square
feet per level of the psionicist, are identical but can have any orientation relative to each other (i.e., they
could be at right angles to each other, or even at 180 degrees *). This could result in some very strange
effects, imagine a charging knight being intercepted by a 'window' and continue his charge straight
towards the ground -- lance first, from 100 yards up. Notice that it might be possible to re-route missiles or
even spells such as fireball or lightning bolt right back to the originator, but the psionicist would have to act
extremely fast (i.e., have initiative and make an int check to see whether he/she can think and act fast
enough). Because of the complexity of warping space in this way it is easy for things to go wrong. If the
power check fails, the full PSP's are used, and a the two windows will open up, but the psionicist cannot
control their position (the windows are also unstable and cannot be maintained). In case of a 20 result, the
windows are 'very likely' to open in such a way as to harm the psionicist (in this case, the window might
also be warped and destroy anything which passes through).
Power score: Maintenance cost is reduced to 3 PSP's per round.
20: see above
Psychoportive Devotions
Dimensional Portal
Dream Sight
Before using this devotion, the psionicist must fall into a deep sleep or sleep trance state during which she
dreams of places and events around her. Her vision is then attuned to the location desired. In the dream,
she can both see and hear and can will her vision to change so that she can view the surrounding area as
well. She cannot see into an area that is protected against teleport or similar powers or spells, however.
Nor can sounds coming from such an area be heard.
When using this devotion the psionicist's astral body leave her physical body and is able to walk, look
around, pass walls,... The distance that a psionicist can move from her body is equal to 100 yards per level
of the psionicist. The astral body is invisible by normal means but is vulnerable to any attacks that can
reach astral or ethereal creatures. While in astral form the psionicist is treated as an ethereal traveler,
cannot influence the normal world and can only use psionics on herself.
The astral body is attached to the physical body by the silver cord. The silvery cord is nearly
indestructible; however, it can be severed by the psychic wind at its most powerful, or by the silver swords
of the githyanki.
At the end, the dream vision ends, and she awakens. If the psionicist's body is disturbed before the dream
sight ends, the power ends and the psionicist is immediately awakened.
Power Score: The astral body of the psionicist is able to see in darkness (normal or magical).
20: The psionicist has a terrible nightmare is unable to sleep for 8 hours.
Interchange
This power allows the psionicist to exchange physical places with any creature within sight, and 50 yards,
of the psionicist. The creature cannot be more than 150% of the mass of the psionicist. When the
interchange takes place, the orientation between the two characters remains the same, so any combat taking
place between the two interchanged characters is unaffected (both physical and magical attacks).
If the subject of the interchange power is unwilling to be teleported, they are allow a saving throw vs.
paralyzation at -2 to resist the teleportation effort. If the creature is willing to be interchanged, no saving
throw is required.
Power Score: The saving throw of the subject of the interchange power automatically fails.
20: The psionicist becomes disoriented, and suffers a -2 to all rolls for the next turn.
Teleport Lock
This power allows a psionicist to "lock" onto another being, and if that being should teleport (magically or
psionically) for any reason, the psionicist will have the option that round, and that round only, to teleport
to the same place as the "locked" creature did. If the psionicist opts not to immediately follow, the lock is
lost. The lock needs to be made while the psionicist can see the creature it is locking onto, but after the lock
is established, distance between the two makes no difference.
If the psionicist decides to follow, the character must pay the PSP costs and make a power check as he
would using the Teleport power, with all the appropriate penalties based upon distance. If the psionicist
does not have enough PSPs, then the Teleport fails.
Power Score: The lock lasts for 5 rounds after the locked on character has teleported.
20: No other effect.
Telepathic Sciences
Backlash
Power Score: WIS - 3
Initial Cost: Special
Maintenance Cost: NA
Range: NA
Prep. Time: 0
Area of Effect: psionic opponent
Prerequisite: contact, mindlink, psionic blast
Author: Matthias Roschke <[email protected]>
This power causes a psychic shock to travel along the psychic conduit formed by contact. It may only be
used after contact has been established, by either the psionicist or by the opponent (i.e., it will travel either
way). This psychic shock will directly damage the opponent, causing 1d6 damage for every 5 PSP's spent
(save vs death to reduce this by half, maximum damage is 10d6 for 50 PSP's). There is however some risk
involved in using this power. If the power check is failed, the psionicist must make a saving throw or suffer
half the damage that he/she wanted to inflict on the opponent.
Power score: Opponent automatically fails the saving throw.
20: Psionicist suffers full damage, no saving throw allowed.
Dreamstalker
When the psionicist employs this science, he projects his consciousness into the dreams of his sleeping
victim. Upon arrival into the dream the victim is allowed a wisdom check to notice the anomaly. If it
succeeds he understands the nature of the attacker, and may choose to end the dream.
When the psionicist enters the dream, he takes the form of the victim's worst fear. He then chases the
victim until the dream ends, or the victim wakes. Upon waking the victim remembers nothing about the
dream, only a dark sense of foreboding and fear. He will also have lost one point of Constitution. The
point of CON can only be recovered through the following means: restoration, heal, Psychic Surgery, or a
Cell Adjustment costing 60 points. Each of these restores one point per application. A limited wish will
restore 3 points, and a wish will restore the victim fully. The Dreamstalker can be used night after night
until the victim is dead (CON reaches zero). The victim can only be revived by a heal, restoration, and
resurrection, in that order, or through a wish.
Power Score: The psionicist can also ask one question as per Probe, or plant one suggestion as per PHB
suggestion.
20: The Dreamstalker fails, all 40 PSP's are lost, and the psionicist must make a save versus death magic or
lose 1d8 Constitution points. These can only be regained as if the psionicist were under the effects of a
Dreamstalker himself.
Hypnosis
To use this power each subject must be contacted when looking at the somniomancer eyes. After, each
subject has been contacted the somniomancer has to make the power score and give the order in a
monotonous, droning voice.
Any subject that fails a save vs. spell is completely dominated and will follow the order like a zombie. Any
order can be given, and the victim will follow it with the best of her abilities, even to kill her friends. Only
obvious suicidal orders allow another save.
The subject may be convinced to be another person or creature or to perform any actions she is normally
able to. The psionicist can ask questions or give another order each round. The orders must be given in a
language understandable by the victim.
Examples:
"Look at my eyes! Now you are a chicken"
"You don't like him, so, KILL HIM !"
"You need to sleep, so, you will stop, take off your armor and sleep..."
Power Score: No other effect.
20: The psionicist can never use this power again on the target.
This power is a massive assault upon all neurons in the brain, attempting to destroy all by massive
overload of signals. The maximum damage is half the psionicist level in d6's. Save vs. Spell (with wisdom
bonus) for half damage. This power cannot be magnified by any metapsionic devotion, the damage limit
cannot be increased.
Power Score: Target saves at -4.
20: Full cost with no effect.
Obscure Defilement
This power is remarkably like superior invisibility, except that it covers the smell, sound, and sight of the
ash surrounding the defiler. The power score decreases by one however, per level of the spell being cast.
So a fourth level spell will be at INT -8. However, if a person comes back to the defiled area at a later date,
he/she will notice the defiled area, unless cloaked by another talent.
Power Score: Every time the people affected by this spell come back to this particular spot, they will not see
the area of ash. Ever.
20: They know exactly what is going on, and the Defiler is in BIG trouble.
Prosopagnosia
This power causes permanent, physical damage to the victim's brain. The damage prohibits the visual,
facial recognition of people's identities. That is, the victim becomes unable to recognize faces -- even his
own. He can detect facial displays of emotions, distinguish parts of the face, and even distinguish the age
and sex of the person he's looking at; the victim simply cannot recognize the person's identity by looking at
his face. As such, the victim will be unable to recognize family, comrades, and enemies. Note, victims can
still use their other senses to recognize familiar people (e.g., while the victim would not be able to recognize
his friend's face, he would still recognize his friend's voice), or they might visually recognize non-facial
features (e.g., a distinctive broach).
While this power results in permanent damage, it is not incurable. Damage may be repaired by a successful
use of psychic surgery or by a successful casting of heal or regenerate.
Power Score: The victim suffers from the effects of a psionic blast in addition to the above effects at no
additional cost. The victim is still entitled to a saving throw to avoid the effects of the psionic blast,
however.
20: The telepath loses contact with the target, and must reestablish contact before attempting to use this
power again.
Psionic Blow
This power creates a blow of brain force forming a wave in all directions around the psionicist. This blast
can jolt a subject's mind like a piece of shocking news. If one of the targets is a psionicist he can get half
damage if he makes his defense mode (as against psionic blast). If the defense mode has an area of effect
(like tower of iron will) all creatures in the area get half damage. The maximum damage is half the
psionicist level in d6's. Save vs. Spell (with wisdom bonus) for half damage. This power cannot be
magnified by any metapsionic devotion, the damage limit cannot be increased.
Power Score: Damage increased to 1d8/8 PSP.
20: Full cost with no effect.
Psylocke's Psychic Knife
The psychic knife was the physical manifestation of Psylocke's telepathic powers. And with calculating
precision she cut through the folds of the target subconscious mind splaying open for clinical inspection the
painful swirl of memories churning inside him/her.
The target hit by the psychic knife suffers effects similar to ego whip. The target must save vs. petrification
or, she can do nothing (including walking or defend him\herself) for 2d4 rounds. If the save was successful
the target is dazed for 1-3 rounds, during which all of his/her die rolls (psionic attacks, melee attacks,
saving throws, etc.) are penalized 3 points (or 15%) and he/she cannot cast any spells above fourth level.
Regardless of the save a contact is established with a successful hit, this contact is maintained while the
psionicist continues in physical contact with the victim. If the victim wasn't paralyzed this should be
difficult.
Optionally the psionicist may try a called shot to the head (-8), if successful the victim must save with a -5
penalty.
Tower of iron will and mental barrier can be used to protect a psionicist's mind against the psychic knife. If
one of these defense modes are active and the victim wins a contest against the psychic knife power score
he saves with +5 bonus and only a tangent will be established (3 tangents must be made to establish a
contact).
Other defense modes are useless against this attack but, of course, Ejection can destroy the contact.
Power Score: The knife gains a +2 bonus to hit and the maintenance cost is halved.
20: Full cost with no effect. The psionicist is delusioned, she thinks she has a knife but she doesn't. She will
probably try to punch the victim.
With this power the psionicist tries to explode the mind of the victim. When the victim reaches zero hit
points the head explodes. The damage starts as 1d6 and will grow as the sequence: 1 2 4 6 8 10 12 14 16 ...
(d6's per round).
Each round the victim has the right to save vs. spell (with WIS bonus) for half damage. If the victim gets
out of the vision of the psionicist this power will not work. The psionicist must stay completely quiet to
maintain this power. This power cannot be magnified by any metapsionic devotion, the damage limit per
round cannot be increased.
Power Score: The psionicist can walk while maintaining this power.
20: Contact broken and the psionicist will not be able to contact the victim for 1d4 turns
Telepathic Devotions
Awaken
This devotion allows the somniomancer to wake another character from normal sleep without the use of
touch or sound. When this devotion is used the subject simply wakes up instantly. (This doesn't mean that
the subject is immediately alert)
The subject hears (only in her mind) a great shout "wake up!" or any word the somniomancer wants (one
word only). The subject may be scared or hungry depends on situation.
At DM discretion this power can cause problems when used against subjects in astral travel.
Power Score: No effect
20: No effect
Induce Pleasure
This is the opposite power of Inflict Pain. While no good comes from it (no healing or curative effects), it
makes the subject individual shudder and twist in ecstasy. If used in combat, the victim must save vs
paralyzation in order to keep functioning and fighting. Failure to save indicates a penalty of -4 on all attack
rolls that round, and any spells being cast are disrupted.
The insidious effects of this power occur when it is used in conjunction with Inflict Pain. By using the two
powers interchangeably, dependent upon the victim's actions, the victim can be conditioned to perform
certain acts instead of other acts they would normally perform. For each week of being subjected to this
treatment, they must make a wisdom check, with a penalty equal to the number of weeks of "treatment"
(i.e., 3 weeks of treatment = penalty of -3) or have their actions in particular scenarios predetermined by
their conditioning. Only one area of behavior may be affected per victim. Depending upon the behavior
modification, there is a chance (DM's discretion) for an alignment change by the victim.
Power Score: The pleasure is so overwhelming that the victim passes out for 1d10 rounds.
20: The contact is broken.
This is the "use the force Luke" power. The psionicist concentrates all his mind capacities in the task he
intends to do in the next round, granting a +5 (or +25%) bonus in this task in the succeeding round. This
power can be used only one time per task and the duration is fixed in one round. The bonus can be used in
any action the psionicist wants. The only requisite is: he must know what he will do in the next round.
Power Score: The bonus is +6 at half cost.
20: The psionicist forget how to do the task for 1d4 rounds.
Memory Summoning
By means of this power a Psionicist can effectively bypass another person's natural defense's (including
another psionicist's defenses). Many DMs believe that if someone psionically touched they will know it
(especially in the case of another psionicist), with this power this is not the case.
The psionicist will implant a thought into another person's mind. This thought will be a front, and he will
follow it into the person's mind. The person will notice the thought and not the mind touching (on a
successful power check). This is a very risky proposition (checks must be made by the DM every other
round), but the benefits are enormous the psionicist can roam around and use whatever powers he wants.
He will not know if he has attracted the attention of the person's mind that he is in, unless he attacks or fails
a power check (for all powers other than this one the power checks must be made at -4 due to the fact that
you must not alert the person who's mind that you are in to your presence, if he fails by three or less, the
power is initiated but you alert the person to your presence).
Once inside the victim's mind, the psionicist could use daydream or some other power without the victim
noticing, but if he attacked with something like psionic blast the victim would notice (here use common
sense attacks will make the attacker be noticed, non-attack will hopefully not bring get you noticed by the
person's mind). But until the psionicist finds resistance he will have no idea if he has been discovered. The
victim will know that his mind has been entered when the psionicist fails a power check and at that time
can try to use any psionic defenses he possesses (or attacks if he wants). The preparation time must be
spent finding out about the person that the power will be used on. He must find some thought that he can
use to follow in to the mind with (e.g., a gladiator learning to use a sword, an elf finally earning his name, a
Halfling eating a person for the first time, etc.).
Power Score: The psionicist only has to make a check every fourth round.
20: Automatic failure and the person knows the psionicist is there and can take whatever precautions he
can to stop the psionicist from entering his mind or from going further into his mind. Or, if he wins
initiative, the victim can psionically attack the psionicist.
Oniric Vortex
With this devotion the psionicist can bring some friends into a dream. The psionicist must be in a dream to
use this power (her own dream or any dream affected by enter dream [see DRAGON #204]).
An unwilling subject may choose to end the dream and wake up. This action ends the dream for that
particular character only.
Power Score: The maintenance is free. The psionicist only need to pay Enter Dream.
20: All subjects have the same nightmare.
Outer Dream
This devotion is similar to contact other plane spell and requires the psionicist have access to psychoportive
and telepathic disciplines.
When this devotion is used, the psionicist sends her mind to another plane of existence in order to receive
advice and information from powers there. As these powers resent such contact, only brief answers are
given. Any questions asked are answered by the power during the power's maintenance. The character
can contact an elemental plane or some plane farther removed. For every 10 PSPs spent one question may
be asked. Contact with minds far removed from the plane of the psionicist increases the probability of the
psionicist going insane or dying, but the chance of the power knowing the answer, as well as the
probability of the being telling the correct answer, are likewise increased by moving to distant planes. Once
the outer planes are reached, the Intelligence of the power contacts determines the effects.
The table given here is subject to DM changes, development of extraplanar NPC beings, and so on.
If insanity occurs, it strikes as soon as the first question is asked. This condition lasts for one week for each
removal of the plane contacted to a maximum of ten weeks. There is a 1% chance per plane that the
psionicist dies before recovering, unless a psychic surgery is made upon her. A surviving psionicist can
recall the answer to the question.
On rare occasions, this divination may be blocked by the action of certain lesser or greater powers.
Percentage in parentheses are for questions that pertain to the appropriate elemental plane.
Power Score: No chance of insanity.
20: The psionicist grates a power. The DM must decide what the disturbed power will do.
Sleeping Automation
This devotion allows the somniomancer to take control of a sleeping subject's body and cause it to perform
simple actions. Such actions include movement (sleep-walking), picking up and moving small objects, etc.,
but nothing either delicate or violent and nothing that involves any thinking or decision-making process.
The somniomancer can't force the subject to commit suicide or actively damage herself in any way; the
subject will wake up before any damage be inflicted.
This power doesn't give the somniomancer any way to see what the subject is actually doing, so, the
psionicist should be able to see the target by any means or it will be very difficult to give the orders.
Power Score: The psionicist can see with the target eyes.
20: Target wake up.
Metapsionic Sciences
Mystical Conduit
This power opens an immobile conduit for mystical energy from the area immediately surrounding the
psionicist to anywhere within line of sight (see cost). The next spell cast from where the psionicist was
standing at the time the power was initiated will function as if it was cast at the other end of the conduit.
Thus the ranges of certain spells can be greatly increased. Notice that spells, which affect the caster only
(i.e., personal spells), will now affect whoever is standing at the other end of the conduit or be wasted if
nobody is standing there. A vampiric touch (or fire shield) for example, could be cast at one end and
whoever was at the other end could now apply the vampiric touch (or be protected by a fire shield), and
gain the full benefits from it (i.e., reach out and touch someone, in case a vampiric touch had been cast).
The original caster has absolutely no control over the spell -- it is as if the whoever was standing at the
other end of the conduit had actually cast the spell. Since the accuracy and power required for transferring
personal spells is much greater than for other spells, the cost is increased to 40 PSP's + 1 PSP per 10 yards.
The mystic conduit is visible only by a detect magic, true sight, or psionic powers such as Heightened
senses. It collapses the instant any spell is conducted in this way or if the psionicist ceases paying the
maintenance Cost.
NOTE: The conduit is one way only, thus it is not possible for a psionicist to steal a spell, as it is being cast
by an opponent.
Power score: No PSP's must be paid to maintain this power.
20: The next spell cast near the psionicist will backfire.
Postpone
This power allows a psionicist to "postpone" a power until a later point in time. This consists of the
psionicist having to first make the power check to initiate the power, then having to make the postpone
power check. When the psionicist makes the power roll for the first power, he pays he initial cost of the
power, then when he initiates postpone he pays the same cost again. The power that is postponed is "put
on the back burner" until a later point in time, when the psionicist wants to use the power he has
postponed. This power will allow a psionicist to maintain any power he can use at the time (even if he can
only use because of convergence, if he can use it he can postpone it), this includes both once and done
power, and maintainable powers. This power has a serious draw back while a power is being maintained
the psionicist can not get back ANY PSPs due to the fact that he is using a power at that time (spending
exactly 1 PSP per hour).
Power Score: If a power score is rolled this power only uses half the normal PSPs to maintain, and in so
doing allows a psionicist to regain PSPs every other hour (depending upon whether or not he rests).
20: The power is disrupted and the psionicist must begin again to try to postpone the power.
Psychic Sacrifice
This science allows a powerful psionicist to transfer a portion of his or her power to another person when
he or she dies. One science and two devotions are chosen at random from those known by the user of this
power (the Sacrificer), which are immediately added to those known by the target. The target gains enough
PSP's to use the three powers once per day each, with 4 rounds of maintenance.
If the target was a non-psionicist before the use of this power, he or she should be treated as a wild talent.
If the target was already a wild talent, the new powers and PSP's are added to those currently possessed. If
the target was a psionicist, the powers and PSP's are added to their current abilities, and are considered
separate from the normal maximums allowed by their level. The powers can be from a discipline outside
those currently known by the target, and do not count against the maximum number of sciences/devotions
per discipline. If the powers granted are already possessed by the target, the PSP's are still gained, and the
power score in that power is increased by one (as though the target had relearned that power). In all cases,
the PSP and power gain is permanent.
The target's alignment becomes that of the sacrificer. If this causes the target's alignment to change, this has
a 1% chance per PSP gained of driving the target insane.
At the discretion of the DM, the target may be visited by the spirit of the sacrificer. The spirit may give the
target hints, encouragement, or other support in particularly difficult situations. This may occur at most
once per month, and lasts for at most 1 turn.
To initiate this science, the sacrificer must first die. This can be either an accidental or intentional death,
although an intentional death for the sole purpose of using this science grants the sacrificer a +2 bonus to
his or her power score. At the very instant of physical death, the player must state his or her intention to
initiate Psychic Sacrifice, and also must state the target. The sacrificer's psyche is then kept alive by feeding
off the remaining PSPs the psionicist had at death. The upkeep of 20 PSPs/round must be paid each round
until the power is successful, or the sacrificer's psyche dies. The sacrificer must also attempt contact (via
psionic attack forms if the target is an unwilling psionicist) each round. If the sacrificer does not have
enough PSPs remaining to pay the upkeep and attempt contact, their psyche dies.
Once contact has been successfully made with the target, the sacrificer rolls against the power score for
Psychic Sacrifice. The upkeep of 20 PSPs must also be paid in this round; if not enough PSPs remain, the
sacrificer's psyche dies. If the roll is successful, the effects listed above occur. If the roll is failed, contact is
broken, and must be attempted again in the next round.
If the Psychic Sacrifice is successful, the sacrificer may never be Raised, Ressurected, or Reincarnated.
However, if the sacrifice is unsuccessful (the sacrificer runs out of PSP's or skips a round of attempting
contact for any reason), the sacrificer may be raised, ressurected, or reincarnated.
Power Score - the sacrificer can pick the science and two devotions granted to the target.
20 - the sacrifice fails, and both the sacrificer and target are psychically stunned, losing all current PSP's
(killing the psyche of the sacrificer).
1 - only 1 science or 2 devotions (50/50 chance) are granted to the target.
Note to the DM: If this science is allowed in your campaign, you should make allowances for NPC
psionicists who have been targets of it in their lifetimes, and therefore have more than the normal allotment
of psionic powers and PSPs. In particular, the DM may consider high level evil NPC psionicists who
"farm" low level psionicists for the sole purpose of having them sacrifice their powers to their mentor.
Time Flow
This power allows the psionicist to speed up or slow down time with regards to the target creature. At the
time the check is made, the psionicist declares by how much the time flow will be increased or decreased.
In other words, how many rounds will occur for the target creature while a single round of 'normal time'
passes (or alternatively how many rounds of 'normal time' will pass in what the target creature sees as a
single round). The power scores and initial/maintenance costs are given below.
Speed up/
slow Power Score Initial/maintenan Prerequisite
down ce
factor penalty cost (see note) Level
2 3 10/5 5
3 4 20/5 10
4 5 30/5 15
5 6 40/5 20
Note: The power can only be maintained if the psionicist is the affected creature. The costs are relative to
the psionicists time frame, in other words the initial cost is relative to normal time (and will affect the target
creature for one round of normal time), while the maintenance cost is relative to the new time frame, and
must be paid for every round the psionicist experiences. A 20th level psionicist for example, who speeds up
time by a factor of 5, would not have to pay maintenance cost for the first five rounds (or 1 round 'normal
time') since this is covered by the initial cost. After these 5 rounds, the maintenance cost would be 5 per
round (or 25 per round normal time). Since this power affects the flow of time, rather than speeding up the
metabolism of the target creature, as is the case with magical haste for example, no aging will result.
Anyone who returns to the normal time frame however, will be confused and unable to do anything for as
many rounds as were spend in the other time frame. This gives the body time to readjust to normal time
and recover from the strain. It is possible to force the body to ignore to ignore this time of recovery. To do
so requires a Wisdom check and a Constitution check, with a penalty equal to the factor by which time was
affected for both checks. If either is failed, 1d6 random ability scores are permanently lowered by one. In
other words, this is not a good idea except in the most desperate cases.
Power score: The psionicist may increase the time factor by one, without having pay the extra cost in PSP's.
20: The psionicist is confused and disoriented as described above.
Metapsionic Devotions
Psychic Rogue
This power allows the psionicist to temporally steal a psionic power from another person. After contact is
established the psionicist spends 10 PSPs and chooses one of the victim's powers (The psionicist must know
if the victim knows the particular power).
After that, and while paying maintenance cost, the psionicist is able to use the power as any other. The
victim will forget the power until the psionicist stops paying maintenance.
Power score: The psionicist may choose any victims power, even if he didnt have knowledge of it. He also
learns how it works.
20: The psionicist lends one of his sciences to the opponent for 3d4 rounds.
Just a few words, though. They reflect the fact that in order for there to be much of a population there has
to be a certain amount of people who have defense modes as well. Anyone who has used the CPsiH wild
talent tables has probably had the problem where PCs with attack modes run rampant with just about all
non-psionicist NPCs because their lack of a defense mode. Of course, you could simply make a lot of the
NPCs have them, but if you are supposedly going according to the CPsiH tables, that doesn't make
statistical sense. This attack-mode vs. no defense mode problem is even more pronounced if one tries to use
psionics in a non-DARK-SUN setting/world, where no one who is a non-psionicist (a lot of people!) has a
defense mode. The fact that everyone has at least one psionic power is what for me makes it the only place
where I can really allow psionics into my games, for they are simply too powerful anywhere else. Again, if
you use the wild talent tables in the CPsiH, the fact that so few people have defense modes gives rise to the
same problem. I have therefore opted to increase the chance that a given NPC has a defense mode so that
about 3 in 10 NPCs have one. Now, if an important but not-too-powerful NPC (yes, they can exist :) is
attacked by a player, you are not too entirely off your statistical rocker to give her/him a defense mode :D
Also, to make things fit correctly, I made up a few new psionic powers. I don't have the CPsiH right in
front of me, so I'm not sure if some of the powers on the table are new or not, especially since I made it
about 6 months ago. You can make them up on your own, make it a reroll, substitute another power in its
place, or ask me to post/mail how I have them worked out in my system (aiding my feeble memory by
telling me which ones are really new, of course :) Well, long disclaimers aside, here it is...
Editor's note: I inserted (new?) where I found a power that wasn't in CPsiH or DK. Also, I realize that
TW&TW presented an updated version of the wild-talent table, but I know there are those of you who do
not own it--besides, you can never have too many tables :-).
Psionic Wild Talents, Table 1
01-02: Choose one on this table. 48-53: Thought Shield
03-05: Roll twice on this table. 54-59: Mental Barrier
06: Aversion 60-65: Tower of Iron Will
07: Conceal Thoughts 66: Combat Mind
08: Mind Bar 67: Hear Light
09: Awe 68: Feel Sound
10: Dream Travel 69: Know Direction
11: Psychic Messenger 70: Danger Sense
12: Psychic Impersonation 71: Spirit Sense
13: Heightened Senses 72: Control Sound
14: Expansion 73: Animate Object
15: Flesh Armor 74: Suspended Animation
16: Displacement 75: Biofeedback
17: Body Control 76: Body Equilibrium
18: Mind Over Body 77: Catfall
19: Ballistic Attack 78: Cell Adjustment
20: Time/Space Anchor 79: Empathy
21: Sound Link 80: Sight Link
22: Identity Penetration 81: Truthear
23: Graft Weapon 82: Control Flames
24: Immovability 83: Adrenalin Control
25: Lend Health 84: Body Weaponry
26: Share Strength 85: Chemical Simulation
27: Absorb Disease 86: Enhanced Strength
28: Control Light 87: Reduction
29: Animate Shadow 88: Daydream
30: Radial Navigation 89: Life Detection
31: Poison Sense 90: Send Thoughts
32: Know Location 91: Dimension Walk
33: See Sound 92: Aging
34: Feel Light 93: Astral Projection
35: All-round Vision 94: Synaptic Static
36-41: Intellect Fortress 95: Attraction
42-47: Mind Blank 96-98: Roll on Table 2.
99-00: Roll once on this table
and then on Table 2.
Psionic Wild Talents, Table 2
01-02: Choose one on this table. 48-53: Thought Shield
03-05: Roll once on each table. 54-59: Mental Barrier
06: Life-Drain 60-65: Tower of Iron Will
07: Appraise 66: Sensitivity to Psychic Impressions
08: Cannibalize 67: Precognition
09: Levitation 68: Summon Planar Creature
10: Id Insinuation 69: Shadow-Form
11: Mind Thrust 70: Clairvoyance
12: Energy Redirection (new?) 71: Invisibility
13: Energy Absorption 72: Mindlink
14: Probe 73: Metamorphosis
15: Mass Domination 74: Dimension Door
16: Mindwipe 75: Animal Affinity
17: Inflict Pain 76: ESP
18: Post-Hypnotic Suggestion 77: Molecular Manipulation
19: Control Body 78: Ectoplasmic Form
20: Detonate 79: Repugnance
21: Time Shift 80: Teleport
22: Telepathic Projection 81: Molecular Rearrangement
23: Phobia Amplification 82: Death Field
24: Molecular Agitation 83: Double Pain
25: Cause Decay 84: Invincible Foes
26: Project Force 85: Superior Invisibility
27: Teleport Other 86: Domination
28: Complete Healing 87: Telekinesis
29: Switch Personality 88: Energy Transformation (new?)
30: Chameleon Power 89: Psionic Blast
31: Clairvoyance 90: Ego Whip
32: Fate Link 91: Psychic Crush
33: Banishment 92: Flight (new?)
34: Object Reading 93: Psionic Sense
35: Aura Sight 94: Convergence
36-41: Intellect Fortress 95: Disintegrate
42-47: Mind Blank 96-98: Roll twice on Table 2
99-00: Choose one power
from this table
Wizard Spells
Index by level
Level 1
Condense Water Level 5
Ice Sheet Cagliostro's Combined Conjuration II
Icewalk I Cagliostro's Magically Enhanced Rapid Fire
Mental Rejuvenation Missile
Mind Bolt Tor Kamals Combined Spellcasting
Sand Glass Tor Kamals Defiler Bane II
Tor Kamals Dimensional Barrier
Level 2 Tor Kamals Forceful Shadowball
Bloody Tears Tor Kamals Ice Rings of Protection
Delay Tor Kamals Lightning Form
Ethereal Gate Tor Kamals Lightning Storm II
Ice Path I Tor Kamals Puppet Master
Icewalk II Tor Kamals Shadow Guard
Masquerade Tor Kamals Shadowcage
Prosthesis
Tor Kamals Seeker Lightning Level 6
Unerring Concentration Cagliostro's Specific Spell Immunity
Tor Kamals Delayed Spellcasting
Level 3 Tor Kamals Geysers
Armeth's Sand Dome Tor Kamals Meteors from Sideral Cold
Cagliostro's Incredible Iceblast Tor Kamals Pocket Channel
Death Aura Tor Kamals Power Spell
Ice Path II Tor Kamals Shadow Giant
Mental Calm Tor Kamals Shocking Grasp II
Nerve Fire Tor Kamals Tuned Magic
Project Sensory Effects
Sand Storm Level 7
Shape Shift Tor Kamals Ice Barrier
Tor Kamals Cloak Of Darkness Tor Kamals Ice Demonguard
Tor Kamals Creeping Tendrils of Shadow Tor Kamals Icy Death From The Sky
Tor Kamals Defiler Bane I Tor Kamals Impossible Dimension
Tor Kamals Gravity Power Tor Kamals Lightning Speed II
Tor Kamals Icefire Tor Kamals Recall Shadowy Memories
Tor Kamals Icy Demolisher Tor Kamals Shadow Permanency
Tor Kamals Instant Barrier Tor Kamals Specific Gate
Tor Kamals Lightning Storm I
Level 8
Level 4 Tor Kamals Multispheres
Cagliostro's Combined Conjuration I Tor Kamals Obsidian Breath of the Dragon
Sinkhole Tor Kamals Past Duplication
Sword of Force Tor Kamals Rage of the Land
Tor Kamals Laughing Terror
Tor Kamals Lightning Speed I Level 9
Tor Kamals Minor Ice Barrier Tor Kamals Blizzard of Destruction
Tor Kamals Misleading Myst Tor Kamals Greater Ice Barrier
Tor Kamals Shadow Blade Tor Kamals Mnemonic Enhancer
Tor Kamals Shadow Fist Tor Kamals Reverse Aging
Tor Kamals Shining Spears Tor Kamals Riot Storm
Tor Kamals Shocking Grasp I Tor Kamals Wrath Upon Magic Resistance
Undead Vengeance
Index by School
Range: Touch
Duration: Permanent
Components: V,S,M
Casting Time: 1 round
Area of Effect: One Creature
Saving Throw: N/A
Author: Brian J. Toleno
<[email protected]>
This simple spell allows wizards to create small The delay spell causes any spell cast in the
glass objects (up to 3 pounds) out of sand. If following round to have its effect delayed for up
used creatively, it is a handy spell for many to 1 round per caster level. At the end of the
situations. The caster can shape the glass in any delay spell, the spell takes its normal effect. If the
way he wants, but trying to duplicate an existing delayed spell is an area effect spell, its area must
object or creating something complex or valuable be stated at the time of casting, not when it goes
will require the proper artistic proficiencies. The off. If the spell affects the caster or if the caster
caster can produce either transparent or must give instructions, etc..., then the caster must
translucent glass. Common products of this spell still be within the area.
are cups, bowls, vials, small windows, crystal Because the spell requires extreme mental skill,
bullets, cutting shards, and so on. The spell itself the caster must roll an intellegence check with a
doesn't produce sharp enough edges for cutting, -5 penalty. If the intellegence check fails, the both
but this can be done after the glass is made. It the delay spell and the affected spell do not
takes at least one round to prepare the glass, plus function and are wasted.
a variable time for the shaping, dependent on the After the delay has taken effect, the spell works
object's complexity (DM's discretion). normally, with its standard area of effect and
The material component of this spell is a small range. The delayed spell, however, is weakened
crystal lens to concentrate any light source slightly, and all saving throws are made with a
stronger than torchlight on the sand. The lens is +3 bonus. Spells which normally do not allow a
not expended. save are allowed a save, but with no bonus to
save.
Level 2
Ethereal Gate (Alteration)
Bloody Tears (Necromancy)
Range: Touch
Range: 10 yds/lvl Components: V, S, M
Components: V, S, M Duration: 2 turns/lvl
Duration: 1 rnd/lvl Casting Time: 2
Casting Time: 3 Area of Effect: Special
Area of Effect: 1 target creature Saving Throw: None
Saving Throw: Neg. Author:
Author: Jason R. Tood <[email protected]>
<[email protected]>
(This is basically an altered version of Rope Trick)
The caster must make eye contact with the target. When this spell is cast, a piece of rope must be
The caster then crushes the eye in his fist while formed into a circle. The circle will enlarge itself,
casting the spell. The target's eyes immediately and it becomes a portal to an extra dimensional
start bleeding (dmg=1/rnd, blinded for the space. The space can hold up to 8 people or
duration of the spell, suffering -4 to hit, +4 AC). creatures of medium size. The rope circle can be
The victim may save, in which case she/he takes pulled in to close the entrance to the
only one point of damage. The caster does not extradimensional space. Creatures inside can see
have to concentrate to maintain this spell. everything they would normally be able to see
The material component is a dead man's eye. from inside the space, but other creatures pass
right thorugh them and will not notice them.
Spells or psionics can not cause effects outside
the ethereal space. The rope circle must be This spell works exactly as the 1st level one. It
reopened when the characters wish to leave. enables also the recipient to skate upwards on ice
If the spell ends with the characters still inside, sheets with an incline of up to 15% at normal
they appear at the point where they entered it, in speed (faster than climbing it). On a plain surface
whatever position they were in at the end of the the skating movement rate is the same as per the
spell. 1st level spell. When skating on a downward
The material component of this spell is a 1 ft slope the normal movement rate is tripled.
piece of rope to make the circle which is
consumed in the casting. The Somatic Masquerade (Alteration)
component of this spell is making several
gestures over the rope and then forming it into a Range: Touch
circle. Components: V, S, M
Duration: 1 day + 1/4 day per caster lvl
Ice Path I (Invocation, Alteration) Casting Time: 1 round
Area of Effect: 1 individual or creature
Range: 0 Saving Throw: None
Components: V, S, M Author:
Duration: 2 turns + 1 turn/level <[email protected]>
Casting Time: 2
Area of Effect: Special This spell is a lesser version of my 3rd level spell
Saving Throw: Special shape shift. It functions the same way as that
Author: Darknight <[email protected]> spell with the following exceptions. Height and
weight can only be changed +/- 5%. This spell
This spell is similar to the 1st level Ice sheet in can't be used to change the type or race of a
execution and effects. Instead of creating a square creature or person unless the recipient is already
sheet the spell shapes the ice to make a path 3- the right size and weight.
foot wide. The wizard has complete control on To endure the effects of this spell, a person must
the shape of the path but all of it must be in make a system shock check (for creatures with no
contact with terrain (from stone to sand any constitution score, use a save vs death magic as a
terrain is good enough but quicksands and the priest of their hit dice). If the system shock roll
like are not). The path stretches for 20 yards per fails, then the person or creature is unconcious. If
level of the caster and may cross itself and create a character is killed while under the effects of
any possible pattern or shape, it could be used to masquerade, the effects fade 12 hours after he
create a round or square area like that of the dies or the duration of the spell experies,
Grease spell. The covered area will be equal to 60 whichever is shorter. This spell can not be cast
square feet per level of the caster (60% of the on dead people or creatures.
normal Grease). Any creature that steps on the The material component of this spell is a mud
ice is subject to the rules for Grease except that if paste made from silt and water which is smeared
the sheet is very large it could be impossible to sparingly on the recipient's face and/or body
reach sure ground at the first attempt. This spell before casting the spell.
was mainly desinged to be used with the several
Icewalk spells. The material component of the Prosthesis (Necromancy)
spell is a small quantity of water wich is
consumed. Range: touch
Components: V, S, M
Icewalk II (Alteration) Duration: Perminent
Casting Time: 1 round
Range: Touch Area of Effect: 1 limb
Components: V, S Saving Throw: Special
Duration: 2 turns + 1 turn/level Author: John M. Martz
Casting Time: 2
Area of Effect: Three creatures + 1 per 2 levels of Prosthesis allows the caster to fashion a relatively
the caster functional prosthetic limb. The limb may be as
Saving Throw: None small as a single
Author: Darknight <[email protected]> digit or any amount up to an entire arm or leg.
In order to cast this spell, the wizard must obtain
a matching limb, which needs to be about the Level THACO Damage Save
same size as the missing member and the same up to 4 17 1d8 No other effects.
genus as the recipient. Thus, an elven arm could 5-8 15 1d8+1 +1d4 damage if
be grafted onto a human, but a thri-kreen limb failed.
could not. While the limb is usually taken from a 9-12 13 1d10 +1d6 damage if
dead body, the caster can use the target's own failed.
limb if it is available. If the stump has healed (if 13-16 11 1d10+1 * Save at +2 or be
it is not a fresh amputation), the mage must cut stunned 1 round,
all living flesh from the end of the stump before if successful
casting this spell -- this spell provides no pain +1d6 damage.
relief. After preparing the stump, the caster 17-20 9 2d6 Save vs. spell or
touches the prosthetic limb to the stump and be stunned 1
casts prosthesis. The new limb fuses with the round, if
target's skeleton, and he can begin to use it as successful +1d6
soon as the casting is finished. damage.
Unfortunately, the target does not regain full 21+ 7 3d6 Save vs. spell or
function of his limb. The new limb, while be stunned 1d4
functional, has no sense of touch and provides rounds, if
only 25% of normal functioning. With each successful +1d6
passing week, the character gains another 5% damage.
functionality up to a maximum of 75% of normal.
The exact impact this decreased functionality will The effects of lower levels are not cumulable with
have upon the character is up to the DM -- the following ones. Remember that since this
examples included worsened movement rates, spell requires an attack roll it may be used for
armor class, THAC0, reaction adjustments, called shots (with the normal maluses).
thieving skills, etc. (but better than if the The material component of the spell is a crystal
character did not have a prothesis at all). miniature of a spear wich is not consumed during
Furthermore, only the bone within the limb is the casting.
affected by this spell the remainder of the limb
continues to rot until nothing remains but the Unerring Concentration (Abjuration)
bone.
This spell can only be used on characters with Range: 0
missing limbs (e.g., it can't be used to give a two- Components: V, S
legged character a third leg). The material Casting Time: 2
component is the dead limb. The limb may be in Duration: 1 round/level
any state of decomposition as long as the bones Area of Effect: Caster
are intact. Saving Throw: None
Author: Steve Bartell
Tor Kamal's Seeker Lightning (Evocation) <[email protected]>
Range: 50 yards (see below) This spell allows the wizard to have no
Components: V, S, M distractions to his concentration -- especially in
Duration: 1 round per level casting spells. The caster will be able to
Casting Time: 2 withstand 2 points of damage per level each
Area of Effect: The caster round the spell is in effect without disrupting
Saving Throw: Special casting. (i.e. a 10th level wizard could take up to
Author: Darknight <[email protected]> 20 points of damage each round.) Fifty or more
points of damage will automatically negate the
For the entire duration of the spell the wizard's benefits of the spell for that round, regardless of
right hand (left if left-handed) is enveloped in a level. Disruption of concentration does not mean
fainth blue light. Once per round the wizard may the unerring concentration spell is negated; it is
hurl one spear-like lightning at a single opponent just ineffective during that round. Amputation of
within 50 yards. His chance to hit (dexterity necessary limbs, of course, will destroy the
bonuses apply) and the effects of the lighning are spellcasting. The caster must still be able to go
listed in the following table.
through the verbal and somatic part of the spell. replica of a campsite attached to the base. The
A wizard who is successfully grappled will be item is worth 100 gp and is not destroyed with
unable to cast, even with the unerring the casting of the spell. The sand, however, must
concentration. be replaced with each casting, through the corked
A person protected by this spell will still take hole in the base. Upon casting the spell, the globe
damage and be aware of pain, they will just be is shook, while the words, "There's no place like
unaffected by it until the spell duration expires. home," are said in Svirfneblin.
A mage who reaches 0 hit points is dead, despite
the protective nature of this spell. Cagliostro's Incredible Iceblast (Evocation)
Range: 10 yds + 10 yds/lvl
Level 3 Components: V,S,M
Duration: Instantaneous
Armeth's Sand Dome (Alteration) Casting Time: 3
Area Of Effect: 20-foot radius
Range: 0 Saving Throw: 1/2
Components: V, S, M Author: Jim Toth
Duration: 1 hr + 1 hr/lvl <[email protected]>
Casting Time: 1 round
Area of Effect: Large enough for 10 people and An iceblast is an explosive burst of cold which
gear detonates with a low roar and deliver damage
Saving Throw: None proportional to the level of the wizard who cast it
Author: Michael Kenyon -- 1d6 points of damage for each level of
<[email protected]> experience of the spellcaster (up to a maximum of
10d6). The burst of the iceblast creates little
This spell cause sand, earth, loose gravel, topsoil, pressure and generally conforms to the shape of
etc. around the mage to form into a hollow dune. the area in which it occurs. The iceblast fills an
The dune is one foot thick and large enough to area equal to its normal spherical volume
hold 10 people, their gear and suffient air for (roughly 33,000 cubic feet)
them to breathe comfortably for the duration of All items susceptible to cold damage must make
the spell. a saving throw versus cold to determine if they
Note, the spell is gauged off of a cluster of life are affected, but items in the possession of a
forms, so pets and the like take up just as much creature that rolls a successful saving throw are
room for the spells effect as a hill giant does and unaffected by the iceblast. This spell functions
if a life form is more than 10' distant from the rest basically the same in all respects as the fireball
of the cluster, he is excluded from the spell. The spell except where noted.
dune is hard enough that it may be walked over
by any creature of Medium size or under without Death Aura (Necromancy, Shadow, Abjuration)
a chance of it collapsing. Should a creature of
Large size walk on it, it will hold for 1 rd. + 1 Range: 0
rd./lvl. of the caster, assuming that the creature Components: V, S, M
is not actively attempting to enter the dome. Duration: 10 rounds + 1 round/level
Larger creatures crush the dome in one rd. From Casting Time: 4
the outside, the dune appears to be part of the Area of Effect: 3 yards radius area
natural landscape and unless the person in Saving Throw: None
question knows the terrain intimately, they will Author: Darknight <[email protected]>
not suspect that there is anything afoot with the
terrain. The dune is not see through from the This spell causes a swrling myst to appear
inside and it requires a Hear Noise roll to around the caster to form a shape roughly that of
perceive sound through the earth. a sphere with a 3 yards radius. The myst is
Common uses of this spell are to give the party a obvious and any being is able to detect it but
convient place to sleep to avoid encounters or to mysteriously it does not block sight, it radiates
protect the party from either sand storms or the magic of the appropriate schools.
beating mid-day sun. Any being wich touches the myst with a small
The material component is a glass dome half- part of its body must make a saving throw vs.
filled with fine sand and a miniature silver breath weapon or be slowed as per the spell.
Entering the sphere with a larger part of the body
causes the save to be rolled at -4. Being entirely such as disintegration and other such powers.
into the vapors causes the victim to be slowed The material component for this spell is a bit of
without saving throw, if another save vs. poison flesh from a dead psionic creature.
is failed the victim is also paralyzed for the
current round. Check for these effects at the start
of each round or as soon as someone
touches/enters the sphere.
Note that all Haste and similar spells including
but not limited to Time Stop are instantly negated
if the recipients of such enchantments touch the
sphere.
The material component is fresh blood from the
caster, wich he must obtain wounding himself.
The caster must roll a saving throw vs.
paralization wich if failed means that the
concentration was broken by pain and the spell
fails.
Range: 0
Components: V, S, M
Duration: 2 turns + 1 turn/level
Casting Time: 3
Area of Effect: Special
Saving Throw: Special
Author: Darknight <[email protected]>
Range: 5yds/lvl
Duration: 1rd/lvl
Components: V,S,M
Casting Time: 5
Area of Effect: One creature
Saving Throw: Special
Author: Brian J. Toleno
<[email protected]>
With this spell, the wizard projects certain This spell creates a sand storm from any convient
sensory effects onto another target, making it source of sand, gravel or loose topsoil in the area
appear that the target is actually the person of effect, which may be used either defensively or
casting the spell (sensory effects of spellcasting offensively. In its defensive capacity, the
are discussed in DK, pp., 46-52). The wizard sandstorm may be used as a cloak for an escape
must first cast project sensory sffects normally or as a means of blocking pursuit. In an offensive
(NOTE: this spell does not project its own effects capacity, it may be centered on a person(s) and
when cast, only the effects of subsequent spells, have effects on them. The degree of the storm
including subsequent project sensory effects created is variable, based on a d20 roll against the
spells). Then, for the duration of this spell, the table below. For every 3 levels of the wizard
casting the spell, there is up to a +/- 1 modifier, if (+/- 10%), appearance of muscles, and other
the mage wishes to take it. Unless noted as such, similar things. This spell can't be used to to
there is no save for effects [you really can't avoid change the type or race of a creature or person
it, and it is a physical attack, so there is really unless the creature to be changed into is very
nothing to save against for a lot of the effects]. close to the original form (same number of limbs,
same size, no strange extremities). This spell also
d20 Type of Effects allows duplication of a specific person or
Storm creature.
01-04 Light Obscured vision, 3/4 mv. Although the casting time is only one round, the
05-12 Moderate Obscured vision, 1/2 mv., 1 change takes about 2 hours. This slow change is
hp/rd damage. obvious to anyone around the recipient for more
13-17 Heavy Obscured vision, 1/2 mv., than a few rounds, so the recipient must usually
d4 hp/rd damage. stay in hiding. After the two hour period of
18-19 Turbulent Obscured vision, 1/4 mv., change, the change will no longer be detectable as
d6 hp/rd damage, svs. magical. To endure the effects of this spell, a
magic +2 or choke on dust, person must make a system shock check (for
etc. for d10 damage extra creatures with no constitution score, use a save vs
(cont. rolling till you make death magic as a priest of their hit dice). If the
one) system shock roll fails, then the person or
20 Extreme Obscured vision, 1/8 mv., creature falls unconcious. Twenty-four hours
d8 hp/rd damage, svs. after a creature or person dies, the spell will fade.
magic or choke on dust, etc. This spell can be cast on dead people or
for d10 damage extra (cont. creatures, however then the duration is only 12
rolling till you make one), hours plus one hour per level of the caster, up to
svs. spell or be blinded 24 hours.
(svs. once) The material component of this spell is a mud
paste made from silt and water which is smeared
Note that any man-sized or smaller flying sparingly on the recipient's face and/or body
creature is downed by a heavy storm, large before casting the spell.
creatures are downed by a turbulent storm and
gargatuan creatures are downed by an Extreme Tor Kamal's Cloak Of Darkness (Conjuration,
storm. Evocation)
The material component of the spell is a handful
Range: Touch
of fine sand which is blown off the hand in the
Components: V, S
direction in which you wish the sand storm to
Duration: Special
rise.
Casting Time: 3
Credit should also be given to my DM who
Area of Effect: One being
helped in getting bugs out
Saving Throw: Negates
[email protected].
Author: Darknight <[email protected]>
Shape Shift (Alteration)
This spell causes a light fog to appear around the
Range: Touch recipient. He has a number of points equal to
Components: V, S, M double the caster's level + 1d4 to use in the
Duration: Permanent following way: spending one point causes the
Casting Time: 1 round mist to become magical darkness in a 1 yard
Area of Effect: 1 individual or creature radius around him, the radius of the darkness
Saving Throw: None sphere may be increased up to 5 yards on a 1
Author: point/1 yard base. The sphere may be left still by
<[email protected]> the recipient at will, this costs 3 points; centering
again the sphere on the recipient does not have a
This spell can change the basic features of any cost.
creature or person. It can change facial features, At the start of each round the recipient must
facial hair, amount of hair, hair color and length, choose the radius of the sphere and spend points
skin shade and texture, height (+/- 10%), weight accordingly, the spell lasts until the recipient
ends it or all the points are spent or one turn Any defiler mage within the area of effect will
elapses wichever comes first. find very difficult to get energy to cast spells. He
The recipient may see perfectly in the magical is considered to have one less level for every 5
darkness as if it was not there. Any means to see levels of the caster of the Defiler Bane when
in magical darkness allow the user to see determining spell effects, the effects of defiling on
normally. Light and Continual Light are not ground are determined as if the spell cast was 4
enough to dispel the darkness but a 3rd level or levels lower. This spell may also be targeted on a
higher similar spell will work. single wizard, if he fails a saving throw vs breath
An unwilling target may save vs. spell to negate weapon the area will be centered on him and will
the entire spell. follow him even if ethereal, astral, teleported or
plane shifted for the entire duration.
Tor Kamal's Creeping Tendrils of Shadow
(Evocation, Conjuration, Illusion) Tor Kamal's Gravity Power
(Invocation/Evocation, Alteration)
Range: 10 yards per level Reversible
Components: V, S, M
Duration: 2 rounds per level Range: 10 yards per level
Casting Time: 3 Components: V, S, M
Area of Effect: 2 yards per level radius circle Duration: 2 rounds per level
Saving Throw: Special Casting Time: 2
Author: Darknight <[email protected]> Area of Effect: 3 yards per level radius/3 yards
per level high cylinder
This spell causes a large amount of tendrils made Saving Throw: None
of shadow and smoke to come into being. They Author: Darknight <[email protected]>
are as thin as hair until the caster so desires and
they extend around him provided he does not This spell manipulates the gravity field of the
move or does so at a very slow rate (no flying is area of effect to make the attraction more
allowed for the spell to operate). As said the powerful. The effective gravity is raised by 10%
tendrils will spread in a roughly circular area per level of the caster. The weight of all items and
around the caster, just below the terrain so that it beings is accordingly increased. Starting from
is impossible to see them. At the will of the 10th level every being in the area of effect is
wizard the tendrils will grow until they resemble slowed as per the spell and at 20th level moving
those of Evard's Black Tentacles, there are always 3 is almost impossible without a truly exceptional
tentacles for each being to be entrapped. The strength. The DM may rule that every spell with
tentacles work exactly as those of E'sBT for the somatic components has a chance of failing and
first round, during subsequent rounds they the ones with material components may be even
simply hold the grasp thus they do not inflict more difficult to cast (especially if they require
more damage. particular handling).
Entrapped beings have their movement reduced The reverse of this spell works exactly in the
to 0 and loose all dexterity bonuses but may fight opposite way lowering the attractive power in the
as normal (may not kick of course). area (may be used to protect from falling
The material component for the spell is some damage). Note also that both versions do not
smoke, mist or shadow/darkness. allow for a magic resistance check as the gravity
is completely "natural".
Tor Kamal's Defiler Bane I (Alteration, The material component for both versions is a
Abjuration) piece of magnetite.
Range: 10 yards
Components: V, S
Duration: Permanent
Casting Time: 1 round
Area of Effect: 2 square feet surface per caster
level
Saving Throw: Negates
Author: Darknight <[email protected]>
Upon the casting of this spell, a section of ground Sword of Force (Evocation/Alteration)
that the mage targets becomes a sinkhole 10' in
radius. Up to four creatures (caster's choice of Range: 0
number effected; must be in range, and are Components: V,S,M: a handle of a steel sword,
counted out from the centering point of the of the gold dust
spell; i.e., PCs or friendly NPCs may be caught in Duration: 3 rounds / level of caster
the AOE if they are closer to the center than a Area of Effect: Caster
hostile creature is). Those in the AOE must make Casting time: 1 round
a savings throw vs. spells to negate the spell Saving Throw: None
straight off. The save is modified by the number Author: Dennis Kefallinos
affected. <[email protected]>
Range: 0
Components: V, S
Duration: 1 round per level
Casting Time: 4
Area of Effect: Special
Saving Throw: None
Author: Darknight <[email protected]>
Tor Kamal's Shadow Guard (Dimension, Tor Kamal's Shadowcage (Shadow, Abjuration,
Alteration) Necromancy)
By means of this spell the caster is able to draw By means of this spell the wizard entraps both
matter from the plane of shadow to create one the body and the soul of a target creature into a
sentient being totally under his control. specially prepared glass vial. If the target fails to
It is possible to give the creature any shape (Tor save vs. spell it is sucked into its shadow wich
Kamal makes it look like one shadowy skeleton) then enters the vial in a matter of moments much
but the size is always medium or smaller. The like smoke in a mantis, the wizard then puts a
creature has the following statistics (regardless of seal on the opening of the vial. At this point the
the shape). victim is entrapped, with no chance of escape
without external help (spellcasting, phisical
Intelligence: Very (12) attack or movement and even psionics do not
Alignment: Lawful Neutral work). As long as it stays into the vial it does not
Armor Class: 0 need air, food, water or rest and does not age.
Movement: 20 The prisoner may communicate by telepathy
Hit Dice: 5 (40 hp) (bestowed by the spell) only with the caster as
Thaco: 15 long as he stays within 5 feet from the vial.
No. of Attacks: 2 If the vial is broken or usealed the trapped
Damage/Attack: 1-6/1-6 creature reappears in a round with all its
Special Attacks: Command-like ability, equipment. It is fully rested and retains the same
Wraithform once per day, see in darkness. memorized spells it had at casting time
Special Defenses: +1 or better weapons to hit, no furthermore 2d6 hp are magically healed during
damage from gas, cold and poison. imprisonment.
Size: M The material component for the spell is the
shadow of the target.
The guardian may be instructed to patrol a
specific area for intruders. Depending on given
Level 6 The material component of the spell is a small
precious gem (emerald, diamond...) that is
Cagliostro's Specific Spell Immunity swallowed by the caster. The components for the
(Abjuration) delayed spell are also needed.
Range: 0 (see below) This spell temporary raises the level of the
Components: V, S recipient. During its entire duration the target has
Duration: 2 rounds per level effectively 1 more level per 4 levels of the caster
Casting Time: 4 and everything that causes different effects on the
Area of Effect: Special recipient based on his levels is accordingly
Saving Throw: None modified.
Author: Darknight <[email protected]> The extra levels affect: hit points (and possibly hit
dice), power of spells cast by target wich have
This spell is of little use to all who do not travel level-depending effects (eg: Fireball), saving
in the planes. The caster creates a small (less than throws, thaco.
2" diameter) portal (not exactly a portal but Tor The spell does NOT affect: number of spells/spell
Kamal calls it a portal) to any plane adiacent to points/psps/... available, thief abilities,
the one he is in. It is possible to cast several proficiencies/character points, etc...
consecutive pocket channels through the ones As the players make use of the spell for the
previously created always connecting the end of purpose of raising a skill/power not stated above
the last pocket dimension to an adiacent plane the DM should rule if the spell will affect it or
with each casting. The caster may not choose by not.
any means where the far entrance to the pocket
Tor Kamal's Shadow Giant (Shadow, NOTE: DMs should be aware that in the hands of
Alteration) specialist martial artists (like my friend's mage
Sarim Silvershadow) this spell can be MUCH
Range: 0 powerful.
Components: V, S, M
Duration: 5 rounds plus 1 round per 2 levels of Tor Kamal's Tuned Magic (Universal,
the caster Metamagic, Alteration)
Casting Time: 6
Area of Effect: The caster Range: 10 yards per level
Saving Throw: None Components: V
Author: Darknight <[email protected]> Duration: 1 round/level or 1 turn level
Casting Time: 4 or 1 turn
This spell resembles Tenser's Transformation but Area of Effect: 15 yards cube, one creature per
it's different under many aspects including the level
visible effects: the shadow of the wizard grows Saving Throw: None
until it reaches the size of a storm giant and Author: Darknight <[email protected]>
becomes 3-dimensional and hard as stone. The
shadow giant has the following statistics: When this spell is cast all the creatures selected
AC -5 by the wizard that are within the area of effect
MV 24 are tuned to the magic of the caster. As a result
HD 15 (120 hp) they receive both the maximum benefical effects
THACO 4 and the least malevolent effects of any spell cast
# of attacks 2 by the wizard.
Damage 2-12+12 A 8-dice fireball inflicts 8 points of damage (and
Special Att. collapse it's still possible to save for half), this applies to
Magic Res. 20% all spells that inflict damage in this way.
The giant Collapses when "killed", this means A Shocking Grasp does 1 point of damage per
that everyone within 3 feet from it will suffer two levels of the wizard (as if the wizard was half
3d10 damage from cold as the mist wich makes it his actual level), this applies to all spells that
up fills the area. The magic resistance is a side inflict damage in this way (fixed number of
effect, it was not a part of the spell design. After dice+fixed amount of points per level)
the giant is destroyed the caster looses 1 point of Spells that either affect or do not affect at all a
Constitution until he is able to rest, ignore this creature (Domination, Slow...)
effect if the giant disappears normally at the end If they allow a save with a bonus to the roll the
of the spell duration. save is automatically successful.
Note that unlike other Tor Kamal's spells related If they allow a save without a bonus or with a
to shadow this one is not dispelled by Darkness or malus the save is made at +5 but very low results
similar spells wich eliminate shadows. always fail (DM's discretion on specific scores).
The material component of the spell is the caster's A Water Breathing will last for a number of hours
shadow. equal to the level of the caster plus 4.
Single spells may create exceptions (particularly
Tor Kamal's Shocking Grasp II (Alteration) those that belong to Wild Magic).
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 7
Area of Effect: 20 yards + 1 yard per 2 levels
radius
Saving Throw: Special
Author: Darknight <[email protected]>
This spell works exactly like the 4th level one but Any non clerical spell may be the target of a
the caster gains automatically initiative in the Shadow Permanency as long as it is not
next round. instantaneous or permanent. Single exceptions
exist of course, they include but are not limited to
Tor Kamal's Recall Shadowy Memories many spells with a special duration (Time Stop
(Illusion, Enchantment) and Wish are the first of the list). Note that there
is no constitution loss.
Range: Touch This spell may seem even more powerful than the
Components: V, S, M 8th level Permanency but this is in no way true.
Duration: Up to 1 hour per level Here follows a list of the differences between the
Casting Time: 1 round two spells.
Area of Effect: Creature touched The spell lasts only as long as the caster firmly
Saving Throw: Negates believes in it, should he have any doubt (no
Author: Darknight <[email protected]> matter why) then the spell is negated and the
permanent spell is also dispelled.
This spell allows the recipient to remember one Spells of at least 7th level that disrupt illusions
distant period of time, it's length depends on the will entirely negate the whole enchantment.
level of the caster. Dispel magic vs. this spell is rolled at +10%.
The recipient must have at least a very distant However if the spell rendered permanent is the
recall of that period, no metter how small, if this target then Dispel Magic automatically fails.
condition is met then the spell may be cast The recipient (object, area or being) radiates very
successfully. strong magic of the appropriate schools.
The recipient falls in a comatose sleep (but it's If a being has a 25 intellingence is considered to
easy to wake him with a slap or the like) and lives be automatically resistant to any possible effects
a second time all the intended events, the wizard of the permanent spell.
and anyone near may see a shadowy shene of
that time period and assist to everything as it Tor Kamal's Specific Gate
happened. (Conjuration/Summoning, Dimension)
At the end of the time period (wich may not be
more than 1 hour per caster level at each casting) Range: 30 yards
the recipient wakes and has a perfect recall of Components: V, S
that period, than time will again start to erode it... Duration: Special
The material component for the spell is a Casting Time: 7
campfire or brazier in wich rare incense and Area of Effect: Special
herbs are burnt, their smoke is inspired by all the Saving Throw: None
peple who wants to see the shene, it also forms Author: Darknight <[email protected]>
the shadowy shene itself.
This spell is nothing more than a Gate to one
specific plane. Being the plane fixed the spell
consumes less energy and is of a lower level than
the multi-purpose Gate, the spell also has a faster
casting time.
Level 8
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: Special
Saving Throw: 1/2
Author: Darknight <[email protected]>
Range: 60 yards
Components: V
Duration: 1 turn + 1 round/level
Casting Time: 1
Priest spells
Note: Spells are separated into spheres based on the Earth, Air, Fire & Water supplement; DMs without
access to that book should reclassify the paraelemental spells into the most appropriate elemental spheres
(e.g., Eyes of the Sun would be under the Sphere of Fire).
Element Properties
Air Creates an invisible wall of violently disturbed air that is two feet thick. Treat as per
wind wall spell (p. 154, PHB).
Water Creates a wall of billowing fog that is up to 10' thick per level of the caster. Treat as
per wall of fog spell (p. 139, PHB).
Fire Creates a two foot thick wall of hot air that causes targets viewed through it to
shimmer and waver. Treat as blur spell for all attacks made within or through the
wall (e.g., ranged attacks; p. 140, PHB).
Earth Creates a wall of swirling dust that is 10' thick. The dust obscures vision; treat as
blur spell for all attacks made within or through the wall (e.g., ranged attacks; p. 140,
PHB).
Rain Creates a two foot thick wall of mist. Treat as blur spell.
Sun Creates a 2 dimensional plane of bright light -- it has no measurable depth. Beside
filling the area with bright, this wall has little effect, except on creatures sensitive to
bright light (e.g., undead), which suffer damage according to their individual
descriptions.
Magma as a minor wall of fire, above.
Silt as a minor wall of earth, above.
See also:
Lesser Elemental Wall
Elemental Wall
Greater Elemental Wall
Superior Elemental Wall
Sphere: Cosmos
Level: 2
Range: 0
Components: V, S
Casting Time: 2
Duration: 1 round/level
Area of Effect: Caster
Saving Throw: None
Author: Steve Bartell
<[email protected]>
Element Properties
Air Creates a deafening wall of violently disturbed air that is two feet thick. Treat as per
all of sound spell (p. 78, CBH). Namely, one side chosen by caster produces such a
roar that all communication (including verbal spell components) is disrupted within
30 feet. Those within 10 feet are deafened for 1d4 turns if they fail to save versus
spell. The sound is heard on the other side, but is not disruptive. Anyone passing
through the wall suffers 1d8 points of damage and is permanently deafened unless
he rolls a successful saving throw versus spell. Deafened creatures suffer - 1 penalty
to surprise rolls, a +1 penalty to initiative rolls, and they are 20% likely to miscast
spells with a verbal component. A silence 15' radius spell cast by a higher level
caster specifically for this purpose will dispel the wall; the wall otherwise destroys
all silence spells that come into contact with it.
Water Creates a wall of "solid fog" that is up to 10 feet thick per level of caster. Treat as per
solid fog spell (p. 163, PHB).
Fire Creates a billowing wall of black smoke that is 10 feet thick. Due to its noxious
gasses, treat as per stinking cloud spell (p. 145, PHB), except those exposed to the
cloud save with a -3 penalty. All vision within and through the wall is impossible.
Earth Creates a wall of swirling dust that is 10' thick. This wall has two effects. Treat as
blur spell for all attacks made within or through the wall (e.g., ranged attacks; p. 140,
PHB). Anybody coming into physical contact with the wall will suffer as per the
"itching" version of an irritation spell (p. 142, PHB) -- saving throws are at a -3
penalty regardless of the number of creatures entering the area of effect.
Rain Creates a 10 foot thick wall of rain. The rain slows movement through it; treat as
slow spell. It also obscures vision within and through it as per a blur spell. It
extinguishes non-magical fires and has a chance of extinguishing magical fires as a
dispel magic cast by a cleric of equal level equal to the caster.
filling the area with bright, most creatures cannot see through this wall (trying to do
so will damage their eyes). Anybody attempting to pass through this wall must save
versus spell or be permanently blinded; note, simply closing one's eyes provides no
protection, but better protection can add bonuses to the save at the DM's discretion.
Creatures sensitive to bright light who view this wall must save versus spells with a
-2 modifier or be affected by fear; they suffer double damage from coming into direct
contact with this wall.
Magma as a lesser wall of fire, above.
Silt as a lesser wall of earth, above.
See also:
Sand Storm (Evocation) He is unable to support anything solid (weapons,
equipment, items fall to the ground) and no
Sphere: Elemental (Earth) spellcasting is allowed. If the recipient enters any
Level: 4 other large liquid in this form he is almost
Range: 10 yards/level indistinguishable (spotted only by a successful
Components: V, S, M WIS check), but he still must breathe normally.
Duration: Special Upon returning to his original form, he must pass
Casting Time: 4 a system shock or fall into a coma for 1d4 turns.
Area of Effect: 60 foot diameter circle
Saving Throw: None Strengthen Bone (Alteration, Necromancy)
Author: David Gehring
<[email protected]> Sphere: Cosmos
Level: 4
This spell can have one of two effects. First, it Range: Touch
can be used as a pounding shower of sand, which Components: V, S, M
rains down for one round in a 60 foot diameter Casting Time: 3 rounds
circle inflicting 1d12 points of buffeting damage Duration: Permanent
plus 1d12 points of choking damage to all Area of Effect: 3' cube plus 1' cube/level (not to
creatures within the area of effect. Note that exceed one object)
certain creatures would be immune to certain Saving Throw: None
effects (e.g., golems) -- it is up to the DM's Author: Bill Hincks
discretion. Also, undead would be unaffected by <[email protected]>
the choking damage because they do not need to
breathe. This spell allows a bone construct to be
The second use of the spell is as a blinding rain of strengthened and made denser. The strength of
sand in a 60 foot diameter circle, which lasts for the bone is doubled by the casting of this spell.
one round per level of the caster. The storm The spell takes one round to cast, and 2 rounds of
slows movement to 50% and reduces visibility to chanting while the material component is
zero within the area of effect. The sheet does not absorbed into the target of the spell. The material
move with the caster and dissipates if the caster component is a piece of bone that is a near perfect
is interrupted. The storm can also extinguish match to the object of the spell. The component
open flames such as torches, candles, camp fires, is then placed against the object and absorbed
etc. into it. The new object will be twice as dense and
The material component for the spell is a handful twice as strong, with regards to weapons, they
of fine sand. receive no penalties to hit and damage, and they
will not break on a max damage strike. There is a
2% chance per level of the caster that the
Slippery like Water (Alteration) STRENGTHENED bone will act as steel.
Sphere: Water
Level: 4 Weaken Elemental (Alteration,
Range: Touch Conjuration/Summoning)
Components: V,S Strengthen Elemental (Alteration,
Duration: 1 round/level Conjuration/Summoning)
Casting time: 8 Reversible
Area of effect: Creature touched
Saving throw: None Sphere: Elemental (Any), Paraelemental (Any)
Author: Angelos_Bartzis Level: 4
([email protected]) Range: 10 yards/level
Components: V, S, M
The recipient of the spell and a maximum of 25 Duration: Special
pounds of his equipment turn into a liquid form, Casting Time: 5
which is still recognizable. The recipient becomes Area of Effect: Special
very slippery (no wrestling, overbearing etc. Saving Throw: Special
attacks allowed), he gains an effective AC0 (not Author: John M. Martz
cumulative with anything else) and a MV of 24.
This spell strengthens any and all elementals and Paraelemental, Lesser
paraelementals conjured by the caster; it affects Paraelemental, Standard
Lesser, Standard, & Greater Elementals. This
spell may be cast in 1 of 2 ways; its reverse may
be cast in only 1 way. Only 1 type of elemental
(e.g., earth) or paraelemental (e.g., silt) may be
affected per casting of this spell.
If cast immediately before conjuring elemental(s),
all 1s rolled in calculating their hit points are
rerolled until another number results. For
example, the priest casts strengthen elemental
and follows it with conjure lesser elemental.
After determining that two 4 HD elementals will
appear, the DM rolls 6, 5, 2, and 2; then 7, 4, 1,
and 3. He rolls again and obtains a 5. The
resulting elementals have 15 (6+5+2+2) and 19
(7+4+5+3) HPs, respectively. In addition the
elementals attack with a +1 to hit and damage
until their service is fulfilled (i.e., they are
destroyed, dismissed, or the conjure spell
expires). The priest must begin the conjuring
spell the round immediately after casting this
spell. Should he fail to initiate the conjuring
during the following round, or should he fail to
complete the conjuring (e.g., he takes damage)
this spell is wasted.
The second method of casting is to cast this spell
on elementals that have already been conjured. If
cast in this manner, strengthen elemental only
confers a +1 to hit and damage on the target
elemental. For this version of the spell, the caster
may choose up to 1 elemental per 3 experience
levels; all elementals must be of the same type
and be within 20 yards of each other. This
version of the spell lasts for 1 turn + 1
round/level and has no effect on elementals
currently under the effects of the first version of
this spell.
The reverse, weaken elemental, imposes a -1 to
hit and damage on target elementals. As above,
the caster may choose up to 1 elemental per 3
experience levels; all elementals must be of the
same type and be within 20 yards of each other.
This version of the spell lasts for 1 turn + 1
round/level. Elementals are permitted a saving
throw to avoid these weakening effects.
The material component for this spell is a small
bit of the elemental's element (e.g., caster's breath
when strengthening air elementals). The material
component for the reverse is a small bit of the
element opposed to the target elemental's native
plane (e.g., water for a fire elemental, rain for a
magma paraelemental, etc.).
See also:
Level 5 caster holds a stone in each hand and claps
them together while casting the spell.
Brittle Stone (Alteration)
The material component is a bit of the element (air, water, fire, earth) of which the wall is composed.
See also:
Minor Elemental Wall
Lesser Elemental Wall
Elemental Wall
Greater Elemental Wall
Flesh to Wax (Alteration) much more fragile than stone, the resulting statue
Wax to Flesh (Alteration) is more susceptible to these threats.
Reversible Wax statues are especially susceptible to fire and
heat damage. Any wax figure left exposed to fire
Sphere: Cosmos (or acid) or heat (e.g., the desert sun) in excess of
Level: 6 100 degrees suffers damage per the following
Range: 10 yards/level table, and the victim, once restored to flesh,
Components: V, S, M appears as if mutilated by acid. Remember, that
Duration: Permanent the surface temperature in the desert is hotter
Casting Time: 6 than the air temperature -- when it is 100 degrees
Area of Effect: 1 creature 7' off the ground, it can be 170 degrees on the
Saving Throw: Special surface.
Author: John M. Martz The DM rolls 1d4 and modifies the roll
depending upon the type of damage. For normal
The wax to flesh spell turns any wax into flesh. If fires (e.g., campfire), the DM modifies the roll by
the wax was originally living, this spell restores adding 1 for every round of exposure. For
life and possessions provided a successful system magical fires (e.g., fireballs), the DM modifies the
shock roll. Thus, any creature transformed into roll by the amount of damage inflicted. For heat
wax can be restored to flesh regardless of size. damage, the DM modifies the roll by 1 and adds
When cast upon ordinary wax, the caster can 1 for every 10 degrees above 100 multiplied by
affect a volume of 10 cubic feet per level. In this the number of hours exposed. For example, a
case, the flesh is inert and lifeless. wax stature is exposed to a the desert sun all day,
The reverse, flesh to wax, turns flesh of any sort during which the temperature exceeds 100
into wax. All possessions are converted to wax degrees for 2 hours (+2), 110 degrees for 2 hours
also. The victim is allowed a saving throw vs. (+4), and 120 degrees for 1 hour (+3). The DM
polymorph to resist the effects of this spell. rolls 3 on a d4, modifies the roll by +9, and
Failure means that the victim is immediately consults the following table for the effects under
turned into a statue of wax. As with flesh to 9. The victim, if returned to flesh, permanently
stone, any statue created by this spell is subject to looses 5 points of Charisma and 9 HPs. As can be
breakage or weathering; however since wax is seen, the effects are cumulative.
Modified
Roll Effects
1-4 Restored individual is horribly scarred, Charisma reduced by 5 points (cannot be
reduced below 1). This damage can only be healed by regenerate, wish, or similar
magic.
5-9 Restored individual permanently looses Hit Points equal to the modified roll (cannot
be reduced below 1 Hit Point). This damage can only be healed by regenerate, wish,
or similar magic.
10-14 At least one of the victim's limbs is unusable; the DM randomly determines which,
using 1d20 (1-4=left arm; 5- 8=right arm; 9-12=left leg; 13-16=right leg; 17-18=two
limbs; 19=three limbs; 20=all limbs). This damage can only be healed by regenerate,
wish, or similar magic.
>15 Restored individual is dead. He can be brought back to life with resurrection, wish,
or similar magic. Note: raise dead will not work since the body will not be whole.
Magic Items
Behir's Tooth
Author: Tim Elkins <[email protected]>
This is a +1 bone dagger, ground from the tooth of a behir, and shares some of the electrical abilities of its
source. The dagger performs as a normal dagger with respect to chances to hit and damage, but it can also
randomly deliver an electric shock (2d4 damage normally, 4d4 for those in full metal armor). When the
player rolls to hit, the DM makes an additional secret roll to see if the dagger also released a shock. This
occurs on a roll of 20 by the player, a roll of 20 by the DM (or 16 or above if the opponent has a metal
weapon, 12 or above if he is wearing metal armor). The dagger can shock opponents 3 times per day. If
the player's to-hit roll misses but a discharge is released, the shock has a chance to hit the opponent same as
the player's previous roll +2 (+4 in metal armor). If that also misses, the discharge has a chance of hitting
anyone within 10 ft.
XP Value: ??
Bloodthirster
Author: Darknight <[email protected]>
+1 obsidian long sword (1d8+1/1d12+1)
The sword was given to the group as a reward by a banshee dwarf, they helped him to finish his focus and
now he is guardian to a complex of subterranean ruins from wich Bloodthirster comes.
The sword inflicts normal damage (see above) plus 1d8 points +1 point per level of the wielder. The
wielder looses one hp during the 1st and 2nd rounds of combat and two hp during the following rounds
until all the opponents in melee with him are slain. Bloodthirster was probably made at the start of the
Cleansing Wars by a powerful defiler. Maybe it's linked to the negative energy plane.
XP Value: ??
Bow of Fire
Author: The Ghost <[email protected]>
(Inspired by the D&D cartoon series.) This weapon appears to be a finely crafted composite longbow made
of some unknown type of black metal. It is engraved in color with delicate flames and runes. The bow
itself is 99% magic resistant.
In combat, the bow performs as a +4 weapon, +5 vs. fire-vulnerable creatures. All missiles shot from the
device ignite as they leave the bow and cause 1d6 points of magical fire damage in addition to all normal
and magical damage. Any flammable items struck by these fiery arrows will ignite normally.
In addition to this, three times per day, any normal missile released from the bow will become a streaking
comet which explodes upon impact, creating a 5d10 fireblast, causing damage to all within 30' (if struck by
the arrow, then no save, otherwise save for 1/2). This power is activated by a command word, spoken as
an arrow is released.
All effective ranges for this weapon are at 150% of normal, and damage bonuses for strengths up to 20 may
apply. Only beings of 18(00) strength or greater may string the bow, and only specially enchanted, fire
resistant strings may be used. Normal strings will burst into flame during their first use -- ruining the shot
and causing 1d6 points of fire damage to the archer. Any failed saving throw vs. magical cold causes the
bowstring to become frozen and shatter.
Editors' note: The DM is encouraged to develop a background appropriate to the DS setting for this
artifact. TSR's BoA might prove a useful reference.
XP Value: ?? unique/artifact
King's Eye
Author: John M. Martz
(Introduced in The Obsidian Oracle.) Originally created by the sorcerer-king Andropinis of Balic, a king's
eye is a solid, conical shaped glass that permits the user to see clearly even through the thickest of silt
storms. The viewer simply holds the broad end of the cone to his eye, so that the point is directed outward,
and looks through it. During the day, the king's eye allows the viewer to see according to the visibility
ranges listed under a clear sky in the PHB, regardless of actual conditions (such as a rolling Silt Sea); at
night, the visibility ranges are appropriate for the amount of light present in the absence of any adverse
conditions (e.g., twilight, two moons, etc.).
Five percent of these devices have the additional magical property of extending all visibility ranges by a
multiple of two or greater. To determine the power of the magnification, roll a d8. On a roll of 1 through 5,
visibility in increased by a multiple of two; on a roll of 6 or 7, visibility is increased by a multiple of three;
and on a roll of 8, visibility in increase by a multiple of four.
XP Value: 2,000
Potability Pearl
Author: Tim Elkins <[email protected]>
This pearl is a boon for the traveler of the wastes, or for anyone else who has reason to suspect his water
sources. When immersed in any liquid, the pearl immediately indicates the potability of the liquid. If the
liquid is drinkable, the pearl turns pure white, and turns jet black if it is not, although the pearl does not
indicate why the liquid is not drinkable. The pearl cannot do anything to change the nature of the liquid.
The pearl appears as a dull semi-translucent spherical stone suspended from a bone ring in a small net by a
six inch cord. It confers no benefits to its user/wearer, although it does have a +1 to saves versus the effects
of any potions or acids in may be placed in.
XP Value: 500
These sandles appear to be common peasant footwear, but slightly broader than usual. When detected for
magic, they radiate a slight aura of Alteration magic. These sandles permit the wearer to move as a silt
runner; that is, the wear's movement becomes 48, and he can easily run across the desert sands and even
across silt for "short stretches" (since the DSMC is not more specific, I leave it up to the DM to define "short
stretches"). In all other respects, silt runner sandles behave as boots of speed (p. 162, DMG). Of course,
both sandles must be worn to gain these benefits.
XP Value: 3,000
Stilts of Walking
Author: John M. Martz
These stilts usually appear to be normal 10 foot long wooden stilts (allowing a six-foot-tall man to wade
into the silt up to 14' with 2' breathing room). However, when the user puts them on and speaks the
command word, they fuse onto his legs. The stilts actually become physical extensions of the user's limbs,
even conveying the sense of touch. This effect allows the user to walk on the stilts as if he was walking on
his own legs. He does not suffer the normal penalties associated with movement on stilts (such as a DEX
check every 100 yards; see VD&F, p. 14); however, he still suffers penalties for wading in silt (e.g., terrain
cost of 8, 1/3 normal movement in combat, stepping off a trail; etc.). The stilts remain fused to the user's
legs until he speaks the command word again or 24 hours pass. Then they revert to normal stilts and
cannot be reactivated for another 12 hours (they may still be used as normal stilts during this time,
however).
XP Value: 2,000
Wand of Wonder
Author: Undine <[email protected]>
The Wand of Wonder is back! Instead of the normal percentage thing, I have two tables of 1-20, which to
me makes it slightly easier for the DM to look things up when they are rolled, and the first, usual table
(meaning the one and usually only table rolled on) is somewhat more innocuous than the second, so you
could use one of the two or both (as I've tried to do in a good way), as it suits your style. Another thing, as
some of you might notice, some (a lot, as I recall in making this up a long time ago) of the above effects are
taken from the wild magic tables in the ToM, but that's only because they were cool (at least the ones I took
were).
Table 1
1 The Wand turns into a Stirring Rod of Healing (one use before resuming wand form)
2 The wielder is affected by Merciful Shadows for 1d6 turns
3 All external liquid (i.e.,--not blood/other bodily fluids still in the body) within 20 feet dries up
4 Grass covers everything within 15 feet
5 A small illusory flag pops out with the word "BANG!" written on it
6 Every creature within 15 feet has smoke rise from its ears for one round
7 The caster smells like a skunk for one turn
8 Colorful bubbles come out of the wielder's mouth instead of words for one turn
9 The wielder's face is blackened by a small explosion
10 The wielder's clothes turn bright neon-pink with purple polka-dots
11 Feathers fall in a 15 radius around wielder for one round
12 Music fills the air for one round
13 Butterflies stream forth from wand for one round
14 The caster leaves monster-shaped footprints instead of her own for one turn
15 The wielder speaks in a squeaky voice until the next game session
16 The target sprouts leaves and vines (prunable, of course :)
17 The wand summons an ugly painting, ball of yarn, or giant boot
18 The wand fires 3-6 cream puffs at the target, doing no damage
19 One magical/metal item within 15 feet becomes nonmagical/nonmetal
20 Roll on Table 2 (or DM's whim :)
Table 2
1 Every living thing within 15 feet must save vs. Death Magic or die
2 A fireball explodes, centered on the wielder (who can try to save like everyone else)
3 An evil spirit psionically attacks the wielder in his sleep
4 The wielder undergoes a sex change
5 The wielder is Diminished, shrinking by 70%
6 Everyone within 15 feet must save vs. spell or fall asleep
7 There is Darkness in a 20 foot radius
8 Both the target and wielder are covered in chocolate
9 Everything within 15 feet is covered in a colorless slime (Grease :)
10 The wielder is compelled to recite bad poetry for one minute
11 The wielder is shocked for 1d4 points of damage
12 The wand fizzles and does nothing
13 The target falls in love with the wielder
14 Roll again every round for one turn
15 The wielder gains Ironhide for one turn (or armor spell of choice)
16 The wielder is completely healed
17 1d6 magic missiles fire toward the target
18 A purple lightning bolt (3d6) shoots at the target
19 It rains within a 15 foot radius for one round
20 Target is turned to stone (or the wand disappears/is disintegrated)
XP Value: 6,000
Water of Rehydration
Author: John M. Martz
Usually found in a simple non-magical container such as a wine skin, this specially enchanted water allows
the imbiber to rehydrate quickly. Each draught restores 1d8 points of Constitution (it does not restore lost
HPs, however, these must be regained naturally or through magic; see DSRB). A character can take
multiple draughts during the same day and receive these benefits each time. A typical container contains
1d10+5 draughts. Water of rehydration cannot be contaminated in any way, such as mixing it with normal
water; if it is, all magical properties are permanently lost.
Ten percent of the time, characters will find a cursed version of this magical item -- water of dehydration --
which is indistinguishable form water of rehydration until consumed. Each draught of water of
dehydration causes the imbiber to loose 1d6 points of Constitution. The enchantment is such that the
character feels refreshed, and does not notice the Constitution drain. Even if friends notice the deleterious
affects and try to persuade the character, he will persist in the delusion that there is nothing amiss.
(Constitution points lost due to water of dehydration may be regained normally). Unlike water of
rehydration, the deleterious effects of water of dehydration are not lost if contaminated.
XP Value: 1,000
This appears to be simply a well-made, circularly braided, 15' whip made of fine leather. In combat, it can
be used to strike any opponent within 15', with adjustments to hit and damage according to its magical
bonus.
The power which gives the whip its name, however, and makes even the cursed version worth keeping, is
that, when a successful called shot is made, the whip will magically extend to reach creatures or objects up
to 100' away and wrap itself around them if they are less than 3' in diameter. It will then retract itself with
a force able to move up to 200 lbs. The effect of this will be either to bring the item towards the whip
wielder, or to drag the whip wielder to the item, depending upon whichever is more tightly
secured/heavier.
This can be extremely useful in climbing and in conjunction with the disarm or dismount maneuvers.
When used to dismount or disarm, the wielder gains a +2 bonus to his/her strength check. Note that the
whip never retracts to less than its 15' original length (which may leave a character dangling), and it
remains tightly wrapped around its target until one round is spent manually unwinding it.
XP Value: 1,500
Psionic Items
Animal Totem
Author: Tim Elkins <[email protected]>
PSPs: Varies
INT: 12 (Semi-empathy)
Ego: 3
Alignment: Varies
Discipline: Psychometabolism
Sciences: Animal Affinity (varies) ic 15 mc 7/rnd
There are many of these totems, and some have become centers of small cults, worshipped by those
unfamiliar with their origins. A totem is a stylized carving of a single animal, around six inches tall. The
carving is of the animal for which the totem has an affinity, such as a carving of a wyvern or an inix. The
intelligence in the totem is so attuned to the animal's nature, that for all game effects it is an animal spirit
(although a highly intelligent one). Totem personalities vary, corresponding to the animal carving.
These bracers look similar to bracers of defense, but are not magical. Once activated, they provide Kinetic
Control to the user. They are activated by the command word "Bishop." The wearer is responsible for
dissipating all of the stored kinetic energy (or suffer damage) and more than a few careless users of the
bracers have died due to unspent energy. The command word to activate the deflect power is simply
"deflect." The bracers have the telekinesis science, but refuses to use it unless in a complete defensive
matter (and can't be done via deflect). The wearer would have to force such action via psionic combat with
the item, and would risk alienating the item.
Bracelets of Convergence
Author: Tim Elkins <[email protected]>
PSPs: 8
INT: 14 (common)
Ego: 2
Alignment: Lawful Evil
Discipline: Metapsionics
Devotion: Convergence (16) ic 8 mc 0
There are five bracelets -- Groucho, Harpo, Chico, Zippo, and Geppo. Each has an appropriate personality
matching its name. When not activated, they frequently joke with each other. For the moment, they are
content with their function as a mediator between psionic masters.
Bracelets of Expansion
Author: Tim Elkins <[email protected]>
PSPs: 16
INT: 13 (Empathy)
Ego: 4
Alignment: Neutral Good
Discipline: Psychometabolism
Devotions: Expansion (13) ic 6 mc 1/rnd, Reduction (13) ic varies mc 1/rnd
These are two identical silver bracelets, with a large turquoise stones set in their middles. The stones are
the actual psionic items. Each has a distinct personality separate from the other, but are in constant rapport
with the other. They refuse to work if worn by different people. For some unknown reason, the powers
are only able to be used on the wearer's arms and hands. This makes them a boon for thieves, who could
suddenly pick pockets from across tables, shrink their arms to fit through keyholes, etc. The two stones,
nicknamed Podo and Todo, are pranksters, and are constantly joking amongst themselves. They love
pulling pranks on people (they consider thieving a prank), especially their owners if they have been ignored
or neglected for a time. Imagine the humor of someone trying to work out a deal in a tavern, when they
notice that their fingers are twice as long as they should be!
XP Value: 1000
PSPs: 16
INT: 12 (semi-empathy)
Ego: 4
Alignment: Lawful Good
Discipline: Psychometabolism
Devotions: Graft Weapon (11) ic 10 mc 1/rnd, Flesh Armor (13) ic 8 mc 4/rnd
Created by a famed psionicist for an illustrious, yet clumsy, paladin, who complained he fumbled and
dropped his sword far too often. These gloves made Delaron happy, but he was somewhat dismayed that
the gloves refused to work in conjunction with gauntlets of any other sort. The gloves are made of heavy
leather, intricately embroidered and adorned with silver studs. Only those of noble rank could wear these
gloves and not attract attention.
The gloves add no benefit to the wearer's armor class, they just prevent him from being disarmed or
dropping his weapon. These gloves will refuse to work with any items that are not lawful good, especially
weapons and rings, unless the cause they are working for is strictly lawful good. It also will be reluctant to
work with non-lawful good owners.
PSPs: 140
INT: 15 (speech, 2 languages)
Ego: 35 (!)
Alignment: Lawful Evil
Discipline: Telepathy
Sciences: Switch Personality (12), Domination (13), Mindlink (12)
Devotions: Attraction (13), Contact (19), False Sensory Input (12), Inflict Pain (12), Invincible Foes (14),
Invisibility (10), Mysterious Traveler (16), Post Hypnotic Suggestion (12), Sight Link (13), Sound Link (14)
Harbingers: Ego Whip (16) (Slave, Dragon)
Constructs: Mind Blank (11) (Void) Mind Bar (13) (Acceptance, Denial)
This item is especially nasty, and is the crowning achievement for El Banur Shun for his master, Maliki (two
major NPCs in my campaign). This item has the sole express purpose of infiltrating enemies' ranks. It
willingly allows itself to be captured as the spoils of combat and will not begin its machinations for a few
days, unless it is in danger of being sold, damaged, etc. It will take psionic measures to stay with its
intended victim(s). It works best against non-psionicists, as it lacks a wide array of attack modes and
defenses.
The Diamond is very cunning and devious. It will first observe (via sight and sound links) its victims to
determine the best plan to defeat his victims, depending on his mission, whether it be their domination or
influence, their destruction, or their deliverance to a third party. It does not hesitate to eliminate non-
essential party members (or other NPCs) if it can do so safely without divulging its presence. Often it has
worked to slowly overthrow a government by driving a king mad, so that a controlled subject can be
placed in command. The Diamond is used to working on long-term projects.
Despite its enormously high ego, the Diamond keeps a low profile, as the insidious infiltration and control
is its main desire. It seeks, along with its creators, to replace the foolishly noble-minded good creatures in
positions of power with individuals bent on controlling society for their own evil purposes.
If the Diamond is cut of otherwise separated into distinct pieces, the pieces will split powers and PSPs and
suffer a loss of intelligence equal to the number of pieces it was divided into (i.e. if it was cut into two
pieces, each piece would have 70 PSPs, and the sciences and devotions split randomly, and each would
have a 13 intelligence. The pieces will remain dormant for a number of days equal to the number of pieces
it was cut into. The pieces will attempt to be rejoined.
PSPs: 32
INT: 14 (common)
Ego: 8
Alignment: Neutral Evil
Discipline: Psychometabolism
Devotions: Adrenaline Control (12) ic 8 mc 4/rnd, Body Weaponry (12) ic 9 mc 4/rnd, Double Pain
(12) ic 7 mc NA, Spider Touch (13) ic 4 mc 2/rnd
With these steel gauntlets, one does not have to worry about carrying weapons at all times. In fact, the
owner's primary concern would be keeping these hotheaded gauntlets concealed -- they have a mind of
their own, of course and could decide that a certain situation merits action and violence. The owner must
win a psychic contest versus the gauntlets to resist the body weaponry. The gauntlets are rather
independent in non-combat situations, but during combat winning is the only thing on its mind. It obeys
all orders of its owner in combat, as long as its towards the elimination of enemies (as the gauntlets
perceived them). For weaponry, the gauntlets show a liking for short blades and wrist razors.
PSP: 36
INT: 13 (empathy)
Ego: 9
Alignment: Lawful Evil
Discipline: Telepathy
Sciences: Mindlink (11) ic contact mc 8/rnd
Devotions: Contact (16) ic varies mc 1/rnd, Invincible foes (13) ic contact, mc 5/rnd, Phobia
amplification (14) ic contact mc 4/rnd
A psionicist was drunk when he designed this weapon, and it shows. In combat, the fauchard-fork will use
invincible foes on its enemies, causing them to believe that the fork (and consequently, its wielder) is
completely unstoppable and able to slay instantly. The fork also uses phobia amplification and inflict pain
to kowtow its enemies. Unfortunately, it believes its own rhetoric, and as of lately, has been rather haughty
and demanding, demanding to be in the front ranks, to draw the first blood, wielded by only the best
poleman, etc. Needs to be taught a lesson or two.
This is a perfectly balanced throwing dagger, incredibly lightweight yet highly resilient. It is crafted of an
unknown alloy, although one sage remarked that it could possibly be a mixture of vibranium and
adamantine. The Dagger refuses to be wielded by anyone under 7th level, and this person must be at least
proficient with daggers. As with many other intelligent weapons, it has its own desires and plans. It does
not wish to be stored, carried, or otherwise displayed with other weapons, especially daggers, unless they
are of the highest quality. The dagger will be difficult to handle around other intelligent items, unless there
is a common goal that matches its alignment very strongly. In battle, it wishes to be carried in a scabbard
of the finest quality, adorned with jewels, runes and general praises of its greatest. Even then, it may
decide to go rogue on an owner for someone more lawful.
The Dagger is adamant in its views on law and order. It will react strongly (and try to act independently) if
it witnesses any crime in progress, and will be alienated if its owner uses it to commit any crime.
Thankfully, it does not have the power of speech, or there would be a mighty shout "HALT
LAWBREAKER!" any time it witnesses a crime.
PSPs: 40
INT: 13 (empathy)
Ego: 11
Alignment: Lawful Evil
Discipline: Psychokinetics
Sciences: Disintegration (12) ic 40, Project Force (14) ic 10, Telekinesis (14)
Devotions: Soften (15) ic 4 mc 3/rnd
This item was crafted in a wicked humor, and has picked up on this personality trait. A great number of
weapons exceed this in pure combat ability, but how many polearms out there can shoot out a
disintegration ray? Spike really enjoys this kind of thing, and occasionally takes matters into his own hands,
so to speak, and zaps off a ray on his own. A perfect companion to the Indomitable Fauchard-Fork.
Monsters
Dead Man's Dream hallucinogenic effects merely keep the victim
Author: John M. Martz nearby while the true nature of the poison takes
effect. The poison actually constitutes a paralytic
Climate/Terrain: Oases poison of type O with an onset of 2-24 minutes and
Frequency: Uncommon duration of 2d6 hours. A character is allowed only
Organization: Stand the initial saving throw; if he fails the first throw
Activity Cycle: Any and suffers the hallucinogenic effects, it is too late.
Diet: Photosynthesis He will suffer from the paralysis, it's just a matter
Intelligence: Non (0) of time. He continues to hallucinate while
Treasure: Incidental paralyzed.
Alignment: nil If the tree has been under stress, its pollen can be
lethal. Any character smelling the pollen must
No. Appearing: 1d10 save versus poison with a -4 penalty. Failure
Armor Class: 3 indicates that the hallucinogenic properties of the
Movement: 0 poison take effect the next round, and the character
Hit Dice: 1 HD/2 feet suffers from paralysis exactly as above. However,
THAC0: nil at the end of the paralysis duration, the character
No. of Attacks: see below falls into convulsions for 1-4 minutes and must
Damage/Attack: nil make a second saving through versus poison (type
Special Attacks: Poison J, in this case), this time with a +4 to the roll.
Special Defenses: see below Success means that the character suffers 20 points
Magic Resistance: nil of damage and comes out the paralysis (assuming
Size: H (20' tall) at maturity that he had more than 20 HPs; if not, he dies).
Morale: nil Failure means that the character dies.
XP Value: 65-2,000 A successful use of the herbalism proficiency
Psionics: nil permits the character to determine whether a tree is
under stress from a safe distance by observing the
Dead man's dreams are profusely flowering trees that can flowers (thicker than usual), the bark (which,
be found near many oases. These umbrella-shaped trees normally white, turns a very light green), seed pods
grow up to 20 feet in height and 30 feet wide. Their (significantly less), and the leaves (slightly curled
numerous, thin branches bear many white, heart-shaped at the edges). The exact nature of the stress can be
flowers year round. Indeed there are often more flowers due to any of a various causes, and is ultimately up
per branch than there are dark green, oval, waxy leaves. to the DM. Some suggestions as to possible
These trees get their name from the mildly hallucinogenic stresses include high population density (a large
nature of their pollen. number of dead man's dreams in a small area),
diminishing water source, insect infestation, and
Combat: A dead man's dream does not engage in combat. physical damage (such as loosing a large number
Rather, it continuously produces extraordinarily large of branches or a cracked trunk). It takes several
numbers of flowers. These flowers blanket the ground days after the introduction of a stress before the
beneath the tree in a rough circle equal in diameter to the lethal effects of the pollen become prevalent; and,
width of the tree, and they give off a sweet aroma when conversely, it takes several days after the removal
stepped on. This aroma causes the imbiber reflexively to of a stress before the lethal effects of the pollen
inhale deeply. In game terms, any player stepping on the dissipate.
flowers must specifically state that his character is
attempting not to breath the fragrance and must make a Habitat/Society: Dead man's dreams are never
successful Constitution check with a -2 penalty. Success found far from a body of water. Usually, they are
indicates that he is able to prevent taking a breath (and found in stands of only a few trees.
the DM should refer to the rules on holding one's breath Ecology: The dual nature of the poison of the dead
when one is unable to get a good gulp of air in the PHB); man's dream serves the tree well. In the case of
failure means that he has taken a breath and is subject to few trees, the debilitating nature of the poison
the following effects. If the player does not state that his causes the victim to fall unconscious onto the
character is attempting to hold his breath, he flowers. Upon waking, the victim moves off,
automatically takes a deep breath and imbibes some of the covered with pollen and small, prickly seed pods,
tree's pollen. spreading the tree's pollen and propagating the
Under normal circumstances, the pollen of a dead man's species. When the tree is stressed, the deadly
dream is not lethal. Any character smelling the pollen nature of its poison causes the victim to fall at the
must save versus poison with a -4 penalty. Failure foot of the tree. The natural decomposition of the
indicates that the slightly hallucinogenic properties of the body provides needed nutrients which the tree
poison take effect the next round. While under the effects absorbs through the soil.
of the hallucinogen, the affected character only wants to Since the wood from a dead man's dream is soft, it
remain near the tree to smell the "pretty flowers." The makes poor quality weapons. Any weapon made
from this wood incurs an additional -1 to hit and damage; the cities-states and is mainly used as a
furthermore, it breaks on a roll of 3 or less when recreational drug. The pollen of stressed trees is
maximum damage is inflicted. However, the fine, straight much rarer due to the hazardous nature of
grain of this blonde wood is accented by numerous small, obtaining and working with this more potent
dark knots producing an aesthetically pleasing effect. pollen. While the trees do not collect treasure,
Thus, it is a prized by jewelers, sculptures, and furniture valuable items are sometimes found beneath them
makers. In addition, the pollen of non-stressed trees can along with the owner's remains.
often be purchased in the warrens and bardic districts of
Death from Below Power Score : 12
Author: Jason Grundy Initial Cost : 18
<[email protected]> Maintenance Cost : 12
Range : 0
Climate/Terrain: Any Sand Prerequisites : None
Frequency: Uncommon Pwr Score : 3 rounds of free maintenance
Organization: Pack 20 : Can't attempt again for d4 hours
Activity Cycle: Any In all other ways, Controlled Ectoplasmic Form is
Diet: Carnivore the same as Ectoplasmic From as presented in
Intelligence: Low CPsiH.
Treasure: see text They attack with both claws which inflict d6 points
Alignment: Neutral of damage each and can grab an opponent (if they
are size category L or smaller) and drag him or her
No. Appearing: 2d4 under the sand unless a saving throw vs
Armor Class: 4 (0 in sand) paralyzation is made (characters gain a +1 to the
Movement: 3/24 (when in ectoplasmic form) roll for ever point of 'to hit' bonus they have due to
Hit Dice: 6+2 high strength). The save is made at -4 if both
THAC0: 15 claws hit.
No.Attacks: 2 Once under the sand (1 round after the initial grab)
Damage per attack: 1d6 the victim takes automatic damage from any claws
Special Attacks: see text that have grabbed it and quickly begins to suffocate
Special Defenses: see text and choke. In game terms they take an additional
Magic Resistance: nil d4 points of damage the first round, then
Size: L 2d4,4d4,8d4...etc unless he or she thinks fast and
Morale: Steady (11-12) does something to avoid or reduce damage. (I rule
XP Value: 975 here on a case by case basis.)
Example.
Psionics Summary: Player "I'll hold my Breath"
DM "You're being squeezed etc and
Level Dis/Sci/Dev Attack/ Score PSPs
having great difficulty not taking a breath
Defense
so make a save vs Death"
1 1/0/1 --/-- 12 120
Player "Yep did it"
DM "OK take half damage from
The first sign of these creatures approaching is usually the suffocation and save again in 2 rounds"
party spotting a purple protrusion, about 2 foot high and Seems harsh-you bet. Its not easy fighting under
curved over towards them at the top ending in 2 holes, the sand. Anyone attacking the creatures when they
moving towards them at great speed (80% chance per are under the sand (and within weapon reach!)
party member looking in the appropriate direction). The receives a minus 4 penalty to their attack roll and
creature itself is a Twelve foot long purple ellipsoid with there is a 15% chance per size category of the
two 8 foot long 'arms', 2 large white eyes and its nose victim (15% for tiny,30% for small etc) of hitting a
which serves as a kind of periscope (it sniffs its victims suffocating individual unless special precautions
out). It has no mouth, simply absorbing its victims -- a are taken. Due to the creatures inherent semi-
process done some 50 foot under the sand and taking 1d8 substantial nature they take only half damage from
hours per size category of the victim. non magical weapons. There is little known about
this creatures ecology. There are rumors of them
Combat: The creatures use a special version of the living in underground mazes (perhaps the sand
psionic power Ectoplasmic Form which allows them to filled underdark of the Athas of old!) but no one
control exactly which parts of their bodies are corporeal has ever substantiated this.
and which are not. Use the following description of the Note : A pack will if possible wait for the majority
power Controlled Ectoplasmic Form: of members to succeed in becoming ectoplasmic
before attacking.
Desert Shark beneath the sand, imposing a -2 to their victims'
Author: John M. Martz attack rolls (effectively making them AC 5).
(This creature is loosely based on one by the same name Desert sharks bite and thrash their heads for 2d6
presented in After Man) points of damage. When first blood is drawn, the
sharks go into a feeding frenzy; treat as if under
Climate/Terrain: Sandy wastes influence of _haste_. While in a frenzy, each shark
Frequency: Uncommon moves at double speed (18) and receives 2 attacks
Organization: Schools per round as it attacks wildly. In addition, its
Activity Cycle: Any morale increases to Fanatical. The nature of this
Diet: Carnivore frenzy is such that the sharks will even attack and
Intelligence: Animal (1) kill wounded members of their own school. A
Treasure: nil frenzy lasts for 6d4 rounds EVEN IF ALL THE
Alignment: Neutral ORIGINAL VICTIMS ARE KILLED; if there are
no wounded victims left alive, the sharks will
No. Appearing: 4d8+6 simply tear the remains to pieces, rendering raise
Armor Class: 7 dead useless (stronger magic, such as resurrection,
Movement: SW 9 (18) is required to bring a victim back to life).
Hit Dice: 4
THAC0: 17 Habitat/Society: Desert sharks live in schools
No. Of Attacks: 1 (2) where most of the members are related. A school
Damage/Attack: 2d6 does not define a territory, rather it wanders in
Special Attacks: Surprise bonus, feeding frenzy search of prey. Members from other schools are
Special Defenses: Submersion treated with indifference if hunting is good;
Magic Resistance: nil otherwise, a school aggressively attacks rivals as
Size: M (5' long) prey.
Morale: Average (8-10)/Fanatic (18-19) Males are slightly larger than females, but both are
XP Value: 650 equally aggressive. They breed at irregular
Psionics: nil intervals, usually when food is plenty or the
school's numbers have fallen to low levels. Each
The desert shark appears a docile mammal (it has evolved successful mating produces 1 pup. In 2 out of 10
from rodents not fish). Short sparse hairs cover its encounters, 10% of the school will be immature
wrinkled pink skin along the entire length of its sausage- with the same abilities as the adults except for the
shaped body, from broad nose to long rat-like tail. A following: 2 HD; THAC0 19; dmg 1d6; SZ S (less
closer look reveals a blunt, strong head, four powerful than 3' long).
shovel-like feet, and a mouth filled with razor-like teeth.
Its teeth curve inward and are all of equal length. Ecology: Desert sharks range throughout Athas,
Desert sharks commonly rest just below the surface of the but they appear to be particularly common in the
sand with only their eyes and nostrils protruding. When Great Alluvial Sand Wastes. While few species
on the hunt, they swim through the sand using sensory (e.g., megapedes and sink worms) are natural
pits at the end of their noses to detect prey, which is predators of desert sharks, sharks prey on almost
anything that the school can kill. anything, including the young of these larger
predators.
Combat: A hunting school of desert sharks is a fearsome Although generally considered a hazard, desert
killing machine. Victims have a -3 penalty to their sharks' teeth are often used for small weapons and
surprise rolls as the sharks swim underneath them. decoration. A rare shark (5%) will have something
During an attack, desert sharks remain mostly submerged of value in its stomach, such as gems, coins, or a
small magic item (e.g., ring).
Ghole Combat: Gholes do not usually engage in combat,
preferring to retreat; however they are not
Author: John M. Martz defenseless and will attack if pressed. Their
(This creature is based on one by the same name crushing bite does 3d4 points of damage. Their
presented in After Man) speed accounts for their low AC. Given the nature
of their diet, a Ghole is 10% likely to carry a
Climate/Terrain: Scrub planes, rocky badlands serious disease that can be transmitted via its saliva
Frequency: Common (DM only needs to check once for each animal
Organization: Packs encountered -- not every bite). A diseased victim
Activity Cycle: Any will gradually become debilitated and die over the
Diet: Carrion course of 2d3 Athasian weeks if not cured.
Intelligence: Animal (1)
Treasure: M, O Habitat/Society: Gholes live in small packs. They
Alignment: Neutral have formed a symbiotic relationship with shelf
termites. As most termites, these build massive
No. Appearing: 4d4 mounds; however, the shelf termite mound
Armor Class: 5 includes a horizontal shelf several feet off the
Movement: 9 ground. This shelf provides the gholes with shade
Hit Dice: 2 during the hottest part of the day. In return, the
THAC0 19 gholes frequently drag portions of carrion
No. of Attacks: 1 underneath the shelf to feed. The termites eat the
Damage/Attack: 3d4 minuscule portions that the gholes can not.
Special Attacks: Disease The sexes are almost indistinguishable. If gholes
Special Defenses: nil are encountered near their termite mound, there is
Magic Resistance: nil a 3 in 10 possibility that they will have 1d6+2
Size: S (3' long) young. The young remain beneath the pack's
Morale: Unsteady (5-7) termite mound, waiting for their parents to return
XP Value: 65 with food.
Psionics: nil
Ecology: As carrion eaters, gholes tend to be
The ghole resembles a large mongoose. It's long neck, despised even though they provide an important
head, and feet are almost totally devoid of hair; course link in the Athasian food chain. Calling somebody
gray hair covers the remainder of its body and tail. a ghole is considered an insult.
Massive canines and molars protrude from its mouth, Gholes's teeth are occasionally used for small ivory
which it uses to crack open bones for the marrow. It is a items, such as dice and jewelry. It's pelt is
model scavenger, feeding mostly on skeletal remains left worthless. While they do not collect treasure,
by larger predators. valuable items are sometimes dragged beneath the
pack's termite mound along with portions of the
owner's remains.
Headhunters
Author: Matthias Roschke <[email protected]>
Headhunters are undead halflings, who are the ancient curse placed on a group of halflings by a
enemies of all sentient life, which they seek to powerful defiler, just before he (she?) went into their
eliminate completely, leaving the planet exclusively for cooking pots.
plants and non-intelligent lifeforms (or undead). Their In order to achieve their objective of ridding the world
name comes from the fact that they cut off their of all sentient life, they will not only cooperate with
victims head, and ritualistically devour the brain. No other undead and non-sentient lifeforms, but they have
one really knows how these dreadful creatures first actually been known to work with the very creatures
came into existence, but there are theories about an they are trying to destroy, as long as such action brings
them closer to their ultimate goal. Eventually the Scouts: Scouts are experts in a specific terrain. They
headhunters will of course turn on their allies. Notice usually act as guides and trackers for larger groups of
that headhunters may disguise themselves, magically headhunters, but some have been known to work
or otherwise, in order to infiltrate and spy on the independently. Their ability to move silently, swiftly,
enemy (or send in assassins). and undetected also make them expert observers and
spies. They usually carry light equipment and
Combat: Headhunters will almost always attack in weapons.
well coordinated groups, under the leadership of a Assassins: In order to kill a larger (well organized)
fighter or psionicist, the only exception to that rule are band of opponents, it is often useful to take out certain
assassins and scouts, but even they will usually work individuals before attacking (such as spell casters, or
with a larger group. Headhunters will usually observe leaders). This is the job of the assassin, who is almost
and study their enemies before they attack, especially undetectable as he (she?) moves in for the kill (thanks
in the case of more powerful parties. If possible, they to the natural abilities of the halflings which have been
will even study the opponents combat tactics, by enhanced in undeath). If the assassin moves in without
having their agents (usually scouts or fighters) observe being detected, he can backstab an opponent (5X
the party during encounters with other creatures (note damage). If the opponent dies from this attack, and
that they will sometimes aid these other creatures from fails a saving throw vs death, this will occur without
the back-lines, especially if sentient life gets destroyed any sound whatsoever, and the assassin can get away
in the process). When the actual attack occurs, it will undetected. Notice that most assassins will have a
be swift, well planned and coordinated, exploiting any rather nice store of poison available to them, in order
of the enemies known weaknesses. Sometimes, the to make their job a bit easier.
headhunters will send one of their agents (suitably Psionicists: Since Headhunters are derived from
disguised) to join the opponents party, and work from halflings, they have this races superior aptitude for
within. Many large, and well armed caravans, have psionics. Some actually have become masters of way,
been destroyed that way. It is also important to note and its application to killing. The importance of a
that a group of headhunters will always have a number headhunter psionicist (and the amount of respect they
of contingency plans, which will allow them to turn receive from their fellow headhunters) is directly
the tide, or escape, should they find themselves hard proportional to how well they can use their powers to
pressed. destroy sentient life. The powers they have access to
are chosen accordingly. A headhunter psionicist will
Habitat/society: Headhunters are organized in groups have powers and PSP's as a regular psionicist with the
ranging anywhere from 3 to 20 or more individuals, following exceptions:
with a strict military hierarchy. While two or more 1) They do not gain any defense modes, because
groups will occasionally work together, there is no their minds cannot be contacted by either the
overall social structure for the headhunters, and the contact power (even non hostile contact is not
groups act more or less independent of each other. At possible), or by psionic combat.
times, a group of headhunters, will feel the need to 2) They can use psionics to drain hit points from
increase their numbers. This can be done in two ways: opponents. In order to do this they must spend 5
1) They may pick up survivors from other groups, PSP's (no check is necessary), and successfully
which have largely been wiped out. touch an opponent (i.e. a roll to hit is required).
2) They can create new headhunters. In order to do This drains d6 HP from the opponent and uses
this they must capture a suitable halfling (i.e. one with them to heal the headhunter.
the desired skills), and in a ceremony at the time of an Illusionists: This is the weakest kind of headhunter,
equinox, inject him/her with a specially created (and but it can also be the most deadly. With their power to
cursed) poison. cast illusionist spells they can greatly enhance their
The halfling dies immediately and is transformed into fellow headhunters combat ability or allow a scout or
a headhunter of the kind most closely approximating assassin to easily infiltrate the enemies camp. They
his/her skills in life. The transformation is reversible can cast the same number of spells as an 5-10th level
only by a wish spell (or similarly potent magic) cast mage, but are restricted to spell from the school of
BEFORE the newly created headhunter devours illusion. It is interesting to notice that all headhunter
his/her first brain. illusionists encountered so far have been preservers.
Whether this is just coincidence, or some deep rooted
Fighters: Headhunter fighters are highly trained in hatred towards defilers (even more than towards other
the art of warfare, and just like regular (DARK SUN) sentient life), is not known.
fighters, they are experts in combat tactics and Priests: This is probably the most terrifying form of
military strategies. This makes them a natural leaders headhunter, but thankfully, they are also the most rare.
and very formidable opponents. Headhunter fighters This rarity is because most priests are well protected
can be proficient in any weapon and may specialize in from the headhunter transformation (see above) by
one of them (this, and their other combat bonuses, are their magic and granted powers (save vs death to avoid
reflected in their THACO and damage above). They the effect entirely, or otherwise die without
usually wear thick hide armor (since they are undead transforming). For some however, this protection fails
they do not have to worry about heat exhaustion) and (usually for those who have not been true to their
are very agile (this is reflected in their low AC). element, and are thus close to loosing their power),
and they transform into headhunter priests. These still run in terror until they are at
priests draw their power from the negative material least one mile from the priest.
plane, which gives them the following abilities and Creatures of 5-8 HD get a save vs death
benefits. magic, or must run for at least 1
1) They have minor access to the sphere of cosmos, mile. If they save their THAC0 is
major access to the sphere of necromancy (even reduced by 2 for the next d6 rounds.
though it does not really exist in DARK SUN for Creatures of 9-10 HD must save vs death
regular clerics), and can cast spells as a 6-12th magic or be at -2 to hit for the next
level priest. d6 rounds.
2) They are permanently protected from good Creatures above 10 HD are not affected.
3) They have the power to drain one level of life with
each successful hit. Note: Priests will usually not attack with weapons, but
4) They are only hit by magical weapons of +1 or with their hands (claws) which do 1-6 points of
better enchantment. damage.
5) They are 60% magic resistant. PS: I had real trouble deciding what would be a
6) They may use a special terror attack up to 3 times reasonable amount XP's for these creatures, since they
per day, which affects all living creatures within a deadliness depends greatly on how well the DM
300 ft radius. decides to make and play them. The resulting XP
Creatures below 2 HD automatically values were thus quite arbitrary, and I could really use
freeze in terror until they are at least some suggestions on this.
1 mile from the headhunter priest. See also:
Creatures of 2-4 HD get a saving throw The Good and the Green: An Examination of Halfling
vs death magic to avoid this, but will Culture
Hiver
Author: John M. Martz
(These creatures are based on Hivers and Social presented in Man After Man)
Although humanoid, Hivers, also called Socials, live of their heads. Each of their elongated feet forms an
in large communities similar to those of social insects, extension to a long, slim leg, such that they stand and
such as ants and termites, constructing large mounds run on the balls of their feet (kind of like a jackrabbit).
that tower many stories over the desert sands. Devoid Perhaps their most alarming feature is their hand
of all individuality, each member of the community is blades. The outer edge of each hand is bone blade,
highly specialized, fulfilling one of four functions: from the wrist to the tip of the little finger (indeed,
warrior, bearer, nurse, or queen. Hivers have formed a their pinkies aren't really fingers, rather fused bone).
symbiotic relationship with a second species of While these blades are used for foraging, they make
humanoids called Seekers. ample weapons. In combat, warriors slash and jab with
All varieties of Hiver and Seekers share a common their hand blades and kick with their powerful legs;
special defense. Due to their similitude to social each successful attack does 1d6+2 points damage.
insects, a psionicist attempting to contact a Hiver Warriors defend the food-gathering expeditions, called
suffers a -5 to his power score (i.e., treat as if strings; they also defend the hive from attack. A Hiver
contacting insect under Unusual Subjects table; see society has a minimum of 100 warriors (25% of
CPsiH), unless he employs insect mind (see DK). In population). Regardless of the number of warriors in a
addition, Hivers are immune to hold person, charm hive, roughly one-third remain at the hive as guards at
person, and charm person or charm mammal spells, as all times.
well as other magics that affect only mammals (e.g., Especially old warriors become breading drones,
rings and potions of mammal control). However, most spending the remainder of their lives inside the colony
spells and psionics that affect insects, such as the near the queen's chamber. Drones have maximum HPs
psionic devotions pheromone discharge and hivemind (53), but their age has reduced their agility (AC 8),
(DK), also affect Hivers and Seekers, with the speed (MV 12), and strength (dmg 1d6/attack). At any
exception of giant/shrink insect. given time, a hive will contain 2d4 drones (this
number is in addition to the number of warriors
Warriors: The black body of the adult male, or above).
warrior, is covered with short, coarse black hair; a Bearers: Bearers are sterile adult females that
thick main extends from the top of the head down to accompany the foraging strings. They resemble
the center of the lower back. A small lump runs across warriors in most ways, except they do not have hand
the back of the shoulders and neck -- it is a fatty store blades. In addition, they have a kangaroo-like pouch
of nutrients. They have protruding, bushy eyebrows, in their stomach. When encountered outside the hive,
large, bulbous noses, and thick mustaches, which help a bearer will always carry a Seeker in her pouch,
filter out the dust and silt of the desert. Each of their cradling it in her arms. Bearer and Seeker remain in
long ears comes to point several inches above the top constant telepathic contact while touching. It is
through this link that the Seeker communicates with constitution of 20, which gives her the following
the string. benefits: all 1s rolled for HD are automatically
A bearer's main purpose is to defend her Seeker. She considered 2s; she saves vs. poison with a +1 bonus;
will always attempt to keep warriors between herself and she regenerates lost HPs at the rate of 1/6 turns.
and any enemies. If attacked directly or separated Her psychometabolic powers allow her to undergo the
from the warriors, she will flee back to the hive. She trauma of the birthing process and to heal quickly
will only engage in melee if cornered; then she afterwards, as well as fight infection and disease. In
receives two kicks per round (1d4+1 each). She will dire times, she can even suppress her bodily needs.
die defending her Seeker. She will never use these powers to benefit anyone but
The hive will have a minimum of 20 bearers at any herself, as she is the single most important member of
given time (5% of population). the community.
Nurses: Most adult females are nurses, spending their A queen is never encountered outside the hive; indeed,
lives caring for the queen, her young, and the Seekers. she is so swollen that she cannot fit through the exits
These sterile females, bear little resemblance to of her chamber. However, she will attack invaders in
warriors or bearers. Rather, no hair covers their pink her chamber on sight by swinging one of her hands at
skin. Neither do they have pouches nor hand-blades. them (she will use the other to support herself). The
Unlike bearers, nurses have well-developed average hive contains 1 queen at any given time;
mammalian glands for feeding the young of the queen occasionally, 1d4 additional immature queens will be
and the offspring of the Seekers. present at other locations throughout the hive. These
Nurses are the laborers of the hive. They clean, tend immature queens will only be present in extremely
the young, and cultivate the fungus gardens. Nurses large hives (population over 5000) and represent the
are never encountered outside the twisting corridors of precursors to colonization excursions (see below).
the hive (unless the hive is engaged in colonizing a Alternately, immature queens develop after the death
new hive -- see below). They will attack invaders on of the queen -- normally, the queen produces a
sight. The average hive has a minimum of 150 nurses pheromone that suppresses the development of other
at any given time (35% of population). queens. These immature queens will combat each
Hiver juveniles of both sexes resemble smaller, other until one victor remains to take the place of the
immature versions of nurses, except their skin tends to fallen queen.
be a deep bronze from exposure to the Athasian sun.
Their function is to act as food and water gatherers, Seekers
accompanying the strings. When they reach maturity,
they differentiate further into their adult form. The Psionic Summary:
hive has a minimum of 150 juveniles (35% of Level Dis/Sci/Dev Attack/ Score PSPs
population). Defense
6 3/3/11+bonus --/IF,MB, 17 200
Queen M-
Psionic Summary: Clairsentience -- Sciences: clairvoyance, sensitivity to
Level Dis/Sci/Dev Attack/ Score PSPs psychic impressions; Devotions: danger sense, feel
Defense light (no cost), feel moisture (DK), feel sound (no
2 1/1/5 --/M- 20 120 cost), know direction, poison sense, radial navigation,
weather prediction (DK).
Psychometabolic -- Sciences: complete healing; Telepathy -- Sciences: mindlink (no cost with bearer);
Devotions: adrenalin control, biofeedback, cell Devotions: contact (no cost with bearer); life detection.
adjustment, mind over body, suspended animation. Psychometabolic -- Sciences: none; Devotions:
Heightened Senses (limited to smell and taste)
At 12 feet, the queen dwarfs all others of her hive. Bonus--Hivemind (metapsionic devotion, DK).
She resembles a very large nurse with grossly
exaggerated hips and abdominal cavity. The length The Seekers are a degenerate humanoid species that is
and width of her body greatly surpasses the ability of entirely dependent on Hivers for their care. Their
her legs and spine to support her. Using her arms, she arms and legs have atrophied into shriveled
can raise her upper body off the ground and drag appendages, so they cannot feed, move, or clean
herself. themselves. They cannot even mate without
The queen's sole purpose is to produce the hive's assistance. Due to complete reliance on psionic
young, giving birth every 30 days to litters of 15 to 20 abilities (feel light and feel sound, which are always
children (1d6+14). As such, the entire community activated and maintenance free), their eyes and ears
revolves around her; the warriors, bearers, and have become useless also; indeed smooth skin covers
juveniles find food and water, and the nurses clean and their eyeless sockets, and small external ears hide a
feed her. Neither does she care for her children; rather lack of both middle and inner ears. Unlike Hivers,
this task falls to the nurses. their meager pink bodies are mostly devoid of hair,
Finally, a queen's physical and psionic abilities except for the tops of their heads, which is usually
represent an evolutionary adaptation to the prodigious black or dark brown.
demands of near constant childbirth. She has a
At first glance, these defenseless creatures (AC 10 entering this territory are attacked. Occasionally, a
when not being carried) might seem to be the sole Hiver community will assault a rival's hive. These
beneficiaries of their symbiotic relationship with wars end when the attackers are driven back or the
Hivers. However, Seekers use their considerable besieged queen is killed. If the queen is killed, the
innate psionic abilities to locate food and water for the invaders will claim the hive as their own, transport an
hive. While being carried by a bearer, a Seeker immature queen and some Warriors, Bearers, Nurses,
maintains a continuous mindlink with her and Seekers from their original hive, and establish a
(maintenance free), directing the foraging group new community.
toward these valuable resources. Furthermore, it can Each day, strings leave the hive shortly before dawn in
employ additional powers to aid these expeditions. search of food and water (note number of expeditions
For example, weather prediction helps warn of is limited by the numbers of bearers and Seekers in the
approaching storms, know direction and radial hive). A randomly encountered string consists of
navigation help ensure a safe return to the hive, and 3d6+3 warriors, 1 bearer, 1 Seeker, and 5d4 juveniles.
danger sense and life detection warn of potential The male with the most HPs is the stringmaster,
hazards. commanding all other stringmembers. Juveniles carry
When not being carried by their bearers, Seekers are simple baskets and jugs to transport food and water
usually kept within a central chamber of the hive back to the hive.
where nurses care for their many needs. The average While Hivers will eat small prey and carrion, they do
hive will have 5d6 adult Seekers at any given time. not normally attack larger creatures. If attacked, a
string forms a semi-circle (or circle, if outnumbered)
Habitat/Society: While mammals, Hiver society and around the bearer and Seeker. The warriors comprise
cognition mirror that of social insects, and they the outer ring, with juveniles between them and the
respond accordingly; they have a structured and highly bearer. All members of the string will fight to the
centralized society and no individuality. Hivers death to protect the Seeker.
communicate by a complex combination of grunts,
hand and body gestures, and pheromones. Ecology: While Hivers may be found anywhere on
Hivers construct gigantic mounds, many stories high. Athas, they are more common in the great sandy
These hives are architectural marvels -- massive rock- wastes to the south of the Tyr region. Many larger
like structures complete with breathing chimneys, predators prey on individual members of strings, or
thick vented walls, and flat slopping roofs with even entire strings, but few, no matter how powerful,
overhangs providing shade. Tunnels underneath reach are able to infiltrate the hive itself.
deep into the water-table where food is kept cool. While Hivers tend to collect shiny items, which they
These narrow winding tunnels link chambers of place in the queen's chamber, Hivers produce nothing
varying sizes and purposes, such as excrement of value, except maybe the hive itself. Abandoned
chambers were fungus gardens are cultivated, turning hives may provide excellent shelter for many
the community's offal into edible material. creatures, such as Gith, Belgoi, and even slave tribes.
Each hive defines a territory of many miles It is rumored that the blood from a queen's afterbirth
surrounding its mound. Members from another hive can be used to cure infertility.
Insect Swarm: Crystal-wing Butterfly allowed a saving throw versus spells with a -1
Author: John M. Martz penalty per 20,000 insects (-1 at 20,000; -2 at
40,000; etc.) to avoid the effects of the pattern of
Climate/Terrain: Forests, Oases colors. Creatures who can not see are not affected.
Frequency: Very rare If the swarm is startled during the night, the
Organization: Swarm luminescence of their fluttering wings causes a
Activity Cycle: Day ghostly glowing pattern affecting any creature
Diet: Herbivore within 50'. Treat as a hypnotic pattern spell with
Intelligence: Non- (0) the following exceptions: effect is maintained as
Treasure: nil long as the swarm flies, plus 2 rounds thereafter;
Alignment: Neutral there is no limit on the number of levels of
creatures affected; creatures must save versus spells
No. Appearing: 1d100 x 1000 with a -1 penalty per 20,000 insects.
Armor Class: 10 Once startled, the swarm stays agitated as long as
Movement: Fl 15 (A) any creature (except other crystal-wing butterflies,
Hit Dice: 1 HP/10 insects of course) remains in motion within 50'. During
THAC0: see below this time, their special defenses are active. After
No. of Attacks: see below all motion ceases, the swarm returns to rest in 4d4
Damage/Attack: nil rounds +1 round per 20,000 insects (+1 at 20,000;
Special Attacks: nil +2 at 40,000; etc.), at which point, their defenses
Special Defenses: see below are inactive.
Magic Resistance: nil Every point of damage inflicted on a swarm kills
Size: T (5" long) 1d10 butterflies (roll a d10 die for every point
Morale: Unreliable (3) inflicted--e.g., Marston swings his club and inflicts
XP Value: 35 per 100 insects 5 HPs damage, he rolls 5d10 and gets 23; thus he
Psionics: nil kills 23 butterflies).
Even a desolate world contains beauty. On Athas, one of Habitat/Society: Crystal-wing butterflies cross
the most beautiful creatures is the crystal-wing butterfly. wide areas of open desert along well-defined
The prism-like wings of these insects reflect the rays of migration routes, linking sheltered clearings in
the sun into startling sprays of color; at night, they glow hidden groves. These flower-rich clearings and
with the soft luminescence of stored sunlight. Unlike most surrounding groves serve as breeding sites where
insect swarms, such as locust and minikanks, crystal-wing the butterflies' eggs hatch into brown caterpillars
butterflies are relatively harmless, posing little direct with green flecks. Several migration corridors are
threat to animals or crops. known, one of the largest originates in the Forest
Ridge north of Ogo, and terminates deep in the
Combat: These diminutive creatures have no form of Crescent Forest between Gulg and Nibenay. Oases
attack; however, when in large numbers (greater than along these routes serve as resting sites; one of the
1,000), their defenses are considerable. Any creature largest is Lake Pit.
approaching within 50' risks startling the swarm. Unless During the day, a distant migrating swarm of
the creature makes a conscious effort to move cautiously, crystal-wing butterflies appears as a low-flying
the swarm automatically startles on a failed morale check. cloud that sparkles with all the colors of the
In game terms, to avoid this result a player needs to rainbow. Due to cold, swarms rarely migrate
explicitly state that his PC intends caution. Then, for across the desert at night.
every round spent within 50' of the swarm, a creature
must make a successful dexterity check with a +1 penalty Ecology: Despite their defenses, crystal-wing
for every additional creature in the area of effect (e.g., butterflies do fall prey to predators, most relying on
comrades and mounts) to a maximum of +4; the first sound and scent rather than sight. Crystal-wing
failed check startles the swarm. In addition, any loud butterflies neither collect treasure nor produce
noise or sudden moves, such as shouting and combat, anything of value. However, since many larger
automatically results in a failed check. predators, such as the Kirre, welcome prey
If the swarm is startled during the day, the sunlight immobilized by the butterflies' defenses, it is not
passing through their fluttering wings causes a uncommon to find incidental treasure near sites
captivating spray of colors to fall on any creature within frequented by these butterflies. In addition, the
50'. This defense is similar to a rainbow pattern spell dried, undamaged wings of a crystal-wing butterfly
except the effect is maintained as long as the swarm flies, may serve a substitute for material components of
plus 2 rounds thereafter, and there is no limit on the many spells relying on light, such as glitterdust,
number of levels of creatures affected. A creature is hypnotic pattern, and rainbow pattern.
Mind Beetle
Author: Michael Sng Woei Shyong
<[email protected]>
Climate/Terrain: Any
Frequency: Uncommon
Organization: Solitary
Activity Cycle: Any
Diet: Scavenger
Intelligence: Non (0)
Treasure: nil
Alignment: Neutral
No. Appearing: 1
Armor Class: 8
Movement: 6
Hit Dice: 1-1
THAC0: 20
No. of Attacks: 1
Damage/Attack: 1d2
Special Attacks: See below
Special Defenses: nil
Magic Resistance: nil
Size: T (1)
Morale: Average (9)
XP Value: 35
Psionics: nil
No. Appearing: 1 1 1 1
Armor Class: 4 4 4 4
Movement: 6, Br 6 Fl 18 (A) 6, SW 18 Fl 15 (A)
Hit Dice: 2,4, or 6 2,4, or 6, 2,4, or 6 2,4, or 6
THAC0 2HD: 19 19 19 19
THAC0 4HD: 17 17 17 17
THAC0 6HD: 15 15 15 15
No. of Attacks: 1 1 1 1
Damage/Attack 2HD: 1-8 1-6 2-12 1-6
Damage/Attack 4HD: 2-16 1-10 3-18 1-12
Damage/Attack 6HD: 3-24 1-12 4-24 2-20
Special Attack: See Below See Below See Below See Below
Special Defense: +1 or better +1 or better +1 or better +1 or better
weapon to hit weapon to hit weapon to hit weapon to hit
Magic Resistance: Nil Nil Nil
Size: S to M (2' to 6' S to M (2' to 6' S to M (2' to 6' S to M (2' to 6'
tall) tall) tall) tall)
Morale 2HD: Steady (11-12) Steady (11-12) Steady (11-12) Steady (11-12)
Morale 4HD/6HD: Elite (13-14) Elite (13-14) Elite (13-14) Elite (13-14)
XP Value 2HD: 420 420 420 420
XP Value 4HD: 650 650 650 650
XP Value 6HD: 975 975 975 975
Magma: Magma paraelementals can be conjured in least a light rain to summon a lesser rain
any area containing of volcanic activity. On the prime paraelemental. Rain paraelementals cannot go
material plane, they look like humanoids made of underground. They rarely speak on the prime material
magma with cooling rock on the surface. The plane, but when they do it sounds like rolling thunder
language of magma paraelemental sounds like and crackling lightning.
bubbling lava and exploding volcanoes. Magma
elementals cannot enter or cross water, but must go Combat: Rain paraelementals have no physical
around or burrow under it. Magma paraelementals attacks, but once per round can shoot a small lightning
travel through earth by melting the rock in front of bolt. The maximum distance is equal to the
them. paraelementals' level in feet and damage varies with
HD. Creatures who are immune to lightning attacks,
Combat: The fists of a magma paraelemental, while such as behir, take half damage from the rain
not as hard as an earth elemental's, are fired by paraelementals' attacks. Opponents in metal armor
internal heat. The amount of damage is based on the gain no benefits for that armor, but other non-
hit dice of the paraelemental. All damage against conductive armors provides protection.
airborne and waterborne opponents is halved. Against
creatures who have fire-based attacks or immunity to Silt: Silt paraelementals can only be conjured on or
fire (including from magical items) take 1 point per near the Sea of Silt or a silt lake. Lesser silt
die less damage. In addition, any flammable object paraelementals on the prime material plane take the
struck by a magma paraelemental must save vs. form of amorphous blobs. Their language sound like
magical fire or immediately begin to burn. waves crashing on rocky shores and the howl of silt
cyclones.
Rain: Lesser rain paraelementals resemble small rain
clouds floating just above the ground. There must be at
Combat: Lesser silt elementals can attack in two burn it, or shoot a beam of light. The beam can effect
ways. It can attempt to ram an opponent by moving a victim up to 3 feet away. Although they have the
full speed towards her. This attack does 4d8 points of same damage, they have slightly different effects. Any
damage. If it doesn't have enough room to charge, or it flammable object 'touched' by the sun paraelemental
is already in melee, the silt paraelemental will attack must save vs. magical fire or be burnt. Fire-based
with a pseudopod, inflicting the damage listed above. creatures take half-damage from this attack. Anyone
Lesser silt paraelementals cannot move more than 30 hit by the beam of light must save vs. breath weapons
yards from a source of silt. Unlike water elementals or be blinded for 1d10 turns. Blinded individuals
though, they suffer no damage from exposure to the attack with a -4 penalty to hit, and opponents get a +4
sun. to hit them, unless the blinded character has blind
fighting proficiency.
Sun: Sun paraelementals can only be summoned A sun paraelemental cannot go into any area
above ground, during the day. Lesser sun elementals untouched by the sun's light, such as buildings, caves,
resemble miniature suns with a diameter equal to their or shadowy areas. If forced, the paraelemental will
HD. Unlike other elementals, the language of sun return to its own plane. A darkness spell causes 1d8
paraelementals is not based on sound, but light. While points of damage to a sun paraelemental.
usually red, they change color when 'talking'.
See also:
Combat: A lesser sun paraelemental can attack in one Paraelemental, Standard
of two ways. It can either move up against its target to
Paraelemental, Standard
Author: David Schwartz <[email protected]>
No. Appearing: 1 1 1 1
Armor Class: 2 2 2 2
Movement: 9, Br 9 Fl 36 (A) 6, SW 18 12, Fl 24 (C)
Hit Dice: 8, 2, or 16 8, 2, or 16 8, 2, or 16 8, 2, or 16
THAC0 8HD: 13 13 13 13
THAC0 12HD: 9 9 9 9
THAC0 16HD: 5 5 5 5
No. of Attacks: 1 1 1 1
Damage/Attack: 4-32 2-20 5-30 3-24
Special Attack: See Below See Below See Below See Below
Special Defense: +2 or better +2 or better +2 or better +2 or better
weapon to hit weapon to hit weapon to hit weapon to hit
Magic Resistance: Nil Nil Nil Nil
Size: L to H (8' to 16' L to H (8' to 16' L to H (8' to 16' L to H (8' to 16'
tall) tall) tall) tall)
Morale 8/12HD: Champion(15-16) Champion(15-16) Champion(15-16) Champion(15-16)
Morale 16HD: Fantastic (17-18) Fantastic (17-18) Fantastic (17-18) Fantastic (17-18)
XP Value: 8 D: 2,000 2,000 2,000 2,000
XP Value 12HD: 6,000 6,000 6,000 6,000
XP Value 16HD 10,000 10,000 10,000 10,000
Magma: Magma paraelementals can only be conjured their advantage, using the magma to corner opponents
in an area containing 1,000 cubic feet or more of lava and throwing the opponents in.
or magma. On the prime material plane, they look like
large humanoids made of magma with cooling rock on Rain: The inhabitants of the paraelemental plane of
the surface. The language magma paraelemental rain are living clouds. The imaginative say they
sounds like bubbling lava and exploding volcanoes. almost look like people. They can only be summoned
Magma paraelementals cannot travel through water. during a rain storm. They rarely speak on the prime
They must go around it or burrow under it. These material plane, but when they do it sounds like rolling
paraelementals burrow by melting the rock in their thunder and crackling lightning.
way.
Combat: Rain paraelementals are nearly intangible,
Combat: The fists of a magma paraelemental, while but can shoot out a bolt of lightning once per round
not as hard as an earth elemental's, are fired by that does 2d10 points of damage. Creatures resistant
internal heat. Against creatures on the ground they do to lightning attacks, such as behir, take one point per
4d8 points of damage, but subtract 1 points per die die less damage (to a minimum of 1 point per die).
from their damage to airborne or waterborne creatures Opponents in metal armor gain no benefits for that
(to a minimum of 1 point per die). They also subtract armor, but other non-conductive armors provides
one point per die from their damage vs. fire-based, protection. The range of the bolt is equal to the
flame-using, or heat and fire resistant creatures paraelementals HD in feet. These paraelementals can
(including the use of spells and magical items). In move very swiftly and are therefore very useful in
addition, any flammable object struck by a magma aerial combat. In aerial combat they get a +1 hit and
paraelemental must save vs. magical fire or +4 to damage.
immediately begin to burn. Against constructions of
stone or earth, magma paraelementals do structural Silt: Silt paraelementals can only be conjured on or
damage. This makes them useful in siege attacks. near the Sea of Silt or a silt lake. Silt paraelementals
Because they must be close to a source of magma to be on the prime material plane take the form of high-
conjured, magma paraelementals will often use it to crested silt waves. Two smaller waves act as arms.
Their language sounds like waves crashing on rocky the language of sun paraelementals is not based on
shores and the howl of silt cyclones. sound, but light. While usually red, they change color
when 'talking'.
Combat: Silt paraelementals attack with their wave-
like arms doing 5d6 points of damage. However, Combat: The 'arms' of a sun paraelemental are
when fighting on land, they subtract 1 point per die of sharper than any sword and they use them to slash
damage they inflict (to a minimum of 1 point per die). their opponents for 3d8 points of damage. On a
Of course, they can't go more than 60 yards from a successful hit the opponent must save vs. breath
source of silt. Silt paraelementals are a serious weapon or be blinded. Blinded characters suffer a -4
threat to floaters that cross their path. A silt penalty to hit and opponents gain a +4 bonus to hit the
paraelemental can overturn small craft (one ton of ship blinded individual, unless he knows blind fighting. A
per HD of the elemental) and stop or slow almost any sun paraelemental cannot go into any area untouched
vessel (one ton of ship per hit point of the elemental). by the sun's light, such as buildings, caves, or shadowy
Ships not completely stop by a paraelemental will be areas. If forced, the paraelemental will return to its
slowed by the ratio of the ship's tonnage over the hit own plane. A darkness spell causes 1d8 points of
points of the elemental. damage to a sun paraelemental.
No. Appearing: 1
Armor Class: 2
Movement: 24
Hit Dice: 10+5
THAC0: 9
No. Of Attacks: 1
Damage/Attack: 1d6
Special Attacks: Poison
Special Defenses: shoot web
Magic Resistance: 10%
Size: H (18' tall)
Morale: Champion (15-16)
XP Value: 5,000
Psionics Summary:
Level Dis/Sci/Dev Attack/ Score PSPs
Defense
1 1/1/3 --/M- 16 30
Psychometabolism -- Sciences: Shadow-form;
Disciplines: Chameleon Power, Displacement,
Detect Elf (no cost).
Poison table:
Saving
Throw Duration
Contact Mod. Damage (in hours)
1st (initial) -2 5d6 2d8
Once removed 0 3d6 2d4
Twice removed +2 1d6 1d4
Thrice removed inert
Climate/Terrain: Any
Frequency: Rare
Organization: Tribal
Activity Cycle: Any
Diet: Carnivore
Intelligence: Genius (17-18)
Treasure: Varies
Alignment: Lawful Neutral (Good)
Climate/Terrain: Any
Frequency: Very Rare
Organization: Tribal
Activity Cycle: Any
Diet: Carnivore
Intelligence: Genius (17-18)
Treasure: C
Alignment: Chaotic Evil
K'kikrik (thri-kreen)
K'kivir (thri-kreen)
K'kriq (thri-kreen)
Kalak (human male)
Kalihana (elf male)
Kama (elf male)
Kamnys (elf male)
Kargash (human male)
Kathak (elf male)
Katid (human female)
Katza (elf female)
Kayan (human female)
Keelorr (elf female)
Kelira (human female)
Kesi (dwarf female)
Kester (tarek female)
Keyvas (elf male)
Khidar (shadow-people)
Kiah (human male)
Kiiretti (elf female)
Kilay (human male)
Kirga (elf female)
Kk'tkk (thri-kreen)
Kleys (elf male)
Klik'l (thri-kreen)
Kor (human male)
Korik (human male)
Korla (human female)
Kov (dwarf male)
Krikik (thri-kreen)
Krom (dwarf male)
Krysta (half-elf female)
Ktandeo (human male)
Kyuln (human male)
La (halfling female)
Laban (half-elf male)
Lafus (half-elf male)
Lalali-puy (human female)
Larech (human male)
Larkyn (human male)
Lazra (dwarf female)
Leoricius (human male)
Lestria (human female)
Lian (dwarf male)
Limrick(human male)
Linder (human male)
Lionus (human male)
Lismuuk (elf male)
Llunet (human female)
Lobuu (elf male)
Lodo (dwarf male)
Lokee (halfling male)
Lor (human female)
Lorelei (half-elf female)
Lorena (human female)
Lorl (elf male)
Ltak (dwarf male)
Luris (half-elf male)
Luubarra (elf female)
Lyanius (dwarf male)
Lyra (human female)
M
T'kkyl (thri-kreen)
T'sor (half-giant male)
Tabaros (human male)
Tah (half-giant male)
Taiy (human male)
Tak (half-giant male)
Tala (elf female)
Talara (human female)
Tamana (elf female)
Tamar (human female)
Tar (halfling female)
Tara (human female)
Targaz (elf male)
Tarkla (human female)
Tay (giant male)
Tayo (elf male)
Tectuktitlay (human male)
Tella (human female)
Temmnya (human female)
Tenpug (mul male)
Terric (human male)
Thagya (human male)
Thania (half-elf female)
Thanik (human male)
Thaxos (human male)
Thonkin (human male)
Thorlin (human male)
Throkat (human male)
Thurin (dwarf male)
Thyraximus (human male)
Tierney (human female)
Timor (human male)
Tithian (human male)
Tomak (mul male)
Toramund (elf male)
Tordos (human male)
Toth (human male)
Traako (elf male)
Truvo (human male)
Tumya (elf female)
Turloff (human male)
Tutoc (half-giant male)
Twile (human male)
Waltian(human male)
Wek (half-elf male)
Weom (human male)
Werrik (human male)
Wheelock (human male)
Wheetan (half-elf male)
Wik (elf male)
Wrog (lask)
Wyan (human male)
I simply took Ema's list and reorganized it by race, since I felt that it was simply another useful method of
looking at the names. Of course, I'm not saying that Abyuuk (an male elf's name) cannot be used by a
human male; indeed, it might be a likely name of a half-elf. It's just that one might consider certain names
more common for certain races. Also, when choosing a name for a character, it might be useful to look at
the style of the names of other members of the same race -- a particularly good example are thri-kreen
names.
I've made a separate group for each of the "official" PC races. Names for all other races are in the other
category.
Elf
E
Eevuu (elf male)
Ekee (elf female)
Elas (elf female)
Enala (elf female)
Esylk (elf female)
L
Lismuuk (elf male)
Lobuu (elf male)
Lorl (elf male)
Luubarra (elf female)
Dwarf
Caelum(dwarf male)
V
Veso (dwarf male)
Half-elf
Half-giant
C
Crag (half-giant male)
Gaanon(half-giant male)
Gall (half-giant male)
Garchom (half-giant male)
Ghurs (half-giant male)
Gigus (half-giant male)
Hurgen(half-giant male)
Halfling
Grelzen(halfling female)
La (halfling female)
Lokee (halfling male)
Human
Waltian(human male)
Weom (human male)
Werrik (human male)
Wheelock (human male)
Wyan (human male)
X
Xamres (human male)
Mul
T
Tenpug (mul male)
Tomak (mul male)
Other Races
Umbra (shadow-people)
Wrog (lask)
Thri-kreen
Chkak-a-chakk (thri-kreen)
Durwadala (thri-kreen)
K'kikrik (thri-kreen)
K'kivir (thri-kreen)
K'kriq (thri-kreen)
Kk'tkk (thri-kreen)
Klik'l (thri-kreen)
Krikik (thri-kreen)
Mys'tll (thri-kreen)
Nnn'tkk (thri-kreen)
T
T'kkyl (thri-kreen)