TEXT:  
   
  Legends of Athas 
  The Power to Save or Destroy Athas Is Yours 
   
  Credits 
  Designers:  
  Bruno Fernandes, Doug Hagerty, Cliff Hill, Jon // Oracle 
  Development Team:  
  Bryan Bock, Bruno Fernandes, Alexis Gervais, Doug Hagerty, Cliff Hill, Yanick 
  Moreau, Christopher Nahumck, David Schwartz 
  Editors:  
  Bruno Fernandes 
  Rules Assistance and Review:  Fabiano de Oliveira 
  Layout: 
  Fabrício Lopes 
  Background Graphic: 
  TBD 
  Interior Artists: 
  Tom Baxa 
  Resources: 
  Beyond the Prism Pentad; Dragon Kings; Earth, Air, Fire, and Water; Mindlords of the Last 
  Sea; Terrors of the Desert; Terrors Beyond Tyr; The Mind's Eye: Psychic Theurge 
  (http://www.wizards.com/default.asp?x=dnd/psm/20040925b), The Will and The Way 
  Thanks to: 
   Nels Anderson, Chris Flipse, Mark Hope, Paul Liss, Fabrício Lopes, Geoff Wobbema 
   
  NOTE: THIS IS A PUBLIC PLAYTEST BETA VERSION. IT IS NOT A FINALIZED VERSION. 
  PLEASE SEND FEEDBACK TO TEMPLARATE@ATHAS.ORG 
   
   
   
   
   
   
  Requires the use of the Dungeons & Dragons, Third Edition Core Books published by Wizards of the Coast, Inc. This 
  product utilizes updated material from the v.3.5 revision. 
  Wizards of the Coast is a trademark of Wizards of the Coast, Inc. in the United States and other countries and is used 
  with permission. 
  © 2008 Wizards of the Coast 
  
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  similarity to actual people, organizations, places, or events is purely coincidental. 
   
  Open Game Content and Dark Sun Copyrights: 
  This edition of Legends of Athas is produced under version 1.0, 1.0a, and/or draft versions of the Open Game License, 
  the d20 System Trademark Logo Guide, and System Reference Document by permission of Wizards of the Coast. 
  Subsequent versions of this product will incorporate final versions of the license, guide, and document. 
   
  Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with 
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  trade dress, including all Wizards of the Coast product and product line names including but not limited to Dark Sun, 
  The City-state of Tyr, Dune Trader, Elves of Athas, Veiled Alliance, and any specific characters, monsters, creatures, and 
  places; capitalized names and names of places, magical or psionic items, artifacts, characters, countries, creatures, 
  geographic locations, gods, historic events, magic items, organizations, spells, and powers; and any and all stories, 
  storylines, histories, plots, thematic elements, and dialogue; all spells monsters in the Monstrous Compendium 
  Appendix: Terrors Beyond Tyr; and all artwork, symbols, designs, depictions, illustrations, maps, and cartography, 
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  System Reference Document and are already Open Game Content by virtue of appearing there. The above Product 
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  Designation of Open Game Content: Some portions of this book which are OGC originate from the System 
  Reference Document and are ©1999, 2000, and 2001 Wizards of the Coast, Inc. "Open‖Game‖Content”‖is‖designated‖in‖this‖
  product by text appearing in this color (excluding headers). Any other portion of this product, unless already appearing in 
  the System Reference Document or already Wizards' of the Coast intellectual property, is joint property of Wizards of the 
  Coast and the author." 
  
   
  3 
  Contents
  Introduction ..................................... 4 
  Epic Characters in Your Game ..... 4 
  How to Use This Book .................. 4 
  Chapter 1: Epic Character Classes .. 5 
  Epic Bard ....................................... 5 
  Epic Gladiator ............................... 5 
  Epic Templar ................................. 6 
  Epic Arch Defiler ........................... 6 
  Epic Arena Champion................... 7 
  Epic Grove Master......................... 7 
  Epic Templar Knight ..................... 8 
  Chapter 2: Epic Prestige Classes ..... 9 
  Athasian Dragon ........................... 9 
  Avangion ..................................... 13 
  Element Lord ............................... 17 
  Order Adept ................................ 22 
  Shadow Shifter ............................ 25 
  Spirit Initiate ................................ 31 
  Chapter 3: Epic Feats ..................... 36 
  Additional Psionic Enchantment
   ...................................................... 36 
  Arcane Channeling ................... 36 
  Augmented Poison ................... 36 
  Automatic Quicken Power ....... 36 
  Craft Epic Cognizance Crystal . 36 
  Craft Epic Psionic Arms and 
  Armor ........................................... 36 
  Craft Epic Universal Item ......... 36 
  Defiling Resistant Aura ............ 36 
  Drake Wild Shape ..................... 36 
  Dragon Metamagic ................... 37 
  Element Turning ....................... 37 
  Elemental Strike ........................ 37 
  Epic Authority .......................... 37 
  Epic Feinter ............................... 37 
  Epic Manifestation .................... 38 
  Epic Parry .................................. 38 
  Epic Psionic Meditation ............ 38 
  Epic Taint .................................. 38 
  Exotic Weaponmaster ............... 38 
  Extended Dragon Metamagic .. 38 
  Greater Spell-Resisting Aura .... 39 
  Improved Augment Summoning
   ...................................................... 39 
  Improved Chance ..................... 39 
  Improved Elemental Casting ... 39 
  Improved 
  Elemental 
  Manifestation ............................... 39 
  Improved Favored Terrain........ 39 
  Improved Narrow Mind ........... 39 
  Legendary Poisoner................... 39 
  Multipower ................................ 39 
  Poison Penetration..................... 39 
  Psionic Enchanter ...................... 39 
  Scribe Epic Tattoo ...................... 39 
  Shadow Stride............................ 39 
  Spell-Resisting Aura .................. 40 
  Spirit of the Land Wild Shape ... 40 
  Chapter 4: Epic Spells and Powers41 
  Epic Spell Descriptions ................ 41 
  New Non-Epic Spells ................... 58 
  Epic Power Descriptions ............. 59 
  Seed Descriptions......................... 61 
  Chapter 5: Epic Items ..................... 63 
  Epic Magic Items .......................... 63 
  Epic Weapon Special Abilities .. 63 
  Specific Armors ......................... 63 
  Special Materials ........................ 63 
  Epic Psionic Items ........................ 64 
  Epic Armor and Shield Special 
  Abilities ......................................... 64 
  Epic Weapon Special Abilities .. 64 
  Other Items ................................ 64 
  Artifacts ........................................ 64 
  The Animus Circlet ................... 64 
  Chatkcha of the Great One ........ 65 
  The Dark Lens ........................... 65 
  The Dragonskin ......................... 67 
  The Eye of Psurlon .................... 67 
  The Hearts of the Drake ............ 68 
  The Heartwood Spear ............... 69 
  The‖Hraash’nal .......................... 70 
  Korgunard’s‖Annulus ............... 70 
  Ktandeo’s‖Cane .......................... 71 
  The‖
  Defiler‖
  Warlords’‖
  Lost‖
  Arsenal .......................................... 72 
  The Bellowing Throes................ 73 
  The‖ Lion‖ King’s‖ Martial‖ Regalia
   ....................................................... 74 
  The Royal Crown of Giustenal . 75 
  Nature’s‖Fury ............................. 75 
  The Obsidian Man ..................... 76 
  The Orbs of Kalid-Ma ................ 77 
  The Orphic Flower .................... 80 
  Pearl of the Sunrise Sea ............. 81 
  The Planar Gate ......................... 82 
  The Athasian Psionatrix ............ 83 
  The Psychometron of Nerad ..... 84 
  The Swords of Rajaat ................ 85 
  The Silencer of Bodach .............. 87 
  The Regalia of the Dwarven 
  Kings ............................................. 88 
  Book of the Kemalok Kings ...... 88 
  Duryn’s‖Anvil ............................ 90 
  The Blaze ................................... 91 
  The Forger ................................. 91 
  The Shaper ................................. 92 
  The Rod of Teeth ....................... 92 
  The Rubyheart ........................... 92 
  The Skull of Dorag Thel ............ 93 
  The Star of Badna ...................... 93 
  The Strength of the Beast .......... 94 
  Sunray ........................................ 95 
  Sun’s‖Terrible‖Glory .................. 95 
  Topassima’s‖Tama ..................... 96 
  Tree Staff .................................... 96 
  Veiling Amulet .......................... 97 
  Chapter 6: Epic Monsters............... 99 
  List of Acceptable Monsters ........ 99 
  Champion of Rajaat ..................... 99 
  Drake, True ................................ 101 
  Air Drake, True ....................... 101 
  Earth Drake, True .................... 102 
  Fire Drake, True ...................... 103 
  Magma Drake, True ................ 104 
  Rain Drake, True ..................... 105 
  Silt Drake, True ....................... 105 
  Sun Drake, True ...................... 106 
  Water Drake, True ................... 107 
  Mindlord .................................... 109 
  Nightmare Beast, Athasian ....... 111 
  Paraelemental, Primal ............... 112 
  Magma Paraelemental, Primal 112 
  Rain Paraelemental, Primal .... 113 
  Silt Paraelemental, Primal....... 114 
  Sun Paraelemental, Primal...... 114 
  Pyreen ........................................ 115 
  Ruvoka ....................................... 117 
  Index .............................................. 121 
  Open Game License ................... 122 
   
   
   
  
   4 
  IInnttrroodduuccttiioonn  
  “Three thousand, one hundred and fifty-seven years in this 
  place! What am I doing here? What do I hope to 
  accomplish when it‟s done? I already know the damage this 
  can inflict on the land, so why do I keep trying to perfect 
  it? What if all of this set me back one step towards 
  returning Athas to its former glory, but later on it will be 
  two steps forwards it? 
  I am willing to make this sacrifice. It will all be worthy.” 
  Then, with renewed energy, he went back once again to the 
  final piece of the puzzle. An epiphany suddenly struck 
  him: “Yes, the path is all too clear to me now.” He left his 
  chambers, never looking back. 
   
  After a while, the deformed creature emerged from the 
  porous rock tower. He knew Athas would never be the 
  same again. 
   
  Epic characters in Dark Sun earn the power to 
  drastically change their environment, for better or for 
  worse. They can become the leaders of mighty armies, 
  cruel tyrants ruling with iron fists, beings of pure psionic 
  energy,‖ elemental‖ champions‖ battling‖ for‖ their‖ patron’s‖
  superiority, or become a force of hope and renewal for 
  Athas’‖abused‖landscape. 
  Differently from other D&D settings, it is very hard to 
  become epic in Athas without ever being noticed by the 
  general populace, and worst, it is harder yet to go 
  unnoticed by those who hold the reins of power. It is 
  almost impossible to do so without attracting at least 
  some (unwelcome) attention. 
  Epic rules for Athasian campaigns were first 
  introduced on the Dragon Kings game accessory back in 
  1992. The advanced being mechanics was then greatly 
  revised and expanded a few years later on the Defilers and 
  Preservers supplement. This book updates the information 
  contained on those books to the latest 3.5 version of the 
  Dungeons & Dragons game and expands them to further 
  levels. 
   
  Epic Characters in Your Game 
  Athas is a harsh world, where survival itself is not a 
  mundane task, let alone living enough to be able to thrive. 
  Advancing into epic levels is extremely difficult, since 
  victims of their own success. Powerful forces, such as the 
  sorcerer-kings or the mysterious Order constantly look for 
  potential threats and eliminate them before they have a 
  chance to fight back. Sometimes it is even impossible to 
  become one, unless a character starts preparing years, 
  maybe decades, in advance. 
  The most powerful epic creatures in Athas must be 
  able to wield both magic and psionics, since only the 
  clarity of mind resulting in practicing the Way would 
  prepare their minds for the traumatic metamorphosis they 
  must go through in order to become truly advanced 
  beings. 
  Perhaps the best way to introduce epic beings in your 
  campaign would be the player characters to witness an 
  epic NPC in action. After seeing the destruction the 
  Dragon‖ of‖ Tyr‖ caused‖ or‖ the‖ majesty‖ in‖ Oronis’‖
  appearance,‖ who‖ wouldn’t‖ strive‖ to‖ become‖ a‖ similar‖
  creature? 
  No matter how you choose to introduce epic level 
  elements into your campaign, this book is designed to be 
  your first and best resource. Here, you will find rules for 
  advancing basic classes, new prestige classes, new feats, 
  new epic spells and powers, monsters and more. 
   
  How to Use This Book 
  Legends of Athas is designed for use in any Dark Sun 3.5 
  game. You will need the Player’s‖Handbook‖(PH), Dungeon 
  Master’s‖ Guide‖ (DMG), Monster Manual (MM), Epic Level 
  Handbook (ELH), as well as the Dark Sun Core Rules (DS3) 
  and the Athasian Emporium (AE) to make use of the 
  material in this book. 
  The topics covered in this book include: 
  Chapter 1: Epic Characters. This chapter describes the 
  epic progression for the Athasian base classes and for the 
  iconic prestige classes presented in the Dark Sun Core 
  Rules. 
  Chapter 2: Epic Prestige Classes. This chapter 
  describes five new prestige classes to be used in Athasian 
  epic campaigns including the avangion, the Athasian 
  dragon, the element lord and the Order adept. 
  Chapter 3: Epic Feats. This chapter presents a 
  selection of new epic feats, including several item creation 
  feats, to be used for Athasian epic characters. 
  Chapter 4: Epic Spells and Powers. This chapter 
  presents several new powerful epic magic spells and 
  psionic powers. 
  Chapter 5: Epic Magic Items. This chapter describes 
  several new epic magic and psionic items epic characters 
  can use, as well as describing all major Athasian artifacts. 
  Chapter 6: Epic Monsters. This chapter introduces 
  several new epic monsters and epic progressions for 
  standard Athasian monsters suitable for epic encounters. 
   
   
   
  Behind the Veil: Introduction 
  As with the Dark Sun Core Rules, this book contains notes 
  entitled‖“Behind‖the‖Veil.”‖These notes discuss rationale 
  for certain decisions and other items of interest. These are 
  notes and comments, and are not necessary to play the 
  game; you can feel free to skip past them. 
  
   
  5 
  C
  Chhaapptteerr  11::  E
  Eppiicc  C
  Chhaarraacctteerr  C
  Cllaasssseess  
   
   
  The Dungeon‖Master’s‖Guide and the Expanded Psionics 
  Handbook provides rules for going beyond the 20th-level 
  limit of regular play. This chapter presents epic 
  progression for the Athasian classes. 
   
  Epic Bard 
  “Be glad you don‟t know who you‟re dealing with, because 
  if you did, I‟d have to kill you.” 
  ―Atsiv,‖human‖bard 
   
  Epic Athasian bards are the terror of those with 
  powerful and wealthy enemies. Poisonous and skilled, 
  they are deadly, either speaking either silent, becoming 
  the perfect assassin. 
  Focus on your bardic music, since it is or greatest 
  asset, selecting epic skills that further enhance it, as well 
  as epic poison feats, such as Augmented Poison and 
  Poison Penetration. 
  Ability increases should go into Charisma and 
  Intelligence, since most of your abilities depend upon 
  these abilities. Of course, an occasional boost to Dexterity 
  or Wisdom is never a bad idea. 
  Other Options: If you already have several poison 
  feats‖ such‖ as‖ Bard’s‖Critical‖ and‖ Poison‖ Miser,‖ consider‖
  picking up feats that use them as prerequisites. 
  Otherwise, choose feats that further enhance you bardic 
  music abilities. 
  Hit Die: d6 
  Skill Points at Each Additional Level: 6 + Int 
  modifier. 
   
  Table 1–1: The Epic Bard 
  Level 
  Special 
  21st 
  Smuggler +11 
  22nd 
  — 
  23rd 
  Smuggler +12, bonus feat 
  24th 
  — 
  25th 
  Smuggler +13 
  26th 
  Inspire courage +6, bonus feat 
  27th 
  Smuggler +14 
  28th 
  — 
  29th 
  Smuggler +15, bonus feat 
  30th 
  — 
   
  Bardic Music: As DMG. 
  Bardic Knowledge: As DMG. 
  Smuggler: Your bonus increases by +1 every two 
  levels higher than 19th. 
  Bonus Feat: You gain a bonus feat every three levels 
  beyond 20th (23rd, 26th, 29th, and so on). 
  Trade Secret: You do not gain additional trade secrets 
  after 20th level, but can choose one of the bard class 
  special‖abilities‖(poison‖ dealer,‖scorpion’s‖touch,‖ skilled,‖
  smokestick 
  application, 
  versatile, 
  coolheaded, 
  poisonbane, accurate, agile, poison resistance) instead of a 
  bonus feat. 
  Inspire Courage (Su): As DMG. 
   
  Epic Gladiator 
   “There‟s no match for me in this city, tell our King to 
  send them on.” 
  ―Ahnuc,‖half-giant gladiator 
   
  Few gladiators reach the epic status, but those who 
  survive the open combat and attain such level of power 
  are‖ the‖ “owners”‖ of‖ the‖ arena‖ and‖ too‖ popular‖ at‖ their‖
  sorcerer-king’s‖eyes. 
  Focus on increasing your defensive power, since your 
  battles will start to get longer and against more opponents 
  at a time with feats such as Epic Toughness, Damage 
  Reduction, Epic Parry and Fast Healing. Since you never 
  know what can be thrown into the arena Epic Feinter, and 
  Exotic Weaponmaster can be very handy. 
  Ability increases should go into Strength and 
  Constitution, since those are the most need in the arenas. 
  Of course, a few boosts in Charisma are excellent to warm 
  up the crowd. 
  Other Options: Since you already have your physical 
  abilities unmatched in most arenas, consider acquiring 
  feats‖ that‖ further‖ win‖ the‖ crowd’s‖ favor‖ such‖ as‖ Great 
  Charisma, Epic Skill Focus (Perform [acting]), and Epic 
  Reputation. 
  Hit Die: d12 
  Skill Points at Each Additional Level: 4 + Int 
  modifier. 
   
  Table 1–2: The Epic Gladiator 
  Level 
  Special 
  21st 
  Exotic Weapon 
  22nd 
  Arena guile +11 
  23rd 
  — 
  24th 
  Arena guile +12, bonus feat 
  25th 
  Exotic Weapon 
  26th 
  Arena guile +13 
  27th 
  — 
  28th 
  Arena guile +14, bonus feat 
  29th 
  Exotic Weapon 
  30th 
  Arena guile +15 
   
  Exotic Weapon: You gain one Exotic Weapon 
  Proficiency feat for every four levels after 17th (21st, 25th, 
  29th, and so on). 
  Arena Guile: Your bonus increases by +1 every two 
  levels higher than 20th. 
  
   6 
  Bonus Feat: You gain a bonus feat every four levels 
  beyond 20th (24th, 28th, and so on). 
   
  Epic Templar 
   “Thy Mighty King is not the only great power in this city, 
  a shame you won‟t live to tell it.” 
  ―Letana‖of‖Digit 
   
  Growing under the shadow of their sorcerer-king, 
  those who develop such amount of power are executed 
  without second thought. Nonetheless, there are a few who 
  manage to hide its powers and postpone the unavoidable 
  fate. 
  You must focus on your social abilities, picking epic 
  feats such as Epic Authority, Epic Leadership, and Epic 
  Reputation to ensure your absolute power over all things 
  bureaucratic. Think strongly about your turning ability as 
  well, such as with Negative/Positive Energy Aura and 
  Spectral Strike. 
  Ability increases should go into Charisma, because 
  that’s‖ the‖ key‖ to‖ all‖ your‖ powers.‖ Boosts‖ to‖ Intelligence 
  can help your increase your ranks in the social skills you 
  need to stay away from trouble. 
  Other Options: Consider taking a few levels in an 
  arcane spellcasting class or a manifester class to minimize 
  your dependence upon your sorcerer-monarch, since 
  you’ll‖never‖know‖when‖your‖king‖might‖get‖concerned‖
  about your power and influence, or when he gets killed 
  (probably with your own help). 
  Hit Die: d8 
  Skill Points at Each Additional Level: 4 + Int 
  modifier. 
   
  Table 1–3: The Epic Templar 
  Level 
  Special 
  21st 
  — 
  22nd 
  — 
  23rd 
  Bonus feat 
  24th 
  — 
  25th 
  — 
  26th 
  Bonus feat 
  27th 
  — 
  28th 
  — 
  29th 
  Bonus feat 
  30th 
  — 
   
  Secular Authority: You gain no new secular authority 
  uses from your Diplomacy ranks. However, you may 
  select epic feats that grant new secular authority effects. 
  Spells: Your caster level is equal to your class level. 
  Your number of spells per day does not increase after 20th 
  level 
  Turn or Rebuke Undead: Use your class level to 
  determine the most powerful undead affected by a turn or 
  rebuke check and the turning damage, just as normal. 
  Bonus Feat: You gain a bonus feat every three levels 
  beyond 20th (23rd, 26th, 29th, and so on). 
   
  Epic Arch Defiler 
  “The price paid is more than worthy.” 
  ―Marakesh,‖human‖arch‖defiler 
   
  The epic arch defiler is the perfect representation of 
  the quest for power at any cost, radiating taint and evil 
  power from every pore of his body. 
  In addition to the obvious spellcaster feats, such as 
  Epic Spellcasting, Epic Spell Focus, and Improved Spell 
  Capacity, metamagic and item creation feats can also be 
  extremely useful. 
  You should place all your increases in Intelligence. 
  Constitution and Dexterity can‖ you‖ survive,‖ but‖ you’re‖
  nothing without your spells. 
  Other Options: Choose feats as Epic Spell Focus and 
  Epic Spell Penetration since your opponents will probably 
  have increasingly higher saving throws modifiers and 
  spell resistance values. Consider taking a few manifester 
  levels at this point, so you could later qualify for the 
  Athasian dragon prestige class (see page 10). 
  Hit Die: d4 
  Skill Points at Each Additional Level: 2 + Int 
  modifier. 
   
  Table 1–4: The Arch Defiler 
  Level 
  Special 
  11th 
  Casting time metamagic 3/day 
  12th 
  — 
  13th 
  — 
  14th 
  — 
  15th 
  Casting time metamagic 4/day 
  16th 
  Bonus feat 
  17th 
  — 
  18th 
  — 
  19th 
  Casting time metamagic 5/day 
  20th 
  — 
   
  Spells: Your caster level increases by 1 per level 
  gained above 10th. You continue to gain new spells per 
  day (and spells known, if applicable) at each new level, 
  up to the maximum spells per day and spells known of 
  the arcane spellcasting class to which you belonged before 
  adding the prestige class. 
  Tainted Aura (Su): Use your arch defiler level when 
  determining the aura effect, as normal. 
  Casting time Metamagic: You may use this ability one 
  additional time per day for every 4 levels above 7th. 
  Bonus Feat: You gain a bonus feat (selected from the 
  list of epic arch defiler feats) every six levels after 10th. 
  Epic Arch Defiler Bonus Feat List: Augmented 
  Alchemy, Automatic Quicken Spell, Automatic Silent 
  Spell, Automatic Still Spell, Craft Epic Magic Arms and 
  Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic 
  Wondrous Item, Efficient Item Creation, Enhance Spell, 
  Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, 
  Forge Epic Ring, Ignore Material Components, Improved 
  Combat Casting, Improved Heighten Spell, Improved 
  Metamagic, Improved Spell Capacity, Intensify Spell, 
  
   
  7 
  Master Staff, Master Wand, Multispell, Permanent 
  Emanation, Polyglot, Scribe Epic Scroll, Spell Knowledge, 
  Spell Stowaway, Spell Opportunity, Spontaneous Spell, 
  Tenacious Magic. In addition to the feats on this list, you 
  can select a Raze feat. 
   
  Epic Arena Champion 
  “The Dragon fought like you.” 
  ―Jarek,‖half-elf arena champion 
   
  The epic arena champion is the ultimate killing and 
  entertainment machine, capable of making whole crowds 
  go into frenzy merely with his presence in the arena. 
  Focus on your combat prowess, with feats such as 
  Improved Whirlwind Attack, Legendary Wrestler, and 
  Epic Prowess. Finally, defensive feats such as Armor Skin 
  and Epic Toughness ensure that you will survive to fight 
  another day. 
  Strength is you most valuable ability, though you 
  should increase Constitution in order to withstand longer 
  battles and Charisma to throw your enemies off guard 
  and to hold greater sway over your spectators. 
  Other Options: Since you already have your physical 
  abilities unmatched in most arenas, consider acquiring 
  feats that further win the crowd’s‖ favor‖ such‖ as‖ Great 
  Charisma, Epic Skill Focus (Perform [acting]), and Epic 
  Reputation. 
  Hit Die: d12 
  Skill Points at Each Additional Level: 4 + Int 
  modifier. 
   
  Table 1–5: The Epic Arena Champion 
  Level 
  Special 
  11th 
  — 
  12th 
  — 
  13th 
  Crowd support +4, bonus feat 
  14th 
  — 
  15th 
  — 
  16th 
  Bonus feat 
  17th 
  Crowd support +5 
  18th 
  — 
  19th 
  Bonus feat 
  20th 
  — 
   
  Crowd Support (Ex): For every four levels beyond 9th, 
  the bonus to your attack and damage rolls increases by +1. 
  Bonus Feat: You gain a bonus feat (selected from the 
  list of epic arena champion feats) every three levels after 
  10th. 
  Epic Arena Champion Bonus Feat List: Blinding 
  Speed, Epic Feinter, Epic Parry, Epic Prowess, Epic 
  Reputation, Epic Skill Focus, Epic Speed, Epic Weapon 
  Focus, Exceptional Deflection, Exotic Weaponmaster, 
  Improved Combat Reflexes, Improved Whirlwind Attack, 
  Infinite Deflection, Legendary Wrestler, Perfect Two-
  Weapon Fighting, Superior Initiative, Two-Weapon Rend. 
   
  Epic Grove Master 
  “Like the drake, I strike with nature‟s might. Like a 
  spirit of the land, I can‟t be harmed, and like the 
  nightmare beast I show no mercy.” 
  ―Jak,‖dwarven‖grove‖master 
   
  The epic grove master is the ultimate bastion of 
  defense Athas could have, able to focus the force of the 
  elements and the land itself to do his bidding. 
  Focus on abilities that either allows you to punish 
  invaders and destroyers (Drake, Spirit and other wild 
  feats, and Great Smiting) or to allow you to guard your 
  lands unnoticed (Diminutive Wild Shape, Epic Skill 
  Focus). 
  Boost your Wisdom to increase your spellcasting 
  ability. Dexterity is also important to be able to remain 
  hidden whenever necessary. 
  Other Options: Consider picking up a few psionic 
  levels in order to qualify for the spirit initiate class, which 
  will further increase your bond with your spirit of the 
  land and grant you even more control over the natural 
  forces. 
  Hit Die: d8 
  Skill Points at Each Additional Level: 4 + Int 
  modifier. 
   
  Table 1–6: The Epic Grove Master 
  Level 
  Special 
  11th 
  — 
  12th 
  Smite intruder 3/day 
  13th 
  Improved invisibility 2/day 
  14th 
  Teleport 3/day 
  15th 
  Bonus feat 
  16th 
  — 
  17th 
  Smite intruder 4/day, improved invisibility 
  3/day 
  18th 
  — 
  19th 
  — 
  20th 
  Teleport 4/day, bonus feat 
   
  Spells: Your caster level increases by 1 per level 
  gained above 10th. You continue to gain new spells per 
  day (and spells known, if applicable) at each new level, 
  up to the maximum spells per day and spells known of 
  the divine spellcasting class to which you belonged before 
  adding the prestige class. 
  Smite Intruder (Su): You may use this ability one 
  additional time per day for every 5 levels above 7th. 
  Teleport (Sp): You may use this ability one additional 
  time per day for every 6 levels above 8th. 
  Improved Invisibility (Sp): You may use this ability 
  one additional time per day for every 4 levels above 9th. 
  Bonus Feat: You gain a bonus feat (selected from the 
  list of epic grove master feats) every five levels after 10th. 
  Epic Grove Master Bonus Feat List: Automatic 
  Quicken Spell, Automatic Silent Spell, Automatic Still 
  Spell, Colossal Wild Shape, Diminutive Wild Shape, 
  Enhance Spell, Epic Spell Focus, Epic Spell Penetration, 
  
   8 
  Epic Spellcasting, Fine Wild Shape, Gargantuan Wild 
  Shape, Ignore Material Components, Improved Combat 
  Casting, Improved Elemental Wild Shape, Improved 
  Heighten Spell, Improved Metamagic, Improved Spell 
  Capacity, Intensify Spell, Magical Beast Companion, 
  Magical Beast Wild Shape, Multispell, Plant Wild Shape, 
  Permanent 
  Emanation, 
  Spell 
  Knowledge, 
  Spell 
  Opportunity, 
  Spell 
  Stowaway, 
  Spontaneous 
  Spell, 
  Tenacious Magic, Vermin Wild Shape. 
   
  Epic Templar Knight 
  “Don‟t make me repeat myself.” 
  ―Talon,‖human‖templar‖knight 
   
  The epic templar knight is the embodiment of his 
  sorcerer-king’s‖ authority‖ and‖ power,‖ having‖
  both‖
  impressive offensive power and bureaucratic knowledge. 
  As‖ an‖ epic‖ templar‖ knight,‖ you’ll‖ want‖ to‖ improve‖
  your combat ability (Epic Weapon Focus, Great Smiting) 
  while not forgetting about defense (Armor Skin, Epic 
  Toughness, and Energy Resistance). 
  Charisma, strength, and Wisdom are all good choices 
  for ability increases. 
  Other Options: If you enjoy your spellcasting, think 
  about Improved Spell Capacity and metamagic feats. Epic 
  Leadership could‖ put‖ you‖ into‖ control‖ of‖ your‖ king’s‖
  armies. 
  Hit Die: d10 
  Skill Points at Each Additional Level: 2 + Int 
  modifier. 
   
  Table 1–7: The Epic Templar Knight 
  Level 
  Special 
  11th 
  — 
  12th 
  Spellstoring 3/day 
  13th 
  — 
  14th 
  Bonus feat 
  15th 
  Smite 4/day 
  16th 
  — 
  17th 
  Spellstoring 4/day 
  18th 
  Bonus feat 
  19th 
  — 
  20th 
  Smite 4/day 
   
  Spells: Your caster level is equal to your class level. 
  Your number of spells per day does not increase after 10th 
  level. You gain no new spells known after 10th level. 
  Secular Authority: You gain no new secular authority 
  uses from your Diplomacy ranks. However, you may 
  select epic feats that grant new secular authority effects. 
  Spellstoring (Su): You can use spellstoring one 
  additional time per day for every five levels higher than 
  7th. 
  Smite (Su): You add your class level to damage with 
  any smite attack, as normal. You can smite one additional 
  time per day for every five levels higher than 10th. 
  Bonus Feat: You gain a bonus feat (selected from the 
  list of epic grove master feats) every four levels after 10th. 
  Epic Templar Knight Bonus Feat List: Armor Skin, 
  Automatic 
  Still 
  Spell, 
  Combat 
  Archery, 
  Damage 
  Reduction, Devastating Critical, Dire Charge, Distant 
  Shot, Enhance Spell, Epic Prowess, Epic Spell Focus, Epic 
  Spell Penetration, Epic Spellcasting, Epic Toughness, Epic 
  Weapon Focus, Ignore Material Components, Improved 
  Combat Casting, Improved Combat Reflexes, Improved 
  Manyshot, 
  Improved 
  Spell 
  Capacity, 
  Improved 
  Whirlwind Attack, Instant Reload, Legendary Rider, 
  Overwhelming Critical, Penetrate Damage Reduction, 
  Perfect Two-Weapon Fighting, Permanent Emanation, 
  Spell Knowledge, Spell Opportunity, Spell Stowaway, 
  Spellcasting Harrier, Spontaneous Spell, Storm of Throws, 
  Superior Initiative, Swarm of Arrows, Tenacious Magic, 
  Two-Weapon Rend, Uncanny Accuracy. 
   
   
  
   
  9 
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  This chapter presents prestige classes that support 
  epic Athasian characters. Prestige classes described here 
  include the Athasian dragon, capable of using plant life 
  and living creatures to power their spells; the avangion, 
  capable of using magic without harming any source; the 
  element lord, the ultimate elemental champion; the spirit 
  initiate, capable of melding with a spirit of the land; the 
  Order adept, psionic defendants of the natural order. 
  If you are interested in a prestige class, examine its 
  entry requirements carefully. Most of the classes in this 
  book have stringent requirements that demand enormous 
  effort from their characters and early planning in order to 
  be fulfilled. The prestige classes found in this chapter are 
  described below in broad terms that can help you narrow 
  your choices. 
   
  Class 
  Description 
  Athasian 
  dragon 
  Arcane 
  spellcaster/manifester 
  that 
  changes into a powerful draconic 
  creature 
  Avangion 
  Arcane 
  spellcaster/manifester 
  that 
  change into a being of gossamer wings 
  and light 
  Element lord 
  Divine 
  spellcaster/manifester 
  that 
  changes into his patron element 
  Shadow shifter 
  Arcane 
  spellcaster/manifester 
  that 
  changes into a living shadow 
  Spirit initiate 
  Divine 
  spellcaster/manifester 
  that 
  bonds with local spirit of the land 
  Order adept 
  Psionic discipline master 
   
  Athasian Dragon 
  “The Dragon of Tyr is a true legend, a reptilian beast 
  unrivaled in power and terrible evil. It claims a thousand 
  lives every time it visits our great city. On decree of our god-
  king, a thousand slaves are sent to their deaths at the 
  claws of the beast. This is not an honorable death, son, 
  thus we despise the dragon and curse the silt it crosses to 
  get here.” 
  ―A‖Draji‖father‖to‖his‖son 
   
  Dragons are incredibly powerful individuals who 
  have mastered both arcane magic and psionics. In their 
  quests for power, these individuals have chosen to 
  undergo a metamorphosis, changing them into reptilian 
  dragons. 
  Dragons command terrible magic capable of draining 
  the life-force of both man and beast, leaving only 
  withered skulls behind. They are masters of the Way and 
  the arcane arts, which can combine these supernatural 
  powers into psionic enchantments, allowing them to 
  exploit even further might. 
  Becoming an Athasian Dragon 
  Only an epic spellcaster with a fairly high manifester level 
  can qualify to become an Athasian dragon. Dragons use 
  psionics to focus their minds in order to go through the 
  metamorphosis, so while a psychic warrior can qualify for 
  this class, their lack of discipline makes their progress 
  slower. Because of the rigorous dedication in studying the 
  processes, wilders likewise rarely become dragons. Some 
  dragons take levels of cerebremancer to boost both their 
  arcane and psionic skills. 
  Entry Requirements 
  Skills: Knowledge (arcana) 24 ranks, Knowledge 
  (psionics) 24 ranks. 
  Feats: Body Fuel, Psionic Body, any 2 metamagic or 
  metapsionic feats. 
  Spells: Able to cast 9th-level arcane spells. 
  Psionics: Able to manifest 6th-level powers. 
  Special: Must be a defiler, and have cast the defiler 
  metamorphosis I spell. 
  Class Features 
  As a dragon, you excel at using both spells and psionics to 
  destroy your enemies, using their life force as fuel. Your 
  class abilities help you master both the arcane arts and the 
  Way. 
  Spellcasting/Manifesting: Starting at 2nd level, and at 
  each odd level thereafter, you gain new spells per day and 
  an increase in caster level (and spells known, if 
  applicable) as if you had also gained a level in an arcane 
  spellcasting class to which you belonged before adding 
  the prestige class level. You do not, however, gain any 
  other benefit a character of that class would have gained. 
  If you had more than one arcane spellcasting class before 
  becoming an Athasian dragon, you must decide to which 
  class to add each level for the purpose of determining 
  spells per day, caster level, and spells known. 
  Starting at 3rd level, and at every 4 levels thereafter, 
  you gain additional power points per day, an increase in 
  manifester level, and access to new powers as if you had 
  also gained a level in a manifesting class to which you 
  Behind the Veil: PCs as Advanced Beings 
  Becoming an epic character in Athas is no ordinary process, becoming an advanced being should be even more hard to 
  accomplish. A DM should increase or decrease the difficulty for player characters to find a copy of the first 
  metamorphosis spell as he seems fit for his campaign. 
  
   10 
  belonged before adding the prestige class level. You do 
  not, however, gain any other benefit a character of that 
  class would have gained. If you had more than one 
  manifesting class before becoming an Athasian dragon, 
  you must decide to which class to add each level for the 
  purpose of determining power points per day, powers 
  know, and manifester level. 
  Dragon Magic (Su): Starting at 1st level, you may 
  choose to use animal life energy in place of, or to 
  supplement, your defiling of plant life to power your 
  arcane spells. You can attempt to drain animal life within 
  the defiler radius as you gather energy for your 
  spellcasting. This can be done in addition to defiling the 
  plant life, which has the effect of having any spell you cast 
  be treated as if it were cast in one terrain type better than 
  the actual terrain, up to abundant. This also means you 
  can choose to cast spells without draining from the plant 
  life at all, but in this case, the spell is cast as if it were cast 
  in desolate terrain. All living creatures, save you, within 
  the radius must make a Fortitude save (DC 10 + 1/2 your 
  arcane caster level + your Cha modifier), or take 1 point of 
  Con ability damage. The use of this ability requires a 
  perfect obsidian orb, of no less than 1,000 gp value, as a 
  focus. 
  When casting arcane epic spells, you can use animal 
  life energy to reduce XP burn. Each point of Con damage 
  inflicted using dragon magic reduces XP burn by 5 points. 
  You can choose to continue draining animal life for a 
  number of rounds equal to your class level to accumulate 
  the animal life for casting more powerful epic spells. 
  This ability increases by another stage per casting of 2 
  defiler metamorphosis spells completed after the first. So 
  an Athasian dragon that has completed the defiler 
  metamorphosis III spell would cast as if the terrain type 
  were 2 better (or barren for no plant life) and increases the 
  Con damage to 2, while one that has cast the defiler 
  metamorphosis VII would cast as if the terrain were 4 better 
  (or fertile for no plant life) and increases the Con damage 
  to 4. 
  Quicken Spell: You gain Quicken Spell as a bonus 
  feat. If you already have Quicken Spell, you gain 
  Multispell instead. 
  Caster Level Increase (Ex): At every level indicated on 
  Table 2–1: The Athasian Dragon, you gain an increase in 
  caster level of an arcane spellcasting class for the purpose 
  of determining level-dependent spell, overcoming SR, and 
  dispel effects. If you had more than one arcane 
  spellcasting class before becoming an Athasian dragon, 
  you must decide to which class to add each level. You do 
  not receive new spells per day, spells known, nor do you 
  gain any other benefit a character of the class would have 
  gained. 
  Manifester Level Increase (Ex): At every level 
  indicated on Table 2–1: The Athasian Dragon, you gain an 
  increase in manifester level of a manifesting class for the 
  purpose 
  of 
  determining 
  power 
  effects 
  (including 
  augmentation), overcoming PR, and dispel effects. If you 
  had more than one manifesting class before becoming an 
  Athasian dragon, you must decide to which class to add 
  each level. You do not receive additional power points, 
  known powers, nor do you gain any other benefit a 
  character of the class would have gained. 
  Psionic Enchantment: You can combine psionics and 
  arcane magic in unique ways to augment your casting 
  and manifesting. At 2nd level, and every even level 
  thereafter, you learn a psionic enchantment chosen from 
  the list below. Each enchantment can only be chosen once 
  except noted otherwise. 
  Arcane Augmentation: You can spend a prepared spell 
  slot to increase your limit for augmenting psionic powers 
  during manifestation. Using arcane augmentation is a free 
  action that does not provoke an attack of opportunity. 
  Add the level of the spell slot to your manifester level for 
  purposes of determining the maximum amount of power 
  points you can spend while manifesting a single power. 
  For example, Terras, an Athasian dragon with 20 
  manifester levels, spends an 8th level spell slot to increase 
  the maximum power points he can spend to augment a 
  power by 8. These additional points cannot be used to 
  apply additional metapsionic feats. 
  Far Reach: You can use touch spells and powers on 
  targets up to 30 feet away. Far reach can be selected more 
  than once. Each time it is selected, it increases the touch 
  range by an additional 30 feet, to a maximum of 90 feet. 
  Metamixture: You choose a metapsionic feat you can 
  apply to boost your spells. Using metamixture is a free 
  action that does not provoke an attack of opportunity. 
  Treat the spell as a psionic power of equivalent level for 
  Table 2–1: The Athasian Dragon 
  Hit Die: d6 
   
  Level Special 
  Spellcasting/Manifesting 
   
  1st 
  Dragon magic, Quicken Spell 
  ― 
   
  2nd 
  Psionic enchantment 
  +1 level of existing arcane spellcasting class 
   
  3rd 
  Caster level increase +1 
  +1 level of existing manifesting class  
   
  4th 
  Bonus feat, manifester level increase +1, psionic enchantment 
  +1 level of existing arcane spellcasting class 
   
  5th 
  Dragon metamorphosis, caster level increase +2 
  ― 
   
  6th 
  Manifester level increase +2, psionic enchantment 
  +1 level of existing arcane spellcasting class 
   
  7th 
  Caster level increase +3 
  +1 level of existing manifesting class  
   
  8th 
  Bonus feat, manifester level increase +3, psionic enchantment 
  +1 level of existing arcane spellcasting class 
   
  9th 
  Caster level increase +4 
  ― 
   
  10th 
  Dragon metamorphosis, manifester level increase +4, psionic 
  enchantment 
  +1 level of existing arcane spellcasting class 
   Class Skills (2 + Int modifier per level): Concentration, Craft, Decipher Script, Jump, Knowledge (all skills, taken 
  individually), Listen, Literacy, Profession, Psicraft, Spot, Spellcraft. 
  
   
  11 
  purposes of determining the power point cost. You cannot 
  spend more power points than your manifester level. 
  Note: If the metapsionic feat has the same effect as a 
  metamagic feat already applied to the spell, there is no 
  additional effect. Metamixture can be selected more than 
  once. Each time it is selected, it applies to a different 
  metapsionic feat. Its effects do not stack, i.e. only one 
  metapsionic feat can be applied to a spell using 
  metamixture. 
  Metapotency: You choose a metapsionic feat and a 
  metamagic feat you possess that grant the same effect on 
  numeric variables, e.g. Extend Spell and Extend Power, 
  and you gain synergistic bonuses. When applying either 
  feat, its effects are multiplied by 1.5, e.g. the effect of 
  extending a spell or power increases its duration by 150%. 
  If applied to Empower Spell and Empower Power, 
  metapotency‖ increases‖ the‖ spell‖ or‖ power’s‖ damage‖ by‖
  75%. Metapotency has no effect on Maximize Spell and 
  Maximize Power. Metapotency can be selected more than 
  once. Each time it is selected, it applies to a different pair 
  of matching feats. 
  Path of Least Resistance: You‖ use‖the‖lower‖ of‖targets’‖
  spell resistance and power resistance if you know both the 
  psionic and arcane equivalent of a power or spell (e.g. 
  charm person and psionic charm person). Whether you 
  use the power or spell, use the lower‖of‖targets’‖SR and PR 
  when making a spellcaster check to overcome resistance. 
  Path of least resistance applies to all spells and powers for 
  which you know both a psionic and arcane variant. 
  Psionic Raze: You can amplify the effects of your 
  defiling radius to drain the psionic strength of creatures. 
  When casting a spell, you can opt for your defiling radius 
  to drain 1 power point per level of the spell slot expended 
  from all creatures caught in the defiling radius. Using 
  psionic raze costs 1 power point per two spell slot levels, 
  rounded up. For example, an 8th level spell requires you 
  to spend 4 power points and causes all victims to lose 8 
  power points. 
  Bonus Feat: You gain a bonus feat at 4th level, and 
  every 4 levels thereafter, chosen from the following list: 
  Armor Skin, Augmented Alchemy, Automatic Quicken 
  Spell, Automatic Silent Spell, Automatic Still Spell, 
  Damage Reduction, Energy Resistance, Enhance Spell, 
  Epic Expanded Knowledge, Epic Psionic focus, Epic Spell 
  Focus, Epic Spell Penetration, Fast Healing, Ignore 
  Material 
  Components, 
  Improved 
  Combat 
  Casting, 
  Improved Heightened Spell, Improved Manifestation, 
  Improved Metamagic, Improved Metapsionics, Improved 
  Multiattack, Improved Spell Capacity, Improved Spell 
  Resistance, Intensify Spell, Master Staff, Master Wand, 
  Multiattack, Multispell, Permanent Emanation, Power 
  Knowledge, Spell Knowledge, Spell Opportunity, Spell 
  Stowaway, Tenacious Magic. 
  In addition, you can choose from any metamagic, 
  metapsionic, or psionic feat not listed here. You must 
  qualify for any feat requirements. 
  Dragon Metamorphosis: At 5th level, you gain 
  understanding of your metamorphosis, thus learning the 
  next spell in your transformation without development 
  costs. 
  Ex-Athasian Dragons 
  An Athasian dragon who becomes a preserver cannot 
  progress in levels as an Athasian dragon, though you 
  retain all your class abilities. However, any use of the 
  dragon magic ability will instantly return you to being a 
  defiler. An Athasian dragon that has progressed to the 5th 
  stage or later of the metamorphosis, by casting the defiler 
  metamorphosis V spell, may no longer become a preserver. 
  Note that becoming an ex-Athasian dragon is the first step 
  towards redemption and becoming an avangion. 
  Playing an Athasian Dragon 
  As an Athasian dragon, you are dedicated to 
  completing your metamorphosis and acquiring the 
  greatest amount of arcane knowledge possible; virtually 
  every adventure you undertake has this as its ultimate 
  objective. Your ability to go unnoticed while you undergo 
  any mission is paramount to your success (and survival). 
  Athasian dragons often work on their own, but when 
  the elimination of a particularly powerful or well-
  defended foe is called for, you may work with likeminded 
  individuals or insinuate yourself among a group of 
  adventurers (who you then manipulate into killing the 
  designated target). 
  Combat 
  In combat, you eschew the concept of a fair fight; to 
  you, the only thing that matters is winning, no matter 
  what the cost to others or the land. The only thing that 
  truly matters is completing your metamorphosis. Thus, 
  you rarely adventure in the regular sense. You prefer to 
  send your minions for menial tasks while you complete 
  your studies. When it is necessary for you to go into 
  combat, you prefer to use you dragon magic and psionic 
  enchantment abilities to drop your foes as quickly as 
  possible. 
  Advancement 
  Becoming an Athasian dragon is often difficult 
  because the secrecy surrounding the metamorphosis 
  process is hard to unveil. Most often is has to be stolen 
  from the heavily guarded library of the sorcerer-kings or 
  some long-forgotten ruin filled with undead. 
  It is very unlikely that your metamorphosis will ever 
  become common knowledge—you may only ever tell a 
  few, trusted individuals. Once you become an Athasian 
  dragon, you undergo intense studies to develop the 
  metamorphosis in order to become a full dragon. Often, 
  you will need to pause on your studies in order to amass 
  the wealth needed for the rituals. 
  As a dragon, you longer need plant life to fuel your 
  spells, which means you are a deadly opponent wherever 
  you might be. Consider selecting the Dragon Metamagic 
  and Extended Dragon Metamagic feat after you reach the 
  third level of the metamorphosis to greatly improve you 
  spellcasting power and the Psionic Enchanter feat to 
  facilitate the casting of epic spells and powers. 
  
   12 
  Resources 
  As an Athasian dragon, you are pretty much on your 
  own. Defilers rarely trust each other in order to cooperate 
  of form association for medium or long terms. You could 
  try sneaking into a royal library or infiltrating a Veiled 
  Alliance’s‖ archives‖ to‖ help‖ unlock‖ more‖ pieces‖ of‖ your‖
  metamorphosis, but the danger of revealing your true 
  nature is just not worth it. 
  Athasian Dragons in the World 
  “The tales of the Dragon‟s death were false – the beast has 
  returned to claim its levy by force!” 
  ―Asaran,‖Raamite‖lieutenant‖after 
  the dray attack on Raam 
   
  Adventuring dragons are either searching for clues for 
  advancing in their metamorphosis or hunting out their 
  enemies, such other dragons or avangions. 
  Organization 
  Most Athasian dragons are too greedy or distrustful to 
  work together with other members of its kind, but will do 
  so when they consider their existence threatened and 
  quickly disband it after the threaten is solved. 
  NPC Reactions 
  Most normal people never directly encounter an 
  Athasian dragon. In many cases, they usually live their 
  lives in the seclusion of their city-states or hiding from 
  more powerful dragons, at last until his animalistic 
  rampage denounces his true nature. Their templars and 
  agents are usually friendly towards them and those 
  oppressed are almost always hostile, but afraid to express 
  it openly. 
  Athasian Dragon Lore 
  Characters with ranks in Knowledge (arcana) can 
  research Athasian dragons to learn more about them. 
  When a character makes a skill check, read or paraphrase 
  the following, including the information from lower DCs. 
  DC 15: There is only one Dragon, and he is dead. The 
  Tyrians killed him. 
  DC 20: A dragon is capable of powering its magic 
  using animal life instead of just plants. 
  DC 30: Every sorcerer-king is working towards the 
  path of becoming a full dragon. 
  DC 40: Characters with this level of success can learn 
  important details about a specific dragon, where he 
  usually operates or his city-state, and the kinds of 
  activities he undertakes. 
  Athasian Dragons in the Game 
  The Athasian dragon is an easy epic prestige class to 
  include in your campaign; every city-state has one Dragon 
  King as their leader or has experienced the devastation 
  caused by a rampaging dragon. 
  Players who enjoy power and destruction will enjoy 
  the challenges posed by this prestige class, even if only 
  carefully taking the metamorphosis process. 
  Sample Encounter 
  Player characters might become involved with an 
  Athasian dragon by simply entering their city-state or if 
  the PCs took a commission from a noble, a merchant 
  house, the Veiled Alliance or anything that strikes their 
  fancy. 
  EL 25: Terras is ransacking an old temple in searching 
  for ancient texts of power when he becomes aware of the 
  PCs’‖presence‖nearby.‖If‖he‖perceives‖that he can take the 
  party, he will try to dominate or destroy them in order to 
  strip the group of their magic items. Otherwise, he 
  approaches the PCs asking for help finding what he seeks 
  and waits for an opportune moment to strike. 
  Terras 
  CR 25 
  Male stage I dragon defiler 7/arch defiler 5/egoist 
  7/cerebremancer 5/Athasian dragon 1 
  NE Medium dragon (augmented humanoid, psionic) 
  Init +1; Senses darkvision 60 ft., low-light vision, Listen 
  +4, Spot +4 
  Languages Common, Elven, Tyrian; tongues 
  Aura tainted (25 ft.) 
  AC 20, touch 16, flat-footed 19 
   (+1 Dex, +4 armor, +5 deflection) 
  hp 88 (25 HD) 
  Immune paralysis, sleep 
  Fort +10, Ref +8, Will +23 
  Speed 30 ft. (6 squares) 
  Space 5 ft.; Reach 5 ft. 
  Melee mwk dagger +12 (damage) 
  Base Atk +10; Grp +11 
  Special Actions Body Fuel, casting time metamagic 
  1/day, dragon magic, Fast Raze 
  Combat Gear 2 fruit-potions of cure critical wounds 
  Epic Spell/Day 2; Epic Spells Known (CL 17th, 
  1d20+23 to overcome SR): 
  defiler metamorphosis I*, epic mage armor, ruin (DC 28) 
  *New epic spell described on page 42 
  Power Points/Day 154; Psion Powers Known (ML 
  12th): 
  6th—mass cloud mind, psionic restoration, temporal 
  acceleration 
  5th—adapt body, catapsi, power resistance, psychofeedback 
  4th—detect 
  remote 
  viewing, 
  energy 
  adaptation, 
  metamorphosis, psychic reformation 
  3rd—body adjustment, dispel psionics, ectoplasmic form, 
  hustle 
  2nd—animal affinity, chameleon, detect hostile intent, 
  sustenance 
  1st—conceal thoughts, empty mind, far hand, thicken skin, 
  vigor 
  Wizard Spells Prepared (CL 17th, 1d20+23 to overcome 
  SR): 
  9th—dominate monster (DC 27), time stop, wish 
  8th—horrid wilting (DC 26, CL 18th), quickened maximized 
  empowered fireball (DC 21), quickened greater invisibility, 
  summon monster VIII (CL 18th) 
  
   
  13 
  7th—finger of death (DC 25, CL 18th), quickened fireball 
  (DC 21), greater teleport (CL 18th), spell turning, 
  summon monster VII 
  6th—chain lightning (DC 24), circle of death (DC 24, CL 
  18th), greater dispel magic, quickened invisibility, wall of 
  iron (CL 18th) 
  5th—cone of cold (DC 23), dominate person (DC 23), 
  empowered fireball (DC 21), teleport (CL 18th), summon 
  monster V (CL 18th) 
  4th—animate dead, black tentacles (CL 18th), fear (DC 22, 
  CL 18th), maximized scorching ray (+12 ranged touch), 
  greater invisibility, phantasmal killer (DC 22) 
  3rd—dispel magic, fireball (DC 21), lightning bolt (DC 21), 
  nondetection, summon monster III (CL 18th), vampiric 
  touch (DC 21, CL 18th) 
  2nd—command undead (DC 20, CL 18th), invisibility, 
  protection from arrows, rope trick, scorching ray (+12 
  ranged touch), summon monster II (CL 18th) 
  1st—cause fear (DC 19, CL 18th), identify, mage armor (CL 
  18th), magic missile, shield, unseen servant 
  0—detect magic (2), light, read magic 
  Abilities Str 8, Dex 13, Con 12, Int 27, Wis 18, Cha 10 
  SQ ageless, painful radius 
  Epic Feats Epic Spellcasting, Epic Spell Penetration 
  Feats Agonizing Radius, Body Fuel, Combat Casting, 
  Combat Manifestation, Efficient Raze, Empower 
  Spell, Fast Raze, Great Fortitude, Greater Spell 
  Penetration, Maximize Spell, Quicken SpellB, Path 
  Sinister, Psionic Body, Psionic Meditation, Spell 
  Penetration, Scribe ScrollB 
  Skills Autohypnosis +11, Bluff +17, Concentration +29, 
  Decipher Script +18, Diplomacy -1, Disguise +10 (+12 
  to act in character), Gather Information +1, Handle 
  Animal -1, Intimidate +5, Knowledge (arcana) +36, 
  Knowledge (local) +13, Knowledge (psionics) +25, 
  Listen +4, Psicraft +25, Sense Motive +7, Spellcraft +38, 
  Spot +4 
  Possessions combat gear plus braces of armor +4, 
  headband of intellect +6, periapt of wisdom +4, ring of 
  protection +5, masterwork steel dagger, obsidian orb 
  worth 1,000 gp 
  Spellbook spells prepared plus 0—all; 1st—disguise self, 
  floating disk; 2nd—locate object, see invisibility; 3rd—
  dedication, gaseous form; 4th—detect scrying, summon 
  monster IV; 5th—summon monster V; 6th—summon 
  monster VI; 7th—limited wish, mass hold person; 8th—
  discern location, moment of prescience 
  Casting time Metamagic Terras can apply a metamagic 
  feat to a spell at casting time. This does not increase 
  the‖ spell’s‖ level‖ or‖ require‖ a‖ higher‖ level‖ spell‖ slot. 
  Casting time metamagic doubles the casting time of 
  the spell (a casting time of 1 action becomes 1 full 
  round). 
  Dragon Magic (Su) Terras may choose to use animal 
  life energy to power arcane spells. All living creatures 
  within Terras defiling radius must make a DC 19 
  Fortitude save or take 1 point of Con damage. 
  Painful Radius The penalties suffered to attacks, saves 
  and skill checks for‖ being‖ caught‖ in‖ Terras’‖ defiling‖
  radius is -3. 
  Tainted Aura People feel uncomfortable and wary 
  when Terras is present and animals whimper when 
  he approaches. Terras suffers a -3 circumstance 
  penalty to Bluff, Diplomacy, Gather Information and 
  Handle Animal checks and receives a +3 bonus to 
  Intimidate checks. 
  Hook “Power‖is‖a‖goal‖in‖itself.” 
  Avangion 
  “Nothing on Athas is as dangerous as hope. Each of the 
  destroyers of worlds set out to save or to restore. Will 
  history remembers my hopes with the hopes of Gretch, 
  Rajaat, and the architects of the Pristine Tower?” 
  ―"Wisdom‖of‖Sorrow," by Oronis 
   
  Having mastered both psionics and arcane magic, 
  some of Athas' most powerful preservers seek out the 
  mysteries of a metamorphosis that would change 
  themselves into strange beings of gossamer wings and 
  light. 
  As avangions, they can combine their mastery of the 
  Way and arcane arts into psionic enchantments that some 
  say counters dragon magic. Others say that the avangions 
  bring a healing power, and that they come not to fight, 
  but to return life to dying lands. Most sages have never 
  heard of avangions, and would probably call them myth. 
  Becoming an Avangion 
  Only an epic spellcaster with a fairly high manifester 
  level can qualify to become an avangion. Avangions tend 
  to dislike physical confrontation, so while a psychic 
  warrior can qualify for this class, their combat-related 
  powers‖don’t‖add‖much.‖Because‖of‖the‖long‖and‖tedious‖
  processes in developing the metamorphosis, wilders 
  likewise rarely become avangions. Some avangions take 
  levels of cerebremancer to boost both their arcane and 
  psionic skills. 
  Entry Requirements 
  Skills: Knowledge (arcana) 24 ranks, Knowledge 
  (psionics) 24 ranks. 
  Feats: Mind Over Body, Psionic Body, any 2 metamagic 
  or metapsionic feats. 
  Spells: Able to cast 9th-level arcane spells. 
  Psionics: Able to manifest 6th-level powers. 
  Special: Must be a preserver, and have cast the preserver 
  metamorphosis I spell. 
  Class Features 
  All the following are class features of the avangion. 
  The avangion combines both the arcane arts and psionics 
  into something greater than the sum of its parts. 
  Spellcasting/Manifesting: Starting at 2nd level, and at 
  each even level thereafter, you gain new spells per day 
  and an increase in caster level (and spells known, if 
  applicable) as if you had also gained a level in an arcane 
  spellcasting class to which you belonged before adding 
  the prestige class level. You do not, however, gain any 
  
   14 
  other benefit a character of that class would have gained. 
  If you had more than one arcane spellcasting class before 
  becoming an avangion, you must decide to which class to 
  add each level for the purpose of determining spells per 
  day, caster level, and spells known. 
  At 3rd level, and at each odd level thereafter, you gain 
  additional power points per day, an increase in manifester 
  level, and access to new powers as if you had also gained 
  a level in a manifesting class to which you belonged 
  before adding the prestige class level. You do not, 
  however, gain any other benefit a character of that class 
  would have gained. If you had more than one manifesting 
  class before becoming an avangion, you must decide to 
  which class to add each level for the purpose of 
  determining power points per day, powers know, and 
  manifester level. 
  Avangion Magic (Su): Starting at 1st level, you learn 
  to supplement the energy you draw for spellcasting with 
  your own internal renewable energy. This has the effect of 
  having any spell you cast be treated as if it were cast in 
  one terrain type better than the actual terrain, up to 
  abundant. You can also cast spells where there is no plant 
  life (such as in the Obsidian Plains, The Black and The 
  Grey), but in this case the spell is cast as if it were cast in 
  desolate terrain. 
  When casting epic spells, you can use your internal 
  energy to pay XP burn by taking 1 point of Con burn 
  damage to lower the cost of the XP burn by 10%. (Note 
  you can only take 1 point of Con burn damage in this way 
  to decrease the XP burn cost on a specific spell.) 
  This ability increases by another stage per casting of 2 
  preserver metamorphosis spells completed after the first. So 
  an 
  avangion 
  that 
  has 
  completed 
  the 
  preserver 
  metamorphosis III spell would cast as if the terrain type 
  were 2 better (or barren for no plant life) and lower the XP 
  burn cost by 20%, while one that has cast the preserver 
  metamorphosis VII would cast as if the terrain were 4 better 
  (or fertile for no plant life) and lower the XP burn cost by 
  40%. 
  Defiling Immunity: Starting at 1st level, you become 
  immune to the adverse effects from defiling, both the 
  standard defiling and dragon magic. 
  Psionic Enchantment: You can combine psionics and 
  arcane magic in unique ways to augment your casting 
  and manifesting. At 1st level, and every odd level 
  thereafter, you learn a psionic enchantment chosen from 
  the list below. Each enchantment can only be chosen once 
  except noted otherwise. 
  Arcane Augmentation: You can spend a prepared spell 
  slot to increase your limit for augmenting psionic powers 
  during manifestation. Using arcane augmentation is a free 
  action that does not provoke an attack of opportunity. 
  Add the level of the spell slot to your manifester level for 
  purposes of determining the maximum amount of power 
  points you can spend while manifesting a single power. 
  For example, Nethas, an avangion with 20 manifester 
  levels, spends an 8th level spell slot to increase the 
  maximum power points it can spend to augment a power 
  by 8. These additional points cannot be used to apply 
  additional metapsionic feats. 
  Far Reach: You can use touch spells and powers on 
  targets up to 30 feet away. Far reach can be selected more 
  than once. Each time it is selected, it increases the touch 
  range by an additional 30 feet, to a maximum of 90 feet. 
  Metamixture: You choose a metapsionic feat you can 
  apply to boost your spells. Using metamixture is a free 
  action that does not provoke an attack of opportunity. 
  Treat the spell as a psionic power of equivalent level for 
  purposes of determining the power point cost. You cannot 
  spend more power points than your manifester level. 
  Note: If the metapsionic feat has the same effect as a 
  metamagic feat already applied to the spell, there is no 
  additional effect. Metamixture can be selected more than 
  once. Each time it is selected, it applies to a different 
  metapsionic feat. Its effects do not stack, i.e. only one 
  metapsionic feat can be applied to a spell using 
  metamixture. 
  Metapotency: You choose a metapsionic feat and a 
  metamagic feat you possess that grant the same effect on 
  numeric variables, e.g. Extend Spell and Extend Power, 
  and gains synergistic bonuses. When applying either feat, 
  its effects are multiplied by 1.5, e.g. the effect of extending 
  a spell or power increases its duration by 150% percent. If 
  applied to Empower Spell and Empower Power, 
  metapotency‖ increases‖ the‖ spell‖ or‖ power’s‖ damage‖ by‖
  75%. Metapotency has no effect on Maximize Spell and 
  Maximize Power. Metapotency can be selected more than 
  once. Each time it is selected, it applies to a different pair 
  of matching feats. 
  Path of Least Resistance: You‖ use‖the‖lower‖ of‖targets’‖
  Table 2–2: The Avangion 
  Hit Die: d4 
   
  Level Special 
  Spellcasting/Manifesting 
   
  1st 
  Avangion magic, defiling immunity, psionic enchantment 
  ― 
   
  2nd 
  Manifester level increase +1 
  +1 level of existing arcane spellcasting class 
   
  3rd 
  Caster level increase +1, psionic enchantment 
  +1 level of existing manifesting class 
   
  4th 
  Bonus feat, manifester level increase +2 
  +1 level of existing arcane spellcasting class 
   
  5th 
  Caster level increase +2, psionic enchantment 
  +1 level of existing manifesting class 
   
  6th 
  Avangion metamorphosis, manifester level increase +3 
  +1 level of existing arcane spellcasting class 
   
  7th 
  Caster level increase +3, psionic enchantment 
  +1 level of existing manifesting class 
   
  8th 
  Bonus feat, manifester level increase +4 
  +1 level of existing arcane spellcasting class 
   
  9th 
  Caster level increase +4, psionic enchantment 
  +1 level of existing manifesting class 
   
  10th 
  Manifester level increase +5 
  +1 level of existing arcane spellcasting class 
   Class Skills (2 + Int modifier per level): Concentration, Craft, Decipher Script, Diplomacy, Knowledge (all skills, 
  taken individually), Literacy, Profession, Psicraft, Spellcraft. 
  
   
  15 
  spell resistance and power resistance if you know both the 
  psionic and arcane equivalent of a power or spell (e.g. 
  charm person and psionic charm person). Whether you 
  use the power or spell, use‖the‖lower‖of‖targets’‖SR and PR 
  when making a spellcaster check to overcome resistance. 
  Path of least resistance applies to all spells and powers for 
  which you know both a psionic and arcane variant. 
  Replenish Land: You can reverse the effects of defiling 
  magic. You can sacrifice an arcane spell to revitalize the 
  area by increasing terrain type by one category in a 5-foot 
  radius per spell level sacrificed (a defiled area becomes 
  desolate). 
  Manifester Level Increase (Ex): Starting at 2nd level, 
  and at each even level thereafter, you gain an increase in 
  manifester level of a manifesting class for the purpose of 
  determining power effects (including augmentation), 
  overcoming PR, and dispel effects. If you had more than 
  one manifesting class before becoming an avangion, you 
  must decide to which class to add each level. You do not 
  receive additional power points, known powers, nor do 
  you gain any other benefit a character of the class would 
  have gained. 
  Caster Level Increase (Ex): Starting at 3rd level and at 
  each odd level thereafter, you gain an increase in caster 
  level of an arcane spellcasting class for the purpose of 
  determining level-dependent spell, overcoming SR, and 
  dispel effects. If you had more than one arcane 
  spellcasting class before becoming an avangion, you must 
  decide to which class to add each level. You do not 
  receive new spells per day, spells known, nor do you gain 
  any other benefit a character of the class would have 
  gained. 
  Bonus Feat: You gain a bonus feat at 4th level, and 
  every 4 levels thereafter, chosen from the following list: 
  Additional Magic Item Space, Augmented Alchemy, 
  Automatic Quicken 
  Spell, Automatic Silent 
  Spell, 
  Automatic Still Spell, Craft Epic Arms and Armor, Craft 
  Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, 
  Damage Reduction, Defiling Resistant Aura, Efficient 
  Item Creation, Energy Resistance, Enhance Spell, Epic 
  Expanded Knowledge, Epic Psionic focus, Epic Spell 
  Focus, Epic Spell Penetration, Fast Healing, Ignore 
  Material 
  Components, 
  Improved 
  Combat 
  Casting, 
  Improved Heightened Spell, Improved Manifestation, 
  Improved Metamagic, Improved Metapsionics, Improved 
  Spell Capacity, Improved Spell Resistance, Intensify Spell, 
  Master Staff, Master Wand, Multispell, Permanent 
  Emanation, Power Knowledge, Scribe Epic Scroll, Spell 
  Knowledge, Spell Opportunity, Spell Stowaway, Spell-
  Resisting Aura, Tenacious Magic. 
  In addition, you can choose from any item creation, 
  metamagic, metapsionic, or psionic feat not listed here. 
  You must qualify for any feat requirements. 
  Avangion Metamorphosis: At 6th level you gain 
  understanding of your metamorphosis, thus learning the 
  next spell in your transformation without development 
  costs. 
  Playing an Avangion 
  Like dragons, you are dedicated to completing your 
  metamorphosis and using it to help rebuild the green 
  pastures that once covered Athas; almost every adventure 
  you undertake has this as its ultimate objective. Since 
  your anonymity is essential, the ability to hide your true 
  status is paramount to your survival. Many avangion 
  aspirants were slain during their early stages because 
  their true nature was revealed. 
  Combat 
  It isn't surprising that as force of hope and renewal, 
  you‖aren’t‖the‖best‖combatant‖in‖a‖group‖and‖you‖usually‖
  stay away from combat if possible. Still, since you have 
  the ability to levitate after reaching stage five, you should 
  take advantage of it as much as possible to preserve your 
  health. Stay clear of melee combat and use you psionic 
  enchantments to quickly subdue your opponents. 
  Advancement 
  Becoming an avangion is often very difficult because 
  Oronis is even more reluctant to hand out copies of the 
  first stage of the metamorphosis spell since the death of 
  Korgunard. As a devoted, idealistic adventurer, you made 
  a name for yourself by, perhaps, defeating powerful 
  defilers or restoring a desolate patch of land into a 
  habitable place. Oronis himself or some highly influential 
  Veiled Alliance member then contacted you, and engaged 
  you to carry out a number of assignments designed to test 
  your suitability for becoming one. 
  As you advance in your training, one of the first feats 
  you take should be Spell-Resisting Aura, which nullifies 
  lower-level spells and improves you chances to withstand 
  direct combat. Psionic Enchanter should also be high on 
  your list – having a return for investing time and effort 
  into manifesting classes is more than welcome. As far as 
  skills go, continue to buy ranks in Spellcraft, since this 
  skill is important for advancing your metamorphosis. 
  Concentration is also an important skill for you -- having 
  a high Concentration modifier means you'll be better able 
  to withstand damage while casting spells and manifesting 
  powers and to regain your psionic focus. 
  Resources 
  As an avangion, you can expect resources according to 
  your persuasive ability, like any other character. If you 
  represent yourself as one, however, you can expect aid 
  from the local Veiled Alliance or druids in the form of a 
  place to sleep, food, and a place to hide from authorities 
  (if necessary). You might even get access to their spell 
  archives and help in advancing in your metamorphosis if 
  you prove worthy. 
  If you are identified as an avangion by a templar or 
  other official of a city-state, you will probably be hunted 
  down and interrogated, only to be killed afterwards. 
  
   16 
  Avangions in the World 
  “A whisper of wings upon the wind. Life springs once 
  more to lifeless earth. Where wings pass the green returns.” 
  ―-A madman who has wandered out of the deserts of 
  the northeast 
   
  Few avangions ever make it further the first step of 
  their metamorphosis without having some sort of contact 
  within the secretive organization known as the Veiled 
  Alliance or another powerful ally. 
  Like dragons, avangions desire to complete the next 
  step of their metamorphosis, which requires rare and 
  expensive supplies. Unlike dragons, avangions also 
  possess power to restore life to dying lands on an epic 
  scale, through epic spells that also require rare and 
  expensive supplies. Avangions often seek out trustworthy 
  adventurers to obtain rare supplies, to assist and protect 
  him during the metamorphosis process, and to locate and 
  watch over defilers that can be destroyed – or redeemed. 
  Organization 
  Differently from Athasian dragons, avangions almost 
  never work on their own; they are usually aided by either 
  other avangion, the Veiled Alliance, druids, or in some 
  cases even by a Spirit of the Land. 
  NPC Reactions 
  The general populace believes avangions to be nothing 
  but myth. However, the few NPCs who know of the 
  prestige class have a starting attitude of friendly toward 
  such a character. On the other hand, Dragon Kings and 
  their templars know to hunt and kill any creature fitting 
  the description of an avangion. PCs can expect a starting 
  attitude of hostile from members of the city guard and 
  their sorcerer-kings. 
  Avangion Lore 
  Characters with ranks in Knowledge (arcana) can 
  research avangions to learn more about them. When a 
  character makes a skill check, read or paraphrase the 
  following, including the information from lower DCs. 
  DC 15: Avangion?‖ Wasn’t‖ that‖ some‖ sort‖ of‖ defiler‖
  ruse? 
  DC 20: Avangions are gossamer luminous beings 
  focused on restoring Athas back to its verdant state. 
  DC 30: All avangions are currently dead or in hiding 
  because they are hunted by sorcerer-kings. 
  DC 40: Characters with this level of success can learn 
  important details about a specific avangion, where he 
  usually operates, and the kinds of activities he 
  undertakes. 
  PCs who are interested in finding or setting up a 
  meeting with an avangion should first check with the 
  local Veiled Alliance. Alternatively, PCs should try to use 
  Gather Information to learn who has seen a creature with 
  an avangion-like appearance. 
  Avangions in the Game 
  Avangions are a way to counter all the destruction 
  defilers and dragons have wrought upon Athas in the last 
  4,000 years. 
  Epic spellcasters and manifesters might take a few 
  levels in this class just to be able to utilize psionic 
  enchantments, though they might find that the ability to 
  restore Athas to its former splendor is worthy all the 
  trouble. 
  Sample Encounter 
  Player characters might encounter an avangion due to 
  some Veiled Alliance contact or unknowingly run 
  missions for a disguised avangion, helping them in their 
  quest to complete their metamorphosis or to destroy any 
  troublesome defiler. 
  EL 25: Nethas is working on renewing the ground of a 
  long-forgotten ruin he has been using as base when the 
  PCs stumble upon him. He only reveals his nature if the 
  PCs prove worthy enough or one of them is a defiler, in 
  which case he attacks vigorously. 
  Nethas 
  CR 25 
  Male stage I avangion preserver 5/restorationist 7/seer 
  7/cerebremancer 5/avangion 1 
  NG 
  Medium 
  aberration 
  (augmented 
  humanoid, 
  psionic) 
  Init +1; Senses darkvision 60 ft.; Listen +9, Spot +10 
  Languages Common, Halfling, Elven; speak with plants, 
  tongues 
  AC 17, touch 13, flat-footed 16 
   (+1 Dex, +4 armor, +2 deflection) 
  hp 72 (25 HD) 
  Immune defiling 
  Fort +7, Ref +8, Will +26 
  Speed 30 ft. (6 squares) 
  Space 5 ft.; Reach 5 ft. 
  Melee mwk dagger +8 (1d4-1/19-20) 
  Base Atk +7; Grp +7 
  Special Actions replenish land 
  Atk Options Ghost Attack, Psionic Endowment 
  Epic Spells/Day 2; Epic Spells Known (CL 19th): 
  preserver metamorphosis I*, peripety, verdigris (DC 27) 
  *New epic spell described on page 47 
  Power Points/Day 168; Psion Powers Known (ML 
  12th): 
  6th—greater precognition, mass cloud mind, psionic 
  contingency 
  5th—clairtangent hand, power resistance, second chance, 
  tower of iron will 
  4th—aura sight, energy adaptation, detect remote viewing, 
  remote viewing 
  3rd—body adjustment, body purification, dispel psionics, 
  escape detection 
  2nd—clairvoyant sense, object reading, sensitivity to psychic 
  impressions, sustenance 
  1st—conceal thoughts, empathy, far hand, know direction 
  and location, telempathic projection (DC 16) 
  Psi-like Abilities (ML 12th): 
  At will—detect chaos/evil/good/law, discern lies 
  
   
  17 
  Wizard Spells Prepared (CL 17th): 
  9th—wish 
  8th—animate plants, moment of prescience 
  7th—limited wish, mass hold person (DC 25), spellstaff, spell 
  turning (CL 18th) 
  6th—chain lightning (DC 23), greater dispel magic (CL 
  18th), mass suggestion (DC 24), transport via plants, true 
  seeing (CL 18th) 
  5th—cone of cold (DC 22), dominate person (DC 23), hold 
  monster (DC 23), mage’s‖private‖sanctum (CL 18th), wall 
  of thorns 
  4th—charm monster (DC 22), detect scrying (CL 18th), 
  rejuvenate, silent still invisibility, scrying (CL 18th) 
  3rd—arcane sight (CL 18th), dispel magic (CL 18th), hold 
  person (DC 21), lightning bolt (DC 20), plant growth, 
  silent still charm person (DC 18) 
  2nd—alter self, mirror image, pass without trace, protection 
  from arrows (CL 18th), see invisibility (CL 18th), silent 
  still magic missile 
  1st—charm person (DC 18), goodberry, identify (CL 18th), 
  mage armor, protection from evil (CL 18th), shield 
  0—detect magic, nurturing seeds (2), read magic 
  Abilities Str 8, Dex 13, Con 10, Int 25, Wis 21, Cha 14 
  SQ ageless, avangion magic, brew potion-fruit 
  Epic 
  Feats 
  Epic 
  Spellcasting, 
  Epic 
  Skill 
  Focus 
  (Spellcraft) 
  Feats 
  Brew 
  PotionB, 
  Combat 
  Casting, 
  Combat 
  Manifestation, Eschew Materials, Extend Spell, Ghost 
  Attack, Iron Will, Mind Over Body, Narrow Mind, 
  Path Dexter, Psionic Body, Psionic Endowment, 
  Psionic Meditation, Scribe ScrollB, Silent Spell, Spell 
  Focus (Enchantment), Still Spell 
  Skills Bluff +17, Concentration +25, Decipher Script +15, 
  Diplomacy +14, Disguise +7 (+9 to act in character), 
  Gather Information +10, Intimidate +4, Knowledge 
  (arcana) +32, Knowledge (nature) +15, Knowledge 
  (psionics) +19, 
  Listen 
  +9, 
  Literacy (Common), 
  Profession (herbalist) +11, Psicraft +21, Spellcraft +47, 
  Spot +10, Survival +6 (+8 in aboveground natural 
  environments) 
  Possessions combat gear plus headband of intellect +4, 
  periapt of wisdom +4, cloak of charisma +2, bracers of 
  armor +4, ring of protection +2 
  Spellbook spells prepared plus 0—all; 1st—alarm, 
  obscuring mist; 2nd—levitate, resist energy; 3rd—
  daylight, 
  nondetection; 
  4th—mnemonic 
  enhancer, 
  polymorph; 5th—false vision, overland flight; 6th—
  contingency, gaeas/quest; 7th—greater teleport; 8th—
  demand, discern location; 9th—control plants 
  Brew Potion-Fruit Nethas can make potion-fruits that 
  contain up to 5th-level spells. 
  Replenish Land (Ex) Nethas can sacrifice an arcane 
  spell to revitalize the area by increasing terrain type 
  by one category in a 5 foot radius/spell level 
  sacrificed (a defiled area becomes desolate). 
  Hook “The‖destruction‖ends‖here,‖defiler.” 
   
  Element Lord 
  “I am the embodiment of the Fire‟s fury. Who shall dare 
  to stop me?” 
  ―Ghedran,‖dwarven‖fire‖lord 
   
  Some‖ of‖ Athas’‖ most‖ powerful‖ clerics‖ combine‖ their‖
  faith with the clearness of mind the Way provides in 
  order to take their worship of the elements to the next 
  step: changing themselves into their patron element. 
  As element lords, they can combine their mastery of 
  the Way and divine power into psionic enchantments that 
  greatly enhance their abilities. Element lords are often 
  called by their elements in order to fight in the Unseen 
  War. 
  Becoming an Element Lord 
  Due to the specific requirements of the element lord, 
  levels in both cleric and psion are the most common 
  method of gaining entry into this class. A few levels in the 
  elementalist or elemental master class are necessary due 
  to the elemental focus requirement. Due to their energy 
  related focus, most manifesters who become element 
  lords are kineticists. Taking levels in the psychic theurge 
  class is a common way to speed up the process. 
  Entry Requirements 
  Skills: Knowledge (religion) 24 ranks, Knowledge 
  (psionics) 15 ranks, Knowledge (the planes) 15 ranks. 
  Feats: Elemental Manifestation, Skill Focus (Knowledge 
  [the planes]), any 2 metamagic or metapsionic feats. 
  Spells: Able to cast 9th-level divine spells. 
  Psionics: Able to manifest 6th-level powers. 
  Special: Elemental focus class feature. 
  Class Features 
  As an element lord, you are a master of both divine 
  magic and psionics. You not only learn to different set of 
  abilities, but to use one art to augment the other -- 
  particularly in the realm of metamagic effects. 
  Spellcasting/Manifesting: At every level indicated on 
  Table 2–3, you gain new spells per day and an increase in 
  caster level (and spells known, if applicable) as if you had 
  also gained a level in a divine spellcasting class to which 
  you belonged before adding the prestige class level. You 
  do not, however, gain any other benefit a character of that 
  class would have gained. If you had more than one divine 
  spellcasting class before becoming an element lord, you 
  must decide to which class to add each level for the 
  purpose of determining spells per day, caster level, and 
  spells known. 
  At every level indicated on Table 2–3, you gain 
  additional power points per day, an increase in manifester 
  level, and access to new powers as if you had also gained 
  a level in a manifesting class to which you belonged 
  before adding the prestige class level. You do not, 
  however, gain any other benefit a character of that class 
  would have gained. If you had more than one manifesting 
  class before becoming an element lord, you must decide 
  
   18 
  to which class to add each level for the purpose of 
  determining power points per day, powers know, and 
  manifester level. 
  Element Bonding (Su): Your body slowly starts to be 
  composed of your patron element. For every level gained, 
  one-tenth of your body becomes enveloped in your 
  patron element raw material (fire clerics become 
  enveloped in flames, water clerics start dripping water, 
  and so on), starting with one of your hands. The hand 
  functions as normal and you gain a touch attack that deals 
  1d8 energy damage based on your patron element, 
  Fortitude save (DC 10 + 1/2 your HD + Cha modifier) for 
  half damage. 
   
  Element 
  Damage 
  Air 
  Electricity 
  Earth 
  Acid 
  Fire 
  Fire 
  Magma 
  Fire 
  Rain 
  Electricity 
  Silt 
  Acid 
  Sun 
  Fire 
  Water 
  Cold 
   
  You gain a bonus in Diplomacy checks equal to your 
  element lord level with creatures with the same elemental 
  connection as you and a bonus in Intimidate checks equal 
  to your element lord level with creatures with the 
  opposite elemental connection as you. Clothing can be 
  worn to conceal the element bonding, but for every level 
  of element lord gained, you suffer a -1 penalty to Disguise 
  checks. 
  Summon Elemental (Sp): Beginning at 2nd level, you 
  can summon one or more elementals that matches your 
  patron as if casting a summon monster spell, except that the 
  total amount of HD of elementals you can summon per 
  day equals twice your divine spellcaster level. Each 
  elemental has maximum hit points per HD. 
  The elementals obey you explicitly and never attack 
  you, even if someone else manages to gain control over 
  them. You do not need to concentrate to maintain control 
  over the elementals. You can dismiss them singly or in 
  groups at any time. 
  Psionic Enchantment: You can combine psionics and 
  divine magic in unique ways to augment your casting and 
  manifesting. At 2nd level, and every 4 levels thereafter, 
  you learn a psionic enchantment chosen from the list 
  below. Each enchantment can only be chosen once except 
  noted otherwise. 
  Far Reach: You can use touch spells and powers on 
  targets up to 30 feet away. Far reach can be selected more 
  than once. Each time it is selected, it increases the touch 
  range by an additional 30 feet, to a maximum of 90 feet. 
  Gift of the Element (Su): You can transfer one or more 
  uses of your turn undead ability to a willing creature. 
  (Element lords who rebuke undead transfer uses of 
  rebuke undead instead.) The transfer lasts anywhere from 
  24 hours to one week (chosen at the time of transfer), and 
  while the transfer is in effect, the number of turning 
  attempts per day allowed to you is reduced by the 
  number transferred. The recipient turns undead as a cleric 
  of your cleric level but uses his own Charisma modifier. 
  Metamixture: You choose a metapsionic feat you can 
  apply to boost your spells. Using metamixture is a free 
  action that does not provoke an attack of opportunity. 
  Treat the spell as a psionic power of equivalent level for 
  purposes of determining the power point cost. You cannot 
  spend more power points than your manifester level. 
  Note: If the metapsionic feat has the same effect as a 
  metamagic feat already applied to the spell, there is no 
  additional effect. Metamixture can be selected more than 
  once. Each time it is selected, it applies to a different 
  metapsionic feat. Its effects do not stack, i.e. only one 
  metapsionic feat can be applied to a spell using 
  metamixture. 
  Metapotency: You choose a metapsionic feat and a 
  metamagic feat you possess that grant the same effect on 
  numeric variables, e.g. Extend Spell and Extend Power, 
  and you gain synergistic bonuses. When applying either 
  feat, its effects are multiplied by 1.5, e.g. the effect of 
  extending a spell or power increases its duration by 150%. 
  If applied to Empower Spell and Empower Power, 
  metapotency‖ increases‖ the‖ spell‖ or‖ power’s‖ damage‖ by‖
  75%. Metapotency has no effect on Maximize Spell and 
  Maximize Power. Metapotency can be selected more than 
  once. Each time it is selected, it applies to a different pair 
  of matching feats. 
  Elemental Hallowing: You can purify the elements 
  around you. You can spend one of your turn undead 
  attempts to make any elemental creature summoned by 
  Table 2–3: The Element Lord 
  Hit Die: d6 
   Level Special 
  Spellcasting/Manifesting 
   1st 
  Element bonding 
  — 
   2nd 
  Summon elemental, psionic enchantment 
  +1 level of existing divine spellcasting class 
   3rd 
  Elemental aura 15 ft. 
  +1 level of existing divine spellcasting class 
   4th 
  Bonus feat 
  +1 level of existing manifesting class 
   5th 
  Element transition, elemental aura 30 ft. 
  +1 level of existing divine spellcasting class 
   6th 
  Elemental attack, psionic enchantment 
  +1 level of existing divine spellcasting class 
   7th 
  Elemental aura 45 ft. 
  +1 level of existing manifesting class 
   8th 
  Bonus feat 
  +1 level of existing divine spellcasting class 
   9th 
  Elemental aura 60 ft. 
  +1 level of existing divine spellcasting class 
   10th 
  Element apotheosis, psionic enchantment 
  — 
   Class 
  Skills 
  (2 
  + 
  Int 
  modifier 
  per 
  level): 
  Concentration, 
  Craft, 
  Diplomacy, 
  Heal, 
  Knowledge 
  (arcana/history/religion/the planes), Profession, Spellcraft. 
  
   
  19 
  you to be treated as though you had the Augment 
  Summoning feat. In addition, all Charisma checks made 
  to turn or command an elemental summoned this way 
  gain a –4 penalty. 
  Elemental Aura (Su): At 3rd level, you gain a special 
  aura that is always active. The type of aura depends upon 
  your patron element. 
  Air: You and your allies within your aura deal an extra 
  1d4 points of electricity damage on your weapon rolls. 
  Earth: You‖ and‖ your‖ allies’‖ attacks‖ are‖ treated‖ as‖
  adamantine and cold iron for the purposes of overcoming 
  damage reduction. 
  Fire: Anyone within this aura must succeed on a 
  Fortitude save (DC 10 + 1/2 your HD + your Con modifier) 
  or take 1d4 points of heat damage per round from the 
  intense heat. 
  Magma: Any spell or spell-like ability with the fire 
  descriptor cast within this aura is empowered as if by the 
  Empower Spell feat. 
  Rain: Any creature struck within you aura must 
  succeed on a Will save (DC 10 + 1/2 your HD + your Cha 
  modifier) or become confused for a number of rounds 
  equal to your element lord level. 
  Silt: All creatures within this aura receive total 
  concealment and are subject to Gray Death (see page 39 of 
  Dregoth’s‖Ascending‖II for more information). 
  Sun: Anyone within this aura must succeed on a 
  Fortitude save (DC 10 + 1/2 your HD + your Con modifier) 
  or take 1d4 points of heat damage per round from the 
  intense heat. 
  Water: You and your allies within your aura put out 
  any source of nonmagical flame and deal an extra 1 point 
  of cold damage on your weapon rolls. 
  The area affected by this aura increases as you gain 
  levels, as shown on Table 2–3. This aura can be dispelled 
  or suppressed, but you can create it again as a free action 
  on your next turn. 
  Bonus Feat: You gain a bonus feat at 4th, and 8th 
  level, chosen from the following list: Additional Magic 
  Item Space, Automatic Quicken Spell, Automatic Silent 
  Spell, Automatic Still Spell, Bonus Domain, Damage 
  Reduction, Element Turning, Elemental Strike, Energy 
  Resistance, Enhance Spell, Epic Expanded Knowledge, 
  Epic Psionic focus, Epic Spell Focus, Epic Spell 
  Penetration, Fast Healing, Ignore Material Components, 
  Improved Combat Casting, Improved Elemental Casting, 
  Improved 
  Elemental 
  Manifestation, 
  Improved 
  Heightened Spell, Improved Manifestation, Improved 
  Metamagic, Improved Metapsionics, Improved Spell 
  Capacity, Improved Spell Resistance, Intensify Spell, 
  Multispell, Permanent Emanation, Planar Turning, Power 
  Knowledge, Spectral Strike, Spell Knowledge, Spell 
  Opportunity, Spell Stowaway, Tenacious Magic, Undead 
  Mastery. 
  In addition, you can choose from any metamagic, 
  metapsionic, or psionic feat not listed here. You must 
  qualify for any feat requirements. 
  Elemental Transition (Su): At 5th level, half your 
  body is composed of your patron element. You receive the 
  half-elemental template (ToA 67). 
  Elemental Attack (Su): Once per day, you may gate in 
  material from‖your‖patron’s‖elemental‖plane.‖Each‖attack‖
  varies depending on the element gated, as noted below, 
  and allows a Reflex save (DC 10 + 1/2 divine caster level + 
  your Wis modifier) for half damage. You can gate up to 10 
  cubic ft. of material per element lord level, in any shape 
  you desire. 
  Air: You gate pure, breathable air. This ability works 
  like the gust of wind spell, except that every creature is 
  considered one size category less for the purposes of 
  being affected by it for every 3 levels of element lord you 
  have. 
  Earth: You gate rock and soil onto a solid surface. A 
  failed save means the victim is trapped under the earth 
  and is affected as though by an avalanche (see page 90 of 
  the Dungeon‖Master’s‖Guide). 
  Fire: You gate pure flame. Any creature caught in the 
  area of effect takes 1d8 points of fire damage for every 
  element lord level you have. Any creature that fails its 
  saving throw also catches fire. The flame lasts for 10 
  rounds (see page 303 of the Dungeon‖ Master’s‖ Guide). 
  Flammable material within the area of effect may catch on 
  fire as well. 
  Magma: You gate pure molten lava. Any creature 
  caught within the area of effect takes 1d6 points of fire 
  damage for every element lord level you have. The 
  magma cools after 10 rounds. Each round, the damage 
  decreases by one die. Flammable material within the area 
  of effect may catch on fire as well. 
  Rain: You gate a thick, moist cloud. This cloud creates 
  a micro lightning storm that deals 1d6 points of electricity 
  damage per element lord level to any creature caught 
  within the area of effect. All creatures must also make an 
  additional save or be knocked prone by the wind and 
  rain. 
  Silt: You gate a corrosive silt cloud. Any creature 
  caught within the area of effect takes 1d4 points of acid 
  damage for every element lord level you have. The cloud 
  extinguishes all nonmagical flame. Creatures within 5 feet 
  of the cloud have concealment, and creatures further 
  away have total concealment. The cloud lasts for 1 round 
  for every element lord level you have. 
  Sun: You gate pure radiance. Any creature caught 
  within the area of effect takes 1d6 points of fire damage 
  for every element lord level you have. Creatures who fail 
  their saving throws also become fatigued and are dazed 
  for 1 round per element lord level. 
  Water: You gate pure, drinkable water. Any creature 
  that fails its save suffers 1d4 points of bludgeoning 
  damage per element lord level as the water collapses over 
  them. Any creature that fails its save is also knocked 
  prone. If the water is contained within an area, creatures 
  in the area of effect may be in danger of drowning. 
  Element Apotheosis (Su): At 10th level, you 
  completely become made of your patron element. Your 
  type becomes elemental (augmented version of base 
  creature) and you receive the subtype(s) according to 
  your patron element. You acquire 60-foot darkvision, 
  immunity to critical hits, flanking, poison, sleep, 
  paralysis, and stunning effects, and immunity to your 
  
   20 
  patron element energy type (see element bonding, above). 
  In addition, you gain all the elemental’s‖ extraordinary, 
  supernatural, and spell-like abilities of the appropriate 
  element of your HD, as well as its size category (with the 
  usual adjustments in ability scores). You no longer can die 
  of old age, and no longer suffer penalties to abilities for 
  aging. 
  Playing an Element Lord 
  You possess a fascination with divine magic and lore 
  greater than that of most clerics. You see your divine 
  abilities not as a tool, but as a gift and a natural part of 
  whom and what you are. Everything you do, everything 
  you see, and everything you learn is examined and 
  analyzed as it relates to your element goals first, and to all 
  other concerns second. 
  This doesn't mean that you have no other goals or 
  other passions. You might adventure alongside your 
  friends, help the local population, or fight on the 
  battlefield for a cause in which you believe, just like any 
  other character might. Even in the midst of all this, 
  however, you learn and study constantly, seeking to 
  understand what your element desires from you and how 
  you could better serve it. 
  Combat 
  You are, if anything, even less of a melee fighter than 
  other divine casters. Your levels in manifesting classes do 
  little to improve your base attack bonus, to say nothing of 
  your hit points. Stay back out of the fray and take 
  advantage of the vast array of spells and powers. You are 
  best served by area spells or powers, or spells or powers 
  that prevent enemies from getting too close to you. When 
  you must focus on a specific opponent, do what you can 
  to take him out as fast as possible, before he recognizes 
  you for the threat you pose and does the same to you. 
  Although you'll always lag behind a single-classed 
  divine caster in terms of sheer power -- your highest-level 
  spells are some levels lower than those of such a character 
  -- your caster level keeps up reasonably well (meaning 
  your elemental strike is just about as good as his). Also, 
  your array of options is almost double as long in an 
  adventure as that of a single-classed character, and you 
  have a few tricks up your sleeve that he can't easily 
  match. 
  Advancement 
  You were heavily devoted to the study and mastery of 
  divine magic even before you entered this class. Perhaps 
  you were a born cleric, and wished to better understand 
  the nature of your abilities. Perhaps you were a psion, and 
  the discovery of your energy wielding abilities led you to 
  question the true nature of your powers. Whatever the 
  case, you are a driven soul with no goal outside a true 
  understanding of divine magic in all its forms. 
  You spend all your available time advancing your 
  skills and knowledge. Whether this means battling 
  opposed clerics, unearthing ancient lore, or simply 
  communing with nature, nothing is more important to 
  you. 
  You'll want to keep skills such as Knowledge 
  (religion) and Spellcraft high, if not maxed out. Choose 
  feats that benefit both casting and manifesting, such as 
  Improved 
  Elemental 
  Manifestation 
  and 
  Psionic 
  Enchanter. Because of your psionic enchantments, it pays 
  to learn as many metamagic and metapsionic feats as you 
  can. 
  Resources 
  Although no organization is devoted to element lords, 
  you might well hold a position, or at least possess 
  contacts, 
  within 
  a 
  psionic 
  academy 
  or 
  similar 
  organization. Such characters are fascinated by your 
  abilities and eager to learn whatever mystic or psionic 
  secrets you have uncovered. While they aren't likely to 
  support you with finances or magic items, they might aid 
  you in researching specific topics. 
  Element Lords in the World 
  “These so called „element lords‟ are able to channel psionics 
  into their elemental magic in order to create unimaginable 
  power. We must study them closely and discover how to tap 
  into their power source, milord.” 
  ―Qwith‖the‖sorceress,‖letter‖to‖Rajaat 
   
  Element lords, though rare, are found either in their 
  patron‖element’s‖home‖plane, managing their temple, or 
  wandering Athas spreading the word of their element. 
  They might be part of a temple or academy or they might 
  seek quiet contemplation and the life of a wandering 
  preacher, but in either case their purpose is the same -- 
  study and praise. The development of element lord is a 
  logical result of the existence of both clerics and psions, so 
  DMs should have little trouble justifying their existence. 
  Organization 
  Element lords have no organizations of their own. 
  That said, many hold positions of high esteem in major 
  temples in the Tablelands, or sometimes in psionic 
  academies, teaching how to harness the most out of their 
  psychokinesis discipline. Some join the Unseen War Guild 
  (see Chapter 6 for more information) in order to battle for 
  their elements in a larger scale. 
  NPC Reactions 
  Most individuals have difficulty telling an element 
  lord to an ordinary divine spellcaster or energy 
  manifester, and thus react to a member of this class as 
  they would do with any one of those. High-level clerics 
  and kineticists, however, recognize element lords for 
  what they truly are. Clerics devoted to the same element 
  begin one step nearer to helpful than they otherwise 
  would. Clerics devoted to opposed elements begin one 
  step nearer to hostile. 
  
   
  21 
  Element Lord Lore 
  Characters with ranks in Knowledge (religion) can 
  research element lords to learn more about them. When a 
  character makes a skill check, read or paraphrase the 
  following, including the information from lower DCs. 
  DC 15: Element lords are very powerful clerics, really 
  devoted to their element. 
  DC 20: Element lords are the ultimate elemental 
  champions, combining both divine magic and psionics in 
  order to become their element of worship. 
  DC 30: I once watched a lord summon much more 
  elementals than he should be able to, and his elementals 
  seemed much stronger than normal, too. 
  DC 40: Characters who achieve this level of success 
  can learn important details about a specific element lord 
  in your campaign, the areas where he operates, and the 
  kinds of activities he undertakes. 
  PCs who wish to meet with an element lord should 
  make every effort to contact the nearest elemental temple. 
  Even if the temple boasts no such member, odds are good 
  that its members can suggest the next place to search. 
  Element Lords in the Game 
  An element lord can appear anywhere a cleric. He 
  might hold a high position in a city or wander the world 
  like any adventurer. It is entirely possible that the PCs 
  have met or heard of one before without even realizing it, 
  having mistaken a lord for a traditional cleric or psion. 
  Players who enjoy playing energy spellcasters should 
  enjoy playing with an element lord. Although the class is 
  hard to qualify, it opens up an enormous variety of 
  options that no other single divine or psionic class can 
  provide. 
  Sample Encounter 
  PCs are likely to encounter element lord when on a 
  quest for knowledge or items of great arcane power, or 
  when researching ancient secrets. That said, it is certainly 
  possible to encounter a mighty magus battling the forces 
  of evil, or an ambitious one leading an army of 
  summoned minions. Essentially, a magus can appear in 
  any circumstances when a sorcerer or wizard would be 
  appropriate. 
  EL 26: Ghedran‖ was‖ a‖ weaponsmith’s‖ apprentice‖
  when he heard Fire calling for him. Several years of 
  pilgrimage and devotion later, he now uses his abilities to 
  learn more about divine magic, to preach about the values 
  of fire, as well as to protect others. When the PCs 
  encounter him, he has placed an entire village under him 
  protection -- partly because of a nearby volcano, which he 
  uses as a medium to commune with his element. 
  Powerful as he is, however, he has bitten off more than he 
  can chew, since magma followers also seek to control the 
  volcano. The PCs must either stand with him or abandon 
  him, and the village, to a grim fate. 
  Ghedran Fire Eyes 
  CR 26 
  Male 
  cleric 
  5/elementalist 
  5/elemental 
  master 
  2/kineticist 7/psychic theurge 5/element lord 2 
  CN Medium humanoid (psionic) 
  Init +3; Senses darkvision 60 ft.; Listen +7, Spot +7 
  Languages Common, Dwarven, Ignan, Ledopolus 
  AC 16, touch 13, flat-footed 16 
   (-1 Dex, +3 armor, +1 shield, +3 deflection) 
  hp 141 (26 HD) 
  Immune dazzling or blindness to light effects 
  Resist stability (+4 against bull rush or trip); fire 15 
  Fort +10, Ref +6, Will +23; +2 against poison, spell, and 
  spell-like effects 
  Speed 20 ft. (4 squares) 
  Space 5 ft.; Reach 5 ft. 
  Melee mwk macahuitl +10 (1d8+1/19-20) or 
  Melee touch +9 (1d8 fire) 
  Base Atk +9; Grp +10 
  Special Actions elemental shield 1/day (5 rounds), 
  ignore element 1/day (5 minutes), spontaneous 
  casting (cure and domain spells) 
  Atk Options 
  Elemental Manifestation, 
  Empower 
  Power, Improved Elemental Manifestation, Maximize 
  Power, turn undead 2/day (+1, 2d6+3, 18th) 
  Combat Gear ring of fire elemental command 
  Cleric Spells Prepared (CL 18th): 
  9th—blazing wreathD (CL 21st, DC 27), gate, summon 
  monster IX (CL 21st) 
  8th—elemental storm (CL 21st, DC 26), holy aura, 
  incendiary cloudD (CL 21st, DC 26), summon monster 
  VIII (CL 21st) 
  7th—delayed blast fireballD (CL 21st, DC 25), destruction 
  (DC 24), greater restoration, regenerate, resurrection, 
  summon monster VII (2) (CL 21st) 
  6th—elemental stormD (CL 21st, DC 24), forbiddance, 
  greater dispel magic, planar ally, summon monster VI (CL 
  21st), undeath to death (DC 24) 
  5th—elemental strike (CL 21st, DC 23) (2), fire shieldD (CL 
  21st), plane shift, righteous might, summon monster V 
  (CL 21st) 
  4th—blindscorchD (CL 21st, DC 22), divine power, 
  elemental armor, elemental weapon, lesser planar ally, spell 
  immunity, summon monster IV (CL 21st) 
  3rd—continual flame (CL 21st), daylight, dispel magic, 
  flaming sphereD (CL 21st, DC 21), invisibility purge, 
  magic vestment, searing light (+9 ranged touch), 
  summon monster III (CL 21st) 
  2nd—bear’s‖endurance, consecrate, heat metalD, hold person, 
  lesser restoration, resist energy (2), status 
  1st—bless element (2) (CL 21st), burning handsD (CL 21st, 
  DC 19), divine favor, endure elements (2), entropic shield, 
  protection from law 
  0—cure minor wounds (2), create element (2), light (2) 
  D: domain spell. Element: Fire. Domains: Fire Eyes, 
  Mountain’s‖Fury,‖Smoldering‖Spirit 
  Power Points/Day 150; Psion Powers Known (ML 
  12th): 
  6th—breath of the black dragon (DC 20), mass cloud mind, 
  null psionics field 
  5th—adapt 
  body, 
  energy 
  current 
  (DC 
  19*), 
  fiery 
  discorporation, power resistance 
  
   22 
  4th—aura sight, energy adaptation, energy ball (DC 18*), 
  psionic dimension door 
  3rd—energy bolt (DC 17*), energy burst (DC 17*), energy 
  cone (DC 17*), energy wall 
  2nd—energy missile (DC 16*), energy push (DC 16*), 
  energy stun (DC 16*), sustenance 
  1st—control flames, control light, control object, matter 
  agitation, energy ray (+9 ranged touch) 
   *The save DCs for these powers might increase with 
  the use of augments. 
  Abilities Str 13, Dex 8, Con 14, Int 18, Wis 25, Cha 8 
  SQ dwarven focus, element bonding, elemental focus, 
  +5 bonus to Spot checks while in sandy wastes, salt 
  flats, stony barrens, or obsidian wastes during 
  daylight, no armor check and encumbrance penalties 
  to Climb checks while both hands free, +2 shield 
  bonus to AC when holding a burning torch 
  Epic Feats Improved Elemental Casting*, Improved 
  Elemental Manifestation* 
   *New epic feat described on page 40 
  Feats 
  Combat 
  Casting, 
  Elemental 
  Manifestation, 
  Empower 
  Power, 
  Empower 
  Spell, 
  Improved 
  Initiative, Maximize Power, Maximize Spell, Skill 
  Focus (Knowledge [religion]), Skill Focus (Knowledge 
  [the planes]) 
  Skills Concentration +31, Diplomacy -1 (+1 against fire 
  creatures), Disguise -3, Intimidate +9 (+11 against 
  water 
  creatures), 
  Knowledge 
  (psionics) 
  +19, 
  Knowledge (religion) +31, Knowledge (the planes) 
  +25, Psicraft +16, Spellcraft +21, Survival +7 (+9 other 
  planes) 
  Possessions combat gear plus periapt of wisdom +6, 
  headband of intellect +2, ring of protection +3, fire 
  drakehide armor, fire drakehide light shield, healer’s‖kit (8 
  uses) 
  Dwarven Focus (Defend the Volcano) Ghedran receives 
  a +1 morale bonus on all skill checks, attack and 
  damage rolls, saving throws, or power or spell save 
  DCs when actively pursuing his focus. 
  Element Bonding (Su) Twenty‖ percent‖ of‖ Ghedran’s‖
  body is enveloped in fire. The hand functions as 
  normal and he has a touch attack that deals 1d8 fire 
  damage, DC 22 Fortitude half. 
  Elemental Focus Spells cast by Ghedran that have the 
  fire descriptor have their spell save DCs increased by 
  1. 
  Elemental Hallowing Ghedran can spend one of his 
  turn undead attempts to make any elemental creature 
  summoned by him to be treated as though he had the 
  Augment Summoning feat. In addition, all Charisma 
  checks made to turn or command an elemental 
  summoned this way gain a –4 penalty. 
  Elemental Shield (Sp) Any creature that attacks 
  Ghedran 
  using 
  handheld 
  weapons or 
  natural 
  weaponry suffers 1d6+5 fire damage. 
  Ignore Element (Sp) Ghedran receives fire resistance 30 
  and can become ethereal and switch back to physical 
  form as a standard action for the duration of the 
  ability. 
  Summon Elemental (Sp) Ghedran can summon up to 
  36 HD of fire elementals per day, as per the summon 
  monster spell. Each elemental has maximum hit points 
  per HD. 
  Hook “Some‖ have‖ said‖ there‖ is‖ no‖ subtlety‖ to‖
  destruction. You know what? They're dead." 
  Order Adept 
  “As stewards of our planet, we realize that the corruption 
  of the mind‟s power has sent life out of balance. We have 
  found a means to silence the noise and confusion.” 
  ―Pakk‖the Think-Maker, Order mediator 
   
  The Order is a rigid and secret organization of the 
  highest level manifesters on Athas. They are fanatically 
  dedicated to studying psionics and maintaining the 
  natural order. 
  The Order adept specializes in his psionic studies in 
  order to become a master in his discipline of choice – and 
  in doing so, develops fabulous mental powers. 
  Becoming an Order Adept 
  Any epic manifester might be drawn to become an 
  Order adept. In practice, however, becoming an Order 
  adept requires a character to take at least one level of the 
  psion class to gain the discipline prerequisite and have a 
  high manifester level. 
  Entry Requirements 
  Alignment: Lawful neutral or neutral. 
  Skills: Knowledge (psionics) 24 ranks, Psicraft 24 ranks. 
  Feats: Psionic Affinity, Skill Focus (Psicraft), any 2 
  metapsionic feats. 
  Psionics: Able to manifest 9th-level powers. 
  Class Features 
  You are a true master of the Way, with psionic 
  knowledge unparalleled in all Athas. 
  Manifesting: At every level indicated on Table 2–5, 
  you gain additional power points per day, an increase in 
  manifester level, and access to new powers as if you had 
  also gained a level in a manifesting class to which you 
  belonged before adding the prestige class level. You do 
  not, however, gain any other benefit a character of that 
  class would have gained. If you had more than one 
  manifesting class before becoming an Order adept, you 
  must decide to which class to add each level for the 
  purpose of determining power points per day, powers 
  know, and manifester level. 
  Psionic Knowledge (Ex): You gain your Order adept 
  level as a bonus on all Knowledge (psionics) and Psicraft 
  checks. 
  Psionic Defense (Ex): While psionically focused, you 
  add 1 point of Intelligence bonus (if any) per Order adept 
  level to your Will saving throws. 
  Bonus Feat: You gain a bonus feat at 2nd level, 5th 
  level, and 8th level. This feat must be a psionic feat, a 
  metapsionic feat, or a psionic item creation feat. 
  
   
  23 
  Manifester Level Increase (Ex): At 3rd, 6th, and 9th 
  level, you gain an increase in manifester level of a 
  manifesting class for the purpose of determining power 
  effects (including augmentation), overcoming PR, and 
  dispel effects. If you had more than one manifesting class 
  before becoming an Order adept, you must decide to 
  which class to add each level. You do not receive 
  additional power points, known powers, nor do you gain 
  any other benefit a character of the class would have 
  gained. 
  Order Mediator (Ex): At 4th level, your focus on your 
  chosen discipline opens your mind to new possibilities 
  and grants you the first taste of the unique skills of an 
  Order adept. You gain an ability from those below based 
  on your chosen discipline. 
  Clairsentience: Clairsentience powers you manifest that 
  have a duration of concentration remain in effect for a 
  number of extra rounds equal to your Order adept level 
  after you cease concentrating. You can manifest other 
  powers and otherwise act normally during this duration. 
  Metacreativity: When a metacreativity power you have 
  manifested is successfully dispelled, it remains in effect 
  for 1 round and then ends as normal for dispelling. If a 
  creature is responsible for the dispelling effect, it knows 
  that the power has been dispelled but is functioning for 
  another round. 
  Psychokinesis: When manifesting a psychokinesis 
  power, you gain a bonus on Concentration checks equal 
  to your Order adept level. 
  Psychometabolism: The Fortitude save DCs of your 
  psychometabolism powers increase by 2. 
  Psychoportation: When manifesting a psychoportation 
  power, you gain a bonus on Concentration checks equal 
  to your Order adept level. 
  Telepathy: Targets of your charm powers do not gain a 
  bonus on their saves due to being currently threatened or 
  attacked by you or your allies. In addition, subjects of 
  your compulsion powers do not get a bonus on saves due 
  to being forced to take an action against their natures. 
  Order Psiologist (Ex): At 7th level, your long study of 
  your chosen discipline leads to a breakthrough. You gain 
  an ability from those below based on your chosen 
  discipline. Each ability is triggered automatically when 
  you manifest a power from your chosen discipline and 
  lasts for a number of rounds equal to the power's level. 
  Clairsentience: You gain improved uncanny dodge (PH 
  26) for the duration of the power. 
  Metacreativity: Dispel checks made against your 
  metacreativity powers treat your manifester level as if it 
  were 10 higher than normal. 
  Psychokinesis: You gain resistance 30 to the energy type 
  that matches a descriptor used by the power you just 
  manifested. 
  Psychometabolism: You can immediately reroll any 
  failed Fortitude save against a psychometabolism power 
  or ability; you must accept the result of the second roll. 
  Psychoportation: You gain total concealment. 
  Telepathy: You can immediately reroll any failed Will 
  save against a clairsentience power or ability; you must 
  accept the result of the second roll. 
  Order Master (Ex): At 10th level, your knowledge of 
  your chosen discipline reaches its peak. You gain an 
  ability from those below based on your chosen discipline; 
  which can be used at will. 
  Clairsentience: When you manifest a clairsentience 
  power, you also gain psionic true seeing (as the power) for 
  10 rounds. 
  Metacreativity: You can manifest a metacreativity 
  power with a casting time of 1 standard action as a swift 
  action. 
  Psychokinesis: Any creature that fails its save against 
  one of your psychokinesis powers takes damage again 1 
  round later equal to half the damage it took when you 
  manifested the power. 
  Psychometabolism: When a creature successfully saves 
  against a psychometabolism power you manifest, it takes 
  damage equal to the level of the power. 
  Psychoportation: When you manifest a psychoportation 
  power, you do not require line of sight. In addition, you 
  take no damage when a psychoportation power ends 
  while you are inside a material object. 
  Telepathy: Any creature that successfully saves against 
  one of your telepathy powers must save again 1 round 
  later (as if you had manifested the power again). 
  Playing an Order Adept 
  As an Order adept, you are dedicated in upholding 
  the‖ Order’s‖ beliefs‖ that‖psionics‖ is‖ a‖ part of the natural 
  order, to be used only for survival and self-defense; and 
  that psionics is a higher understanding, an area of study 
  Table 2–4: The Order Adept 
  Hit Die: d4 
   Level Special 
  Manifesting 
   1st 
  Psionic knowledge, psionic defense 
  — 
   2nd 
  Bonus feat 
  +1 level of existing manifester class 
   3rd 
  Manifester level increase +1 
  +1 level of existing manifester class 
   4th 
  Order mediator 
  — 
   5th 
  Bonus feat 
  +1 level of existing manifester class 
   6th 
  Manifester level increase +2 
  +1 level of existing manifester class 
   7th 
  Order psiologist 
  — 
   8th 
  Bonus feat 
  +1 level of existing manifester class 
   9th 
  Manifester level increase +3 
  +1 level of existing manifester class 
   10th 
  Order master 
  — 
   Class Skills (2 + Int modifier per level): Autohypnosis, Concentration, Craft, Knowledge (all skills, taken 
  individually), Profession, Psicraft, Use Psionic Device. 
  
   24 
  that purifies the mind and strengthens the spirit. You 
  believe that you gain more awareness of the universe with 
  every new power you master, with every new iota of 
  psionic strength that you can muster. 
  Order adepts often work on their own, usually only 
  reporting to their superior mediator or psiologist and 
  conducting their own studies in the meantime. 
  Order adepts always belong to the Order, unless they 
  have become renegades after joining it. Membership of 
  the Order is by invitation only (and invitations are 
  extended only be careful questioning and by trials 
  successfully undertaken. Those who fail are marked for 
  death). If you are an Order adept, you may masquerade 
  as an adventurer or hold a job in a psionic academy. In 
  this way, you gain the experience and information 
  necessary to plan to uncover potential violations of the 
  natural order. Members of the Order usually work as 
  psionic instructors in major academies or live in silent 
  contemplation, meditating into deep psionic questions. 
  Combat 
  For the most part, your techniques in combat should 
  match those of other psionicists. Shapers attempt to 
  summon creatures to battle for them, telepaths to win 
  them over, kineticists send energy effects to destroy their 
  opponents, and so forth. Your special abilities grant you 
  special benefits, and you should use them to your best 
  advantage by learning the most powers possible from 
  your chosen discipline. 
  Advancement 
  You became an Order adept because you think that 
  psionics is the supreme gift of nature, one that cannot be 
  abused or taken advantage of in any way. You spend 
  much of your time in study and research, usually leaving 
  the quietude of you academy or monastery only to 
  practice your skills or to punish those minds that dare 
  break the natural balance. 
  As you advance as an Order adept, consider feats that 
  keep improving your already awesome psionic abilities, 
  such as Improved Metapsionics and Epic Manifestation. 
  Keep Knowledge (psionics) and Spellcraft maximized. 
  Resources 
  As a member of a clandestine organization, you are 
  expected to use your own resources to carry out missions. 
  While you should not expect substantial funds or many 
  psionic items, the Order provides mundane equipment 
  where necessary and might make efforts to provide you 
  with psionic items at a reduced—or at least a fair—price. 
  Order Adepts in the World 
  “Be careful when around her. I still not sure who‟s the 
  most dangerous, the girl or the giant cat that follows her 
  around.” 
  ―Lakin,‖Nameless‖Kank‖innkeeper 
   
  Order adepts are most often found in places where 
  psionic study is highly formalized, such as city-states, 
  large settlements, and villichi communities. Because an 
  Order adept might well not appear any different to casual 
  observation than any other psionicist, DMs can easily 
  assign this prestige class to established NPCs after the 
  fact. 
  Organization 
  All Order adept members belong to a secretive 
  organization know as the Order. See Chapter 6 for more 
  information. 
  NPC Reactions 
  To the common man, nothing about an Order adept 
  differentiates him from any other psionicist. Thus, most 
  people react to an Order adept exactly as they would to 
  any other psionicist. Those few who might know his true 
  origin might look to Order adepts with envy, hatred, or 
  dread, depending on their skills as psionicist and his 
  relationship with the Order. 
  Order Adept Lore 
  Characters with ranks in Knowledge (psionics) can 
  research Order adepts to learn more about them. When a 
  character makes a skill check, read or paraphrase the 
  following, including the information from lower DCs. 
  DC 15: Order? Never heard of them. 
  DC 20: The Order is a secretive society composed of 
  powerful psionicists. 
  DC 30: The Order believes that psionics should only 
  be studied for its own sake, and psionic powers should 
  only be used to preserve the natural order. 
  DC 40: The Order was responsible for the psionic 
  nullification and the kreen frenzy during FY 4 as an 
  attempt to bring the psionic balance to Athas. The attempt 
  failed. 
  Any community large enough to have a psionic 
  academy most likely contains at least one Order adept as 
  member. 
  Order Adepts in the Game 
  The Order adept is an easy prestige class to include in 
  you epic campaign; every city-state have at least one 
  psionic academy that can work as a base for an adept. 
  The Order adept prestige class should appeal to 
  players who enjoy enforcing extremist beliefs, or who 
  enjoy new powers relating to their discipline that they 
  can't achieve through more traditional means. 
  Sample Encounter 
  Player characters will probably encounter an Order 
  adept only after they become epic manifesters, when an 
  epic manifester becomes a renegade, or by chance when 
  visiting a psionic academy inhabited by one, since most 
  Order members are recluse. 
  EL 23: Talanoa wanders Athas in search of epic 
  manifesters committing psionic heresy followed by her 
  beastmastered kirre. She will report to her mediator 
  instantly and await further instructions. In the meantime, 
  
   
  25 
  she will‖ stalk‖ closely‖ the‖ potential‖ candidate.‖She‖ won’t‖
  attack non-epic manifesters unless in self-defense. 
  Talanoa 
  CR 23 
  Female telepath 21/Order adept 2 
  LN Medium humanoid (psionic) 
  Init +1; Senses Listen +2, Spot +2 
  Languages Common, Dwarven, Raamite 
  AC 16, touch 16, flat-footed 15 
   (+1 Dex, +5 deflection) 
  hp 77 (23 HD) 
  Fort +7, Ref +8, Will +15; psionic defense 
  Speed 30 ft. (6 squares) 
  Space 5 ft.; Reach 5 ft. 
  Melee none 
  Base Atk +10; Grp +11 
  Special Actions Inquisitor, Psionic Meditation 
  Atk Options Extend Power, Greater Power Penetration, 
  Greater Psionic Endowment, Power Penetration, 
  Psionic Endowment, Quicken Power 
  Epic Powers/Day 2; Epic Powers Known (ML 22nd): 
  beast mastery* (DC 29) 
  *New epic power described on page 56 
  Power Points/Day 433; Psion Powers Known (ML 
  22nd): 
  9th—microcosm, psychic chirurgery, psionic etherealness, 
  reality revision 
  8th—bend reality, psionic greater teleport, recall death (DC 
  28) 
  7th—energy conversion, mindflame (DC 27), personal mind 
  blank, psionic moment of prescience, ultrablast (DC 27) 
  6th—aura alteration, mass cloud mind (DC 26), psionic 
  contingency 
  5th—catapsi, metaconcert, mind probe, tower of iron will 
  4th—psionic dominate (DC 24*), psionic modify memory 
  (DC 24), schism, thieving mindlink (DC 24*) 
  3rd—dispel psionics, false sensory input, hostile empathic 
  transfer (DC 23), psionic blast (DC 23) 
  2nd—aversion (DC 22*), brain lock (DC 22), read thoughts 
  (DC 22), psionic suggestion (DC 22) 
  1st—attraction (DC 21*), call to mind, conceal thoughts, 
  detect psionics, psionic charm (DC 21*) 
  *The save DCs for these powers might increase with the 
  use of augments. 
  Abilities Str 8, Dex 12, Con 10, Int 28, Wis 14, Cha 13 
  Epic Feats Epic Manifestation 
  Feats Combat Manifestation, Extend Power, Greater 
  Power Penetration, Greater Psionic Endowment, 
  Inquisitor, Narrow Mind, Power Penetration, Psionic 
  Affinity, Psionic Body, Psionic Endowment, Psionic 
  Meditation, Quicken Power, Skill Focus (Psicraft) 
  Skills Autohypnosis +10, Bluff +27, Concentration +26, 
  Diplomacy +27, Gather Information +15, Knowledge 
  (psionics) +37, Listen +2, Psicraft +37, Sense Motive 
  +28, Spot +2 
  Possessions headband of intellect +6, psionatrix of 
  telepathy, ring of protection +5 
  Psionic Defense (Ex) While psionically focused, 
  Talanoa adds 2 to her Will saving throws. 
  Hook “You‖will‖no‖longer‖use‖the‖Way‖to‖spread‖evil,‖
  mindbender.” 
   
   
   
  Advanced Kirre 
  CR — 
  Always N Huge magical beast (psionic) 
  Init +5; Senses darkvision 60 ft., low-light vision, scent; 
  Listen +5, Spot +5 
  AC 15, touch 9, flat-footed 15 
   (-2 size, +1 Dex, +6 natural) 
  hp 136 (13 HD) 
  Fort +13, Ref +8, Will +4 
  Speed 40 ft. (8 squares) 
  Space 10 ft.; Reach 10 ft. 
  Melee bite +12 (2d6+8) and 4 claws +10 each (1d8+4) 
  and gore +10 (2d6+4) and tail slap +10 (1d6+4) 
  Base Atk +13; Grp +29 
  Atk Options Cleave, improved grab, pounce, Power 
  Attack, rake 1d8+4 
  Psi-like Abilities (ML 9th): 
  3/day—concussion 
  blast 
  (4d6*), 
  id 
  insinuation 
  (3 
  additional targets, DC 14*), intellect fortress (3 
  rounds*), psychic crush (DC 14), thought shield (7 
  rounds, PR 20*), tower of iron will, wall walker 
  *Includes augmentation for‖the‖kirre’s‖manifester level. 
  Abilities Str 26, Dex 12, Con 20, Int 6, Wis 14, Cha 9 
  Feats 
  Alertness, 
  Cleave, 
  Improved 
  Initiative, 
  Multiattack, Power Attack 
  Skills Hide +0, Jump +17, Listen +5, Move Silently +5, 
  Spot +5 
  Improved Grab (Ex) To use this ability, the kirre must 
  hit with a claw attack. It can then attempt to start a 
  grapple as a free action without provoking an attack 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and can rake. 
  Pounce (Ex) If a kirre charges, it can make a full attack, 
  including two rake attacks. 
  Rake (Ex) Attack bonus +12 melee, damage 1d8+4. 
   
  Shadow Shifter 
  “I am the thing in your nightmare that you fear, but are 
  unable to name. I am the Darkness.” 
  —Tenabrath Khecari, the Dwelling Darkness 
   
  Magic on Athas is a practice best kept in secret. Some 
  who practice this art do so with a deeper understanding 
  of the darkness they hide in, drawing upon the energies of 
  the Black to gain power for their spells. Throughout the 
  history of magic on Athas, less than a handful of 
  individuals have used this path to uncover a new 
  existence and reality, allowing them to become a creature 
  of power that rivals that of dragons and avangions. 
  Dragons are the embodiment of destructive defiling 
  and they lay to waste everything in their path, while 
  avangions are the embodiment of preserving magic, 
  pouring out their life force to benefit the environment in 
  an attempt to restore Athas. Shadow shifters, while 
  similar to the other advanced beings that have learned to 
  combine their mastery of both arcane magic and psionics, 
  
   26 
  choose instead to transform into beings of pure shadow, 
  embodying both malleability and change. Drawing on 
  principals of the Black, and recognizing that shadows can 
  be distorted; shadow shifters become the darkness others 
  fear. 
  Becoming a Shadow Shifter 
  Most shadow shifters are human, though elves and 
  half-elves sometimes take up the path towards the 
  darkness. All shadow shifters are either shadow wizards 
  or shadow templars, and most are also psions, though 
  wilders and psychic warriors may also enter the class. 
  Cerebremancer is often utilized to decrease the time 
  required to qualify for the class. 
   
  Entry Requirements 
  Skills: Knowledge (arcana) 24 ranks, Knowledge 
  (psionics) 24 ranks, Knowledge (the planes) 15 ranks. 
  Feats: Iron Will, Skill Focus (Knowledge (the planes)), 
  any 2 metamagic feats and 2 metapsionic feats. 
  Spells: Able to cast 9th-level arcane spells. 
  Psionics: Able to manifest 9th-level powers. 
  Special: Must have the shadow form class feature. Must 
  have cast the shadow transformation I spell. 
  Class Features 
  All of the following are class features of the shadow 
  shifter epic prestige class. 
  Spellcasting/Manifesting: Starting at 3rd level, and 
  every three levels thereafter, you gain new spells per day 
  and an increase in caster level (and spells known, if 
  applicable) as if you had also gained a level in an arcane 
  spellcasting class to which you belonged before adding 
  the prestige class level. You do not, however, gain any 
  other benefit a character of that class would have gained. 
  If you had more than one arcane spellcasting class before 
  becoming a shadow shifter, you must decide to which 
  class to add each level for the purpose of determining 
  spells per day, caster level, and spells known. 
  Starting at 4th level, and at every 4 levels thereafter, 
  you gain additional power points per day, an increase in 
  manifester level, and access to new powers as if you had 
  also gained a level in a manifesting class to which you 
  belonged before adding the prestige class level. You do 
  not, however, gain any other benefit a character of that 
  class would have gained. If you had more than one 
  manifesting class before becoming a shadow shifter, you 
  must decide to which class to add each level for the 
  purpose of determining power points per day, powers 
  know, and manifester level. 
  Shadow Magic (Su): You can choose to power your 
  spells with energy from the Black rather than plants. 
  While this is not something new to shadow shifter, the 
  amount of energy that you are able to channel is 
  increased,‖ drawing‖ the‖ Black‖ “closer”‖ to‖ the‖ Prime‖
  Material‖ plane.‖ When‖ using‖ the‖ Black,‖ the‖ “terrain”‖ is‖
  treated as abundant. Casting in this way effects a radius 
  of 5 ft. per spell level cast. Living creatures caught in your 
  radius must make a Fortitude save (DC 10 + 1/2 your 
  character level + your Int modifier) or suffer a -2 penalty 
  on all attack, damage, and initiative rolls for one round 
  per spell level. Shadow shifters are unable to cast spells 
  within the Grey, and must have other methods available 
  to them. At this point, you must rely on the Black for 
  energy because you lose the ability to tap into plant life to 
  fuel your spells. You cannot gain spell energy from plants 
  due to your increased connection to the Black. 
  Caster Level Increase (Ex): At 2nd level and every 
  three levels after, you gain an increase in caster level of an 
  arcane spellcasting class for the purpose of determining 
  level-dependent spell, overcoming SR, and dispel effects. 
  If you had more than one arcane spellcasting class before 
  becoming a shadow shifter, you must decide to which 
  class to add each level. You do not receive new spells per 
  day, spells known, nor do you gain any other benefit a 
  character of the class would have gained. 
  Manifester Level Increase (Ex): At 3rd level and every 
  three levels after, you gain an increase in manifester level 
  of a manifesting class for the purpose of determining 
  power effects (including augmentation), overcoming PR, 
  and dispel effects. If you had more than one manifesting 
  class before becoming a shadow shifter, you must decide 
  to which class to add each level. You do not receive 
  additional power points, known powers, nor do you gain 
  any other benefit a character of the class would have 
  gained. 
  Shadow Manipulation: Shadow shifters spend their 
  Table 2–5: The Shadow Shifter 
  Hit Die: d4 
   
  Level Special 
  Spellcasting/Manifesting 
   
  1st 
  Shadow magic, shadow manipulation 
  ― 
   
  2nd 
  Caster level increase +1, manifester level increase +1, psionic 
  enchantment 
  ― 
   
  3rd 
  Manifester level increase +2, shadow manipulation 
  +1 level of existing arcane spellcasting class  
   
  4th 
  Bonus feat 
  +1 level of existing manifesting class 
   
  5th 
  Caster level increase +2, shadow manipulation 
  ― 
   
  6th 
  Manifester level increase +3, psionic enchantment 
  +1 level of existing arcane spellcasting class 
   
  7th 
  Shadow manipulation 
  ― 
   
  8th 
  Bonus feat, caster level increase +3 
  +1 level of existing manifesting class  
   
  9th 
  Manifester level increase +4, shadow manipulation 
  +1 level of existing arcane spellcasting class  
   
  10th 
  Psionic enchantment 
  ― 
   Class Skills (2 + Int modifier per level): Concentration, Craft, Decipher Script, Jump, Knowledge (all skills, taken 
  individually), Listen, Literacy, Profession, Psicraft, Spot, Spellcraft. 
  
   
  27 
  time learning how to master and manipulate the shadows 
  that surround and infuse them. This focus allows you to 
  gain control over the shadows around you and use your 
  knowledge of the Black for your benefit. At every odd 
  level beginning at first, you gain a shadow mastery of 
  your choice from among the following. 
  Drawing the Darkness: You can rip the barrier between 
  the Black and Athas, casting creatures from one plane into 
  the other. When using this ability you sacrifice a spell as 
  well as sacrifice 1 hit point per spell level, in exchange for 
  every other being in a 30-ft. radius making a Reflex save 
  (DC 10 + 1/2 your arcane caster level + your Int modifier) 
  or be sucked into the Black. Each round that someone is 
  trapped in the Black they suffer 3d10 points of cold 
  damage and must make a DC 25 Fortitude save or lose 1 
  point of Str from the numbing effects of the Black. 
  Creatures native to the Black are thrust into the Prime 
  Material Plane and must make a DC 25 Fortitude save or 
  are stunned and slowed. These effects last for 1 round per 
  sacrificed spell level, after which the two planes return to 
  normal, barring any future use of this ability. Use of this 
  ability does not provoke an attack of opportunity. 
  Numbing Touch of Darkness: When casting a spell or 
  manifesting a power with an energy or force descriptor, 
  you may substitute energy from the Black. This 
  substitution of energy gives each die of damage a +1 
  planar bonus for damage purposes. Victims who fail their 
  saves become dazed for 1 round from the numbing cold 
  in addition to the damage dealt. 
  Shadow Illusions: You are able to use shadows to better 
  fuel your illusion spells. You cast spells with the shadow 
  descriptor at +1 caster level each time this ability is 
  selected. Shadow conjuration and shadow evocation spells 
  increase their effectiveness by 10% for every time this 
  ability is selected (90% maximum). 
  Shadow Minions: You can create and control shadow 
  constructs. This ability grants the astral construct power 
  with the following additional augment. 
  Augment: If you spend 5 additional power points, 
  your astral constructs are created from raw material from 
  the Black, gaining the Black-touched template (ToA 13) 
  and the duration is increased to one hour per manifester 
  level. 
  Shadow Strike: Looking through your own shadow and 
  seeing out of another, you may cast spells or use powers 
  through the shadows to attack opponents once per day. 
  Line of sight and range are determined from the shadow 
  being used, rather than from you. You may use any 
  shadow within 100 ft. per shadow shifter level for this 
  ability. You can select this ability multiple times. Each 
  time you select it, you can use it one additional time per 
  day. 
  Shadow Summoning: Spells from the conjuration school 
  of magic are enhanced by your connection to the Black. 
  Summon monster spells grant the summoned the Black-
  touched template without cost, and spells that are part of 
  that school function at +2 caster level instead. 
  Target Shadow: Once per day, you are able to cast one 
  spell, use one psionic power, or make one attack against 
  an‖individual’s‖shadow‖if‖they‖fail‖a‖Will save (DC 10 + 
  1/2 your arcane caster level + your Int modifier). This 
  attack bypasses damage resistance, SR, PR, and, if a 
  physical attack or a ranged attack uses the target's touch 
  attack AC, ignoring magical protections and natural 
  armor, but allowing Dexterity, luck, morale and deflection 
  bonuses. You can select this ability multiple times. Each 
  time you select it, you can use it one additional time per 
  day. 
  Psionic Enchantment (Su): You can combine psionics 
  and arcane magic in unique ways to augment your 
  casting and manifesting. At 2nd level and every four 
  levels thereafter, you learn a psionic enchantment chosen 
  from the following list: 
  Arcane Augmentation: You can spend a prepared spell 
  slot to increase your limit for augmenting psionic powers 
  during manifestation. Using arcane augmentation is a free 
  action that does not provoke an attack of opportunity. 
  Add the level of the spell slot to your manifester level for 
  purposes of determining the maximum amount of power 
  points you can spend while manifesting a single power. 
  For example, Tenabrath, a shadow shifter with 20 
  manifester levels, spends an 8th-level spell slot to increase 
  the maximum power points you can spend to augment a 
  power by 8 to a total of 28. These additional points cannot 
  be used to apply additional metapsionic feats. 
  Far Reach: You can use touch spells and powers on 
  targets up to 30 feet away. Far reach can be selected more 
  than once. Each time it is selected, you increase the touch 
  range by an additional 30 feet, to a maximum of 90 feet. 
  Metamixture: You choose a metapsionic feat you can 
  apply to boost your spells. Using metamixture is a free 
  action that does not provoke an attack of opportunity. 
  Treat the spell as a psionic power of equivalent level for 
  purposes of determining the power point cost. You cannot 
  spend more power points than your manifester level. 
  Note: If the metapsionic feat has the same effect as a 
  metamagic feat already applied to the spell, there is no 
  additional effect. Metamixture can be selected more than 
  once. Each time it is selected, it applies to a different 
  metapsionic feat. Its effects do not stack, i.e. only one 
  metapsionic feat can be applied to a spell using 
  metamixture. 
  Metapotency: You choose a metapsionic feat and a 
  metamagic feat you possess that grant the same effect on 
  numeric variables, e.g. Extend Spell and Extend Power, 
  and you gain synergistic bonuses. When applying either 
  feat, its effects are multiplied by 1.5, e.g. the effect of 
  extending a spell or power increases its duration by 150%. 
  If applied to Empower Spell and Empower Power, 
  metapotency‖ increases‖ the‖ spell‖ or‖ power’s‖ damage‖ by‖
  75%. Metapotency has no effect on Maximize Spell and 
  Maximize Power. Metapotency can be selected more than 
  once. Each time it is selected, it applies to a different pair 
  of matching feats. 
  Path of Least Resistance: You‖use‖the‖lower‖of‖a‖target’s‖
  spell resistance and power resistance if you know both the 
  psionic and arcane equivalent of a power or spell (e.g. 
  charm person and psionic charm person). Whether you use 
  the‖power‖or‖spell,‖you‖uses‖the‖lower‖of‖targets’‖SR and 
  PR when making a spellcaster level check to overcome 
  
   28 
  resistance. Path of least resistance applies to all spells and 
  powers for which you know both a psionic and arcane 
  variant. 
  Shadow Mimicry: You may mimic the effects of any 
  power on the metacreativity (creation) and psychokinesis 
  (energy) discipline list. Doing so requires you to expend 
  an arcane spell slot equal to the level of the power you 
  want to mimic in addition to the normal costs of the 
  power including augmentation. For example, if Tenabrath 
  wanted to use a 15d6 energy missile power he would need 
  to expend a 2nd-level spell slot and 15 power points. All 
  energy descriptions must be cold damage, all descriptions 
  of ectoplasmic materials are in fact energies from the 
  Black (though astral constructs created in this way do not 
  gain the Black-touched template, unlike the shadow 
  minions class feature), and any effect that affects or 
  creates planes must be within the Black 
  Bonus Feat: You gain a bonus feat at 4th level, and 
  every 4 levels thereafter, chosen from the following list: 
  Automatic Quicken Spell, Automatic Still Spell, Energy 
  Resistance, Enhance Spell, Epic Expanded Knowledge, 
  Epic Psionic focus, Epic Spell Focus, Epic Spell 
  Penetration, 
  Improved 
  Combat 
  Casting, 
  Improved 
  Heightened Spell, Improved Manifestation, Improved 
  Metamagic, 
  Improved 
  Metapsionics, 
  Improved 
  Multiattack, Improved Spell Capacity, Improved Spell 
  Resistance, 
  Intensify 
  Spell, 
  Multispell, 
  Permanent 
  Emanation, Power Knowledge, Shadow Stride, Spell 
  Knowledge, 
  Spell 
  Opportunity, 
  Spell 
  Stowaway, 
  Tenacious Magic. 
  In addition, you can choose from any metamagic, 
  metapsionic, or psionic feat not listed here. You must 
  qualify for any feat requirements. 
  Playing a Shadow Shifter 
  As a shadow shifter, you adventure to practice your 
  abilities and gain further knowledge of the Black, your 
  understanding of Athas and yourself expands as well. 
  Harnessing the nature of the Black, and using the possible 
  nature of it, you are able to change yourself and become 
  what you could be, thus unlocking your full potential to 
  be what you need to be. 
  The life of a shadow shifter is one literally spent in the 
  shadows. Most people you come into contact with will 
  assume you to be evil, but your knowledge of the balance 
  between light and darkness, sun and shadow, allow you 
  to see the balance in the world. 
  Combat 
  You rely on your impressive spells and psionics to 
  defeat your foes. By this point, you have a good variety of 
  offensive and defensive abilities. By taking advantage of 
  your aura ability, you can further affect your foes. As you 
  rise in levels the shadow manipulations abilities you 
  choose will change the way you fight. 
  When 
  you 
  reach 
  the 
  third 
  stage 
  of 
  your 
  metamorphosis you can change shape. The ability to 
  assume any form you wish makes physical combat a 
  potent thing for you. Consider what your opponents will 
  be vulnerable and play to that. Nightmare beasts and 
  drakes are common choices due to their massive damage 
  outputs. Remember that you can change your size 
  downward as well, and a diminutive black cloud or a 
  small shadowy child that can attack opponents with spells 
  and psionics can sometimes by more terrifying. 
  Once you gain the improved chilling aura abilities, 
  remember that these are effects that expend no resources 
  and only rely on you being within range. You eventually 
  gain SR and PR, as well as an impressive DR so close 
  combat is not as much of an issue as it could be for other 
  casters. 
  Advancement 
  Shadow shifters create themselves out of their own 
  vast potential within the Black; no two shadow shifters 
  have ever been the same. Always fascinated with shadow 
  and darkness, you study both them and the light to 
  understand the interplay between these opposing forces. 
  Exploration of both the plane of the Black and yourself 
  allows you to uncover and unlock the secrets that allow 
  you to shift your form. 
  Because this path is one that is for an individual to 
  uncover, it is almost impossible to find someone who will 
  guide you through the process and help you discover the 
  power that awaits you. The shadow shifter epic prestige 
  class can be viewed as the next logical step for shadow 
  wizards and templars with psionic abilities. While the 
  process is long and difficult, the rewards for the 
  transformation far outweigh the tests and trials of the 
  process. The key to an effective shadow shifter is both 
  focus and style. Focus on feats and abilities that augment 
  your control and affinity for shadows, and find a style 
  that fits you. Epic feats like Improved Spell Capacity, 
  Multispell, and Epic Improved Initiative. 
  Resources 
  Little exists in the way of help for shadow shifters, 
  though if you are adventuring you can rely on their fellow 
  party members for aid. Rajaat’s‖shadow‖people,‖shadow‖
  templars and possibly Andropinis himself might come to 
  the aid or offer assistance to a shadow shifter, but this 
  would come at great cost to you. These agents all have 
  their own agenda and likely have had little interaction 
  with (in the case of the shadow people) or no knowledge 
  of (in the case of Andropinis and his shadow templar) 
  who or what you are. 
  Shadow Shifters in Athas 
  “We‖ was‖ hiding‖ in‖ the‖ shadows‖ of‖ UnderTyr,‖ using‖ the‖
  dark‖to‖ambush‖em’‖when‖that‖dark‖turned‖on‖us.‖Ral’n’tar‖and‖
  Kisnte got swallowed up by it, silent screams on their faces. 
  Flames of darkness took down Ragth the Mul. I was frozen with 
  fear, staring at some creepy black boy with glowing blue eyes. I 
  don’t‖know‖how‖I‖made‖it.” 
  —Yag’si‖ Trebor,‖ reporting‖ to‖ his handler on a failed 
  assignment 
   
  
   
  29 
  Shadow shifters are rare on Athas. The first shadow 
  shifter stumbled upon the process after discovering some 
  documents in a stronghold from the Green Age. 
  Following the clues lead him to understand the nature of 
  the Black in a new way. This first shadow shifter was the 
  lone survivor of a caravan that was destroyed by the 
  Dragon‖ during‖ Borys’‖ rampage‖ when‖ he‖ ravaged‖ the‖
  Tablelands. Having seen firsthand the damage wrought 
  by the Dragon of Tyr, this first shadow shifter stylized 
  himself after Borys, calling himself a shadow dragon. 
  Since that time, others have followed this path and 
  have taken names that fit their personalities. One has 
  taken the title of Shadow Giant and another Shadow 
  Drake, but they are all the same in how they become 
  shadow shifters. They spend their days traveling the 
  plane of the Black and the surface of Athas, looking to 
  complete their transformation and uncover the secrets 
  that their own potential holds. 
  When necessary, shadow shifters use their mighty 
  magic and psionics. When they cast spells, they draw 
  massive amounts of power from the Black, damaging 
  those around them as the cold energy runs through them. 
  They also learn to manipulate their connection to the 
  Black to allow them to use the shadows around them to 
  benefit their abilities. 
  Shadow shifters avoid other advanced beings, and 
  tend to operate in the wilderness, away from the domains 
  of the sorcerer-kings. They also avoid the notice of the 
  Order, wishing to avoid a conflict that will draw more 
  attention to themselves. Since the death of the Dragon of 
  Tyr and release and re-imprisonment of Rajaat, cities that 
  lack a sorcerer-king have become places where shadow 
  shifter could go, but Balic has been avoided, with 
  Andropinis trapped in the Black. 
  Organization 
  Shadow shifters are by their very nature loners and 
  isolate themselves from groups. However, sometimes, 
  whether‖in‖the‖context‖of‖a‖thieves’‖guild‖or‖an‖elf‖tribe,‖a‖
  shadow wizard will come to begin the process of 
  becoming a shadow shifter. At this point, leadership of 
  the group becomes a very easy task for the individual, 
  and‖ they‖ are‖ able‖ to‖ turn‖ the‖ group’s‖ activities‖towards‖
  their own ends, allowing them to further their own 
  transformation. Even leadership of these groups is short 
  lived as the power of the shadow shifter makes reliance 
  upon these lesser creatures obsolete. Eventually a shadow 
  shifter may gather together creatures from the Black, like 
  psi-shadows, 
  shadow 
  mastiffs 
  and 
  Black-touched 
  creatures. These beings typically are unaffected by the 
  negative side effects of the shadow shifters. 
  NPC Reactions 
  Most people do not know that shadow shifters exist as 
  they are more rare than dragons and only slightly less 
  rare than avangions. No one knows how many shadow 
  shifters have existed in history, but those that did exist 
  were thought of as either dragons or as nightmare beasts. 
  NPC’s‖ who‖ encounter‖ shadow‖ shifters‖ typically‖ do‖ not‖
  know what they are encountering. 
  Because shadow shifters are secretive and advanced 
  beings, they come into conflict with other advanced 
  beings and the Order. No current sorcerer-monarch 
  knows of their existence, but should one discover them 
  they will be hunted down until the shadow shifter is 
  destroyed. 
  Shadow Shifter Lore 
  Characters with ranks in Knowledge (arcana) or 
  Knowledge (the planes) can research shadow shifters to 
  learn more about them. When a character makes a skill 
  check, read or paraphrase the following, including the 
  information from lower DCs. 
  DC 20: Shadow casters use the Black to fuel their 
  spells, instead of relying on plant life. 
  DC 30: Shadow shifters are advanced beings, similar 
  to dragons, but have a connection to the Black that grows 
  as they develop. 
  DC 35: Shadow shifters are masters of shadow 
  manipulation, able to use the Black to fuel their spells and 
  able to manipulate the shadows to do their bidding. 
  DC 40: Characters who achieve this level of success 
  can learn important details about a specific shadow shifter 
  in your campaign, the areas where he operates, and the 
  kinds of activities he undertakes. 
  Shadow Shifters in the Game 
  Shadow shifters are a natural extension of the shadow 
  wizard and shadow templar class. Players who come 
  from either of these classes would find this class 
  interesting. The options presented by the shadow shifter 
  allow for very unique abilities that any party could find 
  useful. 
  NPCs who are shadow shifters are easily introduced 
  within the campaign. They can take any form and can 
  lead‖powerful‖organizations‖from‖the‖shadows.‖Thieves’‖
  guilds, merchant dynasties and elf tribes all could make 
  use of these abilities. A campaign centered in Balic after 
  the‖
  events‖
  of‖
  Rajaat’s‖
  release‖
  and‖
  Andropinis’‖
  imprisonment could involve a shadow shifter, as could a 
  campaign with roots in Urik and the Lubar noble family. 
  Sample Encounter 
  Player characters might stumble with a shadow shifter 
  if they are traveling between cities. With much of the 
  chaos in the time after the death of the Dragon, 
  adventures in Tyr may stumble upon Tenabrath Khecari 
  in the undercity. 
  EL 32: Tenabrath Khecari will attack anyone who 
  stumbles upon his storehouse. He assumes that anyone 
  who finds him is an agent of Sadira, who he believes has 
  begun a similar process. These individuals will be 
  attacked ruthlessly and then questioned (either dead or 
  alive) as to what they know of Sadira of Tyr. 
  Tenabrath Khecari came to Tyr after the death of 
  Kalak because it would provide a safe haven for him 
  away‖ from‖ the‖ eyes‖ the‖ Sorcerer‖ Kings.‖ Since‖ Sadira’s‖
  return from the Pristine Tower and her transformation to 
  a Sun Wizard, Tenabrath Khecari has been gathering 
  
   30 
  information 
  on 
  her 
  and 
  furthering 
  his 
  own 
  transformation. He is aware of how she got her powers, 
  though he does not understand them. His chief goal is to 
  avoid detection while progressing, and has agents in 
  various‖thieves’‖guilds and elf tribes that frequent the city. 
  He has three forms that he prefers, a small, ten-year-old 
  boy, a flowing cloud of darkness, and a nightmare beast. 
  He will use whichever one will be the most effective for 
  the situation at hand. 
  Tenabrath Khecari 
  CR 32 
  Male stage 3 shadow shifter preserver 3/telepath 
  5/cerebremancer 8/shadow wizard 10/shadow shifter 
  6 
  LE medium outsider (cold, incorporeal, native, psionic) 
  Init +4; Senses blindsight 80 ft.; Listen +37, Spot +37 
  Languages Common, Tyr, Elven, Dwarven, Nibenese, 
  Gulgan, Draji, Balikite; shadespeaker 
  Aura chilling aura (DC 29, 80 ft.), shadow taint (DC 26) 
  AC 27, touch 17, flat-footed 23 
   (+4 Dex, +10 armor, +3 deflection) 
  Miss Chance 50% (incorporeal, shadow blend) 
  hp 176 (32 HD); lucent healing; DR 15/epic and fire 
  Immune cold; PR 44; SR 44 
  Fort +16, Ref +15, Will +27 
  Vulnerability fire 
  Speed 30 ft. (6 squares), flight 60 ft. (perfect); shadow 
  jump (80 ft.) 
  Space 5 ft.; Reach 5 ft. 
  Melee 2 touch attacks +13 each (1d6) 
  Base Atk +13; Grp — 
  Atk Options Burrowing Power, Maximize Power, 
  metamixture (Maximize Power), numbing touch of 
  darkness, Quicken Power 
  Special Actions change shape, change size (Huge to 
  Diminutive), Psionic Meditation, shadow illusions, 
  shadow 
  magic, 
  shadow 
  minions, 
  temporary 
  corporeality 
  Combat Gear staff of illumination 
  Epic Spells/Day 4; Epic Spells Known (CL 25th): 
  animus blast (DC 33), eclipse, ruin (DC 33), shadow 
  transformation I-III*, spell worm (DC 33) 
  *New epic spell described on page 52 
  Power Points/Day 261; Psion Powers Known (ML 
  17th): 
  7th―crisis of life, mind flame, personal mind blank 
  6th―psionic disintegrate* (DC 24), fuse flesh* (DC 24), 
  temporal acceleration* 
  5th―mindprobe, psychic crush* (DC 23), shatter mind blank 
  4th―empathic feedback* (DC 22), mindwipe* (DC 22), 
  telekinetic maneuver* (DC 22), trace teleport* 
  3rd―dispel psionics*, energy bolt* (DC 21), telekinetic 
  thrust* (DC 21), time hop* 
  2nd―concussion blast* (DC 20), ego whip* (DC 20), id 
  insinuation* (DC 20), mass missive* (DC 20) 
  1st―astral construct, conceal thoughts, deja vu* (DC 19), 
  detect psionics, mind thrust* (DC 19), vigor 
  *The save DCs for these powers might increase with the 
  use of augments 
  Wizard Spells Prepared (CL 25th): 
  10th—empowered polar ray (DC 31), empowered horrid 
  wilting (DC 31) 
  9th―disjunction, gate, power word kill (DC 32), time stop, 
  wail of the banshee (DC 32), weird (DC 32) 
  8th―horrid wilting (DC 31), empowered chain lightning 
  (DC 29), greater prying eyes, greater shadow evocation 
  (DC 31), polar ray (DC 31), prismatic wall (DC 31), trap 
  the soul (DC 31) 
  7th―banishment (DC 30), empowered cone of cold (DC 28), 
  greater shadow conjuration, insanity (DC 30), mass hold 
  person (DC 30), project image (DC 30), reverse gravity 
  6th―acid fog (DC 29), antimagic field, chain lightning (DC 
  29) (2), gaeas/quest (DC 29), greater dispel magic, mass 
  suggestion (DC 29) 
  5th―cloudkill (DC 28), cone of cold (DC 28), contact other 
  plane, dismissal (DC 28), empowered fireball (DC 26), 
  empowered lightning bolt (DC 26), shadow evocation (DC 
  28) 
  4th―black tentacles (DC 27), detect scrying, enervation (DC 
  27) (2), hallucinatory terrain (DC 27), lesser globe of 
  invulnerability, scrying 
  3rd―dispel magic, empowered ray of enfeeblement (DC 24), 
  fireball (DC 26) (2), haste, hold person (DC 26), lightning 
  bolt (DC 26) (2), stinking cloud (DC 26), suggestion (DC 
  26), vampiric touch (DC 26) 
  2nd―hideous laughter (DC 25), misdirection (DC 25), resist 
  energy, shatter, spectral hand, web (DC 25) (2) 
  1st―charm person (DC 24) (2), hold portal, identify, ray of 
  enfeeblement (DC 24) (2), shield, true strike 
  0―detect magic (2), read magic, prestidigitation 
  Spell-Like Abilities (CL 25th): 
  10/day―chill touch 
  1/day―silent image 
  Abilities Str ―, Dex 18, Con 16, Int 36, Wis 14, Cha 16 
  SQ shadow taint, shadespeaker 
  Epic Feats Auto Quicken Spell (3), Epic Spellcasting, 
  Improved Spell Capacity, MultispellB 
  Feats 
  Burrowing 
  Power, 
  Empower 
  Spell, 
  Great 
  Fortitude, Iron Will, Maximize Power, Quicken 
  Power, Quicken Spell, Psionic MeditationB, Scribe 
  ScrollB, Skill Focus (Knowledge (the planes)) 
  Skills Concentration +38, Craft +38, Decipher Script +43, 
  Diplomacy +33, Gather Information +33, Jump +35, 
  Knowledge (arcana) +48, Knowledge (planes) +51, 
  Knowledge (psionics) +48, Listen +37, Psicraft +48, 
  Knowledge (local history) +38, Knowledge (ancient 
  history) +38, Sense Motive +37, Spellcraft +48, Spot 
  +37 
  Possessions combat gear plus headband of epic intellect 
  +10, bracers of armor +10, ring of wizardry (3rd level) 
  Spellbook spells prepared plus 0—all; 1st—disguise self, 
  floating disk; 2nd—locate object, see invisibility; 3rd—
  dedication, gaseous form; 4th—detect scrying, summon 
  monster IV; 5th—summon monster V; 6th—summon 
  monster VI; 7th—limited wish, mass hold person; 8th—
  discern location, moment of prescience 
  Chilling Aura (Su) At‖the‖end‖of‖each‖creature’s turn, 
  creatures within 80 ft. of you must succeed on a 
  Fortitude save (DC 29) or become fatigued from the 
  cold. A successful save negates the effect. A fatigued 
  creature that fails its save becomes exhausted. The 
  
   
  31 
  aura brings out creatures worst fears. Creatures 
  within the radius of your aura are subject to the effect 
  if they have fewer 31 HD or less. A potentially 
  affected creature that succeeds on its Will save (DC 
  29) remains immune to the fear affects of your aura 
  for 24 hours. On a failure, creatures with 4 or less HD 
  become panicked for 4d6 rounds and those with 5 or 
  more HD become shaken for‖4d6‖rounds.‖Tenabrath’s‖
  chilling aura also causes temporary ability damage 
  and impairs the senses of those within the aura. 
  Those who fail a Fortitude save (DC 29) loose 5 points 
  of Str and Dex due to the extreme cold. In addition, 
  the victims suffer blindness and loss of touch from 
  the numbing darkness. A creature must attempt this 
  saving throw each round it is within range, whether 
  or not it has succeeded on an earlier save. A creature 
  that has resistance or immunity to cold is immune to 
  this effect, as is a creature that is not subject to the 
  effects of extreme cold conditions. The all conditions 
  and temporary damage end 1 minute after leaving the 
  aura’s‖area‖of‖effect. 
  Numbing Touch of Darkness When casting a spell or 
  manifesting a power with an energy or force 
  descriptor, Tenabrath may substitute energy from the 
  Black. This substitution of energy gives each die of 
  damage a +1 planar bonus for damage purposes. 
  Victims who fail their saves become dazed for 1 
  round from the numbing cold in addition to the 
  damage dealt. 
  Shadow Taint (Ex) The Black taints Tenabrath. 
  Tenabrath gains a +10 bonus to Hide checks. Living 
  creatures with an Int score of 3 or higher who see the 
  shadow taint must make a Will save DC 26, or 
  become shaken for 1d4 rounds. Black-touched 
  creatures and creatures from the Black are immune to 
  this effect. 
  Shadespeaker (Su) Once per day, Tenabrath can 
  contact a specific creature known to him in the Black 
  for ten minutes. 
  Shadow Illusions Tenabrath casts spells with the 
  shadow descriptor at +1 caster level. Shadow 
  conjuration and shadow evocation spells increase their 
  effectiveness by 10%. 
  Shadow Mimicry Tenabrath may mimic the effects of 
  any power on the metacreativity (creation) and 
  psychokinesis (energy) discipline list. Doing so 
  requires him to expend an arcane spell slot equal to 
  the level of the power and the normal cost of the 
  power including augmentation. 
  Temporary Corporeality (Su) Tenabrath can become 
  corporeal as a standard action, seemingly becoming 
  flesh and blood. He also is forced into corporeal form 
  if he changes shape into a creature not naturally 
  incorporeal. 
  In 
  corporeal 
  form, 
  he 
  loses 
  the 
  incorporeal subtype, his deflection bonus to Armor 
  Class becomes a natural armor bonus, and he has a 
  Strength score of 20. Tenabrath makes 2 claw attacks 
  instead of his incorporeal touch attacks (damage 
  1d4+5). 
  Hook “My‖darkness‖will‖be‖the‖last‖you‖see.” 
   
  Spirit Initiate 
  “Hezzerat became a legend long ago. Now, as the ancient 
  druid began to look deeper into the nature of his lands, he 
  felt a compelling urge to become one with them. He spoke 
  with the spirit that dwelled in the canyon he guarded, and 
  learned that it was composed of a great many of his own, 
  powerful predecessors.” 
  ―‖Hezzerat’s‖transformation 
   
  Some‖of‖the‖most‖devoted‖druids‖in‖Athas’‖choose‖to‖
  take a path of self-sacrifice and abandonment, greatly 
  increasing their bond with their spirit of the land, together 
  with the help of psionics, and meld themselves into the 
  land they protect. 
  As spirit initiates, they can combine their mastery of 
  the Way and divine power into psionic enchantments that 
  greatly enhance their abilities, and can counter defiling 
  effects. Spirit initiates are often called to help other 
  elemental beings in order to fight in the Unseen War. 
  Becoming a Spirit Initiate 
  Becoming a spirit initiate requires a character to take 
  several levels in the druid class and a few more in any 
  other manifesting class, usually psychic warrior or wilder. 
  A few levels in the grove master class are necessary due to 
  the guarded lands requirement. Taking levels in the 
  psychic theurge class is a common way to speed up the 
  process. 
  Entry Requirements 
  Skills: Knowledge (geography) 15 ranks, Knowledge 
  (nature) 24 ranks, Knowledge (psionics) 15 ranks. 
  Feats: Natural Spell, Skill Focus (Knowledge [nature]), 
  any 2 metamagic or metapsionic feats. 
  Spells: Able to cast 9th-level divine spells. 
  Psionics: Able to manifest 6th-level powers. 
  Special: Guarded lands class feature. 
  Class Features 
  Your class features are all influenced by your bond 
  with your spirit of the land. You gain several of its 
  abilities, channel its magic, and can even call upon it for 
  aid. 
  Spellcasting/Manifesting: At every level indicated on 
  Table 2–4, you gain new spells per day and an increase in 
  caster level (and spells known, if applicable) as if you had 
  also gained a level in a divine spellcasting class to which 
  you belonged before adding the prestige class level. You 
  do not, however, gain any other benefit a character of that 
  class would have gained. If you had more than one divine 
  spellcasting class before becoming a spirit initiate, you 
  must decide to which class to add each level for the 
  purpose of determining spells per day, caster level, and 
  spells known. 
  At every level indicated on Table 2–4, you gain 
  additional power points per day, an increase in manifester 
  
   32 
  level, and access to new powers as if you had also gained 
  a level in a manifesting class to which you belonged 
  before adding the prestige class level. You do not, 
  however, gain any other benefit a character of that class 
  would have gained. If you had more than one manifesting 
  class before becoming a spirit initiate, you must decide to 
  which class to add each level for the purpose of 
  determining power points per day, powers know, and 
  manifester level. 
  Animal Companion: Your druid levels stack with 
  your spirit initiate levels for the purpose of determining 
  the abilities of your animal companion. 
  Spirit Melding: You gain Spirit of the Land Shape as a 
  bonus feat. 
  Wild Shape (Su): Your druid levels stack with your 
  spirit initiate levels for the purpose of determining the 
  number of daily uses, the maximum HD, and size (but not 
  creature type), and the duration of your wild shape 
  ability. 
  Telepathy (Su): You can communicate telepathically 
  with any creature within your guarded lands that has an 
  Intelligence score. The creature can respond to you if it 
  wishes—no common language is needed. 
  Psionic Enchantment: You can combine psionics and 
  divine magic in unique ways to augment your casting and 
  manifesting. At 2nd level, and every 4 levels thereafter, 
  you learn a psionic enchantment chosen from the list 
  below. Each enchantment can only be chosen once except 
  noted otherwise. 
  Far Reach: You can use touch spells and powers on 
  targets up to 30 feet away. Far reach can be selected more 
  than once. Each time it is selected, it increases the touch 
  range by an additional 30 feet, to a maximum of 90 feet. 
  Metamixture: You choose a metapsionic feat you can 
  apply to boost your spells. Using metamixture is a free 
  action that does not provoke an attack of opportunity. 
  Treat the spell as a psionic power of equivalent level for 
  purposes of determining the power point cost. You cannot 
  spend more power points than your manifester level. 
  Note: If the metapsionic feat has the same effect as a 
  metamagic feat already applied to the spell, there is no 
  additional effect. Metamixture can be selected more than 
  once. Each time it is selected, it applies to a different 
  metapsionic feat. Its effects do not stack, i.e. only one 
  metapsionic feat can be applied to a spell using 
  metamixture. 
  Metapotency: You choose a metapsionic feat and a 
  metamagic feat you possess that grant the same effect on 
  numeric variables, e.g. Extend Spell and Extend Power, 
  and you gain synergistic bonuses. When applying either 
  feat, its effects are multiplied by 1.5, e.g. the effect of 
  extending a spell or power increases its duration by 150%. 
  If applied to Empower Spell and Empower Power, 
  metapotency‖ increases‖ the‖ spell‖ or‖ power’s‖ damage‖ by‖
  75%. Metapotency has no effect on Maximize Spell and 
  Maximize Power. Metapotency can be selected more than 
  once. Each time it is selected, it applies to a different pair 
  of matching feats. 
  Power of Nature (Su): You can temporarily transfer one 
  or more of your druid class features to a willing creature. 
  The transfer lasts anywhere from 24 hours to one week 
  (chosen at the time of transfer), and while the transfer is in 
  effect, you cannot use the transferred power. You can 
  transfer any of your druid powers except spellcasting and 
  the ability to have an animal companion. 
  Replenish Land: You can reverse the effects of defiling 
  magic. You can sacrifice a divine spell to revitalize the 
  area by increasing terrain type by one category in a 5 foot 
  radius/spell level sacrificed (a defiled area becomes 
  desolate). 
  Improved Sacrifice: When using your sacrifice ability, 
  you can also nullify the effects of dragon magic. 
  Summon Nature’s Horde (Sp): Beginning at 3rd level, 
  you can summon an entire species within your guarded 
  lands. You must first wild shape into the desired creature, 
  and then you telepathically call for every similar creature. 
  This ability works as a summon‖nature’s‖ally spell, except 
  you can only summon creature that match you form, up 
  to twice your HD. When you revert to your true form, the 
  effect ends. The creatures obey you explicitly and never 
  attack you, even if someone else manages to gain control 
  over them. You do not need to concentrate to maintain 
  control over the creatures. You can dismiss them singly or 
  in groups at any time. 
  Bonus Feat: You gain a bonus feat at 4th, and 8th 
  level, chosen from the following list: Additional Magic 
  Item Space, Automatic Quicken Spell, Automatic Silent 
  Spell, Automatic Still Spell, Damage Reduction, Energy 
  Resistance, Enhance Spell, Epic Expanded Knowledge, 
  Epic Psionic focus, Epic Spell Focus, Epic Spell 
  Table 2–6: The Spirit Initiate 
  Hit Die: d6 
   Level Special 
  Spellcasting/Manifesting 
   1st 
  Animal companion, spirit melding, wild shape, telepathy 
  — 
   2nd 
  Improved sacrifice, psionic enchantment 
  +1 level of existing divine spellcasting class 
   3rd 
  Summon‖nature’s‖horde 
  +1 level of existing divine spellcasting class 
   4th 
  Bonus feat 
  +1 level of existing manifesting class 
   5th 
  Summon spirit of the land 
  +1 level of existing divine spellcasting class 
   6th 
  Hide lands, psionic enchantment 
  +1 level of existing divine spellcasting class 
   7th 
  Summon‖nature’s‖wrath 
  +1 level of existing manifesting class 
   8th 
  Bonus feat 
  +1 level of existing divine spellcasting class 
   9th 
  Seal lands 
  +1 level of existing divine spellcasting class 
   10th 
  Land melding, psionic enchantment 
  — 
   Class Skills (4 + Int modifier per level): Concentration, Craft, Handle Animal, Heal, Hide, Knowledge (nature), 
  Listen, Move Silently, Profession, Ride, Spellcraft, Spot, Survival. 
  
   
  33 
  Penetration, Fast Healing, Ignore Material Components, 
  Improved Combat Casting, Improved Heightened Spell, 
  Improved Manifestation, Improved Metamagic, Improved 
  Metapsionics, Improved Spell Capacity, Improved Spell 
  Resistance, 
  Intensify 
  Spell, 
  Multispell, 
  Permanent 
  Emanation, Power Knowledge, Spell Knowledge, Spell 
  Opportunity, Spell Stowaway, Tenacious Magic. 
  In addition, you can choose from any metamagic, 
  metapsionic, or psionic feat not listed here. You must 
  qualify for any feat requirements. 
  Summon Spirit of the Land (Su): Once per day, you 
  can request your spirit of the land to perform one task for 
  you. Tasks might range from simple advice to slaying 
  intruders. The spirit will serve you in its best way possible 
  for up to 1 minute per divine caster level. At the end of its 
  task, or when the duration expires, the spirit returns to its 
  own business (after reporting back to you, if appropriate 
  and possible). 
  Hide Lands (Su): At 6th level, you can hide your 
  guarded lands as per screen, once per day. Your caster 
  level equals your character level. 
  Summon Nature’s Wrath (Sp): Beginning at 7th level, 
  you can produce a verdigris effect, as the epic spell, once 
  per week while within your guarded lands. 
  Seal Lands (Su): You can seal your guarded lands 
  from intrusion, creating an almost impenetrable barrier 
  around its borders. An invisible hemisphere of force, 
  rising up to 1,000 feet higher than the highest point in the 
  terrain. This ability otherwise works as the wall of force 
  spell (caster level equals your character level). As a full-
  round action, you can change the appearance of this 
  hemisphere, such as an array of spinning blades, a curtain 
  of flame and magma, or very thick roots. At your option, 
  the barrier can include a password, in which case 
  creatures enter the area normally. You must select this 
  option (and the password) at the time of casting. 
  Land Melding (Su): At 10th level, you complete your 
  melding process, becoming one with the spirit of the land 
  that inhabits your guarded lands. Your type changes to 
  fey and you receive the incorporeal subtype. Do not 
  recalculate base attack bonus, saves, or skill points. You 
  gain a fly speed equal to your land speed (perfect 
  maneuverability) and a deflection bonus to AC equal to 5 
  + your Charisma modifier. You gain +4 to Wisdom and +2 
  to Charisma. You acquire low-light vision and no longer 
  can die of old age, and no longer suffer penalties to 
  abilities for aging. 
  Playing a Spirit Initiate 
  You understand that magic is a primal part of the 
  world, and you seek to embody it as thoroughly as 
  possible. You understand the importance of your sacrifice, 
  leaving everything behind and devote yourself to the 
  land, in order to keep the natural balance and help Athas 
  return to its verdant stage. You seek a fusion between the 
  divine and the mundane, and power over all nature. 
  Combat 
  Your ability to summon creatures and to turn into 
  them is your primary weapons. Consider using them to 
  aid your companions in flanking maneuvers, or better yet 
  to harass enemy spellcasters (many of whom are easy to 
  hit). Few foes are prepared for an opponent who can call 
  such potent beings to service, so you've also got the 
  advantage‖of‖surprise.‖Don’t‖forget‖that,‖even‖though‖you‖
  are free to come and go as you please; most of your 
  powers come from being within your guarded lands, and 
  be ready for the temporary loss of abilities. 
  Advancement 
  It's unclear how or why certain individuals become 
  spirit initiates. Some get tired of wandering around 
  aimlessly 
  around 
  Athas 
  and 
  seeing 
  nothing 
  but 
  destruction, others just seek to protection a specific 
  ecosystem from devastation. Whatever the case, you 
  decided to straighten your bond with the land. Your spirit 
  of the land, in turn, reacted even more positively to you, 
  recognizing in you a potential lacking in most mortals. 
  You adventure within you guarded lands now, 
  seeking ever-closer communion with your spirit of the 
  land. You might certainly have other goals, but the 
  understanding‖ of‖ your‖ pact‖ with‖ the‖ “magic‖ of‖ nature”‖
  remains one of your priorities. When advancing as a spirit 
  initiate, consider feats such as Improved Augment 
  Summoning to increase the power of your nature allies 
  further still. Consider spending every available point on 
  Knowledge (nature) and Knowledge (the planes) the 
  better to understand the spirit of the land and their 
  relationship with the elemental planes. 
  Resources 
  Spirit initiates are loners or at least have no greater 
  community affiliation than the average adventurer. They 
  must acquire any resources they wish to gain from 
  organizations or communities on their own, through 
  payment or trade as usual. 
  They can, on occasion, request aid from the local spirit 
  of the land, who serves both as an enormous repository of 
  knowledge and power. 
  Spirit Initiates in the World 
  “Spirit initiates are similar to the spirits they bond. Wise, 
  mysterious, and almost never seen. I sometimes believe 
  them to be completely real.” 
  ―Vashaar,‖wandering‖druid 
   
  Adventuring spirit initiates are not common; they 
  usually leave their lands only in moments of dire need or 
  to fight against the paraelements in the Unseen War. Their 
  sedentary life, however, provides the time needed to learn 
  and master many abilities that would not otherwise be 
  possible for an adventurer. 
  Organization 
  Ever since the Eradication, a druidic jihad led by 
  sorcerer-kings more than 1,500 years ago, no specific spirit 
  
   34 
  initiate organization exists. Some spirit initiates have a 
  degree of connection with Veiled Alliance members. 
  NPC Reactions 
  Because of the nature of their work, very few people 
  know about spirit initiates, and since they have been 
  removed from social interaction for a while, they are not 
  very with social skills. Regular individuals, however, are 
  reluctant to spend much time around the spirit initiate 
  unless they have to. Although they are not necessarily 
  hostile, individuals who would normally be helpful are 
  instead merely friendly, and those who would be friendly 
  are indifferent. 
  Those who are directly benefited from the initiate 
  work of tending the land, on the other hand, begin two 
  steps nearer helpful, while defilers and paraelemental 
  clerics begin two steps nearer hostile. 
  Spirit Initiate Lore 
  Characters with ranks in Knowledge (nature) can 
  research spirit initiates to learn more about them. When a 
  character makes a skill check, read or paraphrase the 
  following, including the information from lower DCs. 
  DC 15: Spirit initiates are divine spellcasters with links 
  to spirit of the land. 
  DC 20: They have a stronger mystical connection to 
  spirits of the land than any druid or ranger could ever 
  manage to have. They have several abilities that further 
  help them protect their lands. 
  DC 30: At higher levels, spirit initiates meld into the 
  spirit of the land that inhabits his guarded lands—adding 
  his power and knowledge to ever growing pool of other 
  spirit initiates. 
  DC 40: Characters who achieve this level of success 
  can learn important details about a specific spirit initiate 
  in your campaign, including the areas where he operates, 
  and the kinds of activities he undertakes. 
  Due to their lack of any central organization, and a 
  tendency of being loners, finding a spirit initiate is no 
  small feat. The best PCs might manage is to visit places 
  known to have spirits of the land inhabiting and hope that 
  a spirit initiate hears of their interest. 
  Spirit Initiates in the Game 
  Spirit initiates do not fit very well into adventuring 
  parties because they lose much of their abilities when 
  leaving their guarded lands, but they are particularly well 
  suited to those that expect to do a great deal of wilderness 
  exploration. 
  This class should appeal most to players who want to 
  rebuild and improve their world, and who enjoy the 
  natural powers provided by the class. It is also a good 
  choice for players who like to explore the sources and 
  philosophies of their character's magic, seek an in-
  character excuse to wander both this world and the 
  elemental planes, and are interested in serving the greater 
  good. 
  Sample Encounter 
  Spirit initiates are usually found guarding their lands 
  against invaders, defilers, or any other thing he considers 
  a menace to the natural balance. 
  EL 32: T’Chai‖ believes‖ that‖ humans‖ are‖ the‖ most‖
  dangerous creature that roams her guarded lands, 
  because of their never-ending appetite for destruction. 
  She no longer waits for them to cast their fouls spells in 
  order to attack, since she no longer can bear to see her 
  beautiful land turned to ash. She is allied to Vaki, a kind 
  spirit‖of‖the‖land‖that‖stills‖tries‖to‖convince‖ T’Chai‖that‖
  humans can be turned into the right direction. The PCs 
  might‖stumble‖into‖T’Chai’s‖animal‖allies,‖the‖many‖traps‖
  she has laid out, into herself, or the PCs can be contacted 
  by the local populace or a merchant house to help 
  convince‖T’Chai‖to‖stop‖attacking‖unprovoked. 
  T’Chai 
  CR 32 
  Female druid 5/grove master 10/wilder 7/psychic 
  theurge 5/spirit initiate 3 
  N Medium monstrous humanoid (psionic) 
  Init +3; Senses darkvision 60 ft.; Listen +9, Spot +9 
  Languages Thri-kreen; speak with animals, telepathy 
  AC 19, touch 19, flat-footed 16 
   (+3 Dex, +3 natural, +3 deflection) 
  hp 90 (30 HD) 
  Immune aging, sleep 
  Fort +14, Ref +10, Will +29 
  Weakness psychic enervation 
  Speed 40 ft. (8 squares); woodland stride 
  Space 5 ft.; Reach 5 ft. 
  Melee 4 claws +18 each (1d4+1) and bite +14 (1d4 plus 
  poison) 
  Base Atk +17; Grp +18 
  Special Actions sacrifice, spontaneous casting (summon 
  nature’s‖ally spells), surging euphoria +1, wild shape 
  3/day (Large, 8 hours), wild surge +3 
  Atk Options poison 1/day (DC 10, 1d6 Dex/paralysis), 
  smite intruder 2/day (+3 attack, +10 damage) 
  Druid Spells Prepared (CL 22nd): 
  9th—elemental swarm, silent still elemental storm (DC 25), 
  shambler, storm of vengeance (DC 28), wild lands 
  8th—earthquake, finger of death (DC 27), silent still greater 
  dispel magic (2), whirlwind (DC 26) 
  7th—animate plants, heal, elemental storm (DC 25) (2), true 
  seeing 
  6th—allegiance of the land, antilife shell, greater dispel 
  magic, infestation, silent still elemental strike (DC 23), 
  wall of stone 
  5th—animal growth, call lightning storm (DC 24), 
  conversion, cure critical wounds, rejuvenate, righteous 
  might, silent still dominate animal (DC 22) 
  4th—dispel magic (2), elemental strike (DC 23) (2), freedom 
  of movement, klar’s‖heart (2) 
  3rd—call lightning (DC 22), cure moderate wounds, 
  dominate animal (DC 22), eye of the storm, meld into 
  stone, silent still entangle (DC 22), spike growth (DC 22) 
  2nd—barkskin, bull’s‖strength, gust of wind (DC 21), owl’s‖
  wisdom, resist energy, summon swarm, tree shape 
  1st—charm animal (DC 20), cure light wounds, detect 
  
   
  35 
  undead, entangle (DC 20), faerie fire, jump, plant renewal, 
  proof against undeath 
  0—defiler scent (4), know direction, nurturing seeds 
  Spell-like Abilities (CL 30th): 
  2/day―invisibility, teleport 
  1/day―greater invisibility 
  Power Points/Day 144; Wilder Powers Known (ML 
  12th): 
  6th—mass cloud mind 
  5th—tower of iron will 
  4th—aura sight 
  3rd—body adjustment 
  2nd—mass missive 
  1st—offensive prescience, vigor 
  Abilities Str 12, Dex 17, Con 8, Int 10, Wis 28, Cha 16 
  SQ animal companion, concealment, guarded lands, 
  sustenance, timeless body, trackless step, wild 
  empathy +8 (+4 magical beasts), volatile mind (1 
  power point) 
  Epic Feats Improved Augment Summoning*, Spirit of 
  the Land Shape*B 
  *New epic feat described on page 41 
  Feats Augment Summoning, Deflect ArrowsB, Eschew 
  Materials, Natural Spell, Silent Spell, Spell Focus 
  (conjuration), Skill Focus (Knowledge [nature]), Still 
  Spell, Wastelander 
  Skills Concentration +20, Hide +18*, Jump +31, 
  Knowledge (geography) +17, Knowledge (nature) 
  +26, Knowledge (psionics) +17, Listen +9, Move 
  Silently +13, Spellcraft +10, Spot +9, Survival +25 (+27 
  in aboveground natural environments/to keep from 
  getting lost) 
  *T’Chai‖has‖a‖+4‖racial bonus on Hide checks in sandy 
  or arid areas. 
  Possessions periapt of wisdom +6, cloak of charisma +4, 
  ring of protection +3 
  Concealment (Sp) While‖on‖her‖guarded‖lands,‖T’Chai‖
  is treated as if under the effects of nondetection. 
  Guarded Lands (Su) T’Chai‖has‖a‖contiguous‖area‖of‖up‖
  to 20 square miles to become their guarded lands. If 
  someone‖defiles‖when‖on‖her‖guarded‖lands,‖T’Chai‖
  instinctively knows of the act and where on her lands 
  it takes place. 
  Psychic Enervation (Ex) After a wild surge,‖ T’Chai‖
  might become dazed and lose 7 power points. XPH 
  31. 
  Sacrifice (Su) T’Chai‖ can‖ nullify‖ a‖ defiling‖ radius‖
  (including dragon magic) and any effects it entails. 
  T’Chai‖loses‖1‖ hit point per 5 feet of defiling radius 
  nullified. 
  Surging Euphoria (Ex) +1 morale bonus on attack rolls, 
  damage rolls, and saving throws for 2 rounds. XPH 
  32. 
  Sustenance (Su) T’Chai‖ needs‖ not‖ eat‖ or‖ drink‖ after‖
  spending 24 hours in her guarded lands as long as 
  she remains on her guarded lands. 
  Volatile Mind (Ex) Telepathy‖powers‖directed‖at‖T’Chai‖
  cost 1 power point more to manifest. XPH 32. 
  Wild Surge (Su) +3‖to‖T’Chai’s‖ manifester level when 
  she manifests a power. XPH 31. 
  Hook “Your‖days‖of‖destruction‖are‖over,‖dra.” 
  
   
  C
  Chhaapptteerr  33::  E
  Eppiicc  FFeeaattss  
   
   
  The epic feats presented in this chapter are in addition 
  to those presented in the Dungeon‖ Master’s‖ Guide, Epic 
  Level Handbook, and the Expanded Psionics Handbook. The 
  new feats described in this chapter are summarized on 
  Table 3–1: New Feats. 
  Additional Psionic Enchantment [Epic] 
  You can unlock more of your psionic enchantments. 
  Prerequisite: Psionic enchantment class feature. 
  Benefit: You can select an additional psionic 
  enchantment from your class list. 
  Special: 
  You 
  can 
  gain 
  Additional 
  Psionic 
  Enchantment multiple times. Each time you take the feat, 
  you can select another psionic enchantment from your 
  class list. 
  Arcane Channeling [Epic, Psionic] 
  You can reroute some of arcane power into your 
  manifestations, and vice-versa. 
  Prerequisites: Psicraft 24 ranks, Spellcraft 24 ranks. 
  Benefit: You can increase your effective caster level by 
  receiving a penalty equal to double the increase to your 
  manifester level or you can increase your effective 
  manifester level by receiving a penalty equal to double 
  the increase to your caster level. Your resulting caster or 
  manifester level must be up to your character level. For 
  example, Aerthes, a wizard 16/psion 10 could increase his 
  effective caster level by 4 by taking a -8 penalty to his 
  manifester level. This benefit lasts for 1 round. 
  Normal: Your caster level is equal to your class level 
  in‖ the‖ class‖ you’re‖ using‖ to cast the spell and your 
  manifester level is equal to your total levels in classes that 
  manifest powers. 
  Augmented Poison [Epic, Poison] 
  You can create really potent poisons. 
  Prerequisites: Int 21, Craft (poisonmaking) 24 ranks. 
  Benefit: Whenever creating a poison, you can make it 
  more potent than normal by adding +20 to the DC 
  required to create it and multiplying its price by 5. You 
  increase its damage by 100%. 
  Automatic Quicken Power [Epic, Psionic] 
  Prerequisites: Quicken Power, Psicraft 30 ranks, 
  ability to manifest 9th-level powers. 
  Benefit: You may manifest all your 1st-, 2nd-, and 3rd-
  level powers as quickened powers without increasing 
  their power point cost. The normal limit to the number of 
  quickened powers you may manifest per round applies. 
  Special: You can gain this feat multiple times. Each 
  time you take the feat, your next three lowest level 
  powers can now be quickened without increasing their 
  power point cost. 
   
  Craft Epic Cognizance Crystal [Epic, Item 
  Creation] 
  You can create psionic cognizance crystals of epic 
  proportions. 
  Prerequisite: Craft Cognizance Crystal, Knowledge 
  (psionics) 26 ranks, Psicraft 26 ranks. 
  Benefit: You can create cognizance crystals which 
  exceed the normal limits for such items. For instance, you 
  could create a cognizance crystal that is able to hold over 
  17 power points. 
  Craft Epic Psionic Arms and Armor [Epic, 
  Item Creation] 
  You can create psionic weapons, armor, and shields of 
  epic proportions. 
  Prerequisite: 
  Craft 
  Psionic 
  Arms 
  and 
  Armor, 
  Knowledge (psionics) 28 ranks, Psicraft 28 ranks. 
  Benefit: You can create psionic weapons, armors, or 
  shields which exceed the normal limits for such items. For 
  instance, you could create a psionic sword with an 
  enhancement bonus greater than +5, or with a total 
  effective enhancement bonus greater than +10. 
  Craft Epic Universal Item 
  [Epic, 
  Item 
  Creation] 
  You can create universal psionic items of epic 
  proportions. 
  Prerequisite: 
  Craft 
  Universal 
  Item, 
  Knowledge 
  (psionics) 26 ranks, Psicraft 26 ranks. 
  Benefit: You can create universal item which exceed 
  the normal limits for such items. For instance, you could 
  create a crystal mask of dread with an enhancement bonus 
  greater than +30. 
  Defiling Resistant Aura [Epic] 
  Your aura resists the defiling ability of both normal 
  defilers and dragons. 
  Prerequisites: Avangion aura class feature. 
  Benefit: Your avangion aura gains the ability of 
  protecting all those within it from the defiling and dragon 
  magic in addition to its other traits. This means that plant 
  life within the aura is not defiled and creatures do not 
  suffer penalties or damage from defilers or dragons. 
  Drake Wild Shape [Epic, Wild] 
  You can transform yourself into a mighty drake. 
  Prerequisites: Wis 21, Knowledge (nature) 24 ranks, 
  wild shape 6/day. 
  
   
   
  Benefit: You may use wild shape to change into a 
  drake. In addition to the normal effects of wild shape, you 
  gain all the drake's extraordinary and supernatural 
  abilities. 
  Dragon Metamagic [Epic] 
  You can use animal life energy drained to power 
  metamagic effects without prior preparation. 
  Prerequisites: Dragon magic class feature. 
  Benefit: You can enlarge, extend, heighten, or widen a 
  spell, as though you had the appropriate metamagic feat, 
  without increasing the spell slot level or casting time. You 
  can apply any number of these metamagic effects to a 
  spell in this way; if you choose heightened, then that 
  spells level is heightened by up to two levels. 
  For each level of metamagic you apply, you must 
  cause 2 points of Con damage through the use of the 
  dragon magic ability. The points of Con damage used in 
  this way are expended by this feat and may not be used to 
  pay XP burn damage. (They are in effect lost by the use of 
  this feat.) 
  Element Turning [Epic] 
  You can turn opposing elementals as if they were 
  undead. 
  Prerequisites: Wis 25, Cha 25, ability to turn or rebuke 
  undead. 
  Benefit: You can turn or rebuke elementals opposed to 
  your patron element as if they were undead. An elemental 
  has effective turn resistance equal to half its spell 
  resistance (round down). If you can turn undead, you 
  turn (or destroy) all opposed elementals. If you can 
  rebuke undead, you rebuke (or command) all opposed 
  elementals. 
  Elemental Strike [Epic] 
  You power your attacks with the energy of your 
  patron element. 
  Prerequisites: Ability to spontaneously cast 9th-level 
  divine spells. 
  Benefit: Any weapon you wield is treated as either 
  flaming, frost, shock, or thundering. You must select the 
  special ability that matches your patron element. 
  Epic Authority [Epic] 
  You are a master of statecraft. 
  Prerequisites: Diplomacy 24 ranks, secular authority 
  class feature. 
  Benefit: You gain a +10 bonus on secular authority 
  checks. 
  Epic Feinter [Epic] 
  You can throw off guard any kind of opponent. 
  Prerequisites: Bluff 24 ranks, Improved Feint. 
  Table 3–1: New Feats 
   
  Epic Feats 
  Prerequisites 
  Benefits 
   
  Additional Psionic 
  Enchantment 
  Psionic enchantment class feature 
  You gain another psionic enchantment 
   
  Defiling Resistant Aura 
  Avangion aura class feature 
  Protect those within your aura from 
  defiling magic 
   
  Dragon Metamagic 
  Dragon magic class feature 
  Use 
  dragon 
  magic 
  to 
  apply 
  some 
  metamagic feats for free 
   
  Extended Dragon 
  Metamagic 
  Dragon Metamagic 
  Use dragon metamagic to empower and 
  quicken spells 
   
  Element Turning 
  Wis 25, Cha 25, ability to turn or rebuke 
  undead 
  Turn opposed elementals as if they were 
  undead 
   
  Elemental Strike 
  Ability to spontaneously cast 9th-level 
  divine spells 
  Your attacks deal elemental damage 
   
  Epic Authority 
  Diplomacy 24 ranks, secular authority class 
  feature 
  +10 bonus on secular authority checks 
   
  Epic Feinter 
  Bluff 24 ranks, Improved Feint 
  Ignore penalties for feinting against 
  nonhumanoids 
   
  Epic Parry 
  Dex 21, improved parry class feature 
  +10 bonus to opposed rolls to resist trip or 
  disarm attempts 
   
  Exotic Weaponmaster 
  Exotic Weapon Proficiency with five or 
  more weapons. 
  Become proficient with all exotic weapons 
   
  Improved Chance 
  Dex 21, chance class feature 
  Use chance one additional time per day 
   
  Improved Elemental 
  Casting 
  Ability to spontaneously cast 9th-level 
  divine spells 
  Cast spells with same descriptor as your 
  patron element at +3 caster level 
   
  Improved Favored Terrain Five or more favored terrains 
  +1 to Hide, Knowledge (nature), Move 
  Silently, Spot, and Survival checks made 
  within favored terrains 
   
  Spell-Resisting Aura 
  Avangion aura class feature 
  Aura 
  works 
  as 
  a 
  lesser 
  globe 
  of 
  invulnerability 
   
  Greater Spell-Resisting 
  Aura 
  Spell-Resisting Aura 
  Aura works as a globe of invulnerability 
  
   
  Benefit: You can ignore any check penalties applied to 
  feinting against nonhumanoid opponents. 
  Epic Manifestation [Epic, Psionic] 
  Prerequisites: Knowledge (psionics) 24 ranks, Psicraft 
  24 ranks, ability to manifest 9th-level powers. 
  Benefit: You may develop and cast epic powers. You 
  may manifest a number of epic powers per day equal to 
  your ranks in Knowledge (psionics) divided by 10. 
  Epic Parry [Epic] 
  You are exceptionally good at warding off attacks. 
  Prerequisites: Dex 21, improved parry class feature. 
  Benefit: You gain a +10 bonus to opposed rolls to 
  avoid being tripped or disarmed. 
  Epic Psionic Meditation [Epic, Psionic] 
  You can focus your mind lightning fast, even under 
  duress. 
  Prerequisite: Wis 21, Concentration 24 ranks. 
  Benefit: You can become psionically focused as a free 
  action, but only once per round. 
  Normal: A character without this feat must take a full-
  round action to become psionically focused. 
  Epic Taint [Epic] 
  You can draw your defiler taint from multiple sources. 
  Prerequisite: Tainted aura class feature, ability to cast 
  9th-level arcane spells. 
  Benefit: If you get tainted aura bonuses and penalties 
  from more than one source the bonuses and penalties 
  stack. In addition, you use your character level instead of 
  your class level to determine your tainted aura radius. 
  Exotic Weaponmaster [Epic] 
  You are trained in wielding any kind of weapon. 
  Prerequisites: Exotic Weapon Proficiency with five or 
  more weapons. 
  Benefit: You are proficient with all exotic weapons. 
  Special: A fighter may select Exotic Master as one of 
  his fighter bonus feats. 
  Extended Dragon Metamagic [Epic] 
  Your ability to power metamagic feats with the stolen 
  life energy of animals strengthens. 
  Prerequisites: Dragon magic class feature, Dragon 
  Metamagic. 
  Benefit: When using the Dragon Metamagic feat, you 
  can also empower and quicken a spell. For example, you 
   
  Epic Item Creation Feats  
   
   
   
  Craft Epic Cognizance Crystal 
  Craft Cognizance Crystal, Knowledge 
  (psionics) 26 ranks, Psicraft 26 ranks 
  Create 
  cognizance 
  crystals 
  that 
  exceed normal limits 
   
  Craft Epic Psionic Arms and 
  Armor 
  Craft 
  Psionic 
  Arms 
  and 
  Armor, 
  Knowledge (psionics) 28 ranks, Psicraft 28 
  ranks 
  Create psionic arms and armors that 
  exceed normal limits 
   
  Craft Epic Universal Item 
  Craft 
  Universal 
  Item, 
  Knowledge 
  (psionics) 26 ranks, Psicraft 26 ranks 
  Create universal items that exceed 
  normal limits 
   
  Scribe Epic Tattoo 
  Scribe Tattoo, Knowledge (psionics) 26 
  ranks, Psicraft 26 ranks 
  Create tattoos that exceed normal 
  limits 
   
   
   
   
   
  Epic Poison Feats 
   
   
   
  Augmented Poison 
  Int 21, Craft (poisonmaking) 24 ranks 
  Increase poison damage by 100% 
   
  Legendary Poisoner 
  Craft (poisonmaking) 24 ranks 
  Add 2 to the save DC of your poisons 
   
  Poison Penetration 
  Int 21, Craft (poisonmaking) 24 ranks 
  Deal damage to poison immune 
  creatures 
   
   
   
   
   
  Epic Psionic Feats 
   
   
   
  Arcane Channeling 
  Psicraft 24 ranks, Spellcraft 24 ranks 
  Increase manifester level by receiving 
  penalty to caster level, or vice-versa 
   
  Automatic Quicken Power 
  Quicken Power, Psicraft 30 ranks, ability 
  to manifest 9th-level powers 
  Manifest quickened low-level powers 
  without increasing their cost 
   
  Epic Psionic Meditation 
  Wis 21, Concentration 24 ranks 
  Become psionically focused as a free 
  action 
   
  Improved Narrow Mind 
  Wis 21, Narrow Mind 
  +10 bonus on Concentration checks to 
  become psionically focused 
   
  Multipower 
  Quicken Power, ability to manifest 9th-
  level powers 
  Manifest one additional quickened 
  power per round 
   
  Psionic Enchanter 
  Int 25, Psicraft 24 ranks, Spellcraft 24 
  ranks 
  Add synergy bonus to Psicraft and 
  Spellcraft checks 
   
   
   
   
   
  Epic Wild Feats 
   
   
   
  Drake Wild Shape 
  Wis 21, Knowledge (nature) 24 ranks, 
  wild shape 6/day 
  Transform into a drake 
   
  Spirit of the Land Wild Shape 
  Wis 30, Knowledge (nature) 30 ranks, 
  wild shape 6/day 
  Transform into a spirit of the land 
  
   
   
  could cast a spell with the Quicken Spell feat without 
  increasing‖the‖spell‖slot‖level‖of‖the‖spell‖by‖“expending”‖
  8 Con damage drained through the dragon magic ability. 
  Greater Spell-Resisting Aura [Epic] 
  Your‖aura’s‖ability‖to‖resist‖spellcasting‖increases. 
  Prerequisites: Spell-Resisting Aura, avangion aura 
  class feature. 
  Benefit: Your avangion aura gains the ability of a globe 
  of invulnerability (caster level equal to your arcane caster 
  level.) in addition to its other traits. This aura can be 
  dispelled, but you can create it again as a free action on 
  your next turn. 
  Improved Augment Summoning [Epic] 
  Your summoned creatures are much more powerful 
  than normal. 
  Prerequisites: Augment Summoning, Epic Spell Focus 
  (conjuration). 
  Benefit: Each creature you conjure with any summon 
  spell gains a +10 enhancement bonus to Strength and 
  Constitution for the duration of the spell that summoned 
  it. 
  Improved Chance [Epic] 
  You are extra lucky. 
  Prerequisites: Dex 21, chance class feature. 
  Benefit: Each time you take this feat, you can use your 
  chance class feature one more time per day than normal. 
  Special: You can gain Improved Chance multiple 
  times. Its effects stack. Each time you take the feat, you 
  can use your chance class feature one additional time per 
  day. 
  Improved Elemental Casting [Epic] 
  Your elemental spells are more powerful than normal. 
  Prerequisites: Ability to spontaneously cast 9th-level 
  divine spells. 
  Benefit: You cast spells with the same descriptor as 
  your patron element at +3 caster level. 
  Improved Elemental Manifestation [Epic, 
  Psionic] 
  Your patron element greatly aids you in your energy 
  manifestations. 
  Prerequisites: Elemental Manifestation, ability to 
  spontaneously cast 9th-level divine spells, manifester 
  level 14th. 
  Benefit: To use this feat, you must expend your 
  psionic focus. You add 5 to the save DC of a power you 
  manifest when manifesting a power with the same 
  descriptor as your patron element. 
  Improved Favored Terrain [Epic] 
  You become a master of any kind of terrain. 
  Prerequisites: Five or more favored terrains. 
  Benefit: Add +1 to the bonus on Hide, Knowledge 
  (nature), Move Silently, Spot, and Survival checks made 
  within your favored terrains. 
  Special: You can gain Improved Favored Terrain 
  multiple times. Its effects stack. 
  Improved Narrow Mind [Epic, Psionic] 
  Your ability to concentrate is as keen as Elven steel. 
  Prerequisite: Wis 21, Narrow Mind. 
  Benefit: You gain a +10 bonus on Concentration 
  checks you make to become psionically focused. 
  Legendary Poisoner [Epic, Poison] 
  Your poisons are particularly hard to resist. 
  Prerequisites: Craft (poisonmaking) 24 ranks. 
  Benefit: Add 2 to the save DC of all poisons applied 
  by you. 
  Special: You can gain Legendary Poisoner multiple 
  times. Its effects stack. 
  Multipower [Epic, Psionic] 
  You can manifest several powers at a time. 
  Prerequisites: Quicken Power, ability to manifest 9th-
  level powers. 
  Benefit: You may manifest one additional quickened 
  power in a round. 
  Special: You can gain Multipower multiple times. Its 
  effects stack. 
  Poison Penetration [Epic, Poison] 
  Your poisons are so potent that they can overcome 
  immunities. 
  Prerequisites: Int 21, Craft (poisonmaking) 24 ranks. 
  Benefit: Whenever you attack a creature with 
  immunity to poison, you deal 50% of the damage it would 
  otherwise deal as if it didn't have immunity. 
  Psionic Enchanter [Epic, Psionic] 
  You are knowledgeable at both the arcane arts and the 
  Way. 
  Prerequisite: Int 25, Psicraft 24 ranks, Spellcraft 24 
  ranks. 
  Benefit: Add one-third (rounded down) your ranks in 
  the Psicraft skill as a synergy bonus on all Spellcraft 
  checks and one-third (rounded down) your ranks in the 
  Spellcraft skill as a synergy bonus on all Psicraft checks. 
  Scribe Epic Tattoo [Epic, Item Creation] 
  You can create psionic tattoos of epic proportions. 
  Prerequisite: Scribe Tattoo, Knowledge (psionics) 26 
  ranks, Psicraft 26 ranks. 
  Benefit: You can create psionic tattoos which exceed 
  the normal limits for such items. Even this feat does not 
  allow the character to scribe a tattoo with an epic power. 
  For instance, you could scribe a tattoo with powers 
  greater than 3rd, or a tattoo with manifester level greater 
  than 20th. 
  Shadow Stride [Epic] 
  Your knowledge of the shadows allows you to jump 
  even farther distances within the shadows. 
  Prerequisites: Shadow jump class ability, shadow 
  magic class ability. 
  Benefit: Multiply the distance you can use with 
  shadow jump by 10. 
  
   
  Special: You can gain Shadow Stride multiple times. 
  Each time you take the feat, multiply the distance you can 
  use with shadow jump by 10. 
  Spell-Resisting Aura [Epic] 
  Your aura becomes able to resist spellcasting. 
  Prerequisites: Avangion aura class feature. 
  Benefit: Your avangion aura gains the ability of a 
  lesser globe of invulnerability (caster level equal to your 
  arcane caster level) in addition to its other traits. This aura 
  can be dispelled, but you can create it again as a free 
  action on your next turn. 
  Spirit of the Land Wild Shape [Epic, Wild] 
  You can transform yourself into a Spirit of the Land. 
  Prerequisites: Wis 30, Knowledge (nature) 30 ranks, 
  wild shape 6/day. 
  Benefit: You may use wild shape to change into a 
  Spirit of the Land. In addition to the normal effects of 
  wild shape, you gain all the Spirit's extraordinary, 
  supernatural, and spell-like abilities. You also gain the 
  Spirit’s‖feats‖for‖as‖long‖as‖you‖maintain‖the‖wild shape, 
  but you retain your own creature type and you gain the 
  incorporeal subtype. 
   
   
   
   
  
   
   
  C
  Chhaapptteerr  44::  E
  Eppiicc  S
  Sppeellllss  aanndd  PPoowweerrss  
   
   
  The several epic spells and powers presented in this 
  chapter are in addition to those presented in the Epic Level 
  Handbook. 
   
  Epic Spells by Spellcraft DC 
  50 
  Defiler Metamorphosis I 
  50 
  Preserver Metamorphosis I 
  53 
  Defiler Metamorphosis II 
  53 
  Preserver Metamorphosis II 
  56 
  Defiler Metamorphosis III 
  56 
  Preserver Metamorphosis III 
  56 
  Rift 
  60 
  Defiler Metamorphosis IV 
  60 
  Preserver Metamorphosis IV 
  63 
  Defiler Metamorphosis V 
  63 
  Preserver Metamorphosis V 
  66 
  Defiler Metamorphosis VI 
  66 
  Preserver Metamorphosis VI 
  70 
  Defiler Metamorphosis VII 
  70 
  Preserver Metamorphosis VII 
  73 
  Defiler Metamorphosis VIII 
  73 
  Preserver Metamorphosis VIII 
  75 
  Cone of Coins 
  76 
  Defiler Metamorphosis IX 
  76 
  Preserver Metamorphosis IX 
  80 
  Defiler Metamorphosis X 
  80 
  Preserver Metamorphosis X 
  92 
  Epic Banishment 
  105 
  Origin of Species: Dray 
   
  Epic Spell Descriptions 
  Cone of Coins 
  Transmutation 
  Spellcraft DC: 75 
  Components: V, S 
  Casting Time: 1 immediate action 
  Range: 80 ft. 
  Area: Cone-shaped burst 
  Duration: Permanent (D) 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  To Develop: 675,000 Cp; 14 days; 27,000 XP. Seeds: 
  transform (DC 21). Factors: transform creature to 
  inanimate object (+10 DC), quickened (+28 DC), change 
  from target to area (40-ft.-cone) (+10 DC), double base 
  area (+4 DC), dismissible by caster (+2 DC). 
   
  One after another, your enemies start thinning out. All of a 
  sudden, they all change into oversized ceramic coins. 
   
  This spell turns all creatures in the area, but not their 
  carried gear, into mindless, inert ceramic pieces. The face 
  of each creature is imprinted on the face of each coin, 
  while your standard is engraved on the other side. The 
  size of the coin (other than width) corresponds to the 
  creature's original size. If the coins resulting from this 
  spell are broken or damaged, the creatures (if ever 
  returned to their original state) have similar damage or 
  deformities. The creatures are not dead, but they do not 
  seem to be alive either when viewed with spells such as 
  deathwatch. 
  As a standard action, you can touch any of the coins 
  and transform it back into the original creature. 
  Deadrise Turning 
  Necromancy [Evil] 
  Spellcraft DC: 26 
  Components: V, S, Ritual 
  Casting Time: 1 week 
  Range: Touch 
  Target: Intelligent undead creature 
  Duration: 2 months 
  Saving Throw: Special 
  Spell Resistance: No 
  To Develop: 234,000 Cp; 5 days; 9,360 XP. Seeds: 
  animate dead (DC 23), heal (DC 25), ward (DC 14). Factors: 
  increase undead generated to 60 HD (+40 DC), increase 
  negative levels gained to 10 (+24 DC), increase duration to 
  2 months (+12 DC), increase area of effect to 320-ft. radius 
  (+20 DC). Mitigating factors: thinking zombie (-10 DC), 
  increase casting time to 1 week (-34 DC), burn 1,000 XP (-
  10 DC), three additional casters contributing 6th-level 
  spell slots (-33 DC), five additional casters contributing 
  5th-level spell slots (-45 DC). 
   
  Focusing your arcane energies upon the Black, you stretch 
  your hand and utter the command word, making the two planes 
  closer. 
   
  When this spell is cast, all undead within a 320-ft.-
  radius spherical emanation centered on the target become 
  immune to turning attempts for the duration of the spell. 
  But this is not the most dangerous ability of this spell. It’s 
  truly evil aspect is that when characters attempt to turn 
  undead under the protection of this spell, they are 
  stricken by a powerful surge of negative energy. This 
  energy deals 10 negative levels upon a character 
  attempting the turning (Fort DC 26; half). Anyone slain 
  
   
  from the negative levels instantly rises as a thinking 
  zombie (TotDL 78). The undead created this way are 
  controlled by the target of the spell, which sends a single 
  short command of twenty-five words or less to them at 
  the moment of their creation, as a free action. A maximum 
  of 60 HD worth of undead creatures can be created and 
  controlled this way (these HD are added to the maximum 
  number of HD worth of undead creatures the target can 
  control per caster level, if it has levels in a spellcasting 
  class). 
  XP Cost: 10,000 XP. 
  Defiler Metamorphosis I 
  Transmutation 
  Spellcraft DC: 50 
  Components: V, S, F 
  Casting Time: 1 day 
  Target: Personal 
  Duration: Instantaneous 
  To Develop: 450,000 Cp; 9 days; 18,000 XP. Seed: 
  metamorphosis (DC 28), reveal (*). Factors: Change type to 
  dragon (+50 DC), speak/understand/read any language 
  (+115 DC), ageless (+10 DC). Mitigating factor: change 
  range to personal target (-2 DC), sacrifice 1,000 Hit Dice of 
  living creatures (-50 DC), preparation time 1 year (-12 
  DC), increase casting time to 1 day (-22 DC), 17d6 
  backlash (-17 DC), 5,000,000 Cp structure (-50 DC). 
   
  After several years researching ancient writings and 
  building your focus structure, you oversee the sacrifice of slaves 
  as you use the Way to help transform yourself into a dragon. 
   
  This spell transforms you into the first stage of the 
  Athasian dragon species. Your type becomes dragon; you 
  lose all previous types, and gain all advantages of the new 
  type. You no longer can die of old age, and no longer 
  suffers penalties to attributes for aging. You gain the 
  ability to comprehend and speak any language of 
  creatures that you interact with, per the tongues ability. 
  This spell must be cast as a defiler spell. Casting this spell 
  requires you to expend your psionic focus and lose 100 
  power points. If you are unable to lose the 100 power 
  points, the spell immediately fails. The spell must be cast 
  within a specialized focus structure designed specifically 
  for the first three defiler metamorphosis spells, costing no 
  less than 5,000,000 Cp (50,000 gp). Physically, the newly 
  formed dragon changes very little, save normally 
  doubling its mass. You may retain its original height and 
  simply gain bulk, may also in height, or may simply grow 
  denser. 
  Physical 
  changes 
  are 
  uncontrollable 
  and 
  unpredictable. 
  Though 
  you 
  retain 
  humanoid 
  characteristics, your face elongates slightly and your 
  nostrils lengthen. Your spine becomes more pronounced, 
  and rudimentary scales appear on the shoulders and back. 
  Example: A‖human‖defiler’s‖mass‖may‖increase‖up‖to‖
  350 pounds. 
  Defiler Metamorphosis II 
  Transmutation 
  Spellcraft DC: 53 
  Components: V, S, F 
  Casting Time: 1 day 
  Target: Personal 
  Duration: Instantaneous 
  To Develop: 477,000 Cp; 10 days; 19,080 XP. Seed: 
  metamorphosis (DC 28). Factors: +2 Str (+90 DC), +2 Con 
  (+90 DC). Mitigating factor: change range to personal 
  target (-2 DC), sacrifice 1,000 Hit Dice of living creatures (-
  50 DC), preparation time 1 year (-12 DC), increase casting 
  time to 1 day (-22 DC), 17d6 backlash (-17 DC), 5,000,000 
  Cp structure (-50 DC). 
   
  You concentrate inward, harnessing the mental energies 
  required to guide you through the process. You open your eyes, 
  and the first clear signs of dragonhood appear. 
   
  This spell transforms you into the second stage of the 
  Athasian dragon species. At this stage, the rudimentary 
  nature of you starts taking root and increases your 
  strength and stamina, granting a +2 enhancement bonus 
  to Str and Con. This spell may only be cast after the defiler 
  metamorphosis II spell has been cast, you must be of 
  dragon type, and the spell may only be cast using your 
  dragon class ability. Casting this spell requires you to 
  expend your psionic focus and lose 106 power points. If 
  you are unable to lose the 106 power points, the spell 
  immediately fails. The spell must be cast within a 
  specialized focus structure designed specifically for the 
  first three defiler metamorphosis spells, costing no less 
  than 5,000,000 Cp (50,000 gp). At this point, your physical 
  form changes still further increasing in both height and 
  weight. Your face elongates further and the first hints of 
  scales appear on your lengthened snout. Your spine 
  becomes even more pronounced, and the stub of a tail 
  appears. 
  Example: A‖human‖defiler’s‖weight‖may‖increase‖up‖to‖
  450 pounds, and their height can be as tall as 10 foot. 
  Defiler Metamorphosis III 
  Transmutation 
  Spellcraft DC: 56 
  Components: V, S, F 
  Casting Time: 1 day 
  Target: Personal 
  Duration: Instantaneous 
  To Develop: 504,000 Cp; 11 days; 20,160 XP. Seed: 
  metamorphosis (DC 28). Factors: +1 Str (+45 DC), +1 Con 
  (+45 DC), +3 natural armor (+90 DC). Mitigating factor: 
  change range to personal target (-2 DC), sacrifice 1,000 Hit 
  Dice of living creatures, preparation time 1 year (-12 DC), 
  increase casting time to 1 day (-22 DC), 16d6 backlash (-16 
  DC), 5,000,000 Cp structure (-50 DC). 
   
   As you hear the life energies fueling your metamorphosis, 
  your body starts to become stronger, more resilient, and more 
  reptilian. 
   
  This spell transforms you into the third stage of the 
  Athasian dragon species. You gain an additional +1 
  enhancement bonus to Str and Con, and your natural 
  
   
   
  armor improves by +3. This spell may only be cast after 
  the defiler metamorphosis II spell has been cast, you must be 
  of dragon type, and the spell may only be cast using your 
  dragon class ability. Casting this spell requires you to 
  expend your psionic focus and lose 112 power points. If 
  you are unable to lose the 112 power points, the spell 
  immediately fails. The spell must be cast within a 
  specialized focus structure designed specifically for the 
  first three defiler metamorphosis spells, costing no less than 
  5,000,000 Cp (50,000 gp). You continue to grow in weight 
  and height. All limbs lengthen drastically, including 
  fingers and toes. Your neck also lengthens, lifting your 
  now reptilian head and face far above its shoulders; all 
  hair vanishes upon completion of this spell. 
  Example: A‖human‖defiler’s‖weight‖may‖increase‖up‖to‖
  650 pounds, and they may gain another foot in height. 
  Defiler Metamorphosis IV 
  Transmutation 
  Spellcraft DC: 60 
  Components: V, S, F 
  Casting Time: 3 days 
  Target: Personal 
  © 2008 Wizards of the Coast 
  
   
  Duration: Instantaneous 
  To Develop: 540,000 Cp; 11 days; 21,600 XP. Seed: 
  metamorphosis (DC 28), fortify (*). Factors: damage 
  reduction 15/magic (+240 DC), gain 2 claw attacks (+30 
  DC.) Mitigating factor: change range to personal target (-2 
  DC), sacrifice 2,000 Hit Dice of living creatures (-100 DC), 
  preparation time 2 years (-24 DC), increase casting time to 
  3 days (-26 DC), 21d6 backlash (-21 DC), 12,500,000 Cp 
  structure (-125 DC). 
   
  After upgrading your focus structure, the arcane energies 
  guided with your mental power reshape your body even further, 
  becoming even more dragon in appearance. 
   
  This spell transforms you into the fourth stage of the 
  Athasian dragon species. The changes are much more 
  dramatic at this stage, as are the advantages. You gain 
  damage reduction 15/ magic, and two claw attacks as per 
  a dragon of same size. These claw attacks are treated as 
  your primary weapon. This spell may only be cast after 
  the defiler metamorphosis III spell has been cast, you must 
  be of you type, and the spell may only be cast using you 
  magic class ability. Casting this spell requires you to 
  expend your psionic focus and lose 120 power points. If 
  you are unable to lose the 120 power points, the spell 
  immediately fails. The spell must be cast within a 
  specialized focus structure designed specifically for the 
  second three defiler metamorphosis spells, costing no less 
  than 12,500,000 Cp (125,000 gp). This may either be a new 
  structure, or the original structure used for the first three 
  spells may be upgraded to meet these requirements. Your 
  humanoid origins can now hardly be recognized, as your 
  weight and height continue to increase. Scales now cover 
  every part of your body but the underbelly and the 
  underside of your limbs, strengthening your natural 
  armor. The legs become strikingly inhuman, developing 
  huge thighs and a hard-angled, bony calf and taloned 
  foot. At this point, you may also hunch severely at 
  shoulder and waist, and can move either upright or on all 
  four limbs. Your wicked claws can now be used as 
  weapons. 
  Example: A‖human‖defiler’s‖weight‖may‖increase‖up‖to‖
  900 pounds, and they may be as long as 12 foot. 
  Defiler Metamorphosis V 
  Transmutation 
  Spellcraft DC: 63 
  Components: V, S, F 
  Casting Time: 3 days 
  Target: Personal 
  Duration: Instantaneous 
  To Develop: 567,000 Cp; 12 days; 22,680 XP. Seed: 
  metamorphosis (DC 28). Factors: Size increase 1 category 
  (+95 DC), bite and tail attacks (+60 DC), additional +6 
  natural armor (+180 DC). Mitigating factor: change range 
  to personal target (-2 DC), sacrifice 2,000 Hit Dice of living 
  creatures (-100 DC), preparation time 2 years (-24 DC), 
  increase casting time to 3 days (-26 DC), 23d6 backlash (-
  23 DC), 12,500,000 Cp structure (-125 DC). 
   
  The‖slave’s‖scream‖abruptly‖end,‖and‖so‖does‖the‖agony‖of‖
  the ritual, you open your eyes and realize that you are taller, 
  bulkier and stronger than before. You seem to be almost 
  overcome with rage and hatred. 
   
  This spell transforms you into the fifth stage of the 
  Athasian dragon species. Your size increases by 1 
  category, gaining all the inherent features thereof. (If it 
  increases from Medium to Large for instance, it would 
  gain +8 Str, -2 Dex, +4 Con, +2 natural armor, and -1 on 
  attack/AC.) At this point, your natural armor becomes 
  stronger, increasing by another +6 (this stacks with any 
  natural armor increase due to a change in size). At this 
  point you also gains bite and tail attacks as a dragon of 
  your size. The bite and tail attacks are treated as 
  secondary natural attacks for you. This spell may only be 
  cast after the defiler metamorphosis IV spell has been cast, 
  you must be of dragon type, and the spell may only be 
  cast using your dragon magic class ability. Casting this 
  spell requires you to expend your psionic focus and lose 
  126 power points. If you are unable to lose the 126 power 
  points, the spell immediately fails. The spell must be cast 
  within a specialized focus structure designed specifically 
  for the second three defiler metamorphosis spells, costing no 
  less than 12,500,000 Cp (125,000 gp). This may either be a 
  new structure or the original structure used for the first 
  three spells may be upgraded to meet these requirements. 
  Now fully the double your original height in length from 
  snout to growing tail, your weight continues to increase 
  and‖ your‖ dragon’s‖ jaws‖ protrude‖ remarkably.‖ The‖
  changes made at this point cause you to enter a period of 
  uncontrolled savagery known as its animalistic rampage, 
  which lasts a number of months equal to the backlash roll 
  from this spell, during which time the character's reason 
  is superseded by a lust for destruction and power. Any 
  plants (and animals in the case of dragons that have taken 
  the Athasian dragon class) become a source of hatred for 
  you,‖rivaling‖that‖of‖an‖undead‖creature’s‖hatred‖for‖the‖
  living, and are laid waste in your unending wrath. This 
  savage need for destruction comes from the incredible 
  pain that wracks your body during this stage of the 
  metamorphosis. No longer your original race, but not 
  quite a full dragon yet, your need to end the process 
  nearly drives you mad. Per DM choice, your character 
  may become an NPC during this period. 
  Example: A human defiler would be now fully 12 feet 
  long and weigh around 1,600 pounds. 
  Defiler Metamorphosis VI 
  Transmutation 
  Spellcraft DC: 66 
  Components: V, S 
  Casting Time: 3 days 
  Target: Personal 
  Duration: Instantaneous 
  To Develop: 594,000 Cp; 12 days; 23,760 XP. Seed: 
  metamorphosis (DC 28). Factors: +2 Str (+90 DC), +2 Con 
  (+90 DC), frightful presence (+70 DC), additional +3 
  natural armor (+90 DC). Mitigating factor: change range to 
  personal target (-2 DC), sacrifice 2,000 Hit Dice of living 
  
   
   
  creatures (-100 DC), preparation time 2 years (-24 DC), 
  increase casting time to 3 days (-26 DC), 25d6 backlash (-
  25 DC), 12,500,000 Cp structure (-125 DC). 
   
  Your metamorphosis ritual continues, granting you even 
  greater strength and resilience. You can now feel the 
  awesomeness of your presence as your hatred grows even 
  stronger. 
   
  This spell transforms you into the sixth stage of the 
  Athasian dragon species. At this stage, your natural 
  armor improves by another +3, it gains an additional +2 
  enhancement bonus on Str and Con, and the frightful 
  presence ability. This ability takes effect whenever you 
  attacks, charges, or flies overhead. Creatures within a 
  radius of 30 feet x 1/2 your HD are subject to the effect if 
  they have fewer HD than you. A potentially affected 
  creature that succeeds on a Will save (DC 10 + 1/2 your 
  HD + your Cha modifier) remains immune your frightful 
  presence for 24 hours. On a failure, creatures with 4 or 
  less HD become panicked for 4d6 rounds and those with 5 
  or more HD become shaken for 4d6 rounds. Athasian 
  dragons ignore the frightful presence of other dragons. 
  This spell may only be cast after the defiler metamorphosis V 
  spell has been cast, you must be of dragon type, and the 
  spell may only be cast using your dragon magic class 
  ability. Casting this spell requires you to expend your 
  psionic focus and lose 132 power points. If you are unable 
  to lose the 132 power points, the spell immediately fails. 
  The spell must be cast within a specialized focus structure 
  designed specifically for the second three defiler 
  metamorphosis spells, costing no less than 12,500,000 Cp 
  (125,000 gp). This may either be a new structure or the 
  original structure used for the first three spells may be 
  upgraded to meet these requirements. By this time, your 
  form is completely hunched but you can still stand erect 
  at your full height at times. Both your scales and hind legs 
  have strengthened significantly. The changes made at this 
  point cause you to enter a period of uncontrolled 
  savagery, as in the defiler metamorphosis V spell, above. 
  Example: A human defiler at this point would be a full 
  16 feet tall, as well as weighing 2,000 pounds. 
  Defiler Metamorphosis VII 
  Transmutation 
  Spellcraft DC: 70 
  Components: V, S, Ritual 
  Casting Time: 1 day 
  Target: Personal 
  Duration: Instantaneous 
  To Develop: 630,000 Cp; 13 days; 25,200 XP. Seed: 
  metamorphosis (DC 28). Factors: Size increase 1 category 
  (+95 DC), breath weapon (+60 DC), +3 natural armor (+90 
  DC). Mitigating factor: change range to personal target (-2 
  DC), sacrifice 2,000 Hit Dice of living creatures (-100 DC), 
  increase casting time to 1 day (-22 DC), 28d6 backlash (-28 
  DC), 3 additional casters, contributing 9th-level spell each 
  (-51 DC). 
   
  After using the Way to guide you through another stage of 
  your ritual, you sense the fires burning inside your gullet, 
  increasing even more in size and bulk. 
   
  This spell transforms you into the seventh stage of the 
  Athasian dragon species. Your size increases by 1 
  category, gaining all the inherent features thereof. (If 
  increases from Large to Huge for instance would gain +8 
  Str, -2 Dex, +4 Con, +3 natural armor, and -1 on 
  attack/AC.) Your natural armor improves by another +3 
  (which stacks with any natural armor improvement due 
  an increase in size) and you gain the ability to use your 
  breath weapon. The breath weapon is a super heated cone 
  of sand which deals 1d12 damage per 2 HD of you. This 
  damage is half fire damage and half piercing damage due 
  to the abrasion of the super heated sand. The breath 
  weapon's size is per a dragon of the same size category. 
  Creatures caught in the area of effect can attempt Reflex 
  saves to take half damage (DC 10 + 1/2 your HD + your 
  Con modifier.) This spell may only be cast after the defiler 
  metamorphosis VI spell has been cast, you must be of 
  dragon type, and the spell may only be cast using your 
  dragon class ability. Casting this spell requires you to 
  expend your psionic focus and lose 140 power points. If 
  you are unable to lose the 140 power points, the spell 
  immediately fails. You continue to gain in weight and 
  length. The changes made at this point cause you to enter 
  a period of uncontrolled savagery, as in the defiler 
  metamorphosis V spell, above. 
  Example: A human defiler at this point would be over 
  20 feet long, as well as weighing 4,000 pounds. 
  Defiler Metamorphosis VIII 
  Transmutation 
  Spellcraft DC: 73 
  Components: V, S, Ritual 
  Casting Time: 1 day 
  Target: Personal 
  Duration: Instantaneous 
  To Develop: 657,000 Cp; 14 days; 26,280 XP. Seed: 
  metamorphosis (DC 28), fortify (*). Factors: Burrow speed 
  (+20 DC), SR/PR at HD +11 (+135 DC), additional +3 
  natural armor (+90 DC). Mitigating factor: change range to 
  personal target (-2 DC), sacrifice 2,000 Hit Dice of living 
  creatures (-100 DC), increase casting time to 1 day (-22 
  DC), 31d6 backlash (-31 DC), 3 additional casters, 
  contributing 8th-level spell each (-45 DC). 
   
  The almost unbearable pain and agony seem to be second 
  only to your fury and hatred as another stage of the 
  metamorphosis is completed. Your reptilian tail is now 
  completely grown. 
   
  This spell transforms you into the eighth stage of the 
  Athasian dragon species. Your natural armor improves by 
  an additional 3; you gain the burrow speed of a dragon of 
  the same size, and SR/PR equal to your HD +11. This spell 
  may only be cast after the defiler metamorphosis VII spell 
  has been cast, you must be of dragon type, and the spell 
  may only be cast using your dragon magic class ability. 
  
   
  Casting this spell requires you to expend your psionic 
  focus and lose 146 power points. If you are unable to lose 
  the 146 power points, the spell immediately fails. Your 
  weight and length continue to increase, mostly due to 
  your full-grown tail. The changes made at this point cause 
  you to enter a period of uncontrolled savagery, as in the 
  defiler metamorphosis V spell, above. 
  Example: A human defiler at this point would be 
  around 25 feet long, as well as weighing 10,000 pounds. 
  Defiler Metamorphosis IX 
  Transmutation 
  Spellcraft DC: 76 
  Components: V, S, Ritual 
  Casting Time: 1 day 
  Target: Personal 
  Duration: Instantaneous 
  To Develop: 684,000 Cp; 14 days; 27,360 XP. Seed: 
  metamorphosis (DC 28). Factors: Size increase 1 category 
  (+95 DC), winged flight (+60 DC), additional +3 natural 
  armor (+90 DC). Mitigating factor: change range to 
  personal target (-2 DC), sacrifice 2,000 Hit Dice of living 
  creatures (-100 DC), increase casting time to 1 day (-22 
  DC), 34d6 backlash (-34 DC), 3 additional casters, 
  contributing 7th-level spell each (-39 DC). 
   
  Your body continues to grow stronger and larger as the 
  metamorphosis develops. Your reptilian wings are fully grown 
  now. 
   
  This spell transforms you into the ninth stage of the 
  Athasian 
  dragon 
  species. 
  At 
  this 
  point 
  in 
  the 
  transformation, your size increases by 1 category, gaining 
  all the inherent features thereof (if it increases from Huge 
  to Gargantuan for instance, it would gain +8 Str, +4 Con, 
  +4 natural armor, and -2 on attack/AC.) You also gain 
  wings that give it a fly speed according to your size: 
  Medium to Huge – 150 ft. (poor), Gargantuan+ – 200 ft. 
  (poor). The Athasian dragon gains a wing attack. Damage 
  for the wing attack is equivalent to that of a true dragon of 
  the same size. The wing attack is treated as a secondary 
  natural attack. Your natural armor improves yet again by 
  another +3 (this stacks with any improvement to natural 
  armor gained through an increase in size). This spell may 
  only be cast after the defiler metamorphosis VIII spell has 
  been cast, you must be of dragon type, and the spell may 
  only be cast using your dragon class ability. Casting this 
  spell requires you to expend your psionic focus and lose 
  152 power points. If you are unable to lose the 152 power 
  points, the spell immediately fails. You continue to 
  increase in length and weight and wings sprout from your 
  back. The changes made at this point cause you to enter a 
  period of uncontrolled savagery, as in the defiler 
  metamorphosis V spell, above. 
  Example: A human defiler at this point would be 
  around 30 feet long, as well as weighing 20,000 pounds. 
  Defiler Metamorphosis X 
  Transmutation 
  Spellcraft DC: 80 
  Components: V, S, M 
  Casting Time: 1 minute 
  Target: Personal 
  Duration: Instantaneous 
  To Develop: 720,000 Cp; 15 days; 28,800 XP. Seed: 
  metamorphosis (DC 28), fortify (*). Factors: +3 natural armor 
  (+90 DC), damage reduction 15/epic and metal (+230 DC). 
  Mitigating factor: change range to personal target (-2 DC), 
  39d6 backlash (-39 DC), personally kills opponent of 
  20+HD and capable of casting 9th level spells within 1 
  hour before casting spell (-225 Ad hoc DC). 
   
  After all those years of preparation and labor, you undergo 
  the last stage of the metamorphosis, rising for the first time as a 
  full dragon 
   
  This spell transforms you into the final stage of the 
  Athasian dragon species. At this point, you gain your 
  final boosts to your abilities. Your damage reduction 
  becomes 15/epic and metal, and your natural armor 
  improves by +3. At this, the final stage of you 
  metamorphosis, the defiler gains the ultimate ability of 
  dragonhood: the ability to store psionic and/or magical 
  obsidian orbs of any type within himself, while still being 
  able to use them. You accomplish this by swallowing the 
  orb. Once swallowed, the orbs are stored in your stomach, 
  where they can be used as normal. This spell may only be 
  cast after the defiler metamorphosis IX spell has been cast, 
  you must be of you type, and the spell may only be cast 
  using your dragon magic class ability. Casting this spell 
  requires you to expend your psionic focus and lose 160 
  power points. If you are unable to lose the 160 power 
  Table 4–1: Defiler Metamorphosis Progression 
  Stage 
  Str 
  Con 
  Natural 
  Armor 
  Special 
  I 
  +0 
  +0 
  +0 
  Change type to dragon, ageless, tongues 
  II 
  +2 
  +2 
  +0 
  ― 
  III 
  +3 
  +3 
  +3 
  ― 
  IV 
  +3 
  +3 
  +3 
  DR 15/magic, two claw attacks 
  V 
  +3 
  +3 
  +6 
  Size category increase, bite and tail attack 
  VI 
  +5 
  +5 
  +9 
  Frightful presence 
  VII 
  +5 
  +5 
  +12 
  Two size category increases, breath weapon 
  VIII 
  +5 
  +5 
  +15 
  Burrow speed, SR/PR equal to HD +11 
  IX 
  +5 
  +5 
  +18 
  Three size category increases, fly speed, wing attack 
  X 
  +5 
  +5 
  +21 
  DR 15/epic and metal, store obsidian orbs 
  
   
   
  points, the spell immediately fails. This spell must be cast 
  over the remains of a powerful creature (having no less 
  than 20 HD and being capable of casting 9th-level spells) 
  which the defiler has personally slain. The spell must by 
  cast‖ within‖ 1‖ hour‖ of‖ the‖ creature’s‖ death.‖At‖this,‖ your‖
  final stage of the metamorphosis, you leave the humanoid 
  form completely behind in favor of that of a pure dragon. 
  Example: A human defiler/dragon at this point would 
  be around 40 feet long, as well as weighing 50,000 
  pounds. 
  Epic Banishment 
  Enchantment 
  (Compulsion) 
  [Clairsentience, 
  Teleportation] 
  Spellcraft DC: 92 
  Components: V, S, XP 
  Casting Time: 1 standard action 
  Target: Creature touched 
  Duration: Instantaneous (1,000 hours for compulsion) 
  Saving Throw: Will negates; see text 
  Spell Resistance: Yes 
  To Develop: 828,000 Cp; 17 days; 33,120 XP. Seeds: 
  transport (DC 27), compel (to keep target in plane) (DC 19). 
  Factors: interplanar travel (+4 DC), unwilling target (+4 
  DC), 1-action casting time (+20 DC), 19 times increase in 
  base duration (+ 38 DC), +15 to save DC (+30 DC). 
  Mitigating factor: burn 5,000 XP (-50 DC). 
   
  Channeling your hatred into binding words of power, you 
  thrust your hands in the direction of your foe, uttering the last 
  words he will hear in quite some time. 
   
  You send your foe to a plane of choice. If you succeed 
  at a melee touch attack, the target must succeed at a Will 
  save (DC 35 + your key ability modifier). If he fails this 
  saving throw, he is sent to the plane of choice and cannot 
  willingly leave the plane for 1,000 years. Even after the 
  compulsion fades, he must devise his own escape from 
  the plane. 
  XP Cost: 5,000 XP. 
  Epic Simulacrum 
  Illusion (Shadow) 
  Spellcraft DC: 30 
  Components: V, S, M, XP 
  Casting Time: 1 day 
  Range: Touch 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  To Develop: 270,000 Cp; 6 days; 10,800 XP. Seeds: 
  animate (DC 25), contact (to give the bond to the 
  simulacrum) (DC 23), delude (to change object to appear as 
  caster) (DC 14). Factors: to make the transformation 
  appear as caster to all senses (+10 DC). Mitigating factors: 
  increase casting time by 1 day (-22 DC), burn 1,000 XP (-10 
  DC), 10d6 backlash (-10 DC). 
   
  After deeply concentrating on your subject, you outstretch 
  your hand, and release the magical energies, creating an almost 
  perfect duplicate of the original creature. 
   
  As simulacrum, except the duplicate has the full levels 
  or Hit Dice of the real creature. Furthermore, the 
  duplicate upon its death does not revert to the material 
  from which it was initially created, but becomes inert, and 
  if made of flesh is susceptible to decay. The dead body has 
  no‖special‖properties‖that‖the‖real‖creature’s‖corpse‖might‖
  have and a speak with dead spell fails automatically in the 
  case of a duplicate of a living being. You receive a +10 
  insight bonus to your Disguise check to determine how 
  good the simulacrum's likeness is in relation to the 
  original. 
  Seeking Sandstorm 
  Transmutation (Teleportation) 
  Spellcraft DC: 39 
  Components: V, S, XP 
  Casting Time: 10 minutes 
  Range: Unlimited 
  Effect: Mobile sensor, transports up to 2,000 lb. 
  Duration: 1 month 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  To Develop: 351,000 Cp; 8 days; 14,040 XP. Seeds: 
  reveal (DC 19), transport (to teleport the targets once the 
  sandstorm finds them) (DC 27). Factors: making the 
  sensor a mobile sandstorm (+2 DC), increase weight limit 
  to 2,000 lb. (+20 DC), allow teleport to effect unwilling 
  targets (+4 DC), increase duration of the sandstorm to 1 
  month (+22 DC). Mitigating factors: increase casting time 
  by 10 minutes (-20 DC), burn 2,500 XP (-25 DC), 10d6 
  backlash (-10 DC). 
   
  Whipping your hand in a wide arc, you spray sand from 
  your fingers, and instilling it with the hatred of a full blown 
  sandstorm to seek your enemy. 
   
  This spell creates a sandstorm which seeks out targets 
  matching 
  certain 
  parameters 
  given 
  by 
  you. 
  The 
  parameters of the search must be spoken aloud by you 
  and take no more than 100 words. Treat the sandstorm 
  that is created as a mile-wide duststorm (DMG 94) 
  traveling at a speed of 10 miles per hour in the general 
  direction you choose, somewhat following existing wind 
  currents. The sandstorm travels in search of those that 
  match the parameters, making you aware of any finds, 
  and allowing you to scry on the targets. Whenever a 
  target‖ enters‖ the‖ storm’s‖ radius‖ it‖ is‖ automatically‖
  detected unless hidden, invisible, or ethereal. Upon any 
  matching find the sandstorm stops in place, waiting for 
  you to direct its next action. At that point you may choose 
  to have the targets teleported to your location, thus 
  expending the spell; if a locale is the target of this spell, 
  you are instead teleported to the locale. 
  Spellbook Tattoo 
  Divination 
  
   
  Spellcraft DC: 21 
  Components: V, S 
  Casting Time: 10 minutes 
  Range: Touch 
  Duration: 1 month 
  Saving Throw: None 
  Spell Resistance: No 
  To Develop: 189,000 Cp; 4 days; 7,560 XP. Seeds: reveal 
  (DC 19). Factors: increase duration to 1 month (+22 DC). 
  Mitigating factors: increase casting time by 10 minutes (-
  20 DC). 
   
  You quickly peruse through your whole spellbook, becoming 
  extremely familiar with your spells, tattooing them to your 
  brain and body. 
   
  This spell allows you to store a standard traveling 
  spellbook worth of arcane spells (up to 100 pages) as spell 
  mastered spells by you; that is, you are considered to have 
  the Spell Mastery feat for these spells for the duration of 
  spellbook tattoo. In addition, you may allow other arcane 
  casters to study the tattoo, which is the physical 
  manifestation of the epic spell, and thus be able to 
  memorize the stored spells. 
  Origin of Species: Dray 
  Conjuration (Creation, Healing) 
  Spellcraft DC: 105 
  Components: V, S 
  Casting Time: 30 days, 11 minutes 
  Range: 0 ft. 
  Effect: One constructed creature up to Medium (20 cu. 
  ft.) 
  Duration: Permanent 
  Saving Throw: None 
  Spell Resistance: No 
  To Develop: 945,000 Cp; 19 days; 37,800 XP. Seeds: 
  conjure (DC 21), life (DC 27), ward (fire resistance 5) (DC 
  14). Factors: +3 to natural AC (+6 DC), additional 5 points 
  of resistance (+5 DC), add two more natural attacks (ad 
  hoc +4 DC), permanent (x5 DC). Mitigating factors: 10d6 
  backlash (-10 DC), increase casting time by 10 minutes (-
  20 DC), increase casting time by 30 days (-60 DC), five 
  additional casters contributing 9th-level spell slots (-85 
  DC), five additional casters contributing 8th-level spell 
  slots (-75 DC), ten additional casters contributing 2nd-
  level spell slots (-30 DC). 
   
  After a whole month of uninterrupted concentration, you 
  finally release the mystical energies bottled up, shaping them 
  into an idealized version of the perfect creature: a dray. 
   
  This spell creates a new creature: a second-generation 
  dray (ToA 37). When first created, the dray is Small, but it 
  grows to Medium size in 1d4 days. A created dray does 
  not possess the treasure, culture, or specific knowledge of 
  a normal second-generation dray. If released to be among 
  its own kind, it quickly picks up dray traits and 
  alignment. 
  Preserver Metamorphosis I 
  Transmutation 
  Spellcraft DC: 50 
  Components: V, S, F 
  Casting Time: 6 hours 
  Range: Personal 
  Target: You 
  Duration: Instantaneous 
  To Develop: 450,000 Cp; 9 days; 18,000 XP. Seeds: 
  metamorphosis (DC 28), reveal (*). Factors: Change type to 
  aberration (+30 DC), psi-like abilities (+135 DC), ageless 
  (+10 DC). Mitigating factors: change range to personal 
  target (-2 DC), burn 5,700 XP (-57 DC), preparation time 2 
  years (-24 DC), increase casting time to 6 hours (-20 DC), 
  focus structure worth 50,000 gp (-50 DC). 
   
  The energy of life swirls around you and begins to infuse 
  your form. The world looks different through your eyes now as 
  you begin your new existence. 
   
  This spell transforms you into the first stage towards 
  becoming an avangion. Your type becomes aberration, 
  and you lose all previous types, and gain all advantages 
  of the new type. You no longer can die of old age, and no 
  longer suffer penalties to attributes for aging. Also you 
  gain the following spell-like abilities at will: tongues, 
  discern lies, detect chaos/evil/good/law, caster level equal to 
  character level. This epic spell can only be cast while 
  preserving. Casting this spell requires you to expend your 
  psionic focus as well as expend 100 power points (which 
  are recovered in the normal fashion). If you are unable to 
  lose 100 power points the spell immediately fails. The 
  spell must be cast within a specialized focus structure 
  designed specifically 
  for the 
  first three 
  preserver 
  metamorphosis spells, costing no less than 5,000,000 Cp. 
  (50,000 gp) This focus structure is actually a purified area 
  that has been untouched by defiling, and the cost is made 
  up of the remains (ash, physical remains, artifacts, etc...) 
  of enemies of life. I.e. high-level defilers and the like. 
  Physically you change very little, save possibly gaining 
  slightly more noble features or your eyes may take on a 
  gold or silver sheen. 
  Preserver Metamorphosis II 
  Transmutation 
  Spellcraft DC: 53 
  Components: V, S, F 
  Casting Time: 6 hours 
  Range: Personal 
  Target: You 
  Duration: Instantaneous 
  To Develop: 477,000 Cp; 10 days; 19,080 XP. Seeds: 
  metamorphosis (DC 28), fortify (*). Factors: SR/PR and DR 
  (+145 DC), deflection bonus (DC 30). Mitigating factors: 
  change range to personal target (-2 DC), burn 5,400 XP (-
  54 DC), preparation time 2 years (-24 DC), increase casting 
  time to 6 hours (-20 DC), focus structure worth 50,000 gp 
  (-50 DC). 
   
  
   
   
  As the energy around joins with you, your skins starts to 
  glow and your hair turns white, you can feel the life force 
  strengthening and protecting you. 
   
  This spell transforms you into the second stage 
  towards becoming an avangion. At this stage your 
  defensive nature starts to manifest, allowing you to gain a 
  +1 deflection bonus on your armor value as well as 
  damage reduction 5/-, and SR/PR equal to your HD + 2. 
  This spell may only be cast after the preserver 
  metamorphosis I spell has been cast, you must be of the 
  aberration type, and you can only cast it using avangion 
  magic. Casting this spell requires you to expend your 
  psionic focus as well as expend 106 power points (which 
  are recovered in the normal fashion). If you are unable to 
  lose 106 power points the spell immediately fails. The 
  spell must be cast within a specialized focus structure 
  designed specifically 
  for the 
  first three 
  preserver 
  metamorphosis spells, costing no less than 5,000,000 Cp. 
  (50,000 gp.) This focus structure is actually a purified area 
  that has been untouched by defiling, and the cost is made 
  up of the remains (ash, physical remains, artifacts, etc...) 
  of enemies of life. I.e. high-level defilers and the like. 
  Physically your skin takes on a metallic glow similar to 
  your eyes, and any hair you have turns pure white. 
  Preserver Metamorphosis III 
  Transmutation 
  © 2008 Wizards of the Coast 
  
   
  Spellcraft DC: 56 
  Components: V, S, F 
  Casting Time: 6 hours 
  Range: Personal 
  Target: You 
  Duration: Instantaneous 
  To Develop: 540,000 Cp; 11 days; 21,600 XP. Seeds: 
  metamorphosis (DC 28), fortify (*). Factors: SR/PR, DR, and 
  Cha boost (+155 DC), deflection bonus (DC 30). Mitigating 
  factors: change range to personal target (-2 DC), burn 
  5,700 XP (-57 DC), preparation time 2 years (-24 DC), 
  increase casting time to 12 hours (-20 DC), focus structure 
  worth 50,000 gp (-50 DC). 
   
  As the life force for this spell joins with you, glimmering 
  wings sprout from your back and lift you off the ground. Your 
  skin glitters and any chance of being mistaken for a being of life 
  and magic are lost. 
   
  This spell transforms you into the third stage towards 
  becoming an avangion. At this stage, you increase yet 
  further gaining an increased deflection bonus on armor 
  up to +2 total, your SR/PR increases to be equal to your 
  HD + 4, and you gain the extraordinary ability to fly 60 
  (good maneuverability). This spell may only be cast after 
  the preserver metamorphosis II spell has been cast, you must 
  be of the aberration type, and you can only cast it using 
  avangion magic. Casting this spell requires you to expend 
  your psionic focus as well as expend 112 power points 
  (which are recovered in the normal fashion). If you are 
  unable to lose 112 power points the spell immediately 
  fails. The spell must be cast within a specialized focus 
  structure designed specifically for the first three preserver 
  metamorphosis spells, costing no less than 5,000,000 Cp. 
  (50,000 gp.) This focus structure is actually a purified area 
  that has been untouched by defiling, and the cost is made 
  up of the remains (ash, physical remains, artifacts, etc...) 
  of enemies of life. I.e. high-level defilers and the like. Any 
  concealment of your true form is lost at this stage, as 
  enormous gossamer wings sprout from your back and 
  shoulders. The wings themselves are filmy and nearly 
  transparent, though they span about 20 feet. Your eyes 
  become bright silver and your skin glitters in the sunlight. 
  Preserver Metamorphosis IV 
  Transmutation 
  Spellcraft DC: 60 
  Components: V, S, F, XP 
  Casting Time: 12 hours 
  Range: Personal 
  Target: You 
  Duration: Instantaneous 
  To Develop: 540,000 Cp; 11 days; 21,600 XP. Seeds: 
  metamorphosis (DC 28), fortify (*). Factors: SR/PR, DR, and 
  Cha boost (+155 DC), deflection bonus (DC 30). Mitigating 
  factors: change range to personal target (-2 DC), burn 
  5,700 XP (-57 DC), preparation time 2 years (-24 DC), 
  increase casting time to 12 hours (-20 DC), focus structure 
  worth 50,000 gp (-50 DC). 
   
  As the last words of this spell are spoken, the hair on your 
  body falls to the ground and the energy around you gives you 
  insight into your true self. You feel your inner power grow and 
  feel a rush of confidence as your new form develops. 
   
  This spell transforms you into the fourth stage 
  towards becoming an avangion. At this stage, your 
  defensive abilities increase dramatically. Your deflection 
  bonus on the armor raises to +3, your SR/PR increases to 
  be equal to your HD + 6, and your damage reduction also 
  increases to 10/-. You also gain a +1 bonus to your Cha 
  due to your heightened sense of self and inner power. 
  This spell may only be cast after the preserver 
  metamorphosis III spell has been cast, you must be of the 
  aberration type, and you can only cast it using avangion 
  magic. Casting this spell requires you to expend your 
  psionic focus as well as expend 120 power points (which 
  are recovered in the normal fashion). If you are unable to 
  lose 120 power points the spell immediately fails. The 
  spell must be cast within a specialized focus structure 
  designed specifically for the second three preserver 
  metamorphosis spells, costing no less than 5,000,000 Cp. 
  (50,000 gp.) This focus structure is actually a purified area 
  that has been untouched by defiling in an area no less 
  than one mile in all directions and the cost is made up of 
  gifts from no less than three powerful good creatures (at 
  least 20 HD). The structure is centered on a single bush or 
  tree that you have personally saved from defiling. Your 
  original form becomes increasingly vague. All your hair 
  has vanished at this point and webs of filmy winglike 
  material forms between your arms, torso, fingers and toes. 
  Your existing wings form into multiple folds, which can 
  be extended out to a 25-foot span. 
  Preserver Metamorphosis V 
  Transmutation 
  Spellcraft DC: 63 
  Components: V, S, F, XP 
  Casting Time: 12 hours 
  Range: Personal 
  Target: You 
  Duration: Instantaneous 
  To Develop: 567,000 Cp; 12 days; 22,680 XP. Seeds: 
  metamorphosis (DC 28). Factors: deflection bonus (DC 90), 
  size increase (DC 95), add levitation spell-like ability (ad 
  hoc +10 DC), add far hand psi-like ability (ad hoc +8 DC), 
  no material or somatic components requirements (ad hoc 
  +8 DC). Mitigating factors: change range to personal 
  target (-2 DC), burn 5,400 XP (-54 DC), preparation time 2 
  years (-24 DC), increase casting time to 12 hours (-20 DC), 
  focus structure worth 50,000 gp (-50 DC). 
   
  At the end of this spell, the energy around you rushes into 
  you, causing you to lift off the ground and your limbs to almost 
  disappear. Your feel yourself grow larger as your wings unfold 
  to a much larger size. 
   
  This spell transforms you into the fifth stage towards 
  becoming an avangion. At this stage your deflection 
  bonus to armor increases up to +6, you gain an 
  
   
   
  extraordinary ability as per the levitate power which is 
  always active, and you also gain the psi-like ability of far 
  hand at will, manifester level equal to your character level. 
  At this point, your inner nature and outer form have 
  changed to the point that you no longer require material 
  or somatic components for spells up to 9th level. In 
  addition, your size increases 1 size category, gaining all 
  the inherent features therein, save Str increases which 
  instead become Int increases at half the rate of the Str 
  increase. (If you increase from Medium to Large for 
  instance you would gain +4 Int, -2 Dex, +4 Con, +2 natural 
  armor, and -1 on attack/AC.) Also note that at this point, 
  your body has changed so much as to make grappling 
  you extremely difficult, you now add your Int modifier to 
  all grapple checks. This spell may only be cast after the 
  preserver metamorphosis IV spell has been cast, you must be 
  of the aberration type, and you can only cast it using 
  avangion magic. Casting this spell requires you to expend 
  your psionic focus as well as expend 126 power points 
  (which are recovered in the normal fashion). If you are 
  unable to lose 126 power points the spell immediately 
  fails. The spell must be cast within a specialized focus 
  structure designed specifically for the second three 
  preserver metamorphosis spells, costing no less than 
  5,000,000 Cp. (50,000 gp.) This focus structure is actually a 
  purified area that has been untouched by defiling in an 
  area no less than one mile in all directions and the cost is 
  made up of gifts from no less than three powerful good 
  creatures (at least 20 HD). The structure is centered on a 
  single bush or tree that you have personally saved from 
  defiling. At this point your original form starts to become 
  lost in the wispy folds of your wings, which can now 
  extend to a 30 feet span. Your jaw retracts while your eyes 
  grow larger. Your arms and legs grown thinner to the 
  point where you can no longer support your own weight. 
  You now can only float or fly at all times. You can also no 
  longer wield hand held weapons or make standard 
  unarmed attacks, though you can still make touch attacks. 
  At this stage, you gain the ability to absorb magical items 
  that take up body slots into your body gaining all of the 
  ability of the item as if the item were worn. This effect 
  lasts until you absorb a new item into the same slot at 
  which point the former abilities are lost. (Note that the act 
  of absorbing the magical item destroys the item in 
  question.) This ability is very important at this point as 
  you is no longer able to use many magic items, that take 
  up 
  body 
  slots, 
  regularly 
  due 
  to 
  the 
  massive 
  transformation of your body. 
  Preserver Metamorphosis VI 
  Transmutation 
  Spellcraft DC: 66 
  Components: V, S, F 
  Casting Time: 12 hours 
  Range: Personal 
  Target: You 
  Duration: Instantaneous 
  To Develop: 594,000 Cp; 12 days; 23,760 XP. Seeds: 
  metamorphosis (DC 28), fortify (*). Factors: SR/PR and Cha 
  boost (+130 DC), deflection bonus (DC 60), increase flight 
  speed (ad hoc +2 DC). Mitigating factors: change range to 
  personal target (-2 DC), burn 5,600 XP (-56 DC), 
  preparation time 2 years (-24 DC), increase casting time to 
  12 hours (-20 DC), focus structure worth 50,000 gp (-50 
  DC). 
   
  The energy for this spell infuses you, filling you with 
  confidence and life. You feel yourself and your surroundings 
  much more acutely and your speed increase. 
   
  This spell transforms you into the sixth stage towards 
  becoming an avangion. Your deflection bonus to AC 
  increases to +8, your SR/PR increases to be equal to your 
  HD + 10, your flight movement rate increases to 120 ft. 
  (good), and your Cha increases by another +1. This spell 
  may only be cast after the preserver metamorphosis V spell 
  has been cast, you must be of the aberration type, and you 
  can only cast it using avangion magic. Casting this spell 
  requires you to expend your psionic focus as well as 
  expend 132 power points (which are recovered in the 
  normal fashion). If you are unable to lose 132 power 
  points the spell immediately fails. The spell must be cast 
  within a specialized focus structure designed specifically 
  for the second three preserver metamorphosis spells, costing 
  no less than 5,000,000 Cp. (50,000 gp.) This focus structure 
  is actually a purified area that has been untouched by 
  defiling in an area no less than one mile in all directions 
  and the cost is made up of gifts from no less than three 
  powerful good creatures (at least 20 HD). The structure is 
  centered on a single bush or tree that you have personally 
  saved from defiling. At this stage, you become far more 
  mobile and graceful. Your incredible shining wings now 
  span up to 40 feet, with your central body being now 
  nearly lost in their folds. 
  Preserver Metamorphosis VII 
  Transmutation 
  Spellcraft DC: 70 
  Components: V, S, F 
  Casting Time: 12 hours 
  Range: Personal 
  Target: You 
  Duration: Instantaneous 
  To Develop: 630,000 Cp; 13 days; 25,200 XP. Seeds: 
  metamorphosis (DC 28), fortify (*). Factors: SR/PR, DR, and 
  attribute boosts (+265 DC). Mitigating factors: change 
  range to personal target (-2 DC), burn 5,500 XP (-55 DC), 
  preparation time 2 years (-24 DC), increase casting time to 
  12 hours (-20 DC), focus structure worth 50,000 gp (-50 
  DC), 8 additional casters each contributing 5th-level spell 
  slots (-72 DC). 
   
  As the spell ends, the life you draw into yourself expands 
  your consciousness and your power. You thoughts quicken your 
  movements in new ways and your insight into the world 
  increases.  
   
  This spell transforms you into the seventh stage 
  towards becoming an avangion. Your SR/PR increases to 
  be equal to your HD + 12 and the damage reduction 
  
   
  becomes 15/-. Due to the transformation, your mind and 
  body changes even more, and you gain a bonus of +1 Cha, 
  +1 Wis, and +2 Dex. This spell may only be cast after the 
  preserver metamorphosis VI spell has been cast, you must be 
  of the aberration type, and you can only cast it using 
  avangion magic. Casting this spell requires you to expend 
  your psionic focus as well as expend 140 power points 
  (which are recovered in the normal fashion). If you are 
  unable to lose 140 power points the spell immediately 
  fails. The spell must be cast within a specialized focus 
  structure designed specifically for the third three preserver 
  metamorphosis spells, costing no less than 5,000,000 Cp. 
  (50,000 gp.) This focus structure is actually a purified area 
  that has been untouched by defiling in an area no less 
  than one mile in all directions and the cost is made up of 
  gifts from the eight casters that contribute to the ritual. 
  The structure is centered on a single bush or tree that you 
  have personally saved from defiling. Your original form is 
  nearly lost at this point. You now have only a head and 
  torso, which are nearly lost among the near endless folds 
  of your gossamer wings. The wing span is now about 50 
  feet when fully extended. 
  Preserver Metamorphosis VIII 
  Transmutation 
  Spellcraft DC: 73 
  Components: V, S, F 
  Casting Time: 12 hours 
  Range: Personal 
  Target: You 
  Duration: Instantaneous 
  To Develop: 657,000 Cp; 14 days; 26,280 XP. Seeds: 
  metamorphosis (DC 28), fortify (*), ward (*). Factors: SR/PR 
  (+120 DC), deflection bonus (DC 60), aura (DC 110), 
  increase flight speed (ad hoc +2 DC). Mitigating factors: 
  change range to personal target (-2 DC), burn 7,700 XP (-
  77 DC), preparation time 2 years (-24 DC), increase casting 
  time to 12 hours (-20 DC), focus structure worth 50,000 gp 
  (-50 DC), 8 additional casters each contributing 5th-level 
  spell slots (-72 DC). 
   
  With the completion of this spell, your life force grows to the 
  point where it is no longer containable. Brilliant light shines 
  from your form and darkness cannot stand your presence. 
   
  This spell transforms you into the eighth stage 
  towards becoming an avangion. At this point your 
  defensive capabilities increase to raise your deflection 
  bonus to +10, your SR/PR increases to be equal to your 
  HD + 14, and the damage reduction advances to be 20/-. 
  The flight movement increases to 200 ft. (perfect). You 
  first take on your supernatural aura at this stage. A 
  brilliant radiance of light extends out to a 100 foot radius 
  that acts as a permanent magic circle against evil (caster 
  level equal to your arcane caster level) spell as well as 
  dispelling all darkness and negating the normal penalty 
  that a creature suffers for being within a defiling radius. 
  This spell may only be cast after the preserver 
  metamorphosis VII spell has been cast, you must be of the 
  aberration type, and you can only cast it using avangion 
  magic. Casting this spell requires you to expend your 
  psionic focus as well as expend 146 power points (which 
  are recovered in the normal fashion). If you are unable to 
  lose 146 power points the spell immediately fails. The 
  spell must be cast within a specialized focus structure 
  designed specifically for the third three preserver 
  metamorphosis spells, costing no less than 5,000,000 Cp. 
  (50,000 gp.) This focus structure is actually a purified area 
  that has been untouched by defiling in an area no less 
  than one mile in all directions and the cost is made up of 
  gifts from the eight casters that contribute to the ritual. 
  The structure is centered on a single bush or tree that you 
  have personally saved from defiling. The wingspan at this 
  point has increased to 65 foot. 
  Preserver Metamorphosis IX 
  Transmutation 
  Spellcraft DC: 76 
  Components: V, S, F 
  Casting Time: 12 hours 
  Range: Personal 
  Target: You 
  Duration: Instantaneous 
  To Develop: 684,000 Cp; 14 days; 27,360 XP. Seeds: 
  afflict (*), metamorphosis (DC 28), fortify (*). Factors: SR/PR 
  and Cha boost (+135 DC), deflection bonus (DC 60), aura 
  Table 4–2: Preserver Metamorphosis Progression 
  Stage 
  Dex 
  Wis 
  Cha 
  Deflection 
  Bonus 
  Special 
  I 
  +0 
  +0 
  +0 
  +0 
  Change type to aberration, ageless, discern lies, detect chaos/evil/good/law, tongues 
  II 
  +0 
  +0 
  +0 
  +1 
  DR 5/–, SR/PR equal to HD + 2 
  III 
  +0 
  +0 
  +0 
  +2 
  SR/PR equal to HD + 4, fly speed 60 ft. (good) 
  IV 
  +0 
  +0 
  +1 
  +3 
  DR 10/–, SR/PR equal to HD + 6 
  V 
  +0 
  +0 
  +1 
  +6 
  Size increase, far hand, levitate, no requirement of material or somatic 
  components, Int modifier to grapple checks 
  VI 
  +0 
  +0 
  +2 
  +8 
  SR/PR equal to HD + 10, fly speed 120 ft. (good) 
  VII 
  +2 
  +1 
  +3 
  +8 
  DR 15/–, SR/PR equal to HD + 12 
  VIII 
  +2 
  +1 
  +4 
  +10 
  DR 20/–, SR/PR equal to HD + 14, fly speed 200 ft. (perfect), avangion aura 
  (magic circle against evil) 
  IX 
  +2 
  +1 
  +5 
  +12 
  SR/PR equal to HD + 16, avangion aura (ray of enfeeblement) 
  X 
  +2 
  +3 
  +5 
  +12 
  Size increase, SR/PR equal to HD + 18, fly speed 400 ft. (perfect), avangion aura 
  (globe of invulnerability) 
  
   
   
  (DC 100). Mitigating factors: change range to personal 
  target (-2 DC), burn 7,900 XP (-79 DC), preparation time 2 
  years (-24 DC), increase casting time to 12 hours (-20 DC), 
  focus structure worth 50,000 gp (-50 DC), 8 additional 
  casters each contributing 5th-level spell slots (-72 DC). 
   
  The light that shines from your vast life force grows 
  stronger, and you can feel the good nature that fills you 
  weakening any evil that may come. Your insight and confidence 
  grow stronger still as your form is almost lost within wispy 
  folds of gossamer wings. 
   
  This spell transforms you into the ninth stage towards 
  becoming an avangion. Your deflection bonus on the 
  armor raises to +12, your SR/PR increases to be equal to 
  your HD + 16, your Cha increases by another +1, and your 
  avangion aura increases to 150 feet radius while gaining 
  the ability to act as a variant of the ray of enfeeblement spell 
  to all evil creatures within the aura. (All evil creatures 
  within the radius take a penalty to his Strength equal to 
  1d6+5, no save allowed though can be resisted with spell 
  resistance. Caster level is equal to your arcane caster 
  level.) This spell may only be cast after the preserver 
  metamorphosis VIII spell has been cast, you must be of the 
  aberration type, and you can only cast it using avangion 
  magic. Casting this spell requires you to expend your 
  psionic focus as well as expend 152 power points (which 
  are recovered in the normal fashion). If you are unable to 
  lose 152 power points the spell immediately fails. The 
  spell must be cast within a specialized focus structure 
  designed specifically for the third three preserver 
  metamorphosis spells, costing no less than 5,000,000 Cp. 
  (50,000 gp.) This focus structure is actually a purified area 
  that has been untouched by defiling in an area no less 
  than one mile in all directions and the cost is made up of 
  gifts from the eight casters that contribute to the ritual. 
  The structure is centered on a single bush or tree that you 
  have personally saved from defiling. Physically you gain 
  still more to your wings, now being an 80 foot span that 
  nearly envelopes your torso and head. From a distance 
  you resemble a cloud of interwoven wings at this point. 
  Preserver Metamorphosis X 
  Transmutation 
  Spellcraft DC: 80 
  Components: V, S, F 
  Casting Time: 1 round/2d12 months 
  Range: Personal 
  Target: You 
  Duration: Instantaneous 
  To Develop: 720,000 Cp; 15 days; 28,800 XP. Seeds: 
  fortify (*), metamorphosis (DC 28), ward (*). Factors: SR/PR 
  and attribute boosts (+185 DC), size increase (DC 95), aura 
  (DC 200), increase flight speed (ad hoc +2 DC). Mitigating 
  factors: change range to personal target (-2 DC), burn 
  10,000 XP (-100 DC), preparation time 2 years (-24 DC), 
  increase casting time to 2d12 months (-220 DC), focus 
  structure worth 82,000 gp (-82 DC). 
   
  After what felt like an eternal dream, floating backwards 
  and forwards through time and witnessing all of what might be 
  history, you awaken in your new form, a being of light and good 
  with little more than wings and a head. You feel reborn, 
  resplendent and magnificent. 
   
  This spell transforms you into the final form of an 
  avangion. Your final form increases 1 size category, 
  gaining all the inherent features therein, save Str increases 
  which instead become Int increases at half the rate of the 
  Str increase. (If you increase from Large to Huge for 
  instance you would gain +4 Int, -2 Dex, +4 Con, +3 natural 
  armor, and -1 on attack/AC.) Additionally, your SR/PR 
  increases to be equal to your HD + 18, your fly speed 
  becomes 400 ft. (perfect), you gain a +2 bonus to Wis, and 
  a +1 bonus to Cha. Your avangion aura also advances to 
  its final state with a radius of 200 feet and gains the ability 
  of a globe of invulnerability (caster level equal to your 
  arcane caster level.) in addition to all its other traits. This 
  spell may only be cast after the preserver metamorphosis IX 
  spell has been cast, you must be of the aberration type, 
  and you can only cast it using avangion magic. Casting 
  this spell requires you to expend your psionic focus as 
  well as expend 160 power points (which are recovered in 
  the normal fashion). If you are unable to lose 160 power 
  points the spell immediately fails. The spell must be cast 
  within a specialized focus structure designed specifically 
  for the final preserver metamorphosis spell, costing no less 
  than 8,200,000 Cp. (82,000 gp.) This focus structure is a 
  stone tomb large enough to hold you, built around a 
  perfectly sealed glass case. In addition, a diamond, of 
  value no less than 10,000 gp, is incorporated into the focus 
  structure. The casting time is one round, although upon 
  casting you, the focus structure, and the diamond 
  disappear for 2d12 months for places unknown, leaving 
  only the glass case behind (per DM choice, the character 
  may become a NPC during this time). If the glass case is 
  damaged during this time frame you are lost to oblivion. 
  In your final form, your wings span 90 feet. 
  Rift 
  Necromancy [Evil] 
  Spellcraft DC: 56 
  Components: V, S, M 
  Casting Time: 10 minutes 
  Range: 540 ft. 
  Area: 540-ft.-radius emanation, centered on you 
  Duration: 12 hours 
  To Develop: 504,000 Cp; 11 days; 20,160 XP. Seeds: 
  heal (DC 25), transport (DC 27). Factors: change to area of 
  20-ft. radius (+2 DC), change radius to 540 ft. (+24 DC), 
  increase duration by 4 hours (+8 DC). Mitigating factors: 
  increase casting time by 9 minutes (-18 DC), increase 
  preparation time to 4 months (-4 DC), difficult material 
  component (ad hoc -8 DC). 
   
  Upon completion of the spell, the Gray and Athas briefly 
  become closer, bolstering all undead near you. 
   
  
   
  You temporarily bring the Gray closer to Athas, 
  creating a rift between the two planes centered upon 
  yourself. You must study undisturbed for at least four 
  months prior to the casting, reading ancient scrolls and 
  books about the two planes. 
  All undead within the area of effect receive temporary 
  hit points equal to nine times their original hit points for 
  the duration of the spell. 
  Material Component: An obsidian goblet worth at least 
  1,000 Cp, containing ground bones from an undead 
  creature, having no less than 20 HD and being capable of 
  casting arcane spells. 
  Shadow Transformation I 
  Transmutation 
  Spellcraft DC: 40 
  Components: V, S, F 
  Casting Time: 1 day 
  Target: Personal 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  To Develop: 360,000 Cp; 8 days; 14,400 XP. Seed: 
  metamorphosis (DC 28), fortify (*), reveal (*), conceal (*), 
  transform (*). Factors: Change type to outsider, native (+40 
  DC), speak/understand/read any language (+115 DC), 
  ageless (+10 DC), lucent healing (+10 DC) shadow blend 
  (+25 DC), deflection bonus (+30 DC), +1 Dex (+45 DC). 
  Mitigating factors: personal target (-2 DC), preparation 
  time 2 years (-24 DC), increase casting time to 1 day (-22 
  DC), 5,000,000 Cp structure (-50 DC), lunar cycle (double 
  new moon) (ad hoc -75 DC), cast on two planes (ad hoc -
  50). 
   
  When the New Moons rise, you enter a hall filled with 
  shadows and darkness, wisps of dark energy infuse you as you 
  begin to merge with the Black that surrounds you. 
   
  This spell begins the shadow shifter transformation. 
  Your type becomes outsider (native); you lose all previous 
  types, and gain all advantages of the new type, you no 
  longer need to breathe, though you may do so if you 
  wish. You no longer can die of old age, and no longer 
  suffers penalties to attributes for aging. You gain the 
  ability to comprehend and speak any language of 
  creatures that he interacts with, per the tongues ability. 
  The Black begins to enhance and protect you granting 
  a +1 deflection bonus to AC, and a +1 enhancement bonus 
  to Dex. You gain the lucent healing ability which grants 
  fast healing 1 for every metamorphosis stage that you 
  completed when within light as bright as torchlight and 
  fast healing of twice that in sunlight or within the radius 
  of a daylight spell. In total darkness, you 1d4 points of 
  damage per round. You also gain the shadow blend 
  ability, which grants you concealment when inside a 
  shadowy area. Artificial illumination, even a light or 
  continual flame spell, does not negate this ability, full 
  daylight or a daylight spell, however, will. 
  This spell must be cast using shadow magic. Casting 
  this spell requires you to expend your psionic focus and 
  expend 80 power points. If you are unable to expend the 
  80 power points, the spell immediately fails. The spell 
  must be cast within a specialized focus structure designed 
  specifically for the first shadow transformation spell, 
  costing no less than 5,000,000 Cp. (50,000 gp.) Half of this 
  structure must be constructed within the plane of the 
  Black of pure obsidian, with magical gates that tie the two 
  planes together. 
  Physically, your shadow taint spreads to cover an 
  additional 25% of your body. Your eyes glow with an 
  inner blue light, and when you breathe, wisps of shadows 
  leave your mouth. 
  Shadow Transformation II 
  Transmutation 
  Spellcraft DC: 43 
  Components: V, S, F 
  Casting Time: 1 day 
  Target: Personal 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  To Develop: 387,000 Cp; 8 days; 14,580 XP. Seed: 
  metamorphosis (DC 28), fortify (*), afflict (*), compel (*), reveal 
  (*), transform (*). Factors: Deflection bonus (+30 DC), 2 
  touch attacks (+30 DC), Aura (blindsense, fear (+150 DC), 
  +1 Dex (+45 DC), gain cold subtype (+20 DC), shadow 
  blend (+25 DC), incorporeal (+31 DC), temporary 
  corporeality (+31 DC), change shape (+230 DC). Mitigating 
  factors: personal target (-2 DC), preparation time 2 years (-
  24 DC), increase casting time to 1 day (-22 DC), 5,000,000 
  Cp structure (-50 DC), lunar cycle (lunar eclipse Ral, solar 
  eclipse Guthay) (ad hoc: -100 DC), Ad hoc: Cast on two 
  planes (-50), Sacrifice Ritual Casters of opposite alignment 
  (doubles the DC of the spell slot given, 12 participants 
  giving 6th level spell slots ad hoc: - 264 DC). 
   
  The Black infuses you even more as tendrils of darkness 
  undo your form. You become a thing of shadow, taken whatever 
  form suits you. 
   
  This spell progresses you into the second stage 
  transformation. At this stage, you lose your former self 
  and become a complete being of the Black. The shadow 
  taint spreads to the last of your body and you finally 
  embrace your new nature, granting you the cold and 
  incorporeal subtypes. You can become temporarily 
  corporeal as a standard action that does not provoke an 
  attack of opportunity. When becoming corporeal your 
  deflection bonus becomes a natural armor bonus. At this 
  point, you also gain the ability to use your shadowy 
  nature to assume any form you wish as a full round action 
  that does not provoke an attack of opportunity. This 
  ability is exactly like the change shape ability but you 
  cannot alter your coloration from the essence of the Black 
  and you become corporeal in any form that is not 
  naturally incorporeal. You may change shape as often as 
  you desire with each change taking a full round, but does 
  not provoke an attack of opportunity. While changing 
  form you may decrease your size down to diminutive, or 
  
   
   
  increase your size by one category. At this point, you no 
  longer need to use verbal or material components for 
  spells as if you had the Ignore Material Components feat, 
  nor are you prevented from casting spells or manifesting 
  powers if your form would not normally allow you to do 
  so. 
  The Black continues to enhance and protect you, 
  granting a +1 deflection bonus to AC, a +1 enhancement 
  bonus to Dex. You gain two touch attacks that inflict 
  damage as a claw of the same size would. These touch 
  attacks are treated as your primary weapon. You gain a 
  special chilling aura that is always active, but may lower 
  it at will as a free action. At the end of each creature’s‖
  turn, creatures within 40 ft. of you must succeed on a 
  Fortitude save (DC 10 + 1/2 your arcane caster level + your 
  Cha modifier) or become fatigued from the cold. A 
  successful save negates the effect. A fatigued creature that 
  fails its save becomes exhausted. A creature must attempt 
  this saving throw each round it is within range, whether 
  or not it has succeeded on an earlier save. A creature that 
  has resistance or immunity to cold is immune to this 
  effect, as is a creature that is not subject to the effects of 
  extreme cold conditions. The fatigued and exhausted 
  conditions‖end‖1‖minute‖after‖leaving‖the‖aura’s‖area‖of‖
  effect. The save DC is Charisma-based. The aura brings 
  out creatures worst fears. Creatures within the radius of 
  your aura are subject to the effect if they have fewer HD 
  than you. A potentially affected creature that succeeds on 
  its Will save (DC 10 + 1/2 your arcane caster level + your 
  Cha modifier) remains immune to the fear affects of your 
  aura for 24 hours. On a failure, creatures with 4 or less HD 
  become panicked for 4d6 rounds and those with 5 or more 
  HD become shaken for 4d6 rounds. Your shadow blend 
  ability now grants total concealment. Your understanding 
  of the Black also increases your perceptions. This 
  awareness extends through the shadows around you. In 
  conditions other than total darkness, you gain the 
  blindsight abilities within the range of your chilling aura. 
  This spell may only be cast after the shadow 
  transformation I spell has been cast, you must be of the 
  outsider type, and the spell may only be cast using the 
  shadow magic class ability. Casting this spell requires you 
  to expend your psionic focus and expend 86 power 
  points. If you are unable to expend the 86 power points, 
  the spell immediately fails. The spell must be cast within a 
  specialized focus structure designed specifically for the 
  shadow transformation spell, costing no less than 
  5,000,000 Cp. (50,000 gp.) Half of this structure must be 
  constructed within the plane of the Black of pure 
  obsidian, with magical gates that tie the two planes 
  together. The ritual casters for this spell must be of 
  opposing alignments and must be captured in small 
  obsidian orbs specially prepared for this spell for use with 
  the magic jar spell. These obsidian orbs must cost 200 gp 
  each and are not included in the development or focus 
  structure costs of this spell. During the casting process 
  they are released from the orbs and compelled to take part 
  in the casting and give their spell slots. At the conclusion 
  of the casting, you return to Athas and the must destroy 
  the orbs that contain the ritual casters and slay the casters 
  as well. 
  Physically, your shadow taint spreads to cover all of 
  your body. Your overall shape appears to blur, with wisps 
  of shadow flowing into and out of your body. You are 
  now a thing of shadow and darkness. 
  Shadow Transformation III 
  Transmutation 
  Spellcraft DC: 45 
  Components: V, S, F 
  Casting Time: 7 minutes 
  Target: Personal 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  To Develop: 405,000 Cp; 9 days; 161,200 XP. Seed: 
  metamorphosis (DC 28), fortify (*), transform (*), afflict (*). 
  Factors: +1 Dex (+45 DC), flight (+60 DC), Deflection 
  bonus (+30 DC), alter size (one size larger, standard action 
  +205 DC), DR increase (+11 DC), SR/PR 11+HD (+135 DC), 
  Aura (2 ability damage (-5), loss of sight and touch 80 ft 
  radius, +76 DC). Mitigating factors: personal target (-2 
  DC), preparation time 3 years (-36 DC), increase casting 
  time to 1 day (-22 DC), 7,500,000 Cp structure (-75 DC), 
  Ad hoc: lunar cycle (lunar eclipse Guthay, solar eclipse 
  Ral) (-100 DC), Ad hoc: Cast on two planes (-50 DC), Ad 
  hoc: Sacrifice Ritual Casters of opposite alignment 
  (doubles the DC of the spell slot given, 10 participants 
  giving 7th level spell slots -260). 
   
  The darkness of the Black pours into your soul, merging 
  even more with your essence. The energy of the Black bleeds 
  through to Athas, and creatures nearby flee in terror. 
   
  This spell continues your transition into the third 
  stage of the shadow shifter transformation. 
  The Black continues to enhance and protect you, 
  granting a +1 deflection bonus to AC, a +1 enhancement 
  bonus to Dex. Your ability to change shape increase, and 
  now take a standard action, rather than a full round 
  action. You may also increase your size one category 
  larger than before, so if you are a Medium creature, you 
  may become Huge in one round, rather than large. Your 
  damage reduction increases to 15/epic and fire. The Black 
  also absorbs harmful energies directed at you granting 
  you a SR/PR equal to your HD +11. 
  At this point, your chilling aura increases in radius to 
  80 ft. In addition to its existing properties, the aura also 
  causes temporary ability damage and impairs the senses 
  of those within the aura. Those who fail a Fortitude save 
  (DC 10 + 1/2 your HD + your Cha modifier) loose 5 points 
  of Str and 5 points of Dex due to the extreme cold. In 
  addition, the victims suffer blindness and loss of touch 
  from the numbing darkness. These effects stack with 
  those already granted to the shifter at previous levels. A 
  creature must attempt this saving throw each round it is 
  within range, whether or not it has succeeded on an 
  earlier save. A creature that has resistance or immunity to 
  cold is immune to this effect, as is a creature that is not 
  
   
  subject to the effects of extreme cold conditions. The all 
  conditions and temporary damage end 1 minute after 
  leaving‖the‖aura’s‖area‖of‖effect.‖The‖save DC is Charisma-
  based. Finally, you gain the ability to fly at a rate of 60 
  (perfect maneuverability). 
  This spell may only be cast after the shadow 
  transformation II spell has been cast, you must be of the 
  outsider type, and the spell may only be cast using the 
  shadow shifter magic class ability. Casting this spell 
  requires you to expend your psionic focus and expend 90 
  power points. If you are unable to expend the 90 power 
  points, the spell immediately fails. The spell must be cast 
  within a specialized focus structure designed specifically 
  for the shadow transformation spell, costing no less than 
  7,500,000 Cp. (75,000 gp.). This may be a new structure or 
  improvements may be made to the older structure to 
  bring it in line with the needs of this spell. Half of this 
  structure must be constructed within the plane of the 
  Black of pure obsidian, with magical gates that tie the two 
  planes together. The ritual casters for this spell must be of 
  opposing alignments and must be captured in small 
  obsidian orbs specially prepared for this spell for use with 
  the magic jar spell. These obsidian orbs must cost 200 gp 
  each and are not included in the development or focus 
  structure costs of this spell. During the casting process 
  they are released from the orbs and compelled to take part 
  in the casting and give their spell slots. At the conclusion 
  of the casting, you return to Athas and the must destroy 
  the orbs that contain the ritual casters and slay the casters. 
  At the point, you are a walking three-dimensional 
  shadow, and form no longer matters. You can take 
  whatever form you please. When becoming corporeal, 
  your color remains the same, that of deep dark shadow. 
  Shadow Transformation IV 
  Transmutation 
  Spellcraft DC: 47 
  Components: V, S, F 
  Casting Time: 4 minutes 
  Target: Personal 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  To Develop: 423,000 Cp; 9 days; 16,920 XP. Seed: 
  metamorphosis (DC 28), fortify (*), transform (*), transport (*). 
  Factors: Deflection bonus (+30 DC), +1 Dex (+45 DC), 
  Change shape/alter size (3 sizes larger, move action +255 
  DC), true sight (+95 DC) shadow slide (Shadow jump at 
  will) (+135 DC). Mitigating factors: personal target (-2 
  DC), preparation time 4 years (-48 DC), increase casting 
  time to 3 day (-26 DC), 7,500,000 Cp structure (-75 DC), 
  Ad hoc: lunar cycle (double lunar eclipse) (-100 DC), Ad 
  hoc: Cast on two planes (-50 DC), Ad hoc: Sacrifice Ritual 
  Casters of opposite alignment (doubles the DC of the spell 
  slot given, 8 participants giving 8th level spell slots -240). 
  . 
  Shadow and Form become one within you, and you relish 
  your newfound power and abilities, sliding from shadow to 
  shadow, taking a new form with each slide. 
   
  This spell transforms you into the fourth stage of the 
  shadow shifter progression. 
  The Black continues to enhance and protect you, 
  granting a +1 deflection bonus to AC, a +1 enhancement 
  bonus to Dex. Your chilling aura grants you additional 
  benefits. At this point, you gain true sight within the 
  radius of you aura. At this stage, you can speed up the 
  time it takes to change forms and size. Changing sizes and 
  forms is now a move equivalent action, and you may 
  assume a size up to three times as large as your normal 
  size, so a medium sized creature would be able to become 
  gargantuan in one round. Finally, you gain the ability to 
  move from shadow to shadow, gaining the shadow slide 
  ability. This works just like the shadow jump psionic 
  power useable at will and augmented for your character 
  level first for the move equivalent action then additional 
  creatures. 
  This spell may only be cast after the shadow 
  transformation III spell has been cast, you must be of the 
  outsider type, and the spell may only be cast using the 
  shadow shifter magic class ability. Casting this spell 
  requires you to expend your psionic focus and expend 94 
  power points. If you are unable to expend the 94 power 
  points, the spell immediately fails. The spell must be cast 
  within a specialized focus structure designed specifically 
  for the first shadow transformation spell, costing no less 
  than 7,500,000 Cp. (75,000 gp.) This may be a new 
  structure or improvements may be made to the older 
  structure to bring it in line with the needs of this spell. 
  Half of this structure must be constructed within the 
  plane of the Black of pure obsidian, with magical gates 
  that tie the two planes together. The ritual casters for this 
  spell must be of opposing alignments and must be 
  captured in small obsidian orbs specially prepared for this 
  spell for use with the magic jar spell. These obsidian orbs 
  must cost 200 gp each and are not included in the 
  development or focus structure costs of this spell. During 
  the casting process they are released from the orbs and 
  compelled to take part in the casting and give their spell 
  slots. At the conclusion of the casting, must destroy the 
  orbs that contain the ritual casters and slay the casters. 
  At this point, you become darker and more menacing 
  as you take on more and more of the plane that you are 
  merging with. 
  Shadow Transformation V 
  Transmutation 
  Spellcraft DC: 49 
  Components: V, S, F 
  Casting Time: 4 minutes 
  Target: Personal 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  To Develop: 432,000 Cp; 9 days; 17,280 XP. Seed: 
  metamorphosis (DC 28), fortify (*), transform (*), afflict (*). 
  Factors: Deflection bonus (+30 DC), +1 Dex (+45 DC), +2 
  Cha (+90 DC), DR increase (+37 DC), aura (dispel harmful 
  magic (+20 to check) negate 1st-3rd level spells, 120 ft rd 
  +106 DC), change shape/alter size (four sizes larger, 
  
   
   
  immediate action +275 DC). Mitigating factors: personal 
  target (-2 DC), casting time increased to 4 minutes (-6 DC), 
  preparation time 3 years (-36 DC), 10,000,000 Cp structure 
  (-100 DC), Ad hoc: lunar cycle (double solar eclipse) (-100 
  DC), Ad hoc: Cast on two planes (-50 DC), Ad hoc: 
  Sacrifice ritual casters of opposite alignment (doubles the 
  DC of the spell slot given,-5 participants giving 9th level 
  spell slots -67) 
   
  You place your essence within a perfectly crafted obsidian 
  orb, like an egg waiting to hatch. When it does, your 
  transformation will be complete. 
   
  This spell transforms an arcane caster into the final 
  stage of the shadow shifter. 
  The Black continues to enhance and protect you, 
  granting a +1 deflection bonus to AC, a +1 enhancement 
  bonus to Dex and a +2 enhancement bonus to Cha. Your 
  DR increases to 15/epic. Once again, you can speed up the 
  time it takes to change forms and size. Changing sizes and 
  forms is now an immediate action, and you may assume a 
  size up to four times as large as your normal size, so a 
  medium sized creature would be able to become colossal 
  in one round. 
  Your chilling aura increases in power and size 
  increasing to 120 ft. in radius. In addition to all other 
  abilities, the aura also gains the ability to dispel harmful 
  magic cast at you with a +20 bonus to the dispel check. 
  Furthermore, you become immune to spells of third level 
  or lower that are cast at you. Finally, you no longer suffer 
  penalties when in total darkness and are always 
  considered to be in total sunlight. 
  This spell may only be cast after the shadow 
  transformation IV spell has been cast, you must be of the 
  outsider type, and the spell may only be cast using the 
  shadow magic class ability. Casting this spell requires you 
  to expend your psionic focus and expend 96 power 
  points. If you are unable to expend the 96 power points, 
  the spell immediately fails. The spell must be cast within a 
  specialized focus structure designed specifically for the 
  first shadow transformation spell, costing no less than 
  10,000,000 Cp. (100,000 gp.) This may be a new structure 
  or improvements may be made to the older structure to 
  bring it in line with the needs of this spell. The 
  improvement to this structure is actually a sphere of 
  perfect obsidian, one foot in diameter for every character 
  level you have. This obsidian sphere must be constructed 
  within the plane of the Black but must also reside on 
  Athas, being in both planes at once. The ritual casters for 
  this spell must be of opposing alignments and must be 
  captured in small obsidian orbs specially prepared for this 
  spell for use with the magic jar spell. These obsidian orbs 
  must cost 200 gp each and are not included in the 
  development or focus structure costs of this spell. During 
  the casting process, they are released from the orbs and 
  compelled to take part in the casting and give their spell 
  slots. At the conclusion of the casting, you must destroy 
  the orbs that contain the ritual casters and slay the casters. 
  You reside in the specially constructed orb for 2d6 
  months. The orb has a hardness of 50, a break DC of 50 
  and has as many hit points as you do. When this period of 
  time ends, your transformation is complete and the orb 
  crumbles to dust. 
  At this point, you appear as a thing of absolute 
  darkness. 
  Storm of Icy Death 
  Conjuration (Creation) [Cold, Clairsentience] 
  Spellcraft DC: 80 
  Components: V, S 
  Casting Time: 20 minutes 
  Range: Long (400 ft. + 40 ft./level) 
  Effect: 1,000-ft.-radius storm cloud 
  Duration: 8 hours (D) 
  Saving Throw: None 
  Spell Resistance: Yes 
  To Develop: 720,000 Cp; 15 days; 28,800 XP. Seeds: 
  conceal (DC 17), energy (cold) (DC 19), energy (weather) 
  (DC 19), reveal (DC 17), conjure (21). Factors: conceal 
  detection (ad hoc +6 DC), change rain to ice storm (ad hoc 
  +20 DC), dismissible by caster (+2 DC). Mitigating factors: 
  increase casting time by 19 minutes (–22 DC), 19d6 
  backlash (–19 DC). 
   
  You harness the power of wind, storm, and cold to see, hear, 
  and attack your enemies. 
   
  This spell summons a powerful storm that travels at a 
  speed of up to 1,000 feet. The storm forms a quasireal 
  viewpoint from which you can see and hear some 
  creature located at any distance from you, even if planar 
  boundaries separate you. 
  You can attempt to use clairsentience spells or powers 
  through your quasi-real viewpoint, but you must make a 
  Concentration check (DC 30 + level of the effect you wish 
  to use) to succeed. Success means that the target suffers an 
  effect equal to the ice storm spell. A creature that is 
  brought to 0 hit points or below by storm of icy death is 
  entombed in a block of ice, as if by the spell imprisonment. 
  The block of ice lasts for a number of days equal to your 
  caster level. 
  In 
  addition, 
  the 
  storm 
  bars 
  extradimensional 
  movement within a 1-mile radius around its center point, 
  as per dimensional lock. 
  Wall of Ash 
  Necromancy (Creation) [Death] 
  Spellcraft DC: 50 
  Components: V, S, M 
  Casting Time: 20 minutes 
  Range: See text 
  Effect: Wall up to 10 ft./level long (S) 
  Duration: See text 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  To Develop: 450,000 Cp; 9 days; 18,000 XP. Seeds: 
  conjure (DC 21), slay (DC 25). Factors: change target to 
  caster level-dependant area (ad hoc +20 DC), increase to 
  160 HD (+8 DC), works against teleportation (ad hoc +8 
  DC). Mitigating factor: increase casting time by 19 
  
   
  minutes (–22 DC), difficult material component (ad hoc -
  10 DC). 
   
  You wave your hands in a circular motion, and gray mists 
  swirls into existence as an ashen wall. 
   
  This spell creates a barrier of ash that snuffs out the 
  life force of living creatures. During the five days prior to 
  the casting of the spell, you must dig a small trench, at 
  least one foot wide and one foot deep, in the shape of the 
  wall. The ash appears in the trench and is piled one foot 
  above the ground. 
  Any living creature touching or crossing the ash must 
  make a Fortitude save or be instantly slain, turning to ash. 
  The spell works even against effects like dimension door, 
  ethereal jaunt, teleport, and similar spell-like or psi-like 
  abilities. When 160 HD worth of living creatures are 
  affected by the wall, the spell ends. 
  Material Component: A sack of ash collected from the 
  remains of a defiler with caster level at least equal to 
  yours. 
  New Non-Epic Spells 
  Clear-river 
  Evocation [Force] 
  Level: Wiz 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 50 ft. 
  Area: Cone-shaped burst 
  Duration: 1 round 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
  A roaring stream of force spreads from your fingertip 
  towards your enemies, deflecting their arrows before slamming 
  them off their feet. 
   
  This spell functions like gust of wind, except that the 
  effect is force-based and that the creature sizes affected by 
  the spell are increased by one size category (i.e. Large 
  creatures are unable to move forward against the force of 
  the blast). 
  The roaring blast is sufficient to tear objects from 
  unsuspecting hands within the area of effect. (A Reflex 
  save allows a creature to maintain its grasp on an object.) 
  Arrows, bolts, and spears are deflected away and miss. (A 
  giant-thrown boulder, a siege engine projectile, and other 
  massive ranged weapons are not affected.) Incorporeal 
  creatures, gases, most gaseous breath weapons, and 
  creatures in gaseous form are shunted away from the area 
  of the blast. 
  Ghostfire 
  Necromancy [Death] 
  Level: Wiz 4 
  Components: V 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Range: 40 ft. 
  Area: Cone-shaped burst 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
  After uttering the chant, a geyser of nebulous light springs 
  forth from your hand, covering your enemies in a crimson hue. 
  Then as the hue fades they begin to scream, as the flesh from 
  their bodies pours off. 
   
  This spell functions like circle of death, except that the 
  spell slays 2 HD worth of living creatures per caster level 
  (maximum 40 HD) and no creature of more than 5 HD can 
  be affected. 
  Groundflame 
  Conjuration (Creation) [Acid] 
  Level: Wiz 6 
  Components: V 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Cylinder (20-ft. radius, 5 ft. high) 
  Duration: Instantaneous 
  Saving Throw: Fortitude half 
  Spell Resistance: Yes 
   
  A glob of fluorescing green gas spews from the ground. In 
  the blink of an eye, it changes color to vibrant blue. Then a 
  blinding flash, and all of your enemies are gone. 
   
  A highly corrosive mist deals 1d6 points of acid 
  damage per caster level (maximum 15d6) to each creature 
  in the area. 
  Quietstorm 
  Evocation [Sonic] 
  Level: Wiz 5 
  Components: V 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Several rays 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  A beam of white light silently shoots from your fingertip 
  towards your enemy. 
   
  A white ray of subsonic energy springs from your 
  hand. You may fire seven rays, plus one additional ray for 
  every other level beyond 10th (to a maximum of twelve 
  rays at 19th level). Each ray requires a ranged touch attack 
  to hit and deals 8d6 points of sonic damage. 
  The rays may be fired at the same or different targets, 
  but all bolts must be aimed at targets within 30 feet of 
  each other and fired simultaneously. 
  
   
   
  Sparkrain 
  Evocation [Force] 
  Level: Wiz 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./ level) 
  Target: One creature or object 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  A bright, silver and gold flare shoots out of your hand, 
  filling the air with the smell of melting copper. As it strikes its 
  target it explodes in a deafening cascade of red and blue sparks. 
   
  This spell allows you to hurl a bolt of force that has 
  two effects. You must make a ranged touch attack to 
  strike a target, and if you succeed you automatically 
  dispel any defensive spell or power with the force 
  descriptor that affects the target, with no limit on the level 
  of the effect dispelled. 
  As the bolt strikes it explodes in a shower of sparks, 
  affecting creatures and objects within a 20-ft.-radius burst. 
  All defensive spells or powers of 1st level with the 
  force descriptor within the area of effect are automatically 
  dispelled. 
  Skyfire 
  Evocation [Fire] 
  Level: Wiz 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: Three 5-ft.-radius spreads; see text 
  Duration: Instantaneous 
  Saving Throw: None or Reflex half; see text 
  Spell Resistance: Yes 
   
  Three bolts of crimson flame spurt from the end of your 
  fingers, quickly moving towards their target, exploding on a 
  fiery blast upon contact. 
   
  This spell functions like meteor swarm, except that you 
  create three egg-sized spheres that inflict 1d6 points of 
  bludgeoning damage (no save), and 3d6 points of fire 
  damage in a 5-ft.-radius spread. 
   
  Epic Powers by Psicraft DC 
  41 
  Beast mastery 
  44 
  Epic Inertial Armor 
  54 
  Psionic Kinetic Control 
  67 
  Schism, Epic 
  70 
  Order’s‖Scry 
  98 
  Time Travel 
   
  Epic Power Descriptions 
  Beast Mastery 
  Telepathy (Compulsion) [Clairsentience] 
  Psicraft DC: 41 
  Display: Mental 
  Manifesting Time: 1 standard action 
  Range: 75 ft. 
  Target: One psionic animal or magical beast 
  Duration: 20 hours 
  Saving Throw: Will negates 
  Power Resistance: Yes 
  To Develop: 369,000 Cp; 8 days; 14,760 XP. Seed: 
  compel (DC 19). Factors: stricter compulsion of psionic or 
  magical beast (ad hoc +2 DC), 1-action casting time (+20 
  DC). 
   
  You close your eyes and focus your mind on your nexus, 
  making your mental vibrations resonate with the nearby psionic 
  creature. You focus your mind again and wrestle control from 
  its mind. 
   
  You make a gain control of any animal or magical 
  beast creature with the psionic subtype. You establish a 
  telepathic‖ link‖ with‖ the‖ creature’s‖ mind.‖ If‖ the‖ creature‖
  has a language, you can generally force it to perform as 
  you desire, within the limits of its abilities. If the creature 
  has no language, you can communicate only basic 
  commands. You know what the creature is experiencing, 
  but do not receive direct sensory input from it. A creature 
  forced to take an action against its nature receives a 
  saving throw with a penalty of -10 to resist taking that 
  particular action, but if it succeeds, it still remains under 
  control. Once a creature makes a successful saving throw 
  to resist a specific order, it makes all future saving throws 
  to resist taking that specific action without a penalty. 
  Inertial Armor, Epic 
  Psychokinesis 
  Psicraft DC: 44 
  Display: Visual; see text 
  Manifesting Time: 1 minute 
  Range: Personal 
  Target: You 
  Duration: 24 hours (D) 
  To Develop: 396,000 Cp; 8 days; 15,840 XP. Seeds: 
  armor (DC 14). Factors: +16 additional armor bonus (+32 
  DC). Mitigating factors: change range to personal (-2 DC). 
   
  You call upon your Will, and then manifest a force field to 
  protect‖you‖from‖your‖enemy’s‖blows. 
   
  Your mind generates a tangible field of force that 
  provides a +20 armor bonus to Armor Class. Unlike 
  mundane armor, this power entails no armor check 
  penalty or speed reduction. Because epic inertial armor is 
  composed of psychokinetic force, incorporeal creatures 
  can’t‖bypass it the way they do normal armor. 
  
   
  Your epic inertial armor can be invisible or can appear 
  as a colored glow, at your option. 
  The armor bonus provided by epic inertial armor does 
  not stack with the armor bonus provided by regular 
  armor. 
  Kinetic Control, Psionic 
  Psychokinesis 
  Psicraft DC: 98 
  Display: Visual 
  Manifesting Time: 1 minute 
  Range: Personal 
  Target: You 
  Duration: 12 hours or until discharged (D) 
  To Develop: 882,000 Cp; 18 days; 35,280 XP. Seeds: 
  ward (5 points against bludgeoning and piercing) (DC 14), 
  reflect (DC 27). Factors: also against slashing (+4 DC), 
  additional 15 points of protection (+30 DC), contingent 
  reflection of damage (+25 DC). Mitigating factors: change 
  range to personal (-2 DC). 
   
  You concentrate upon yourself, then use your psychokinetic 
  powers‖to‖redirect‖the‖energy‖from‖you‖attacker’s‖blow‖against‖
  itself. 
   
  As the kinetic control epic spell, except as noted here. 
  Order's Scry 
  Clairsentience 
  Psicraft DC: 54 
  Display: Mental 
  Manifesting Time: 10 minutes 
  Area: 5-mile radius spread 
  Duration: Instantaneous 
  Saving Throw: Will negates 
  Power Resistance: No 
  To Develop: 486,000 Cp; 10 days; 19,940 XP. Seeds: 
  reveal (DC 17), conceal (DC 17). Factors: change from target 
  to area (+10 DC), change area to 20 ft. radius (+2 DC); 
  increase area by 100% x10 (+40 DC), conceal detection (ad 
  hoc +6 DC). Mitigating factors: increase casting time by 9 
  minutes 
  (-18 
  DC), 
  decrease 
  power's 
  duration 
  to 
  instantaneous (ad hoc -20 DC). 
   
  You elevate your psionic senses to epic proportions, 
  expanding your perception of Athas to unimaginable distances. 
   
  When you manifest this power, you are able to 
  temporarily perceive the presence of any epic psionic 
  characters in a 5-mile radius. Each psionic character 
  receives a Will save, and if successful, prevents you from 
  perceiving him. Whether the saving throw is successful or 
  not, the psionic character is unaware of the attempted 
  detection. Once this power is manifested, you know his 
  general location and his alignment at the moment of the 
  manifestation. 
  Schism, Epic 
  Telepathy [Clairsentience] 
  Psicraft DC: 67 
  Display: Auditory and visual 
  Manifesting Time: 1 minute 
  Range: Personal 
  Duration: 12 hours 
  To Develop: 603,000 Cp; 13 days; 24,120 XP. Seeds: 
  contact (DC 23), transform (DC 21). Factors: include 
  memories and mental abilities from split minds (+25 DC). 
  Mitigating factors: change range to personal target (-2 
  DC). 
   
  You focus on your inner self, and temporarily fragment 
  your mind into several smaller ones so that they work 
  separately. 
   
  As schism, except that your mind splits into one more 
  independent part for every 10 manifester levels you have. 
  As such a 22nd-level psion would be able to split his mind 
  into 4 distinct parts. Your second mind manifests powers 
  as if your manifester level were six lower than it is. Each 
  additional mind manifests powers as a manifester four 
  levels lower than the precedent mind. So in the example 
  above, the psion’s four minds could manifest powers as 
  22nd-level, 
  16th-level, 
  12th-level, 
  and 
  8th-level 
  manifesters, respectively. 
  Time Travel 
  Psychoportation 
  Psicraft DC: 70 
  Display: Visual 
  Manifesting Time: 10 days, 11 minutes 
  Range: Personal 
  Target: You 
  Duration: 5 rounds 
  To Develop: 630,000 Cp; 20 years; 25,200 XP. Seeds: 
  transport (DC 27). Factors: move to time stream (+8 DC), 
  increase the base temporal effect (ad hoc +335 DC). 
  Mitigating factors: increased development time (ad hoc -
  200 DC), increase manifesting time by 10 minutes (–20 
  DC), increase manifesting time by 10 days (–20 DC), two 
  additional manifesters contributing an epic power slot (–
  38 DC), 20d6 backslash (-20 DC), change range to personal 
  (-2 DC). 
   
  After two decades of intense studies, you are finally able to 
  master and pierce the veil of time, psionically transporting 
  yourself to another era. 
   
  You can reach you psychoportative powers to the time 
  stream and travel to different time periods. You can 
  displace yourself up to 5,000 years in the time stream. 
  The DM must have the following things in mind when 
  dealing with time travelers. First, after an event is 
  changed, he can't be changed again. Second, main events 
  tend to have "historical inertia", which means that events 
  tend to repeat themselves even if certain key-aspects are 
  changed. The more important the event is, the hardest 
  will be to change it. 
  Note: Due to some mysterious barrier, no magic or 
  psionic method can transport a character beyond the 
  Green Age (year -14,000). Some Order psiologists believe 
  
   
   
  this is due to the fact you can't use a method to go to a 
  time period in which the method itself didn't exist. 
   
  Seed Descriptions 
  Seed: Metamorphosis 
  Transmutation 
  Spellcraft DC: 28 
  Components: V, S 
  Casting Time: 1 minute 
  Target: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
  Spells using the metamorphosis seed mutate a creature 
  on a natural level. The normal use of this seed is to change 
  physically between different subtypes of the same 
  creature type. This also allows for cosmetic changes like 
  the addition/reduction of fur/scales/feathers, or changing 
  height or weight within the same size category. More 
  drastic changes increases the base DC, which varies by the 
  type of change involved, as shown on the table below. 
   
  Change Type  
  DC Increase 
  Ageless 
  +10 
  Improved senses 
  +10 
  Movement mode (except flight)* 
  +20 
  Special breathing 
  +20 
  Change type (except dragon) 
  +25 
  Natural attack 
  +30 
  Natural armor bonus 
  +30 
  Venomous attack* 
  +40 
  Enhancement bonus to physical ability 
  +45 
  Blindsense  
  +50 
  Change type to dragon 
  +50 
  Fast healing 
  +50 
  Breath weapon * 
  +60 
  Extra limbs* 
  +60 
  Flight movement mode  
  +60 
  Frightful presence* 
  +70 
  Size alteration* 
  +95 
  Regeneration 
  +100 
  * These changes cause animalistic rampage. 
   
  Ageless: You no longer take penalties to your ability 
  scores for aging and cannot be magically aged. Any such 
  penalties that you have already taken, however, remain in 
  place. Bonuses still accrue, and you no longer die of old 
  age. 
  Blindsense: You gain blindsense out to 60 ft. (MM 306). 
  Breath Weapon: You gain a breath weapon. Using a 
  breath weapon is a standard action that can be used every 
  1d4 rounds. A blast from a breath weapon always starts at 
  any intersection adjacent to you and extends in a direction 
  of your choice, with an area as noted on the table below. 
   
  Size Category 
  Cone Length1 
  Tiny 
  15 ft. 
  Small 
  20 ft. 
  Medium 
  30 ft. 
  Large 
  40 ft. 
  Huge 
  50 ft. 
  Gargantuan 
  60 ft. 
  Colossal 
  70 ft. 
  1 A cone is as high and wide as its length. 
   
  Creatures caught in the area can attempt a Reflex save 
  to take half damage (10 + 1/2 your HD + your Con 
  modifier). You deal 1d8 of energy damage for every HD 
  you have or 1d8 for every two HD you have if you deal 
  any other type of damage (such as bludgeoning damage). 
  This change causes animalistic rampage, see below. 
  Change Type: Your type changes to any living creature 
  type (aberration, dragon, elemental, giant, humanoid, 
  magical beast, monstrous humanoid, or outsider). Do not 
  recalculate base attack bonus, saves, or skill points. 
  Subtype is unchanged. 
  Enhancement to Physical Ability: One of your physical 
  ability scores (Str, Dex, or Con) increases by 1. These 
  increases stack and are gained as if through level 
  advancement. 
  Extra Limbs: You grow an additional pair of limbs. The 
  extra limbs look and behave exactly like your other limbs. 
  For the purposes of combat, both extra limbs are treated 
  as off-hands. This change causes animalistic rampage, see 
  below. 
  Fast Healing: You gain fast healing 1. For every 
  additional point of fast healing, the DC increases by an 
  additional 10 (MM 309). 
  Frightful Presence: You can unsettle foes with your 
  mere presence. The ability takes effect automatically 
  whenever you attack, charge, or fly overhead. Creatures 
  within a radius of 30 feet x 1/2 your HD (minimum 30 ft.) 
  are subject to the effect if they have fewer HD than you. A 
  creature that succeeds on a Will save (DC 10 + 1/2 your 
  HD + your Cha modifier) remains immune to your 
  frightful presence for 24 hours. On a failure, creatures 
  with 4 or less HD become panicked for 4d6 rounds and 
  those with 5 or more HD become shaken for 4d6 rounds. 
  Behind the Veil: Additional Participants in a Ritual 
  With the rules as they are written in ELH, adding participants to the ritual component of epic casting or manifesting 
  could result in massive (and overpowered) mitigating factor reductions to epic spells and powers. With the availability 
  of followers that they can force to participate in these rituals, sorcerer-kings could potentially have no practical limit to 
  the manner in which they could abuse this. Therefore, DM should consider the option that additional participants in a 
  ritual can only mitigate the DC of the epic spell or power a maximum of twice the‖caster’s‖ranks‖in‖the‖Spellcraft skill. 
  This represents the fact that this extra energy is difficult to control and only so much can be beneficially used by the 
  epic caster or manifester. 
  
   
  This change causes animalistic rampage, see below. 
  Improved Senses: You gain either low-light vision, 
  darkvision out to 60 ft, or scent. 
  Movement Mode: You gain either a burrow, climb, fly, 
  or swim speed. You can burrow at a speed equal to one-
  half of your base land speed, climb and swim equal to 
  your base land speed, and fly equal to double your land 
  speed (poor maneuverability). 
  Natural Armor Bonus: Your natural armor bonus 
  increases by 1. 
  Natural Attack: You gain a bite, claw, gore, sting or 
  tentacle attack that deals damage according to you size 
  category (MM 296). You are proficient with this natural 
  weapon. 
  Regeneration: You gain regeneration 1. For every 
  additional point of regeneration, the DC increases by an 
  additional 20 (MM 314). 
  Size Alteration: Your size changes within one size 
  category of your current size, with the usual changes in 
  abilities (MM 291). 
  Special Breathing: You gain the ability to breathe freely 
  while in another element, such as water or silt. 
  Venomous Attack: You gain a poisonous attack with 
  any one of your natural attacks. Creatures damaged can 
  attempt a Fortitude save (DC 10 + 1/2 your HD + your Con 
  modifier) to negate the effects or take 1d4 Constitution 
  damage as initial and secondary damage. This change 
  causes animalistic rampage, see below. 
  Animalistic Rampage: Certain physical changes cause 
  a transformed creature to go through an agonizing 
  animalistic rampage due to the pain of the specific 
  change. During this time, the character becomes an 
  uncontrollable force that strives only to slaughter all life. 
  The duration of this rampage is equal to the total backlash 
  damage received by the spell in months. Note: All defiler 
  spells using the metamorphosis seed must deal backlash 
  damage. 
  While only arcane or divine epic spells may be cast 
  with this seed, casting a spell with the metamorphosis seed 
  requires you to expend your psionic focus, and causes 
  you to immediately lose a number of power points equal 
  to‖twice‖the‖spell’s‖final‖DC. 
  Special: When this seed is combined with any other 
  spell seed the spell’s‖duration‖remains‖instantaneous‖and‖
  the cost of all other modifiers and factors generated by the 
  other seed(s), prior to mitigating factors, are multiplied by 
  five. For example, if a spell with the metamorphosis seed 
  included the ability to gain SR 25, then the total spell DC 
  before mitigating factors would be increased by 135 
  (fortify seed to add SR 25 is 27, multiplied by 5) 
  New Mitigating Factors 
   
  Factor  
  Spellcraft 
  DC 
  Modifier  
  Increase preparation time by 1 month1 
  -1 
  Focus structure (per 100,000 Cp)2 
  -1 
  1 At least 8 hours per day during the preparation time 
  must be spent studying the effects of the spell. 
  2 The structure must be specifically built for the spell and 
  can be reused only for the same caster. 
   
   
  
   
   
  C
  Chhaapptteerr  55::  E
  Eppiicc  IItteemmss  
   
   
  Epic Magic Items 
  The following items complement those found in 
  Chapter 4 of the Epic Level Handbook for Athasian 
  campaigns. 
  Epic Weapon Special Abilities 
  Most 
  magic 
  weapons 
  only 
  have 
  enhancement 
  bonuses. They can also have special abilities, such as those 
  detailed below and nonepic abilities. A weapon with a 
  special ability must have at least a +1 enhancement bonus. 
  Dread Resolve 
  This enchantment is seen mostly on weapons that 
  were used by the servants of Rajaat during the Preserver 
  Jihad and Cleansing Wars, when it helped them get rid of 
  their particular targets. 
  A dread resolve weapon excels at attacking one type 
  of creature chosen by its wielder. Against its designated 
  foe, its effective enhancement bonus is +6 better than its 
  normal enhancement bonus. Furthermore, it deals an 
  extra 6d6 points of damage against the foe, and if it scores 
  a successful critical hit against the foe, that creature must 
  make a Fortitude save (DC 30) or be destroyed instantly 
  (this affects even creatures immune to critical hits or 
  death magic). The manner in which the foe is destroyed is 
  unique‖to‖each‖weapon‖and‖linked‖to‖that‖weapon’s‖main‖
  attack form. For example, a flaming sword would consume 
  its foe in flames. If the weapon has no main attack form, 
  the foe is instead turned to dust. 
  The type of creature that is the designated foe of the 
  weapon is decided by the wielder upon first taking 
  possession of the weapon. The weapon may only have 
  one designated foe at a time. Once the wielder decides 
  which type of foe is the target of the dread resolve 
  weapon, he cannot change this foe until all are slain or 
  seven days have passed. This foe can be anything, as 
  general‖ as‖ “every‖ elf”‖ to‖ as‖ specific‖ as‖ “Dregoth,‖ the‖
  Dread‖King‖of‖Giustenal”. 
  Overwhelming conjuration; CL 24th; Craft Magic 
  Arms and Armor, Craft Epic Magic Arms and Armor, 
  summon monster IX; Price +9 bonus. 
  Quelling 
  This enchantment can be found on powerful weapons 
  used by the servants of Rajaat during the Preserver Jihad, 
  to help in their campaigns against the preserver forces. 
  Some parts of these weapons always depict anguished 
  humanoid visages prevented from screaming by various 
  means. 
  Against preservers, the effective enhancement bonus 
  of the weapon is +4 better than its normal enhancement 
  bonus. It deals an extra 4d6 points of damage against 
  these foes. Also, upon a successful hit, the defender must 
  succeed at a DC 27 Will save or become unable to cast 
  spells, use spell-like abilities, or activate spell completion 
  or spell trigger items. A miracle, reality revision, or wish 
  removes the effect. The quelling ability is only found on 
  melee weapons. 
  Overwhelming abjuration and necromancy; CL 22nd; 
  Craft Magic Arms and Armor, Craft Epic Magic Arms and 
  Armor, bestow curse, greater dispel magic; Price +7 bonus. 
  Sharpness 
  This dreaded ability allows the incredibly sharp 
  weapon to sever in half the body of those it strikes. Upon 
  a roll of natural 20 (followed by a successful roll to 
  confirm the critical hit), the weapon lethally severs the 
  opponent’s‖ body,‖ slaying‖ it‖ instantly.‖ Some‖ creatures,‖
  such as elementals, oozes, and swarms, are unaffected by 
  this ability, as they will not die even if their body is 
  severed. Most other creatures, however, die when their 
  body is cut in half. A sharpness weapon must be a slashing 
  weapon. 
  Overwhelming evocation and transmutation; CL 21th; 
  Craft Magic Arms and Armor, Craft Epic Magic Arms and 
  Armor, keen edge, mage’s‖sword; Price +6 bonus. 
  Specific Armors 
  Beasthide Plate 
  This suit of full plate is made of nightmare beast hide, 
  rather than metal, so druids can wear it. It is otherwise 
  identical to masterwork full plate. 
  No aura (nonmagical); Price 6,300 Cp. 
  Special Materials 
  Beasthide 
  Armorsmiths can work with the hides of nightmare 
  beasts to produce armor or shields of masterwork quality. 
  One nightmare beast produces enough hide for a single 
  suit of masterwork hide armor for a creature one size 
  category smaller than the nightmare beast. By selecting 
  only choice scales and bits of hide, an armorsmith can 
  produce one suit of masterwork banded mail for a 
  creature two sizes smaller, one suit of masterwork half-
  plate for a creature three sizes smaller, or one masterwork 
  breastplate or suit of full plate for a creature four sizes 
  smaller. In each case, enough hide is available to produce 
  a small or large masterwork shield in addition to the 
  armor, provided that the nightmare beast is Large or 
  larger. 
  
   
  Because‖beasthide‖armor‖isn’t‖made‖of‖metal,‖druids‖
  can wear it without penalty. 
  Beasthide armor costs quadruple what masterwork 
  armor of that type ordinarily costs, but it takes no longer 
  to make than ordinary armor of that type. 
  Beasthide has 10 hit points per inch of thickness and 
  hardness 15. 
   
  Epic Psionic Items 
  Epic Armor and Shield Special Abilities 
  Great Mindarmor 
  This kind of armor or shield grants the wearer a +6 
  insight bonus on Will saving throws to resist all 
  clairsentience and/or compulsion powers. 
  Overwhelming psychokinesis; ML 21th; Craft Psionic 
  Arms and Armor, Craft Epic Psionic Arms and Armor, 
  empty mind; Price +216,000 Cp. 
  Great Power Resistance 
  This kind of armor or shield grants the wearer power 
  resistance while it is worn. The power resistance can be 
  21, 23, 25, or 27, depending on the amount that was built 
  into the armor or shield. 
  Overwhelming clairsentience; ML 21th; Craft Psionic 
  Arms and Armor, power resistance; Price +6 bonus (PR 21); 
  +7 bonus (PR 23); +8 bonus (PR 25); or +9 bonus (PR 27). 
  Epic Weapon Special Abilities 
  Kinetic Blast 
  Upon command, a kinetic blast glows from the inside 
  with lethal psionic energy. The energy does not harm the 
  hands that hold the weapon. Such a weapon deals an 
  extra 3d4 points of damage on a successful hit. On a 
  successful critical hit, it instead deals an extra 6d4 points 
  of damage on a successful critical hit.‖ If‖ the‖ weapon’s‖
  critical multiplier is x3, add 9d4 points of extra damage 
  instead, and if the multiplier is x4, add 12d4 points of 
  extra damage. This extra damage is ectoplasmic in nature 
  and is not affected by damage reduction. Bows, 
  crossbows, and slings bestow this ability upon their 
  ammunition. 
  Overwhelming psychokinesis; ML 21th; Craft Psionic 
  Arms and Armor, Craft Epic Psionic Arms and Armor, 
  concussion blast; Price +6 bonus. 
  Psidread 
  A psidread weapon excels at opposing psionic beings. 
  When 
  used 
  against 
  such 
  creatures, 
  its 
  effective 
  enhancement 
  bonus 
  is 
  4 
  higher 
  than 
  its actual 
  enhancement bonus. It deals an extra 4d6 points of 
  damage against psionic opponents, and if it scores a 
  successful critical hit against the foe, that creature must 
  make a Fortitude save (DC 27) or be destroyed instantly 
  and turned to dust. (This even affects creatures immune 
  to critical hits or death magic.). It bestows two negative 
  levels on any psionic creature attempting to wield it. 
  These negative levels remain as long as the weapon is in 
  hand and disappears when the weapon is no longer 
  wielded. These negative levels never result in actual level 
  loss, but it cannot be overcome in any way while the 
  weapon is wielded. Psidread bows, crossbows, and slings 
  bestow this ability upon their ammunition. 
  Overwhelming clairsentience; ML 22nd; Craft Psionic 
  Arms and Armor, Craft Epic Psionic Arms and Armor, 
  reality revision; Price +7 bonus. 
  Other Items 
  Nightmare Beast Elixir 
  This strange elixir is crafted from the ground horns of 
  a nightmare beast and bestows upon the drinker the 
  ability to quickly restore mental power. After 1 round of 
  consuming it, you begin to regain one power point per 
  round, up to one-tenth above your normal power point 
  limit (round down). These benefits last for one hour, after 
  which you lose all remaining power points. These power 
  points are spent first when manifesting powers (much like 
  temporary hit points). 
  Overwhelming psychometabolism; ML 21th; Craft 
  Universal Item, creator must be a manifester of at least 
  21th level; Price 2,500 Cp. 
   
  Artifacts 
  The following items replace those found in Chapter 7 
  of the Dungeon‖Master’s‖Guide for Athasian campaigns. 
  The Animus Circlet 
  This artifact is crafted from ivory and white onyx, formed 
  into a circlet that is held in place around the neck by a bronze 
  clasp and hinge. 
   
  History 
  Created by the sorceress Amiska half‖ a‖ King’s‖ Age‖
  ago, the Circlet was given as a gift to the Veiled Alliance of 
  Tyr. The artifact vanished along with its high-ranking 
  wearer 
  a 
  few 
  years 
  afterward, 
  the 
  organization 
  considering them‖lost‖under‖“suspicious‖circumstances.” 
  The wearer was in fact intercepted by the Order, 
  which‖was‖informed‖by‖the‖city’s‖local‖member‖about‖the‖
  nature of a strange, new psionic creation in the hands of 
  the Alliance. Comprised of psionic purists, the Order 
  protects the dogmatic truth of learning and growing into 
  one’s‖own‖psionic‖power‖with‖zeal,‖often‖hunting‖down‖
  psionic abominations and destroying or putting away 
  psion or‖sorcerer’s‖foul‖inventions,‖which‖was‖the‖case‖for‖
  the Animus Circlet. The preserver’s‖body‖was‖disposed‖of‖
  and the Circlet spirited away to the vaults of the Order, 
  never again to see the light of day. 
  Rumor‖says‖that‖after‖the‖events‖in‖Dragon’s‖Crown,‖a‖
  fledging member of the Order took the Circlet with him 
  and was never seen again afterwards. 
  
   
   
  Campaign Use 
  This item could be used for characters that wish to 
  become advanced beings, since it would greatly help the 
  lengthy process that is becoming a high-level spellcaster 
  and manifester. 
  If the knowledge that the item is no longer safely 
  guarded‖in‖the‖Order’s‖vault‖were‖made‖to‖be‖known,‖the‖
  Veiled Alliance could hire the PCs to learn more about the 
  whereabouts of the item. 
  Abilities 
  When determining whether a wearer character takes 
  an experience point penalty for multiclassing, his or her 
  highest-level psionic class does not count while in control 
  of the Circlet. 
  The Animus Circlet radiates an aura of strong 
  transmutation. 
  Suggested Means of Destruction 
  ● Be worn for a defiler for a full day. 
  ● Be swallowed by an air drake. 
  Chatkcha of the Great One  
  This kreen artifact appears at first glance to be a regular 
  dasl chatkcha, though it glistens like polished metal. It is silver 
  colored, but its crude edges give it a dull appearance. 
  Surrounding the hole in the center are cryptic runes, and the 
  edges of the item appear razor sharp. 
   
  History 
  Memory of the Great One is present in every member 
  of the kreen race, a recollection triggered by the sight of 
  various‖images.‖One‖such‖image‖is‖the‖Chak’sa,‖the‖huge‖
  thri-kreen head carved from white stone that rests in the 
  Hinterlands. Another is the appearance of an avangion. 
  The third is the weapon known as the Chatkcha of the Great 
  One. 
  The racial history of the kreen is sketchy at best, and 
  much of the knowledge regarding the Great One is left to 
  interpretation by individual kreen. However, in regards 
  to the Chatkcha, all tales and legends are the same. It is 
  said that before he disappeared from Athas, the Great 
  One gave his greatest student, a kreen named Ka’Cha, a 
  chatkcha of great power. A warning came with the 
  weapon, decreeing that if it were ever used for a corrupt 
  purpose, the item would shatter, and memory of the 
  Great One would vanish from the land. 
  In the thousand years since its first appearance, the 
  Chatkcha of the Great One has passed through the hands of 
  generations of thri-kreen who followed the teachings of 
  Ka’Cha. The Chatkcha was last seen in the lands of a kreen 
  named‖ T’katk,‖ who‖ took‖ it‖ to‖ the‖ Chak’sa‖ to‖ see‖ if‖ his‖
  vision of the Great One would become clearer. He was 
  never seen again. 
  Campaign Uses 
  The Chatkcha of the Great One is the only artifact 
  specifically designed for the kreen race, and it is an 
  important part of their history. A quest for the Chatkcha 
  could be a grand adventure- for a group of PC kreen. 
  Should word of the Chatkcha’s‖return‖surface,‖kreen‖from‖
  across the Tablelands and beyond would seek out the 
  possessor. Some would seek knowledge of the Great One, 
  while others would wish to possess the Chatkcha for its 
  famed power. 
  Since the Chatkcha of the Great One was last known to 
  be in the vicinity of the Hinterlands, it is quite possible the 
  last possessor took the item into the unexplored territory 
  of the Crimson Savannah, far beyond the Jagged Cliffs. 
  If the possessor of this artifact is not kreen, any kreen 
  they encounter instantly asks for the item. If the owner 
  does not comply, the kreen attacks. If the possessor kills 
  the kreen, he has committed an evil act and will be struck 
  dead by the item. 
  Abilities 
  The Chatkcha of the Great One is a +5 keen dasl chatkcha of 
  speed. The weapon ignores all mundane armor, natural 
  armor, and shield bonuses to AC (Dexterity, deflection, 
  dodge, and other such bonuses still apply). 
  When wielded by a kreen, the weapon also gains the 
  vorpal special ability. 
  Once per month, a kreen wielder can raise the 
  Chatkcha above its head and summon all kreen in a five-
  mile radius to its location (no save). As long as the 
  summoned kreen are not of a diametrically opposed 
  alignment to the wielder, they are treated as the wielder 
  had the Leadership feat with a leadership score of 25 for a 
  number of hours equal to its Charisma score, and as long 
  as performing beneficial tasks to the kreen race. 
  The Chatkcha of the Great One radiates an aura of 
  overwhelming transmutation. 
  Artifact Possession 
  The Chatkcha has a 1% cumulative chance each day 
  that its wielder follows the same goals‖as‖Ka’Cha —peace, 
  prosperity, and harmony— throwing away his weapons 
  and traveling across Athas to preach the message of 
  Ka’Cha. Nothing short of a wish, miracle or reality revision 
  effect can remove this compulsion. 
  Suggested Means of Destruction 
  •‖The Chatkcha of the Great One can be broken only if it 
  is used by a kreen for an evil purpose. In this event, 
  the 
  artifact 
  shatters 
  irreparably 
  and 
  becomes 
  nonfunctional. 
  The Dark Lens 
  This lens is a polished obsidian egg-shaped orb about the 
  size of a small kank weighing around 170 pounds. Its surface is 
  flawless, and its blackness absolute, darker than the deepest 
  obsidian. Through its glassy skin can be seen an occasional 
  streak of scarlet, often vanishing one instant and reappearing 
  again in a different location. The lens radiates intense heat upon 
  its surface, a direct result of its incredible power... 
   
  History 
  The Dark Lens is an ancient artifact thought to have 
  been created by Rajaat as the Time of Magic was coming 
  to an end. The evil sorcerer fashioned the Dark Lens as a 
  focus for his power, amplifying his magic and psionic 
  energies to unheard of levels. By using the Dark Lens 
  Rajaat created other powerful artifacts—such as Silencer, 
  
   
  Scorcher, and Scourge. Rajaat used the Dark Lens to give his 
  15 Champions their incredible powers. 
  As the Cleansing Wars were ending and the 
  champions‖ discovered‖ the‖ true‖ nature‖ of‖ their‖ master’s‖
  schemes, the disciples of Rajaat took the Dark Lens and 
  used its power to imprison their master in a place called 
  the Hollow. Shortly after Rajaat was entombed, the Dark 
  Lens was‖ stolen‖ by‖ two‖ dwarves‖ named‖ Jor’orsh‖ and‖
  Sa’ram. 
  These dwarves were self-proclaimed protectors of 
  Athas, taking the Dark Lens from the Pristine Tower to the 
  Estuary of the Forked Tongue and secluding it on the isle 
  of Mytilene. There they created a safeguard for the Dark 
  Lens in the form of a crystal pit, which proved deadly to 
  any who attempted to retrieve the artifact. Years later 
  Jor’orsh‖ and‖ Sa’ram‖ perished‖ while‖ defending‖ the‖ Dark 
  Lens from evil giants. Soon after, they arose as banshee, 
  and used their new powers to guard the Dark Lens from 
  the‖eyes‖of‖the‖Dragon‖and‖the‖rest‖of‖Rajaat’s‖champions. 
  Decades later, two clans of giants settled on Mytilene. 
  Instead of driving them from the island, the spirits of the 
  two dwarves appeared before the creatures and 
  proclaimed the Dark Lens a powerful artifact to be revered 
  and worshiped. The dull-witted giants believed the words 
  of the banshees, and became guardians of what they 
  referred‖to‖as‖“the‖Obsidian‖Oracle.”‖It‖was‖here‖the‖Dark 
  Lens remained until being recovered by Tithian of Tyr and 
  Agis of Asticles. 
  With the Dark Lens in his possession, Tithian asked 
  Borys, then later Rajaat, to use the artifact to transform 
  him into a sorcerer-king. Following the final battle which 
  saw Rajaat returned to his prison and the death of the 
  Dragon as well as several sorcerer-kings, Sadira of Tyr 
  cast the Dark Lens into the lava of the Ring of Fire. The 
  sorceress placed powerful wards around the Ring of Fire 
  to alert her to anyone attempting to free Rajaat or retrieve 
  the Dark Lens. 
  Campaign Uses 
  The Dark Lens is an item of great power, one a DM 
  may not wish to have in their campaign. With the power 
  of the Dark Lens a psionic character would have their 
  power increased immensely, potentially unbalancing a 
  campaign. On the other hand, it may be that a DM could 
  present a group of adventurers with a terrible problem, 
  one whose only solution would be in retrieving the Dark 
  Lens from its fie prison. The need for an item as powerful 
  as the Dark Lens could be fighting the forces of a sorcerer-
  king, the return of Rajaat, or the onset of some new evil 
  force on Athas. 
  Abilities 
  To invoke the powers of the Dark Lens, a character 
  must come into contact with the artifact and make a Use 
  Psionic Device check (DC 30). Failure to do so deals 1d10 
  points of fire damage to the character. 
  The Dark Lens has 500 power points when discovered. 
  The wielder instantly knows the number of power points 
  it has at the current time. The artifact recharges itself, 
  gaining back all power points after 24 hours. The wielder 
  can access all powers of the Dark Lens at manifester level 
  20th‖ (or‖ at‖ the‖ wielder’s‖ manifester level if it is higher 
  than 20th). 
  The Lens bestows a constant mind blank, protection from 
  evil and good effects on its wielder. Additionally, the 
  wielder of the Lens can trigger, as a standard action, astral 
  construct (3/day) as though the wielder rolled a 30 on his 
  Craft (sculpting) check and metamorphosis (3/day). 
  The Dark Lens can draw spells or spell-like abilities 
  into itself. The magic absorbed must be a single-target 
  spell or a ray directed at the character possessing the Dark 
  Lens.‖ The‖ artifact‖ then‖ nullifies‖ the‖ spell’s‖ effect‖ and‖
  converts it to 5 power points per spell level, adding to its 
  power point reserve. He can instantly‖detect‖a‖spell’s‖level‖
  as the Dark Lens absorbs‖that‖spell’s‖energy.‖The‖ user‖of‖
  the lens must declare this intent after the spell is cast, and 
  it requires a Concentration check (DC 15 + spell level) to 
  perform. 
  The Lens also allows the wielder access at will to any 
  psionic power that witnessed or intently studied. A 
  minimal amount study and a successful Psicraft check is 
  needed to duplicate most psionic powers with the Dark 
  Lens. The time of research and the DC of the check are up 
  to the DM, but a minimum of one week per power level 
  and a DC 15 + power level is suggested. 
  The Dark Lens is also a focus for magical power. 
  Arcane spells cast with the aid of the lens are greatly 
  improved. The wielder can cast up to three spells per day 
  that are improved as though using the Empower Spell, 
  Enlarge Spell, Extend Spell, Heighten Spell, Maximize 
  Spell, and Widen Spell feats (when applicable). 
  The Dark Lens can be used as a mitigating factor while 
  casting epic spells. For those who know how to utilize it, 
  the Dark Lens allows epic spells to be cast with a +50 
  bonus to Spellcraft checks. If used in conjunction with the 
  Steeple of Crystals in the Pristine Tower, the total bonus 
  becomes +150. 
  The Dark Lens is extremely powerful, maybe the most 
  powerful artifact ever created‖on‖Athas,‖and‖its‖uses‖aren’t‖
  limited to ones listed here. The DM may allow a character 
  after several weeks of dedicated studies to make a 
  Psicraft/Spellcraft check to discover new abilities or uses. 
  The DM has a final say on the DC of those checks and the 
  extent of the abilities that may be discovered. 
  The Dark Lens radiates an aura of overwhelming 
  abjuration and transmutation. 
  Artifact Possession 
  The incredible power of the Dark Lens is intoxicating to 
  anyone using the device. Each time the wielder the 
  artifact, he must make a Will save (DC 10 + number of 
  previous saves) or he will develop a form 
  of 
  megalomania, convinced that the power of the Lens makes 
  him invincible. Characters with this insanity will do 
  whatever they can to keep from being separated from the 
  artifact. Eventually, the character becomes dependent 
  upon the device, and it is the DM’s‖choice‖as‖to‖whether‖
  or not the character takes a path towards ultimate power 
  similar to that of Tithian of Tyr. 
  Suggested Means of Destruction 
  •‖Unknown. The Dark Lens is tied so closely with the 
  fate of Athas and the sorcerer-kings that it may not be 
  
   
   
  possible to destroy the item until either the sorcerer-kings 
  achieve a final victory, or are cast from the face of Athas. 
  The Dragonskin  
  The armor is a dull light gray, with a jagged texture and 
  small spikes protruding along the front and back. There are no 
  seams on the armor, and the wearer has to crawl into it to put it 
  on. Those touching the armor experience a creepy feeling, as of 
  insects crawling across the flesh. 
   
  This artifact is a breastplate of armor sized to fit any 
  Medium-sized humanoid. 
  History 
  Who created the Dragonskin or where it came from is a 
  mystery, but one thing is for certain — it is literally the 
  hide of a dragon. The Dragonskin has been around for at 
  least 2,000 years, and by process of elimination it cannot 
  be the hide of Kalak, Abalach-Re, Tektuktitlay, or Borys of 
  Ebe. That leaves only the sorcerer-queen of Yaramuke 
  who was killed by Hamanu of Urik long ago, or the ruler 
  of Kalidnay, Kalid-Ma. The body of Kalid-Ma was said to 
  have disappeared following his rampages. In both 
  instances Hamanu of Urik was present, and if anyone 
  knows the truth is the Lion of Urik. Another theory is that 
  a sorcerer-king may have given a copy of his defiler 
  metamorphosis spell to someone, and then slew the victim 
  for his carcass. 
  Whoever created the armor likely lost possession of it 
  long ago, for tales of great warriors wearing the 
  Dragonskin have surfaced over the years across the 
  Tablelands. Whether worn by great heroes or terrible 
  villains, accounts of these warriors commonly become 
  legend. Each story ends the same, with the wearer being 
  slain in one fashion or another and the armor 
  disappearing for another hundred years. The Dragonskin 
  was last reported in the hands of an elf lord named 
  Ke’oosh,‖who‖raided‖dozens‖of‖caravans‖across‖the‖Ivory‖
  Triangle before he and his entire tribe disappeared in Free 
  Year 8 of the Tyr calendar. 
  Campaign Uses 
  The Dragonskin is a potent artifact for warriors. Should 
  a character with this artifact become well known, others 
  covetous of the Dragonskin’s‖ power‖ will‖ surely‖ come‖ in‖
  search‖of‖the‖item.‖Should‖they‖know‖the‖item’s‖weakness,‖
  it would be a simple matter to claim it for their own. The 
  wearer might think himself invincible enough to confront 
  a sorcerer-king, a conflict that would surely lead to the 
  wearer’s‖death. 
  Abilities 
  Anyone wearing this +5 dragonhide breastplate receives 
  energy resistance 20 against fire, electricity and cold 
  effects. The Dragonskin bestows the following effects upon 
  its wearer: constant cooling canopy and death ward effects, 
  and SR 25. 
  On command, the Dragonskin makes its wearer 
  ethereal (as the ethereal jaunt spell). The effect is 
  dismissible. The Dragonskin works for a total of up to 20 
  minutes per day. This duration need not be continuous. 
  Once per day, the wearer can also activate a greater 
  spell immunity effect, with caster level 20th. 
  The Dragonskin radiates an aura of overwhelming 
  abjuration and transmutation. 
  Artifact Possession 
  While 
  wearing 
  the 
  Dragonskin, 
  the 
  wearer 
  automatically fails any Will save against clairsentience 
  powers. The wearer loses his manifesting ability, 
  including his ability to use power completion or power 
  trigger psionic items, just as if those powers were no 
  longer on his class list. 
  Suggested Means of Destruction 
  •‖Bathed in the light of an avangion for 24 hours, the 
  Dragonskin crumbles into ash. For each two hours of 
  exposure the Dragonskin loses one armor bonus until 
  reaching 0, when it is destroyed. 
  The Eye of Psurlon 
  This item is a glossy, four-inch diameter globe that weights 
  much more than its size would normally indicate, and is always 
  warm to the touch. It looks like a giant eye from one of the great 
  psionic cats, the black pupil of the eye floating in a gelatinous 
  yellow substance, shifting its gaze about by its own volition. 
  When looked upon the Eye tends to focus its stare at the viewer, 
  seemingly trying to mentally drag the onlooker into its depths. 
   
  History 
  This artifact is not native to the world of Athas: It was 
  brought into the world two centuries ago by a powerful, 
  worm-like creature called psurlon who was summoned 
  by powerful psions hoping to gain its psionic knowledge. 
  Unfortunately for the psions, however, the knowledge 
  they gained was mostly that of the Eye itself<as‖
  witnessed‖from‖the‖“receiving‖end.” 
  Since that time the Eye of Psurlon has found its way 
  into the possession of one potent psion or another, 
  although its power is such that many seek it for 
  themselves and thus it changes hands quite frequently 
  (and most often violently). 
  Campaign Use 
  The Eye of Psurlon has many psionic and non-psionic 
  powers, and is a dangerous artifact to possess if the owner 
  is not a psurlon. Very few people know of the existence of 
  the Eye of Psurlon, except for the hapless psionicist that 
  stumbled upon it since it came to Athas. Most would do 
  anything to find it again, despite of its curse. 
  Any characters finding the Eye of Psurlon are sought 
  after by some of the few psurlons living on Athas. These 
  creatures do anything to possess the Eye of Psurlon, since it 
  is considered to be an icon and savior of the psurlon race. 
  Abilities 
  The owner of the Eye of Psurlon manifests all powers 
  from the clairsentience and psychometabolism disciplines 
  by paying power points equal to the standard cost minus 
  3 (minimum of 1). 
  The Eye also functions as both a psionatrix of 
  clairsentience and psionatrix of psychometabolism when held, 
  adding a +1 enhancement bonus to the save DC of 
  applicable 
  powers. 
  Additionally, 
  every 
  applicable 
  
   
  clairsentience and psychometabolism power manifested 
  by a creature holding the artifact is considered enlarged 
  as by the Enlarge Power feat, without increasing their 
  power point cost. 
  Once per week, the owner can create an area 
  combining both the effects of a null psionic field and an 
  antimagic field, as a 1-mile diameter emanation centered on 
  the Eye, for a duration of 1 hour. The owner is unaffected 
  by the field, as are any individuals able to cast epic spells 
  or manifest epic powers. 
  The Eye of Psurlon radiates an aura of overwhelming 
  clairsentience and psychometabolism. 
  Artifact Possession 
  A non-psurlon possessing this artifact slowly loses his 
  sight, becoming completely blind in one month (no save). 
  A possessor is forced to rely on the clairsentience powers 
  of the Eye to supplement their senses. Psurlons who 
  possess the Eye lose all personal ambition, concerning 
  themselves with only the survival of their race. Psurlons 
  aware of this curse are loath to touch the Eye, caring less 
  for the race as a whole than for their own desires. 
  Suggested Means of Destruction 
  •‖Conflicting legends suggest that the bite of a roc or 
  exposure to the Ethereal plane can destroy the Eye of 
  Psurlon. 
  The Hearts of the Drake 
  This object seems to be the sculpture of a five-inch diameter 
  animal heart. Strangely, it does not feel cold to the touch. 
   
  Each of these items is in fact the petrified heart of an 
  advanced drake of a different element. The heart of the 
  fire‖drake‖is‖a‖fiery‖crimson,‖the‖earth‖drake’s‖heart‖a‖deep‖
  ginger, the water heart a glaring aquamarine, and the air 
  drake a bright ivory, weighing around 20 pounds each. 
  History 
  Each Heart was created 1,000 years ago by a druid 
  named Tehnik, to be used against the sorcerer-kings. 
  Tehnik spent nearly two decades in his pursuit of four 
  great drakes. Tehnik believed that their hearts contained 
  their true power and hoped to harness the inherent 
  elemental powers contained within them. 
  Tehnik slaved over his obsession until late in his life, 
  gathering long-lost items and elemental magic from 
  across the Tablelands to gather the need components. At 
  the age of 78, Tehnik had everything he needed to 
  empower each Heart of the Drake. As the items were 
  charged‖with‖Tehnik’s‖magic,‖the‖elderly‖druid collapsed 
  from the strain of his years and died after completing the 
  items. 
  The Hearts of the Drake went undiscovered for 
  centuries, until a wandering elf named Gril stumbled 
  upon the Tehnik's cave and robbed everything of value he 
  could find, including the Hearts of the Drake. Gril believed 
  them to be carvings of some sort, and brought them to 
  Urik to sell in the marketplace. From there the artifacts 
  passed from collector to collector, and were summarily 
  sold to different customers. 
  Campaign Use 
  Each Heart of the Drake possesses considerable power, 
  but‖individually‖they‖aren’t‖likely‖to‖be‖mighty‖enough‖to‖
  serve their original function—the destruction of a 
  sorcerer-king. Additionally, the curses inflicted by the 
  artifacts are considerable, and a PC may think twice 
  before using a Heart of the Drake if they know the price 
  that must be paid as a result of power. Individually, a 
  Heart of the Drake could be used to save a community from 
  the ravages of a rampaging drake, or to retrieve 
  something from an area where one lives. 
  Abilities 
  To activate a Heart, the possessor must anoint the item 
  with a portion of its element in a small ceremony. The Fire 
  Heart must be held completely within a burning flame, the 
  Earth Heart requires dirt sprinkled upon it, the Water Heart 
  needs to absorb a half gallon of water, and the Air Heart 
  must be held aloft, in a breeze. The possessor of a Heart 
  receives a +4 bonus against any effect with the same 
  descriptor as their Heart and an invisibility effect against 
  drakes of the same kind. 
  Each Heart has individual powers that can be invoked 
  once per day at 20th caster level. 
   
  Air Drake Heart: cloudkill (Fortitude DC 23 partial), 
  crisis of breath (Will DC 23 negates), overland flight, 
  summon nature's ally V (air elementals only), 
  whirlwind (Reflex DC 23 negates), worm's breath. 
   
  Earth Drake Heart: meld into stone, transmute rock to 
  mud, summon nature's ally V (earth elementals 
  only), worm's breath. 
   
  Fire Drake Heart: conflagration, delayed blast fireball 
  (Reflex DC 23 half), elemental armor (fire), sunbeam 
  (Reflex DC 23 partial). 
   
  Water Drake Heart: flash flood, horrid wilting 
  (Fortitude DC 23 half), summon nature's ally V 
  (water elementals only), surface walk, wall of ice, 
  worm's breath. 
  A Heart of the Drake radiates an aura of overwhelming 
  conjuration and transmutation. 
  Artifact Possession 
  Each Heart has an individual a 1% cumulative chance 
  each time an invoked power is used a curse is bestowed 
  upon the possessor. 
   
  Air Drake Heart: Become nauseated while into 
  contact with anything that touches the ground. 
   
  Earth Drake Heart: Become nauseated while contact 
  with the ground is lost. 
   
  Fire Drake Heart: Suffer 1 point of permanent 
  Intelligence damage every time the possessor 
  invokes a power. Once the‖possessor’s‖Intelligence 
  is 4 or less, he reverts to a primal instinct similar to 
  a fire drake and seek out the nearest very hot 
  region (see the Athasian Heat section in Dark Sun 
  3e Core Rules) to live. 
   
  Water Drake Heart: The possessor must drink five 
  times per day as normal. 
  Suggested Means of Destruction 
  •‖ The‖ Heart of the Fire Drake can be destroyed by 
  casting it into the heart of the hottest volcano on Athas 
  
   
   
  and casting a resurrection spell. After one week an ancient 
  fire drake will emerge from the lava. 
  •‖ The‖ Heart of the Air Drake can be destroyed by 
  casting it into the eye of a hurricane and casting a 
  resurrection spell. After one week an ancient air drake will 
  emerge from the storm. 
  •‖ The‖ Heart of the Earth Drake can be destroyed by 
  casting it into the center of an earthquake and casting a 
  resurrection spell. After one week an ancient earth drake 
  will emerge from the ground. 
  •‖ The‖ Heart of the Water Drake can be destroyed by 
  casting it into the sea and casting a resurrection spell. After 
  one week an ancient water drake will emerge from the 
  water. 
  The Heartwood Spear  
  This wooden spear is six feet in length, coming to an 
  extremely sharp natural point at both ends, colored in the 
  deepest burgundy; its surface completely smooth. 
   
  The Heartwood Spear was created by the halfling druid 
  Nok‖in‖the‖190th‖King’s‖Age,‖and‖is‖rumored‖to‖have‖been‖
  constructed from a piece of the Last Tree (see page 79 of 
  the Life-Shaping Handbook accessory for more information), 
  and the life energy of Nok, both choosing to sacrifice part 
  of their life essence to prevent another dragon from 
  arising and rampaging across the land. 
  The Heartwood Spear’s‖ surface‖ is‖ perfectly‖ smooth.‖
  When wielded, the overflowing life energy within makes 
  the weapon tingle with its barely-contained energy, 
  immediately alerting the wielder to its overwhelming 
  power. 
  History 
  The Heartwood Spear was given to a Tyrian gladiator 
  named‖Rikus‖by‖Nok‖in‖the‖year‖of‖Priest’s‖Defiance‖of‖the‖
  190th‖King’s‖Age,‖when‖Ktandeo‖and the halflings from 
  the Forest Ridge discovered that King Kalak of Tyr was 
  going to accelerate his dragon metamorphosis to become 
  a full dragon, a stage akin to that of Borys of Ebe. 
  Rikus was able to seriously injure Kalak with the 
  Heartwood Spear, though it did not kill him. Later, Kalak 
  was slain by the combined effort of Rikus, Sadira, Agis of 
  Asticles, and the High Templar Tithian. Afterwards, 
  Rikus honored his promise to Nok and returned the 
  Heartwood Spear to him. 
  However, Sadira refused to return Ktandeo’s‖Cane‖(see 
  page 69), and Nok, armed with the Spear, pursued her 
  across the Tablelands. During their final battle near the 
  Canyon of Guthay, Nok transformed the Heartwood Spear 
  into an immense oak tree to keep the weapon from Sadira, 
  but perished in battle afterwards. To this day the Spear in 
  its tree form lies shattered at the bottom of the canyon. 
  Campaign Uses 
  The Heartwood Spear is a weapon of considerable 
  power, one that has proven itself to be a killer of sorcerer-
  monarchs. Characters that learn about the spear and are 
  able to discover its current location may have to seek out 
  a powerful halfling with the knowledge to transform the 
  oak back into the spear. If the characters are not halflings, 
  this could reveal itself a very difficult task, especially if 
  they cannot prove their worthiness to the halfling whose 
  help they seek. 
  Abilities 
  The Heartwood Spear is a +4 keen dragonbane double-
  tipped spear of distant shot. The weapon ignores all armor, 
  natural armor, and shield bonuses to AC (including any 
  magic, psionic, or mundane enhancement bonuses to that 
  armor. Dexterity, deflection, dodge, and other such 
  bonuses still apply.). 
  The spear has a special ability that functions only 
  upon scoring a successful critical hit. Any armor worn by 
  an opponent against whom you score a critical hit must 
  make a DC 20 Fortitude save or be completely destroyed. 
  Whenever it inflicts damage to a dragon, the Spear 
  lodges in his body if he fails a Reflex save (DC 15 + 
  damage inflicted). As long as the weapon is lodged in his 
  body the dragon moves at half-speed, cannot charge or 
  run, and must make a Concentration check (DC 15 + 
  damage inflicted) in order to cast a spell with somatic 
  components. The victim or someone else can make a 
  Strength check (DC equals the Strength of the character 
  that inflicted the wound) to pull the Spear from the 
  wound; this requires two free hands and a standard 
  action 
  that 
  provokes 
  an 
  attack 
  of 
  opportunity. 
  Successfully pulling the Spear from his body inflicts half 
  of the initial damage the Spear caused, rounded down. 
  The Heartwood Spear transfers one dose of its magical 
  sap‖into‖the‖victim’s‖veins‖each‖time‖it‖inflicts‖a‖wound‖
  upon him. It can produce such a dose only once every 
  hour. The sap is composed of life energy and thus 
  considered a living thing rather than a poison; therefore it 
  is not subject to poison immunity or powers and spells 
  that grant immunity to poison. The sap inflicts 1d6 points 
  of ability damage to each ability score and a further 1d6 
  points every 10 minutes until the victim dies or the sap is 
  negated with wish, miracle, or reality revision. 
  As‖long‖as‖the‖sap‖courses‖through‖the‖victim’s‖veins‖
  it resonates with the living wood of the Heartwood Spear, 
  making its wielder immune to powers and spells 
  originating from him, as well as to the effects of his 
  defiling radius. This immunity exists regardless of range 
  so long as the Spear is held and the sap has not been 
  negated via magical or psionic means 
  If ever sundered or otherwise broken, the Heartwood 
  Spear becomes a normal, broken wooden spear until one 
  of its ends is rammed upright into the earth. If left a full 
  day under the sun and given a liter of water it will grow 
  roots and leaves. From then on, it will reattach broken 
  pieces if they are applied to a break. Once it is whole 
  again, the leaves and the roots wither away, leaving an 
  intact Heartwood Spear behind. 
  The Heartwood Spear radiates an aura of overwhelming 
  transmutation. 
  Suggested Means of Destruction 
  •‖Smashed‖against‖the‖lands‖of‖the‖Obsidian‖Plains. 
  •‖ The‖ spear‖ will‖ rot if it ever draws the blood of a 
  halfling. 
  
   
  The Hraash’nal 
  This item is a medallion the size of an aarakocran hand. At 
  its center is an opaque ice crystal, as cold and eternal as the air 
  of the mountains, from which snow-white feathers, delicately 
  carved out of the bones of birds, radiate in a shape reminiscent 
  of a snow lily. 
   
  History 
  The Hraash’nal,‖meaning‖“source‖of‖the‖feather”‖in‖the‖
  aarakocra language, was created by a powerful aarakocra 
  air cleric named Thraka Cloud Glider several hundred 
  years ago to be used for the protection of Winter Nest, 
  and as an initiation rite for aarakocra hatchlings. Thraka 
  managed to bind an elder air elemental into his divine 
  focus after proving his devotion and his worthiness to the 
  elemental powers in battle. This willingly binded 
  elemental‖of‖tremendous‖power‖is‖the‖medallion’s‖source‖
  of power, albeit this knowledge has been lost through the 
  ages. 
  Campaign Use 
  In most campaigns the Hraash’nal should firmly 
  belong to the aarakocra community of Winter Nest, where 
  it was created and has been protected for centuries. This 
  artifact is used as part of religious ceremonies involving 
  the summoning of an air elemental, or Hraak’thunn.‖The‖
  involvement of a party of adventurers could extend to 
  borrowing the artifact to battle paraelemental forces 
  threatening the pact of Earth, Air, Fire, and Water, or to 
  seeking out its fabled power in the hope of reviving a 
  dead comrade who succumbed to the perils of the Silt Sea. 
  In any case, the DM should treat the Hraash’nal as a plot 
  device,‖ an‖ item‖ whose‖ powers‖ could‖ be‖ the‖ heroes’‖
  salvation or the aim of their quest. 
  Abilities 
  The powers of the Hraash’nal can only be invoked if its 
  wielder is aarakocran or an air cleric, and he must know 
  the Auran language. 
  Through a pact with the Hraak’thunns,‖an‖aarakocra‖
  or air cleric speaking summoning words in Auran while 
  holding the Hraash’nal summons forth a Large air 
  elemental, or an elder elemental if the wielder is both an 
  aarakocra and an air cleric. The summoning words 
  require 1 full minute to speak. In all ways this 
  summoning functions like the summon monster spell 
  (summon monster VI for the Large elemental or summon 
  monster VIII for the elder elemental), except that the 
  summoned elemental serves the wielder for a duration of 
  8 hours before disappearing or until dispelled, dismissed, 
  or slain. One elemental can be summoned per day. 
  When held aloft for all to see, the Hraash’nal bestows a 
  dignified and commanding aura upon its wielder that 
  causes flying creatures and those with the air subtype to 
  have a friendly attitude towards him. 
  With medallion in hand, the wielder can make use of 
  the following effects, once per day and at caster level 20th: 
  whispering wind, wind wall, gaseous form, and control winds. 
  The Hraash’nal can also be used to invoke a whirlwind (DC 
  22, partial) once per week. 
  While in contact with the medallion, the minor 
  elemental spirits that inhabit the winds, clouds, and dust 
  devils whisper to the wielder. The lore gained from this 
  function of the medallion is similar to that of the commune 
  with nature spell, except that the wielder only gains 
  knowledge of those features observable from the air, with 
  the effect covering an area 100 miles in radius around the 
  artifact’s‖wielder. 
  If any of the Hraash’nal’s powers are ever intentionally 
  used‖to‖attack‖an‖air‖elemental,‖the‖wielder’s‖breath‖gets‖
  trapped within the ice crystal of the medallion (no save), 
  which will lead to death if the wielder needs to breathe to 
  stay alive (DMG 304). Only a miracle cast by an air cleric 
  within close proximity of the Hraash’nal can reverse the 
  process,‖releasing‖the‖victim’s‖breath. 
  By touching a creature with the Hraash’nal and 
  speaking words of healing in Auran, this artifact can be 
  used to restore lost or impaired breathing to a creature 
  (due to a curse or powerful spell), and can even resurrect a 
  creature that drowned or suffocated within the last ten 
  days (and whose body is mostly intact). Only those 
  deemed worthy by the Hraak’thunns can be healed or 
  brought back to life through the power of the Hraash’nal. 
  The Hraash’nal radiates an aura of overwhelming 
  conjuration and evocation. 
  Suggested Means of Destruction 
  •‖ Swallowed‖ by‖ an‖ earthquake‖ and‖ slowly‖ crushed‖
  within the earth for a hundred years. 
  •‖Stored‖in‖a‖small,‖lightless space, and left to slowly 
  dissolve over a year. 
  Korgunard’s Annulus 
  This device is a solid; round bar of silver two feet in length 
  whose ends nearly join in a closed circle. On its surface are 
  intricately carved figures of mythical beings that flow around 
  its surface, changing shape from humanoid forms into clouds 
  and back again. 
   
  History 
  This is the only artifact that the avangion Korgunard 
  ever crafted, using an ancient relic from the time of the 
  Great Pantheon, a ceremonial focus for prayers, which 
  was gifted to him by Oronis, who had unearthed the 
  object from the Elven ruins upon which his city was built. 
  Since the death of Korgunard, the Annulus has been in the 
  hands of a brown elf named Xaymon, a preserver 
  apprentice of Korgunard, currently on the run from 
  Hamanu’s‖ forces‖ and‖ hiding‖ in‖ the‖ avangion’s‖ secret‖
  retreat. 
  Campaign Use 
  The Annulus is a powerful item that greatly helps any 
  arcane spellcaster character in becoming an avangion. 
  Korgunard was a member of the Veiled Alliance, and as 
  such that organization would be very eager to retrieve the 
  item. It could also be used to allow an arcane spellcaster 
  to start renewing a defiled patch of land. 
  Abilities 
  Grasping the Annulus by its middle reveals this potent 
  artifact’s‖ properties‖ to‖ a‖ user‖ without‖ the‖ taint‖ of‖
  
   
   
  defilement. At its most basic level it functions as a 
  spellbook, containing spells meant to rejuvenate and 
  reinforce nature. Although the spells are divine in nature, 
  they function as arcane spells for the owner. While the 
  spells cannot be transferred to another medium, such as a 
  scroll or spellbook, they can be prepared as any other 
  arcane spell by those who hold the Annulus and 
  concentrate upon its runes while preparing their other 
  daily spells. The artifact contains the following spells: 0—
  create water, defiler’s‖ scent, nurturing seeds, purify food and 
  drink; 
  1st—plant 
  renewal; 
  3rd—plant 
  growth; 
  4th—
  rejuvenate. Note that the Annulus’‖owner‖must‖have‖spell‖
  slots of the appropriate level available in order to 
  memorize any of these spells, just as if they were from a 
  normal spellbook, and his Intelligence score must be 10 + 
  spell level to be able to cast a spell of a given level. 
  Beyond its use as a unique spellbook, the Annulus’‖
  greatest power is the supernatural and timeless insight it 
  bestows to its owner. Someone who has owned the 
  Annulus for a year or more starts to occasionally and 
  inexplicably gain flashes of insight about past, present, 
  and future events while dreaming (a creature immune to 
  sleep might gain these flashes of insight if they meditate 
  with the item for an hour or more). This ability functions 
  like a vision spell, but the information gained is of a 
  random person, place, or object. This ability cannot be 
  controlled and does not bestow any specific bonuses or 
  abilities upon the owner; but primarily serves as a plot 
  device, although the DM should feel free to provide the 
  Annulus’‖owner with a variety of circumstance or insight 
  bonuses‖when‖“foreseen”‖situations‖arise‖in-game. 
  Ultimately, the artifact is meant to facilitate the 
  transition into an avangion. Oronis, unwilling to give a 
  copy of the metamorphosis spell to any other student 
  after the death of Nerad, was convinced by Korgunard to 
  inscribe the spell into the relic that Korgunard would later 
  make into the Annulus. Any owner of the Annulus who is 
  good-aligned and without the taint of defilement can, at 
  any time, initiate the casting of the avangion metamorphosis 
  I spell. The spell is inscribed within the Annulus, and as 
  such, knowledge of the spell is not imparted to the owner, 
  nor can it be learned or copied to another medium. In all 
  ways, the character using the Annulus is considered the 
  caster, and as such needs to have the Epic Spellcasting 
  feat, a free epic spell slot, succeed at his Spellcraft check, 
  and expend his psionic focus. All other costs associated 
  with the casting of the spell are incurred by the character 
  as normal. 
  A defiler attempting to wield the Annulus sees his foul 
  sorcery‖turned‖against‖him―he‖is‖consumed‖by‖his‖own‖
  defiling abilities, his life energy separated from his 
  physical form and returned to the ground whence it came 
  from, turning him into a pile of crumbling ash within 1 
  round (Fort DC 23 partial; success means the subject takes 
  20d6 points of damage instead for each round he holds 
  the Annulus.) This is a death effect. 
  The Annulus radiates an aura of overwhelming 
  transmutation. 
  Suggested Means of Destruction 
  •‖Strike‖it‖against‖the‖bones‖of‖a dragon. 
  •‖Leave‖it‖on‖the‖Deadlands‖for‖a‖whole‖month. 
  Ktandeo’s Cane 
  This cane is a wooden rod constructed of an unknown 
  hardwood, with an obsidian ball five inches in diameter affixed 
  to the end of it. 
   
  Ktandeo’s‖Cane is a 3 feet tall wooden staff and weighs 
  10 pounds. It allows its wielder to cast spells fueling his 
  own energy into the obsidian orb on top. 
  History 
  This artifact was the creation of Nok as a gift to 
  Ktandeo, the mentor to the half-elven wizard Sadira. 
  Being a notable wizard by his own right, Ktandeo taught 
  Sadira and many others the art of drawing magic from the 
  land without defiling its essence. Nok created this cane to 
  help Ktandeo in his struggle against the defilers of the 
  land. 
  Ktandeo died while fleeing the Tyrian templars in 
  UnderTyr, but before he passed away he told Sadira of 
  the Heartwood Spear and of his magical cane. The dying 
  human believed that these two artifacts of the halfling 
  race were the only objects that could destroy King Kalak 
  of Tyr. When Rikus was given the Heartwood Spear by 
  Nok, Sadira received Ktandeo’s‖ Cane as an additional 
  weapon to use in the defense of Tyr and the Forest Ridge. 
  Following the death of King Kalak, Sadira refused to 
  return the artifact named after her late master to Nok. It 
  was because of this that the halfling pursued Sadira across 
  the Tablelands, until their final confrontation at the 
  Canyon of Guthay. It was here that Nok shattered the 
  obsidian ball atop the cane with another obsidian orb of 
  his own, before falling to the damage of the destruction. 
  Campaign Use 
  Ktandeo’s‖Cane is a powerful weapon that allows non-
  wizards to cast arcane magic. Ktandeo was a member of 
  the Veiled Alliance, and felt that to fight defiling magic; 
  one must have magic of his own, and thus created this 
  artifact. It could also be the focus of a plot to restore the 
  artifact to aid the halfling race against some new threat—
  to retrieve it from the Canyon of Guthay to restore the 
  shattered orb that directed its power. 
  Abilities 
  The cane is a +2 quarterstaff. If grasped firmly, the 
  command‖ word‖ “Nok”‖ spoken‖ followed‖ by‖ the‖ spell’s‖
  name, the cane enables the holder to use the following 
  spell-like abilities at will, at caster level 20th. 
   
  Clear-river 
   
  Ghostfire 
   
  Groundflame 
   
  Hold monster 
   
  Invisibility 
   
  Lesser globe of invulnerability 
   
  Magic circle against evil 
   
  Magic mouth 
   
  Quietstorm 
   
  Skyfire 
   
  Sparkrain 
   
  Suggestion 
  
   
  Like the magic that is drawn from the land to fuel a 
  wizard’s‖spells,‖Ktandeo’s‖Cane draws upon the life-force 
  of its wielder to generate its spell-like abilities. Each time 
  the artifact is used, the wielder ages 1 month per spell 
  level. Any living creature within 5 feet of the wielder ages 
  one-quarter of this amount. Should the wielder activate 
  the Cane more‖than‖three‖times‖a‖day,‖the‖wielder’s‖life-
  force is then taxed even further, causing the wielder to 
  age double that amount. The effects of aging on the 
  wielder manifest as graying hair, age spots, and other 
  signs of age. Nothing can restore this aging, not even a 
  miracle, wish or reality revision effect. Creatures immune to 
  aging effects cannot use this ability. 
  Ktandeo’s‖ Cane radiates an aura of overwhelming 
  evocation. 
  Suggested Means of Destruction 
  •‖Struck‖with‖an‖item‖crafted‖from‖the‖Last‖Tree. 
  •‖Crushed‖under‖the‖foot‖of‖an‖epic‖defiler. 
  •‖Broken in two by an elderly halfling. 
  The Defiler Warlords’ Lost Arsenal 
  Long before the First Sorcerer came to be known as the 
  Warbringer and created his Champions to fight the 
  Cleansing Wars, he instigated a jihad against the 
  preservers of the land. This long conflict spawned 
  generations of warriors and sorcerers who took part in the 
  struggle, and as it perdured it saw the rise of powerful 
  servants of Rajaat. Today, all that remains of those great 
  defiler warlords are the myths of their exploits and the 
  ancient‖texts‖that‖describe‖their‖fearsome‖deeds<‖as‖well‖
  as the arsenal of powerful weapons they once wielded in 
  battle, currently lost to the sands for some intrepid 
  adventurer to stumble upon. 
  The Cleaver 
  This double-edged blade ends in a way reminiscent of a 
  forked tongue, while a pointed ridge appears on each side of the 
  blade at a point equidistant from blade-tip and guard. The hue 
  of the alloy is darkest near the tip. The handle is unusually long 
  and clearly made to be wielded in two hands, its guard forged in 
  the form of a stylized open mandible. 
   
  The Cleaver is made of steel. Its darker alloy is an effect 
  from its forging process. It weighs around 12 pounds. 
  History 
  Said to have been owned by the defiler warlord 
  Merovech the Mage-Hound during the Preserver Jihad, 
  the sword known as the Cleaver was made specifically to 
  crush the forces arrayed against Rajaat at that time. Not 
  forged by Rajaat himself, but rather by one of his defiler 
  assistants, it is less powerful than its sister swords the 
  Scorcher, the Scourge, and the Silencer. Merovech survived 
  well into the Cleansing Wars, when he served under the 
  Slayer of Elves and is thought to have died during the 
  siege of a sorcerous Elven fortress. 
  Campaign Use 
  The Cleaver is a powerful weapon that can be used by 
  either good or evil purposes. Finding the weapon based 
  on ancient scrolls depicting Merovech’s‖ last‖ battle‖ and‖
  then‖ determining‖ the‖ item’s‖ current‖ location‖ could‖ be‖ a‖
  good story arc, or the PCs could be required to stop a 
  powerful elf bandit who found the weapon and is using it 
  to enslave the local population. 
  Abilities 
  The Cleaver is a +4 rumbling silencing steel bastard sword. 
  The wielder gains spell resistance 18 against arcane magic 
  only and a target hit by the Cleaver must succeed on a DC 
  19 Fortitude save or be knocked back 10 feet (falling prone 
  instead if such movement is impossible). The wielder can 
  use the Cleaver to make any number of cleave attacks per 
  round (as if he had the Great Cleave feat and can also 
  make a cleave attack against any creature successfully 
  knocked back by the weapon. 
  The Cleaver radiates an aura of overwhelming 
  transmutation. 
  Suggested Means of Destruction 
  ● Be smashed against the Coruscation or the Cleaver, 
  shattering both and making them nonfunctional. 
  ● Must draw the blood of a dragon. 
  The Coruscation 
  Each link of this spiked chain is shaped like two intertwined 
  forked tongues. It is continually warm to the touch, with its 
  red-hot end spiting sparks even when left untouched. 
   
  The Coruscation is made of a steel alloy of dark color. It 
  weighs 20 pounds. 
  History 
  The hallmark of the defiler warlord Setare the Adder 
  during the Preserver Jihad, the spiked chain known as the 
  Coruscation was the bane of preservers everywhere. Setare 
  was best known as a scourge of armies, releasing her 
  sorcerous weapon on enemy troops while unleashing 
  deadly magic from the top of the terrible beasts she rode 
  into battle. 
  Campaign Use 
  As with the Cleaver, the Coruscation is a powerful 
  weapon that could easily fall into the wrong hands and 
  become again a force of evil. The PCs could be asked to 
  either retrieve the weapon or to slay its possessor. 
  Abilities 
  The Coruscation is a +4 dancing silencing steel spiked 
  chain. Each successful hit of the weapon showers nearby 
  creatures with red-hot sparks, dealing extra damage to 
  anyone near the target. Each successful hit deals 2d4 
  points of fire damage to all targets in a 5-foot burst (Reflex 
  DC 15 half). The wielder is immune to the sparks of the 
  chain, gains spell resistance 18 against arcane magic only, 
  and can use the chain to make any number of attacks of 
  opportunity per round (as if he had the Improved Combat 
  Reflexes feat). 
  The Cleaver radiates an aura of overwhelming 
  transmutation. 
  Suggested Means of Destruction 
  ● Be smashed against the Bellowing Throes or the 
  Hunger, shattering both and making them nonfunctional. 
  ● Be sent to the Black for ten years. 
  
   
   
  The Hunger 
  This artifact is a 8-inch wide, circular bronze plastron, its 
  center engraved with the figure of a screaming, quartered man 
  with five small, smooth spheres of obsidian located at the end of 
  each hand, foot, as well as on its chest. Five equidistant slots 
  surround the plastron, allowing leather straps to secure it to the 
  chest of its possessor. 
   
  This bronze armor does not have the usual patina old 
  bronze items develop over time. It weighs 10 pounds. 
  History 
  This artifact was originally used as armor by Amen 
  Thal the Devourer, a defiler warlord from the Preserver 
  Jihad who later became a general under the command of 
  the Champion Uyness of Waverly during the Cleansing 
  Wars.‖Amen‖Thal’s‖addiction‖to‖life‖energy‖was‖legendary‖
  and said to know no bound. 
  Campaign Use 
  This armor is a powerful item that also bears a strong 
  disadvantage. Just by donning the armor, an arcane 
  spellcasting character becomes a defiler, drawing the 
  attention and hatred of many. The PCs could watch a 
  familiar NPC slowly becoming more and more power 
  hungry and would have to help him, even against the 
  NPC’s‖will. 
  Abilities 
  This plastron grants its wearer spell resistance 21 
  against arcane magic only, surrounds him with an 
  invisible field of force that grants a +9 armor bonus, and 
  enables him to determine the location and number of 
  living orcs or orc-blooded creatures within a 1-mile radius 
  by concentrating as a full-round action (this divination 
  effect can be fooled by mind blank, false life, and sequester 
  powers and spells). 
  Only to a wizard wearer,‖ however,‖ is‖ the‖ plastron’s‖
  true power revealed: the ability to gather even greater life 
  energy from the soil and plants surrounding him, 
  boosting his spells. In effect, when gathering energy the 
  caster is incapable of stopping the flow of power, and as a 
  result can no longer preserve but instead gains great 
  defiling power. The simple act of putting on the Hunger 
  renders a wizard tainted, and casting a spell with it makes 
  an instant defiler out of its wearer. 
  The potency of the gathering process is far greater 
  than‖ normal,‖ causing‖ the‖ wearer’s‖ defiling‖ radius‖ to‖
  become 10 feet per spell slot level expended. His defiling 
  power is vastly augmented, utterly destroying all plant 
  life―including‖ plant‖ creatures―caught‖ within‖ it.‖ The‖
  penalties suffered to attacks, saves and skill checks for 
  being caught in a wizard’s‖defiling‖radius increase by 1 
  (this effect stacks with Agonizing Radius and the painful 
  radius class ability), and living beings within the defiling 
  radius suffer 1 point of damage per spell slot level 
  expended (this effect stacks with the dragon magic and 
  life-draining radius class abilities). The above effects do 
  not stack with those of an ashbound scarab or torc of the 
  land’s‖desolation, or with that of any other item that confers 
  similar effects. 
  Additionally, while wearing the Hunger the terrain 
  where the spell energy is gathered is treated as one 
  category better; if in abundant terrain, the bonuses to spell 
  save DCs and caster level checks are increased by an 
  additional +1 (this effect stacks with Efficient Raze). While 
  in abundant terrain (before any modifications from feats 
  or items), every conjuration or evocation spell cast by the 
  wearer of the Hunger is also considered enlarged, as per 
  the metamagic feat of the same name. 
  Once a wizard casts a spell while wearing the Hunger 
  they become addicted to the rush of life energy; the 
  wearer will no longer cast spells unless they first succeed 
  at a DC 35 Will save each time he wants to gather energy. 
  Only conversion, psychic chirurgy, reality revision or wish can 
  free a wizard from the addictive hold of the plastron. In 
  the case of a casting of conversion, the caster of the spell 
  must pay four times the XP cost (2,000 XP). 
  The Hunger radiates an aura of overwhelming 
  necromancy. 
  Suggested Means of Destruction 
  ● Be smashed against the Coruscation or the Hunger, 
  shattering both and making them nonfunctional. 
  The Bellowing Throes  
  The tip of this spear is made from steel and is shaped like a 
  snarling maw whose extended tongue constitutes the point. Its 
  shaft is made of milky-white drake ivory and is engraved with 
  dozens of flying spears. 
   
  The Bellowing Throes is made of a steel alloy of dark 
  color. It weighs 12 pounds. 
  History 
  An enigmatic figure during the Preserver Jihad, not 
  much is known of Vaque Deathshrieker. This defiler 
  warlord was said to be untouchable in combat, shoving 
  charging enemy soldiers aside with her will alone. The 
  few writings that mention her also talk of her flying spear, 
  a terrible weapon with which she butchered preservers 
  one by one, oblivious to the skirmishes taking place 
  around her. She is said to have struck fear into the hearts 
  of even the stoutest man. 
  Campaign Use 
  As with the Cleaver, the Bellowing Throes is a powerful 
  weapon that could easily fall into the wrong hands again 
  and become a force of evil. The PCs could be asked to 
  either retrieve the weapon or to slay its possessor. 
  Abilities 
  The Bellowing Throes is a +4 baleful shriek, returning 
  silencing steel spear. The weapon produces baleful moans 
  whenever it is held in hand and shrieks when coursing 
  through the air, bellowing pain-wrecked cries when 
  thrusted into a victim. The wielder gains spell resistance 
  18 against arcane magic, and the ranged attacks made 
  with this weapon ignore the AC bonus granted to targets 
  by anything less than total cover, and the miss chance 
  granted to targets by anything less than total concealment 
  (as if he had the Improved Precise Shot feat). 
  The Bellowing Throes radiates an aura of overwhelming 
  transmutation. 
  
   
  Suggested Means of Destruction 
  ● Be smashed against any other vorpal steel weapon, 
  shattering 
  the 
  Bellowing 
  Throes 
  and 
  making 
  it 
  nonfunctional. 
  ● The spear must be made unable to scream for 1,000 
  years. 
  The Lion King’s Martial Regalia 
  The City by the Silt Sea has had a proud history, as 
  great as any under the crimson sun. But this history has 
  only‖ survived‖ due‖ to‖ the‖ suddenness‖ of‖ the‖ city’s‖
  destruction, which kept all records within its ruins, and 
  the certain knowledge that explorers and looters who 
  traveled to the ruins rarely come back with a piece of its 
  history<if‖they‖come‖back‖at‖all. 
  Entombed inside a great stone coffin somewhere 
  within‖the‖ruins‖is‖rumored‖to‖be‖found‖the‖city’s‖greatest‖
  treasure, the legacy of its great monarchs. Those that 
  brave‖the‖ruin’s dangers may discover these great relics, 
  but more likely will only find their own death. 
  The Leonine Fender 
  This enormous greatsword is made of the finest steel, with a 
  blade engraved with pictographs depicting a coronation. Its 
  bronze‖ guard‖ is‖ shaped‖ like‖ a‖ lion’s‖ head‖ with‖ its‖ eyes‖ shut,‖
  while the handle is a polished, leather-wrapped agafari wood. 
  The‖ bronze‖ pommel‖ is‖ a‖ lion’s‖ paw‖ grasping‖ a‖ green‖ beryl‖
  gemstone. 
   
  This mighty sword belonged to Taraskir the Lion King 
  of Giustenal and depicts his coronation. It weighs 40 
  pounds. 
  History 
  The Leonine Fender was crafted for their liege by a 
  cabal of preservers as the Preserver Jihad was coming to 
  an end. These survivors had found protection within 
  Giustenal‖ under‖ Taraskir’s leadership and wanted their 
  protector, already skilled in the use of the Way, to be 
  ready‖ with‖ a‖ weapon‖ of‖ magical‖ prowess‖ if‖ Rajaat’s‖
  armies ever came, which they eventually did through 
  Dregoth. When he came to conquer the city he bested 
  Taraskir even as the sword was wielded against him, and 
  entombed both within an enormous stone coffin. Legends 
  say that it was a weapon capable of killing dragons, but in 
  truth the sword is more an instrument of righteous 
  protection than one of vengeful destruction. 
  Campaign Use 
  An item of respectable power, the Fender must be 
  retrieved from the ruins of Giustenal before being put to 
  use. An interesting campaign would be for the PCs to 
  retrieve‖the‖entire‖Lion’s‖King‖Regalia‖as‖a‖way‖to‖be‖able‖
  to defeat Dregoth. 
  Abilities 
  The Leonine Fender is a +2 Huge axiomatic expiation steel 
  greatsword. 
  The wielder of the Fender is under a constant psionic 
  lion’s‖charge effect. 
  Once per day, as a standard action that does not 
  provoke attacks of opportunity, a wielder of the Fender 
  without the taint of defilement can ask the local Spirit of 
  the Land for protection. Immediately afterwards and for 
  the following 15 rounds, a tangible, glowing white-green 
  aura surrounds the wielder and his eyes glow with life-
  giving energy. He receives the benefits of an allegiance to 
  the land spell at caster level 15th. 
  Three times per day, as a free action, the wielder of the 
  Fender can use a targeted greater dispel magic effect upon a 
  creature the weapon strikes. The effect must be used in 
  the same round that the weapon strikes, but the wielder 
  can wait to see if his blow lands before deciding. 
  The Fender bestows one negative level on any defiler 
  or chaotic creature attempting to wield it. The negative 
  level remains as long as the weapon is in hand and 
  disappears when the weapon is no longer wielded. This 
  negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration 
  spells) while the weapon is wielded. 
  The Fender radiates an aura of strong abjuration, 
  evocation, and divination. 
  Suggested Means of Destruction 
  ● Strike it against the Lion’s‖ Pride, destroying both 
  artifacts. 
  ● The weapon will lose its powers if it ever draws the 
  blood of a law-abiding Giustenal citizen. 
  The Lion’s Pride 
  The front of this fine steel cuirass is engraved and embossed 
  with three bronze lioness heads, representing each of the three 
  wives of the monarch, while on the back are the images of their 
  seventeen‖children’s‖faces. 
   
  This cuirass was crafted at the same time as the 
  Leonine Fender to complete King‖ Taraskir‖ of‖ Giustenal’s‖
  arsenal. It weighs 150 pounds. 
  History 
  Designed to offer protection from the defiling magic of 
  the defiler warlords, a task to which it was well-suited, its 
  crafters never counted on the coming of a new type of 
  conqueror: A Champion of Rajaat. 
  Campaign Use 
  An item of respectable power, the Pride must be 
  retrieved from the ruins of Giustenal before being put to 
  use. An interesting campaign would be for the PCs to 
  retrieve‖the‖entire‖Lion’s‖King‖Regalia‖as‖a‖way‖to‖be‖able‖
  to defeat Dregoth. 
  Abilities 
  The Lion’s‖Pride is a +2 Huge steel lifewall spell resistance 
  (17) breastplate of command. 
  When worn, the armor bestows a dignified and 
  commanding aura upon its owner. The wearer gains a +2 
  competence bonus on all Charisma checks, including 
  turning checks and Charisma-based skill checks. The 
  wearer also gains a +2 competence bonus to his 
  Leadership score. 
  Allies within a 360-ft. emanation of the wearer become 
  braver than normal, receiving the benefits of a bless spell 
  for as long as they remain within the emanation's radius. 
  
   
   
  Since the effect arises in great part from the 
  distinctiveness of the armor, these latter, charismatic 
  effects do not function if the wearer hides or conceals 
  himself in any way. 
  The Lion’s‖ Pride bestows one negative level on any 
  defiler or chaotic creature attempting to wear it. The 
  negative level remains as long as the armor is worn and 
  disappears when the armor is no longer worn. This 
  negative level never results in actual level loss, but it 
  cannot be overcome in any way (including restoration 
  spells) while the armor is worn. 
  The Lion’s‖Pride radiates an aura of strong abjuration, 
  and enchantment. 
  Suggested Means of Destruction 
  ● Strike it against the Leonine Fender, destroying both 
  artifacts. 
  ● The item will lose its powers if its wielder ever 
  commits an act of cowardice. 
  The Pennant of Golden Giustenal 
  This‖standard’s‖shape‖is‖reminiscent‖of‖a‖feline’s‖paw‖and‖is‖
  made of the finest silk threaded with gold and silver, and depicts 
  the people of Giustenal standing strong side-by-side with their 
  king. 
   
  The Pennant weights 5 lb. 
  History 
  This enormous standard was crafted to commemorate 
  the golden age of peace and prosperity brought to 
  Giustenal under the rule of Taraskir the Lion. 
  Campaign Use 
  An item of respectable power, the Pennant must be 
  retrieved from the ruins of Giustenal before being put to 
  use. An interesting campaign would be for the PCs to 
  retrieve‖the‖entire‖Lion’s‖King‖Regalia‖as‖a‖way‖to‖be‖able‖
  to defeat Dregoth. 
  Abilities 
  To be effective, the Pennant of Golden Giustenal must be 
  affixed to a two-handed hafted weapon such as a halberd 
  or lance. The possessor of the standard and any allies 
  within a 30-ft. emanation receive a +4 morale bonus on 
  attack rolls, saves, and skill checks, immunity to fear 
  effects, and 15 temporary hit points. Once per day as a 
  standard action that provokes attacks of opportunity, the 
  standard possessor can link up with 9 willing psionic 
  creatures within 30 feet of the item as per the metaconcert 
  power with a duration of up to 20 consecutive minutes. 
  The conductor of the metaconcert is chosen by mutual 
  consent of all participants. 
  The Pennant of Golden Giustenal radiates an aura of 
  strong enchantment and telepathy. 
  Suggested Means of Destruction 
  ● The pennant will shatter if all nine participants of the 
  metaconcert are defilers. 
  ● Be eaten by a psurlon 
  The Royal Crown of Giustenal 
  An emerald crystal is affixed to the front of this great, 
  golden crown, with two beryl stones mounted to each side. 
   
  History 
  This crown was the symbol of sovereignty of the great 
  city of Giustenal, worn by its rulers for 8,000 years until 
  the death of Taraskir the Lion at the hands of Dregoth the 
  Ravager of Giants, after which the crown was entombed 
  along‖with‖Taraskir’s‖body‖for‖all‖eternity.‖The‖crown‖was‖
  seen by the inhabitants of Giustenal as a symbol of the 
  wisdom and foresight of their rulers. 
  Campaign Use 
  An item of respectable power, the Crown must be 
  retrieved from the ruins of Giustenal before being put to 
  use. An interesting campaign would be for the PCs to 
  retrieve‖the‖entire‖Lion’s‖King‖Regalia‖as‖a‖way‖to‖be‖able‖
  to defeat Dregoth. 
  Abilities 
  This crown adapts itself to fit comfortably around any 
  wearer’s‖ head,‖ regardless of size or shape. The Crown’s 
  basic function is that of a psicrown: It has 900 power 
  points and allows the use of the following powers: 
   
  Aura sight 
   
  Clairvoyant sense 
   
  Defensive precognition 
   
  Detect psionics 
   
  Detect remote viewing 
   
  Fate of one 
   
  Remote view trap 
   
  Sensitivity to psychic impressions 
   
  Trace teleport 
  The wearer of the Crown also gains power resistance 
  30 and a +3 insight bonus on Will saving throws to resist 
  all clairsentience and compulsion effects. Unlike a normal 
  psicrown, the Royal Crown of Giustenal recharges itself, 
  gaining back 1 power point per day if it currently has 
  fewer than 900 points. 
  The Royal Crown of Giustenal has an AC of 10, 10 hit 
  points, hardness 10, and a break DC of 30. 
  The Royal Crown of Giustenal radiates an aura of strong 
  clairsentience. 
  Suggested Means of Destruction 
  ● Must be consumed by a thought slayer. 
  ● The crown will shatter if ever used for any evil act. 
  Nature’s Fury 
  The unbecoming weapon before you appears to be a 
  primitive looking mace crafted from a 4-foot section of tree root 
  with a chunk of dull obsidian atop if it. 
   
  Nature’s‖ Fury is heavy mace that was crafted by a 
  dying Sprit of the Land at the start of the Age of the 
  Sorcerer-kings. The weapon appears to be crudely 
  fashioned mace made from a gnarled agafari root topped 
  with a roughly worked piece of unpolished obsidian. 
  History 
  Angered by the massacring of druids caused by the 
  Sorcerer-king decreed Eradication, a nameless Spirit of the 
  Land made a selfless sacrifice to aid his faithful. Mortally 
  wounded by several defilers, the nature spirit infused a 
  
   
  portion of its own dying essence into a mighty weapon. 
  The spirit later bestowed it to one of its most loyal 
  followers, a half elf ranger of considerable psionic talent 
  named Zenan, as a means to defend the druids from being 
  mercilessly slaughtered. 
  Honoring‖his‖benefactor’s‖last‖wishes,‖Zenan‖wielded‖
  the mace and protected the druids from the sorcerer-
  kings’‖minions‖to‖the‖best‖of‖his‖abilities‖for‖many‖years.‖
  Shortly towards the end of the Eradication, Zenan was 
  beset by templars of the sorcerer-king Nibenay. Though 
  he‖ slew‖ many‖ of‖ the‖ Shadow‖ King’s‖ priestesses,‖ the‖
  remainder overpowered him, and took the ranger’s‖life‖in‖
  the name of their husband and master. 
  The‖location‖of‖Zenan’s‖remains‖and‖ Nature’s‖Fury is 
  unknown. Rumors indicate that the weapon resides in a 
  grove located on one of the islands lying east of the 
  Tablelands in the Sea of Silt. Furthermore, stories persist 
  that it is guarded by all manner of strange psionic beasts 
  that have taken residence near‖ the‖ weapon’s‖ grove-like 
  resting place. 
  Abilities 
  When wielded, Nature’s‖Fury possesses the following 
  abilities: 
  Nature’s‖ Fury acts as a psychic heavy mace of collision. 
  The mace provides spell resistance of 10 + each level of 
  ranger and druid the wielder possesses. This spell 
  resistance extends to anyone adjacent to the wielder. It 
  also enables the wielder to use greater dispel magic (once 
  per round as a standard action) at a caster level equal to 
  his combined levels of ranger and druid. (Only the area 
  dispel is possible, not the targeted dispel or counterspell 
  versions of greater dispel magic.) 
  If left untouched for long periods of time, Nature’s‖
  Fury becomes rooted to the ground and turns barren earth 
  into fertile soil. When left undisturbed for a week, an 
  oasis‖begins‖to‖form‖at‖a‖rate‖of‖5’‖per‖week‖to‖a‖maximum‖
  radius‖ of‖ 100’‖ centered‖ about‖ the‖ mace.‖ If‖ uprooted‖ the‖
  oasis‖begins‖to‖deteriorate‖at‖a‖rate‖of‖5’‖per‖week‖unless‖
  the weapon is returned and replanted. At which point, the 
  oasis will regenerate‖at‖a‖rate‖5’‖per‖week. 
   Any defiler or templar who attempts to wield Nature’s‖
  Fury gains three negative levels. Although these levels 
  never result in actual level loss, they remain as long as the 
  mace‖ is‖ in‖ the‖ character’s‖ possession‖ and‖ cannot‖ be‖
  overcome in any way (including restoration spells). 
  Furthermore, any defiler in possession of the weapon 
  suffers from a spell failure chance of 20%. This penalty 
  stacks with other forms of spell failure and cannot be 
  overcome in any way 
  Suggested Means of Destruction 
  ●‖Left‖unmolested‖at‖the‖center‖of‖the‖Deadlands‖for‖a‖
  month. 
  ●‖Sent‖into‖the‖Grey. 
  The Obsidian Man 
  Taller than a half-giant, this is a perfectly carved obsidian 
  statue of a man. Its limbs and features show no signs of 
  chiseling and it bears a nobleman's kilt and baldric. 
  The Obsidian Man 
  CR 30 
  Always N Huge construct 
  Init -1; Senses darkvision 60 ft.; low-light vision; Listen 
  +0, Spot +0 
  Languages understands‖creator’s‖orders 
  AC 37, touch 7, flat-footed 37 
   (-2 size, -1 Dex, +30 natural) 
  hp 337 (54 HD); fast healing 10; DR 20/epic and 
  adamantine 
  Immune construct immunities, magic, psionics 
  Fort +18, Ref +17, Will +18 
  Weakness cold (see immunity to magic), sunlight 
  Speed 20 ft. (4 squares) 
  Melee 2 slams +55 each (5d10+15) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +40; Grp +63 
  Atk Options black fire (+39 ranged touch), trample 
  5d10+15 
  Spell-Like Abilities (CL 20th): 
  At will—stone shape, passwall 
  1/day—overland flight, wall of fire 
  1/week—finger of death (DC 37) 
  Abilities Str 41, Dex 9, Con —, Int —, Wis 11, Cha 1 
  SQ construct traits 
  Feats — 
  Skills Hide –9*, Listen +0, Spot +0 
   *The Obsidian Man has a +10 racial bonus when 
  standing against a background of obsidian 
  Advancement — 
  Black Fire (Su) The Obsidian Man has the ability to 
  manifest a thin beam of black fire. Each round, it can 
  fire one beam as a free action. The beam is a ranged 
  touch attack with range out to 180 ft. that deals 4d6 
  points of damage. 
  Immunity to Magic (Ex) The Obsidian Man is immune 
  to any spell or spell-like ability that allows spell 
  resistance, except cold attacks. The Obsidian Man gets 
  no saving throw against magical attacks that deal 
  cold damage. In addition, certain spells and effects 
  function differently against the creature, as noted 
  below. 
   A transmute rock to mud spell slows the Obsidian Man 
  (as the slow spell) for 2d6 rounds, with no saving 
  throw, while transmute mud to rock heals all of its lost 
  hit points. 
   A stone to flesh spell does not actually change the 
  Obsidian‖ Man’s‖ structure but negates its damage 
  reduction and immunity to magic for 1 full round. 
  Immunity to Psionics (Ex) The Obsidian Man 
  completely resists psionic effects that are subject to 
  power resistance. 
  Light Blindness Exposure to sunlight stuns The 
  Obsidian Man for 1 round. On subsequent rounds, it 
  is stunned as long as it remains in the area. 
  Trample (Ex) Reflex DC 52 half. 
   
  This unique golem has a humanoid body made from 
  smooth obsidian. The Obsidian Man is 12 feet tall and 
  weighs around 4,600 pounds. The Obsidian Man cannot 
  
   
   
  speak or make any vocal noise, nor does it have any 
  distinguishable odor. 
  History 
  In the year of Wind's Reverence, obsidian miners in 
  the Smoking Crown found a huge statue of a man 
  entombed in a vein of solid black glass. The miners 
  chiseled away the surrounding stone, and on orders of the 
  templar leader, the Obsidian Man was laid in a sledge and 
  prepared for transport to Urik. 
  Every morning, people were found gruesomely 
  crushed to death, but never anything besides the statue 
  was found near the bodies. The caravan finally reached 
  Urik, but not before dozens of people was killed. 
  The Obsidian Man was then brought before Hamanu, 
  who examined the figure with intense interest and was 
  angered by his inability to learn anything about it. Soon, 
  he set twenty of his half-giants bodyguards to watch it 
  and retired to his library to research the matter. 
  His research was interrupted by sounds of battle. 
  Rushing to the scene, he found half of his guards dead 
  and the rest barely clinging to life. The Obsidian Man was 
  gone, leaving a trail of rubble through the fortress as it 
  smashed its way out. Hamanu caught up with it in the 
  main square of the city. 
  There, he labored with all his available resources in 
  order to find a way to command the creature. At last, 
  bloodied and battered, Hamanu defeated the Obsidian 
  Man and bound it to his service with a golden circlet 
  around its brow. After that, he used its massive strength 
  for many years until a young templar removed the Golden 
  Circlet from the Obsidian Man's brow in FY -1. After killing 
  the templar, the golem walked out into the desert and 
  vanished. 
  In FY 1, the Golden Circlet was stolen from Hamanu's 
  palace. The thief was never caught and the Circlet was not 
  found,‖despite‖Hamanu’s‖towering‖rage. 
  Campaign Use 
  The Obsidian Man of Urik can be used as a rampaging, 
  unstoppable force for the PCs to oppose. As it wanders, 
  the Obsidian Man is capable of destroying whole villages 
  or small armies. If used as a random force of destruction 
  in this manner, the PCs could be put in charge of finding 
  the Golden Circlet, then tracking the Obsidian Man down. 
  Hamanu is eagerly seeking information about the 
  Obsidian Man and the Golden circlet, and would pay 
  handsomely for any information that leads to their 
  current location. 
  Abilities 
  By day, the Obsidian Man is completely motionless. By 
  night, the statue animates, killing everything in its path, 
  unless controlled by the Golden Circlet (see below). Even 
  then, it demands blood. For every night it is denied, the 
  control check DC increases by 1. On a failed check, the 
  Obsidian Man turns against its controller. 
  The Obsidian Man radiates an aura of overwhelming 
  necromancy. 
  Golden Circlet: This small golden circular ornament is 
  useless to those unable to manifest powers. When held by 
  a manifester, it allows the control of the Obsidian Man. A 
  character’s‖ability‖to‖control‖it‖(or‖to‖keep‖controlling‖it)‖is‖
  based on the result of a control check against DC 30 (a 
  move‖action).‖A‖control‖check‖is‖1d20‖+‖character’s‖level‖+‖
  character’s‖ relevant‖ ability modifier). If the check 
  succeeds, the character can control the Obsidian Man as a 
  free action. 
  If the wielder of the Golden Circlet establishes control, 
  he needs a check for maintaining control at the dawn of 
  the next day. Note that while most magic and psionic 
  effects have no effect upon the Obsidian Man, the Circlet’s‖
  power of control can be suppressed or canceled. 
  Strong telepathy; ML 16th; Weight 1 lb. 
  Suggested Means of Destruction 
  •‖Expose‖it‖to‖24‖hours‖of‖continuous‖sunlight. 
  •‖ Carve‖ out‖ its‖ obsidian heart and throw it into the 
  lava of the Smoking Crown. 
  The Orbs of Kalid-Ma  
  These items are five smooth obsidian spheres with diameters 
  ranging from two inches to two feet. They are cool to the touch 
  even with the sun shining over them. 
   
  The Orbs of Kalid-Ma are five perfectly crafted obsidian 
  spheres in varying sizes once used to aid Kalid-Ma in his 
  metamorphosis into a dragon and now containing the 
  former sorcerer-king's fragmented psyche. 
  History 
  The now ruined city-state of Kalidnay was once one of 
  the richest cities of the Tyr region, ruled by the sorcerer-
  king Kalid-Ma, Tari Killer. The city was destroyed by its 
  own ruler in his obsession to become a full dragon. After 
  years of research, Kalid-Ma attempted to accelerate his 
  dragon metamorphosis, jumping from a second-stage 
  dragon to a seventh-stage dragon by empowering five 
  obsidian Orbs and swallowing all of them at once. Kalid-
  Ma crafted a and successfully cast a mighty epic spell 
  involving the Orbs, , but the pain from the transformation 
  was too much for his mind and all reason and sanity was 
  purged from it, and in the end all that remained of him 
  was a rampaging dragon. 
  After destroying Kalidnay he wandered aimlessly, 
  leaving a trail of destruction wherever he went. Borys of 
  Ebe, Kalak of Tyr, and Hamanu of Urik took notice of his 
  transformation and banded together to destroy him. 
  Without the intelligence he once possessed, Kalid-Ma was 
  slain after a battle that lasted two days. Kalid-Ma’s‖
  physical form was ravaged, but his psyche was 
  transferred to the Orbs, which survived the encounter. 
  Following Kalid-Ma’s‖defeat,‖the‖five‖Orbs of Kalid-Ma 
  were taken from the battlefield and have by now been 
  scattered all across the Tableland. One of the Orbs was 
  found in Kalak's Golden Tower following his death, 
  though it is thought to have been stolen by a templar who 
  later fled the city. Another of the Orbs was briefly spotted 
  in Draj a decade ago in the hands of the House of the 
  Mind before disappearing again. Of the other three Orbs 
  there has been no word. 
  Campaign Use 
  The Orbs of Kalid-Ma can be a tool of great power and 
  also of great doom for the PCs. The more Orbs a character 
  
   
  collects the more powerful he becomes, and the more 
  potent Kalid-Ma’s‖consciousness‖becomes within him and 
  greater are the chances of the character starting to pursue 
  a path to bring Kalid-Ma back to life, with the result of 
  becoming the sorcerer-king himself. 
  The Protector 
  This is the smallest of the five Orbs, measuring only 
  two inches in diameter. This Orb has an Ego rating of 10. 
  The Protector functions as a cube of force with 18 
  charges, which are renewed each day at dawn. 
  While holding the Protector, the possessor benefits 
  from the following spells at caster level 22nd: mage armor, 
  mindblank, neutralize poison, protection from arrows, true 
  seeing. 
  He also gains a +2 resistance bonus on all saving 
  throws. 
  If the Protector is ingested as part of the defiler 
  metamorphosis I spell, the caster benefits of an additional -2 
  DC mitigating factor.  
  An ingested Orb’s powers cannot be used by the 
  possessor, and the Orb itself can only be retrieved once 
  the ingesting creature is dead. 
  An ingested Orb cannot dominate a character 
  regardless of his Ego score, does not subject its possessor 
  to‖ artifact‖ possession,‖ and‖ doesn’t‖ count‖ as‖ being‖ in‖
  possession of a character in respect of how much Orbs he 
  command (see below, under Possession of Multiples 
  Orbs). 
  Artifact Possession 
  The possessor of this Orb believes himself to be 
  invulnerable. In order for a character to act normally 
  every time he would need to be on the defensive, he must 
  make a Will saving throw (DC 10, +1 per previous check 
  in the day) or do nothing to avoid the threat. This is a 
  compulsion mind-affecting effect. 
  The Orb of Minor Magic 
  This is the second smallest of the Orbs, measuring four 
  inches in diameter. This Orb has an Ego rating of 16. 
  The Orb of Minor Magic functions as both a lesser extend 
  and lesser maximize metamagic rods. 
  When held, the Orb protects its holder with a minor 
  globe of invulnerability at caster level 22nd. The Orb of 
  Minor Magic can be used to cast the following spells at 
  caster level 22nd: At will―dancing lights, burning hands 
  (DC 25);‖ 3/day―cause fear, sanctuary;‖ 2/day―mnemonic 
  enhancer;‖1/day―freedom of movement. 
  All these effects cause a defilement area when used, 
  just as if they had been cast by a defiler. 
  Twice per day, as a standard action, the possessor of 
  this Orb can recall one prepared spell ranging from level 
  1st to 3rd that has been cast within the last 12 hours. The 
  prepared spell is available just as if the spell had not been 
  cast. 
  Artifact Possession 
  Activation of any of this Orb’s‖spells‖causes‖all‖water‖
  in a 30-ft. radius to become undrinkable. 
  The Confronter 
  This Orb is the third smallest of the five, measuring 
  nine inches in diameter. This Orb has an Ego rating of 18. 
  The Confronter functions as an enlarge, extend and 
  empower metamagic rod. 
  Twice per day, while held, this Orb can be 
  commanded, as an immediate action, to empathically 
  transfer‖ its‖ owner’s‖ pain‖ and‖ suffering‖ to‖ hi‖ attacker.‖
  When an opponent strikes the possessor in melee, or 
  affects him with a spell or spell-like ability, it takes 
  damage equal to the amount it dealt to the owner, while 
  the‖ latter‖ don’t‖ suffer‖ any.‖ This‖ damage‖ is‖ empathic‖ in‖
  nature, so powers and abilities the attacker may have such 
  as damage reduction and regeneration do not lessen or 
  change this damage. This damage has no type, so even if 
  you took fire damage from a creature that has immunity 
  to fire, it will damage your attacker. If the possessor is 
  affected by an area spell, only the damage dealt to him is 
  transferred to the attacker, other creatures inside the area 
  of effect being affected normally. 
  Twice per day, the possessor can activate the Orb, as a 
  swift action, and gain a +2 bonus on attack rolls for the 
  next minute. 
  The Confronter can be used to cast the following spells 
  at caster level 22nd:‖At‖will―shocking grasp;‖3/day―bull’s‖
  strength, 
  greater 
  heroism, 
  flaming 
  sphere 
  (DC 
  25); 
  1/day―haste, spell turning;‖1/week―chain lightning; energy 
  drain; time stop. 
  All these effects cause a defilement area when used, 
  just as if they had been cast by a defiler. 
  Artifact Possession 
  Every time the time stop effect is activated, all dead 
  creatures in the area of effect are reanimated as zombies 
  as if by the animate dead spell, except the possessor or the 
  Orb has no control over the animated creatures. The 
  zombies attack nearby living creatures until destroyed. 
  The Orb of Schools 
  This Orb is the second largest of the five, having a 
  diameter of 14 inches. This Orb has an Ego rating of 22. 
  The possessor of this Orb gains the benefit of the Path 
  Dexter if a preserver, or the Path Sinister feat, if a defiler. 
  Additionally, an arcane spellcaster gains 2 extra spell 
  slots, at any level up to the highest level of spell he can 
  currently cast, for use with the schools listed in the 
  appropriate feat above. He also gains SR 21 against spells 
  of the schools listed in the appropriate feats above. This 
  Orb must‖be‖in‖a‖character’s‖possession‖for‖one‖day‖before‖
  he can gain the benefits of the feat, the SR, and the extra 
  spell slots. If lost, these abilities cannot be accessed until 
  the Orb is regained and a day has passed. 
  The Orb of Schools can be used to cast the following 
  spells at caster level 22nd:‖At‖will―cooling canopy, detect 
  magic, chill touch; 3/day―charm person, grease, spell 
  resistance, 
  arcane 
  eye, 
  polymorph;‖
  1/day―repulsion; 
  1/week―aerial servant, wall of force, weird. 
  All these effects cause a defilement area when used, 
  just as if they had been cast by a defiler. 
  
   
   
  Artifact Possession 
  The possessor of this Orb has a 1% cumulative chance 
  per day that he carries it of being afflicted with delusional 
  insanity, believing himself as powerful as a sorcerer-king 
  and acting accordingly. 
  The Mindbender 
  This is the largest of the five Orbs, having a diameter 
  of 24 inches. This Orb has an Ego rating of 26. 
  The Mindbender functions as an enlarge, extend and 
  empower metapsionic damaru. 
  This Orb grants the ability to completely resist psionic 
  effects that are subject to power resistance, but is limited 
  to powers of a single discipline, which must be chosen at 
  each dawn each day. You must possess this Orb for one 
  day before you have access to the immunity. If lost, this 
  ability cannot be accessed until the Orb is regained and a 
  day has passed. 
  Twice per day, while held, this Orb can be 
  commanded, as an immediate action, to empathically 
  transfer‖ its‖ owner’s‖ pain‖ and‖ suffering‖ to‖ hi‖ attacker.‖
  When an opponent strikes the possessor in melee, or 
  affects him with a power or psi-like ability, it takes 
  damage equal to the amount it dealt to the owner, while 
  the‖ latter‖ don’t‖ suffer‖ any.‖ This‖ damage‖ is‖ empathic‖ in‖
  nature, so powers and abilities the attacker may have such 
  as damage reduction and regeneration do not lessen or 
  change this damage. This damage has no type, so even if 
  you took fire damage from a creature that has immunity 
  to fire, it will damage your attacker. If the possessor is 
  affected by an area power, only the damage dealt to him 
  is transferred to the attacker, other creatures inside the 
  area of effect being affected normally. 
  Similar to a psicrown, the Mindbender contains a pool 
  of power points that can be used to manifest any of the 
  following powers at manifester level 16th (or at the 
  wearer’s‖manifester level if it is higher than 16th): 
   
  detect psionics 
   
  ego whip 
   
  greater concealing amorpha 
   
  hostile empathic transfer 
   
  id insinuation 
   
  inflict pain 
   
  intellect fortress 
   
  know direction and location 
   
  mental barrier 
   
  mind blank. psionic 
   
  mind thrust 
   
  power resistance 
   
  psionic blast 
   
  psychic crush 
   
  reddopsi 
   
  thought shield 
   
  tower of iron will 
   
  true seeing, psionic 
   
  ultrablast 
  The 
  Mindbender 
  has 
  500 
  power 
  points 
  when 
  discovered. Anyone who touches the Mindbender instantly 
  knows the number of power points it has at that time. 
  Unlike a psicrown, however, the Mindbender constantly 
  recharges itself, gaining back 1 power point per day if it 
  currently has fewer than 500 points. 
  Artifact Possession 
  The possessor of this Orb has a 1% cumulative chance 
  per day that he will stop advancing in any other class 
  other than arcane spellcasting (defiler) and manifesting 
  classes. 
  Possession of Multiple Orbs 
  Should a character come into possession of multiple 
  Orbs, additional powers can be gained, as well as 
  additional side-effects incurred.  
  •‖Commanding‖Two‖or‖More‖Orbs: The possessor of 
  two Orbs can cast the following spells at caster level 22nd: 
  3/day―control winds, breeze lore. All these effects cause a 
  defilement area when used, just as if they had been cast 
  by a defiler.  
  Also, the Ego score of each of the two Orbs increases 
  by 2. 
  Once per day, the possessor gains an extraordinary 
  ability that allows him to reroll one roll that he has just 
  made before the DM declares whether the roll results in 
  success or failure. He must take the result of the reroll, 
  even if it is worse than the original roll. 
  •‖ Commanding‖ Three‖ or‖ More‖ Orbs: The possessor 
  gains regeneration 2. The possessor of three Orbs can cast 
  the following spells at caster level 22nd: 3/day―bull’s‖
  strength; 1/day―identify; 1/month―earthquake. All these 
  effects cause a defilement area when used, just as if they 
  had been cast by a defiler.  
  Also, the Ego score of each of the three Orbs increases 
  by 5. 
  The possessor can sense the remaining Orbs within a 
  10 miles radius. 
  Activation of any of the powers provided by the 
  possession of three of Kalid-Ma’s‖ Orbs, except for the 
  regeneration, causes all vegetation for one mile centered 
  on the possessor to turn to ash as if suffering from defiler 
  magic destruction. 
  •‖Commanding‖Four‖or‖More‖Orbs: The possessor of 
  three Orbs can cast the following spells at caster level 
  22nd:‖1/day―watch fire;‖1/week―blazing wreath, elemental 
  storm (fire) (DC 22). All these effects cause a defilement 
  area when used, just as if they had been cast by a defiler.  
  Also, the Ego score of each of the four Orbs increases 
  by 10. If dominated, all‖the‖possessor’s‖thoughts‖will‖be‖
  on seeking out the final Orb. 
  The possessor of four of Kalid-Ma’s‖Orbs suffers from 
  never causing reaction better than neutral.  
  The possessor can sense the remaining Orbs within a 
  100 miles radius. 
  • Commanding Five Orbs: The possessor of three Orbs 
  can cast the following spells at caster level 22nd: 
  1/day―magic jar (DC 19), ice storm (DC 18); 1/week―finger 
  of death (DC 21). All these effects cause a defilement area 
  when used, just as if they had been cast by a defiler.  
  Also, the Ego score of each of the Orbs increases by 15. 
  Once all the Orbs are gathered, a possessor overcome by 
  the Orbs’ Ego becomes obsessed into subduing an existing 
  
   
  sorcerer-king in order to make him swallow the five Orbs 
  and hopefully turn him into a reborn Kalid-Ma. 
  The 
  Orbs 
  of 
  Kalid-Ma 
  radiates 
  an 
  aura 
  of 
  overwhelming of all schools and disciplines. 
  Suggested Means of Destruction 
  •‖Collectively‖bring‖all‖five‖of‖the‖Orbs‖to‖the‖Pristine‖
  Tower, and shatter them against its walls. 
  •‖Strike‖the‖Orbs‖with the bone of a Tari shaman. 
  •‖Cover‖them‖in‖the‖blood‖of‖two‖sorcerer-kings. 
  •‖Drop‖all‖five‖of‖the‖Orbs‖into‖a‖cauldron‖of‖boiling‖
  gold. 
  The Orphic Flower 
  An‖orb‖flattened‖into‖the‖shape‖of‖a‖scribe’s‖lens,‖this‖stone‖
  ― the size of a half-giant’s‖hand‖―‖is‖of‖the‖purest‖white‖jade.‖
  Within its milky depths can be seen a darker shape, moving 
  erratically‖like‖a‖fluttering‖moth‖trapped‖in‖a‖jar.‖The‖stone’s‖
  surface is engraved with interlocking symbols from a now-dead 
  dialect, with silver wire lining the ridges created by these 
  engravings. 
   
  History 
  After the defeat of many of the great leaders of the 
  preserver faction at the hands of defiler warlords, a wise 
  and powerful leader named Amara foretold of a future in 
  which preserver numbers would dwindle while defilers 
  grew more numerous. She sought to preserve her cause 
  despite the odds against her faction, and from that 
  resolution conceived the Orphic Flower, a means to instill 
  hope in the heart of future generations of oppressed 
  preservers. 
  Amara secluded herself for years, researching ways to 
  craft an artifact potent enough to serve her purpose. After 
  years of enchantments she came to the conclusion that 
  only her own powerful spirit could provide the necessary 
  motive power to animate the artifact. Not long afterwards 
  her followers found her empty retreat, discovering the 
  Orphic Flower along with several priceless relics drained of 
  their power, but no trace of their master. Sensing the 
  object’s‖ power,‖ her‖ followers‖ explored‖ its‖ properties 
  through sorcery, divining traces of their absent master 
  within it. 
  Since then the Orphic Flower was passed on from one 
  preserver outpost to another throughout the Preserver 
  Jihad, causing the war to perdure out of sheer hope. 
  Shortly before the fall of the last outpost of the Wind 
  Mages the Orphic Flower found its way into a sorcerous 
  Elven fortress, where it helped the bastion stand against 
  the assaults of the defiler warlord Merovech. Terrible 
  magic was unleashed by each side, causing the 
  destruction‖ of‖ both‖ parties,‖ after‖ which‖ the‖ warlord’s‖
  master‖―‖the‖Slayer of Elves ―‖retrieved‖the‖artifact‖from‖
  the‖rubble.‖Managing‖to‖shrug‖off‖the‖device’s‖persistent‖
  assaults on his person but unable to undo its potent 
  magic, the Champion brought the artifact to his own 
  master. Amused by this unique attempt at creating a 
  device potent enough to oppose one of his Champions, 
  Rajaat gave the artifact to his aides for study. 
  The‖artifact’s‖course‖across‖the‖land‖from‖that‖point‖on‖
  is vague. The Orphic Flower might have been stored and 
  forgotten‖throughout‖the‖ages‖in‖one‖of‖Rajaat’s‖fortresses,‖
  or sent to the south to be studied by his greatest wizards, 
  only to be entombed in the obsidian that covered the 
  region millennia ago. Wherever its current location may 
  be, the Orphic Flower would prove to be a potent weapon 
  against defilers everywhere. 
  Campaign Use 
  Most suited for high-level, preserving-versus-defiling 
  campaigns involving the Veiled Alliance, or even the 
  remnants of such organizations as the Wind Mages, the 
  Orphic Flower can by itself carry the good fight to the very 
  pedestals of the sorcerer-kings, and in the hands of the 
  right people could change the face of Athas for the better. 
  The Orphic Flower is best suited as a means to an end, 
  rather than as an end to itself. Its existence hinted at 
  across an entire campaign, and with various factions 
  competing for its possession, entering into possession of 
  the artifact should not be an easy ordeal. Locating and 
  taking possession of it should be as difficult and 
  protracted‖as‖the‖heroes‖of‖Tyr’s‖quest‖for‖the‖Dark Lens. 
  Abilities 
  The‖artifact’s‖presence‖is‖anathema‖to‖defilers.‖Merely‖
  being within 120 ft. of the Orphic Flower forces a defiler to 
  make a Will save (DC 20) or be overcome by a powerful 
  sense of dread, cowering while the artifact is within range 
  and for 1d6 hours afterwards. A defiler in physical contact 
  with the Orphic Flower must make a Fortitude save (DC 
  20; partial) or be affected by a finger of death (CL 20th) 
  effect. These effects are always active. 
  The Orphic Flower allows its owner to cast spells as if 
  he were a 20th-level wizard with an Intelligence score of 
  20 (a character uses his own arcane caster level or 
  Intelligence score if higher). The spells gained are 
  cumulative with any existing spells per day that the 
  character‖ might‖ have,‖ even‖ if‖ he’s‖ already‖ a‖ wizard. 
  Spellcasting abilities gained through the artifact cannot be 
  used to fulfill feat or prestige class requirements. 
  The artifact also provides its owner with spell 
  resistance 25 against arcane magic, and also protects him 
  from the effects of being caught in the defiling radius of a 
  spellcasting wizard; the owner is immune to all penalties 
  and damage associated with being present in a defiled 
  area, including dragon magic defilement, even when 
  augmented with Raze feats or magical items. 
  When confronted by defilers the Orphic Flower draws 
  upon‖ its‖ inner‖ reserves‖ of‖ power‖ to‖ bolster‖ its‖ owner’s‖
  defenses. Against attacks and effects originating from 
  defilers the artifact confers a +8 resistance bonus to all 
  saving throws and a +8 deflection bonus to Armor Class. 
  In addition to its other powers, the Orphic Flower 
  allows its owner to access the great knowledge of the 
  spirit it contains. This source of knowledge grants the 
  wielder a +10 bonus on all Knowledge (arcana) and 
  Spellcraft checks and a +5 bonus on all other Knowledge 
  checks. Whoever owns the artifact can also create magic 
  items, using its own caster level, as if he had access to the 
  following item creation feats: Brew Potion, Craft Rod, 
  
   
   
  Craft Staff, Craft Wand, Craft Wondrous Item, Forge 
  Ring, and Scribe Scroll. 
  The Orphic Flower is inert until picked up, and will 
  only allow itself to be used if the creature handling it is 
  worthy, which it determines by dominating the candidate. 
  Albeit not actually intelligent, for the purpose of 
  dominating a character the artifact is considered to have 
  an Ego score of 30 and follows the normal rules for 
  intelligent magical items (DMG 268). A candidate that 
  succeeds at his Will save against the Orphic Flower’s Ego 
  score is aware that a battle of wills just occurred and was 
  won, but otherwise cannot make use of the artifact’s‖
  abilities; all those touching the Orphic Flower are made 
  aware of what it seeks, and thus may choose to willingly 
  fail their save so as to be judged. A candidate that fails its 
  Will save against the artifact’s‖ Ego score is dominated, 
  and‖in‖that‖state‖all‖of‖the‖creature’s‖knowledge‖is‖made‖
  known to the Orphic Flower. 
  Those deemed worthy by the Orphic Flower are 
  released from domination the following round and 
  become‖ fully‖ aware‖ of‖ the‖ artifact’s‖ powers.‖ Those‖
  deemed unworthy are immediately targeted with a 
  feeblemind effect (no save allowed), the subject remaining 
  in this state until a miracle, reality revision, or wish is used 
  to cancel the effect. To be worthy a character must be a 
  preserver without the taint of defilement, have a 
  passionate belief in the precepts of preserving and strong 
  moral opposition to defilers and all things defiling-
  related. Characters only partly meeting these criteria 
  continue to be dominated and are used by the Orphic 
  Flower as a means to find a more worthy candidate. 
  The Orphic Flower radiates an aura of overwhelming 
  abjuration. 
  Artifact Possession 
  The Orphic Flower is‖ imbued‖ with‖ Amara’s‖ powerful‖
  drive to further the cause of preservers, oppose defilers at 
  every turn and on any scale, and with her undying hope 
  in victory. A character that fails its Will save against the 
  stone’s‖Ego score becomes imprinted with this personality 
  fragment and will, from now on, seek to further the cause 
  of preservers. This dedication will never waver, even if 
  the artifact is later lost to him. Only conversion, psychic 
  chirurgery, reality revision or wish can free the character 
  from the personality fragment. 
  Suggested Means of Destruction 
  ● Burying the Orphic Flower in the lifeless ground of a 
  defiled waste or as many years as Amara once lived, 
  slowly leeching away the spirit within the stone. 
  ● Having a direct defiler descendant of Amara touch 
  it,‖causing‖the‖defiler’s‖death‖and‖shattering the stone. 
  Pearl of the Sunrise Sea 
  This artifact appears as a half-inch diameter ivory 
  pearl that is perfectly circular. Its surface is absolutely 
  smooth, and it is cool to the touch even during the 
  warmest of Athasian days. 
  History 
  The Pearl of the Sunrise Sea is from a time when oceans 
  covered the face of Athas and the world was ruled by 
  halfling. Taken from the depths of the ocean now called 
  the Silt Sea, this item was the possession of one of the 
  nature-masters who help create the Pristine Tower and 
  destroy the encroaching Brown Tide. With the coming of 
  the Rebirth, the Pearl was left in the Pristine Tower by the 
  unknown halfling and was discovered there six millennia 
  later by Rajaat the First Sorcerer. 
  Over the eons the Pearl had developed certain abilities 
  due to its proximity to the Pristine Tower, powers the evil 
  pyreen quickly learn and utilized to his benefit. During 
  the height of the Cleansing Wars Rajaat, displeased with 
  Albeorn, Slayer of Elves, gave the Champion the Pearl of 
  the Sunrise Sea to protect him from the substantial psionic 
  powers of the Elven kings. Soon after the Champions 
  turned on their master and Albeorn, later known as 
  Andropinis, took control of the city-state of Balic. With 
  the Pearl on his person, Andropinis later participated in 
  the‖ assassination‖ of‖ Dregoth.‖ When‖ Dregoth’s‖ superior‖
  psionic powers had no effect on him, Andropinis swore 
  he would study the Pearl to learn the extent of its 
  capabilities. In the years that followed Andropinis 
  uncovered the Pearl’s powers, and the limitation it 
  imposes for such abilities. In the end the sorcerer-king 
  decided‖ the‖ ancient‖ artifact’s‖ limitations‖ outweighed‖ its‖
  abilities for a being of his power, and he hid the Pearl 
  deep within the bowels of his city and told no one of its 
  location—even his most trusted templars. As he was a 
  psionicist himself the Pearl could be used against him, 
  and this made Andropinis wary of the relic. 
  Campaign Uses 
  The Pearl of the Sunrise Sea is a potent artifact to be 
  sure, but not one that would have to be restricted to 
  NPCs. Should a player character be willing to live with 
  the limitations imposed by the artifact, it can become a 
  powerful weapon. It’s important to remember that evil as 
  well as good can possess the Pearl of the Sunrise Sea. 
  Should a character become renown through use of this 
  artifacts, others may desire its power and seek to kill him 
  for it. 
  Abilities 
  •‖ The‖ possessor‖ of‖ the‖ Pearl of the Sunrise Sea is 
  completely 
  immune 
  to 
  psionic 
  powers. 
  Though 
  unaffected, the possessor becomes instantly aware of the 
  location and intent of those trying to use psionics against 
  him, regardless of distance. 
  •‖Once‖per‖day‖as‖a‖standard action, the Pearl can emit 
  a beam of white light at a creature within 60 ft. The target 
  struck by the beam must make a Will save (DC 23) or lose 
  all remaining power points. If the save is successful, the 
  victim still loses half his remaining power points. 
  •‖ Three‖ times‖ per‖ day‖ as‖ a‖ standard action, the 
  possessor of the Pearl can detect psionics within a radius of 
  100 yards. The possessor of the pearl knows the exact 
  location of all beings with a power point reserve within 
  that radius. Additionally he senses all powers being used 
  and the targets of all psionic powers. 
  •‖ The‖ possessor‖ of‖ the‖ Pearl of the Sunrise Sea is 
  deprived of all psionic powers while in possession of the 
  artifact. While no psionic powers can affect him, he 
  cannot use them either. 
  
   
  Suggested Means of Destruction 
  •‖Subjected‖to‖magical‖fire for 24 hours. 
  •‖Swallowed‖by‖a‖psurlon. 
  The Planar Gate  
  This object is a giant mirror set in a mahogany frame. 
  Instead of your reflection, you see bizarre creatures and animals 
  in its. 
   
  The Planar Gate is a powerful artifact currently in 
  possession of Dregoth. It is 10 feet tall and 5 feet wide, 
  weighing around 100 pounds. 
  History 
  The ancients of the Green Age were powerful 
  psionicists with abilities and knowledge far beyond those 
  of even the greatest members of the Order today. These 
  psionicists created the Planar Gate using powers that no 
  longer exist on Athas today. With the Planar Gate they 
  explored the vast reaches of other worlds. The artifact was 
  kept within a great keep hidden in a cavern beneath 
  Giustenal, where it was used to study the myriad planes 
  of existence. 
  As the Green Age gave way to the Time of Magic, the 
  cavern containing the Planar Gate was abandoned and 
  forgotten. The gate sat beneath the place that would one 
  day be called the Groaning City, awaiting discovery. 
  Centuries passed, and then during the days of the 
  Cleansing War, humanoids from Giustenal established a 
  sanctuary in the cavern. They discovered the Planar Gate, 
  and looked upon it as a sign from their god. 
  To the followers of Taraskir the Lion, then king of 
  Giustenal, all things leonine were sacred. While they had 
  no idea what the Planar Gate truly was, it showed them a 
  world of grassland with lions roaming free. They believed 
  the cavern to be blessed by Taraskir, and lived there for a 
  time in safety and peace. 
  Less than two decades later, Dregoth the Ravager and 
  his forces found the hidden cavern and destroyed the 
  humanoids. The Planar Gate then‖ fell‖ into‖ Dregoth’s‖
  possession. It now resides in his Dread Palace, providing 
  the undead sorcerer-king with a window and a doorway 
  to other worlds. Since it was created to provide a means 
  for study and travel, and it has no problem with the uses 
  Dregoth has found for it. 
  The ancients of the Green Age that created this unique 
  and powerful psionic item 
  used techniques and 
  knowledge‖lost‖in‖the‖mists‖of‖the‖ages‖―‖processes‖far‖
  beyond the understanding of the greatest member of the 
  Order or the most powerful sorcerer-king alive today. 
  Dregoth has discovered how to operate the Planar Gate, 
  but he cannot build another. 
  Once it is destroyed, the gate will be lost for all time, 
  as no one on Athas has the knowledge or skill to rebuild 
  it. 
  Campaign Use 
  It is very unlikely that any player character would get 
  close‖ enough‖ to‖ Dregoth’s‖ palace‖ in‖ New‖ Giustenal‖ in‖
  order to use the artifact’s‖abilities.‖However,‖it‖is‖one‖of‖
  the few items that can pierce the Gray barrier and travel 
  to the Outer Planes, together with the Nightmare Gate and 
  the Crimson Monolith. 
  Abilities 
  To use the Planar Gate, a character must look into its 
  surface and manifest clairvoyant sense. After one round, 
  the image in the mirror begins to shift to show various 
  planes of existence. To determine which plane the Gate 
  focuses on for the current round, roll on the table below. 
   
  Table 
  4–1 : 
  Random 
  Planar 
  Destinations 
  01–10 
  The Black 
  11–20 
  The Gray 
  21–28 
  Elemental Plane of Fire 
  29–35 
  Elemental Plane of Earth 
  36–42 
  Elemental Plane of Air 
  43–49 
  Elemental Plane of Water 
  50–53 
  Paraelemental Plane of Silt 
  54–57 
  Paraelemental Plane of Sun 
  58–61 
  Paraelemental Plane of Magma 
  62–64 
  Paraelemental Plane of Rain 
  65–66 
  Ysgard 
  67–68 
  Limbo 
  69–70 
  Pandemonium 
  71–72 
  The Abyss 
  73–74 
  Carceri 
  75–76 
  Hades 
  77–78 
  Gehenna 
  79–80 
  Baator 
  81–82 
  Acheron 
  83–84 
  Mechanus 
  85–86 
  Arcadia 
  87–88 
  Celestia 
  89–90 
  Bytopia 
  91–92 
  Elysium 
  93–94 
  Beastlands 
  95–96 
  Arborea 
  97–98 
  Outlands 
  99–100 
  DM's choice 
   
  To step through the mirror, a character must manifest 
  astral caravan, allowing him to part the Gray barrier and 
  step through to the image presented in the mirror. The 
  Gate will stay focused on the location until the image is 
  shifted by another use of clairvoyant sense. 
  On the other side, the Gate’s‖location‖always‖appears‖
  as a shimmering rectangle of light within some reflective 
  surface (another mirror, a small pool, etc.) Only those who 
  stepped through the Planar Gate can see the way back. 
  Returning requires another manifestation of clairvoyant 
  sense, and the Gate must still be focused on the location. 
  The Planar Gate is neutral, has an Intelligence score of 
  15 and Ego of 18. It can use correspond at will. The Planar 
  Gate is not fond of idle chit-chat, and usually does not 
  speak of nothing other than desired travel targets. The 
  Gate can focus itself to any specific plane in 1d6+1 rounds, 
  if asked. It can even supply a limited history of the plane 
  being traveled to if desired. However, if someone intends 
  
   
   
  on using the Gate in any obviously harmful manner, the 
  Gate will refuse to function for that person from then on. 
  Dregoth learned of this in early conversations with the 
  device, and has been cautious in his use. 
  The Planar Gate radiates an aura of overwhelming 
  psychoportation. 
  Suggested Means of Destruction 
  •‖Should‖a‖gate spell be cast upon the Planar Gate, the 
  spell destroys it, turning in the spatial fabric and dealing 
  2d6x10 points of damage to everything within a 60-foot 
  radius. 
  •‖ If‖ the‖ Planar Gate is told that it has unwittingly 
  participated in a truly evil act, it will shatter. The Gate 
  destroys itself rather than be used for a purpose other 
  than study and exploration. 
  The Athasian Psionatrix 
  This artifact appears as a mystical gem with an infinite 
  pattern‖of‖light‖within‖it‖facets,‖slightly‖bigger‖than‖a‖human’s‖
  hand. 
   
  History 
  The Psionatrix was invented by the Wind Mages, a 
  group of powerful preservers, in their fortress of 
  Dasaraches near the end of the Green Age to be used as a 
  weapon‖ against‖ Rajaat’s‖ soon-to-be Champions. The 
  fortress' 
  inhabitants 
  have 
  mysteriously 
  vanished 
  afterwards,‖ for‖ the‖ fortress‖ is‖ still‖ intact‖ today‖ and‖ it’s‖
  unknown if the Psionatrix was ever used against the 
  Champions or not. 
  There have been many legends regarding the 
  Psionatrix prior‖to‖Rajaat’s‖creation‖of‖his‖Champions,‖but‖
  nothing had been heard of the artifact since that time of 
  the Champions. Legend states that the Psionatrix contains 
  limitless psionic energy, drawing it directly from Athas 
  itself. The possessor of the Psionatrix is said to have been 
  able to draw upon his inexhaustible supply of power, as 
  well as being able to wield other extraordinary psionic 
  powers. 
  This artifact disappeared from Athas, becoming only a 
  myth told to initiates of the Way, until its discovery by a 
  member of the Order named Pharistes. This Master of 
  Telepathy felt that the reason Athas was in its present 
  condition was due to the misuse of psionic power. 
  Pharistes used the Psionatrix to augment his already 
  incredible power, and with the aid of a magical device 
  used the gem to dampen all psionic power in the Tyr 
  region. In the end, Pharistes was defeated and the 
  Psionatrix was again lost. Since its resurfacing, several 
  sorcerer-kings have been interested in the discovery of the 
  device, wishing to use it to increase their own power. 
  Since the Psionatrix’s‖ last‖ known‖ location‖ was‖ in‖ the‖
  Dragon Crown Mountains could be divined using 
  psionics or magic, several powerful characters have 
  expressed an interest in the artifact. The sorcerer-king of 
  Urik‖has‖sent‖some‖of‖his‖finest‖warriors‖to‖the‖Dragon’s‖
  Crown in search of the Psionatrix, many of which have not 
  returned. 
  Campaign Uses 
  The Psionatrix was supposedly destroyed with an item 
  called a water hammer. The hammer produced a 
  powerful sonic vibration that shattered the Psionatrix, 
  preventing it from dampening all Athasian psionics. A 
  small portion of this artifact may have survived and 
  would still contain an incredible amount of power. 
  Obviously, a smaller portion of the artifact would be less 
  powerful than the whole. Remember that knowledge of 
  the Psionatrix’s‖return‖has‖spread‖across‖Athas,‖and‖more‖
  than just the sorcerer-kings are looking for it. 
  Abilities 
  Abilities of the Psionatrix are given in two forms: 
  before the artifact was shattered by the water hammer, 
  and after. 
  Psionatrix – Original Version 
  The Psionatrix has several abilities, all of which require 
  the possessor to hold it with at least one hand. When it is 
  first‖ grasped,‖ knowledge‖ of‖ the‖ artifact’s‖ powers‖
  immediately‖ flood‖ the‖ possessor’s‖ mind.‖ The‖ possessor‖
  can access all powers of the Psionatrix at manifester level 
  25th. 
  The Psionatrix act as a cognizance crystal with 
  unlimited power storage capacity, producing seemingly 
  endless power points for its possessor. While holding the 
  Psionatrix, the possessor can manifest any of its powers 
  without drawing from his power point reserve. If the 
  possessor enters a metaconcert, his power point reserve is 
  accessed normally for the purpose of his contributing to 
  the pool. 
  The Psionatrix generates a continuous ubiquitous vision 
  effect upon its possessor. 
  The Psionatrix can be used to manifest, at will, any of 
  the following powers. 
   •‖Ego whip 
   •‖Id insinuation 
   •‖Intellect fortress 
   •‖Mental barrier 
   •‖Mind blank, psionic 
   •‖Mind thrust 
   •‖Psionic blast 
   •‖Psychic crush 
   •‖Thought shield 
   •‖Tower of iron will 
  Once per day as a standard action, the Psionatrix can 
  inhibit all psionic activity in a one-mile radius for three 
  hours (the possessor of the Psionatrix or any shards of it is 
  unaffected). While this psionic interference field is in 
  effect, the power point cost of all psionic powers and 
  metapsionic feats is doubled. Psi-like abilities cannot be 
  used. In addition, the Concentration check DC to manifest 
  defensively increases to 25 + power level. 
  The field is especially dangerous to kreen, which are 
  driven mad unless they succeed a DC 20 Will save. 
  Affected creatures immediately dash out into the 
  wastelands to ferociously hunt all that moves (frenzied 
  kreen never attack their clutchmates). This berserk fury 
  lasts for 24 hours after the creature leaves the area of 
  effect. Per DM choice, the creature may become an NPC 
  during this period. 
  
   
  While in its supporting apparatus, the Psionatrix’s‖
  psionic interference field radius is multiplied by 10. 
  •‖ Three‖ times‖ per‖ day‖ as‖ a‖ standard action, the 
  possessor can trigger psionic blink, energy push, and greater 
  concealing amorpha. 
  •‖Once‖per‖day‖as‖a‖standard action, the possessor can 
  trigger power resistance. 
  The Psionatrix is‖ very‖ powerful,‖ and‖ its‖ uses‖ aren’t‖
  limited to ones listed here. The DM may allow a character 
  after several weeks of dedicated studies to make a 
  Psicraft/Spellcraft check to discover new abilities or uses. 
  The DM has a final say on the DC of those checks and the 
  extent of the abilities that may be discovered. 
  The Psionatrix radiates an aura of overwhelming 
  telepathy. 
  Psionatrix – Lesser Version 
  The lesser version of the Psionatrix also requires the 
  possessor to hold it with at least one hand. The lesser 
  Psionatrix has 100 power points when discovered. The 
  possessor instantly knows the number of power points it 
  has at the current time. The fragment recharges itself, 
  gaining back all power points after 24 hours. The 
  possessor can access all powers of the Psionatrix at 
  manifester level 15th‖ (or‖ at‖ the‖ possessor’s‖ manifester 
  level if it is higher than 15th). 
  •‖ The‖ lesser‖ Psionatrix generates a continuous 
  ubiquitous vision effect upon its possessor. 
  •‖ The‖ power points in the Psionatrix can be used to 
  manifest any of the following powers. 
   •‖Ego whip 
   •‖Mind blank, psionic 
  •‖Once‖ per‖ week‖ the‖ lesser‖ Psionatrix can inhibit all 
  psionic activity in a 100 yard radius for (1d3+1) x 10 
  rounds (the possessor of the Psionatrix or any shards of it 
  is unaffected). While this psionic interference field is in 
  effect, the cost of all psionic powers is multiplied by 1.5 
  (round down). In addition, the Concentration check DC to 
  manifest defensively increases to 20 + power level. This 
  version of the Psionatrix is no longer debilitating to kreen, 
  though‖ the‖ creatures‖ still‖ feel‖“discomfort”‖ while‖ in‖ the‖
  area of effect. 
  •‖ Three‖ times‖ per‖ day,‖ as‖ a‖ standard action, the 
  possessor can trigger psionic blink and greater concealing 
  amorpha. 
  •‖Once‖per‖day‖as‖a‖standard action, the possessor can 
  trigger power resistance. 
  The Lesser Psionatrix radiates an aura of strong 
  telepathy. 
  Suggested Means of Destruction 
  •‖The‖only‖known‖means‖to‖destroy‖the‖ Psionatrix is 
  with a water hammer. One use of the hammer on the 
  artifact reduces it to a less powerful device, while a 
  second use destroys it. 
  The Psychometron of Nerad 
  This small, clear 1-inch gem is mounted into a headband of 
  carru leather bounded in gold. It is perfectly round and sparkles 
  with an inner light even in complete darkness. 
   
  History 
  The Psychometron was‖created‖six‖King’s‖Ages‖ago‖by‖
  the powerful psion and preserver Nerad the Wise, a 
  wanderer known to help people of good heart and who 
  kept an eye out for those defiling the land. Nerad was 
  perhaps the first to attempt the transformation from 
  preserver to avangion, but the Dragon sought him out 
  and trapped him, forcing Nerad into a battle that 
  ultimately resulted in his destruction. Before this final 
  encounter Nerad, in all his wisdom, gave his Psychometron 
  to one of his retainers, instructing her to flee with the 
  artifact and keep it safe. The retainer followed the good 
  man’s‖instructions,‖leaving‖for‖distant‖lands‖and‖joining‖a 
  Villichi community where the gem still resides to this day. 
  Campaign Use 
  The Psychometron would be a tool of considerable 
  power, if the PCs managed to convince the villichi that 
  protect it that they are worthy of its possession, and this 
  transaction would be but temporary unless the party 
  boasted such a being as an avangion. 
  Abilities 
  The Psychometron of Nerad has all the powers of a 
  monitor psychometron and is also intelligent (AL NG; Int 16, 
  Wis 18, Cha 16, Ego 33), although it remains quiescent 
  until used. It is imbued with the powerful personality of 
  the avangion Nerad and as such seeks to end slavery and 
  oppression, demanding that the wearer attempt to bring 
  down the sorcerer-kings and the Dragon. 
  Similar to a psicrown, the Psychometron of Nerad 
  contains a pool of power points that can be used to 
  manifest any of the following powers at manifester level 
  20th‖(or‖at‖the‖wearer’s‖manifester level if it is higher than 
  20th): 
   
  Anchored navigation 
   
  Aura sight 
   
  Attraction 
   
  Aversion 
   
  Body purification 
   
  Concealing amorpha, greater 
   
  Empathy 
   
  Energy adaptation 
   
  Intellect fortress 
   
  Mindlink 
   
  Teleport, psionic greater 
   
  True metabolism 
  The Psychometron of Nerad has 1,000 power points 
  when discovered. Anyone who dons the Psychometron 
  instantly knows the number of power points it has at the 
  current 
  time. 
  Unlike 
  a 
  psicrown, 
  however, 
  the 
  Psychometron constantly recharges itself, gaining back 1 
  power point per day if it currently has fewer than 1,000 
  points. It also acts as a cognizance crystal capable of storing 
  17 power points, recharging these at the rate of 1 power 
  point per hour until full. As with a normal cognizance 
  crystal, the wearer may also choose to store power points 
  from their own power point reserve within the 
  Psychometron, up to its maximum of 17 power points. 
  The wearer of the Psychometron of Nerad is constantly 
  under the effect of the personal mind blank and tower of iron 
  
   
   
  will powers. These two effects can each be suppressed and 
  resumed by the wearer as a standard action. 
  The wearer of the Psychometron is also granted a +11 
  bonus on Will saves and, twice per day as an immediate 
  action, can make a second saving throw after failing a Will 
  save to resist the effects of a spell or a power. 
  Whenever someone defiles within a 100-feet radius of 
  the Psychometron of Nerad, it automatically reacts to 
  protect the land by sacrificing some of its own power 
  points. The Psychometron loses 1 power point per 5 feet of 
  defiling radius nullified. If it is in the defiling radius of a 
  spell cast using the life force from living beings, the 
  Psychometron loses 1 power point per level of the spell 
  cast. This reaction nullifies a wizard’s‖defiling‖radius‖and‖
  any effects it entails, including those of Raze feats or 
  magical items. 
  A non-good character wearing the Psychometron gains 
  one negative level as long as it is worn. A defiler or 
  templar serving a dragon-king who dons the Psychometron 
  gains in addition three additional negative levels as long 
  as it is worn. During this time, no means can overcome 
  these negative levels (including restoration spells and 
  powers). 
  The Psychometron of Nerad radiates an aura of 
  overwhelming clairsentience. 
  Artifact Possession 
  Should the wielder of the Psychometron ever come 
  within 300 feet of a dragon, he must make a Will save (DC 
  25) or attack the dragon. Such an encounter is, as far as 
  the Psychometron is concerned, a confrontation to the 
  death. 
  This 
  is 
  an 
  enchantment 
  (compulsion), 
  clairsentience effect. 
  Suggested Means of Destruction 
  ● Be swallowed by a full dragon and digested by its 
  stomach’s‖acids‖for‖one‖full‖day. 
  ● Keep the item from recharging its powers points for 
  one month. 
  The Swords of Rajaat 
  When Rajaat was planning his Cleansing War, he 
  forged three powerful weapons, to be given for his 
  Champions. 
  The Scorcher 
  The Scorcher was created by Rajaat at the same time as 
  the Silencer of Bodach, and is a massive long sword. The 
  Scorcher is constructed of the same unidentifiable red alloy 
  as the Silencer, and is much harder than enchanted steel. 
  The Scorcher's blade is perfectly smooth, and the hilt 
  contains a red glowing rune identical to that of the 
  Silencer. The hilt is constructed of unbreakable obsidian, 
  wrapped in the hide of an ancient fire drake. The pommel 
  is a tooth from said fire drake, and its point is razor sharp. 
  When used in combat, ebony flames appear from the 
  blade and burn opponents with cold, black fire. 
  History 
  When Rajaat planned the Cleansing Wars 4,000 years 
  ago, the great defiler warlord crafted three mighty 
  weapons to be given to his most favored champions. The 
  Silencer was given to the left-hand of Rajaat, a warlord 
  named Irikos, who was later killed after destroying the 
  city of Bodach. The second weapon, a long sword called 
  Scorcher, was given to the right-hand of Rajaat-a warlord 
  named Myron who later became known as Myron the 
  Troll Scorcher, 4th Champion of Rajaat. And the third was 
  the Scourge, which was given to Borys of Ebe. With the 
  Silencer lost following Irikos' death, Rajaat relied heavily 
  on Myron during his war with the preservers of Athas, 
  and with the help of the Scorcher Rajaat succeeded. Next 
  came the Cleansing Wars. 
  As the terrible wars against the races of Athas ensued, 
  Myron of Yorum began to question the moral implications 
  of Rajaat's intentions. Perhaps the warlord discovered 
  Rajaat's goal of returning Athas to a Blue Age, and 
  realized that the Champions would also be slain. In the 
  end, Myron's treachery was discovered by Rajaat and he 
  was slain and replaced by Hamanu - who became the new 
  4th Champion of Rajaat and wielder of the Scorcher. The 
  Scorcher remained in Hamanu's possession for years, and 
  was the blade used by the sorcerer-monarch of Urik to 
  deal the death-blow to Dregoth, the Ravager of Giants. 
  Shortly after killing the 3rd Champion of Rajaat, Hamanu 
  lost the Scorcher in the Silt Sea near Giustenal. It is 
  believed that the assassins of Dregoth witnessed how 
  easily the Scorcher slew the king of Giustenal, and it was 
  agreed that this weapon of Rajaat could pose a threat to 
  them some day-and was better off lost to all of Athas. All 
  traces of the Scorcher were removed from the land, as the 
  sorcerer-monarchs did not wish their subjects to know of 
  a weapon capable of killing them. 
  The long sword remained at the bottom of the Sea of 
  Silt 
  for 
  many 
  centuries, 
  until 
  being 
  accidentally 
  swallowed by a silt horror. Later, the horror was killed 
  when it raided the shores of the village of Cromlin and 
  the artifact was retrieved from its gullet by an ex-gladiator 
  named Vorr. With the power of the Scorcher, Vorr slew 
  dozens of slave raiders from Draj, Raam, and Nibenay, 
  before supposedly being killed by a nightmare beast in 
  the Valley of Trevain. 
  Campaign Uses 
  The Scorcher is a weapon capable of killing the most 
  powerful of Athas' creatures – a sorcerer-monarch. Unlike 
  the Silencer, the Scorcher is a more elegant weapon that 
  relies on its vast array of unique abilities to achieve its 
  end. Because of Myron's powerful influence the Scorcher is 
  considered "neutral" in alignment, causing it to be driven 
  by whatever its possessor desires most. If the wielder of 
  the Scorcher is intent on killing innocent villagers, the 
  sword lends its power to the gruesome task. 
  If the wielder wishes the death of a sorcerer-monarch, 
  then the Scorcher wants nothing more than to once again 
  drink the blood of Rajaat's champions. 
  The attitude of the Scorcher is not one of good or evil, 
  but of purpose. The Scorcher is not a weapon that will ever 
  hang on someone's trophy wall. If the Scorcher is ever 
  without a purpose it is either lost by the wielder, or it 
  summons someone within a 30 mile radius that would 
  have use of its powers in some sort of campaign. This 
  challenger fights the wielder of the sword for its 
  
   
  possession, and the Scorcher's powers do not work for the 
  idle possessor. 
  The Scorcher's whereabouts since Vorr's death are 
  unknown. Rumor has it that the blade can be found in the 
  lair of a nightmare beast that slew Vorr, though this is 
  speculation by the only witness to the incident. 
  Abilities 
  When picked up, the Scorcher has the following 
  statistics: 
  The Scorcher is a +3 keen icy burst bane longsword. The 
  bane property is morphic; the wielder chooses an 
  individual, race or organization, for which the weapon 
  deals an extra 2d6 points of damage. The bane property 
  can be changed 1/week as a standard action. The weapon 
  is very light in its wielder's hand, so that the Weapon 
  Finesse feat can be used with it. The Scorcher bestows 
  constant blur and protection from evil/good effects on its 
  wielder. It also grants its wielder fire resistance 15. 
  Additionally, the wielder of the Scorcher can use slay living 
  1/week, wall of fire 1/day, true seeing 1/day and cure serious 
  wounds 3/day, each at caster level 20th. 
  The Scorcher has even greater potential to those who 
  know how to unlock it. If a character focuses on 
  visualizing the completion of his goal and succeeds at a 
  Charisma check (DC 15), the Scorcher has the following 
  statistics: 
  The Scorcher is a +6 speed keen icy burst bane longsword. 
  The bane property is morphic; the wielder chooses an 
  individual, race or organization, for which the weapon 
  deals an extra 2d6 points of damage. The bane property 
  can be changed 1/week as a standard action. The weapon 
  is very light in its wielder's hand, so that the Weapon 
  Finesse feat can be used with it. Physical attacks made 
  with the Scorcher ignore all bonuses to AC originating 
  from spells and psionic powers, as well as psionic and 
  magical items. The Scorcher bestows constant mind blank, 
  blur and protection from evil/good effects on its wielder. It 
  also grants its wielder fire resistance 30. Additionally, the 
  wielder of the Scorcher can use slay living 1/week, wall of 
  fire 1/day, true seeing 1/day and cure serious wounds 3/day, 
  each at caster level 25th. 
  The Scorcher radiates an aura of overwhelming 
  transmutation. 
  Artifact Possession 
  A side effect of the activated Scorcher is that the 
  wielder develops a compulsion towards completing his 
  goal. The extent is determined by the DM. 
  Suggested Means of Destruction 
  •‖ Strike‖ the‖ weapon‖ against‖ the‖ Silencer of Bodach, 
  shattering both blades. 
  •‖The‖blade‖is‖consumed‖by‖a water drake. 
  The Scourge of Rkard 
  The steel of this sword is like no other, having an almost 
  ivory sheen, and its polished surface is as reflective as the finest 
  mirror. Its pommel is wrapped in the hide of a nightmare beast, 
  and the tang is engraved with ancient symbols of power. 
   
  History 
  The Scourge of Rkard (originally called the Scourge) is 
  the third of the three great swords created by Rajaat—the 
  other two being the Scorcher and the Silencer. Rajaat gave 
  the Scourge to his 13th champion, Borys of Ebe, to be used 
  in his crusade to eliminate the dwarves from the face of 
  Athas. The Scourge drank the blood of many, and soon the 
  Butcher of Dwarves was met by Rkard, the last and most 
  powerful of the dwarven kings. In the terrible conflict that 
  followed‖ Borys‖ buried‖ the‖ sword‖ deep‖ within‖ Rkard’s‖
  chest, earning it the name the Scourge of Rkard thereafter. 
  As the champions of Rajaat planned to rebel against 
  their master, Borys lost the Scourge of Rkard, and it 
  somehow ended up in the hands of surviving dwarves of 
  Kemalok, the lost city of dwarven kings. Over the 
  centuries that followed, the Scourge was kept in the tomb 
  of Rkard until the day that it was needed to defend the 
  dwarves from the ravaging of Borys of Ebe. 
  Following the death of King Kalak, Rikus came to the 
  dwarves of Kled, built over the ruins of Kemalok, to enlist 
  their aid in defending Tyr from the approaching army of 
  Urik. The Book of Kemalok Kings was stolen by Maetan of 
  Lubar during a confrontation with the Urikite army. For 
  defending the city and by agreeing to help retrieve it, 
  Rikus was declared a Knight of Dwarven Kings and given 
  both the Scourge of Rkard and the Belt of Rank to help him 
  in the arduous battles that were ahead. Though the Book of 
  Kemalok Kings was not recovered, the Urikite army was 
  repelled (even though Hamanu who was mysteriously 
  not affected by the Scourge’s‖powers),‖it‖might‖be‖up‖to‖the‖
  player characters to recover the sword and use it to slay 
  the Dragon) and both Kled and Tyr were safe. Rikus 
  returned the Belt of Rank to the dwarves, but was given 
  the Scourge of Rkard by the dwarven elder Lyanius as a 
  reward for his struggles. 
  During the following decade, Rikus used the powers 
  of the Scourge to help defend Tyr and the rest of the 
  Tablelands from the ravages of the Dragon—otherwise 
  known as Borys of Ebe. After Rajaat was released from his 
  prison Rikus found himself in mortal combat with Borys, 
  with his only weapon the Scourge of Rkard. In the battle 
  that followed, Rikus drove the Scourge deep into the snout 
  of‖the‖Dragon,‖and‖as‖a‖result‖of‖the‖creature’s‖subsequent‖
  thrashing Rikus snapped the blade in two. The blade that 
  remained impaled in the Dragon began to ooze a black 
  ichor which eventually consumed and killed Borys. The 
  two pieces of the Scourge of Rkard were left at the Ring of 
  Fire‖ following‖ Rajaat’s‖ defeat,‖ and‖ are‖ now‖ guarded‖ by‖
  powerful wards placed on the area by Sadira of Tyr. 
  Campaign Uses 
  The Scourge of Rkard is a powerful weapon that can be 
  used by either the forces of good or evil, whichever 
  happens to have possession of it at the time. The Scourge 
  was in the possession of Rikus for nearly a decade, and it 
  is possible characters may have come into contact with the 
  blade if they were familiar with the ex-gladiator mul. It is 
  unlikely that Rikus would have parted with the Scourge, 
  since he felt it to be the supreme gift from dwarves. 
  
   
   
  Retrieving it from the Ring of Fire would almost 
  certainly attract the unwanted attention of Sadira of Tyr 
  and her allies. 
  Abilities 
  The Scourge of Rkard is a +4 keen ghost touch vorpal 
  bastard sword of sundering. The weapon is +6 versus any 
  creature with the Champion of Rajaat template. The 
  Scourge of Rkard also enhances the hearing of the wielder. 
  Upon‖ command‖ the‖ sword‖ can‖ increase‖ its‖ wielder’s 
  hearing, providing him with a +30 circumstance bonus on 
  Listen checks. 
  The Scourge bestows constant know direction and 
  location, and defensive precognition (+2 bonus) effects on its 
  wielder. It also grants its wielder immunity from poisons. 
  Once per day the wielder of the Scourge of Rkard can rally 
  his allies by holding the sword high in the air prior to 
  entering battle. Those viewing this spectacle are inspired 
  for the forthcoming battle, receiving a +2 morale bonus on 
  saving throws against charm and fear effects and a +2 
  morale bonus on attack and weapon damage rolls until 
  either the battle is over or the wielder of the Scourge falls 
  in battle. This is a clairsentience ability. 
  Additionally, if the Scourge is broken (which has 
  occurred twice in recent history), the two pieces can mend 
  themselves if held together for a period of one month. 
  During‖ this‖ time‖ none‖ of‖ the‖ sword’s‖ powers‖ function.‖
  While two broken pieces of the sword are apart, each 
  piece issues a black ichor. Anything that comes into 
  contact with it suffers 20d6 points of acid damage per 
  round of exposition. This ooze can only be removed if fire 
  is applied to it within one minute of exposure. 
  The Scourge of Rkard radiates an aura of overwhelming 
  transmutation. 
  Artifact Possession 
  The power of the Scourge of Rkard is not without price. 
  Should the wielder of this artifact ever comes within 100 
  yards of one of the remaining Champions of Rajaat, he 
  must make a Will save (DC 25) or attack the Champion 
  outright. As far as the wielder of the Scourge is concerned, 
  this is a confrontation to the death. This is an enchantment 
  (compulsion), clairsentience ability. 
  Additionally, should the Scourge ever again drink the 
  blood‖ of‖ a‖ dwarf,‖ there‖ is‖ a‖ chance‖ that‖ the‖ sword’s‖
  original purpose—the destruction of the dwarven race—
  will be revived. For each dwarf that is slain by the Scourge 
  of Rkard there is a 5% cumulative chance that the wielder 
  will take up the one-time mantle of Borys of Ebe, and 
  attempt to finish killing all the dwarves on Athas. Only 
  the death of the wielder can stop him from this savage 
  need. 
  Suggested Means of Destruction 
  •‖Bath‖it‖in‖the‖elemental‖waters‖that‖are‖now‖Rajaat. 
  •‖Place‖it‖at‖the‖bottom‖of‖the‖Silt‖Sea‖for‖a‖decade. 
  •‖Have‖it‖melted‖down‖by‖a‖dwarf‖with‖the‖purest‖of‖
  hearts. 
  The Silencer of Bodach 
  The item is a mighty two-handed broadsword almost 7 feet 
  in length. Its blade is long and straight, and made from an 
  unidentifiable alloy of red metal harder than enchanted steel. 
  The blade is diamond-shaped in cross-section and is unusually 
  wide—nearly 7 inches at the hilt. 
   
  The Silencer’s‖ only‖ decoration‖ appears‖ on‖ its‖
  crossguard: a red, glowing rune of ancient design whose 
  meaning is now lost. The hilt is made of black, watered 
  steel and is wrapped with braxat hide. The pommel is 
  crafted in the shape of a serpent's skull. 
  History 
  In the ancient wars that ravaged Athas, the city of 
  Bodach was a great neutral power. Its armies and 
  magicians jealously guarded the lands of the city-state 
  while the rulers refused all offers of alliance with the 
  warring defilers and preservers. Eventually, the great 
  defiler warlords decided to eliminate Bodach, and a great 
  host gathered to destroy the city. 
  The leader of this host was a human defiler and 
  warlord named Irikos, "the left hand of Rajaat." Irikos' 
  ancient duty was to eliminate the preservers in Rajaat's 
  name, and when the Cleansing Wars began he turned to 
  the conquest of all who did not stand with Rajaat's 
  captains. Irikos possessed a powerful weapon named the 
  Silencer. Using the weapon, he and his host systematically 
  destroyed the armies of Bodach and sacked the city. Still, 
  the last and most powerful sorcerers of Bodach managed 
  to cast a mighty spell of destruction against the defiler 
  warlord, which blasted Irikos to ashes even as his hordes 
  threw down Bodach with fire and sword. Only the 
  Silencer survived.  
  About three Kings' Ages ago, a wandering adventurer 
  named Rimmon discovered the ancient weapon in the 
  heart of Bodach's ruins. With it she led a band of heartless 
  raiders and rose to great power. However, Rimmon dared 
  too much. In her arrogance, she gathered a horde to attack 
  Balic, but only succeeded in angering Andropinis himself. 
  The sorcerer-king and his soldiers slaughtered Rimmon's 
  desert rabble, although it is recorded that the bandit 
  queen slew a hundred half-giants with the Silencer before 
  she was killed herself. The sword was reportedly carried 
  away from the defeat by one of Rimmon's lieutenants, a 
  wily elf who escaped into the wilderness. 
  Over the years, the Silencer has appeared in the hands 
  of a succession of slave tribes, raiders, and savages. 
  Twelve years ago, it was recovered by a patrol of Tyrian 
  soldiers from the lair of a fierce bandit and brought back 
  to Kalak's armory. But with Kalak's death, the sword has 
  disappeared again. It is thought that one of Kalak's 
  templars took the blade and fled into the desert. 
  Campaign Use 
  The Silencer is a powerful and evil weapon that 
  deludes its owner to dreams of glorious conquest and 
  righteous destruction. In fact, its extremely impressive 
  array of offensive powers lend a fair amount of credence 
  to these urgings. However, the Silencer’s‖ power is 
  intoxicating, slowly making the wielder to dependant to 
  the Sword. Many wielders of the Silencer perished because 
  they manage to an enemy beyond their power, trusting 
  that the sword alone would suffice. Another campaign 
  use for the sword could lie in its potential as a weapon for 
  
   
  good. A great quest in search of a weapon potent enough 
  to assassinate a sorcerer-king might be built around the 
  legendary blade. Tracing the weapon's bloody trail across 
  the Tablelands and bringing it to bear against a villain 
  could make a fine adventure. 
  Abilities 
  The Silencer is a +6 parrying greatsword of sundering. The 
  weapon ignores all nonmetallic armor, natural armor, and 
  shield bonuses to AC (Dexterity, deflection, dodge, and 
  other such bonuses still apply). It allows a wielder to 
  attack any opponent within reach as if he had the 
  Whirlwind Attack. 
  The wielder of the Silencer can use tower of iron will 
  3/day and tornado blast 3/day, at manifester level 20th. 
  The 
  Silencer 
  of 
  Bodach 
  radiates 
  an 
  aura 
  of 
  overwhelming psychokinesis. 
  Artifact Possession 
  A wielder of the Silencer has a 1% cumulative chance 
  for each week it possesses it that he suffers 1 point of 
  permanent Wisdom damage.‖Once‖the‖wielder’s‖Wisdom 
  is 4 or less, he will develop a bloodlust, attempting to 
  seize command of any powerful group, and then lead his 
  forces against any foe that crosses his path. 
  Suggested Means of Destruction 
  ● Melt the Silencer in a full Dragon's breath. 
  •‖Break‖it‖on‖an‖anvil‖of‖meteoric‖iron. 
  •‖Dissolve‖it‖in‖the‖foams‖of‖the‖Last‖Sea. 
  The Regalia of the Dwarven Kings 
  The mighty dwarven kings of old had talented 
  artisans to craft some of the finest items ever seen on 
  Athas. 
  The Belt of Rank 
  This girdle is constructed of hardened leather inlaid with 
  gold,‖ silver,‖and‖ precious‖gems.‖ The‖ belt’s‖ buckle‖ is‖engraved‖
  with the skull of a fierce half-man in the center of a field of red 
  flames. 
   
  History 
  The Belt of Rank is an ancient symbol of the dwarven 
  people, a sign of their once great heritage before the 
  Cleansing Wars devastated their race. This ancient artifact 
  was created by dwarven clerics 4,000 years ago to be worn 
  by the leader of the dwarven armies— generals of great 
  charisma and skill who were sworn to protect the 
  dwarven race. 
  The artifact was passed from general to general over 
  the centuries, finally being given to the dwarven king 
  Rkard to use in defense of his race in the face of the 
  Cleansing Wars. Rkard was fatally wounded in battle by 
  Borys of Ebe, and the Belt of Rank was buried with him in 
  the city of Kemalok. Recently, it was given to the mul 
  gladiator Rikus of Tyr to assist him in retrieving the stolen 
  Book of Kemalok Kings and defeating an approaching army 
  from Urik. Though the army was overcome, Rikus was 
  unable to reclaim the book. Ashamed of this, the mul 
  returned the Belt of Rank to the dwarves of Kled, where it 
  remains hidden to this day, waiting for the day when a 
  dwarf general worthy of it will reclaim it once again. 
  Campaign Uses 
  Though it may be common knowledge in some circles 
  that the Belt of Rank can be found in the dwarven village 
  of Kled, getting it from its guardian spirits (other wearers 
  of the belt) is another matter. The DM should present an 
  adventuring party with the Belt of Rank only in defense of 
  the dwarves of Athas. The belt could also have been the 
  victim of theft, as was the Book of Kemalok Kings, and 
  involved characters could be charged with its retrieval. 
  Abilities 
  The Belt of Rank will fit any Medium-sized creature. 
  Half-giants are too big and most halflings too small to 
  wear the artifact as the item does not magically adjust to 
  fit the wearer. The belt gives any dwarf wearer a +8 
  competence bonus on Charisma checks and Charisma-
  based skill checks when dealing with dwarves. If the 
  wearer is not a dwarf, he receives a +4 competence bonus 
  on Charisma checks and Charisma-based skill checks 
  when dealing with dwarves. 
  The belt provides the wearer a continual freedom of 
  movement, greater heroism, and protection from arrows effects 
  (all mundane missiles fired at the wearer unerringly strike 
  the‖artifact’s‖buckle).‖If‖a‖dwarven‖wearer‖succeeds‖at‖a‖
  Charisma check (DC 20), he can access the accumulated 
  experience and knowledge of more than 40 centuries of 
  dwarven kings. He receives a +20 bonus on all Knowledge 
  (history) related to dwarves and +10 bonus on Knowledge 
  (warcraft) checks. 
  Should the Belt of Rank be pilfered and summarily 
  worn, all dwarves viewing the artifact will know it was 
  stolen and do whatever they can to retrieve it. Should the 
  possessor of the Belt of Rank ever unjustly take the life of a 
  dwarf, the artifact will constrict to a diameter of four 
  inches—effectively crushing the wearer to death. 
  The Belt of Rank radiates an aura of overwhelming 
  enchantment. 
  Suggested Means of Destruction 
  •‖ Submerge‖ the‖ belt‖ in‖ the‖ blood‖ of‖ a‖ hundred‖
  murdered dwarves. 
  Book of the Kemalok Kings  
  This ancient book is not of exceptional construction, made of 
  braxat hide and thick, leather-like pages of unknown origin. It 
  has a nondescript look, being no larger than a tome found in 
  any sorcerer-king’s‖library.‖It‖definitely‖shows‖its‖age. 
   
  It is thought by some dwarves that the Book of the 
  Kemalok Kings stolen by Borys servants is actually a copy 
  of the original, which has likely turned to dust over the 
  centuries, though no one knows for sure if this is the case. 
  The book definitely shows its age, and if returned to the 
  dwarves it would likely be re-copied in an effort to 
  preserve the knowledge contained within. 
  History 
  At the height of the Green Age, the dwarves of Athas 
  were among the most powerful races of the Tablelands. 
  From their majestic city of Kemalok, the dwarves grew 
  
   
   
  strong and prosperous in the years prior to the coming of 
  Rajaat and his evil followers. It was during this peaceful 
  time the writings of the Book of Kemalok Kings were begun. 
  A personal journal written by the king of the dwarven 
  people, the book is a combination of historical events and 
  vital insight into the dwarven race. In a time when 
  historical documents were nearly nonexistent, the Book of 
  Kemalok Kings was one of the few chronicles of Athas to 
  survive the ravages of the Cleansing Wars. No single item 
  on Athas contains as much rare history than this dwarven 
  relic. 
  Following the death of Rkard, the last of the dwarven 
  kings, at the hands of Borys of Ebe two millennia ago, the 
  fallen monarch was placed in his sacred crypt along with 
  the Book of Kemalok Kings. At that time, it was decided that 
  until the threat of the sorcerer- kings on Athas was ended, 
  no monarch would rule the dwarven race since he would 
  likely be threatened by the Champions of Rajaat. Should 
  knowledge from the book ever be required, the elder 
  guardians of Kemalok would consult the ancient writings. 
  Like many other races following the Cleansing Wars, 
  the dwarves of Athas lost considerable knowledge, 
  history, and tradition to the harsh conditions of the world. 
  Among these was the ability to translate the Book of 
  Kemalok Kings. For nearly a millennium, the relic gathered 
  dust in the tomb of Rkard, its knowledge useless to those 
  it was created to help. 
  The‖ dwarf‖ Er’Stali‖ worked‖ in‖ the‖ library‖ of‖ the‖
  sorcerer-king Hamanu, which that allowed him to learn 
  parts of their ancient written language. With this 
  knowledge, he could translate portions of the Book of 
  Kings and learn more of the ancient language. The Urikite 
  was sincere in his intentions and became the first non-
  dwarf ever to set eyes on the age-old text. 
  Unfortunately,‖ Er’Stali‖ studied‖ the‖ book‖ for‖ only‖ a‖
  short time before it was stolen by a psionicist named 
  Maetan, who took the book to Urik. At the same time, 
  Rikus and his Tyrian army were mobilizing to engage the 
  forces of King Hamanu approaching the newly freed city-
  state. 
  While in Kled, the dwarves told Rikus of the Book of 
  Kemalok Kings and asked him to recover it. Rikus agreed, 
  and in return he was granted the title of a Knight of 
  Kemalok and was given two artifacts to help him in his 
  quest: the Belt of Kings and the Scourge of Rkard. 
  However, on his way to meet the approaching army 
  Rikus was attacked by a dozen wraiths who were former 
  followers of Borys of Ebe. 
  Recognizing Rikus as a Knight of Kemalok, along with 
  his possession the Scourge, the wraiths agreed not to kill 
  Rikus if he brought them the Book of Kings so they could 
  use information within to find their former master. 
  Spells placed on Rikus by the vile wraiths forced him 
  to complete this task, and in the end the wraiths took 
  possession of the dwarven relic. 
  Despite the loss of the Book of Kings, the learned 
  Er’Stali‖ was‖ able‖ to‖ transcribe‖ what‖ he‖ had‖ read,‖
  preserving a portion of the ancient work. 
  Er’Stali‖ died‖ nine‖ years‖ later‖ in‖ Kled,‖ and‖ it‖ is‖
  unknown how much of the text was copied. Also 
  unknown is the location of the Book of Kemalok Kings 
  since the wraiths took possession of it. The crypt 
  containing the undead warriors has since been vacated, 
  and the location of the book is unknown. Since undead 
  and shadow creatures‖were‖altered‖during‖Rajaat’s‖brief‖
  release from the Hollow, it is possible the relic may now 
  reside‖on‖one‖of‖Athas’‖mysterious‖dimensions:‖either‖the‖
  Black or the Gray. 
  Campaign Use 
  Following its theft from Kled the Book of Kemalok Kings 
  has become well known. While focusing primarily on the 
  lives of the dwarven race through the ages, the Book of 
  Kemalok Kings does present information on other incidents 
  and events from the past—details on things such as the 
  Time of Magic, the War-Bringer, and even knowledge on 
  races lost to Athas during the Cleansing War. Many of the 
  sorcerer-kings and other powerful parties are interested in 
  the book, foremost being the Shadow-King of Nibenay 
  who is always hungry for ancient lore regarding the 
  scorched world. 
  Abilities 
  Study of the Book takes one week, but upon 
  completion a dwarven reader gains a +2 inherent bonus to 
  Wisdom and a +20 bonus to Knowledge (history) checks. 
  Nondwarven readers receive only a +10 bonus to 
  Knowledge (history) checks. The same character can 
  never benefit from reading the book again. 
  The Book of Kemalok Kings radiates an aura of 
  overwhelming enchantment. 
  Suggested Means of Destruction 
  ●‖Burn its pages under the breath of a dragon. 
  ● The blood of a descendant of Rkard must be spilled 
  into it. 
  Crown of the Dwarven Kings 
  The points of this crown are ragged and uneven. Otherwise, 
  the crown boasts some of the finest workmanship to come out of 
  the Green Age. It is studded with precious gems of all kinds, 
  with a large diamond at the front. Its body consists of an 
  unidentified gleaming white metal. 
   
  This artifact fits comfortably any Medium-sized 
  humanoid creature. 
  History 
  From the Green Age to the conclusion of the Cleansing 
  Wars kings of great strength and insight have ruled the 
  dwarven people. Since the time of King Thoren Andiron, 
  second king of the Dwarves, rulers of this stouthearted 
  race have done so with the Crown of Dwarven Kings upon 
  their‖ brow.‖ The‖ crown‖ was‖ created‖ by‖ Thoren’s‖ wife,‖ a‖
  powerful psionicist, to help her husband protect the 
  dwarven race. Upon his death the crown was passed to 
  his son, and generations of Andiron to rule over Kemalok 
  for 12,000 years. 
  With the coming of First Sorcerer and the Cleansing 
  Wars, the dwarven race was faced with extinction by 
  Borys of Ebe, thirteenth Champion of Rajaat. Lead by 
  Rkard Andiron the dwarves fought the forces of Borys — 
  the Crown of Dwarven Kings displayed for all to see. 
  
   
  For nearly a century, Rkard led his people against the 
  enemy, but it was not enough. In the end Rkard and Borys 
  became locked in a battle to the death, one in which the 
  Champion of Rajaat emerged victorious. However, 
  through force of will, Rkard dealt Borys a terrible blow, 
  and he was carried from the field before being able to 
  claim‖ the‖ crown‖ from‖ the‖ dwarf’s‖ body.‖ Afterward,‖ the‖
  body of Rkard and the Crown of Dwarven Kings, along 
  with‖Borys’‖weapon,‖the‖Scourge, were sealed in the ruins 
  of Kemalok until another king of the dwarven people 
  could be found. 
  Recently, following the rise to power of Tithian, the 
  Crown of Dwarven Kings was stolen from Kemalok by 
  agents of the new king of Tyr. Later the crown resurfaced 
  in the hands of a young mul named Rkard, son to the 
  human gladiator Neeva and the dwarf sun cleric Caelum. 
  Rkard was given the crown by the dwarven banshees 
  Jo’orsh‖ and‖ Sa’ram,‖ who‖ told‖ him‖ he‖ would‖ succeed‖
  where the king Rkard failed and kill Borys of Ebe. 
  Afterward, the Crown was returned to the tomb of Rkard 
  Andiron. 
  Campaign Use 
  This is a considerable item for nondwarves, and a 
  formidable item for any dwarven character. The item 
  currently resides under the city of Kled, in the ruins of 
  Kemalok, where the only know entrance is heavily 
  guarded. The dwarven guardians will only likely allow a 
  worthy dwarven member, and probably Rikus or Rkard, 
  to ever remove it from its resting place. The Crown could 
  also have been the victim of theft, as was the Book of 
  Kemalok Kings, and involved characters could be charged 
  with its retrieval. 
  Abilities 
  The Crown of the Dwarven Kings bestows formidable 
  psionic might upon its wearer. When worn, the Crown 
  confers a +4 resistance bonus to saving throws against 
  psionic powers, psi-like abilities, and effects generated by 
  psionic items; this bonus increases to +6 if the wearer is a 
  dwarf or dwarf-blooded. The Crown also bestows a 
  dignified and commanding aura upon a wearer of 
  dwarven blood, granting them a +4 competence bonus on 
  Charisma checks and Charisma-based skill checks when 
  dealing with dwarves. The wearer also gains a +4 
  competence bonus to his Leadership score, but only for 
  the purpose of determining dwarven cohorts or followers. 
  Friendly dwarven troops within a 360-ft. emanation of 
  the wearer become braver than normal. Allies within a 
  360-ft. emanation of the wearer become braver than 
  normal, receiving the benefits of a bless spell for as long as 
  they remain within the emanation's radius. Since the 
  effect arises in great part from the distinctiveness of the 
  Crown, these latter, charismatic effects do not function if 
  the wearer hides or conceals himself in any way. 
  The Crown allows its wearer to ignore, up to two times 
  per day, any psionic power that affects him, as long as he 
  was the‖power’s‖target‖or‖was‖part‖of‖its‖area‖of‖effect.‖The‖
  decision to ignore the power must be made after a psionic 
  power is manifested and area-of-effect or targets are 
  determined but before any effects of the power are 
  determined or saving throws are taken. 
  When worn by a dwarf or dwarf-blooded character, 
  the Crown can, upon command and once per day, 
  emanate an aura of peace around it. This affects the 
  wearer as if by a sanctuary spell, all other dwarf or dwarf-
  blooded characters in a 40-ft.-radius spread as if by a calm 
  emotions spell, and lasts as long as the wearer 
  concentrates. The sanctuary effect only affects dwarf or 
  dwarf-blooded characters; the wearer is free to attack or 
  be attacked by other creatures without breaking the 
  sanctuary effect, although their actions are still limited by 
  the concentration (standard action) required to maintain 
  this spell-like effect. 
  The Crown’s‖ wearer‖ can‖ bend‖ reality‖to‖ his‖ will,‖ but‖
  only so often. The wearer can, as a standard action, use 
  the bend reality power once per week at no XP cost. The 
  wearer can make further usage of the power within that 
  time period a total number of times equal to his Charisma 
  bonus, although each additional use costs XP as normal. 
  When worn by a dwarf who is a true king or queen of 
  his race the wearer can call a conclave of dwarven-kind, 
  mentally soliciting the attendance of their racial subjects 
  from anywhere in the world. This sends waves of psionic 
  energy across Athas, calling all dwarf and dwarf-blooded 
  characters to his or her location for the great gathering. 
  Dwarves of similar alignment to the wearer (either 
  law/chaos, or good/evil) cannot defy this call, while 
  dwarves with no alignment in common are allowed a Will 
  saving throw (DC 20) to resist; dwarf-blooded characters 
  of similar alignment hear the call but are not compelled to 
  go, while those with no alignment in common do not hear 
  it at all. Characters that are compelled do not simply 
  abandon what they are doing and start traveling, but will 
  do all they can to settle important matters to clear the way 
  for their sojourn. Dwarves summoned by this ability will 
  likely set their focus to reaching the king or queen, should 
  this be an option. 
  If worn by a creature of non-dwarven ancestry, the 
  Crown shifts the attitude of dwarves on the Influencing 
  NPC Attitudes Table (PH 72) to the next more favorable 
  reaction as long as the wearer does not intentionally cause 
  harm to a dwarf. 
  Should the wearer of the Crown intentionally cause 
  physical harm to a dwarf, the Crown immediately reduces 
  his Intelligence and Charisma scores to 1 as if by a 
  feeblemind spell, with no saving throw or spell resistance 
  allowed. 
  The Crown of the Dwarven Kings radiates an aura of 
  overwhelming enchantment. 
  Suggested Means of Destruction 
  ● Legend tells that the Crown will explode in a 
  tremendous fireball should all dwarves on Athas be slain. 
  Duryn’s Anvil 
  This dwarf-sized suit of black plate armor has every one of 
  its joints covered by an elaborate, fine script of gold and silver 
  runes. 
   
  
   
   
  History 
  Made at the request of Duryn the Builder, 17th king of 
  Kemalok, this suit of black plate mail was originally 
  engraved with an elaborate, fine runic script of precious 
  metal‖that‖described‖the‖deeds‖of‖Duryn’s‖ancestors. More 
  engravings were added with every passing generation, 
  commemorating the great deeds of the last wearer, until 
  every joint was eventually covered in gold and silver 
  runes.‖Ever‖since‖Duryn’s‖death‖the‖armor‖has‖been‖the‖
  royal armor of the bloodline, and is still worn to this day 
  by‖ the‖ last‖ of‖ Duryn’s‖ descendants,‖ the‖ guardian‖ spirit‖
  Rkard, who continues the tradition even in undeath. 
  Campaign Use 
  This item currently resides in the ruins of Kemalok, 
  worn by king Rkard, now a dwarven banshee. Retrieving 
  this item would only be possible in case of an immediate 
  threat for the dwarven race, of after slaying Rkard, which 
  would not be an easy task. 
  Abilities 
  Duryn’s‖Anvil is a +3 dwarven steel heavy fortification full 
  plate armor. Every time the wearer of the armor is hit, 
  regardless of damage, a sound like a hammer striking on 
  an anvil can be heard. Whenever the wearer is hit with a 
  melee attack, all enemies within a 30-ft. emanation are 
  affected as if by the doom spell (DC 15 Will negates). 
  Affected enemies remain so while in the area of effect and 
  for 17 rounds afterwards. Any enemies that successfully 
  save are immune to this effect for the next 24 hours. 
  Once per day, immediately upon being hit with a 
  melee attack and regardless of damage taken (if any), the 
  wearer can use a maximized holy smite and order’s‖wrath 
  upon the attacker (DC 18 Will partial, rolled separately 
  per spell). 
  Duryn’s‖Anvil also grants the wearer a +4 enhancement 
  bonus to Strength and Constitution. 
  The armor weighs 50 pounds. 
  Duryn’s‖ Anvil radiates an aura of strong abjuration 
  and evocation. 
  Suggested Means of Destruction 
  ● Cast it in the Lava Gorge. 
  ● Covering it in the blood of an innocent dwarf. 
  Andiron’s Triad 
  Each generation of the Andiron family (see the Crown 
  of Dwarven Kings, above) chose one of these weapons as 
  their own, using it both as a weapon as well as a symbol 
  of their rule. 
  The Blaze  
  This battle-axe has a serrated blade of polished steel that 
  scintillates with a multitude of tiny, slowly moving sparkles of 
  light. The hilt is forged of black iron and wrapped in ruddy sun 
  drake leather, its guard sporting engraved dwarven runes 
  praising the elemental powers. 
   
  History 
  Crafted‖78‖King’s‖Ages‖ago‖by‖Jar’ral‖the‖Bright,‖high‖
  priest and 67th king of Kemalok, this masterwork battle-
  axe, also known as Andiron’s‖Will, it has a serrated blade 
  of polished steel that scintillates with a multitude of tiny, 
  slowly moving sparkles of light. The hilt is forged of black 
  iron and wrapped in ruddy sun drake leather, its guard 
  sporting engraved dwarven runes praising the elemental 
  powers. When commanded, the blade’s‖ sparkling‖ lights‖
  increase in speed and intensity until they coalesce into a 
  solid emanation of energy, transforming the blade into its 
  new form. 
  Campaign Use 
  This is a very powerful item against undead, so a 
  campaign could be created in which the PCs need to find 
  Andiron’s‖Will so they could destroy a powerful undead 
  villain. 
  Abilities 
  This +3 dwarven steel dwarven waraxe can, upon 
  command, transform into a brilliant energy weapon. When 
  the axe is in brilliant energy form, the wielder can use a 
  maximized searing light spell once per day on a target up 
  to 260 feet away as a ranged touch attack. The 
  transformed waraxe always gives off light as a torch (20-
  foot radius) and can also, upon command, radiate light as 
  a daylight spell twice per day for up to 160 minutes each 
  time. 
  The waraxe weighs 8 pounds. 
  The Blaze radiates an aura of strong transmutation. 
  Suggested Means of Destruction 
  ● Use it to destroy all the undead that inhabit the 
  Deadlands. 
  ● Leave it within the Gray for a year. 
  The Forger 
  This war-club is made of a solid piece of gray, dwarven steel. 
  On its head is engraved the faces of ancient dwarves chanting in 
  unison. 
   
  History 
  Some 12,000 years old, the Forger, also known as 
  Andiron’s‖ Faith,‖ is perhaps the oldest dwarven weapon 
  still in existence. It is said to have been the preferred 
  weapon of the pious Thanen the Father, founder of the 
  Andiron dynasty and first of the dwarven kings of 
  Kemalok, who was noted for his great concern for the 
  welfare of his dwarven compatriots in both this world 
  and the next. The Forger is a grand dwarven steel war-
  club. 
  Campaign Use 
  This is a very powerful item against dwarven 
  banshees, so a campaign could be created in which the 
  PCs need to find Andiron’s‖Faith in order to put to rest a 
  banshee that has been terrorizing a particular place. The 
  Forger could also have been the victim of theft, as was the 
  Book of Kemalok Kings, involving the characters in its 
  search. 
  Abilities 
  Andiron’s‖ Faith is a +4 undead bane dwarven steel holy 
  heavy mace. The Forger has the special ability to put to rest 
  any dwarven banshees it destroys (brought to 0 hit 
  points); banshees thus destroyed do not reform and are 
  considered to have fulfilled their uncompleted focus. For 
  
   
  this ability to function, at least half of the damage that 
  reduced the banshee to 0 hit points must be dealt by the 
  mace, and it must be used to strike the final blow that 
  brings it to 0 hit points. In addition, the wielder is 
  immune‖to‖a‖dwarven‖banshee’s‖gaze‖of‖frenzy‖ability. 
  Andiron’s‖Faith weighs 8 pounds. 
  The Blaze radiates an aura of strong conjuration and 
  evocation [good]. 
  Suggested Means of Destruction 
  ● It is stripped of all its powers if it ever creates a 
  dwarven banshee. 
  ● Leave it within the Gray for a year. 
  The Shaper  
  The red-tinted, dwarven steel blade of this longsword is 
  shaped like a stylized flame. 
   
  History 
  The‖ last‖ of‖ Andiron’s‖ Triad,‖ the‖ Shaper was forged 
  some‖4,000‖years‖ago,‖in‖the‖year‖of‖King’s‖Contemplation‖
  in‖the‖138th‖King’s‖Age.‖Rurent III, 83rd king of Kemalok, 
  was given this blade as a wedding gift from his wife 
  Estha’ar,‖one‖of‖the‖greatest‖psion-forgers of her time. She 
  is said to have crafted and empowered it herself after a 
  whole lunar cycle of restless work, creating it to signify 
  her‖husband’s‖greatest‖qualities‖as‖a‖proud‖and‖dedicated‖
  servant of his people. The stylized flame represents the 
  dwarven focus that burns like an inner fire in every 
  dwarf. 
  Campaign Use 
  The Shaper could be a powerful symbol for a dwarf 
  attempting to fulfill a focus of epic proportion. 
  Abilities 
  Andiron’s‖Devotion is a +4 lucky dwarven steel longsword. 
  In the hands of a dwarf or dwarf-blooded character the 
  blade allows a reroll on a failed saving throw three times 
  per day (but only once per roll). A dwarf in possession of 
  the Shaper increases his morale bonus gained while in the 
  pursuit of his dwarven focus to +2. 
  The longsword weighs 4 pounds. 
  The Shaper radiates an aura of strong evocation. 
  Suggested Means of Destruction 
  ● It is stripped of all its powers if its owner rolls three 
  natural 1s in a row. 
  ● The possessor willingly foregoes his focus. 
  The Rod of Teeth 
  This rod is a sturdy length of bone, studded with human 
  teeth. It appears to have been carved from a human femur, and 
  the teeth are sunk into the bone root-first. Strange runes and 
  whorls are carved into it, and inix leather provides its grip. 
   
  This macabre item is both a handy offensive and 
  defensive item. It weighs 4 pounds. 
  History 
  It is thought that the Rod of Teeth was originally carved 
  by a powerful defiler named Atlak-Ta, who was the 
  fetish-keeper of Lalali-Puy over 600 years ago and served 
  the Oba of Gulg loyally for more than 11 decades. When 
  Atlak-Ta died, an apprentice named Habbak claimed the 
  Rod and disappeared. It was last known to be in the 
  possession of a defiler named Xactan, who lived alone in 
  the Tablelands. Xactan was a traveler and explorer of 
  ancient ruins, but seven years ago he vanished during one 
  of his expeditions. 
  Campaign Use 
  The Rod of Teeth makes an excellent addition to any 
  villainous wizard's arsenal. It is an evil thing, but it is not 
  overwhelmingly powerful. It can exist in the campaign as 
  a temptation to magic-using characters: Once they start to 
  use it, it becomes hard to stop. Optionally, the Rod makes 
  a great item to be sent in search of. A powerful wizard or 
  sorcerer-monarch may demand that the PCs find the Rod 
  and bring it to him in payment of some debt, or simply 
  under the threat of some horrible doom. 
  Abilities 
  This +2 quarterstaff gives the wielder spell resistance 23 
  against necromantic effects. The Rod can be used to absorb 
  arcane spell energy directed at its wielder, as a rod of 
  absorption does. Unlike such an item, its maximum 
  number of stored spell levels is equal to the number of 
  teeth in the Rod of Teeth (currently 33). Each time a charge 
  is expended; there is a 10% chance one of the teeth will 
  fall out. 
  Any arcane spellcaster struck by the Rod of Teeth must 
  make a DC 20 Will save or have 1d6 spells drained from 
  its memory (the DM randomly determines which of the 
  subject’s‖spells‖ are‖ actually‖ drained).‖ The drained spells 
  fade‖from‖the‖subject’s‖awareness‖and‖appears‖within‖the‖
  wielder’s.‖The‖wielder‖can‖now‖cast‖the‖drained‖spells‖just‖
  as if it were one of his spells prepared as a wizard with 
  caster level equal‖ to‖ the‖ wielder’s‖ character level. The 
  wielder maintains knowledge of a drained spell for 2 
  hours at which time he loses knowledge of the spells and 
  the spells reappear in the mind of the subject (if the 
  wielder‖ haven’t‖ cast‖ them‖ already),‖ no‖ matter‖ how‖ far‖
  from the wielder the subject is. Even if the subject is slain, 
  the wielder loses knowledge of the drained spells when 
  this effect ends. 
  The method of inserting teeth into the Rod was lost 
  hundreds of years ago. 
  The Rod of Teeth radiates an aura of strong abjuration 
  and necromancy. 
  Artifact Possession 
  Every time the spell-draining ability of the Rod is used, 
  there is a 5% chance the Rod will transfer the wielder's 
  psyche instead, suddenly replacing the wielder's psyche 
  with the intended victim's. This ability works as the mind 
  switch power, except that the duration is 1d4+2 days. 
  Suggested Means of Destruction 
  ● When all teeth fall out, the Rod is inert. 
  ● Return all the remaining teeth to their original hosts 
  (now long since buried). 
  The Rubyheart 
  Very warm to the touch, this rare, black and red fire 
  vermilion gem is about the size‖of‖a‖grown‖man’s‖fist.‖At‖its‖
  
   
   
  heart are flickers of red light which lick out to dance across all 
  surrounding surfaces, illuminating a 30-ft.-radius with its red 
  glow. 
  History 
  This terrible stone was first unearthed millennia ago. 
  Since then, it been passed down through history until it 
  was finally locked away by the priests of the nameless 
  temple in the Black Spine Mountains. 
  The Rubyheart was used to fight a githyanki invasion 
  in FY 6, and was seen ever since. 
  Campaign Use 
  This is a powerful item that also carries a powerful 
  curse, slowly turning a character into a powerful villain. It 
  is eagerly sought by evil fire, magma, and sun clerics 
  alike, while most rain and water clerics seek to destroy it. 
  Abilities 
  When left untouched, every creature with fewer than 5 
  HD within 30 feet of the Rubyheart must make a DC 15 
  Will save 
  or 
  become 
  dazed 
  by‖
  artifact’s‖
  glow.‖
  Additionally,‖if‖not‖currently‖in‖someone’s‖possession,‖the‖
  gem can make a suggestion once per day to ask the most 
  able-bodied warrior-type it encounters to pick it up if the 
  target fails a DC 18 Will save. Once per day the Rubyheart 
  can also brilliantly flare its light, blinding all sighted 
  creatures within 130 feet as per the blindness spell (DC 17). 
  The Rubyheart is intelligent (Int 17, Wis 11, Cha 15; Ego 
  21), lawful evil, and communicates with its holder 
  empathically. 
  A non-evil character holding the gem gains two 
  negative levels as long as it is held. During this time, no 
  means can overcome these negative levels (including 
  restoration spells and powers). A character that dies while 
  in possession of the Rubyheart is utterly consumed by the 
  artifact in an instantaneous blaze of red-yellow flame, 
  both physically as well as psychically, with no traces 
  remaining. The only way to restore life to a character 
  consumed by the Rubyheart is to use true resurrection, a 
  carefully worded wish spell followed by resurrection, or 
  miracle. 
  When held, the Rubyheart throbs like a great heart, 
  engulfing the holder in dark red flames that cause 
  damage to each creature that attacks him in melee, 
  harming neither you nor your equipment. Any creature 
  striking or touching the holder with its body, a natural 
  weapon, or a handheld weapon deals normal damage to 
  the Rubyheart’s‖possessor but also take 1d6+7 points of fire 
  damage to themselves as the flames sear their flesh. 
  Creatures wielding weapons with exceptional reach are 
  not subject to this damage. Those holding the gem also 
  gain fire resistance 30 and cold resistance 30. 
  The Rubyheart can be used to cast the following spells 
  at caster level 11th:‖ 3/day―heightened (to 6th level) 
  burning hands (DC 19), empowered fireball (DC 16); 
  1/day―enlarged heightened (to 5th level) wall of fire (DC 18). 
  The Rubyheart radiates an aura of strong evocation. 
  Artifact Possession 
  Each day the Rubyheart is used by the same person, the 
  gem’s‖Ego score increases by one against that character. 
  The gem seeks to deliver evil and violence upon its 
  possessor’s‖ enemies‖first‖ and‖ then,‖ if‖ or‖ when‖ these‖ are‖
  gone, to anyone and everyone else. The gem will also try 
  to influence its possessor into traveling as far as possible 
  from the place where it was found. 
  Suggested Means of Destruction 
  ● Sent into the Elemental Plane of Water. 
  ● Crushed under the weight of a Colossal earth 
  elemental. 
  The Skull of Dorag Thel 
  This artifact is a human skull, browned with age. The teeth 
  are chips of obsidian, and each eye socket contains a precious 
  emerald. A living vine snakes its way through the skull. 
   
  History 
  The skull is all that remains of Dorag Thel, an ancient 
  druid of Athas from the days before the world became a 
  wasteland. Dorag warned about the adverse effects of 
  defiler‖ magic,‖ but‖ to‖ no‖ avail.‖ After‖ Dorag’s‖ death,‖
  preservers venerated him as a visionary, and he became, 
  in death, a sort of patron to the early Veiled Alliance 
  members. 
  Campaign Use 
  This item is obsessively sought by anyone hoping to 
  become an avangion. The Veiled Alliance could hire the 
  PCs to discover and retrieve the item in order to turn one 
  of its leading members into the first stage of becoming an 
  avangion. 
  Abilities 
  In order for the Skull to work, one being must claim it, 
  and own it for at least five years. Attempts at giving it 
  away‖before‖the‖five‖years‖are‖up‖simply‖don’t‖work. 
  The Skull doubles the results of a prolific forestation 
  spell, and acts as a ring of life (AE 71) for the owner. The 
  wielder of the Skull can use the epic spell life extension, but 
  only does these once per owner, and even then only once 
  every 10 years. 
  Abalach-Re has perverted the Skull's magic. It allows a 
  defiler to fuel his spells without defiling, as though it 
  were‖a‖myrmeleon’s‖orb (APXI 30) . In addition, the Skull 
  can send a summoning call for good-aligned humanoid 
  creatures. The call gradually emanates from the skull like 
  ripples in a pond, in a 120-mile emanation centered on 
  you.‖The‖effect’s‖area‖radiates‖from‖you‖and‖moves‖as‖you‖
  move. Any creature within or entering the area must 
  attempt a DC 20 Will save. If it fails, it drops everything, 
  gather‖ up‖ its‖ survival‖ gear,‖ and‖ proceed‖ to‖ the‖ call’s‖
  source, oblivious to all external stimuli. 
  The Skull of Dorag Thel radiates an aura of 
  overwhelming enchantment. 
  Suggested Means of Destruction 
  ● Be buried with the remains of Dorag Thel. 
  The Star of Badna 
  The Star of Badna is a perfect sapphire of 200 carats. It 
  is the size of a human fist, the largest gem of its kind ever 
  found on Athas. The gem is most often found embedded 
  in the chest of a Badna zombie, a guardian who is cursed 
  with an undead existence by the magic of the sapphire. 
  
   
  When exposed to moderate amounts of light, the Star of 
  Badna glows with an azure radiance. 
  History 
  After asserting herself as queen of Raam, Abalach-Re 
  proclaimed herself the servant of a greater power (a 
  supreme entity named Badna from which she and her 
  templars drew their power). This was, of course, a fraud, 
  as the being known as Badna has never existed. Hundreds 
  of years ago, Raam had the most plentiful mines on all of 
  Athas, 
  which 
  produced 
  alabaster, 
  sapphires, 
  and 
  emeralds‖before‖being‖mined‖out‖several‖King’s‖Ages‖ago.‖
  The largest gem to be taken from these mines was a 
  sapphire of over 200 carats, and was accredited to be a gift 
  to Raam from Badna by the sorcerer-queen. Called the 
  Star of Badna, it was often displayed to the general 
  populace as a way to dupe Raamites into believing their 
  destiny was controlled by a great celestial entity named 
  Badna and not Abalach-Re. 
  Nearly 100 years after taking control of Raam, 
  Abalach-Re discovered the intentions of Dregoth to 
  complete his dragon transformation. With Borys of Ebe 
  still rampaging across the Tablelands, none of the other 
  sorcerer-kings wanted the Ravager of Giants to attain 
  such power. Hence, Abalach-Re planned to lead the other 
  former Champions to Giustenal and kill Dregoth. 
  Following weeks of seclusion, she empowered the near-
  perfect Star of Badna with magical wards that protected 
  the possessor from defiler-based spells, as well as 
  granting other protections and abilities. With the aid of 
  the Star of Badna, Abalach- Re and the other sorcerer-kings 
  slew Dregoth with ease. 
  Afterwards, Abalach-Re discovered that the Star of 
  Badna came with a horrible curse — one the sorcerer-
  queen was not willing to pay. Unwilling to give up an 
  artifact of such power should she ever need it again, 
  Abalach-Re instead bequeathed the Star of Badna to 
  several high templars over the next 2,000 years (usually 
  those she did not like). This cycle continued until 
  Abalach-Re’s‖death‖at‖the‖hands of Sadira of Tyr in Free 
  Year 10, after which the Star of Badna disappeared. The 
  last known caretaker of the Star of Badna was a human by 
  the name of Grogh-En, who disappeared after the 
  sorcerer-queen’s‖death‖and‖the‖riots‖that‖followed. 
  Campaign Use 
  Outside of the Dregoth Ascending adventure, the Star of 
  Badna is a deadly artifact for player characters to have. 
  Eventually,‖they’ll‖fall‖victim‖to‖its‖curse‖and‖become‖evil‖
  NPCs. Characters should try to hide or attempt to destroy 
  the sapphire before its power falls into the wrong hands. 
  Abilities 
  The owner of the Star of Badna has spell resistance 31 
  against spells cast by defilers and spell resistance 19 
  against other spells and effects. The star comes with a 
  curse, however: Each month a creature possesses the 
  artifact, it must make a Will save (DC 10 + number of 
  previous saves) or become a Badna zombie. 
  The star also grants its owner the following abilities. 
  (A Badna zombie can activate any of these abilities each 
  round as a free action.) 
  •‖ As‖ a‖ standard action, the wielder can use spell 
  turning or a targeted mage’s‖disjunction (DC 23) on a single 
  creature affecting all its magical items and spells in effect. 
  Each of these abilities can be used twice per day, at caster 
  level 20. 
  •‖ Once‖ per‖ day‖ as‖ a‖ standard action, the star can 
  project a bluish ray of light at a creature within 60 ft. A 
  target struck by the ray must make a Will save (DC 23) or 
  lose his remaining prepared spells and/or spell slots. If the 
  save is successful, the victim still loses half his prepared 
  spells and/or spell slots of each spell level (rounded 
  down). The victim chooses which prepared spells to lose. 
  Suggested Means of Destruction 
  •‖Subjected‖to‖a‖weight‖of‖2,000‖pounds,‖one‖pound‖
  for every years of its existence. 
  •‖Sealed‖in‖complete darkness for a thousand years. 
  The Strength of the Beast 
  This armor is constructed from a patchwork of thick tagster 
  pelts, with a tagster head adorning each shoulder and serving as 
  half-sleeves that reach down‖ to‖ the‖ elbows,‖ with‖ the‖ wearer’s‖
  arms‖passing‖through‖the‖cats’‖open‖mouths. 
   
  History 
  Found in the Barrier Wastes region, this ancient armor 
  has long been sought by leaders of the Bandit States who 
  wish to claim its great power. 
  It was built by Uatuk, a powerful halfling egoist 
  member of the Order who wanted to straighten the bond 
  with the psionic creatures he liked so much. So, he 
  developed an item that helped him get more in touch with 
  his primal side. When he passed away of natural causes 
  some decades later, the Strength of the Beast was stolen 
  from his hut in the Rohorind Forest and it was never seen 
  again. 
  Campaign Use 
  The Strength of the Beast, although not very powerful is 
  eagerly sought by the Bandit Lords of the Barrier Wastes, 
  since it would make it possible for them to take over 
  another‖ lord’s‖ village.‖ The‖ item‖ is‖ also‖ sought‖ by‖ the‖
  Order, since it was created by one of their own, and they 
  would not like it to help disturb the natural balance. The 
  PCs could help either one of these parties to find the item, 
  or they could want it for their own. 
  Abilities 
  This +2 heartening hide armor of quickness also has all the 
  properties of a cloak of the tagster (AE 93). Once per day its 
  owner can manifest psionic‖lion’s‖charge as a swift action, 
  gaining the ability to make a full attack after a charge the 
  same round as manifesting this power, as well as 
  receiving a +2 circumstance bonus on damage to each of 
  his attacks after the charge. Furthermore, when using the 
  armor’s‖claws of the beast ability, the owner gains use of the 
  Wounding 
  Attack 
  feat 
  provided 
  he 
  meets 
  the 
  requirements of the feat. 
  Strength of the Beast is treated as an armor and cloak 
  for the purpose of determining which items can be worn 
  on the body (see page 214 of the Dungeon Master Guide). 
  
   
   
  The Strength of the Beast radiates an aura of strong 
  psychometabolism. 
  Suggested Means of Destruction 
  ● The item will forever cease to function if used by a 
  chaotic psionic character. 
  ● Be consumed by a tagster. 
  Sunray 
  The sheen of this sword hauntingly reflects the golden light 
  of the setting sun from an earlier, gentler Age. The steel blade 
  and its hilt of copper, bronze, and silver have no flaws, the 
  entire sword having been conjured from the netherworld by 
  potent sorcery. The hilt is delicately engraved with depictions of 
  trees, wild animals, and tiny humanoid creatures with 
  dragonfly wings, symbolically bathed by the light of the shining 
  sun as represented by the polished sunstone set within the 
  pommel. The stone glimmers with a faint, golden inner light. 
  Intricate runes cover the entirety of the blade, relating the 
  sword’s‖construction and purpose from tip to guard. The runes 
  are inscribed in an ancient, long-dead tongue. 
   
  This powerful weapon is also called Defiler’s‖Bane or 
  Expiator in ancient texts. It weighs 6 pounds. 
  History 
  After‖ nine‖ King’s‖ Ages‖ of‖ the‖ Preserver‖ Jihad,‖ the 
  coming‖of‖Rajaat’s‖Champions‖signaled‖a‖bleak‖future‖for‖
  the‖preservers‖and‖their‖fight‖against‖the‖First‖Sorcerer’s‖
  forces. The Golden Path, an alliance of druids and 
  preservers‖ who‖ actively‖ opposed‖ Rajaat’s‖turning‖ of‖ the‖
  natural order of the world while preaching a return to the 
  more harmonious age of the Time of Magic, crafted 
  Sunray to hunt down and kill defilers wherever they 
  could be found. The sheen of the sword is the result of the 
  extraordinary place in which it was crafted: XXX, a temple 
  already ancient in its time, whose crystal roof allowed one 
  to view a sky dominated by a golden sun that, to the rest 
  of Athas, had already turned a dark crimson. 
  The item currently resides in [see forest maker 33] 
  XXX. 
  Campaign Use 
  This weapon is obsessively sought by wandering 
  druids and Veiled Alliance members, because it has the 
  power‖to‖destroy‖one‖of‖Athas’‖most‖powerful‖beings:‖a‖
  sorcerer-king. Of course, any sorcerer-king aware of the 
  item’s‖existence‖would‖go‖to‖any‖length‖to‖have‖the‖item‖
  destroyed. The characters could pursue any of these 
  paths. 
  Abilities 
  This +1 flaming steel bastard sword becomes a +6 
  cleansing flame steel bastard sword in the hands of a druid or 
  preserver. To such a wielder it provides spell resistance of 
  18, and also protects him from the effects of being caught 
  in the defiling radius of a spellcasting wizard, even when 
  augmented with Raze feats or magical items. The 
  command‖ word‖ that‖ activates‖ the‖ weapon’s‖ flaming‖
  ability lies interlaced within the runic history engraved on 
  the blade ―‖ the‖ name‖ of‖ the‖ sword,‖ Sunray.‖ Although‖
  Sunray sheds no light of its own, the mystical, golden 
  reflection off the surface of the blade can commonly be 
  spotted in the dark. 
  Only‖against‖its‖most‖hated‖foe‖―‖dragons‖―‖is‖the‖
  sword’s‖ true‖ might‖ revealed,‖ and only if wielded by a 
  druid or preserver. When within 1,000 ft. of such a foe, the 
  pommel‖ stone’s‖ inner‖ light‖ shines‖ brighter,‖ illuminating‖
  the surrounding area as a daylight spell (this divination 
  can be fooled by mislead, mind blank, nondetection and 
  similar spells, powers, abilities or effects). For the 
  duration of the encounter, the sword becomes a dragon 
  bane weapon and grants a +8 sacred bonus to‖the‖wielder’s‖
  saving throws against powers manifested and spells cast 
  by dragons, as well automatically reflecting the next ten 
  levels of spells cast at the wielder, exactly as if spell 
  turning had been cast upon the wielder, and this once per 
  day. 
  A druid or preserver wielding Sunray can use the 
  following spell-like abilities at caster level 15th: 1/day—
  sunbeam, wakefulness, wind walk; 3/day—clues of ash, 
  commune with nature, curse of the black sands, dispel magic. 
  A defiler attempting to wield Sunray is instantly 
  affected‖ each‖ round‖ the‖ sword‖ is‖ held‖ by‖ the‖ sword’s‖
  cleansing flame ability. 
  Sunray radiates an aura of strong evocation and 
  necromancy. 
  Suggested Means of Destruction 
  ● Cast the blade into the waters of the Last Sea. 
  ● Strike the blade against the crystal roof of the temple 
  in which it was found. 
  Sun’s Terrible Glory  
  This artifact is a polished, palm-sized sunstone of great 
  quality and clarity. Within its heart burns a dark flame, 
  producing illumination as a slow-burning candle. 
   
  Made as a desperate last attempt to survive, this item 
  is coveted by all sun clerics alike. It weighs 1 pound. 
  History 
  The creation of an ancient cult of troll sun-worshipers 
  who believed the sun to be a supreme god of life, this 
  powerful relic from ages past is a potent weapon against 
  undead. 
  It was created as a weapon against the atrocities done 
  by Myron, the first Troll Scorcher by the last powerful sun 
  clerics of the troll race. The item, however, was not strong 
  enough‖to‖withstand‖a‖Champion’s‖attack. 
  Hamanu removed the item from the charred corpse of 
  the last and greatest troll shaman, and brought the item 
  for‖ Rajaat’s‖ study.‖ During‖ the‖ Champion‖ rebellion the 
  item‖was‖lost‖and‖hasn’t‖been‖seen‖since. 
  Campaign Use 
  Although the item is not overwhelmingly powerful, 
  many sun clerics would be very content in finding this 
  legendary item. Hamanu would be very interested in any 
  information leading to the discovery‖ of‖ the‖ item’s‖
  location. 
  Abilities 
  When the item is picked up its inner flame flares to 
  life, increasing in magnitude until it reaches the 
  
   
  brightness of the sun, illuminating the surrounding area 
  with bright light in a 10-ft. radius, and dim light for an 
  additional 10 feet beyond that.. 
  When activated, this gem emanates a 60-ft. radius of 
  light that is anathema to undead. The command phrase 
  for‖ the‖ gem’s‖ activation‖ is‖ “bhaskra‖ idii‖ nouan’tesh”,‖ a‖
  phrase in a long-dead‖troll‖ dialect‖ meaning‖ “behold‖ the‖
  sun’s‖terrible‖glory”.‖The‖gem‖can‖be‖activated‖three‖times‖
  per day, with a duration of 1 minute per activation. Each 
  round,‖at‖the‖wielder’s‖initiative‖count,‖all‖undead‖caught‖
  within‖ the‖ gem’s‖ brilliance‖ suffer‖ 2d6‖ points‖ of‖ fire‖
  damage each round they stay within the area of the light. 
  Furthermore, undead struck by the light and that have 
  fewer Hit Dice than‖ 10‖ plus‖ the‖ wielder’s‖ Charisma 
  modifier are turned as if by a cleric, while those undead 
  with half as many Hit Dice (rounded down) are 
  destroyed. 
  Creatures that take penalties in bright light also take 
  them‖while‖bathed‖in‖the‖gem’s‖light,‖and‖those‖undead‖
  with‖a‖vulnerability‖to‖sunlight‖are‖affected‖by‖the‖gem’s‖
  light as if it were natural sunlight. The light also 
  eliminates natural shadows and even hampers unnatural 
  darkness; areas of magical darkness are temporarily 
  suppressed when within the cone of light. Magical 
  darkness created by artifacts or epic spells are not, 
  however, suppressed 
  Sun’s‖ Terrible‖ Glory radiates an aura of strong 
  evocation and necromancy. 
  Suggested Means of Destruction 
  ● It must be brought to a scorched drummer, who will 
  then be able to destroy the item (see Faces of the Forgotten 
  North for more information). 
  ● It must be consumed by a sun drake. 
  Topassima’s Tama 
  This masterwork tama ―‖a double-headed hourglass drum 
  with small holes around each rim for fastening animal-skin 
  drumming‖ surfaces‖ to‖ ―‖ is‖ constructed‖ from‖ interlocking,‖
  polished plates of drake ivory. The tama player can change the 
  pitch of the drum by squeezing the knots in the cords that hold 
  down the animal skins. The drum is beautifully engraved with 
  pictographs relating the feats of the legendary Elven hero 
  Topassima. 
   
  This item is perhaps the greatest effort to preserve elf 
  racial memory. It weighs 2 pounds. 
  History 
  This item was created by an Elven bard know as 
  Duuko Airhunter of the Wind Dancer tribe during the 
  Wind’s‖Reverence‖of‖the‖170th‖King’s‖Age‖to‖celebrate‖the‖
  feats of the hero Topassima, considered by many elves to 
  be the reincarnation of Coraanu, the first elf. 
  It has been since passed to the highest ranking bard in 
  the Airhunter tribe. Albeit many times stolen by other 
  tribes, the item somehow find its way back to the 
  Airhunters, a sign, they say, that are the direct 
  descendants‖of‖Topassima.‖Since‖most‖elves‖don’t‖bother‖
  to trace their family lines, this could never be proven. 
  Campaign Use 
  This item is particularly useful for bard characters, but 
  anyone could benefit from its abilities. Elven air singer or 
  battle dancers would be very interested in using the item. 
  Since they would have to fight with the entire Airhunter 
  tribe to have it, they quickly change their minds about it. 
  Abilities 
  Creatures playing this tama gain use of the bardic 
  music class ability, usable once per day per character 
  level. Creatures that already have the bardic music ability 
  use their character level or total Hit Dice (whichever is 
  greater) instead of their bard level to determine which 
  bardic music abilities they can access. Creatures using the 
  Tama must still possess the minimum number of ranks in 
  Perform (percussion instruments) to qualify for the use of 
  a given ability; all other rules governing bardic music 
  apply to a creature playing this tama (PH 29). 
  Topassima’s‖ Tama grants a +2 circumstance bonus to 
  Perform (percussion instruments) checks and a +7 
  competence bonus on bardic music checks for countersong, 
  fascinate, and suggestion when played. 
  In addition to its other abilities, a character skilled 
  with percussion instruments can generate a number of 
  magical effects with this instrument depending on the 
  number of ranks in Perform (percussion instruments) they 
  have. The various abilities are cumulative and are each 
  usable once per day at caster level 20th unless otherwise 
  noted. A few abilities are always active as long as the 
  tama is in hand (noted below), while the others require 
  the user to play the instrument in order to activate their 
  effect (a standard action). 
  Up to 4 ranks: feather fall (always active), bless element 
  (air) (DC 15), gust of wind (DC 16) (at will) 
  Up to 8 ranks: eye of the storm (limited to the owner, 
  always active), whispering wind (at will), wind wall 
  Up to 12 ranks: air walk (at will), control winds (DC 19), 
  elemental armor (air) 
  Up to 16 ranks: elemental strike (sonic) (DC 19), poisoned 
  gale (DC 21), sirocco (DC 20) 
  Up to 20 ranks: control weather, power word stun, 
  summon monster VII (air elemental only) 
  21 ranks and more: summon monster VIII (air elemental 
  only), wind walk, whirlwind (DC 22). 
  Topassima’s‖Tama radiates an aura of overwhelming of 
  all schools. 
  Suggested Means of Destruction 
  ● The item will be destroyed if damaged by a greater 
  horn of blasting, dealing 20d6 points of sonic damage to 
  anyone within a 20-ft. radius, stunning creatures for 1 
  round, and deafening them for 4d6 rounds (a DC 21 
  Fortitude save reduces the damage by half and negates 
  the stunning and deafening). 
  ● Be swallowed by an air drake. 
  Tree Staff 
  This wooden staff has small sprouts growing over its 
  surface. Upon closer inspection, it seems to pulse with life. 
   
  
   
   
  This staff, which is very useful for any spellcaster, but 
  more especially arcane ones, is carved out from a tree of 
  life. A tree staff weights 5 lb. 
  History 
  Although the secret of their fabrication has been lost to 
  the sands of time, these staves are rumored to still be 
  created by the sorcerer-monarchs. They are made from 
  the carved-out core of a tree of life―a‖process‖that‖kills‖the‖
  original tree. 
  Campaign Use 
  A tree staff can be very useful for any spellcaster, 
  although the ability to nullify the defiling radius of an 
  arcane spellcaster is extremely handy. Being desired by 
  such different groups is both boon and curse, because 
  whoever has it must be clever enough to hide it from 
  prying eyes. 
  Abilities 
  A tree staff has AC 7, hardness 5, a break DC of 24, and 
  a number of HD and hit points as if it were still a tree of life 
  of the appropriate age. Like an actual tree of life, a tree staff 
  continues to increase in power as it ages. 
  Just like a normal tree of life, a tree staff has an aura of 
  protection,‖although‖the‖aura’s‖area‖is‖limited‖to‖creatures‖
  in physical contact with it. The aura can amplify its 
  wielder’s‖arcane spells or nullify the effects of his defiling 
  radius, as appropriate. The staff can be used in this 
  manner until it has only 1 HD left, at which point it stops 
  functioning until it heals at least one negative level. Every 
  hour, a tree staff heals a number of hit points and negative 
  levels depending on the age the tree staff has attained (see 
  the Tree of Life table on page 39 of Terrors of the Dead 
  Lands). 
  A cleric or druid who prepares spells while in contact 
  with a tree staff gains a number of bonus spells as if within 
  5 ft. of a tree of life. 
  Due to the nature of the staff, it constantly regrows 
  itself in an attempt to restore its true shape as a tree of life; 
  the‖staff’s‖magical‖enchantment,‖however,‖causes‖the‖buds‖
  to wither and die, shedding the newly-grown substance 
  off.‖ When‖ this‖ staff‖ isn’t‖ grasped‖ or‖ otherwise‖ held‖ in‖
  place, it hovers in the air wherever it is placed, much like 
  an immovable rod (though, unlike such a rod, the staff can 
  support only its own weight). 
  A tree staff radiates an aura of strong necromancy and 
  transmutation. 
  Suggested Means of Destruction 
  ● If ever left planted in the ground for more than an 
  hour; a tree staff loses all magical properties and becomes 
  a tree of life that regenerates to full health and size within 
  one week. 
  ● Be stricken against a tree of death. 
  Veiling Amulet 
  This finely crafted golden brooch seemed to be a silver locket 
  hanging from a leather strap just a second ago. 
   
  These amulets are usually made of precious metal or 
  stone and attached to a neckpiece or bandoleer. Although 
  the‖item’s‖original‖design‖varies‖from‖one‖amulet‖to‖the‖
  next, all are engraved with ancient runes of secrecy, 
  trickery and deceit. Thanks to the items power, however, 
  once created few see its original form: When left to its 
  own devices, a Veiling Amulet will randomly use its power 
  to change shape, appearing differently from one moment 
  to the next. It weighs 5 pounds. 
  History 
  An ancient item of tested design and supreme 
  concealment, the latest of these devices to have been 
  created was by the Raamite defiler Farcluun in order to 
  conceal his presence from other sorcerer-kings, especially 
  Abalach-Re, while he researched the first steps of the 
  defiler metamorphosis spell. After becoming a stage I 
  dragon, he used it to conceal his true nature. 
  Campaign Use 
  After being mortally wounded in a combat with 
  Abalach-Re, Farcluun fell while trying to kill a group of 
  adventurers 
  near 
  the 
  Black 
  Water 
  Oasis, 
  which 
  presumably kept the item for themselves. However 
  unlikely, it is probable that the party did not notice what 
  the item really was, and left it there only to be picked up 
  by a tribe of elves or a merchant house. Other Amulets 
  may yet be found in old ruins across the land. 
  Abilities 
  With a mental command, an Amulet can shroud the 
  wearer in a glamer that functions exactly like the 
  permanent image spell; the nature of the glamer can be 
  changed as a free action once per round. Spells, powers 
  and abilities that allow a creature to see through illusions, 
  such as true seeing, do not reveal the glamer. Only a 
  miracle, reality revision, or wish reveals the illusion for what 
  it is. Even interacting with the illusion will not dispel it; 
  although‖a‖creature‖may‖realize‖that‖what‖they’re‖seeing‖
  isn’t‖ really‖ there,‖ they‖ have no means of distinguishing 
  the glamer from reality. Even special senses, such as 
  blindsight‖ or‖ scent,‖ will‖ be‖ “confused”‖ by‖ a Veiling 
  Amulet’s‖potency. 
   While worn, a Veiling Amulet constantly protects the 
  wearer from being sensed by all devices, powers, and 
  spells that detect, influence, or read emotions or thoughts. 
  This power also protects against all clairsentience powers 
  and 
  effects 
  as 
  well 
  as 
  information-gathering 
  by 
  clairsentience powers or effects (except for metafaculty and 
  cosmic awareness and similar powerful effects) as if the 
  wearer was protected by the mind blank spell or the psionic 
  mind blank power. This ability cannot be lowered while 
  the item is worn, although the wearer can bypass this 
  immunity in regards to spells, powers or abilities with a 
  range of personal or touch. 
  A Veiling Amulet radiates an aura of strong abjuration. 
  Suggested Means of Destruction 
  ● Farclunn’s‖Amulet is destroyed if the light from the 
  Star of Badna is shed over it for a full day. 
  ● Strike it with the bone of one of its previous wearers. 
   
   
   
  
   
    
    
  
   
   
  C
  Chhaapptteerr  66::  E
  Eppiicc  M
  Moonnsstteerrss  
   
   
  List of Acceptable Monsters 
  The following epic monsters that are considered 
  acceptable in Dark Sun campaigns. Of course, the DM is 
  always free to introduce any monster into his campaign. 
  Epic Level Handbook 
  Behemoth 
  Colossus 
  Devastation Vermin 
  Elemental, Primal 
  Golem 
  Legendary Animal 
  Living Vault 
  Mu Spore 
  Neh-Thalggu (Brain Collector) 
  Paragon Creature 
  Ruin Swarm 
  Shadow of the Void 
  Shape of Fire 
  Umbral Blot (Blackball) 
  Worm that Walks 
   
  Champion of Rajaat 
  The pit of your stomach drops as you feel your life draining 
  from you. Turning, you see an enormously obese man; tendrils 
  of your life force flowing into an obsidian orb in his hands. 
  Moving his free hand and speaking strange words, fire shoots 
  from his hands towards you. 
  Myron of Yorum 
  CR 25 
  Male human psychic warrior 9/defiler 3/cerebremancer 
  7 
  LE Medium humanoid (psionic) 
  Init +5; Senses low-light-vision; Listen +5, Spot +5 
  Languages Common, Giant, Yorum 
  AC 23, touch 15, flat-footed 22 
        (+1 Dex, +8 armor, +4 deflection) 
  hp 188 (19 HD); regeneration 10; DR 10/epic 
  Immune disease, poison, stunning, sleep, paralysis, 
  death effects, disintegration, energy drain, ability 
  drain, ability damage, polymorphing, petrification 
  PR 28, SR 28 
  Fort +16, Ref +9, Will +21 
  Speed 30 ft. (6 squares) 
  Melee +3 keen flaming burst greatsword of speed 
  +20/+15/+10 (2d6+12/17-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +16 
  Atk Options Cleave, Deep Impact, fire eyes, genocidal 
  focus +4 trolls, Power Attack, Psionic Weapon, 
  spontaneous casting (signature spells) 
  Special Actions Psionic Meditation, energy storing 
  Wizard Spells Prepared (CL 10th; 20% arcane spell 
  failure chance): 
  5th―hold monster (2) 
  4th―fireshield, greater invisibility, stoneskin 
  3rd―fly, heroism, lightning bolt, nondetection 
  2nd―bull’s‖ strength, invisibility (2), flaming sphere, 
  protection from arrows 
  1st―comprehend languages, magic missile (2), shield, true 
  strike 
  0―detect magic, light, mage hand, read magic 
  Signature Spells 1st―burning hands;‖2nd―scorching ray; 
  3rd―fireball,‖4th―wall of fire;‖5th―cloudkill 
  Power Points/Day 119; Psychic warrior Powers Known 
  (ML 16th): 
  6th―breath of the black dragon (DC 21) 
  5th―adapt body, oakbody, psychofeedback 
  4th―energy adaptation, psionic freedom of movement, 
  steadfast perception 
  3rd―evade burst, psionic keen edge, vampiric blade 
  2nd―animal affinity, body adjustment, psionic‖lion’s‖charge 
  1st―expansion, force screen, vigor 
  Abilities Str 23, Dex 12, Con 19, Int 16, Wis 20, Cha 12 
  SQ genocidal focus (trolls), immortality 
  Feats Cleave, Combat Manifestation, Deep Impact, 
  Great Fortitude, Greater Psionic Weapon, Improved 
  Initiative, Leadership, Narrow Mind, Power Attack, 
  Psionic Meditation, Psionic Weapon, Scribe ScrollB, 
  Weapon Focus (greatsword) 
  Skills Autohypnosis (Wis), Climb (Str), Concentration 
  (Con), Jump (Str), Knowledge (psionics) (Int), Ride 
  (Dex), Search (Int) 
  Possessions combat gear plus amulet of health +2, +4 
  chain shirt, belt of giant strength +4, cloak of resistance +2, 
  ring of protection +4 
  Fire Eyes (Su) Myron has the ability to incinerate those 
  around him. Once per day, as a standard action, she 
  can use this ability to deal 25d6 points of fire damage 
  in a 30-foot-radius burst emanating from him. 
  Anyone caught in the burst can make a DC 25 Reflex 
  saving throw for half damage. Anyone failing the 
  Reflex save against the fire eyes must also make a 
  Fortitude saving throw (same DC) or die due to 
  extreme shock from the intense heat. 
  Genocidal Focus (Su) Spells and powers that deal 
  damage do +4d6 bonus damage against trolls. Any 
  weapon Myron wields in combat is considered a 
  dread weapon against orcs. The weapon loses this 
  dread‖ ability‖ if‖ Yorum.‖ Against‖ orcs,‖ the‖ weapon’s‖
  effective enhancement bonus is +4 better than its 
  normal enhancement bonus and it deals +4d6 points 
  of bonus damage. 
  Energy Storing (Su) Myron can store life energy from 
  nearby creatures in psionically enchanted obsidian 
  
   
  orbs. Gathering and storing energy is a full-round 
  action that provokes an attack of opportunity. 
  Creatures within 190 feet of Myron gain one negative 
  level each round he uses energy storing. 
  Regeneration (Ex) Cold and sonic effects deal normal 
  damage to Myron. If Myron loses a limb or body part, 
  the lost portion regrows in 3d6 minutes. Myron can 
  reattach the severed member instantly by holding it 
  to the stump. 
   
  A Champion of Rajaat appears to be a normal human, 
  but is imbued with a number of potent abilities that lend 
  him an air of supreme confidence. One of the foremost of 
  these is the ability to draw magical energy from living 
  creatures‖through‖the‖use‖of‖obsidian‖orbs.‖A‖Champion’s‖
  skin feels steely hard to the touch and he can shrug off 
  injuries that would fell mortals. 
  Strategies and Tactics 
  Each Champion or Rajaat is a unique being, with 
  tactics that fit their personalities. When running a 
  Champion, be sure to play to their strengths and use their 
  signature spells to maximum effect. They are aware of 
  their cold and sonic effects are one of the little 
  vulnerabilities they have, and usually employ some sort 
  of protection, either from power, spells, or items. 
  Regardless of whom they are, each Champion has 
  been charged with the extermination of an entire race, and 
  has the power to accomplish this, and will have several 
  contingencies to protect themselves, such as contingent 
  resurrection or clone. 
  Sample Encounter 
  Champions of Rajaat are almost found alone. They 
  care little for their followers, and will sacrifice those 
  around them if need be. They are some of the most 
  powerful, dangerous and evil creatures to walk Athas, 
  and should be played as such. 
  The Wrong Side of the Right Hand (EL 25): Myron, 
  the Troll Scorcher believes that the PCs know the location 
  of a clan of trolls, and seeks to capture them and question 
  them till he finds the answers he seeks.  He stalks them 
  for a few hours, then attacks, seeking to disable rather 
  than kill the PCs. If they resist, he kills some, and chooses 
  those he deems smartest (most likely casters and 
  manifesters) to leave alive but unconscious. 
  History 
  Thousands of years ago, the First Sorcerer of Athas, a 
  twisted pyreen known as Rajaat, brought his fifteen 
  greatest students together at the Pristine Tower. With the 
  power of that ancient place and an artifact known as the 
  Dark Lens, Rajaat channeled the very energies of the sun 
  itself and transformed these students into immortal 
  beings of terrible power: his Champions. So great were 
  the eldritch forces unleashed in this transformation that 
  the sun withered from a golden orb and became a 
  smoldering crimson furnace, forever altering the course of 
  Athas' history. This change signaled the beginning of a 
  time of blood and death of unprecedented magnitude. It 
  signaled the start of the Cleansing Wars. 
  Already‖powerful‖defilers‖and‖mindbenders,‖Rajaat’s‖
  newly formed Champions, humans all, were to wage a 
  genocidal campaign against the non-human races of 
  Athas, utterly eradicating them from the face of the world. 
  Many were successful, wiping out races such as the orcs, 
  ogres,‖gnomes‖and‖wemics.‖At‖the‖last,‖however,‖Rajaat’s‖
  Champions discovered that their master planned to 
  betray them in turn, for even humans would not be 
  spared in his insane drive for purity. The Champions 
  turned on their creator and imprisoned him in the 
  Hollow. Those Champions that endured this time of 
  destruction and treachery went on to become Athas' first 
  sorcerer-kings. 
  Creating a Champion of Rajaat 
  “Champion‖of‖Rajaat”‖is‖an‖acquired‖template‖that‖can‖
  be added to any human creature (referred to hereafter as 
  the base creature), provided that it can access and use the 
  powers of the Pristine Tower (see Dregoth Ascending III for 
  more information), and the Dark Lens (page 65). Note that 
  it is possible that, with the imprisonment of Rajaat, the 
  knowledge no longer exists on how to effect such a 
  transformation and, even if it were possible, the Athasian 
  sun may no longer possess sufficient energy to allow the 
  transformation to be carried out. 
  Challenge Rating: Same as the base creature +6 
  Hit Dice: A Champion of Rajaat always has maximum 
  hit points. 
  Attack Options: A Champion of Rajaat retains all the 
  base‖creature’s‖special‖attacks‖and‖gains‖those‖described‖
  below. 
  Genocidal Focus (Su): Each Champion of Rajaat is 
  created to slay all members of a designated race. Spells 
  and powers that deal damage do +4d6 bonus damage 
  against members of the designated race. Any weapon that 
  a Champion of Rajaat wields in combat is considered a 
  dread weapon against members of that designated race. 
  The weapon loses this dread ability if the Champion of 
  Rajaat ceases to wield it. Against members of the 
  Champion‖ of‖ Rajaat’s‖ designated‖ race,‖ the‖ weapon’s‖
  effective enhancement bonus is +4 better than its normal 
  enhancement bonus and it deals +4d6 points of bonus 
  damage. 
  Signature Spells (Sp): A Champion of Rajaat chooses 
  one spell of each level 1st through 9th. These chosen spells 
  become‖ that‖ Champion‖ of‖ Rajaat’s‖ signature‖ spells.‖ A 
  Champion of Rajaat can channel stored spell energy into 
  signature spells that he did not prepare ahead of time. A 
  Champion‖ of‖ Rajaat‖ can‖ “lose”‖ any‖ prepared‖ spell‖ in 
  order to cast one of these signature spells that is of the 
  same spell level as the prepared spell or lower (just like a 
  cleric can lose prepared spells in order to cast cure spells 
  of the same level or lower.) 
  Special Qualities: A Champion of Rajaat retains all 
  the‖ base‖ creature’s‖ special‖ qualities‖ and‖ gains‖ those‖
  described below. 
  Damage Reduction (Su): A Champion of Rajaat has 
  damage reduction 10/epic. 
  
   
   
  Energy Storing (Su): Champions of Rajaat can store life 
  energy from nearby creatures in psionically enchanted 
  obsidian orbs. Gathering and storing energy is a full-
  round action that provokes an attack of opportunity. 
  Creatures within 10 feet x 1/2 the‖ Champion‖ of‖ Rajaat’s‖
  HD gain one negative level each round the Champion of 
  Rajaat uses energy storing. For more information on 
  energy storing and obsidian orbs, see the Orb of Energy 
  Storing, below. 
  Immortality (Ex): All champions of Rajaat are naturally 
  immortal and cannot die from natural causes. Champions 
  of Rajaat do not age, and they do not need to eat, sleep, or 
  breathe. The only way for a Champion of Rajaat to die is 
  through special circumstances, usually by being slain in 
  magical or physical combat. 
  Immunities (Ex): Champions of Rajaat are immune to 
  disease, poison, stunning, sleep, paralysis, death effects, 
  disintegration, energy drain, ability drain, ability damage, 
  polymorphing, petrification, or any other attack that alters 
  its form. Immunities can voluntarily be lowered as a 
  move action. 
  Regeneration (Ex): A Champion of Rajaat has 
  regeneration 10. Cold and sonic effects deal normal 
  damage to a Champion of Rajaat. If a Champion of Rajaat 
  loses a limb or body part, the lost portion regrows in 3d6 
  minutes. The Champion of Rajaat can reattach the severed 
  member instantly by holding it to the stump 
  Resistances (Ex): A champions of Rajaat has both spell 
  resistance and power resistance 32. 
  Abilities: Increase from the base creature as follows: 
  Str +4, Con +4, Int +4, Wis +4, Cha +4. 
  Level Adjustment: Same as the base creature +8 
  Orb of Energy Storing 
  While masters of the Way have used spheres of 
  obsidian for centuries, champions of Rajaat have learned a 
  darker use for these orbs. They can drain and store the life 
  force of sentient creatures within them for purposes of 
  fueling their epic spells later. 
  Physical Description: A perfect sphere of obsidian 
  that varies in size from one inch to several feet in 
  diameter. The orb has an AC of 7, hp equal to 5 + 1/inch 
  diameter, a hardness of 8, and a break DC of 16. 
  Activation: Champions of Rajaat drain and store HD 
  of sentient races inside the orbs, using the energy storing 
  ability (see above). The stored HD can be used to replace 
  XP costs tied to casting and manifesting non-epic and epic 
  spells and psionic powers (including XP burn costs), and 
  item creation, at a rate of 5 XP/HD. An orb can store up to 
  200 HD/inch of diameter. Only a character with the 
  energy storing ability may use the orbs to replace the XP 
  cost of casting and manifesting non-epic and epic spells 
  and psionic powers. 
  Moderate telepathy; ML 7th; Craft Universal Item, 
  power leech; Price: 2,000 Cp/inch diameter. 
  Champion of Rajaat Lore 
  Characters with ranks in Knowledge (history) can 
  learn more about Champions of Rajaat. When a character 
  makes a successful skill check, the following lore is 
  revealed, including the information from lower DCs. 
   
  Knowledge (History) 
  DC 
  Result 
  40 
  This is a Champion of Rajaat. A powerful 
  warlord in service of the Warbringer. Rajaat is 
  the First Sorcerer. 
  40+CR Champions of Rajaat are always human, and 
  they have greatly enhanced physical abilities and 
  the ability to draw magical energy from living 
  creatures. They are immortal. 
   
  Drake, True 
  The mighty drakes of Athas are merely the degenerate 
  offspring of the true drakes who dwell on the elemental 
  planes. These primordial drakes are larger and more 
  puissant than their descendants. Yet though they are far 
  more intelligent and civilized, they are still impelled by 
  the same bestial urges as their smaller kin. 
  Air Drake, True 
  Your sight darkens as a serpentine shape nearly thirty yards 
  long stretching across the sky. It holds itself aloft by the 
  undulation of great fans of skin that stretch between its fore and 
  rear legs. It turns its head towards you revealing a toothy 
  reptilian maw. 
  Air Drake, True 
  CR 44 
  Usually N Colossal dragon (air, extraplanar, psionic) 
  Init +11; Senses darkvision 60 ft., low-light vision; 
  Listen +53, Spot +53 
  Languages Auran, Common 
  AC 20, touch 4, flat-footed 17; Dodge, Mobility 
   (-8 size, +3 Dex, +15 natural) 
  hp 1072 (75 HD); DR 15/magic and metal 
  Immune sleep, paralysis 
  SR 49 
  Fort +46, Ref +47, Will +44 
  Speed 30 ft. (6 squares), fly 80 ft. (good); Blinding Speed 
  (10 rounds), Flyby Attack, Improved Flyby Attack, 
  Wingover 
  Melee bite +82 (4d8+42) and 2 claws +80 each (4d6+36) 
  and tail slap +80 (2d8+48) 
  Space 30 ft.; Reach 20 ft. 
  Base Atk +75; Grp +103 
  Atk Options Blinding Speed (10 rounds), Combat 
  Reflexes, elemental attack (DC 59), Great Cleave, 
  Improved Flyby Attack, improved grab, Power 
  Attack, Snatch, swallow whole 
  Psi-Like Abilities (ML 45th): 
  At will―anchored navigation (across planar boundaries), 
  psionic levitate (as nomad) 
  3/day―body adjustment (22d12*), body equilibrium, mass 
  cloud mind (DC 19), control air (up to 60 mph change*), 
  control body (all size creatures, DC 17*), false sensory 
  input (21 targets, DC 16*), inertial barrier, psionic mind 
  blank, read thoughts (DC 16), telekinetic force (1250 lbs. 
  
   
  max, DC 16*), ubiquitous vision 
  *Includes augmentation for‖ the‖ true‖ air‖ drake’s‖
  manifester level. 
  Abilities Str 35, Dex 17, Con 25, Int 15, Wis 17, Cha 17 
  SQ dragon traits 
  Epic Feats Blinding Speed (2), Epic Prowess (3), Epic 
  Reflexes, Epic Toughness (2), Superior Initiative 
  Feats Alertness, Cleave, Combat Reflexes, Dodge, Flyby 
  Attack, Great Cleave, Hover, Improved Flyby Attack, 
  Improved Initiative, Improved Natural Armor, Iron 
  Will, Lightning Reflexes, Mobility, Multiattack, Power 
  Attack, Snatch, Wingover 
  Skills Appraise +50, Climb +60, Concentration +40, 
  Diplomacy +51, Hide +50, Intimidate +51, Knowledge 
  (the planes) +50, Listen +53, Move Silently +51, 
  Psicraft +50, Search +50, Spot +53, Survival +51 (+53 
  following tracks/ on other planes) 
  Advancement 76–150 HD (Colossal) 
  Elemental Attack (Su) Once per day an air drake may 
  create a whirlwind that lasts for 10 rounds. The 
  whirlwind is 10 ft. wide at the base, 50 ft. wide at the 
  top, and 100 ft. tall. The drake may form a smaller 
  whirlwind if it wishes. Medium or smaller creatures 
  might take damage when caught in the whirlwind 
  and may be lifted into the air. An affected creature 
  must succeed at a Reflex save (DC 61) or take 2d8 
  points of damage. It must also succeed at a second 
  Reflex save or be picked up bodily and held 
  suspended in the powerful winds, automatically 
  taking 2d8 points of damage. A creature that can fly is 
  allowed a Reflex save each round to escape the 
  whirlwind. The creature still takes damage but can 
  leave it the save is successful. If the whirlwind's base 
  touches the ground, it creates a swirling cloud of 
  debris. This cloud has a diameter equal to half the 
  whirlwind's height. The cloud obscures all vision, 
  including darkvision; beyond 5 ft. Creatures 5 ft. 
  away have one-half concealment (see Concealment, 
  Combat Section in the Player's Handbook). Those 
  caught in the cloud must succeed at a Concentration 
  check to cast a spell (DC 61). The save DCs are 
  Strength-based. 
  Improved Grab (Ex) To use this ability, an air drake 
  must hit with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can swallow whole that round. 
  Swallow whole (Ex) The air drake can try to swallow a 
  grabbed opponent of Huge or smaller size by making 
  a successful grapple check. Once inside, the opponent 
  takes 4d6+12 points of crushing damage plus 4d6+8 
  points‖of‖acid‖damage‖per‖round‖from‖the‖air‖drake’s‖
  digestive juices. A swallowed creature can cut its way 
  out‖by‖dealing‖30‖points‖of‖damage‖to‖the‖air‖drake’s‖
  digestive tract (AC 17). Once the creature exits, 
  muscular action closes the hole; another swallowed 
  opponent‖must‖cut‖its‖own‖way‖out.‖The‖air‖drake’s‖
  gullet can hold 2 Huge, 8 Large, 32 Medium, 128 
  Small, or 256 Tiny or smaller creatures. 
   
  Pure air drakes exemplify the fluidity of their native 
  element. They are filled with an insatiable wanderlust that 
  sees them forever flying through infinite sky of the plane 
  of air and beyond. They can be yielding as still air or as 
  cutting as a tornado, sometimes both in short order. 
  Movement and perception interest pure air drakes and 
  they study natural and psionic ways to manipulate both. 
  Strategies and Tactics 
  A pure air drake prefers to attack with surprise. Faced 
  multiple with opponents, the drake uses its telepathic and 
  telekinetic powers, as well as its whirlwind ability, to 
  upset and confuse enemy formations. It tries to grapple a 
  single opponent with the intent to swallow or drop the 
  foe, before moving on to the next. Against land-bound 
  foes, the drake will try to attack them in areas of rough, 
  preferably mountainous, terrain. Against any opponent, it 
  uses‖its‖psionic‖powers‖to‖disrupt‖its‖opponent’s‖mobility,‖
  so it can attack with impunity. 
  Earth Drake, True 
  As you set to climbing, the cliff face shifts, revealing itself to 
  be the rocky hide of an enormous beast. You hear the scrape of 
  its greatsword-sized claws on the plateau as it turns one giant 
  crocodilian eye towards you. 
  Earth Drake 
  CR 42 
  Usually N Colossal dragon (earth, extraplanar, psionic) 
  Init +2; Senses darkvision 60 ft., low-light vision; Listen 
  +44, Spot +44 
  Languages Common, Terran 
  AC 20, touch 0, flat-footed 20 
   (-8 size, -2 Dex, +20 natural) 
  hp 1192 (75 HD); DR 15/magic and metal 
  Immune sleep, paralysis 
  SR 47 
  Fort +48, Ref +39, Will +43 
  Speed 30 ft. (6 squares), burrow 10 ft. 
  Melee bite +85 (4d8+44) and 2 claws +83* each 
  (4d6+37/19-20) and tail slap +80 (2d8+51) 
  Space 30 ft.; Reach 20 ft. 
  Base Atk +75; Grp +105 
  Atk Options Awesome Blow, Devastating Critical, 
  elemental attack (DC 50), Overwhelming Critical, 
  Great Cleave, Improved Bull Rush, improved grab, 
  Improved Overrun, Improved Sunder, Power Attack, 
  swallow whole 
  Psi-Like Abilities (ML 45rd, melee touch +90): 
  At will―concussion blast (3 targets, 20d6 damage) 
  3/day―body adjustment (22d12), control object, dissolving 
  touch (25d6 damage), ectoplasmic form, false sensory 
  input (21 targets, DC 13), immovability (manifest as 
  immediate action), inertial barrier, matter agitation, 
  matter manipulation, precognition, psionic iron body, 
  sensitivity to psychic impressions, telekinetic force (1250 
  lbs max, DC 16) 
  *Includes augmentation for‖ the‖ true‖ earth‖ drake’s‖
  manifester level. 
  Abilities Str 39, Dex 7, Con 25, Int 13, Wis 15, Cha 17 
  SQ dragon traits 
  
   
   
  Epic Feats Devastating Critical (claw), Epic Prowess, 
  Epic Toughness (6), Epic Weapon Focus (claw), 
  Overwhelming Critical (claw) 
  Feats Awesome Blow, Cleave, Great Cleave, Great 
  Fortitude, Improved Bull Rush, Improved Critical 
  (claw), Improved Initiative, Improved Natural Armor 
  (2), Improved Overrun, Improved Sunder, Iron Will, 
  Lightning 
  Reflexes, Multiattack, 
  Power Attack, 
  Weapon Focus (claw) 
  Skills Appraise +43, Climb +55, Concentration +40, 
  Diplomacy +45, Hide +40, Intimidate +45, Knowledge 
  (the planes) +40, Listen +44, Move Silently +40, 
  Psicraft +40, Search +43, Spot +44, Survival +44 (+46 
  following tracks, +46 on other planes) 
  Advancement 76–150 HD (Colossal) 
  Elemental Attack (Earth) (Su) Once per day an earth 
  drake may gate in 50 cubic ft. of material from the 
  elemental plane of earth. This material is composed of 
  rock and soil and must be gated onto a solid surface 
  but may be in any shape the drake desires. Anyone 
  caught in the area the material is gated into must 
  make a Reflex save (DC 52). A failed save means the 
  victim is trapped under the earth and is affected as 
  though by an avalanche (see DMG Chapter 3). The 
  save DC is Charisma-based. 
  Improved Grab (Ex) To use this ability, an earth drake 
  must hit with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can swallow whole that round. 
  Swallow whole (Ex) The earth drake can try to swallow 
  a grabbed opponent of Huge or smaller size by 
  making a successful grapple check. Once inside, the 
  opponent takes 4d6+12 points of crushing damage 
  plus 4d6+8 points of acid damage per round from the 
  earth‖drake’s‖digestive‖juices.‖A‖swallowed‖creature‖
  can cut its way out by dealing 30 points of damage to 
  the‖ earth‖ drake’s‖ digestive‖ tract‖ (AC 18). Once the 
  creature exits, muscular action closes the hole; 
  another swallowed opponent must cut its own way 
  out.‖ The‖ earth‖ drake’s‖ gullet‖ can‖ hold‖ 2‖ Huge, 8 
  Large, 32 Medium, 128 Small, or 256 Tiny or smaller 
  creatures. 
   
  Pure earth drakes are ponderous creatures; their 
  normally easy going manner, belies their ability to shift 
  violently when least expected. These drakes prefer 
  cavernous areas – large enough for their massive bulk, but 
  too small for much else. Pure earth drakes are very 
  knowledgeable about stone and metal: their various 
  strengths and weaknesses, uses and flavors. 
  Strategies and Tactics 
  If a pure earth drake has time, it will use its psionic 
  power (and sometimes its elemental attack) to cut off its 
  opponents escape routes. It also uses these powers to 
  trigger avalanches either to crush its foes or to divide 
  them‖ up.‖ An‖ earth‖ drake’s‖ lair‖ will‖ often‖ contain‖
  precariously piled rocks for just this purpose. Once melee 
  is engaged, the drake prefers to batter one or two foes 
  with his full attack before moving on to new targets. The 
  drake directs psionic attacks against ranged opponents, 
  even as it attempts to enclose them. 
  Fire Drake, True 
  Amidst the brilliant flame and blinding smoke, a draconic 
  creature‖rises‖on‖powerful‖legs.‖It’s‖black‖and‖red‖scales‖blend‖
  with surrounding holocaust; its baleful yellow eyes stand out 
  like searchlights as you are caught in their glare. 
  Fire Drake, True 
  CR 40 
  Usually N Colossal dragon (extraplanar, fire, psionic) 
  Init +9; Senses darkvision 60 ft., low-light vision; Listen 
  +40, Spot +40 
  Languages Common, Ignan 
  AC 19, touch 3, flat-footed 18; Dodge, Mobility 
   (-8 size, +1 Dex, +16 natural) 
  hp 1065 (70 HD); DR 15/magic and metal 
  Immune fire, sleep, paralysis 
  SR 47 
  Fort +46, Ref +44, Will +41 
  Weakness vulnerable to cold 
  Speed 30 ft. (6 squares) 
  Melee bite +82 (4d8+38) and 2 claws +80 each (4d6+31) 
  and tail slap +80 (2d8+44) 
  Space 30 ft.; Reach 20 ft. 
  Base Atk +70; Grp +99 
  Atk Options Awesome Blow, Blinding Speed (5 
  rounds), elemental attack (DC 50) Combat Reflexes, 
  Great Cleave, Improved Bull Rush, improved grab, 
  Power Attack, Spring Attack, swallow whole 
  Psi-Like Abilities (ML 30rd): 
  At will―control flames (increase or decrease by 8 sizes), 
  control light, demoralize (100 ft. radius, DC 28*), 
  mindlink (26 targets, unwilling target DC 14), 
  synesthete 
  3/day―body adjustment (14d12*), ectoplasmic form, inertial 
  barrier, id insinuation (14 targets, DC 28*), matter 
  agitation, painful strike (manifest as a swift action), 
  telekinetic force (875 lbs max*, 16) 
  1/day―energy conversion (30 points, manifest as an 
  immediate action), fiery discorporation (+7 to Will save) 
  *Includes augmentation for‖ the‖ true‖ fire‖ drake’s‖
  manifester level. 
  Abilities Str 37, Dex 13, Con 25, Int 13, Wis 15, Cha 17 
  SQ dragon traits 
  Epic Feats Blinding Speed, Epic Prowess (2), Epic 
  Reflexes, Epic Toughness (4), Superior Initiative 
  Feats Ability Focus (elemental attack), Awesome Blow, 
  Cleave, Combat Reflexes, Dodge, Great Cleave, Great 
  Fortitude, Improved Bull Rush, Improved Initiative, 
  Iron Will, Lightning Reflexes, Mobility, Multiattack, 
  Power Attack, Spring Attack 
  Skills Appraise +35, Climb +40, Concentration +40, 
  Diplomacy +43, Hide +35, Intimidate +45, Jump +40, 
  Listen +40, Move Silently +35, Search +40, Psicraft +40, 
  Spot +40, Survival +38 (+40 following tracks, +40 other 
  planes) 
  Advancement 71–140 HD (Colossal) 
  Elemental Attack (Su) Once per day, a fire drake is able 
  
   
  to gate in a 50 feet diameter sphere of fire from the 
  elemental plane of fire. Any creature caught in the 
  area of effect takes 16d8 points of fire damage (Reflex 
  save for half, DC 50). Any creature that fails its saving 
  throw also catches fire. The flame lasts for 1d8 rounds 
  (see DMG for more on catching fire). Flammable 
  material within the area of effect may catch on fire as 
  well. The save DC is Charisma-based. 
  Improved Grab (Ex) To use this ability, a fire drake 
  must hit with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can swallow whole that round. 
  Swallow whole (Ex) The fire drake can try to swallow a 
  grabbed opponent of Huge or smaller size by making 
  a successful grapple check. Once inside, the opponent 
  takes 4d6+12 points of crushing damage plus 4d6+8 
  points‖of‖acid‖damage‖per‖round‖from‖the‖fire‖drake’s‖
  digestive juices. A swallowed creature can cut its way 
  out‖by‖dealing‖30‖points‖of‖damage‖to‖the‖fire‖drake’s‖
  digestive tract (AC 18). Once the creature exits, 
  muscular action closes the hole; another swallowed 
  opponent‖must‖cut‖its‖own‖way‖out.‖The‖fire‖drake’s‖
  gullet can hold 2 Huge, 8 Large, 32 Medium, 128 
  Small, or 256 Tiny or smaller creatures. 
   
  Though not the most powerful of drakes, pure fire 
  drakes are arguably the most destructive. Like raging 
  infernos, these drakes are powerful, but difficult to 
  control. They are not, however, mindless creatures; fire 
  drakes are distinctly aware of the importance of elemental 
  balance. Their fascination with fire and pain, however, 
  makes them less than comfortable allies. 
  Strategies and Tactics 
  A pure fire drake is a vicious opponent who enjoys 
  inflicting pain and scarring burns. A fire drake begins 
  combat with psionic powers or its elemental attack 
  hoping to soften up its prey with fire damage. If this 
  proves ineffective or the opponent closes, the drake 
  unleashes its physical attacks on any and all whom 
  approach. The fire drake moves around the battlefield 
  attempting to hem its foe into a disadvantageous position, 
  such as against a rock face or river of lava. The pure drake 
  has no fear of death, fully expecting to survive to fight 
  again using either fiery discorporation or ectoplasmic 
  form. 
  Magma Drake, True 
  The ground explodes – it is merely a thin crust over a river 
  of magma; out of the molten rock emerges a giant red serpent 
  with obsidian teeth. Clawed legs unfurl from its flanks as it 
  slithers in your direction. 
  Magma Drake, True 
  CR 42 
  Usually N Colossal dragon (earth, extraplanar, fire, 
  psionic) 
  Init +9; Senses darkvision 60 ft., low-light vision; Listen 
  +43, Spot +43 
  Languages Common, Ignan, Terran 
  AC 19, touch 3, flat-footed 18 
   (-8 size, +1 Dex, +16 natural) 
  hp 1125 (70 HD); DR 15/magic and metal 
  Immune fire, sleep, paralysis 
  SR 47 
  Fort +46, Ref +44, Will +41 
  Weakness vulnerable to cold 
  Speed 50 ft. (10 squares), burrow 20 ft., swim 30 ft. 
  (magma only) 
  Melee bite +77 (4d8+38) and 2 claws +75 each (4d6+31) 
  and tail slap +75 (2d8+44) 
  Space 30 ft.; Reach 20 ft. 
  Base Atk +70; Grp +104 
  Atk Options Awesome Blow, Combat Reflexes, Great 
  Cleave, 
  Improved 
  Bull 
  Rush, 
  improved 
  grab, 
  Improved Overrun, Power Attack, swallow whole 
  Psi-Like Abilities (ML 30th): 
  3/day―inflict pain (14 targets, DC 28), psionic dominate 
  (affects all nonmindless, 10 targets, DC 28), second 
  chance 
  *Includes augmentation for‖ the‖ true‖ magma‖ drake’s‖
  manifester level. 
  Abilities Str 37, Dex 13, Con 25, Int 15, Wis 15, Cha 17 
  SQ dragon traits 
  Epic Feats Epic Prowess (2), Epic Reflexes, Epic 
  Toughness (6), Superior Initiative 
  Feats Awesome Blow, Cleave, Combat Reflexes, Great 
  Cleave, Great Fortitude, Improved Bull Rush, 
  Improved Initiative, Improved Natural Armor (x2), 
  Improved Overrun, Lightning Reflexes, Multiattack, 
  Iron Will, Power Attack 
  Skills Appraise +43, Climb +49, Concentration +40, 
  Diplomacy +44, Hide +43, Intimidate +44, Jump +49, 
  Knowledge (the planes) +43, Listen +43, Move Silently 
  +43, Psicraft +43, Search +43, Spot +43, Survival +43 
  (+45 following tracks, +45 on other planes), Swim +31, 
  Tumble +3 
  Advancement 71–140 HD (Colossal) 
  Constrict (Ex) A magma drake deals automatic tail 
  damage with a successful grapple check. 
  Improved Grab (Ex) To use this ability, a magma drake 
  must hit with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can swallow whole that round. 
  Swallow whole (Ex) The magma drake can try to 
  swallow a grabbed opponent of Huge or smaller size 
  by making a successful grapple check. Once inside, 
  the opponent takes 4d6+12 points of crushing damage 
  plus 4d6+8 points of acid damage per round from the 
  magma‖ drake’s‖ digestive‖ juices.‖ A‖ swallowed‖
  creature can cut its way out by dealing 30 points of 
  damage‖to‖the‖magma‖drake’s‖digestive‖tract‖(AC 18). 
  Once the creature exits, muscular action closes the 
  hole; another swallowed opponent must cut its own 
  way‖out.‖The‖rain‖drake’s‖gullet‖can‖hold‖2‖Huge, 8 
  Large, 32 Medium, 128 Small, or 256 Tiny or smaller 
  creatures. 
   
  
   
   
  Pure magma drakes, like the paraelement they 
  embody, go through periods of relative hot and cool. 
  Sometimes they are content to wait and watch, and other 
  times they are moving in all directions. These drakes like 
  to be in control of things. Occasionally, this control is 
  gained through overt destruction, but more often the 
  drake merely stokes the fires beneath a seemingly placid 
  facade. 
  Strategies and Tactics 
  A pure magma drake prefers to ambush its foes. It 
  uses its ability to burrow through rock and swim through 
  lava to withdraw from combat only to resurface and 
  attack from an unexpected direction. If possible it tries to 
  drag or bull rush its foe into a pool of lava. A drake enjoys 
  sending dominate targets into unstable – but not 
  obviously dangerous – grounds. 
  Rain Drake, True 
  A bolt of lightning illuminates a sky darkened by storm 
  clouds and silhouettes a serpentine creature overhead. It has an 
  eel-like body with silvery scales, and the bearded face of a 
  catfish. Its powerful legs end in webbed feet that push it through 
  the rain-drenched air as easily as if it were underwater. It roars 
  revealing a mouthful of sharp teeth. 
  Rain Drake, True 
  CR 38 
  Usually N Colossal dragon (air, extraplanar, psionic, 
  water) 
  Init +9; Senses darkvision 60 ft., low-light vision; Listen 
  +46, Spot +46 
  Languages Auran, Aquan, Common 
  AC 18, touch 2, flat-footed 17 
   (-8 size, +1 Dex, +15 natural) 
  hp 997 (65 HD); DR 15/magic and metal 
  Immune sleep, paralysis 
  SR 43 
  Fort +48, Ref +37, Will +37 
  Weakness susceptible to light 
  Speed 30 ft. (6 squares), swim 50 ft.; rain swim 
  Melee bite +71 (4d8+31/19-20) and 2 claws +66* each 
  (4d6+25) and tail slap +66 (2d8+36) 
  Space 30 ft.; Reach 20 ft. 
  Base Atk +65; Grp +92 
  Atk Options Devastating Critical (DC 53), Great 
  Cleave, 
  Improved 
  Bull 
  Rush, 
  improved 
  grab, 
  Improved Overrun, Power Attack, Snatch, swallow 
  whole 
  Psi-Like Abilities (ML 30rd): 
  3/day―danger sense (improved uncanny dodge*), inflict 
  pain (14 targets, DC 28*), synesthete 
  *Includes augmentation for‖ the‖ true‖ rain‖ drake’s‖
  manifester level. 
  Abilities Str 33, Dex 13, Con 26, Int 17, Wis 17, Cha 17 
  SQ dragon traits 
  Epic Feats Devastating Critical (bite), Epic Fortitude, 
  Epic Toughness (4), Epic Weapon Focus (bite), 
  Overwhelming Critical (bite), Superior Initiative 
  Feats Cleave, Great Cleave, Great Fortitude, Improved 
  Critical (bite), Improved Bull Rush, Improved 
  Initiative, Improved Natural Armor (2), Improved 
  Overrun, Lightning Reflexes, Power Attack, Snatch, 
  Weapon Focus (bite) 
  Skills Appraise +41, Climb +39, Concentration +40, 
  Diplomacy +41, Hide +39, Intimidate +41, Jump +39, 
  Knowledge (the planes) +46, Listen +46, Move Silently 
  +39, Psicraft +46, Search +46, Sense Motive +46, Spot 
  +46, Survival +41 (+43 following tracks/ on other 
  planes), Swim +41, Tumble +3 
  Advancement 66–130 HD (Colossal) 
  Improved Grab (Ex) To use this ability, a rain drake 
  must hit with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can swallow whole that round. 
  Rain Swim A pure water drake can swim through areas 
  of rain or fog as if it were water. 
  Susceptible to Light (Ex) Rain drakes abhor the 
  sunlight, and take 2d10 points of damage per round if 
  they are in direct sunlight. 
  Swallow whole (Ex) The rain drake can try to swallow 
  a grabbed opponent of Huge or smaller size by 
  making a successful grapple check. Once inside, the 
  opponent takes 4d6+12 points of crushing damage 
  plus 4d6+8 points of acid damage per round from the 
  rain‖ drake’s‖ digestive‖ juices.‖ A‖ swallowed‖ creature‖
  can cut its way out by dealing 30 points of damage to 
  the‖ rain‖ drake’s‖ digestive tract (AC 17). Once the 
  creature exits, muscular action closes the hole; 
  another swallowed opponent must cut its own way 
  out.‖The‖rain‖drake’s‖gullet‖can‖hold‖2‖Huge, 8 Large, 
  32 Medium, 128 Small, or 256 Tiny or smaller 
  creatures. 
   
  Pure rain drakes are the rarest of all drakes. Perhaps 
  this is why they, of all drakes, are the most concerned 
  with the elemental balance. Though highly intelligent and 
  sensitive, rain drakes are quick to blame inhabitants of 
  Athas for the current imbalance; they are more likely to 
  attack an approaching humanoid than seek to parlay. If a 
  rain drake can be mollified, its knowledge of the natural 
  order can prove invaluable. 
  Strategies and Tactics 
  Though highly intelligent, a pure rain drake is a 
  straightforward combatant. Lacking the overt psionic 
  abilities of other drakes, it must rely on its physical 
  abilities. The rain drake uses its powerful bite and other 
  natural attacks to dismember larger foes. Against smaller 
  opponents it might try to snatch an individual and drag 
  him underwater or high into the sky; or else its try crush 
  several foes with its great bulk. 
  Silt Drake, True 
  What you thought was an island in the endless silt sea 
  reveals itself to be coiled serpent afloat on the dust. Its great 
  multi-horned head bites into the bow your ship, while its long 
  tail batters the stern. 
  Silt Drake, True 
  CR 42 
  
   
  Usually N Colossal dragon (earth, extraplanar, psionic, 
  water) 
  Init +9; Senses blindsight 60 ft., darkvision 60 ft., low-
  light vision; Listen +43, Spot +43 
  Languages Aquan, Common, Terran 
  AC 19, touch 3, flat-footed 18; Dodge, Mobility 
   (-8 size, +1 Dex, +16 natural) 
  hp 1065 (70 HD); DR 15/magic and metal 
  Immune sleep, paralysis 
  SR 47 
  Fort +46, Ref +44, Will +41 
  Speed 20 ft. (4 squares), swim 50 ft. (silt only) 
  Melee bite +78 (4d8+38) and 2 gore +76 each (4d6+31) 
  and tail slap +76 (2d8+44) 
  Space 30 ft.; Reach 20 ft. 
  Base Atk +70; Grp +99 
  Atk Options Awesome Blow, Combat Reflexes, Great 
  Cleave, Improved Bull Rush, improved grab, Power 
  Attack, Spring Attack, swallow whole 
  Psi-Like Abilities (ML 35th): 
  3/day―attraction (+17 interaction bonus, DC 31*), 
  suspend life 
  *Includes augmentation for‖ the‖ true‖ silt‖ drake’s‖
  manifester level. 
  Abilities Str 37, Dex 13, Con 25, Int 15, Wis 15, Cha 17 
  SQ dragon traits, dust-dweller 
  Epic Feats Epic Prowess (2), Epic Reflexes, Epic 
  Toughness (4), Superior Initiative 
  Feats Awesome Blow, Cleave, Combat Reflexes, Dodge, 
  Great Cleave, Great Fortitude, Lightning Reflexes, 
  Improved Bull Rush, Improved Initiative, Improved 
  Natural Armor (2), Iron Will, Mobility, Multiattack, 
  Power Attack, Spring Attack 
  Skills Appraise +43, Climb +44, Concentration +40, 
  Diplomacy +44, Hide +44, Intimidate +44, Jump +44, 
  Knowledge (the planes) +43, Listen +43, Move Silently 
  +42, Psicraft +43, Search +43, Spot +43, Survival +43 
  (+45 following tracks/ on other planes), Swim +35, 
  Tumble +3 
  Advancement 71–140 HD (Colossal) 
  Dust-dweller (Ex) A silt drake can breathe equally well 
  in air and silt (but not water). 
  Constrict (Ex) A silt drake deals automatic tail damage 
  with a successful grapple check. 
  Improved Grab (Ex) To use this ability, a silt drake 
  must hit with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can swallow whole or constrict 
  that round. 
  Improved Chameleon (Sp) As chameleon, except 
  provides a +30 enhancement bonus to Hide checks. 
  This ability can be used 3/day. 
  Swallow whole (Ex) The silt drake can try to swallow a 
  grabbed opponent of Huge or smaller size by making 
  a successful grapple check. Once inside, the opponent 
  takes 4d6+12 points of crushing damage plus 4d6+8 
  points‖of‖acid‖damage‖per‖round‖from‖the‖silt‖drake’s‖
  digestive juices. A swallowed creature can cut its way 
  out‖by‖dealing‖30‖points‖of‖damage‖to‖the‖silt‖drake’s‖
  digestive tract (AC 18). Once the creature exits, 
  muscular action closes the hole; another swallowed 
  opponent‖must‖cut‖its‖own‖way‖out.‖The‖silt‖drake’s‖
  gullet can hold 2 Huge, 8 Large, 32 Medium, 128 
  Small, or 256 Tiny or smaller creatures. 
   
  Unlike other drakes, silt drakes lack limbs of any sort. 
  However, the horns of these great serpents grow to 
  extraordinary size. While often content simply to swim 
  the infinite dust-seas of the plane of silt, pure silt drakes 
  leave their home plane on occasion to seek out new 
  experiences. Rarities of all sorts intrigue these drakes; one 
  might seek out unusual beasts to stalk and eat, while 
  another might collect unique psionic items. 
  Strategies and Tactics 
  A pure silt drake uses its psionic powers to draw its 
  prey into an ambush. The drake prefers to fight in silt, 
  and uses its great bulk to sink ships and drag down 
  opponents. When fighting a small number of foes, it 
  attempts to squeeze a single foe while fending off other 
  attackers. Against greater numbers the drake uses its 
  mobility to snipe at it enemies, making single attacks from 
  multiple directions. When its opponents are worn down, 
  it moves in for the kill. 
  Sun Drake, True 
  A colossal serpent wheels over head. Its extended wings are 
  like a second sun – mottled red and orange, they form a nearly 
  perfect circle. Its sinuous limbs twine toward you as it descends. 
  Sun Drake, True 
  CR 43 
  Usually N Colossal Dragon (air, extraplanar, fire, 
  psionic) 
  Init +9; Senses darkvision 60 ft., low-light vision; Listen 
  +51, Spot +51 
  Languages Auran, Common, Ignan 
  AC 20, touch 3, flat-footed 17; Dodge, Mobility 
   (-8 size, +1 Dex, +17 natural) 
  hp 1222 (75 HD); DR 15/magic and metal 
  Immune fire, sleep, paralysis 
  SR 48 
  Fort +54, Ref +46, Will +43 
  Weaknesses vulnerable to cold 
  Speed 30 ft. (6 squares), fly 60 ft. (average); Improved 
  Flyby Attack, Wingover 
  Melee bite +83 (4d8+43) and 2 claws +81 each (4d6+36) 
  and tail slap +81 (2d8+49) 
  Space 30 ft.; Reach 20 ft. (30 ft. with tail slap) 
  Base Atk +75; Grp +104 
  Atk Options Blinding Speed (10 rounds), Combat 
  Reflexes, Great Cleave, improved grab, Snatch, 
  swallow whole 
  Psi-Like Abilities (ML 45th): 
  3/day―defensive 
  precognition 
  (+13 
  insight 
  bonus, 
  manifest as swift action*), inflict pain (22 targets, DC 
  36*), psionic dominate (affects all nonmindless, 18 
  targets, DC 36*) 
  1/day―ultrablast (45d6 damage, DC 20*) 
  *Includes augmentation for‖ the‖ true‖ sun‖ drake’s‖
  
   
   
  manifester level. 
  Abilities Str 37, Dex 13, Con 28, Int 17, Wis 15, Cha 17 
  SQ dragon traits 
  Epic Feats Blinding Speed (2), Epic Fortitude, Epic 
  Prowess (3), Epic Reflexes, Epic Toughness (2), 
  Superior Initiative 
  Feats Dodge, Cleave, Combat Reflexes, Great Cleave, 
  Great Fortitude, Improved Flyby Attack, Improved 
  Initiative, Improved Natural Armor , Iron Will, Flyby 
  Attack, 
  Hover, 
  Lightning 
  Reflexes, 
  Mobility, 
  Multiattack, Snatch, Wingover 
  Skills Appraise +49, Climb +50, Concentration +40, 
  Diplomacy +46, Hide +46, Intimidate +49, Knowledge 
  (the planes) +49, Knowledge (psionics) +49 (+51 with 
  power stones), Listen +51, Move Silently +47, Psicraft 
  +50, Search +51, Sense Motive +48, Spot +51, Survival 
  +48 (+50 following tracks/ on other planes) 
  Advancement 76–150 HD (Colossal) 
  Improved Grab (Ex) To use this ability, a sun drake 
  must hit with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can swallow whole that round. 
  Swallow whole (Ex) The sun drake can try to swallow a 
  grabbed opponent of Huge or smaller size by making 
  a successful grapple check. Once inside, the opponent 
  takes 4d6+12 points of crushing damage plus 4d6+8 
  points‖of‖acid‖damage‖per‖round‖from‖the‖sun‖drake’s‖
  digestive juices. A swallowed creature can cut its way 
  out‖by‖dealing‖30‖points‖of‖damage‖to‖the‖sun‖drake’s‖
  digestive tract (AC 18). Once the creature exits, 
  muscular action closes the hole; another swallowed 
  opponent‖must‖cut‖its‖own‖way‖out.‖The‖sun‖drake’s‖
  gullet can hold 2 Huge, 8 Large, 32 Medium, 128 
  Small, or 256 Tiny or smaller creatures. 
   
  Emulating the dark sun itself, pure sun drakes 
  consider themselves above all other creatures. With their 
  great physical and mental powers, these drakes are able to 
  force lesser creatures to serve, and even worship, them. 
  Sun drakes are intrigue by the ability to control others, 
  whether politically or psionically; they equate such 
  influence with the rays of the sun: simultaneously 
  invisible and brilliant. 
  Strategies and Tactics 
  A pure sun drake attacks quickly and decisively. 
  Against ground-based opponents it attempts to snatch 
  one up and drop it from high altitude, or else make 
  strafing attacks until its opponents are worn down. 
  Versus flying opponents the sun drake uses its full attack 
  and quickness to dispatch those who threaten it. If 
  surrounded by multiple foes, it uses its psionic powers to 
  reduce the effectiveness of their attacks, reserving its 
  ultrablast until it is badly wounded or it thinks it can kill 
  multiple opponents at once. 
  Water Drake, True 
  The coral beneath you shifts and darkens revealing a 
  colossal crocodilian creature. Sweeping its powerful webbed feet 
  and beating its long, flat tail it quickly ascends toward you. It 
  jaw opens revealing several rows of sharp teeth. 
  Water Drake, True 
  CR 37 
  Usually N Colossal dragon (extraplanar, psionic, water) 
  Init +6; Senses darkvision 60 ft., low-light vision; Listen 
  +38, Spot +38 
  Languages Aquan, Common 
  AC 17, touch 2, flat-footed 17 
   (-8 size, +15 natural) 
  hp 997 (65 HD); DR 15/magic and metal 
  Immune sleep, paralysis 
  SR 42 
  Fort +47, Ref +36, Will +36 
  Speed 30 ft. (6 squares), swim 40 ft. 
  Melee bite +73 (4d8+36/19-20) and 2 claws +68 each 
  (4d6+29) and tail slap +68 (2d8+42) 
  Space 30 ft.; Reach 20 ft. 
  Base Atk +65; Grp +94 
  Atk Options Devastating Critical, elemental attack (DC 
  47), Great Cleave, Improved Bull Rush, improved 
  grab, Improved Overrun, Overwhelming Critical, 
  Power Attack, Snatch, swallow whole 
  Psi-Like Abilities (ML 45th): 
  3/day—body adjustment (22d12*), clairvoyant sense, 
  control body (any size target, DC 17*), inertial barrier, 
  psionic dimension door (manifest as move action*), 
  telekinetic force (1250 lbs., DC 16*) 
  1/day—dream travel (DC 36*), psionic greater teleport, 
  psionic banishment (ML 57th, DC 37*), temporal 
  acceleration (9 round duration) 
  Abilities Str 37, Dex 10, Con 25, Int 13, Wis 15, Cha 17 
  SQ dragon traits 
  Epic Feats Devastating Critical (DC 54), Epic Fortitude, 
  Epic Toughness (4), Epic Weapon Focus (bite), 
  Superior Initiative 
  Feats Ability Focus (elemental attack), Cleave, Great 
  Cleave, Great Fortitude, Improved Critical (bite), 
  Improved Bull Rush, Improved Initiative, Improved 
  Overrun, Lightning Reflexes, Power Attack, Snatch, 
  Weapon Focus (bite) 
  Skills Appraise +32, Climb +34, Concentration +38, 
  Diplomacy +34, Hide +35, Intimidate +34, Jump +34, 
  Knowledge (the planes) +32, Listen +38, Move Silently 
  +31, Psicraft +32, Search +31, Spot +38, Survival +33 
  (+35 following tracks, +35 on other planes), Swim +42, 
  Tumble +2 
  Advancement 66–130 HD (Colossal) 
  Elemental Attack (Su) Once per day, a water drake is 
  able to gate in a 50 feet diameter sphere of pure water 
  from the elemental plane of water. Any creature 
  caught in the area of effect suffers 8d6 points of 
  bludgeoning damage (Reflex half DC 47) as the 
  sphere collapses. Any creature that fails its save is 
  also knocked prone. If the water is contained within 
  an area, creatures in the area of effect may be in 
  danger of drowning. Nonmagical fires in the area are 
  
   
  extinguished. The save DC is Charisma-based. 
  Improved Grab (Ex) To use this ability, a water drake 
  must hit with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can swallow whole that round. 
  Improved Chameleon (Sp) As chameleon, except 
  provides a +30 enhancement bonus to Hide checks. 
  Swallow whole (Ex) The water drake can try to 
  swallow a grabbed opponent of Huge or smaller size 
  by making a successful grapple check. Once inside, 
  the opponent takes 4d6+12 points of crushing damage 
  plus 4d6+8 points of acid damage per round from the 
  water‖drake’s‖digestive‖juices.‖A‖swallowed‖creature‖
  can cut its way out by dealing 30 points of damage to 
  the‖ water‖ drake’s‖ digestive‖ tract‖ (AC 17). Once the 
  creature exits, muscular action closes the hole; 
  another swallowed opponent must cut its own way 
  out.‖ The‖ water‖ drake’s‖ gullet‖ can‖ hold‖ 2‖ Huge, 8 
  Large, 32 Medium, 128 Small, or 256 Tiny or smaller 
  creatures. 
   
  Pure water drakes adjust themselves to the events 
  around them: in times of peace, they flow like a spring; in 
  times of violence, they thunder like a flash flood. Water 
  drakes have limited mastery over space and time; the ebb 
  and flow (and occasional circumvention) of the cosmos 
  intrigues them. Some scholars believe that these drakes 
  were the first of their kind to travel to Athas. 
  Strategies and Tactics 
  A water drake prefers to ambush its opponents. The 
  drake sets itself up in the most advantageous tactical 
  position, even using its psionic powers to move itself or 
  its opponents around the battlefield. A water drake 
  focuses on one enemy at a time, usually the most 
  vulnerable, moving on only when that foe is dispatched 
  or the drake is surrounded. On the surface, the drake 
  attempts to draw its prey into the water physically or 
  psionically before attacking. If the battle turns against the 
  drake, it uses its psionics to escape. 
  Sample Encounter 
  Agent Provocateur (EL 42): A convoy of dwarven silt 
  skimmers is found smash by boulders. Across the silt bay, 
  desert giants are found dead, apparently killed by 
  dwarven weapons. In truth, a pure silt drake is fomenting 
  war between the dwarves and the giants. Does it merely 
  wish to rid the bay of humanoids, or does it secretly 
  desire the magical heirlooms of ancient dwarves and 
  giants? 
  The Caliph’s Prize (EL 44): The heroes receive a 
  distress message from a djinn cloud-city besieged by a 
  pure air drake. The drake is after a giant jeweled egg in 
  the‖ Caliph’s‖ treasury,‖ recently‖ acquired‖ by‖ the‖ Caliph’s‖
  knights.‖Is‖it‖the‖drake’s‖own‖egg‖taken‖by‖mistake,‖or‖an‖
  artifact capable of transporting the drake to Athas? 
  Earthquakes (EL 42): The city of Tyr is rocked by 
  massive earthquakes. In truth, a pure earth drake has 
  taken up residence in the Undercity. Its use of psionic 
  powers‖ to‖ “redecorate”‖ is‖ destabilizing‖ the‖ very‖
  foundations of the city. While tracking the source of the 
  quakes, the heroes must deal with upset and unliving 
  inhabitants of the catacombs. 
  Forest Fire (EL 40): Choking smoke fills the arboreal 
  heights of Gulg blocking out the sun; a terrible inferno 
  burns in the Crescent Forest. This is no normal forest fire, 
  but the handiwork of a pure fire drake conjured to Athas 
  by a rival sorcerer-king. The Oba offers great riches to any 
  hero who can save her city. 
  Crack of Doom (EL 42): A great fissure cracks the 
  endless mountains that divide the Elemental Plane of 
  Magma from that of Earth. A pure magma drake seeking 
  to expand its territory has brought fiery instability to the 
  monolithic realm. If the drake and its minions are not 
  stopped‖ the‖ rift’s‖ uncontrolled‖ expansion‖ could‖ destroy‖
  both planes. 
  Misty Valley (EL 38): A powerful life-shaped relic is 
  hidden in the Misty Valley high in the Ringing 
  Mountains. However, a pure rain drake dwells beneath a 
  waterfall in the valley, and spends its days swimming 
  unseen through the persistent fog. If the heroes can divert 
  the river that feeds the waterfall, the mist will clear, 
  rendering‖the‖valley’s‖guardian‖exposed‖and‖landlocked. 
  The Drake’s Child (EL 43): The new speaker of the 
  Tyrian‖senate’s‖ability‖to‖placate‖the‖many‖rival‖political‖
  factions‖ has‖ earned‖ her‖ the‖ epithet‖ of‖ drake’s‖ child.‖
  Unbeknownst to everyone, including her, she is indeed 
  the descendant of a pure sun drake. When‖the‖speaker’s‖
  extraplanar ancestor perches on the great ziggurat and 
  demands that she return with it to the elemental planes, 
  the city is thrown into turmoil. Can the heroes find a way 
  to deal simultaneously with political unrest and an angry 
  epic drake? 
  The Drake’s Dream (EL 37): The heroes, in search of a 
  certain hidden demiplane, learn that its location is known 
  to an ornery pure water drake. The PCs must reach its lair 
  in the depths of the Elemental Plane of Water. Then they 
  must placate or subdue the beast before it agrees to take 
  transport them to the demiplane via dream travel. Yet, 
  what in the realm of sleep could give a drake nightmares? 
  Ecology 
  Pure drakes fill much the same niche as their lesser 
  relatives.‖ Though‖ colossal‖ in‖ size,‖ the‖ drakes’‖ efficient 
  digestion means they eat far less than many suspect. 
  While drakes can survive on pure elements, they much 
  prefer the taste of warm flesh, especially intelligent 
  humanoids (a trait that brings them in conflict with many 
  potential allies). Like their kin, pure drakes congregate 
  only to mate, and separating soon after the eggs hatched. 
  Environment: Pure drakes are native to the elemental 
  planes. They are rarely leave the purity of their home 
  elemental, but have been known to travel to other 
  elemental planes or even the material plane to hunt or 
  brood (the latter activity giving rise to the more common 
  drakes of Athas). 
  Typical Physical Characteristics: Pure drakes are 
  typically 80 feet long from snout to the tip of the tail, 
  though truly ancient drakes can be up twice as long. A 
  
   
   
  typical pure drake ranges in weight from 125 to 250 tons, 
  with air drakes being the lightest and earth drakes the 
  heaviest. 
  Alignment: These behemoths have little to concern 
  them beyond hunting, mating, and contemplating the vast 
  elemental planes. Most pure drakes are thus neutral. A 
  particularly rapacious drake might be slide into chaos or 
  evil, while one who joins the cause of natural balance 
  becomes a powerful ally of law and/or good. 
  Typical Treasure 
  Like other draconic creatures, pure drakes are 
  compulsive collectors of valuables, having double the 
  standard amount for their Challenge Rating. The treasure 
  they collect must be resistant to their native element. 
  Drakes favor precious metals and gems, as well as psionic 
  items that complement their innate abilities. 
  Advanced Drake Lore 
  Characters with ranks in Knowledge (nature) or 
  Knowledge (the planes) can learn more about epic drakes. 
  When a character makes a successful skill check, the 
  following lore is revealed, including the information from 
  lower DCs. 
   
  Knowledge (Nature or The Planes) 
  DC 
  Result 
  30 
  This is an elemental drake of unusual size. This 
  level 
  of 
  success 
  reveals 
  the 
  common 
  characteristics of the dragon type‖and‖the‖drake’s‖
  physical attacks. 
  35 
  This is a pure elemental drake, the extraplanar 
  ancestors of the more common elemental drake. 
  This‖ level‖ of‖ success‖ reveals‖ the‖ drake’s‖
  elemental attack (if any) and the psionic abilities 
  it can use more than once per day. 
  40 
  This result reveals the general temperament and 
  combat strategies of this type of drake as well as 
  all the psionic abilities the drake can utilize. 
   
  Mindlord 
  This ordinarily-looking humanoid swiftly comes out of the 
  ground as it were nothing but air. As you inspect him closer, it 
  does not seem to breathe or blink. 
  Obrun 
  CR 27 
  Male human shaper 21 
  LN Medium humanoid (incorporeal, psionic) 
  Init +1; Senses Listen +8, Spot +8 
  Languages Elvish, Saragar 
  AC 17, touch 17, flat-footed 16 
   (+1 Dex, +6 deflection) 
  hp 76 (21 HD) 
  Miss Chance 50% (incorporeal) 
  Fort +6, Ref +7, Will +24 
  Speed fly 60 ft. (12 squares) (perfect) 
  Melee none 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp — 
  Atk 
  Options 
  Empower 
  Power, 
  Greater 
  Power 
  Penetration, Maximize Power, Psionic Endowment, 
  Quicken Power 
  Special Actions absorb equipment, Psionic Meditation, 
  telekinetic force 
  Power Points/Day 443; Psion Powers Known (ML 
  21st): 
  9th—microcosm, reality revision, true creation, timeless body 
  8th—bend reality, matter manipulation, greater psionic 
  teleport 
  7th—mass ectoplasmic cocoon, personal mind blank, psionic 
  moment of prescience, psionic sequester, ultrablast (DC 28) 
  6th—crystallize (DC 26), greater psionic fabricate, mass 
  cloud mind (DC 27) 
  5th—catapsi, hail of crystals, psionic true seeing, psychic 
  crush (DC 26) 
  4th—correspond, psionic dimension door, quintessence, wall 
  of ectoplasm 
  3rd—dispel psionics, dismiss ectoplasm, mental barrier, 
  psionic blast (DC 24) 
  2nd—detect hostile intent, ego whip (DC 23*), psionic repair 
  damage, swarm of crystals 
  1st—astral construct, call to mind, detect psionics, inertial 
  armor, force screen 
  *The save DCs for these powers might increase with the 
  use of augments. 
  Abilities Str —, Dex 12, Con 10, Int 31, Wis 26, Cha 23 
  SQ discipline, enduring focus, immortality 
  Epic Feats Epic Speed 
  Feats Boost Construct, Combat Manifestation, Craft 
  Universal Item, Empower Power, Greater Power 
  Penetration, Greater Psionic Endowment, Maximize 
  Power, Narrow Mind, Power Penetration, Psionic 
  Body, Psionic Endowment, Psionic Meditation, 
  Quicken Power 
  Skills Bluff +21, Concentration +24, Craft (gemcutting) 
  +20, Diplomacy +2, Disguise +16 (+18 to act in 
  character), Intimidate +8, Knowledge (local) +25, 
  Knowledge (history) +25, Knowledge (psionics) +34, 
  Listen +8, Psicraft +36, Spot +8, Use Psionic Device +18 
  Possessions crystal mask of mindarmor (absorbed), 
  psionatrix of telepathy (absorbed), torc of power 
  preservation (absorbed) 
  Absorb Equipment (Su) Obrun has the ability to absorb 
  magical or psionic items that take up body slots into 
  its obsidian orb as a standard action that provokes an 
  attack or opportunity, gaining all of the abilities of the 
  item as if the item were worn. 
  Enduring Focus (Su) Obrun’s‖ life‖ force‖ is‖ tied‖ to‖ his‖
  obsidian orb. As long as his orb is intact, Obrun 
  cannot be permanently killed; he reforms 1d4 days 
  after his apparent death. 
  Immortality (Ex) Obrun is immortal and cannot die 
  from natural causes. He no longer ages, neither does 
  he need to eat, sleep, or breathe. 
  Telekinetic Force (Su) Obrun can use a telekinetic force 
  effect as a standard action that does not provoke 
  attacks of opportunity. The save DC is equal to 24 and 
  has a manifester level 21st. 
  
   
   
  A mindlord is a psion who found a way to extend his 
  lifespan by transferring his psyche to a specially created 
  obsidian orb. All mindlords date from the Green Age. The 
  human shaper mindlord presented here had the following 
  ability scores before Hit Dice ability increases: Str 8, Dex 
  12, Con 10, Int 15, Wis 14, Cha 13. 
  Strategies and Tactics 
  A mindlord usually tries to fight while trying to hide 
  his true nature as long as possible, using its telekinetic 
  maneuver and telepathic illusions to cover for his 
  incorporeality. Before entering combat, he activates 
  inertial armor and force screen. His astral constructs weaken 
  his opponents and helps to set up flanking situations. 
  Sample Encounter 
  Mindlords are a very selected crowd of psionicists, 
  most from the Green Age, since the secrets of the process 
  of transferring the psyche to the obsidian orbs was lost a 
  long time ago. They are usually found alone and several 
  are mentally unstable. 
  EL 27: A mindlord is exploring Athas in order to 
  discover the changes that happened during his exile. He 
  will attack only if provoked or witness wanton 
  destruction of the environment. 
  Ecology 
  As immortal construct-like creatures, mindlords have 
  no place in the natural environment. They live in eternal 
  contemplation and research, with their obsidian orbs 
  carefully hidden and secured. 
  Environment: The only known mindlords are found 
  only around Saragar and the Last Sea, although they are 
  free to go wherever they please. 
  Typical 
  Physical 
  Characteristics: 
  A 
  mindlord 
  resemble a typical creature of its own kind, albeit 
  translucent because of their incorporeality. Mindlords 
  usually rely on powers such as telekinetic force and false 
  sensory input to convey a lifelike appearance to them. 
  Alignment: Mindlords can be of any alignment, 
  although most tend to shift towards chaos with time. 
  Typical Treasure 
  Mindlords have treasure according to their Challenge 
  Rating, usually absorbed psionic items. However, it is 
  possible to encounter other cast aside items where the 
  mindlord keeps his psionic orb. 
  Mindlord Lore 
  Characters with ranks in Knowledge (psionics) can 
  learn more about mindlords. When a character makes a 
  successful skill check, the following lore is revealed, 
  including the information from lower DCs. 
   
  Knowledge (Psionics) 
  DC 
  Result 
  30 
  This is a mindlord, a powerful psionicist that 
  transferred its psyche to an obsidian orb. This 
  result reveals the incorporeal and psionic 
  subtypes. 
  30+CR Mindlords can be of almost any kind, and they 
  have greatly increased mental abilities, and they 
  are indestructible while their psionic orb are 
  intact. 
  Creating a Mindlord 
  “Mindlord”‖is‖an‖acquired‖template‖that‖can‖be‖added‖
  to any psionic creature (referred to hereafter as the base 
  creature), provided it can create the required orb; see The 
  Mindlord’s‖Orb,‖below. 
  Size and Type: The base creature gains the 
  incorporeal subtype. 
  Challenge Rating: Same as the base creature +6. 
  Armor Class: The base creature loses all natural armor 
  bonuses to AC and gains a deflection bonus to Armor 
  Class equal to its Charisma modifier (if positive). 
  Speed: The base creature gains a fly speed equal to its 
  land speed (perfect maneuverability). 
  Abilities: Increase from the base creature as follows: 
  Int +10, Wis +10, Cha +10. 
  Special Qualities: A mindlord has all the special 
  qualities of the base creature, plus the following special 
  qualities. 
  Absorb Equipment (Su): The base creature gains the 
  ability to absorb magical or psionic items that take up 
  body slots into its obsidian orb as a standard action that 
  provokes an attack or opportunity, gaining all of the 
  abilities of the item as if the item were worn. This effect 
  lasts until a new item is absorbed into the same slot, 
  effectively destroying the previous item. The standard 
  limits on types of items utilized simultaneously still 
  apply. 
  Enduring Focus (Su): The‖ base‖ creature’s‖ life‖ force‖ is‖
  tied to its obsidian orb (see below). As long as its orb is 
  intact, the base creature cannot be permanently killed; it 
  reforms 1d4 days after its apparent death. 
  Immortality (Ex): The base creature becomes immortal 
  and cannot die from natural causes. It no longer ages, 
  neither does it need to eat, sleep, or breathe. The only way 
  for the base creature to be destroyed is destroying its 
  obsidian orb. 
  Telekinetic Force (Su): The base creature can use a 
  telekinetic force effect as a standard action that does not 
  provoke attacks of opportunity. The save DC is equal to 
  14‖ +‖ the‖ base‖ creature’s‖ key ability modifier (either Int, 
  Wis, or Cha).‖The‖ base‖creature’s‖ manifester level is the 
  manifester level of the effect. 
  Epic Feats: The base creature gains Epic Speed as a 
  bonus feat. 
  Level Adjustment: Same as the base creature +8. 
  The Mindlord’s Orb 
  An integral part of becoming a mindlord is creating a 
  psionic obsidian orb in which the character stores its 
  psyche. As a rule, the only way to get rid of a mindlord 
  for sure is to destroy its orb. Unless its orb is located and 
  destroyed, a mindlord reappears 1d4 days after its 
  apparent death. 
  
   
   
  Each mindlord must make its own orb, which requires 
  the Craft Universal Item feat. The character must be able 
  to manifest powers and have a manifester level of 21st or 
  higher. The orb costs 10,000 Cp and 5,000 XP to create and 
  has manifester level equal to that of its creator at the time 
  of creation. 
  The orb is Large and has 120 hit points, hardness 20, 
  and a break DC of 40. 
   
  Nightmare Beast, Athasian 
  An immense horror on four clawed legs, this titanic beast is 
  covered in a thick, leathery hide of mottled blue and gray. A pair 
  of enormous curving tusks flank jaws that sport teeth the length 
  of shortswords, with canines twice that size. Its eyes blaze with 
  a lurid crimson light and fix you with a gaze that seethes with 
  grim cunning. 
  Nightmare Beast, Athasian 
  CR 22 
  Always CE Gargantuan magical beast (psionic) 
  Init +2; Senses darkvision 120 ft.; low-light vision; 
  Listen +12, Spot +12 
  Languages understands Common 
  AC 28, touch 8, flat-footed 26 
         (-4 size, +2 Dex, +20 natural) 
  hp 405 (30 HD); DR 15/epic 
  PR 31, SR 31 
  Fort +25, Ref +19, Will +15 
  Speed 30 ft. (6 squares) 
  Melee 2 claws +26 each (2d6+20) and 2 horns +24 each 
  (2d8+15) and bite +34 (4d6+5/19-20) 
  Space 20 ft.; Reach 15 ft. 
  Base Atk +30; Grp +48 
  Atk Options Awesome Blow, Combat Reflexes, Great 
  Cleave, Improved Bull Rush, Improved Overrun, 
  nightmare, Power Attack, trample 2d8+15 
  Psi-like Abilities (ML 20th; ranged touch +32): 
  At 
  will―astral 
  construct 
  (9th-level 
  construct*), 
  biofeedback (DR 7/-*), danger sense (+4 bonus, improved 
  uncanny dodge*), ego whip (5d4 Cha, DC 20*), id 
  insinuation (9 targets, DC 20*), inflict pain (9 targets, 
  DC 20*), intellect fortress (14 rounds*), matter agitation, 
  mental barrier (+6 bonus, 8 rounds*), mind thrust 
  (20d10, DC 20*), psionic blast (DC 13, 8 rounds*), 
  psionic disintegrate (40d6, DC 16*), personal mind blank, 
  psionic teleport, psychic crush (8d6, DC 15*), telekinetic 
  thrust (625 lb., DC 13*), teleport trigger, thought shield 
  (PR 30, 18 rounds*), tower of iron will (PR 30, 12 
  rounds*) 
  *Includes augmentation for‖ the‖ nightmare‖ beast’s‖
  manifester level. 
  Spell-Like Abilities (CL 20th, ranged touch +32): 
  2/day―chain lightning (DC 16), cloudkill (DC 15), dispel 
  magic, enervation, fireball (DC 13), incendiary cloud (DC 
  18), lightning bolt (DC 13), wall of fire. 
  Abilities Str 30, Dex 14, Con 27, Int 10, Wis 13, Cha 11 
  SQ defiling aura 
  Feats Awesome Blow, Cleave, Combat Reflexes, Epic 
  Will, Improved Bull Rush, Improved Critical (bite), 
  Improved Natural Attack (bite), Improved Overrun, 
  Multiattack, Power Attack 
  Skills Climb +20, Concentration +15, Hide –4, Jump +20, 
  Listen +12, Spot +12, Survival +12 
  Advancement 31–59 HD (Gargantuan); 60–90 HD 
  (Colossal) 
  Dual Action On its initiative, a nightmare can take one 
  round’s‖ worth‖ of‖ physical‖ action‖ (moving‖ and/or‖
  attacking)‖ and‖ one‖ round’s‖ worth‖ of‖ mental‖ actions‖
  (using a psi-like or spell-like ability). 
  Defiling Aura All‖ of‖ the‖ nightmare‖ beast’s‖ spell-like 
  abilities use defiling magic and generate a defiling 
  radius. The radius is 5 ft. x equivalent level of the 
  spell-like ability. Creatures except the nightmare 
  beast caught within the defiling radius when the 
  spell-like ability is used experience pain and suffer a -
  1 penalty to attack rolls, skill checks and saves, lasting 
  one round. Plant creatures also suffer 2 hp damage x 
  equivalent level of the spell-like ability. The 
  nightmare beast cannot extend the casting time of 
  these abilities in order to boost its caster level, nor do 
  the effects of terrain modifiers apply to these abilities. 
  Nightmare (Sp) As a standard action, a nightmare beast 
  can manifest nightmare as a psi-like ability at will. The 
  nightmare beast can choose to affect all targets in a 50 
  ft. radius. If the target(s) is not asleep, the nightmare 
  beast does not need to enter a trance; the power takes 
  effect the next time the target sleeps, and lasts three 
  nights. Targets can resist this ability with a DC 23 
  Will save. The save DC is Charisma-based and 
  includes a +8 racial bonus. A target who makes his or 
  her save is immune to this ability for 24 hours. Any 
  spell or ability that removes insanity (such as heal) 
  will remove this effect. 
  Trample (Ex) Reflex half DC 35. The save DC is 
  Strength-based. 
   
  A nightmare beast is one of the most feared creatures 
  on the face of Athas. Rumored to have been created in 
  ages past through the use of vile defiler magic, nightmare 
  beasts are intelligent monstrosities possessing powerful 
  psionic and magical abilities. Dominated by their 
  voracious appetites, nightmare beasts divide their time 
  between slumbering in their lairs and roaming the land in 
  destructive orgies of all-devouring hunger. 
  Once thought to number as many as one hundred, 
  there are now believed to be as few as half a dozen such 
  creatures left in existence on Athas. Nevertheless, the 
  appearance of a nightmare beast spells disaster for any 
  inhabitants in the area as, when it is active, a nightmare 
  beast’s‖ main‖ purpose‖ is‖ to‖ feed‖ itself.‖ The‖ intelligence‖
  possessed by nightmare beasts, coupled with their 
  devastating array of offensive powers, has led many sages 
  to speculate that these creatures were bred for some long-
  forgotten war. Indeed, when threatened, a nightmare 
  beast displays an uncanny degree of cunning and will 
  often concentrate its powers specifically on those whom it 
  feels have earned its vengeance. 
  
   
  Strategies and Tactics 
  Capable of crushing entire armies, a nightmare beast 
  makes for a truly fearsome opponent. It typically chooses 
  its most devastating attacks and unleashes these 
  immediately, seeking to destroy its foes as swiftly as 
  possible. Its large-scale spell-like abilities, such as fireball 
  and chain lightning are favorite opening salvos, followed 
  by attacks that target specific foes, such as psionic 
  disintegrate, psychic crush and enervation. This latter attack 
  is believed by many to be a specialized version of the 
  draconic ability to drain life energy. All of a nightmare 
  beast’s‖spell-like abilities are accompanied by a defiling 
  radius, and the creature uses this fact to its advantage 
  wherever possible. 
  The nightmare beast draws its name from its unique 
  version of the nightmare spell. Able to use this ability 
  against both sleeping and waking targets, the nightmare 
  beast often unleashes it on spell casters or psionic 
  manifesters in the middle of combat and then abruptly 
  departs through use of its psionic teleport power. It then 
  returns the next day to devour these targets, who have 
  consequently been unable to recover any spells or psionic 
  power points in the intervening time. 
  A nightmare beast chooses the disposition and terrain 
  of serious battles wherever possible. As noted above, it 
  uses psionic teleport to come and go freely, conceals its 
  activities and motivations using psionic mind blank and 
  makes use of planar ally to summon creatures from other 
  planes to fight for it or carry out its bidding. 
  Should it come to melee combat, the nightmare beast 
  rears up on its hind legs and strikes with its slashing 
  foreclaws. If these are not sufficient to fall its enemies, it 
  follows up with a powerful bite and seeks to impale its 
  foes on its two curving horns. 
  Sample Encounter 
  Bad Dreams (EL 22): The residents of a village 
  (including the heroes) start suffering from nightmares – a 
  nightmare‖beast‖is‖visiting‖in‖the‖night.‖If‖the‖heroes‖don’t‖
  discover the source sooner, on the fourth night the beast 
  attacks the weakened village to gorge itself on frightened 
  humanoids. 
  Ecology 
  Nightmare beasts lair in caves, often using their 
  psionic and physical abilities to shape natural caves to 
  their liking. 
  When active, a nightmare beast will alternate between 
  resting in its lair for six hours and then hunting for six 
  hours and maintains this cycle of activity for weeks on 
  end. When this alternating cycle is complete, the 
  nightmare beast will return to its lair for as long as a year, 
  before emerging once more to begin the hunting cycle 
  again. 
  A nightmare beast is omnivorous, and will not shirk 
  from attacking fortified structures in order to reach its 
  prey. Lore has it, however, that a nightmare beast will 
  refrain from attacking drakes, megapedes or dragons. 
  Everything else is fair game. 
  When‖ slain,‖ a‖ nightmare‖ beast’s‖ body‖ decays‖ at‖ an‖
  unnaturally fast rate; it is believed that the magical 
  energies that created it dissipate upon its death, leading to 
  a sudden degeneration of its corpse. 
  Environment: Nightmare beast attacks have been 
  reported from the Ringing Mountains to the Silt Sea. It 
  seems no place is safe from these, fortunately rare, 
  monstrosities. 
  Typical Physical Characteristics: A typical Athasian 
  nightmare beast stands between 20 feet tall and weighs 
  around 4,000 pounds. 
  It is unknown how, or even if, nightmare beats 
  reproduce. Male and female beasts are practically 
  indistinguishable. 
  Alignment: No mere predator, nightmare beasts take 
  perverse pleasure in inflicting pain both physical and 
  mental in their victims. They are always Chaotic Evil. 
  Typical Treasure 
  Nightmare beast do not collect treasure, though they 
  often leave valuables in their wake. The horns, claws and 
  teeth of a nightmare beast are sought after as the source of 
  excellent weaponry and rumors persist that its horns can 
  be used as the ingredient in a paste with powers similar to 
  (but far more potent than) esperweed. 
  Nightmare Beast Lore 
  Characters with ranks in Knowledge (nature) can 
  learn more about nightmare beasts. When a character 
  makes a successful skill check, the following lore is 
  revealed, including the information from lower DCs. 
   
  Knowledge (Nature) 
  DC 
  Result 
  32 
  This is a nightmare beast, a monster legendary 
  for its terrifying nightmare ability. Weapons 
  without epic enhancement are less effective 
  against it. This reveals all magical beast traits. 
  37 
  A nightmare beast is innately skilled in both 
  psionics and defiling magic. It has a wide variety 
  of destructive powers as well potent psionic 
  defenses. 
  42 
  A nightmare beast can activate a psionic or 
  magical ability even when it is attacking 
  physically. 
   
  Paraelemental, Primal 
  Magma Paraelemental, Primal 
  Before you stands a walking volcano. Its crude arms and 
  legs are streaked with veins of magma. Smoke billows from its 
  featureless head as if it might literally blow its top at any 
  moment. 
  Magma Paraelemental, Primal 
  CR 35 
  Usually N Colossal elemental (earth, extraplanar, fire) 
  Init –1; Senses darkvision 60 ft.; Listen +38, Spot +37 
  Languages Ignan, Terran 
  
   
   
  AC 49, touch 1, flat-footed 49 
   (–8 size, –1 Dex, +48 natural) 
  hp 1048 (64 HD); DR 15/– 
  Immune fire, elemental immunities 
  SR 42 
  Fort +44, Ref +22, Will +28 
  Weakness vulnerability to cold 
  Speed 20 ft. (4 squares), burrow 40 ft. 
  Melee 2 slams +16 (4d10+16/19-20 plus burn) 
  Space 30 ft.; Reach 30 ft. 
  Base Atk +48; Grp +80 
  Atk Options burn (DC 52), Devastating Critical, 
  Overwhelming Critical, Great Cleave, Improved 
  Overrun, Improved Sunder, Power Attack 
  Abilities Str 43, Dex 8, Con 31, Int 8, Wis 13, Cha 13 
  SQ elemental traits 
  Epic Feats Devastating Critical (slam), Epic Prowess 
  (x3), Epic Toughness (x6), Epic Will, Overwhelming 
  Critical (slam) 
  Feats Alertness, Cleave, Great Cleave, Improved 
  Critical (slam), Improved Overrun, Improved Sunder, 
  Iron Will, Lightning Reflexes, Power Attack, Weapon 
  Focus (slam) 
  Skills Listen +38, Spot +37 
  Advancement 65–192 HD (Colossal)  
  Burn (Ex) Those‖hit‖by‖a‖primal‖magma‖paraelemental’s‖
  slam attack must succeed on a Reflex save (DC 36) or 
  catch on fire. The flame burns for 1d4 rounds. A 
  burning creature can take a move action to put out 
  the flame. The save DC is Constitution-based. 
  Creatures hitting a primal magma paraelemental with 
  natural weapons or unarmed attacks take fire damage 
  as‖though‖hit‖by‖the‖paraelemental’s‖attack,‖and‖also‖
  catch on fire unless they succeed on a Reflex save. 
   
  Primal magma paraelementals are the largest of their 
  kind. They rest unquiet in the depths of the plane of 
  magma like the heart of a long dormant but soon to wake 
  volcano. 
  Strategies and Tactics 
  In combat, a primal magma paraelemental attempts to 
  quickly overpower its opponent with repeated attacks. It 
  focuses on a single foe before moving on to the next. 
  Sample Encounter 
  Primal 
  magma 
  paraelementals 
  are 
  most 
  often 
  encountered on their home plane. They appear on Athas 
  only in the wake of epic magic and great geological 
  upheaval. 
  Rude Awakening (EL 35): The ascension of a new 
  avangion inadvertently awakens a primal magma 
  elemental long dormant beneath the ringing mountains. 
  Weakened from the ritual, the avangion is unable to 
  protect the locals from the seismic activity caused by the 
  roused paraelemental. 
  Rain Paraelemental, Primal 
  A torrential rain storm sweeps quickly across the land 
  heading straight for you. Small flashes of lightning almost give 
  it the appearance of eyes and teeth. Though you move to higher 
  ground, the storm follows you. 
  Rain Paraelemental, Primal 
  CR 35 
  Usually N Colossal elemental (air, cold, extraplanar, 
  water) 
  Init +24; Senses darkvision 60 ft.; Listen +38, Spot +37 
  Languages Auran, Aquan 
  AC 66, touch 18, flat-footed 50; Dodge, Mobility 
   (–8 size, +16 Dex, +48 natural) 
  hp 944 (64 HD); DR 15/– 
  Immune cold, elemental immunities 
  SR 42 
  Fort +30, Ref +52, Will +36 
  Weakness vulnerability to fire 
  Speed fly 80 ft. (good) (18 squares); Blinding Speed, 
  Flyby Attack 
  Melee 2 slams +59 (4d8+11 plus 4d8 cold) 
  Space 30 ft.; Reach 30 ft. 
  Base Atk +48; Grp +77 
  Atk Options Combat Reflexes, Dire Charge, Power 
  Attack 
  Special Actions chill metal (DC 43) 
  Abilities Str 32, Dex 43, Con 28, Int 8, Wis 13, Cha 13 
  SQ elemental traits 
  Epic Feats Blinding Speed, Dire Charge, Epic Prowess 
  (x2), Epic Toughness (x4), Epic Will, Superior 
  Initiative 
  Feats Alertness, Combat Reflexes, Dodge, Flyby Attack, 
  Great Fortitude, Improved Initiative, Iron Will, 
  Lightning Reflexes, Mobility, Power Attack, Weapon 
  Finesse, Weapon Focus (slam) 
  Skills Listen +38, Spot +37 
  Advancement 65–192 HD (Colossal)  
  Chill Metal (Su) A primal rain paraelemental can use 
  chill metal at will, as the spell except that it affects all 
  metal within a 40 ft. radius centered on the 
  paraelemental. 
  Additionally, 
  the 
  paraelemental 
  extends the coldest round for 2 additional rounds, 
  giving the ability a total duration of 9 rounds. The 
  save DC is Charisma-based. 
   
  Primal rain paraelementals are the largest of their 
  kind. Like all rain paraelementals, they are rare. However, 
  the birth of the Tyr-storm has led to a resurgence of these 
  paraelementals. 
  Strategies and Tactics 
  A primal rain paraelemental attacks like flash flood in 
  the desert, attempting to overwhelm its opponent before 
  he can ready a defense. Its mobility and speed makes the 
  paraelemental difficult to avoid. 
  Sample Encounter 
  Primal 
  rain 
  paraelementals 
  are 
  most 
  often 
  encountered on their home plane. Only epic magic cast in 
  
   
  the shadow of a powerful storm can draw these 
  paraelementals to Athas. 
  Storm Front (EL 35): Powerful secrets are hidden on 
  the islands at the center of the Tyr-storm. Even before 
  they reach their destination, seekers must contend with 
  the elements, and a primal rain paraelemental who is 
  drawn to the arcane storm. 
  Silt Paraelemental, Primal 
  Out of the dust cloud crawls a serpent of silt. Its back arches 
  higher than the surrounding buildings. A trail of scoured bone 
  and stone is left in its wake. 
  Silt Paraelemental, Primal 
  CR 35 
  Usually N Colossal elemental (earth, extraplanar, water) 
  Init +14; Senses darkvision 60 ft.; Listen +38, Spot +37 
  Languages Auran, Terran 
  AC 64, touch 16, flat-footed 50; Dodge 
   (–8 size, +14 Dex, +48 natural) 
  hp 1048 (64 HD); DR 15/– 
  Immune cold, elemental immunities 
  SR 42 
  Fort +44, Ref +27, Will +48 
  Speed 20 ft. (4 squares), swim 40 ft. 
  Melee 2 slams +59 (4d10+16/19-20 plus 4d8 acid) 
  Space 30 ft.; Reach 30 ft. 
  Base Atk +48; Grp +80 
  Atk 
  Options 
  acid 
  (DC 
  52), 
  Combat 
  Reflexes, 
  Devastating Critical, Great Cleave, Improved Sunder, 
  Overwhelming Critical, Power Attack 
  Abilities Str 42, Dex 38, Con 31, Int 8, Wis 12, Cha 12 
  SQ elemental traits 
  Epic Feats Devastating Critical (slam), Epic Prowess 
  (x2), Epic Toughness (x6), Epic Will, Overwhelming 
  Critical (slam) 
  Feats Alertness, Cleave, Combat Reflexes, Dodge, Great 
  Cleave, Improved Critical (slam), Improved Sunder, 
  Iron Will, Lightning Reflexes, Power Attack, Weapon 
  Focus (slam) 
  Skills Listen +38, Spot +37 
  Advancement 65–192 HD (Colossal)  
  Acid (Ex) A‖ primal‖ silt‖ paraelemental’s‖ slam‖ attack‖
  deals bludgeoning damage plus acid damage from 
  the‖paraelemental’s‖highly‖corrosive body. This acid 
  also deals damage each round to metal or wooden 
  objects. Armor or clothing dissolves and becomes 
  useless immediately unless it succeeds at a Reflex 
  save. A metal or wooden weapon that strikes a silt 
  paraelemental also dissolves immediately unless it 
  succeeds at a Reflex save. If a silt paraelemental 
  successfully‖ grapples‖ an‖ opponent,‖ the‖ opponent’s‖
  armor must likewise make a Reflex save at a –4 
  penalty or be dissolved. The save DC is Constitution-
  based. 
   
  Primal silt paraelementals – the largest of their ilk – 
  dwell in the depths of the paraelemental plane of Silt and 
  perhaps even the Silt Seas of Athas. 
  Strategies and Tactics 
  A primal silt paraelemental is an implacable foe; its 
  roiling silt bulk erodes anything that comes in contact 
  with it, dissolving weapons almost before they can 
  damage 
  it. 
  The 
  paraelemental 
  ignores 
  smaller 
  obstructions (including enemies). When surrounded it 
  seeks to sow as much destruction as possible. 
  Sample Encounter 
  Primal silt paraelementals are most often encountered 
  in the bottomless deeps of their home plane. Even on 
  Athas they rarely surface; which is just as well, for they 
  turn to silt whatever they touch. 
  The Collector (EL 35): Whatever falls into the Sea of 
  Silt is never seen again. However, rumors of a sunken 
  artifact might draw the brave or foolish. If they can 
  survive the silt depths, salvagers might encounter the 
  Collector, a primal silt paraelemental who collects 
  anything‖it‖can’t‖destroy. 
  Sun Paraelemental, Primal 
  A second sun dawns over the horizon. As it looms larger 
  and larger you realize it is moving towards you! 
  Sun Paraelemental, Primal 
  CR 35 
  Usually N Colossal elemental (air, extraplanar, fire) 
  Init +24; Senses darkvision 60 ft.; Listen +38, Spot +37 
  Languages Auran, Ignan 
  AC 66, touch 18, flat-footed 50; Dodge 
   (–8 size, +16 Dex, +48 natural) 
  hp 944 (64 HD); DR 15/– 
  Immune fire, elemental immunities 
  SR 42 
  Fort +32, Ref +52, Will +28 
  Weakness vulnerability to cold 
  Speed fly 80 ft. (good) (18 squares); Flyby Attack 
  Melee 2 slams +59 (4d8+11 plus 4d8 fire plus burn) 
  Space 30 ft.; Reach 30 ft. 
  Base Atk +48; Grp +75 
  Atk Options Blind-fight, Blinding Speed (10 rounds), 
  burn (DC 52), Combat Reflexes 
  Abilities Str 32, Dex 43, Con 28, Int 8, Wis 13, Cha 13 
  SQ elemental traits 
  Epic Feats Blinding Speed (x2), Epic Prowess (x2), Epic 
  Toughness (x4), Epic Will, Superior Initiative 
  Feats Alertness, Blind-Fight, Combat Reflexes, Dodge, 
  Flyby Attack, Great Fortitude, Improved Initiative, 
  Iron Will, Mobility, Lightning Reflexes, Weapon 
  Finesse, Weapon Focus (slam) 
  Skills Listen +38, Spot +37 
  Advancement 65–192 HD (Colossal)  
  Burn (Ex) A‖ primal‖ sun‖ paraelemental’s‖ slam‖ attack‖
  deals bludgeoning damage plus fire damage from the 
  paraelemental’s‖ body.‖ Those‖ hit‖ by‖ a‖ primal sun 
  paraelemental’s‖slam‖attack‖must‖succeed‖on‖a‖Reflex 
  save (DC 36) or catch on fire. The flame burns for 1d4 
  rounds. A burning creature can take a move action to 
  put out the flame. The save DC is Constitution-based. 
  Creatures hitting a primal sun paraelemental with 
  
   
   
  natural weapons or unarmed attacks take fire damage 
  as‖though‖hit‖by‖the‖paraelemental’s‖attack,‖and‖also‖
  catch on fire unless they succeed on a Reflex save. 
   
  Primal sun paraelementals are the largest of their 
  kind. They orbit the heart of the paraelemental plane of 
  Sun like small binary stars. 
  Strategies and Tactics 
  Like the dark sun itself, a primal sun paraelemental in 
  combat is an omnipresent hazard. Depending on the 
  situation it might use its size and speed to threaten as 
  many opponents as it can, or focus its attacks like a lens 
  on a truly threatening foe. 
  Sample Encounter 
  Primal sun paraelementals are loath to leave their 
  home plane and are rarely encountered elsewhere. Epic 
  magic might draw their attention especially that which is 
  fueled by the sun. 
  Fallen Star (EL 35): A routine trip to the elemental 
  plane of Air turns deadly when the heroes encounter a 
  primal sun paraelemental attacking a djinni holding. An 
  eccentric orbit has sent the paraelemental hurtling from 
  its home plane. Though eager to return, the rogue sun 
  violently lashes out at anything that approaches it. 
  Ecology 
  Among the largest of all elemental creatures, primal 
  paraelementals dwell only in the deepest parts of the 
  paraelemental planes. Embodying the perfect cohesion of 
  two elements, little concerns primal paraelementals. They 
  are almost never encountered outside their home plane; 
  being separated from the perfection of their native plane 
  angers them greatly. 
  Environment: Primal paraelementals are native to 
  their 
  corresponding 
  Paraelemental 
  Planes. 
  When 
  summoned to Athas, they are typically found near large 
  deposits of their native element. 
  Typical 
  Physical 
  Characteristics: 
  Primal 
  paraelementals stand over 60 feet tall. Magma and silt 
  primal paraelementals weigh in excess of 100 tons, while 
  rain and sun paraelementals weigh as little 25 pounds. 
  Alignment: Primal paraelementals barely recognize 
  lesser creatures; they are usually neutral. 
  Typical Treasure 
  Primal paraelementals have no interest in collecting 
  treasure. Few physical objects can survive the presence of 
  such as these, in any case. 
  Primal Paraelemental Lore 
  Characters with ranks in Knowledge (the planes) can 
  learn more about primal paraelementals. When a 
  character makes a successful skill check, the following 
  lore is revealed, including the information from lower 
  DCs. 
   
  Knowledge (The Planes) 
  DC 
  Result 
  12 
  This is an enormous paraelemental. This result 
  reveals all elemental and appropriate subtype 
  traits. 
  74 
  This is a primal elemental, the largest and rarest 
  of all paraelementals. They come from the 
  depths of the paraelemental planes. 
   
  Pyreen 
  From out of the shadows, a small creature scurries forward. 
  Before your eyes, it grows and changes into first an elf, then a 
  dwarf, then a creature with‖ tusks‖ you’ve‖ never‖ seen,‖ then‖ a‖
  halfling until finally, it takes a form that seems to be part of 
  every‖humanoid‖race‖under‖the‖crimson‖sun.‖“You‖should‖not‖
  have come here, your bodies will return to the land, repairing 
  the‖damage‖done‖by‖your‖presence.” 
  Pyreen 
  CR 18 
  Usually NG Medium fey (psionic, rhulisti) 
  Init +5; Senses low-light vision, darkvision 120 ft.; 
  Listen +30, Spot +30 
  Languages Common, Rhulisti; polyglot 
  AC 28, touch 16, flat-footed 27 
   (+1 Dex, +8 armor, +4 natural, +5 deflection) 
  hp 200 (16 HD); DR 10/cold iron 
  Immune defiling, poison 
  Fort +13, Ref +16, Will +21 
  Speed 40 ft. (8 squares); trackless step, woodland stride 
  Melee +4 flaming burst longsword +12/+7 (1d8+1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +8 
  Attack Options Empower Power 
  Special Actions change shape 
  Combat Gear staff of the woodlands, 3 potion-fruits of heal 
  Druid Spells Prepared (CL 16th): 
  8th―earthquake (DC 24), whirlwind (DC 24) 
  7th―elemental storm (DC 23), heal, true seeing 
  6th―allegiance of the land, awaken water spirits, empowered 
  elemental strike (DC 20), greater dispel magic 
  5th―call lightning storm (DC 22), empowered searing light 
  (19), rejuvenate, righteous might, tree stride 
  4th―dispel magic, elemental strike (2) (DC 20), ice storm 
  (DC 20), nondetection 
  3rd―call lightning (DC 19), cure moderate wounds, 
  dominate animal (2) (DC 19), meld into stone, searing 
  light (DC 19) 
  2nd―echo of the lirr (DC 18), flame blade, gust of wind (2) 
  (DC 18), hold animal (DC 18), resist energy, summon 
  swarm 
  1st―charm animal (DC 17), cure light wounds, entangle 
  (DC 17), faerie fire, obscuring mist, plant renewal, speak 
  with animals 
  0―create water, detect magic (2), purify food and drink, read 
  magic (2) 
  Power Points/Day 269; Psion Powers Known (ML 
  16th): 
  8th―bend reality, hypercognition, true metabolism 
  7th―mindflame (DC 23)*, personal mind blank, ultrablast 
  (DC 23)* 
  
   
  6th―dispelling buffer, psionic disintegrate (DC 22)*, 
  temporal acceleration 
  5th―catapsi, metaconcert, psionic teleport 
  4th―empathic feedback, psionic divination, psionic fly, 
  telekinetic maneuver (DC 20)* 
  3rd―dispel psionics, hustle, telekinetic force (DC 19)*, time 
  hop (DC 19)* 
  2nd―cloud mind (DC 18)*, energy missile (DC 18)*, id 
  insinuation (DC 18)*, read thoughts (DC 18)* 
  1st―detect psionics, far hand, force screen, mind thrust (DC 
  17)*, vigor 
  *The save DCs for these powers might increase with the 
  use of augments 
  Abilities Str 10, Dex 12, Con 16, Int 22, Wis 22, Cha 20 
  SQ child of the Rebirth, immortal, lore, unearthly grace, 
  wild empathy +25 (+21 magical beasts) 
  Feats Alertness, Augment Summoning, Empower Spell, 
  Empower 
  Power, 
  Eschew 
  Materials, 
  Improved 
  Initiative, Natural Spell, Power Penetration, Spell 
  Penetration 
  Skills Concentration +23, Diplomacy +16, Disguise +16, 
  Hide 
  +16, 
  Knowledge 
  (ancient 
  history) 
  +18, 
  Knowledge (history) +17, Knowledge (nature) +28, 
  Knowledge (psionics) +26, Listen +30, Move Silently 
  +16, Psicraft +26, Search +17, Sense Motive +17, 
  Spellcraft +26, Spot +30, Survival +20 
   *Pyreens have a +4 racial bonus on Hide, Listen, Move 
  Silently, and Spot checks and a +2 bonus on 
  Knowledge (nature) and Survival checks. 
  Advancement per character class; Favored Class any 
  Possessions combat gear plus +4 flaming burst 
  longsword, +8 bracers of armor 
  Change Shape (Su) A pyreen can assume any animal or 
  humanoid form, or revert to its own form, as a 
  standard action. A pyreen remains in one form until it 
  chooses to assume a new one. A change in form 
  cannot be dispelled, but the pyreen reverts to its 
  natural form when killed. A true seeing spell reveals 
  its natural form. 
  Child of the Rebirth For all effects related to race, a 
  pyreen is considered a member of all Rebirth races. 
  Immortal (Su) The pyreen connection to the spirits of 
  Athas infuses their bodies with youth and an 
  exceptional resilience, and they do not age. Pyreen 
  are totally sustained by the land and do not need to 
  eat, breath or sleep. They can choose to, but suffer no 
  ill effects if they do not. 
  Land Allegiance A pyreen cast divine spells as a druid 
  equal to its Hit Dice. 
  Lore A pyreen may make a special lore check, similar to 
  a bardic knowledge check with a bonus equal to its 
  Hit Dice + Int modifier to see whether it knows some 
  relevant information about local notable people, 
  legendary items, or noteworthy places. Pyreen with 5 
  or more ranks in Knowledge (history) or (ancient 
  history) gains a +2 bonus on this check. In all other 
  ways, this ability functions just like the bardic 
  knowledge feature. 
  Polyglot Pyreen can speak and understand any 
  language. 
  Unearthly Grace (Su) A pyreen adds his Charisma 
  modifier as a bonus on all his saving throws, and as a 
  deflection bonus to his Armor Class. Included above. 
  The Way A pyreen manifests psionic powers as a psion 
  equal to its Hit Dice. 
  Wild Empathy (Ex) This power works like the druid’s‖
  wild empathy class feature, except that a pyreen has a 
  +4 racial bonus on the check. 
   
  Pyreen were the last of the Rebirth races to be made 
  from the remnants of the rhulisti nature-masters (see Life-
  Shaping Handbook for more information). When they knew 
  their civilization was no more, they turned themselves 
  into‖pyreen‖to‖watch‖over‖their‖“offspring,”‖while‖moving‖
  among them undetected. During the height of the 
  Preserver Jihad and throughout the Cleansing Wars, the 
  pyreen were known as peace-bringers, as they tried to end 
  the Wars. Not all worked for peace, and some joined the 
  Rebirth races in resistance to the Champions of Rajaat. 
  Since the coming of the Dragon of Tyr, the pyreen have 
  been looking for a way to destroy him and return Athas to 
  the peace and prosperity of the Green Age. 
  Strategies and Tactics 
  It is rare to encounter a pyreen in its true form. When 
  entering combat, pyreen make the most of the situation. 
  Each is unique in its spell and power selection, and each is 
  a unique individual with a style their own. Pyreen who 
  prefer subtlety will take the form of small creatures, or 
  use improved invisibility to hide themselves while attacking 
  opponents from afar with spells and powers. They may 
  summon creatures to fight for them, and use the land to 
  act on their behalf. Some pyreen prefer to attack an 
  intruder directly, and will make full use of their wild 
  shape ability by taking the form of the largest, deadliest 
  creature in their domain. All prefer to leave their true 
  identity hidden, and have plans and schemes that unfold 
  to find and support those who can help heal Athas and 
  kill the sorcerer-kings and their minions. Only those truly 
  worth‖ will‖ ever‖ discover‖ a‖ pyreen’s‖ true‖ identity‖ and‖
  nature. 
  Sample Encounter 
  When encountered, others will rarely know that they 
  are dealing with a pyreen. They enter into interactions in 
  disguise, or in a wild shaped form. When they do interact, 
  they typically do not use their full abilities, to test the 
  characters to see their power and worth. Only those 
  worthy of their help are given it, and foes of the land are 
  destroyed without mercy. 
  An Old Man in Need of a Hand (EL 12): An old druid 
  meets the players on the side of the caravan road and asks 
  for their assistance. He has lost his child in the desert and 
  needs help getting her back. In truth, the pyreen is testing 
  them, to see their motives. He leads them to a small belgoi 
  (ToA 17) camp and asks them to kill the belgoi and save 
  his daughter. If the PC’s‖ succeed,‖ the‖ Pyreen‖ reveals‖
  himself. 
  Fury of the Land (EL 16): After a member of the party 
  defiles the land, a pyreen shows up and ambushes them, 
  
   
   
  killing the offender and any companions that may be with 
  her. 
  Ecology 
  Pyreen are masters of huge guarded lands, covering 
  more than a simply a small grove. They watch over entire 
  features of the land, like the Ringing Mountains or the 
  Estuary of the Forked Tongue. Pyreen do not feud or 
  battle over territory, so it is not unusual to see two or 
  more with the same guarded lands. A few pyreen have 
  guarded lands that include the city-states, though they are 
  careful to avoid detection by the Sorcerer Kings or their 
  agents. These pyreen are often more aggressive, 
  sometimes aiding or even joining the Veiled Alliance of a 
  city to aid their numbers in the battle against the former 
  Champions. 
  Environment: Pyreen can be found anywhere. They 
  often have preferences for terrain and weather of their 
  guarded lands, but those are individual tastes, not racial 
  preferences. 
  Typical Physical Characteristics: A typical pyreen 
  stands between 6 and 7 feet tall and weighs around 200 
  pounds. Pyreen do not age, and there is little difference 
  between the males and females. 
  Alignment: Pyreen are almost always neutral good. 
  Typical Treasure 
  Pyreen typically have powerful magical gear, often 
  more powerful than a creature of their CR. They typically 
  have one weapon and one protective item of great power, 
  and several other items as well. They rarely care for coin, 
  as the land gives them all they need. 
  Pyreen as Characters 
  Pyreen characters possess the following racial traits. 
  ―Fey (psionic, rhulisti): Pyreen are fey creatures with 
  the psionic and rhulisti subtype. 
  ―Medium size: Pyreen have no special bonus or 
  penalties due to their size. 
  ―A‖pyreen's‖base‖land‖speed‖is‖40‖feet. 
  ―Darkvision out to 120 feet. A pyreen can also see 
  four times as well as a human in shadowy illumination. 
  ―Racial Hit Dice: A pyreen begins with 16 levels of 
  fey, which provide 16d6 Hit Dice, a base attack bonus of 
  +8, and base saving throw bonuses of Fort +5, Ref +10, and 
  Will +10. 
  ―Racial‖Skills:‖A‖pyreen's fey levels give it skill points 
  equal to 20 x (6 + Int modifier). Its class skills are 
  Concentration, Diplomacy, Disguise, Hide, Knowledge 
  (ancient 
  history), 
  Knowledge 
  (history), 
  Knowledge 
  (nature), Knowledge (psionic), Listen, Move Silently, 
  Psicraft, Search, Sense Motive, Spellcraft, Spot, and 
  Survival. These skills always count as class skills. Pyreen 
  have a +4 racial bonus on Hide, Listen, Move Silently, and 
  Spot checks and a +2 racial bonus on Knowledge (nature) 
  and Survival checks. 
  ―Racial‖Feats:‖A‖pyreen's‖fey‖levels‖give‖it‖6‖feats.‖A‖
  pyreen receives Alertness, Natural Spell, and Eschew 
  Materials as bonus feats. 
  ―+4‖natural armor bonus. 
  ―Special‖ Qualities‖ (see‖ above):‖ DR 10/cold iron, 
  change shape, child of the Rebirth, immortal, land 
  allegiance, lore, polyglot, unearthly grace, wild empathy, 
  wild shape, the Way. 
  ―Automatic‖ Languages:‖ Rhulisti.‖ Bonus‖ Languages:‖
  Auran, Common, Dwarven, Halfling, Ignan, Elven, 
  Pterran, Sylvan, Terran. 
  ―Favored‖Class:‖Any. 
  ―Level‖Adjustment:‖+16. 
  Pyreen Lore 
  Characters with ranks in Knowledge (nature) can 
  learn more about pyreens. When a character makes a 
  successful skill check, the following lore is revealed, 
  including the information from lower DCs. 
   
  Knowledge (Nature) 
  DC 
  Result 
  21 
  This is a pyreen, a powerful being with strong 
  abilities druidic and psionic in nature. This result 
  reveals all the fey traits and the psionic and 
  rhulisti subtypes. 
  26 
  Pyreen fight against defilers, templars, and the 
  sorcerer-kings. 
  31 
  Pyreen are the last of the Rebirth Races, 
  descendant from the last nature-masters. 
  36 
  Characters with this level of success can learn 
  important details about a specific pyreen, where 
  he usually operates, and the kinds of activities he 
  undertakes. 
   
  Ruvoka 
  This creature resembles a large, well-tanned, hairless 
  human. She dresses in shell armor and carries a bone trident. 
  Zuleta 
  CR 25 
  Female human ruvoka (brajeti) druid 21 
  N Medium outsider (native, water) 
  Init +0; Senses darkvision 60 ft.; Listen +18, Spot +18 
  Languages Aquan, Common, Sylvan; speak with animals, 
  telepathy 100 ft. 
  AC 20, touch 10, flat-footed 20 
        (+4 natural, +6 armor) 
  hp 157 (21 HD); DR 10/magic 
  SR 26 
  Immune poison 
  Fort +18, Ref +10, Will +24 
  Speed 30 ft. (6 squares); woodland stride 
  Melee +2 keen trident of speed +18/+13/+8 (1d8+3 plus 1d6 
  cold) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +15; Grp +15 
  Special Actions a thousand faces, elemental slide, 
  spontaneous casting (summon‖ nature’s‖ ally spells), 
  wild shape 6/day, elemental 3/day (21 hours) 
  Combat Gear wand of cure light wounds (20 charges) 
  Druid Spells Prepared (CL 21st): 
  9th―elemental swarm, empowered elemental storm (DC 27), 
  flash flood, storm of vengeance, wild lands 
  
   
  8th―finger of death (DC 28) (2), mass cure serious wounds 
  (2), word of recall 
  7th―control weather, elemental storm (DC 27) (2), heal, 
  mass cure moderate wounds, true seeing, waters of life 
  6th―allegiance of the land, antilife shell, awaken water 
  spirits, empowered elemental strike (DC 24),  find the path, 
  greater dispel magic, mass bull’s‖strength 
  5th―animal growth, call lightning storm, hallow, coat of 
  mists, righteous might (2), stoneskin 
  4th―control tides, cure serious wounds, dispel magic, 
  elemental strike (DC 24) (2), freedom of movement, klar’s‖
  heart 
  3rd―call lightning (DC 23) (2), cure moderate wounds (2), 
  dominate animal, surface walk, worm’s‖breath 
  2nd―animal messenger, bull’s‖ strength, fog cloud, clear 
  water (2), lesser restoration, resist energy, owl’s‖wisdom 
  1st―cure light wounds (2), detect animals or plants, 
  entangle (DC 21), faerie fire, obscuring mist, longstrider, 
  pass without trace 
  0―defiler scent (4), detect magic (2) 
  Spell-like Abilities (CL 21st): 
  At‖will―elemental weapon 
  Abilities Str 12, Dex 10, Con 16, Int 14, Wis 30, Cha 17 
  SQ animal companion, link with companion, share 
  spells, trackless step, wild empathy +26 (+22 magical 
  beasts), timeless body, water personally carried 
  continuously for the last 24 hours heals of 1d8 points 
  of damage 
  Feats 
  Augment 
  Summoning, 
  Combat 
  Casting, 
  Empower Spell, Extend Spell, Lightning Reflexes, 
  Natural Spell, Spell Focus (conjuration), WastelanderB 
  Skills Concentration +27, Handle Animal +13, Heal +20, 
  Hide +20, Knowledge (nature) +26, Knowledge 
  (religion) +24, Knowledge (the planes) +30, Listen +18, 
  Move Silently +28, Spellcraft +12, Spot +18, Survival 
  +30 (+32 in aboveground natural environments/other 
  planes), Swim +11 
  Possessions combat gear plus +2 keen trident of speed, 
  periapt of Wisdom +4, cloak of resistance +2, +2 wild shell 
  armor 
  Summon Elemental (Sp) Once per day a ruvoka can 
  summon water elemental beasts a 50% chance of 
  success, or a Large water elemental with a 35% 
  chance of success. This ability is the equivalent of a 
  3rd-level spell. 
  Elemental Focus (Ex) When casting divine spells with a 
  water descriptor, a ruvoka is treated as being two 
  levels higher than his actual caster level. 
  Elemental Slide (Sp) A ruvoka can enter the elemental 
  plane of Water the Material Plane at will as a 
  standard action. This ability transports the ruvoka 
  and up to eight other creatures, provided they all link 
  hands with the ruvoka. It is otherwise similar to the 
  plane shift spell of the same name (caster level 9th). 
   
  Dire 
  Athasian 
  Shark 
  Animal 
  Companion 
  CR — 
  Always N Huge animal (aquatic) 
  Init +2; Senses low-light vision, keen scent; Listen +12, 
  Spot +11 
  AC 20, touch 10, flat-footed 18 
         (-2 size, +2 Dex, +10 natural) 
  hp 147 (18 HD) 
  Fort +14, Ref +13, Will +12 
  Speed swim 60 ft. (12 squares) 
  Space 15 ft.; Reach 10 ft. 
  Melee bite +17 (3d6+9) 
  Base Atk +13; Grp +27 
  Atk Options improved grab, swallow whole 
  Abilities Str 23, Dex 14, Con 17, Int 4, Wis 12, Cha 10 
  Feats Improved Natural Armor, Improved Natural 
  Attack (bite), Toughness (4), Weapon Focus (bite) 
  Skills Listen +12, Spot +11, Swim +14 
  Improved Grab (Ex) To use this ability, a dire Athasian 
  shark must hit with its bite attack. It can then attempt 
  to start a grapple as a free action without provoking 
  an attack of opportunity. If it wins the grapple check, 
  it establishes a hold and can try to swallow the foe in 
  the following round. 
  Keen Scent (Ex) A dire Athasian shark can notice 
  creatures by scent in a 180-foot radius and can detect 
  blood in the water at a range of up to 1 mile. 
  Swallow Whole (Ex) A dire Athasian shark can try to 
  swallow a grabbed opponent of up to one size smaller 
  by making a successful grapple check. Once inside, 
  the opponent takes 2d6+9 points of bludgeoning 
  damage plus 8 points of acid damage per round from 
  the‖shark’s‖digestive‖juices.‖A‖swallowed‖creature‖can‖
  cut its way out using a light slashing or piercing 
  weapon‖by‖dealing‖25‖points‖of‖damage‖to‖the‖shark’s‖
  digestive tract (AC 14). Once the creature exits, 
  muscular action closes the hole; another swallowed 
  opponent must cut its own way out. 
  Skills A dire Athasian shark has a +8 racial bonus on 
  any Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on a 
  Swim check, even if distracted or endangered. It can 
  use the run action while swimming, provided it 
  swims in a straight line. 
   
  Ruvoka are creatures from the elemental planes. They 
  travel the planes easily, even the Astral Plane, but on 
  Athas they are bound to certain locations. They often 
  work with druids. 
  Strategies and Tactics 
  Ruvoka prefer to call elemental help, usually in the 
  form of summon‖nature’s‖ally spells, and casting protective 
  spells such as elemental armor before jumping into the fray. 
  They will step back once in a while to summon additional 
  help or to attend the wounded. In case things go badly, it 
  won’t‖hesitate‖to‖use‖elemental‖slide‖in‖order‖to‖leave‖the‖
  battlefield. 
  Creating a Ruvoka 
  “Ruvoka”‖is‖an‖acquired‖template‖that‖can‖be‖added‖to‖
  any humanoid or monstrous humanoid creature (referred 
  
   
   
  to hereafter as the base creature), provided it can 
  complete the metamorphosis ritual (see below). 
  Size and Type: The base creature type changes to 
  outsider with both the elemental (of the element to which 
  they are aligned) and native subtypes. Do not recalculate 
  base attack bonus, saves, or skill points. Size is 
  unchanged. 
  Challenge Rating: Same as the base creature +4. 
  Armor Class: The‖base‖creature’s‖natural armor bonus 
  improves by +4. 
  Attack Options: A ruvoka retains all the attack 
  options of the base creature and gains the attack option 
  below. 
  Elemental Weapon (Sp): A ruvoka can use elemental 
  weapon at will. Caster level is equal to character level. 
  Infuse Weapon (Su): A melee weapon that a ruvoka 
  wields deals and extra 1d6 points of damage of type 
  based on the element to which they are aligned per the 
  table below:  
   
  Element 
  Damage 
  Air 
  Electricity 
  Earth 
  Acid 
  Fire 
  Fire 
  Water 
  Cold 
   
  Summon Elemental (Sp): Once per day a ruvoka can 
  summon elemental beasts a 50% chance of success, or a 
  Large elemental with a 35% chance of success. The variety 
  of elemental beast or elemental must be of the elemental 
  type to which the ruvoka is aligned. This ability is the 
  equivalent of a 3rd-level spell. 
  Abilities: Increase from the base creature as follows: 
  Str +4, Con +4, Wis +6, Cha +4. 
  Special Qualities: A ruvoka has all the special 
  qualities of the base creature, plus the following special 
  qualities. 
  Damage Reduction (Su): A ruvoka has damage 
  reduction 10/magic.  
  Elemental Focus (Ex): When casting divine spells with 
  an elemental descriptor associated with their aligned 
  element, a ruvoka is treated as being two levels higher 
  than his actual caster level. 
  Primordial Blessing (Ex): A ruvoka gains access to one 
  domain granted power of their choice in the element to 
  which they are aligned (DS3 64). 
  Elemental Slide (Sp): A ruvoka can enter the elemental 
  plane to which he is aligned or the Material Plane at will 
  as a standard action. This ability transports the ruvoka 
  and up to eight other creatures, provided they all link 
  hands with the ruvoka. It is otherwise similar to the plane 
  shift spell of the same name (caster level 9th). 
  Spell Resistance (Ex): A ruvoka gains spell resistance 
  equal‖to‖the‖base‖creature’s‖HD + 5. 
  Telepathy (Su): A ruvoka gains telepathy out to 100 ft. 
  Feats: A ruvoka gain Wastelander, assuming the base 
  creature‖doesn’t‖already‖have‖this‖feat. 
  Skills: A ruvoka gains a +10 racial bonus to 
  Knowledge (the planes) and Knowledge (religion) checks. 
  Level Adjustment: Same as the base creature +6. 
  The Metamorphosis Ritual 
  The metamorphosis ritual requires that a druid obtain 
  a number of gems whose value is no less than 10,000 Cp 
  (tourmalines for a brajeti, diamonds for an ethilum, rubies 
  for a kaltori, and sapphires for a zathosi), plus an 
  elemental creature with at least 21 HD that is willing to be 
  sacrificed for the ritual with the same elemental affiliation 
  as the one desired. The character must be also able to cast 
  9th-level divine spells. Once the prerequisites are met, the 
  character can begin the ritual. Once the ritual begins, the 
  gems are destroyed over the course of a day and the 
  elemental is incorporated into the body of the character. 
  The character also expends 5,000 XP to complete the 
  ritual. When the character finishes the ritual, he arises as a 
  ruvoka. 
  Sample Encounter 
  Ruvoka spent most of their time on their elemental 
  plane, or sometimes carrying some mission on their 
  guarded lands. A ruvoka is usually encountered alone, 
  but one might work with other druids or clerics against 
  challenging foes. 
  Individual (EL 25): Zuleta, a brajeti ruvoka is 
  investigating a rumor of a temple of magma built near her 
  sanctuary on Marnita. She is disguised to conceal her true 
  identity, using force if necessary to extract information. 
  Ecology 
  Ruvoka sometimes they serve spirits of the land or 
  elder drakes on various missions, or work directly in the 
  elemental planes. 
  Environment: Ruvoka are usually found of areas 
  where their affiliated element is abundant, regardless of 
  the creature normal habitat. 
  Most ruvokas, however, dwell in their elemental 
  planes. 
  Typical Physical Characteristics: A ruvoka is more 
  muscular and bulkier than ordinary creatures of its kind, 
  with a skin hue associated with their elemental plane. 
  Most sport weapons associated with their element as well. 
  Brajeti resemble large, well-tanned, hairless humans 
  dressed in bronze armors and bronze swords and shields. 
  Ethilum are large, pale blue, elflike beings with white 
  feathered wings and long, flowing hair, wearing only 
  white clothing and armed with whips and javelins. 
  Kaltori are bearded, red-skinned, stocky, human-looking 
  beings who wear searing hot plate armors and bear fiery 
  red tridents. Zathosi are large, gray-skinned, wrinkled 
  humanlike creature resembling old men wearing stone-
  colored robe and mauls of stone. 
  Alignment: Ruvoka are usually neutral. 
  Typical Treasure 
  A ruvoka carries treasure according to its Challenge 
  Rating. Ruvoka creatures favor the same sort of items as 
  do normal specimens of their kind. 
  
   
  Ruvoka Lore 
  Characters with ranks in Knowledge (the planes) can 
  learn more about ruvoka. When a character makes a 
  successful skill check, the following lore is revealed, 
  including the information from lower DCs.  
   
  Knowledge (The Planes) 
  DC 
  Result 
  15 
  Ruvoka are powerful elemental outsiders. 
  15+CR A ruvoka type is determined by their elemental 
  affiliation: Air (ethilum), Earth (zathosi), Fire 
  (kaltori), and Water (brajeti). 
  x 
   
   
  
   
   
   
  Index 
  Additional Psionic Enchantment (epic 
  feat), 36 
  air drake, true (monster), 101 
  animus circlet, the (artifact), 64 
  Arcane Channeling (epic feat), 36 
  Athasian dragon (epic prestige class), 9 
  Athasian psionatrix, the(artifact), 83 
  Augmented Poison (epic feat), 36 
  Automatic Quicken Power (epic feat), 
  36 
  avangion (epic prestige class), 13 
  belt of Rank, the (artifact), 88 
  blaze, the (artifact), 91 
  book of Kemalok kings, the (artifact), 
  88 
  champion of Rajaat (monster), 99 
  chatkcha of the Great One (artifact), 65 
  clear-river (spell), 58 
  cleaver, the (artifact), 72 
  confronter, the (artifact), 78 
  coruscation, the (artifact), 72 
  Craft Epic Cognizance Crystal (epic 
  feat), 36 
  Craft Epic Psionic Arms and Armor 
  (epic feat), 36 
  Craft Epic Universal Item (epic feat), 
  36 
  crown of the dwarven kings, the 
  (artifact), 89 
  dark lens, the (artifact), 65 
  Defiling Resistant Aura (epic feat), 36 
  Dragon Metamagic (epic feat), 37 
  dragonskin, the (artifact), 67 
  Drake Wild Shape (epic feat), 36 
  Duryn’s‖anvil‖(artifact),‖90 
  earth drake, true (monster), 102 
  element lord (epic prestige class), 17 
  Element Turning (epic feat), 37 
  Elemental Strike (epic feat), 37 
  epic arch defiler (prestige class), 6 
  epic arena champion (prestige class), 7 
  Epic Authority (epic feat), 37 
  epic bard (base class), 5 
  Epic Feinter (epic feat), 37 
  epic gladiator (base class), 5 
  epic grove master (prestige class), 7 
  Epic Manifestation (epic feat), 38 
  Epic Parry (epic feat), 38 
  Epic Psionic Meditation (epic feat), 38 
  Epic Taint (epic feat), 38 
  epic templar (base class), 6 
  epic templar knight (prestige class), 8 
  Exotic Weaponmaster (epic feat), 38 
  Extended Dragon Metamagic (epic 
  feat), 38 
  eye of psurlon, the (artifact), 67 
  fire drake, true (monster), 103 
  forger, the  (artifact), 91 
  ghostfire (spell), 58 
  Greater Spell-Resisting Aura (epic 
  feat), 39 
  groundflame (spell), 58 
  hearts of the drake, the (artifact), 68 
  heartwood spear, the (artifact), 69 
  hraash’nal,‖the‖(artifact),‖70 
  hunger, the (artifact), 73 
  Improved Augment Summoning (epic 
  feat), 39 
  Improved Chance (epic feat), 39 
  Improved Elemental Casting (epic 
  feat), 39 
  Improved 
  Elemental 
  Manifestation 
  (epic feat), 39 
  Improved Favored Terrain (epic feat), 
  39 
  Improved Narrow Mind (epic feat), 39 
  Korgunard’s‖annulus‖(artifact),‖70 
  Ktandeo’s cane (artifact), 71 
  Legendary Poisoner (epic feat), 39 
  leonine fender, the (artifact), 74 
  lion’s‖pride,‖the‖(artifact),‖74 
  magma drake, true (monster), 104 
  magma 
  paraelemental, 
  primal 
  (monster), 112 
  mindbender, the (artifact), 79 
  mindlord (monster), 109 
  Multipower (epic feat), 39 
  nightmare beast, Athasian (monster), 
  111 
  obsidian man, the (artifact), 76 
  orb of minor magic, the (artifact), 78 
  orb of schools, the (artifact), 78 
  orbs of Kalid-Ma, the (artifact), 77 
  order adept  (epic prestige class), 22 
  orphic flower, the (artifact), 80 
  pennant of golden Giustenal, the 
  (artifact), 75 
  planar gate, the (artifact), 82 
  Poison Penetration (epic feat), 39 
  protector, the (artifact), 78 
  Psionic Enchanter (epic feat), 39 
  psychometron of Nerad, the (artifact), 
  84 
  pyreen (monster), 115 
  quietstorm (spell), 58 
  rain drake, true (monster), 105 
  rain paraelemental, primal (monster), 
  113 
  rod of teeth, the (artifact), 92 
  royal crown of Giustenal, the (artifact), 
  75 
  rubyheart, the (artifact), 92 
  ruvoka (monster), 117 
  scorcher, the (artifact), 85 
  scourge of Rkard, the (artifact), 86 
  screaming maw, the (artifact), 73 
  Scribe Epic Tattoo (epic feat), 39 
  shadow shifter (epic prestige class), 25 
  Shadow Stride (epic feat), 39 
  shaper, the (artifact), 92 
  silencer of Bodach, the (artifact), 87 
  silt drake, true (monster), 105 
  silt paraelemental, primal (monster), 
  114 
  skull of Dorag Thel, the (artifact), 93 
  skyfire (spell), 59 
  sparkrain (spell), 59 
  Spell-Resisting Aura (epic feat), 40 
  spirit initiate (epic prestige class), 31 
  Spirit of the Land Wild Shape (epic 
  feat), 40 
  strength of the beast, the (artifact), 94 
  sun drake, true (monster), 106 
  sun paraelemental, primal (monster), 
  114 
  sun’s‖terrible‖glory‖(artifact),‖95 
  sunray (artifact), 95 
  Topassima’s‖tama‖(artifact),‖96 
  tree staff, the (artifact), 96 
  veiling amulet, the (artifact), 97 
  water drake, true (monster), 107 
   
   
  
   
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