TEXT: For thousands of years, the Tablelands have remained 
  untouched:  its politics frozen in a delicate stalemate, its life 
  in a balance even more delicate.  It is true that the Dragon 
  Kings amused themselves with their petty wars, rattling 
  sabers to punctuate the passing of ages.  It is true that, 
  occasionally, another city would be swallowed by the wastes. 
   
  But there were no surprises.  The Dragon Kings 
  steered everything from their omnipotent perches, content in 
  their superiority, but ever thirsting for challenge. 
   
  All that has changed.  The Tablelands have been 
  thrown into turmoil, the likes of which have not been seen 
  since times forgotten.  The Dragon Kings have been thrown 
  into confusion, grasping for the tedium they so recently 
  lamented. 
   
  And yet I fear the worst is yet to come.  Change is in 
  the air, and change has never come gently to Athas. 
   
  -- Oronis, Sorcerer King of Kurn 
  Dark Sun 3 is a new edition of the Dark Sun campaign setting, 
  written using the Dungeons and Dragons: 3
  rd edition rules.  In or-
  der to run Dark Sun 3, you will need the three Core Rulebooks:  
  the Player’s Handbook, (PHB) the Dungeon Master’s Guide, 
  (DMG) and the Monster Manual (MM).  You will also need the 
  non-core Psionics Handbook (PsiHB).  Players will need access to 
  the Player’s Handbook and the Psionics Handbook. 
   
  This document is intended for an audience already familiar 
  with the Dark Sun campaign setting, and does not attempt to de-
  tail the world of Athas in full.  For more information on Athas, 
  visit http://www.athas.org/ -- the official Dark Sun website.  In 
  addition to the latest version of this document, you may find 
  other Dark Sun products as free downloads. 
   
  All Dark Sun products published by TSR may be purchased at 
  http://www.svgames.com/ as PDF downloads. 
  Chapter 1: Introduction
  
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  Page 2 
  Dark Sun 3 
   
  Chapter 1: Introduction 
  1 
  Chapter 2: Races 
  3 
  Aarakocra 
  3 
  Dwarf 
  4 
  Elf 
  5 
  Half-Elf 
  7 
  Half-Giant 
  8 
  Halfling 
  9 
  Human 
  9 
  Mul 
  10 
  Pterran 
  11 
  Thri-Kreen 
  13 
  Chapter 3: Classes 
  15 
  Bard 
  15 
  Brute 
  17 
  Cleric 
  18 
  Druid 
  19 
  Fighter 
  20 
  Gladiator 
  21 
  Psion 
  23 
  Psychic Warrior 
  24 
  Ranger 
  24 
  Rogue 
  26 
  Templar 
  26 
  Wizard 
  28 
  Chapter 4: Skills 
  30 
  Chapter 5: Feats 
  31 
  Chapter 6: Equipment 
  34 
  Equipping a Character 
  34 
  Wealth and Money 
  34 
  Item Creation 
  34 
  Weapons 
  34 
  Adjusting Weapon Sizes 
  40 
  Unusual Materials 
  40 
  Armor 
  41 
  Mounts and related gear 
  41 
  Black Market Equipment 
  42 
  Chapter 7: Adventuring 
  43 
  Athasian Heat 
  43 
  Movement 
  44 
  Chapter 8: Magic and Psionics 
  45 
  Arcane Spells 
  45 
  Divine Spells 
  46 
  Psionics 
  46 
  Chapter 9: Spells 
  47 
  Cleric Spells 
  47 
  Druid Spells 
  51 
  Templar Spells 
  52 
  Wizard Spells 
  53 
  Spells 
  53 
  Chapter 10: Powers 
  73 
  Psion Powers 
  73 
  Psychic Warrior Powers 
  73 
  Powers 
  74 
   
   
   
   
  
   Dark Sun 3 
  Page 3 
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  Athas is a world of many races, from the gith who wander the de-
  serts, to the tareks, too stupid to know when they have died.  Gi-
  ants terrorize the Silt Sea, while belgoi steal grown men in the 
  night.  The magic of the Pristine Tower produces the New Races; 
  most never see a second generation.  Yet despite this variety of in-
  telligent life, only a few races have numbers, and motivation, great 
  enough to truly influence life in the Tablelands.   
   
  Though the races of the Dark Sun campaign setting resemble 
  those of other campaign worlds, it is frequently in name only.  The 
  insular elves roam the Tablelands, trusted by no one but their own 
  tribe-mates.  Halflings are feral creatures, possessed of a taste for 
  human flesh. 
   
  Note that the races in the Dark Sun campaign setting receive 
  only the benefits and penalties described below; do not apply bo-
  nuses and penalties from other sources unless specifically noted 
  below.  
  Aarakocra 
  You are all slaves.  You all suffer from the tyranny of the 
  ground.  Only in the company of clouds will you find the true 
  meaning of freedom. 
   
  -- Kekko Cloud-Brother, aarakocra windsinger. 
  Aarakocra are the most commonly encountered bird-people of the 
  Tablelands. Some are from Winter Nest in the Snow Crown 
  Mountains near Kurn, while others are from smaller tribes scat-
  tered in the Ringing Mountains and elsewhere. These freedom-
  loving creatures rarely leave their homes high in the mountains, 
  but sometimes, either as young wanderers or cautious adventur-
  ers, they venture into the inhabited regions of the Tablelands. 
   
  Personality:  These bird-people can spend hours riding the 
  wind currents of the mountains, soaring in the olive-tinged Atha-
  sian sky. While traveling, aarakocra prefer to fly high above to get 
  a good view all around of their location and detect any threats well 
  in advance. When they stop to rest, they tend to perch on high 
  peaks or tall buildings. 
   
  Enclosed spaces threaten to aarakocra, who have a racial fear 
  of being anywhere they cannot stretch their wings. This claustro-
  phobia affects their behavior. Unless it is absolutely necessary, no 
  aarakocra will enter a cave or enclosed building, or even a narrow 
  canyon. 
   
  Physical:  Aarakocra stand 6 ½ to 8 feet tall, with a wingspan 
  of about 20 feet. They have black eyes, gray beaks, and from a dis-
  tance they resemble lanky disheveled vultures. Aarakocran plum-
  age ranges from silver-white to brown, even pale blue. Male aara-
  kocra weigh around 100 pounds, while females average 85 
  pounds. An aarakocra’s beak comprises much of its head, and it 
  can be used in combat. At the center of their wings, aarakocra 
  have three-fingered hands with an opposable thumb, and the tal-
  ons of their feet are just as dexterous. While flying, aarakocra can 
  use their feet as hands, but while walking, they use their wing-
  hands to carry weapons or equipment. Aarakocra have a bony 
  plate in their chest (the breastbone), which provides protection 
  from blows. However, most of their bones are hollow and brittle 
  and break more easily than most humanoids. The aarakocra’s un-
  usual build means they have difficulty finding armor, unless it has 
  been specifically made for aarakocra. Aarakocra usually live be-
  tween 30 and 40 years.  
   
  Relations:  Aarakocra zealously defend their homeland. They 
  are mistrustful of strangers that venture onto their lands. Many of 
  the southern tribes exact tolls on all caravans passing through 
  their lands, sometimes kidnapping scouts or lone riders until 
  tribute is paid. Tribute can take the form of livestock or shiny ob-
  jects, which aarakocra covet. Some evil tribes may attack caravans 
  without provocation. Aarakocra have great confidence and pride 
  in their ability to fly, but have little empathy for land-bound races. 
   
  Alignment:  Aarakocra tend towards neutrality with regard to 
  law or chaos. With respect to good and evil, aarakoran tribes usu-
  ally follow the alignment of their leader. A tribe whose leader is 
  neutral good will contain lawful good, neutral good, chaotic good 
  and neutral members, with most members being neutral good. 
  Aarakocra, even good ones, rarely help out strangers.  
   
  Lands:  Most aarakocran communities are small nomadic 
  tribes. Some prey on caravans, while others or build isolated aer-
  ies high in the mountains. The least xenophobic aarakocra gener-
  ally come from Winter Nest, in the White Mountains, a tribe allied 
  with the city-state of Kurn. Of all the human communities, only 
  Kurn builds perches especially made for aarakocra to rest and do 
  business. In contrast, king Daskinor of Eldaarich has ordered the 
  capture and extermination of all aarakocra. Other human com-
  munities tolerate aarakocran characters but do not welcome 
  them. Merchants will do business with aarakocra as long as they 
  remain on foot. Most land-bound creatures are suspicious of 
  strange creatures that fly over their herds or lands unannounced, 
  and templars, even in Kurn, have standing orders to attack crea-
  tures that fly over the city walls without permission. 
   
  Religion:  Aarakocran shamans are usually air clerics, some-
  times sun clerics, and occasionally druids. Most rituals of aara-
  kocran society involve the summoning of an air elemental or 
  Hraak’thunn.  Summoned air elementals are often used in an im-
  portant ritual, the Hunt. The aarakocran coming of age ceremony 
  involves hunting the great beasts found in the silt sea.  
   
  Psionics:  Aarakocra are as familiar with psionics as other 
  races of the tablelands. They particularly excel in the psychopor-
  Chapter 2: Races 
  Table 2-1:  Races 
  Race 
  Ability Adjustments 
  Favored Class 
  ECL (Hit Dice) 
  Aarakocra 
  -2 Strength, +4 Dexterity, -2 Constitution 
  Cleric 
  +1 ECL 
  Dwarf 
  +2 Constitution, -2 Charisma 
  Fighter 
  - 
  Elf 
  +2 Dexterity, -2 Constitution 
  Rogue 
  - 
  Half-Elf 
  +2 Dexterity, -2 Charisma 
  Any 
  - 
  Half-Giant 
  +8 Strength, -2 Dexterity, +4 Constitution, -4 Intelligence*, -4 Wisdom, -4 Charisma 
  Brute 
  +3 ECL (2d8) 
  Halfling 
  -2 Strength, +2 Dexterity 
  Ranger 
  - 
  Human 
  None 
  Any 
  - 
  Mul 
  +4 Strength, +2 Constitution, -2 Charisma 
  Gladiator 
  +1 
  Pterran 
  -2 Dexterity, +2 Wisdom, +2 Charisma 
  Druid, Psion (Telepath) or Ranger 
  - 
  Thri-Kreen 
  +4 Dexterity , -2 Intelligence*, +2 Wisdom, -4 Charisma 
  Psychic Warrior 
  +3 ECL (2d8) 
  * A half-giant or thri-kreen’s starting Intelligence is at least 3.  If this adjustment would lower the character’s score to 1 or 2, his score is 3. 
  
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  Dark Sun 3 
   
  tive discipline. In spite of their low strength and constitutions, 
  they excel as psychic warriors, often using ranged touch powers 
  from above to terrifying effect. 
   
  Magic:  Most aarakocran tribes shun wizardly magic, but a 
  few evil tribes have defilers, and at one prominent good-aligned 
  tribe, Winter’s Nest, has several preservers. 
   
  Language:  Athasian aarakocra speak their own language. 
  Aarakocra have no written language of their own, though some of 
  the more sophisticated tribes have borrowed alphabets from their 
  land-bound neighbors. Regardless of the language spoken, aara-
  kocra do not possess lips, and therefore cannot even approximate 
  the ‘m’, ‘b’ or ‘p’ sounds. They have difficulty also with their ‘f’s 
  and ‘v’s, and tend to pronounce these as ‘th’ 
  sounds.  
   
  Male Names: Akthag, Awnunaak, Cawthra, 
  Driikaak, Gazziija, Nakaaka, Thraka. 
   
  Female Names: Arraako, Kariko, Kekko, 
  Lisako, Traako, Troho. 
   
  Tribal Names: Cloud Gliders, Sky Divers, 
  Peak Masters, Far Eyes, Brothers of the 
  Sun. 
   
  Adventurers:  Adventuring aarakocra are usually 
  young adults with a taste for the unknown. They are 
  usually curious, strong-minded individuals that 
  wish to experience the lives of the land-bound 
  peoples. Good tribes see these young ones as 
  undisciplined individuals, but can tolerate this 
  behavior. Evil tribes may view this sort of 
  adventurous behavior as treacherous, and 
  may even hunt down the rogue member.  
  Role-playing Suggestions 
  Loneliness doesn’t bother you like it both-
  ers people of other races. You loathe the heat 
  and stink of the cities, and long for cold, 
  clean mountain air. The spectacle and 
  movement of so many sentient beings fas-
  cinates you, but watching them from above 
  satisfies your curiosity. The very thought of 
  being caught in a crowd of creatures, pinned so tight that you 
  can’t move your own wings, fills you with terror.  
   
  You are friendly enough with people of other races, provided 
  they respect your physical distance, and are willing to be the ones 
  that approach you. You form relationships with individuals, but 
  don’t involve yourself in the politics of other racial communities - 
  in such matters you prefer to watch from above and to keep your 
  opinions to yourself unless asked.  
   
  You prefer to enter buildings through a window than through 
  a door. Your instincts are to keep several scattered, hidden, nests 
  throughout the areas that you travel regularly: one never knows 
  when one might need a high place to rest. Remember your love of 
  heights and claustrophobia, and rely on aarakocran skills and tac-
  tics (dive-bombing). Take advantage of your flying ability to scout 
  out the area and keep a “bird’s eye view” of every situation. 
  Aarakocra Traits 
  • 
  -2 Strength, +4 Dexterity, -2 Constitution: Aarakocra have 
  keen reflexes, but their lightweight bones are fragile.  
  • 
  Medium-size: As Medium-size creatures, aarakocra have no 
  special bonuses or penalties due to their size.  
  • 
  Aarakocra base speed is 20 feet, and can fly with a movement 
  rate of 90 feet (average).  
  • 
  +6 racial bonus to Spot checks in daylight. Aarakocra have ex-
  cellent vision.  
  • 
  Natural Armor +1. An aarakocra’s bone chest plate provides 
  some protection from blows.  
  • 
  Natural Weaponry: An aarakocra can rake with its claws for 
  1d3 points of damage, and use its bite for 1d2 points of 
  damage.  
  • 
  -2 morale penalty on all rolls when in an enclosed space. 
  Aarakocra are claustrophobic, and being underground or in 
  enclosed buildings is extremely distressing.  
  • 
  Aerial Dive: Creatures that fly can make dive attacks. A dive 
  attack works just like a charge, but the diving creature must 
  move a minimum of 30 feet. Aarakocra may make claw at-
  tacks, or attack with a lance held in both claws. These at-
  tacks deal double damage.  
  • 
  Automatic Languages: Aarakocra and common. Bonus lan-
  guages: Auran, Elven, Gith, Pterran and Ssuran. 
  Aarakocra often learn the languages of their allies and 
  enemies. 
  • 
  Favored Class: Cleric.  
  • 
  Level Adjustment +1. Aarakocra are 
  slightly more powerful and gain 
  levels more slowly than most of the 
  humanoid races of the Tablelands.  
  Dwarf 
  The worst thing you can say to a 
  dwarf is “It can’t be done.”   
  If he’s already decided to do it, he 
  may never speak to you again.  If he 
  hasn’t decided to take up the task, 
  he may commit himself to it simply 
  out of spite.  “Impossible” is not a 
  concept most dwarves understand.  
  Anything can be done, with enough 
  determination. 
   -- Sha’len, nibenese trader 
  Dwarves form a good part of the people 
  encountered in the Tablelands. These strong and 
  devoted beings live to fulfill their focus, a task they 
  choose to devote their lives to. Stubborn and strong-
  minded, dwarves make good companions, even though their 
  usual focused nature can tend to be bothersome. 
   
  Personality:  Dwarves prefer to occupy themselves with 
  meaningful tasks, and often approach these tasks with an inten-
  sity rarely seen in other races. As such, dwarves make excellent 
  laborers, and take great pride in their accomplishments. However, 
  their stubbornness can lead to difficulties. Dwarves will some-
  times fail to listen to reason, attempting to accomplish what are 
  impossible tasks.  
   
  Dwarves live for their focus. Dwarves that die while being un-
  able to complete their focus return from the dead as banshees to 
  haunt their unfinished work. A dwarf also rarely divulges his focus 
  to anyone.  
   
  Physical:  The dwarves of the Tablelands stand 4 ½ to 5 feet 
  tall, with big muscular limbs and a strong build. They weigh on 
  average 200 lbs. Dwarves are hairless, and find the very idea of 
  hair repulsive. They have deeply tanned skin, and rarely decorate it 
  with tattoos. Dwarves can live up to 250 years. 
   
  Relations:  A dwarf’s relation with others is often a function 
  of his focus. People that help the dwarf accomplish his focus or 
  share his goals are treated with respect and considered good 
  companions. There is little room for compromise, though, with 
  those that disagree with the dwarf’s focus. If they hinder the 
  dwarf, they are considered obstacles that must be removed. 
  Community is important to the dwarves.  
   
  Dwarves have a very strong racial affinity. They rarely share 
  their history with non-dwarves; it can take years for a stranger to 
  gain enough trust to be admitted into a dwarven family circle. 
  
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  Dwarves receive bonuses to their skill 
  checks, saving throws, attack and damage 
  when working to complete a 
  task. The task must be directly 
  related to the focus, however. 
  For 
  example, 
  Grelak, 
  protector of his dwarven 
  community, chooses as a 
  focus to retrieve a sacred 
  book that was stolen in a raid. 
  After a week of gathering clues, he 
  sets out to retrieve the artifact from 
  its current possessor, who hides in 
  Outpost 51, a two-week journey. 
  On the way to the outpost, he 
  encounters a wild lirr; while bat-
  tling his foe he receives his 
  bonuses. However, Grelak stops 
  in Nibenay for some rest, and gets 
  in a brawl. He doesn’t receive his 
  bonuses, 
  as 
  he 
  isn’t 
  actively 
  pursuing his focus. 
   
  Alignment:  Dwarves tend towards a 
  lawful alignment, with most members 
  either good or neutral. Their 
  devotion to following the 
  established hierarchy in their 
  village means they tend to follow the 
  rules, sometimes to the point of ridicule.  
   
  Lands:  There are three main dwarven settlements in the Ta-
  blelands: Kled, located near the city-state of Tyr, and the twin vil-
  lages of North and South Ledopolus located in the southwestern 
  edge of the Tablelands. Some dwarven communities have devel-
  oped in the city-states and in some small villages, while other 
  dwarves have taken up residence with the slave tribes of the 
  wastes.  
   
  Religion:  Dwarven communities are ruled by their elders; 
  dwarves are particularly devoted to their community leader, the 
  Urhnomous. Dwarves typically worship elemental earth. Fire is 
  sometimes worshiped for its destructive power and water for its 
  healing nature. Air’s intangibility and chaotic nature attracts few 
  dwarven worshippers. Dwarven druids are unusual, and tend to 
  take a guarded land and become grove masters. 
   
  Psionics:  Like almost everything that they do, dwarves take 
  to psionics with a vengeance. They make formidable egoists and 
  nomads. 
   
  Magic:  Like most peoples, dwarves have an aversion to wiz-
  ardly magic, and they are the least amenable to changing their 
  minds about anything. Dwarves rarely take to the wizardly arts; 
  the few that do are usually shunned from respectable dwarven so-
  ciety. Some dwarves will travel with a wizard who proves himself a 
  worthy companion, but few dwarves will truly ever trust a wizard. 
   
  Language:  Dwarves have a long and proud oral history. They 
  have an old written language, but this is mostly used for writing 
  histories. Dwarves will not teach their ancient language to outsid-
  ers, they prefer to keep that knowledge to themselves. The dwar-
  ven language is deep and throaty, composed of many guttural 
  sounds and harsh exclamations. Most non-dwarves get raw 
  throats if they try to speak dwarven for more than a few hours.  
   
  Male Names: Arvego, Bevis, Birk, Bokum, Caelum, Drayden, 
  Garok, Ghedran, Gurrednek, Murd, Nati, Portek, Shardivan. 
   
  Female Names: Ardin, Erda, Ghava, Greshin, Gudak, Palashi, 
  Vashara.  
   
  Adventurers:  Dwarves adventure for different reasons. 
  Sometimes they may adventure in order to learn about the Table-
  lands, although these curious adventurers tend to be young and 
  brash. Many adventuring dwarves travel the Tablelands to com-
  plete their focus because sometimes a task may take them away 
  from their communities. Some search for ancient dwarven vil-
  lages and the treasures they contain.  
  Role-playing Suggestions 
  Remember the intensity of your focus. Breaking or ignoring a fo-
  cus has social, philosophical and spiritual reper-
  cussions. For someone to stand in the way of 
  your focus is an assault on you. There is no 
  greater satisfaction than fulfilling a difficult 
  focus, and the DM will reward you depending 
  on the difficulty of the fulfilled focus. Keep a 
  serious, sober attitude nearly always. The 
  only time you show your festive side is 
  when you have recently fulfilled a focus, 
  during the hours or days until you set a 
  new focus. Only during these brief “days of 
  fulfillment,” and only to other dwarves and 
  your most trusted non-dwarven friends, do you 
  show your full joy and sense of humor. But these days 
  are also a time of vulnerability, for until you set a new focus 
  you lose all of your special focus-related bonuses. 
  Dwarf Traits 
  • 
  +2 Constitution, -2 Charisma: Dwarves are 
  strong 
  and 
  sturdy, 
  but 
  their 
  single-
  mindedness hinders them when dealing with 
  others.  
  • 
  Medium: As Medium-size creatures, dwarves have no special 
  bonuses or penalties due to their size.  
  • 
  Dwarven base speed is 20 feet.  
  • 
  Darkvision: Dwarves can see in the dark up to 60 feet. Darkvi-
  sion is black and white only, but it is otherwise like normal 
  sight, and dwarves can function just fine with no light at all.  
  • 
  +2 racial bonus on saving throws against poison. 
  • 
  Weapons familiarity: To dwarves, the urgrosh is treated as a 
  martial rather than exotic weapon.  
  • 
  +2 racial bonus on saving throws against spells and spell-like 
  effects.  
  • 
  +1 morale bonus on all checks directly related to their focus. 
  This includes a skill bonus, an attack bonus, a damage bo-
  nus, or a saving throw bonus, or even a bonus to manifesta-
  tion or spell save DCs. 
  • 
  Automatic Languages: Common and Dwarven. Bonus lan-
  guages: Elven, Giant, Gith, Pterran, Tarek, Thri-Kreen.  
  • 
  Favored Class: Fighter 
  Elf 
  Honor?  That word doesn’t exist in the elven language. 
   
  -- Tharak, human guard 
  Athas’ deserts, plains, steppes and badlands are home to the 
  elves, a long-limbed race of trading, raiding, thieving sprinters. 
  Running is key to acceptance and respect among elves.  Elves who 
  are injured and cannot run are often left to die. 
   
  Personality:  Other races see elves as dishonest and lazy; 
  generally a fair assessment. Elves idle around their time for days 
  until compelled by need to exert themselves, but they can run for 
  days without complaint. No self-respecting elf will consent to ride 
  an animal. To do so is dishonorable; elven custom dictates that 
  individuals keep up or be left behind. Elves prefer to lead short, 
  happy lives rather than long, boring ones. Seeing the future as a 
  dark, deadly place, they prefer to live in “the now,” enjoying each 
  fleeting moment. They thrive in open spaces, and tend to wither 
  in captivity.  
   
  Physical:  Elves stand between 6 and 7 feet tall, with lean 
  builds; angular, deeply etched features; and no facial hair. They 
  dress in garb designed to protect from the desert and elements. 
  
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  Dark Sun 3 
   
   
  Relations:  Elves tend to keep to their own tribe and their 
  proven friends unless they have some sort of an angle - some-
  thing to sell, or some deception to pass off. Strangers are poten-
  tial enemies waiting to take advantage of them, so elves look for 
  every opportunity to win the advantage. If an elf believes that a 
  companion might make a worthy friend, the elf devises a series of 
  “tests” of trust that allow the companion to prove that their 
  friendship is “stronger than the bonds of death,” as elves say. 
  Once a stranger has gained an elf’s trust, he is forever that elf’s 
  friend. If this trust is ever betrayed, it is gone forever.  
   
  Alignment:  Elves tend towards chaos because of their love 
  of freedom, variety and self-expression. With respect to good and 
  evil, elves tend towards neutrality, although their behavior leans 
  towards good – even self-sacrifice – where the good of their tribe 
  is at stake. Although they’ll steal everything in sight, elves are not 
  murderous. They rarely attack anyone except those who threaten 
  them or stand in their way.  
   
  Lands:  Always at home when running the wastes, elves often 
  act as if all plains and badlands were elven lands. However, since 
  most elves are loath to settle or build, they can rarely enforce their 
  claims. Elven tribes make a living either through herding, raiding 
  or trading; most tribes have at one time or another plied their 
  hand at all three of these occupations. A tribe’s current occupa-
  tion usually determines which lands they currently claim as their 
  own. Elven herders claim grazing lands. Elven raiders claim lands 
  crossed by trade routes. Elven traders claim no lands, but wander 
  in search of bargains and loose purses.  
   
  Religion:  Elves revere Coraanu Star Racer as the ideal “First 
  Elf,” the embodiment of all that elves wish to be, basing their cal-
  endar on his life and honoring his myth with exquisite song, 
  dance and celebration. Many elves worship the elements; particu-
  larly air, which they associate with freedom, swiftness and song. 
  Elves also honor and swear by the moons, perhaps because low-
  light vision turns moonlight into an elven advantage. 
   
  Psionics:  Persistence is not an elven strong suit, so elven 
  will is often weaker than that of other races. A few elves study the 
  Way to win one more advantage in battle and trade.  
   
  Magic:  Of all races, elves have the greatest affinity towards 
  and acceptance of arcane practices.  
   
  Language:  Elves of Athas share a common language and 
  can communicate easily with each other, although each 
  tribe has its own distinct dialect. The elven language is 
  filled with short, clipped words, runs with a rapid staccato 
  pace and is difficult for novices to pick up. Disdaining 
  the slow tedious languages of other races, most elves 
  condescend to learn the Common speech for trade. 
  Elves that learn other tongues 
  often hide their ability.  
   
  Names: 
   
  Whether 
  slave or free, elves prefer to 
  keep elven names. Tribe 
  members take the tribe 
  name as surname. Elves 
  treat 
  the 
  naming 
  of 
  young runners as a sacred 
  responsibility, naming the 
  children of the tribe after the 
  first 
  interesting 
  thing 
  that 
  they 
  do 
  while 
  learning to run.  Elves 
  believe 
  with 
  the 
  appropriate name, a 
  child can grow to 
  greatness, but with 
  the wrong name, 
  the elf may vanish 
  in the wastes. 
  Sometimes 
  a 
  child’s name is 
  changed 
  because of an extraordinary deed performed during an elf’s rite of 
  passage.  
   
  Male Names: Botuu (Water Runner), Coraanu (First Elf, the 
  Warrior Thief), Dukkoti (Wind Fighter), Haaku (Two Daggers), 
  Lobuu (First Runner), Mutami (Laughs at Sun), Nuuko (Sky 
  Hunter), Traako (Metal Stealer). 
   
  Female Names: Alaa (Bird Chaser), Ekee (Wild Dancer), Guuta 
  (Singing Sword), Hukaa (Fire Leaper), Ittee (Dancing Bow), 
  Nuuta (Quiet Hunter), Utaa (Laughing Moon)  
   
  Tribe (Clan) Names: Clearwater Tribe (Fireshaper, Graffyon, 
  Graystar, Lightning, Onyx, Sandrunner, Seafoam, Silverleaf, 
  Songweaver, Steeljaw, Wavedivers, Windriders clans); Night Run-
  ner Tribe (Dark Moons, Full Moons, Half Moons, Lone Moons, 
  New Moons, Quarter Moons clans); Shadow Tribe; Silt Stalker 
  Tribe (Fire Bow, Fire Dagger, Fire Sword clans); Silver Hand Tribe; 
  Sky Singer Tribe (Dawnchaser, Dayjumper, Twilightcatcher clans); 
  Swiftwing Tribe; Water Hunter Tribe (Raindancer, Poolrunner, 
  Lakesinger clans); Wind Dancer Tribe (Airhunter, Breezechaser 
  clans)  
   
  Adventurers:  Elves often take up adventuring out of wander-
  lust, but those that persist in adventuring generally do so out of 
  desire for profit, glory, revenge, or out of loyalty to traveling com-
  panions who have won their friendship. Elves love to boast of 
  their accomplishments or have their deeds woven into song. Elves 
  often hoard keepsakes from a memorable raids; some quilt pieces 
  of stolen clothing into their cloaks. Little pleases elves as much as 
  to flaunt a stolen item in front of its original owner. Elven custom 
  dictates that the victim should acknowledge the accomplishment 
  by congratulating the thief on his possession of such an attractive 
  item. Those who fail to show such gallantry are considered poor 
  sports. Adventurers who keep their tribal membership should give 
  their chief periodic choice of the treasure that they have won. 
  Holding out on a chief suggests lack of loyalty to the tribe.   
  Role-playing Suggestions 
  Rely on elven combat skills (distance, bows, and fighting by the 
  light of the moons and stars). Use elven non-combat skills and 
  philosophy (running, escape from entangling situations or rela-
  tionships). When someone professes to be your friend, dismiss 
  them at first and then later, offer them a test of trust. Don’t tell 
  them that it is a test, of course. Ask them to give you one of their 
  prize possessions, for example, or leave your own valuables out 
  and see if they take advantage of you. Pretend to sleep, and find 
  out what they say about you when they think you are not listening. 
  Some elves go as far as to allow themselves to be captured to see 
  if the presumed friend will rescue them! 
  Elf Traits 
  • 
  +2 Dexterity, -2 Constitution. Elves are agile, but less resilient 
  than humans.  
  • 
  Medium-size. Elves have neither benefits nor penalties due to 
  size.  
  • 
  Elven base speed is 40 feet. 
  • 
  Low-light vision: Elves can see twice as far as a human in 
  moonlight and similar conditions of poor illumination, re-
  taining the ability to distinguish color and detail. 
  • 
  Proficient with all bows. 
  • 
  Weapon Familiarity:  Elven Longblade.  All elves treat the 
  elven longblade as a martial weapon. 
  • 
  Elven characters gain a +2 racial bonus to Listen, Perform, 
  Search and Spot checks.  
  • 
  Elves have a natural resistance to extreme temperatures and 
  aren’t adversely affected by the heat of the day or the chill of 
  the night. They treat extreme heat or cold as if it were only 
  very hot or cold, (See DMG for rules on temperature affects) 
  but suffer normally from abysmal heat, or from magical su-
  pernatural heat and cold.  
  • 
  After a minute of warm-up and a Concentration check (DC 
  
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  Page 7 
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  10), elves can induce an elf run state. This state allows elves 
  to hustle for long distances as easily as a human can move 
  normally, and run for long distances as easily as a human 
  can hustle. Each day that elves continues the elf run, they 
  must make additional Concentration skill checks to maintain 
  their elf run state: A trivial check (DC 10) on the second day, 
  an easy check (DC 15) on the third day, an average check 
  (DC 20) on the fourth day, a difficult check (DC 30) on the 
  fifth day, and an heroic check (DC 40) on the sixth day. Once 
  the elf fails a Concentration skill check, he loses elf run bene-
  fits and suffers normal penalties for extended hustling and 
  running as described on page 142 of the Player’s Handbook. 
  After a full day’s rest, the elf may attempt again to induce an 
  elf run state. With a group of elves, runners add their 
  leader’s charisma bonus both to their movement rate and to 
  any Fortitude checks related to movement.  
  • 
  Automatic Languages: Common and Elven. Bonus Lan-
  guages: Dwarven, Gith, Jozhal, Pterran, Scrab, Slig, Tari and 
  Thri-Kreen.  
  • 
  Favored Class: Rogue.  
  Half-Elf 
  People are no good.  You can only trust animals and the 
  bottle. 
   
  -- Delmao, half-elven thief 
  Unlike the parents of muls, elves and humans are often attracted 
  to each other. Half-elves are typically the unwanted product of a 
  casual interracial encounter.  
   
  Personality:  Half-elves are notorious loners. Many Athasians 
  believe that half-elves combine the worst traits of both races, but 
  the most difficult aspect of half-elves – their lack of self-
  confidence – comes not from their mixed origins but rather from 
  a life of rejection from both parent races. Half-elves try in vain to 
  gain the respect of humans or elves.  
   
  Physical:  Averaging over six feet tall, half-elves combine 
  elven dexterity with human resilience. Bulkier than elves, most 
  half-elves find it easier to pass themselves off as full humans than 
  as full elves, but all have some features that hint at their elven 
  heritage.  
   
  Relations:  Humans distrust the half-elf’s elven nature, 
  while elves have no use for their mixed-blood children; elven 
  traditions demand that such children be left behind. Human 
  society gives half-elves have a better chance of survival, but even 
  less kindness. Half-elves sometimes find friendship among muls 
  or 
  even 
  thri-kreen. 
  Half-elves 
  will 
  cooperate 
  with 
  companions when necessary, but find it difficult to rely on 
  anyone. Many half-elves also turn to the animal world for 
  company, training creatures to be servants and friends. 
  Ironically, the survival skills and animal affinity that half-
  elves developed to cope with isolation make them valuable beast 
  handlers in human society. 
   
  Alignment:  Lawful and neutral half-elves labor for 
  acceptance from a parent race, while chaotic ones have 
  given up on acceptance, electing instead to reject the 
  society that has rejected them.  
   
  Lands:  Despite their unique nature, half-elves don’t 
  form communities. The few half-elves that settle down tend 
  to live among humans who, unlike elves, at least find a use 
  for them. 
   
  Religion:  Because of their alienation from society and their 
  affinity with animals, half-elves make excellent druids. Some half-
  elves turn their resentment of society into a profession and be-
  come sullen, bullying templars. As clerics, they are drawn to wa-
  ter’s healing influence.  
   
  Psionics:  Mastery of the Way often provides the independ-
  ence and self-knowledge that half-elves seek, and membership 
  in a psionic academy can provide the half-elf with acceptance. 
   
  Magic:  Half-elves often take up arcane studies, because it is 
  a solitary calling. 
   
  Language:  Half-elves all speak the common tongue. A few 
  half-elves pick up the elven language.  
   
  Names:  Half-elves nearly always have human names. Unable 
  to run as elves, they never receive elven given names, nor accep-
  tance in an elven tribe that they could use as surname. 
   
  Adventurers:  In a party, half-elves often seem detached and 
  aloof. 
  Role-playing Suggestions 
  Desperate for the approval of either elves or humans, you are 
  even more desperate to appear independent and self-reliant, to 
  cover your desire for approval. As a result, you tend towards a fei-
  sty, insecure, sullen self-reliance, refusing favors. You take every 
  opportunity to show off your skills in front of elves and humans, 
  but if an elf or a human were to actually praise you, you would 
  probably react awkwardly or suspiciously. 
   
  From your childhood, your closest friendships have been with 
  animals. Other half-elves do not interest you. As time goes by and 
  you learn from experience, you will find that you can also get 
  along with other races neither human nor elven: dwarves, pterran, 
  muls, even thri-kreen. You don’t feel the terrible need for their ap-
  proval, and yet they give it more readily.  
  Half-Elf Traits 
  • 
  +2 Dexterity, -2 Charisma. Half-elves are limber like their 
  elven parents, but their upbringing leaves them with a poor 
  sense of self, and affects their relations with others.  
  • 
  Medium-size. Half-elves have neither benefits nor penalties 
  due to size.  
  • 
  Half-elves move at a base of 30 feet. 
  • 
  Half-elves have low light vision as described in the Player’s 
  Handbook.  
  • 
  Favored Terrain: The half-elf is an expert in one particular ter-
  rain type. Half-elves gain a +2 bonus to Hide, Move Silently, 
  Search and Survival checks made within a single terrain type.  
  • 
  Animal Empathy: Half-elves can use the Animal Empathy skill 
  untrained, and receive a +2 racial bonus to their Animal Em-
  pathy and Handle Animal skills.  
  • 
  Half-elves gain a +2 racial bonus to Disguise checks when 
  impersonating elves or humans. 
  • 
  Animal Cohorts: The half-elf may 
  begin play with an animal 
  companion. This functions 
  like 
  the 
  druid’s 
  animal 
  companion ability, but is 
  limited 
  to 
  2 
  HD 
  of 
  creatures. If the companion 
  dies 
  or 
  is 
  dismissed, 
  another cannot be gained 
  for 100 days. If the half-elf 
  gains levels in the druid or 
  ranger class, add 2 to the 
  maximum HD of creature 
  they can befriend. 
  • 
  Elven Blood:  For all special 
  abilities and effects, a half-
  elf is considered an elf.  
  Half-elves can use elven 
  weapons and magic items 
  with 
  race-specific 
  elven 
  powers. 
  • 
  Automatic 
  Languages: 
  Common and Elven. Bonus 
  languages: Any.  
  • 
  Favored Class: Any.  
  
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  Dark Sun 3 
   
  Half-Giant 
  Mind of a child, strength of three grown men.  I’ve seen a 
  half-giant tear the walls out of a building because he wanted 
  a better look at the tattoos on a mul inside. 
   
  -- Daro, human trader 
  Legend has it that in ages past, a sorcerer-queen used wizardry to 
  beget a union of giant and human in order to create a race of 
  powerful slaves. Whatever the truth of this legend, the half-giant 
  race has increased in number and is now fairly common especially 
  in human controlled lands near the shore of the Sea of Silt. Half-
  giants gain great strength, but dull wits, from their giant heritage, 
  and are nearly as agile as their human forbearers.  
   
  Personality:  Because of their artificial origins, there is no 
  half-giant culture, tradition or homeland. Half-giants readily imi-
  tate the customs and cultures of their neighbors. Half-
  giants often display curiosity, a willingness to learn, and a 
  general tendency towards kindness.  
   
  Physical:  Physically, the half-giant is enormous, 
  standing about 11 ½ feet tall and weighing around 
  1,200 pounds. Half-giants have thick hair, which is 
  often kept braided (especially among females) 
  or in a single tail that hangs behind the 
  head and down the back. They dress in 
  garb suitable to their occupation or 
  environment. Half-giants mature at 
  about 24 years of age and can live 
  about 170 years.  
   
  Relations:   
  The 
  most 
  powerful warriors on Athas, half-
  giants 
  seem 
  content 
  to 
  dwell 
  in 
  humanity’s shadow. Half-giants tend to be 
  friendly and eager to please, adopting the 
  lifestyles, skills, and values of those they 
  admire. 
  A 
  half-giant 
  character 
  who 
  encounters a new situation looks around 
  him to see what other people are doing. For 
  example, a half-giant character that happens 
  upon a dwarven stone quarry may watch the 
  dwarves, and then start quarrying stone 
  himself. If he can make a living at it, he will 
  continue to quarry stone just like his 
  neighbor dwarves do; otherwise he will 
  move on to something else. 
   
  Alignment:  Half-giants can switch 
  attitudes very quickly, taking on new values to 
  fit new situations. A half-giant whose peace-
  ful farming life is disrupted by marauders 
  may soon adopt the morals of the 
  renegades who sacked his village. A half-giant’s nature is to 
  switch his alignment aspect to imitate or otherwise react to a sig-
  nificant change around him. 
   
  Lands:  Half-giants are most often found in the city-states, 
  serving as gladiators, laborers, soldiers, and guards. A few half-
  giants collect into wilderness communities, often adopting the 
  culture and customs of neighboring beings. The rare half-giant 
  community often attaches itself to a charismatic or successful 
  leader (not necessarily a half-giant) who demonstrates the ten-
  dencies they admire.  
   
  Religion:  Half-giants do not display any affinity for the wor-
  ship of one element over another. 
   
  Psionics:  While a single-classed half-giant psion is rare, 
  some half-giants take the path of the psychic warrior, becoming 
  killing machines that can take apart a mekillot barehanded. 
   
  Magic:  If a half-giant’s companions accept wizardry, then 
  the half-giant will also accept it. If a half-giant’s companions hate 
  wizardry, then the half-giant will be as eager as anyone to join in 
  stoning a wizard. Among sophisticated companions who accept 
  preserving magic but despise defiling magic, all but the brightest 
  half-giants are likely to become confused, looking to their com-
  panions to see how they should react. 
   
  Language:  All Half-giants speak the Common speech of 
  slaves. Whatever tongue she speaks, the half-giant’s voice is 
  pitched so low as to occasionally be difficult to understand. 
   
  Names:  Enslaved half-giants often have human names, and 
  because of this they vary greatly. Free half-giants are likely to bor-
  row the naming conventions of the race or people they are imitat-
  ing at the time their child is born.  
   
  Adventurers:  Half-giants are usually led to adventure by in-
  teresting companions of other races.  
  Role-playing Suggestions 
  Always remember how much bigger and heavier 
  you are than everyone else. Take advantage of 
  your height in combat, but remember the disad-
  vantages. Between your size and your lesser wits 
  (even if you are a relatively intelligent half-giant 
  people will assume you to be dull), you find yourself 
  an object of comic relief. You are used to being 
  teased and will endure more witty remarks 
  than most people, but when you have been 
  pushed too far your personality can suddenly 
  shift, and you can unleash astonishing 
  violence on your tormentors and any who 
  stand in your way. Less frequently, these 
  shifts can happen to you without provocation 
  - you just wake up with a different ethos and 
  altered disposition.  
   
  Remember you are influenced by powerful 
  personalities, and can shift your personality and 
  ethics. You tend to imitate the tactics, clothes and 
  demeanor of your “little master.”  
  Half-Giant Traits 
  • 
  +8 Strength, +4 Constitution, -2 Dexterity, -4 
  Intelligence, 
  -4 
  Wisdom, 
  -4 
  Charisma: Half-giants are renowned 
  for their great strength and dull wits.  
  • 
  Large: As Large creatures, half-giants receive a -1 
  size penalty to Armor Class, a -1 size penalty on 
  attack rolls, and a -4 size penalty on Hide 
  checks. They must use much larger weapons 
  than humans would, and their lifting and car-
  rying limits are double those of Medium-size 
  characters. In addition, half-giants have an 
  increased reach of 10 feet in melee combat as 
  described on page 132 of the Player’s 
  Handbook.  
  • 
  Giant type: Half-giants are of type Giant (See MM 
  page 5 for details). Half-giants start with two hit dice, receiv-
  ing 2d8 hit points, Base Attack Bonus +1, base saves: Fort 
  +3, Ref +0, Will +0, and their single starting feat. Half-giants 
  receive (2+Intelligence modifier) x 5 skill points, and their 
  class skills are: Climb, Jump, Listen and Spot.  Note that 
  half-giants do not receive the x4 bonus to starting skill 
  points when they take their first class level. 
  • 
  Half-giants have Darkvision to a range of 60 feet. 
  • 
  Half-giant base speed is 40 feet.  
  • 
  Natural Armor:  Half-giants gain a +2 natural armor bonus to 
  AC. 
  • 
  Axis Alignment: One aspect of the half-giant’s alignment 
  must be fixed, and chosen during character creation. The 
  other half must be chosen when they awake each morning. 
  They are only bound to that alignment until they sleep again. 
  For example, a half-giant may have a fixed lawful alignment. 
  Every morning, he must choose to be lawful good, lawful 
  neutral or lawful evil.  Although this alignment change is not 
  mandatory, it should certainly be invoked in role-playing 
  
   Dark Sun 3 
  Page 9 
  –Prerelease: 7/16/2003 
  situations, as a reaction to changes in the half-giant’s social 
  environment. Of course, there needs to be a reason for the 
  half-giant’s flexible alignment aspect to change, and the DM 
  is free to tell the half-giant that a situation has changed his 
  alignment.  
  • 
  Favored Class: Brute. 
  • 
  Automatic Languages: Common. Bonus Languages: Dwar-
  ven, Gith, Giant, Tarek. Half-giant will often pick up a race’s 
  tongue if imitating them for long enough. 
  • 
  Level Adjustment +3: Half-giants are more powerful than the 
  other races of the Tablelands and gain levels accordingly. A 
  half-giant is a two hit die monster and may be played with-
  out class levels as the equivalent of a third level character. 
  Halfling 
  Be wary of the forest ridge.  The halflings who live there 
  would as soon eat you alive as look at you.  Chances are you 
  won’t even notice them until you’ve become the main 
  course. 
   
  -- Mo’rune, half-elven ranger 
  Halflings are masters of the jungles of the Ringing Mountains. 
  They are small, quick and agile creatures steeped in an ancient 
  and rich culture that goes back far into Athas’ past. Although they 
  are not common in the Tablelands, some halflings leave their 
  homes in the forests to adventure under the dark sun. As carni-
  vores, halflings prefer to eat flesh raw. 
   
  Personality:  Halflings have difficulty understanding others’ 
  customs or points of view, but curiosity helps some halflings 
  overcome their xenophobia. Little concerned with material wealth, 
  halflings are more concerned with how their actions will affect 
  other halflings.  
   
  Physical:  Halflings are small creatures, standing only about 
  3 ½ feet tall and weighing 50 to 60 pounds. Rarely affected by age, 
  halfling faces are often mistaken for the faces of human children. 
  They dress in loincloths, sometimes with a shirt or vest, and paint 
  their skins with bright reds and greens. Forest halflings rarely tend 
  to their hair, and some let it grow to great lengths, though it can 
  be unkempt and dirty. They live to be about 120 years old. 
   
  Relations:  Halfling’s culture dominates their relations with 
  others. Halflings relate very well to each other, since they all have 
  the same cultural traits and are able to understand each other. 
  Halflings of different tribes still share a tradition of song, art and 
  poetry, which serves as a basis of communication. Creatures that 
  do not know these cultural expressions are often at 
  a loss to understand the halfling’s expressions, 
  analogies and allusions to well-known halfling 
  stories. Halflings can easily become frustrated 
  with such 
  “uncultured” creatures. 
  Halflings abhor slavery and most 
  halflings will starve themselves rather 
  than accept slavery.  
   
  Alignment: 
   
  Halflings 
  tend 
  towards law and evil. Uncomfortable 
  with change, halflings tend to rely on 
  intangible constants, such as racial 
  identity, family, clan ties and personal 
  honor. On the other hand, halflings 
  have little respect for the laws of the big 
  people.  
   
  Lands:  Halflings villages are rare in 
  the tablelands. Most halflings live in tribes 
  or clans in the Forest Ridge, or in the 
  Rohorind forest west of Kurn. Many dwell in 
  treetop villages. Non-halflings typically only see these 
  villages from within a halfling cooking pot.  
   
  Religion:  Halflings’ bond with nature extends into 
  most aspects of their culture. A shaman or witch doctor, who 
  also acts as a spiritual leader, often rules their clans. This leader is 
  obeyed without question. Halfling fighters willingly sacrifice them-
  selves to obey their leader.  
   
  Psionics:  Many halflings become seers or nomads. In the 
  forest ridge, many tribal halflings become multi-classed 
  seer/rangers, and become some of the deadliest trackers on 
  Athas. 
   
  Magic:  Many halfling tribes reject arcane magic. Tribes that 
  accept wizards tend to have preserver chieftains. Only renegade 
  halfling tribes are ever known to harbor defilers. 
   
  Language:  Halflings rarely teach others their language, but 
  some individuals of the Tablelands have learned the wild speech. 
  Halflings found in the Tablelands often learn to speak Common. 
   
  Names:  Halflings tend to have only one given name. 
   
  Male Names: Basha, Cerk, Drassu, Entrok, Kakzim, Lokee, 
  Nok, Plool, Sala, Ukos, Zol. 
   
  Female Names: Alansa, Anezka, Dokala, Horga, Jikx, Joura, 
  Nasaha, Tatarminis, Vensa.  
   
  Adventurers:  Exploring the tablelands gives curious halflings 
  the opportunity to learn other customs. Although they may at first 
  have difficulty in understanding the numerous practices of the 
  races of the Tablelands, their natural curiosity enables them to 
  learn and interact with others. Other halflings may be criminals, 
  renegades or other tribal outcasts, venturing into the Tablelands 
  to escape persecution by other halflings.  
  Role-playing Suggestions 
  Remember to consistently take your height into account. Role-play 
  the halfling culture described above: eating opponents, treating 
  fellow halflings with trust and kindness, suspicion of big people, 
  and general lack of interest in money. 
  Halfling Traits 
  • 
  -2 Strength, +2 Dexterity: Halflings are quick and stealthy, but 
  weaker than humans.  
  • 
  Halflings receive a -2 penalty to all Diplomacy skill checks 
  when dealing with other races. 
  • 
  Small: Halflings gain a +1 size bonus to Armor Class, a +1 
  size bonus on attack rolls, and a +4 size bonus on Hide 
  checks, but they must use smaller weapons than humans 
  use, and their lifting and carrying limits are three-quarters of 
  those of Medium-size characters.  
  • 
  Halfling base speed is 20 feet.  
  • 
  +2 racial bonus on Climb, Jump and Move Silently checks: 
  Halflings are agile. 
  • 
  +2 racial bonus on saving throws against spells and 
  spell-like effects.  
  • 
  +1 racial attack bonus with a thrown weapon: 
  javelins and slings are common weapons in feral 
  halfling society, and many halflings are taught to 
  throw at an early age.  
  • 
  +4 racial bonus on Listen checks: Halflings have 
  keen ears. Their senses of smell and taste are 
  equally keen - they receive a +4 to all Wisdom 
  checks that assess smell or taste.  
  • 
  Automatic Languages: Halfling. Bonus languages: 
  Common, Dwarven, Elven, Gith, Rhul-Thaun , 
  Thri-Kreen, Yuan-ti.  
  • 
  Favored Class: Ranger  
  Human 
  Humans are fools, and hopelessly 
  naive as well.  They are all over the 
  place, their numbers far greater 
  than ours, and yet they have no 
  more sense of their strength than a 
  
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  Page 10 
  Dark Sun 3 
   
  rat.  Let us hope that the Datto remain that way. 
   
  -- Dukkoti Nightrunner, elven warrior 
  While not the strongest race, nor the quickest, humans dominate 
  the Tablelands.  
   
  Personality:  More than other races, human personality is 
  shaped by their social caste and background. 
   
  Physical:  Human males average 6 feet tall and 200 lbs, while 
  smaller females average 5 ½ feet and 140 pounds. Color of eyes, 
  skin, and hair, and other physical features vary wildly; enlarged 
  noses, webbed feet or extra digits are not uncommon.   
   
  Relations:  Human treatment of other races is usually based 
  on what their culture has taught them. In other city-states, close 
  proximity with many races leads to a suspicious unfriendly toler-
  ance. 
   
  Alignment:  Humans have no racial tendency toward any 
  specific alignment.  
   
  Lands:  Humans can be found anywhere, from the great city-
  states to the barren wastes. 
   
  Religion:  Most humans pay homage to the elements. Draji 
  and Gulgs often worship their Monarchs. 
   
  Psionics:  Humans see the Way as a natural part of daily life, 
  and readily become psions. 
   
  Magic:  Most humans fear and hate arcane magic, forming 
  mobs to kill vulnerable wizards.  
   
  Language:  Most humans speak the Common Tongue of 
  slaves. Nobles and artisans within a given city-state usually speak 
  the city language, but slaves typically only speak Common. 
   
  Names:  Nobles, artisans and traders use titles or surnames; 
  others some simply use one name.  
   
  Male Names: Agis of Asticles, King Tithian, Lord Vordon, 
  Pavek, Trenbull Al’Raam’ke 
   
  Female Names: Akassia, General Zanthiros, Lady Essen of 
  Rees, Neeva, Sadira  
   
  Adventurers:  Some human adventurers seek treasure; oth-
  ers adventure for religious purposes as clerics or druids; others 
  seek companionship or simple survival.  
  Human Traits 
  • 
  Same as PHB.  
  Mul 
  See, the trick is to break their will.  Not too 
  much, mind you.  Nobody wants to watch a 
  docile gladiator, and muls are too  expensive to 
  waste as labor slaves.  But, you don’t want them 
  trying to escape every other day.  No crowd likes 
  to hear that their champion was killed during an 
  attempted escape. 
   
  -- Gaal, draji arena trainer 
  Born from the unlikely parentage of dwarves and 
  humans, muls combine the height and adaptable 
  nature of humans with the musculature and 
  resilience of dwarves. Muls enjoy traits that are 
  uniquely their own, such as their robust 
  metabolism and almost inexhaustible capacity for 
  work. The hybrid has disadvantages in a few areas 
  as well: sterility, and the social repercussions of 
  being created for a life of slavery. Humans and 
  dwarves are not typically attracted to each other. 
  The only reason that muls are so common in the 
  Tablelands is because of their value as laborers 
  and gladiators: slave-sellers force-breed humans 
  and dwarves for profit. While mul-breeding 
  practices are exorbitantly lucrative, they are often lethal to both 
  the mother and the baby. Conception is difficult and impractical, 
  often taking months to achieve. Even once conceived, the mul 
  takes a full twelve months to carry to term; fatalities during this 
  period are high. As likely as not, anxious overseers cut muls from 
  the dying bodies of their mothers.  
   
  Personality:  All gladiators who perform well in the arenas 
  receive some degree of pampered treatment, but muls receive 
  more pampering than others. Some mul gladiators even come to 
  see slavery as an acceptable part of their lives. However, those 
  that acquire a taste of freedom will fight for it. Stoic and dull to 
  pain, muls are not easily intimidated by the lash. Masters are 
  loath to slay or maim a mul who tries repeatedly to escape, al-
  though those who help the mul’s escape will be tormented in or-
  der to punish the mul without damaging valuable property. Once 
  a mul escapes or earns his freedom, slavery remains a dominant 
  part of his life. Most muls are heavily marked with tattoos that 
  mark his ownership, history, capabilities and disciplinary meas-
  ures. Even un-tattooed muls are marked as a potential windfall for 
  slavers: it is clearly cheaper to “retrieve” a mul who slavers can 
  claim had run away, than to start from scratch in the breeding 
  pits. 
   
  Physical:  Second only to the half-giant, the mul is the 
  strongest of the common humanoid races of the tablelands. Muls 
  grow as high as seven feet, weighing upwards of 250 pounds, but 
  carry almost no fat at all on their broad muscular frames. Univer-
  sal mul characteristics include angular, almost protrusive eye 
  ridges, and ears that point sharply backwards against the temples. 
  Most muls have dark copper-colored skin and hairless bodies. 
   
  Relations:  Most mul laborers master the conventions of 
  slave life, figuring out through painful experience who can be 
  trusted and who cannot. (Muls learn from their mistakes in the 
  slave pits to a greater extent than other races not because they are 
  cleverer, but because unlike slaves of other races they tend to sur-
  vive their mistakes, while other slave races are less expensive and 
  therefore disposable. Only the most foolish and disobedient mul 
  would be killed.  Most masters will sell a problem mul slave rather 
  than kill him.) Their mastery of the rules of slave life and their 
  boundless capacity for hard work 
  allows them to gain favor with their 
  masters and reputation among their 
  fellow slaves.  
   
  Alignment:  Muls tend towards 
  neutrality with respect to good and 
  evil, but run the gamut with 
  respect to law or chaos. Many 
  lawful muls adapt well to the 
  indignities of slavery, playing 
  the game for the comforts that 
  they can win as valued slaves. 
  A few ambitious lawful muls use 
  the respect won from their fellow-
  slaves to organize rebellions and 
  strike out for freedom. Chaotic 
  muls, on the other hand, push their 
  luck and their value as slaves to the 
  breaking point, defying authority, 
  holding little fear for the lash.  
   
  Lands:  As a collective group, 
  muls have no lands to call their 
  own. Occasionally, escaped muls 
  band together as outlaws and 
  fugitives, because of their common 
  ex-slave backgrounds, and because 
  their mul metabolism makes it 
  easier for them to survive as 
  fugitives while other races cannot 
  keep up. Almost without exception, 
  muls are born in the slave pits of 
  the merchants and nobles of the 
  city-states. Most are set to work as 
  laborers, some as gladiators, and fewer yet as soldier-slaves. Very 
  
   Dark Sun 3 
  Page 11 
  –Prerelease: 7/16/2003 
  few earn their freedom, a greater number escape to freedom 
  among the tribes of ex-slave that inhabit the wastes.  
   
  Religion:  Even if muls were to create a religion of their own, 
  as sterile hybrids, they would have no posterity to pass it on to. 
  Some cities accept muls as templars. Mul clerics tend to be drawn 
  towards the strength of elemental earth. 
   
  Psionics:  Since most slave owners take steps to ensure that 
  their property does not get schooled in the Way, it is rare for a 
  mul to receive any formal training. Those that get this training 
  tend to excel in psychometabolic powers. 
   
  Magic:  Muls dislike what they fear, and they fear wizards. 
  They also resent that a wizard’s power comes from without, with 
  no seeming effort on the wizard’s part, while the mul’s power is 
  born of pain and labor. Mul wizards are unheard of.  
   
  Language:  Muls speak the common tongue of slaves, but 
  those favored muls that stay in one city long enough before being 
  sold to the next, sometimes pick up the city language. Because of 
  their tireless metabolism, muls have the capacity to integrate with 
  peoples that other races could not dream of living with, such as 
  elves and thri-kreen.  
   
  Names:  Muls sold as laborers will have common slave 
  names. Muls sold as gladiators will often be given more striking 
  and exotic names. Draji names (such as Atlalak) are often popular 
  for gladiators, because of the Draji reputation for violence. Mas-
  ters who change their mul slaves’ professions usually change their 
  names as well, since it’s considered bad form to have a gladiator 
  with a farmer’s name, and a dangerous incitement of slave rebel-
  lions to give a common laborer the name of a gladiator.  
   
  Adventurers:  Player character muls are assumed to have al-
  ready won their freedom. Most freed mul gladiators take advan-
  tage of their combat skills, working as soldiers or guards. Some 
  turn to crime, adding rogue skills to their repertoire. A few muls 
  follow other paths, such as psionics, templar orders or elemental 
  priesthoods.  
  Role-playing Suggestions 
  Born to the slave pens, you never knew love or affection; the task-
  master’s whip took the place of loving parents. As far as you have 
  seen, all of life’s problems that can be solved are solved by sheer 
  brute force. You know to bow to force when you see it, especially 
  the veiled force of wealth, power and privilege. The noble and 
  templar may not look strong, but they can kill a man with a word. 
  You tend towards gruffness. In the slave pits, you knew some 
  muls that never sought friends or companionship, but lived in 
  bitter, isolated servitude. You knew other muls who found 
  friendship in an arena partner or co-worker. You are capable of af-
  fection, trust and friendship, but camaraderie is easier for you to 
  understand and express - warriors slap each other on the shoulder 
  after a victory, or give their lives for each other in battle. You don’t 
  think of that sort of event as “friendship” - it just happens.  
  Mul Traits 
  • 
  +4 Strength, +2 Constitution, -2 Charisma. Combining the 
  human height with the dwarven musculature, muls end up 
  stronger than either parent race, but their status as born-to-
  be slaves makes them insecure in their dealings with others.  
  • 
  Medium-size. Muls have no special bonuses or penalties due 
  to size.  
  • 
  Mul base speed is 30 feet. 
  • 
  Darkvision: Muls can see in the dark up to 30 feet. Darkvision 
  is black and white only, but is otherwise like normal sight, 
  and muls can function just fine with no light at all.  
  • 
  Tireless: Muls get a +4 racial bonus to checks for performing 
  a physical action that extends over a period of time (running, 
  swimming, holding breath, and so on). This bonus stacks 
  with the Endurance feat. This bonus may also be applied to 
  savings throws against spells and magical effects that cause 
  weakness, fatigue, exhaustion or enfeeblement.  
  • 
  Extended activity: Muls may engage in up to 12 hours of hard 
  labor or forced marching without suffering from fatigue. 
  • 
  Dwarven Blood:  For all special abilities and effects, a mul is 
  considered an dwarf.  Muls, for example, can use dwarvish 
  weapons and magic items with racially specific dwarven 
  powers as if they were dwarves. 
  • 
  Subdual Damage Resistance 1/-. Muls are difficult to subdue, 
  and do not notice minor bruises, scrapes, and other discom-
  forts that pain creatures of other races. 
  • 
  Favored Class: Gladiator  
  • 
  Automatic Language: Common. Bonus Languages: Dwarven, 
  Elven, Gith, Giant, Tarek 
  • 
  Level Adjustment +1. As a hybrid half-race, muls are consid-
  erably more powerful than either of their parent races, thus 
  they gain levels more slowly. 
  Pterran 
  The people of the Tablelands know nothing of life.  They 
  choose no Path for themselves, and consume everything until 
  they are dead. 
   
  -- Keltruch, pterran ranger 
  Pterrans are rarely seen in the Tablelands. They live their lives in 
  the Hinterlands, rarely leaving the safety of their villages. How-
  ever, the recent earthquake and subsequent storms have brought 
  disruption into the pterran’s lives. More pterrans now venture 
  outside their homes, and come to the Tyr region to seek trade and 
  information.   
   
  Personality:  Among strangers, pterrans seem like subdued, 
  cautious beings, but once others earn a pterran’s trust, they will 
  find an individual that is open, friendly, inquisitive, and optimistic. 
  In other respects, a pterran’s personality is largely shaped by her 
  chosen life path:  
   
  Pterrans who choose the path of the warrior are less dis-
  turbed by the brutality of the Tablelands; they are constantly ex-
  amining their surroundings and considering how the terrain 
  where they are standing could be defended; they take greatest 
  satisfaction from executing a combat strategy that results in 
  victory without friendly casualties.  
   
  Pterrans who choose the path of the druid are most inter-
  ested in plants, animals, and the state of the land; they take great-
  est satisfaction when they eliminate a threat to nature. 
   
  Pterrans that choose the path of the mind are most interested 
  in befriending and understanding other individuals and societies; 
  these telepaths take greatest satisfaction from intellectual accom-
  plishments such as solving mysteries, exposing deception, resolv-
  ing quarrels between individuals, and establishing trade routes 
  between communities. 
   
  Physical:  Pterrans are 5 to 6 ½ feet tall reptiles with light 
  brown scaly skin, sharp teeth, and a short tail. Pterrans wear little 
  clothing, preferring belts and loincloths, or sashes. They walk up-
  right, like humanoids, and have opposing thumbs and three-
  fingered, talon-clawed hands. Pterrans have two shoulder stumps, 
  remnants of wings they possessed long ago, and a finlike growth 
  juts out at the back of their heads. Pterrans weigh between 180 to 
  220 pounds. There is no visible distinction between male and fe-
  male pterrans. 
   
  Relations:  Pterrans are new to the Tablelands, and unaccus-
  tomed to cultures and practices of the region. They have learned 
  to not judge too quickly. Their faith in the Earth Mother means 
  they undertake their adventure with open minds, but they will re-
  main subdued and guarded around people they do not trust. A 
  pterran’s respect for the Earth Mother governs all his behavior. 
  Creatures that openly destroy the land or show disrespect for the 
  creatures of the wastes are regarded suspiciously. Pterrans under-
  stand the natural cycle of life and death, but have difficulty with 
  some aspects of the city life, such as cramped living spaces, piled 
  
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  Dark Sun 3 
   
  refuse, and the smells of unwashed humanoids.  
   
  Alignment:  Pterrans tend towards lawful, well-structured 
  lives, and most of them are good. Evil pterran adventurers are 
  usually outcasts who have committed some horrible offense.  
   
  Lands:  Most adventuring pterrans come from one of two vil-
  lages in the Hinterlands, southwest of the Tyr regions: Pterran 
  Vale and Lost Scale.  
   
  Religion:  Pterrans worship the Earth Mother, a representa-
  tion of the whole world of Athas. There devotion to the Earth 
  Mother is deeply rooted in all aspects of their culture, and it de-
  fines a pterran’s behavior. All rituals and religious events are re-
  lated to their worship of the Earth Mother. Religious events in-
  clude festivals honoring hunts or protection from storms, with a 
  priest presiding over the celebration. Most pterran priests are dru-
  ids. 
   
  Psionics:  Virtually all pterrans have a telepathic talent, and 
  pterran psions are nearly universally telepaths. Telepathy is con-
  sidered one of the honored pterran “life paths.” 
   
  Magic:  The wizard’s use of the environment as a source of 
  power conflicts with a pterran’s religious beliefs. Pterrans will cau-
  tiously tolerate members of other races who practice preserving 
  magic, if the difference is explained to them. 
   
  Language:  Pterran language is difficult for other races to 
  understand. The long appendage at the back of their head enables 
  them to create sounds that no other race in the Tablelands can 
  reproduce. The sounds are low, and resonate through the pter-
  ran’s crest. Humanoid vocal chords cannot reproduce such 
  sounds. Pterrans learn the common tongue easily, but speak it 
  with a slight, odd accent. 
   
  Names:  Pterrans earn their first name just after they hatch, 
  based on the weather and season of their hatching. After the pter-
  ran has decided upon a Life Path and has completed their appren-
  ticeship, she receives title that becomes the first part of her name. 
  This marks her transition into pterran society. There are a number 
  of traditional names associated with each Life Path, but names do 
  not always come from these ranks.  
   
  Male Names: Airson, Darksun, Earthsong, Suntail, Goldeye, 
  Onesight, Terrorclaw. 
   
  Female 
  Names: 
  Cloudrider, 
  Greenscale 
  Lifehearth, 
  Rainkeeper, Spiritally, Watertender. 
   
  Path Name: Aandu, Aladro, Caril, Dsar, Everin, Illik, Myril, Od-
  ten, Qwes, Ptellac, Ristu, Ssrui, Svor, Tilla, Xandu. 
   
  Tribe or Village Names: Pterran Vale, Lost Scale  
   
  Adventurers:  Pterrans adventure because they believe the 
  recent earthquake and disturbing events are signs from the Earth 
  Mother that they should get more involved in the planet’s affairs. 
  They believe that these recent upheavals of nature are signs that 
  the Earth Mother needs help, and this is a call the pterrans will 
  gladly accept. As such, the most brave and adventurous of the 
  pterrans have begun to establish contact with Tyr and some mer-
  chant houses, hoping to expand their contacts and information.  
  Role-playing Suggestions 
  Remember your character class is your “life path.” You think of 
  yourself, and present yourself first and foremost as a druid, a war-
  rior or a psion. 
   
  Remember your daily celebrations and giving of thanks to the 
  Earth Mother. You can usually find a reason to be grateful. Disre-
  spect for the land angers you, since the whole land has withered 
  under the disrespect of foolish humans and others. You celebrate 
  with song and with dance. You have a good sense of humor but it 
  does not extend to blasphemies such as defiling. In initial role-
  playing situations, you are unfamiliar with the customs and prac-
  tices of the societies of the Tyr Region. However, you are not 
  primitive by any definition of the word. You look upon differences 
  with curiosity and a willingness to learn, as long as the custom 
  doesn’t harm the Earth Mother or her works. 
  Pterran Traits 
  • 
  -2 Dexterity, +2 Wisdom, +2 Charisma: Pterrans’ strong con-
  fidence and keen instincts for others’ motives makes them 
  keen diplomats, and when they take the path of the psion, 
  powerful telepaths.  
  • 
  Medium-size. Like other medium-sized creatures, pterrans 
  have neither benefits nor penalties due to size.  
  • 
  Pterran base speed is 30 feet. 
  • 
  Poor sense of hearing:  Pterrans have only slits for ears, and 
  their hearing sense is diminished.  Pterrans suffer a –2 pen-
  alty to Listen checks. 
  • 
  Natural Weaponry: Pterrans can use their natural weapons 
  instead of fighting with crafted weapons if they so choose. A 
  pterran can rake with their primary claw attack for 1d3+Str 
  points of damage for each claw, and they bite for 1d4+Str/2 
  points of damage, with a -5 penalty to hit.  For more on 
  natural attacks, see MM section on natural weapons. 
  • 
  Wild Telepathy. All pterrans are gifted from the day the hatch 
  with the ability to use the missive talent at will, but only with 
  their fellow reptiles.  
  • 
  Favored Creature: Pterrans take on a “favored creature”. This 
  animal must be a reptile.  Pterrans receive a +4 bonus to 
  their Ride and Handle Animal skills with respect to the fa-
  vored creature type.  Pterran rangers may apply this bonus 
  to Wild Empathy checks when dealing with their favored 
  creature.  
  • 
  Racial Weapons familiarity: Pterrans treat the Thanak as a 
  Martial weapon.  The Thanak is more common among pter-
  rans than among other races. 
  • 
  Automatic Languages: Pterran. Bonus Languages: Common, 
  Dwarven, Elven, Halfling, Giant, Gith, Ssurran, Thri-Kreen 
  and Yuan-ti.  Pterrans know the languages of the few intelli-
  gent creatures that live in the Hinterlands.  
  • 
  Life Path:  A pterran’s life path determines his favored class.  
  Those following the Path of the Druid have druid as a fa-
  vored class; the Path of the Mind gives psion as a favored 
  class, while the Path of the Warrior gives ranger as a favored 
  class.  A pterran chooses a life path upon coming of age, 
  and the path cannot be changed once chosen at character 
  creation time. 
  
   Dark Sun 3 
  Page 13 
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  Thri-Kreen 
  This one does not speak with the quivering soft shells who lay 
  about all night.  This one might eat you, but never speak. 
   
  -- Tu’tochuk 
  Thri-kreen are the strangest of the intelligent races of the Table-
  lands. These insectoid beings possess a mindset very different 
  from any humanoid being encountered. They roam the wastes in 
  packs, hunting for food day and night, since they require no sleep. 
  Thri-kreen are quick and agile and make fearsome fighters, feared 
  throughout the wastes.  
   
  Personality:  Since thri-kreen (also known simply as the 
  kreen) do not require sleep, they have difficulty understanding 
  this need in the humanoid races. They have difficulty understand-
  ing this state of “laziness” in others. Other behaviors of human-
  oids seem unnecessarily complex. A kreen’s life is simple: hunt 
  prey. Kreen live for the hunt, and own only what they can carry.  
   
  Physical:  Mature thri-kreen stand about 7 feet tall, with a 
  rough body length of 11 feet. Their four arms end in claws; their 
  two legs are extremely powerful, 
  capable of incredible leaps. How-
  ever, kreen are unable to jump 
  backwards. Their body is covered 
  with a sandy-yellow chitin, a tough 
  exoskeleton that grants the thri-
  kreen protection from blows. Their 
  head is topped with two antennae, 
  and their two eyes are compound 
  and 
  multi-faceted. 
  The 
  kreen 
  mouth consists of small 
  pincers. Male and female 
  thri-kreen are physically 
  indistinguishable. Thri-
  kreen usually do not 
  wear clothing, but wear 
  some sort of harness to 
  carry weapons and food. 
  Many 
  wear 
  leg 
  or 
  armbands, or bracelets. 
  Some 
  attach 
  rings 
  on 
  different places on their chitin, 
  though this requires careful 
  work by a skilled artisan.  
   
  Relations: 
   
  The 
  pack 
  mentality dominates a kreen’s 
  relation with others. Kreen hunt 
  in packs, small groups that 
  assemble together. Kreen will 
  hunt prey in the same region for 
  a while, but move on before their prey has been depleted. A kreen 
  that joins a group of humanoid will often try to establish domi-
  nance in the group. This can be disconcerting to those unaware of 
  the kreen’s behavior, since establishing dominance usually means 
  making threatening gestures. Once the matter is settled, they will 
  abide by the outcome. Thri-kreen view humanoids as sources of 
  food, though they don’t usually hunt them, only in dire need. 
  Many kreen have a particularly fond taste for elves; as such, meet-
  ings between these two races are often tense. However, once part 
  of a clutch, thri-kreen will never turn on their humanoid friends, 
  even in the worst of situations.  
   
  Alignment:  Most thri-kreen are lawful, since the pack men-
  tality is ingrained in their beings. Kreen that deviate from this 
  mentality are rare.  
   
  Lands:  No thri-kreen settlements exist in the Tyr region; 
  kreen encountered there are either small packs of kreen, or else 
  adventuring with humanoids. To the north of the Tyr region, be-
  yond the Jagged Cliffs, past the Misty Border, lies the Kreen Em-
  pire. This great nation of kreen rules the Crimson Savanna, form-
  ing great city-states that rival the humanoid city-states of the Tyr 
  region.  
   
  Religion:  Thri-kreen have no devotion to any god, but they 
  hold nature and the elements in high regard. Ancestral memories 
  guide them through their lives. Thri-kreen revere the Great One, a 
  legendary kreen leader from the past.  
   
  Psionics:  Kreen view psionics as a natural part of their exis-
  tence. Some packs rely on telepathy to communicate with each 
  member and coordinate their hunting abilities. Many kreen also 
  use psionic powers to augment their already formidable combat 
  prowess. Psychometabolic powers are often used to boost speed, 
  metabolism or strength to gain an advantage in combat. Most 
  kreen (even non-adventurers) take the psychic warrior class, 
  which kreen consider a natural part of growing up. Kreen do not 
  need instruction to advance in the psychic warrior class—it 
  comes to them as part of their ancestral memory. 
   
  Magic:  The kreen have no natural disposition towards 
  magic, and a wizard’s use of the environment as a source of 
  power conflicts with a kreen’s beliefs. As well, the kreen’s lack of 
  sleep and its instinctual need to hunt do not lend themselves well 
  to magical study. Kreen wizards are extremely rare: no one has 
  ever seen one in the Tablelands. 
   
  Language:  Thri-kreen language is 
  very different from those of the other 
  intelligent races. They have no lips or 
  tongues, and so cannot make the same 
  sounds humanoids make. Kreen language 
  is made up of clicks, pops, or grinding 
  noises.  
   
  Names:  Kachka, Ka’Cha, Ka’Ka’Kyl, 
  Klik-Chaka’da, 
  Sa’Relka, 
  T’Chai  
   
  Adventurers:  Kreen 
  adventure for different 
  reasons. 
  Most 
  enjoy 
  challenges presented by 
  new prey. Some seek out 
  the challenge of leading 
  new 
  clutches, 
  new 
  companions and observing 
  the different “hunting” tech-
  niques of the dra (sentient meat-
  creatures such as humans). 
  Role-playing 
  Suggestions 
  You tend to rely on your natural 
  attacks and special kreen weapons. 
  Everything you kill is a potential dinner. 
  You have a strong need for a party leader 
  - obedience to this leader in the party is 
  important to you. If you seem to be the most powerful and capa-
  ble, then you will assume leadership; if someone challenges your 
  authority then you will wish to test whether they are in fact 
  stronger than you. It is not a question of vanity; you won’t want to 
  fight to the death, but merely to ascertain who is worthy to lead 
  the party. You do not have the focus of a dwarf to complete a pro-
  ject, but you would give your life to protect your companions. If 
  you did not trust and honor them as your own family, then you 
  would not travel with them and work together with them. You do 
  not understand the concept of sleep. It disturbs you that your dra 
  companions lie unconscious for a third of their lifetimes.  
    You own only what you can carry, caring little for money or other 
  items that other races consider as treasure. Your philosophy of 
  ownership sometimes leads you into conflict with presumptuous 
  dra who think they can own buildings, land, and even whole herds 
  of cattle! 
  
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  Dark Sun 3 
   
  Thri-Kreen Traits 
  • 
  Dexterity +4, Intelligence -2, Wisdom +2, Charisma -4. Thri-
  kreen are fast, but their alien mindset makes it difficult for 
  them to relate to humanoids; furthermore, their “clutch-
  mind” instincts leave them with a poor sense of themselves 
  as individuals.  
  • 
  Type:  Monstrous Humanoid. Thri-kreen begin play with 2 hit 
  dice, giving them 2d8 hit points, a +2 Base Attack Bonus; 
  base saves Fort +0, Ref +3, Will +3; and one starting feat=. 
  Thri-kreen start with (2 + Int Mod) x 5 skill points.  Note that 
  Thri-kreen do not receive the x4 modifier upon taking their 
  first class level.  Class skills for the thri-kreen are Balance, 
  Climb, Hide, Jump, Listen and Spot. 
  • 
  Size:  Medium. Thri-kreen receive no advantages or penalties 
  due to their size.  
  • 
  Thri-kreen base speed is 40 feet.  
  • 
  Natural Armor:  Thri-kreen are covered in a naturally tough 
  chitin, giving them a +3 bonus to Armor Class.  
  • 
  Natural Weapons:  Thri-kreen may make bite and claw attacks 
  as a full round action. Their primary claw attack does 
  1d4+Str points of damage for each of their four claws. Their 
  secondary bite attack (-5 to attack), deals 1d4 + Str/2 points 
  of damage each, and has a chance to poison. For more on 
  natural attacks, see MM.  
  • 
  Sleep Immunity.  Thri-kreen do not sleep, and are immune to 
  sleep-inducing magic and effects. Thri-kreen spellcasters still 
  require 8 hours of rest before preparing spells. 
  • 
  Leap:  Thri-kreen are natural jumpers, gaining a +30 racial 
  bonus to all Jump checks. They are not limited by their 
  height when determining maximum jump distances.  
  • 
  Deflect Arrows:  Thri-kreen gain the benefit of the Deflect Ar-
  rows feat.  
  • 
  Poison:  A thri-kreen delivers its poison (Fortitude save DC 11 
  + Con modifier) with a successful bite attack. The initial and 
  secondary damage is paralysis for 2d6 minutes. A thri-kreen 
  produces enough poison for one bite per day. 
  • 
  Racial Weapons familiarity:  To Thri-kreen, the Chatkcha and 
  Gythka are treated as martial rather than exotic weapons. 
  These weapons are more common among thri-kreen than 
  among other races. 
  • 
  Automatic Languages:  Thri-kreen. Bonus Languages: Com-
  mon, Dwarven, Elven, Jozhal, Scrab, Tari and Tohr-kreen. 
  • 
  Favored Class:  Psychic Warrior.  
  • 
  Level Adjustment +3. Kreen characters can start play as a 2-
  hit die monster without class levels, but in terms of gaining 
  experience, they are treated as 3rd level characters. Kreen 
  with class levels add 3 to their class level for experience pur-
  poses.  
  Vital Statistics 
  Use the tables below to determine your character’s starting age, 
  height, and weight. 
  Table 2-2: Random Starting Ages 
  Race 
  Adulthood 
  Brute, 
  Psychic 
  Warrior, 
  Rogue 
  Bard, 
  Fighter, 
  Ranger 
  Cleric, 
  Druid, 
  Psion, 
  Wizard 
  Human 
  15 years 
  +1d4 
  +1d6 
  +2d6 
  Aarakocra 
  8 years 
  +1d4 
  +1d6 
  +2d4 
  Dwarf 
  30 years 
  +2d6 
  +4d6 
  +6d6 
  Elf 
  20 years 
  +1d4 
  +1d6 
  +2d6 
  Half-elf 
  15 years 
  +1d6 
  +2d6 
  +3d6 
  Half-giant 
  25 years 
  +1d6 
  +2d6 
  +4d6 
  Halfling 
  20 years 
  +2d4 
  +3d6 
  +4d6 
  Mul 
  14 years 
  +1d4 
  +1d6 
  +2d6 
  Pterran 
  10 years 
  +1d6 
  +1d6 
  +2d6 
  Thri-kreen 
  4 years 
  +1d4 
  +1d4 
  +1d4 
   
  Athasians also weather the passage of time differently from core 
  races.  Use Table 2-3: Aging Effects to determine the effects of ag-
  ing upon your character. 
  Table 2-3: Aging Effects 
  Race 
  Middle Age* 
  Old** 
  Venerable† 
  Maximum Age 
  Human 
  35 years 
  53 years 
  70 years 
  +2d20 years 
  Aarakocra 
  - 
  - 
  36 years* 
  +1d10 years 
  Dwarf 
  100 years 
  150 years 
  200 years 
  +4d20 years 
  Elf 
  50 years 
  75 years 
  100 years 
  +3d20 years 
  Half-elf 
  45 years 
  60 years 
  90 years 
  +2d20 years 
  Half-giant 
  60 years 
  90 years 
  120 years 
  +1d% years 
  Halfling 
  50 years 
  75 years 
  100 years 
  +5d10 years 
  Mul 
  30 years 
  45 years 
  60 years 
  +2d10 years 
  Pterran 
  - 
  - 
  40 years* 
  +1d0 years 
  Thri-kreen 
  - 
  - 
  25 years* 
  +1d10 years 
   
  * -1 to Str, Con and Dex; +1 to Int, Wis, Cha 
  ** -2 to Str, Con and Dex; +1 to Int, Wis, Cha 
  † -3 to Str, Con, and Dex; +1 to Int, Wis, Cha 
   
  Table 2-4: Height and Weight 
  Race 
  Base Height 
  Height Modifier 
  Base Weight 
  Weight Modifier 
  Human, male 
  4’10’’ 
  +2d10 
  120 lb. 
  x (2d4) lb. 
  Human, female 
  4’5” 
  +2d10 
  85 lb. 
  x (2d4) lb. 
  Aarakocra, male 
  6’4” 
  +2d8 
  70 lb. 
  x (1d4) lb. 
  Aarakocra, female 
  6’2” 
  +2d8 
  60 lb. 
  x (1d4) lb. 
  Dwarf, male 
  4’3” 
  +2d4 
  130 lb. 
  x (2d6) lb. 
  Dwarf, female 
  4’1” 
  +2d4 
  100 lb. 
  x (2d6) lb. 
  Elf, male 
  6’8” 
  +2d6 
  130 lb. 
  x (2d4) lb. 
  Elf, female 
  6’5” 
  +2d6 
  110 lb. 
  x (2d4) lb. 
  Half-elf, male 
  5’ 
  +2d10 
  130 lb. 
  x (2d4) lb. 
  Half-elf, female 
  4’10” 
  +2d10 
  90 lb. 
  x (2d4) lb. 
  Half-giant, male 
  10’ 
  +2d12 
  1400 lb. 
  x (3d4) lb. 
  Half-giant, female 
  10’ 
  +2d12 
  1350 lb. 
  x (3d4) lb. 
  Halfling, male 
  2’8” 
  +2d4 
  30 lb. 
  x 1 lb. 
  Halfling, female 
  2’6” 
  +2d4 
  25 lb. 
  x 1 lb. 
  Mul, male 
  4’10” 
  +2d10 
  130 lb. 
  x (2d6) lb. 
  Mul, female 
  4’6” 
  +2d10 
  100 lb. 
  x (2d6) lb. 
  Pterran, male 
  4’10” 
  +2d10 
  130 lb. 
  x (2d6) lb. 
  Pterran, female 
  4’7” 
  +2d10 
  110 lb. 
  x (2d6) lb. 
  Thri-kreen, male 
  6’10” 
  +1d6 
  450 lb. 
  x (1d4) lb. 
  Thri-kreen, female 
  6’10” 
  +1d6 
  450 lb. 
  x (1d4) lb. 
   
  
   Dark Sun 3 
  Page 15 
  –Prerelease: 7/16/2003 
  Bard 
  Some people think a club can solve any problem.  Unless 
  you’re a half-giant, there are more sophisticated ways of 
  taking care of an issue. 
   
  -- Cabal, half-elven bard 
  From the shadowy corners of Athas’ most disreputable places 
  hails the bard. Like their counterparts in other fantasy worlds, 
  Athasian bards are the unquestioned masters of oral tradition and 
  forgotten lore, but rather than sharing their lore with whoever will 
  listen, Athasian bards guard their secrets as jealously as the sor-
  cerer-kings harbor their water and iron. Athasian bards may sell 
  information to the highest bidder; they peddle their services and 
  the fruits of their knowledge, but bardic secrets are what give 
  Bards an edge on the uninitiated. Bards would rather die than re-
  veal these secrets. Meeting a bard can be an uneasy encounter, 
  since one never knows how the bard has chosen to devote his 
  multiple talents. Some bards master the art of making poisons, 
  and survive by selling these poisons and their antidotes for those 
  who have coin to pay. Some bards master the art of entertain-
  ment, using their performances to amuse nobles and templars 
  and gain wealth. Some become assassins, mixing their knowledge 
  of poison and stealth to become hired hands. Bards’ unique posi-
  tion in Athasian society means they often overhear conversations 
  between high-ranking templars or nobles, or they may have 
  treated an injured person that prefers to remain anonymous. Re-
  spectable folk despise them; the powerful fear them; but in the 
  Athasian cities, everyone eventually comes to need their services.  
   Background: Bards come from all walks of life. Some are poor 
  freemen who discovered a talent for singing or playing an instru-
  ment, and used that talent to eke out a living. Some were trained 
  by nobles or merchant houses, becoming instruments of the poli-
  tics of the nobility and merchant dynasties. Some bards are the 
  storytellers of their village, keepers of their culture, the ancestral 
  knowledge of their people.  
   Adventures: Bards may adventure for a variety of reasons. 
  Some may travel the Tablelands as a part of performing troupes, 
  visiting the villages and city-states to show off their entertaining 
  abilities. Some bards travel to seek out a target, having been hired 
  as assassins. Bards have been known to join adventurers in 
  search of ancient lore, or simply to procure wealth. Many bards, 
  however, prefer to make their careers in the city-states. There, they 
  become either tools of the nobility, selling the services to the 
  highest bidder, or they become merchants, dealing in illegal sub-
  stances. The notorious Bard’s Quarters of the city-states have a 
  well-deserved reputation for being dangerous; only those with the 
  proper skills can survive there.  
   Characteristics: Bards receive numerous abilities they can use 
  to survive. Many become masters of poisons, selling their illegal 
  substances to anyone.  Bards are master smugglers, selling spell 
  components and other illegal items in the Bard’s Quarters of the 
  city-states. All bards, however, have some degree of entertain-
  ment skill. The songs of most bards can dazzle a crowd, or incite 
  them to riot. Bards tend to learn to play a variety of instruments, 
  or recite poetry or old legends by campfire. They can be acrobats, 
  performing dazzling displays of physical prowess. They are often 
  called upon as sources of information.  
   Alignment: Most bards are chaotic, and operate alone, broker-
  ing information, arranging deals, smuggling illegal wares such as 
  poisons, drugs, spell components and other things. Neutral bards 
  are the ones most likely to operate in fellowships with adventur-
  ers, or entertain in troupes with other bards. The rare lawful bards 
  can easily secure positions as councilors or agents for templars, 
  and noble and merchant houses. Good bards are often entertain-
  ers or loremasters, putting their talents to benevolent use, some-
  times diagnosing poisonings and selling the proper antidotes. Evil 
  bards are often masters of poisons and alchemy, selling their 
  wares to anyone with the ceramic to pay.  
   Religion: No central bardic organization exists, and more often 
  than not bards have no particular penchant for religion. Some 
  may worship the elements, fearing the power of the elemental 
  forces, but bards that worship Sorcerer-Kings are rare. A lifestyle 
  of breaking the rules of the city-states does not lend one to wor-
  ship the lawgivers.  
   Races: All humanoid races of Athas can become bards. The so-
  cial stigma in certain regions may be higher than others, however. 
  For example, the loremasters of the halflings of the Jagged Cliffs 
  are highly regarded because of the ancient secrets and histories 
  they preserve. But in the city-states, where the Bard’s Quarters are 
  Chapter 3: Classes
  Table 3-1: The Bard 
  Lvl 
  BAB 
  Fort 
  Ref 
  Will 
  Special 
  1 
  +0 
  +2 
  +2 
  +2 
  Bardic music, Bardic knowledge, Smuggler +1 
  2 
  +1 
  +3 
  +3 
  +3 
  Poison use, Streetsmart 
  3 
  +2 
  +3 
  +3 
  +3 
  Quickdraw, Smuggler +2 
  4 
  +3 
  +4 
  +4 
  +4 
  Trade secret 
  5 
  +3 
  +4 
  +4 
  +4 
  Mental resistance, Smuggler +3 
  6 
  +4 
  +5 
  +5 
  +5 
  Quick thinking 
  7 
  +5 
  +5 
  +5 
  +5 
  Chance 1/day, Smuggler +4 
  8 
  +6/1 
  +6 
  +6 
  +6 
  Trade secret 
  9 
  +6/1 
  +6 
  +6 
  +6 
  Speed reactions, Smuggler +5 
  10 
  +7/2 
  +7 
  +7 
  +7 
  Slippery mind 
  11 
  +8/3 
  +7 
  +7 
  +7 
  Smuggler +6 
  12 
  +9/4 
  +8 
  +8 
  +8 
  Trade secret 
  13 
  +9/4 
  +8 
  +8 
  +8 
  Smuggler +7 
  14 
  +10/5 
  +9 
  +9 
  +9 
  Chance 2/day 
  15 
  +11/6/1 
  +9 
  +9 
  +9 
  Defensive roll, Smuggler +8 
  16 
  +12/7/2 
  +10 
  +10 
  +10 
  Trade secret 
  17 
  +12/7/2 
  +10 
  +10 
  +10 
  Smuggler +9 
  18 
  +13/8/3 
  +11 
  +11 
  +11 
  Mindblank 
  19 
  +14/9/4 
  +11 
  +11 
  +11 
  Smuggler +10 
  20 
  +15/10/5 
  +12 
  +12 
  +12 
  Trade secret 
   
  
  Prerelease: 7/16/2003  
  Page 16 
  Dark Sun 3 
   
  notorious, being a bard is not usually a good thing. Elven tribes 
  often have a bard, who keeps the history of the tribe alive, its con-
  quests and defeats. Humans are often bards, becoming perform-
  ers of great talent, or assassins of deadly skill and precision. Half-
  elves, because of their lonely existence, often take to being bards. 
  The prejudice they face at every stage in life can move some to 
  become great poets or singers. Muls and half-giants make poor 
  bards; their talents are usually better served elsewhere than the 
  stage or the shadows of alleys. As well, thri-kreen are 
  rarely seen as bards, relying instead upon their racial 
  memory. 
   Other Classes: Bards face life as it comes, and 
  usually hold no special grudge or awe for any one 
  class. They usually approach other’s profession on 
  the basis of how it can help them at the moment. 
  Clerics and druids are respected for their devotion to 
  a divine force, but usually not held in awe. Fighters, 
  gladiators and rangers can be useful as sword-arms 
  but are otherwise useless to the bard. Bards do not 
  view wizards with the same aversion as others might 
  view them, since bards sell them their components.  
  Game Rule Information 
   Alignment: Any 
   Hit Die: d6  
  Class Skills 
  True to her reputation of being a dabbler in 
  everything but a master of nothing in 
  particular, the Athasian bard has an 
  extraordinary array of class skills, but 
  relatively few skill points to purchase skills 
  with.  
   
  The bard’s class skills (and key ability for each 
  skill) are Appraise (Int), Balance (Dex), Bluff (Cha), 
  Climb (Str), Craft (Int, All), Decipher Script (Int), Di-
  plomacy (Cha), Disguise (Cha), Escape Artist (Dex), 
  Forgery (Int), Gather Information (Cha), Heal (Wis), 
  Hide (Dex),  Intimidate (Cha), Jump (Str), Knowledge 
  (Int, all), Listen (Wis), Move Silently (Dex), Perform 
  (Cha, all), Pick Pocket (Dex), Profession (Wis, All), Ride 
  (Dex), Search (Int), Sense Motive (Wis), Speak 
  Language (None), Tumble (Dex), Use Magic Device 
  (Cha, Exclusive), Use Psionic Device (Cha, Exclusive), 
  Use Rope (Dex). 
   
  Skill points at first level: (4 + Int modifier) x4. 
   
  Skill points at each level: 4 + Int modifier. 
  Class Features 
  All of the following are class features of the bard.  
   Weapon and Armor Proficiency:  A bard is proficient in all 
  simple weapons, and the following additional weapons:  blowgun, 
  bard’s friend, crossbow (any), garrote, whip and widow’s knife.  A 
  bard is proficient in light armor, but not shields 
   
  Bardic music:  As PHB bard benefit. 
   
  Bardic Knowledge:  As PHB bard benefit. 
   
  Smuggler: At 1st level and every odd level thereafter the bard 
  receives a +1 insight bonus to Pick Pocket checks made to con-
  ceal items on the bard’s body. This bonus also applies to Will 
  saves made against spells, powers and supernatural abilities that 
  would reveal the bard’s memories and thoughts.  For example, 
  the bonus would apply to detect thoughts, but not to charm per-
  son. However, should the bard be questioned while under the in-
  fluence of the charm person spell, he would receive a new Will 
  save, with the Smuggler bonus. If this save succeeds, the bard is 
  still under the effect of the spell, but he will not reveal any infor-
  mation. 
   
  Poison Use:  Bards are trained in the use of poisons, and 
  never risk accidentally poisoning themselves when applying poi-
  son to a blade. 
   
  Streetsmart:  The bard gains a +2 competence bonus to 
  Gather Information and Intimidate checks. 
   
  Mental Resistance: Bards carry many dark secrets they 
  would prefer remain unaccounted for.  This, combined with a 
  large amount of knowledge based on half-truths and false rumors 
  makes a bard’s mind unreliable to those who would seek to 
  mentally affect it.  At 5th level bards receive a +2 morale 
  bonus to saves made against telepathic powers and enchant-
  ment/charm spells.  
   
  Quick Thinking: Bards often find themselves in a 
  tight spot where they have to act quickly, whether it is to 
  escape a templar patrol or strike first when in 
  confrontation with a foe. At 6th level bards gain +2 
  bonus to initiative. This bonus stacks with Improved 
  Initiative and any other sources that increase initiative. 
   
  Chance: Bards live on the edge in many ways. At 
  7th
   level a bard may reroll one single d20 roll once per 
  day, but has to keep the latter result—for better or 
  for worse. At 14th level the bard may use this ability 
  two times per day.  
   
  Speed Reactions:   When the bard uses 
  the attack action or full attack action in melee, 
  she may subtract a number from all melee 
  attack rolls and add the same number to her 
  initiative. This number may not exceed the 
  bard’s base attack bonus. The bard may not 
  make ranged attacks this round. The 
  initiative increase takes effect on the next 
  round. The new initiative is the bard’s ini-
  tiative for the remainder of the combat, 
  unless she were to use Speed reactions 
  again, which would increase her initiative 
  further. 
   
  Slippery Mind:  As the rogue special 
  ability in the Player’s Handbook. 
   
  Defensive Roll:  As the rogue special 
  ability in the Player’s Handbook. 
   
  Mind Blank:  At 18th level the bard’s 
  mind becomes completely sealed against 
  involuntary intrusion as per the spell 
  mindblank. This spell-like ability is always 
  considered active. 
   
  Trade Secrets: At every 4th level the 
  bard learns a trade secret chosen from the 
  list below.  
   
  Poison dealer: Pay ½ of the ordinary price for raw 
  materials needed to craft poisons.  
   
  Scorpion’s touch: Add +1 to the save DC of all poisons ap-
  plied by you. This trade secret may be chosen more than once, 
  and its effects stack.  
   
  Skilled: Add half your bard level (rounded down) as a compe-
  tence bonus to one of the following skills: Appraise, Bluff, Craft, 
  Diplomacy, Heal, Perform, Pick Pocket, Profession or Sense Mo-
  tive. This trade secret may be chosen more than once, each time it 
  applies to a different skill.  
   
  Smokestick application: You can combine inhaled poisons 
  with smokesticks. All creatures within the area the smokestick 
  covers (10 ft cube) are affected by the poison you applied to the 
  smokestick. The effectiveness of the smokestick poison depends 
  on the amount of poison applied to the smokestick. If one dose is 
  applied, the save DC is reduced by 4. If two doses are applied, the 
  save DC is reduced by 2. If three doses are applied, the Save DC is 
  unaffected. No more than three doses can be applied to one 
  smokestick. 
   
  Versatile: Select two non-class skills (but not exclusive skills). 
  These are now considered bard class skills.  
   
  Coolheaded: You may take 10 on Bluff and Diplomacy checks. 
   
  Poisonbane: +4 insight bonus to Craft(Alchemy) checks when 
  
   Dark Sun 3 
  Page 17 
  –Prerelease: 7/16/2003 
  creating antitoxin and poison antidotes.  
   
  Accurate: When you attack an armored opponent, your accu-
  racy allows you to ignore 1 point of natural armor bonus to AC or 
  1 point of armor bonus to AC. This trade secret may be chosen 
  more than once, and its effects stack.  
   
  Agile: You receive a +1 dodge bonus to AC. This trade secret 
  may be chosen more than once, and its effects stack.  
   
  Poison resistance: +4 bonus to saving throws against poi-
  sons. 
  Brute 
  Hunting down a beast or a man is one thing. Killing the 
  bastard is an entirely different thing.  
   
  – Borac, mul brute 
  Brutality is a way of life in Athas, as much in some of the 
  cities as in the dwindling tribes of Athas’ harsh wastes. 
  Cannibal headhunting halflings (who occasionally visit Urik 
  from the Forest Ridge) sometimes express shock at the 
  savagery and bloodshed of the folk that call themselves 
  “civilized” and live between walls of stone. They would be 
  more horrified if they were to see the skull piles of Draj, 
  experience the Red Moon Hunt in Gulg, or watch a seemingly 
  docile house slave in Eldaarich rage as she finally “goes 
  feral”, taking every frustration of her short cruel life out 
  on whoever happens to be closest to hand. Nibenese 
  sages claim that the potential for savagery is in every 
  sentient race, and the history of Athas seems to support 
  their claim.  
   
  Some on Athas have turned their brutality into an art 
  of war. They are known as “brutes” or “feral warriors” 
  and they wear the name with pride. Impious but 
  superstitious, cunning and merciless, fearless and 
  persistent, they have carved a name for their martial 
  traditions out of fear and blood.  
   Adventures: Brutes are poorly suited to the 
  monotony of guard duty or other mundane tasks; 
  when they fight in war, it is usually on the attacking side, as 
  mercenaries whose loyalty can be bought for the highest offer. 
  On rare occasions when they fight for principle or in self-
  defense, they fight without fear to the last man. Brutes take 
  naturally to the adventuring life, since danger, uncertainty and 
  reward are part of their everyday lives. Brutes adventure to 
  defeat hated enemies, for glory, for wealth, to express their 
  pent-up rage, or simply for the excuse to smash things. 
  Brutes dislike that which they consider “unnatural”, in-
  cluding undead, psionics, and magic. Most brutes also have 
  distaste for the New Races, although members of New Races 
  who are brutes obviously have no such distaste.  
   Characteristics: The brute is a fearsome warrior, 
  compensating for lack of training and discipline with bouts of 
  powerful rage. While in this berserk fury, brutes become 
  stronger and tougher, better able to defeat their foes and 
  withstand attacks. These rages leave brutes winded; at first 
  they only have the energy for a few such spectacular displays 
  per day, but those few rages are usually sufficient.  
   Alignment: Brutes are rarely lawful - in fact brutes in 
  the cities are often rejects from the regular army, unable 
  to bear regular discipline or training. Some may be 
  honorable, but at heart they are wild. At best, chaotic 
  brutes are free and expressive. At worst, they are 
  thoughtlessly destructive 
   Religion: Although most are profoundly superstitious, 
  brutes distrust the established elemental temples of 
  the cities. Some worship the elements of fire or air 
  or devote themselves to a famous figure. Most 
  brutes truly believe the sorcerer-kings to be gods, 
  because of their undeniable power, and a few 
  actually worship a sorcerer-king, usually the one that conquered 
  their tribe. Such brutes often escape menial slavery by joining an 
  elite unit of brutes in the service of an aggressive city-state such 
  as Urik, Draj or Gulg.  
   Background: Some brutes hail from uncivilized wastes across 
  the tablelands, but many originated in the cities. The brute class 
  includes many of the common day laborers in Tyr, field slaves in 
  the other Tablelands cities, and a majority of the street thugs in all 
  of the cities and towns. The greatest concentration of brutes out-
  side the cities is found in the tarek tribes of the Ringing Moun-
  tains, and in the tribes of ex-slaves across the deserts of the table-
  lands. Among the ex-slaves, brutes serve primarily as hunters and 
  warriors. These ex-slave tribes reject anything that smacks of the 
  authority, discipline, and organization of the city-states because it 
  reminds them of slavery, so the discipline of the fighter class is 
  out of the question for such tribes. Brutes share no bond with 
  each other unless they have come from the same tribe, or if they 
  have fought side by side, or “spilt blood together”, as they would 
  put it. Brutes without knowledge of the cities do not consider 
  themselves brutes, but warriors, but brutes in the ex-slave tribes 
  take pride in the name of brute.  
   Races:  Humans are often brutes, many having been raised in 
  the wastes or escaped from slavery. Half-elves sometimes be-
  come brutes, having been abandoned by their elven parents to the 
  desert to survive on their own; if more of them survived they 
  would be quite numerous. Dwarves are very rarely brutes, but 
  their mul half-children take to brutishness like a bird takes to 
  flight, living by their wits and strengths in the wastes. Muls have a 
  particular inclination this way of life, and very often “go feral” in 
  the wilderness after escaping slavery in the city. Elves rarely take 
  to the brute class; those that do are usually from 
  raiding tribes such as the Silt Stalkers. 
  Half-giants readily take the brute 
  class. 
  Despite 
  their 
  feral 
  reputations, halflings rarely become 
  brutes; their small statures and weak 
  strength adapts them better for the ranger 
  class. Likewise, despite their wild 
  nature, thri-kreen are rarely brutes, 
  since their innate memories 
  allows them to gain more 
  specialized classes such as 
  ranger and psychic warrior 
  without training. Pterrans 
  of 
  the 
  Forest 
  Ridge 
  occasionally 
  become 
  brutes, but like halflings 
  they more often favor 
  the ranger class.  
  
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  Page 18 
  Dark Sun 3 
   
   Other Classes: Brutes are most comfortable in the 
  company of gladiators, and of clerics of wind and fire. 
  Enthusiastic lovers of music and dance, brutes 
  admire bardic talent, and some brutes also express 
  fascination with bardic poisons, antidotes and al-
  chemical concoctions. With some justification, brutes 
  do not trust wizardry. Even though many brutes 
  manifest a wild talent, they tend to be wary of psions 
  and Tarandan psionicists. Psychic warriors, on the 
  other hand, are creatures after the brute’s own heart, 
  loving battle for its own sake. Brutes have no special 
  attitudes toward fighters or rogues. Brutes will 
  admire gladiators and ask about their tattoos and ex-
  ploits, but will quickly grow bored if the gladiator 
  does not respond boastfully. 
  Game Rule Information 
  Brutes have the same game statistics as the 
  barbarian in the Player’s Handbook, with the 
  following exception:  
  Class Skills 
  Swim is now a cross-class skill; Escape Artist (Dex) 
  and Profession (Wis) are now class skills for the 
  Brute.  
  Cleric 
  Without destruction, there is nothing to build. 
   
  -- Credo of the fire cleric 
  In a world without gods, spiritualism on Athas 
  has unlocked the secrets of the raw forces of 
  which the very planet is comprised: earth, air, 
  fire, and water. However, other forces exist 
  which seek to supplant them and rise to 
  ascendancy in their place. These forces have taken up battle 
  against the elements of creation on the element’s own ground in 
  the form of entropic perversions of the elements themselves: 
  magma, rain, silt and sun.  
   
  Adventures: The motivations for clerics are myriad. The 
  halfling shamans of the Forest Ridge and the mullahs of the an-
  cient merchant families are moved by vastly different designs. 
  Some clerics are merely power-hungry and adventure to gain 
  strength and further their own ends. Many clerics adventure to 
  discover a means to save the dying planet and reverse the devas-
  tation of ages past.  
   
  In the deep desert, many clerics fill the roles of spiritual 
  guides and healers among nomadic tribes, though many fill pro-
  tective roles also. One thing that all air, earth, fire and water cler-
  ics share in common is a desire to see Athas return to a replen-
  ished state and the opposition of those that would destroy her. 
  These clerics are committed to halting the spiraling environ-
  mental decay of the planet—a view they share with the druids. 
  Adventures that allow clerics some measure of vengeance against 
  those who destroy the land are readily received.  
   
  Clerics of magma, silt and sun, however, seek to prevent the 
  planet from being replenished. These clerics are committed to 
  push the planet further down the path that brought Athas to its 
  current state.  
   
  Clerics of rain were once a force for replenishment, but with 
  the advent of the destructive Tyr Storms, there have been rain 
  clerics working towards both the destruction and revitalization of 
  Athas. 
   
  Characteristics: Clerics are the masters of elemental forces; 
  they possess unique supernatural abilities to direct and harness 
  elemental energy, and cast elemental spells. All things are com-
  prised of the four elements in 
  some degree, thus clerics can 
  use their elemental powers to 
  heal or harm others.  
   
  Due to their affinities with 
  the elements, clerics possess a 
  number 
  of 
  supernatural 
  elemental abilities.  
   
  Though 
  dimly 
  understood, there exists a 
  connection between elemental 
  forces and the nature of 
  undeath. Clerics can turn 
  away, control, or even destroy 
  undead creatures.  
   
  Athas is a dangerous 
  world; this practicality dictates 
  that clerics must be able to 
  defend themselves capably. 
  Clerics are trained to use sim-
  ple weapons and, in some 
  cases, martial weapons; they 
  are also taught to wear 
  and use armor, since 
  wearing armor does 
  not 
  interfere 
  with 
  elemental spells as it 
  does arcane spells.  
   Religion: 
  Unlike 
  clerics found on other 
  worlds, 
  elemental 
  clerics 
  do 
  not 
  generally congregate 
  at 
  temples 
  or 
  churches, nor do they 
  participate 
  in 
  a 
  uniform, 
  organized 
  religion. Each cleric’s 
  calling to the raw en-
  ergy of the elements is personal, individual. Some clerics believe 
  that, upon their initiation, they enter pacts with powerful beings, 
  elemental lords, who grant powers to those who contract with 
  them. Others believe that the elements are neither malevolent nor 
  benevolent, but a tool to be used, or a force to be harnessed. Re-
  gardless, all clerics desire the preservation of their patron ele-
  ment, though the reasons for this are many and varied.  
   Clerics are found everywhere on Athas. Most common clerics 
  are wanderers, who preach the concept of preservation with the 
  hope of restoring Athas to a greener state. Wanderers are gener-
  ally well received by those that dwell in the desert, such as villag-
  ers and slave tribes. They cure the sick and heal the wounded, 
  sometimes even aiding in defeating local threats. Other clerics act 
  as wardens of small, hidden shrines, which they hope creates a 
  clearer channel to the elemental plane of worship, and fortifies 
  their powers and spells. Tribal and primitive societies include 
  shamans, who see to the spiritual needs of their groups, offering 
  advice to the leaders and providing supernatural protection and 
  offence. Lastly, some clerics stay in the cities, where they most 
  commonly work against the sorcerer-kings and their templars. 
  There they quietly preach the message of preservation to the citi-
  zenry, and even sometimes work with the Veiled Alliance.  
   
  Background: On Athas, clerics come from all walks of life 
  and are not part of a religious organization of any kind. At most, a 
  cleric may have one or two disciples, or perhaps have erected a 
  shrine dedication to his patron element, but these instances are 
  rare. A mentor of a similar elemental affinity initiates him who 
  wishes to become cleric into the role, though the process is dif-
  ferent for each element. Common to the initiation of many ele-
  ments is a test of some sort—usually designed to test the mettle 
  or resolve of the applicant.  
  
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  Under precisely what circumstances a character is called to 
  worship or revere the elements in the first place is unique to the 
  individual. Usually, during youth there is some personal indica-
  tion that the way of the cleric is the proper path for the character. 
  Sometimes, a strong affinity for one element over another is clear 
  from birth, however. Most are initiated into the role of cleric as a 
  young adult, though it is not uncommon for older persons to 
  heed the call later in life.  
   Races: All races include clerics in their societies, though each 
  race possesses different perspectives regarding what a cleric’s 
  role involves. As masters of myth and the elemental mysteries, 
  most clerics hold a place of reverence within their respective so-
  cieties. However, more than a few races have varying affinities for 
  one element over another. Dwarves almost always become earth 
  clerics, a connection they’ve shared since before they were driven 
  from their halls under the mountains. Dwarven determination and 
  obsessive dedication matches perfectly with the enduring earth. 
  Elves most often revere water, fire, or the winds; as nomads, they 
  seldom feel a deep-seated affinity for the land. Thri-kreen are 
  known to ally with all elements to the exclusion of fire. This seems 
  to stem from a mistrust of flame, which is common in many 
  kreen.  
   Other Classes: In an adventuring party, the cleric often fills the 
  role of advisor and protector. Clerics often possess an unshakable 
  distrust of wizards and their arcane spells. Most clerics are well 
  aware of the danger that sorcery represents to the dying planet, 
  and watch those who wield such power carefully. Generally speak-
  ing, the elemental clerics are all on friendly terms with each other, 
  recognizing an ancient pact made by their ancestors to put aside 
  their differences in the opposition of Athas’ destruction. However, 
  clerics whose elements are diametrically opposed often clash re-
  garding the means used in furthering their goals, and at times 
  this has led to bloodshed.  
  Game Rule Information 
  Except as noted below, clerics in Dark Sun conform to the rules 
  given in the Player’s Handbook.  
  Class Skills 
  Knowledge (planes) and Knowledge (nature) are class skills.  
   Domains and Class skills: Each of the elemental domains 
  grants an additional class skill to the cleric. 
  Class Features 
   Weapon and Armor Proficiency: Clerics are proficient with 
  light armor and all simple weapons.  
   Element of Worship, Domains, and Domain Spells: Instead 
  of choosing a deity, Athasian clerics choose an element to wor-
  ship. A list of elements is provided in Error! Reference source 
  not found.. The cleric’s element influences what spells he can 
  cast, his supernatural abilities, and might, to some extent, influ-
  ence his personal values, and how others perceive him outwardly.  
   Turn, Command, Rebuke Undead: Any cleric that chooses to 
  rebuke undead does not gain the ability to dispel turning of un-
  dead or bolster undead.  
  Ex-Clerics 
  Since the spells and supernatural abilities of the cleric do not 
  originate from a deity of any kind, a cleric need not restrict his ac-
  tivities to supporting his element on Athas. However, gross viola-
  tion of the code of conduct purposes expected of his class may 
  result in the loss of spells, class features, and the ability to gain 
  levels as a cleric, at the DM’s discretion. Gross violation can even 
  include using weapons in ways counter to their element’s prefer-
  ence.  
   
  Also, like any other class, a cleric may be a multiclass charac-
  ter. Cleric/wizards that are defilers are extremely rare, as their 
  classes are antithetical if the character is a cleric of air, earth, fire, 
  or water, and the existence of such a character is grounds for the 
  loss of class abilities as described above. Such cleric/wizards who 
  practice defiling are most likely followers of magma, silt or sun. 
  Druid 
  A spirit took me in, when neither of my parents would accept 
  me.  Athas provides for anyone who has the desire to care for 
  it.  We live in a desert simply because no-one cares for the 
  land. 
   
  -- Sutura, half-elven druid 
  Athasian druids are the protectors of Athas’ dying landscape. Pa-
  tient and often unforgiving, they try to preserve and reclaim the 
  barren lands that surround the Tyr region. Well armed with spells 
  and abilities from the Spirits of the Land, they work to bolster 
  Athas’ failing ecology.  
   
  Often, druids prefer to remain hidden, observing the behavior 
  of creatures and people before passing judgment. Travelers to an 
  oasis are often unaware they are being observed; wanton destruc-
  tion of the oasis will find themselves under the full fury of the 
  druid and his many abilities.  
   Adventures: Druids travel under the harsh sun of Athas for 
  varying reasons. Some seek new disciples to help in their efforts. 
  Others adventure to gain knowledge of the landscape, or seek the 
  knowledge of others. Still other druids travel to avenge a wrong 
  committed against a favored grove. Druids of Athas care more for 
  the land than for the savage people of the Tablelands. They abhor 
  the unnatural origins of undead and will seek to destroy them. Be-
  cause the magic of the Pristine Tower twists and mutates crea-
  tures into new forms, druids are uneasy around many of the New 
  Races. 
   Characteristics: Druids cast divine spells through the powers 
  granted them by a spirit of the land. A druid develops a special re-
  lationship with the land’s spirit. As a druid travels the tablelands, 
  she is recognized by the spirit of the land as a friend. The spirit 
  grants the druid’s spells, while the druid protects the land and re-
  inforces the spirit. In addition to spells, druids receive special 
  abilities as they gain in knowledge and power.  
   Alignment: Druids understand the harsh cycle of life and 
  death, of predator and prey, and so one component of their 
  alignment must be neutral. Good druids will tend to help the 
  people they protect, if they serve as protector of a village. They will 
  leave visitors alone, letting them refill their water pouches at no 
  cost, provided there is no abuse. Neutral druids will put the con-
  cerns of their guarded lands first, and will not hesitate to punish 
  Table 3-2: The Elements 
  Element 
  Adjacent 
  Elements 
  Domains  
  Air  
  Rain and 
  Sun 
  Blossom of the Sky, Fury of Storms, Ill 
  Wind, Meek of the Land, Rolling Thunder 
  Earth  
  Magma and 
  Silt 
  Dance of Decay, Earthen Embrace, Forged 
  Stone, Meek of the Land, Mountain’s Fury 
  Fire  
  Magma and 
  Sun 
  Fire Eyes, Fire from the Sky, Mountain’s 
  Fury, Smoldering Spirit, Wrath of the Fire 
  Lord 
  Magma  
  Earth and 
  Fire 
  Broken Sands, Dead Heart, Ill Wind, 
  Mountain’s Fury 
  Rain  
  Air and 
  Water 
  Cold Malice, Dance of Decay, Fury of 
  Storms, Refreshing Storms 
  Silt  
  Earth and 
  Water 
  Broken Sands, Dance of Decay, Dead 
  Heart, Soul Slayer 
  Sun  
  Air and Fire 
  Blossom of the Sky, Clarity of the Light, 
  Desert Mirage, Wrath of the Fire Lord 
  Water  
  Rain and 
  Silt 
  Desert Mirage, Despair of the Drowned, 
  Fire from the Sky, Living Waters
   
  
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  Dark Sun 3 
   
  those that break any rules the druid has determined. Evil druids 
  often rule by fear; some people of the Tablelands prefer the justice 
  of the druid to that of the city-states, even though the druid may 
  be harsh and cruel. The evil druid will often make the villagers 
  work for their protection, helping to plant trees or shrubs, or re-
  pair any damage done by a Tyr-storm. Evil druids that guard an 
  oasis or similar geological feature will demand a toll or gift of 
  small bands for the use of their land.  
   Religion: A druid is an individual who has devoted themselves 
  to the balance of nature on Athas, and in particular someone who 
  has sought out or been chosen by one of the few living spirits left 
  in the barren land, protecting and nurturing them and the natural 
  balance they represent. Individual druids do not necessarily rec-
  ognize one another as kin or as brothers in a religion; each con-
  ducts their affairs as they see fit in their quest to restore the bal-
  ance of nature and protect their spirit’s lands. Most druids recog-
  nize the various spirits as a manifestation of Athas itself, though 
  some few more primitive or uncultured individuals or groups may 
  believe the spirit to be a god and treat it as such.  
   
  Background: Athasian druids have no special organization, 
  no world council of druids or anything similar. Druids often work 
  alone, but sometimes a few of them will band together to protect 
  a large area of land. Low-level druids are apprentices of more 
  powerful druids; sometimes they leave to find their own way once 
  they are ready, and sometimes they take over once their master 
  dies.  
   
  Druids tend to roam the Tablelands, working to heal the 
  wounds of a dying planet. Often, a druid will settle in a single lo-
  cation for as long as it takes to nurture the land back to health—
  or to protect it from those who might do it harm. Some druids 
  can be found in the cities, usually as slaves of the Sorcerer-Kings. 
   
  Races: Druids come from all races common in the Table-
  lands, although some have more natural talent than others. Half-
  elves, with their natural affinity for animals, make good druids. 
  Their often-lonely existence also lends itself well to a lone druid 
  caring for a piece of Athas. Pterrans are often druids, as it follows 
  their Life Path, the Path of the Druid. Aarakocra, muls and thri-
  kreen are also good candidates for druids. Halflings druids often 
  hold a position of respect and authority among their tribe. 
  Halfling druids are rarely found outside of the Forest Ridge, 
  though. Half-giants, with their slow wits, make poor druids. Of 
  the savage races, tareks sometimes have druids in their numbers, 
  but rarely do other creatures have the patience or ability to care 
  for a particular piece of Athas.  
   
  Druids get along well with most of the races of the Table-
  lands, provided they respect the natural order of the land. Crea-
  tures that kill without need or destroy out of sheer pleasure will 
  find an enemy in the druid.  
   
  Other Classes: Druids get along with most classes, though 
  they despise wizards. Magic is the cause of Athas’ current state, 
  so say the druids, and while they may tolerate preservers for a 
  short while, defilers are slain on sight. Templars are usually not 
  welcomed by druids, as the templar is responsible for a city that 
  encroaches on nature, and templars serve the Sorcerer-Kings, 
  Athas’ most powerful magic users. Elemental clerics are well re-
  ceived by druids, as they often share the same goals. Druids are 
  usually at odds with para-elemental clerics, though. The para-
  element proliferation on Athas is usually at the land’s expense, 
  destroying what the druid tries to accomplish.  
  Rangers are probably the druid’s best allies. They often share the 
  same goals, and the druid may even call upon the ranger for help 
  in controlling a species that has become problematic or detrimen-
  tal to an area. However, the ranger and the druid may sometimes 
  be at odds, if the ranger is determined to eradicate his favored 
  enemy while the druid seeks to protect that particular species.  
  Game Rule Information 
  As in the Player’s Handbook, with the following changes: 
  Class Skills 
  Diplomacy is a cross-class skill for Athasian druids. Hide (Dex) 
  and Move Silently (Dex) are class skills.  
  Class Features 
   
  Proficiencies:  Druids are proficient in the blowgun, in addi-
  tion to the proficiencies given in the PHB. 
   Resist Nature’s Lure: Druids do not gain this ability.  
   Nature’s Speech: At 4th level a druid is able to speak with 
  animals everywhere, as if under the effects of the spell speak with 
  animals.  
  Ex-Druids 
  A druid who becomes something other than a defiler keeps his 
  powers and spells, unless he grossly violates his former oath. 
  Druids who become wizards, however, lose all druidic abilities 
  and spells if they defile. A druid that becomes an undead (mind-
  less or free-willed) loses all his druid abilities and spells.  
  Fighter 
  Any wastelander can pick up a bone and call it a club, but 
  try pitting fifty of those against one dozen trained soldiers, 
  and maybe you’ll have an even match. 
   
  -- Nikolos, human fighter 
  From the small forts in sandy wastes of Athas to the guards of the 
  merchant houses in the City-States, fighters are Athas’ most 
  common sight. Whether it is as mercenaries for the Sorcerer-
  Kings or as hired guards protecting the wealth of the nobility, 
  fighters can be found everywhere in the Tablelands.  Athas’ fight-
  ers are trained to fight in small groups or huge units. Those that 
  
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  have proven themselves become the commanders in the City-
  States’ armies, commanding hundreds or even thousands of men 
  into war.  
   Adventures: Fighters adventure in the Tablelands for all sorts 
  of reasons. Some seek out adventure to find treasure in ruins long 
  lost to civilization, hoping to make a fortune and earn an easy liv-
  ing under Athas’ harsh sun. Others join mercenary bands, lending 
  their sharpened swords to the highest bidder, questing for glory 
  or riches.  
   Characteristics: Fighters receive the best allotment of fighting 
  skills and abilities. They learn the use of most weapons, the best 
  armors and shields, as well as gaining special abilities to use with 
  these weapons and armor. Some fighters specialize in using a 
  single weapon, and become masters at its use and deadliness. 
  Other fighters will prefer more rounded skills, learning to shoot 
  from afar with bows and arrows, or nets or spears. Regardless, the 
  fighter is to be feared.  
   Alignment: Fighters come from all walks of life, and can be of 
  any alignment. Good fighters are usually seen as the protectors of 
  small villagers or are part of renegade slave tribes, helping their 
  tribe to survive in the harsh desert. Or they can be found as a 
  dwarf perhaps, whose focus it is to guard his fellows. Evil fighters 
  are often part of mercenary bands or under the control of a Sor-
  cerer-King; these beings often fight for power and money. Evil 
  fighters can also be found as the rulers of small forts, guarding 
  their oasis and exacting a hefty toll for its use.  
   Religion: There are no gods on Athas, but many fighters wor-
  ship the Sorcerer-King of their respective cities as gods. Some 
  fighters pay homage to the elemental forces of the Tablelands, 
  asking their favored element for luck before entering the battle-
  field.  
   Background: Fighters come from all walks of life. Some are 
  born as poor, wretched individuals who discover a talent for the 
  use of weapons, and through hard work and self-learning, become 
  great warriors. Others are members of noble families, or slaves 
  that receive formal training, becoming commanders of their 
  guards or leaders of great armies. Fighters do not associate with 
  each other, unless they share the same unit or mercenary band.  
   
  Races: All of Athas’ races can become fighters. Humans are 
  usually the most numerous, though, since they are the most 
  numerous of the races of the Tablelands. Dwarves 
  make good fighters, even though they are 
  smaller than most races; their inborn tough-
  ness and great strength more than makes up 
  for their smaller stature. The half-giants are 
  also seen very often as fighters, since their 
  great strength and size are perfect for the job. 
  Muls, with the inherited traits of both 
  humans and dwarves, are also great 
  fighters. Elves, with their long legs and frail 
  constitution, are not often seen as fighters. 
  Athas’ intelligent insects, the thri-kreen, make 
  excellent warriors, with their four arms and the 
  fact they do not need to sleep.  
   
  Many of the savage races of the 
  Tablelands are fighters, although 
  most become rangers in order to 
  survive.  
   
  Other Classes: Fighters 
  get along with most other 
  classes. The rangers of the 
  Tablelands often receive the 
  highest of the respect for 
  their ability to survive the 
  wastes. 
  Gladiators 
  and 
  fighters are often at each 
  other’s throats, since both 
  share great combat abilities but 
  differ in their methodology; they 
  often try to show how each is 
  better than the other is. Elemental clerics are welcome for their 
  healing abilities as well as the help they can provide in battle.  
   
  Fighters are uneasy around wizards; like the rest of the popu-
  lation they distrust magic. Templars are also distrusted, for the 
  same reasons everyone else distrusts templars. Rogues are usu-
  ally scorned by fighters; they prefer open battle to the rogue’s 
  sneaky ways.  
  Game Rule Information 
  As described in the Player’s Handbook, with the following 
  changes.  
  Class Skills 
  Intimidate (Cha) and Knowledge (Warcraft)(Int), are class skills 
  for fighters. Swim is a cross-class skill for fighters.  
  Class Features 
  All of the following are class features of the fighter.  
   Bonus Feats:  Athasian fighters have a few additional feats 
  added to the list of feats that may be taken as bonus fighter feats:  
  Concentrated Fire, Leadership, Rotate Lines, Shieldwall, Spearwall 
  and Teamwork. 
  Gladiator 
  I might be a slave, but I am famous, I dine well, and my 
  company is that of the finest noble women.  Tell me, what 
  do you have that I do not, slave trader – except the freedom 
  to feel miserable? 
   
  -- Jarek, arena champion 
  The arena is the battlefield of the gladiator. From hand-to-hand 
  combat in the mud pits of small forts to the grand games of the 
  city-states, the gladiator is a warrior who fights to the sounds of 
  people cheering his name or cursing his presence. A master of 
  crowd control and the art of prolonged combat, gladiators 
  are trained to fight. They train to best wild beasts 
  in deadly games for the amusement of the 
  masses. They fight for glory, wealth, prestige and 
  power. They fight to survive. Some are merely 
  slaves, having to fight and perhaps hoping to 
  win a chance to obtain freedom, while some 
  fight willingly for the thrill of combat or the 
  promise of riches and fame.  
   
  Adventures: 
  Most 
  gladiators 
  adventure rarely, since the biggest crowds 
  and highest payoffs are in the city-states. 
  Many gladiators are owned by nobles or 
  templars, and must obey their masters or 
  face the deadly sting of the lash. 
  Gladiators that are owned by a master 
  are usually not allowed to adventure; 
  they are worth too much to 
  be simply let loose. Freed 
  gladiators may join bands 
  of adventurers to search for 
  treasure 
  or 
  riches, 
  or 
  perhaps simply for a place 
  to lie down after a long, 
  bloody 
  career. 
  Some 
  freed 
  gladiators may simply travel from 
  city-state to city- 
  state, hoping to join great games 
  in return for rich pay or social 
  status. 
  Escaped 
  gladiators 
  adventure to escape their master, 
  punishment or death.  
  
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  Dark Sun 3 
   
   Characteristics: Gladiators are among the best one-on-one 
  fighters in all the Tablelands. They are trained in hand-to-hand 
  combat before moving on to the use of exotic weapons of the 
  arena. They learn to improvise weapons, wielding broken bones or 
  wooden shafts with deadly precision. They learn how to taunt and 
  tease opponents, driving them to reckless acts and taking advan-
  tage of the situation to strike down or maim a foe.  After all, a 
  long, drawn-out combat is more a crowd pleaser than a ten sec-
  ond bout.  
   Alignment: Gladiators are of all alignments. Some gladiators 
  will obey all arena rules, being lawful individuals, though these of-
  ten do not last long in the arena. Many gladiators tend toward a 
  chaotic alignment. Evil gladiators use dirty tricks to gain an ad-
  vantage over an opponent. Gladiators of all alignments can be-
  come crowd favorites, increasing their chances of winning their 
  matches, since often times these matches are pre-arranged. The 
  intrigues of the city-states can reach deep into the arena.  
   Religion: Gladiators have no special religion of their own. 
  Some may worship the Sorcerer-King of the city-state they are in, 
  while some few may worship the elemental forces. Often, the hard 
  life of training and combat leaves the gladiator with little to think 
  of except survival.  
   Background: Most gladiators are slaves, owned by nobles or 
  templars, or even merchant houses. They are either born into 
  slavery and trained as gladiators, or captured by slavers and sold 
  to nobles or templars for the public’s amusement. Some rare in-
  dividuals join the gladiatorial ranks willingly, seeking fame or for-
  tune. Gladiators do not assemble in guilds or unions of any sort. 
  They may have one or two fighting partners, or matched pairs, but 
  this group of trusted individuals is very small. Gladiators that are 
  owned by others often become unwillingly involved in the in-
  trigues of the city-states. Their master may have made a new en-
  emy, and the gladiator becomes a pawn in struggles of power. Of-
  ten used to send a message to his owner, the gladiator’s life may 
  be at stake for fault of his master.  
   Races: All races of Athas can be found in the arenas of the Ta-
  blelands. Muls, with their mixed dwarven and human parentage, 
  are highly prized in the arenas. They are often bought for a high 
  price and treated well in return for victory on the combat floor. 
  Elves are often used for their swiftness and natural flair for taunt-
  ing their opponent. Humans are the most common of gladiators, 
  since humans are the most common race in the Tablelands. 
  Halflings make poor gladiators, since they abhor slavery and will 
  usually starve themselves to death rather than being used as 
  commodities by anyone. The savage races of the wastes are often 
  used as gladiators, usually as fodder for the most successful 
  gladiators, though those demonstrating excellent combat prowess 
  receive formal training.  
   Other Classes: Gladiators tend to think of themselves as the 
  superior warriors of the Tablelands, sometimes to the point of 
  arrogance. In a sense, though, they are right. Gladiators receive 
  training in one-on-one combat, and the use of anything they can 
  find as a weapon. However, a group of trained fighters fighting in 
  concert is certainly a match for a bunch of gladiators, who are un-
  used to fighting in groups. Like most people of Athas, gladiators 
  have a deep distrust of magic, and tend to shun wizards. They 
  view clerics as nothing more than healers, people who put their 
  faith in abstract things rather than a sharp blade.  
  Game Rule Information  
  Gladiators have the following game statistics.  
   Abilities: Strength is especially important for gladiators be-
  cause it improves their melee attack and damage rolls. Constitu-
  tion is also important for giving gladiators lots of hit points that 
  they’ll need in their bloody matches. Dexterity is important for 
  gladiators who want access to certain Dexterity-oriented feats, or 
  for those that do not want to be slowed down or hindered by ar-
  mor.  
   Alignment: Any.  
   Hit Die: d12  
  Class Skills 
  The gladiator’s class skills (and key ability for each skill) are Bal-
  ance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), 
  Jump (Str), Perform (Cha), Sense Motive (Wis), Tumble (Dex). 
  See the Chapter 4: Skills for skill descriptions.  
   
  Skill Points at 1st Level: (2 + Int mod) x 4.  
   
  Skill Points at Each Additional Level: 2 + Int modifier.  
  Class Features 
  All of the following are class features of the gladiator.  
   
  Weapon and Armor Proficiency: The gladiator is proficient 
  in the use of all simple and martial weapons. The gladiator is also 
  proficient in light armor and shields. Note that armor check pen-
  alties for armor heavier than leather apply to the skills Balance, 
  Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and 
  Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds 
  of armor and equipment carried.  
   
  Always Armed: The gladiator fighting unarmed gains the 
  benefit of the Improved Unarmed Strike feat.  
   
  Arena Guile: Starting at second level, the gladiator adds his 
  one half his level (round down) as a bonus to all Bluff and Sense 
  Motive checks that relate directly to melee combat.  
   
  Improved Feint:  The gladiator is adept at deceiving his op-
  ponents.  He may perform a feint action (see the Bluff skill in the 
  PHB) as a Move Equivalent Action. 
   
  Master of Weapons: Starting at 4th level, and every four lev-
  els thereafter, gladiators gain a bonus feat. This feat must be cho-
  sen from: Exotic Weapon Proficiency, Improved Critical, Weapon 
  Focus, or Weapon Finesse. All prerequisites must be met before a 
  feat may be taken. 
   
  See Weakness: The gladiator is adept at spotting weaknesses 
  in her foe’s fighting styles. If she takes an all-out defense action, 
  she gains a dodge bonus to her AC against any opponent who at-
  tacks her in melee combat that round. The dodge bonus begins 
  the round after that opponent attacks you and lasts for the dura-
  tion of the fight. The bonus improves to +2 at 10th level and again 
  to +3 at 14th level. 
   
  Winning the Crowd: The gladiator can appeal to the crowd 
  with insults, fancy moves, etc. As a move-equivalent action make 
  a Perform check (DC 15). If he succeeds, he receives a +1 morale 
  bonus to attacks and damage for the duration of the fight. The 
  crowd cannot be combatants and there must be at least a half a 
  dozen of them. 
   
  Bringing the House Down: With each blow the gladiator 
  Table 3-3: The Gladiator 
  Lvl 
  BAB 
  Fort 
  Ref 
  Will 
  Special 
  1 
  +1 
  +2 
  +0 
  +0 
  Always Armed 
  2 
  +2 
  +3 
  +0 
  +0 
  Arena Guile, Improved Feint 
  3 
  +3 
  +3 
  +1 
  +1 
   
  4 
  +4 
  +4 
  +1 
  +1 
  Master of Weapons 
  5 
  +5 
  +4 
  +1 
  +1 
   
  6 
  +6/1 
  +5 
  +2 
  +2 
  See Weakness +1 
  7 
  +7/2 
  +5 
  +2 
  +2 
   
  8 
  +8/3 
  +6 
  +2 
  +2 
  Master of Weapons 
  9 
  +9/4 
  +6 
  +3 
  +3 
  Winning the Crowd 
  10 
  +10/5 
  +7 
  +3 
  +3 
  See Weakness +2 
  11 
  +11/6/1 
  +7 
  +3 
  +3 
   
  12 
  +12/7/2 
  +8 
  +4 
  +4 
  Master of Weapons 
  13 
  +13/8/3 
  +8 
  +4 
  +4 
   
  14 
  +14/9/4 
  +9 
  +4 
  +4 
  See Weakness +3 
  15 
  +15/10/5 
  +9 
  +5 
  +5 
   
  16 
  +16/11/6/1 
  +10 
  +5 
  +5 
  Master of Weapons 
  17 
  +17/12/7/2 
  +10 
  +5 
  +5 
   
  18 
  +18/13/8/3 
  +11 
  +6 
  +6 
  Bringing the House Down 
  19 
  +19/14/9/4 
  +11 
  +6 
  +6 
   
  20 
  +20/15/10/5 
  +12 
  +6 
  +6 
  Master of Weapons 
   
  
   Dark Sun 3 
  Page 23 
  –Prerelease: 7/16/2003 
  makes, the crowd cheers more loudly. If you already have engaged 
  the crowd with Winning the Crowd, you gain a +2 morale bonus 
  to damage on your first successful blow. This bonus increases by 
  +2 for each successful consecutive blow that deals damage to 
  your opponent. The bonus resets to +2 if you miss. 
  Psion 
  Resist all you like.  I have ways of making you think. 
   
  -- Dechares, Dwarven inquisitor 
  For most creatures on Athas, becoming a psion is not a destiny, 
  but a discovery. Some psions, it is true, showed their first signs of 
  mental powers from the age of a few years old, and a greater 
  number began to manifest their psionic powers in puberty. But 
  many psions, if not most, lack the time, inclination, tutelage, or 
  will to develop their latent power. Most first-level psions do 
  not consider themselves psionicists at all, but bearers of a 
  freak psionic “gift” or “knack” that may come in handy, but 
  is hardly the focus of their lives.  
   
  Psionic advancement is easiest if one has a tutor. The 
  most powerful and knowledgeable instructors of the way 
  follow the Tarandan philosophy of psionics—these 
  Tarandan “psiologists” are the ones considered serious 
  psionicists. Most psions from 2nd and 5th level have 
  decided to devote their attentions to psionics, usually in 
  hope of being accepted by a Tarandan instructor and 
  taught the mysteries of “true psionics.”  
   
  Those who do not follow the Tarandan philosophy, but 
  proceed on their own, practicing and improving their own 
  powers, are called “psions.” The seer Tarandas called them 
  “scions,” and her modern disciples continue to sneer at 
  higher-level psions as unschooled brutes, but psions are not 
  persecuted or held in contempt by the non-psionic 
  population. Unlike wizards, psions (and their more 
  respected variants, the Tarandan psiologists) are 
  neither despised nor mistrusted; psionics is a 
  respected part of society in the Tablelands. Because 
  the psion class may be the most common class on Athas, psions 
  receive the Craft and Profession skill sets—literally anyone is likely 
  to have at least one level in psion.  
   Adventures: Many psions initially take up adventuring to ob-
  tain money to further their education in the Tarandan psionic 
  schools. Others seek to hone their talents through the rigors of 
  combat, preferring the extremes of physical exertion and the pres-
  sures of life and death situations to focus their will. A few psions 
  adventure seeking knowledge; old nomads in the abandoned ru-
  ins of the wastes may hold ancient knowledge of new powers, of 
  manifestations of the Will that few have the chance to learn: the 
  psion may seek to learn these techniques of the Way.  
   Characteristics: The psion learns the Way in order to shape his 
  Will. The psion uses, through study called the Way, how to mani-
  fest the power inherent in his inner self. The psion is able to pro-
  ject this power, the Will, into creating all sorts of supernatural ef-
  fects. The psion may know a limited number of ways to shape his 
  will, but he enjoys great flexibility in how he uses his known pow-
  ers.  
   Alignment: The search for refinement of the Way tends to draw 
  many 
  psions into a neutral view of the world. So 
  most psions have one part of their 
  alignment that is neutral. Good 
  psions may spend their time in 
  search of new powers, or help 
  their 
  village 
  defend 
  itself 
  against predators, or maybe 
  join the ranks of Merchant 
  Houses. Evil psions may serve 
  as agents in service of the 
  sorcerer-kings, or as more 
  shady agents of Merchant 
  Houses, or simply work as 
  mercenaries and offer their 
  specialized services to the 
  highest bidder. Even though 
  many psions tend to have 
  a neutral view of the 
  world, they can be of any 
  alignment.  
   Religion: Psions use the 
  Way to manifest their inner 
  powers; 
  through 
  long 
  hours of meditation and 
  extremes of the senses, 
  they seek knowledge inward. 
  Their 
  power 
  comes from inside them, so only 
  psions from the most animistic cultures look to outside beings or 
  religions for spiritual fulfillment. 
   Background: Psions come from all walks of life; however, those 
  who can afford the training of a master have a much greater 
  chance of becoming psions. Some rare individuals, through great 
  force of will, may learn to discover their inner talents on their own, 
  but these are rare. Slaves born into captivity who display a capac-
  Table 3-4: The Psion 
  Lvl 
  Power Points 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  1 
  2 
  2+d 
  d 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  3 
  2+d 
  1+d 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  5 
  2+d 
  2+d 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  4 
  8 
  3+d 
  2+d 
  d 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  5 
  12 
  3+d 
  2+d 
  1+d 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  6 
  17 
  4+d 
  2+d 
  1+d 
  d 
  - 
  - 
  - 
  - 
  - 
  - 
  7 
  23 
  4+d 
  3+d 
  2+d 
  1+d 
  - 
  - 
  - 
  - 
  - 
  - 
  8 
  30 
  5+d 
  3+d 
  2+d 
  1+d 
  d 
  - 
  - 
  - 
  - 
  - 
  9 
  38 
  5+d 
  3+d 
  2+d 
  2+d 
  1+d 
  - 
  - 
  - 
  - 
  - 
  10 
  47 
  6+d 
  3+d 
  2+d 
  2+d 
  1+d 
  d 
  - 
  - 
  - 
  - 
  11 
  58 
  6+d 
  3+d 
  3+d 
  2+d 
  2+d 
  1+d 
  - 
  - 
  - 
  - 
  12 
  71 
  7+d 
  3+d 
  3+d 
  2+d 
  2+d 
  1+d 
  d 
  - 
  - 
  - 
  13 
  86 
  7+d 
  4+d 
  3+d 
  3+d 
  2+d 
  2+d 
  1+d 
  - 
  - 
  - 
  14 
  103 
  7+d 
  4+d 
  3+d 
  3+d 
  2+d 
  2+d 
  1+d 
  d 
  - 
  - 
  15 
  122 
  7+d 
  4+d 
  3+d 
  3+d 
  3+d 
  2+d 
  2+d 
  1+d 
  - 
  - 
  16 
  143 
  7+d 
  4+d 
  4+d 
  3+d 
  3+d 
  2+d 
  2+d 
  1+d 
  d 
  - 
  17 
  166 
  7+d 
  4+d 
  4+d 
  3+d 
  3+d 
  2+d 
  2+d 
  2+d 
  1+d 
  - 
  18 
  191 
  7+d 
  4+d 
  4+d 
  4+d 
  3+d 
  3+d 
  2+d 
  2+d 
  1+d 
  d 
  19 
  218 
  7+d 
  4+d 
  4+d 
  4+d 
  3+d 
  3+d 
  3+d 
  2+d 
  1+d 
  1+d 
  20 
  247 
  7+d 
  4+d 
  4+d 
  4+d 
  4+d 
  3+d 
  3+d 
  2+d 
  2+d 
  1+d 
   
  
  Prerelease: 7/16/2003  
  Page 24 
  Dark Sun 3 
   
  ity for the Way may be sent to academies for training, in the hopes 
  that the owner may use his slave to greater advantage. If the slave 
  proves unable to control, though, he is simply eliminated before 
  becoming a problem.  
   Races: Nearly all living creatures have a latent psionic capacity, 
  and psions are found among all sentient races of the Tablelands, 
  and even among some creatures that are not ordinarily consid-
  ered sentient.  
   Other Classes: Psions tend to be drawn to those like them-
  selves. Lower-level psions tend to draw particularly towards 
  Tarandan psiologists, curious about their mysterious training and 
  knowledge. Higher-level psions tend to either stay to themselves, 
  or to try to be friends with almost everyone, and press for party 
  leadership. Unlike Tarandan psiologists who often make needling 
  remarks about “foolish superstition,” psions get along well with 
  priests and druids; they are uneasy with wizards, however.  
  Game Rule Information 
  Class Skills 
  As described in the Psionics Handbook, except that psions from 
  each discipline receive the Craft (Int) and Profession (Wis) skills.  
  Class Features 
   
  Weapon and Armor Proficiency: Psions are proficient in all 
  simple weapons.  
  Psychic Warrior 
  The body is not bound to the forms and function you were 
  born with.  To truly master delivering death, you must grow 
  beyond the mold you were given. 
   
  -- Tharlkar, psychic sensei 
  The term “psychic warrior” is a loose translation of the Thri-Kreen 
  word “Chakak,” which is better translated as “Mind Warrior.” In 
  the Tablelands, non-kreen psychic warriors have long been known 
  as “Mercenary Psionicists.”  
   Background Kreen consider the psychic warrior class to be 
  their own racial psionic tradition, but in truth, non-kreen psychic 
  warriors have been around under one name or another since the 
  Green Age, predating the Tarandan philosophy of psionics by mil-
  lennia. During the Green Age, human and demi-human psychic 
  warriors were associated in brotherhoods of knights, but this 
  sense of brotherhood between psychic warriors was lost ages be-
  fore the oceans and forests turned to dust. Coveting every psionic 
  advantage, competitive to a fault, and glorying in the spectacle of 
  their unique abilities, psychic warriors refuse to train others in the 
  tradition. The path of the psychic warrior is one that must be dis-
  covered alone.  
   Alignment Psychic warriors tend towards neutrality with re-
  gards to good and evil, but they must be either lawful or chaotic. 
  Chaotic psychic warriors, known commonly as “Mercenary 
  Psionicists,” often work as attack thugs or assassins, though like 
  bards, mercenary psionicists are notorious for switching alle-
  giances according to the highest purse. Lawful psychic warriors, 
  or “mindguards,” are the most sought-after personal guards for 
  nobles and merchant lords. Like the elite rogue servants of the 
  nobles, mindguards serve loyally in exchange for lavish compen-
  sation. Any psychic warrior who ceases to be either lawful or cha-
  otic, can no longer progress as a psychic warrior, although she 
  keeps her current psychic warrior levels and abilities.  
   
  Races Practicing psionics as part of hunting or combat 
  comes as naturally to a thri-kreen, as running comes to an elf. The 
  thri-kreen propensity to become “Chakak” is rooted in the kreen 
  ancestral memory. Becoming “Chakak” is an almost unavoidable 
  rite of kreen adulthood. Even kreen who focus their attentions in 
  another class, such as the druid, tend to take at least one level as 
  a psychic warrior. Nearly all pack-leaders and clutch-leaders are 
  accomplished Chakak. Because of the clutch-mind, kreen chakak 
  are far more cooperative, and infinitely less competitive with each 
  other than the psychic warriors of other races.  
   
  Muls and half-giants particularly excel as psychic warriors, as 
  do humans, elves, and dwarves, to a lesser extent. Aarakocra and 
  pterran psychic warriors are rare in those racial cultures, but indi-
  viduals who take up the psychic warrior class tend to thrive. 
  Halfling psychic warriors are virtually unheard of.  
   Other Classes Psychic warriors get along best with rogues, and 
  to a lesser extent, fighters and bards. Generally, allies who show 
  admiration for the psychic warriors’ talents tend to get along well 
  with the psychic warrior. Gladiators tend to get suspicious and 
  envious of the psychic warrior’s shows of unnatural and spectacu-
  lar force, and many psychic warriors take a perverse pleasure in 
  playing against the gladiator’s jealousy, showing up the gladiator 
  with spectacular stunts. Psychic warriors pretend to be indifferent 
  to wizards, and to a lesser extent, psions, but many secretly envy 
  the spectacle of a fireball. The only characters that psychic warri-
  ors as a rule will have an extremely hard time getting along with 
  are other psychic warriors. Any party unfortunate enough to in-
  clude more than one psychic warrior will be wrought with petty 
  bickering, snide remarks, and endless competitions of spectacular 
  force.  
  Game Rule Information 
  As described in the Psionics Handbook, except where noted.  
  Class Skills 
  Like most other classes in Dark Sun, psychic warriors lack the 
  Swim (Str) skill, and are illiterate unless they take the literacy skill. 
  In other respects, psychic warriors have the skills listed on page 
  14 of the Psionics Handbook, plus the Intimidate (Cha) skill.  
  Class Features 
   
  As described in the Psionics Handbook. 
  Ranger 
  What you call monsters and beasts are simply other beings 
  trying to survive in the wastelands.  Some of them are as 
  desperate, lost and confused as you are. 
   
  -- Sudatu, elven scout 
  The wastes of Athas are home to fierce and cunning creatures, 
  from the bloodthirsty tembo to the malicious gaj. One of the most 
  
   Dark Sun 3 
  Page 25 
  –Prerelease: 7/16/2003 
  cunning and powerful creatures of the wastes is the ranger, a 
  skilled hunter and stalker. He knows his lands as if they were his 
  home (as indeed they are); he knows his prey in deadly detail.  
   
  Adventures: Rangers often adventure for the same mercenary 
  reasons as fighters, but rarely for fame and glory. Most often, they 
  are motivated by loyalty or by other personal reasons. Rangers of-
  ten accept the role of protector, aiding small communities or de-
  sert travelers. The fortunate villages of the wastes have a ranger or 
  two who protect them from those who seek to enslave or destroy 
  them. Rangers frequently develop grudges against creatures that 
  threaten their wards, and look for opportunities to find and de-
  stroy these creatures. Over time, these grudges may become a 
  motivation in and of themselves.  
   
  Characteristics: The only rangers that can cast 
  spells are rangers who are multi-classed in a spell-
  casting class. There are no gods in Athas to grant 
  rangers divine spells; the elements reserve their 
  spells for their clerics, the spirits of the land reserve 
  for their druids, the sorcerer-kings for their 
  templars. Athasian rangers must make do with 
  their skills, instincts, and allies. An experienced 
  ranger often has an animal companion to aid him, 
  thanks to his animal empathy skill and the 
  Companion benefit. Rangers are proficient in all 
  simple weapons, and capable in combat, although 
  less so in open melee than the fighter, gladiator, 
  or brute. His skills allow him to survive in the 
  wilderness, to find his prey and to avoid 
  detection. The ranger has the ability to gain spe-
  cial knowledge of certain types of creatures or 
  lands. Knowledge of his enemies makes him 
  more capable of finding and defeating those foes. 
  Knowledge of animals makes him more versed in 
  their lore, more able to control them, and more likely 
  to befriend them. Knowledge of terrain types or of 
  specific favored lands makes it easier for him to live off 
  the land, and makes it easier for him to take advantage of 
  less knowledgeable foes.  
   
  Alignment: Rangers can be of any alignment, although 
  they tend not to be lawful, preferring nature to civilization, 
  silence to casual conversation, and ambush to meeting a 
  foe boldly on the battlefield. Good rangers often serve as 
  protectors of a village or of a wild area. In this capacity, 
  rangers try to exterminate or drive off evil creatures that 
  threaten the rangers’ lands. Good rangers sometimes 
  protect those who travel through the wilderness, serv-
  ing sometimes as paid guides, but sometimes as 
  unseen guardians. Neutral rangers tend to be 
  wanderers and mercenaries, rarely tying themselves 
  down to favored lands. The tracking and animal 
  skills of rangers are well known in Athas; 
  virtually every trade caravan has at least 
  one ranger scout or mekillot handler. 
  Sometimes they stalk the land for 
  vengeance, either for themselves or for an employer. 
   
  Generally only evil rangers ply their skills in the slave trade. 
  Other evil rangers seek to emulate nature’s most fearsome preda-
  tors, and take pride and pleasure in the terror that strangers take 
  in their names.  
   
  Religion: Many rangers pay homage to the elements, but a 
  greater number honor the moons and the stars that guide them in 
  the night - even though these celestial bodies do not have priests. 
  In several city-states, particularly Gulg, Kurn, and Eldaarich, many 
  rangers owe fealty to the Sorcerer-Kings - virtually the entire noble 
  caste of Gulg is comprised of rangers called Jugada. Some rang-
  ers pay patronage to the Spirits of the Land, although these spirits 
  do not bestow spells on rangers except those that multi-class as 
  druid.  
   
  Background: In Kurn, Eldaarich, Gulg, and the halfling vil-
  lages of the forest ridge, most rangers gain their training as part 
  of special military teams, but elsewhere, rangers tend to learn 
  their skills on their own, or from solitary teachers in the wastes. 
   
  Races: As the race that carries the most fear and hatred of 
  other races, and as the people with the richest land to protect, 
  halflings become rangers more commonly than any other race ex-
  cept for half-elves. Halflings are at home in their terrain (typically 
  Forest Ridge or the Jagged Cliffs) and the ranger class teaches 
  them the grace to move without detection, often to deadly effect. 
  Their practice of cannibalism to emphasize their superiority over 
  other sentient beings puts the ranger’s tracking abilities to deadly 
  use. Halfling rangers tend to take favored lands primarily, fol-
  lowed by favored enemy benefits. In the Forest Ridge, halfling 
  rangers tend to pick pterrans and other neighboring races as fa-
  vored enemies; rangers of the Jagged Cliffs tend to focus on 
  bvanen, and kreen. 
   
  Elves frequently become rangers, serving as scouts and hunt-
  ers for their tribes, but elves are not as naturally drawn to the wil-
  derness as they are to magic. Half-elves are the race 
  most compellingly drawn to the ranger class, since 
  their isolation and natural gift with animals gives them a 
  head start above rangers of other races. Half-elven 
  rangers sometimes seek to impress their elven cousins 
  with their desert skills, and when they are rejected, the 
  wilderness often becomes the half-elf’s only solace. A few 
  half-elves turn to bitter hatred of the parent races that re-
  jected them, and become merciless slave-hunters. 
   
  Although ranger skills do not come to naturally 
  humans, their famous adaptability wins out in the 
  end, and many humans make fine rangers. A few 
  muls take up the ranger class while surviving in the 
  wilderness after escaping slavery. Dwarves who 
  become rangers find that their focus ability 
  combines powerfully with the abilities of favored 
  enemy and favored lands, but such characters 
  rarely become adventurers since they tend to 
  master wilderness skills in order to guard dwarven 
  communities.  
   
  Pterran rangers are common since rangers get 
  along so well with the druidic and psionic leaders 
  of the pterran villages. Aarakocra are similarly 
  drawn to the ranger class to protect their vil-
  lages from predators and enemies. 
   
  Rangers are not unusual among the 
  most hated humanoid races of Athas, 
  such as gith, belgoi, and braxat. Among 
  the 
  various 
  and 
  dwindling 
  communities of the wastes, rangers 
  are the most common character 
  class.  
   
  Other Classes: Rangers are 
  slow to make friends with anyone, 
  but have a particular affinity to druids, 
  and to a lesser extent, brutes and psions. 
  Rangers tend not to lean on others for support and 
  friendship, and often find it difficult to tolerate others who 
  are quite different from themselves, such as talkative traders or 
  controlling templars. Good rangers might simply try to avoid 
  sharing a watch with a character that annoys them; neutral rang-
  ers tend to abandon annoying companions or just let them die; 
  while evil rangers act friendly to the annoying companion and 
  then slit their throat in their sleep. 
   
  Good rangers tend to hate defilers, although many rangers 
  are ignorant of the distinction between preserving and defiling 
  and hate wizards of all stripes. Strangely, many rangers have little 
  objection to taking a companion who is of a favored enemy race, 
  so long as that they are convinced that the companion is trust-
  worthy and loyal.  
  Game Rule Information 
  As in the Player’s Handbook, except where noted below. 
  
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  Page 26 
  Dark Sun 3 
   
  Class Features 
   
  As in the Player’s Handbook, except where noted below 
   
  Favored Terrain: At any time when the ranger could normally 
  select a Favored Enemy, she may instead choose to select a Fa-
  vored Terrain.  She receives a +2 bonus to Hide, Knowl-
  edge(Nature), Move Silently, Spot and Survival 
  checks made within her favored terrain.  
  Allowable terrain types include 
  Forests, Jagged Cliffs, Swamp, 
  Mountains, Verdant Belts, Stony 
  Barrens, 
  Sandy 
  Wastes, 
  Rocky 
  Badlands, Mud Flats, Boulder Fields, 
  Salt Flats, Obsidian Wastes, Ocean and 
  the Sea of Silt.  This ability uses the same 
  graduated progression that the Favored 
  Enemy ability receives. 
   
  For example, at first level Sudatu selects 
  Thri-kreen as a favored enemy, receiving a +2 
  bonus when combating the insect-men.  At fifth 
  level, instead of taking a new favored enemy, he se-
  lects a Rocky Badlands as his favored terrain, and 
  chooses to increase his Favored Enemy bonus 
  to +4.  At 10
  th level, Sudatu may again choose 
  a new Favored Enemy, and may also choose between raising his 
  Favored Enemy or Favored Terrain bonus by +2. 
  Rogue 
  Going on personal experience, my one piece of advice to you 
  is this – never trust anything with pointy ears.. It’ll either 
  cheat you or try to eat you. 
   
  – Marek, human trader 
  Dark Sun offers a world of intrigue, manipulation, secret deals, 
  and subtle treachery—in short, a rogue’s playground. Rather than 
  eking out their living at the borders of society, many Athasian 
  rogues dominate the action in many of the most powerful political 
  factions in the Seven Cities: the Noble Houses, the Templars, and 
  the Merchant Houses. Often rogues themselves, the wealthy and 
  powerful deploy lesser rogues as pawns in their endless games of 
  acquisition, espionage, and deceit.  
   
  Individual rogues run the gamut of Athasian society, from the 
  street rats of the cities to the vagabonds of the outlands, to the 
  prosperous and respectable dune traders, to the low-ranking tem-
  plars that search their caravans at the gates. Accomplished 
  rogues are often sought by the nobility as agents, and can earn 
  both wealth and honor in such positions—or earn a quick death 
  should they be caught contemplating treachery against their mas-
  ters.  
   Alignment: Athasian rogues follow opportunity rather than ide-
  als, but as many of them are lawful as chaotic. Lawful rogues tend 
  to seek security and advancement in the service of nobles or in 
  the ranks of the templars.  
   Religion: Although they are as superstitious as the next Atha-
  sian, rogues are not known for their devotion or piety. Chaotic 
  rogues tend to get along best with religions associated with ele-
  mental air.  
   Races: Elves, half-elves, and humans take to the rogue’s skills 
  and lifestyle with the greatest ease. Halflings, dwarves, and muls, 
  while not commonly rogues, adapt to the class remarkably well 
  when they take to it. Thri-kreen, pterrans, and aarakocra are usu-
  ally quite adverse to the rogue class, and tend to do poorly. Half-
  giant rogues are unheard of except as fictional figures in comical 
  tales around the fireside.  
   Other Classes: Rogues enjoy working with members of other 
  classes so long as their own skills and are valued and treated with 
  respect. On Athas, rogue is as honorable a profession as any 
  other, and more honorable than some (such as wizard), and they 
  mark for enmity anyone who describes them as a common thief.  
  Game Rule Information 
  As in the Players Handbook, except where noted below.  
  Class Skills 
  Swim is now a cross class skill.  
  Class Features 
   
  Proficiencies:  As in the PHB.  Rogues are 
  additionally familiar with the bard’s friend, 
  blowgun, garrote, small maquahuitl, pu-
  chik, tonfa, widow’s knife and wrist 
  razor. 
  For special abilities gained at 10th 
  level and beyond, Athasian rogues 
  may choose from the following abili-
  ties, as well as those presented in the 
  Player’s Handbook.  
   Dune 
  Trader: 
  You 
  gain 
  +4 
  competency bonus to Diplomacy checks 
  with regard to buying or selling goods. 
  Furthermore, 
  you 
  gain 
  Speak 
  Language as a class skill, so that you 
  can learn a language for a single skill 
  point.  
   
  False Vulnerability (Ex): While lying prone, you are not as 
  helpless as you appear. Opponents do not get +4 to hit you while 
  you are prone, and you can “kip up,” or leap from a prone posi-
  tion as a free action. If you are prone, and defer your action until 
  your opponent comes within your attack range, you have a +4 on 
  your (Bluff check vs. your opponent’s Sense Motive check) to ap-
  pear helpless; if your Bluff check wins the contest, you can use a 
  Sneak Attack when your opponent comes into your striking range.  
   Silver Tongue (Ex): Your constant dealing with others gives you 
  a keen sense of how to make them believe your lies. You may at-
  tempt a retry of the Bluff skill, but with a -5 penalty. This ability 
  also gives you a +2 bonus to your Disguise skill.  
   Looter’s Luck (Ex): You can use your Appraise skill to instinc-
  tively identify the most valuable item in a pile of loot as a move-
  equivalent action. The DC for this accomplishment is DC 10 + the 
  number of items in the selection. If you cannot see the items that 
  you are choosing from (e.g. you are trying to pickpocket some-
  one), then a full-round action is required, and the DC rises to 15 + 
  the number of items.  
   Notoriety: The fame of your exploits precedes you in the Seven 
  Cities; you gain +4 to all Intimidate and Bluff checks. Adventurers 
  seek your fellowship; you receive a +4 to your Leadership score if 
  you have the Leadership feat.  
  Templar 
  Against the law?  The law is a convenience, a tool, not a 
  straight jacket. I prefer to view laws as guidelines, not as 
  rules cast in stone. Stretching them is not the same as 
  breaking them, my young apprentice. Take that to heart, for 
  if you accuse me again, I will have your heart served cold. 
   
  – Zelgado De’Draigee, human templar  
  Templars are civil servants within a city-state’s government or-
  ganization commonly referred to as a “temple,” “bureau,” or “or-
  der.” Each templar swears obedience to his temple, and absolute 
  fealty to his sorcerer-king. In return, the sorcerer-king grants them 
  spell power stolen from the elemental planes.  
   
  In most city-states, templars are the ultimate authority—
  judge, jury, and executioner. Templars police and administer the 
  city-states, and serve other civil roles ranging from general to 
  jailor, and from tax collector to garbage collector.  
   
  Adventures:  Templar duties typically prevent them from ad-
  venturing in the standard sense. They often serve missions for 
  
   Dark Sun 3 
  Page 27 
  –Prerelease: 7/16/2003 
  their superiors, typically to recover an important item, assassinate 
  a troublemaker, force the hand of a merchant house or barter with 
  an elf tribe. But that is not to say that templars cannot pursue 
  their own interests. While all templars are technically bound to 
  their civil service positions on a daily basis, a sufficient bribe can 
  buy them a few days of freedom and adventure, as long as they do 
  not get caught going against the interests of their temple or sor-
  cerer-king. Most templars who do adventure, do so for personal 
  power, seeking to acquire items of great power, or for money or 
  fame to impress their lord or superiors.  
   Characteristics:  Templars can cast a number of divine spells 
  each day, as granted by their lord. If necessary they can be a de-
  structive fighting force, but they serve much better as officers of 
  slave-soldiers, mercenaries, or undead. Their wide array of avail-
  able skills reflects the equally wide array of roles that templars fill 
  as servants of the Sorcerer-Kings and Queens. 
   
  Alignment:  Templars are almost never good. The laws they 
  uphold are corrupt; the men and women (if they can be called 
  that) they serve are arguably the vilest creatures on the face of 
  Athas, and often the templars are cruel and unjust themselves. 
  However, many templars take considerable pride in the prosperity 
  and magnificence of their city-state, and in the well-oiled machine 
  of their order.  Templars are most commonly Lawful Neutral or 
  Lawful Evil.  
   
  Religion:  This reverence of templars varies greatly with the 
  city-state. Some rulers, like Hamanu or Lalali-Puy, claim they are 
  gods and demand their citizen and templars to worship them as 
  such. Other, like Nibenay and Andropinus, only require service, 
  not worship, from their templars.  
   
  Background:  Many templars are survivors of brutal state or-
  phanages, or were sold to the templars as children or young 
  adults, but some nobles and military officers “feel the call” of 
  money and power later in life. Templars of a given sorcerer-king 
  are supposed to get along, but no one really expects this to hap-
  pen. Within most temples, personal ambition commonly leads to 
  deceit and treachery, and in Eldaarich, some of Daskinor’s tem-
  plar orders have been known to openly wage war against each 
  other. Between different sorcerer-kings, there are no lasting alli-
  ances, and open warfare is the rule rather than the exception.  
   
  Races:  While the need for religion and divine magic is nearly 
  universal on Athas, the need for specialized militant priest-
  bureaucrats is peculiar to large city-states dominated by sorcerer-
  kings. While in theory, no sentient race is precluded from the 
  templar class, in practice, a sorcerer-king grants spells only to 
  those who he wants to represent him. Humans dominate the 
  templar priesthoods of all city-states except for Giustenal. 
  Dwarves, Muls, and half-elves commonly become templars in 
  many cities, while elves are less commonly accepted. Templars of 
  other races are rare or unheard-of in most cities.  
   Other Classes:  Templars sometimes clash with druids and 
  elemental clerics, who represent an older, more primal relation-
  ship between mortal, nature, and the elements. Templars tend to 
  tolerate these “primitive priests,” as long as the druids and clerics 
  do not share their opinions that sorcerer-kings are usurpers of 
  profane divine elemental power. Templars get along with most 
  other classes very well, provided of course that a templar is in 
  charge. 
  Game Rule Information 
   Alignment:  Any. 
   Hit Die:  d8. 
  Class Skills 
   
  The templar’s class skills (and key ability for each skill) are 
  Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int) Di-
  plomacy (Cha), Forgery (Int), Gather Information (Cha), Heal 
  (Wis), Innuendo (Wis), Intimidate (Cha), Knowledge (any) (Int), 
  Literacy (none), Profession (Wis), Speak Language (none) and 
  Spellcraft (Int).. 
   
  Skill Points at 1
  st level (4 + Int modifier) x 4. 
   
  Skill Points at Each Additional Level: 4 + Int mod. 
  Class Features 
  All of the following are class features of the templar. 
   Weapon and Armor Proficiency:  Templars are proficient in all 
  simple weapons.  Since templar training involves some education 
  in warfare, templars receive two martial weapons proficiencies. 
  Templars are proficient in light and medium armor and all 
  shields. 
   
  Secular Authority: Once per day per templar level, a templar 
  can use secular authority within his city state. Depending on the 
  ranks he has in the Diplomacy skill, a templar can order slaves to 
  do his bidding, requisition troops, enter the homes of freemen 
  and nobles and have these arrested. Failure to comply with a 
  templar’s demands is usually sanctioned with fines, imprison-
  ment, outlaw status, and possibly execution.  
   
  A templar may contest another templar’s use of Secular Au-
  thority and move to have the action reversed. The two templars in 
  question make opposed Diplomacy checks. If the challenger wins 
  the opposed roll, the defending templar’s action is reversed (for 
  Table 3-5: The Templar 
  Spells Per Day 
  Lvl 
  BAB 
  Fort 
  Ref 
  Will 
  Special 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  1 
  +0 
  +2 
  +0 
  +2 
  Secular Authority, Sigil 
  5 
  3 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  +1 
  +3 
  +0 
  +3 
   
  6 
  4 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  +2 
  +3 
  +1 
  +3 
  Turn/Rebuke undead 
  6 
  5 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  4 
  +3 
  +4 
  +1 
  +4 
   
  6 
  6 
  3 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  5 
  +3 
  +4 
  +1 
  +4 
   
  6 
  6 
  4 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  6 
  +4 
  +5 
  +2 
  +5 
   
  6 
  6 
  5 
  3 
  - 
  - 
  - 
  - 
  - 
  - 
  7 
  +5 
  +5 
  +2 
  +5 
   
  6 
  6 
  6 
  4 
  - 
  - 
  - 
  - 
  - 
  - 
  8 
  +6/1 
  +6 
  +2 
  +6 
   
  6 
  6 
  6 
  5 
  3 
  - 
  - 
  - 
  - 
  - 
  9 
  +6/1 
  +6 
  +3 
  +6 
   
  6 
  6 
  6 
  6 
  4 
  - 
  - 
  - 
  - 
  - 
  10 
  +7/2 
  +7 
  +3 
  +7 
   
  6 
  6 
  6 
  6 
  5 
  3 
  - 
  - 
  - 
  - 
  11 
  +8/3 
  +7 
  +3 
  +7 
   
  6 
  6 
  6 
  6 
  6 
  4 
  - 
  - 
  - 
  - 
  12 
  +9/4 
  +8 
  +4 
  +8 
   
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  - 
  - 
  - 
  13 
  +9/4 
  +8 
  +4 
  +8 
   
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  - 
  - 
  - 
  14 
  +10/5 
  +9 
  +4 
  +9 
   
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  - 
  - 
  15 
  +11/6/1 
  +9 
  +5 
  +9 
   
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  - 
  - 
  16 
  +12/7/2 
  +10 
  +5 
  +10 
   
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  - 
  17 
  +12/7/2 
  +10 
  +5 
  +10 
   
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  - 
  18 
  +13/8/3 
  +11 
  +6 
  +11 
   
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  19 
  +14/9/4 
  +11 
  +6 
  +11 
   
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  20 
  +15/10/5 
  +12
  +6 
  +12
  6
  6
  6
  6 
  6 
  6 
  6
  6
  6
  6
   
  
  Prerelease: 7/16/2003  
  Page 28 
  Dark Sun 3 
   
  example an imprisoned freeman is set free). If the defender 
  wins the opposed roll nothing happens. A templar can only con-
  test another templar’s use of Secular Authority in a particular 
  case once. A defending templar who loses the opposed roll may 
  not contest the result. Nor can he use Secular Authority to re-
  peat the action that was contested against the same target.  
   
  Example: Templar Arakles imprisons a freeman. Templar 
  Victor contests his use of Secular Authority. The two templars 
  make opposed Diplomacy checks. Victor loses the opposed 
  check, and cannot contest Arakles’ action again on this particu-
  lar matter. However, Templar Grax also wants to contest Arak-
  les’ imprisonment of the freeman. Arakles loses the opposed 
  roll, and the freeman is released. Templar Arakles may not con-
  test the freeman’s release, nor can he imprison that particular 
  freeman again. However, Arakles can still legally enter the free-
  man’s residence or call upon the freeman’s slaves to do his bid-
  ding.         
   
  Call upon slave: Templars with three or more ranks in Di-
  plomacy can freely order slaves to do his bidding, imprison 
  them or execute them.  
   
  Enter freeman’s domain: Templars with five or more ranks 
  in Diplomacy can legally enter a freeman’s domain (residence, 
  workshop etc) to conduct investigations.  
   
  Accuse freeman: Templars with seven or more ranks in Di-
  plomacy can have a freeman placed in captivity for as long as the 
  templar wishes.  
   
  Judge freeman: Templars with ten or more ranks in Diplo-
  macy can pass judgment on a freeman. This includes fines, prison 
  sentences, death sentences, or anything else the templar wishes.  
   
  Enter noble’s domain: Templars with twelve or more ranks in 
  Diplomacy can legally enter a noble’s domain to conduct investi-
  gations. 
   
  Accuse noble: Templars with thirteen or more ranks in Di-
  plomacy can have a noble placed in captivity for as long as the 
  templar wishes.  
   
  Judge noble: Templars with eighteen or more ranks in Diplo-
  macy can pass judgment on a freeman. This includes fines, prison 
  sentences, death sentences, or anything else the templar wishes. 
   
  Grant pardon: Templars with twenty or more ranks in Diplo-
  macy can contest another templar’s use of Secular 
  Authority without an opposed skill check roll. If 
  the opposing templar also has twenty or more 
  ranks in Diplomacy, the contest is resolved as 
  normal with opposed Diplomacy checks. 
   
  Turn or Rebuke Undead: When a templar 
  reaches 
  3
  rd 
  level, 
  she 
  is 
  granted 
  the 
  supernatural ability to turn or rebuke undead 
  by her Sorcerer-Monarch. The templar may 
  use this ability a number of times 
  per day equal to three plus her 
  Charisma modifier. She turns 
  undead as a cleric of two levels 
  lower would (See Turn and Rebuke 
  Undead, PHB p. 139). Templars in the 
  service of an evil sorcerer-monarch rebuke 
  undead, while those templars serving a good-
  aligned sorcerer-monarch  turn undead. To 
  turn/rebuke undead the templar presents his 
  Sorcerer-Monarch’s sigil. 
   
  Extra Turning: As a feat, a templar may 
  take Extra Turning. This feat allows the 
  templar to turn undead four more times 
  per day than normal.  A templar can take 
  this feat multiple times, gaining four 
  extra daily turning attempts each time. 
   
  Spells: A templar can cast divine spells according to Table 
  3-5: The Templar.  A templar knows a limited number of spells per 
  level, provided he can cast spells of that level and meets the Cha-
  risma requirement (10 + spell level). A templar gets bonus spells 
  based on Charisma. The Difficulty Class for a saving throw against 
  a templar’s spell is 10 + the spell’s level + the templar’s Charisma 
  modifier. Templars need not prepare spells prior to casting them. 
  They request the spell they need in a given situation from their 
  Sorcerer-Monarch and it is granted as part of the casting process.  
   
  Sorcerer-King’s Sigil: Every templar receives a sigil that is 
  the sign of their rank and station as a templar within the cities 
  Templarate.  The form of the sigil is unique to each city state, but 
  is always unmistakable for what it is.  The sigil serves as the tem-
  plar’s Divine Focus, and also allows them to cast several spells 
  outside of their standard allotment:   
   
  Arcane Mark at will.  The templar simply touches the item she 
  wishes to mark, and concentrates for a full round. 
   
  Purity Food and Water as the spell.  Each use of this spell-like 
  ability purifies one cubic foot of food or water, and requires a full 
  round of concentration. 
   
  Slave Scent at will.  The templar must grasp and hold his 
  sigil, and after a full round of concentration, the spell’s effects last 
  as long as the templar maintains concentration. 
   
  The sigil uses a magic item slot. 
   
  Templar Spell List: Templars choose their spells from the 
  templar spell list. A templar receives an assigned spell at every 
  spell level, as indicated in Table 3-6: Templar Spells Known., in 
  addition to a number of picks he may make on the templar spell 
  list. 
  Wizard 
  So what if the land becomes barren? It’s not like we’re going 
  to stick around. 
   
  – Datuu, elf defiler 
  Magic is rightfully blamed for the barren state of Athas, for its use 
  is inextricably tied to the environment. Wizards draw powers for 
  their spells the land’s very ability to support life. For this reason, 
  wizards are hated and feared throughout Athas.  
   
  It is not necessary to go to the extremes of destruction, how-
  ever. With training and skill, a wizard is able to draw spell energy 
  without the destruction that has become the hallmark of magic on 
  Athas. Those wizards who have dedicated themselves to this 
  more ideal use of magic have named themselves preservers. 
  Those who do not exercise this care, either because they do not 
  know any better, or because they simply do not care, are referred 
  to as defilers.  
   Because writing is illegal in the Tablelands, wizards have to go 
  to great lengths to conceal their spellbooks, and they have refined 
  Table 3-6: Templar Spells Known 
  Lvl 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  1 
  a+4 
  a+2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  a+5 
  a+2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  a+5 
  a+3 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  4 
  a+6 
  a+3 
  a+1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  5 
  a+6 
  a+4 
  a+2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  6 
  a+7 
  a+5 
  a+2 
  a+1 
  - 
  - 
  - 
  - 
  - 
  - 
  7 
  a+7 
  a+5 
  a+3 
  a+2 
  - 
  - 
  - 
  - 
  - 
  - 
  8 
  a+8 
  a+5 
  a+3 
  a+2 
  a+1 
  - 
  - 
  - 
  - 
  - 
  9 
  a+8 
  a+5 
  a+4 
  a+3 
  a+2 
  - 
  - 
  - 
  - 
  - 
  10 
  a+9 
  a+5 
  a+4 
  a+3 
  a+2 
  a+1 
  - 
  - 
  - 
  - 
  11 
  a+9 
  a+5 
  a+5 
  a+4 
  a+3 
  a+2 
  - 
  - 
  - 
  - 
  12 
  a+9 
  a+5 
  a+5 
  a+4 
  a+3 
  a+2 
  a+1 
  - 
  - 
  - 
  13 
  a+9 
  a+5 
  a+5 
  a+4 
  a+4 
  a+3 
  a+2 
  - 
  - 
  - 
  14 
  a+9 
  a+5 
  a+5 
  a+4 
  a+4 
  a+3 
  a+2 
  a+1 
  - 
  - 
  15 
  a+9 
  a+5 
  a+5 
  a+4 
  a+4 
  a+4 
  a+3 
  a+2 
  - 
  - 
  16 
  a+9 
  a+5 
  a+5 
  a+4 
  a+4 
  a+4 
  a+3 
  a+2 
  a+1 
  - 
  17 
  a+9 
  a+5 
  a+5 
  a+4 
  a+4 
  a+4 
  a+3 
  a+3 
  a+2 
  - 
  18 
  a+9 
  a+5 
  a+5 
  a+4 
  a+4 
  a+4 
  a+3 
  a+3 
  a+2 
  a+1 
  19 
  a+9 
  a+5 
  a+5 
  a+4 
  a+4 
  a+4 
  a+3 
  a+3 
  a+3 
  a+2 
  20 
  a+9 
  a+5 
  a+5 
  a+4 
  a+4 
  a+4 
  a+3 
  a+3 
  a+3 
  a+3 
  
   Dark Sun 3 
  Page 29 
  –Prerelease: 7/16/2003 
  this art to the point where even fellow wizards can be hard 
  pressed to identify a spell book. When found, they are precious 
  resources, hoarded and studied by wizards thirsty for knowledge 
  or power.  
   Adventures: Wizards must act with caution and secrecy. In 
  most places, the very knowledge they possess would be enough to 
  have them put to death; spellcraft is the one crime that any citizen 
  would gladly help the templars enforce. City-dwelling preservers 
  often join a loose-knit organization known as the Veiled Alliance, 
  which frequently assigns ill-explained missions to its member 
  cells. Defilers have no group to command their loyalty, instead 
  preferring to work alone. Some work for the Sorcerer Kings, while 
  others are hunted by the templars.  
   Outside the City-States, wizards tend to have an easier time. 
  The harshness and nomadic nature of life in the wastes over-
  comes the natural revulsion against magic, and wizards are not so 
  driven to secrecy as they are in the more civilized areas.  
   Characteristics: The wizard’s greatest strength is also his 
  greatest liability. Often wizards will conceal their abilities, learning 
  to mask their spellcasting behind other actions. For all but the 
  most powerful wizards, secrecy is of prime importance, and some 
  will not exercise their power in the presence of those that they do 
  not feel they can trust. Because of this, and because of their gen-
  erally frail nature, wizards can often be seen as a liability by those 
  not aware of the power they hide.  
   Alignment: Overall, most wizards display a tendency towards 
  lawfulness. The self-control and restraint necessary to keep one-
  self secret, as well as the disciplined need for long days of study-
  ing take their toll on many of the less careful wizards. Most wiz-
  ards of good alignment have developed the skill and control nec-
  essary to master preserving, and only in the most dire of situa-
  tions would a good-aligned wizard defile. Neutral or evil wizards, 
  however, are more likely to become defilers, though evil preserv-
  ers are not unheard of. 
   Religion: Wizards frequently find themselves at odds with the 
  elemental forces that grant clerics their powers, though it is not 
  unheard of for preservers to forge an Elemental Pact. Some pre-
  servers might also associate themselves with the assorted Spirits 
  of the Land. Since they understand the Sorcerer-Kings to simply 
  be exceptionally advanced wizards, they are not given to revering 
  their kings, as some of their more naive brothers are known to do.  
   Background: Wizards are drawn from all castes of life on 
  Athas. They are typically trained by a master with a single appren-
  tice at a time. The master frequently works to implant his morals, 
  as well as his knowledge, into the mind of his students. A pre-
  server turning on a student who refuses to resist the lure of defil-
  ing is an all too common tale.  
   
  Preservers gather into small cells of the Veiled Alliance, 
  though membership is not required of anyone. This organization 
  exists to support and protect all preservers, and to attempt to 
  convert or destroy any known defilers. As far as the alliance is 
  concerned, any mage who defiles is a defiler, and is to be pursued 
  appropriately.  
   
  Defilers have no such support structure; once they leave their 
  master, they are left to their own means for survival. Some learn 
  enough of preserving that they can practice some of the secrecy 
  that preservers enjoy. Others enter the employ of the Sorcerer 
  Kings. Most live the hunted life of a fugitive with no one to turn 
  to.  Races: Elves and humans are the most likely to be wizards. 
  Elves are more tolerant of the faults of magic, even at its worst, 
  due to their nomadic nature. Defiling simply isn’t as much of a 
  concern if the ruined land is fifty miles behind you by the end of 
  the next day. The solitary life lead by most half-elves makes it eas-
  ier for them to conceal their wizardry, should they choose to fol-
  low that path. Some rare halflings and pterrans will take up the 
  arts of wizardry, but these races are so closely tuned to flow of life 
  on Athas that they will never willingly defile. Half-giants, trusting 
  and slow-witted, rarely become wizards, and those that do rarely 
  survive for long. Dwarves rarely take to the magic arts, though 
  their focus allows those that do to become exceptionally skilled. 
  Thri-kreen and muls almost never become wizards.  
   Other Classes: Wizards have a difficult time relating to most of 
  the other classes. Templars and wizards are, in most cases,  
  deadly enemies across an irreconcilable gap—the exception is 
  those rare defilers in the employ of the Sorcerer-Kings. Likewise, 
  druids are likely to consider any wizard a potential defiler, and 
  would turn on a companion the moment this suspicion is con-
  firmed. Due to their similar, “underground” nature, wizards feel a 
  certain respect for bards. While preservers enjoy an uneasy truce 
  with the elemental powers, defilers and para-elemental clerics 
  tend get along quite well.  
  Game Rule Information 
  As described in the Players Handbook, with the following 
  changes.  
  Class Skills 
  Bluff (Cha), and Disguise (Cha) are now class skills for wizards. 
  Craft(Alchemy) is a cross-class skill.  
  Class Features 
   
  Spellbooks: In most places on Athas, reading is illegal, and 
  the practice of magic even more so. Wizards must develop ways 
  to hide their spellbooks from curious eyes; else they face certain 
  discovery and death. 
   
  Familiars:  Athasian wizards may choose from the following 
  list of familiars, in addition to those listed in the Player’s Hand-
  book. 
  Table 3-7:  Athasian Familiars 
  Familiar 
  Special Ability 
  Boneclaw (Tiny) 
  Poisonous bite 
  Dragonfly 
  Master gains +2 bonus to Reflex saves 
  Kes’trekel 
  Scent 
  Ock’n 
  Low-light vision; slime residue 
   
  Bonus Feats:  Athasian Wizards may choose from among the 
  following feats, in addition to those listed in the Player’s Hand-
  book:  Agonizing Radius, Destructive Raze, Efficient Raze, Exter-
  minating Raze, Path Dexter and Path Sinister. 
  
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  Bluff (Cha) 
  Spellcasters may attempt to conceal the fact that they are attempt-
  ing to cast a spell.  This is an especially important pursuit for wiz-
  ards, who are all-too-frequently the unfortunate target of im-
  promptu lynch mobs.  When casting a spell, a spellcaster may at-
  tempt to conceal verbal and somatic components by making a 
  Bluff check as a move equivalent action, to distract any witnesses.  
  Onlookers may oppose the roll with a Sense Motive or Spellcraft 
  check. 
  Table 4-1:  Bluff Check Modifiers 
  Situation 
  Modifier 
  The spellcaster is defiling 
  -20 
  Table 4-2:  Spellcraft or Sense Motive Modifiers 
  Situation 
  Modifier 
  Target is closely observing spellcaster 
  +5 
  Target knows the character is a spellcaster 
  +5 
   
  Casting spells in cities with witnesses can be very dangerous. 
  Lynch mobs, templars and even other wizards generally flock to 
  the scene when someone cries “Wizard!”. 
  Hide (Dex) 
  You may attempt to remain hidden after a ranged attack.  If you 
  are successfully hidden at least 10 feet away from your target, you 
  may make a single ranged attack, and then immediately attempt 
  to hide again as a move equivalent action.  You suffer a –20 cir-
  cumstance penalty on your Hide check to conceal yourself after 
  your attack. 
  Knowledge (Ancient History) (Int; 
  Trained Only) 
  This is a very unusual skill, and the DM should take great care to 
  see that this skill is not treated casually. While most people have 
  heard of the Green Age, knowledge of the Cleansing Wars, the 
  Champions, and of Rajaat is shrouded in mystery and peppered 
  with disinformation.  
  Knowledge (Warcraft) (Int) 
  You are knowledgable in organized warfare.  Some of the areas of 
  warfare this skill covers are:  Supervising construction of de-
  fenses, supervising construct on siege weaponry, logistics, com-
  manding siege weapon operations, commanding war beetle op-
  erations, teaching in the use of weapons and communication 
  through signals and messengers (including the relevant terminol-
  ogy). 
  Literacy (None; Trained Only)   
  On Athas, literacy is as rare as water or mercy.  
  Unlike most campaign settings, the ability to speak a 
  language does not automatically allow you to read or 
  write in that language. 
  • 
  Instead of buying a rank in Literacy, you choose a 
  new language that you can read and write. You 
  do not have to be able to speak the language. 
  • 
  You don’t make Literacy checks.  You either 
  know a language or you don’t. 
   
  Retry:  Not applicable.  (There are no Literacy 
  checks to fail.) 
  Speak Language (None; Trained 
  Only)  
  Like Literacy , the Language skill does not work like a 
  standard skill.  This skill functions as in the Player’s 
  Handbook, except that you are not automatically lit-
  erate in every language you speak (see the descrip-
  tion of Literacy).  Languages in parenthesis are dead 
  languages and are restricted (DM’s discretion). 
   
  Aquan, Auran, Balikite, (Bodachi), Bvanen, 
  Common, Draji Dwarven, Eldaarish, Elven, Giant, 
  Gith, (Giustenal), (Gnome), (Goblin), Gulg, Halfling, 
  Ignan, Jozhal, (Kalidnese), Kurnan, Nibenese, Nikaal, 
  (Orc), Pterran, Raamish, Reggelid, (Rhulisti), Rhul-
  Thaun, (Saragarian), Scrab, Slig, Ssurran, Sylvan, 
  Tarek, Tari, Terran, Thri-Kreen, Tohr-Kreen, Tyrian, 
  Urikite, (Yaramukite) and Yuan-ti. 
  Swim (Str)  
  Large bodies of water are so uncommon on Athas, 
  that swimming is not a class skill for any class other 
  than for some clerics of elemental water.  
  Chapter 4: Skills
  
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  Agonizing Radius [General] 
  Your defiling techniques are particularly painful. 
   
  Prerequisites:  Defiler 
   
  Benefit:  Penalties for being caught within your defiling ra-
  dius are increased by one (i.e., from -1 to -2). 
  Artisan [General] 
  You come from a culture famous for its artisans. You have a 
  trained eye for detail and ability to focus.   
   
  Regions: Nibenay, Raam, Urik 
   
  Benefit: You gain a +2 bonus to one certain Craft skill and 
  Concentration checks.    
  Astrologer [General] 
  Astrologers play an important role in the societies of their cities. 
  Noble families often employ their expertise to plan harvests and 
  other projects, while caravan masters hire their services as naviga-
  tors. 
   
  Regions: Draj, Nibenay 
   
  Benefit: You gain a +2 bonus to Knowledge (astronomy) and 
  Intuit Direction checks. 
  Brew Potion [Item Creation] 
   
  Special:  On Athas, potions take many different forms.  The 
  most common of those forms is that of an enchanted fruit, often 
  called a potionfruit.  Also common items for enchantment are ob-
  sidian orbs, packs of herbs, and bone fetishes.  The potion, no 
  matter what material is used to make it, is consumed or destroyed 
  when used. 
   
  Due to the nature of their magic, defilers cannot enchant or-
  ganic materials, such as fruits, as a potion.  As a consequence, 
  most non-defilers use those receptacles almost exclusively, as a 
  way of assuring the potion is not a product of defiler magic. 
  Concentrated Fire [General] 
  You are trained in formation archery and taking out specific tar-
  gets through joint efforts. 
   
  Prerequisites:  Base attack +1 
   
  Benefit:  When readying and firing projectile weapons at a 
  single target, you add a +1 bonus to your attack roll for every 
  other participant with this feat who readies and fires at the same 
  target on your initiative count.  The total bonus cannot exceed +4. 
  Deceptive Manifestation [General] 
  Your manifestations are difficult to identify.  
   
  Benefit: The DC of Psicraft checks made to determine what 
  power you are using is increased by +4. 
  Desert Adaptation [General] 
  You can stave off extreme temperatures better than most. 
   
  Benefit: You gain a +4 bonus to Fortitude saves against the 
  effects of extreme temperatures that would cause subdual dam-
  age. 
  Destructive raze [Special] 
  You can focus the energy you absorb from plants to increase the 
  damage your spells inflict. 
   
  Prerequisites: Defiler 
   
  Benefit: Add +1 to damage per damage die inflicted by Evo-
  cation spells when defiling.  
   
  Special: The benefits of this feat can only be applied when 
  defiling. 
  Disciplined [General] 
  Your people are known for determination and single-mindedness. 
  You are not easily distracted from the task at hand.  
   
  Regions: Dwarf, Urik 
   
  Benefit: You gain a +1 bonus to Will saves and a +2 bonus to 
  Concentration checks. 
  Drake’s Child [General] 
  You are what is known as a drake’s child, an individual who shows 
  both exceptional strength and wisdom.   
   
  Prerequisites: Str 13+, Wis 13+ 
   
  Benefit: You gain a +1 bonus to Will Saves and a +1 bonus to 
  Fortitude Saves. You gain an additional +1 bonus to saving 
  throws against energy draining and death effects. 
  Efficient raze [Special] 
  You can gather energy more efficiently, utilizing the maximum en-
  ergy potential of a given terrain. 
   
  Prerequisites: Defiler 
   
  Benefit: Treat the terrain you gather energy in as one cate-
  gory better when you defile. E.g. a spell cast in barren terrain (-1 
  Spell save DC and -1 penalty to caster level checks to overcome 
  spell resistance) is treated as if cast in infertile terrain (no spell 
  save modifier and no penalty to overcome spell resistance). In 
  abundant terrain the bonuses to Spell save DCs and to overcome 
  spell resistance are increased by an additional +1. This feat has no 
  effect in Obsidian Plains. 
  Exterminating raze [Special] 
  Your defiling techniques are particularly damaging to plant crea-
  tures. 
   
  Prerequisites: Defiler 
   
  Benefit: Plant creatures caught in your defiling radius suffer 4 
  points of damage per spell level (instead of the default 2 points of 
  damage per spell level). 
  Fast Talk [General] 
  You are accustomed to dealing with people. Your glib tongue aids 
  you to persuade others to your favor.  
   
  Benefit: You get a +2 bonus to Bluff and Diplomacy checks. 
  Forage [General] 
  You have an easier time getting along in the wild.  
   
  Benefit: You get a +4 to Survival skill checks for the purposes 
  of surviving in the wild, i.e. hunting and finding water and edible 
  vegetation (cacti etc). 
  Freedom [General] 
  You are a citizen of Tyr, known for its freedom heroes and free-
  dom-loving people. When facing danger, Tyrians can mobilize a 
  surge of heroism and defeat overwhelming odds.  
   
  Region: Tyr 
   
  Benefit: Once per day, you may take an extra partial action on 
  your round before or after your normal actions.  
  Gravamen [General] 
  You have gained a reputation for finding traitors and other crimi-
  nals within your city-state. 
  Chapter 5: Feats 
  
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  Prerequisites:  Secular Authority, Diplomacy skill 
   
  Benefit:  You gain a +4 bonus to all opposed Diplomacy 
  checks in contests of Secular Authority related to Accuse freeman 
  and Accuse noble. 
  Inquisitor [General] 
  You have been granted special authority to investigate crimes in 
  your city-state. 
   
  Prerequisite:  Secular Authority, Diplomacy skill 
   
  Benefit:  You gain a +4 bonus to all opposed Diplomacy 
  checks in contests of Secular Authority related to Enter freeman’s 
  domain and Enter noble’s domain. 
  Justiciar [General] 
  You have been specially trained in judicial matters and are more 
  familiar with the laws of your city-state. 
   
  Prerequisites:  Secular Authority, Diplomacy skill 
   
  Benefit:  You gain a +4 bonus to all opposed Diplomacy 
  checks in contests of Secular Authority related to Judge freeman 
  and Judge noble.   
  Kiltektet [General] 
  The kiltektet is a group consisting mostly, but not solely, of kreen 
  dedicated to hunting for knowledge and spreading it. 
   
  Benefit: All Knowledge skills are class skills.  
  Legerdemain [General] 
  Your people are infamous for their dubious and roguish ways, and 
  in your case the rumors are not unfounded.       
   
  Regions: Elf, Salt View 
   
  Benefit: You gain a +2 bonus to Open Locks and Pick Pocket 
  checks. 
  Mekillothead [General] 
  Your people are an obstinate folk known for stubbornness and ill 
  temperedness. 
   
  Regions: Draj, Mul 
   
  Benefit: You gain a +1 bonus to Will saves and a +2 bonus to 
  Intimidate checks. 
  Nature’s Child [General] 
  Your culture reveres the sanctity of forest life, hunting, and har-
  mony between society and the wild. 
   
  Regions: Gulg, Halfling 
   
  Benefit: You gain a +2 bonus to Knowledge (nature) and Sur-
  vival checks. 
  Path Dexter [Special] 
  Preservers tend to lean towards spells of protective nature and 
  those that increase knowledge. 
   
  Prerequisites:  Preserver 
   
  Benefit: Choose two spells at every spell level. These spells 
  must be selected from the Abjuration and/or Divination schools. 
  You gain +1 caster level when casting the chosen spells. 
   
  Special: This feat may be selected more than once, but a 
  given spell may only be selected once. 
  Path Sinister [Special] 
  Defilers tend to lean towards spells of a darker nature. 
   
  Prerequisites:  Defiler 
   
  Benefit: Choose two spells at every spell level. These spells 
  must be selected from the Necromancy and/or Conjuration 
  schools. You gain +1 caster level when casting the chosen spells. 
   
  Special: This feat may be selected more than once, but a 
  given spell may only be selected once. 
  Performance Artist [General] 
  Your culture is famous for one or more performing arts (drama, 
  poetry, music, dance) with roots in historical events, legends and 
  mythology.  
   
  Regions: Nibenay, Balic, Salt View 
   
  Benefit: You gain a +2 bonus to Perform checks and Knowl-
  edge (local) checks for your region.  
  Psionic Defense [General] 
  You are particularly devoted to one discipline of power, such as 
  psychometabolism. You have a better chance of withstanding 
  powers from that discipline. 
   
  Prerequisite:  Psionic Focus (chosen discipline) 
   
  Benefit:  You get a +2 bonus to saving throws against powers 
  of the chosen discipline. 
  Psionic Schooling [General] 
  In your homeland, all who show some skill in the way may receive 
  training as a psion. 
   
  Benefit: Psion is now a favored class for you, in addition to 
  any other favored class you already possess. 
   
  Normal:  One may only have one favored class.   
   
  Special:  This feat must be selected at 1
  st level.    
  Puissant [General] 
  You are especially hardy and more likely to recover from critical 
  wounds than others. 
   
  Prerequisite:  Base Fortitude save of +4 or higher 
   
  Benefit:  When reduced to below 0 hp, your chance to stabi-
  lize is 20%. 
   
  Normal:  Your chance to stabilize is 10% 
  Rotate Lines [General] 
  In the heat of battle, weary and wounded soldiers retreat to be re-
  placed by fresh, unwounded ones. 
  
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  Prerequisites: Base attack +3 
   
  Benefit: You can swap positions with 
  an ally within 5 ft. This is a standard action that 
  does not generate an attack of opportunity for you 
  or your ally. You may not take a 5 ft. step in addition 
  when rotating lines. 
  Shield wall [General] 
  You are trained in defensive infantry formation. 
   
  Prerequisites: Base attack +2, Shield proficiency 
   
  Benefit: If using a large shield and forming a row facing the 
  same direction, you gain a +1 circumstance bonus from each ad-
  jacent ally in the row also possessing large shields and this feat, 
  up to two (+2 AC bonus). 
  Sniper [General] 
  You are better at hiding when firing missile weapons and trying to 
  stay hidden. 
   
  Prerequisites: Dex 13+, Hide skill 
   
  Benefit: You receive a +4 competence bonus to your Hide 
  check when firing missiles while trying to stay hidden 
   
  Special: You can take this feat multiple times. Its effects 
  stack. 
  Spear wall [General] 
  You are trained in inflicting as much damage as possible on a 
  charging opponent. 
   
  Prerequisites: Base attack +1 
   
  Benefit: When readying a spear or other weapon that would 
  inflict double damage against a charging opponent, you instead 
  inflict triple damage on a hit. 
  Talented [General] 
  You learn a 0-level talent that you can manifest up to 3 times per 
  day. 
   
  Benefit: In addition to the benefits listed in the Psionics 
  Handbook for the “Talented” feat, you obtain knowledge of one 
  new 0-level power. As described in the Psionics Handbook, you 
  can take this feat multiple times to gain additional free talent 
  uses, and you also gain knowledge of an additional 0-level talent, 
  in addition to the three free uses.  
   
  Special: The above is a rule change from the Psionics Hand-
  book version of the Talented feat.  
  Tarek’s Rage [General] 
  You are harder to knock down and be tripped while raging. 
   
  Prerequisites: Rage ability 
   
  Benefit: While raging, you get a +4 bonus to any Strength 
  checks you make to resist opponents’ attempts to grapple or trip 
  you. 
  Teamwork [General] 
   
  Prerequisites: BAB +1 or higher 
   
  Benefit: You may aid an ally as a move equivalent action.  
   
  Normal: Aid an ally is a standard action.  
  Trader [General] 
  You know how to evaluate goods and how to hook a customer 
  through sweet talking.  
   
  Benefit: You get a +2 bonus to Appraise and Diplomacy 
  checks.  
  Wastelander [General] 
  You are an experienced survivor of the wastes.  
   
  Benefit: You gain a +1 bonus to Fortitude saves and a +2 bo-
  nus to Survival checks.   
  Wild Talent [General] 
  You learn two 0-level powers, either of which you can use once per 
  day.  
   
  Benefit: You can choose any two 0-level powers from the 
  same discipline, and can use either of them without needing 
  power points, once per day.  
   
  Special: You can take the Inner Strength and Talented feats 
  to increase the number of times per day that you can use your 
  wild talent. If you take levels in psion or psychic warrior, you re-
  tain the extra wild talents, and the ability to manifest any of your 
  0-level powers an extra time per day, just as Talented feat allows 
  you to manifest a talent three more times per day. 
  
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  Dark Sun 3 
   
  Equipping a Character 
  Characters in Dark Sun receive the same starting packages as 
  their PHB and PsiHB counterparts. This means they receive the 
  same starting funds (converted to ceramic pieces; see below for 
  more information on the currency of Athas), have access to the 
  same weapons, armor, and equipment that their funds allow. For 
  character classes not in the PHB, Table 6-2: Starting Money gives 
  the starting funds for those classes. 
  Wealth and Money 
  All prices in Dark Sun are given in terms of ceramic pieces.  
  10,000 bd = 1,000 bits =100 cp = 10 sp = 1 gp.  Prices for goods 
  and equipment in the Player’s Handbook, except as stated here, 
  convert directly from gold to ceramic.  For example, rather than 
  costing 10 gp, a suit of leather armor would cost 10 cp.  Items 
  that must be made using metal components, however, retain their 
  full Players’ Handbook cost. 
  Table 6-1:  Currency Conversions 
  Athasian currency 
  (weight) 
  Players’ 
  Handbook 
  Equivalents 
  Ceramic 
  Pieces 
  Lead Bead: “bd” (50/1 pound) 
  Copper Piece: cp 
  1/100th 
  Ceramic Bit: “bit” (500/1 
  pound) 
  Silver Piece: sp 
  1/10th 
  Ceramic Piece: “Cp” (50/1 
  pound) 
  Gold Piece: gp 
  1 
  Silver Piece: “Sp” (50/1 pound) 
  Platinum Piece: pp 
  10 
  Gold Piece: “Gp” (50/1 pound) 
  No Equivalent 
  100 
   
   
  Ceramics are made from clay and glazes and baked in 
  batches once a year in a secure process supervised by the high 
  templar that supervises the city’s treasury. Bits are literally one-
  tenth parts of a ceramic piece – the ceramic pieces break easily 
  into ten bits. Some cities’ ceramic pieces have small holes that 
  can be threaded onto a bracelet or necklace. The lowest unit of 
  Athasian trade is the lead bead (bd). 
   
  In general, the Athasian economy in the cities is relatively 
  stable thanks to the Merchant Houses. Under normal conditions, 
  supply is ample thanks to the caravans traveling back and forth 
  between the cities. However, for smaller communities and trade 
  outposts the price situation on certain goods can sway drastically. 
  A raider attack or sandstorm can result in lack of necessities such 
  as food and water, for which people will pay almost any amount of 
  coin. Coins are not the only means of exchange. Barter and trade 
  in commodities is widespread. 
  Item Creation 
  For purposes of creating magical and psionic items, simply 
  change the market price entries from the Dungeon Master Guide 
  from gp to cp, but add the Dark Sun price for a nonmagical mas-
  terwork item of that type. The item creation process as per the 
  Dungeon Master Guide and Player’s Handbook requires an ex-
  penditure of raw materials equal to ½ the market price entry in the 
  Dungeon Master Guide. What constitutes these raw materials is 
  up to the DM. Suggestions include jade, amber, marble and other 
  rare valuables that can be bought at a market place. Inventive 
  DMs who want to make the item creation process more difficult 
  and challenging could resort to components such as “dew gath-
  ered from a hurrum’s eyelash”, though these inventive DMs 
  should be warned that such components are difficult to appraise 
  in terms of monetary value, and thus could somewhat complicate 
  the item creation process. 
  Weapons 
  Inferior Materials and Athasian Weapons 
  Metal is rare on Athas, and many weapons ordinarily crafted using 
  metal components are extremely expensive. Most metal weapons 
  are items dating back to the Green Age, or have been crafted from 
  the meager resources of Tyr’s iron mines. As such, while most 
  items are valued at 1% of the listed price in the PHB, metal weap-
  ons are priced at their PHB listed cost.  Note that this only applies 
  to weapons that constructed primarily from metal.  A short spear 
  (having only a metal tip) can be purchased for the reduced cost. 
   
  The weapons in the following charts are generally designed to 
  be constructed from non-metal materials; as such, they do not 
  suffer from the “inferior materials” penalties described above.  
  Weapons from the Player’s Handbook that do not appear on this 
  list cost the full price when constructed with metal parts.  Such 
  weapons can be constructed from bone or stone instead of metal 
  1/100th the Player’s Handbook price, but suffer a -1 penalty to at-
  tack rolls and damage.  Bone weapons weigh ½ of their metal 
  equivalents, but stone weapons weigh twice as much.  All weap-
  ons have a minimum damage of 1.  Athasian crafted weapons are 
  not subjected to the inferior materials penalties, and appear in 
  Table 6-4: Athasian Weapons. 
   
   
   
   
   
  Chapter 6: Equipment 
  Table 6-2: Starting Money 
  Class 
  Amount (Cp) 
  Gladiator 
  4d4 × 10 
  Psion 
  3d4 × 10 
  Psychic Warrior 
  5d4 × 10 
  Templar 
  5d4 × 10 
  Table 6-3:  Inferior Material Hardness and Hitpoints 
  Weapon 
  Hardness 
  HP 
   Tiny blade, bone 
  6 
  1 
   Tiny blade, stone 
  8 
  1 
   Small blade, bone 
  6 
  1 
   Small blade, stone 
  8 
  1 
   Medium blade, bone 
  6 
  2 
   Medium blade, stone 
  8 
  3 
   Large blade, bone 
  6 
  4 
   Large blade, stone 
  8 
  5 
   Small bone haft 
  6 
  2 
   Small stone haft 
  8 
  3 
   Medium bone, haft 
  6 
  5 
   Medium stone haft 
  8 
  8 
   Large bone haft 
  6 
  10 
   Large stone haft 
  8 
  15 
   Huge bone haft 
  6 
  60 
   Huge stone haft 
  8 
  90 
  
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  Table 6-4: Athasian Weapons  
  Weapon 
  Cost 
  Damage 
  Critical 
  Range 
  Weight 
  Type 
  Simple Weapons—Melee 
  Tiny 
  Puchik 
  4 cp 
  1d4 
  ×3 
  -- 
  1 lb. 
  Piercing 
  Medium 
  Club 
  -- 
  1d6 
  ×2 
  -- 
  3 lb. 
  Bludgeoning 
  Halfspear a 
  1 cp 
  1d6 
  ×3 
  -- 
  3 lb. 
  Piercing 
  Quabone 
  3 cp 
  1d6§ 
  ×2 
  -- 
  4 lb. 
  Piercing 
  Tonfa* 
  5 cp 
  1d4 
  ×2 
  -- 
  2 lb. 
  Bludgeoning 
  Large 
  Great Tonfa * 
  10 cp 
  1d6 
  ×2 
  -- 
  5 lb. 
  Bludgeoning 
  Shortspear a 
  2 cp 
  1d8 
  x3 
  -- 
  5 lb. 
  Piercing 
  Quarterstaff ‡ 
  -- 
  1d6/1d6 
  ×2 
  -- 
  4 lb 
  Bludgeoning 
  Huge 
  Giant’s Staff ‡ 
  -- 
  1d8/1d8 
  x2 
  -- 
  10 lb 
  Bludgeoning 
  Simple Weapons – Ranged 
  Tiny 
  Pelota 
  2 cp 
  1d4 
  x2 
  10 ft. 
  1 lb. 
  Piercing 
  Small 
  Blowgun* 
  5 cp 
  1 
  x2 
  10 ft. 
  4 lb. 
  Piercing 
   Needles, Blowgun (20) 
  1 cp 
  -- 
  -- 
  -- 
  -- 
  -- 
  Crossbow, Light 
  35 cp 
  1d8 
  19-20/×2 
  80 ft. 
  6 lb. 
  Piercing 
    Bolts, Crossbow (10) 
  1 cp 
  -- 
  -- 
  -- 
  1 lb. 
  -- 
  Darts 
  5 bits 
  1d4 
  x2 
  20 ft. 
  ½ lb. 
  Piercing 
  Sling 
  - 
  1d4 
  x2 
  50 ft. 
  0 lb. 
  Bludgeoning 
    Sling Bullets (10) 
  1 bit 
  -- 
  -- 
  -- 
  5 lb. 
  -- 
  Medium 
  Crossbow, Heavy 
  50 cp 
  1d10 
  19-20/×2 
  120 ft. 
  1 lb. 
  Piercing 
    Bolts, Crossbow (10) 
  1 cp 
  -- 
  -- 
  -- 
  1 lb. 
  -- 
  Javelin 
  1 cp 
  1d6 
  x2 
  30 ft. 
  2 lb. 
  Piercing 
  Large 
  Crossbow, Giant 
  100 cp 
  2d6 
  19-20/x2 
  150 ft. 
  20 lb. 
  Piercing 
    Bolt (10) 
  2 cp 
  -- 
  -- 
  -- 
  ½ lb. 
  -- 
  Martial Weapons—Melee 
  Small 
  Forearm Axe * 
  30 cp 
  1d4 
  ×3 
  -- 
  6 lb. 
  Slashing 
  Lance, Light* 
  6 cp 
  1d6 
  x3 
  -- 
  5 lb. 
  Piercing 
  Maquahuitl, Small 
  20 cp 
  1d6 
  19-20/×2 
  -- 
  2 lb. 
  Slashing 
  Sap* 
  1 cp 
  1d6§ 
  x2 
  -- 
  3 lb. 
  Bludgeoning 
  Slodak 
  18 cp 
  1d6 
  19-20/x2 
  -- 
  4 lb. 
  Slashing 
  Tortoise Blade* 
  20 cp 
  1d3 
  20/×2 
  -- 
  2 lb. 
  Piercing 
  Medium 
  Alak 
  7 cp 
  1d6 
  ×3 
  -- 
  6 lb. 
  Piercing 
  Alhulak *† 
  40 cp 
  1d6 
  ×3 
   
  9 lb. 
  Piercing 
  Carrikal 
  10 cp 
  1d8 
  ×3 
  -- 
  6 lb. 
  Slashing 
  Impaler 
  8 cp 
  1d6 
  ×4 
  -- 
  5 lb. 
  Piercing 
  Lance, Heavy a 
  10 cp 
  1d8 
  x3 
  -- 
  10 lb. 
  Piercing 
  Maquahuitl 
  35 cp 
  1d8 
  19-20/×2 
  -- 
  5 lb. 
  Slashing 
  Sap, Giant’s * 
  20 cp 
  1d8§ 
  x2 
  -- 
  9 lb. 
  Bludgeoning 
  Large 
  Crusher, Fixed †* 
  60 cp 
  1d8 
  x2 
  -- 
  12 lb. 
  Bludgeoning 
  Datchi Club † 
  3 cp 
  1d6 
  ×3 
  -- 
  10 lb. 
  Bludgeoning 
  Gouge 
  20 cp 
  1d10 
  ×3 
  -- 
  12 lb. 
  Piercing 
  Greatclub 
  5 cp 
  1d10 
  x2 
  -- 
  10 lb. 
  Bludgeoning 
  Longspear† 
  5 cp 
  1d10 
  x3 
  -- 
  9 lb. 
  Piercing 
  Maquahuitl, Great 
  50 cp 
  2d6 
  19-20/×2 
  -- 
  12 lb. 
  Slashing 
  Maul 
  25 cp 
  1d12 
  ×2 
  -- 
  10 lb. 
  Bludgeoning 
  Tkaesali† 
  8 cp 
  1d10 
  ×3 
  -- 
  15 lb. 
  Slashing 
  Trikal * 
  10 cp 
  1d8 
  ×3 
  -- 
  7 lb. 
  Slashing 
  Huge 
  Gouge, Giant  
  30 cp 
  2d6 
  ×3 
  -- 
  24 lb. 
  Piercing 
  Maquahuitl, Giant 
  120 cp 
  2d8 
  19-20/×2 
  -- 
  30 lb. 
  Slashing 
  Maul, Giant 
  60 cp 
  2d8 
  ×2 
  -- 
  25 lb. 
  Bludgeoning 
  Martial Weapons – Ranged 
  Medium 
  Shortbow 
  30 cp 
  1d6 
  -- 
  60 ft. 
  2 lb. 
  Piercing 
    Arrows (20) 
  1 cp 
  -- 
  x3 
  -- 
  3 lb. 
  -- 
  Shortbow, Composite 
  75 cp 
  1d6 
  -- 
  70 ft. 
  2 lb. 
  Piercing 
  
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  Page 36 
  Dark Sun 3 
   
    Arrows (20) 
  1 cp 
  -- 
  x3 
  -- 
  3 lb. 
  -- 
  Large 
  Atlatl* 
  25 cp 
  1d6 
  x3 
  40 ft. 
  6 lb. 
  Piercing 
    Javelin, Atlatl 
  2 cp 
  -- 
  -- 
  -- 
  2 lb. 
  -- 
  Longbow 
  75 cp 
  1d8 
  x3 
  100 ft. 
  3 lb. 
  Piercing 
    Arrows (20) 
  2 cp 
  -- 
  -- 
  -- 
  3 lb. 
  -- 
  Longbow, Composite 
  100 cp 
  1d8 
  x3 
  110 ft. 
  3 lb. 
  Piercing 
    Arrows (20) 
  2 cp 
  -- 
  -- 
  -- 
  1 lb. 
  -- 
  Fixed Crossbow 
  200 cp 
  2d8 
  19-20/x2 
  150 ft. 
  100 lb. 
  Piercing 
    Bolts, Crossbow (10) 
  3 cp 
  -- 
  -- 
  -- 
  3 lb. 
  -- 
  Huge 
  Fixed Crossbow, Giant 
  400 cp 
  3d8 
  19-20/x2 
  160 ft. 
  200 lb. 
  Piercing 
    Bolts, Crossbow (10) 
  5 cp 
  -- 
  -- 
  -- 
  4 lb. 
  -- 
  Exotic Weapons—Melee 
  Tiny 
  Bard’s Friend 
  20 cp 
  1d4 
  18-20/×2 
  -- 
  1 lb 
  Piercing 
  Ko* 
  1 cp 
  1d4 
  x4 
  -- 
  3 lb. 
  Piercing 
  Small 
   
   
   
   
   
   
  Garrotte, Bard’s * 
  200 cp 
  2d4§ 
  x2 
  -- 
  1 lb 
  Bludgeoning 
  Handfork * 
  20 cp 
  1d4 
  x2 
  -- 
  2 lb. 
  Slashing 
  Lajav * 
  8 cp 
  1d4 
  x4 
  -- 
  8 lb. 
  Bludgeoning 
  Singing Sticks * 
  10 cp 
  1d6 
  ×2 
  -- 
  1 lb. 
  Bludgeoning 
  Talid * 
  40 cp 
  1d6 
  19-20/x2 
  -- 
  4 lb. 
  Piercing 
  Widow’s Knife * 
  50 cp 
  1d4 
  ×3 
  -- 
  2 lb. 
  Piercing 
  Wrist Razor * 
  15 cp 
  1d6 
  18-20/x2 
  -- 
  2 lb. 
  Slashing 
  Medium 
  Elven Longblade * 
  100 cp 
  1d8 
  18-20/×2 
  -- 
  3 lb. 
  Slashing 
  Heartpick 
  9 cp 
  1d8 
  x4 
  -- 
  2 lb. 
  Piercing 
  Large 
  Crusher, Free †* 
  18 cp 
  1d10 
  ×2 
  -- 
  12 lb. 
  Bludgeoning 
  Cahulak *‡ 
  120 cp 
  1d6/1d6 
  ×3 
  -- 
  12 lb. 
  Piercing 
  Dragon’s Paw ‡* 
  80 cp 
  1d6/1d6 
  19-20/×2 
  -- 
  9 lb. 
  Piercing 
  Dwarven Carrikal ‡ 
  50 cp 
  1d8/1d6 
  x3 
  -- 
  11 lb. 
  S, P 
  Gythka ‡ 
  60 cp 
  1d8/1d8 
  ×2 
  -- 
  25 lb. 
  Slashing 
  Lotulis ‡ 
  115 cp 
  1d8/1d8 
  19-20/×2 
  -- 
  9 lb. 
  Slashing 
  Thanak 
  20 cp 
  2d6 
  x3 
  -- 
  10 lb. 
  Slashing 
  Weighted Pike ‡ 
  75 cp 
  1d8/1d6 
  19-20/×2 
  -- 
  15 lb. 
  B, P 
  Huge 
  Swatter 
  100 cp 
  2d8 
  x4 
  -- 
  35 lb. 
  Bludgeoning 
  Throwing Sap† 
  25 cp 
  2d8§ 
  x2 
  10 ft. 
  30 lb. 
  Bludgeoning 
  Exotic Weapons—Ranged 
  Tiny 
  Hand Crossbow 
  200 cp 
  1d4 
  19-20/x2 
  30 ft. 
  3 lb. 
  Piercing 
    Bolts (10) 
  1 cp 
  -- 
  -- 
  -- 
  1 lb. 
  -- 
  Small 
  Bolas* 
  10 cp 
  1d4 
  x2 
  10 ft. 
  3 lb. 
  Bludgeoning 
  Dejada* 
  20 cp 
  1d6 
  ×2 
  30 ft. 
  2 lb. 
  Piercing 
    Pelota, Dejada 
  2 cp 
  -- 
  -- 
  -- 
  1 lb. 
  Piercing 
  Medium 
  Chatkcha * 
  20 cp 
  1d6 
  ×2 
  20 ft. 
  3 lb. 
  Piercing 
  Master’s Whip * 
  25 cp 
  1d3 
  ×2 
  15 ft.* 
  5 lb. 
  Slashing 
  Zerka * 
  30 cp 
  1d8 
  18-20/x2 
  30 ft. 
  9 lb. 
  Piercing 
  Large 
   
   
   
   
   
   
  Blowgun, greater * 
  10 cp 
  1d4 
  X2 
  10 ft. 
  4 lb. 
  Piercing 
     Darts, blowgun (10) 
  1 cp 
  -- 
  -- 
  -- 
  1 lb. 
  -- 
  Lasso * 
  2 cp 
  1§ 
  x2 
  10 ft. 
  2 lb. 
  Bludgeoning 
  Net * 
  20 cp 
  * 
  * 
  10 ft. 
  10 lb. 
  -- 
  Skyhammer * 
  50 cp 
  1d10 
  X2 
  15 ft.* 
  6 lb. 
  Bludgeoning 
  Splashbow 
  300 cp 
  1d4 
  x2 
  60 ft. 
  60 lb. 
  Bludgeoning 
    Pelota, Hinged 
  5 cp 
  -- 
  x2 
  15 ft. 
  2 lb 
  Bludgeoning 
  Huge 
  Net, Giant’* 
  50 cp 
  1§ 
  x2 
  10 ft. 
  20 lb. 
  Bludgeoning 
  * See the description of this weapon for special rules. 
  ** When more than one type is given, the weapon is all types. 
  † Reach weapon. 
  ‡ Double weapon. 
  § The weapon deals subdual damage rather than normal damage 
  a If you use a ready action to set this weapon against a charge, you deal double damage if 
  you score a hit against the charging character. 
   
  
  Weapon Descriptions 
   
  Alak:  An alak consists of a 2-foot long shaft of bone or wood, 
  with four serrated bones tied to the sharp end, like the four 
  prongs of a grappling hook (see left). You can wield the alak like a 
  stabbing half-spear, but it is most effective when swung like a 
  pick. When using an alak, add a +2 bonus on the opposed attack 
  roll when attempting to disarm an opponent (including the roll to 
  avoid being disarmed if the character fails to disarm his or her 
  opponent). 
   
  Alhulak:  The alhulak consists of an alak tied to a 
  5-foot long leather cord, which wraps around your 
  wrist at the other end. An alhulak has reach.  You can 
  strike opponents 10 ft. away with it.  In addition, you 
  can use it against an adjacent foe. When using 
  an alhulak, add a +2 bonus on the opposed 
  attack roll when attempting to disarm an 
  opponent (including the roll to avoid being dis-
  armed if the character fails to disarm his or her 
  opponent).  You can use the Weapon Finesse feat 
  to apply a your Dexterity modifier instead of the 
  Strength modifier to attack rolls with an alhulak. 
   
  Atlatl: The atlatl, sometimes called a “staff-sling,” is a javelin-
  throwing device that is swung over the shoulder, using both 
  hands.  Javelins flung with an atlatl gain greater range than those 
  thrown by hand. 
   
  Bard’s Friend: This weapon is crafted with several obsidian 
  blades and wooden prongs, which are fastened to a handle. Sev-
  eral small spikes jut out from where the knuckles hold the 
  weapon. Bards are known for smearing these spikes with injury 
  poison.  
   
  Blowgun: The blowgun is a long tube through which you 
  blow air to fire needles.  A needle does 1 point of damage and it 
  can be coated with an injury or contact type poison. 
   
  Blowgun, Greater: The greater blowgun fires blowgun darts, 
  which are slightly smaller than thrown darts.  These darts do 1d4 
  points of damage in addition to delivering poisons. 
   
  Bolas: This weapon consists of three heavy wooden balls 
  connected by lengths of leather cord.  Bolas are ranged weapons 
  used to trip opponents. Throwing a set of bolas is a ranged touch 
  attack. If you hit, the target must make a Reflex save (DC equal to 
  your attack roll), or be tripped.  If tripped, your opponent must 
  also make a grapple check against the same DC or be grappled. 
  The grappled opponent can extricate itself from the bolas with a 
  full-round action.  
   
  Cahulak: A cahulak consists of two alaks (see above) joined 
  by a 5-foot rope. You may fight as if fighting with two weapons, 
  but if you do, you incur all the normal attack penalties associated 
  with fighting with a light off-hand weapon (see Attacking with Two 
  Weapons, PHB page 124). A creature using a double weapon in 
  one hand, such as a half-giant using a set of cahulaks, can’t use it 
  as a double weapon.  Because the cahulak can wrap around an 
  enemy’s leg or other limb, you can make trip attacks with it.  If 
  you are tripped during your own trip attempt, you can drop the 
  cahulak to avoid being tripped. If you strike at an opponent 10 ft. 
  away, you cannot use the cahulak as a double weapon unless you 
  possess natural reach. 
   
  Carrikal:  The sharpened jawbone of a large creature is 
  lashed to a haft. The jagged edges are sharpened, forming a sort 
  of battleaxe with two forward-facing heads.   
   
  Chatkcha: The chatkcha returns to a proficient thrower on a 
  missed attack roll. To catch it, the character must make an attack 
  roll against AC 10 using the same bonus they threw the chatkcha 
  with. Failure indicates the weapons falls to the ground 10 ft. in a 
  random direction from the thrower. A non-proficient user who 
  fails in his attempt to catch the returning chatkcha suffers 1d4 
  damage from the weapon’s sharp edges.  Catching the chatkcha is 
  a free action. 
   
  Club: Hardwood suitable for a club is not as common in 
  most places of Athas as it is in other D&D worlds, but other ma-
  terials often substitute.  Characters in a pinch can attempt to lo-
  cate some bone or stick that can serve as an improvised club.  A 
  3-pound stone placed in a sack can also serve as a makeshift club. 
   
  Crossbow, Giant: This is simply a heavy crossbow increased 
  in size for a large size creature to use, such as a half-giant.  A gi-
  ant crossbow requires two hands to use effectively, regardless of 
  the user’s size. Loading a giant crossbow is a full-round action 
  that provokes attacks of opportunity. 
   
  A Large or larger character can shoot, but not load, a giant 
  crossbow with one hand at a -4 penalty. A Large or larger charac-
  ter can shoot a giant crossbow with each hand at a -6 penalty, 
  plus the usual -4 penalty for the off-hand attack (-6 primary hand/-
  10 off hand). The Two-Weapon Fighting feat does not reduce 
  these penalties because it represents skill with melee weapons, 
  not ranged weapons. The Ambidexterity feat lets someone avoid 
  the -4 off-hand penalty (-6 primary hand/-6 off hand). 
   
  Crossbow, Fixed: This version of the crossbow can be fired 
  by any large or medium-sized individual, but cannot be carried 
  like a conventional crossbow.  It is fixed in place, i.e. mounted on 
  top of a wall, pole, or vehicle, and swivels so that you can aim the 
  shot.  Crossbows at the edge of a caravan, cart, or wall tend to of-
  fer ¾ cover, but limit your range of firing to a cone shape directly 
  in front of the weapon.  It is possible to mount a fixed crossbow 
  on top of a pole but inside a shallow pit, giving you a 360-degree 
  range of motion, while giving you ¼ cover.  In any case, it is im-
  possible to swivel a fixed crossbow in order to attack upwards 
  (your upward angle is limited to 45 degrees).  Reloading a fixed 
  crossbow is full-round action. 
   
  Crusher: The crusher is made from a large stone or metal 
  weight, mounted at the end of a 15-foot long shaft of springy 
  wood. The weight is whipped back and forth. The crusher is a 
  reach weapon. You can strike opponents 10 feet away with it, but 
  you cannot use it against an adjacent foe. You need a 15-foot ceil-
  ing to use the weapon, but it can reach over cover. Crushers come 
  in two varieties, fixed and free. 
   
  A fixed crusher requires a base to use.  The fixed crusher’s 
  base is enormously heavy, usually consisting of a thick slab of 
  
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  Dark Sun 3 
   
  stone with a hole drilled through it to support the crusher’s pole. 
  The base is transported separately from the pole, and it takes one 
  full minute to set the fixed crusher up for battle. The fixed crusher 
  is a martial weapon, finding most use in infantry units.   
   
  It is possible to use the crusher pole without the base as a 
  free crusher, but this requires considerable expertise.  You need 
  an exotic weapon proficiency in the Free Crusher to accomplish 
  this feat without the –4 proficiency penalty, even if you are profi-
  cient in the Fixed Crusher.  
   
  Darts: These missiles function as described in the Player’s 
  Handbook. Because they can be effectively crafted without metal, 
  darts are common among bandits and adventurers.  
   
  Datchi Club: A datchi club has reach. You can strike oppo-
  nents 10 feet away with it, but you cannot use it against an adja-
  cent foe. This weapon, generally found in the arenas, is made by 
  affixing a 4-5 foot length of dried insect hive or roots to a three-
  foot long shaft.  Teeth, claws, or obsidian shards are embedded 
  into the head of the weapon.  
   
  Dejada: The dejada allows 
  the wielder to throw pelota 
  (see the pelota description for 
  details).  These pelota deal 
  more 
  damage 
  than 
  those 
  thrown by hand, due to the 
  great speed at which they are 
  thrown from a dejada. 
   
  Dragon’s Paw:  Popular 
  in the arenas, the dragon’s paw consists of a five or six-foot long 
  pole, with a blade on either end. A basket guards your hands from 
  attack, granting a +2 bonus on all attempts to defend against be-
  ing disarmed. A dragon’s paw is a double weapon. You may fight 
  as if fighting with two weapons, but if you do, you incur all the 
  normal attack penalties associated with fighting with a light off-
  hand weapon (see Attacking with Two Weapons, PHB page 124). 
  A creature using a double weapon in one hand, such as a half-
  giant using a dragon’s paw, can’t use it as a double weapon. 
   
  Dwarven Carrikal: Sometimes known as the spear-carrikal or 
  the “pauper’s urgrosh,” this double weapon consists of a carrikal 
  with a spearhead on the opposite end.  If you are proficient in the 
  dwarven carrikal, you are automatically proficient in the urgrosh 
  and vice versa. In other respects, the dwarven carrikal functions 
  exactly as the urgrosh, as described in the Players’ Handbook. 
   
  Elven Longblade: You can use the Weapon Finesse feat to 
  apply your Dexterity modifier, rather than your Strength modifier, 
  to all attack rolls made with the elven longblade.  
   
  Forearm Axe: Strapped to the forearm like a buckler, the 
  forearm axe resembles a double-headed battleaxe, with the 
  wearer’s arm serving as the haft of the axe. You may continue to 
  use your hand normally, but you cannot attack with the forearm 
  axe and a wielded weapon in the same hand in one round. 
   
  Your opponent cannot use a disarm action to disarm you of a 
  forearm axe. 
   
  Garrotte, Bard’s: This exotic weapon is made from metal 
  chain, muffled in soft leather. Garrottes can be improvised from 
  any cord or rope, but such inferior materials result in –1 to hit and 
  damage, as with other inferior materials.  A bard’s garrotte can 
  only be used as part of a grapple attack, and you must wield it 
  with both hands regardless of your size.  As part of a grapple at-
  tack, using a garrotte subjects you to attacks of opportunity 
  and all other limitations described in the Players’ Handbook 
  grappling rules, except that as follows:  The garrotte inflicts 
  2d4 points of subdual damage plus 1.5 times your Strength 
  bonus, and when your opponent has been rendered uncon-
  scious, you can use the garrotte to attempt a coup de grace. 
   
  Gouge: Worn in an over-the-shoulder harness, the 
  gouge is commonly found in the Nibenese infantry. A wide 
  blade of bone, obsidian or chitin is mounted to a three-foot 
  long shaft of wood. 
   
  Gythka: A gythka is a double weapon. You may fight as if 
  fighting with two weapons, but if you do, you incur all the 
  normal attack penalties associated with fighting with a light off-
  hand weapon (see Attacking with Two Weapons, PHB page 124). 
  A creature using a double weapon in one hand, such as a half-
  giant using a gythka, can’t use it as a double weapon. 
   
  Handfork: The handfork, most popular among tareks, is a 
  slicing weapon with a handle-grip like that of a forearm axe, but 
  the obsidian blades join above the knuckles in an “M” shape, al-
  lowing you to make two simultaneous attack rolls (using the same 
  modifier) each time an attack is made.  Each attack is resolved 
  separately.  Bonus damage that relies upon precision (sneak at-
  tacks, favored enemy bonuses, etc.) only apply to one attack.  You 
  only apply half of your Strength bonus to the damage from each 
  attack.  For the purposes of enchanting a handfork, each “head” 
  of the weapon must be enchanted separately (as with a double 
  weapon). 
   
  Heartpick: The name of this weapon expresses its simple in-
  tent. Usually made of bone, the heartpick is a hammerlike weapon 
  with a serrated pick on the front, and a heavy, flat head on the 
  back. 
   
  Impaler: Like many Athasian weapons, the impaler was de-
  veloped for the arenas. Two blades are mounted parallel to the 
  end of a four-foot long shaft, forming a bladed ‘T’. The impaler is 
  swung horizontally or vertically with great force. 
   
  Javelin: This light, flexible throwing spear is typically tipped 
  with a sharp flint or obsidian tip. This affects the weapon’s hard-
  ness and hit points, but in other respects, the javelin functions as 
  described in the Players’ Handbook. 
   
  Ko*: The Ko* combines a jagged dasl blade that has been se-
  creted around a roughly oval stone.  This exotic weapon of kreen 
  manufacture is typically used in matching pairs.  If used in match-
  ing pairs (one in the right hand, and one in the left), each Ko* in-
  flicts an extra +1d4 damage against creatures with an exoskeleton, 
  such as insects.  
  Lajav:  The lajav is a kreen weapon designed to capture oppo-
  nents. A wielder who hits a Small or Medium-sized opponent with 
  a lajav can immediately initiate a grapple (as a free action) with-
  out provoking an attack of opportunity (see Grapple in Chapter 8 
  of the Player’s Handbook). The lajav incorporates two flattened 
  dasl-reinforced bones, joined in a hinge about two feet from the 
  end. The result looks something like a nutcracker, and is used 
  roughly in the same crushing way. Regardless of your size, you 
  need two hands to use a lajav, since a second hand is required to 
  catch the other end of the lajav.  As with the gythka, kreen are able 
  to wield two lajav at a time because of their four arms. 
   
  Lance: These long weapons (both light and heavy lances) are 
  typically sharpened and fire-hardened wooden stakes, which af-
  fects the weapon’s hardness and hit points.  In other respects, 
  lances function as described in the Players’ Handbook.  Crodlu 
  are generally the steeds of choice for lance-warriors. 
   
  Lasso: This weapon consists of a rope that you can throw 
  and then draw closed. The total range of your lasso depends on 
  the length of the rope.  Throwing a lasso is a ranged touch attack. 
  If you successfully trip your opponent, make a grapple check.  If 
  you succeed the grapple check, then your opponent is grappled, 
  and you can continue the grapple contest by continuing to pull on 
  the rope. 
   
  Lotulis: Two barbed, crescent shaped blades adorn either 
  end of the lotulis, a double weapon once popular in the arena of 
  Tyr. You may fight as if 
  fighting with two weap-
  ons, but if you do, you in-
  cur all the normal attack 
  penalties associated with 
  fighting with a light off-
  hand weapon (see Attack-
  ing with Two Weapons, 
  PHB chapter 8). A crea-
  ture 
  using 
  a 
  double 
  weapon in one hand, such 
  as a half-giant using a lo-
  
   Dark Sun 3 
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  tulis, can’t use it as a double weapon. 
   
  Maquahuitl: A maquahuitl is a sword painstakingly crafted 
  using a core of solid wood, with small, sharp shards of obsidian 
  embedded into the wood to form an edge on two opposite sides 
  of the weapon. These weapons are swung like the scimitar, 
  though maquahuitls tend to require more maintenance. The ma-
  quahuitl is especially popular among the Draji, who seem to be 
  the only ones who can easily pronounce this weapon’s Draji name 
  (“ma-ka-wheet-luh”).  Non-Draji simply refer to it as the “obsidian 
  sword” or the “Draji sword.” 
   
  Maul: A maul is effectively very large sledgehammer that 
  crushes opponents to death.  This weapon is commonly used by 
  dwarves, muls, half-giants and other creatures that value great 
  strength. 
   
  Master’s Whip: The mas-
  ter’s whip is usually braided 
  from giant hair or leather, and 
  has shards of chitin, obsidian 
  or bone braided into the end 
  of the whip. Unlike normal 
  whips, the master’s whip deals 
  damage normally, has only a 
  ten-foot range, and you apply 
  your Strength modifier to damage dealt. In all other respects, it is 
  treated as a normal whip. 
   
  Net: Nets are used to make ranged touch attacks that entrap 
  targets, as described in the Player’s Handbook description. Large 
  creatures such as half-giants can use one hand to throw a large 
  net. 
   
  Net, Giant’s. This huge-sized net requires Large creatures to 
  wield it with both hands. Medium and smaller creatures cannot 
  use this version of the weapon. The giant’s net can entrap crea-
  tures up to Huge size, and can entrap multiple opponents of Me-
  dium-size or smaller.  When your giant’s net strikes a Medium-
  sized or smaller target, other creatures of the same or smaller size 
  within 5 feet must make a Reflex save at DC 10, or be entangled 
  as well. 
   
  Pelota: Popular in Arena games and increasingly popular in 
  the street games of some city-states, pelota are hollow leaden 
  spheres with small holes that cause the sphere to whistle as it 
  flies through the air. The surface of most pelota is studded with 
  obsidian shards. You can use the dejada throwing glove to cast 
  pelota at much higher speed and with greater accuracy, dealing 
  more damage than a pelota thrown by hand. 
   
  Pelota, Hinged: To the careless eye a hinged pelota looks like 
  an ordinary pelota without obsidian spikes.  Hinged pelota can be 
  twisted open like a small jar. Bards and other undesirables often 
  use this feature to insert a splash-globe – a thin crystal sphere 
  that contains acid, injury poison, contact poison, alchemical fire, 
  or some other liquid. When the pelota strikes, the globe breaks, 
  spilling the liquid through the holes of the pelota.  Like pelota, 
  hinged pelota can be thrown with a dejada. Hinged pelotas are 
  also used as ammunition for the splashbow. 
   
  Puchik:  A bone or obsidian punching dagger.  
   
  Quabone:  Four jawbones are fastened around a central haft, 
  at right angles to one another. The quabone is a particularly im-
  pressive looking weapon, designed for use in the arenas. The 
  wounds it inflicts are similarly impressive, as the quabone tends 
  to open up many small cuts that bleed freely – for a brief time.  
  The damage looks worse than it actually is. 
   
  Sap: Athasians find saps particularly handy for recruiting 
  slaves.  A sap can be improvised by simply filling a small bag with 
  sand or gravel.   
   
  Sap, Throwing: The throwing sap is a soft but tough large 
  leather bag filled with fine gravel or sand, stitched together with 
  giant’s hair, and tied to the end of a 5-foot rope. The throwing sap 
  is swung overhead with both hands. A throwing sap has reach. 
  You can strike opponents 10 feet away with it. In addition, unlike 
  other weapons with reach, you can grip the rope higher, and use 
  the throwing sap against an adjacent foe.  Whenever you strike an 
  opponent with the throwing 
  sap, they must make a Forti-
  tude save (DC 5 + damage 
  dealt) or be knocked prone.  If 
  the save is successful, they do 
  not become prone but still re-
  ceive the subdual damage.  
  Creatures that are immune to 
  subdual damage (like undead) 
  still must make this Fortitude save to avoid becoming prone, with 
  the normal DC (they simply do not suffer the subdual damage).  If 
  the creature has four legs or is otherwise especially stable, they 
  receive a +4 bonus to this save. 
   
  Singing Sticks: Singing sticks are a carefully crafted and pol-
  ished pair of clubs.  They draw their name from the characteristic 
  whistling sound they make when used.  
   
  A character proficient with singing sticks may use a pair of 
  singing sticks as if he had the Ambidexterity feat.  In the hands of 
  a non-proficient character, singing sticks are nothing more than 
  clubs. 
   
  Skyhammer: The sky hammer consists of a 10-foot length of 
  rope with a large hammer at one end. Its rope is coiled and swung 
  around the body two-handedly until enough momentum is gained 
  to hurl the hammer at a target. Anyone hit by a Sky Hammer must 
  succeed at a Fortitude Save (DC equal to 5 + damage dealt), or be 
  knocked prone. 
   
  Sling: Lead is not as expensive in Athas as iron or other hard 
  metals, but it is still out of most warriors’ price range, so you will 
  most likely use sling stones instead.  See the Player’s handbook 
  for more information. 
   
  Slodak:  The slodak is a wooden short sword, carved from 
  young hardwood trees and treated with a mixture of tree sap and 
  id fiend blood.  This treatment renders the blade of the weapon 
  extremely strong, giving it nearly the strength of steel. 
   
  Spear: Athasian spears typically range from fire-hardened 
  wooden or bone stakes, to shafts tipped with obsidian or ivory. 
  This reduces spears’ hardness and hit points, but otherwise 
  spears function as described in the Players’ Handbook. 
   
  Splashbow: This exotic weapon looks like a misshapen 
  crossbow, only three feet long from bow to handle, but with a 
  horizontal bow nearly five feet wide. Rather than bolts, the 
  splashbow fires hinged pelotas, which can be filled with splash-
  globes of alchemical fire, contact poison, acids, or other interest-
  ing liquids.  Splash-globes burst on impact, spraying their con-
  tents like a thrown grenade. The splashbow takes a full round to 
  draw and load, assuming that the hinged pelotas have already 
  been prepared. 
   
  Staff: A favored travelers’ weapon on Athas as elsewhere, the 
  humble staff comes in two varieties: the quarterstaff, as described 
  in the Player’s Handbook, and the giant’s staff, the quarterstaff’s 
  equivalent for large creatures. 
   
  Swatter: The swatter is a popular name for a half-giant 
  weapon consisting of a heavy spiked club made from hardwood, 
  
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  Dark Sun 3 
   
  with a bronze or lead core in the tip for added weight. The swatter 
  got its name from the tales of a half-giant soldier who reputedly 
  used a similar weapon to defeat an entire thri-kreen hunting party 
  somewhere near Outpost 19. 
   
  Talid:  The talid, also known as the gladiator’s gauntlet, is 
  made of stiff leather with metal, chitin or bone plating on the 
  hand cover and all along the forearm.  Spikes protrude from each 
  of the knuckles and along the back of the hand.  A sharp blade 
  runs along the thumb and there is a 6 inch spike on the elbow.  A 
  strike with a talid is considered an armed attack. The cost and 
  weight given are for a single talid.  An opponent cannot use a dis-
  arm action to disarm a character’s talid.  
   
  Thanak: The thanak resembles a saw blade bound between 
  two strips of hardwood bound together.  Between the strips is a 
  row of teeth taken from a pterrax. 
   
  Tkaesali:  This polearm, commonly used by the nikaal, con-
  sists of long wooden haft topped with a circular, jagged blade.  A 
  tkaesali has reach.  You can strike opponents 10 feet away with it, 
  but you can’t use it against an adjacent foe. 
   
  Tonfa: The Tonfa is a stick with a short handle, and is popu-
  lar among street-patrolling Nibenese templars and their guards.  
  Great tonfas are typically enjoyed by half-giants. You can deal 
  subdual damage with a tonfa without taking the usual -4 penalty. 
   
  Trikal: Three blades project radially from the business end of 
  a six-foot long haft.  A series of sharp serrated edges line the shaft 
  below the foot-long blades, while the far end of the weapon is 
  weighted, in order to balance the weapon.  Because of the trikal’s 
  curved blades on the top of the weapon, trip attacks can also be 
  made with it. If a character is tripped during his or her trip at-
  tempt, the trikal can be dropped to avoid being tripped. 
   
  Tortoise Blade: The tortoise blade consists of a foot-long 
  dagger mounted to the center of a shell.  The tortoise blade is 
  strapped over the wearer’s hand, preventing them from holding 
  anything but the tortoise blade.  The tortoise blade also functions 
  as a buckler, granting a +1 armor bonus, inflicting a -1 armor 
  check penalty and incurring a 5% arcane spell failure chance.  
  A masterwork tortoise blade either functions as a mas-
  terwork shield or a masterwork weapon (or both, for 
  twice the normal masterwork cost). 
   
  Warhammer: Favored by dwarves, this weapon is a 
  one-handed sledge or maul.  The shaft is made of wood 
  or bone, while the large, heavy head is usually made of 
  stone, soldered to the shaft with lead or resin. 
   
  Weighted Pike: A solid head, 
  generally stone or baked ceramic, is 
  mounted on the end of a spear or a 
  pike. A weighted pike is a double 
  weapon.  You may fight as if fighting 
  with two weapons, but if you do, you 
  incur all the normal attack penalties 
  associated with fighting with a light off-
  hand weapon (see Attacking with Two 
  Weapons, PHB page 124).  A creature 
  using a double weapon in one hand, 
  such as a half-giant using a weighted pike, can’t use it as a double 
  weapon. 
   
  Whip: This weapon is considered martial in Dark Sun.  In 
  other respects, it is treated as described in the Players’ Handbook. 
   
  Widow’s Knife: Two prongs are hidden within the hilt of a 
  widow’s knife. On a successful hit, you may trigger the prongs by 
  releasing a catch in the hilt as a Free Action.  The prongs do an 
  additional 1d3 points of damage when sprung, and take a stan-
  dard action to reload. 
   
  Wrist Razor: Several shards of obsidian or bone are fastened 
  to a strip of leather or other binding material, or are lashed onto 
  the forearm of the wielder. Wrist razors are hard to disarm, grant-
  ing you a +2 bonus when opposing a disarm attempt. 
   
  Zerka: The zerka is a dasl-tipped javelin with short dasl barbs 
  that cover two feet of the bone shaft.  These barbs point away 
  from the zerka’s tip, causing the weapon’s head to snag against 
  its target’s flesh and bone as it is removed.  If you inflict damage 
  on your opponent, the zerka lodges in the victim if the victim fails 
  a Reflex save (DC equal to 10+ the damage that you inflicted).  
  The pierced creature moves at half-speed, cannot charge or run, 
  and must make a Concentration check (DC15) in order to cast a 
  spell.  You can attempt to trip a creature struck with a zerka by 
  pulling suddenly on the rope.  This is resolved as a trip attack 
  (without the initial melee touch attack) and you can drop the rope 
  to avoid being tripped if you fail the trip attempt.   
   
  The zerka’s shaft attaches to a trailing rope that allows you to 
  control your victim, who can only move within the 30-foot limit of 
  the rope. With a full-round action, the snagged creature may draw 
  the zerka from its wound, injuring itself with damage equal to the 
  damage that the zerka initially inflicted.  The creature can also try 
  and cut the rope by dealing it 2 damage with a slashing weapon. 
   
  Those who can use an atlatl can use that javelin-thrower to 
  cast a zerka, gaining the atlatl’s greater range. 
  Adjusting Weapon Sizes 
  Due to unusual creature sizes in Dark Sun, you may wish to create 
  differently sized versions of any of the weapons above, or of other 
  weapons. Refer to the Dungeon Masters’ Guide for rules on dam-
  age of weapons of alternate sizes.  
  Unusual Materials 
   
  Agafari:  Agafari is the Athasian equivalent of darkwood (see 
  DMG page 243).  For weapons affected by the “inferior material” 
  rule, agafari is considered an inferior material. 
   
  Dasl:  An item made from dasl is treated as if it was made 
  from iron as long as the dasl item is less than 4 inches long. Tiny 
  dasl items have hardness equal 
  
   Dark Sun 3 
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  –Prerelease: 7/16/2003 
  to iron minus 1 (so dasl has hardness 9) and are not considered 
  “inferior materials” (see below). However, for purposes of harm-
  ing creatures with damage reduction, a dasl weapon is not treated 
  as being made from metal. An item made from dasl costs 75% of 
  its PHB equivalent, rather than the 1% for standard Athasian 
  equivalents. For example, an obsidian or bone-tipped spear costs 
  1 Cp on Athas, but a spear tipped with dasl would cost 75 Cp. 
  Blades or points longer than 4 inches (such as short swords) can-
  not be effectively constructed out of Dasl. Items larger than 4-
  inches in any direction are treated as double-hardness glass. 
   
  Drake ivory: Drake ivory: Drake ivory has a +2 natural en-
  hancement bonus affecting weapon attack and damage rolls, and 
  items fashioned from drake ivory are treated as masterwork items. 
  Drake ivory’s +2 natural enhancement bonus does not stack with 
  magical or psionic enhancement bonuses. Drake ivory has a 
  hardness of 8 and 15 hp per inch of thickness. For weapons af-
  fected by the “inferior materials” rule, drake ivory is inferior. 
  Weapons made of drake ivory add 8,000 Cp to the base price. 
  Armor 
  All forms of armor given in the player’s handbook have a non-
  metal equivalent that costs 1/100
  th of the cost listed in the player’s 
  handbook; simply change the gp price to Cp.  In addition to being 
  the equivalent of armor on a metal rich world, thousands of years 
  of tortuous heat have lead Athasian armorers to develop ingen-
  ious air ventilation and air circulation methods.  This allows me-
  dium and heavy armors to be worn in the Athasian heat. 
   
  Though most of the armors are made using various parts of 
  common Athasian animals, the armor construction process 
  makes use of several different reinforcement methods developed 
  over time.  Many of the armors are highly composite, made using 
  the pieces of several different animals – no two suits of armor 
  look quite alike.  Through the use of hardening resins, shaped chi-
  tin and stiff leather backings, Athasian armorers can craft re-
  markably durable armors from the material at hand. 
  Table 6-5: Athasian Armor Equivalents 
  PHB Metal 
  DS3 Equivalent 
  Chain Shirt 
  Chitin Armor  
  Chain Mail 
  Shell Armor 
   
   
  Breastplate, Full Plate and Half Plate are constructed using 
  choice plates taken from shelled animals, such as mekillots or 
  braxat.   
   
  Studded Leather Armor is crafted using with close-set rivets 
  made of bone, hardwood, stone, or talons.  
   
  Shell Armor: Shell shirt armor is made by weaving giant’s 
  hair around the shells of various small creatures such as aprig.  
  Although the shells are larger than the studs in studded leather 
  armor, the tough, light, and flexible giant’s hair makes the shell-
  shirt both more protecting and less limiting than studded leather 
  armor. 
   
  Chitin Armor:  This armor is skillfully made by interlocking 
  hexagonal bits of chitin (usually carved from a kank’s carapace).  
   
  Scale Mail is usually made from the scales of an erdlu, inix or 
  other naturally scaled creatures. 
   
  Banded Mail and Splint Mail are fashioned from shavings of 
  agafari wood, bonded to softer, more flexible woods, and treated 
  with a hardening resin.  
  Mounts and related gear 
   
  Crodlu: A crodlu is a large bipedal lizard, resembling a scaled 
  ostrich. Its paws are lined with very sharp claws. Crodlus can be 
  used as mounts for riding or trained for combat. 
   
  Erdlu: Erdlus is a large, flightless bird used as herd beasts. 
  They stand 7 feat tall and weigh around 200 lbs. One erdlu egg 
  can be sold for 3 bits. 
   
  Howdah: A howdah is an enclosure mounted on a riding 
  animal containing space for one or more persons. Howdahs can 
  be fitted on inix or mekillots, and provide shade and cover from 
  the elements. An inix howdah usually has room for only one per-
  son, though the war howdah, built much stronger, can hold four. 
  A mekillot howdah can hold one or two persons, but a war how-
  dah is much bigger, consisting of two levels and holding up to six-
  teen warriors. 
   
  Inix: The vicious inix is a large, 16-foot long reptile. They fight 
  with both claws and bite, readily tearing into an enemy. An inix 
  can be trained to carry a howdah; it is also trained not to attack if 
  carrying passengers. Inix are not used to pull wagons, however, 
  because of their long tails. Half-giants often use the inix as a 
  mount. 
   
  Kank: A kank is a large, 8-foot long insect, commonly used as 
  a personal mount. These insects cannot be used as food, for their 
  meat smells atrocious, but they produce globules of honey that 
  can be sold for 4 bits. 
   
  Mekillot: A mekillot is a huge, 6,000 lbs lizard, used for haul-
  ing large cargo or serving as transportation for troops. These 
  beasts are hard to control and usually require a psionic handler to 
  tame the beast. 
  
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  Table 6-6 Mounts 
  Mount 
  Cost (Cp) 
  Chariot 
   
    Two-Person, Transport 
  50 
    Two-Person, War 
  125 
    Four-Person, War 
  250 
  Howdah 
   
    Inix 
  10 
    Inix, war 
  100 
    Mekillot 
  20 
    Mekillot, war 
  500 
  Wagon, open 
   
    1,000 lbs capacity 
  10 
    2,500 lbs capacity 
  20 
    5,000 lbs capacity 
  30 
    10,000 lbs capacity 
  50 
  Wagon, enclosed 
   
    1,000 lbs capacity 
  15 
    2,500 lbs capacity 
  25 
    5,000 lbs capacity 
  40 
    10,000 lbs capacity 
  60 
    Wagon, armored caravan 
  1,000 
  Animal 
   
    Crodlu, riding 
  200 
    Crodlu, warmount 
  400 
    Erdlu 
  10 
    Inix 
  100 
    Kank, herding 
  50 
    Kank, riding 
  125 
    Kank, warmount 
  250 
    Mekillot 
  200 
   
  Black Market Equipment 
  The following items are often, but not always available for sale in 
  the Bard’s Quarter of most city-states. 
   
  Esperweed: This rare and notoriously addictive herb cannot 
  be cultivated, and does not last more than a single week after be-
  ing picked, unless somehow magically kept fresh (as through the 
  nurturing seeds spell). After Esperweed is eaten, a Fortitude save 
  against DC 12 must be made.  Failure results in nausea for one 
  minute. If the save is made, the eater has managed keep the es-
  perweed down, taking 1d4 points of temporary Strength damage, 
  but you also begin to regain one PP per minute, up to 10% above 
  your normal power point limit (round down). You also gain the 
  psionic empathy power. These benefits last for one hour, after 
  which you lose all remaining power points. 
   
  Hypnotic Brew:  This is a tasteless, odorless mixture of herbs 
  commonly peddled in Bard’s Quarters.  
  It is typically used by bards and mind-
  bender to “soften up” a target before 
  attempting to manipulate or manifest a 
  power.  When a hypnotic brew is im-
  bibed, the drinker’s Will saves suffer a 
  –2 circumstance penalty for 1 hour. 
   
  Pre-poisoned 
  Darts: 
  Athasian 
  bards sometimes sell especially pre-
  pared blowgun darts that contain a 
  dose of injected poison inside a hollow 
  tip, and protected with a wax plug. This 
  reduces the risk of self-poisoning to 2% 
  rather than 5%. You can remove the 
  wax plug as a free action while prepar-
  ing to fire the dart. 
   
  Splash-globes: Splash-globes are 
  spherical glass jars containing contact 
  poison or up to half a pint of some al-
  chemical fluid. In addition to bursting 
  on impact like any grenade, splash-globes can be placed in hinged 
  pelota, thus giving the grenade additional range when fired 
  through a splash-bow.  The following types of splash-globes are 
  available:  
  • 
  Acid:  Standard flask acid can be placed in splash-globes. 
  • 
  Contact Poison: Any contact poison can be placed in a 
  splash-globe. 
  • 
  Liquid Darkness: Anyone struck directly by liquid darkness 
  must make a DC 20 Reflex save; failure dictates that they are 
  blinded for one minute. Those splashed with liquid dust 
  have their vision blurred for one minute if they fail a DC 10 
  Reflex, granting their opponents one-half concealment.  In 
  addition, all natural fires within the splash area are instantly 
  extinguished. Liquid darkness immediately extinguishes liq-
  uid light. 
  • 
  Liquid Dust: The liquid from this splash-globe turns into dust 
  on contact with the air. You can use this liquid to cover up to 
  20 5-foot squares of tracks. On impact, liquid dust forms a 
  15-foot diameter cloud, ten feet high that lasts one round.  
  Anyone struck directly by liquid dust must make a DC 20 
  Fortitude save each round for one minute; failure dictates 
  that they are nauseated for that round. Those splashed with 
  liquid dust suffer the same effect for one round if they fail a 
  DC 10 Fortitude save.  
  • 
  Liquid Fire: Alchemist’s Fire can be placed in splash-globes. 
  • 
  Liquid Light: This splash-globe contains two liquids that mix 
  together when the splash-globe is ruptured. The resulting 
  mixture glows for eight hours. If you break the liquid light 
  globe while it is still in its pouch, the pouch can serve as a 
  light source just like a sunrod. Anyone struck directly by liq-
  uid light must make a DC 20 Fortitude save or be temporar-
  ily dazzled (-1 on all attack rolls) for 1 minute, and will glow 
  in darkness for eight hours unless they somehow cover the 
  effect areas. Creatures splashed with liquid light (see gre-
  nade rules) also glow in the darkness, but are not blinded.  
   
  Table 6-7:  Special Substances and Items 
  Special Substances and Items 
  Cost (Cp) 
    Esperweed 
  250 
    Hypnotic Brew 
  30  
    Pre-poisoned Darts 
  Poison cost + 10  
  Splash-Globes 
   
    Acid 
  20 
    Liquid Darkness 
  50 
    Liquid Dust 
  35 
    Liquid Fire 
  30 
    Liquid Light 
  50 
    Poison 
  Poison Cost x 1.5 
  
   Dark Sun 3 
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  Athasian Heat 
  Athasian resistance to temperatures 
  Athasians have gradually developed a higher tolerance towards 
  high temperatures. Even more importantly, through the accumu-
  lated knowledge of countless generations, they have learned to 
  protect themselves effectively from the blistering rays of Athas’ 
  sun. The information in Table 7-1: Temperature Categories re-
  places the heat categories from Chapter 3, The Environment, in 
  the Dungeon Master Guide.  
   
  Elves are particularly resilient to temperature extremes. Elves 
  do not suffer ill effects from very hot temperatures, and they are 
  affected by extreme heat as others are affected by very hot tem-
  peratures. Likewise, they are unaffected by cold temperatures, and 
  are affected by extreme cold as others are by cold. 
  Average and Hot days 
  “It is not unusual for a field slave to collapse, but he is 
  usually quick to get up again when the whip snaps at his 
  back. Late in the afternoon, however, the sun will have 
  sapped his last ounce of strength, and no matter how many 
  lashes you deal him, he will not stand. Then there are days 
  when the heat is truly unbearable, and not even slaves 
  should be out laboring in the fields for more than a few 
  hours. Only a cruel master or a fool would force his slaves to 
  work a full day under such conditions. No amount of lashing 
  can get them back on their feet when they are dead. 
  Exploiting our slaves for what they are worth is one thing. 
  Working them beyond exertion to needless death is another.”  
   
  - Durag, dwarf overseer  
   
  The temperature rarely fluctuates from season to season on 
  Athas, and so temperatures are fairly constant throughout the 
  year. The dark sun shines relentlessly during the day, with tem-
  peratures around 110°F (43°C) before noon and 130°F (54°C) by 
  late afternoon. On very hot days temperatures sometimes rise to 
  150°F (65°C). By nightfall, the low humidity in the air has let a lot 
  of the heat escape, and the temperature falls to 40°F (4°C), and in 
  some isolated spots, as low as 0°F (-18°C). 
   
  On an average day the temperature reaches very hot for four 
  hours. A character exposed to the sun all day would have to make 
  four Fortitude Saves.  
   
  On a hot day the temperature reaches very hot for four hours 
  and extreme heat for four hours. A character exposed to the sun 
  all day would have to make 28 Fortitude saves.  
   
  To escape the deadly heat, a character should seek shade.  
  Shade 
  “A few words of advice, traveler. Traverse the desert with one 
  hand firmly placed on the hilt of your sword and the other on 
  your waterskin. Keep one eye on the ground, and the other 
  on your surroundings. Dead men keep their purses tight to 
  their chests with their eyes locked ahead of them. Any 
  wastelander can tell you that. But your true enemy is not 
  treacherous footing, nor the savage creatures of the wastes. 
  It is the crimson sun that will do you in, unless you treat it as 
  respectfully as you would any other unbeatable foe. Seek 
  `shelter at midday and during the afternoon hours, when the 
  sun is most furious. The only way to overcome an invincible 
  opponent is to avoid facing it.”  
   
  – Sorsha, half-elven scout 
   
  As per the Dungeon Master Guide (Chapter 3, The Environ-
  ment), shade negates the effects of very hot and extreme tem-
  perature, but not abysmal heat. The following criteria can be ap-
  plied to determine what constitutes shade and what does not. Of-
  ten the DM must resolve these issues on a case-by-case basis:  
  1. 
  A physical object not worn by the character  
  2. 
  The object must shield half or more of the creature from 
  the sun.  
   
  Examples of objects that grant shade: howdah, tent, parasol, 
  building, wagon 
  Examples of objects that do not grant shade: shields, backpacks, 
  clothes, armor 
  Shade and terrain 
  In certain terrains it is more difficult to protect oneself effectively 
  from the sun’s blistering rays, and the benefits of shade are sub-
  sequently reduced.  
   
  Salt Flats: Shade reduces the heat category by one (extreme 
  heat becomes very hot. Very hot becomes none. No changes to 
  abysmal heat). 
   
  Obsidian Plains: Shade does not negate or reduce the effects 
  Chapter 7: Adventuring
  Table 7-1: Temperature Categories 
  Heat 
  Category 
  Temperature 
  Fortitude Save 
  Frequency* 
  Damage 
    Cold 
    Below 40°F (4°C) 
    1 save/hour 
    1d6 
  subdual 
    Very hot 
    Above 120°F 
  (49°C) 
    1 save/hour 
    1d4 
  subdual 
    Extreme 
  heat 
    Above 140°F 
  (60°C) 
    1 save/10 
  minutes 
    1d4 
  subdual 
    Abysmal 
  heat 
    Above 160°F 
  (71°C) 
    1 save/5 
  minutes** 
    1d4 
  subdual** 
   
  * The DC of the Fortitude save vs heat is 15 + previous amount of 
  saves.    
  ** Being exposed to Abysmal heat automatically inflicts 1d6 fire 
  damage/minute (no save) regardless to and in addition to the 
  subdual damage suffered by failed Fortitude Saves.  
  
  Prerelease: 7/16/2003  
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  Dark Sun 3 
   
  of heat. 
  Heat and Armor 
  Heat has a disastrous effect on those wearing armor or heavy 
  clothing. Apply the armor check penalty of a given suit of armor 
  (and shield) as a penalty to Fortitude saves vs. heat. For example, 
  hide armor incurs a -3 penalty. A masterwork hide armor would 
  incur a -2 penalty. This rule replaces the DMG’s simplified -4 save 
  penalty for wearing heavy clothing and any form of armor. Cloth-
  ing no longer incurs a save penalty. Athasians use clothing to ef-
  fectively shield themselves from the sun. 
  Movement 
  Athas has four terrains in addition to those listed in Table 9-5: 
  Terrain and Overland Movement in the Player’s Handbook.  
   
  Rocky Badlands: Rocky badlands are fairly easy to traverse 
  along the roads, but pose other dangers to travelers. The terrain 
  is made up of long, twisting canyons, where travel is accom-
  plished at the bottom of the canyons. The roads can thus be long 
  and winding, since the paths are rarely strait. The canyons are 
  filled with caves and crevasses, making this an ideal hiding place 
  for bandits, slave tribes and vicious creatures of all kinds. 
   
  The tall cliffs of the badlands can rarely be climbed by any-
  one; it is impossible for beasts for burden to make their way 
  anywhere other than the old beaten paths that slither at the bot-
  tom of the canyons. The badlands are usually found near moun-
  tains, with small peaks of stone that rise out where the erosion 
  has yet to dull away all the peaks, but on some occasion peaks 
  may rise close to a thousand feet above the canyons. 
   
  The landscape is filled with plant life of all kinds, from small 
  trees to tall bushes that grow as tall as an elf. Trees of silver, gold 
  and even purple leaves dot the landscape, adding color to this 
  rocky terrain. Small bushes with razor-sharp leaves pose a threat 
  to the unwary, though they may provide food in case of dire need. 
  The badlands are usually an abundant source of food and water, 
  with oases being fairly common. 
   
  Obsidian plains: The obsidian plain stretches out from the 
  southern tip of the Tablelands as far as the eye can see. No plants 
  grow on the obsidian, and no shade can be found. On rare occa-
  sions, remnants of small bushes can be found, turned into black 
  stone by the disaster that befell this region. The obsidian reflects 
  the heat of the sun, bringing scorching temperatures for most of 
  the day. Travel on the obsidian plains is fairly easy, though the 
  landscape is filled with jagged shards of obsidian that stick up out 
  of the ground. There is no water to be found; what little water that 
  fills small pools quickly turns bad and evaporates in the harsh 
  sun. 
   
  Salt Flats:  As far as the eye can see, the salt flats stretch out 
  as flat plains of white salt-crusted ground. There is very little varia-
  tion in the terrain, and travel is fast and easy. The occasional 
  dwarf cactus or small bush juts out from the hard ground, but 
  plant life is very rare. For the most part, the salt flats are lifeless, 
  and travelers must bring their own supplies. Water is sometimes 
  found in small puddles, brackish and foul-tasting. It comes from 
  the infrequent storms that affect the region and often contains 
  slow-acting poison; a traveler is better off by not drinking this wa-
  ter. 
   
  Stony Barrens: This is the most common type of terrain in 
  the Tablelands. The stony barrens consist of large sheets of or-
  ange-colored rock, exposed to the harsh wind. The boulders found 
  can range from small pebbles to huge stone weighing more than 
  a ton. The terrain is covered with a layer of red dirt that can form 
  small dunes of orange and yellow sand in places the wind accu-
  mulates the dirt. 
   
  Travel anywhere other than the well-worn roads is treacher-
  ous. The small loose rocks prevent humanoids from getting a se-
  cure footing, and venturing off the beaten paths will halve move-
  ment. Bringing wagons outside the roads will leave them useless 
  in a short while: the small rocks quickly destroy even the sturdiest 
  of wheels. 
   
  Vegetation is abundant, but only in the form of various cacti. 
  From small rock cacti to dangerous hunting cacti, the barrens can 
  be a source of food and water or pain and death. Cacti can some-
  times grow as high as 20 feet, growing in tangles that resemble 
  trees. 
   
  Life is also abundant in the barrens, with wild erdlu, mekil-
  lots, crodlus and inix being drawn to the nourishing cacti. Preda-
  tors such as braxats, tembos and belgoi are drawn to the animals, 
  and so the traveler must be weary when exploring the barrens. 
   Mounts and Vehicles  
  Use the following table to calculate how far and how fast you can 
  travel with mounts. 
   
  The sources of magic in the Dark Sun campaign setting are 
  very different from other D&D campaigns.  Clerics draw upon the 
  raw power of the elemental planes; druids are granted power by 
  the spirits of the land, while wizards steal it from the very life 
  around them. 
  Table 7-4: Mounts and Vehicles 
  Mount/Vehicle 
  Per Hour 
  Per Day 
  Mount 
   
   
    Crodlu 
  5 miles 
  40 miles 
    Crodlu, heavy 
  4 miles 
  32 miles 
    Crodlu, heavy war 
  3 miles 
  24 miles 
    Inix 
  4 miles 
  32 miles 
    Kank 
  4 miles 
  32 miles 
    Mekillot 
  3 miles 
  24 miles 
  Vehicle 
   
   
    Silt skimmer 
  1 mile 
  8 miles 
   
   
  Table 7-2:  Heat and Cold Dangers 
  Time 
  Normal 
  Hot 
  Cold 
  6am-10am 
  — 
  — 
  — 
  10am-12:00pm 
  — 
  Fort save/hour 
  — 
  12:00pm-4:00pm 
  Fort save/hour 
  Fort save/10 mins 
  — 
  4:00pm-6pm 
  — 
  Fort save/hour 
  — 
  6pm-11pm 
  — 
  — 
  — 
  11pm-2am 
  — 
  — 
  Fort save/hour 
  2am-4am 
  — 
  — 
  Fort/10 mins 
  4am-6am 
  — 
  — 
  Fort save/hour 
   
  Table 7-3: Overland Movement 
  Terrain  
  Highway 
  Road or Trail  
  Trackless 
  Rocky Badlands 
  ×1 
  ×3/4 
  ×1/4 
  Obsidian Plains 
  ×1 
  ×1 
  ×3/4 
  Salt Flats 
  ×1 
  ×1 
  ×1 
  Stony Barrens 
  ×1 
  ×1 
  ×1/2 
   
  
   Dark Sun 3 
  Page 45 
  –Prerelease: 7/16/2003 
  Arcane Spells 
  Unlike most campaigns, there is only one core class that casts ar-
  cane spells on Athas:  wizards.  Arcane spells involve the 
  manipulation of energy drawn from the life around the wizard.  
  Because of this, all arcane spellcasters must make a choice:  to 
  become either a defiler or a preserver. 
  Defilers and Preservers 
  All wizards on Athas draw their power from the land around them.  
  How they choose to draw that power differentiates wizards into 
  two camps: defilers and preservers.   Wizards who have the nec-
  essary self-control to gather energy without 
  destroying the plants around them are called 
  preservers, whereas those who do not possess 
  this control – or simply do not care about the 
  damage they cause – are known as defilers.  
  Defilers leave trails of sterile soil and infertile 
  ash in their wake whenever they cast a 
  spell.  It is largely because of the 
  actions of defilers that Athas is now 
  a desert, and most inhabitants of 
  the Tablelands are well aware of 
  this.  All arcane spellcasters are 
  hated because of this legacy. 
  Spellbooks 
  Athasian wizards go to great 
  lengths to conceal their “spell 
  books” 
  from 
  templars, 
  other 
  wizards and others with ability to 
  discern it for what it is. A spell 
  book comes in many forms, 
  including animal hides, stone or 
  clay tablets, bone staves, knotted 
  giant hair or necklaces of colored 
  beads. To have their spell books 
  appear inconspicuous, wizards use different, 
  often personalized codes and systems for 
  organizing their spells. A wizard uses the 
  Disguise skill to mask her spell book’s true 
  nature. Someone inspecting the spell book 
  must have ranks in the Spellcraft skill to be able to see the book 
  for what it really is. The character inspecting the spellbook must 
  win an opposed Spellcraft vs. Disguise check to identify the true 
  nature of the spellbook. A wizard must disguise her spell book 
  every time she adds a new spell to it. Unless she is in a hurry, she 
  normally takes 20 on this check. 
  The Corruption of Power 
  Defilers leave behind a circle of ash when casting spells. The ra-
  dius of this circle is 5 ft. per spell level. A 0-level spell defiles a sin-
  gle 5-ft. square occupied by the caster. Creatures other than the 
  defiler caught within the defiling radius at the time of casting ex-
  perience pain and suffer a -1 penalty to attack rolls, skill checks 
  and saves for one round. Creatures with the plant descriptor also 
  suffer 2 points of damage per level of the spell slot expended to 
  cast the spell. For this purpose a 0-level spell inflicts 1 point of 
  damage. 
   
  The ash created by defiling is black and totally devoid of life-
  giving elements.  Defiler’s ash is known throughout the tablelands 
  as the telltale sign of wizardry.  Nothing will grow in an area re-
  duced to defiler’s ash for a full year – frequently, the 
  wait is longer.  Even when the defiler’s ash is scat-
  tered by the wind, the ground beneath is a lifeless 
  scar upon the land that will take years to re-
  cover. 
   
  Defilers 
  will 
  often 
  augment 
  their 
  spellcasting power further by choosing 
  the Path Sinister, Agonizing Radius 
  and Efficient Raze feats, and many 
  eventually take levels in the Arch 
  Defiler prestige class. 
   
  A 
  defiler 
  is 
  incapable 
  of 
  preserving. On the other hand,  a 
  preserver, if desperate, may defile (see 
  The road to corruption and redemption 
  below). 
  The road to corruption and 
  redemption 
  A preserver who defiles loses her status as a 
  preserver and becomes tainted. A tainted wizard 
  is not a defiler, but if she continues to defile she 
  will eventually become one. Every time the tainted 
  wizard defiles she must roll a Will Save DC 10 + 
  spell level + amount of times previously defiled. If 
  she fails this saving throw she becomes a defiler. 
   
  A tainted wizard can seek redemption from a 
  druid. The druid, if willing and powerful enough to 
  do so, can cast a conversion spell on the tainted 
  wizard, restoring her preserver status. The wizard 
  loses 100 xp per arcane spellcaster class level.   After receiving a 
  conversion spell the amount of times previously defiled is consid-
  ered to be zero. 
   
  The only means a defiler has of redeeming himself is to seek 
  out a druid and plead for mercy and redemption. The druid, if will-
  ing and able to, can cast a conversion spell upon the defiler, but 
  will frequently do so only if the defiler demonstrates she is truly 
  willing to redeem himself. The defiler loses 1,000 xp per arcane 
  Chapter 8: Magic and Psionics 
  Table 8-1: Terrain Modifiers 
  Terrain Type 
  Examples 
  Spell Save DC Modifier 
  Spellcaster Level Check modifier 
  Desolate 
  Salt Flats, Sea of Silt 
  -2 
  -2 
  Barren 
  Boulder Fields, Mountains, Sandy Wastes 
  -1 
  -1 
  Infertile 
  City, Rocky Badlands, Stony Barrens, Scrubland 
  0 
  0 
  Fertile 
  Verdant Plains, Savannah, Swamp, Mud Flats 
  +1 
  +1 
  Abundant 
  Forest, Ocean, Garden 
  +2 
  +2 
   
  
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  Dark Sun 3 
   
  spellcaster class level. The wizard is now a preserver. The druid 
  will usually require a quest performed by the repenting defiler 
  prior to casting the conversion spell. One of the requirements for 
  this quest may be that the defiler refrains from casting any arcane 
  spells during the quest. 
  Terrain modifiers 
  In terrains with abundant plant life (Garden, Ocean, Forest) Spell 
  save DCs increase by +2 and the wizard gains a +2 bonus to spell-
  caster checks made to overcome spell resistance. 
   
  In fertile terrains (Verdant plains, Savannah, Swamp, Mud 
  Flats) Spell save DCs increase by +1 and the wizard gains a +1 
  bonus to spellcaster checks made to overcome spell resistance. 
   
  There is no penalty or benefit for casting spells using plant 
  energy in infertile terrain (City, Rocky Badlands, Stony Barrens, 
  Scrub Plains). 
   
  In barren terrains (Mountains, Sandy Wastes), Spell save DCs 
  decrease by 1 and the wizard suffers a -1 penalty to spellcaster 
  checks made to overcome spell resistance, due to the lack of plant 
  life. 
   
  In desolate terrain (Salt Flats, Sea of Silt) Spell save DCs de-
  crease by 2 and the wizard suffers a -2 penalty to spellcaster 
  checks made to overcome spell resistance. 
   
  In the Obsidian Plains, gathering energy from plants is virtu-
  ally impossible – the area is completely devoid of life. In other 
  words, if the wizard has no alternative energy source, or magical 
  items such as wands, they are unable to cast spells. 
  Divine Spells 
  Clerics and druids, like their counterparts on other worlds, cast 
  divine spells.  Athasian rangers gain no special spellcasting abil-
  ity, and there are no paladins on Athas.  Unlike most campaign 
  settings, Athas does not have any gods to grant spells.  Instead, 
  clerics forge a pact with a particular element, and draw their 
  power from the elemental planes themselves.  Druids are granted 
  their powers directly from the spirits of the lands, while templars 
  are gifted with spell by their sorcerer kings. 
  Psionics 
  Many creatures have learned to shape portions of their own psy-
  che to attack other psyches, to defend their own psyche in un-
  usual ways, or to directly affect the physical world. The general 
  term psionics refers to the ability to use one’s psychic energy to 
  affect the world outside of the mindscape. Various animals, mon-
  sters, humanoids, and even plants use psionics in various de-
  grees and applications. Those who specialize in psionics are 
  called psions; those whose psionic abilities are a lesser part of 
  their lives are called wild talents; those who use any type of tele-
  pathic psionics are called mindbenders. 
  Power Scaling 
  Certain psionic powers can be “scaled”, i.e. increased in damage 
  causing potential by the expenditure of additional power points.  
  Such powers must deal out all of their damage causing potential 
  during one round, as the primary function of the power.   
   
  Examples of scalable powers from the Psionics Handbook in-
  clude:  finger of fire,  firefall, lesser concussion, recall pain, burn-
  ing ray, sever the tie, whitefire, cone of sound, greater concussion, 
  mass concussion, recall agony, brilliant blast, baleful teleport, 
  flaming shroud, breath of the dragon, true concussion, ultrablast, 
  and detonation.  New powers introduced in the Dark Sun 3e 
  psionic powers which are scalable include: lesser static discharge, 
  bioelectric touch, static discharge, and greater static discharge.  
  Examples of powers which are not scalable include biocurrent, 
  which does damage over multiple rounds, recall death, which 
  does damage as a secondary effect, or powers like hammer, des-
  tiny dissonance, bioelectric touch, dissipating touch, and dissolv-
  ing touch which grant a psionically enhanced attack that deals 
  damage but does not cause damage as the primary function of 
  the power. 
   
  Psionic classes have the option to pay 1 PP for +1 levels 
  worth of scaling up to +5 levels. The base PP cost for the power 
  plus power pumping cannot exceed the PP cost of the character’s 
  highest-level power.  Metapsionic and other feats do not apply to 
  this limit unless noted in the feat. Likewise, power scaling does 
  not count against the manifester -1 PP limit for metapsionically-
  altered powers. This simulates how spell scaling does not affect 
  metamagic augmentation 
   
  The benefits of power scaling are equal to scaling for the 
  equivalent spell. Direct damage powers typically grant +1 die of ef-
  fect per PP pumped in. Use spell equivalents as a guide for other 
  types of powers. Power scaling does not affect the DC of the 
  power unless scaling would normally do so.  
   
  Example: a 12th level psion wishes to pump up a 2nd level 
  concussion power. The power normally delivers 3d6 damage for 3 
  PP and the psion’s highest-level power costs 11 PP. He may 
  pump in the maximum (+5 PP) for a total cost of 8 PP, doing 3d6 
  + 5d6 = 8d6 damage. The power’s DC is still figured as a 2nd level 
  power. A 7th level psion’s highest-level power costs 5 PP, which 
  limits him to +2 PP for 2nd level powers. He could do a maximum 
  of 3d6 + 2d6 = 5d6 with concussion. 
   
  Example involving metapsionics and scaling:  A 12th level 
  psion could manifest whitefire for 5 + 5 PP spent on scaling, do-
  ing 10d4 damage.  By spending an additional 6 PP, the power 
  could be maximized, doing 40 hp damage.  I.E., scaling does not 
  count towards the metapsionic cap.  For comparison purposes, 
  12th level wizard could prepare a maximized fireball (using a 6th 
  level slot), doing 60 hp damage. 
   
  Example involving metapsionics, scaling, and trigger power:  
  A 12th level psion could manifest a maximized scaled triggered 
  whitefire and pay 5 PP (the scaling cost), causing 40 points of 
  damage on a successful trigger check. If the psion failed the trig-
  ger check, she would pay 16 PPs. 
  
   Dark Sun 3 
  Page 47 
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  Cleric Spells 
  Like their counterparts in the PHB, Atha-
  sian clerics choose spells from a general 
  spell list and get bonus spells from do-
  mains. Unlike the PHB cleric however, 
  Athasian clerics only get Simple Weapon 
  Proficiency and Light Armor Proficiency. 
  Other feats and class skills are granted by 
  the domains they choose. Most of the 
  spells noted below are spells added to the 
  general cleric spell list in the PHB. Spells 
  noted in strikeout format are PHB spells 
  that Dark Sun does not make available to 
  all clerics.  
  Cleric Orisons 
  Create Water: Replaced by create element.  
  Create Element: Create a small amount of 
  patron element.  
  1st-Level Cleric Spells 
  Bless Element: Makes holy element. 
  Bless Water: Replaced by bless element. 
  Cooling Canopy: Summons a cloud to 
  provide shade and prevent dehydration. 
  Curse Element: Makes unholy element. 
  Curse Water: Replaced by curse element. 
  2nd-Level Cleric Spells 
  Altruism:  Transfer hp to another. 
  Return to the Earth:  Turns dead and un-
  dead bodies into dust. 
  3rd-Level Cleric Spells 
  Breathing:  Subjects can breathe underwa-
  ter, in silt or earth. 
  Eye of the Storm:  Protects 30 ft. radius 
  from effects of storm. 
  Lighten Load:  Increases Strength for car-
  rying capacity only. 
  Sand Pit: Excavates an area from the sand. 
  Surface Walk:  Subject treads on unstable 
  surfaces as if solid. 
  Water Breathing:  Replaced by breathing. 
  Water Walking:  Replaced by surface walk. 
  4th-Level Cleric Spells 
  Blindscorch:  Your fire burns the faces of 
  one opponent 
  Control Tides:  Raises, lowers, or parts 
  bodies of water or silt. 
  Control Water:  Replaced by control tides. 
  Curse of the Black Sands:  Target leaves 
  black oily footprints. 
  Elemental Armor: Armor or shield gains 
  enchantment bonus and special quality. 
  Elemental Weapon: Weapon gains en-
  chantment bonus and special quality. 
  Sand Spray:  Sprays sand or silt as an area 
  attack. 
  5th-Level Cleric Spells 
  Elemental Strike: Smites foes with divine 
  energy (1d6/level). 
  Flame Strike: Replaced by Elemental Strike. 
  6th-Level Cleric Spells 
  Braxatskin:  Your skin hardens, granting 
  armor bonus and damage reduction. 
  Rejuvenate:  Increase the fertility of the 
  land. 
  Wall of Stone: Only available through spe-
  cific domains. 
  7th-Level Cleric Spells 
  Infestation:  Tiny parasites infect creatures 
  within area. 
  Lesser Elemental Chariot: Enchants char-
  iot with elemental effects. 
  Sands of Time:  Reverses or accelerates 
  aging of a non-living object. 
  Unliving Identity:  Turns a mindless ani-
  mated undead into a thinking zombie, 
  skeleton or exoskeleton. 
  8th-Level Cleric Spells 
  Elemental Storm: Deals 1d6 energy dam-
  age/level. 
  Fire Storm: Replaced by elemental storm. 
  9th-Level Cleric Spells 
  Greater Elemental Chariot: As lesser ele-
  mental chariot, but with greater effects. 
  Heartseeker:  Creates a deadly piercing 
  weapon. 
  Cleric Domains 
  Blossom of the Sky 
  Worshippers: Air, Sun 
  Class Skill: Spot 
  Weapons: All ranged martial weapons 
  Armor: No additional 
  Granted Power: You suffer no hardship 
  from the heat of natural weather; your wa-
  ter consumption is treated as if you were 
  continually in the shade. 
  Blossom of the Sky Domain Spells 
  1. 
  Color Spray: Knocks uncon-
  scious, blinds or stuns 1d6 weak 
  creatures. 
  2. 
  Daylight: 60-ft. radius of bright 
  light. 
  3. 
  Searing Light: Ray deals 1d8/two 
  levels, more against undead. 
  4. 
  Rainbow Pattern: Lights prevent 
  24HD of creatures from attacking 
  or moving away. 
  5. 
  Air Lens: Directs intensified 
  sunlight at foes within range  
  6. 
  Sunbeam: Beam blinds and 
  deals 3d6 damage. 
  7. 
  Prismatic Spray: Rays hit subject 
  with a variety of effects. 
  8. 
  Incendiary Cloud: Cloud deals 
  4d6 fire damage/round. 
  9. 
  Prismatic Sphere: As prismatic 
  wall, but surrounds on all sides. 
  Broken Sands 
  Worshippers: Magma, Silt 
  Class Skill: Wilderness Lore 
  Weapons: Light Flail, Heavy Flail 
  Armor: Shields 
  Granted Power: You gain the advantages 
  of the pass without trace spell. 
  Broken Sands Domain Spells 
  1. 
  Sand Pit: Excavates an area in 
  the sand. 
  2. 
  Curse of the Black Sands: Exca-
  vates a cone-shaped area in the 
  sand. 
  3. 
  Sand Spray: Sprays sand or silt 
  as an area attack. 
  4. 
  Sand Traps: You entrap an area 
  of sand. 
  5. 
  Sand Flow: You shift the location 
  of sand dunes. 
  6. 
  Blade Barrier: Blades encircling 
  you deal 1d6 damage/level. 
  7. 
  Glass Storm: Creates a whirl-
  wind of broken glass.  
  8. 
  Molten: Melt sand into glass, or 
  rock into magma. 
  9. 
  Flash Flood: Conjures a flood. 
  Clarity of the Light 
  Worshippers: Sun 
  Class Skill: Knowledge (any), Sense Mo-
  tive 
  Weapons: Warhammer 
  Armor: Medium 
  Granted Power: You can burn those that 
  lie to you with the power of the sun.  Once 
  per day, you can deal 1d6 damage to all 
  those within 30 ft. that intentionally tell you 
  a lie (it must be a falsehood, not a half-
  Chapter 9: Spells 
  
  Prerelease: 7/16/2003  
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  Dark Sun 3 
   
  truth or incomplete information) for one 
  round. The damage increases by 1d6 and 
  the duration increase by one round for 
  every 4 levels of sun cleric that you pos-
  sess. Any creature within the area of affect 
  can only be damaged once, regardless of 
  how many lies they may tell during the abil-
  ity’s duration. 
  Clarity of the Light Domain Spells 
  1. 
  Detect Secret Doors:  Reveals 
  hidden doors within 60 ft. 
  2. 
  Zone of Truth:  Subjects within 
  range cannot lie. 
  3. 
  Invisibility Purge:  Dispels in-
  visibility within 5 ft./level. 
  4. 
  Discern Lies:  Reveals deliberate 
  falsehoods. 
  5. 
  True Seeing:  See all things as 
  they really are. 
  6. 
  Find the Path:  Shows most di-
  rect way to a location. 
  7. 
  Legend Lore:  Learn tales about 
  a person, place or thing. 
  8. 
  Discern Location:  Exact loca-
  tion of creature or object. 
  9. 
  Foresight:  “Sixth sense” warns 
  of impending danger. 
  Cold Malice 
  Worshippers: Rain 
  Class Skill: Intimidate 
  Weapons: Garrote, Sap 
  Armor: No additional 
  Granted Power: You gain your cleric level 
  in cold resistance. 
   
  Cold Malice Domain Spells 
  1. 
  Chill Touch: 1 touch/level deals 
  1d6 damage and possibly 1 Str 
  damage. 
  2. 
  Chill Metal: Cold metal damages 
  those who touch it. 
  3. 
  Enervation: Subject gains 1d4 
  negative levels. 
  4. 
  Ice Storm: Hail deals 5d6 dam-
  age in cylinder 40 ft. across. 
  5. 
  Cone of Cold: 1d6 cold dam-
  age/level. 
  6. 
  Cerulean Hail: A hailstorm ap-
  pears and does 3d8 damage and 
  causes weak creatures to flee. 
  7. 
  Otiluke’s 
  Freezing 
  sphere: 
  Freezes water or deals cold dam-
  age. 
  8. 
  Horrid Wilting: Deals 1d8 dam-
  age/level within 30 ft. 
  9. 
  Energy Drain: Subject gains 2d4 
  negative levels. 
  Dance of Decay 
  Worshippers: Earth, Rain, Silt 
  Class Skill: Disguise 
  Weapons: Falchion, Throwing Axe, Battle-
  axe, Greataxe 
  Armor: Medium 
  Granted Power: No age penalties or ap-
  parent aging. The character still dies of old 
  age when she reaches her maximum age. 
  You gain your cleric level in acid resistance. 
   
  Dance of Decay Domain Spells 
  1. 
  Return to the Earth: Turns dead 
  & undead bodies into dust. 
  2. 
  Rusting Grasp: Your touch cor-
  rodes iron and alloys. 
  3. 
  Contagion: Infects subject with 
  chosen disease. 
  4. 
  Acid Rain: Conjures an acidic 
  shower. 
  5. 
  Sands of Time: Reverses or ac-
  celerates aging of a nonliving ob-
  ject. 
  6. 
  Disintegrate: Makes one crea-
  ture or object vanish. 
  7. 
  Destruction: Kills subject and 
  destroys remains. 
  8. 
  Power Word, Blind: Blinds 200 
  hp worth of creatures. 
  9. 
  Time Stop: You act freely for 
  1d4+1 rounds. 
  Dead Heart 
  Worshippers: Silt, Magma 
  Class Skill: Knowledge (undead) 
  Weapons: Scythe, Spiked Chain 
  Armor: No additional 
  Granted Power: When dealing with un-
  dead, you gain +4 to Charisma-related 
  skills, rebuke/command attempts, and 
  your Leadership score (if you take the 
  Leadership feat). 
  Dead Heart Domain Spells 
  1. 
  Death Knell: Kills dying creature; 
  you gain 1d8 temporary hp, +2 
  Str and +1 level. 
  2. 
  Speak With Dead: Corpse an-
  swers one question/two levels. 
  3. 
  Animate Dead: Creates undead 
  skeletons and zombies. 
  4. 
  Vampiric Touch: Touch deals 
  1d6/two caster levels; caster 
  gains damage as hp. 
  5. 
  Unliving Identity: Turns a zom-
  bie into a thinking zombie:  
  6. 
  Open the Gray Portal: Sum-
  mons gray zombies  
  7. 
  Finger of Death: Kills one sub-
  ject. 
  8. 
  Gray Rift: Strengthens undead 
  creatures in the area.  
  9. 
  Vampiric 
  Youthfulness: 
  In-
  crease your lifespan at the ex-
  pense of another’s. 
  Desert Mirage 
  Worshippers: Water, Sun 
  Class Skill: Search 
  Weapons: Scimitar, Sap 
  Armor: Shields 
  Granted Power: You can use your turn at-
  tempts for the day to dispel illusion; if your 
  turn check exceeds the spell DC, then the 
  illusion is dispelled. You gain Sandy 
  Wastes as a favored terrain type (see the 
  ranger class). 
  Desert Mirage Domain Spells 
  1. 
  Entropic Shield: Ranged attacks 
  against you suffer a 20% miss 
  chance. 
  2. 
  Glitterdust: 
  Blinds 
  creatures, 
  outlines invisible creatures. 
  3. 
  Curse of the Choking Sands: 
  Victim’s touch turns water to 
  dust.  
  4. 
  Coat of Mists: Coalesces a 
  magical mist about the subject’s 
  body.  
  5. 
  Shining Sands: Affected sand re-
  flects light, blinding foes.  
  6. 
  Create Oasis: Conjures a tempo-
  rary oasis. 
  7. 
  Prismatic Wall: Wall’s colors 
  have array of effects. 
  8. 
  Horrid Wilting: Deals 1d8 dam-
  age/level within 30 ft. 
  9. 
  Implosion: 
  Kills 
  one 
  crea-
  ture/round. 
  Despair of the Drowned 
  Worshippers: Water 
  Class Skill: Escape Artist 
  Weapons: Net, Longspear 
  Armor: Medium 
  Granted Power: Armor and equipment 
  penalties do not apply to swimming, as 
  long as both of your hands are free. You 
  rebuke/command water elemental crea-
  tures as a cleric rebukes/commands un-
  dead. 
  Despair of the Drowned Domain Spells 
  1. 
  Create Water: Creates 2 gal-
  lons/level of pure water. 
  2. 
  Surface Tension: Affected water 
  acquires rubbery surface  
  3. 
  Control Water: Raises, lowers or 
  parts bodies of water. 
  4. 
  Lungs of Water: Conjures water 
  inside victim’s lungs.  
  5. 
  Water Trap: Body of water be-
  comes death trap.  
  6. 
  Drown on Dry Land: Targets can 
  only breathe water. 
  7. 
  Whirlpool of Doom: You stir the 
  ground into a whirlpool.  
  8. 
  Flash Flood: Conjures a flood.  
  9. 
  Storm of Vengeance: Storm 
  rains acid, lightning and hail. 
  Earthen Embrace 
  Worshippers: Earth 
  Class Skill: Intuit Direction 
  Weapons: Bolas 
  Armor: Heavy, Shields 
  Granted Power: You can use your Intuit 
  Direction ability to assess your depth un-
  derground (DC 15), and you can re-
  buke/commands earth creatures as a cleric 
  rebukes/commands undead. 
  Earthen Embrace Domain Spells 
  1. 
  Magic Stone: Three stones gain 
  +1 attack, deal 1d6+1 damage. 
  2. 
  Endurance: Gain 1d4+1 Con for 
  1hr./level. 
  3. 
  Leomund’s Secure Shelter: Cre-
  ates sturdy cottage. 
  4. 
  Passwall: Breaches walls 1 ft. 
  thick/level. 
  5. 
  Stoneskin: Stops blows, cuts, 
  stabs and slashes. 
  6. 
  Stone to Flesh: Restores petri-
  
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  fied creature. 
  7. 
  Whirlpool of Doom: You stir the 
  ground into a whirlpool.  
  8. 
  Iron Body: Your body becomes 
  living iron. 
  9. 
  Imprisonment: Entombs subject 
  beneath the earth. 
  Fire Eyes 
  Worshippers: Fire 
  Class Skills: Spot 
  Weapons: Atlatl 
  Armor: Medium 
  Granted Power: Your perfectly tanned skin 
  never sunburns; you cannot be blinded by 
  any effect of 4
  th level or lower.  In flat barren 
  plains (sandy wastes, salt flats, stony bar-
  rens, & obsidian wastes), when in the full 
  blazing sun, you add your level to your 
  Spot check. 
  Fire Eyes Domain Spells 
  1. 
  Faerie Fire: Outlines subjects 
  with light, canceling blur, con-
  cealment, etc. 
  2. 
  Clues of Ash: You receive a vi-
  sion of the item’s destruction  
  3. 
  Continual Flame: Makes a per-
  manent, heatless torch. 
  4. 
  Fire Track: Fiery spark follows 
  tracks.  
  5. 
  True Seeing: See all things as 
  they really are. 
  6. 
  Find the Path: Shows most di-
  rect way to a location. 
  7. 
  Watch Fire: Scrys campfires 
  within range. 
  8. 
  Confessor’s Flame: Uses threat 
  of flame to extract confession. 
  9. 
  Spirit of Flame: As watch fire, 
  plus you can teleport or cast 
  spells through flames. 
  Fire from the Sky 
  Worshippers: Fire, Water 
  Class Skill: Perform 
  Weapons: All Crushers 
  Armor: Heavy 
  Granted Power: You gain your cleric level 
  in electricity resistance. 
  Fire from the Sky Domain Spells 
  1. 
  Burning Hands. 1d4 fire dam-
  age/level (max 5d4). 
  2. 
  Water Shock. Entraps water with 
  electric charge.  
  3. 
  Call Lightning: Directs lightning 
  bolts (1d10/level) during storms. 
  4. 
  Lightning Bolt: Electricity deals 
  1d6 damage/level. 
  5. 
  Quench: Extinguishes nonmagi-
  cal fires or one magic item. 
  6. 
  Control 
  Weather: 
  Changes 
  weather in local area. 
  7. 
  Chain 
  Lightning: 
  1d6 
  dam-
  age/level; secondary bolts. 
  8. 
  Liquid 
  Lightning: 
  Lightning 
  strikes victim & first person to 
  touch victim. 
  9. 
  Water Light: Water within range 
  emits light.  
  Forged Stone 
  Worshippers: Earth  
  Class Skill: Search 
  Weapons: Light Pick, Heavy Pick 
  Armor: Heavy, Shields 
  Granted Power: If you step within 10 feet 
  of unusual stonework such as traps or se-
  cret doors, you can make a Search check as 
  if actively searching. 
  Forged Stone Domain Spells 
  1. 
  Sandstone: Your touch packs 
  sand into sandstone 
  2. 
  Soften Earth and Stone: Turns 
  stone to clay or dirt to sand or 
  mud. 
  3. 
  Stone Shape: Sculpts stone into 
  any shape. 
  4. 
  Keen Edge: Doubles normal 
  weapon’s threat range. 
  5. 
  Transmute Mud to Rock: Trans-
  forms two 10 ft. cubes/level. 
  6. 
  Move Earth: Digs trenches and 
  build hills. 
  7. 
  Statue: Subject can become a 
  statue at will. 
  8. 
  Heartseeker: Creates a deadly 
  piercing weapon. 
  9. 
  Legendary Stonecraft: Stretches 
  time with respect to stonecraft 
  labor. 
  Fury of Storms 
  Worshippers: Air, Rain 
  Class Skill: Climb, Balance 
  Weapons: Hand & Repeating Crossbows 
  Armor: No additional 
  Granted Power: Turn/destroy conjured 
  storms as elemental clerics turn/destroy 
  undead: turn check vs. DC of the conjuring 
  spell. 
   
  Fury of Storms Domain Spells 
  1. 
  Eye of the Storm: Protects 30 ft. 
  radius from effects of storm for 
  10 min + 1 min/level. 
  2. 
  Gust of Wind: Blows away or 
  knocks down smaller creatures. 
  3. 
  Sleet Storm: Hampers vision 
  and movement. 
  4. 
  Ice Storm:  Hail deals 5d6 dam-
  age in cylinder 40 ft. across. 
  5. 
  Control Winds: Change wind di-
  rection and speed. 
  6. 
  Sirocco: You conjure a legendary 
  desert wind. 
  7. 
  Whirlwind: Cyclone inflicts dam-
  age and can pick up creatures. 
  8. 
  Storm Legion: Transports willing 
  creatures via a natural storm.  
  9. 
  Storm of Vengeance: Storm 
  rains acid, lightning and hail. 
  Ill Winds 
  Worshippers: Air, Magma 
  Class Skill: Search 
  Weapons: Splashbow 
  Armor: No additional 
  Granted Power: Use your Search skill to 
  identify poisons by smell and taste. Fur-
  thermore, you can make a Search skill 
  check to avoid exposure to inhaled poisons 
  assuming you can hold your breath. 
  Ill Wind Domain Spells 
  1. 
  Charnel Stench: Emit a vile cone 
  of stench  
  2. 
  Pyrotechnics: 
  (smoke 
  effect 
  only). Turns fire into choking 
  smoke. 
  3. 
  Breeze Lore: Gives you tempo-
  rary scent ability.  
  4. 
  Stinking Cloud: Nauseating va-
  pors, 1 round/level. 
  5. 
  Cloudkill: Kills 3 HD or less; 4-6 
  HD save or die. 
  6. 
  Acid Fog: Fog deals acid dam-
  age. 
  7. 
  Poisoned 
  Gale: 
   
  Poisonous 
  cloud (10 ft. wide, 10 ft. high) 
  emanating out from you to the 
  extreme of the range 
  8. 
  Incendiary Cloud: Cloud deals 
  4d6 fire damage/round. 
  9. 
  Wind Trap: Prepare a magical 
  wind trap to spring on specified 
  conditions. 
  Living Waters 
  Worshippers: Water 
  Class Skill: Swim 
  Weapons: Trident, Light Lance, Heavy 
  Lance 
  Armor: No additional 
  Granted Power: Water that you have per-
  sonally carried continuously for the last 24 
  
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  Dark Sun 3 
   
  hours becomes enchanted: all who drink at 
  least a quart are healed of 1d8 points of 
  damage. Drinking more than one quart per 
  day has no additional effect. You may only 
  enchant 1 + your Wisdom modifier quarts 
  each day. For example, a 5th-level cleric 
  with a Wisdom of 15 (+2 bonus) can en-
  chant 3 quarts per day, if he can carry that 
  much. 
  Living Waters Domain Spells 
  1. 
  Clear Water: Doubles the benefit 
  of water.  
  2. 
  Fog Cloud: Fog obscures vision. 
  3. 
  Fulfill: 1 quart enchanted water 
  fills hunger, heals ability damage.  
  4. 
  Pact of Water: Seal a pledge be-
  tween willing creatures.  
  5. 
  Sweet Water: Enchants water 
  with life-preserving properties.  
  6. 
  Awaken Water Spirits: Gives 
  sentience to a body of natural 
  water.  
  7. 
  Waters of Life: Absorb another 
  creature’s ailments.  
  8. 
  Heartseeker: Creates a deadly 
  piercing weapon.  
  9. 
  Waterways: Use natural water 
  sources for supernatural trans-
  portation.  
  Meek of the Land 
  Worshippers: Air, Earth 
  Class Skill: Handle Animal 
  Weapons: Lasso, Net 
  Armor: No additional 
  Granted 
  Power: 
  You 
  can 
  re-
  buke/command vermin just as a paraele-
  mental cleric turns undead, except for hive 
  queens/leaders which you cannot control. 
  Meek of the Land Domain Spells 
  1. 
  Animal Messenger: Sends a 
  Tiny animal to a specific place. 
  2. 
  Summon 
  Swarm: 
  Summons 
  swarm of small crawling of flying 
  creatures. 
  3. 
  Repel Vermin: Insects stay 10ft. 
  away. 
  4. 
  Giant Vermin: Turns insects into 
  giant vermin. 
  5. 
  Insect Plague: Insect horde lim-
  its vision, inflicts damage, and 
  weak creatures flee. 
  6. 
  Infestation: Tiny parasites infest 
  creatures within area. 
  7. 
  Creeping Doom: Carpet of in-
  sects attacks at your command. 
  8. 
  Sympathy: Object or location at-
  tracts certain creatures. 
  9. 
  Swarm of Anguish: Transforms 
  you into a swarm of agony bee-
  tles. 
  Mountain’s Fury 
  Worshippers: Earth, Fire, Magma 
  Class Skill: Climb 
  Weapons: Maquahuitl 
  Armor: Heavy, Shields 
  Granted Power: No armor penalties to 
  climb or balance, so long as both hands 
  are free, if you are touching the ground. 
   
  Mountain’s Fury Domain Spells 
  1. 
  Magic Stone: Three stones gain 
  +1 attack, deal 1d6+1 damage. 
  2. 
  Heat Metal: Hot metal damages 
  those who touch it. 
  3. 
  Spike Stones: Creatures in area 
  take 1d8 damage, may be slowed. 
  4. 
  Oil Spray: A fountain of flamma-
  ble oil gushes from the ground. 
  5. 
  Flesh to Stone: Turns subject 
  creature into statue. 
  6. 
  Repel Metal or Wood: Pushes 
  away metal or wooden objects. 
  7. 
  Earthquake: 
  Intense 
  tremor 
  shakes 5 ft./level radius. 
  8. 
  Magma 
  Tunnel: 
  Tunnels 
  through solid rock.  
  9. 
  Fissure: Opens a volcanic fissure 
  in natural stone. 
  Refreshing Storms 
  Worshippers: Rain 
  Class Skill: Knowledge (nature) 
  Weapons: Shortbow, Longbow 
  Armor: Shields 
  Granted Power: You can conjure a minia-
  ture storm whose rain is imbued with light 
  healing magic.  All creatures within 60 ft. of 
  you that are currently at negative hit points 
  and dying, become stabilized, just as if 
  they had succeeded a stabilization check.  
  This affects all creatures within range, 
  friend or foe.  The rain conjured from this 
  ability disappears as soon as it makes con-
  tact with anything.  This ability can be used 
  once per day and only functions outdoors. 
  Refreshing Storms Domain Spells 
  1. 
  Obscuring Mist:  Fog surrounds 
  you. 
  2. 
  Aid:  +1 attack, +1 on saves 
  against fear, 1d8 temporary hit 
  points. 
  3. 
  Gust of Wind:  Blows away or 
  knocks down smaller creatures. 
  4. 
  Restoration: Restores level and 
  ability score drains. 
  5. 
  Sleet Storm:  Hampers vision 
  and movement. 
  6. 
  Heroes’ Feast:  Food for one 
  creature/level cures and blesses. 
  7. 
  Control 
  Weather: 
  Changes 
  weather in local area. 
  8. 
  Wind Walk: You and your allies 
  turn vaporous and travel fast. 
  9. 
  Whirlwind: 
   
  Cyclone 
  inflicts 
  damage and can pick up crea-
  tures. 
  Rolling Thunder 
  Worshippers: Air 
  Class Skill: Perform 
  Weapons: Warhammer, Light Hammer 
  Greatclub 
  Armor: Shields 
  Granted Power: You cannot be deafened 
  or stunned by sonic attacks. Add +2 to your 
  saving throws for all sound-based attacks. 
  Rebuke/control air elemental creatures as a 
  paraelemental cleric rebukes/controls un-
  dead. 
  Rolling Thunder Domain Spells 
  1. 
  Command. One subject obeys 
  one-word command for one 
  round. 
  2. 
  Sound Burst: Deals 1d8 sonic 
  damage to subjects; may stun 
  them. 
  3. 
  Shatter: Sonic vibration damages 
  objects or crystalline creatures. 
  4. 
  Shout: Deafens all within cone 
  and deals 2d6 damage. 
  5. 
  Greater Command: As com-
  mand, but affects one sub-
  ject/level. 
  6. 
  Power Word, Stun: Stuns crea-
  tures up to 150 hp. 
  7. 
  Geas/Quest: As lesser geas, 
  plus it affects any creature. 
  8. 
  Power Word, Blind: Blinds 200 
  hp worth of creatures. 
  9. 
  Power Word, Kill: Kills one 
  tough subject or many weak 
  ones. 
  Smoldering Spirit 
  Worshippers: Fire 
  Class Skill: Psicraft 
  Weapons: Shortbow, Longbow 
  Armor: Medium 
  Granted Power: You gain the Talented feat 
  with finger of fire as your wild talent. You 
  can rebuke/command fire elemental crea-
  tures as a paraelemental cleric rebukes un-
  dead. 
  Smoldering Spirit Domain Spells 
  1. 
  Burning Hands: 1d4 fire dam-
  age/level (max: 5d4). 
  2. 
  Pyrotechnics: Turns fire into 
  blinding light or choking smoke. 
  3. 
  Flaming Sphere: Rolling ball of 
  fire, 
  2d6 
  damage, 
  lasts 
  1 
  round/level. 
  4. 
  Blindscorch: Your fire burns the 
  faces of one opponent. 
  5. 
  Fire Shield: Creatures attacking 
  you take fire damage; you’re pro-
  tected from heat or cold. 
  6. 
  Fire Storm: Deals 1d6 fire dam-
  age/level. 
  7. 
  Delayed Blast Fireball: 1d8 fire 
  damage/level; you can delay blast 
  for 5 rounds. 
  8. 
  Incendiary Cloud: Could deals 
  4d6 fire damage/round. 
  9. 
  Blazing Wreath: Shrouds you in 
  elemental flame. 
  Soul Slayer 
  Worshippers: Silt 
  Class Skill: Read Lips 
  Weapons: Whip, Dire Flail 
  Armor: No additional  
  Granted Power: Whenever you strike with 
  your whip, you can automatically attempt 
  to grapple with it, as if you had the Im-
  proved Grab ability. 
  Soul Slayer Domain Spells 
  1. 
  Ray of Enfeeblement: Ray re-
  duces Str by 1d6 points + 1 
  
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  –Prerelease: 7/16/2003 
  point/level. 
  2. 
  Death Mark: Curses a target 
  marked for death. 
  3. 
  Death Whip: Enchants a whip to 
  deal Strength + Dexterity dam-
  age.  
  4. 
  Evard’s Black Tentacles: 1d4 
  +1/level tentacles grapple ran-
  domly within 15 ft. 
  5. 
  Slay Living: Touch attack kills 
  subject. 
  6. 
  Harm: Subject loses all but 1d4 
  hp. 
  7. 
  Soul Bind: Traps newly dead 
  soul to prevent resurrection. 
  8. 
  Trap the Soul: Imprisons subject 
  within gem. 
  9. 
  Clone: Duplicate awakens when 
  original dies.  
  Wrath of the Fire Lord 
  Worshippers: Fire, Sun 
  Class Skill: Intimidate 
  Weapons: Light Flail & Heavy Flail 
  Armor: Heavy, Shields 
  Granted Power: When holding a burning 
  torch in one hand, you gain the benefit of a 
  large shield. 
   
  Wrath of the Fire Lord Domain Spells 
  1. 
  Burning Hands: 1d4 fire dam-
  age/level (max: 5d4). 
  2. 
  Flame Arrow: Shoots flaming 
  projectile (extra damage) or fiery 
  bolts (4d6 damage). 
  3. 
  Fire Trap: Opened object deals 
  1d4+1/level damage. 
  4. 
  Sunstroke: Ray attacks induce 
  sunstroke. 
  5. 
  Flame Strike: Smites foes with 
  divine fire (1d6/level). 
  6. 
  Fire Seeds: Acorns and berries 
  become grenades and bombs. 
  7. 
  Flame Harvest: Creates a timed 
  fire trap.  
  8. 
  Sunburst: Blinds all within 10ft., 
  deals 3d6 damage. 
  9. 
  Conflagration: Incinerates a liv-
  ing creature and animates its 
  remains. 
  Druid Spells 
  Druid Orizons 
  Defiler Scent:  Smells the presence or ab-
  sence of defilers. 
  Nurturing Seeds: Makes 10 seeds or cut-
  tings hardy and easy to transplant. 
  1st-Level Druid Spells 
  Black Cairn:  Locates a corpse within 1 
  mile/level. 
  Cooling Canopy:  Summons a cloud to 
  provide shade and prevent dehydration. 
  Detect Undead:  Reveals undead within 60 
  feet. 
  Plant Renewal:  Brings one plant back 
  from near destruction. 
  Proof Against Undeath:  Prevents dead 
  subject from being raised as undead. 
  2nd-Level Druid Spells 
  Altruism:  Transfer hp to another. 
  Clear Water. Doubles the Benefit of water. 
  Darkness:  20-foot radius of supernatural 
  darkness. 
  Gentle Repose:  Preserves one corpse. 
  Remove Paralysis:  Frees one or more 
  creatures from paralysis, hold, or slow. 
  Sleep:  Put 2d4 HD of creatures into coma-
  tose slumber. 
  3rd-Level Druid Spells 
  Breathing:  Subjects can breathe underwa-
  ter, in silt or earth. 
  Curse of the Black Sands:  Target leaves 
  black oily footprints 
  Daylight:  60-radius of bright light. 
  Deeper Darkness:  Object sheds absolute 
  darkness in 60-ft. radius. 
  Eye of the Storm:  Protects 30 ft. radius 
  from effects of storm. 
  Remove Curse:  Frees object or person 
  from curse. 
  Return to the Earth:  Turns dead and un-
  dead bodies into dust. 
  Searing Light:  Ray deals 1d8/two levels 
  against undead. 
  Surface Walk:  Subject treads on unstable 
  surfaces as if solid. 
  4th-Level Druid Spells 
  Control Tides:  Raises, lowers, or parts 
  bodies of water or silt. 
  Elemental Strike: Smites foes with divine 
  energy (1d6/level). 
  Klar’s Heart:  Enhances combat abilities of 
  all creatures within range. 
  Nondetection:  Hides subject from divina-
  tion, scrying. 
  Protection from Weather:  A magical bar-
  rier protects you from weather. 
  Thorns of Binding:  Bind an opponent and 
  inflict damage. 
  5th-Level Druid Spells 
  Braxatskin:  Your skin hardens, granting 
  armor bonus and damage reduction. 
  Coat of Mists. Coalesces a magical mist 
  about the subject’s body. 
  Conversion: Removes burden of acts of 
  defiling from a wizard. 
  Mark of Justice:  Designates action that 
  will trigger curse on subject. 
  Rejuvenate:  Increase the fertility of the 
  land. 
  Righteous Might:  Your size increases, 
  and you gain +4 Str. 
  6th-Level Druid Spells 
  Awaken Water Spirits:  Gives sentience to 
  a natural body of water. 
  Raise Dead:  Restores life to subject who 
  died up to 1 day/level ago. 
  Infestation:  Tiny parasites infect creatures 
  within area. 
  7th-Level Druid Spells 
  Elemental Storm: Deals 1d6 energy dam-
  age/level. 
  Waters of Life. Absorb another creature’s 
  ailments.  
  8th-Level Druid Spells 
  Flame Harvest:  Creates a timed fire trap. 
  Regenerate:  Subject’s severed limbs grow 
  back. 
  Sirocco: You conjure a legendary desert 
  
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  Dark Sun 3 
   
  wind. 
  9th-Level Druid Spells 
  Flash Flood. Conjures a flood. Heart-
  seeker:  Creates a deadly piercing weapon. 
  Storm Legion. Transports willing crea-
  tures via a natural storm.  
  Swarm of Anguish. Transforms you into a 
  swarm of agony beetles. 
  Wild Lands:  Attract wild creatures to an 
  area. 
  Templar Spells 
  Templar Orizons 
  (Assigned) Detect Magic:  Detects spells 
  and magic items within 60 ft. 
  Cure Minor Wounds:  Cures 1 point of 
  damage. 
  Defiler Scent:  Smells presence or absence 
  of defilers. 
  Detect Poison:  Detects poison in one 
  creature or small object. 
  Guidance:  +1 on one roll, save, or check. 
  Inflict Minor Wounds:  Touch attack, 1 
  point of damage. 
  Mending:  Makes minor repairs on an ob-
  ject. 
  Resistance:  Subject gains +1 on saving 
  throws. 
  Virtue: Touch attack, 1 point of damage. 
  1st-Level Templar Spells 
  (Assigned) Bless: Allies gain +1 attack 
  and +1 on saves against fear. 
  Black Cairn:  Locates a corpse within 1 
  mile/level. 
  Cause Fear:  One creature flees for 1d4 
  rounds. 
  Comprehend Languages:  Understand all 
  spoken and written languages. 
  Cure Light Wounds:  Cures 1d8+1/level 
  damage (max +5). 
  Deathwatch: Sees how wounded subjects 
  within 30 ft. are. 
  Detect Secret Doors:  Reveals hidden 
  doors within 60 ft. 
  Detect Undead:  Reveals undead within 60 
  ft. 
  Divine Favor:  You gain attack, damage 
  bonus, +1/three levels. 
  Doom:  One subject suffers -2 on attacks, 
  damage, saves, and checks. 
  Endure Elements:  Ignores 5 dam-
  age/round from one energy type. 
  Hand of the Sorcerer King:  Protects 
  caster from spells. 
  Inflict Light Wounds:  Touch, 1d8+1/level 
  damage (max +5). 
  Invisibility to Undead: Undead can’t per-
  ceive one subject/level. 
  Magic Weapon:  Weapon gains +1 bonus. 
  Remove Fear:  +4 on saves against fear for 
  one subject +1/four levels. 
  Sanctuary:  Opponents can’t attack you, 
  and you can’t attack. 
  Shield of Faith:  Aura grants +2 or higher 
  deflection bonus. 
  2nd-Level Templar Spells 
  (Assigned)  Hold Person: Holds one per-
  son helpless; 1 round/level. 
  Battlefield Healing:  Heals quickly, but at 
  a risk of damage. 
  Bull’s Strength:  Subject gains 1d4+1 Str 
  for 1 hr./level. 
  Calm 
  Emotions: 
   
  Calms 
  1d6 sub-
  jects/level, negating emotion effects. 
  Cure 
  Moderate 
  Wounds: 
   
  Cures 
  2d8+1/level damage (max +10). 
  Death Knell: Kills dying creature; you gain 
  1d8 temporary hp, +2 Str, and +1 level. 
  Delay Poison: Stops poison from harming 
  subject for 1 hour/level. 
  Endurance:  Gain 1d4+1 Con for 1 
  hr./level. 
  Enthrall:  Captivates all within 100 ft. + 10 
  ft/level. 
  Gentle Repose:  Preserves one corpse. 
  Hold Person:  Holds one person helpless; 
  1 round/level. 
  Inflict Moderate Wounds:  Touch attack, 
  2d8+1/level damage (max +10). 
  Lesser Restoration:  Dispels magic ability 
  penalty or repairs 1d4 ability damage. 
  Remove Paralysis: Frees one or more 
  creatures from paralysis, hold, or slow. 
  Resist Elements:  Ignores 12 dam-
  age/round from one energy type. 
  Return to the Earth: Turns dead and un-
  dead bodies into dust. 
  Silence:  Negates sound in 15-ft radius. 
  Undetectable 
  Alignment: 
   
  Conceals 
  alignment for 24 hours. 
  Zone of Truth:  Subjects in range cannot 
  lie. 
  3rd-Level Templar Spells 
  (Assigned)  Dispel Magic: Cancels magi-
  cal spells and effects. 
  Breathing:  Subjects can breathe underwa-
  ter, in silt or earth. 
  Sand Pit: Excavates sand in a 10 ft./level 
  wide and deep cone. 
  Cure Serious Wounds:  Cures 3d8+1/level 
  damage (max +15). 
  Discern Lies:  Reveals deliberate false-
  hoods. 
  Glyph of Warding:  Inscription harms 
  those who pass it. 
  Image of the Sorcerer-King:  Touched 
  creatures must save or become affected by 
  cause fear. 
  Inflict Serious Wounds:  Touch attack, 
  3d8+1/level damage (max 15). 
  Locate Object: Senses direction toward 
  object (specific or type). 
  Magic Vestment:  Armor or shield gains 
  +1 enhancement/three levels. 
  Obscure Object: Masks object against 
  divination. 
  Prayer: Allies gain +1 on most rolls, and 
  enemies suffer -1. 
  Protection from Elements:  Absorb 12 
  damage/level from one kind of energy. 
  Remove Disease: Cures all diseases affect-
  ing subject. 
  Sand Spray: Sprays sand or silt as an area 
  attack. 
  Speak with Dead: Corpse answers one 
  question/two levels. 
  Surface Walk:  Subject treads on unstable 
  surfaces as if solid. 
  Wind Wall: Deflects arrows, smaller crea-
  tures, and gases. 
  4th-Level Templar Spells 
  (Assigned)  Greater Command: As 
  command, but affects one subject/level. 
  Air Walk: Subject treads on air as if solid 
  (climb at 45-degree angle). 
  Animate Dead: Creates undead skeletons 
  and zombies. 
  Cure Critical Wounds:  Cures 4d8+1/level 
  damage (max +20). 
  Dimensional Anchor: Bars extradimen-
  sional movement. 
  Divine Power:  You gain attack bonus, 18 
  Str and 1 hp/level. 
  Elemental Burst: Ray deals 1d8/two levels, 
  plus burst. 
  Fool’s Feast: Enchants food for one crea-
  ture/level and blesses. 
  Freedom of Movement: Subject moves 
  normally despite impediments. 
  Greater Magic Weapon: +1 bonus/three 
  levels (max +5). 
  Inflict Critical Wounds:  Touch attack, 4d8 
  +1/level damage (max+20). 
  Lesser Geas: Commands subject of 7 HD 
  or less. 
  Neutralize Poison: Detoxifies venom in or 
  on subject. 
  Pact of Water. Seal a pledge between will-
  ing creatures. 
  Status: Monitors condition, position of al-
  lies. 
  Tongues:  Speak any language. 
  5th-Level Templar Spells 
  (Assigned)  Mark of Justice: Designates 
  action that will trigger curse on subject. 
  Air Lens: Directs intensified sunlight at 
  foes within range. 
  Break Enchantment: Frees subjects from 
  enchantments, alterations, curses, and pet-
  rifaction. 
  Circle of Doom: Deals 1d8 +1/level dam-
  age in all directions. 
  Elemental Strike: Smites foes with divine 
  energy (1d6/level). 
  Fire Track: Fiery spark follows tracks. 
  Klar’s Heart: Enhances combat abilities of 
  all creatures within range. 
  Lungs of Water: Conjures water inside vic-
  tim’s lungs. 
  Sandflow: You shift the location of sand 
  dunes. 
  
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  Scrying: Spies on subject from a distance. 
  Spell 
  Resistance: 
  Subject 
  gains 
  +12+1/level SR 
  True Seeing: See all things as they really 
  are. 
  6th-Level Templar Spells 
  (Assigned)  Greater Dispelling: As dispel 
  magic, but up to +20 on check. 
  Blade Barrier:  Blades encircling you deal 
  1d6 damage/level. 
  Braxatskin:  Your skin hardens, granting 
  armor bonus and damage reduction. 
  Control Tides:  Raises, lowers, or parts 
  bodies of water or silt. 
  Forbiddance: Denies area to creatures of 
  another alignment. 
  Geas/Quest:  As lesser geas, plus it af-
  fects any creature. 
  Greater Glyph of Warding:  As glyph of 
  warding, but up to 10d8 damage or 6th 
  level spell. 
  Raise Dead: Restores life to subject who 
  died up to 1 day/level ago. 
  Slay Living:  Touch attack kills subject. 
  Word of Recall:  Teleports you back to 
  designated place. 
  7th-Level Templar Spells 
  (Assigned)  Confessor’s Flame: Uses 
  threat of flame to extract confession. 
  Crusade:  Allies receive +3 bonus to at-
  tack/damage/saving throws, 2d8 hit points 
  and immunity to magical fear. 
  Glass Storm: Creates a whirlwind of bro-
  ken glass. 
  Greater Scrying: As scrying, but faster and 
  longer. 
  Lesser Elemental Chariot: Enchants char-
  iot with elemental effects. 
  Refuge: Alters item to transport its pos-
  sessor to you. 
  Repulsion: Creatures can’t approach you. 
  Unliving Identity: Turns a mindless ani-
  mated undead into a thinking zombie, 
  skeleton, or exoskeleton. 
  8th-Level Templar Spells 
  (Assigned)  Symbol: Triggered runes have 
  array of effects. 
  Antipathy: Object or location affected by 
  spell repels certain creatures. 
  Discern Location: Exact location of crea-
  ture or object. 
  Fire Storm: Deals 1d6 fire damage/level. 
  Gray Rift: A hovering rift to the Gray bol-
  sters undead. 
  Poisoned Gale:  Poisonous cloud (10 ft. 
  wide, 10 ft. high) emanating out from you 
  to the extreme of the range 
  Regenerate: Subject’s severed limbs grow 
  back. 
  9th-Level Templar Spells 
  (Assigned)  Curtain Ward:  Creates a im-
  passable ward that has some effects of a 
  prismatic wall. 
  Elemental Storm: Deals 1d6 energy dam-
  age/level. 
  Energy Drain: Subject gains 2d4 negative 
  levels. 
  Gray Rift: A hovering rift to the Gray bol-
  sters undead. 
  Greater Elemental Chariot:  As lesser 
  elemental chariot, but with greater effects. 
  Implosion: Kills one creature/round. 
  Molten: Melt sand into glass, or rock into 
  magma. 
  Power Word, Blind:  Blinds 200 hp worth 
  of creatures. 
  Soul Bind: Traps newly dead soul to pre-
  vent resurrection. 
  Storm of Vengeance: Storm rains acid, 
  lightning, and hail. 
  Wizard Spells 
  Wizard Cantrips 
  Div 
  Slave Scent.  Divines target’s so-
  cial class. 
  1st-Level Wizard Spells 
  Conj 
  Cooling Canopy: Summons a 
  cloud to provide shade and pre-
  vent dehydration. 
  Ill 
  Illusory Talent:  Provides the 
  appearance of skill. 
  2nd-Level Wizard Spells 
  Abjur 
  Eye of the Storm: Protects 30 ft. 
  radius from effects of storm for 
  10 min + 1 min/lvl. 
  Ench 
  Wakefulness:  Target can post-
  pone sleep. 
  Necro 
  Death Mark: Target receives -2 
  to attack, damage, saving throws, 
  skills and ability checks and loses 
  all Dex bonus to AC. 
  Trans 
  Boneharden: 
  Hardens 
  bone, 
  making weapons stronger and 
  impairing living beings. 
   
  Sandstone: Touch turns sand 
  into sandstone. 
  3rd-Level Wizard Spells 
  Ench 
  Dedication:  Allows target to 
  avoid sleep, consume half food 
  and water and +1 to attack, dam-
  age, saves, ability and skill checks 
  while pursing a specified task. 
  Necro 
  Death Whip: Enchants a whip to 
  deal temporary Strength damage. 
  Trans 
  Breathing:  Subjects can breathe 
  underwater, in silt or earth. 
   
  Sand Pit: Excavates sand in a 10 
  ft./level wide and deep cone. 
  4th-Level Wizard Spells 
  Evoc 
  Sand Spray: Sprays sand or silt 
  as an area attack. 
  5th-Level Wizard Spells 
  Conj 
  Cerulean Hail: A hailstorm ap-
  pears and does 3d8 damage and 
  causes less than 6 HD creatures 
  to flee. 
  Trans 
  Sand Flow: You shift the location 
  of sand dunes. 
  6th-Level Wizard Spells 
  Trans 
  Braxatskin:  Your skin hardens, 
  granting armor bonus and dam-
  age reduction. 
   
  Control Tides:  Raises, lowers, 
  or parts bodies of water or silt. 
   
  Sands of Time: Reverses or ac-
  celerates aging of a nonliving ob-
  ject. 
   
  Shining Sands: Grains of sand 
  rotate to reflect light where you 
  wish it to go. 
  7th-Level Wizard Spells 
  Conj 
  Infestation: Tiny parasites infest 
  creatures within area. 
  Necro 
  Open the Gray Portal: Animates 
  or summons zombies from the 
  Gray. 
   
  Unliving Identity: Turns a mind-
  less animated undead into a 
  thinking zombie, skeleton, or 
  exoskeleton. 
  8th-Level Wizard Spells 
  Abjur 
  Protection from Time:  Makes 
  creature or object immune to ag-
  ing for 1 month/2 levels. 
  9th-Level Wizard Spells 
  Conj 
  Gray Rift: A hovering rift to the 
  Gray Plane bolsters undead. 
   
  Vampiric 
  Youthfulness: 
  Age 
  others to reverse your aging. 
  Trans 
  Magma 
  Tunnel: 
  Tunnels 
  through solid rock 
  Spells 
  Acid Rain 
  Conjuration (Creations) [Acid] 
  Level: Dance of Decay 4 
  Components: V, S 
  Casting Time:  1 round 
  Range: Medium (100 ft. + 10 ft. / level) 
  
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  Dark Sun 3 
   
  Target: 20 ft. cube 
  Duration: 1 minute/level 
  Savings Throw: Reflex half  
  Spell Resistance: No 
  This terrible spell creates a toxic shower 
  that covers all within its area of effect. The 
  droplets are composed of very corrosive 
  acids, and eat through metal, cloth and 
  flesh. Anything caught beneath the rain 
  takes 4d4 points of acid damage + 1 point 
  per 2 caster levels (maximum +5). It is easy 
  to move out of the cube, but if a creature 
  cannot, it continues to take damage for 
  each round spent in the rain. A character 
  that does not save must make saves for his 
  equipment as well. Unattended objects 
  also take damage from the falling acid. 
  When the spell expires the acid that had 
  rained down instantly evaporates. 
  Air Lens 
  Transmutation 
  Level: Blossom of the Sky 5 
  Components: V, S, DF  
  Casting Time: 1 action 
  Range: Medium (100 ft. + 10 ft./lvl) 
  Target: 1 target/attack  
  Duration: 
  Concentration, 
  up 
  to 
  1 
  round/level  
  Saving Throw: No additional  
  Spell Resistance: Yes 
  This spell manipulates a block of air into a 
  magical lens that you can use to direct in-
  tensified sunrays. If sunlight becomes un-
  available, the spell prematurely ends. Once 
  you have cast air lens, you can use air lens 
  as many times per round as your base at-
  tack allows, as long as each target is within 
  spell range, and as long as you maintain 
  concentration. Attacks made with the air 
  lens are ranged touch attacks. Targets re-
  ceive benefits for both cover and conceal-
  ment. Each hit inflicts 2d6 +1hp/level fire 
  damage, with creatures that are especially 
  vulnerable to sunlight (such as some un-
  dead) taking double damage. Alternately, 
  you can use an air lens attack to ignite 
  combustible materials such as dry sticks, 
  straw, parchment and cloth. 
  Altruism 
  Conjuration (Healing) 
  Level:  Clr 2, Drd 2 
  Components:  V, S 
  Casting Time:  1 action 
  Range:  Touch 
  Target:  Creature touched 
  Duration:  1 day 
  Savings Throw:  None (harmless) 
  Spell Resistance:  Yes (harmless) 
  With this spell, you may transfer hit points 
  to another character or being of any align-
  ment not directly opposed to your own 
  (good vs. evil or lawful vs. chaotic). Hit 
  points are exchanged on a 1 to 1 basis and 
  may not be “taken back” until the duration 
  of the spell expires. The recipient of the 
  spell cannot gain more hit points than they 
  normally have, and cannot refuse the gift 
  even if they want to. 
  Awaken Water Spirits 
  Conjuration 
  Level: Drd 6, Living Waters 6 
  Components: V, S, DF 
  Casting Time:  1 hour 
  Range:  See Text 
  Target:  1 body of water (see text) 
  Duration:  Instantaneous 
  Savings Throw:  None 
   
  In effect, this spell resembles the 
  druid’s awaken spell, except that instead of 
  an animal or plant, you give sentience to a 
  natural body of water. To awaken a body of 
  water, you must touch the water’s surface, 
  while calling on the water spirits. Your cast-
  ing this spell alerts the water spirit of your 
  intention, your alignment, and your general 
  disposition, but does not compel the water 
  spirit to communicate with you. 
   
  You can also use this spell from any 
  distance, to communicate with a body of 
  water that you have awakened. Awakened 
  water spirits are initially friendly toward 
  you, but not obliged to you. 
  The awakened water spirit has no offensive 
  or defensive combat ability and cannot 
  move: no Strength, Dexterity, or Constitu-
  tion scores. Like an awakened plant or ani-
  mal, the awakened water spirit has an 
  Intelligence, Wisdom and Charisma of 3d6. 
  The water spirit can sense any creature 
  within 20 ft./caster level of its location. The 
  water spirit can also channel spells cast by 
  the spellcaster that awakened it. Any spell 
  of 3rd level or lower can be cast through 
  the water spirit as if the caster was actually 
  the location of the water spirit. The water 
  spirit must be willing to the spellcaster to 
  use this function of the spell. 
  Dispel magic and similar spells and pow-
  ers destroy the water spirit if successful – 
  the water spirit gets no saving throw to re-
  sist being dispelled. 
  Battlefield Healing 
  Necromancy 
  Level: Tem 2 
  Components: V, DF 
  Casting Time:  1 action 
  Range: Touch 
  Target: Creatures touched 
  Duration: 1 minute/level 
  Saving Throw:  None 
  Spell Resistance:  No 
  This spell allows you to use your healing 
  skill quickly and effectively.  Your array of 
  tasks available with the Heal skill expands 
  to include a new option, Patch Together 
  (DC 10). Patching a wounded creature 
  takes 1 full round and restores 1d4 hit 
  points, but inflicts 1d6 points of subdual 
  damage in the process.  If the Heal check 
  is failed, no damage is healed and the tar-
  get suffers 1d4 points of damage.  A crea-
  ture may only be Patched Together once 
  per day.  Battlefield healing can save many 
  lives, but patching together soldiers in a 
  hurry can have dire consequences. 
  Black Cairn 
  Divination 
  Level: Drd 1, Tem 1 
  Components: V, S, F, DF 
  Casting Time:  10 minutes 
  Range: Long (400+40 ft per level) 
  Target: One corpse within range 
  Duration: Instantaneous 
  This spell allows you to determine the loca-
  tion of one specific corpse (animal or oth-
  erwise) within the spell’s radius.  If you 
  possess an object that belonged to the tar-
  get, the casting time is halved.  If the 
  corpse is within range, you know the direc-
  tion and distance to the corpse, along with 
  a vision of its location. 
   
  Focus: Five smooth black stones, each 
  larger than a fist. The stones must be 
  stacked in a pile as you cast the spell. 
  Blazing Wreath 
  Transmutation  
  Level: Blaze of Rancor 9 
  Components: V, S 
  Casting Time: Free Action 
  Range: Personal 
  Target: You 
  Duration: 10 minutes/level 
  Saving Throw: None 
  Spell Resistance: No  
  Like fire shield, this power shrouds your 
  body in flames that cause damage oppo-
  nents daring or stupid enough to attack 
  you in melee. The following benefits apply: 
  • 
  You illuminate a 100-foot radius area 
  as if by the daylight spell. 
  • 
  Any creature stepping within 10 feet of 
  you takes 2d8 fire damage. 
  • 
  Any creature that strikes you with an 
  unarmed attack or with a natural 
  weapon is instantly lit afire (see the 
  DMG for rules about catching fire). 
  • 
  The flames provide you with damage 
  resistance 25/+3, and any non-
  enchanted weapon that hits you but 
  fails to damage you is instantly incin-
  erated. 
  • 
  The flames grant you total immunity to 
  fire, electricity, cold, and poison. Poi-
  son of any kind is effectively neutral-
  ized as it passes through the flame, 
  so you are also unable to use poison 
  on your own weapons. 
  • 
  Your movement creates a wall of fire 
  as per the spell but this wall of fire 
  lasts the entire duration of the blaz-
  ing wreath spell. 
  • 
  You cannot be restrained—you effec-
  tively benefit from the freedom of 
  movement spell for the spell dura-
  tion. 
  Bless Element 
  Transmutation [Good] 
  Level: Clr 1 
  Components: V, S, M, DF 
  Casting Time: 1 minute 
  Range: Touch 
  Target: Element touched 
  
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  Duration: Instantaneous 
  Saving Throw: Will negates (object) 
  Spell Resistance: Yes (object) 
  This transmutation imbues a small amount 
  (no more than 1 lb of solid, or 1 pint of 
  fluid) of the caster’s patron element with 
  positive energy, turning it into a holy ele-
  ment. Holy elements are considered 
  blessed, which means they have special ef-
  fects on certain creatures. They all deal 2d4 
  points of damage to creatures vulnerable 
  to blessed items. Specifics for the elements 
  follow: 
   
  Air: An air cleric can bless any air 
  around him. After this spell is cast, the air 
  remains blessed for 1d4 minutes. As a 
  standard action, the cleric can direct the 
  blessed air as a ranged touch attack with a 
  range increment of 10 ft. 
   
  Earth: An earth cleric can bless dirt, 
  soil or sand. This blessed element serves 
  as a grenade-like weapon with a range in-
  crement of 10 ft. It deals 1 pt. of splash 
  damage to those within 5 ft. on where the 
  blessed element hits. 
   
  Fire: A fire cleric can bless flames 
  (ranging in size from candles to torches) or 
  obsidian. If fire is blessed, it deals normal 
  fire damage in addition to the bless ele-
  ment damage. Obsidian can be thrown as 
  a ranged touch attack with an increment of 
  10 ft.  
   
  Water: A water cleric can bless water in 
  a flask, which serves as a grenade-like 
  weapon with a range increment of 10 ft. It 
  deals 1 pt. of splash damage to those 
  within 5 ft. on where the blessed element 
  hits. 
   
  Magma: A magma cleric can bless 
  magma and any igneous rock. Magma 
  functions as water and igneous rock can be 
  thrown as ranged touch attack with an in-
  crement of 10 ft. 
   
  Rain: A rain cleric can bless rain (any 5 
  ft. area within 30 ft. currently receiving 
  rain). Alternatively, they can throw a small 
  amount of water into the air. This water 
  forms a small blessed cloud that lasts as 
  long and can be directed like blessed air. 
   
  Silt: A silt cleric can bless silt or dust. 
  This blessed element serves as a grenade-
  like weapon with a range increment of 10 
  ft. It deals 1 pt. of splash damage to those 
  within 5 ft. on where the blessed element 
  hits.   
   
  Sun: A sun cleric can bless light. This 
  functions like blessed air. 
   
  Material Component:  Element to be 
  blessed. 
  Blindscorch 
  Evocation [Fire] 
  Level: Smoldering Spirit 4 
  Components: V, S, DF 
  Casting Time: 1 minute 
  Range: Medium (200 ft. + 20 ft./lvl) 
  Target: 1 creature 
  Duration: Instantaneous 
  Saving Throw: See text 
  Spell Resistance: Yes 
  This spell allows you to burn the face of 
  one opponent. The spell inflicts 1d4 points 
  of fire damage per level (maximum 10d4). 
  A Fortitude save halves the damage. Those 
  who fail the initial Fortitude save, are also 
  blinded for 1 hour/level.  
  Boneharden 
  Transmutation 
  Level: Wiz 2 
  Components: V, S, M 
  Casting Time: 1 action 
  Range: Touch 
  Target: One creature or object 
  Duration: 1 round/level for creatures or 1 
  minute/level for objects 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  When this spell is cast, it causes bone to 
  harden and become less brittle.  Bones 
  under the affect of this spell are harder to 
  break than normal.  If used on a bone 
  weapon, the penalties to attack and dam-
  age normally associated with weapons 
  made of bone are removed.  If cast on a 
  creature, the creature’s bones harden, 
  causing them to ache and the joints to 
  swell.  This gives the creature a -2 penalty 
  to initiative, Reflex saving throws, attack 
  and damage rolls.  However, it gives the 
  creature a +2 natural bonus to their AC for 
  the duration of the spell, as the bones pro-
  tect vulnerable areas of the body better.  
  Obviously, the target must have an anat-
  omy that involves bone (thus, oozes are 
  not affected by this spell).  The material 
  component for this spell is a bit of mortar. 
  Breathing 
  Transmutation 
  Level: Clr 3, Drd 3, Tem 3, Wiz 3 
  Components: V, S, DF 
  Casting Time: 1 action 
  Range: Touch 
  Target: Living creatures touched 
  Duration: 2 hours/level (see text) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  The transmuted creatures can breathe 
  freely regardless of being submerged in 
  water, silt, or earth. Divide the duration 
  evenly among all the creatures you touch.  
  The subjects can breathe normally in silt-
  filled air (commonly known as the gray 
  death), but otherwise get no benefits 
  against inhaled poisons or gaseous contact 
  poisons of any sort. 
   
  NOTE: This spell replaces the water 
  breathing spell in the PHB. 
  Braxatskin 
  Transmutation 
  Level: Clr 6, Drd 5, Tem 6, Wiz 6 
  Components: V, S, M 
  Casting Time: 1 action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  Your skin hardens into chitin plates that 
  grant you natural protection, and spikes 
  grow on your body. You receive a +5 natu-
  ral armor bonus, but suffer a -2 penalty to 
  dexterity and suffer a 20% arcane spell fail-
  ure chance for the duration of the spell. 
  The spikes can be used in melee combat, 
  to add +1d6 damage to unarmed attacks 
  and grappling damage. You also gain dam-
  age reduction 10/metal. 
   
  Material component: A piece of braxat 
  hide 
  Breeze Lore 
  Divination  
  Level: Ill Winds 3 
  Components: V, S 
  Casting Time: 1 action 
  Range: Personal 
  Target: You 
  Duration: 10 min/level 
  Saving Throw: None 
  Spell Resistance: No  
  This spell effectively gives you the extraor-
  dinary Scent ability described in the DMG 
  and the Monster manual, allowing you to 
  notice creatures by scent at a 30 foot dis-
  tance (60 feet if downwind, 15 feet if up-
  wind). Keen scent gives you the following 
  additional benefits: 
  • 
  You gain +10 to your Wisdom checks 
  to observe smells and tastes (such as 
  poisons). 
  • 
  With an adjusted Wisdom check of 30, 
  you can determine by scent whether a 
  person is a defiler, freeman, slave, es-
  caped slave, templar, or noble. Ele-
  mental priests who can cast this spell 
  claim that defilers carry a bitter scent 
  of smoldering flesh, that nobles can 
  be noted by the faint lingering smell 
  of luxurious spices in their skin, etc. 
  Note that your +10 bonus applies to 
  this check. At the DM’s option, a 
  failed check can yield a false positive. 
  • 
  Your enhanced scent gives you +10 to 
  your Survival checks for purposes of 
  tracking, and you effectively gain the 
  tracking feat for the duration of this 
  spell. 
  
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  Dark Sun 3 
   
  • 
  Enhanced scent even gives you a lim-
  ited reading of the emotions of oth-
  ers—fear has a distinct smell, for ex-
  ample. You gain +4 to Sense Motive 
  checks if you are within 10 feet of the 
  person that you are observing. 
  Cerulean Hail 
  Conjuration (Creation)  
  Level: Wiz 5, Fury of Storms 5  
  Components: V, S, M  
  Casting Time: 1 action  
  Range: Medium (100 ft. + 10 ft./level)  
  Target: 20-ft. radius circle  
  Duration: 1 round  
  Saving Throw: Reflex half and special (see 
  text)  
  When this spell is cast, a deep-blue black 
  cloud forms over the target area and rains 
  blue hailstones that fall with a piercing 
  scream. The hailstones deal 3d8 points of 
  cold damage plus 3d8 bludgeoning dam-
  age to all creatures and structures in the 
  area of effect. The cloud remains for one 
  full round, but the hailstones fall only once. 
  The hailstones melt upon impact. Addi-
  tionally, the sudden appearance of the 
  threatening 
  cloud 
  coupled 
  with 
  the 
  screams of the falling hailstones is very 
  unnerving to Athasians, who see storms 
  maybe once a year or less. Even animals 
  are frightened by the unnatural cloud. All 
  creature with less than 6 HD that view the 
  storm must make a Will saving throw or 
  flee in panic, in the opposite direction of 
  the storm, for 1d4 rounds.  
   
  Material Components: The material 
  components for this spell are a drop of wa-
  ter mixed with a pinch of dust.  
  Charnel Stench 
  Abjuration (Air, Magma) 
  Level: Ill Wind 1 
  Components: V, S 
  Casting Time: 1 action 
  Range: Close (25 ft. +5 ft./2 levels 
  Target: None 
  Duration: Instantaneous 
  Saving Throw: Will negates 
  You draw in a deep breath and expel it to-
  wards your opponents. All noxious odors 
  from up to two miles away are channeled 
  through your breath and ejected in a vile 
  cone of stench. All breathing creatures 
  within the cone must make a Will save. 
  Those who fail become nauseated for 1d6 
  rounds. The only action available to nause-
  ated characters is a single move (or move-
  equivalent) action. Those who succeed will 
  suffer a -2 circumstance penalty for 1d6 
  rounds to attack rolls, or actions that re-
  quire concentration, due to tearing eyes 
  and labored breathing. Strong winds or a 
  source of fresh air will cut this in half. 
  Those with more than 5 HD, or higher than 
  5th level, may ignore channel stench. 
  Clear Water 
  Transmutation  
  Level: Drd 2, Living Waters 1 
  Components: V, S 
  Casting Time: 1 action 
  Range: Touch 
  Target: 1 gallon/level water 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No  
  With this spell, you can change Athasian 
  water into its truer, more elementally pure 
  form. Impurities and imperfections are 
  removed, making it twice as effective at 
  quenching thirst and nourishing plant life. 
   
  A creature only needs to drink half as 
  much cleared water as it would need to 
  drink normal water. For example, an active 
  human need only ½ gallon of cleared wa-
  ter/day to avoid dehydration, instead of the 
  normal 1 gallon. When used to grow 
  plants, cleared water can double the yield 
  of fruit or grain-bearing plants. This applies 
  to trees of life as well. But this benefit only 
  comes if cleared water is used to irrigate 
  the crop every day. 
  Clues of Ash 
  Divination [Fire] 
  Level: Fire Eyes 2 
  Components: V, S 
  Casting Time: 1 minute 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: Area within range 
  Duration: 1 minute/level 
  Saving Throw: None 
  You receive a smoky vision of the scene be-
  fore the moment an item or creature was 
  destroyed, by being near to its ashes. The 
  vision begins from the time the subject 
  was destroyed or killed backward in time 
  up to 1 minute/level. For example, a 4th-
  level cleric would see the last 4 minutes of 
  something’s existence. You can also tell 
  whether the thing was an object of a living 
  creature, and whether it was destroyed by 
  defiler destruction or not. If vegetation de-
  stroyed by defiling is tested, you can make 
  a Spellcraft skill check to determine the 
  school of magic cast. (Make one check per 
  applicable school of magic; DC 15 + spell 
  level.) 
  Coat of Mists 
  Conjuration  
  Level: Desert Mirage 4, Drd 5 
  Components: V, S, M 
  Casting Time: 1 action 
  Range: Touch 
  Target: 1 creature 
  Duration: 1 day 
  Saving Throw: None 
  Spell Resistance: No 
  You can use this spell to coalesce a magi-
  cal mist about the subject. The mist gives 
  you ½ concealment, giving opponents a 
  20% chance of missing you outright with 
  any attack. Furthermore, the coat of mists 
  absorbs the first 5 points of damage from 
  fire based attacks and effects, and provides 
  the same protection against sunlight as the 
  merciful shadows spell. Further castings of 
  coat of mists do not have any effect, and 
  coat of mists damage absorption does not 
  stack with endure energy (fire), resist en-
  ergy (fire) or protection from energy (fire). 
  Finally, coat of mists makes you blend in 
  with your surroundings, giving you a +10 to 
  all Hide checks. 
   
  Material Components: 1 gallon of wa-
  ter, which is consumed in the casting of 
  the spell. 
  Confessor’s Flame 
  Evocation [Fire] 
  Level: Fire Eyes 8, Tem 7 
  Components: V, S, DF 
  Casting Time: 1 round 
  Range: Close (25 ft. + 5 ft./2 level) 
  Target: 1 creature/round 
  Duration: 1 minute 
  Saving Throw: None 
  Spell Resistance: Yes  
  This spell allows you to demand questions 
  of any creature within range. If the creature 
  does not reply with what you consider to be 
  the correct answer to the question, within 
  one round, part of the creature’s body 
  bursts into flame. While fire clerics claim 
  that this spell detects falsehoods, in fact 
  the answer is pre-determined by the caster. 
  The only way for subjects to survive the 
  spell unscathed is to tell you exactly what 
  you want to hear. Ignorance or silence is 
  no defense. 
   
  The spell is limited to 10 questions or 
  10 rounds, whichever comes first. You can 
  pose all the questions to one character, or 
  shift your questioning to another creature 
  within range, as suits your whim. 
   
  The first time that a question is an-
  swered “incorrectly” (or not answered) the 
  target takes 1d12 of fire damage; the sec-
  ond time, 2d12 damage, and so on. Tar-
  gets can escape by getting out of your 
  range, or by somehow silencing or killing 
  you, preventing you from asking more 
  questions. 
   
  Note that you do not need to see a 
  subject, or even know where a subject is, in 
  order to pose a question. Any subject in 
  range of this spell must answer your ques-
  tion (correctly) within one round, or take 
  damage. One of the effects of this spell is 
  to carry your questions so that all creatures 
  within range hear them perfectly. 
   
  Focus: Fire 
  Conflagration 
  Evocation [Fire] 
  Level: Wrath of the Fire Lord 9 
  Components: V, S 
  Casting Time: 1 action 
  Range: Medium (100 ft. + 10 ft./lvl) 
  Target: 1 creature 
  Duration: 2 rounds /level 
  Saving Throw: None 
  Spell Resistance: Yes  
  This gruesome spell sets a living creature 
  on fire, incinerating its hair, and clothing, 
  and at least the top layer of flesh. The tar-
  get suffers 2d6 points of damage each 
  
   Dark Sun 3 
  Page 57 
  –Prerelease: 7/16/2003 
  round, with no saving throw allowed. Indi-
  viduals within a 10ft.-radius-spread of the 
  target are allowed a Reflex save. Failure 
  means that they, too, lose 2d6 hit points; 
  success means the damage is halved. 
   
  The living target of the conflagration 
  cannot fight (see catching fire in the 
  DMG), and all those within a 10ft.-radius-
  spread must make a Reflex save or catch 
  fire. 
   
  Conflagration is difficult to thwart. 
  Spraying the target with water or sand only 
  creates a billowing cloud of steam or hot 
  dust out to 20ft. from the target, causing 
  1d6 points of additional heat damage to 
  those within the cloud. Complete immer-
  sion in a large amount of water, or burial 
  beneath the sand, reduces damage to 1 
  point per round for both the target and 
  those within a 10ft.-radius-spread. A suc-
  cessful dispel magic spell also puts out the 
  fire. Merely killing the caster does not can-
  cel the spell.  
  Control Tides 
  Transmutation 
  Level: Clr 4, Drd 4, Wiz 6, Tem 6 
  Components: V, S, M/DF 
  Casting Time: 1 action 
  Range: Long (400 ft. + 40 ft./level) 
  Area: Water or silt in a volume of 10 
  ft./level x 10 ft./level x 2 ft./level (S) 
  Duration: 10 minutes/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  Depending on the version you choose, the 
  control tides spell raises or lowers the level 
  of water or silt. 
   
  Lower Tide: This causes silt (or water 
  or similar liquid) to sink away to a mini-
  mum depth of 1 inch. The depth can be 
  lowered by up to 2 feet per caster level. The 
  surface is lowered within a squarish de-
  pression whose sides are up to 10 feet long 
  per caster level. In extremely large and 
  deep bodies of silt, such as deep in the sea 
  of silt, the spell creates a whirlpool that 
  sweeps ships and similar craft downward, 
  putting them at risk and rendering them 
  unable to leave by normal movement for 
  the duration of the spell. 
  When cast on water elementals and other 
  water-based creatures, this spell acts as a 
  slow spell. The spell has no effect on other 
  creatures. 
   
  Raise Tide: This causes silt (or water 
  or similar liquid) to rise in height, just as 
  the lower tide version causes it to lower. 
  Silt skimmers raised in this way slide down 
  the sides of the hump that the spell cre-
  ates. If the area affected by the spell in-
  cludes riverbanks, a beach, other land near 
  the raised water or silt, the water or silt can 
  spill over onto dry land. 
  For either version, you may reduce one 
  horizontal dimension by half and double 
  the other horizontal dimension. 
  Arcane Material Component: A pinch of 
  dust. 
   
  Note: This spell replaces the control 
  water spell in the Player’s Handbook, 
  Conversion 
  Abjuration 
  Level: Drd 5 
  Components: V, S, M, F, XP 
  Casting Time: 1 hour 
  Range: Touch 
  Effect: Living creature touched 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes (harmless)  
  This spell removes the burden of acts of 
  defiling from an arcane spellcaster. The 
  wizard seeking atonement must be truly 
  repentant and desirous of setting right 
  their destruction of plant life. If the subject 
  defiled while under some sort of magical or 
  psionic compulsion or was otherwise un-
  willing, conversion acts normally at no cost 
  to the caster. However, if the defiling was 
  deliberate and willful, you must expend 
  personal energy to cleanse the subject. 
  This costs the caster 500 experience points 
  to expunge the subject’s taint of defiling. 
  Naturally, many casters first assign the 
  subject some sort of quest (via geas/quest) 
  or similar penance to make sure the crea-
  ture is truly repentant before casting con-
  version on its behalf. The caster must be at 
  least one level higher that the subject.   
   
  Conversion may be cast for one of 
  several purposes, depending on be-
  ing cast on a preserver or a 
  defiler:  
   
  Preserver: This removes all taint of de-
  filing from the spellcaster. Thus, the Will 
  save DC to resist falling to the path of the 
  defiler is now reset to 10 + level of spell 
  cast by defiling.  
   
  Defiler: A remittent defiler becomes a 
  preserver and can cast spells without dam-
  aging plant life.  
   
  XP Cost: When cast for the benefit of 
  creature whose guilt was the result of de-
  liberate acts, the cost to you is 500 XP per 
  casting. If the subject is a defiler, this cost 
  is doubled.  
   
  Material Components: Burning in-
  cense.  
   
  Focus: Rare plants and herbs worth at 
  least 500 cp. 
  Cooling Canopy 
  Conjuration (Creation) 
  Level: Wiz 1, Clr 1, Drd 1 
  Components: V, S, M, F 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: 30-ft.-radius emanation centered on 
  a creature 
  Duration: 12 hours 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless)  
   
  When cooling canopy is cast, a small, blue 
  cloud gathers in the sky far above the tar-
  get’s head. This cloud blocks the direct 
  rays of the sun and provides shade for 
  anyone within the spell’s radius.  Those so 
  protected need only one-half their normal 
  water ration (or one-quarter if resting in-
  stead of traveling) needed to prevent dehy-
  dration.  A creature must spend the major-
  ity of the 12 hours underneath the cooling 
  canopy to decrease their required water in-
  take. 
   
  The material component for this spell 
  is a drop of water.  The focus is filmy bit of 
  material (anything will do) stretched over 
  the top of a stick or twig. 
  Create Element 
  Conjuration (Creation) 
  Level: Clr 0 
  Components: V, S 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Element (see below) 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  This spell creates a small amount of the 
  caster’s patron element. Specifics for each 
  element follow: 
   
  Air: An air cleric can conjure a lungful 
  of pure air. This air can be breathed by any 
  one creature within range. If the creature is 
  drowning or suffocating, they cease (but 
  unless they can reach a constant air supply, 
  they will begin drowning or suffocating 
  again as normal). The pure air also invigo-
  rates a creature if they are not drowning or 
  suffocating. The creature receives a +4 bo-
  
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  Dark Sun 3 
   
  nus to any check made for prolonged 
  physical activity (as the Endurance feat) 
  provided the check is made within one 
  minute. 
   
  Earth: An earth cleric can conjure a 
  small amount of elemental earth. This can 
  weigh no more than 1 lb/level, but can be 
  either loose earth or unworked stone. This 
  conjured earth appears level to the ground. 
   
  Fire: A fire cleric can conjure a torch-
  sized flame in the palm of their hand (this 
  deals no damage to the cleric and has no 
  danger of setting them or their equipment 
  on fire). This flame provides light as a 
  torch and lasts 1 round/level. This torch 
  can be used to light flammable object 
  aflame or as a weapon that deals 1d6 
  points of fire damage (like a normal torch). 
  If the flame is used in this way, it dissi-
  pates after hitting an object or creature. 
   
  Magma: A magma cleric can summon 
  a small amount of red-hot magma. This 
  appears anywhere in range, at ground level, 
  provided that space if not occupied by a 
  creature. The magma is a circle about 5 ft. 
  across. It deals 1d6 points of fire damage 
  to any creature or object touching it. It 
  cools after one round into a block of stone 
  that weighs 10 lbs. 
   
  Rain: A rain cleric can conjure a small 
  rainstorm. This storm rains 1 gallon of wa-
  ter/level over a 5 ft. circle. It puts out any 
  torch-sized or smaller fires in the area and 
  deals 1d3 damage to all creatures of the 
  Fire subtype in the area of effect. 
   
  Silt: A silt cleric can conjure a cloud of 
  silt that surrounds the head of a creature 
  within range. This silt obscures vision and 
  causes rough breathing, causing the crea-
  ture to suffer a -1 penalty to all attack rolls 
  made for 1 round if they fail a Fortitude 
  save. Sightless creatures are not affected 
  by this cloud. 
   
  Sun: A sun cleric can conjure pure 
  sunlight. This functions as the daylight 
  spell, but only lasts 1 round. 
   
  Water: A water cleric can conjure up to 
  2 gallons of water/level. This function ex-
  actly like the create water spell from the 
  Player’s Handbook. 
  Create Oasis 
  Conjuration (Creation) 
  Level:  Desert Mirage 6 
  Components:  V, S, M, DF, XP 
  Casting Time:  10 minutes 
  Range:  Close (25 ft. + 5 ft / level) 
  Target:  See text 
  Duration:  See text 
  Saving’s Throw:  None 
  This spell creates a lush oasis within the 
  confines of a ring of standing stones of the 
  cleric’s creation. The maximum radius of 
  the oasis is 30 yards per caster level be-
  yond 10th; a cleric may create a smaller oa-
  sis if desired. Before the spell can be cast, 
  the cleric must see to erect a circle of 
  stones. Each stone must be at least 12 feet 
  tall and no more than 4 feet wide or thick; 
  rough-hewn and oblong; and set into the 
  ground to stand on end. One must be 
  placed every 10 yards around the circum-
  ference of the proposed oasis. Table 9-1:  
  Create Oasis shows how many stones 
  must be erected for oases of various sizes.  
   
  Cutting and placing a single stone re-
  quires 48 worker-hours, provided stones 
  are readily available in the area and the 
  workers have appropriate tools (chisels, 
  spikes, hammers, rollers). If tools or ready 
  stones aren’t available, this time may in-
  crease or, at the DM’s discretion, the 
  preparation may be impossible. Also, par-
  ticularly skilled or capable workers (such as 
  dwarves, half-giants, or slaves trained in 
  queries may cut the time by as much as 
  half. The cleric can erect the stones himself 
  by physical or magical labor, or he may 
  enlist the help of any number of other crea-
  tures. After the last stone is placed, the 
  cleric must cast the spell from the exact 
  center of the ring. Interruptions during the 
  placement of stones do not negate the 
  spell, provided all the stones are in place at 
  the time of casting.  
   
  Once cast, the circle inside the stones 
  is instantly transformed into a plant-filled, 
  water-rich oasis. The trees and bushes are 
  laden with nourishing, delicious fruits, and 
  small game birds and animals appear, sup-
  ported by springs and pools of fresh, cool 
  water. The oasis can also sustain one me-
  dium-sized creature for every 36 square 
  yards, as shown on the table. Each night, 
  lost animals, fruits, and water are auto-
  matically replenished. Defiling magic still 
  causes permanent damage—subtract the 
  damaged area when considering the oasis’ 
  ability to support living creatures.  
   
  The oasis remains intact until the 
  cleric physically moves beyond the ring of 
  standing stones or until he voluntarily ends 
  the spell. Once ended, the oasis and the 
  standing stones vanish, leaving the exact 
  terrain that existed before. The spell also 
  ends if the casting cleric is slain.  
   
  Material Components The material 
  components for this spell are the standing 
  stones themselves, which don’t vanish un-
  til the spell is broken.  
   
  XP Cost: 100/30 yards of oasis created.  
  Crusade  
  Enchantment 
  (Compulsion) 
  [Mind-
  Affecting] 
  Level: Tem 7 
  Components: V, S, DF 
  Casting Time: 1 full round 
  Range: 20 ft. 
  Targets: Allies within range 
  Duration: 1 round/level 
  Saving Throw: None (harmless) 
  Spell Resistance: Yes (harmless) 
   
  When you cast this spell, you fire your al-
  lies and companions (including yourself) 
  with a divine madness or fury that greatly 
  enhances their combat ability. Allies who 
  are fighting on your side receive a +3 mo-
  rale bonus on attack and damage rolls and 
  saving throws, and are immune to fear ef-
  fects. 
   
  They also receive 2d8 temporary hit 
  points for the duration of the spell. 
  Curse Element 
  Transmutation [Evil] 
  Level: Clr 1 
  Components: V, S, M, DF 
  Casting Time: 1 minute 
  Range: Touch 
  Target: Element touched 
  Duration: Instantaneous 
  Saving Throw: Will negates (object) 
  Spell Resistance: Yes (object) 
   
  This transmutation imbues a small amount 
  of the caster’s patron element with nega-
  tive energy, turning it into an unholy ele-
  ment. This spell otherwise functions like 
  bless element.  
  Curse of the Black Sands 
  Transmutation  
  Level: Clr 4, Drd 3, Broken Sands 2  
  Components: V, S  
  Table 9-1:  Create Oasis 
  Level 
  Radius (yds) 
  Circumference (yds) 
  Stones 
  Creatures Supported 
  11 
  30 
  189 
  19 
  8 
  12 
  60 
  376 
  38 
  31 
  13 
  90 
  566 
  57 
  71 
  14 
  120 
  754 
  76 
  126 
  15 
  150 
  943 
  95 
  197 
  16 
  180 
  1130 
  113 
  283 
  17 
  210 
  1320 
  132 
  385 
  18 
  240 
  1508 
  151 
  503 
  19 
  270 
  1697 
  170 
  636 
  20 
  300 
  1885 
  189 
  785 
   
  
   Dark Sun 3 
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  –Prerelease: 7/16/2003 
  CastingTime:1 action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: 1 creature  
  Duration: 1 day/level  
  Saving Throw: None  
  Spell Resistance: Yes  
  When this curse is cast, the target leaves 
  black, oily, footprints in the earth or on silt. 
  The prints are easily tracked, and cannot be 
  erased or destroyed until the spell expires. 
  They can be covered, but not by earth. A 
  giant leaf, for example, could hide a few 
  footprints, but this would be a temporary 
  fix at best. If the victim flies or takes to the 
  trees, he can avoid the spell’s effects until 
  he comes down again.  
   
  In silty areas, a black streak resembling 
  a slow current will follow the cursed char-
  acter whenever he is in contact with the 
  surface. This includes wading or walking 
  on the top of the silt by spell or magical 
  devices. It would not affect those who fly or 
  teleport.  
   
  Should you cast several of these spells 
  on multiple targets, you will be able to tell 
  the various trails apart, even if they should 
  cross or overlap.  
   
  The trail disappears when the spell ex-
  pires.  
  Curse of the Choking 
  Sands 
  Transmutation  
  Level: Desert Mirage 3 
  Components: V, S, DF 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: 1 creature 
  Duration: 1 day/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes  
  Priests of water only use this spell against 
  those that have committed truly outra-
  geous acts. The unfortunate victim of this 
  curse is unable to drink water for the dura-
  tion of the spell. When he puts a container 
  to his lips, the water inside turns to sand, 
  usually pouring down the unfortunate vic-
  tim’s throat. If the victim hasn’t died from 
  dehydration (DMG p. 86) when the spell 
  ends, he may begin to drink normally. Of 
  course, everything that had turned to sand 
  remains sand. The spell terminates if the 
  cursed person is completely immersed un-
  der water, and can also be broken by spells 
  that end other divine curses. 
  Curtain Ward 
  Enchantment 
  Level: Tem 9 
  Components: V, S, DF, XP 
  Casting Time: 1 minute 
  Range: Touch 
  Area: One 10 ft. square per caster level 
  Duration: 1 hour/level or permanent (see 
  text) 
  Saving Throw: See text 
  Spell Resistance: Yes  
  This spell allows you to create a partial 
  prismatic wall that only allows templars of 
  a designated rank to pass freely with their 
  followers.  You can choose any two layers 
  from the prismatic wall spell, and you can 
  designate any rank, up to your own. 
   
  If the sigil unlocks the curtain ward, it 
  deactivates for two rounds, so that the 
  templar’s followers may pass through as 
  well.  In order to freely pass the curtain 
  ward, a creature must be carrying the sigil 
  of a templar from the appropriate sorcerer-
  king, and this templar must have sufficient 
  secular authority ranks to pass that ward.  
  In order to determine whether a particular 
  sigil will “unlock” a particular curtain ward, 
  a living creature must pass through (and 
  subject itself to) at least one layer of the 
  curtain ward. 
   
  By spending 50 XP, you can make your 
  curtain ward permanent (until dispelled), if 
  you are within 10 miles of your city-state.  If 
  you are farther than 10 miles from your 
  city-state, making a curtain ward perma-
  nent costs 200 XP. Non-permanent curtain 
  wards disappear at the end of the spell du-
  ration (1 hour per level). 
   
  Your Scry skill allows you to be in-
  stantly aware of any interference with your 
  curtain ward, but if you have multiple cur-
  tain wards active at the same time, it is dif-
  ficult to determine which curtain ward is 
  being affected (see below).  If you are 
  asleep at the time of the interference, add 
  +10 to the DC: 
  Death Mark 
  Necromancy [Mind-Affecting] 
  Level: Wiz 2, Soul Slayer 2 
  Components: V, S, M 
  Casting Time: 1 action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature 
  Duration: 1 minute/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes  
  This spell marks the target for death. When 
  cast, it creates a gray pall to the skin, which 
  feels clammy and rubbery, as if the target 
  were in severe shock. The target feels 
  hopeless and ill, they literally feel as if they 
  have one foot in the grave. They suffer a -2 
  morale penalty to all attack rolls, damage 
  rolls, ability checks, skill checks and saving 
  throws. They also lose all Dexterity bo-
  nuses to their Armor Class. 
   
  Material Components: The material 
  component for this spell is a small shard of 
  obsidian.  
  Death Whip 
  Necromancy  
  Level: Wiz 3, Soul Slayer 3 
  Components: V, S, F 
  Casting Time: 1 action 
  Range: Touch 
  Target: Whip touched 
  Duration: Concentration 
  Saving Throw: None 
  Spell Resistance: Yes  
  This spell uses a normal whip as a conduit 
  for negative energy from the Gray. Each hit 
  from the death whip causes the 1d2 points 
  of temporary Strength damage and causes 
  the area hit to become numb, turning it a 
  dead, gray color. On a critical hit, the vic-
  tim takes 1d4 temporary Strength damage. 
  The damage is also dealt if the caster trips 
  a creature with the death whip. The caster 
  must maintain concentration on the whip 
  to sustain this spell.  
   
  Focus: The focus for this spell is the 
  whip the spell is cast upon. 
  Dedication 
  Enchantment (Compulsion) 
  Level: Wiz 3 
  Components: V, S, M 
  Casting Time: 1 minute 
  Range: Touch 
  Target: One creature 
  Duration: 24 hours 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  This potent spell provides benefits to a 
  single creature that is engaged in an ongo-
  ing activity, which must be named at the 
  time the spell is cast.  Any activity that re-
  quires focus or exertion can be named, 
  such as digging a large trench, repairing a 
  wall or reading a lengthy tome.  While en-
  gaged in this activity, the target needs no 
  sleep for the duration of the spell, needs 
  only one half of the food and water they 
  normally would and cannot becomes ex-
  hausted or fatigued.  The target also re-
  ceives a +1 to all attack rolls, damage rolls, 
  saving throws, ability checks and skill 
  checks, provided that it relates directly to 
  Table 9-2:  Curtain Ward 
  Scry DC 
  Event 
  10 
  Realize that an unauthorized person has attempted to step through 
  your curtain ward. 
  20 
  Realize that an object has been cast through your curtain ward. 
  20 
  Realize that your ward has been unlocked. 
  10 x # of active 
  wards* 
  Recognize which of your active wards is being interfered with.  
  [Secular 
  Authority]** 
  Identify the templar of your SK whose sigil unlocked your curtain 
  ward  
   
  * If you only have one curtain ward active, then of course you automatically know which cur-
  tain ward is being interfered with.  If you have more than one curtain ward active at a time, 
  then determining which one is being interfered with requires a DC check of at least 10 for 
  each of your active curtain wards, including your permanent ones.  
  ** Your Scry skill check must win a contest against Secular Authority check of the templar 
  whose sigil was passed through the curtain ward. 
  
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  Dark Sun 3 
   
  the aforementioned task.  At the end of the 
  spell’s duration, the creature must rest for 
  eight hours or become exhausted and suf-
  fer 1d4 points of temporary Constitution 
  damage.  This spell can only be cast once 
  every 72 hours on each target.  If dedica-
  tion is cast on a creature more than once 
  in a single 72-hour period, they suffer 1d4 
  points of temporary Constitution damage 
  and the spell has no other effect.  Material 
  component: a small piece of baked clay 
  wrapped in cloth. 
  Defiler Scent 
  Divination 
  Level: Drd 0, Tem 0 
  Components: V, S 
  Casting Time:  1 action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: Creatures within 20-ft. spread 
  Duration: Instantaneous 
  You can smell the presence of defilers 
  within the spell’s area of effect.  This spell 
  does not reveal the number of defilers, 
  their locations or their strength; just their 
  presence or absence.  If there are defilers 
  in the spell’s area of effect, you smell the 
  very strong odor of smoldering meat. 
  Drown on Dry Land 
  Transmutation  
  Level: Despair of the Drowned 6 
  Components: V, S 
  Casting Time: 1 action 
  Range: Close (25ft. + 5ft./2 levels) 
  Target: Up to 1 creature per level 
  Duration: 1 hour/level 
  Saving Throw: Fortitude 
  Spell Resistance: Yes  
  Each creature in range gains the ability to 
  breathe water, but loses the ability to 
  breathe in air. This power can be used to 
  make creatures “drown on dry land,” i.e. 
  suffocate unless they find sufficient water 
  to breathe in. See suffocation rules in the 
  DMG for details. The effects of this spell 
  (both water breathing and loss of ability to 
  breathe air) last for 1 hour per caster level. 
  Elemental Armor 
  Transmutation  
  Level: Clr 4 
  Components: V, S, DF 
  Casting Time: 1 action  
  Range: Touch 
  Target: Your shield or armor 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
  You imbue a set of armor or shield with the 
  powers of your worshipped element or 
  para-element. The armor gains a +1 en-
  hancement bonus for the duration of the 
  spell, and an additional special quality de-
  pending on your element or para-element 
  of worship (see the list below). Creatures 
  other than you wearing the armor enjoy no 
  benefits from the spell’s effects. At 9th 
  level the enhancement bonus of the armor 
  or shield increases to +2. At 12th level the 
  bonus rises to +3, at 15th level it is +4 and 
  at 18th level it is +5.  
   
  Air: +1 arrow deflection 
   
  Earth: +1 light fortification 
   
  Fire: +1 fire resistance 
   
  Magma: +1 fire resistance 
   
  Rain: +1 acid resistance 
   
  Silt: +1 spiked*  
   
  Sun: +1 blinding  
   
  Water: +1 cold resistance 
  *as Spiked Shield. See DMG p. 183 
  Elemental Storm 
  Evocation [by element] 
  Level: Clr 8, Drd 7, Tem 9 
  Components: V, S 
  Casting Time: 1 full round 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: Two 10-ft. cubes/level (S) 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
  When an elemental storm spell is cast, the 
  whole area is shot through with sheets of 
  destructive elemental energies. The ener-
  gies do not harm natural vegeta-
  tion, ground cover, and plant 
  creatures in the area, if you so 
  desire. Any other creatures (and 
  plant creatures you wish to af-
  fect) within the area take 1d6 
  points of energy damage per 
  caster level (maximum 20d6). 
  The type of energy damage, as 
  well as the energy descriptor of 
  the spell, depend on the cleric’s 
  patron element: 
   
  Air: Electricity 
   
  Earth: Acid 
   
  Fire: Fire 
   
  Water: Cold 
   
  Magma: Fire 
   
  Rain: Electricity  
   
  Silt: Acid 
   
  Sun: Fire 
  Note: 
  This 
  spell 
  replaces 
  the 
  fire 
  storm spell in the Player’s 
  Handbook, and that a cleric 
  can only create a strike that corresponds to 
  the cleric’s worshipped element, while if a 
  templar or druid casts this spell, the caster 
  can choose the type of element used at the 
  time of spell preparation. 
  Elemental Strike 
  Evocation [by element] 
  Level: Clr 5, Drd 4, Tem 5 
  Components: V, S, DF 
  Casting Time: 1 action  
  Range: Medium (100 ft. + 10 ft./level) 
  Area: Cylinder (10-ft. radius, 40 ft. high) 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
  An elemental strike produces a vertical 
  column of divine energies roaring down-
  ward. The spell deals 1d6 points of damage 
  per caster level (maximum 15d6). The type 
  of energy damage, as well as the energy 
  descriptor of the spell, depend on the 
  cleric’s patron element: 
   
  Air: Electricity 
   
  Earth: Acid 
   
  Fire: Fire 
   
  Water: Cold 
   
  Magma: Fire 
   
  Rain: Electricity  
   
  Silt: Acid 
   
  Sun: Fire 
  Note: This spell replaces the flame strike 
  spell in the Player’s Handbook, and that a 
  cleric can only create a strike that corre-
  sponds to the cleric’s worshipped element, 
  while if a templar or druid casts this spell, 
  the caster can choose the type of element 
  used at the time of spell preparation. 
  Elemental Weapon 
  Transmutation  
  Level: Clr 4 
  Components: V, S, DF 
  Casting Time: 1 action  
  Range: Touch 
  Target: Your weapon 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
  You imbue a melee weapon with the pow-
  ers of your worshipped element. The 
  weapon gains a +1 enhancement 
  bonus to attack and damage rolls for 
  the duration of the spell, and an 
  additional special ability depending 
  on your worshipped (see the list 
  below). You are treated as be-
  ing proficient with the en-
  chanted weapon. Creatures other 
  than you wielding the en-
  chanted weapon do not 
  benefit from the effects 
  of the enchantment 
  on the weapon. If 
  the weapon is a 
  double-weapon, 
  only one end is 
  affected 
  by 
  the 
  spell. At 9th level 
  the enhancement bonus 
  of the weapon increases to +2. At 12th level 
  the bonus rises to +3, at 15th level it is +4 
  and at 18th level it is +5.  
   
  Air: +1 throwing 
   
  Earth: +1 mighty cleaving 
   
  Fire: +1 flaming 
   
  Magma: +1 flaming 
   
  Rain: +1 frost 
   
  Silt: +1 keen 
   
  Sun: +1 spellstoring 
   
  Water: +1 frost  
  Eye of the Storm 
  Abjuration  
  Level: Wiz 2, Clr 3, Drd 3, Fury of Storms 2 
  Components: V, S, M, DF 
  Casting Time: 1 action 
  Range: Personal 
  Target: You 
  Duration: 10 minutes + 1 minute/level. 
  
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  Saving Throw: none 
  Spell Resistance: No  
  When this spell is cast, it creates a pocket 
  of calm in a 30 ft. radius centered on that 
  caster. The circle moves with the caster. 
  Within the circle, the air is calm and people 
  may converse at a normal volume. Out-
  sider the circle, there may be a raging sand 
  storm or a terrifying Tyr-storm. Like the eye 
  of a hurricane, the area affected by the spell 
  remains unharmed. For as long as the spell 
  remains in effect, the storm roars by, but 
  has no effect on those within the sheltered 
  eye. 
   
  Material Components: The material 
  component for this spell is a few grains of 
  sand thrown into the wind. 
  Fire Track 
  Divination [Fire] 
  Level: Fire Eyes 4 
  Components: V, S, M, DF 
  Casting Time: 1 round 
  Range: Medium (100 ft. + 10 ft./lvl 
  Target: Creature Tracked 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes  
  A fire track is a fiery spark that follows the 
  path of a given individual as doggedly as a 
  desert hound follows a scent. The caster 
  identifies the target when casting the spell, 
  either by name or by physical description 
  (e.g., “the man who stole the high tem-
  plar’s purse today,” or “the woman I saw 
  wearing the gray eye patch”). A spark of 
  flame appears harmlessly at the caster’s 
  fingertip – the faithful “hound” ready for 
  the hunt. 
   
  If the target has not been within range 
  during the last 24 hours, then the flame 
  leaps off the caster’s finger, lands on the 
  ground nearby, and extinguishes itself. If 
  the target has been within range, the flame 
  leaps off the caster’s fingertip and flies to-
  ward the target’s trail, striking the ground 
  as soon as it “picks up the scent.” 
   
  The fire track is like a brilliant flame 
  traveling along a fuse. In its wake is a faint 
  line of scorched earth and dust, marking 
  the path of its prey. (The scorch marks are 
  easily swept clean.) The flame moves from 
  0 to 80 yards per round, at a speed chosen 
  by the caster, for the spell’s duration. The 
  fire track burns with the strength and 
  brightness of a torch. It inflicts 1d6 points 
  of damage upon those who get in its way, 
  and sets combustible materials aflame. (A 
  wise spellcaster does not use this spell to 
  investigate burglaries in a cotton ware-
  house.) 
   
  The fire track can be foiled in a num-
  ber of ways. It cannot cross water, and is 
  extinguished by doing so—but it can cross 
  silt. It can be snuffed out while in motion 
  by strong breezes, blowing sand, and heavy 
  rain. If the pursued individual takes to the 
  air or teleports, the fire track circles in 
  place until its time expires. Mere climbing, 
  leaping, or jumping (even across a chasm) 
  cannot foil the fire track, however, which 
  always pursues in the correct direction. 
   
  Material Components: The material 
  component of this spell is a fragment of 
  antennae from a cilops, wrapped in wax. 
  The wax is melted to cast the spell. 
   
  Focus: Elemental Fire 
  Firewater 
  Enchantment [Fire] 
  Level:  Fire from the Sky 1 
  Components: V, S 
  Casting Time: 1 action 
  Range: Close 
  Target: 1 gallon/level 
  Duration: 1 hour/level 
  Saving Throw: None 
  Spell Resistance: No  
  This spell gives water the intoxicating 
  properties of brewed spirits, such as wine 
  or broy. Treat “brewed spirits” as a poison 
  with no primary effect and one secondary 
  effect: each pint consumed inflicts 1 point 
  of Wisdom damage and 1 point of Dexter-
  ity damage.  
   
  Detect magic will show enchantment 
  magic in the water, and detect poison will 
  also yield a positive reading, but the water 
  tastes and smells like normal water. 
  Fissure 
  Evocation  
  Level: Mountain’s Fury 9 
  Components: V, S, M 
  Casting Time: 1 action 
  Range: Medium (100 ft. +10 ft./level) 
  Target: See Text 
  Duration: See Text 
  Saving Throw: Reflex partial 
  Spell Resistance: No  
  This spell opens a fissure in natural earth 
  or stone, and allows you to seal the fissure 
  with a word. Re-sealing a fissure that you 
  have created is a free action. You can leave 
  a fissure open for rounds, minutes, or dec-
  ades, but you can only have one fissure 
  open at a time—until you close a fissure 
  that you created, you cannot cast this spell 
  again. Fissure offers several possible vari-
  ant effects: 
   
  Aqueous Fissure. This variant cracks 
  open the ground to reveal water beneath 
  the surface, if any exists above 200 feet 
  deep in the area. Note that in all but the 
  wettest areas of Athas, that ground water 
  will not rush up to the surface of the new 
  well; someone needs to climb down into 
  the fissure to retrieve the water. 
   
  Billowing Fissure. This variant causes 
  the earth to first burst in an immediate 
  shower of rocks, then, in the second round, 
  to belch a gout of flame from the fissure, 
  and afterward to emit nauseating gasses 
  until sealed. The initial burst of rocks in-
  flicts 8d6 damage to creatures within 40 
  feet (Reflex save for half damage). Treat the 
  gout of flame as a flame strike, and the 
  nauseating gasses that follow as a stinking 
  cloud that persists until 1d6 rounds after 
  the caster re-seals the fissure. 
   
  Cavernous Fissure. This variant effec-
  tively opens a jagged cave or tunnel into 
  the rock, with an approximate 15 foot di-
  ameter, and 10 feet long per caster level. 
   
  Gaping Fissure. This variant bursts 
  open a 10 by 30 foot crack in the ground. 
  Creatures standing in the fissure or within 
  5 feet take 8d6 damage (no saving throw), 
  and must make a Reflex save or fall into 
  the crack. Until you re-seal the crack, 
  trapped creatures can attempt to climb 
  out; this requires two consecutive success-
  ful Climb checks at DC 30. 
   
  Oily Fissure. Like a billowing fissure, 
  this variant begins with a burst of stones 
  (8d6 damage within 40 feet, reflex save for 
  half-damage), but in the second round, a 
  double-radius oil spray issues from the 
  ground, covering everything within a 40-
  foot radius with flammable oil. In the third 
  and subsequent rounds, oil continues to 
  seep from the earth, but at an almost im-
  perceptible rate. Until you seal the fissure, 
  the ground within 40 feet of the fissure will 
  remain oily. 
   
  Steaming Fissure. Like a billowing fis-
  sure, this variant begins with a burst of 
  stones (8d6 damage within 40 feet, Reflex 
  save for half-damage), but in the second 
  and following rounds, scalding steam 
  bursts from the ground, continuing to is-
  sue from the fissure until you seal it. The 
  steam inflicts 4d6 fire damage per round in 
  a 15-foot diameter, 40-foot high area. 
   
  Volcanic Fissure. Like a billowing fis-
  sure, this variant begins with a burst of 
  stones (8d6 damage within 40 feet, Reflex 
  save for half-damage). In the second 
  round, magma issues in a spurt from the 
  fissure, inflicting 10d12 fire damage to 
  those still within 40 feet, plus 1d12 per 
  subsequent round for 10 rounds as the 
  magma cools. Each gallon of water used to 
  cool the magma on one victim reduces the 
  magma cooling time by 1 round, averting 
  1d12 points of damage. 
   
  Material Components: A sculpture 
  made of igneous rock worth at least 50 cp. 
  You dash this sculpture against the ground 
  at casting time. 
  
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  Dark Sun 3 
   
  Flame Harvest 
  Conjuration [Fire] 
  Level:  Drd 8, Wrath of the Fire Lord 7 
  Components:  V, S, DF 
  Casting Time:  1 hour 
  Range:  Touch 
  Target:  900 square foot area 
  Duration:  See text 
  Spell Resistance:  Yes 
  This powerful spell creates a trap of a large 
  field, copse of wood, or other flammable 
  area, triggered by certain, predefined con-
  ditions.  
   
  You slowly walk the area to be trapped 
  for an hour, envisioning the rising flames 
  and deciding on the conditions that will 
  trigger its activation. When the meditation 
  period ends, you may leave the area and 
  the trap remains set for 1 month.  
   
  When you cast the spell you must 
  write the conditions of his spell on paper 
  for the DM, and the DM should take the 
  words as literally as possible. The condi-
  tions may be as simple or as complex as 
  you like, but they must be written. Some 
  possible conditions are: whenever anyone 
  steps foot in this grove, or, whenever tem-
  plars draw their weapons.  
   
  When the condition is met, the area is 
  engulfed in flames, and everyone inside 
  takes 4d8 points of damage. The area af-
  fected is up to 900 square feet, arranged in 
  5ft. x 5ft. (25sq.ft.) blocks, but the shape of 
  the area does not affect the spell in anyway.  
   
  The site will continue to burn nor-
  mally, and anyone trapped takes 2d4 
  points of damage until the fire burns itself 
  out.  
   
  Focus: Fire—could be as small as a 
  candle or a lantern. 
  Flash Flood 
  Conjuration [Water] 
  Level: Despair of the Drowned 8, Drd 9  
  Components: V, S  
  Casting Time: 1 action  
  Range: Long (400 ft. + 40 ft./level)  
  Target: See text  
  Duration: See text  
  Saving Throw: None  
  Spell Resistance: No  
  This spell is most effective in a river’s or 
  stream’s flood plain, or another contained 
  area, such as a twisted canyon in a moun-
  tain pass, or in rocky badlands terrain. 
  Even dried out riverbeds that contain a col-
  lection of scattered stagnant water pools or 
  even a totally dried up riverbed. 
   
  Flood Plain:  If cast in a river or 
  stream’s flood plain, flash flood causes the 
  river of water to overflow its banks as its 
  level rises 40 feet from the current level 
  with fast moving water. You choose a point 
  of the river that is the target of the spell. 
  From that point to a mile upstream and a 
  mile downstream the river’s flood plain be-
  comes full with water. All creatures caught 
  in the flood must make successful Swim 
  skill checks at DC 20 to surface or begin 
  drowning. Each round underwater the vic-
  tim suffers a cumulative -1 penalty to the 
  Swim skill check and takes 1d8 points of 
  subdual damage from battering. 
   
  If the creatures hasn’t drowned, when 
  they reach the surface they need to con-
  tinue to make Swim skill checks at DC 20 
  every round or be pulled back under water 
  and take 1d8 subdual damage. A success-
  ful Swim check at this point results in only 
  1d4 points of subdual damage from fa-
  tigue. After 5 successful Swim skill checks 
  in a row, the victim can successfully 
  have reached the bank of the fast flow-
  ing river.  
   
  The flood carries creatures along 
  with it downstream until it emp-
  ties into a larger channel, or a 
  distance of 10 miles (in which 
  case the flood has run its limit), 
  whichever occurs first. Creatures caught in 
  the flood are carried at a speed of 90 feet 
  per round. 
   
  Outside a Flood Plain:  This spell is far 
  less devastating when the target area is an 
  open plain. Water pours from the sky, 
  seemingly out of nowhere, absolutely 
  drenching a 100 foot radius area and re-
  ducing visibility to 10 feet. Tiny creatures 
  are swept off their feet and must make 
  Swim checks each round at DC 10 to stay 
  afloat; Small and Medium-Size creatures 
  are checked, and verbal communication is 
  impossible for the duration of the storm (1 
  minute per caster level.) All fires within the 
  area of effect are instantly quenched, and 
  magical fires such as fireball inflict only 
  half damage, mostly from steam.  
  Fool’s Feast 
  Transmutation 
  Level: Tem 4 
  Components: V, S, M, DF 
  Casting Time: 10 minutes  
  Range: Medium (100 ft. +10 ft./level)  
  Effect: Feast for one creature/level 
  Duration: 1 hour + 12 hours (see text) 
  Saving Throw: None 
  Spell Resistance: Yes (harmless)  
  As heroes’ feast, except that the food and 
  drink is not created by the spell, but rather 
  enspelled to have the same 12-hour bless 
  effect as the food and drink provided by the 
  heroes’ feast spell. During the 12 hours, 
  those who consumed the feast are immune 
  to magical fear and poison, and the tem-
  plar that provided the food receives +4 to 
  all Charisma-based checks when dealing 
  with those who have consumed the feast.  
  This spell can only be cast on a sufficient 
  supply of clean, unpoisoned, edible food 
  and wine. This spell enchants the foods 
  appearance, flavor, and texture to resemble 
  the ambrosia and sumptuous food avail-
  able through the heroes’ feast. 
  Glass Storm 
  Evocation  
  Level: Broken Sands 6  
  Components: V, S  
  Casting Time: 1 round  
  Range: Medium (100 ft. +10 ft./level)  
  Target: Area around caster, extending to 
  full range  
  Duration: 1 round/level  
  Saving Throw: See text  
  Spell Resistance: No  
  This powerful version of the sand spray 
  spell not only lifts and separates tiny crys-
  tal shards from sand or silt, it creates a 100 
  mph wind to propel them. The particles 
  whip about the storm’s area, leaving a 5-ft. 
  radius eye where you and your companions 
  may stand unharmed. Creatures and unat-
  tended objects take 2d8 points of damage 
  per round until they leave the path of the 
  storm. All unprotected flames in the spell’s 
  area are extinguished. 
   
  All ranged normal weapon attacks are 
  impossible in the spell’s area of effect; 
  ranged siege attacks suffer a -10 penalty to 
  attack rolls. Any creature inside the area is 
  effectively blind, in addition to the obvious 
  effects, all Spot and Search rolls and Listen 
  checks are impossible and creatures 
  caught in the area must make a Reflex 
  save, or face the following effects based on 
  their size: 
  • 
  Medium-size or smaller are blown into 
  the wind. 
  • 
  Large creatures are knocked down.  
  • 
  Huge creatures are checked.  
  • 
  Gargantuan and Colossal creatures are 
  not affected further than what is de-
  scribed above. 
  Gray Rift 
  Conjuration (Creation) 
  Level: Dead Heart 7, Tem 9, Wiz 9 
  Components: V, S 
  Casting Time: 1 round 
  
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  Range: Medium (100 ft. +10 ft./level) 
  Target: Diamond shape rift 30 ft. high and 
  15 ft. wide in the middle 
  Duration: Concentration + 1d6 rounds 
  Saving Throw: None 
  Spell Resistance: No  
  This spell tears and holds open a rift be-
  tween Athas and the Gray, also known as 
  the world of the dead. The rift itself is a 
  two-dimensional diamond-shaped plane 30 
  feet high, and 15 feet wide in the middle. 
  Any creature that touches the rift, or at-
  tempts to cast a spell or use psionics to af-
  fect the rift, is affected as by the harm spell 
  (including undead, who actually benefit 
  from this effect!), unless the caster or 
  manifester is successful in dispelling the 
  rift. 
   
  All undead creatures within 100 feet of 
  the rift receive 10 temporary extra hit 
  points per die, have their Strength bol-
  stered by 4 points, and regenerate 1 hit 
  point per round. 
   
  You must concentrate to maintain the 
  rift, spending one move-equivalent action 
  each round to maintain this concentration. 
  You can move the rift 30 feet per round in 
  any direction, as long as you stay within 
  range. If you cease concentration, or are 
  slain, the rift lingers for 1d6 rounds, and 
  then dissipates. 
  Greater Elemental Chariot 
  Enchantment 
  Level: Clr 9, Tem 9 
  Duration: 1 hour/level  
  This spell functions as lesser elemental 
  chariot, except that the spell provides the 
  following additional benefits depending on 
  the cleric’s element: 
   
  Air: The chariot can fly with poor ma-
  neuverability. 
   
  Earth: The chariot can move through 
  earth or solid rock.  (Treat maneuverability 
  through rock as poor flying maneuverabil-
  ity). 
   
  Fire: Any time during the spell dura-
  tion, the caster can concentrate to make 
  the chariot leave a 10-foot wide, 10-foot 
  high wall of fire in its wake that lasts 1 
  round per caster level.  The wall is 5 feet 
  high, and is as long as the chariot travels 
  that round. The caster must spend the full 
  round concentrating in order to use this 
  wake effect, and the chariot cannot leave a 
  wake two rounds in a row. 
   
  Magma: Any time during the spell du-
  ration, the caster can concentrate to make 
  the chariot leave a 10-foot wide wake of 
  molten lava that takes 1 round per caster 
  level to cool.  The lava is only a ½ - inch 
  deep, but rising heat from the lava has the 
  same effect as a 10-foot high wall of fire. 
  The wake is as long as the chariot travels 
  that round.  The caster must spend the full 
  round concentrating in order to use this 
  wake effect, and the chariot cannot leave a 
  wake two rounds in a row. 
   
  Silt: Any time during the spell dura-
  tion, the caster can concentrate to make 
  the chariot leave the chariot can leave a 10-
  foot wide, 10-foot wide cloudkill wake that 
  lasts 1 round per caster level.  The wake is 
  as long as the chariot travels that round.  
  The caster must spend the full round con-
  centrating in order to use this wake effect, 
  and the chariot cannot leave a wake two 
  rounds in a row. 
   
  Sun: The chariot shines with such daz-
  zling brightness that anyone looking di-
  rectly at the chariot or crew must make a 
  Fortitude save or suffer sunstroke, as the 
  spell.  Those who succeed at the sunstroke 
  save are immune to this particular char-
  iot’s sunstroke effect for the remainder of 
  the spell’s duration. 
   
  Water or Rain: The chariot, animals, 
  and crew all enjoy the benefits of the dis-
  placement spell, and the chariot may pass 
  underwater for up to 1 round per caster 
  level at a time without the animals or pas-
  sengers needing air. (Treat maneuverability 
  through water as poor flying maneuverabil-
  ity). 
  Hand of the Sorcerer-
  King 
  Abjuration 
  Level: Tem 1 
  Components: V, DF 
  Casting Time:  1 action 
  Range: Personal 
  Target: Self  
  Duration: 1 minute/level  
  This spell summons the Sorcerer-King’s 
  protection to shield you from malignant 
  spells.  You receive a +2 sacred or profane 
  bonus to all saving throws again spells and 
  spell-like effects, depending on the align-
  ment of your Sorcerer-Monarch. 
  Heartseeker 
  Enchantment  
  Level: Clr 9, Drd 9, Forged Stone 8 
  Components: V, S, XP 
  Casting Time: Crafting 
  Range: Touch 
  Target: 1 piercing weapon 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: No  
  This terrible spell is cast on a piercing 
  weapon, usually a spear or an arrow. When 
  the point of the weapon penetrates hu-
  manoid flesh (causes damage), the tip and 
  the wooden shaft of the weapon begins to 
  sprout as if growing. The roots and 
  branches seek out vital organs as a source 
  of nutrients. If a Fortitude save fails, the 
  vines burst through the victim’s vital or-
  gans, killing him instantly. If the save is 
  successful, the target manages to pull the 
  weapon out but takes 10d8 points of dam-
  age. 
   
  A heartseeker spear cannot instantly 
  slay elementals, undead or creatures with-
  out internal organs such as constructs or 
  oozes. 
   
  Material Components: 100 XP 
  Image of the Sorcerer-King 
  Necromancy [Fear, Mind-Affecting] 
  Level:  Tem 3 
  Components:  V, DF 
  Casting Time:  1 action 
  Range:  Touch 
  Target:  Creature or creatures touched (up 
  to one/level) 
  Duration:  10 minutes 
  Saving Throw: Will negates  
  Spell Resistance: Yes 
  This spell protects the Sorcerer-King’s 
  agents from aggressors and causes them 
  to flee.  This spell grants you a melee touch 
  attack with your sigil, which may be used 
  up to one time per caster level. Touched 
  creatures are affected as by a cause fear 
  spell. They suffer a -2 penalty to attack and 
  weapon damage rolls, and saving throws, 
  and will seek to flee. If unable to flee, the 
  creature(s) will fight.  Creatures with more 
  than 10 hit dice, non-intelligent creatures, 
  and undead are all unaffected by the spell.  
  Infestation 
  Conjuration (Summoning) 
  Level: Clr 7, Drd 6, Meek of the Land 6, 
  Wiz 7 
  Components: V, S 
  Casting Time: 1 action 
  Range: Medium (100 ft. + 10 ft./lvl) 
  Target: Creatures in a 10 ft. radius area 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes  
  This spell   summons tiny parasites that 
  take root in the victims’ clothes, hair, and 
  skin. The targets rarely realize a spell has 
  been cast on them, so the symptoms are 
  usually the first sign of the spell’s success. 
  It takes 1 day before infestation sets in.  A 
  remove disease or more powerful spells 
  will remove the parasites as will spells that 
  repel or destroy insects. 
   
  If infestation is not removed before 
  damaging effects occur, those must be 
  treated separately. Those who have lost 
  their sight to eye mites, for example, would 
  need a spell that could restore vision, such 
  as cure blindness or heal. 
   
  This spell does not work against con-
  structs, undead, phased, incorporeal, and 
  any other creatures that would be unaf-
  fected by parasitic infestation. 
   
  You can choose from the following: 
  • 
  Ear Mites: These microscopic crea-
  tures will cause permanent deafness 
  in 7-12 days (1d6+6). 
  • 
  Eye Mites: Eye mites cause permanent 
  blindness in 7-12 days (d6+6). 
  • 
  Desert Lice: Desert lice cause their 
  host to feel generally unhealthy, un-
  coordinated and dizzy and any saving 
  throws are made at a -4 circumstance 
  penalty.  
  • 
  Sand Fleas: While these tiny creatures 
  aren’t deadly, they are a source of 
  constant itching and discomfort. 
  Anyone infected by sand fleas will 
  cease to heal at their normal rate, due 
  
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  Dark Sun 3 
   
  to misery and discomfort. The victim 
  becomes cranky and irritable, result-
  ing in a -2 penalty on all Charisma-
  based skill checks and initiative rolls. 
  Sand fleas notoriously leap from host 
  to host, almost like a contagious dis-
  ease. Anyone coming in contacted 
  with the afflicted must make a Forti-
  tude save or become infested as well. 
  • 
  Mind Worms: These tiny vermin infest 
  a victim’s hair and secrete a drug that 
  excites certain portions of the brain, 
  causing hallucinations, delirium, and 
  hysteria. The host is always confused, 
  as if by a feeblemind spell, and often 
  sees terrifying illusions of things 
  crawling over him or lurking just be-
  yond the next sand dune. The worms’ 
  effects grow in time, so the first few 
  hallucinations are mild and probably 
  undetectable by the victim’s compan-
  ions. Eventually, his condition dete-
  riorates, and it becomes obvious that 
  he is suffering from some mind-
  altering ailment.  
  Illusory Talent 
  Illusion (Figment) 
  Level: Wiz 1 
  Components: V, S 
  Casting Time: 1 action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: You plus up to one willing creature 
  Duration: 5 minutes/level 
  Saving Throw: Will disbelief (if interacted 
  with) 
  Spell Resistance: No 
  When an illusory talent spell is cast, the 
  caster can make it seem as though he and 
  any other single consenting person pos-
  sess talent in certain performance ability.  
  You both receive a +10 to all Perform 
  checks made during the duration of the 
  spell.  This spell does not actually impart 
  any skill or learning.  The targets cannot 
  perform any action better than they could 
  before, it just appears to observers that 
  they can.  If the observers are to interact 
  with the performers, they may notice the il-
  lusion, but otherwise the performance ap-
  pears flawless. 
  Klar’s Heart 
  Transmutation 
  Level: Drd 4, Tem 5 
  Components: V, S, DF 
  Casting Time: 1 full round 
  Range: 20 ft. 
  Target: All living creature within range 
  Duration: 1 round/level 
  Saving Throw: None (harmless) 
  Spell Resistance: Yes (harmless) 
   
  You magically enhance the combat ability 
  of all living creatures, allies and enemies 
  alike, within 20 feet (including you). Sub-
  jects of the spell receive a +2 enhancement 
  bonus to Strength and +1d4 temporary hit 
  points per two caster levels. When the spell 
  ends, any remaining temporary hit points 
  from its effect are lost. 
  Legendary Stonecraft 
  Enchantment  
  Level: Forged Stone 9 
  Components: V, S, XP 
  Casting Time: 1 minute 
  Range: Long (400 ft. + 40 ft./level) 
  Target: Area and creatures within range 
  Duration: 16 hours: see text 
  Saving Throw: None (Harmless) 
  Spell Resistance: No (Harmless)  
   
  This spell can only be cast at sunrise, in an 
  isolated location with no onlookers. Leg-
  endary stonecraft stretches out the dura-
  tion of the day with respect to stonecraft—
  digging ditches, quarrying stone, masonry, 
  stone-carving, etc. While the spell endures, 
  the sun seems to stay still in the sky, and 
  neither you nor your fellow stone workers 
  have need of food, drink, or sleep. The day 
  seems endless, and indeed, for you, it vir-
  tually is. You can choose how long to make 
  the day last in terms of your labor; how-
  ever, you cannot make creatures work for 
  more than a year. 
   
  Every creature within range must will-
  ingly participate in this spell at its casting. 
  If any creature that was not present at the 
  spell’s casting wanders into range, or even 
  gets in a position to see the spell’s effect, 
  legendary stonecraft abruptly terminates. 
  Similarly, if anyone uses the time to do 
  anything other than stonecraft, the spell 
  terminates. 
   
  All creatures within range age as would 
  be expected for the number of workdays. 
  For example, if you stretched the day into 
  the maximum 1 year of work, you and all 
  your co-workers would age one year during 
  this time, even though only a day passed 
  for the rest of the world. 
   
  Material Components:10 XP per crea-
  ture within range, per workday. For exam-
  ple, if you have 19 workers with you, and 
  wish to stretch the day into 100 work days, 
  this would cost 2000 XP. 
  Lesser Elemental Chariot 
  Enchantment 
  Level: Clr 7, Tem 7 
  Components: V, S, DF 
  Casting Time: 1 action 
  Range: Touch 
  Effect: Chariot touched 
  Duration: 10 minutes/level 
  Saving Throw: None 
  Spell Resistance: No 
  • 
  Must be cast on a masterwork chariot; 
  caster must also provide crodlu and a 
  driver with Handle Animal skill 
  (caster may be the driver).  The en-
  chantment has the following effects: 
  • 
  Chariot and crew (crodlu, driver, and 
  passengers) all gain the benefit of 
  protection from arrows (no maximum 
  damage). 
  • 
  All missiles fired from the chariot gain 
  an effective +4 enchantment, and add 
  an additional 5 points of elemental 
  damage (air=sonic, fire=fire; see ele-
  mental strike for damage type.) 
  • 
  The chariot itself is treated as a +5 
  elemental weapon with respect to 
  overruns, etc. 
  • 
  The chariot may make horizontal 
  “jumps”, using the driver’s Handle 
  Animal skill in lieu of a Jump roll. (Re-
  member to take ground speed into 
  account.) 
  Lighten Load 
  Transmutation 
  Level: Clr 3 
  Components: V, S, DF 
  Casting Time: 1 action 
  Range: Touch 
  Effect: Creatures touched 
  Duration: 2 hour/level 
  Saving Throw: None 
  Spell Resistance: Yes (harmless)  
  This spell increases recipients’ carrying ca-
  pacity for the spell duration (divide the du-
  ration by the number of recipients).  For 
  purposes of carrying capacity only, treat 
  the spell recipients as though recipients’ 
  Strength were increased by 10 points. 
  Liquid Lightning 
  Enchantment [Electricity] 
  Level: Fire from the Sky 8 
  
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  Components: V, S 
  Casting Time: 1 action 
  Range: Touch 
  Target: 1 body of water (see text) 
  Duration: 1 hour/level or until discharged 
  Saving Throw: Special (see text) 
  Spell Resistance: No  
  This spell resembles water shock, except 
  that the equivalent of a chain lightning 
  spell strikes the first creature to touch the 
  water (Fortitude save for half damage), and 
  all creatures within 20 feet (Reflex save for 
  half damage). The creature to touched the 
  water is paralyzed for 1d6 minutes if it fails 
  its Fortitude save; furthermore, whether 
  the creature survives or not, its body is 
  charged with electricity, so that the first 
  creature that touches the victim (regard-
  less of its intentions) is struck as by a 
  shocking grasp. 
  Lungs of Water 
  Conjuration  
  Level: Despair of the Drowned 4 
  Components: V, S, M 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5ft./2 levels) 
  Target: 1 creature 
  Duration: Concentration 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes  
  This spell magically creates water inside a 
  victim’s lung, drowning them if they are 
  not able to cough the stuff up. Creatures 
  that do not need to breathe are unaffected 
  by this spell. Anyone who fails a Fortitude 
  save immediately begins to drown (see 
  DMG for the Drowning Rule). 
   
  The spell can be stopped with remove 
  curse or dispel magic, or by disrupting the 
  caster. A dehydrate spell will also cancel 
  lungs of water, and the victim suffers no 
  other ill effects. 
   
  Material Components: The material 
  component is the caster’s saliva, spat at 
  the intended victim. 
  Magma Tunnel 
  Transmutation  
  Level: Mountain’s Fury 8, Wiz 9 
  Components: V, S 
  Casting Time: 1 minute 
  Range: Touch 
  Target: 10-foot diameter tunnel 
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: No  
  By using this spell, you can tunnel through 
  solid earth, rock, sand, or silt, by liquefying 
  it into flowing magma. The liquid rock 
  moves out of the way to allow the caster to 
  pass, and hardens in that position, creating 
  a permanent tunnel. Dispel magic has no 
  effect once the tunnel is formed. It takes 
  one day for the heat to dissipate enough 
  for the unprotected to enter, although you 
  are magically protected for the duration of 
  the spell. Creatures entering the tunnel 
  unprotected during this time suffer 1d6 
  points of damage per round from the ex-
  treme heat.    The tunnel is formed at a rate 
  of 30 ft/round through sand, silt or wood, 
  20 ft/round through solid earth and 10 
  ft/round through rock or metal. 
   
  Any creatures or objects caught in the 
  magma current while the tunnel is being 
  formed, they suffer 10d6 points of fire 
  damage per round. 
  Might of the Sorcerer-
  King 
  Transmutation  
  Level: Tem 2 
  Components: V, S, DF  
  Casting Time: 1 action 
  Range: Touch 
  Target: Creature touched  
  Duration: Up to 1 round/level  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
  This spell channels the Sorcerer-King’s 
  righteous might and fury into a creature 
  you touch. For the duration of this spell, 
  the target rages like a brute, gaining all the 
  normal benefits and suffering all the nor-
  mal penalties.  The rage begins when the 
  spell is cast and ends at the end of the du-
  ration, but it can be terminated prema-
  turely by the caster. 
  Molten 
  Transmutation   
  Level: Broken Sands 8  
  Components: V, S, M  
  Casting Time: 1 action  
  Range: Medium (100 ft. + 10 ft./lvl)  
  Target: Up to one 5-ft. cube/level  
  Duration: Concentration (see text)  
  Saving Throw: See text  
  Spell Resistance: No  
  This spell heats rock or sand to its melting 
  point in a matter of rounds: 
   
  Round 1: Earth dries; rock or sand 
  heats up so that creatures in area take 4d8 
  damage (Reflex save for half damage).  
   
  Round 2: All creatures within 10 feet of 
  the affected area take 1d6 fire damage. 
  Within the area, earth heats up so that 
  creatures in area take 2d6 fire damage (Re-
  flex save for half damage). Rock within the 
  area continues to heat up, increasing the 
  damage to 8d6. Sand liquefies into glass; 
  any creature still standing in the area falls 
  into the molten glass, taking 16d6 damage.  
   
  Round 3 (and subsequent rounds): All 
  creatures within 10 feet of the affected area 
  take 2d6 damage. Earth bursts into smoky 
  flames so that creatures in area take 10d6 
  damage. Rock melts into magma; any crea-
  tures still standing in area fall into the lava 
  taking 20d6 damage.  
   
  When you cease concentrating, the 
  spell terminates, and the molten area be-
  gins to gradually cool. In game terms, 
  every hour that passes, reduce the damage 
  inflicted by stepping into the area by one 
  die of damage. Eventually molten sand 
  cools to solid glass, while scorched earth 
  and molten rock cool into a black circle of 
  ash. 
   
  Material Components: The material 
  components for this spell are a small piece 
  of obsidian or glass. 
  Nurturing Seeds 
  Abjuration 
  Level: Drd 0 
  Components: V, S, DF 
  Casting Time: 1 action 
  Range: Touch 
  Target: Up to 10 seeds 
  Duration: Permanent 
  Taking up to 10 cuttings or seeds, a wizard 
  can casts this spell and render them dor-
  mant and suitable for transport.  The seeds 
  or cutting can then be taken to an area 
  where inclement weather, lack of moisture 
  or other problems have kept plants from 
  growing.  The dormant seeds or cuttings 
  are planted there and will magically take 
  root and can be used to start new patches 
  of vegetation, anchoring the soil and creat-
  ing an environment suitable for more 
  plants to survive.  This spell protects the 
  transplants from normal weather condi-
  tions, but defilers, hungry animals or un-
  natural phenomenon (like Tyr-Storms) can 
  still destroy the plants.  The material com-
  ponents for this spell are the items to be 
  transplanted, a tiny bit of dung and a drop 
  of water. 
  Oil Spray 
  Conjuration  
  Level: Mountain’s Fury 4 
  Components: V, S, DF 
  Casting Time: 1 action 
  Range: Medium (100 ft. + 10 ft./lvl 
  Target: 20 ft. Radius Area 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No  
  When a cleric casts this spell over rough 
  earth or sand, fountains of flammable oil 
  spout up from the ground, covering every-
  thing within a 20-foot radius. 
   
  The spell effectively causes the area to 
  suffer the effects of a grease spell. The oil 
  itself isn’t particularly dangerous; the real 
  danger occurs if the area is ignited. Burn-
  ing oil inflicts 2d8 + 2/level points of fire 
  damage its first round, 1d8 + 1/level points 
  of fire damage in the second round. The oil 
  burns off by the third round (creatures on 
  fire don’t suffer any penalties associated 
  with burning in the third round). Anyone 
  who falls down in the oil becomes covered 
  and is at risk of being ignited. 
   
  If the oil isn’t ignited, it will remain un-
  til removed by no less than 30 minutes of 
  scrubbing or washing, thus anyone who 
  leaves the area who is covered with the oil 
  is at risk of being ignited by as little as a 
  spark. Anyone who enters the oil covered 
  area after the spell is cast and then leaves 
  are not at risk of being ignited because 
  they weren’t doused by the oil gush at the 
  spell’s casting, but they will still take dam-
  age if they enter the area when it is aflame. 
  
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  Dark Sun 3 
   
  Open the Gray Portal 
  Necromancy 
  Level: Dead Heart 5, Wiz 7 
  Components: V, S, M 
  Casting Time: 1 full round 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: Summoned Gray Zombies or 
  corpses 
  Duration: 1 minute/level (D) 
  Saving Throw: None 
  Spell Resistance: No  
  This spell briefly opens a conduit to the 
  Gray, allowing negative energy to slip 
  through. This can either imbue nearby 
  dead bodies with negative energy, making 
  them undead or summon forth denizens of 
  the Gray to serve him for the duration of 
  the spell. If the latter option is chosen, 
  these undead follow the caster’s orders 
  unquestioningly, but demand some pay-
  ment in return. Generally, this equates to a 
  number of living creatures whose total HD 
  equal the number of zombies summoned. 
  If the caster cannot supply this, the zom-
  bies take him into the Gray instead. Bodies 
  animated simply return to corpses when 
  the spell expires. The caster can animate or 
  summon a number of zombies up to his 
  caster level. Summoned zombies become 
  shadowy and melt back into the Gray is de-
  stroyed. 
   
  Material Components: The material 
  components for this spell are a gray cloth 
  and a piece of bone.  
  Pact of Water 
  Enchantment  
  Level: Living Waters 5, Tem 5 
  Components: V, S, F 
  Casting Time: 1 minute 
  Range: Touch 
  Target: 2 creatures 
  Duration: 1 year 
  Saving Throw: None 
  Spell Resistance: No  
  This spell allows you to formalize 
  a pledge between two living 
  creatures—one of which can 
  be yourself. As part of the 
  casting of this spell, you 
  must clearly recite the 
  terms of the pact, and you fill 
  a silver cup with water. Both subjects 
  entering the pact drink one half of the cup, 
  and the last few drops of the cup are 
  poured into the dust. A creature that vio-
  lates the terms of the pact of water is 
  struck with a curse of the choking sands. 
   
  Both subjects of the water pact must 
  be willing and fully informed of the terms 
  of the pact, otherwise the spell has no af-
  fect. No creature can be coerced or de-
  ceived into making a water pact, but the 
  terms themselves may be coercive—for 
  example, party A pledges not to kill party B 
  or any of his tribe, as long as party B de-
  livers 10 gold pieces per year to party A. 
  There is an old story of the desert in which 
  a water cleric offers a water pact to a 
  wanderer dying of thirst, in which the 
  wanderer pledges himself into slavery in 
  himself into slavery in exchange for the 
  half-cup of water. 
   
  Focus: The silver cup, which is orna-
  mented with drawings of rain. 
  Plant Renewal 
  Transmutation 
  Level: Drd 1 
  Components: V, S, M 
  Casting Time: 1 action 
  Range: Touch 
  Target: One plant 
  Duration: Permanent 
  Using this spell, you may affect a single, 
  specific plant that has been mostly wilted 
  or dried out, but not completely turned to 
  ash.  The plant may have suffered from a 
  lack of water, partial defilement or insect 
  predation that has left it on the verge of 
  destruction.  This spell revives it and 
  makes it hardy enough to transplant else-
  where. If the plant then receives proper 
  care, it will survive and thrive, living out its 
  appointed time and possibly leaving seeds 
  from which other plants may grow.  If ne-
  glected or misused, this spell has no power 
  to keep the plant artificially alive.  This spell 
  has no effect on plant-type monsters. The 
  material component for this spell is a drop 
  of water. 
  Poisoned Gale 
  Evocation  
  Level: Ill Winds 7, Tem 8  
  Components: V, S, M 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Duration: 1 round 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  This spell resembles gust of wind, except 
  that the range is shorter and the wind is 
  filled with inhaled poison.  The caster 
  chooses the ability score they would like 
  the poison to damage.  Poison gale creates 
  a poison that deals 2d6 temporary ability 
  damage as primary and secondary damage.  
  The exception is Constitution, which is 
  damaged by 1d6 points.  The ability score 
  damaged does not have to be the same for 
  the primary and secondary damage.  For 
  example, you could create a poison gale 
  that deals 2d6 primary Wisdom damage 
  and 1d6 secondary Constitution damage. 
   
  Material Components: The stinger or 
  fang of a poisonous creature. 
  Protection from Time 
  Abjuration 
  Level: Wiz 8 
  Components: V, S, M 
  Casting Time: 1 minute 
  Range: Touch 
  Target: Creature or object touched 
  Duration: 1 month/2 levels 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  When this spell is cast, it creates a magical 
  barrier around the target at a distance of 
  one inch.  The barrier moves with the re-
  cipient and protects it from the adverse ef-
  fects of aging.  This spell can be cast on a 
  living creature, and during that time, the 
  creature is immune to natural, magical and 
  psionic aging. This spell continues on be-
  yond the creature’s death (if unnatural) 
  and for the purposed of magical spell such 
  as speak with the dead or raise dead, time 
  should not be counted until after protec-
  tion from time’s duration has expired.  This 
  spell can cast upon a dead character.  This 
  spell does not stop time within the barriers 
  around the target; the target moves 
  through time at the same rate as other be-
  ings.  The character must still eat, 
  drink and rest as usual; they 
  simply do not age.  This spell does 
  not affect the duration of other 
  spells. 
   
  Material Components:  The 
  material component for this spell is 
  an hourglass. 
  Rejuvenate 
  Transmutation 
  Level:  Clr 6, Drd 5 
  Components:  V, S, M 
  Casting Time:  Full round 
  Range:  Special (see text) 
  Target:  Special (see text) 
  Duration:  Instantaneous 
  Savings Throw:  None 
  Spell Resistance:  None 
  This spells grants the ability to support 
  vegetation on an area of ground. In the 
  case of ground made sterile by defiler 
  magic, rejuvenate dispels the ground’s ste-
  rility, making it immediately capable of 
  supporting vegetation. The spell may also 
  be cast on any ground short of solid rock. 
  If cast on an area that can already support 
  plant life, rejuvenate increases the grounds 
  fertility just like the 3rd level druid spell 
  plant growth. If cast on an area that has 
  been sterilized by defiling, a circle extend-
  ing out from that caster with a radius of 5 
  ft./level is enriched and moistened and a 
  blanket of fine grass appears instantly. This 
  
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  moist soil and grass however are not 
  magical in nature and are subject to nor-
  mal weather conditions. However, this will 
  survive for at least a week, even in the 
  worst of weather.  
   
  Material Components: The material 
  components for this spell are a seed (any 
  kind) and a drop of water. 
  Return to the Earth 
  Necromancy  
  Level: Clr 2, Drd 3, Dance of Decay 1, Tem 
  2 
  Components: V, S, M  
  Casting Time: 1 action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: 1 dead or undead body  
  Duration: 1 round/level  
  Saving Throw: None  
  Spell Resistance: Yes  
  When you cast return to the earth, you can 
  decompose a body just by casting dust or 
  earth at it. You need to spend 4 rounds to 
  return a Medium-size body into earth, 2 
  rounds for a Small body, 8 for Large, etc. 
  Zombies, skeletons, exoskeletons, flesh go-
  lems, and even intelligent corporeal un-
  dead such as t’liz, namech, faels, thinking 
  zombies, etc., take 1d12 damage each 
  round that you manage to strike them with 
  earth or dust (a ranged touch attack). Note 
  that semi-corporeal and incorporeal un-
  dead are not subject to this attack, which 
  only affects an undead’s corporeal form. 
  Bodies decomposed by this spell can still 
  be affected by raise dead, but cannot be 
  animated into undeath. 
   
  Material Components: Clods of earth 
  and/or dust that you cast at the bodies.  
  Sandflow 
  Transmutation   
  Level: Broken Sands 5, Tem 5, Wiz 5  
  Components: V, S  
  Casting Time: See the Move Earth spell  
  Range: Long (400 ft. + 40 ft./level)  
  Target: Sand, as the move earth spell  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: No  
  This spell functions much like move earth, 
  except that this spell can only be used to 
  move sand.  
  Sand Pit 
  Transmutation  
  Level: Wiz 3, Clr 3, Sands of Time 1, Tem 3 
  Components: V, S  
  Casting Time: 1 minute  
  Range: Touch  
  Target: Pit, 10 ft. radius/level, forming a 
  cone 10 ft. deep/level  
  Duration: Concentration  
  Saving Throw: None  
  Spell Resistance: No  
  This spell only works in silt, sand, or loose 
  gravel; it has no effect in rock, rich soil, or 
  tightly packed earth. As you cast this spell, 
  slowly moving in a circle, sand and dust 
  within the circle is randomly dispersed, 
  and an indentation appears in the sand. 
  Any objects or bodies other than dust and 
  sand that were in the excavated area be-
  come visible, lying at the bottom of the 
  sand cone. This spell lasts as long as the 
  spellcaster maintains concentration; when 
  concentration ceases, silt immediately col-
  lapses into the empty area, while sand 
  takes 1d6 minutes to do so. 
   
  This spell is particularly useful in exca-
  vating ruins that have fallen beneath silt or 
  sand, retrieving companions that have 
  been buried by sand storms or have fallen 
  into the silt, etc.  
  Sand Spray 
  Evocation  
  Level: Wiz 4, Clr 4, Broken Sands 3, Tem 3 
  Components: V, S  
  Casting Time: 1 action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: Cone area extending to range  
  Duration: Instantaneous  
  Saving Throw: Reflex half  
  Spell Resistance: Yes  
  This malicious evocation causes small 
  glassy particles of sand or silt to spray into 
  an opponent’s eyes. Creatures within the 
  area of effect are sprayed by the slivers and 
  must make a Reflex save. Failure indicates 
  that they are blinded for 1d6 minutes, and 
  take 2d6 points of subdual damage and 
  2d6 points of piercing damage. A success-
  ful Reflex save halves this damage, and 
  blinds the target for one round. 
   
  Note that this spell does not create the 
  tiny shards; sand or silt must be within 
  range for this spell to take effect.  
  Sand Traps 
  Enchantment  
  Level: Wiz 5, Broken Sands 4  
  Components: V, S, M 
  Casting Time: 1 minute  
  Range: Medium (100 ft. + 10 ft./lvl)  
  Duration: 1 day/level  
  Saving Throw: Reflex partial  
  Spell Resistance: Yes  
  This spell allows you to entrap an area of 
  sand up to 400 ft. + 40 ft./lvl in radius. You 
  must designate a 30-foot radius “trigger 
  area” somewhere within the larger area. 
  When a creature sets foot inside the trigger 
  area, the trap is sprung, and all of the en-
  trapped area is affected with one of the fol-
  lowing effects (caster’s choice): 
  • 
  Drum Sand. Every footstep taken 
  within the entrapped area of sand is 
  amplified so loudly that it can be 
  heard for miles—typically attracting 
  predators.  
  • 
  Sand Spikes. Treat the entire en-
  trapped area as though affected by 
  spike stones.  
  • 
  Slip Sand. The entire area of sand be-
  comes difficult to travel. In game 
  terms, treat the area as if affected by 
  the grease spell.  
   
  Material Components: A paper map of 
  the area affected. This map disappears 
  when the trap is sprung, or when the spell 
  expires.  
  Sands of Time 
  Transmutation 
  Level: Clr 7, Dance of Decay 5, Wiz 6 
  Components: V, S, F 
  Casting Time: 1 minute 
  Range: Touch 
  Target: Item touched up to 10 cubic 
  ft./level 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes  
  This potent spell includes two variant ver-
  sions: 
   
  Restoration: By means of this spell, 
  you can reverse the effects of aging and 
  erosion on any nonliving, material object. 
  The amount of aging that can be reversed 
  depends on your caster level. Consult 
  Table 9-3: Sands of Time to determine the 
  effects of this use. 
   
  Erosion: The second version of this 
  spell allows you to speed up erosion dra-
  matically on any nonliving, material object. 
  The table also indicates the average effects 
  over time and the elements on various ma-
  terials (items protected from the elements 
  may take longer to erode, but use these 
  times for all restoration). Papyrus and 
  wooden objects fade over time, making it 
  difficult, but not impossible, to read or 
  identify surface features. Fragile objects 
  only possess half of their original hardness 
  and hit points. Crumbled items are unus-
  able but still identifiable as papyrus or 
  wood; dust is completely unidentifiable 
  and unusable. Stone and metal items wear 
  away over time, and their shapes smooth 
  out until the item is completely worn away. 
  Paint indicates that artificial coloration is 
  gone or unrecognizable; Etching means 
  carved letters or pictures are worn away; 
  Relief indicates that deeply carved letters or 
  images are severely eroded; Form indicates 
  that time has eroded away all but the basic 
  form of the original stone or metal. The 
  fractions ½ and ¾ tell when the item has 
  lost that amount of its original mass (and 
  also means the item’s present hardness 
  and hp total). Dust means the original item 
  is completely gone, eroded away to noth-
  ing. 
  
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  Dark Sun 3 
   
   
  A 15th-level cleric could, for example, 
  turn even a pile of dust back into the new, 
  clean piece of papyrus it once was, or turn 
  the crumbled remains of a staff back to its 
  original form, or even restore a painted 
  map on the wall of a temple constructed of 
  soft stone. This spell cannot restore dam-
  age done to an object by anything other 
  than natural aging or erosion. Use the 
  above table as a guide for other objects 
  that don’t exactly fit into these categories. 
   
  Arcane Focus: The material compo-
  nents for this spell are a tiny hourglass 
  (during the spell, the sands run upward), 
  or, if eroding, a miniature sundial that has 
  timed the passage of at least one year. Nei-
  ther is consumed in the casting. 
  Sandstone 
  Transmutation  
  Level: Forged Stone 1, Wiz 2 
  Components: V, S 
  Casting Time: 1 minute 
  Range: Touch 
  Target: One 5 ft. cube of sand per round 
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: No  
  After casting this spell, sand and gravel 
  clumps into sandstone at your touch. Each 
  round, by touch alone, you can turn a 5-
  footblock of sand or gravel into sandstone. 
  This spell allows you to reinforce ditches 
  made in sand, building makeshift walls. 
   
  Note that sandstone does not have the 
  resilience of normal stone: it has a hard-
  ness of 5 and a mere 5 hit points per inch 
  of thickness. In comparison to table 8-15 
  on page 136 in the Player’s Handbook, a 5-
  foot block of sandstone created by this 
  spell would have a hardness of 5, 25 hit 
  points, and a break DC of 30. Sandstone is 
  utterly useless for the purpose of making 
  weapons, of course. 
  Shining Sands 
  Transmutation  
  Level: Wiz 6, Desert Mirage 5 
  Components: V, S 
  Casting Time: 1 action 
  Range: Medium (100 ft. + 10 
  ft./lvl) 
  Target: Area within range (see 
  text) 
  Duration: 1 hour/level 
  Saving Throw: None 
  Spell Resistance: No  
  This spell can only be cast 
  outside, in sand (e.g. in sandy 
  wastes terrain), and during a 
  normal Athasian day. The shin-
  ing sands spell causes every 
  single grain of sand within 
  range to rotate slightly so as to 
  reflect 
  sunlight 
  to 
  your 
  convenience, and to the great 
  inconvenience of your foes. This 
  spell can be cast one of two 
  ways: 
  • 
  Reflected 
  Outward. 
  You 
  designate a central 20-foot radius 
  area where you and your allies can 
  stand. Any creature outside your cir-
  cle is blinded for 1 round every time 
  that they attempt to look in your di-
  rection. 
  • 
  Reflected Inward. You designate a cen-
  tral fixed spot within range. This spot 
  becomes the center of the spell 
  range, and every grain of sand directs 
  sunlight towards that location. Thus, 
  any creature within the area of effect 
  would be blinded no matter what di-
  rection they were facing, but you and 
  your allies 
  could 
  watch them (and target them with 
  missile fire) with no risk of getting the 
  sun in your eyes. 
  Sirocco 
  Evocation  
  Level: Drd 8, Fury of Storms 6 
  Components: V, S, DF 
  Casting Time: 1 round 
  Range: Long (400 ft. + 40 ft./level) 
  Target: Area within range 
  Duration: 2 minutes / caster level 
  Saving Throw: Reflex prevents knockdown 
  Spell Resistance: No  
  To cast this spell, you must be able to see 
  the sky, and you must be in an area cov-
  ered with sand or loose stone. Calling up a 
  sirocco is perilous, since you cannot con-
  trol it, and you are as affected by the storm 
  as anyone else. 
   
  Once 
  summoned, 
  the 
  sirocco 
  sweeps along the ground, whipping 
  up small objects, dust, and sand, 
  and carrying them along with 
  terrific speed. Each round of 
  exposure to the storm inflicts 
  2d8 points of piercing and 
  bludgeoning 
  damage—no 
  saving throw. In addition, 
  winds of windstorm force buffet 
  the area.  
  Slave Scent 
  Divination 
  Level: Wiz 0 
  Components: V, S, DF  
  Casting Time: 1 action 
  Range: Touch 
  Target: Creature touched  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: Yes 
  This spell reveals whether or not the 
  target is a slave, runaway slave, 
  freeman or noble.  If the target was born in 
  a classless society (such as an elf tribe or a 
  small village), the spell reveals they are a 
  freeman. 
  Spirit of Flame 
  Divination  
  Level: Fire Eyes 9 
  Components: V, S, DF 
  Casting Time: 1 round 
  Range: 10 miles/level 
  Table 9-3: Sands of Time 
  Level 
  Time Reversed 
  Papyrus 
  Wood 
  Soft Stone 
  Hard Stone 
  Metal 
  9 
  30 days 
  Faded 
   
   
   
   
  10 
  1 year 
  Fragile 
   
   
   
   
  11 
  2 years 
  Brittle 
  Faded 
   
   
   
  12 
  5 years 
  Crumbled 
  Fragile 
   
   
   
  13 
  10 years 
  Dust 
  Brittle 
   
   
   
  14 
  20 years 
   
  Crumbled 
  Paint 
   
   
  15 
  50 years 
   
   
   
   
   
  16 
  100 years 
   
  Dust 
  Etching 
   
   
  17 
  200 years 
   
   
  Relief 
  Paint 
   
  18 
  500 years 
   
   
  Form 
   
  Paint 
  19 
  1,000 years 
   
   
  ½ 
  Etching 
   
  20 
  2,000 years
  ¾
   
  Etching
   
  
   Dark Sun 3 
  Page 69 
  –Prerelease: 7/16/2003 
  Target: One fire at a time 
  Duration: 1 hour/level 
  Saving Throw: None 
  Spell Resistance: No  
  This powerful spell resembles the watch 
  fire spell, but in addition to being able to 
  observe and communicate from any fire 
  within range, this spell allows you to use 
  some spells as if you were actually within 
  the flames. Spells cast through the spell 
  fire cannot require somatic components. 
  The risk of this spell is that you become 
  vulnerable to attacks that use light, sound, 
  or psionic telepathy. 
   
  In addition, you can walk into a fire 
  and teleport (without error) to any other up 
  to the limit of your range. If you choose to 
  go blindly, you will appear in a random 
  campfire in a place determined by the DM. 
  If you aren’t near a settlement, the DM 
  may determine that there is no campfire 
  and the spell is wasted. A better course is 
  to cast the spell, scry out the fires within 
  range, and choose which campfire to exit. 
   
  Focus: Your focus is any fire within 
  range that you can use for this spell. If the 
  original fire that you used to scry is put 
  out, you can still use other fires within 
  range. 
  Storm Legion 
  Enchantment  
  Level: Drd 9, Fury of Storms 8 
  Components: V, S, DF 
  Casting Time: 1 minute 
  Range: Medium (100 ft. + 10 ft./lvl 
  Target: Caster +3 hit dice/level 
  Duration: 1 hour/level 
  Saving Throw: None 
  Spell Resistance: No  
  This spell allows you to transport willing 
  corporeal creatures via a natural storm sys-
  tem. The storm may not be created magi-
  cally; it must be a natural storm such as a 
  dust storm, sandstorm, windstorm, or 
  lightning storm produced by natural 
  weather. Note that Tyr-storms are magical 
  in origin and thus cannot be used to affect 
  a storm legion. Living and undead crea-
  tures may be transported, as long as they 
  are both willing and corporeal. 
   
  As you cast the spell, the storm dis-
  solves the subjects of the spell and all of 
  the possessions that they were carrying. 
  Only you retain consciousness, and control 
  the storm’s direction. The storm moves at 
  8d6 miles per hour, and cannot be affected 
  by any weather-affecting magic, including 
  another storm legion spell.  
   
  Once over the desired target, or if the 
  storm legion is dispelled, the caster and 
  army begin to rain down from the sky as 
  fragments of bone, tissue, and blood. This 
  lasts for ten rounds, as the fragments rain 
  down and reassemble into the transported 
  creatures, including the caster. Any attack 
  on an incomplete body during these 10 
  rounds is treated as a coup de grace. 
  Sunstroke 
  Evocation 
  Level:  Wrath of the Fire Lord 4 
  Components:  V, S, DF 
  Casting Time:  1 action 
  Range:  Medium (100 ft. + 10 ft. / level) 
  Target:  1 creature/attack 
  Duration:  1 round/level 
  Savings Throw:  Fortitude halves 
  Spell Resistance:  Yes 
  Casting this spell allows you to fire rays of 
  brilliant sunlight that cause the creatures 
  struck by the rays to overheat as if suffering 
  from sunstroke or fever. With a ranged 
  touch attack, each sunray strikes for 4d4 
  subdual damage and causes the target to 
  become fatigued.  A successful Fortitude 
  save halves his damage and negates the fa-
  tigue. Constructs and other creatures not 
  afflicted by heat or subdual damage are 
  unaffected, except for undead, who suffer 
  real damage from the sun rays. 
    
  This spell can only be cast in the 
  sunlight. 
   
  Focus A small mirror worth 1 sp. 
  Surface Tension 
  Transmutation  
  Level: Despair of the Drowned 2 
  Components: V, S 
  Casting Time: 1 action 
  Range: Medium (100 ft. +10 ft./level) 
  Target: 1 creature and water within 20 ft. 
  of that creature 
  Duration: 1 hour/level 
  Saving Throw: None 
  Spell Resistance: Yes (see text) 
  This spell increases the surface tension of 
  water within the affected area. You cast this 
  spell on any one creature within range, in-
  cluding yourself.  
   
  Bodies of water become cohesive and 
  resilient; you can carry gallons of water 
  without a water skin, or bounce them like a 
  ball; a medium-sized creature could 
  even use a half-gallon of water as a 
  sap. Within the area of effect, creatures 
  could even walk on water, though at half-
  rate, since the water surface would bend 
  under their weight. On the other hand, if a 
  creature is already running when she 
  reaches the water’s surface, she could 
  continue running at the same speed, much 
  as some tiny insects can run across the 
  surface of water. 
   
  Drinking water, on the other hand, be-
  comes virtually impossible. Treat the wa-
  ter’s surface as having a hardness of 1 
  point per caster level, 2 hp/inch and a 
  break DC of 5 + caster’s level 
   
  The most deadly application of this 
  spell is when you cast it on someone who 
  happens to be swimming underwater. Such 
  a creature must either break the surface of 
  the water (see hardness information 
  above), make an Escape Artist check at DC 
  20 + caster level, or somehow dispel the 
  magic. 
  Surface Walk 
  Transmutation  
  Level: Clr 3, Drd 3, Tem 3 
  Components: V, S, DF 
  Casting Time: 1 action 
  Range: Touch 
  Target: 1 touched creature/level 
  Duration: 10 minutes/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  The transmuted creatures can tread on un-
  stable surfaces as if it were firm ground. 
  Mud, oil, silt, snow, quicksand, running 
  water, ice, and even lava can be traversed 
  easily, since the subjects’ feet hover an 
  inch or two above the surface. (Creatures 
  crossing molten lava still take damage 
  from the heat.) The creatures can walk, 
  run, charge, or otherwise move across the 
  surface as if it were normal ground.  
   
  If the spell is cast underwater or under 
  silt (or while the subjects are partially or 
  wholly submerged in whatever liquid they 
  are in), the subjects are borne toward the 
  surface at 60 feet per round until they can 
  stand on it. 
  Note: This spell replaces the water walking 
  spell in the Player’s Handbook. 
  Swarm of Anguish 
  Transmutation  
  Level: Drd 9, Meek of the Land 9 
  Components: V, S, DF 
  Casting Time: 1 action 
  Range: Caster 
  Target: Self 
  Duration: 1 hour/level 
  
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  Dark Sun 3 
   
  This astonishing spell transforms your 
  body and equipment into a swarm of agony 
  beetles with a collective will. The total 
  number of insects that you transform into 
  equals your current hit point total. You 
  control the movement and attacks of each 
  beetle. If only one beetle survives to the 
  spell’s completion, you survive as well, but 
  with a single hit point remaining. The 
  number of hit points that you have on res-
  toration of your natural form is equal to the 
  surviving number of insects that manage 
  to regroup. Any insects that fail to regroup 
  before you revert to your natural form are 
  simply lost. You regain the missing hit 
  points naturally.  While in swarm form, you 
  cannot cast spells or use your own psionic 
  abilities. Skills such as Jump and Climb are 
  recalculated according to the insects’ size, 
  while many skills are simply impossible to 
  perform in swarm form. You can attack or 
  use the various abilities of the agony bee-
  tles. 
  Sweet Water 
  Enchantment  
  Level: Living Waters 5 
  Components: V, S 
  Casting Time: 1 minute 
  Range: Touch 
  Target: Contiguous water within 30 feet 
  Duration: 1 day or until used 
  Saving Throw: None 
  Spell Resistance: No  
  Casting this spell requires that you touch 
  the water that you are enchanting. That en-
  tire unit of water, within 30 feet, becomes 
  enchanted with the following properties: 
  • 
  Any breathing creature can breathe in 
  the enchanted water, as if by the wa-
  ter breathing spell. 
  • 
  All poison or drugs in the water, or 
  curses on the enchanted water are 
  neutralized. 
  • 
  For the spell duration, all poisons or 
  drugs placed in the water are neutral-
  ized. 
  • 
  Creatures who drink the water gain a 
  +4 saving throw against poisons. This 
  does not affect temporary damage al-
  ready sustained from ingested poi-
  sons, but it does provide a resistance 
  against secondary damage if the crea-
  ture has not yet sustained it. 
  • 
  Creatures that drink a gallon of the 
  sweet water are healed of 2d8 points 
  of subdual damage. 
  Unliving Identity 
  Necromancy 
  Level: Wiz 7, Clr 7, Dead Heart 5 
  Components: V, S, M, XP 
  Casting Time: 1 round 
  Range: Touch 
  Target: 1 exoskeleton, skeleton, or zombie 
  Duration: Instantaneous 
  Saving Throw: Will negates 
  Spell Resistance: Yes  
  This spell affects mindless animated un-
  dead, namely exoskeletons, skeletons, and 
  zombies. Unliving identity restores per-
  sonality, consciousness, alignment, mem-
  ory, identity, skills, class, levels ... every-
  thing except free will or life. The creature is 
  still undead, and if he was previously con-
  trolled, he continues to be controlled and 
  bound to the tasks that his master assigns. 
  The result is what Terrors of the Dead 
  Lands describes as a thinking zombie, 
  skeleton, or exoskeleton. 
   
  Note that spirits of the land and the 
  elements (earth, air, fire and water) do not 
  give their powers to the undead, so a think-
  ing zombie who had been an elemental 
  cleric in life does not regain his spells or 
  his ability to affect undead. The para-
  elements and the gray are not as choosy, 
  though; a thinking skeleton that had been a 
  cleric of silt could continue to operate as a 
  silt cleric. 
   
  Note that many creatures prefer not to 
  return from the Gray to inhabit an undead 
  body—if the creature is unwilling to return, 
  it gets a Will saving throw to avoid this. If 
  the thinking zombie is too powerful to be 
  normally controlled by his master, he gets 
  a Will saving throw every week to break free 
  of his master’s control. What the thinking 
  undead does then is anyone’s guess. Good 
  thinking undead, once free, tend to put a 
  quick end to their unnatural existence. 
   
  Material Components: Any article sig-
  nificant to the undead creature’s former 
  life, such as an article of clothing or 
  equipment, a favorite item, etc. 
   
  Focus: XP cost is 20 XP per level of the 
  creature while it was alive. 
  Vampiric Youthfulness 
  Necromancy  
  Level: Wiz 9, Dead Heart 9 
  Components: V, S, XP 
  Casting Time: 1 hour 
  Range: Touch 
  Target: 1 creature 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes  
  This spell makes you younger at the ex-
  pense of another creature. The victim must 
  have hit dice and/or level equal to your 
  own, and must be at full hit points when 
  you cast the spell. Undead, outsiders, non-
  corporeal creatures, and plants cannot be 
  affected by vampiric youthfulness. The 
  caster and the victim must be in continu-
  ous contact throughout the casting of this 
  spell; any interruption negates the spell.  A 
  willing victim gets a saving throw against 
  the effects of this spell. Even charmed crea-
  tures will fight to avoid being subject to 
  this spell, although dominated creatures 
  will, not. 
   
  At the completion of this spell, the vic-
  tim ages ten years while you become one 
  year younger. 
  Wakefulness 
  Enchantment  
  Level: Wiz 2 
  Components: V, S, M 
  Casting Time: 1 action 
  Range: Touch 
  Target: One creature 
  Duration: One hour/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  With this spell, the recipient is able to 
  postpone sleep.  For the duration of the 
  spell, the recipient feels wide awake and 
  energetic, but immediately becomes ex-
  hausted at the end of the spell’s duration 
  the character becomes fatigued until they 
  get eight hours of sleep.  Multiple wakeful-
  ness spells cast on one target allow them 
  to remain awake, but he must get eight 
  hours of sleep for every casting.  A recipi-
  ent cannot naturally fall asleep while under 
  the effect of this spell.  This spell counters, 
  and is countered, by sleep. 
  Watch Fire 
  Divination  
  Level: Fire Eyes 7 
  Components: V, S, DF 
  Casting Time: 1 round 
  Range: 10 miles/level 
  Target: 1 fire per minute 
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: No  
  This powerful spell allows you to know how 
  many fires burn within range and the ap-
  proximate location of each. You may 
  choose any one of these fires and peer out 
  of it as if you were actually within the 
  flames. Anyone watching the fire sees a 
  dark face peering out at them, but can only 
  dispel the visage by extinguishing the flame 
  or casting other protections from scrying. 
  The caster may communicate through the 
  flames, but he may not cast spells or use 
  special abilities. 
   
  Focus: The focus component for this 
  spell is a fire that you must prepare; it can 
  be as small as a candle flame. You use this 
  fire to scry through the other fires within 
  range. If your flame is put out, then the 
  spell terminates prematurely. 
  Water Light 
  Transmutation [Electricity] 
  Level: Fire from the Sky 9 
  Components: V, S 
  Casting Time: 1 action 
  Range: Medium (100 ft. +10 ft./level) 
  Target: Other creatures, & objects within 
  range (see text) 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes  
  With the exception of you and everything 
  that you are carrying, all objects or crea-
  tures within range that contain more than 
  one gallon of water glow as per the light 
  spell. During the duration of this spell, you 
  can cause these creatures or objects to 
  emit lightning, damaging it and striking all 
  creatures within 10 feet with an electric 
  bolt (5d8 to target and to all creatures 
  
   Dark Sun 3 
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  within 10 feet—Reflex save for half dam-
  age). This is a free action that you can use 
  once every round on any creature or object 
  within range. 
  Water Shock 
  Enchantment [Electricity] 
  Level: Fire from the Sky 2 
  Components: V, S, M 
  Casting Time: 1 action 
  Range: Touch 
  Target: Any quantity of water between 1 
  pint & 100 gallons of water 
  Duration: 1 hour/level or until discharged 
  Saving Throw: Reflex partial 
  Spell Resistance: Yes  
  This spell entraps a small body of water 
  (ranging from 1 pint to 100 gallons of wa-
  ter) with an electric charge. The first crea-
  ture to touch the water receives a charge 
  that inflicts 1d6/level electrical damage 
  (maximum 5d6). If the victim successfully 
  makes a Reflex save, then she takes half 
  damage. 
   
  Material Component: The water itself, 
  which instantly evaporates when the spell 
  discharges. 
  Water Trap 
  Transmutation  
  Level: Despair of the Drowned 5 
  Components: V, S 
  Casting Time: 1 round 
  Range: Touch 
  Target: Body of water up to 20 feet in 
  diameter 
  Duration:1 day/level 
  Saving Throw: Reflex negates 
  Spell Resistance: Yes  
  With a water trap spell, you turn a normal 
  body of water, no more than 20 feet in di-
  ameter, into a death trap. The spell magni-
  fies the natural surface tension of the wa-
  ter, giving it the strength to pull Large-
  sized and smaller creatures to a murky 
  death. 
   
  Whenever a creature of affected size 
  touches a pool, oasis, or watering hole al-
  tered by this spell, it must make an imme-
  diate Reflex saving throw. Failure indicates 
  that the victim is instantly pulled under the 
  surface and trapped. 
   
  Creatures pulled under by this spell 
  will find that the surface of the water now 
  has a tough, rubbery consistency that 
  makes escape very difficult. Treat the wa-
  ter’s surface as if affected by the surface 
  tension spell. 
   
  This spell is most often used to entrap 
  desert oases and private wells. 
  Waters of Life 
  Transmutation  
  Level: Drd 7, Living Waters 7 
  Components: V, S, M 
  Casting Time: 5 rounds 
  Range: Touch 
  Target: One gallon 
  of elixir 
  Duration: See Text 
  Saving Throw: None 
  Spell Resistance: No  
  This spell transforms any liquid into a 
  sweet-smelling serum that heals wounds 
  and cures blindness, disease, poisoning 
  magical enchantments, and fungal growth 
  (such as the transformation of flesh into 
  green slime). Even life-threatening wounds 
  are healed; lost limbs and organs regener-
  ate instantly when the miraculous life water 
  is applied. One gallon of the serum entirely 
  cures one creature of all the ailments listed 
  above, restoring all lost hit points in the 
  process. An average-sized water skin filled 
  with life water can cure one condition, or 
  restore 3d8 hit points of physical damage. 
  Immersing even a partial body in life water 
  restores the complete form. 
   
  To prepare this spell, you create an 
  elixir of local herbs, and give half of the po-
  tion to the subject, and drink the rest your-
  self. If the subject is unconscious, then you 
  can wet the subject’s lips with the elixir and 
  anoint the subject’s face and body with the 
  rest of its share. Once you drink your share 
  of the elixir, the patient is healed of all hit 
  point damage, ability damage, poisons, 
  curses, diseases and their effects—but eve-
  rything that the patient was healed of is 
  transferred to you. 
   
  You fall into a near comatose state for 
  1 hour while your body fights off infections 
  and repairs the damage. At the end of the 
  hour, you need to make a Fortitude save at 
  DC 20. If you succeed the save, you awaken 
  from the coma and all is well. If you fail the 
  save, then you suffer 1 point of subdual 
  damage for every point of hit point and 
  ability damage that the subject had suf-
  fered. 
   
  Even death itself can be reversed, if the 
  subject could be raised by the raise dead 
  spell, but the subject suffers the same 
  consequences as she would from raise 
  dead—a loss in level. Raising the dead with 
  this spell brings the caster’s Fortitude 
  check to DC 25, and if your Fortitude check 
  fails you take 1d8 points of subdual 
  damage for each HD of the creature being 
  raised. 
   
  Material Components: Local herbs 
  with a value no less than 5 cp. 
  Waterways 
  Enchantment  
  Level: Living Waters 9 
  Components: V, S, DF 
  Casting Time: 1 action 
  Range: Touch 
  Target: You and 1 creature/level (see text) 
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: Yes  
  This spell allows you to use natural water 
  sources (such as wells, springs, lakes, or 
  rivers) as conduits for teleportation. This 
  spells functions as teleport without error 
  except the caster must leave from and ar-
  rive at a body of water. 
  
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  Dark Sun 3 
   
   
  While using the waterway, all spell sub-
  jects must make a successful Swim check 
  each round with a DC of 10. Every 10 miles 
  between the body of water that you are en-
  tering, and the one that you are trying to 
  exit requires 1 round of swimming time, 
  and a DC 10 Swim check. Those that fail 
  the Swim check take 1d6 subdual damage 
  and are shunted from a random pool of 
  water in the general area. Note that to 
  travel more than 20 miles or so, it is gener-
  ally wise to have some water breathing 
  spell available. 
   
  The waterways spell does not termi-
  nate when you reach your destination. As 
  long as the spell duration persists (see 
  above), you can re-enter any natural water 
  source and attempt to travel again. Thus, 
  you could use this spell to travel from an 
  oasis pool to a noble’s private well, rescue 
  a prisoner from the noble’s dungeons, dive 
  back into the noble’s well, and “swim” to 
  yet another body of water far away. Note 
  that as this spell endures, water does not 
  adhere to any of the spell subjects, so you 
  step out of the water as dry as a bone. 
  Whirlpool of Doom 
  Evocation  
  Level: Earthen Embrace 7 
  Components: V, S 
  Casting Time: 1 round 
  Range: Medium (100 ft. + 10 ft./lvl 
  Target: Area 10 ft. radius per level. 
  Duration: 1 round/level 
  Saving Throw: Reflex 
  Spell Resistance: No  
  This terrible spell turns earth or sand 
  into a swirling sea of rock and earth. 
  Anyone standing in the area must roll a 
  Reflex save. Failure indicates that they have 
  been sucked into the center of the 
  whirlpool and must begin to make Swim 
  skill check against DC 20. Creatures that 
  make three successful checks in a row are 
  able to make their way to the edge of the 
  pool and pull themselves free. Failing a 
  single skill check means that the character 
  begins to drown. Failing two Swim checks 
  in a row means that the character has 
  been pulled 5-30 feet under the earth. 
  Wild Lands 
  Enchantment [Mind-affecting] 
  Level:  Drd 9 
  Components:  V, S, M 
  Casting Time:  4 hours 
  Range:  ½ mile per level 
  Target:  One natural object 
  Duration:  Permanent 
  Savings Throw:  None 
  Spell Resistance:  None 
  With this spell, an object can be enchanted 
  to attract wild beasts and creatures. It 
  must be a natural object, such as a tree or 
  boulder. It must be at least Medium-size.  
  Wild animals will gravitate slowly over the 
  weeks to occupy the area of effect. Druids 
  often use this spell to protect their guarded 
  lands. Each week, the caster’s level in HD 
  of creatures is attracted to the site and will 
  remain if they environment can support 
  them. If there is not sufficient plant and 
  animal life to support the creatures, they 
  will leave. 
   
  The spell can be dispelled by destroy-
  ing the object that serves as the focal point 
  of the spell. 
  Wind Trap 
  Enchantment  
  Level: Ill Winds 9 
  Components: V, S, M 
  Casting Time: 1 minute 
  Range: Medium (100 ft. + 10 ft./lvl 
  Duration: Until discharged 
  Saving Throw: Fortitude 
  Spell Resistance: Yes  
  This spell traps a large area, and the trap is 
  triggered by certain conditions that you 
  must define ahead of time. When the con-
  ditions that you specify are met, the trap 
  discharges, creating a cloud of fumes 30 
  feet high in the area of effect. 
  You can designate these 
  fumes to imitate stinking cloud, cloudkill, 
  acid fog, incendiary cloud, or you can use 
  this cloud to distribute any contact or in-
  haled poison that is available to you (see 
  components below). 
   
  Casting this spell is a largely mental 
  process; you slowly walk the area to be 
  trapped for ten minutes, envisioning the 
  rising fumes and deciding on the condi-
  tions that will trigger its activation. When 
  the meditation period ends, you may leave 
  the area and the trap remains set for 1 
  year.  
   
  When you cast the spell you must 
  write the conditions of his spell on paper 
  for the DM, and the DM should take the 
  words as literally as possible. The condi-
  tions may be as simple or as complex as 
  you like, but they must be written. Some 
  possible conditions are: whenever anyone 
  steps foot in this grove, or, whenever tem-
  plars draw their weapons. 
   
  When the condition is met, the area is 
  engulfed in fumes, and everyone inside is 
  affected. The fumes dissipate after 1 round 
  per caster level.  A moderate wind (11+ 
  mph), such as from the gust of wind spell, 
  disperses the trap in 4 rounds. A strong 
  wind (21+ mph) disperses the trap in 1 
  round. 
   
  Material Components: If you are using 
  poison, the material component must in-
  clude 10 doses of the contact or inhaled 
  poison that your spell is set to distribute. 
  Otherwise, the required material compo-
  nents are a bronze sundial and the dried 
  yolk of an erdlu egg. 
  Wisdom  of the Sorcerer-
  King 
  Transmutation  
  Level: Tem 6 
  Components: V, S, DF 
  Casting Time:  Free action 
  Range:  Personal 
  Target:  Self 
  Duration:  Instantaneous 
  This spell grants spellcasting power di-
  rectly from the Sorcerer-King. You may 
  metamagically empower, enlarge, extend, 
  maximize, silent or still any one spell you 
  can cast of level 1-4. The spell must be cast 
  immediately following the casting of wis-
  dom of the Sorcerer-King – i.e. in the next 
  round. 
  Wrath of the Sorcerer-
  King 
  Transmutation 
  Level:  Tem 4 
  Components:  V, S, DF 
  Casting Time:  1 action 
  Range:  Close (25 ft. + 5 ft./2 levels) 
  Target:  Creature within spell’s range 
  Duration:  10 minutes 
  Saving Throw: Will or Fort negates (see 
  text) 
  Spell Resistance: Yes 
  With this spell, you know if a creature has 
  broken the laws of your city-state and you 
  can exact punishment on them if they 
  have.  When this spell is cast, you know 
  what crimes the target committed, when 
  and under what circumstances.   You may 
  then affect the target with any one of the 
  following spell-effects:  cause fear, com-
  mand, dispel magic, or hold person.  The 
  appropriate saving throw applies to avoid 
  the spell-effects, but there is no saving to 
  avoid the initial divination.  
  
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  Psion Powers 
  0-Level Psion Powers 
  (Talents) 
  Clasen      Lesser Object Reading.  You 
  can obtain information from an 
  item. 
  Metacre   Beacon. You create a bright 
  colored light. 
   
  Ghost Writing.  You cause 
  writing to appear on a surface. 
   
  Tattoo Animation.  You can 
  animate your tattoos. 
   
  Resistance.  Subject gains +1 
  on saving throws. 
  Psykin     
  Psionic Draw.  A weapon any-
  where on your body is teleki-
  netically drawn to your hand. 
   
  Lesser Deflection.  You gain a 
  +1 deflection bonus. 
  Psymet    Bioflexibility.  You gain a +1 
  competence bonus on Dexter-
  ity-based checks. 
   
  Comfort.  You mitigate the ef-
  fect of extreme temperatures 
  for one hour. 
   
  Lesser Legs of a Thri-Kreen.  
  Your legs resemble those of a 
  thri-kreen, granting you a +8 
  bonus on Jump checks. 
   
  Wild Tumbling.  You can use 
  your tumbling skill while run-
  ning. 
  Psyport    Wild Leap.  Allows you to leap 
  from a non-existent foothold. 
  Telep     
  Friendly.  You gain a +1 insight 
  bonus 
  on 
  Charisma-based 
  checks. 
   
  Hush.  Causes one or more liv-
  ing creatures to be silent for 
  one round. 
  1st-Level Psion Powers 
  Clasen    True Worship.  Reveals the tar-
  get’s object of worship or devo-
  tion. 
   
  Psychic Tracking.  You can 
  track your quarry by its mental 
  footprints. 
  Psykin     Cast Missiles.  You can launch 
  missiles without a bow or other 
  weapon. 
   
  Deflect Strike.  You psychoki-
  netically deflect the next attack 
  of a creature within range. 
   
  Lesser Static Discharge.  Shock 
  a foe at close range for 1d6 elec-
  trical damage. 
  Psymet   Bioelectric Touch.  Your touch 
  does 1d8 electrical damage. 
  Legs of a Thri-Kreen.   Your 
  legs resemble those of a thri-
  kreen, granting you a +30 on 
  Jump checks. 
  2nd-Level Psion Powers 
  Psykin    Lesser Telekinesis.  Lift or 
  move an object up to 25 lb/2 
  levels at medium range. 
   
  Static Discharge.  Shock a foe 
  at close range for 3d6 electrical 
  damage. 
  Psymet   Alter Features.  Changes your 
  features, and more. 
  3rd-Level Psion Powers 
  Psykin     Greater 
  Static 
  Discharge.  
  Shock a foe at close range for 
  5d6 electrical damage. 
  Psymet    Lesser Antidote Simulation.  
  Detoxifies venom in your sys-
  tem. 
  Psyport   Acceleration.  Extra attack and 
  +2 AC. 
  4th-Level Psion Powers 
  Psykin     Deflection.  You gain a +4 de-
  flection bonus. 
  Psymet   Bioelectric Aura.  Creatures at-
  tacking you take electricity dam-
  age; you’re protected from elec-
  tricity 
   
  Poison Simulation.  Touch 
  deals 1d10 Con damage, repeats 
  in 1 min. 
   
  Antidote Simulation.  Detoxi-
  fies venom in or on subject. 
  5th-Level Psion Powers 
  Psymet   Crisis of Life.  Your touch at-
  tack kills subject. 
  Psychic Warrior 
  Powers 
  0-Level Psychic Warrior 
  Powers (Talents) 
  Beacon. You create a bright colored 
  light. (Int) 
  Bioflexibility.  You gain a +1 compe-
  tence bonus on Dexterity-based checks. 
  (Str) 
  Psionic Draw.  A weapon anywhere on 
  your body is telekinetically drawn to 
  your hand. (Con) 
  Comfort.  You mitigate the effect of ex-
  treme temperatures for one hour. (Str) 
  Lesser Legs of a Thri-Kreen.  Your legs 
  resemble those of a Thri-Kreen, granting 
  you a +8 bonus on Jump checks. (Str)
  Tattoo Animation.  You can animate 
  your tattoos. (Int) 
  Wild Charge.  You can run and charge 
  at the same time. (Str) 
  Wild Leap.  Allows you to leap from a 
  non-existent foothold. (Dex) 
  Wild Reflex.  You can make an addi-
  Chapter 10: Powers
  
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  Dark Sun 3 
   
  tional attack of opportunity. (Dex) 
  Wild Tumbling.  You can use your 
  tumbling skill while running. (Str) 
  1st-Level Psychic Warrior 
  Powers 
  Cast Missiles.  You can launch missiles 
  without a bow or other weapon. (Con) 
  Deflect Strike.  You psychokinetically 
  deflect the next attack of a creature 
  within range. (Con) 
  Legs of a Thri-Kreen.   Your legs re-
  semble those of a thri-kreen, granting 
  you a +30 on Jump checks.  (Str) 
  2nd-Level Psychic Warrior 
  Powers 
  Lesser Telekinesis.  Lift or move an ob-
  ject up to 25 lb/2 levels at medium 
  range. (Con) 
  3rd-Level Psychic Warrior 
  Powers 
  Acceleration.  Extra attack and +2 AC. 
  (Dex) 
  4th-Level Psychic Warrior 
  Powers 
  Bioelectric Aura.  Creatures attacking 
  you take electricity damage; you’re pro-
  tected from electricity. (Str) 
  Poison Simulation.  Touch deals 1d10 
  Con damage, repeats in 1 min. (Str) 
  5th-Level Psychic Warrior 
  Powers 
  Crisis of Life.  Your touch attack kills 
  subject. (Str) 
  Powers 
  Acceleration 
  Psychoportive (Dex) 
  Level: Psion 3/Psychic Warrior 3 
  Display: Au, Vi, Me 
  Manifestation Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature. 
  Duration: 1 round/level 
  Saving Throw:  Fortitude negates (harm-
  less) 
  Power Resistance:  Yes (harmless) 
  Power Points: 5 
  The accelerated creature moves and acts 
  more quickly than normal.  This extra 
  speed has several effects. 
   
  When making a full attack action, the 
  subject may make one extra attack with any 
  weapon he or she is holding.  The attack is 
  made using the character’s full base attack 
  bonus, plus any modifiers appropriate to 
  the situation.  This benefit does not actu-
  ally grant an extra action, so a character 
  can’t use it to cast a second spell or other-
  wise take an extra action in the round. 
   
  The subject gains a +2 dodge bonus to 
  Armor Class.  Any condition that makes the 
  subject loose his or her Dexterity bonus to 
  AC (if any) also makes the subject lose 
  dodge bonuses. 
   
  All of the subject’s movements, (in-
  cluding normal movement, burrow, climb, 
  fly and swim) increase by 30 feet (to a 
  maximum of double the subject’s normal 
  speed.) 
   
  Note:  The spell haste, and the power 
  schism, do not function on an accelerated 
  creature.  Acceleration counters, and is 
  countered by, the arcane spell slow. 
  Alter Features 
  Psychometabolism (Con) 
  Level: Psion 2 
  Display: Au 
  Manifestation Time: 1 action 
  Range: Personal 
  Target: You 
  Duration: 10 minutes/level (D) 
  Power Points: 3 
  You can alter your appearance and form—
  including clothing and equipment—to ap-
  pear taller or shorter, thin, fat, or in be-
  tween.  The assumed form must be corpo-
  real.  Your body can undergo a limited 
  physical metamorphosis, including adding 
  or subtracting one or two limbs, and your 
  weight can be changed up to one-half.  If 
  the form selected has wings, you can fly at 
  a speed of 30 feet with poor maneuverabil-
  ity (The Dungeon Master’s Guide has in-
  formation on maneuverability.)  If the form 
  has gills, you can breathe underwater. 
   
  Your attack rolls, natural armor bonus, 
  and saves do not change.  This power does 
  not confer special abilities, attack forms, 
  defenses, ability scores, or mannerisms of 
  the chosen form.  Once the new form is 
  chosen, it remains for the duration of the 
  power.  If you are slain, you automatically 
  return to your normal form. 
   
  If you use this power to create a dis-
  guise, you get a +10 bonus on your Dis-
  guise check. 
  Antidote Simulation 
  Psychometabolism (Str) 
  Level: Psion 4 
  Display: Au, Ma 
  Manifestation Time: 1 action 
  Range: Touch 
  Target: Living creature or object of up to 1 
  cu. ft./level touched 
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless, ob-
  ject) 
  Power Resistance: Yes (harmless, object) 
  Power Points: 7 
  The character detoxifies any sort of venom 
  in the creature or object touched. A poi-
  soned creature suffers no additional dam-
  age or effects from the poison, and any 
  temporary effects are ended, but the power 
  does not reverse instantaneous effects, 
  such as hit point damage, temporary ability 
  damage, or effects that don’t go away on 
  their own.  
   
  This power also neutralizes the poison 
  in a poisonous creature or object. A poi-
  sonous creature replenishes its poison at 
  its normal rate. 
  Beacon 
  Metacreativity (Int) 
  Level: Psion 0/Psychic Warrior 0  
  Display: Vi  
  Manifestation Time: 1 round  
  Range: Short (25 ft. + 5 ft./2 levels)  
  Target: Light the size of a torch  
  Duration: Concentration, up to 1 round 
  per level  
  Saving Throw: None  
  Power Resistance: No 
  Power Points: 1 
  With this talent, you create a bright colored 
  light (the exact color is your choice) that is 
  visible for 100 feet away during the day, or 
  up to 1 mile away during a clear night. 
  Bioelectric Touch 
  Psychometabolism (Str) [Electricity] 
  Level: Psion 1 
  Display: Au, Vi  
  Manifestation Time: 1 action  
  Range: Touch  
  Target: Creature or object touched  
  Duration: Until Discharged 
  Saving Throw: None  
  Power Resistance: Yes (object) 
  Power Points: 1 
  This spell imbues the character’s hand with 
  a powerful electrical charge that the charac-
  ter can use to damage an opponent. The 
  character’s successful melee touch attack 
  deals 1d8 points of electrical damage.  
  
   Dark Sun 3 
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  When delivering the jolt, the character 
  gains a +3 attack bonus if the opponent is 
  wearing metal armor (or made out of 
  metal, carrying a lot of metal, etc.). 
  Bioelectric Aura 
  Psychometabolism (Str) [Electricity] 
  Level: Psion 4/Psychic Warrior 4 
  Display: Au, Me, Vi  
  Manifestation Time: 1 action  
  Range: Personal  
  Target: You 
  Duration: 1 round/level (D) 
  Saving Throw: None 
  Power Points: 7 
  This power wreathes the character in a bio-
  electric aura and causes damage to each 
  creature who attacks the character in me-
  lee. The bioelectric aura also protects the 
  character from electricity attacks. 
   
  Any creature striking the character with 
  its body or handheld weapons deals nor-
  mal damage, but at the same time the at-
  tacker takes 1d6 points of electricity dam-
  age. If a creature has power resistance, it 
  applies to this damage. Note that weapons 
  with exceptional reach, such as two-handed 
  spears, do not endanger their users in this 
  way. 
   
  When manifesting this power, the 
  character appears to be surrounded by a 
  blue electrical aura, giving light equal to 
  half the illumination of a normal torch (10 
  feet).  
   
  The character takes only half damage 
  from electricity attacks. If that attack allows 
  a Reflex save for half damage, the character 
  takes no damage on a successful save. 
  Bioflexibility 
  Psychometabolism (Str) 
  Level: Psion 0/Psychic Warrior 0 
  Display: Vi 
  Manifestation Time: 1 action  
  Range: Personal 
  Target: You 
  Duration: 1 minute  
  Saving Throw: No 
  Power Resistance: No 
  Power Points: 1 
  Your limbs are more supple and flexible, 
  granting you a +1 competence bonus on all 
  Dexterity-based skill or ability checks. 
  Comfort 
  Psychometabolism (Str) 
  Level: Psion 0/Psychic Warrior 0  
  Display: Ma 
  Manifestation Time: 1 action  
  Range: Personal  
  Target: You 
  Duration: 1 hour  
  Power Points: 1 
  You gain a resistance to extreme tempera-
  tures and aren’t adversely affected by the 
  extreme heat of the day or the extreme chill 
  of the night. You treat extreme heat or cold 
  as if it were only very hot or cold, (see 
  DMG page 86 for rules on temperature ef-
  fects) but suffer normally from abysmal 
  heat, or from magical or supernatural heat 
  or cold.  This power overlaps (does not 
  stack) with the elven natural resistance to 
  extreme temperatures. 
  Cast Missile 
  Psychokinesis (Con)  
  Level: Psion 1/Psychic Warrior 1 
  Display: Au 
  Manifestation Time: 1 Action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
  Power Points: 1 
  This power allows you to cast sling stones 
  without a sling, launch arrows without a 
  bow, or launch bolts without a crossbow. 
  The missiles travel as if they had been 
  launched normally from that weapon, and 
  uses that weapon’s range, your normal at-
  tack bonuses and rate of fire. You need not 
  be proficient in the weapon that you are 
  emulating. 
  Crisis of Life   
  Psychometabolism (Con) [Death] 
  Level: Psion 5/Psychic Warrior 5 
  Display: Vi, Au 
  Manifestation Time: 1 action 
  Range: Touch 
  Target: Living creature touched 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Power Resistance: Yes 
  Power Points: 9 
  The character can slay any one living crea-
  ture. The character must succeed at a me-
  lee touch attack to touch the subject, and 
  the subject can avoid death with a success-
  ful Fortitude save. If she succeeds, she in-
  stead takes 3d6 points of damage. (Of 
  course, the subject might die from damage 
  even if she succeeds at her save.) 
  Deflect Strike 
  Psychokinesis (Con) 
  Level: Psion 1/Psychic Warrior 1 
  Display: Vi, Au 
  Manifestation Time: 1 action 
  Range: Close (25 ft +5 ft./2 levels) 
  Target: 1 creature 
  Duration: 1 round 
  Saving Throw: Fortitude negates 
  Power Resistance: Yes 
  This power psychokinetically deflects the 
  next attack of a creature within range. The 
  target’s next melee, missile, or ranged 
  touch attack that round suffers a -20 pen-
  alty to the attack roll. 
  Deflection 
  Psychokinesis (Con) 
  Level: Psion 4 
  Display: Vi 
  Casting Time: 1 action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 1 hour/level 
  Saving Throw: Will negates (harmless) 
  Power Resistance: Yes (harmless) 
  Power Points: 7 
  This spell creates a shimmering, psionic 
  field around the touched creature that 
  averts attacks. The power grants the sub-
  ject a +4 deflection bonus. 
  Friendly 
  Telepathy (Cha) 
  Level: Psion 0 
  Display: Me 
  Manifestation Time: 1 action  
  Range: Personal 
  Target: You 
  
  Prerelease: 7/16/2003  
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  Dark Sun 3 
   
  Duration: 1 minute  
  Saving Throw: No 
  Power Resistance: No 
  Power Points: 1 
  You gain a minor insight into the nature of 
  willpower, gaining a +1 insight bonus on 
  all Charisma-based skill or ability checks. 
  Ghost Writing 
  Metacreativity (Int) 
  Level: Psion 0 
  Display: Ma, Vi 
  Manifestation Time: 1 minute 
  Range: Medium (100 ft. + 10 ft./lvl) 
  Target: 1 writing surface within range 
  Duration: 
  Concentration, 
  up 
  to 
  1 
  round/level 
  Saving Throw: Reflex negates (see text) 
  Power Resistance: Yes 
  Power Points: 1 
  This power allows you to cause writing to 
  appear (assuming that you know how to 
  write, even if it is only one word or symbol 
  that you know) on an inanimate, non-metal 
  surface such as a wall or a piece of paper.  
  You can write at a rate of 10 words (of av-
  erage length) per round. If the object being 
  written on is being worn or held by an op-
  ponent, then the opponent receives a Re-
  flex save to prevent the ghost writing. 
  Greater Static Discharge 
  Psychokinesis (Str) [Electricity] 
  Level: Psion 3 
  Display: Au, Vi  
  Manifestation Time: 1 action  
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray 
  Duration: Instantaneous 
  Saving Throw: None  
  Power Resistance: Yes 
  Power Points: 5 
  You discharge the static electricity around 
  you by metaphysically focusing it through 
  your finger and directing it at the target.  
  You must succeed at a ranged touch attack 
  with the ray to deal damage to a target.  
  The ray deals 5d6 points of electricity dam-
  age. 
  Hush 
  Telepathy 
  (Cha) (Compulsion) [Mind-
  Affecting] 
  Level: Psion 0 
  Display: Me (see text) 
  Manifestation Time: 1 action 
  Range: Short (25 ft. + 5 ft./2 levels) 
  Target: Several living creatures within a 15-
  ft.-radius burst 
  Duration: Instantaneous 
  Saving Throw: Will negates 
  Power Resistance: Yes 
  This talent sends out a subconscious 
  twinge that causes one or more living crea-
  tures to be silent for a round if they fail a 
  Will save.  Roll 2d4 to determine how many 
  total HD of creatures can be affected. Crea-
  tures with the fewest HD are affected first. 
  Among creatures with equal HD, those 
  who are closest to the spell’s point of ori-
  gin are affected first. No creature with 5 or 
  more HD is affected, and HD that are not 
  sufficient to affect a creature are wasted.  
  Legs of a Thri-Kreen 
  Psychometabolism (Str) 
  Level: Psion 1/Psychic Warrior 1 
  Display: Vi 
  Manifestation Time: 1 action  
  Range: Personal 
  Target: You 
  Duration: 1 minute/level (D)  
  Power Points: 1 
  Your legs restructure to resemble the legs 
  of a thri-kreen, granting you a +30 compe-
  tence bonus on Jump checks and you don’t 
  have the usual maximums for jumping dis-
  tance. For leaps of maximum horizontal 
  distance, the jump reaches its peak (one-
  fourth the horizontal distance) at the half-
  way point. This power overlaps (does not 
  stack) with the jump spell, Lesser Legs of a 
  Thri-Kreen, a ring of jumping, a racial bo-
  nus to Jump checks (c.f. Thri-Kreen, Gith), 
  or similar spells or powers. 
  Lesser Antidote 
  Simulation 
  Psychometabolism (Str) 
  Level: Psion 3 
  Display: Au, Ma 
  Manifestation Time: 1 action 
  Range: Personal 
  Target: You 
  Duration: Instantaneous 
  Power Points: 5 
  The character detoxifies any sort of venom 
  in her body. She suffers no additional 
  damage or effects from the poison, and 
  any temporary effects are ended, but the 
  power does not reverse instantaneous ef-
  fects, such as hit point damage, temporary 
  ability damage, or effects that don’t go 
  away on their own.  
  Lesser Deflection 
  Psychokinesis (Con) 
  Level: Psion 0 
  Display: Vi 
  Casting Time: 1 action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 1 minute 
  Saving Throw: Will negates (harmless) 
  Power Resistance: Yes (harmless) 
  Power Points: 1 
  This spell creates a shimmering, psionic 
  field around the touched creature that 
  averts attacks. The power grants the sub-
  ject a +1 deflection bonus. 
  Lesser Legs of a Thri-
  Kreen 
  Psychometabolism (Str) 
  Level: Psion 0/Psychic Warrior 0 
  Display: Vi 
  Manifestation Time: 1 action  
  Range: Personal 
  Target: You 
  Duration: 1 minute/level (D)  
  Power Points: 1 
  Your legs restructure to resemble the legs 
  of a thri-kreen, providing a +8 competence 
  bonus on Jump checks.  All of the usual 
  maximums for jumping distance still apply.  
  This power overlaps (does not stack) with 
  the Jump spell, Legs of a Thri-Kreen, a ring 
  of jumping, a racial bonus to Jump checks 
  (c.f. Thri-Kreen, Gith), or similar spells or 
  powers. 
  Lesser Object Reading 
  Clairsentience (Wis) 
  Level: Psion 0/Psychic Warrior 0 
  Display: Au, Ma 
  Manifestation Time: Concentration, up to 
  5 rounds 
  Range: Touch 
  Target: 1 object 
  Duration: Instantaneous 
  Saving Throw: None 
  Power Resistance: No 
  Power Points: 1 
  This power functions much like object 
  reading, except that the only information 
  obtained is about the last owner of the ob-
  ject. 
  Lesser Telekenesis 
  Psychokinesis (Dex) 
  Level: Psion 2/Psychic Warrior 2 
  Display: Vi 
  Manifestation Time: 1 action 
  Range: Medium (100 ft. + 10 ft./levels) 
  Target: 1 object 
  Duration: 
  Concentration, 
  up 
  to 
  1 
  round/level 
  Saving Throw: Will negates (object) (see 
  text) 
  Power Resistance: Yes (object) (see text) 
  Power Points: 3 
  As telekinesis, but with the following limi-
  tations: No more than one object up to 
  25lb/2 manifester levels can be affected. 
  The object may not be living, nor may it be 
  held or worn by a living creature. Lesser 
  telekinesis has a shorter range than 
  telekinesis, and can only move objects up 
  to 10’ per round. 
  Lesser Static Discharge 
  Psychokinesis (Con) [Electricity] 
  Level: Psion 1 
  Display: Au, Vi  
  Manifestation Time: 1 action  
  
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  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray 
  Duration: Instantaneous 
  Saving Throw: None  
  Power Resistance: Yes 
  Power Points: 1 
  You discharge the static electricity around 
  you by metaphysically focusing it through 
  your finger and directing it at the target.  
  You must succeed at a ranged touch attack 
  with the ray to deal damage to a target.  
  The ray deals 1d6 points of electricity dam-
  age. 
  Poison Simulation 
  Psychometabolism (Str)  
  Level: Psion 4/Psychic Warrior 4 
  Display: Au, Vi 
  Manifestation Time: Free Action 
  Range: Touch 
  Target: Living creature touched 
  Duration: Instantaneous (see 
  text) 
  Saving 
  Throw: 
  Fortitude 
  negates (see text) 
  Power Points: 7 
  Power Resistance: Yes 
  Calling upon the venomous powers of 
  natural predators, the character inflicts the 
  subject with a horrible poison by making a 
  successful melee touch attack. The poison 
  deals 1d10 points of temporary Constitu-
  tion damage immediately and another 
  1d10 points of temporary Constitution 
  damage 1 minute later. Each instance of 
  damage can be negated by a Fortitude save 
  (DC 10 + one-half manifester level + mani-
  fester’s Wisdom modifier). 
  Psionic Draw 
  Psychokinesis (Con) 
  Level: Psion 0/Psychic Warrior 0  
  Display: Vi 
  Manifestation Time: Free Action 
  Range: Personal 
  Target: You and 1 weapon on your person 
  Duration: Instantaneous 
  Power Points: 1 
  This talent allows you to psychokinetically 
  draw weapon from anywhere on your per-
  son. 
  Psychic Tracking 
  Clairsentience (Wis) 
  Level: Psion 1 
  Display: Au 
  Manifestation Time: 1 action 
  Range: Personal 
  Target: You 
  Duration: 1 hour/level 
  Power Points: 1 
  This power allows you to track a living 
  creature by the mental “footprints” left be-
  hind by its thoughts.  You can use your 
  Remote View skill in place of Wilderness 
  Lore to “track” the psychic imprint of the 
  creature that you are following.  Consult 
  the Player’s Handbook, page 85 for more 
  information on tracking. 
  Resistance 
  Metacreativity (Int) 
  Level: Psion 0 
  Display: Vi 
  Casting Time: 1 action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 1 minute 
  Saving Throw: Will negates (harmless) 
  Power Resistance: Yes (harmless) 
  Power Points: 1 
  The character imbues the subject with 
  psionic energy that protects her from 
  harm, granting her a +1 resistance bonus 
  on saves. 
  Static Discharge 
  Psychokinesis (Con) [Electricity] 
  Level: Psion 2 
  Display: Au, Vi  
  Manifestation Time: 1 action  
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray 
  Duration: Instantaneous 
  Saving Throw: None  
  Power Resistance: Yes 
  Power Points: 3 
  You discharge the static electricity around 
  you by metaphysically focusing it through 
  your finger and directing it at the target.  
  You must succeed at a ranged touch attack 
  with the ray to deal damage to a target.  
  The ray deals 3d6 points of electricity dam-
  age. 
  Tattoo Animation 
  Metacreativity (Int) 
  Level: Psion 0/Psychic Warrior 0 
  Display: Vi 
  Manifestation Time: 1 action 
  Range: Personal 
  Target: You 
  Duration: Concentration 
  Saving Throw: Will negates 
  Power Resistance: Yes 
  Power Points: 1 
  This talent allows you to make one of your 
  tattoos to move across your body as if they 
  were psionic tattoos. You can even cause a 
  tattoo to move onto someone else’s body, 
  if they are willing or fail a saving throw 
  against this talent. 
  True Worship 
  Clairsentience (Wis) 
  Level: Psion 1 
  Display: Me 
  Manifestation Time: 1 action 
  Range: Touch 
  Target: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Will negates 
  Power Resistance: Yes 
  Power Points:  1 
  This power allows you to instantly 
  identify a templar’s sorcerer-king, the 
  patron element of a cleric, a druid’s 
  guarded land (provides a brief visual 
  description, not a map to its location), the 
  currently admired friend or mentor of a 
  half-giant, the tribe and clan of an elf or the 
  current focus of a dwarf. 
  Wild Leap 
  Psychoportation (Dex) 
  Level: Psion 0/Psychic Warrior 0 
  Display: Au 
  Manifestation Time: Free Action 
  Range: Personal 
  Target: You 
  Duration: Instantaneous 
  Power Points: 1 
  This talent allows you, for a fraction of a 
  second, to catch a foothold in the fabric of 
  the universe, the same fabric depended on 
  for powers such as immobility. This foot-
  hold does not last long enough for you to 
  stand on, but it does last long enough for 
  you to leap off of.  You are able make a 
  Jump check, jump that distance, catch 
  yourself for a second and then make a sec-
  ond Jump check and leap the distance in-
  dicated.  
  Wild Tumbling 
  Psychometabolism (Str) 
  Level: Psion 0/Psychic Warrior 0 
  Display: Vi 
  Manifestation Time: 1 action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
  Power Points: 1 
  This talent allows you, for one round, to 
  use the Tumble skill in conjunction with 
  the run move, allowing you to tumble 
  through opponent spaces quickly. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/Dark Sun/Dark Sun 3.0.pdf