New Spells

Magic used on Athas is shaped and molded by the harsh realities of that world. The influences of foul defilers, the valiant efforts of preserves, and the corrupt researches of sorcerer-kings have left their mark upon the wizard's trade. This chapter highlights important differences between Dark Sun and magic in other AD&D(R) game worlds.

Wizard Spells

First Level Spells

Charm Person

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

Find Familiar

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

D20 Roll Familiar Sensory Powers

1-3 Bat Night, sonar-enhanced vision

4-5 Beetle Senses minute vibrations

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

9 Pseudodragon Normal sensory powers, but very intelligent

10-11 Rat Excellent sense of taste and smell

12-15 Scorpion Senses fear

16-20 Snake Sensitivity to subtle temperature changes

Mount

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

Caster Level: Mount

1st-3rd level: Wild Kank

4th-7th level: Trained Kank

8th-12th level: Inix

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

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

Second-Level Spells

Detect Psionics (Divination)

Range: 0

Components: V, S, M

Duration 2 rounds/level

Casting Time 2

Area of Effect sphere (10 yard/level diameter)

Saving Throw None

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

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

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

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

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

Fool's Gold

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

Third-Level Spells

Fleet Feet

(Alteration)

(Reversible)

Range: Touch

Components: V, S, M

Duration: 1 day/5 levels

Casting Time: 3

Area of Effect one individual

Saving Throw: Neg.

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

The reverse of this spell, stone feet, makes the affected character's legs feel as heavy as rock, slowing his movement to half. The character's balance is unaffected. A saving throw negates this effect. The material component for this spell is a feather from a flightless bird, such as an erdlu (or for the reverse, a piece of mekillot hide).

Phantom Steed

In DARK SUN™ campaigns, this spell

creates a kank-like creature with the same

abilities listed in the Player's Handbook.

Ice Storm

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

Fourth-level Spells

Massmorph

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

Plant Growth

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

Psionic Dampener

(Alteration)

Range: 5 yards/level

Components V, S, M

Duration: Special

Casting Time: 4

Area of Effect: one individual

Saving Throw Neg.

Use of this spell allows the caster to disrupt the psionic activities of one individual. The target is allowed a saving throw to negate the spell. Whether successful or not, the target immediately knows that the spell was cast and who cast it. If the spell is successful, the target is unable to expend PSPs for its duration. The spell lasts until the wizard stops concentrating, either voluntarily or involuntarily. The affected psionicist can otherwise function normally. If the affected psionicist moves beyond the range, the spell is broken and he can again use PSPs normally, even if he reenters the spell s area of effect. The material component for this spell is any small object within a blown glass sphere.

Raze (Alteration)

Range: Touch

Components: V, S, M

Duration Permanent

Casting Time: 5 rounds

Area of Effect: Special

Saving Throw: None

This spell duplicates the life-draining effects peculiar to defiling magic. The spell may be cast by a defiler or a preserver, though a defiler will cause more damage with it. The casting of the spell causes a large area of vegetation to instantly give up its magical potential and turn to ash. Unlike the natural destruction of defiling magic, raze affects all vegetation within the radius of the spell, regardless of the terrain. The area of effect for a preserver is one yard per level of the caster. For a defiler, it is five yards plus one yard per level of the caster (in lieu of normal defiling damage). The ash created is black and grey, completely de void of life or life-giving elements. Nothing will grow there for half a year, leaving a lifeless circular scar on the ground. The material components for this spell are a handful of ash (either from a previous raze spell or from normal defiler magic) and a pinch of salt.

Transmute Sand to Stone (Alteration)

Reversible

Range: 10 yards/level

Components: V, S, M

Duration 2d6 days

Casting Time: 4

Area of Effect: One 10-foot cube/level

Saving Throw: None

This spell turns a volume of sand into an equal volume of sandstone. The caster can choose any simple shape he desires, provided no single portion is smaller than one cubic foot and none of the shape exceeds the range of the spell. The spell does not confer the ability to move the sand or stone created; the stone will occupy the space where the sand was at the time of casting. Persons standing with their feet in the sand at the time of casting will have to break themselves free, though a saving throw vs. paralyzation is allowed to jump free, (if possible). The fact that an area of sand has been so turned to sandstone is not readily apparent even after the spell has been cast. Viewers may have to make an Intelligence check to notice that there is stone where there was once sand. Though permanent, the magically created sandstone will quickly break down into sand particles over a period of 2d6 days. The reverse of this spell, transmute stone to sand, allows the caster to change any type of stone to sand (sandstone, granite, gems, clay brick, concrete, etc.). Stone items such as weapons become useless. Floors turned to sand may cause those standing on them to lose their balance and fall (dexterity check to avoid). Supporting stones in buildings so affected can easily cause a structure to completely collapse. The material component for the spell is sand ground between two pebbles (or sand from an hour glass for the reverse).

Wall of Ice

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

Fifth-Level Spells

Transmute Rock to Mud

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

Rejuvenate (Alteration)

Range: Touch

Components: V, S, M

Duration Special

Area of Effect: 5" radius/level

This spell grants the ability to support vegetation to an area of ground. in the case of ground made barren by defiler magic, rejuvenate dispels the ground's sterility, making it immediately capable of supporting vegetation. The spell may be cast on any ground short of solid rock, including sand, rocky sand or soil, or dust. In either case, the spell affects the ground in a circle extending away from the caster, so he must stand in the middle of the area he wishes to revitalize. The radius of the circle is 5 feet per level of the caster. Once cast, the soil is enriched and moistened, and a layer of fine grass emerges instantly. The duration of the spell varies. Once cast, the moist soil and grass are not magical, and are subject to all natural forces upon them. They will, however, survive a week in even the worst of conditions. Rejuvenate will otherwise last until another defiler spell destroys the vegetation there. The material component of the spell is a seed (of any type) and a drop of water. Defilers cannot cast rejuvenate.

Wall of Iron

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

Sixth Level Spells

Reincarnation

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

D100 Roll incarnation

01-08 Aarakocra

09-16 Belgoi

17-24 Dwarf

25-32 Elf

33-34 Giant

35-37 Giant-kin, Cyclops

38-48 Half-elf

49 55 Half-giant

56-66 Halfling

67-78 Human

79-85 Kenku

86-89 Mul

90-96 Thri-kreen

97-00 Yuan-ti

Transmute Water to Dust

In DARK SUN campaigns, this spell has no reverse.

Seventh-Level Spells

Doom Legion (Necromancy)

Range: 0

Components: V, S, M

Duration: Permanent

Casting Time: 7 rounds

Area of Effect 120 yard radius

Saving Throw: None

This spell creates skeletons or zombies from the remains of an army defeated in battle. The spell must be cast on the site of the conflict, where the fallen bodies still lie. When cast, only the bodies or skeletons of the losing side will be animated. If the battle took place less than three months before the casting of the spell, the undead will be zombies. Any longer period of time will yield skeletons - even if the bones have turned to dust, they will reassemble when this spell is cast. The number animated depends upon the radius of the spell and the number of bodies within it. The DM decides what level of conflict was fought on the grounds where the spell is cast, then rolls dice to find how many undead are raised

Skirmish 3d12

Small Battle 6d12

Major Battle 10d20

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

Time at Rest- Chance to Ignore

1 day- 90%

1 week- 80%

1 month- 70%

3 months- 60%

1 year- 50%

5 years- 40%

10 years- 30%

50 years- 20%

100 years- 10%

Over 100 years- 0%

An army of undead that ignores the spell caster will not necessarily attack him, but it will not obey him. It will pursue revenge for its defeat, advancing on its previous enemy, even if that no longer makes sense, considering the passage of time. Should the army not ignore him, the undead will consider the spell caster its new leader and will follow him until every individual is somehow destroyed. The material components for this spell are a drop of blood from one of the unit's old opponents (or a descendent thereof) plus a handful of soil from the unit's original homeland.

Eighth Level Spells

Create Tree of Life (Alteration's Enchantment)

Range: 0

Components V, S, M

Duration: Permanent

Casting Time: 1 turn

Area of Effect One tree

Saving Throw: None

By means of this spell, a wizard can enchant a living sapling to become a magical tree of life. The sapling must have already sprouted from the ground, though the wizard can transplant such a sapling before casting the spell. It will grow to its full size in only one week, but has its full powers and capabilities immediately after the spell is cast. Any tree less than one year old will suffice; this spell cannot be cast on an older tree. The properties of a tree of life are described in Chapter 7:

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

Priest Spells

First-Level Spells

Create Water

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

Merciful Shadows (Abjuration)

(Reversible)

Sphere: Cosmos

Range: Touch

Components: V, S, M

Duration: 1 day/5 levels

Casting Time: 1 round

Area of Effect: Person touched

Saving Throw Neg.

This spell creates a magical shade to protect an individual from the scorching sun. Once cast, the individual gains the benefits of being in the shade (half water consumption requirements), even when traveling or fighting in the full light of the sun. The individual so protected appears normal, except that he doesn't sweat as much as expected and his coloration is a bit gray. The reverse of this spell, blistering rays, intensifies the light and heat of the sun on the victim. The individual must have twice the water per day for the duration of the spell or suffer the effects of dehydration Also, in each round of combat in the open sun, the individual must make a Constitution check to keep from passing out. The saving throw, applicable only to the reverse of the spell, negates its effects. This spell (and its reverse) has no effect on an individual who is in the shade. The material components of this spell are a piece of a palm leaf (or black fabric for the reverse).

Second Level Spells

Charm Person or Mammal

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

Hold Person

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

Snake Charm

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

Third-Level Spells

Create Food & Water

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

Air Lens (Alteration)

Sphere: Air

Range: 90 yards

Components: V, S, M

Duration: 3 rounds + 1 round/level

Casting Time: 3

Area of Effect: Special

Saving Throw: None

By means of this spell, the priest creates a magical lens high in the air, with which he can direct intensified rays of the sun against his enemies (the caster must be in the sunlight for the duration of the spell). Once cast, the priest can attack with the lens twice per round, against one or two different targets within the range of the spell. Attack rolls must be made for each attack, but the priest suffers no nonproficiency penalty. Targets under cover receive benefits for both cover and concealment. Each hit inflicts 2d6 points of damage. Creatures resistant to heat or fire take only half damage. The spell can also be used to ignite flammable materials. When doing so against non-mobile targets, no attack roll is necessary and any normally combustible material (cloth, wood, paper, etc.) will ignite. Personal equipment may also be targeted, but the priest must make a successful attack roll with a -4 penalty. If hit, the article of equipment ignites. Burning clothing will inflict 1d6 points of damage for 1d6 rounds or until discarded. Burning shields become useless. The flames so created are not magical in nature and can be extinguished normally. Magical darkness can negate the effects of this spell. Magical shade reduces damage by half. The material component for this spell is a small, round piece of glass.

Fourth-Level Spells

Call Woodland Beings

This spell is not available in Dark Sun campaigns.

Rejuvenate (Alteration)

Sphere: Elemental, Plant

Range: Touch

Components: V, S, M

Duration: Special

Casting Time: 1 round

Area of Effect: 10, radius/level

Saving Throw: None

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

Fifth-Level Spells

Commune

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

Conjure Elemental (Conjuration/Summoning)

Reversible

Sphere Elemental (Various)

Range: 80 yards

Components: V, S

Duration 1 turn/level

Casting Time 5 rounds

Area of Effect: Special

Saving Throw: None

In Dark Sun campaigns, there is no 6th-level conjure fire elemental spell or 7th-level conjure earth elemental spell for priests. Instead, this spell allows the caster to open 8 special gate to any elemental plane to which he has major access and summon an elemental to step through. The Hit Dice of the elemental are determined randomly.

Roll | Hit Dice
01-65 | 8
66-90 | 12
91-00 | 16

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

Sandstorm (Conjuration/Summoning)

Sphere Air

Range: 60 yards

Components: V, S, M

Duration 3 rounds/level

Area of effect: Special

This spell allows a priest to conjure a very large version of a dust devil one that can engage and at tack a number of targets atonce. The storm has AC 0, MV 12, and hit dice equal to the level of the caster. The sandstorm is a large whirlwind of dust and sand twelve feet tall that covers a 10-yard by 10-yard square per level of the caster. The storm's shape can be determined by the caster and changed on any round after casting, provided no portion of the storm moves further than its movement rate. Any creature within the storm is subject to an attack which will do 2d6 points of damage (save versus spells for half damage). The storm is only subject to attacks from magical weapons. The winds of the storm will put out all normal fires within it. Also, any items within the storm must make item saving throws each round or be destroyed - all sandstorm saves are as if vs. acid with a + 5 bonus. The storm can hold a gas cloud or a creature in gaseous form at bay or push it away from the caster. The cloud obscures vision through it, and creatures are blinded for 1d4 rounds after emerging from it (save versus spell to avoid blindness). A spellcaster caught within the sandstorm loses concentration and any spells he is about to cast are ruined. The material component for this spell is a small bottle of air collected on a windy day.

Sixth Level Spells

Create Tree of Life (Alteration, Enchantment)

Sphere: Cosmos

Range 0

Components: V, S, M

Duration: Permanent

Casting Time 1 turn

Area of Effect: One tree

Saving Throw: None

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