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Page 1: Dragon Kings - Ethereal Spheresdnd.etherealspheres.com/eBooks/DnD_2.0/TSR 2408 - … ·  · 2012-11-17boxed set: the Tyr Region and ... that erases a mountain rangeŠnow that™s
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DRAGON KINGS

High-level characters, psionic enchantments, armies, war vehicles, rogue skills, psionic disciplines, advancedbeings, and campaign material for Athas and other AD&D@ worlds.

TSR, Inc.POB 756

Lake Geneva,WI 53147

U . S . A .

TSR Ltd.I20 Church EndCherry HintonCambridge CBI 3LBUnited Kingdom

©1992 TSR, Inc. All Rights Reserved. Printed in the U.S.A.ADVANCED DUNGEONS & DRAGONS, FORGOTTEN REALMS, and AD&D are registered trademarks owned by TSR, Inc. DARK SUN,BATTLESYSTEM, and the TSR logo are trademarks owned by TSR, Inc.

Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR, Inc.Distributed to the book and hobby trade in the United Kingdom by TSR Ltd.

This work is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artworkherein is prohibited without the express written consent of TSR, Inc.Permission granted to photocopy or print this product for personal use.

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As I put the finishing touches to this volume, itoccurs to me that it has been more than two yearssince design on the DARK SUNT M campaign be-gan in earnest. For two years, pretty much every daysaw a new idea pop up, another fall by the wayside,and a dozen questions get answered. In this book,I�m committing to paper the last of the original con-cepts we envisioned so long ago. For Athas, it is theend of the beginning.

But where is the DARK SUN setting going, andhow does this book fit into that scheme?

The overriding design philosophy for supportproducts is simple: concentrated campaign develop-ment. If you�re waiting for maps of the entire worldof Athas, or campaign supplements that take us tothe far side of the Sea of Silt and beyond, don�thold your breath, �cause they�re not coming. Notfor a while. We�re concentrating on what�s in theboxed set: the Tyr Region and its seven city-states.We�ve barely touched that plot of sand, gamedevelopment-wise, and it will take quite a while to fillit up with slave tribes, merchant houses, elven raid-ers , and more . The DARK SUN campaign�s fu-ture is bright, but for now it�s strictly boundedwithin the existing campaign map.

Then why a hardbound rules book devoted tohigher-level characters? Dragon Kings serves twopurposes� one obvious, one not.

First, Dragon Kings lets characters advance ashigh as 30th level in all classes. They get wondrousnew abilities, possibly even new bodies, when theyreach such heights of experience. We originated allthese concepts early on in the design of the DARKSUN universe, but we kept them out of the originalrules for two reasons. First, they wouldn�t all fit.Second, we didn�t want to give away the secrets re-vealed in the first DARK SUN novel, The Verdant

Passage . ( I f you haven� t read the novel yet , bewarned that this book spoils its surprises!)

The second, less obvious reason to present rulesfor the highest-level characters is rooted in overallcampaign development. I�m a firm believer that the

macro-forces of a campaign world should set thetone for even the lowliest adventures�sort of a�trickle-down� theory, if you will. In a science-fiction world, the ambitions of powerful corpora-tions, star-spanning empires, and malevolent alienraces set the s tage for adventure . In the DARKSUN world, the sorcerer-kings, advanced beings,and other powerful characters set the tone. Charac-ters beyond 20th level are the movers and shakers ofAthas�their every move leaves a wake of adventurepossibilities. To present a plausible DARK SUNcampaign, a DM must understand that world�smost influential NPCs and their incredible powers.

Why more powerful magic? Well, why not! Mas-sive spells can help drive a campaign just as easily aspowerful characters. I think of fantasy novels I�veread that are centered on the casting of a single,incredible magical spell, one that takes years to pre-pare and wipes out entire cities or nations. Wholeadventures can revolve around casting such magicor preventing its casting.

T h e e x i s t i n g 9 t h - l e v e l A D & D ® g a m e w i z a r dspells do the same old stuff, just bigger and better:They protect the wizard from being killed by a big-ger monster. To me, it�s just not epic. Casting a spellthat erases a mountain range�now that�s magic!

Do I expect lots of DARK SUN campaigns tobecome high-level campaigns? Do I want playercharacters unleashing 10th-level spells at one an-other as soon as they open this book?

No. But I do expect players to have somethingmore to strive for, and I expect DMs to have every-thing they need to evolve a complete array of power-ful NPCs for their little corner of Athas.

Obviously, use of player characters who haveadvanced beyond 20th level dictates a somewhat dif-ferent role-playing style. These characters are usuallypeople of great reputation who have many fantasticaccomplishments to their credit and can challenge anyfoe or situation. More mundane adventures, such assearching for small treasures or taking jobs as merce-naries, become less important to the mega-characters.

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Their attentions should instead turn to more city- orregion-sweeping epics, such as the search for lost an-cient civilizations, struggles between large armies ornations, or quests for lost magical knowledge that canwin a throne! Encourage high-level characters to usetheir talents toward lofty ends�what�s the point of ad-vancing to 25th level if all you�re going to do is penscrolls all day?

Note, though, that in the DARK SUN� world,no one gains fantastic levels anonymously. In the

F O R G O T T E N R E A L M S ® c a m p a i g n s e t t i n g , awizard might go from 20th to 30th level and hardlybe noticed by the general populace, but I wantedsomething different for Athas.

No DARK SUN world character can escape theconsequences of superior experience. With the ex-ception of the rogues, high-level characters become

victims of their own success. Fighters find them-

selves heading huge armies, like it or not. Fledglingdragons and avangions have nothing but enemies,

and psionicists must either join an exclusive organi-zation or be hunted by it. In terms of game balance,is this fair? Given that each class has unique advan-tages, it all evens out in the end. And if not, well,nothing on Athas is particularly fair!

It has been a massive undertaking. I thank ZebCook, Wil l iam W. Connors , and J . Robert King

for their valuable input, and Troy Denning andJames Lowder for literary advice. Thanks also to

Jim Ward for his assistance and to Allen Varney forhis editorial expertise.

Let the games begin!

Timothy B. BrownJanuary, 1992

Table of Contents

Legends of Athas . . . . . . . . . . . . . . . . . . . . . . . . . . 4

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

Warriors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

War VehiclesHeavy Chariot . . . . . . . . . . . . . . . . . . . . . . . . . 2 4

Light Chariot . . . . . . . . . . . . . . . . . . . . . . . . . . 2 5

Cliff Glider . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 7

Mekillot Ram . . . . . . . . . . . . . . . . . . . . . . . . . . 29

Undead War Beetle . . . . . . . . . . . . . . . . . . . . . 31

Silt Skimmer . . . . . . . . . . . . . . . . . . . . . . . . . . . 33

Wizards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36

Priests . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54

Rogues . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 8

Psionicists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 4

Appendix 1: New Wizard Spells . . . . . . . . . . . . 8 2

Appendix 2: New Priest Spells . . . . . . . . . . . . 116

Appendix 3: New Psionic Disciplines . . . . . . . 138

Monstrous Compendium Entr iesDragon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154

Avangion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156

Elemental, Character . . . . . . . . . . . . . . . . . . . 158

Credits

Designed by Timothy B. BrownEdited by Allen VarneyBlack & White Art by Tom Baxa and BromColor Art by Brom and Tom BaxaCover Art by BromGraphic Design by Dee BarnettProduction by Paul HanchetteTypography by Tracey ZamagneSpecial Thanks to James M. Ward

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Junnai a bottle of brew. The half-giant quickly andAthas has no gods, but despite this�or perhapsbecause of it� it has legends and myths aplenty.Every village, oasis, and city-state neighborhoodspawns its collection of tales. Most carry valuable

gratefully downed the elf�s gift, squinted along hispath, and continued home.

The next morning, Trundai searched for the miss-ing Junnai. He found him face down on the road,poisoned, his possessions stolen, the tracks of an elfall around.

lessons for survival, such as ways to survive with littlewater or avoid predators. Some, propagated by thetemplars, give instruction in polite conduct. Manymore, whispered in secret, tell how a hero gainedrevenge against a templar or sorcerer-king.

A few legends are even funny, for when not strug-gling to survive, every Athasian enjoys laughter.The humor, though, is almost always cruel, a jest atthe expense of some detested rival race or class.

Drake and Maiden

Outs ide Makla v i l lage s tands a temple ruin ,

burned during one of many elven attacks. All thatremains is the charred statue of the small sect�sfounder. Worshippers abandoned the temple, allsave one, an old man of great wisdom. When hedied, his daughter continued to visit the temple dailyout of respect for her father.

One day, as she visited the temple, a great sand-storm blew up. Hating to see the statue damagedfurther, she wrapped her own shawl around it whilewaiting out the storm. A drake happened by, and(as this was back in the days when drakes were quiteintelligent and polite) he stopped to observe.

When the storm let up, he inquired of the daugh-ter, �Damsel, why do you give your own robes to theimage, an image of simple stone, that cannot feelthe sting of airborne sands?�

Some typical legends follow.

The Drunken Half-Giant

In a v i l lage south of Raam l ived a hal f -g iantnamed Junnai, a youth of great size whose sole lovewas ale. His fellows knew him as a drunkard. Butthe pleasant half-giant pulled his weight in a fight,s o n o o n e b o t h e r e d h i m a b o u t h i s c o n s t a n tinebriation� no one but his brother, Trundai.

�Stop your drunken ways , brother ,� Trundaisaid.

But Junnai replied, �I drink two tankards of aleat the inn every evening, brother. And I shall do sountil the inn runs dry!�

�Then at least cut down, dear brother, and drinkbut one this evening,� Trundai suggested. Out oflove for his brother, Junnai agreed. That evening hedrank just one tankard of his beloved ale beforeheading home.

But when an elven runner found Junnai sitting,sobbing a long the road back to his v i l lage , hestopped briefly to enquire. �Normally I can find myway by taking the middle road of the three blurryroads I see,� Junnai said. �But this evening I drank

but one tankard of ale, so I see only two fuzzy roadsbefore me.�

I�I see,� said the elf. �I can help you see the thirdroad, f r iend. Here , dr ink th is .� The e l f handed

The daughter was startled but composed herselfbefore replying. �If it were but stone, mighty drake,then how could it answer my prayers and those ofmy fat her?�

Never had the drake heard such wisdom, noteven from the spirits that counseled it. The drakereturned often to visit the daughter on her dailytrips, and in time came to love her. So taken was hethat he sought out a wizard to alter his form. Thenhe went to visit the daughter as a human.

The daughter shared his love, and the two found-ed a village of their own beyond the mountains.Their offspring, it is said, share the wisdom of theirmother and the ferocious strength of their father. Tothis day, any child who displays both attributes is

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often termed a �drake�s child.�

Arkhold�s DevastationThe dwarves of Balic say the ruins of Arkhold

were once a farming village. Its troubles started in aYear of Priest�s Vengeance, when Thorlin, a ruler ofuncommon power and cruelty, claimed to hear �thehigh voices f rom the moons .� He sa id the twomoons, Rul and Guthay, commanded him to visitthem and receive their wisdom.

Thorlin flew into the sky with a magical device ofsome kind�variously, a jozhal-drawn chariot, a netcarried by air elementals, or (one of the most bizarretouches in Athasian mythology) a spoon. He re-turned a year later with �a wild and burning eye.�

Thorlin urged the villagers to burn their crops ingreat bonfires, then sacrifice all livestock. This, hesaid, would bring prosperity to the village. So it wasdone.

After the devastating famine that followed, survi-

vors left for all parts of Athas. Nothing remains ofthe vi l lage of Arkhold except ruins . So say thedwarves.

Uncle Tontor: A Wyrm�s Tale

Elf merchants around the Lost Oasis believe (orclaim to believe) that no one has ever seen young orsmall silk wyrms. No one, they say, has ever seenthem breed or reproduce, despite repeated (usuallyfatal) attempts. The mystery has prompted manytales. One concerns Old Uncle Tontor, a mythicalold human known for nosiness about other people�saffairs. As the elves tell it, Tontor grew curious tolearn how silk wyrms reproduce. None too bright,he tried to disguise himself as one, dyeing his skingreen and wearing limp cloth wings. Then he creptout to �a fearsome deep cavern� where wyrmsroosted.

Uncle Tontor entered the cavern, trying as far aspossible to look and sound like a wyrm. His bum-

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bl ing at tempts a t t racted the at tent ion of �KingSnakewing� (in village folklore, monarch of thewyrms). Ordinarily the wyrms would have killed theold man on the spot. But King Snakewing had re-cently fed well on a hundred humans and was feel-ing tolerant. He ordered his minions to carry the oldman away into the sky.

Despite the human�s whining protests, �a hun-dred silken snakes� lifted Uncle Tontor and carriedhim to the moon Guthay. There Uncle Tontor sawthat the moon was really a colossal egg, from whichall the silk wyrms hatched, fully-grown.

Then the wyrms deposited Uncle Tontor uncere-moniously on the underside of Athas. (Elven folk-

lore once held that Athas is flat.) He had to swinghand-over-hand to the edge of the world, crawl upover the side, and walk all the way home; this jour-ney lasted a whole king�s age, 77 years. When Ton-tor arrived back in the village, even older and moreirascible than before, his descendants did not recog-nize him. Always nosy, Uncle Tontor asked them,�What happened to your renowned ancestor, thegreat Tontor?�

They replied, �What, that old coot? Our grand-parents said he went mad and thought he�d turnedinto a snake. He slithered into the hills, and nobodyever saw him again.�

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This book gives rules that allow existing AD&D®

game characters to advance to 30th level in all class-es; new spells for wizards and priests; and new psi-o n i c d i s c i p l i n e s . D r a g o n K i n g s a l s o c o v e r simportant campaign matters like the role of fol-lowers and the sensory effects of magic. All this ma-ter ia l i s meant for the DARK SUN� campaign,but it adapts easily to any AD&D campaign.

The book also offers much material specific to thew o r l d o f A t h a s , l i k e n e w v e h i c l e t y p e s , n e wB A T T L E S Y S T E M � a r m i e s , a n d t h e d e b u t o f a

shadowy organization of powerful psionicists: theOrder. You need the DARK SUN campaign set touse this information.

This Introduction summarizes two systems spe-cific to the DARK SUN world that apply to bothwizards and pr ies ts : ps ionic enchantment andadvanced beings. More information appears laterin this book in the sections devoted to these classes.

Psionic EnchantmentBeyond the horizons of routine magic are whole

seas of power that cannot be tapped naturally. Theunaided mind, regardless of intelligence, cannotcomprehend, let alone command, such tremendouse n e r g y . B u t p s i o n i c s c a n � t u n e � t h e m i n d f o rgreater mastery of magic. The combination pro-duces the most powerful magic avai lable in aD A R K S U N c a m p a i g n .

Psionic enchantment is magic, not psionics. Asstated in the Complete Ps ionics Handbook , �Mag-ic is the ability to shape, control, harness, and utilizenatural forces that infuse the game world and sur-round the characters. . . . Psionics is the completeopposite of this. The psionicist shapes, controls,harnesses, and utilizes natural forces that infuse hisown being .� Psionics and magic are separate forces.

In psionic enchantment, psionics is a means to-ward an end, a catalyst in the magical process. Wiz-ard spells beyond 9th level and priest spells beyond7th level are too difficult for the unaided mind to

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comprehend. Only through psionic disciplines canthe mind handle this magic.

In game terms, psionic enchantments are newspells for the highest-level wizard and priest charac-ters who are also psionicists. For wizards, psionic en-chantments are 10th-level spells. For priests, psionicenchantments are 8th-, 9h-, and 10-level. Thesespells become available based on the character�slevel , given on spell progression tables later in thisvolume.

There is no separate science or discipline for useof psionic enchantments. A spellcaster who reaches20th level as a psionicist is always ready to negotiatepsionic enchantments.

The enchantments are spells of great scope, attimes dwarfing the effects of those normally avail-able to wizards and priests. Whereas existing spellsfocus on the individual and immediate surround-ings, psionic enchantments can affect entire cities orarmies or alter the face of Athas itself.

Such extraordinary magic requires careful prepa-ration for weeks, months, and even years as thespellcaster puts the magical wheels into motion.Gathering components becomes an exacting task initself, often calling for grand and dangerous quests.The caster must become intimately familiar with thetarget, be it a tract of desert he wishes to makebloom or the personal background of an army hewishes to erase from existence. Many spells have du-rations directly proportional to preparation time.Psionic enchantments have a separate �Prepara-tion Time� line in their game statistics.

Characters can research new psionic enchant-ments beyond those listed. Often, a wizard per-forms such research amid ancient ruins, studyingold tomes and tablets, building on the work of long-dead sorcerers. Such research takes at least oneyear, though a lifetime can pass without results.

The Advanced BeingsIn addition to the awesome magical spells they

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can wield, the highest-level spellcasters also under-take a drastic mental and physical change. Theseadvanced beings are among the most powerful crea-tures on Athas, devoted to either good or evil, fociof dramatic events and epic struggles.

In game terms, many spellcasters leave their hu-man forms behind when they advance beyond 20thlevel, slowly transforming until at 30th level theycomplete the change into an advanced being.

Only defilers, preservers, and clerics may trans-form into advanced beings. To do so, the charactermust achieve 20th level in both the spellcasting andpsionicist classes. At this high level, the characterabandons the distinction between the two classes,becoming 21st-level in an advanced form. Detailsappear in the class chapters in this book.

E a c h c l a s s m e t a m o r p h o s e s i n t o a d i f f e r e n tadvanced form. Defiler/psionicists become drag-ons. Preserver/psionicists become avangions, ex-tremely delicate creatures of tremendous magicalpower. A defiler or preserver cannot advance past

20th level without becoming an advanced being. Cleric/psionicists can become elements. Having

united with the powerful magics of an elementalplane, the cleric slowly eliminates the three other ele-ments in the body in favor of the purest forms of thefourth. At 21st level, the cleric is, in effect, an ele-mental, who grows in magical and psionic power athigher levels. Unlike wizards, the cleric can insteadchoose to retain a human body when advancing be-yond 20th level.

Racial level limits: Most player character racescannot achieve the highest levels in the spellcastingclasses. Human characters, unlimited in their ad-vancement in any class, can advance to becomedragons, avangions, or elementals. The only demi-humans that can do so are the half-elves, and eventhey can become only dragons.

Catching Up

A character must achieve 20th level in both the

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spellcasting class and the psionicist class beforetransforming to an advanced form. Coordinatingthe two classes works differently for dual-classed andmulti-classed characters.

Human dual-classed: Only human charactersm a y b e d u a l - c l a s s e d . I n o r d e r t o b e c o m e a nadvanced being, the human first achieves 20th levelin either class, then switches from that first class tothe second, advancing in it to 20th level. The hu-man must then adventure for 500,000 additional ex-perience points beyond 20th level to become a 21stlevel advanced being. The human must abide by allrules regarding dual-class advancement presentedin the Player �s Handbook .

Half-elf multi-classed: A half-elf character whowishes to become a dragon must begin play as ad e f i l e r / p s i o n i c i s t . U p o n e a r n i n g a t o t a l o f6,500,000 experience points, the character can be-come a 21st-level dragon.

Having become an advanced being, the charactercan never again opt for a dual-class; the advancedclasses can never be combined. He can never freelyreduce experience to zero and begin the campaignagain in a new character class. For the advancedbeings, there�s no going back.

The Sorcerer-Kings

The sorcerer-kings of the Seven Cities are, ingame terms, defiler/psionicists who have begun thetransformat ion to dragon form. Each sorcerer-king�s ambitions and approach to changing physi-cal form are unique. Each is described here in broadterms.

Balic: Andropinis of Balic is, in fact, a 21st-leveldragon. He retains enough of his original humanform, however, that he can be seen in public withoutdrawing suspicion. Those who have suspected histrue nature have been executed.

Draj: The more pompous Tectuktitlay of Draj isactually a 22nd-level dragon, having used his ownblood-soaked arena to further his metamorphosis.

Tectuktitlay�s form is markedly inhuman�he re-

tains human appearance through a vigilant psionicillusion.

Gulg: The oba is a 21st-level dragon, though stillvirtually human in appearance. With her attentionsfixed on her city�s ancient enemy Nibenay, Lalali-Puy has not metamorphosed further.

Nibenay: The Shadow King secludes himself fora reason� he is a 23rd-level dragon. In his rare ap-pearances he masks his form with illusion, thensteals away to continue his transformation. Nibe-nay�s senior templars know of their master�s true

form.Raam: Abalach-Re, herself a 21st-level dragon,

is confused by her s i tuat ion. The nature of herpowers has lead the Great Vizier to a mistaken con-clusion about their source �thus her invention ofthe fictitious �higher being� whom she compelsSkeptical citizens to worship.

Tyr: The tyrant Kalak has been slain. His uniqueapproach to dragon status is discussed below.

Urik: Hamanu is a 21st-level dragon who seeshimself as the ultimate ruler of the Tyr region. Byforce of arms, he may succeed, but not without fur-ther power gained through metamorphosis.

Ancient OriginsEssentially, the seven sorcerer-kings are the first

defilers who matched their great magical skills withultimate psionic power. When they attained thislevel of magic is unclear�though rumors abouttheir age range into the thousands of years, they areprobably much older than that. On attaining thefirst stage toward dragon form, the seven delveddeeper into research to understand what they hadbegun.

Each had mysteriously become the focus of unlim-ited elemental magic. Though they couldn�t tap thispower themselves, the sorcerer-kings could impartthat power to their followers, the templars. The endresult was clear, but why this transference of power

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became possible remains a mystery, even to thesorcerer- kings.

In actuality, with the casting of their first meta-morphosing spells, the sorcerer-kings each attractedthe attention of a very powerful and rare creature�a living vortex. With spidery fingers firmly anchoredin all the elemental planes and the prime materialplane, the living vortex is a continuous conduit ofmagical energy. The sorcerer-kings are, until theirdeaths, a source of elemental magical power fun-nelled directly to them by their living vortex, a crea-ture they don�t even realize exists.

With the passage of centuries, the living vorticeshave become extinct. Therefore, no future dragonswill gain the ability to transfer elemental magic totemplars. The original sorcerer-kings will take thatprivilege with them to their graves.

Having achieved magical mastery, the sorcerer-kings began their suppression of other wizards.They reserved wizardly magic for themselves, andfledgling mages were hunted and killed. In the cen-turies since they took power, no other mage has risenin power to challenge the sorcerer-kings.

Kalak�s Gamble

Kalak was certainly the most ambitious of thesorcerer-kings. As such, he wasn�t satisfied with thepossibilities of staged metamorphosis toward dragonform. Impatient, he sought ancient tomes and magi-cal texts that might afford him a shortcut. Kalakwanted to attain pure dragon form in one grandaction.

Essentially, Kalak attempted to condense all thedestructive force that would normally be parcelledinto ten smaller steps into one gigantic deed. Hebuilt the great ziggurat to focus his powerful spell,with its attached arena where he would trap the lifeenergy of thousands of spectators.

Would Kalak�s scheme have worked? Near lyslain at the arena by a halfling spear through hischest, the sorcerer-king�s plans were cut short. Sincethe survival of a single stage of dragon metamorpho-sis is uncertain, Kalak might have died anyway.Events have robbed us of that knowledge, which isprobably for the best.

Game terms: In game terms, Kalak tried to gofrom 21st-level to 30th-level dragon all at once. Hefai led. No magic a l lows another DARK SUN T M

game character to attempt this feat. The only pathfrom human to dragon form has ten distinct steps.

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Brothers and Champions

Many decades past , a noble fami ly o f Urik pre-s e n t e d t w i n s o n s t o t h e s o r c e r e r - k i n g H a m a n u .

�Use these children as you see fit, lord,� said their

mother , �and may a l l your campaigns be g lor ious .�H a m a n u t o o k t h e c h i l d r e n a n d s e n t t h e m t o b e

tra ined for combat .

Years passed, and the boys grew to men. But Ha-manu wanted no rivalries in his ranks, so he ordered

the pa ir to f ight to the death . The s tronger would

lead his armies. And one clearly was the stronger,more learned in spear and lance than his twin. But

the impending due l made h is heart heavy , and he

devised a plan.The s tronger brother sought out a wizard in the

w i l d e r n e s s a n d p a i d h a n d s o m e l y f o r h i s s e r v i c e s .

The wizard per formed two spe l l s . F irst , he charmedthe weaker brother, erasing his memory. The strong-

e r p u t h i s b r o t h e r o n a c a r a v a n b o u n d f o r R a a m ,

forever out of his life but away from harm. Second,the wizard cast an i l lus ion on a s imple g i th . Ha-

m a n u w i t n e s s e d t h e s t r o n g e r b r o t h e r k i l l i n g h i s

weaker brother and was sat is f i ed , though in truthonly a g i th had lost i ts l i f e . The s tronger brother

became the l eader o f Hamanu�s armies , and in t ime

he a l l but forgot the brother he had saved.Years later , in a war against Raam, the s tronger

brother led his triumphant host to the gates of that

c i ty . Around i t massed an army o f s laves and un-d e a d , b u t H a m a n u c a l l e d f o r c o m b a t b y c h a m p i -

ons . The stronger brother rode out on his armored

crodlu, and to meet him rode a champion covered inthe b lack chi t in armor o f h is c i ty . When the other

champion removed his he lmet , the s tronger brother

looked in shock upon his twin�s face .He saw no recognit ion in h is brother �s eyes�the

wizard�s magic still held his memory. In his ear, the

s t r o n g e r b r o t h e r h e a r d H a m a n u � s v o i c e s a y i n g ,�You have deceived me once, but I will let you live.

Twice I shall not tolerate.� On the blast of the me-

ki l lot horn, batt le was jo ined. The stronger brother

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ran his twin through, letting blood and his own tears

nourish the desert sands .

Warriors Beyond 20th LevelAthasian warriors gain greater powers when they

advance beyond 20th level. As leaders of vast arm-ies or as individual combatants of renown, high-levelwarriors can reshape the Tyr Region and beyond.

Fighter

Human, half-elven, and mul fighters may ad-vance beyond 20th level. Fighters gain a new level

f o r e v e r y 2 5 0 , 0 0 0 e x p e r i e n c e p o i n t s a b o v e3,000,000. They gain 3 hp at each level above 20.

A fighter can create entire units of elites uponreaching 21st level. A single unit of followers is of atleas t 5 th level and ( in BATTLESYSTEM� gameterms) can have no more stands than the fighter�slevel . The uni t �s equipment , mounts , or specia lcharacteristics have no effect. Training to elite statustakes 30 uninterrupted days. At the end of thattime, the unit gains certain advantages during bat-t l e s g o v e r n e d b y B A T T L E S Y S T E M � r u l e s : I t sAD rises to the next higher die (AD 6 becomes AD8, etc.); its AC is reduced one point; its hits areincreased 3 points; and its ML is raised 4 points.Individual characters within the unit gain no bene-fit; the elite status applies only to the unit as a whole.New characters recruited into the unit are not con-sidered elites. A fighter may train unlimited num-bers of elite units.

A fighter continues to gain followers beyond 20thlevel . He gains another uni t of fo l lowers with1d20 + 10 stands and of 1d10 + 2 levels; it is 50%likely to be special in nature.

Also, the fighter gains a powerful individual fol-lower who is sympathetic to his cause. The new fol-lower must have been impressed by the fighter�saccomplishments before he attained his new level.The DM determines the exact follower. Some exam-ples include a high-level preserver, cleric, or ranger;

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a belgoi champion; or a wayward half-giant. If nec-essary, use the Ranger�s Followers table from theDARK SUN� Rules Book (page 25) to determinethe fighter�s follower.

Gladiator

Only human, dwarf, half-elf, and mul gladiatorsmay advance beyond 20th level. Gladiators gain anadditional level for every 250,000 experience pointsabove 3,000,000. They gain 3 hp at each level above20.

A gladiator�s armor optimization continues past20th level. It is -4 at 20-24th level, -5 at 25-29thlevel, and -6 at 30th level.

A gladiator continues to gain followers past 20thlevel, one unit per level, of 1d20 + 10 stands and of1d10 + 2 levels; the unit is 50% likely to be special.Gladiators do not gain individual followers.

R a n g e r

Only human characters can advance beyond 20thlevel as a ranger. Rangers gain an additional level

for every 300,000 experience points above3,600,000. They gain 3 hp at each level above 20.

A ranger gains more followers at every level be-yond 20th. There are 2d6 followers per level, rolledindividually on the Ranger�s Followers table in theRules Book.

A ranger can use clerical scrolls or clerical magi-cal items at 21st level. He can use any item listedwithout limitation.

A ranger can write clerical scrolls at 24th level.He can write scrolls only for spells he already knows.For rules for making scrolls, see DMG, page 85.

Warriors in the CampaignWarrior characters have the greatest impact on a

D A R K S U N c a m p a i g n t h r o u g h f o r c e o f a r m s .With their own incredible fighting skills and armiesof followers at their command, high-level warriors

confront mammoth creatures and whole nationsarmed with obsidian and steel.

Arrival of Followers

Followers are warriors impressed with the charac-ter�s prowess and accomplishments. Work the arriv-al of followers into the unfolding campaign. Playersshouldn�t simply roll up a new unit and add it to aroster on their character sheet, with no regard forthe present campaign situation. The tables in theDARK SUN rule book serve as DM guidelines.

When it�s time for new followers to arrive, ask,�What potential source of followers has this warriorimpressed recently? Who did he probably impressthe most?� The answers narrow the possibilitiesand make the followers� arrival more realistic.

Another approach is to roll up or otherwise createthe warrior�s next unit of followers well in advance.Then bring them into the campaign as allies or foes,long before the warrior character should be �look-ing� for them. By careful planning, the DM canmake the character �earn� his next followers, ei-ther by joining them or gaining control of the unitthrough role-playing.

More Uses for Followers

A DM can fall into a terrible trap with followers.Large forces can pull the campaign focus away fromthe player character and onto the clash of armies.

But tens or even hundreds of warriors don�t haveto direct the campaign toward large-scale warfare,at least not from the viewpoint of the warrior charac-ter. Some further uses for followers:

Incredible monsters : Some monsters , such asdrakes and emerging dragons, can lay waste todozens of low-level warriors at a time, especiallywhen caught out in the open. If a warrior isn�t care-ful, monsters of great power can whittle his units offollowers down in a short time. A warrior might usehis units to flush out and engage these huge crea-tures rather than take the risk alone.

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Credible monsters: Large numbers of smallermonsters can be equally devastating. Even whenmonsters are disorganized, clearing them or keepingthem away from a stretch of land can keep largenumbers of troops busy. A warrior may divide upone or more units into patrols to keep an area clearof monsters, and losses among such patrols can bequite high.

Loans or tribute: When a warrior finds no press-ing need for his soldiers, others certainly need them.A warrior can make money hiring out followers asmercenaries, or he can gain favors by loaning troopswhere needed. To keep a sorcerer-king at a distance,a warrior might give followers as tribute to serve un-der the tyrant. Of course, using followers as tributewill cause unrest among the remaining followers,unless the warrior convinces them he has some ulte-rior motive.

Construction: Though not t ra ined for i t , fo l -lowers can be construction workers. Field fortifica-tions are well within their talents, especially if led byhigh-level fighters. More complicated tasks such asbuildings or permanent structures are also possible,provided the soldiers get instruction from skilled ar-tisans. Long periods spent in construction can hurtoverall morale, however, as the followers become im-patient for the glory of battle.

Independent missions: A warrior can send his fol-lowers on missions where he won�t be directly in-volved, but the risks to the unit are many. Sendingthem out of the owning character�s direct commandis dangerous�it strips the player of control over hisPC and opportunities for role-playing. However, aunit with clear instructions might indeed perform atask without (or despite) great losses.

For instance, a warrior may want a unit to patrolthe road from Altaruk to South Ledopolus andback, scouting for threats and dangers. The warriorgets his information when the entire unit comesback intact, or when the few survivors straggle backto his camp. When he�s not there to make decisionsfor them, his unit�s attrition is likely to be high.

Getting Away From It All

Some stories work best when the warrior leaves hisfollowers behind (�billeted�) for extended periodsof time, but the effect on the followers might bedrastic.

Accomplishments: While the followers are billet-ed, it is unlikely that they will accomplish anything.It is not in a soldier�s nature to work hard when notinvolved in combat. They may carry out or ignorespecific instructions at the DM�s discretion. Worse,they might earn the wrath of locals by letting fieldfort i f icat ions fa l l into disarray, f ight ing amongthemselves, etc.

Impatience: A warrior can expect to leave his fol-lowers for a period of one week without incident. Af-ter that, each unit has a non-cumulative chance of5% per week to abandon their posts. No matterwhat the warrior�s reputation, a unit may get wearyof waiting and seek another champion.

Challenge CombatThe practice of single combat between represent-

at ives of larger forces i s general ly accepted onAthas, though attitudes vary greatly. Whether atthe head of a large army or merely one in a party ofadventurers, a warrior may wish to initiate a chal-lenge or be prepared to answer one from anotherwarrior character. The combat is known commonlyas �combat by champions.� Calling for combat bychampions is called a �challenge.�

Before a battle begins, one warrior may challengethe opposing side. The opposing side can turn downthe challenge, or it can accept and choose its ownwarrior. Once accepted, the outcome of the battle isdecided by single combat between the two champi-ons, according to the unspoken creed.

The Unspoken CreedWarriors fight challenges with the weapons of war-r i o r s . W e a p o n s o f m a g i c o r t h e m i n d v i o l a t e t h e

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chal lenge . The loser's forces l eave the f i e ld .

Though individual races may have their own ad-ditions, this creed is held as law throughout Athas.Once accepted, the combat is to the death. Violat-ing the challenge through cowardice or deceptionhas dire consequences.

Depending on the situation, a warrior�s followersmay see him in a new light upon being challenged.They may see him as foolhardy if he accepts a chal-lenge he likely would lose, or as a coward if he de-c l ines a chal lenge he might win. Of course , awarrior who wins a challenge gains tremendous re-spect from his followers.

Use of magic: Magic is strictly prohibited. If it isfound, the challenge is breached.

Use of psionics: Psionics is also prohibited but ismore difficult to detect. If it is detected, the chal-lenge is breached.

Use of mounts: Mounts may be agreed upon be-f o r e c o m b a t b e g i n s . Breaking th is agreementbreaches the challenge.

Choice of weapons: Athasian combat does not re-quire identical weapons. If they are agreed upon inadvance, any deviation breaches the challenge.

Any breach usually causes both sides to attackimmediately, regardless of the ongoing challenge.

Races and Challenges

Each race has its own attitudes toward combat bychampions.

H u m a n : A human warr ior �s acceptance of achallenge depends mainly on his ability to succeed.A human usually weighs what he knows of the otherchampion and army, then decides the course ofaction that most likely leads to success.

S l a v e t r i b e s : S i n c e t h e y a r e u s u a l l y s h o r t o ntroops, combat by champions is an ideal option formost slave tribes. Slave champions tend to be form-er gladiators.

Sorcerer-kings: A sorcerer-king may send out achampion before a battle if it amuses him at the mo-

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ment. He may also ignore the creed if the outcomeof the challenge doesn�t suit him.

Dwarf: A dwarf will only challenge or acceptchallenges that directly relate to his focus. In fact, ifthe dwarf believes that this battle helps fulfill his fo-cus, he will want to be a champion. If the battle is anuisance, a dwarf will rarely take notice enough tohave an opinion.

Elf: Elves are noted as blatantly untrustworthy, es-pecially when it comes to challenges. It is widelyknown that an elf will attempt to cheat in a chal-lenge and that his followers seldom observe the un-spoken creed. Elven treachery with champions hasspawned the phrase �re l iable as an e lven chal -lenge� in common parlance.

Half-elf: Eager to prove themselves to human andelven opponents, half- elves often far too quickly giveor accept challenges. A half-elf is likely to take on amuch more powerful warrior if victory might meanacceptance by either side of his parentage. Half-elves are known for accepting tribute when they wina challenge.

Half-giant: A half-giant�s attitudes toward chal-lenges change with his alignment. Half-giant war-riors are often chosen to accept challenges fromwithin an army.

Halfling: The notion of challenges and combat bychampions is foreign to the halflings of the ForestRidge, so they never offer a challenge. Pragmatic tothe core, a halfling rarely accepts a challenge, be-cause his ego doesn�t come into play.

Mul: Muls are usually the first to suggest that abattle be settled with champions. They are also firstto complain against the creed when their championis slain.

Thri-kreen: The mantis warriors make challengesonly to one another, and then the combat is gov-erned by strict rules �no weapons. Thri-kreen war-riors will not challenge �meat� animals (the otherplayer character races), nor will they accept suchchallenges.

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Gith: Gith armies are too disorganized to accepta creed. An issued challenge might cause the githranks to pick multiple champions who would firstfight it out among themselves.

Non-Warrior Characters

Characters of different classes (wizard, priest,rogue, and psionicist) can accept challenges, butthey must adhere to the letter of the creed. Theycannot use magical or psionic powers, but must in-stead use weapons, armor, and strength to defeatthe opponent.

Breaching a Challenge

A warrior (other than an elf) who violates thecreed damages his reputation severely. His followersmay abandon him, and he may gain no new fol-1 owers for years, or until he sets right his terriblewrong. Other warriors seek the violator to slay him.Even the peace kept by the templars allows for the

wanton killing of challenge violators.Keep in mind that there is no stigma attached to a

warrior who uses magic, psionics, or deception out-side a challenge to overcome his enemies. However,once a challenge is accepted, a champion must fightas a warrior alone.

Challenges in the Campaign

Combat by champions is an excellent tool forbringing grand battles back down to the characterlevel. No matter what the troop strength, magicaland psionic aids, trains of supplies, plans, tactics,morale, etc., the struggle comes down to the swingsof weapons between two powerful warriors.

Challenges can also even the odds. When thePCs are surrounded by superior numbers, they canoffer challenges to save their skins. The reverse isalso true; no matter how large the PCs� armies are,proper role-playing can put them into a situationwhere they must accept a challenge. Their surething can come down to a single combat.

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Army ListsT h e m a j o r r a c e s a n d c u l t u r e s o f A t h a s c a n r a i s e

armies for both o f fens ive and defens ive pos tur ing .

The exac t e l ements o f each army can be de termined

u s i n g t h e s e l i s t s , i n t e n d e d f o r B A T T L E S Y S T E M �

camp ai gn p l ay .

Army Size: The exact size of a given army is mea-

sured in �uni t s ,� and should be de termined by the

D M . A s m a l l a r m y , f r o m a s i n g l e t r i b e , f o r i n -

s tance , might have on ly two to four un i t s ; a l a rge

army f rom an aggressor c i ty - s ta te may have dozens

of un i t s .

Leaders: The possible leaders for each army are are

l i s t ed , fo l l o w ed b y a parenthe t i ca l ment ion o f t he i r

restrictions.

Troops : E a c h s e p a r a t e t r o o p t y p e h a s i t s s i z e ( i n

s t a n d s ) a n d a l l B A T T L E S Y S T E M i n f o r m a t i o n .

T h e n u m b e r o f u n i t s o f a s i n g l e t r o o p t y p e i n a n

army cannot excede the percentage shown.

Allies: Possible allied troops that can be a part of

the army are also l isted.

Psionics in BATTLESYSTEM� GamesUnits and leaders can have ps ionic points . A

leader�s points equal his level. If a unit is listed asbeing psionic, it gets one point per stand. The maxi-mum range of all psionic attacks is 12�.

During Step 5 : Magic , ps ionic points may be�aimed� at enemy uni ts or leaders . The targetmust make a morale check if at least one point pertarget stand (for units) or one point per level (forleaders) is aimed at it. If double or more than thatnumber is applied, the morale check is made at -2.

All morale checks due to psionics are performedsimultaneously. Shaken or routed units cannot usepsionic points.

E l f

Elven armies exist throughout the Tyr region. Ill-tempered and easily offended, elven tribes readilyjump to the call of arms.

Leaders

Elf Chieftain (1 per army)A D 8 A R 5 H i t s 4 C D 1 2 � M V 1 2 �

Level 15 fighter.Elf Champion (1 per 4 units)A D 8 A R 5 H i t s 3 C D 9 � M V 1 8 �

Level 10 fighter. Level 5 psionicist.Elf Skyminder (1 per army)AD 4 AR 9 Hits 2 CD n/a MV 18�

Level 15 psionicist.Elf Sorcerer (1 per 6 units)A D 4 A R 3 H i t s 2 C D 3 � M V 1 8 �

Level 10 wizard:4 1st, 4 2nd, 3 3rd, 2 4th, 2 5th.

Troops

Elf Dunehunters 12 stands (40%)AD 6*6 AR 8 Hits 1 ML 12 MV 12

Range 2� /4� /6� (javelins)Elf Dunerunners 12 stands (80%)A D 6 A R 9 H i t s 1 M L 1 2 M V 1 8

Irregular only.Elf Phalanx 18 stands (20%)A D 6 A R 8 H i t s 1 M L 1 3 M V 1 2Zombie Infantry

AD 8 AR 9 Hits 2 ML n/a MV 6Irregular only. Cause horror, -1.

Skeleton Infantry

AD 6 AR 8 Hi ts 1 ML n/a MV 12Irregular only. Cause horror, -1.

Allies

Half-giant Hero (1 per 3 units)A D 1 2 A R 6 H i t s 7 M L 1 4 M V 1 5

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Gith

Savage gith hordes are the scourge of the table-lands and moutain passes. Often units within a githarmy are severely factionalized, and may disregardorders from the overlord commander without warn-ing. This and their generally poor morale have morethan offset their seemingly overwhelming numbers.

Leader

Gith Overlord (1 per army)A D 1 2 A R 6 H i t s 5 C D 9 � M V 9 �

Level 10 psionicist. Level 15 fighter.Gith Tribal Chieftain (1 per 2 units)A D 1 2 A R 7 H i t s 4 C D 9 � M V 9 �

Level 5 psionicist. Level 10 fighter.Gith Tribal Shaman (1 per 3 units)A D 4 A R 9 H i t s 2 C D 3 � M V 9 �

Level 5 psionicist. Level 5 cleric:3 1st, 3 2nd, 1 3rd.

Troops

Gith Levy Infantry 24 stands (80%)AD 6 AR 9 Hi ts 2 MV 9 MV 9

Psionic. Irregular only.Gith Infantry 18 stands (50%)A D 8 A R 9 H i t s 2 M L 1 2 M V 9

Psionic.Gith Archers 18 stands (25%)A D 8 * 6 A R 3 H i t s 2 M L 1 2 M V 9

Range 5�/10�/15�Psionic.

Gith Pike Infantry 18 stands (10%)A D 8 A R 9 H i t s 2 M L 1 3 M V 9

Psionic. Three ranks can attack.

A l l i e s

There are no races on Athas who regularly allywith the gith.

Slave Tribes, Mountains

H i d d e n a w a y i n t h e i r r o c k y f o r t r e s s e s , t h emountain-dwelling slave tribes are almost impos-sible to root out. When they venture with their arm-

ies down through the foothills, they rely on brutestrength of arms in battle.

Leaders

Slave Tribe General (1 per army)A D 8 A R 4 H i t s 6 C D 1 5 � M V 1 2 �

Level 15 fighter.Gladiator Hero (1 per army)A D 8 A R 5 H i t s 5 C D 1 2 � M V 1 2 �

Level 10 gladiator.Halfling Skyminder (1 per 3 units)AD 4 AR 8 Hits 1 CD n/a MV 6�

Level 15 psionicist.Wizard Renegade (1 per 6 units)A D 4 A R 6 H i t s 3 C D 3 � M V 1 2 �

Level 10 wizard:4 1st, 4 2nd, 3 3rd, 2 4th, 2 5th.

Rock Shaman (1 per army)AD 6 AR 6 Hits 2 CD n/a MV 12�

Level 10 cleric:4 1st, 4 2nd, 3 3rd, 3 4th, 25th.

T r o o p sTrained Infantry 8 stands (30%)AD 8 AR 7 Hi ts 2 ML 12 MV 12Untrained Infantry 16 stands (80%)A D 6 A R 9 H i t s 1 M L 1 1 M V 1 2Cliff Gliders 8 stands (5%)AD 8 AR 6 Hi ts 2 ML 13 MV 18 Gl ide

A l l i e s

Aarakocra 6 stands (10%)AD 8 AR 8 Hi ts 2 ML 11 MV 6/36

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Slave Tribes, TablelandsThe tribes of the plains tend toward speed and

mobility for their armies, relying on raids and quickstrikes for their military successes.

Leaders

Slave Tribe General (1 per army)A D 8 A R 4 H i t s 6 C D 1 5 � M V 1 2 �

Level 15 fighter.Gladiator Hero (1 per army)A D 8 A R 5 H i t s 5 C D 1 2 � M V 1 2 �

Level 10 gladiator.Tribal Skyminder (1 per 3 units)A D 4 A R 8 H i t s 3 C D 3 � M V 1 2 �

Level 10 psionicist.Wizard Renegade (1 per 6 units)A D 4 A R 6 H i t s 3 C D 3 � M V 1 2 �

Level 15 wizard: 5 1st, 5 2nd, 5 3rd, 5 4th,5 5th, 2 6th, 1 7th.

Troops

Heavy Charioteers 6 stands (20%)AD 12+8 AR 5 Hits 8 ML 14 MV 15Light Charioteers 8 stands (80%)A D 1 2 * 6 A R 7 H i t s 6 M L 1 3 M V 1 8

Range 6� / 12� / 18�Kank Cavalry 8 stands (25%)A D 1 2 A R 7 H i t s 3 M L 1 4 M V 1 8Trained Infantry 6 stands (20%)A D 8 * 6 A R 7 H i t s 2 M L 1 2 M V 1 2

Range 2� / 4� /6� (javelins)Untrained Infantry 12 stands (80%)A D 6 A R 9 H i t s 1 M L 1 1 M V 1 2

Allies

Half-giant Hero (1 per 3 units)A D 1 2 A R 6 H i t s 7 M L 1 4 M V 1 5

Level 10 fighter.

2 0

Sorcerer-King's HordeWhen the rulers of the Seven Cities wage wars,

they bring with them an odd conglomeration of fa-natical templar soldiers and unwilling captive levies.Their ranks are highly magical, raising undead re-placements on the march and on the field. The ex-act character of each city�s army is slightly different,but they all conform to this basic form.

L e a d e r s

Templar Overseer (1 per army)A D 1 2 A R 3 H i t s 6 C D 1 5 � M V 1 2 �

Level 15 cleric: 6 1st, 6 2nd, 6 3rd, 6 4th,4 5th, 2 6th, 1 7th.

Templar Centurion (1 per 3 units)A D 8 A R 4 H i t s 5 C D 9 � M V 1 2 �

Level 10 cleric:

4 1st, 4 2nd, 3 3rd, 3 4th, 2 5th.Templar Taskmaster (1 per slave unit)A D 6 A R 7 H i t s 2 C D 6 � M V 1 2 �

4 1st, 4 2nd, 3 3rd, 3 4th, 2 5th.Templar Animator (1 per undead unit)A D 4 A R 8 H i t s 3 C D 6 � M V 1 2 �

Level 5 cleric:

Level 10 cleric:

3 1st, 3 2nd, 1 3rd.Defiler Master (1 per 8 units)A D 4 A R 6 H i t s 3 C D 3 � M V 1 2 �

Level 15 defiler: 5 1st, 5 2nd, 5 3rd, 5 4th,5 5th, 2 6th, 1 7th.

Defiler Subordinate (1 per 5 units)AD 6 AR 6 Hits 2 CD n/a MV 12�

Level 5 defiler:4 1st, 2 2nd, 1 3rd.

TroopsHeavy Charioteers 6 stands (10%)A D 2 d 1 2 A R 4 Hits 8 M L 15 M V 15Light Charioteers 8 stands (10%)A D 1 2 * 6 A R 6 Hits 6 M L 14 M V 18

Range 2� /4� /6� (javelins)

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Heavy Kank or Crodlu Cavalry 8 stands (10%)A D 1 2 A R 6 H i t s 4 M L 1 2 M V 1 2Medium Kank or Crodlu Cavalry 8 stands (20%)A D 8 A R 7 H i t s M L 1 1 M V 1 5Light Kank Crodlu Cavalry 8 stands (25%)A D 6 * 6 A R 9 H i t s 2 M L 1 1 M V 1 8

Range 5� / 10� / 15�Templar Hvy Infantry 10 stands (20%)A D 8 A R 6 H i t s 2 M L 1 2 M V 1 2

Human Slave Infantry 12 stands (80%)A D 4 A R 9 H i t s 1 M L 9 M V 1 2

Irregular only.Dwarf Slave Infantry 6 stands (80%)A D 6 A R 9 H i t s M L 1 1 M V l 2

Irregular only.

Skeleton Infantry 12 stands (30%)AD 6 AR 8 Hi ts 1 ML n/a MV 12

Irregular only. Cause horror, -1.

Skeleton Archers 8 stands (20%)AD 6*6 AR 8 Hits 1 ML n/a MV 12

Range 5� / 10� / 15� . Irregular only.Cause horror, -1.

Zombie Infantry 12 stands (40%)AD 8 AR 3 Hits 2 ML n/a MV 6

Irregular only. Cause horror, -1.

War Mekillots 2 stands (5%)A D 8 * 6 A R 6 H i t s 8 M L 1 1 M V 9

Range 2� /4� /6� (javelins from howdah)War Inix 4 stands (10%)A D 1 2 * 6 A R 7 H i t s 5 M L 1 2 M V 1 5

Range 2� /4� /6� (javelins from howdah)Undead War Beetle 2 stands (5%)AD 12 +8*6 AR 7 Hits 8 ML n/a MV 9

Range 5� / 10� / 15� (bows from interior)Cause horror , -3 .

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Thri-kreenThe Great Alluvial Sand Wastes and the scrub

plains around the Great Ivory Plain teem with sav-age armies of thri-kreen. They raise armies to wagewars against each other for mastery of land or tostrike out against the city-states in search of plunderand food.

Leaders

Thri-kreen Chieftain (1 per army)A D 1 2 A R 4 H i t s 7 C D 1 2 � M V 1 8 �

Level 5 psionicist. Level 15 fighter.Thri-kreen Elder (1 per army)A D 4 A R 7 H i t s 3 C D 3 � M V 1 8 �

Level 10 psionicist.Thri-kreen Champion (1 per 3 units)A D 1 2 + 8 A R 4 H i t s 6 C D 3 � M V 1 8 �

Level 10 fighter.Thri-kreen Shaman (1 per 6 units)A D 6 A R 7 H i t s 3 C D 3 � M V 1 8 �

Level 10 cleric:4 1st, 4 2nd, 3 3rd, 3 4th, 2 5th.

T r o o p s

Thri-Kreen Gythka Infantry 12 stands (80%)A D 1 2 A R 7 H i t s 3 M L 1 4 M V 1 8Thri-Kreen Chatkcha Infantry 6 stands (80%)A D 1 2 * 6 A R 7 H i t s 3 M L 1 4 M V 1 8

Range 6� / 12� / 18�Thri-kreen Guards 6 stands (20%)A D 1 2 + 8 A R 5 H i t s 5 M L 1 6 M V 1 8

A l l i e s

Human Slave Infantry 18 stands (15%)A D 4 A R 9 H i t s 1 M L 7 M V 1 2

Irregular onlyHuman slaves who fail morale even once auto-matically rout.

Gith Infantry 12 stands (25%)AD 8 AR 9 Hi ts 2 ML 12 MV 9

Undead Legion

The wastelands breed wandering hordes of long-dead armies that at times seek still more lives totake. Some take seemingly aimless treks, while oth-ers are raised and controlled by more powerful un-dead or evil necromancers.

Leaders

Grand Necromancer (1 per army)A D 4 A R 6 Hits 3 CD 3 � M V 12�

Level 15 defiler: 5 1st, 5 2nd, 5 3rd, 5 4th,5 5th, 2 6th, 1 7th.

Necromancer Subordinate (1 per 5 units)A D 6 A R 6 Hits 2 CD n / a M V 12�

Level 10 defiler:4 1st, 4 2nd, 3 3rd, 2 4th, 2 5th.

Undead Commander (1 per army)Undead Champion (varies)

Characteristics to be determined by the DM.

T r o o p s

Skeleton Infantry 12 stands (30%)AD 6 AR 8 Hi ts 1 ML n/a MV 12

Irregular only. Cause horror, -1.Skeleton Archers 8 stands (20%)AD 6*6 AR 8 Hits 1 ML n/a MV 12

Range 5� / 10� / 15�. Irregular only.C a u s e h o r r o r , - 1 .

Skeleton Cavalry 8 stands (15%)AD 10 AR 8 Hi ts 2 ML n/a MV 18

C a u s e h o r r o r , - 1 .Skeletal Beasts 6 stands (15%)AD 8 AR 3 Hi ts 3 ML n/a MV 12

Irregular only. Cause horror, -1.Zombie Heavy Infantry 8 stands (40%)AD 8 AR 7 Hits 3 ML n/a MV 6

Irregular only. Cause horror, -1.Zombie Med. Infantry 12 stands (60%)AD 8 AR 3 Hits 2 ML n/a MV 6

Irregular only. Cause horror, -1.

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Other Creatures

The other combat ive beasts and creatures ofAthas can, at times, take sides in the struggles todominate their world. Depending on the situation,these may also become part of 8B A T T L E S Y S T E M � g a m e . U n l e s s o t h e r w i s estated, these are individual creatures.

Ankheg

AD 12 AR 6 Hi ts 3 ML 10 MV 12 , Br 6Underground movement.

Behir

A D 1 2 A R 7 H i t s 5 M L 1 4 M V 1 5Lightning bolt, AD 12 every other turn.

Belgoi 4 stands per unit

A D 1 0 A R 8 H i t s 3 M L 1 1 M V 1 2P sionic.

Braxat

A D 1 2 A R 5 H i t s 4 M L 1 5 M V 1 5Level 6 psionicist.Breath weapon AD 12, 1� range.

Dune Freak (Anakore)

A D 8 A R 9 H i t s 2 M L 1 1 M V 9 , B r . 5Underground movement.

Gaj

A D 1 0 A R 6 H i t s 4 M L 1 4 M V 1 2Level 8 psionicist.

Giant, Athasian

A D 1 2 + 8 A R 7 H i t s 5 M L 1 5 M V 1 5Level 5 psionicist (beast-headed only)

Jozhal

A D 8 A R 6 H i t s 3 M L 1 1 M V 1 8Level 4 psionicist.

Scorpion, Giant

A D 1 2 A R 6 H i t s 3 M L 1 0 M V 1 5Poison sting.

Tembo

A D 1 0 A R 7 H i t s 3 M L 1 8 M V 1 5Level 5 psionicist. AR 4 vs. nonmagical missile

weapons.

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The vehicles on the following pages enhance bothadventures and BATTLESYSTEM� games .

Chariot, HeavyC onsidered t h e e l i t e s h o c k e l e m e n t s o f t h e

sorcerer-kings� armies, massed heavy chariots havea well-deserved reputation for destructiveness.

Construction

The basic body of the heavy chariot is leather,stiffened and stretched over a f rame of woodenbeams. The two axles, fire-hardened wood greasedwith animal lard, support four spoked wheels. Aleather overlay often protects the spokes.

The frame�s front is further protected with boneor chitin plates, often with protruding spikes to dis-courage skirmishers f rom boarding. The f rameholds a large chitin roof suspended above the char-iot. More chitin armor or spikes can be applied overthe wheels or along the chariot�s sides or rear.

Most heavy chariots also have a leather sail, de-ployed when the wind is at its back. Charioteers in-sist that the sail lightens the load on the drawinganimals, but the sail lends no speed to the vehicle.When not in use, the sail is drawn down onto thechitin roof.

A single wooden pole, attached in a pivot-mount,juts from the front of the frame. The animal har-nesses attach to this pole, which is usually fashionedinto a wooden or bone point.

Four kanks or four crodlu pull the heavy chariot.The animals are most often harnessed in two pairs,but can be arranged four-abreast with an additionalmounting bar.

A heavy chariot costs 600 cp (without animals).

Crew

The heavy chariot requires a single driver whomanages the animals from the front position in thechariot�s frame. The vehicle can also carry up to

three man-sized combatants, who need spend notime operating the chariot. The chariot is largeenough to allow them a generous supply of missileweapons.

Tac t i c s

The driver of the chariot can attack with single-handed melee weapons, but suffers a -4 penalty tohis attack rolls. The combatants suffer a -1 penal-ty to missile attack rolls while the chariot is moving.T h e c o m b a t a n t s a r e r e s t r i c t e d w h e n f i r i n gforward�their field of fire begins at 15 degrees toeither side of straight forward.

The heavy frame of the chariot gives the driverand combatants 75% hard cover, making all missileattacks against them suffer a -7 penalty on attackrolls. When in melee with those outside the chariot,the driver and combatants are considered on higherground (-1 bonus to initiative rolls).

Sudden turns may cause the chariot to flip orbreak an axle. Whenever the heavy chariot is mov-ing faster than half speed and attempts to turn morethan 45 degrees, the driver must make an animalhandling proficiency check to avoid irreversiblydamaging the vehicle. Those inside must also makeDexterity checks to avoid 2d6 points of damagewhen the vehicle careens and tips.

If one animal is slain, the chariot is reduced to 1/3speed. If two or more animals are slain, the heavychariot cannot move.

BATTLESYSTEM� Game Tactics

The heavy chariot is sturdy enough to charge di-rectly into ranks of troops. However, since animal ca-sualties after such a charge are high, heavy chariotsusually chase down routed units instead.

Often, heavy chariots function as harrassmenttroops against massed infantry format ions . Thechariots move within missile range and pick away atthe slower forces. Heavy chariots work best whenthere is little opposing cavalry.

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Heavy Chariots with Javelinmen

A D 2 d 1 2 * 6 A R 4 H i t s 8 M L 1 5 M V 1 5Range 2� /4� 16� .

Heavy Chariots with Archers

A D 2 d 1 2 * 6 A R 4 H i t s 8 M L 1 5 M V 1 5Range 5� / 10� / 15�.

Chariot, LightFar faster and more maneuverable than its heavi-

er counterpart, the light chariot is a weapon of light-ning quick assaults and reconnaissance. The sightof light chariots on the horizon has been the harbin-ger of impending combat for centuries.

Large formations of heavy chariots often keep ex-

tra animals and riders nearby. Their sole purpose isto replace fallen animals before the slowed chariotsare overrun.

In BATTLESYSTEM� game play, every hit be-

yond 2 on a heavy chariot slays one of the three com-batants (one at 3 hits, another at 4, and the last at5). When conducting missile fire, each heavy char-iot model counts all living combatants as firing.

Heavy Chariots

A D 2 d 1 2 A R 4 H i t s 8 M L 1 5 M V 1 5Heavy Scythed ChariotsA D 2 d 1 2 + 8 A R 5 H i t s 8 M L 1 5 M V 1 5

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Construction

The body of the light chariot is a single concavepiece of stiffened leather or chitin. One wooden axlesupports two spoked wheels; as on other chariots,spokes are protected within leather sheaths.

The light chariot body is open and offers no pro-tection from the very rear. The sides and front of thechariot�s frame are built up with further leather,bone, or chitin plates, extending three to four feetfrom the base . Spikes are a lso appl ied as proofagainst elf skirmishers, who have been known to runafter and board chariots on a wager.

The chariot�s two animals (either kanks or crodlu)

are harnessed to a long pole extending from thefront of the vehicle�s body. The mounting is pivotal,allowing great maneuverability at relatively highspeeds. The pole tapers to a wicked point.

A light chariot costs 250 cp (without animals).

Crew

The light chariot requires a single driver whomanages the animals from the front position in thechariot�s frame; the driver must stand while operat-ing the chariot. The vehicle can also carry a singleman-sized combatant; he can concentrate on meleeand missile fire while the driver maneuvers the char-

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iot. The chariot is large enough to allow the combat-ant a generous supply of missile weapons.

Tactics

The driver of the chariot can attack with single-handed melee weapons, but suffers a -4 penalty tohis attack rolls. The combatant suffers a -2 penal-ty to missile attack rolls while the chariot is moving.The combatant can fire missile weapons in all direc-tions out of the light chariot.

The chi t in and leather protect ion of the l ightchariot gives the driver and combatant 50% hardcover; all missile attacks against them suffer a -4penalty on attack rolls. In melee with those outsidethe chariot, the driver and combatants are consid-e r e d o n h i g h e r g r o u n d ( - 1 b o n u s t o i n i t i a t i v e

rolls).Sudden sharp turns may cause the light chariot to

flip or break an axle. Whenever the chariot is mov-ing at full speed and attempts to turn greater than45 degrees, the driver must make an animal han-dling proficiency check to avoid flipping. Those in-side are thrown from the vehicle; they must makedexterity checks to avoid 3d6 points of damage fromthe fall.

If one animal is slain, the chariot is reduced to 1/3speed. If both are slain, the light chariot cannotmove.

BATTLESYSTEM� Game Tactics

The light chariot is rarely used in organized for-mations. Deployed as skirmishers, light chariots aremost often used for screening, harrassment, scout-ing, and pursuit.

In its screening role, the light chariot rides be-tween two advancing armies as the main forces de-ploy out of march columns and into battle positions.Skirmishes between opposing light chariots or caval-ry are common before larger battles, though casual-ties are usually few.

Like heavy chariots, light chariots can serve as

harrassment forces against infantry formations. Butthis duty doesn�t take advantage of the light char-iot�s far superior speed, and other skirmishers caneasily take over in this role.

As a scout vehicle, a chariot offers long range andredundancy of eyes, ears, and memory to the own-ing sorcerer-king or general.

In BATTLESYSTEM game play, the combatantis eliminated when the figure takes its third hit.When conducting missile fire, only light chariotmodels that have a living combatant count as firing.

Light Chariots

A D 1 2 A R 6 H i t s 6 M L 1 4 M V 1 8Light Scythed Chariots

A D 1 2 + 8 A R 7 H i t s 6 M L 1 5 M V 1 8Light Chariots with Javelinmen

A D 1 2 * 6 A R 6 H i t s 6 M L 1 4 M V 1 8Range 2� /4� /6�.

Light Chariots with Archers

A D 1 2 * 6 A R 6 H i t s 6 M L 1 4 M V 1 5Range 5�/10�/15� .

Cliff GliderThe thermals that rise off the desert floor soar at

times in stiff breezes up the face of the RingingMountains. Though these winds are unpredictableand treacherous, intrepid mountaineers ride thethermals, having mastered the flight of primitivegliders for reconaissance and raiding.

ConstructionWatching the many varieties of flying lizard-

beasts soar between the crags of their mountainoushomes, the people of the Ringing Mountains natu-rally grew fascinated with flight. Without under-standing any fundamental principles of flight, theoriginal cliff gliders borrowed quite literally from thenatural f lyers around them, construct ing theirequipment from the intact remains of dead flyingcreatures. This foundation remains unchanged to

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this day. fused and reinforced with stiff wooden dowels. TheThe first step in glider construction is the pro- creature�s head and midsection are removed, but

curement of a suitable carcass. Since none of the the ribs remain intact to house the pilot. Finally, le-appropriate creatures are easily bred in captivity, vers are mounted to the wings for a modicum of pi-hunters seek raw materials in the mountains, a dan- lot control during flight.gerous task in itself. To ensure that the flyer isn�texcessively damaged, hunters use blowguns withpoisoned darts. Many different species can be usedfor glider construction, so their overall shape andappearance varies considerably. Every cliff gliderhas a personal preference.

Finished cliff gliders are never for sale. Each iscustom built by specialized craftsmen for a specificpilot. Artisans skilled in glider construction arerare.

The carcass is gutted and cured; wing flaps areCrew

stiffened with special oils and baked in the hot sun.The bones on the leading edges of the wings are

A cliff glider holds a single pilot. In flight, thepilot�s movements are severely restricted. Usually

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the glider can also carry a small supply of missileweapons that the pilot can use.

Tact ics

Cliff gliders are most often used in surprise at-tacks in concert with ground forces. Silent and swift,they are often used in night raids by pilots who haveinfravision. Once a glider lands, its pilot leaves tofight on foot and reclaim the glider later, if possible.Gliders are more easily replaced than pilots, so theyare sometimes abandoned after use.

Once launched, a cliff glider drops 20 feet perround while traveling up to 120 yards forward. Theglider must move at least 60 yards per round. It haslanded when its altitude reaches zero. For instance,a cliff glider launched from a height of 100 feetlands at the end of the fifth round of flight. Theglider cannot turn more than 30 degrees per 60yards of movement.

While in flight, the pilot can launch missile weap-ons. All attacks made while flying suffer a -3 pen-alty to hit. The pilot is considered to have 50% hardcover (-4 penalty to hit).

The glider itself can be targeted from the ground.It is AC 5. If the glider receives 20 points or moredamage, it can no longer fly and immediately plum-mets to the ground. The glider is destroyed, and thepilot suffers falling damage (1d6 for every 10 feetfallen, to a maximum of 20d6).

BATTLESYSTEM� Game Tactics

C l i f f g l i d e r m o v e m e n t i n B A T T L E S Y S T E M �games is identical to that described above. Every ele-vation is 10 feet, so the glider must be launchedfrom at least two elevations above the table.

Once landed, cliff glider units convert to gliderinfantry with the same number of figures.

Off-board entry: Cli f f g l iders are somet imeslaunched from mountain peaks, many elevationsabove the battlefield, long before an encounter. Tosimulate this in a scenario, the cliff glider unit(s)

may enter a board edge on a specific turn, already

gliding at a specific altitude (5-20 inches). Only theowning player knows when the cliff gliders will ar-rive, and he places the figures at that time.

Cliff Gliders 8 stands

AD 8 AR 6 Hi ts 2 ML 13 MV 18 Gl ideCliff Gliders with Javelins 8 stands

AD 8*4 AR 6 Hits 2 ML 13 MV 18 Gl ideRange : 2�/4�/6�

Cliff Gliders with Bows 8 stands

AD 8*4 AR 6 Hits 2 ML 13 MV 18 Gl ideRange : 6�/12�/18�

Glider Infantry 8 stands

A D 6 A R 3 H i t s 1 M L 1 2 M V 1 2Missile weapons optional.

Mekillot RamMammoth war machines occasionally serve in

combat against city walls or other strongholds.

Construction

The enormous frame of the mekillot ram is builtaround its power source� a living mekillot. The 50-60' structure is made of wood and hardened leather,harnessed directly to the animal and supported oneight separate axles. The 16 wheels are wide, to sup-port the vehicle�s great weight. The mekillot cannotbe removed from the ram and must be fed and wa-tered within its shell.

The structure itself has an open, upper deck, acentral weapons deck, rear tower, and forward ram.The ram section is reinforced with bone or chitinplates and various spikes. The 10' ram is most oftenof bone, carved to a point. The ram thrusts throughwooden doors or walls when the vehicle is chargeddirectly forward.

The upper deck holds a heavy catapult and up to24 soldiers. The central weapons deck can hold asmany as 40 more soldiers, but these can only firetoward either side and the rear of the vehicle. The

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20� rear tower carries just one man-sized lookout.With a single mekillot for power, the ram is very

slow. When maneuvering in combat, the mekillotram is usually fitted with a slave harness and 40slaves to help pull the vehicle, which doubles itsspeed. Without slave assistance, the ram cannotmove up even moderate slopes.

Crew

The ram requires a commander, two drivers whotend the mekillot from inside the vehicle, a singlelookout, and the six-person crew of the heavy cata-pult. The drivers makes psionic or magical contact

with the lookout to steer the vehicle. It can supportup to 64 additional crew, soldiers usually armedwith missile weapons. Also, 40 slaves work the me-killot�s harness.

Tactics

The mekillot ram is too slow to charge across theopen field of battle. However, if supported on eitherside with other troops, formations of rams can formpivotal strongpoints in an army�s line.

Soldiers in the vehicle gain 75% hard cover (-7penalty to hit). The vehicle is so large it must beboarded from underneath, with ladders from the

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outside, or from the air before melee can begin.When striking a structure, the ram inflicts 5d10

points of structural damage. Anything mobile caneasily dodge the ram.

The ram can take 220 points of damage before itcan no longer move. The mekillot within can take 60points of damage before dying; this also stops thevehicle. The mekillot ram makes structural savingthrows as hard wood.

BATTLESYSTEM� Game Tactics

Each mekillot ram model should be on a base 40mm wide and 80 mm deep. It represents one mekil-lot ram. Riding inside each ram figure is a completeunit of archers or javelineers. When inside the vehi-

cle, the figures for these are kept off the board.However, the soldiers can disembark from the ramin a single turn, provided the ram makes no othermovement, and then operate as an independentunit. Whether in the vehicle or on their own, the

soldiers get their own missile or melee attacks in theappropriate phase.

As the ram takes hits, the soldiers inside take hits.

For every 4 hits on the ram, the soldier unit takes 1

hit. When the ram takes 14 hits, the heavy catapultcan no longer fire.

When slaves pull the ram, they are represented

by a unit of four slave figures. It takes one completeturn for the s laves to be harnessed to the ram.Thereafter the ram moves 6� per turn.

Flying units can land on the mekillot ram. At-

tacking units must immediately engage soldiers onthe ram. If there are no soldiers, the crew of the cat-apult is automatically defeated.

Mekillot Ram 2 stands

AD 2d12 AR 6 Hi ts 24 ML 15 MV 3Catapult Range 18� /36�, Rate 3.

Ram Archers 6 stands

A D 6 * 6 A R 8 H i t s 1 M L 1 2 M V 1 2Range 5� / 10� / 15�

Ram Javelineers 6 stands

A D 6 * 6 A R 8 Hits 1 M L 12 M V 12

Range 5� / 10� / 15�Mekillot Ram Slaves 4 stands

A D 4 A R 9 H i t s 1 M L 7 M V 1 2Ram moves 6 with slaves.

Undead War BeetleFor centuries the twisted sorcerer-kings have de-

lighted in bizarre weapons of destruction.

Construction

T he undead war beetle must be found and slain,prepared for battle, and then raised as a lifeless, an-imated creature.

The large and durable carcasses of giant rezhattabeetles from the Great Ivory Plain are best suited tothe process. Hunting parties sent to procure rezhat-ta often suffer heavy casualties�the beast must bepoisoned to preserve the specimen, but its thick car-

apace deflects most missile weapons. T he common

practice is to surround a rezhatta, engaging it fromthe front while the poisoner scrambles below to

pierce the underbelly, a tactic fraught with danger.The corpse is loaded onto a large wagon and pulledto the site of preparation.

First, workers pry the carapace off the beetle andhollow out its insides. They discard its internal or-gans but leave its limbs and jaws intact, so these canfunction normally after reanimation. The workers

cut and reform the carapace�s top to provide a cov-ered upper deck and nine individual weapon�sports. Inside the carapace there is sufficient room

for missile ammunition, but little else.Once ready, the entire beast is assembled and an-

imated. Since the rezhatta is originally a 3 HD crea-ture, raising it as a zombie requires an animate dead

spell cast by a 10th-level priest or wizard. The castermust then stay with the beetle to command it.

Despite extensive drying, the undead beetle rotsand falls apart after 2d10 + 20 days.

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Crew

The undead war beetle cannot function withoutthe priest or wizard that raised it. Spellcasters areseldom knowledgeable in battle tactics, so a driver/commander sits with him just behind the beast�sneck. The upper deck can hold nine armed combat-ants, and nine more can occupy the ports.

Tac t i c s

In undeath the war beetle retains much of its orig-inal speed. It usually transports soldiers to a specificbattle site, where they disembark and join the beetlein combat.

Soldiers in the beetle have 75% hard cover (-7penalty to hit). Missile fire from the moving war bee-t le suf fers a -5 penal ty . When the beet le i s notmoving, missile fire still suffers a -2 penalty.

As an animated creature, the beetle can still at-t a c k w i t h i t s m a n d i b l e s , T H A C 0 1 1 , c a u s i n g1d12 +6 points of damage. It has AC 3 and cantake 50 points of damage.

BATTLESYSTEM� Game Tactics

An undead war beetle model has a base 30 mmwide and 60 mm deep. The model represents onebeetle. Riding inside each beetle figure is a small

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unit of archers or javelineers. When inside the vehi-cle, the figures for these are kept off the board.However, the soldiers can disembark from the beetlein a single turn, provided the beetle makes no othermovement, and they operate as an independentunit. Whether in the vehicle or not, the soldiers getmissile or melee attacks in the appropriate phase.

The spellcaster who animated the beetle can stillcast other spells while controlling it, but if he leavesthe war beetle, it can no longer move or attack�itwill not engage units that attack it.

Undead War Beetle

A D 1 2 + 8 A R 7 H i t s 8 M L n / a M V 9

Cause horror , -3 .Undead War Beetle Archers 2 stands per beetleA D 6 * 6 A R 7 H i t s 1 M L 1 2 M V 1 2

Range 5� / 10� / 15�Necromancer 1 per beetle

AD 4 AR 8 Hi ts 3 ML 13 MV 12Level 10 priest4 1st, 4 2nd, 3 3rd, 3 4th, 2 5thor Level 10 wizard4 1st, 4 2nd, 3 3rd, 2 4th, 2 5th

Silt SkimmerThose who have mastered the lanes of shallow silt

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beyond the shore of the Great Sea can earn vastincome. An intrepid captain who can maneuver askimmer across the estuaries cuts many weeks fromcaravan travel times and collects hefty profits for thegoods and passengers delivered. Of course, travelacross the Sea of Silt is not without its perils.

C o n s t r u c t i o nRegardless of specific design, a silt skimmer is

built around its massive wheels. Each is more than25 feet in diameter, very wide at its center, taperingto a hardened, fine point at its edge to slice throughthe talcumlike silt. Some wheels are built with anendless staircase in their hollow interiors; slaves orundead walk forever up the staircase, turning thewheel beneath their feet.

The main motive power is the single large sail,mounted to a large mast and secured aft. The seawinds can be relentless, and many a skimmer�s mateagrees that �if it weren�t for the silt holdin� usdown, we�d sail into the air for sure!� Experiencedcrews can tack against the wind to progress.

A skimmer can manage fair speeds in less thanfive feet of silt, and can still move through depths of10 or even 12 feet.

A fully laden skimmer can usually manage be-tween six and eight miles per day. If completely light-ened of cargo and unnecessary weight, the skimmercan add another four mi les . Magic , such as en-hanced winds or levitation, can lighten the vehicleand increase its speed.

The frame of the skimmer is made of the lightestmaterials possible�light woods and thin leatherand cloth�giving it the reputation for fragility.Heavy chitin or bone armor is out of the question,for the added weight would halt the skimmer. De-signs vary, but a typical skimmer can be 50 feet longand half as wide with an outer deck and enclosedbridge.

The bridge is packed with cargo on a voyage.Flimsy as it is, a skimmer can manage better than

two tons of cargo for a trek across the sea. On allbut the calmest days, the open deck is no place forliving things, so the enclosed bridge has sealablewindows, canvas or leather flaps that keep out theseemingly perpetual gales of choking silt. The greathelmsman�s wheel is here, connected by ropes to theforward axle. The vehicle can only make the mostgradual turns in the silt; its tightest turn circle ismore than a mile across.

A skimmer costs 150 to 250 gold pieces.

C r e w

To keep the weight down, the skimmer travels witha captain and (usually) no more than six crewmen,who work the rigging and keep lookout. Additionalcrew work ships that have staircase wheels.

Spellcasters and psionicists: The many dangers ofsilt travel force skimmer captains to rely heavily onspellcasters and psionicists. They can probe the ar-ea, keep the skimmer on course, and note enemiesat great distance. The speed of magic and psionicsagainst silt-borne foes gives the captain precious sec-onds that separate an intact skimmer from a pile ofbroken sticks and cloth. It is widely known that thecrew of any successful skimmer includes powerfulspellcasters and psionicists. Otherwise, the shipwouldn�t be so successful.

C o m b a t

Though they never stray far from the sight ofland, skimmers must regularly deal with a numberof air- and silt-borne opponents. Crew can use mis-sile weapons or cast spells from the deck, but not thebr idge . They have, a t best , 50% hard cover ( -4penalty to hit).

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Throkat�s Return

Some citizens of Balic tell an ancient legend about afoe o f the ir sorcerer-k ing, Andropinis . A powerful

wizard named Throkat a spoke openly against the Dic-

tator and his evils, yet managed to foil his templars atevery turn. They never brought Throkat to justice be-

fore their master. The wizard continued this way for

years, turning many to his side, inciting rebellion inthe city and beyond its walls.

Then one day Throkat s imply d isappeared .

M a n y w h o f o l I o w e d h i s t e a c h i n g s t h o u g h t h i m

dead. Others be l i eved he may have reached a h igh-

er plane of existence� until exactly one year later, he

returned as suddenly as he had left.N e w s o f h i s r e t u r n s p r e a d t h r o u g h t h e w a r r e n s

Iike wildfire. His followers flocked to a bluff outsidet h e c i t y w h e r e h e w a i t e d f o r t h e m , s h r o u d e d . B u t

when a l l were assembled , he l i f t ed the shroud away

from his face . A panic swel led through the crowd.

T h r o k a t h a d c h a n g e d � e v i l h a d t a k e n o v e r h i s

body. No longer human, he had trans formed into a

horrid demon. At first the crowd recoiled; then they

hurled the first stones. They destroyed the Throkat-monster and burned i ts remains in a pyre . Andro-

pinis, it is said, looked on with great satisfaction.

Justified by this ancient myth, many Balicans to-day believe all magic outside the sorcerer-king�s di-

rection is fraught with evil. Those who practice it are

doomed to br ing tremendous ev i l down upon them-se lves and, consequent ly , on those nearby.

Wizards Most PowerfulW h e t h e r d e f i l e r s o r p r e s e r v e r s , w i z a r d s i n

DARK SUN� campaigns can advance up to 20thlevel, provided they are either humans or (in thecase of defilers) half-elves. At 20th level, these char-acters can then choose to either stay at that levelregardless of later experience earned, or undergo abizarre and painful metamorphosis from humanoidto advanced being�either dragon or avangion.Once begun, the metamorphosis cannot be stopped

except by death.All of the sorcerer-kings of the Seven Cities are at

least 21st-level dragons. Though many of these de-filers have pursued these powers for centuries, theyare only now becoming dimly aware that especiallypowerful preservers can undertake a process similarto the humanoid/dragon metamorphosis. Many arestill skeptical.

The Wizard Spell Progression Table applies toboth defilers and preservers who attain levels greaterthan 20th. It indicates an additional category ofmagic beyond 9th level spells. This psionic enchant-ment generates tremendous magical energies thatrequire long preparation time and extremely specificm a t e r i a l c o m p o n e n t s . T h e p s i o n i c s i n v o l v e d�tune� the caster�s mind for the incredible releaseof magical energy. The metamorphosis spells thatcreate an advanced being fall in this class.

DragonsExtremely powerful defiler/psionicists gain even

greater power if they choose to transform themselvesinto dragon form. The process is described below.

Prerequisites: Only humans and half-elves can pro-ceed through levels from 21st to 30th level as a drag-on. Also, the ability score requirements are stringent:a defiler passing 20th level must have an Intelligencescore of 18, Wisdom 16, and Constitution 15.

Dragon Experience Levels

Level

2122232 425262 72 82 93 0

Dragon

0400 ,000800 ,0001 ,200 ,0001 ,600 ,0002 ,000 ,0003 ,000 ,0004 ,200 ,0005 ,600 ,0007 ,200 ,000

Hit Dice

+ 1 0 d 4+ 5d4+ 3d4+ 2d4+ 2d4+ 3d4+ 3d4+ 4d4+ 4d4+ 5d4

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Wizard Spell Progression

Level 1 2 3 4 52 0 5 5 5 5 521 5 5 5 5 522 5 5 5 5 523 5 5 5 5 52 4 5 5 5 5 525 5 5 5 5 52 6 6 6 6 6 52 7 6 6 6 6 62 8 6 6 6 6 62 9 7 7 7 7 630 7 7 7 7 7

After earning the requisite experience points, thedefiler must also successfully cast the dragon meta-morphosis spell before attaining each new level.(This spell will be the first psionic enchantment castby the character; he can cast it to advance from 20thto 21st level, even though he technically cannot castsuch a high-level spell until he reaches 21st level.)Points from the Hit Dice rolled add to the dragon�shit point total; Constitution modifiers are added perdie rolled.

Dragon Metamorphosis SpellThe material components, casting times, and oth-

er factors governing the casting of this psionic en-chantment appear with its description in the NewWizard Spells appendix. Generally, any divergencefrom the letter of the spell description or any inter-ference with its casting results in the failure of thespell and the death of the caster.

When the spell is successfully cast, the dragondrastically changes in both powers and physicalappearance. Each stage of the metamorphosis isextremely painful; as stated in the spell descrip-t ion , the dragon character must pass a systemshock rol l or die in the process . Most aspir ingdragons lock themselves away and perform their

Spell Level

644555556667

7 8 9 103 3 2 14 4 2 14 4 3 15 5 3 25 5 4 25 5 5 25 5 5 36 5 5 36 6 6 36 6 6 47 6 6 4

metamorphoses in secret.Once a character becomes a dragon (21st level or

higher), it gains certain benefits. Dragons are im-mune to the effects of age and never die of �naturalcauses. � Also, a dragon gains the ability to under-stand and speak any language. This innate abilityfunctions like a tongues spell.

21st-level dragon: A dragon character who reach-es 21st level makes the first in a series of ten altera-tions to its physical form. When completed, thehumanoid form of the dragon doubles in mass to350 pounds. The dragon may retain its originalheight and simply gain bulk, may grow as tall as 8feet , or may s imply grow more dense . Physica lchanges are uncontrol lable and unpredictable .Though it still retains humanoid characteristics, thedragon�s face elongates slightly and its nostrilslengthen. The dragon�s spine becomes more pro-nounced, and rudimentary scales appear on theshoulders and back. THAC0 remains 11 .

22nd-level dragon: Here the dragon�s physicalform changes still further, increasing to around 450pounds and as tall as 10 feet. Its face elongates fur-ther and the first hints of scales appear on its length-ened snout. The dragon�s spine becomes still morepronounced, and the stub of a tail appears. The

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eter at the far end, inflicting 10d12 damage, with aT H A C 0 o f 3 .

28th-level dragon: The dragon�s weight increasesto 10,000 pounds (5 tons), and its length reaches to25 feet, mostly due to its full-grown tail. The tail canattack (5d10 damage). Also, the dragon�s clawsnow inflict 2d10 + 10 damage each. Hide and scaleslend it AC -6 and immunity to weapons of lessthan +2 magical enchantment. Also, the dragonhas a natural magic resistance of 20% at this level.THAC0 drops to 1 .

27th-level dragon: The dragon is 30 feet long and20,000 pounds (10 tons). Wings sprout at this level,but only give 18 (C) flying speed. Armor improvest o A C - 8 a n d m a g i c r e s i s t a n c e t o 4 0 % . T h ebreath weapon inflicts 20d12 damage. At the end ofthis experience level, the dragon�s animalistic perioddraws to a close, and cold cunning and reason onceagain take control . At 27th level , the dragon�sT H A C 0 b e c o m e s - 1 .

30th-level dragon: This final stage of the meta-morphosis leaves the humanoid form completely be-hind in favor of a pure dragon, 40 feet long and50,000 pounds (25 tons). Its wings are fully devel-oped, allowing 45 (A) flying movement. Scales giveA C - 1 0 a n d m a g i c r e s i s t a n c e o f 8 0 % .tacks improve to 2610 + 15 damage each; breathw e a p o n r e a c h e s i t s m a x i m u m 2 5 d 1 2 d a m a g e .T H A C 0 i s - 3 .

Regardless of level, a dragon makes saving throwsas a 21+ - level wizard.

Dragons and Psionics

As it advances, a dragon character retains all psi-onic powers it had previously and gains more. Withevery level advancement, the dragon gains one addi-tional science and one additional discipline. It alsogains psionic strength points for every level advance-ment , just as descr ibed in the Complete Ps ionicsHandbook. Effectively, a 21st-level dragon is also a21st-level psionicist, etc.

dragon�s THAC0 improves to 10.23rd-level dragon: The dragon grows to around

650 pounds and gains another foot in height. Alllimbs lengthen drastically, including fingers andtoes. The dragon�s neck also lengthens, lifting itsnow reptilian head and face far above its shoulders;all hair vanishes by this level. THAC0 becomes 9.

24th-level dragon: The dragon�s humanoid ori-gins can hardly be recognized. Its weight increasesto nearly 900 pounds and it can be as much as 12feet long. Tough scales, now everywhere but the un-derbelly and the underside of its limbs, grant a nat-ural Armor Class of 4. The legs become strikinglyinhuman, developing huge th ighs and a hard-angled, bony calf and taloned foot. At this level thedragon may also hunch severely at shoulder andwaist, and can move either upright or on all fourlimbs at a rate of 15. Its wicked claws give two at-tacks per round (2d10 damage). THAC0 drops toan 8.

25th-level dragon: Now fully 12 feet long fromsnout to growing tail , the dragon weighs around1,600 pounds. Its scales give AC 0 and now have amagical enchantment that allows only weapons of+1 or better magic to hit. The dragon�s jaws pro-

trude remarkably, allowing a bite attack that inflicts4d12 damage. The dragon enters a period of un-controlled savagery known as its �animalistic peri-od� (described below). THAC0 falls to 7.

26th-level dragon: By this time, the 2,000-poundform is completely hunched but can still stand erectat its full 16-foot height at times. Its scales have im-proved to AC -2 . The hind legs have s t rength-ened, allowing a jump of 5 per round. Also, its greatclaws now inflict 2d10 + 5 points of damage, with aT H A C 0 o f 5 .

27th-level dragon: With this new level, the dragonnearly doubles its weight to 4,000 pounds (2 tons)and a length of 20 feet. Its armor improves to AC-4. With the progressing metamorphosis, it can

now use its breath weapon, a cone of superheatedsand 5� wide at its base, 50� long, and 100� in diam-

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An example o f dragon metamorphos i s 40

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Dragons and Magic

Dragons must have a unique focus for their pow-erful, destructive magic: obsidian orbs. An obsidianorb is not inherently magical, but it allows the drag-on to cast psionic enchantments.

Orb creation: The obsidian orb must be craftedperfectly, without flaws. Locating a specimen of rawobsidian that can be so worked is often difficult.Once located, a craftsman must take special care inpreparation to make a perfect sphere of shining ob-sidian. Typically, even with slave labor, a sorcerer-king must expend 1,000 gp or more to create aperfect specimen. The finished orb is 1d20 inches indiameter.

Next, the dragon itself must activate the orb. Theorb is not enchanted, but is psionically linked to thedragon in a single ritual. The dragon must swallowthe orb and let it pass through its body, taking oneto three days. When it emerges, the orb is activatedfor that dragon only. With it the dragon can castpsionic enchantments.

Note : When cast ing the f i rs t dragon metamor-

phosis spell, the ambitious defiler need not have anobsidian orb. However, creating one may very wellbe its first act on becoming a 21st-level dragon.

A dragon can create any number of obs idianorbs. Rarely is a dragon without an orb. However,before reaching a new level, the dragon must swal-low all existing activated orbs as part of the materialcomponent for the dragon metamorphosis spell. Ef-fectively, an orb only works for the single experiencelevel at which it was created.

Other advanced beings need not have orbs to casttheir magic. Lack of an orb does not interfere withthe dragon�s psionic abilities or its ability to castspells of 9th level or below.

The Animalistic StagesFrom 25th through 29th levels, the ascending

dragon goes through a terrible rampaging period.Reason is often superseded by a lust for destruction.

Vegetation and animals that do not directly servethe dragon�s purpose are targets for its unendingwrath, laid waste in its quest for power and advance-ment. The savage destruction comes of the incredi-ble pain that wracks its body during these finalstages of metamorphosis. No longer human but notyet dragon, its need to end the process nearly drivesit mad.

For role-playing purposes, advancing dragonsshould take an illogical bent toward destruction.DMs should �take over� player character dragonswho reach 25th level for the length of the animalisticperiod. Once it successfully reaches 30th level andreason returns, the character can be returned to theplayer. In the meantime, the player should use someother character from the character tree.

Magic vs. Dragons

Some magical items in the DMG can affect char-acter dragons.

Potion of dragon control: On Athas, dragons arenot divided into the colored and metal varieties, soignore the table presented for this potion. If such apotion fruit is found in a DARK SUN� campaign,it works against any dragon. Character dragons re-ceive a saving throw against the spell with a -2 pen-

alty, and the potion�s control lasts for 5d4 rounds,just as in the DMG.

Scroll of protection�dragon breath: The scrollfunct ions against character dragons just as de-scribed in the DMG.

Sword +2, dragon slayer: In DARK SUN cam-paigns, this sword functions against any dragon, re-gardless of its level.

Spells: In Tome of Magic, two spells specificallyaffect dragons. Dragonbane functions just as de-scribed in that volume. Age dragon has no effect onDARK SUN world dragons, since they are effec-tively immortal.

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Roleplaying a DragonT h e e x e c u t i o n o f e a c h d r a g o n m e t a m o r p h o s i s

spell�picking its location, gathering the compli-cated material components, and its casting�should

be role-played as major events. The DM shouldn�tsimply allow the player to cast the spell in an after-noon. Each casting is an event of epic proportionswith ramifications across Athas.

Overall length and weight are given for each level,but the dragon�s coloration, scale distribution, fa-cial changes, posture, etc., are left to the player�simagination. The art in the DARK SUN� boxedset and this volume shows dragons in the middlelevels �use these for inspiration. At early stages ofmetamorphosis, the dragon may still pass as hu-man.

The Dragon of TyrThe dragon listed in the DARK SUN boxed set

is a complete ly metamorphosed dragon of 30thlevel. The great dragon is a ferocious creature withtremendous psionic powers.

Because no contenders have challenged the au-thority of the great dragon in many centuries, com-mon tradi t ion has he ld that there i s only onedragon. In fact, there will be other wizards (bothdragons and preservers) advancing beyond 20thlevel who will contest the great dragon�s control ofthe Tyr region (perhaps the player characters them-selves). Also, because the Tyr Region is only a smallpart of a much larger world, there are probably oth-er dragons extant in distant realms. Whether thegreat dragon knows of other dragons or is obliviousto them, no one can say.

AvangionsIn the entire known history of the Tyr Region

there has never been a preserver who has advancedfar enough in experience to mimic the metamorpho-sis of rival defilers.

But it is possible.The transformation requires a similar process, a

series of steps that lead from human to avangion,but whereas the defiler/dragon metamorphosis ischaracterized by massive destruction and greatpain, the preserver/avangion blend is a more se-rene, peaceful process of light, water, and the life-giving properties of a dying world.

Prerequisites: Only humans can proceed throughlevels from 21st to 30th as an avangion. Also, theability score requirements are stringent: A preserverpassing 20th level must have an Intelligence score of18 , Wisdom 17 , Const i tut ion 15 , and Char isma16.

Avangion Experience LevelsLevel212 2232 4252 62 72 82 930

Avangion

0375 ,000750 ,0001 ,125 ,0001 ,500 ,0001 ,875 ,0002 ,500 ,0003 ,600 ,0004 ,800 ,0006 ,400 ,000

Hit Dice

+ 10d4+ 5d4+ 4d4+ 3d4+ 3d4+ 4d4+ 5d4+ 6d4+ 8d4+ 10d4

As with dragons, avangion level advancement is atwo-part process. The avangion must first earn theexperience points listed for its next level, then suc-cessful ly cast the avangion metamorphos is spel l .(This spell is the first psionic enchantment cast bythe character, who can cast it to advance from 20thto 21st level, even though technically the spell is un-available before 21st level.) Points rolled on HitDice are rolled add directly to the avangion�s hitpoint total; Constitution modifiers are added perdie rolled.

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Avangion Metamorphosis Spell

T h e a v a n g i o n m e t a m o r p h o s i s s p e l l d e s c r i b e s t h e

p rocedu re s fo r acc u ra te cas t ing . Dev ia t ions o r o ut -

side influences that cause the spell to fail do not re-

su l t in the cas te r � s dea th . Ins tead , the preserver or

a v a n g i o n � s e x p e r i e n c e p o i n t s a r e r e d u c e d t o t h e

m i n i m u m o f i t s l a s t l e v e l ; i t c a n n o t a t t e m p t t o a d -

vance until i t has re-earned those experience points.

Unl ike the equiva lent dragon spe l l , the a v a n g i o n

m e t a m o r p h o s i s s p e l l s o m e t i m e s c a l l s f o r a p e r i o d o f

i so la t i o n fo r t he c as te r . I f the spe l l i s success fu l , i t

returns to its companions in the next step of the con-

v e r s i o n , e a c h t i m e c l o s e r t o i t s m a g n i f i c e n t f i n a l

f o r m .L ike dragons , avangions are e f fec t ive ly immorta l .

A v a n g i o n s a l s o h a v e f o u r s p e l l - l i k e a b i l i t i e s p e r m a -

n e n t l y a c t i v e : t o n g u e s , k n o w a l i g n m e n t , E S P , a n d

d e t e c t l i e s .

21st-level avangion: This first stage of the change

f rom human to avangion i s very subt le . I t s phys ica l

appearance changes on ly s l ight ly�more nob le f ea -

tures to i t s f ace and a s i lver or go lden sheen to i t s

eyes. Armor Class is reduced to AC 9, and the

p r o c e s s g r a n t s a m a g i c r e s i s t a n c e o f 1 0 % . T h e

a v a n g i o n � s T H A C 0 f a l l s t o 1 0 .

22nd- level avangion : At th i s l eve l , the sk in t a ke s

o n t he met a l l i c g l ow o f i t s eyes and the ha i r t ur ns

br ight w hi t e , bu t th e charac te r i s s t i l l qu i te hum a n

i n a p p e a r a n c e . A C i m p r o v e s t o 8 . M a g i c a l p r o t e c -

t ions g i ve magi c res i s tance o f 15% and immuni t y t o

w e a p o n s t h a t a r e n � t o f + 1 e n c h a n t m e n t o r b e t t e r .

T H A C 0 r e m a i n s 1 0 .

2 3 r d - l e v e l a v a n g i o n : A n y c o n c e a l m e n t o f t h e

c h a r a c t e r � s t r u e f o r m i s l o s t w i t h t h i s l e v e l a n d t h e

s p r o u t i n g o f e n o r m o u s g o s s a m e r w i n g s f r o m t h e

b a c k a n d s h o u l d e r s . T h e w i n g s t h e m s e l v e s , f i l m y

and near ly t ransparent , span 20 f ee t . The eyes be -

come bright silver at this stage, and the skin glitters

in the sunlight. Its newfound wings let the avangion

f l y w i t h M V 2 4 . A C improves to 7 and magic resist-

a n c e t o 2 0 % . T H A C 0 i m p r o v e s t o 9 .

24th-level avangion: Now well on its way to true

avangion form, the charac ter � s or ig ina l human ap-

p e a r a n c e i s i n c r e a s i n g l y v a g u e . A l l h a i r v a n i s h e s

f rom the body , and webs o f f i lmy wingl ike mater ia l

form between its arms and torso and its f ingers and

toes . I t s ex i s t ing wings form mul t ip le fo lds but can

be extended to a 25-foot span. The avangion�s natu-

r a l A r m o r C l a s s i m p r o v e s t o A C 6 , a n d i t s m a g i c

res i s tance becomes 25%. Also , i t can on ly be h i t by

w e a p o n s o f + 2 o r b e t t e r e n c h a n t m e n t . T h e a v a n -

g i o n � s T H A C 0 r e m a i n s 9 .

2 5 t h - l e v e l a v a n g i o n : W i t h t h i s l e v e l , t h e a v a n -

g ion �s human form decreases dras t i ca l ly , becoming

los t in the wispy fo lds o f i t s wings , which can now

e x t e n d t o a 3 0 - f o o t s p a n . T h e c h a r a c t e r � s j a w r e -

t rac t s and i t s eyes grow on i t s ova l head . I t s a rms

and legs grow far thinner and can no longer support

i t s w e i g h t � t h e c h a r a c t e r c a n n o l o n g e r w a l k , b u t

i n s t e a d f l o a t s a n d f l i e s a t a l l t i m e s . T h e c h a r a c t e r

can no longer wield hand-held weapons or make any

physical attacks of its own. However, the avangion�s

m a gica l na t ur e co nt inue s t o im pr o v e . Ar mor Class

b e c o m e s 4 , a n d m a g i c a l r e s i s t a n c e r i s e s t o 3 0 % .

T H A C 0 b e c o m e s 8 .

26th- level avangion : The avangion becomes a fa r

m o r e m o b i l e y e t g r a c e f u l c r e a t u r e . I t s i n c r e d i b l e ,

shining wings now span up to 40 feet, with its central

b o d y n e a r l y l o s t i n t h e i r f o l d s � t h e a v a n g i o n c a n

no w f ly wi t h a M V o f 3 6 . AC im pr o v e s t o 2 , magic

r e s i s t a nce be co m e s 4 0 %, a nd o n ly m a gica l weapons

o f + 3 o r b e t t e r e n c h a n t m e n t c a u s e i t d a m a g e .

T H A C 0 r e m a i n s 8 .

27th- level avangion : The charac ter � s or ig ina l hu-

man form is nearly lost. The creature has only a tor-

so and head , near ly los t in the endless fo lds o f i t s

gossamer wings that now span 50 feet when fully ex-

tended . The avangion �s increas ing ly magica l na ture

g ives i t AC 0 , 50% magic res i s tance , and immuni ty

t o w e a p o n s o f l e s s t h a n + 4 m a g i c a l e n c h a n t m e n t .

T H A C 0 b e c o m e s 7 . A l s o , e n l i g h t e n m e n t a s s o c i -

ated with its incredible power gives a + 1 bo n u s t o

i t s Wisdom score .

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28th-level avangion: The avangion first takes onits aura at this level, a radiance of brilliant light thatextends 90 feet from it in all directions. The auraacts as a permanent protection from evil spell anddispels all magical darkness within it . The avan-gion�s wingspan increases to 65 feet, and its move-ment rate improves to MV 48. Only weapons of thefinest enchantment, +5, can strike the avangion�s

physical form. AC improves to -2 and magic re-

sistance climbs to 60%. THAC0 remains 7. At thislevel, the avangion receives another +1 bonus toWisdom.

29th-level avangion: The aura grows to a 150� ra-dius. In addition to previous effects, the aura acts asa ray of enfeeblement on all evil creatures within it.Armor Class improves to - 4 a n d magic resistance

to 70%. Physically, the avangion grows still more�its wings, now with an 80-foot span, nearly envelopits torso and head. From a distance it appears as acloud of interwoven wings. The Wisdom score in-creases by 1 at this level.

30th-level avangion: Now in its final form, theavangion�s cloud of overlapping wings can extend to90 feet. The incredible aura extends to a 200� radiusand, in addition to existing effects, acts as a perma-nent globe of invulnerability. Mobility increases toMV 60, Armor Class to -6, and magic resistanceto 80%. At its final stage of transformation, theavangion gains an additional 2 points of Wisdom.

Regardless of level, an avangion saves as a 21 + -level wizard.

Role-playing an Avangion

Avangions go through no animalistic stage andnever lose their mental faculties. On the contrary, asan avangion progresses through the metamorpho-sis, its intellect increases, marked by the increasesallowed for its Wisdom score (to a maximum of 25).

The avangion is the first of its kind in recordedhistory, a focus of change toward good, the mostpowerful good character that a player can have.

Naturally, avangions and dragons are arch-enemieswho plot endlessly against each other�s interests.

Advanced beings are extremely powerful, butlarge numbers of lesser creatures can still bringthem down. The downfall of dragons is their inabili-ty to work in a team. In contrast, avangions will cer-tainly attract followers in campaign play, thoughthey must leave these people for intervals duringtheir metamorphosis.

Psionic EnchantmentFor wizards, psionic enchantments are 10th-level

spells. These spells are described in Appendix 1 ofthis book.

Defiling psionic enchantment: When dragonscast psionic enchantments, they defile the land in

the same manner as a 9th-level spell, as given on theDefiler Magical Destruction Table. However, in ad-dition to destroying plant life, the enchantment canalso injure or destroy living creatures.

When a 10th-level defiling spell is cast, all livingcreatures (except the caster) within 30 yards of thecaster are affected, regardless of terrain. In gameterms, the creatures take 1d6 damage for every levelof the caster above 20. This damage cannot be nat-urally healed, though magical healing repairs it.

The affected creature has effectively had a por-tion of its living tissue turned to ash. The ash is dis-tributed evenly throughout its body; if more thanhalf the victim�s hit points are lost to defiler magic,much of its skin falls away as ash. If the victim isreduced to zero hit points, its entire body is turnedto ash and he is killed. The DM may decide that nocharacter killed in this way can be resurrected.

The Wish Spel l

Psionic enchantments are more difficult to learnand master than even 9th-level spells. The spellsthemselves are very specific in preparation and ef-fect, and are usually tied to historical or present-dayconditions on Athas.

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Yet the 9th-level wish spell, by its very nature, canrecreate any spell effect, without lengthy prepara-tion time. Granted, psionic enchantments don�t au-tomatically age the caster one year as a wish does,but sometimes their preparations last more than ayear anyway. Why, then, would anyone undertake apsionic enchantment?

The DM has several options:1. Wishes are supreme. The wish really can du-

pl icate any ps ionic enchantment without majorproblem. Spellcasters become much more powerful.

2. Wishes work less well. The DM may decidethat a wish cannot duplicate any spell above 9thlevel. Alternately, the wish duplicates the spell, butit takes the enchantment�s listed preparation time towork.

3. Wishes don�t work. The DM may remove thewish spell from the campaign and subsume its ef-fects as various new psionic enchantments.

4. Wishes draw attention. As in option 1, thewish works, but it is inherently perilous. It achieves

the desired effect, but grand yet subtle dangerspresent themselves as watchers elsewhere note thespellcaster. These include elemental powers, spiritsof the land, the Order (see the �Psionicists� sec-tion), and advanced beings who don�t like presump-tuous meddlers in their rea l i ty . Immediate andlong-term dangers to the caster are many.

The Tome of Magic inDARK SUN� Campaigns

Wild mages: These are perfectly acceptable inDARK SUN� campaigns. The rules for them pre-sented in the Tome o f Magic apply on Athas . Awild magician must be either a defiler or preserver,like any mage.

There are no elemental wizards on Athas. Themagic of the elements is reserved for the priest class-es and for rangers.

Wizard spells: Unless otherwise stated here, allwizard spells presented in the Tome of Magic vol-

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u m e c a n b e u s e d i n D A R K S U N � c a m p a i g n s .Those that work differently are listed here.

Metamorphose l iquids : The spel l works as de-scribed. The area of effect is 1 cubic foot per level.One cubic foot is equal to 7.5 gallons.

Summon lycanthrope: This spell cannot be used;there are no lycanthropes on Athas.

Claws of the umber hulk: No umber hulks live onAthas, but this spell works as described. It requiresa different material component (DM�s choice).

H o m u n c u l u s s h i e l d : T h o u g h t h e r e a r e n o h o -munculi on Athas, this spell still works.

Some material components for these spells maynot be appropriate to Athas (for instance, thosecalling for metal). Exercise judgment in changingthese material components to better suit a DARKS U N c a m p a i g n .

Sensory Effects of SpellcastingThe stealthy preserver crouches low behind the

stone walls of the ruins, fumbling through his beltpouch for his material components, peering cau-tiously around for signs of the approaching gith ma-rauders . Breathless , he draws out h is prec iouscomponents and begins his chant and hand mo-tions. Verbal, somatic, and material componentsare all in play, but what�s really happening? Whatare the sensory effects associated with casting aspell?

On Athas the cast ing of magical spel ls of tendraws unwanted attention. The sensory effects ofcasting and the ways a wizard might cover, expand,or mimic them are acutely important. These sensoryeffects relate directly to detection; the greater the ef-fects during casting, the greater the chance the wiz-ard is found out. Of course, when a wizard wishes todramatically announce his spellcasting abilities, thegreater the effects the better.

Understand the distinction between casting aspell and the spell itself. While casting a lightning

bolt, for instance, the wizard combines verbal, so-

matic, and material components to produce aural,visual, and possibly other effects. Once these cast-ing effects are completed, the bolt itself has a senso-ry character all its own.

Sensory effects of casting are peculiar to each wiz-ard. A wizard has some ability to alter the sensoryeffects of the spells themselves. With these tools,both player and nonplayer character wizards cantailor their own personal styles, marks of distinctionthat are completely their own. Also, in a worldwhere wizards are outlaws, secreting their powersaway from the general population, intrigue and de-ception become important tools in rooting them out.

This section explores the use of psionics and mag-ical items to mimic spell effects, and of cantrips tosimulate casting effects. These rules are optional.They adapt easily to any AD&D® campaign, notjust those set on Athas.

Specific Effects

All spells have both a visual and aural effect dur-ing casting. Middle-level (4th- to 6th-level) spellsmay also have effects that appeal to the senses oftouch, smell, and taste. High-level spells may haveadditional (sometimes grand) effects.

Here are some possible effects. More appear onthe tables that follow. Players and DMs should feelfree to create others.

Visual effects: Streaks of sparkling multicoloredlight emerge from the vanishing material compo-nents, follow the movements of the spell�s somatics(if any), then settle on the subject of the spell. Thesparkling lights slightly illuminate the caster andtarget of the spell for the spell�s entire casting time.Brightness is determined by spell level; color variesby spell and by caster. Other possible effects includeglowing rings of light, heatless flames, and so on. Avisual effect cannot substitute for an existing spellsuch as light or the various illusions.

Aural effects: Along with any verbal components,a shimmer like that of tiny, metal wind chimes ac-

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O p t : O p t i o n a l .

S e nso r y e f fe c t s fo r ca s t ing a r e pa r t i cu lar to each

wiz a r d . T he e f fe c t s t he m se lv e s r e m a in co ns tant for

each sensory category, no matter what the spell level.

Detection of Spellcasting

W h e n a w i z a r d c a s t s a s p e l l , t h e r e i s a b a s i c

chance that any casual observers will notice. In situ-

a t io ns whe r e ca s t ing a spe l l m ight br ing unwanted

a t t e n t io n , e a ch such o bse r v e r sho uld be a l lowed to

m a k e a W i s d o m c h e c k . ( F o r c h a r a c t e r s w h o s e a t -

t r ibute scores a ren � t a l ready known, assume a Wis -

d o m s c o r e o f 1 0 ) . M o d i f y t h e c h e c k b a s e d o n t h e

s i t u a t i o n � a f e w s a m p l e m o d i f i e r s a r e p r e s e n t e d

h e r e .

Positive modifiers

A b s o l u t e s i l e n c e a t t i m e o f c a s t i n g , + 2

Ca s t ing V a r ia t io n pr o f i c i e ncy succe ss fu l ly used ,

+ / - 4

C a r e f u l a t t e n t i o n b y o b s e r v e r , + 8

O b s e r v a t i o n m a d e i n d a r k n e s s , + 4

S p e l l a l s o h a s o l f a c t o r y / t a c t i l e / t a s t e e f f e c t s , + 3

S p e l l a l s o h a s a d d i t i o n a l e f f e c t s , + 3

S pe l l a l so ha s gr a nd e f fe c t s , a u t o m a t i c de tec t ion

Negative modifiers:

M i n o r dis t rac t ions ( conversa t ion , ea t ing , e t c . ) ,

- 2

M a j o r d i s t r a c t i o n s ( b r a w l , s t o r m , e t c . ) , - 6

O b s e r v a t i o n m a d e i n f u l l d a y l i g h t , - 4

L o u d n o i s e s a t t i m e o f c a s t i n g , - 3

S o m a t i c C o nce a lm e nt pr o f i c i e ncy succe ss fu l ly

u s e d , - 3

T o q u a l i f y a s a n o b s e r v e r , a c h a r a c t e r m u s t b e

wi th in easy s ight o f the cas te r , per forming no de l i -

cate tasks, and within the range given on the follow-

i n g S e n s o r y I n t e n s i t y T a b l e . A n o b s e r v e r p a y i n g

c a r e f u l a t t e n t i o n t o t h e w i z a r d � s a c t i o n s m a y b e a t

any distance within eyesight.

companies the caster�s words, rising and fall ing with

the spell �s somatics. The j ingling emanates from the

caster�s location, rising from silence to its maximum

v o l u m e a n d b a c k t o s i l e n c e o v e r t h e c a s t i n g t i m e .

Volume i s de termined by spe l l l eve l . Other poss ib le

effects include a roaring wind, thousands of sl ither-

ing snakes , e t c .

O l f a c t o r y / t a s t e e f f e c t s : For spe l l s wi th o l fa c t o r y

sensory e f fec t s , an odor unique to the cas ter or the

spe l l p e rmeat e s th e a i r . The smel l may be p le a sa nt ,

s u c h a s f l o w e r s o r p e r f u m e s , o r q u i t e u n p l e a s a n t ,

such as ro t t ing meat . For spe l l s wi th tas te sensory

effects, creatures near the caster taste a foreign fla-

vor: f o o d , c a n d y , o r s o m e t h i n g a r b i t r a r y � d u s t ,

metal, blood, etc. Intensity of the smell or flavor is

determined by spell level.

T a c t i l e e f f e c t s : C r e a t u r e s n e a r t h e c a s t e r f e e l

s o m e t h i n g b r u s h u p a g a i n s t t h e m . T h e n a t u r e o f

t h e s e n s a t i o n c a n b e s o f t a n d p l e a s a n t , s u c h a s

fea thers , o r abras ive , such as gr i t o r j agged bone .

I n t e n s i t y o f t h e s e n s a t i o n i s d e t e r m i n e d b y s p e l l

level.

Additional effects: A wizard may tai lor a spell to

h a v e a d d i t i o n a l e f f e c t s . U n u s u a l s t a t i c e l e c t r i c i t y

may ar i s e i n t he v i c i n i ty . Smal l an imals ma y s t a nd

s t i l l o r s l o w l y b ac k away and h ide dur ing ca s t ing .

This ca tegory i s broad and open-ended.

Grand effects: Spells of especially high level may

c a u s e g r a n d e f f e c t s i n c a s t i n g . T h e g r o u n d m a y

t r e m b l e , r o c k i n g t a b l e s a n d t i p p i n g o v e r b o t t l e s .

The weather may temporar i ly change , c louding over

ominous ly , wind p ick ing up or s topping , t empera -

ture growing abnormal ly hot or ch i l l .

Sensory Effects of Casting

S p e l l V i s u a l / O l f a c t /

Level Aural Tact A d d � l G r a n d

1 - 3 Yes No No No

4 - 6 Yes Opt O p t N o

7 - 9 Yes Yes O p t O p t1 0 Yes Yes O p t Yes

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Sensory Intensity TableS p e l l V i s u a l / O l f a c t /

Level Aural Tact A d d � l G r a n d

1 - 3 2 0 � � �

4 - 6 3 0 2 0 1 0 �

7 - 9 4 0 3 0 2 0 4 0

1 0 6 0 4 0 3 0 6 0

Number : Radius in yards f rom the cas ter tha t the

sensory effect is observed.

�: The sensory e f fec t i s not present or not ord i -

nar i ly de tec ted .

New Proficiency: Sensory AlterationS ens o ry A l t e ra t i on , an opt iona l pro f i c i ency a v a i l -

able only to wizards, is based on Intell igence, takes a

check modi f i e r o f - 2 , and requi res two prof i c i ency

s lo t s . Use i t i f sensory e f fec t s o f cas t ing are impor -

tant in the campaign .

W i z a r d c h a r a c t e r s w h o h a v e t h i s p r o f i c i e n c y c a n

increase or decrease the sensory effects of casting by

lengthening the cas t ing t ime o f the spe l l . The cas t -

ing time must be doubled to use the proficiency. On

a s u c c e s s f u l c h e c k , t h e w i z a r d m a k e s t h e c h a n g e .

Increasing the effects triples the range at which they

are normal ly de tec ted�they become a lmost impos-

sible to ignore, especially in an enclosed area l ike a

room or cavern . Decreas ing the e f fec t s reduces the

r a n g e t o o n e - q u a r t e r ( r o u n d e d d o w n ) . T h i s p r o f i -

ciency applies to all sensory effects in play, including

addi t iona l and grand e f fec t s .

Tailoring Wizard�s StyleEach w i zard i n th e campaign , whether pre se r v e r

or de f i l e r , has a s tandard se t o f sensory e f fec t s for

spe l l cas t ing . Th is becomes a s ignature for those ob-

servant enough to sense i t .

P l a y e r c h a r a c t e r w i z a r d s : L e t p l a y e r c h a r a c t e r s

c h o o s e t h e i r o w n s e n s o r y e f f e c t s f o r c a s t i n g . A t

lower levels they need only adopt a particular visual

and aura l e f fec t . When they ga in access to h igher -

level spells , they will choose olfactory, tacti le, taste,

additional, and even grand effects for casting. Once

c h o s e n , t h e e f f e c t s c a n n o t c h a n g e . � A d d i t i o n a l �

e f f e c t s a r e o p t i o n a l , b o t h w h e n b e i n g c h o s e n a n d ,

once chosen , in any g iven cas t ing .

N P C w i z a r d s : N P C w i z a r d s s h o u l d h a v e t h e i r

own sensory e f fec t s for cas t ing . Once de termined ,

a n N P C w i z a r d � s s e n s o r y e f f e c t s c a n n o t c h a n g e .

Make them up or choose them f rom these tab les .

Visual Sensory EffectsColor ( ro l l 1d10 or choose ) :

1 R e d

2 O r a n g e

3 Yellow

4 G r e e n

5 B l u e

6 P u r p l e

7 V i o l e t

8 Silver

9 Gold

1 0 R a i n b o w s p e c t r u m

O p t i o n a l e f f e c t s ( r o l l 1 d 1 0 ) :

1 Images o f b laded weapons

2 Images of wild birds or animals

3 Images o f ghos t ly humanoids

4 F l a m e s w i t h o u t h e a t

5 A d i s t inc t g lo wing r une

6 Lights radiate from wizard�s eyes

7 Lights radiate from wizard�s entire face

8 Lights swirl over wizard�s head

9 Lights plume up over wizard toward sky

1 0 L ight s r a d ia t e in a ho r iz o nt a l p la ne f r om hands

Aural Sensory Effects

Ro l l 1 d 2 0 o r cho o se :

1 Chimes , h igh p i t ched

2 Chimes , low p i t ched

3 F a r a w a y c h a n t i n g

4 Fa r a wa y d r um s

5 L o ud , in t e nse he a r t be a t

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6 Horrible moaning7 Ecstatic shouting8 Distant thunder9 Hunting horns

10 Metallic clanging11 Sounds of mass battle12 Low maniacal laughter13 Raging torrent of water14 Raging wind sounds15 Low earthquake rumble

16 Sounds of erupting volcano17 All sounds echo loudly18 Noises sound slowed-down or speeded-up19 Sounds shifted up or down one octave20 Chorus of whispers; nonmagical sounds in

vicinity are muted

Olfactory/Taste Sensory Effects

Roll 1d20 or choose:1 Wildflowers2 Local spices3 Exotic perfumes4 Pine needles5 Perspiration6 Strong alcohol7 Chalk dust8 Ozone9 Burning rubber

10 Sulfur (rotten-egg smell)11 Formaldehyde (sickly sweet smell)12 Sickening smell of rotting flesh13 Sickening smell of thri-kreen ichor14 Thick, overpoweringly sweet taste15 Delicate flowery flavor16 Taste of favorite beverage17 Taste of least favorite beverage18 Intense sour taste19 Intense salt taste20 Intense bitter taste

T a c t i l e S e n s o r y E f f e c t sRoll 1d10 or choose:

1 Prickling of skin2 Tickling in throat3 Goosebumps all over4 Cold or warm breeze5 Feathery touch all over6 Brief drowning sensation7 Chest feels tight8 Clammy flesh9 Itchy feeling

10 Static crackle, hair stands up

Additional Sensory Effects

Rol l 1d10 or choose :

1 Image of spell�s material component floats be-fore observer�s eyes

2 Strange tracks cover the ground3 Vision of vicious predator in observer�s mind

(vary vision according to spell�s purpose)4 Observer has vivid memory of a recent experi-

ence (vary type according to spell�s purpose)5 Observer suddenly feels the immensity of the

universe6 Observer briefly reverts mentally to ancient past

when same spell was used on this spot7 Observer has sudden imaginary vision of own

birth or death8 Observer instantly knows spell�s incantation9 Clouds temporarily gather or are dispelled over-

head10 Air grows thick and hard to breathe, or thin,

carrying sound less well

Grand Sensory Effects

Never roll grand effects randomly. Instead, de-sign effects appropriate to the spellcaster�s style andcharacter . Make them atmospher ic ra ther thandamaging. Grand effects should not have substan-tial effect on combat in themselves, though they canmimic low-level spell effects. Some examples follow.

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� Ground shakes ( -1 to Dexter i ty checks andmovement).

� All nonmagical glass in vicinity cracks.� Desert sand in area temporar i ly fuses into

glass.� Those near wizard glimpse another dimension-

al plane.� Everyone in vicinity learns target�s name.� Target�s close relatives elsewhere on Athas sud-

denly feel fearful or giddy (vary feeling according tospell�s effect).

� For next hour, wizard�s companions see allcreatures as walking, talking skeletons. (This is wellsuited to necromantic magic.)

More (and more powerful) ideas appear in theWild Surge Resul ts Table of the Tome o f Magic

rulebook (pp. 7-8). Avoid its comical, dangerous, orminor effects.

Sensory Variation of Spells

A wizard may alter not only sensory effects ofcasting, but also sensory elements of the spell effectsthemselves, within limits.

If a wizard learns a spell from another wizard(that is, copies it directly from that wizard�s spellbook into his own), then the sensory elements of thespell are exactly like those of the tutor wizard. If thetutor wizard�s lightning bolt spells are bright whitewith associated thunder, then so are the student wiz-ard�s lightning bolts.

However, a wizard who researches a spell inde-pendently can alter the sensory elements of the spellas desired. For instance, the wizard�s lightning boltscan be blood red and have a tremendous electricalcrackle . The wizard must make these dec is ionswhen writing the spell in the spell book, and anychanges are peculiar to that spell only. To changethe sensory elements of a known spell, the wizardmust research the spell from scratch.

Altering the sensory elements of a spell�s effectsnever alters how the spell functions. Unique sensory

elements never mask or disguise a spell�even ablood-red lightning bolt is still obviously a lightning

bolt .

Specialist Effects

The DM may wish to create special casting ef-fects for specialist mages when employing spellsfrom their school of magic. These possibilities pro-vide a starting point.

Abjurers: Cause a golden sheen to settle aroundthe area of effect.

Conjurers: Spell leaves behind a hint of chill air.Diviners: Magic brings a whiff of ancient dust or

aged tablets to the air.Enchanters: Shimmering, almost electrical charge

to the air during spellcasting.Invokers: Unnatural wavering in vision, like a mi-

rage without heat.Necromancers: Stench of rotting flesh left behind

after spellcasting.Transmuters: Shadows around the caster are fro-

zen, forcing them to catch up to the new situationafter casting.

Illusionists: Can adopt any of these, disguisingtheir specialty as is their calling.

Any effects are possible, but they should alwaysbe regular, for they provide clues to the players. Thee f f e c t � s d u r a t i o n i s a m a t t e r f o r r o l e - p l a y i n g -specialist effects are a tool for the DM to parcel outa tiny bit of information to attentive players, somake it last as long as necessary.

Wizards from opposing schools may find eachothers� special sensory effects objectionable, evenobnoxious or threatening.

Deception

Nonwizard characters who want to pass them-selves off as wizards, in particular as preservers,must simulate two separate effects: sensory effects ofcasting and the spell effect itself. There are severalways of doing this, including cantrips or illusions,

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magical items, and psionics. Obviously, detect mag-

ic might thwart any pretender�s plans.Cantrips or illusions: A cantrip, cast either from

a magical device or another wizard, can simulateany aural and visual effects of casting. With a can-trip, therefore, a pretender can create a believableset of sensory effects for any spell up to 6th level.Magical items enchanted to cast cantrips can beused by any character class. The item is usually de-signed to be activated inconspicuously or mentally.

Illusions such as phantasmal force can create vis-

ual ef fects ; improved phantasmal force can createv i s u a l a n d a u r a l e f f e c t s ; s p e c t r a l f o r c e s a n dadvanced illusion can simulate most other sensoryeffects. Illusions cannot usually simulate grand ef-fects. Illusions must be cast from a device or by an-other wizard on behalf of the pretender.

Magical items: Other magical items can simulateactual spell effects. The spell effect is created by themagical item, but the pretender must mimic sensoryeffects of casting using a cantrip, illusion, or psi-onics. Magical items do not usually produce sensoryeffects, though many exceptions exist.

Psionics: Psionics can simulate both spell effectsand sensory effects of casting. A careful psionicistcan impersonate a wizard with a proper combina-tion of disciplines and sciences.

Defiler Deception

A defiler masquerading as a preserver has a mostdifficult task, but it is not insurmountable. The lifelessash created with every spell cast can be masked, eitherthrough illusions or psionics. A defiler may use magicfrom enchanted items as well, never actually creatingash by his own casting; in this case, he is considered anonwizard pretender as described above.

Illusions: Only intricate illusion spells can maskthe destructive ash caused by a defiler�s magic. Es-pecially wary audiences, such as members of theVeiled Alliance checking out a potential new mem-ber, certainly disbelieve everything they see.

Psionics: These powers can also cover the ash res-idue of defiler magic. Again, however, wary audi-ences may attempt to verify such �magical� spellswith detect magic.

Familiars on AthasAthasian wizards prefer to maintain anonymity, so

use of familiars is quite common. Of the possible fa-miliar creatures (bat, beetle, black cat, pseudodragon,rat, scorpion, and snake), only the black cat andpseudodragon are universally recognized as the com-panions of wizards. The others are so common toAthas that they generally go unnoticed. Additionally,so many nonwizards travel with animal companion-ship on Athas that the practice draws little attention.

Other creatures for familiars : Any Athas iancreatures of roughly animal intelligence and 2 HDor less can become familiars. On Athas, these crea-tures tend to run a little larger than on other worlds.

Psionics and familiars: A wizard communicates

with a familiar through empathy, identical to the tel-epathic devotion of the same name. However, empa-thy between the wizard and a familiar does notrequire the psionic devotion, nor does it use strengthpoints. No power check is needed.

A familiar may have additional psionic powers.There is a base 30% chance that a familiar is a wildtalent (rolled at random), and a base 5% chancethat it has powers equal to a 1st-level psionicist with25 psionic strength points (the familiar never ad-vances in level). A familiar with psionic powers glad-ly uses them at the behest of its wizard.

Hideaways

In public, Athasian wizards look and act muchlike their peers, careful not to draw attention bytheir appearance, actions, or peculiar lifestyle. Butwizards do lead different lives, lives of intense andoften secretive study. Whether preservers or defilers,wizards can seldom hide their true nature in theirhideaways.

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A wizard�s hideaway, or secret place of study, isusually warded magically or physically, hidden andvisited in secret. Beyond the city walls, those whowield magic are afforded a bit more tolerance, butnot much more. A rural wizard must be as wary ofsuperstitious locals as his urban counterparts are ofthe sorcerer-king�s treacherous templars.

Any wizard�s h ideaway is f i l led with books ,scrolls, parchments, and all the material elementscrucial to his craft. Spell components may be strewnamong the debris of a thousand failed experiments.Familiars and simple pets are often kept, many theunwilling subjects of magical tinkering. A defiler�shideaway is absolutely devoid of plant life.

Specialist wizards have additional fixtures pecu-

liar to their magic. Abjurers often paint runes anddesigns upon the floor, walls, and ceiling. Conjurersinscribe similar designs, but these are oftenscorched and half-destroyed. Diviners are especiallyinterested in books and scrolls, and they may ownaccurate maps of the s tars and moons. An en-c h a n t e r m a y h a v e m a n y i n t r i c a t e i t e m s b e i n greadied for magical endowment. Invokers often pos-sess documents and recorded legends of powerfulbeings from whom they might call for power. Thequarters of a necromancer reek of the dead and aredecorated with bones, limbs, and the leavings of theunliving. Transmuters surround themselves withtheir accomplishments or the burnt, charred re-mains of alteration magic gone awry.

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Hamanu�s HunterAs the templars o f Urik te l l i t , centuries ago , a

t e m p l a r o f t r e m e n d o u s w i s d o m s e r v e d K i n gHamanu. As a judge in the sorcerer-k ing�s court ,

the templar , Xamres , establ ished a code o f just icethat still governs Urikite templars.

I n o n e c a s e , t h e f i r s t s o n o f t h e n o b l e f a m i l y

Kronn, a youth named Rot lees , had a fondness forhunt ing and a b latant d isregard for author i ty . So

headstrong was he that he o f ten entered Hamanu�s

gardens to hunt game b irds . Hamanu was fur ious ,but wished no trouble with the house o f Kronn, so

he ordered Xamres to set things right.

Xamres pondered for a t ime, then sent guards toarrest Rot lees when he entered the gardens . When

the guards brought Rot lees forward for sentencing,

the wise templar said, �Poaching in the king�s gar-dens i s s tr ic t ly prohib i ted , young Rot lees , even for

y o u . T h e n o r m a l p u n i s h m e n t i s d e a t h ! � T h e b o y

quaked in h is sandals .�However,� Xamres continued, �the prolific

game b irds o f the gardens are get t ing out o f hand,

spoi l ing i ts beauty . There fore , I sentence you, Rot-lees, to continue your hunting in the gardens for the

rest of your natural life.�Al l s ides l iked the so lut ion, and Rot lees joyously

carr ied out h is sentence . In t ime, the dut ies passed

to the second son o f each generat ion in the Kronnfamily. He became a hunter and a personal retainero f H a m a n u h i m s e l f .

Clerics Beyond 20th LevelClerics gain an additional level for every 225,000

experience points above 2,700,000. They gain 2 hpat each level above 20.

A cleric gains major access to the Sphere of the

Cosmos at 21st level.A c l e r i c c a n e x p a n d h i s p o w e r s t o a p a r a -

elemental plane at 21st level. The para-elementalplane must be connected to his elemental plane ofworship:

Connected Para-Elemental Plane Elemental Planes

E a r t h Magma and OozeA i r Ice and Smoke

Fire Magma and Smoke

Water Ice and Ooze

The cleric may ignore and gate material from hischosen para-elemental plane just as he can for hisplane of worship.

A c l e r i c c a n e x p a n d h i s p o w e r s t o a q u a s i -elemental plane at 23rd level. The quasi-elementalplane must be connected to his elemental plane ofworship:

Connected Quasi-Elemental Plane Elemental Planes

Earth Minerals and DustA i r Lightning and VacuumFire Radiance and Ash

Water Steam and Salt

In each case, the first quasi-elemental plane listedis between the elemental plane and the positive ma-terial plane, while the second is between the elemen-tal plane and the negative material plane. A clericof good a l ignment must choose the f i rs t quasi -elemental plane. An evil cleric must choose the sec-ond listed. A neutral cleric can choose either.

The cleric may ignore and gate material from hischosen para-elemental plane just as he can for hisplane of worship.

A cleric can expand his powers to the remaining

para-elemental plane at 25th level. For example, acleric who worships the elemental plane of fire canignore and gate mater ia ls f rom both connectedpara-elemental planes, magma and smoke, when hereaches this level.

A cleric can expand his powers to the remaining

quasi-elemental plane at 27th level. For example, acleric who worships the elemental plane of fire can

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Priest Spell Progression

Level 1 2 3 4 5

2 0 9 9 9 8 721 9 9 9 9 82 2 9 9 9 9 9

23 9 9 9 9 9

2 4 9 9 9 9 925 9 9 9 9 9

2 6 9 9 9 9 9

2 7 9 9 9 9 928 9 9 9 9 9

29 9 9 9 9 9

30 9 9 9 9 9

ignore and gate mater ia ls f rom both connectedquasi-elemental planes, radiance and ash, regard-

less of alignment. The cleric can master the quasi-elements from planes opposed to his alignment.

The Two Paths of the ClericOnly human clerics may advance beyond 20th

level. When the cleric reach es 2,700,000 experiencepoints, he must make a decision; he can either con-tinue to advance as a cleric, in which case he can at-tain 21st through 30th level, or, in the case of acleric/psionicist, he can abandon his human form andbegin the transformation to an elemental. The charac-ter cannot do both. The owning player must informthe DM which path the character wishes to take.Once it�s chosen, the character can never switch.

Only an elemental gains the ability to cast psionicenchantments. A cleric who advances beyond 20thlevel, even one who is also a psionicist, cannot castsuch spells.

ElementalsOnce the character has made the decision to pur-

sue transformation to elemental form, he continuesto gain experience through 20th level as a cleric.

Spell Level

56

6 7 8 9 10

5 2 1 � �

6 2 1 � �

6 3 2 � �7 3 2 1 �8 3 2 2 �8 4 3 2 �9 4 3 2 19 5 4 2 19 6 4 3 19 7 4 3 29 8 4 3 3

When he reaches 3,000,000 experience points, thattotal is reduced to zero and he becomes a 21st levelelemental. No multi- or dual-classed cleric can optto become an elemental.

Prerequisites: Only human characters who haveattained 20th level as both a cleric and psionicist canproceed as a character elemental. In addition, theability score requirements are more stringent: thecharacter must have a Wisdom score of 15 and aConstitution score of 15 before transformation can

begin.

Elemental Experience Levels

Level Elemental Hit Dice (d8)21 0 + 222 300 ,000 + 223 600 ,000 + 22 4 1 ,000 ,000 + 325 1 ,500 ,000 + 32 6 2 ,000 ,000 + 32 7 2 ,750 ,000 + 42 8 3 ,500 ,000 + 42 9 4 ,250 ,000 + 43 0 6 ,000 ,000 + 5

An e lemental need not cast a specia l spel l to

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The Character Elemental Table shows what ele-mental form the character can take, how long it willlast, and any Hit Die rerolls that are appropriate.

Making the SwitchA character elemental must assume his elemental

form exactly once per day, no more or less. Lower-level elementals retain human form for all but ashort period each day. Higher-level elementals canonly retain human form for half the day or less. At30th level, the elemental can never assume human

form again.From human to elemental form: The character

must decide when during the day to take on elemen-tal form. For this purpose, a game day begins andends at midnight. If the character fails to decide, hisbody naturally transforms at the last moment possi-ble. For instance, a 24th-level cleric who hasn�ttransformed earlier will transform to an elementaltwo hours before midnight.

The transformation takes one round. During thisround the character�s body becomes ethereal. Onlyweapons that can affect ethereal bodies harm it�forthose weapons, use the character�s human defenses(Hit Dice, Armor Class, magical protections, etc.).The elemental cannot perform any other action dur-ing that round.

Hit dice: Each time the character assumes ele-

Time

1 turn3 turns1 hour2 hours4 hours6 hours8 hours12 hours16 hours24 hours

Summons�����

LesserLesserLesserGreaterGreater

attain each progressive level. The elemental�s hitpoints are added to his hit point total along with anybonuses due to the Constitution score.

The exact elemental form taken is that of the origi-nal cleric�s focus of worship. For example, an earthcleric transforms to an earth elemental, and an aircleric becomes an air elemental. The discipline neces-sary to specialize in one form of elemental magic pro-hibits crossover from one elemental form to another.

Character elementals continue to age while in hu-

man form. While they are in elemental form, timehas no effect. Once the character reaches perma-nent elemental form at 30th level, time will not hin-der his physical abilities. Character elementals haveno innate spell-like abilities.

Elemental Transformation

A character elemental�s transformation is quitedifferent from that of the other advanced beings.The character can attain full elemental form even atthe lowest levels, though only for a limited time. Theamount of time the character can spend as an ele-mental increases with levels, as does the relativepower of his elemental form.

During play, the character will either be fully ele-mental, or fully human. Since there is no gradualchange between the two forms, it is not termed ametamorphosis, but rather a transformation.

Character Elemental Table

Level

2122232 42526

2 7282 93 0

Hit Dice/Variety

8 H D S t a n d a r d1 2 H D S t a n d a r d1 2 H D S t a n d a r d1 6 H D S t a n d a r d1 6 H D S t a n d a r d1 0 H D G r e a t e r1 0 H D G r e a t e r1 4 H D G r e a t e r1 4 H D G r e a t e r1 8 H D G r e a t e r

HD Rerolls

��

1,2�

1,21 ,2 ,31 ,2 ,3 ,41 ,2 ,31 ,2 ,3 ,41 ,2 ,3 ,4

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mental form, the player must roll its Hit Dice. Atsome levels, the character is entitled to Hit Die re-rolls for certain numbers. For example, at 26th levelthe elemental character rolls 10 Hit Dice and hasrerolls on 1, 2, and 3. The player rolls ten 8-sideddice, getting 1, 2, 2, 3, 4, 5, 5, 6, 8, and 8. The fourdice that rolled 1, 2, 2, and 3 are rerolled until theydon�t read 1, 2, or 3. They finally come up 4, 5, 6,and 7. The elemental�s hit points total 58.

From elemental to human: The character has nocontrol over this transformation. It takes place afterthe character has spent the entire duration in ele-mental form. The transformation takes one com-plete round, during which the character can take noother action. The character takes on an etherealform for the round, so attacks that don�t reach intothe ethereal cannot harm him. Those attacks thatcan penatrate the ethereal plane must be targetedagainst his elemental form (Hit Dice, Armor Class,magic resistance, etc.). Once the transformation iscompleted, the character reverts to his original hu-man hit points.

Damage in either form: Damage taken in oneform is erased after transformation�one of the ben-efits of being an elemental. A character in humanform whose hit points drop to 1 still �rolls� com-pletely new hit points for the elemental form. On thereturn to human form, he is completely healed ofdamage. A character who is reduced to 0 hit pointsin either form has been killed, however.

Summoning, Controlling, Stealing

Normally, a character elemental cannot be sum-moned, but it can be controlled, and that controlcan be stolen. A summoning spell merely calls other,less willful elementals from the appropriate plane.Theoretically, a special spell could summon a spe-c i f ic e lemental , even a character e lemental . Butsuch magic does not presently exist�the spell mustbe created under the rules governing magical re-search.

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Devices that can control or govern the actions ofe lementals can af fect characters . Only magicalitems can be used to control character elementals.

Bowl commanding water e lementals , brazier com-

manding fire elementals, censer con trolling air ele-

mentals, and stone of controlling earth elementals:When properly employed, these devices can controla character elemental of the appropriate type. Thecharacter gets a saving throw to ignore the effects.Otherwise, it is controlled, just as described in theMonstrous Compendiums. Once freed, the charac-ter can attack or ignore the controller as it wishes.

Ring o f Elementa l Command: Rings at tuned tothe character�s elemental plane can be used to fulleffect against it. The ring wearer can be held at a 5�distance or even possibly charmed.

Scroll of protection �elementals: Characters canbe af fected by such scrol ls just as noted in theDMG.

Summoning Other Elementals

A character elemental gains the ability to sum-mon lesser elementals at 26th level, and to summonstandard elementals at 29th level.

Lesser elementals: The character gains the specialability conjure lesser elemental, identical to the spellof the same name presented in the Monstrous Com-pendium. It may use this ability once per day forevery level above 25th.

Standard elementals: The character gains thespecial ability conjure elemental, identical to thespell of the same name in the DARK SUN� RulesBook, once per day at 29th level and three times perday at 30th level.

These elementals are automatically controlled,and their control cannot be stolen from the charac-ter e lemental . They obey the character �s everythought while on the prime material plane.

Urgent Elemental Business

The highest level character elementals (those from

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27th through 30th level) are powerful enough intheir own right to be important personages on theirelemental plane. Therefore, from time to time, thoseplanes call for their services, and they must returnand remain there until their business is concluded.

Every 60 days, the DM should roll 1d20 for everycharacter elemental in the game. A roll of 1 indi-cates that the elemental�s services are called for onits home plane. Any other roll means the charactercan continue on Athas unmolested.

A character elemental who is called away has 5d6days to report. It is gone from Athas for 1d100days. In the meantime the DM removes the charac-ter from play, and the player uses another characterfrom the character tree.

Athasian Elementals

Complete data on Athasian elementals appearsi n t h e M o n s t r o u s C o m p e n d i u m , D A R K S U N �Appendix, Terrors of the Desert. That work refersto information on elementals presented in Mon-strous Compendium Volume 1 . Because characterelementals take the form and abilities of those ele-mentals, keep the appropriate Monstrous Compen-dium pages handy.

TemplarsI n t h e D A R K S U N � c a m p a i g n , t h e o n l y P C

class that cannot advance beyond 20th level is thetemplar. In service to a sorcerer-king, a templar cannever get more powerful than 20th-level. Additionalexper ience points do not br ing more spel ls , h i tpoints, or powers.

Also, since templar characters typically lose theirmagical powers upon the death of their sorcerer-king, some may wish to abandon the class for an-o t h e r . A n y h u m a n t e m p l a r c a n o p t t o b e c o m edual-classed, provided he has a 17 or more in theprime requisites of his new class. Demihuman tem-plars and human templars who do not meet theserequirements must take more drast ic measures .

They can immediately reduce their experience pointtotal to zero and start the campaign over in any newclass for which they qualify.

Former Templars

All of Tyr�s templars lost their source of spellpowers and many their political positions with thedeath of Kalak. Many who found themselves espe-cially friendless upon his assassination in turn losttheir lives to those they had persecuted over theyears. Others found work with Tithian, the newking of the city, as administrators, bureaucrats, andsoldiers. Those left outside that circle, however, wereleft with two options: employment with anothersorcerer-king, or complete abandonment of tem-plarhood.

The campaign should be crawling with templarswho previously worshipped Kalak of Tyr. Their mo-tivations and powers are now very different, depend-ing on their new positions. If other sorcerer-kings dieor become ineffective in your campaign, similar sug-gestions apply to his former templars.

Tithian�s templars: Despite Kalak�s death andthe subsequent rioting and disorganization, Tithianrealized, correctly, that only Tyr�s templars couldmaintain many services. The bureaucracy that hadrun the city for centuries remains largely in placesince there is no suitable substitute available. Fur-ther, Tithian was himself a templar, and his ownfriends within those ranks have served him well asthe central administrators under his rule.

Still responsible for many of the same functions,Tyr�s templars now perform their duties without thebenefit of spells. As a substitute for magic lost, thetemplars have promoted within their ranks thosewith useful psionic powers, and they have hired theservices of other psionicists to help maintain order.Ironically, large numbers of former slaves have tak-en service with the templars, selling their psionicpowers to those who kept them in bondage for years.To a lesser extent, templars are engaging the services

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of both defilers and preservers, but this practice iskept very quiet �centuries of magical oppression diehard.

The loss of spell powers, however, has become thegreat equalizer among the backstabbing templars ofTyr. Formerly low-level templars find they are nearlyas powerful as high-level adversaries�without mag-ic, one templar is pretty much the same as the next.Sudden parity with their superiors has bred danger-ous ambitions among templars eager to advancethrough the ranks.

Kalak�s templars in other cities: Templars who in-stead fled to other city states, to other sorcerer-kings, more often than not found the point of asword. Templars who were already in power therehad no wish to instate new rivals in their order. New-comers who weren�t killed outright upon arrivalwere either enslaved or, for the fortunate, simplyturned away.

Only those templars who managed to gain an au-dience with the new sorcerer-king and who hadsomething to offer found an open hand. Many whofled to Urik, for example, offered their knowledge ofT y r a n d i t s o r g a n i z a t i o n i n r e t u r n f o r a n e wsorcerer-king to worship. Others found they couldbuy their way in, bribing other templars to speakkindly for them to their leader.

With psionics and magic to keep them in line, alltemplars new to their city from Tyr are unquestiona-bly loyal, or they hide it very well. Since most havehad personal contact with their new sorcerer-king,they have special favor, at least for the moment, butthey have drawn the scorn of the existing templarhierarchy. Once a new templar falls from favor withhis sorcerer-king, even slightly, he is at great risk ofretribution from jealous rivals.

Ex-templars: Those who have shed the finery oftheir templar past have had a difficult time. Whenrecognized, they are often tortured or killed. Theyare never welcome in Tyr, so they have been forcedto wander to new locations. Ex-templars start ad-vancing again in a new character class, but they be-

gin at 1st level. Few ex-templars reveal their trueidentities; most have few friends.

Druids Beyond 20th Level

Human druid characters may advance beyond20th level. A druid gains an additional level for eve-ry 500,000 experience points above 2,000,000. Hegains 2 hp at each level above 20. Though his pro-gression through levels is slow, the special abilitieshe gains are powerful.

A druid can communicate telepathically with anycreature on his guarded lands at 21st level. Thecommunication can be for any duration and overany distance, provided the creature is on the druid�sguarded lands (note that the druid need not be onthe guarded lands at the time of communication).Language barriers do not interfere with this com-munication.

A druid can summon an entire species within hisguarded lands at 23rd level. The druid must firstshapechange to the species desired, then telepathi-cally call for others to join him. All able creatures ofthat species which reside on the druid�s guardedlands will immediately move to his location at theirbest possible speed. Once clustered, the group ofanimals will obey the druid�s every command, pro-vided he remains in the midst of them. The crea-tures will readily leave the guarded lands at thedruid�s bidding. The number of creatures so sum-moned is not restricted: the druid may commandhundreds of mekillots, thousands of vipers, or liter-ally millions of insects. The druid cannot call for justa portion of the species �it�s all which occupy hisguarded land or nothing. When the druid resumeshis original form, the species followers return totheir homes.

A druid gains major access to al l spheres ofpriestly magic at 24th level.

A druid can call upon the spirit of the land andits powers at 25th level. The spirit will appear toconsult or lend aid on the druid�s command. How-

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ever, a druid can never call upon the spirit withoutjust cause, to protect or enhance the lands. Anyselfish or personal reasons will anger the spirit sothat he might attack the druid instead! For moreinformation about the spirits of the land, consult theMonstrous Compendium, DARK SUN� Appen-dix, Terrors of the Desert.

A druid can hide his guarded lands when hereaches 26th level. Provided the druid is on hisguarded lands, he can cast an illusion that only heand those he designates can see through. Creatureswho have more Hit Dice or levels than the castermay save vs. spells to disbelieve. Otherwise, trav-elers on the guarded lands are convinced they aresomehow lost, and that these subtle illusions are infact miles from the lands they seek. The druid cancreate any physical illusion he cares to, from lushjungles to sterile wastelands. The druid can cast thisillusion at any time, but he must concentrate tomaintain it.

A druid can teleport throughout his guarded

lands at 27th level. Provided the druid is teleportingbetween points wholly within his guarded lands, hecan teleport any number of times. Since the druid isintimately familiar with every step of his lands, thereis no chance of missing his proposed target spot.

A druid can close his guarded lands at 28th level.He creates an impenetrable barrier around the edg-es of his lands, in the shape of a dome that rises1,000 feet higher than the highest point. The natureof the barrier is up to the imagination of the druid�an array of spinning blades, a field of pure force, acurtain of flame and magma. In any form, the barri-er can only be crossed by creatures of more Hit Diceor levels than the druid, or by creatures that thedruid has so designated. The barrier works in bothdirections: those inside cannot get out, and thosewithout cannot get in.

A druid absorbs defiler damage on his guardedlands at 30th level. Whenever the druid is on hislands, defiler magic cast there does not destroy thelifegiving properties around the caster; the ground is

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not turned to ash. Instead, the energy is tapped di-rectly from the druid, no matter where he is. Everyten spell levels of defiler magic cast on his guardedlands drains 1 hp from the druid, protecting theland. However, defiler magic will not kill the druid�it cannot take his last hit point. When the druid isso wounded, defiler magic takes its normal toll onthe lands.

Whenever defiler magic is cast on his lands, thedruid gets a mental sense of exactly where the spellwas cast. When not on his lands, the druid still getsthe general impression that defiler magic is beingcast there, but he gets no indication of the exact lo-cation.

Priest Spells Beyond 7th LevelPriests who advance beyond 20th level gain not

only additional spells of levels 1 through 7, but alsobegin accumulating the ability to cast spells of levelseight through ten. These are far-reaching, powerful

spel ls a f fec t ing large areas , but are essent ia l lygained in the same manner as lower-level spells�thepriest requests them from the powerful beings of theelemental planes.

Preparation time: In addition to the normal list ofgame statistics preceding priest spells, 8th-through10th-level spells list a preparation time. The priestmust fulfill this requirement before the spell can becast. If the priest must perform a specific task dur-ing preparation time, or if he can spend only a cer-tain amount of time per day actively preparing,these are noted in the spell description. Unlessotherwise stated, if the priest is interrupted for evenone day during the preparation time, the spell willfail. Preparation must be started over.

Often the preparation time directly governs theduration of the spell. In such cases, the preparationtime is optional; the priest can spend just as muchtime as he wishes preparing for the spell, within therestrictions listed with the spell.

Typically preparation time does not take every

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hour of the day. During the remainder of the day,the priest can perform other tasks, including adven-turing, research on other spells, even preparationfor other high-level spells (within restrictions; see be-low). Spell preparations may somewhat restrict thepriest�s range of movement. If these restrictionsaren�t strictly adhered to, the preparation time todate is void and the spell will fail if cast.

Unless otherwise stated, the priest casts the spellon the last day of preparation time. If the priestwaits more than a day afterward to cast the spell,those days are subtracted from the preparation timealready accumulated.

Casting multiple spells above 7th level: The prep-aration times for spells higher than 7th level are solong that priests rarely actually cast more than onein a day. If, however, the priest manages to concludethe preparation times for multiple spells of 8th levelor higher on the same day, use the Priest Spell Pro-gression Table�s numbers as the maximum he cancast per day (see page 56).

More significantly, the Progression Table�s fig-ures for 8th-, 9th-, and 10th-level spells limit thenumber the priest can prepare at any one time. Thepriest must also be able to devote the preparationtime to each spell. For example, a 24th-level priestcould be preparing two 8th-level spells and one 9th-level spell at the same time, provided all three prepa-ration times add up to 16 hours or less (assumingthe priest needs to sleep eight hours per day). If hefinishes his preparation time and casts one of the8th-level spells, he can then begin preparing for an-other 8th-level spell immediately.

A priest may use magical means to get better useof his time; it is perfectly legal to use time spells toget more than 24 hours out of a day.

The Tome of MagicAll of the spells from Tome of Magic can be used

in DARK SUN� campaigns. They are organizedas follows. (Note that some spells belong to more

than one sphere.)Sphere of Earth: Caltrops (3rd), clear path (5th).Sphere of Air: Aura of comfort (2nd), zone of

sweet air (3rd), weather stasis (4th), cloud of purifi-

cation (5th), breath of life (7th), uncontrolled weath-

er (7th).Sphere of Fire: Log of everburning (1st), aura of

c o m f o r t ( 2 n d ) , b l e s s e d w a r m t h ( 4 t h ) , f i r e p u r g e(4th).

Sphere of Water : Weather stas is (4th) , c loud o f

purification (5th), uncontrolled weather (7th).Sphere of the Cosmos:

First- level spells : Analyze ba lance , ant i -vermin

b a r r i e r , c a l l u p o n f a i t h , c o u r a g e , e m o t i o n r e a d ,

know age, know direction, know time, mistaken mis-s ives , morale , personal reading, r ing o f hands , sa-

cred guardian, speak with astra l t rave ler , thought

capture, weighty chest.Second-level: Calm chaos, create holy symbol,

d issens ion�s f east , draw upon holy might , emot ionp e r c e p t i o n , f r i s k y c h e s t , h e s i t a t i o n , i d e a , l i g h t e n

l o a d , m i n d r e a d , m o m e n t , m u s i c o f t h e s p h e r e s ,

mystic transfer, nap, rally, sanctify, zone of truth.

Third-level: Accelerate healing, adaptation, astralwindow, choose future , create campsite , e f f i cac ious

monster ward, emotion control, extradimensional de-

tection, helping hand, invisibility purge, know cus-

toms, line of protection, memory read, miscast magic,

moment reading, random casual ty , r ig id th inking,

slow rot, squeaking floors, strength of one, telepathy,telethaumaturgy, thief�s lament, unearthly choir.

F o u r t h - l e v e l : A d d i t i o n , a g e p l a n t , b o d y c l o c k ,

c h a o t i c c o m b a t , c h a o t i c s l e e p , c i r c l e o f p r i v a c y ,compuls ive order , de fens ive harmony, d imensional

fo ld ing, focus , fort i fy genius , inverted e th ics , jo inwith astral traveler, leadership, mental domination,

modi fy , memory, probably contro l , rapport , so l ip-

s ism, tangle foot , thought broadcast , t ree s teed , up-

lift, weather stasis.Fifth-level: Age object, barrier of retention, bless-

e d a b u n d a n c e , c h a m p i o n � s s t r e n g t h , c h a o t i c c o m -

m a n d s , c o n s e q u e n c e , d i s g u i s e , e a s y m a r c h ,

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e lemental forb iddance , extradimensional manipula-

t ion, extradimansional pocket , grounding, i l lusory

a r t i l l e r y , i m p e d i n g p e r m i s s i o n , m e l d , m e m o r ywrack , mindshatter , repeat act ion, shr iek ing wal ls ,

thoughtwave , t ime poo l , unceas ing v ig i lance o f the

holy sent ine l , undead ward.Sixth-level: Age creature, crushing walls, disbe-

lief, dragonbane, gravity variation, the great circle,

group mind, land o f s tab i l i ty , l ega l thoughts , mon-ster mount, physical mirror, reverse time, seclusion,

skip day, Sol's searing orb, spiritual wrath.

Seventh-level spells: Age dragon, divine inspira-tion, hovering road, illusory fortifications, mindkil-

ler, shadow engines, spacewarp, spirit of power,

tentacle walls, timelessness.Quest spells: All the quest spells from the Tome

of Magic are in the Sphere of the Cosmos.Material components: Many of the spell compo-

nents presented in Tome of Magic are inappropriatet o t h e D A R K S U N � c a m p a i g n s e t t i n g . S o m eitems, especially those made of metal, are prohibi-tively expensive and disrupt the balance between thespell�s power and the expense incurred to cast it.Here are some examples of how to change the mate-Here are some examples of how to change the mate-rial components to better suit the world of Athas.

Analyze balance: The material component of thisspell can be coins of any variety, including commonceramic coins.

Courage: The material component of this spellcould be a carved cube of bone or chitin.

DDraw upon holy might: Because water is so pre-cious on Athas, any vial of water suffices as a mate-rial component.

Frisky chest: Three feathers from different ani-mals are an acceptable material component.

Hesitation: The material component can be anyfragment of chitin.

Idea: As with analyze balance, any coin will suf-

fice.Alter the material components of other spells ac-

cordingly.

The Planes BeyondThough markedly different in their approaches to

life on Athas, all three priest classes draw their mag-ica l spel ls f rom the e lemental planes . Powerful

sorcerer-kings and templars have contact with be-ings on those planes, and the beings can channelmagical energy to the desert world of Athas. Therelationships of the various planes, the creaturesthere, and their interest in Athas can be importantto high- level characters in a DARK SUN cam-paign.

The Big Picture

For this discussion, the planes can be divided intofive categories: the prime material plane, the ethere-al plane, the inner planes, the astral plane, and theouter planes.

Athas resides on the prime material plane. Actu-ally, it is on but one of many alternate prime planes,but these alternates have no impact on Athas. Alls tandard play in DARK SUN campaigns takesplace on the prime material plane.

Adjacent to the prime material plane is the ethe-real plane, a realm of proto-matter � material itemsin the ethereal plane pass easily through one an-other since nothing there is truly solid. Within theethereal are many floating demiplanes, islands ofsolid matter with their own character, but, again,these have no impact on Athas.

From the viewpoint of a person in the prime mate-rial plane, the various inner planes lie beyond theethereal. The inner planes represent the materialb u i l d i n g b l o c k s o f t h e u n i v e r s e . T h e e l e m e n t a l

planes of earth, air, fire, and water are each realmsdominated by their e lement . The pos i t ive energyand negative energy planes are also storehouses offundamental power in the inner planes. The para-

e lemental p lanes are regions of mixed mater ia lswhere the elemental planes border on one another.Where the elemental planes instead border on thepositive and negative planes of energy there are

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quasi-elemental planes. All of the elemental, para-elemental, quasi-elemental, positive, and negativeenergy planes are part of the inner planes. None ofthe inner planes is particularly aligned to good orevil, and in fact the creatures there display a markedindifference toward affairs outside thier particularplane. Why some powerful beings of the innerplanes have become so interested in Athas as tolend spell energy to its priests is explained later.

Also connected to the prime material plane, butnot directly connected to the ethereal or the innerplanes, is the astral plane. The astral is largely avoid, with only floating bits of solid matter and thesilver cords of travelers to break the monotonousemptiness. The cords are links between a traveler�sphysical body and his astrally projected form (as perthe astral spell.)

Again, from the prime point of view, the outerplanes lie beyond the astral. These so-called planesof power are vast realms with terrain and materialforms not unlike the prime material. Each separate

outer plane is strongly aligned�both good and evilcreatures there have designs on the prime materialplane. The distinctions between the many outerplanes is unimportant to this discussion; suffice tosay that outer planar creatures tend to be highly po-larized (either extremely good or terribly evil).

Mapping the Planes

The prime material plane is directly connected toboth the ethereal and the astral planes; travelers canreadi ly employ magic that wi l l take them fromAthas to either of these destinations.

The ethereal plane is surrounded by the border

ethereal, an overlap between it and the prime mate-rial or the inner planes. A traveler at the borderethereal can see into both planes (e thereal andprime material) and walk fully into one or the otherfrom the border area. With the appropriate magic,a traveler could walk from the prime material intothe ethereal and then beyond into one of the inner

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planes; he would pass through the border etherealtwice on his journey.

The inner planes are also connected to the primematerial plane via vortices. Commonly known typesof vortices are free-standing and temporary. A free-standing vortex to the elemental plane might be inthe heart of a volcano, for instance. A temporaryvortex is most often a spell such as plane shift. Lesscommonly known or acknowledged are the l ivingvortices, creatures of great power, described later.

Going the �other way� from the prime, if youwill, a traveler can journey through the astral plane.The astral spell allows him to leave his physical formon the prime while his astral form moves throughthat plane. His astral form, its silver cord trailingbehind it, can then travel to other locations on theprime material plane or it can move to the first levelsof the outer planes. Within the unending graynessof the astral the traveler can find color pools, gate-ways to alternate prime material planes and to thefirst layers of the many outer planes.

The direct paths from the prime material to theouter planes are called conduits. Anchored firmly attwo locations, one on the prime and one in an outerplane, these wormhole conduits ferry beings backand forth regularly. On the prime, fixed locationssuch as temples are ideal anchors for conduits. Jeal-ous of the unique relationship between the elemen-tal planes and the prime material, some dark powersof the outer planes have fabricated living conduitsthat masquerade as living vortices, so that theymight meddle further in the affairs of the tiny worldof Athas.

Character travel: An Athasian character�s mostcommon means of travel to and from the variousplanes are spells, psionic powers, and magical items.Plane shift and astral spell are the most commonpersonal spells available to a character. With theformer, he can travel bodily to any other plane. Theastral spell is somewhat more limited, however, al-lowing the caster to take an astral form on thatplane or form a second physical body on a distant

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styles tend to give it away, anyway), so they are easyto find if sought.

There is no such contact between clerics who wor-ship different elemental spheres, yet there is no ani-mosity, either. The worship of the elements is similar,but clerics of different spheres have little in commonand even less to talk about.

Congregations and worshippers: Some clerics al-so encourage laymen to worship the same favoredelemental plane. The cleric gains no special benefitsfrom these worshippers�he simply feels he is betterserving his element on the prime material plane bycollecting a flock of worshippers.

For example, shamans among elves and halflingsencourage special worship to the elemental planes.Clerics of the earth might advocate the constructionof rock sculptures, those of the air the burning ofinsence. Water clerics may hold special water ritualsduring marriages or at funerals, while fire elemen-tals might encourage cremation after death.

Worshippers gain essentially nothing from theirdevotion to the elemental planes. As indifferent asthey are, the powerful beings of those planes find itbothersome enough just keeping track of their cler-ics on Athas.

From within a congregation, a cleric may findyoung worshippers who wish to become clerics them-selves. Normally, Athasian clerics do not gain fol-lowers simply for advancing through levels, butcongregational followers who wish to become clericsare perfectly acceptable. In such an instance, if theNPC�s abi l i ty scores meet the minimum for thecleric class (Wisdom score of 9 or better), he can intime become a first level cleric under the originalcleric�s direction. If his Wisdom score is deficient, aperiod of time passes before the prospective cleric�washes out.� The training time is 3d4 weeks.

The size of a congregation on Athas is usuallyquite small. A cleric may have a flock of up to twicehis level in worshippers. He may never have morethan three prospective clerics in training.

outer plane�anything happening to these otherbodies can have disastrous effects. When using ma-terials from the Tome of Magic in a DARK SUN�campaign, a character can use the spell join with

astral traveler to journey there. Psionically, a char-acter can employ several psychoportive disciplinesand sciences, such as summon planar creature andastral projection, to utilize the other planes. Magi-cal items such as oil of etherealness or ethereal ar-mor allow a character to walk through the etherealplane, even to the inner planes beyond.

Some creatures have spell-like abilities that allowthem to walk the planes, and some artifacts are infact gates to other planes . The DM adminis tersthese.

Character communication: Direct communica-tion with beings in the elemental planes can be ac-c o m p l i s h e d w i t h c o m m u n e s p e l l s a n d s i m i l a rdivination magic. Clerics, druids, and rangers haveindirect contact with the elemental planes every timethey draw upon the magical energies there for spells.

It is extremely rare that a creature from the ele-mental planes initiates contact with the prime mate-rial plane.

Communicat ion with characters on the astra lplane can be accomplished through the 1st-levelpriest spell speak with astral traveler (from the Tome

of Magic) .

Clerical OrganizationAthasian clerics are typically loners. While some

wander and others stay more or less in one spot, allclerics are considered to worship the elements ontheir own terms, alone, and they seldom preach toothers. Exceptions are rare but not unknown.

Associates: Many clerics keep in touch with oth-ers who worship the same elemental sphere. Contactis irregular�there are no scheduled meetings�butlore, rumors, and even spell-knowledge are com-monly exchanged. Cler ics are se ldom secret iveabout their plane of worship (their garb and life-

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Rogues Beyond 20th LevelHuman and half-elf characters can advance be-

yond 20th level as bards. Only human characterscan advance that high as thieves. At these advanced

levels, rogues do not become beings of another na-ture. They do, however, gain new abilities.

Rogue Experience Levels

Level Thief /Bard Hit Dice (d6)

21 2 ,500 ,000 1 0 + 2 22 2 2 ,800 ,000 1 0 + 2 423 3 ,150 ,000 1 0 + 2 62 4 3 ,500 ,000 1 0 + 2 825 3 ,900 ,000 1 0 + 3 02 6 4 ,300 ,000 1 0 + 3 22 7 4 ,750 ,000 1 0 + 3 428 5 ,200 ,000 1 0 + 3 62 9 5 ,700 ,000 1 0 + 3 830 6 ,200 ,000 1 0 + 4 0

The rogue gains 2 hit points per level beyond 20.A rogue�s THAC0 never improves beyond 11.

Rogue Il lusionists : All rogues , both bards andthieves gain the ability to cast spells from the illu-

sionist school when they attain 21st level. They areessentially wizards, specifically preservers, with theusual restrictions for spell books and memorization.However, rogue illusionists have no weapon or ar-mor restrictions. They are not specialist mages, sothey do not gain the specialist advantages. Further,

they are not subject to the 16 minimum Dexterityscore for specialist illusionists.

All spellcasting rules that apply to wizards alsoapply to rogues. They use components, memorizenew spells out of their own spell books, and so on.

Rogue illusionists are preservers. They do notcause defiling damage when they cast their spells.

Gotho�s DealingsIt is said that a templar�s ambitions are every bit

as large and hidden as a dragon�s lair. A thief who

penetrates that lair can gain great power.

W h e n t h e t e m p l a r J u n i t h u o f N i b e n a y s o u g h tthe services o f the enterta iner Gotho the Inest ima-

ble, the latter accepted graciously. He stayed at the

templar �s house for many days , per forming for h isf a m i l y a n d g u e s t s . T h e n J u n i t h u s e n t G o t h o a s a

gi f t to the merchant house o f Ryol . The Ryol house

a c c e p t e d G o t h o i n t o t h e i r c o m p o u n d . H e c a r r i e dhis lute , h is costumes , and h is orders to s tea l the

g r e a t S t a r R u b y , a g e m o f g r e a t p r i c e r e c e n t l y

brought in by a caravan from the north.M a s t e r R y o l , t h o u g h , w a s n o f o o l , a n d h e c o n -

fronted Gotho about h is miss ion. Gotho re fused to

ta lk�that i s , unt i l Ryol o f f ered a pr ice bet ter than

Junithu�s , and then the truth f lowed l ike prec ious

w a t e r . R y o l m a d e a c o u n t e r - p r o p o s a l , t h a t G o t h o

r e t u r n t o J u n i t h u � s h o u s e a n d a s s a s s i n a t e h i m .

Upon presenting the body, Master Ryol promised a

fortune in silver an and jewels.Two days later, a large package arrived in the Ryol

compound. Master Ryol opened it in private to findthe corpse of the templar Junithu within. Later that

night, he met with Gotho, presented the entertainerwith his rewards and an escort to leave the city.

But the next morning, a l iv ing Juni thu, f lanked

by several guards, presented himself at Ryol�s gates.F l a b b e r g a s t e d , M a s t e r R y o l f l e d t o h i s c h a m b e r s ,

o n l y t o f i n d t h a t t h e p a c k a g e c o n t a i n e d t h e d e a d

body o f one o f the Shadow King�s concubines� theillusion placed on it had worn off. Guards kept Ryoland Junithu from flying at each other�s throats, but

accusations flew. They brought suit against one an-other in Nibenay�s royal court . The sorcerer-k ing,

wanting to be certain he punished the guilty party,

dec ided to execute them both .Gotho the Inest imable d id not re turn to Nibenay

for many years .

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Rogue Spell Progression

Spell Level

Level 1 2 3 4 5 6

21 2 1 � � � �

2 2 3 2 1 � � �23 4 3 2 1 � �

2 4 4 4 2 2 � �

25 5 4 3 2 1 �2 6 5 5 4 3 2 �

2 7 5 5 5 4 3 1

2 8 5 5 5 5 4 2

2 9 6 6 5 5 5 3

30 6 6 6 6 5 4

7��������

12

Here are the available illusionist spells.1st-Level : audib le g lamer , cantr ip , change se l f ,

N y s t u l � s m a g i c a l a u r a , p h a n t a s m a l f o r c e , s p o o k ,ventr i loquism.

2nd-Level : bl indness , b lur , foo l � s go ld , hypnot ic

p a t t e r n , i m p r o v e d p h a n t a s m a l f o r c e , i n v i s i b i l i t y ,Leomund�s trap , mirror image , misdirect ion, whis-

pering wind.

3rd-Level: illusionary script, invisibility 10� radi-us, phantom steed, spectral force, wraith form.

4th-Level: fear, hallucinatory terrain, illusionary

wall, improved invisibility, minor creation, phantas-mal k i l l er , ra inbow pattern, shadow monsters , va-

cancy.

5th-Level : advanced i l lus ion, demi-shadow mon-sters, dream, major creation, seeming, shadow door,

s h a d o w m a g i c .

6 t h - L e v e l : d e m i - s h a d o w m a g i c , e y e b i t e , m i r a g ea r c a n a , m i s l e a d , p e r m a n e n t i l l u s i o n , p r o g r a m m e dillusion, project image, shades, veil.

7 t h - L e v e l : m a s s i n v i s i b i l i t y , s e q u e s t e r , s h a d o wwalk , s imulacrum.

Bards Beyond 20th LevelIn addition to learning illusionist spells, bards at

high levels also learn how to use and create magical

scrolls. They can also brew a limited number of po-tion fruits.

Bards do not add to their list of poisons beyond20th level.

Scroll use: Beyond 20th level, a bard can read anywizard or priest scroll and cast the spells which areupon it. The bard can determine what spells are onthe scroll just by looking at it.

Penning scrolls: A bard who reaches 23rd levelcan create scrolls, subject to all the restrictions forwizards. The bard must copy each spell from hisown spell book or from another scroll he alreadyowns. Unfortunately, bard-created scrolls tend to beless reliable than those made by wizards: the bardcan only add his level beyond 20th.

Brewing potions: At 21st level, bards learn to en-chant magical potion fruits. But as their knowledgeof the broadest spectrum of magical powers is lim-ited, so too is the number of potions they learn toproduce. At 21st level and every level beyond that,roll on Table 89: Potions and Oils (in the DMG) tosee what type of potion fruit the bard learns to brew.The bard must write the recipe into a spell book. Ifthat book is ever lost, so too is the formula. If a du-plicate is rolled, then the bard has learned a secondmethod to create the same potion fruit. If �DM�sChoice� is rolled, let the player choose the potion.

The bard does not need a laboratory for potionbrewing. As with potions for wizards, roll percentiledice secretly to determine if the potion fruit has�taken.� The base chance is still 70%. Improve thechance 1% for every 100 cp worth of ingredientsand every level of the bard above 20th.

Thieves Beyond 20th LevelAt their highest levels, thieves gain a new category

of abilities and can improve their Dexterity scores.Dexterity improvement: On gaining a new level, a

thief may forego the usual 30 discretionary percent-age points and instead add 1 point to his Dexterityscore. A thief can raise his Dexterity score to a max-

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imum of 21 this way. The increase is immediate andaffects all aspects of play, from Armor Class andmissile fire to all thief abilities.

New thief abilities: At 21st level, all thieves gainsix new skills with base scores, as modified by a char-acter�s race and Dexterity score. The thief can im-mediately apply discretionary percentage points tothese new abilities at 21st level and at all subsequentlevels.

Thieving Skil l Base Scores

Skill Base Score

Detect Magic 5 %

Detect Illusion 8 0 % ( 1 0 % ) *

Forge Document 1 0 %Bribe Official 5 %Dig Tunnel 1 5 %

Escape Bonds 1 0 %* A thief�s Detect Illusion skill starts at 10% if the

character chooses it at first level (see �VariableThief Skills� below).

Thief Skill Racial Adjustments

(Optional)

Half-

Skill Dwrf Elf E l f H l f l n g M u l

Detect Magic -5% +10% +5% � �

Detect Illusion +5% � +5% +5% �Forge Document � 10% � � �Bribe Official -5% +15% +5% -5% �Dig Tunnel +10% -10% -5% � +10%Escape Bonds � � � +10% �

Thieving Skills Armor Adjustments

Skill N o A r m o r A r m o r

Detect Magic � �

Detect Illusion � �

F o r g e D o c u m e n t � - 5 %Bribe Official + 5 % - 1 0 %

Dig Tunnel + 5 % - 1 5 %Escape Bonds + 5 % - 1 0 %

Thief Skil l Dexterity Adjustments

Det Frge Bribe

D E X M g c / I l l D o c Offcl9 � -15% �

10 � -10% �11 � -5% �

12 � � �

13 � � �

14 � � � � �

15 � � � � �

16 � +5% � � �

17 � +7% �

18 � +10% �

17 � +15% �20 � +17% �

21 � +20% �2 2 � +22% �

Dig Esc

T n n l B n d s

-10% -20%

- 5 % - 1 5 %� - 1 0 %� - 5 %� �

� + 5 %+ 5 % + 1 0 %+10% +12%+15% +15%+ 2 0 % + 1 7 %+ 2 5 % + 2 0 %

Skill ExplanationsDetect Magic: A skilled thief learns to sense the

magical properties of an object�the faint glow orvibrations peculiar to enchantment. If allowed to ex-amine (and touch) an object for a full turn uninter-rupted, the thief can check to see i f he detectsmagic.

The DM should make all the die rolls for thisskill. If the result is less than or equal to the thief�sskill level, the thief accurately determines whether ornot the object is enchanted. He does not learn thelevel or nature of the enchantment, only that oneexists. If the roll fails and the result is greater than70 plus the thief�s level, the DM should present er-roneous information�magical items appear non-magical, and vice versa.

Note that extremely large objects (entire rooms,walls, dunes, etc.) may, at the DM�s discretion, re-quire more time to examine or be simply too muchfor the thief�s skills.

Detect Illusion: As masters of illusions them-selves, high-level thieves can use this skill to detectsuspected illusions. This skill is not automatic, like a

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gem of seeing or similar magic; the thief must statethat he is using the skill and spend an entire unin-terrupted round viewing the suspected illusion.

Other characters must make a saving throw vs.magic to disbelieve an illusion, modified for the situ-ation. A thief can instead roll against this skill. Fail-ure means that the thief believes the illusion isgenuine. Success means that the thief knows the il-lusion is a fraud.

Sudden illusions cannot be so detected. Nor canillusions which the thief cannot examine for an en-tire round.

Forge Document: The thief uses this skill to mim-ic the handwriting of another character or creature,or to re-create a common form or document. In ei-ther case, success depends upon the thief�s skill, hisfamiliarity with the original, and the examiner�s levelof scrutiny.

A thief attempting to forge should have an exam-ple of the original on which to base his work. With-out such an example, the thief suffers an automatic-10% penalty on every skill roll. Having a wide va-

riety of examples can actually improve the process,granting as much as a +5% bonus (DM�s option).

Every time the forgery is examined, the thiefmakes a skill roll. A forged pass allowing a slave totravel by night, for instance, might be examined byseveral different guards through the course of anevening. The skill roll is made every time. An exam-iner inspects documents in a manner that reflectshis reaction to the holder.

Friendly� Gives document only the s l ightest

g l a n c e . B o n u s + 1 5 % .Indifferent� Gives document a cursory glance.

B o n u s + 5 % .Cautious� Takes time to look over the document.

No bonus or penalty.Suspicious� Scrutinizes the document carefully.

P e n a l t y - 1 0 % .Hostile� Questions everything; may even call a

genuine document a forgery! Penalty -20%.The observer�s reaction should be determined us-

ing Table 59: Encounter Reactions, in Chapter 11of the Dungeon Master�s Guide. An observer look-ing at a forgery that isn�t accompanied by a charac-ter should still roll his reaction, as if confronted byan indifferent player character.

Special situations abound. The observer mightknow for certain that the document could not bereal, or that it is highly irregular. Guards are morecautious when they suspect trouble. A discoveredforgery may or may not point back to the forger, butit certainly reflects poorly on the holder.

The thief�s forging skill extends to paper andpapyrus, stone tablets, signet rings, etc.

Bribe Official: A thief uses this skill to sway thereactions of NPC�s with small gifts of coin or mer-chandise. Success depends on the thief�s skill, theNPC�s initial reaction, and the ceramic piece valueof the bribe offered.

When a bribe might be necessary, roll the NPC�sreaction in secret, noting the exact roll and reaction.If the reaction is friendly, the NPC probably doeswhat the player character wishes without any bribeat all. If the reaction is not friendly, the rogue maytry offering a bribe.

The original reaction die roll must be modifiedenough (through bribery) to make the reactionfriendly. For instance, if the roll was 15 (cautious),and 7 is the highest number to receive a friendly re-action, the roll must be modified by 8. Determinethe station of the NPC using the table below, thenroll the dice indicated. The number of ceramic piec-es indicated by the roll is the minimum bribe per -1 modifier.

Continuing the previous example: If the NPC isa soldier, the DM could roll 3d8 to get 20 cp�so thethief must offer a total of 160 cp (20 x 8) to have achance of success. Of course, only the DM knowsthe initial reaction die roll, bribe die roll, and exactstation of the NPC, though the thief may be able toguess the first and last.

Once the thief arrives at the ceramic piece valueof his bribe, he rolls against his skill. Failure indi-

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cates that the bribe did not work and the NPC�sreaction immediately changes to hostile. A success-ful roll means the bribe worked, provided enoughcoinage was offered. If not, the bribe failed.

Bribery Table

NPC Stat ion Bribe

Peasant or Slave 2d4 cpF reeman or Soldier 3d8 cpMerchant or Officer 5d10 cpNoble or General 5d100 cp

Bribes may also be material goods. Determine thecoin value of the item, then consider whether or notthe NPC might want i t . The br ibe may inc ludeservices; role-play such situations carefully.

A br ibed NPC wil l usually perform reasonable

services within the confines of his job or station. Abribed guard will not attempt to assassinate thesorcerer-king, for instance, but he may look the oth-er way while several characters pass through hisgate.

Unusually corrupt NPCs may accept a bribe andthen betray the character anyway. Reserve this op-tion only for the most dramatic story situations.

Dig Tunnel: As a part of his career, a thief canlearn the fine art of tunnelling. Success depends onthe thief�s skill, the material being tunnelled, andthe availability of tools.

The Tunnelling Table shows the time required todig through 10 feet of ground with adequate dig-ging equipment. Having no tools doubles the timefor sand/loose earth or packed earth, and quadru-ples it for rock. Having sufficient unskilled help canspeed the process by two hours per 10 feet regard-less of material.

At the end of every 10 feet, make a skill check.Failure means the tunnel collapses. It can be re-dugat the loose-earth rate.

Tunnelling Table

Type of Earth Modifier Time

Sand/Loose Earth - 1 0 % 5 hours

Packed Earth 0 10 hours

Rock + 1 0 % 30 hours

A thief�s tunnelling skill is limited to shafts nomore than a few feet long. It cannot double for min-ing skill.

Escape Bonds: Through contortion and raw skill,a thief can learn to free himself from even the mostdifficult bonds. The skill lets the thief break freefrom tied rope or leather bonds, manacles, chains,straight jackets, or any restraining device.

The thief must make a successful escape rol lagainst every item binding him. For instance, if he�sbound at the wrists and at the ankles, he must maketwo successful rolls to get free. Locked items do notalso require an open locks roll. One failure meansthe bond cannot be slipped by that thief.

Normally, this skill takes five rounds per roll. Thethief can hurry his attempts but suffers a -5% pen-alty per round omitted (minimum 1 round).

Variable Thief Skills(Optional Rule)

At first level, a thief character can choose any 8 ofthe 14 available skills: bribe official, climb walls, de-tect noise, detect magic, detect illusion, dig tunnel,escape bonds, find/remove traps, forge document,hide in shadows, move silently, open locks, pickpockets, and read languages. He begins the gamewith the base score for those skills, as modified forrace and Dexterity, plus the 60 discretionary pointsallowed for 1st-level thieves.

A human thief character who attains 21st levelimmediately gets the remaining six skills at theirbase level.

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The Brown ElfLedopol i tan e lders maintain that several genera-

tions ago, a village woman bore a child whose intel-

l e c t w a s v a s t b e y o n d h i s y e a r s a n d w h o s e m e n t a l

powers were accordingly strong. While s t i l l a babe

he spoke every language and ga ined a mischievous

mastery of telekinesis. Of course, he did this all as

a n u n w a n t e d o r p h a n � b o r n t o a h u m a n m o t h e rand a long-departed e lven father , the hal f -e l f boy

appropriately found no love in the village, living on

scraps o f garbage and what he could s tea l .O n e d a y , a n i n t o l e r a n t s h o p k e e p e r , n o d o u b t a

recent victim of one of the boy�s pranks, sought the

strongest psionicists in the village to control the ado-

lescent. But the entire village went wide-eyed with

panic when the boy dea l t back more than he took ,

even from the greatest masters in Ledopolus . En-

raged, the boy turned h is youthful anger fu l l - force

on the v i l lagers , k i l l ing and maiming, lash ing out

with a l l the f eroc i ty that f i f t een years o f scorn had

burned into h im. Those he d idn� t k i l l he ens laved ,

controlling their minds to do his wicked bidding.

But within the month, a stranger appeared at the

e d g e o f t o w n , a s h r o u d e d e l f w h o s e b r o w n w r a p -

pings indicated loyalty to no tribe. The elf made no

sound, yet the ha l f -breed boy sensed h im and ap-peared. Their mental struggle took only an instant.

Then the stranger left, leaving behind the shattered

village, its newly awakened (and very confused) in-habitants, and the corpse of the evil half-elf boy.

Thankful, the villagers sent out their fastest riders to

reward the so l i tary e l f , but they never found norheard f rom him again .

Psionicists Beyond 20th LevelAll character races are unlimited in their progres-

sion as psionicists. Beyond 20th level, psionicist

characters gain more sciences and devotions, plusmore psionic strength points and hit points, just asthey did at lower levels. Psionicist characters neverbecome advanced beings.

7 5

Psionicist Experience LevelsPsionicist

Level

2122232 425262 7282930

Experience

Points

3 ,300 ,0003 ,600 ,0004 ,000 ,0004 ,400 ,0004 ,800 ,0005 ,200 ,0005 ,600 ,0006 ,000 ,0006 ,500 ,0007 ,000 ,000

Hit

Dice (d6)

9 + 2 49 + 2 69 + 2 89 + 3 09 + 3 29 + 3 49 + 3 69 + 3 89 + 4 09 + 4 2

Psionic Power Progression

Level

2122232425262 7282930

Total Sciences12141618202224262830

Total Devotions

22

303337414550556070

High-level psionicists gain 2 hit points at everylevel. They know all disciplines and have all defensemodes. They gain psionic strength points accordingto the Inherent Potential Table (Complete PsionicsHandbook, Chapter One), just as at lower levels.

The OrderPsionics is a cornerstone of Athasian life and so-

ciety. In the wilderness, a creature�s psionic powersare often as important as its physical strength andspeed. In civilization, psionics is a tool for advance-ment and political survival.

To the purist, the true student, psionics is a giftthat is given to all but understood by very few. The

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uncounted wild talents are the mindless masses ofAthas, granted by nature a basic psionic trick thatthey barely understand and bandy about with allthe care of a mekillot in a tent city. They are mereanimals�indeed, less than animals, for the puristsregard animals with psionic abilities as noble beasts.

Only when one pursues the psionic sciences anddisciplines in earnest does he gain even a glimmer ofunderstanding. The search for psionic mastery isthe noblest of all endeavors, but most who find itsstrengths use them for their own selfish ends. Thatis not how nature intended the mind�s preciouspowers be used. So says the purist.

The Order is a rigid organization of the highest-level psionicists on Athas. They are dedicated tothese two precepts: Psionics should only be studiedfor its own sake, and psionic talents should only beused to preserve the natural order.

Psionics for its own sake: To members of the Or-der, psionics is not merely a tool or a means towardan end. Psionics is a higher understanding, an areaof study that purifies the mind and strengthens thespirit. A purist of the Order believes that he gainsmore awareness of the universe with every new sci-ence or discipline he masters, with every new iota ofpsionic strength that he can muster.

Psionics to preserve the natural order: In the doc-trine of the Order, psionics is a part of the naturalorder, used by animals and primitives to surviveagainst the harsh environment and against eachother. Animals have retained this philosophy, butintelligent races have perverted psionics, polarizingit along with their moralities. Nature knows no suchmoralities. To a member of the Order, ambitionsand ideals can only interfere with the purity of psi-onics. The use of psionics to further such ambitions,whether good or evil, is a crime against the naturalorder. Psionicists who use their talents to furthercauses of extreme good or extreme evil are criminalswho must be located and stopped.

Organization

The Order has an organization that is at onceloose and rigid. It is rigid in the sense that membersfill different roles depending on their level of psionicmastery, that there can be only so many members atthe upper levels, and that each member must ad-here to the doctrines of the Order as a whole. Itsorganization is loose, however, because there are no

regular meetings (physical meetings, that is) and because each member operates independently withinhis given role.

The Order is organized into two major sections,the lower and upper orders.

The lower orders: All psionicists in the lower ordersare of levels 21 through 26. Lower-level psionicists can-not petition for entry. Those of level 21, 22, and 23 areentrants, while those of level 24, 25, and 26 are media-tors. As the most junior of the lower order, entrantsperform most necessary day-to-day interactions withthe rest of Athas. Mediators make decisions aboutAthasian affairs; they usually send entrants to dealwith perceived problems. Though the number varies,there are usually around 30 entrants and 10 mediatorsin the Order at any one time.

The upper orders: This elite body, consistingsolely of psionicists of levels 27 through 30, is struc-tured in sixes, according to the six psionic disci-plines. There are six cerebral masters, one assignedto each discipline, and beneath each of these are sixpsiologists. There are always exactly 42 sapient be-ings in the upper orders.

Enter ing the Order

Once any creature attains 21st level as a purepsionicist, his mind attracts the Order�s attention.Mediators send one or more entrants to investigatethe new psionicist and learn his motivations. If thenew psionicist is of neutral alignment, they ap-proach him to join the Order as a new entrant. If hisalignment is either good or evil, or if he refuses tojoin the Order, he is marked for death. Ultimately,

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The attitudes of such low-level characters towardlaw or chaos do not concern the Order.

Characters using other powers (armies, elementalor wizardly magic, etc.) to further their good or evilends also do not concern the Order. Only the use ofpowerful psionics draws the Order�s attention. TheOrder is not interested in supporting neutrality assuch�they only seek psionic purity as they have de-fined it.

All members of the Order must uphold this agen-da. They must personally confront heresy accordingto their roles; they must pursue greater psionic mas-tery themselves; and they cannot personally use

their psionic powers for any purpose that is com-pletely good or evil.

Roles

Within the Order, each classification of psionicisthas specific functions and means of advancement.There is very little room for deviation within thisscheme. Radicalism can lead to disbarment, leavingthe radical a hunted renegade.

Entrants: The bottom rank of the lower order, en-trants are the enforcement arm of the organization.They wander Athas in search of ps ionic h eresy,which they must report to their mediator contacts.They may act upon such heresy only after receivingspecific instructions from the mediators.

Advancement from entrant to mediator: This is amatter of time and, in game terms, experience levels.An entrant automatically becomes a mediator uponreaching 24th level.

Mediators: Mediators must collect informationon psionic heresy and delegate the responsibility foreliminating that heresy. Mediators only occasionallyinvolve themselves personally with the destruction ofpsionic heresy, calling on entrants to perform the ac-tual hands-on work. Mediators only rarely informthe upper orders about their activities; they are ulti-mately responsible for the suppression of heresy.The upper orders dislike such interruptions.

this practice allows three types of psionicists above20th level on Athas: the unapproached, members ofthe Order, and the renegades.

Unapproached: Characters who have recent lyrisen to 21st level but who haven�t yet been contact-ed by the Order are considered unapproached.They operate unaware that the Order is watchingand evaluating them. The Order will contact thembefore they reach 22nd level.

Members: Once taken into the Order, a charac-ter still acts as an independent entity. He can stillo p e r a t e w i t h o t h e r c h a r a c t e r � p s i o n i c i s t s a n dotherwise�and he may range the entire span ofAthas unhindered. However, he must adopt theOrder�s agenda, described below.

Renegades: High-level (21+) psionicists of eithergood or evil alignments, or who have refused to jointhe ranks of the Order, must proceed in the cam-paign as renegades. Renegades have committed nospecial crimes against anyone else on Athas, and soneed not fear the common people. However, the Or-der hunts them relentlessly, sending entrants andeven beast servants against them until they are de-stroyed. Provided he can avoid the Order�s wrath, acharacter can advance as a renegade to any level ofexperience.

It is also possible that a member of the Order maycommit a breach of the agenda, becoming a rene-gade at a much higher level.

Agenda

Members of the Order are the se l f -appointedchampions of psionic purity. As they see it, the up-per orders pursue psionic purity, whereas lower or-ders root out heretical psionicists.

The Order defines �psionic heresy� as the use ofpowerful psionics for causes of extreme good or evil.Powerful psionics are powers used by a psionicist ofgreater than 20th level; below that level, the Orderregards psionicists as hardly more than children,who cannot be held responsible for their actions.

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Advancement f rom mediator to ps io logist : Bridg-ing this gap is more difficult, since it is the leap fromthe lower orders to the upper. Since the upper or-ders have a fixed number of members, a mediator ofmerit must often wait for a position to open up. Amediator gains merit by reaching 27th level, but hecontinues to gain experience as a mediator until apsiologist position becomes available. This may beimmediately after many years. The position that be-comes available dictates his specialty discipline inthe upper orders.

Psiologists: The junior members of the upper or-der are concerned with physical research into psi-o n i c s . T h e y c o n c e n t r a t e o n t h e i r s p e c i a l i z e ddiscipline. They study psionic beasts, ancient re-cords and ruins, and the use of psionics by all intelli-gent creatures. They must convey their findings to

the other five psiologists in their discipline and totheir cerebral masters, but they choose their own re-search projects and work methods.

Advancement f rom psio logist to cerebral master :This promotion is a matter of seniority within a spe-cialty discipline. When a cerebral master dies, themost senior psiologist takes his place. Experiencelevel has no effect. A 27th level psiologist might be-come a cerebral master, though this is unlikely.

Cerebral masters: The six cerebral masters devotetheir lives to personal psionic growth. Basing theirresearch in their own minds, they meet only withother members of the upper orders, and then onlyoccasionally. Their solitary existence calls for mini-mal contact with the world; they renounce all butthe necessities of life. A cerebral master might bemistaken for an elderly vagabond. A cerebral mas-ter chooses his own �home,� then rarely leaves it.

Because it takes many years to become a cerebralmaster, and because any psionic means of life exten-sion would be unacceptable to the Order, cerebralmasters tend to have only short tenures in their posi-t ions . Natural ly long- l ived characters�such asdwarves, elves, and halflings�last longer. No thri-kreen has ever become a master.

Within the Order, a character knows the identi-ties of all members of his station, and he has up tothree contacts in the next higher level. For instance,a mediator is acquainted with all mediators and en-trants, and up to three psiologists, but no cerebralmasters.

Psionic Beastmaters

Members of the Order have no special affinity fordruids, though their outlooks on life seem compati-b le , a t least on the surface . To the Order , thedruid�s devotion is misguided by faith. To the fewdruids who know of the Order, the psionicists� ob-session with only one facet of nature�s richness isequally misguided.

The Order does, however, hold psionic beasts asthe most noble creatures on the planet . Ps ioniccreatures with animal intelligence use their powersfor only the purest ends�survival. Members of theOrder often study or even revere psionic animals.Some members of the Order find work with psionicanimals both comforting and mutually beneficial.

Beast mastery: Available only to psionicists abovelevel 20, this telepathic devotion appears in Appen-dix 3. DMs should understand its powers and limi-tations fully before using beastmasters within theOrder.

Roles and the beastmasters: Any member of theOrder may use beasts, provided they help him in hisrole. Entrants and mediators, for instance, use theirbeasts to seek and stamp out psionic heresy. Psiolo-gists and cerebral masters use their beasts to furthertheir research and understanding of psionics.

Renegades as beastmasters: Renegades may alsouse beast mastery, and their use of psionic animals isunrestricted. Animals have no concept of the Orderor its agenda.

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The Order in a Campaign

Though its members are individually powerful,the Order is very small, and its effect on Athasianlife and culture is minimal. Concentrating as it doeson its version of psionic purity, the Order leaves oth-er great forces on Athas unmolested. In fact, theonly characters who will likely ever encounter the

Order are psionicists who progress beyond 20thlevel.

Legends of powerful psionicists and their exploitsare fairly common, but actual knowledge of the Or-der is extremely rare. Members of the Order seldombring attention to themselves, since the activities ofthe common folk don�t warrant their interference.That there exists some higher organization of myste-rious, powerful psionicists is an uncommon rumor.Its nature, members, and agenda are the subjects ofwild and inconsistent speculation. Even the sorcerer-kings aren�t completely certain about the Order�some acknowledge its existence, but none has a clearidea of its mission.

The player characters may meet a member of theOrder in their travels, though they may never iden-tify him as such. Members of the lower orders arewanderers, so making the acquaintance of one is notout of the question. The DM may, in fact, intro-duce an entrant or mediator NPC into his cam-paign, especially if one of the player characters is anadvancing psionicist. Reintroducing the NPC whenthe player psionicist reaches 21st level lends back-ground color to the encounter.

A member of the Order appears very knowledge-able. Little about the characters he meets, the citieshe visits, or the apparently secret plots he discoverscomes as a surprise to him. He can identify charac-ters by name, and he knows something of theirbackgrounds. And though he may raise suspicions,he never stays around long enough to be found out.

Often a member of the Order travels with beastsunder his control. Having animal companions is notunusual on Athas, so this practice won�t itself draw

suspicion. Astute characters might notice that themember�s beasts are all inherently psionic, but thatalone won�t pinpoint him as a member of the myste-rious Order.

Before a player character psionicist reaches 22ndlevel, he must deal with the Order as either a mem-ber or a renegade. A member must act within hisrole toward the agenda of the Order as a whole.Failure to do so results in expulsion, which means adeath sentence from the organization.

The Order and the Sorcerer-KingsSince the sorcerer-kings are, in fact, advanced

psionicists, the Order does keep abreast of their ac-tivities. There are entrants in all seven cities, observ-ing the sorcerer-kings and their use of psionics.However, from the Order�s viewpoint, the sorcerer-kings are an established element of Athasian life,and their use of psionics is likened to that of a noblepsionic animal. The Order is not at odds with thesorcerer-kings in any way.

The Order and the Advanced BeingsEmerging dragons and avangions also attract the

attention of the Order. Since their psionics are in-herently corrupted with magic, the Order does notperceive them as a threat to the purity of psionics.However, this matter is still debated among the cere-bral masters. For the time being, the Order onlymonitors the activities of the advanced beings. Be-cause they seem to be emerging as natural enemies,dragons and avangions will most likely prey on eachother. This satisfies the Order�s concern over pre-serving the natural order.

The Order has no interest in the affairs of charac-ter elementals.

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1st LevelAffect Normal FiresAlarm

ArmorAudible GlamerBurning Hands

Cantrip

Change SelfCharm Person

Chill TouchColor SprayComprehend Languages

Dancing LightsDetect Magic

Detect UndeadE n l a r g e

Erase

Feather FallFind Familiar

FriendsGaze ReflectionGrease

Hold Portal

HypnotismIdentifyJ u m pLight

Magic MissileMending

MessageM o u n t

Nystul's Magical Aura

Phantasmal Force

Protection From Evil

R e a d M a g i cS h i e l d

Shocking Grasp

SleepSpider Climb

SpookTauntTenser�s Floating Disc

Unseen Servant

Ventriloquism

Well of FogWizard Mark

2nd LevelAlter Self

BindBlindnessBlur

Continual LightDarkness, 15� Radius

DeafnessDeeppocketsDetect Psionics (in DSRB)

Detect Evil

Detect Invisibility

E S PFleming SphereFog Cloud

Fool�s Gold

Forget

GlitterdustHypnotic Pattern

Improved Phantasmal ForceInvisibility

IrritationK n o c k

Know Al ignment

Leomund�s TrapLevitate

L o c a t e O b j e c t

Magic MouthMelf�s Acid Arrow

Mirror ImageMisdirection

Protection From CantripsPyrotechnicsRay of Enfeeblement

Rope Trick

ScareShatterSpectral Hand

Stinking CloudStrength

Summon SwarmTasha�s Uncontrollable Hideous LaughterWakefulness (in DK)W e b

Whispering WindWizard Lock

3rd LevelBlinkClairaudience

ClairvoyanceDeludeDispel Magic

Explosive RunesFeign DeathFireballFlame ArrowFleet Feet (in DSRB)

FlyGust of Wind

HasteHold PersonHold Undead

Illusionary Script

InfravisionInvisibility, 10� Radius

ItemL eomund�s Tiny HutLightning Bolt

Melf�s Minute MeteorsMonster Summoning I

Non-DetectionPhantom Steed

Protection From Evil, 10� Radius

Protection From Normal Missiles

Secret Page

Sepia Snake SigilSlow

Spectral ForceSuggestion

Tongues

Vempiric Touch

Water Breathing

Wind WallWraithform

4th LevelCharm Monster

ConfusionContagion

Detect Scrying

D i gDimension Door

EmotionEnchanted WeaponEnervationEvard�s Black TentaclesExtension I

Fear

Fire TrapFire ShieldFire Charm

FumbleHallucinatory Terrain

Ice Storm

Illusionary WallImproved Invisibility

Leomund�s Secure ShelterMagic MirrorMassmorph

Minor CreationMinor Globe of Invulnerability

Monster Summoning IIOtiluke�s Resilient Sphere

Phantasmal Killer

Plant Growth

Polymorph SelfPolymorph Other

Psionic Dampener (in DSRB)Rainbow PatternRary�s Mnemonic EnhancerRaze (in DSRB)Remove Curse

Shadow MonstersS houtSolid FogSpider Strand (in DK)Stoneskin

Transmute Send to Stone (in DSRB)Vacancy

Well of FireWell of IceWizard Eye

5th LevelAdvanced IllusionAiry Water

A n i m a l G r o w t h

Animate Deed

A v o i d a n c e

Bigby�s Interposing HandChaosCloud kill

Cone of ColdConjure Elemental

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Contact Other PlaneDemi-Shadow Monsters

DismissalDistance Distortion

DominationD r e a mExtension II

FabricateFalse Vision

FeeblemindHold Monster

Leomund�s Lamentable Belaborment

Leomund�s Secret ChestMagic Ja r

Major CreationMonster Summoning IIIMordenkainen�s Faithful Hound

PasswallRejuvenate (in DSRB)

SeemingSending

Shadow DoorShadow Magic

Stone Shape

Summon ShadowTelekinesis

TeleportTransmute Rock to Mud

Wall of ForceWall of Iron

Wall of Stone

6th LevelAnt,-Magic Shell

Bigby's Forceful HandChain Lightning

Conjure AnimalsContingency

Control Weather

Death FogDeath Spell

Demi-Shadow MagicDisintegrate

Enchant an Item

EnsnarementExtension III

Eyebite

GeasGlasseeGlobe of InvulnerabilityGuards end Wards

Improved Haste (in DK)I m p r o v e S l o w ( i n D K )Invisibile Stalker

Legend LoreLower Water

Mass Suggestion

Mirage ArcaneMisleadMonster Summoning IVMordenkainen�s Lucubration

Move EarthOtiluke�s Freezing Sphere

Pert Water

ScreenSerten�s Spell Immunity

Sink

SymbolTrap the Soul

9th LevelAstral Spell

Bigby's Crushing Hand

Crystalbrittle

Energy DrainForesight

G a t eImprisonmentMeteor Swarm

Monster Summoning VIIMordenkainen�s Disjunction

Power Word, Kill

Prismatic Sphere

Shape Change

SuccorTemporal Stasis

Time StopVampiric Youthfulness (in DK)

WeirdWish

10th Level (all in DK)AbrasionAdvanced Domination

Defiler Metamorphosis

Defiling StasisDefiling RegenerationDome of Invulnerability

Enchanted Armaments

Enslave ElementalImmediate AnimationJust Sovereign

Life Extension

Magical MinionsMagical PlagueMass Fanaticism

M a s q u e r a d e

Mountain Fortress

P a c t

Preserver MetamorphosisProlif ic Forestation

Prolif ic Vegetation

Pure BreedRaise Nation

RecruitmentReverse LoyaltiesRiftRolling RoadUndead�s Lineage

Wall of Ash

Italicized spells are reversible

Bold spells are modified in the DARK SUN� Rules

Book( i n D S R B ) p r e s e n t e d i n t h e D A R K S U N R u l e s

Book(in DK) presented in this book

Permanent Illusion

Programmed Illusion

Project ImageReincarnation

Repulsion

ShadesStone to Flesh

Tenser�s TransformationTransmute Water to Dust

True SeeingVeil

7th LevelBanishmentBigby�s Grasping Hand

Charm PlantsConjure Greater Elemental (in DK)

Control UndeedDelayed Blest Fireball

Doom Legion (in DSRB)Drawmij�s Instant Summons

Duo-Dimension

Finger of Death

ForcecageLimited WishMass Invisibility

Monster Summoning VMordenkainen�s Magnificent Mansion

Mordenkainen�s Sword

Phase Door

Power Word, StunPrismatic Spray

Reverse Gravity

Sands of Time (in DK)

SequesterSemipermanency (in DK)Shadow Walk

SimulecrumSpell Turning

StatueTeleport Without Error

VanishVision

8th LevelAntipathy-SympathyBigby�s Clenched Fist

Binding

C loneCreate Tree of Life (in DSRB)D e m a n dGlassteelIncendiary Cloud

Mess Charm

M a z eMind Blank

Monster Summoning VIOtiluke�s Telekinetic Sphere

Otto�s Irresistable Dance

PermanencyPolymorph Any ObjectPower Word, Blind

Prismatic WallProtection From Time (in DK)

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Second-Level SpellsWakefulness (Enchantment/Charm)

Reversible

Range: 30 yardsComponents : V, S , MDuration: 8 hoursCasting Time: 2Area of Effect: One creatureSaving Throw: Neg.

With this spell, the recipient is able to postponesleep. For the duration of the spell, the recipientfeels wide awake and energetic, but immediately be-comes exhausted when the spell�s effects wear off; hemust then sleep for eight hours or suffer a -2 pen-alty to all attack rolls and saving throws until hedoes. Multiple wakefulness spells cast on one recipi-ent cause him to remain awake for eight hours perspell, but he must get eight hours of sleep per spellafter they have worn off to eliminate the attack andsave penalty. Recipients who don�t sleep cannot re-cover spells cast. They can continue to march or ad-venture normally. A recipient cannot naturally doze

off while under the influence of this spell.This spell exactly counters the effects of a sleep

spell on one creature. When sleep is cast on a recipi-ent of this spell, he is entitled to a saving throw witha + 3 b o n u s .

The material component for this spell is a tinyglass bell.

Fourth Level SpellsSpider Strand (Evocation)

Reversible

Range: 30 yardsComponents : V, S , MDuration: 1 round/levelCasting Time: 4Area of Effect: SpecialSaving Throw: Special

With this spell, the caster causes a single strandof strong spider web to shoot forth from his hand.The web becomes part of the caster for the durationof the spell or until he wishes it to detach itself fromhim; he need not hold on to the strand with the cast-ing hand, leaving it free for casting other spells, buthe cannot hold anything with that hand. The stranditself is roughly half an inch in diameter and is very

strong and sticky. The length of the strand is oneyard per level of the caster. The strand will hold upto 2,500 pounds without breaking. Any creaturewishing to break the strand must roll a half bendbars roll (since the strand is tougher than steel).

If the strand is shot at an inanimate object, suchas a wall or ceiling, the wizard automatically hits.The strand sticks to its target and can only be tornloose by putting more than 2,500 pounds of tensionon it or by a successful half bend bars roll. If thestrand is shot at a creature, the target receives a sav-ing throw versus spell to avoid it. If hit, the creaturebecomes wrapped up by the excess length. For in-stance, a bugbear standing 10 yards away, struckwith a strand from a 15th-level wizard, is wrapped infive yards of the strand.

Yards toCreature Size Immobilize Yards to ImpedeTiny 1 1Smaller 2 1Man-sized 3 2Large 5 3Huge 10 7Gargantuan � 30

An immobilized creature cannot move, attack, orcast spells; a gargantuan creature cannot be immo-bilized. An impeded creature moves at half rate andattacks only half as often, with a -2 penalty to theattack roll.

Every yard must be broken individually, each re-quiring a half bend bars roll. Only one creature canbe so entangled per spell.

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The reverse of this spell, weaken webs, allows theperson touched to move freely through webs eithernaturally or magically created (even those madefrom a spider strand spell).

The mater ia l component for th is spel l i s thewebbing gland from a spider that was at least aslarge as the caster�s hand (or, for its reverse, a pair

of tiny shears).

Sixth-Level Spells

Improved Haste (Alteration)

Range: TouchComponents : V, S , MDuration: 1 round/levelCasting Time: 1 roundArea of Effect: Creature touchedSaving Throw: None

This spell lets the wizard bestow tremendous speedon any one creature. The quickened creature func-tions at double its normal movement and attack rates,basically moving and attacking normally, but twice inthe round. The quickened creature rolls initiative foreach round normally; his first basic action always hap-pens at initiative �0� in the round, and he then goesagain on his rolled initiative number. The recipient al-so receives a +4 bonus to his Dexterity score (to amaximum of 25) for the duration of the spell, whichcan affect his reaction adjustment, missile attack ad-justment, and defensive adjustment. Casting the spelltakes one entire round, during which both the recipi-ent and the caster can do nothing else (or just the cast-er when he is casting the spell on himself), then thespell lasts for rounds equal to the caster�s level.

Unlike the normal haste spell, this spell has noeffect on the recipient�s age. This spell negates theeffects of a slow spell. It is not cumulative with itselfor with other similar magic.

The material components for this spell are a lumpof grease and a spark from a flint and steel.

Improved Slow (Alteration)

Range: 90 yards +10 yards/levelComponents: V, S, MDuration: 1 round/levelCasting Time: 6Area of Effect: Thirty 10� cubes.Saving Throw: Neg.

This spell causes the affected creatures to moveand attack at 1/9 their normal rate. In combat, af-fected creatures only attack every ninth round, andthey cannot cause damage from normal melee at-tacks. However, they do attack with a -8 penaltyfor nonstandard melee attacks, such as touch en-ergy drain and paralysis�such attacks, if success-f u l , h a v e t h e i r s t a t e d e f f e c t w i t h o u t p e n a l t y .Creatures under this spell have a +8 penalty totheir AC as well. The caster can vary the area ofeffect as desired, arranging the thirty 10� cubes(30,000 cubic feet total) in any continuous shape,provided no section extends beyond the range of thespell. All creatures entirely within the area of effectmay be slowed, but each is entitled to a saving throwversus spell to negate the spell. This spell negatesthe effects of a haste or improved haste spell.

The material component for this spell is a tinygolden statue (minimum 10 gp value).

Seventh-Level SpellsConjure Greater Elemental

(Conjuration/Summoning)

Reversible

Range: 30 yardsComponents: V, SDuration: 1 turn/levelCasting Time: 1 turnArea of Effect: SpecialSaving Throw: None

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This spell allows the caster to summon a singlegreater elemental from, in the case of priests, theirsphere of major access, or in the case of wizards,from any plane. The Hit Dice of the elemental aredetermined randomly.

Roll Hit Dice

01-65 10

66-90 14

9 1 - 0 0 18

This spell is otherwise identical to the fifth-levelpriest spell, conjure elemental. Greater elementalsare described in the Monstrous Compendium,

DARK SUN� Appendix , Terrors o f the Desert .

Sands of Time (Alteration)

Reversible

Range: 10 yardsComponents: V, S, MDuration: 1 roundCasting Time: 8Area of Effect: Up to 10 cubic feet/levelSaving Throw: Neg.

With this spell, a wizard can reverse the effects of

aging and erosion on any nonliving, material object.The amount of aging that can be so reversed de-pends upon the level of the caster.

Sands of Time Table

Level

910111213141516

1718192 02 12 22 32 42 52 62 72 82 93 0

Effects on PapyrusTime Reversed

30 days Faded

1 year Fragile

2 years Brittle

5 years Crumbled

10 years D u s t

20 years50 years100 years200 years500 years1,000 years2,000 years5,000 years10,000 years20,000 years50,000 years100,000 years200,000 years500,000 years1,000,000 years2,000,000 years5,000,000 years

Wood Soft Stone

FadedFragileBrittleCrumbled Paint

D u s t EtchingReliefForm

½¾

Dust

Hard Stone Metal

Paint

Etching

Paint

Etching

Relief

Form

½

¾

D u s t

Relief

Form

½

¾

D u s t

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The table also indicates the average effects of timeand the elements on various materials (items pro-tected from the elements might take longer to erode,but use these times for all restoration). Papyrus andwooden objects fade over time, making it difficult,but not impossible to read or identify surface fea-tures. Fragile objects must survive an item savingthrow versus fall every time they are used; brittleitems must survive versus a crushing blow. Crum-bled items are unusable but still identifiable aspapyrus or wood; dust is completely unidentifiableand unusable.

Stone and metal items wear away over time, andtheir shapes smooth out until the item is completelyworn away. Paint indicates that artificial coloration isgone or unrecognizeable; etching means carved let-ters or pictures are worn away; relief indicates thatdeeply carved letters or images are severely eroded;form indicates that time has eroded away all but thebasic form of the original stone or metal. The frac-tions 1/2 and 3/4 tell when the item has lost thatamount of its original mass. Dust means the originalitem is completely gone, eroded away to nothing.

A 18th level wizard could, for example, turn evena pile of dust back into the new, clean piece of papy-rus it once was, or turn the crumbled remains of astaff back to its original form, or even restore apainted map on the wall of a temple constructed ofsoft stone. This spell cannot restore damage done toan object by anything other than natural aging orerosion. Use the table as a guide for other objectsthat don�t exactly fit into these categories.

The reverse of this spell, accelerate erosion, allowsthe wizard to speed up erosion on any nonliving ma-terial object. In the example above, the 18th-levelwizard could turn a clean piece of papyrus to dust orturn a new staff of wood into crumbled pieces orerase a painted map from a wall of soft stone.

The material components for this spell are a tinyhour glass (during the spell, the sands run up) or,for the reverse, a miniature sundial that timed thepassage of at least one year.

Semipermanency (Alteration)

Range: SpecialComponents : V, S , MDuration: SpecialCasting Time: 1 roundArea of Effect: SpecialSaving Throw: None

This spell affects the duration of certain otherspells, making the duration significantly longer. Tothe casual observer, the effects may seem perma-nent, but in fact the duration is limited to somenumber of years, based on the caster�s level; roll1d20 and subtract the result from the caster�s levelto yield the duration of the spell in years. If the resultis 0 or less, roll 1d12 instead to find the spell�s dura-tion in months. The DM should roll these durationdice and keep the results secret from the caster.Casting this spell has no effect on the caster�s Con-stitution score.

The personal spells upon which a semipermanen-

cy spell is known to be effective are the same as thoselisted for the more powerful permanency spell, asfol lows:

comprehend languages

detect evildetect invisibility

detect magic

infravisionprotection from can trips

protect ion from evi l

protect ion from normal miss i l esread magic

tongues

unseen servant

The wizard casts the desired spell upon himself(only) and then follows with the semipermanency

spell. This application of semipermanency can bedispelled only by a wizard of greater level than thespellcaster was when he cast the spell.

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This spell can also be used to lengthen the dura-

tion of the following object/creature or area-effectspells:

enlargef e a rgust of windinvisibility

magic mouth

prismatic spherestinking cloud

wall of fire

wall of forceweb

Finally, these spells can be cast upon Objects orareas only and rendered semipermanent:

a l a r maudible glamer

dancing lights

solid fogwall of fire

distance distortion

teleport

In applications other than those directed on thecaster, this spell can be dispelled normally to negateits effects.

The DM may allow other selected spells to bemade semipermanent. The selected spell must beresearched anew, costing as much and taking aslong as its original research. The DM must decidewhether a specific spell can be made semiperma-nent. This spell cannot be used in the process ofmanufacturing magical items.

The material components are a drop of dwarf�sblood and a tiny metal anvil (50 gp minimum).

Eighth-Level SpellsProtection from Time (Abjuration)

Range: TouchComponents : V, S , MDuration: 1 weekCasting Time: 1 roundArea of Effect: Creature touchedSaving Throw: None

When this spell is cast, it creates a magical barrieraround the recipient at a distance of one inch. Thebarrier moves with the recipient and protects himfrom the adverse effects of time. This spell can becast on any living creature, but multiple spells arenot cumulative. The recipient does not age duringthe spell�s duration, though this won�t have a no-ticeable effect on his lifespan unless many suchspells are cast in series; the recipient should keeptrack of how many protection from time spells havebeen cast on him so the DM can add one week tohis total natural lifespan for each. A significantnumber of such spells can postpone aging effects forthe recipient. When confronted with a magical ag-ing effect (such as a wish spell or a hit by some pow-erful undead creatures), the recipient gets a savingthrow versus spell to avoid the effect (or an addition-al save if one is already allowed). Whether or not thesave succeeds, the protection from time spell is dis-pelled immediately.

The spell is not automatically dispelled upon thecharacter�s death�it continues to protect the body.If the so-called �neg 10 rule� (��Hovering onDeath�s Door,�� DMG, page 75) is being used, therecipient does not automatically lose one hit pointeach round after falling to 0 or below. Also, for pur-poses of magical resurrection through raise dead orreincarnation spells, time since death for the recipi-ent�s dead body does not start accumulating untilafter the protection from time spell has ended.

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This spell does not cause time to stop within thebarrier around the recipient; he moves through timeat the same rate as other characters. The charactermust still eat, drink, and rest as usual. This spell

does not affect the duration of other spells.The material component is a golden hourglass

filled to capacity with diamond dust (minimum 75gp value).

Ninth-Level SpellsVampiric Youthfulness (Necromancy, Alteration)

Range: TouchComponents: V, SDuration: PermanentCasting Time: 9Area of Effect: SpecialSaving Throw: Neg.

With this spell, the caster makes himself youngerby leeching the life energy out of another creature.

The victim must have Hit Dice or levels at leastequal to the caster�s level, and he must be at full hitpoints at the time the spell is cast; undead, extra-planar beings (such as elementals), and other non-corporeal creatures cannot be affected by this spell.A charmed creature will not willingly submit to thisspell, though a creature under the effects of a domi-nation spell will; even a willing victim makes a savingthrow to negate this spell. The caster and the victimmust be touching for the entire casting time of thespell; any interruption negates it.

Once cast, the victim ages 10 years immediately.If this would take the victim beyond his normal life-span, he dies; otherwise, the victim remains uncon-scious for 24 hours. The victim may suffer aging ef-fects immediately upon regaining consciousness.

The caster becomes one year younger. Present dam-age is not healed, nor are curses or diseases re-m o v e d . T h e c a s t e r r e t a i n s a l l m e m o r i e s a n dexperience points.

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Performing this spell on an unwilling victim is de-finitely an evil act and cannot be undertaken by agood character, even against an evil victim. How-ever, there may be circumstances when a good char-acter could use this spell, such as when the victim iswilling and has plenty of years to spare.

Psionic EnchantmentsTenth-Level Spells

Many of these spells call for elaborate prepara-tion, rare material components, and conditions thatmust be met prior to or during casting. Often, meet-ing these requirements calls for small adventures inand of themselves. The DM�s involvement is criticalto the role-playing of these powerful spells.

Defilers and 10th-level spells: These defilingspells leech life not only from plants but from livingcreatures. All living creatures within the radius ofeffect (which is the same as for 9th-level spells) take1d6 points of damage per spell level (save for halfdamage). Some spells call for a number of Hit Diceof living creatures as part of the material compo-nents for the spell. These creatures are destroyedwith the casting of the spell, just like other spellcomponents� no saving throw is allowed.

Abrasion (Evocation)

Range: 90 yardsComponents : V, S , MPreparation Time: 10 daysDuration: 120 daysCasting Time: 10 turnsArea of Effect: SpecialSaving Throw: None

The spell can be cast in the following terrains:rocky badlands, stony barrens, sandy wastes, salt

flats, and boulder fields. Once cast, the wizardshapes the area of effect, which totals ten 100 yard

by 100 yard squares, plus five additional squaresper level of the caster above 20th (a 25th level wizardcould, therefore, lay them end to end, making a bar-rier 100 yards wide and 3,500 yards, or just over 2miles long). The area of effect can be shaped, in anyway desired, out of these building blocks. Any vege-tation there will remain unaffected.

Any creature that puts his full weight against theaffected area of ground will suffer damage. On thefirst round of contact, it will inflict 1 point of dam-age. On the second, it will inflict 1 point of damageper Hit Die. On the third and subsequent rounds,it will inflict 1d3 points of damage per Hit Die. Es-pecially tough hide or footwear may postpone dam-age for one or, at most, two rounds. By the nature ofthe damage, after suffering half of their total hitpoints in damage a creature will be unable to freehimself (at the DM�s option).

The material components for this spell are sandscaught in a driving wind, and fragments of bonefrom creatures blasted clean in sandstorms. Thesemust be mixed during the preparation time.

Advanced Domination (Charm)

Range: 10 yards/levelComponents : V, S , MPreparation Time: 7 days

Duration: SpecialCasting Time: 1 turnArea of Effect: 1 personSaving Throw: None

With this spell, a wizard can cause the ground to This spell lets the wizard control the actions ofvibrate violently, turning the gravel and sand into any person of the player character races (human,deadly abrasives. During the preparation time, the dwarf, elf, half-elf, half-giant, halfling, mul, or thri-caster must enchant and mix the spell components, kreen). During the preparation time, the wizardspending at least eight hours per day in isolation. must be in constant contact with an i tem once

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owned by the intended victim, an item that is some-how emotionally prized by that character. For in-stance, a letter from a loved one, the character�sfirst metal weapon, a family heirloom, etc., wouldsuffice. (Emotional attachment to the item is up tothe DM). The time spent procuring the item doesnot count toward the preparation time; the wizardcan undertake any activity during that time, provid-ed he carries the item on his person.

Once cast, the victim gets no saving throw. Pro-t e c t i o n f r o m e v i l i n n o w a y h i n d e r s t h i s s p e l l .The caster can then control the actions of the vic-tim within the limits of the subject�s body, throughtelepathic contact. The subject cannot resist thiscontrol.

This spell lasts until one of the following occurs:an immediate relative (sibling, parent, or child) ofthe subject retrieves the prized item and destroys it;a period of time passes equal to the length of timethe subject cherished the emotionally prized item;the caster chooses to end the spell. Keeping a sub-j e c t u n d e r a d v a n c e d d o m i n a t i o n c o u n t s a s o n e10th-level spell against the caster�s maximum. Onceended, the prized item disappears.

The material component for this spell is the emo-tionally prized item. The item may or may not haveany intrinsic value.

Defiler Metamorphosis (Alteration/Evocation)

Range : 0Components : V, S , MPreparation Time: VariableDuration: PermanentCasting Time: SpecialArea of Effect: The casterSaving Throw: None

Defilers who have earned sufficient experiencepoints to advance to the next stage of their dragonmetamorphosis must successfully cast this spell.Once cast, the defiler mutates his physical form

drastically, each time becoming less human andmore dragon.

The defiler may begin his preparation time at anypoint as he approaches his next level, building struc-tures, gathering components, studying, etc. But thespell cannot be cast before he has earned all neces-sary exper ience points . Though the exper iencepoints have been earned, the defiler gains no bene-fits of his new level until after the defiler metamor-

phosis spell is cast.The exact mater ia l components , preparat ion

time, and casting time differ, depending on whatlevel the defiler is about to achieve, grouped by levelinto low, middle, high, and final metamorphosis.

Low (21st , 22nd, and 23rd levels) : When ap-proaching these levels, the defiler is merely begin-ning his metamorphosis toward dragon form. Thepreparation time at these levels must be at least oneyear, during which time the caster must have accessto ancient documents, tablets, and scrolls that havenever been studied by another defiler. Such materi-als must be discovered by the defiler or his minionsand must be studied for at least eight hours everyday for the entire year. Acquisition of such docu-ments will usually be a quest in and of itself; onceused, these documents cannot be used for this spellagain. The material components must include vastriches (at least 10,000 gp worth of jewels, gems,coins, or artistic treasures), a vast structure wherethe transformation might take place, and no fewerthan 1,000 Hit Dice worth of living creatures forthe life-leeching process. The riches vanish and theliving creatures are slain one heartbeat after the de-filer begins casting. The structure, which must costmore than 50,000 gp to build, is not destroyed andmay be used again to cast this spell when attainingall three of the low levels. The spell is cast from thedeep interior of the structure, where the caster willa c t u a l l y t r a n s f o r m � n o o t h e r b e i n g s m a y b epresent at the instant of casting. The casting timeis a full 24 hours; any interruption results in spell

failure.

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ble of casting 9th-level Wizard spells or 7th-levelPriest spells. The spell must be cast over the fallenvictim within one hour of his defeat; the casting timeis merely one turn.

In all cases, the living creatures used as materialcomponents must be within one mile of the caster.Once cast, the defiler must make a successful sys-tem shock roll or die in the mutation process. Anyinterruption or mistake during the casting of thespell will kill the defiler character. This spell can onlybe cast by defilers.

Additional information about travel between theplanes is discussed in the chapter on the elementalplanes. More information about life-leeching byhigh-level defiler magic can be found in the chapteron wizards.

Defiling Regeneration (Necromancy)

Range: 100 yardsComponents : V, S , MPreparation Time: 30 daysDuration: SpecialCasting Time: 1 turnArea of Effect: SpecialSaving Throw: None

With this spell, a defiler can empower a force ofcreatures to magically regenerate lost hit points atthe expense of the vegetation around them.

During the preparation time, the defiler mustprepare each of the creatures he plans to empowerwith regenerative abilities. He must decorate their

faces and hands with nonpermanent tattoos andtheir armors with special symbols of evil magic. Thecaster must have access to the creatures for the en-tire preparation period.

Upon casting, the defiler can empower creatureswith Hit Dice equal to five times his level with aform of regeneration. Only living, corporeal crea-tures can be affected. The creatures regenerate 2 hpper round, including the round in which they are

Middle (24th, 25th, and 26th levels): At the mid-dle levels, the process is similar. The preparationtime extends to two years per casting, during whichtime the caster must befriend and visit a powerfulcreature from an elemental plane. The caster mustvisit the planar creature three days of every fifteenfor the entire preparation period. The DM mustcreate and role-play the elemental creature�it islikely that it will force the defiler to perform difficultmissions, more often than not for its own amuse-ment, all through the preparation period. The ma-terial components include fewer riches (at least5,000 gp) but more living creatures (no fewer than2,000 Hit Dice). A new structure must be built,which can be used for all three middle-level transfor-mations, but this structure must be made of stone,take at least three years to construct, and must beornately decorated, costing no less than 125,000 gp.The casting time is three days; any interruption re-sults in spell failure.

High (27th, 28th, and 29th levels): For the highlevels of dragon metamorphosis, the process actu-ally must take place on either an elemental or theAstral plane. No structure or riches are required,but the caster must travel to his plane of choicewith no fewer than 200 Hit Dice of living creaturesfrom the Prime Material plane. The living crea-tures must be no fewer than 10 Hit Dice each andmust willingly travel to the plane and participate inthe casting. The actual casting time is 24 hours,and the caster must have the full cooperation of atleast three powerful beings from that plane for theentire time. Locating beings willing to cooperateshould be easy, but getting their cooperation re-quires exchanges of favors, quests, etc.; prepara-tion time is equal to the time it takes to convince theplanar beings to cooperate.

Final (30th level): The final stage of dragon meta-morphosis requires no preparation time and a singlematerial component; the slain body of a good crea-ture defeated in single combat; the victim must beintelligent, have at least 20 Hit Dice, and be capa-

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first wounded, for the duration of the spell. Eventhose slain regain consciousness when they regener-ate up to 1 hp. The spell lasts for a number of daysequal to the caster�s level. When the spell expires,the tattoos and symbols vanish.

The magical energy driving this regeneration istaken directly from the land, just like defiling magic.During regeneration, the ground where the crea-tures were wounded becomes spotted with ash. Atypical combat site leaves a few ashen footprints be-hind. The site of a major battle may be completelydestroyed, turned to ash as the creatures regeneratelost hit points.

Any character of good alignment under the effectof this spell must attempt to have the magic dis-pelled before he takes damage�he must avoid com-bat damage at a l l costs . Fai lure to do so , or awillingness to accept the spell as an asset, is causefor an alignment change.

The material components for this spell are inksand dyes made from the blood of regenerating crea-tures. Only defilers can cast this spell.

Defiling Stasis (Alteration)

Range: 0Components : V, S , MPreparation Time: 7 daysDuration: 1 day/levelCasting Time: 1 turn

Area of Effect: Hemisphere, 100-yard radiusSaving Throw: None

This spell pushes defiling damage far away fromthe caster for a period of time. The damage still oc-curs, but at a point more remote from the defilerhimself. It can be used to protect an area againstdefiling damage, or by a defiler to push his damageout of sight.

The wizard must contact the spirit or spirits of theland within the radius he wishes to affect. Since it isunusual for a user of wizardly magic to contact a

spirit, the process takes quite a bit of time�everywaking moment for the entire preparation time.There is no actual speech contact established withthe spirits, only a level of understanding that thewizard wishes to protect the area from defiling dam-age.

When cast, a hemisphere centered on the casterbecomes temporarily immune to defiling damage.All such damage called for within the hemisphere isredirected to the closest points immediately outsideof it. Trees of life within the hemisphere cannot bedrawn upon for defiling magic�that energy, too, isredirected outside. The hemisphere is 100 yards inradius. The caster need not remain inside the hemi-sphere. The spell in no way inhibits the effectivenessof defiler magic within its boundaries.

There is no force field or visible barrier at theedge of the hemisphere. However, once defilingmagic is cast within it, the area immediately outsideforms a large circle of ash that can be identified byknowledgeable characters.

The material component for this spell is a smallglass bubble with no air inside it.

Dome of Invulnerability (Abjuration)

Range: 0Components : V, S , MPreparation Time: 3 daysDuration: 1 dayCast ing Time: 1 turnArea of Effect: VariableSaving Throw: None

This spell creates an enormous mobile magicalsphere around the caster. The sphere itself acts ex-actly like a globe of invulnerability, preventing any1st-, 2nd-, 3rd-, or 4th-level spell effects from pene-trating. This includes innate spell-like abilities andeffects from devices. Any spell can be cast out of themagical sphere, and these pass from the caster tothe subject without effect upon the globe.

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During the preparat ion t ime, the caster mustfashion a perfect crystal ball, which takes every hourof the three days. Upon casting, the dome appearsin a hemisphere over the caster�s head, to a radiusof 10 yards per level beyond the 20th. Everyonewithin the dome receives its benefits, whether friend-ly or antagonistic toward the caster. The dome doesnot extend below the ground�magic cast from be-low the dome is not affected. The dome moves withthe caster, always centered on his position. However,if the caster flies off the ground, the dome collapsesinstantly. Also, dispel magic cast by a higher-levelcaster eliminates the dome.

The material component for this spell is the crys-tal ball, which takes no less than 500 cp worth ofmaterials to make.

Enchanted Armaments (Enchantment)

Range: 30 yardsComponents : V, S , M

Preparation Time: 7 days minimumDuration: SpecialCasting Time: 1 turnArea of Effect: SpecialSaving Throw: None

With this spell, a wizard can temporarily enchanta large number of weapons against a specific foe.During the preparat ion t ime, the wizard mustspend at least one hour with each weapon to be en-chanted, scratching a special symbol onto its bladeor handle.

The weapons can be of any variety and madefrom any materials, but they must all be withinrange at the t ime of cas t ing . The wizard mustchoose a single named foe, being specific as to raceand origins (such as �the elves of the Jura Dai� or�the gith mercenaries of Rithgar�s horde�). Thec a s t e r c a n n o t c h o o s e � a l l e l v e s � o r � a l l o fRithgar�s horde� as named foes for this spell. Theweapons all gain a magical +2 enchantment for the

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Enslave Elemental (Conjuration/Summoning)

Range: 120 yardsComponents : V, S , MPreparation Time: 30 daysDuration: SpecialCasting Time: 5 turnsArea of Effect: One elementalSaving Throw: Neg.

With this spell a wizard can both summon and thenenslave an elemental. The caster can enslave an earth,air, fire, or water elemental as desired. The strength ofthe elemental summoned depends upon the caster�slevel: at 21st through 25th levels, the elemental has nomore than 8 Hit Dice, whereas at 26th level and abovethe caster can enslave a 20 HD greater elemental( from the Monstrous Compendium DARK SUN�

Appendix, Terrors of the Desert).Before an elemental can be enslaved, the caster

must personally witness destruction wrought by that

duration of the spell against the named foe only.

This bonus applies to all attack and damage rollsand allows the weapons to inflict damage on crea-tures normally affected only by magical attacks. InB A T T L E S Y S T E M � g a m e t e r m s , t h e a t t a c k i n gunit should roll the next higher AD (AD4 becomesAD6, etc.). The weapons receive no benefit or pen-alty against other creatures.

The weapons remain enchanted until one of thefollowing occurs: the named foe is completely de-stroyed; half of those wielding the weapons are killedor otherwise taken out of ac t ion; 30 days havepassed since casting. Once the spell�s duration hasrun out, all the enchanted weapons turn to dust im-mediately.

The material components of this spell are a pow-dered braxat�s horn (rumored to be magical, but itreally isn�t) and the weapons themselves.

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creature. The wizard may conjure the elemental,himself, or simply witness it in the service of another.

In either case, the wizard must gather a bit of mate-r i a l e v i d e n c e f r o m t h a t d e s t r u c t i v e f o r c e f o rhimself� a sliver of charred wood burnt by a fire ele-mental, the teeth of a creature drowned by a waterelemental, etc. Once procured, the wizard must be-gin the preparation time for the spell, during whichhe must fashion the material into an amulet�thistakes at least six uninterrupted hours per day for theentire 30 days. Once completed, the wizard mustdon the amulet and cast the spell before the nextdouble moon (within 1d100 days).

Upon casting, the elemental arrives, under thecomplete control of the wizard. He need not concen-trate to maintain control and the elemental per-forms every bidding. If the elemental ever straysbeyond the range of the spell, it continues to per-form its last orders forever. If the amulet is removed

from around the wizard�s neck, the elemental at-tacks him immediately. If the wizard is ever killed orthe amulet destroyed, the elemental is freed and re-turns to its plane. The amulet has no magical pro-tect ion and saves versus crushing blows as thematerial from which it is made.

In addition to the amulet, the wizard must havethe material component called for in the conjure ele-mental spell: burning incense for an air elemental,soft clay for earth, sulphur or phosphorus for fire,water and sand for a water elemental.

Immediate Animation (Necromancy)

Range: 120 yardsComponents : V, S , MPreparation Time: VariableDuration: PermanentCasting Time: 1 turnArea of Effect: SpecialSaving Throw: None

With this spell, a wizard can animate a large num-ber of dead creatures into zombies, provided thosecreatures died in combat within one hour before thecasting of the spell. All dead creatures must be inrange at the time of casting. The number of Hit Diceanimated is 400 per level beyond the 20th (400 at 21stlevel, 800 at 22nd, etc.) Creatures so animated lose allmagical and psionic abilities, but retain all physical

characteristics. Creatures become zombies of equalHit Dice to their living counterparts (i.e., a 6 Hit Diethri-kreen becomes a 6 Hit Die zombie thri-kreen).Once slain as zombies, the corpses are considered toodamaged to be animated a second time.

Preparation time for this spell is optional. How-ever, every day spent in preparation prior to castingincreases the number of creatures he can animate:Hit Dice equal to the caster�s level per day of prepa-ration. During preparation time, the caster mustspend all 24 hours locked away in a dark place withbut a candle, pouring over ancient necromantictomes.

The material components for this spell are gath-ered weapons, from the fallen warriors, that havetheir enemies� blood on them. It is a common prac-tice on Athas to loot the bodies of their weapons, ifposs ible , so this component may not be readi lyavailable among the slain warriors.

Just Soveriegn (Illusion)

Reversible

Range: TouchComponents : V, S , MPreparation Time: VariableDuration: SpecialCasting Time: 1 dayArea of Effect: 1 mile radiusSaving Throw: Special

With this spell, a wizard can pacify a subject pop-ulation or unit of soldiers, making them believe theirleader is far kinder than his previous actions would

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suggest. This spell only functions against a group ofcreatures who already feel that the subject of thespell is their leader, regardless of what they feelabout him. A torturous warrior-king might have

this spell cast upon him, but someone without sub-jects gains no benefit from its magic.

The number of people so pacified is 200 Hit Diceper level of the caster above 20th. Once cast, theentire group must be evaluated to obtain an averagesaving throw vs. spell. For example, if the entire

group is made up of 1st-level warriors, then theirsave is 17. If there are fifty 1st-level warriors andfifteen 10th-level warriors, the average is (50 × 17)+ (15 × 11)/65 = 15 .62 or 16 . The group then

saves as a whole, either all passing or all failing. Allof the subjects must be within the area of effect atthe time of casting.

During the preparat ion t ime, the caster mustspend time in the presence of the subject (or in isola-tion if he plans to cast it upon himself). The length

of time spent in preparation is optional, but the du-

ration of the spell is equal to three times the prepa-ration time.

Once successfully cast, the leader�s subjects willselectively forget incidents of torture or abuse, longforced labors, and other unpleasant events. Theywill see their leader as a good creature, worthy ofrespect, hard work, and reverence. In specific gameterms, the leader receives an automatic +5 bonusto all NPC reactions when those NPCs are part ofthe affected subjects. They will gladly do the lead-er�s bidding and can usually be counted on to dou-ble their efforts, be it construction, farming, etc. Amilitary unit will never rout or fall back when in theleader�s presence.

The reverse of this spell, evil despot, forces thesubjects of a leader to believe he is very cruel andunjust, regardless of his past performance. Withthis spell, the subject of the spell is allowed a savingthrow�failure means the subjects within the area ofeffect immediately find him repulsive for the dura-tion of the spell. The leader suffers a -5 penalty to

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his homeland, tears shed by his mother, etc. Collec-tion of these components may be very difficult, in-volving a long journey to the caster�s homeland, orthey may prove impossible if the caster is an orphanor has no traceable roots.

Magical Minions (Conjuration)

Range: TouchComponents : V, S , MPreparation Time: 150 daysDuration: PermanentCasting Time: 1 turnsArea of Effect: Undead creature touchedSaving Throw: Neg.

This spell lets the wizard create a force of identicalcreatures who, in essence, become physical exten-sions of himself. The wizard can observe throughtheir senses and use his powers through them, nomatter where they are.

During the preparation time, the wizard must as-semble the potential minions. Any creature canserve as a minion, provided it is of the same align-ment as the caster and has a minimum of 15 Intelli-g e n c e . T h e w i z a r d c a n e n c h a n t a n u m b e r o fidentical minions up to one third of his level, round-ing down. For a good wizard. the minions must bewilling subjects. Evil wizards can secure their min-ions through domination or other means. Minionsand wizard must be locked away for the entirelength of the preparation time, bonding personally,magically, and psionically.

Upon casting, the minions become tools of thewizard for the rest of their lives. If destroyed andraised, the raised form is no longer a minion of thewizard. The minions retain their physical form andattr ibutes , inc luding hi t points , THAC0, ArmorClass attacks, etc. They also retain any spell-like

abilities they once had. They retain their raw intelli-gence and their original ability to make decisions�the minion�s free will is not lost, so he can undertake

NPC react ions among the af fected populat ion.Workers stop working, they may tear down thethings they have already built, and military unitsrefuse to fight and rout off the field when led bytheir hated leader.

The material component for this spell is an itemof at least 1,000 cp value that was won for the leaderby his subjects� efforts.

Reversible

Life Extension (Necromancy, Alteration)

Range: 0Components: V, SPreparation Time: 77 daysDuration: PermanentCasting Time: 10Area of Effect: SpecialSaving Throw: None

With this spell, the caster can extend maximumage. Every character has a maximum age createdfrom the Age tables in the DARK SUN� BoxedSet (or from the Player�s Handbook), but only theDM knows what that value is; a player may havesome idea of when his character is approaching itsmaximum game age, but only the DM knows exact-ly what that is. For instance, a player can calculatethat an Athasian human character will live to atleast 82 years of age (the base maximum of 80 plusthe minimum roll of 2d20), but some time in thenext 38 years, the character will die of old age.

This spell increases a character�s maximum ageby one king�s age: 77 years. The character usuallydoes not suffer normal aging effects during thistime, but this can vary according to circumstances,activities, and magical or psionic effects.

The material components for this spell are exten-sive. The recipient must surround himself with thetrappings of h is youth. His personal t rappingsmight inc lude c lothing or equipment used as ayouth, letters previously received or sent, soil from

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long-term functions without direct supervision.However, the minions lose all magical and psionic

powers. The wizard controls all such powers in thenew union of beings. All material possessions aredistributed by the controlling wizard�unless anitem is given to the minion by the wizard, or unlessthe wizard gives the minion specific instructions toobtain and use it, the minion ignores it.

The wizard has complete overriding control of hismagica l minions . Through concentrat ion, he canknow everything that the minion knows�its loca-tion, situation, and emotional state. The wizard cansee through the minion�s eyes and use its other sens-es. His instructions to the minion will be carefullyfulfilled. When the wizard is not concentrating, heknows nothing of his minions, but they can contacthim empathically if they wish.

The wizard can cast magical spells and use psi-onic powers through his minions, no matter whatthe physical distance between them. Minions are es-pecially deadly opponents since it is the wizard whomust employ the various components, not the min-ion. Once the wizard casts a spell through a particu-lar minion, the spell immediately works withoutact ion on the minion�s part . S imi lar ly , ps ionicchecks are made and strength points spent by thewizard, but the effects can be channeled throughthe minion with but a thought. When these thingsare done, range and area of effect are measuredfrom the minion�s viewpoint, not the caster�s. Theminion cannot act in its own right while the wizard isusing it this way. The connection does not work be-tween different planes.

The strong link between wizard and minions canbe dangerous as well. When a minion is destroyed,the wizard must save vs. death magic or be stunnedfor 1d6 turns. The wizard also loses experiencepoints equal to ten times the minion�s XP value.The wizard cannot gain further experience pointsuntil the minion is either replaced or its death isavenged. The loss of a minion disrupts the castingtime or preparation time of all spells in develop-

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ment.Also, opponents can use a minion to locate and

psionically attack the wizard. If the minion�s mind iscontrolled through domination or similar magic,psionic powers can be launched through it againstthe wizard, regardless of distance.

A wizard can have only one set of minions at atime. If all are slain, he can start a new set after aperiod of three years. No minion can serve morethan one wizard.

The material components for this spell are posses-sions, once prized by the minions that are no longerneeded in the wizard�s service.

Magical Plague (Alteration)

R a n g e : 0

Components : V, S , M

Preparation Time: 60 daysDuration: SpecialCasting Time: 1 turnArea of Effect: Circle, radius 10 yards/levelSaving Throw: Special

With this spell, the wizard creates a spreadingmagical virus that disrupts one chosen school ofmagic. The casting wizard is never affected by hisown plague.

The preparation time must be spent studying theschool of magic to be plagued. The wizard mustspend at least eight hours per day studying. If thewizard is already a specialist in the school to beplagued, the preparation time is cut to 30 days.

Upon casting, all other wizards within the area ofeffect must make a successful saving throw or be-come infected with the magical disease. The area isa circle with radius of 10 yards per level of the caster.Even a wizard who saves successfully becomes a car-rier and may infect other wizards at a later date.Only wizards can become infected or carriers�other character classes are unaffected.

Infected wizards have great difficulty casting

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spells within the school chosen. If the wizard at-tempts to cast such a spell, there is a base percent-age chance equal to his level that i t succeeds .Otherwise the spell fails, but it still counts againstthe wizard�s total spells for the day. A wizard spe-cialist in that school of magic receives double thenormal chance for success. Whether infected ormerely a carrier, a given wizard is affected by thisspell for a number of days equal to the caster�s level.

Infected wizards and carriers can pass the plagueto other wizards they contact. Any other wizard whocomes within 10 yards of an infected or carrier wiz-ard must save vs. spell or become infected, himself,with a -4 penalty if the wizards actually touch.Those who save become carriers. If a wizard suc-cessfully saves against this plague once, he neednever save against it again.

Wizards with the plague take on an ashen, sunk-en appearance, and they tend to tire more easilythan usual. Carriers exhibit no symptoms. Diagno-sis is only possible through divination magic, thoughan infected wizard certainly knows something iswrong. Carriers are unlikely to realize their condi-tion.

Using magical plague in a campaign: The DMshould not track the movements of large numbers ofNPC wizards with the plague. Only importantNPCs and PCs should be tracked and appropriatesaving throws made to determine the spread of thedisease.

Like any physical plague, centers of populationare more at risk. The magical plague will l ikelyspread through a city or village rapidly, so it runs itscourse in roughly double the caster�s level in daysfrom the time it arrives there. In a city, most of themagicians will have the plague at the same time, vir-tually erasing one school of magic from the area.With constant trade and travel, a magical plagueeventually reaches every city and village in the Tyrregion, probably within 120 to 240 days. In the wil-derness, contact is far less frequent. One tribe prob-ably won�t spread the plague to another, though all

wizards within an infected tribe will catch it at thesame time.

As the PCs adventure in the wilderness or in ur-ban areas, they will occasionally encounter rem-nants of the plague up to a year after it is cast, nomatter where they travel in the Tyr Region.

The material components for this spell are the ac-cumulated spell components of five other spells fromthe desired school of magic, combined with rodenthairs.

Masquerade (Enchantment/Charm)

Reversible

Range: TouchComponents : V, S , MPreparation Time: VariableDuration: 1 day per caster levelCasting Time: 1 turnArea of Effect: SpecialSaving Throw: None

With this spell, the caster can make the mostpowerful individuals in a community believe that thespell recipient is their leader. Preparation involvesstudying the community to be affected by livingamong them. The number of individuals convincedis a function of their Hit Dice or levels, the caster�slevel, and the preparation time: For every three daysof preparation time, the caster can convince five HitDice or levels per caster level.

The individuals affected are chosen out of thecommunity in descending order of Hit Dice or levels(highest are convinced first, then second highest,etc., until the total Hit Dice or levels have been ac-counted for). Whether or not the rest of the commu-ni ty be l ieves the spel l rec ipient i s the ir leaderdepends on the situation. If all the most powerfulpeople in a small village say he�s the leader, the en-tire village might go along with it. However, if a veryfew powerful people in a large city proclaim the re-cipient as their new leader, the rest of the population

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might ignore them or incite civil violence. Often, therightful leader is affected by the spell, helping to le-g i t imize the decept ion. The spel l i s inherent lyfraught with dangers.

The reverse of the spell, impostor, has the oppo-site effect, convincing the most powerful people in acommunity that their leader is a fraud. Again, thesituation dictates events, but those affected are ab-solutely convinced they are right.

The material component for this spell is a smallgolden mask fashioned in the likeness of the rightfulleader of the community (500 cp minimum value) or,

for its reverse, a golden statuette with two faces(1,000 cp minimum value).

Reversible

Mass Fanaticism (Enchantment/Charm)

Range: 300 yardsComponents : V, S , MPreparation Time: VariableDuration: VariableCasting Time: 1 turnArea of Effect: SpecialSaving Throw: None

With this spell, the caster magically bolsters thecombat morale of a large group of creatures. Thewizard must know, in advance, exactly what groupof creatures he will affect before preparation.

During preparation for the spell, the wizard firstspends a minimum of 15 days living among thecreatures, (e.g., travelling with elven raiders, work-ing with slave tribe farmers, hunting with thri-kreen,etc.). Next, he procures (earns, is given, steals) asingle item symbolic of the entire group (e.g., thefineries from a recent plunder, the first grains fromthe harvest , the chief ta in�s chatkcha, e tc . ) . Thepreparation is complete after he gains this symbolicobject.

Upon casting, all individuals in the chosen groupbecome fear less in bat t le . In game terms, their

NPC base moral number is raised to 18. Notethat this spell in no way charms them into perform-ing acts of combat that they would not normally.There is no limit to the number of individual crea-tures that can come under the influence of this spell,provided they are of one cohesive group (one tribe,one army, one village) and the symbolic object ap-plies to each individual. The effect lasts for one fullday, plus one more day for every two days the casterspent in preparation beyond the necessary 15. InB A T T L E S Y S T E M � g a m e t e r m s , t h e c a s t e r c a naffect an entire army for combat.

The reverse, mass cowardice, requires the samepreparation time and symbolic object. Upon cast-ing, the group falls to a base morale number of 4 forall combat situations.

The material components for this spell are thesymbolic object and a tiny bar of iron, or, for thereverse, the object and the feathers of a small, flight-less bird (usually found only in the Forest Ridge,and even quite rare there).

Mountain Fortress (Conjuration)

Range: 0Components : V, S , MPreparation Time: 10 daysDuration: SpecialCasting Time: 1 turnArea of Effect: VariableSaving Throw: None

With this spell, the wizard conjures a heavily pro-tected mountain fortress where there was nothingbut empty land before. This spell can only be caston an area of desolate plains�sand wastes, saltflats, even boulder fields; the spell cannot be used todestroy buildings or creatures.

During the preparation time, the caster mustbury the gem material component at least 90 feetbelow the surface exactly where the spell is to becast. The burial means can be magical, psionic, or

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physical. For the entire ten-day period, the wizardmust remain at that location without interruption.The spell can be cast as long as one year after thepreparation time is over, but until cast, the spellcounts against the caster�s total 10th-level spells inpreparation. After a year, the gem disappears andpreparation must begin again.

Upon casting, a roughly circular area, 90 yards indiameter around the caster, rises slowly to an eleva-tion of 30 yards +10 yards per level above 20th.The resulting cylinder has sheer, hard stone cliffs.

The fortress appears on top of the new mountain,complete with stone walls and barricades and multi-ple buildings surrounding a central, four-story tow-er. If the caster is 23rd-level or higher, the ground 30yards surrounding the cylinder is also magically dugwith trenches and pits and strewn with caltrops. Ifthe caster is 26th-level or higher, the entire fortresscomplex is covered with heavy netting and pikes toward off attacks from the air.

The fortress remains until one of the followingconditions is met: the caster leaves the fortress; aforce of no less than 50 Hit Dice of creatures antag-onistic to the caster manages to take the central tow-er by force; 100 days have passed since casting.

Conditions in the fortress are spartan. When thefortress is created there is enough water and food tolast 100 1 HD creatures for 100 days. Additionalfood can be brought to the fortress, of course.

The exact layout of the fortress and its fortifica-tions is up to the caster, instantaneously translated

from his imagination to physical form on casting.The means of entry is up to the caster. Regardless ofdesign, the fortress can protect up to 1,000 man-sized creatures. A newly-conjured fortress has no in-habitants.

The material component for this spell is a gemworth at least 1,000 cp, mined within ten miles ofthe casting site.

Pact (Summoning)

Range: 300 yardsComponents: V, S, MPreparation Time: VariableDuration: VariableCasting Time: 1 turnArea of Effect: SpecialSaving Throw: None

This spell lets the caster call on an outer planarcreature of the same alignment. The act of castingthe spell gives the outer planar creature magical en-ergy to use on its home plane, which fulfills the wiz-ard�s portion of the pact. The planar creature isthen obligated to serve the wizard on the Prime Ma-terial plane to fulfill its portion of the pact. Beforepreparation begins, the wizard must select the typeof creature desired, and its alignment must be iden-tical to the caster�s.

During preparation, the caster contacts the de-sired creature using contact other plane. The con-tact must be made once per day for every 1,000experience points of the outer planar creature. Thewizard makes an insanity check with each casting,though there is a - 1% per day cumulative modifiera s b e t t e r c o n t a c t i s e s t a b l i s h e d ( m i n i m u m 1 %chance of insanity per casting). A wizard who goesinsane during preparation must start over when andif he regains sanity. The wizard ignores the knowl-edge and veracity rolls when using contact otherplane in this way; no information is gained. Sincethe wizard shouldn�t know how many experiencepoints various creatures are worth, he casts the spellevery day until the DM tells him he�s done.

When cast, the outer planar creature appears atthe wizard�s location, ready to follow commandswithin limits. First, the creature only aids the wizardwhen furthering the cause of their alignment; for ex-ample, a chaotic evil creature will only obey chaoticevil orders while on the prime. Second, the creaturewill not take actions that endanger it (in its opinion).

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Third, the creature�s attitudes toward order andchaos may affect how it honors the pact.

Creature�s Alignment Chance to Break Pact

Lawful 0 %

Neutral 5 %Chaotic 2 5 %

Check every day to see if the creature breaks thepact. If it does, it may attack the wizard, remain onthe Prime Material plane to pursue its own mis-sions, or simply return home. If the creature neverbreaks the pact, it remains in the wizard�s service for101 days.

If for any reason the caster is forced to changealignment while the pact is still in force, the creatureimmediately takes steps to slay the wizard.

Note : Outer planar creatures are descr ibed int h e M o n s t r o u s C o m p e n d i u m , O u t e r P l a n e s

A p p e n d i x .

For example, a defiler (Intelligence 19) wishes tocontact a glabrezu (a true tanar�ri) in order to makea pact . The wizard must cast contact other p lane

every day for 44 days, because the glabrezu is worth44,000 experience points. The chance of insanity

depends on the glabrezu�s Intelligence (less than 19,so the chance is 35%) and the wizard�s Intelligence(-20%), yielding a 15% chance . On the second

day, this drops to 14%, then to 13% on the third,12% on the fourth, etc. Provided the wizard sur-vives all 44 castings without going insane, the gla-brezu arrives to do his bidding for 101 days or untilit decides to break the pact.

The material component for this spell is a relic (atleast 100 years old) that was used by an importanthistorical figure of the caster�s alignment.

Preserver Metamorphosis (Alteration/Evocation)

Range: 0Components : V, S , MPreparation Time: VariableDuration: PermanentCasting Time: SpecialArea of Effect: CasterSaving Throw: None

A preserver who earns sufficient experience pointsto advance to the next stage of avangion metamor-phosis must first successfully cast this spell to com-plete the change. The preserver changes physicalform drastically upon the spell�s completion, eachtime bridging approximately one-tenth the gap be-tween human and avangion form.

The preserver may begin preparation at any pointon the way to the next next level, building structures,gathering components, studying, etc. However, thespell cannot be cast before all necessary experiencepoints are earned. Though the experience pointshave been earned, the preserver gains no benefits of

the new level until after the preserver metamorpho-

sis spell is cast.The exact mater ia l components , preparat ion

time, and casting time are different, depending onwhat level the preserver is about to achieve, groupedby level into low, middle, high, and final metamor-phosis.

Low (21st, 22nd, and 23rd level): A preserverfeels a calling within when he has earned 75% of theexperience needed for the next level. The preserverleaves the company of his fellows and seeks isola-tion. The preparation time for the spell constitutesthe entire period necessary for the preserver to earnthe final 25% of those experience points, adventur-ing completely alone. If the preserver earns any ex-perience points with the aid of another character, allexperience points are lost down to the minimum re-quired for the current level. Failure to gain experi-ence in a solitary fashion, in the DM�s judgment,

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means the spell may fail when cast. For low-levelmetamorphosis, the preserver must spend the isola-tion period gathering physical remains of the ene-mies of life, usually those of high level defilers�theirbodily remains, destructive belongings or artifacts,ash from their spellcasting, etc. These items are evi-dence of devotion to life and the land. The spellmust then be cast at night, beneath the light of bothAthasian moons. The casting time is six hours. Anyinterruption results in spell failure. The preservermay have other characters present during casting.

Middle (24th, 25th, and 26th level): At interme-diate levels, the preserver again hears a call for isola-tion when 75% of each level�s experience pointshave been earned. During this preparation time,the preserver must attain absolute isolation; anycontact with intelligent beings who aren�t foes to bedefeated negates the spell preparation, and the wiz-ard reverts to the 75% base line of the isolation peri-od. The material components at the middle levelsare gifts gathered from no fewer than three powerfulgood creatures during isolation. The powerful crea-tures realize the consequences of contact for the pre-server, so they leave the gifts to be found after thepreserver achieves extremely dangerous or impor-tant goals.

The material component for the spell (not con-sumed in casting) is a single tree or bush personallysaved by the preserver from defiler magic destruc-tion. The casting time is 12 hours. At the time ofcasting, there must be living vegetation for at leastone mile in all directions, untainted by defiler ash orevil creatures.

High (27th, 28th, and 29th level): Unlike pre-vious level advancements, the preserver feels no call-ing toward isolation at high levels. On the contrary,at 75% experience point level, the wizard insteadcollects a core group of companions no fewer thaneight in number and of at least 10 levels or Hit Diceeach. All the companions must be of good align-ment. The preserver must spend the preparationtime with these characters, earning the remaining

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25% of experience in the company of at least one ofthese companions� failure to do so forces the pre-server to revert to the current level�s 75% base lineof experience. The material components are a singlegift from each of the companions in the core group.During the casting of the spell, the preserver musthave the aid of a single companion for the entirelength of the ceremony. If the companion is not ab-solutely good, the spell fails and the companion isslain in the release of failed magical energy. Com-panions cannot repeat the process with a singlepreserver�new companions must be found for the27th, 28th, and 29th levels.

Final (30th level): To cast this spell, the preservermust make an area of lush vegetation (crops, scrub-grass, forests, or any combination) at least five milesin diameter . The preparat ion t ime for the spel lequals the time it takes the preserver to create theselush lands. At the time of casting, the lush landsmust be free of evil creatures.

The material components for the spell are a dia-mond of no less than 10,000 gp value with which tocapture the life- giving qualities of sunlight, a stonetomb large enough to hold the preserver�s body, anda perfectly sealed glass case built around the tomb.The casting time is one round. Upon casting, thepreserver/avangion, diamond, and stone tomb dis-appear, bound for planes unknown. The DM thensecretly rolls 2d12�this is the number of monthsbefore the return of the preserver, in final avangionform, to the glass case. If the glass case is damagedin the meantime, the avangion is lost to oblivion.Only the DM knows how long the final stage takes.The player uses another character from the charac-ter tree in the interim.

Upon casting, the presever must make a systemshock roll or die from physical stress. Any interrup-tion or mistake during the casting of the spell causesthe preserver to lose experience points down to theminimum of the last level�they must be earnedagain before trying preserver metamorphosis anew.This spell can only be cast by preservers.

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An example of avangion metamorphosis 105

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Reversible

Prolific Forestation (Alteration/Conjuration)

Range : 0Components : V, S , MPreparation Time: 30 daysDuration: SpecialCasting Time: SpecialArea of Effect: SpecialSaving Throw: None

With this spell, a preserver causes a grove of treesto magically appear. During the preparation time,the wizard must devote eight hours per day for 30days to the fashioning of a staff from a tree of life, amaterial component that may be difficult to obtain.The wizard must carve the staff perfectly smoothwith a diamond dagger, and he cannot undertakeany other task during the eight-hour period.

The spell�s area of effect is a circle with a maxi-mum radius that varies according to the caster�slevel. The wizard may choose to affect a smaller ra-dius if desired. The terrain must have no othertrees; if it does, the spell fails. To cast the spell, thewizard thrusts the diamond dagger into the groundat the center of the circle, then moves with the staffto the circle�s edge. The wizard then walks aroundthe area of e f fect , dragging the s taf f a long theground. The staff magically ensures that the wizardwalks a perfectly circular path, eventually returningto where he started. The wizard must walk (not run,fly, or levitate) but may use magical means to speedthat walk. Interruptions lasting more than a singleround negate the walking and it must be startedagain. If the dagger at the center of the circle hasbeen disturbed, the spell fails, so a wizard oftenplaces a guard over it. When the circle is completed,the spell is cast. The table shows the distance thatmust be walked, based on the area of the spell.

C a s t e r M a x Rough Time Trees in

Level Radius Circumf t o W a l k G r o v e *

21 10 yards 63 yards 1 round 1522 20 yards 125 yards 1 round 6223 30 yards 188 yards 2 rounds 14024 45 yards 282 yards 3 rounds 31525 60 yards 377 yards 4 rounds 56026 70 yards 565 yards 5 rounds 1,26027 120 yards 754 yards 7 rounds 2,25028 180 yards 1131 yards 10 rounds 5,040 trees29 240 yards 1507 yards 13 rounds 9,000 trees30 480 yards 3016 yards 26 rounds 36,000 trees

* approximately; can vary as much as 20%

The forest consists of mature trees, one to fourfeet in diameter, spaced three to six yards apart. Thethick forest canopy towers 90 to 120 feet. This spellcreates no brush or undergrowth for the forest; itsfloor is the same terrain type as before the spell wascast. The spacing of the trees hinders the movementof huge or gargantuan creatures; smaller creaturescan move through the forest unhindered.

Unlike the prolific vegetation spell, the trees cre-ated have magical protection against natural de-struction for one year per caster level. Natural fires,lightning, lack of water, and harsh weather do notkill them. Defiler magic still destroys them normally,as can any attack that would affect normal trees.Only a preserver can cast this spell.

The reverse of this spell, deadwood, can only becast by a defiler. During the preparation time, thedef i ler must spend at least four hours per dayamong the trees he wishes to destroy. He must sprin-kle a fine trail of ash, from his own spells, aroundthe circumference of living trees to be affected.Upon casting, all the trees within the circle are im-mediately stricken dead. Trees will not grow withinthe circle for a number of years equal to twice thecaster�s level.

The material components for this spell are thestaff and the diamond dagger. Both disappear when

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the spell is cast. The material component for the re-verse is a skull carved from a rotten tree stump.

Reversible

Prolific Vegetation (Alteration/Conjuration)

Range: 0Components : V, S , MPreparation Time: 30 daysDuration: Permanent

Casting Time: SpecialArea of Effect: SpecialSaving Throw: None

This spell causes shrubs and grasses to grow overa wide area of previously barren terrain. During

preparation, the wizard must devote eight hours perday for 30 days to the fashioning of a staff from atree of life, a material component that may be diffi-cult to obtain. The wizard carves the staff perfectlysmooth with an obsidian dagger, and he cannot un-dertake any other task during the eight-hour period.

The spell�s area of effect is a circle with a maxi-mum radius that varies according to the caster�slevel. The wizard may choose to affect a smaller ra-

dius if he desires. The terrain must be virtually bar-

ren of plant life; if not, the spell fails. To cast thespell, the wizard thrusts the obsidian dagger into theground at the center of the circle, then moves withthe staff to the circle�s edge. The wizard then walksaround the area of effect, dragging the staff alongthe ground. The s taf f magically ensures that the

wizard walks a perfectly circular path, eventually re-turning to where he started. The wizard must walk

(not run, fly, or levitate) but may use magical means

to speed the walk.If the time to complete the circle requires the wiz-

ard to stop to sleep, there is no penalty, provided thewizard then awakens to continue the walking jour-ney, but other interruptions lasting more than a sin-gle round negate the walking and it must be startedagain. If the dagger at the center of the circle has

been disturbed, the spell fails, so a wizard oftenplaces a guard over it. When the circle is completed,the spell is cast.

T h e t a b l e s h o w s t h e d i s t a n c e t h a t m u s t b ewalked, based on the area of the spell.

Caster Max Rough Time

Level Radius Circumf to Walk*

21 90 yards 566 yards 5 rounds

22 180 yards 1131 yards 1 turn

23 300 yards 1 mile 2 turns

24 540 yards 2 miles 3 turns

25 800 yards 3 miles 5 turns

26 1,250 yards 4.5 miles 7 turns

27 1.25 miles 8 miles 2 h ours

28 6 miles 38 miles 9 h ours

29 12 miles 75 miles 18 hours**

30 25 miles 157 miles 38 hours**

* time is for a human in clear terrain andweather conditions

** requires multiple marching days

Upon casting, the area inside the circle instantlygrows thick with grass and small shrubs much likethe scrub plains. The vegetation will not emerge

from solid stone, but it arises from any soil, no mat-

ter how rocky, sandy, or dry. Though the spell dura-tion is listed as permanent, the vegetation created isnormal and retains no magical enchantment. It re-mains until and unless it dies from lack of moisture,brushfire, erosion, etc. If this spell is cast in conjunc-tion with an alter climate spell (q.v.), the vegetationcan grow and last longer. Only preservers can castthis spell.

The reverse of this spell, sparse vegetation, can

only be cast by defilers. During preparation, the de-

filer must spend at least four hours per day wander-ing the scrubland he wishes to destroy. He mustsprinkle a fine trail of ash, from his own spells,around the circumference of scrub grass to be af-fected. Once cast, all the scrub, bushes, and weeds

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within the circle immediately die. Plants will notgrow within the circle for a number of years equal tothe caster�s level, though growth of trees is not af-fected.

The material component for this spell is the staffand the dagger. Both vanish after the caster haswalked the circumference. The material component

for the reverse is a small bag made from wovenstraw, filled with salt from the sweat of slave farmers.

Pure Breed (Divination, Alteration)

Range: TouchComponents : V, S , MPreparation Time: 120 daysDuration: PermanentCasting Time: 10 turnsArea of Effect: Creature touchedSaving Throw: Neg.

With this spell, a wizard can change any half-breed character (half-elf, half-giant, or mul) into apure breed of either part. The caster can change ahalf-elf into either a human or an elf, a half-giantinto either a human or a giant, or a mul into either ahuman or a dwarf. During the preparation time,the caster and subject must be in constant proximityand can have no more than one visitor at a time andno more than one per 30-day period. If the subject isunwilling, the caster must somehow restrain himduring the preparation, and even then he is alloweda saving throw to negate the effects.

Once cast, the subject is most likely switched to apure breed of his choice. There is a 10% chance(-1% per caster level beyond 20th) that the char-acter will be transformed into the other pure breed.Either way, the character must make a successfulsystem shock roll to survive the process. Survivorssubtract the Racial Ability Adjustments (Table 2,page 3 of the Rules Book) for their previous half-breed race and add those for their new pure breedrace . The character automat ica l ly learns a new

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tongue appropriate to his new race, if necessary. Ifhis character classes conflict with the racial classand level limits (Table 3, page 4 of the Rules Book),the character�s level in that class must be either low-ered to the maximum given or the class is lost if theclass is not allowed. Powers and hit points must bereduced accordingly. All other abilities for the newrace are enforced; those for the old are lost. Newheight and weight measurements should be rolled.Final ly , the character �s age should be checkedagainst the new race�s aging effects table; modifiersf o r m i d d l e , o l d , a n d v e n e r a b l e a g e s h o u l d b echecked. If the character is effectively younger in hisnew race, he should negate previous ability scoremodifiers. If the character is beyond the maximumage range in his new race, he is extremely frail andlikely to perish within the year. The character�s psi-onics are unchanged.

There can be no giant player characters. If a half-giant becomes a giant, that character becomes anNPC immediately.

For example, a 28-year-old half-elf bard with Str14, Dex 15, Con 11, Int 13, Wis 13, and Cha 10 istransformed to a pure breed elf. He subtracts hishalf-elf racial ability adjustments (bringing him toDex 14 and Con 12) and then adds those for elf,making him Str 14, Dex 16, Con 10, Int 14, Wis12, and Cha 10. Since he cannot be an elven bard,the character loses all experience points and mustbegin again at first level in some new chosen class.At 28, he is still a young elf and suffers no agingeffects for another 22 years.

This spell gives the character no social back-ground in his race. An e l f , for instance , has notribe; a human has no city or village allegiance.These may prove to be hindrances. To all means ofdetection, the character will appear to have alwaysbeen of the pure breed race.

The material components for this spell are per-sonal items or dust from the grave of the character�sparent of the desired race. These items may provedifficult to obtain.

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Raise Nation (Necromancy)

Range: 90 yardsComponents : V, S , MPreparation Time: 60 daysDuration: PermanentCasting Time: 10 turnsArea of Effect: SpecialSaving Throw: None

With this spell, a wizard can animate the skele-tons of any long-dead civilization. Before the prepa-ration time can begin, the wizard must locate anappropriate site of ruins. There need not be com-plete skeletons around the ruins (the skeletons willassemble from powdered fragments if that�s all thatremains of them), but there can be no creatures liv-ing at the site and it must have been abandoned forat least 100 years. During the preparation time, thewizard must spend all his waking hours searchingthe ruins, learning everything he can about them,readying the site for his necromancy.

Once cast, a number of skeletons will animate ac-cording to the general size of the ruins site. TheDM will know the extent of the ruins, and he shoulduse these guidelines modified for any special circum-stances he envisions.

Size Number of Skeletons

Outpost 10-40

Village 40-400City 200-2 ,000Great City 1 ,000-4 ,000

The skeletons are completely under the commandof the caster, but are no smarter than any other skel-etons. They have no knowledge of their past lives orcivilization�they are merely animated to serve thewizard. The skeletons remain so until they are alldestroyed. The skeletons never venture further than75 miles from their ruins.

Once cast on a set of ruins, this spell can never be

successfully cast there again by any wizard. There isa 10% chance that this is the case for any given ru-ins site, and there is no way for the caster to know ifsuch a spell has been cast without some sort of divi-nation magic.

The material components for this spell are anynumber of items originally from the ruins site thathave been well preserved by time; these items musttotal at least 1,000 cp in present day value.

Recruitment (Summoning)

Range: 0Components : V, S , MPreparation Time: 10 daysDuration: 20 daysCasting Time: 1 turnArea of Effect: VariableSaving Throw: Neg.

With this spell, the wizard summons all livingcreatures around him who have ever drawn blood inanger. During preparation, the caster must take theground bones of fallen warriors and sprinkle themwhere the spell is to be cast, out to the radius givenbelow.

Level

21222324252 62 7282 7

Radius

60 yards3 0 yards

120 yards180 yards240 yards360 yards480 yards300 yards

1 mile

3 0 2 miles

Upon casting, all creatures within the circle thathave ever drawn blood in anger as hunters or war-riors, must save or immediately come under the ef-fects of the spell. They immediately gather their

1 0 9

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weapons and come to the caster, awaiting his everymilitary instruction for the duration of the spell.

The affected creatures usually cannot form mili-tary formations unless an entire formation is caughtwithin the area of effect. The creatures cannot per-form any actions other than combat. They cannotbe forced to build things or carry things other thantheir own personal equipment. They do not fightamong themselves, regardless of previous disposi-tions, and they serve the caster without fail.

The material component for this spell is at least100 pounds of ground bones of fallen warriors,which must be apportioned during preparation. Ahumanoid creature has about 25 pounds of bone;larger creatures have 25 pounds per Hit Die.

Reverse Loyalties (Charm)

Range: 60 yardsComponents : V, S , MPreparation Time: 7 daysDuration: 21 daysCasting Time: 1 turnArea of Effect: 25 HD/levelSaving Throw: None

This spell acts like a mass charm person spell,though its eff effects on each individual are more re-stricted. The subject group must consist of bipedalhuman, demihuman, or humanoid of man-size orsmaller, such as humans, dwarves, elves, half-elves,halflings, and muls; all of whom hold loyalties to oneleader. During preparation, the wizard locks himselfaway and studies the history and background of thetarget group�s original leader. Though the spell iscast on the followers themselves, the wizard re-searches their leader�s background.

Upon casting, the spell effect expands in a circlefrom the point of casting until creatures equal to thearea of effect are enchanted or until there are nopossible subject creatures left. The maximum dis-tance is 300 yards.

Unlike the charm person spell, the spell recipientsregard the caster as the object of their loyalties.They accept logical military orders from the caster.For instance, they will break formations and turn ontheir former leader. They do nothing obviously fatalto themselves. Their loyalties have been magicallyswitched, but are not magically maintained�if thecaster takes actions that make him less worthy ofthese newfound loyalties, the subjects of the spellmay desert. Even if the caster performs well as theirnew leader, the spell recipients can save according totheir Intelligence, just as for a charm person spell(note that creatures with Intelligence of 12 or less getno chance to save before the spell naturally ends).When individuals within the subject group maketheir saves, they desert but cannot convince othersstill under the spell to desert. Each subject has fullmemory of actions taken under this spell.

The material component for this spell is a fullydried anakore�s heart.

Rift (Alteration, Conjuration/Summoning)

Range: 0Components : V, S , MPreparation Time: 120 daysDuration: 1 nightCasting Time: 10 turnsArea of Effect: Sphere 360 yards around casterSaving Throw: None

With this spell, the wizard magically brings theNegative Material plane closer to the Prime Mate-rial plane, creating a rift between the two centeredupon himself. The wizard must first study undis-turbed for at least four hours per day for fourmonths, reading scrolls and books about the planes.Upon casting, all undead within the area of effectgain nine times their original hit points as �phan-tom� points for the duration of the spell. For in-s t a n c e , a 5 h p z o m b i e g a i n s a n a d d i t i o n a l 4 5phantom hit points for the entire night. In combat,

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the phantom points are taken off first, then the ac-tual hit points are lost until the undead creature isslain.

The area of the rift moves with the caster, possiblyplacing some undead out of the sphere or encom-passing others as he moves. Phantom hit points aregained immediately upon entering the sphere, andthen only once per creature per casting. The casterhas no control over which undead receive the benefitof the phantom hit points; all undead in the sphereare so affected.

The material component for this spell is an obsid-ian goblet containing ground bones from a deadnecromancer.

Rolling Road (Alteration)

Range: 0Components : V, S , MPreparation Time: 7 daysDuration: SpecialCasting Time: 1 turnArea of Effect: VariableSaving Throw: None

With this spell the caster creates a short stretch ofsmooth road that extends in front of him whereverhe travels.

During preparation, the caster must take the ma-terial components, dust from previous roads he hastravelled, and mix them for at least four hours everyday. After casting the spell, the wizard must con-tinue to sprinkle this mixed dust in front of him ashe travels.

The road itself is always 30 yards wide and ex-

tends 10 yards in front of the caster. It extends be-hind him for 30 yards for each level above 20th. Theroad crosses any land, including sand, forest, andmountain. In the case of the former two, the roadappears in front of the caster, pushing obstacles liketrees and rocks aside. For mountains, obstacles arelikewise removed, but the road is just as steep as the

original terrain, and could still be impassable. Themagical road does not create its own firm ground,and cannot be used to cross areas of silt. The roadleaves no trace once the caster has passed by.

The road does offer some protection to those onit�natural weather effects do not hinder travel onthe road, and those on it do not require food or wa-ter while on the road.

The spell�s duration is measured in distance, fivemiles per level of the caster above 20th. The spelldoes not grant the caster knowledge of direction.

The material component for this spell is at leastone pound of dust from three roads the wizard haspreviously travelled.

Undead�s Lineage (Divination)

Range: TouchComponents : V, S , MPreparation Time: 120 daysDuration: PermanentCasting Time: 1 turnArea of Effect: Undead creature touchedSaving Throw: Neg.

With this spell a wizard can divine the history of asingle undead creature, thereby gaining tremendouspower over that creature. During preparation, thecaster must spend at least eight hours per day study-ing necromancy and tomes about undeath. (Thecaster must procure such materials before beginningpreparation.) Adventures that focus on the undeadmay work as part of the preparation time, if the DMdesires.

The wizard must touch the undead to cast thespell. Once cast, the undead must make a success-ful saving throw vs. spell with a -3 penalty, or thecaster immediately knows all personal history of thecreature. This includes, but is not limited to: familyhistory and occupat ion during l i fe ; method ofdeath; method of undeath; and history since attain-ing undeath.

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In game terms, the caster�s intimate knowledge ofthese things gives him complete control over the un-dead creature. The undead performs any task or-dered. In ro le -playing terms, the wizard learnsintimate personal details that may lead to someknowledge of old or even ancient events (DM�s op-tion). Extremely powerful undead, such as lichesand some vampires, may get another chance to saveeach week or even after each task, if the DM wishes.

The spell lasts until one of the following thingshappens: the undead is permanently destroyed; thecaster is made to forget the things he has learned(even temporarily); a wizard of higher level casts thisspell on the same undead creature (in which case hesteals control from the original wizard); or the wiz-ard voluntarily ends the spell.

The drawback to this spell is that while the casterlearns of the undead�s intimate past, the undeadlearns much about the caster. If the caster dies withan undead still under this spell, the caster immedi-ately becomes a weaker undead under its control.(Mindless undead such as skeletons and zombiesexert no control; the wizard becomes a mindless un-dead of their type.) The wizard can never be raisedby priestly magic. His only rest comes with final de-struction, which his new undead master will likelyguard against for eternity.

The material components of this spell are an eye,ear, nose, tongue, and finger, each taken from a sep-arate undead creature of the same type as the tar-get.

Wall of Ash (Evocation)

Range : 0Components : V, S , MPreparation Time: 5 daysDuration: SpecialCasting Time: 2 turnsArea of Effect: SpecialSaving Throw: Neg.

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This spell creates a barrier of ash that is deadly toliving creatures. Touching it can cause great dam-age, and crossing it causes instant death.

During the preparation time, the wizard must digor have dug a small trench, one foot wide and onefoot deep, in the shape he wants the wall when it iscast. If not personally involved, the wizard must per-sonally oversee the digging of the trench for at leastfour hours per day during preparation.

The wall can be of any shape, and as long as 30yards per caster level above 20th. The ash appearsin the trench and is piled one foot above the ground.Contact with the ash causes 1d10 points of damageper segment, meaning potentially 10d10 points foran entire round. Crossing completely over the ashcauses any living creature to die, its life completelyabsorbed by the deadly ash. The creature mustmake a successful saving throw vs. death magic with

-10 penalty to survive. Jumping or flying makesno difference. Even living creatures attempting tocross through the astral or ethereal planes must saveor die. Dimension door can be used to cross safely,but teleport cannot. Magic, psionics, missile weap-ons, and other non-living things can cross the ashwall without penalty.

Undead creatures can cross without penalty. Ashgolems suffer no saving throw penalty when cross-ing. The caster and allies are just as subject to dam-age and death as enemies are.

This spell�s material component is a sack of ashcollected from the remains of a defiler of the samelevel of the caster.

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1st Level

Animal FriendshipB l e s s

CombineC o m m a n dCreate WaterC u r e L i g h t W o u n d s

Deep Breath (in DK)Detect Evi l

Detect MagicDetect PoisonDetect Snares & PitsElementa l Bonding ( in DK)Endure Heat/Endure ColdEntangleFaerie FireInvisibility to AnimalsInvisibility to UndeadL i g h t

Locate Animals or PlantsMagical S toneM e r c i f u l S h a d o w s ( i n D S R B )Pass Without TraceProof Against Undeath (in DK)Protect ion From Evi l

Puri fy Food & DrinkR e m o v e F e a r

SanctuaryShillelagh

2nd Level

A i dAuguryBarkskinC h a n tCharm Person or Mammal

Clear Water ( in DK)D e t e c t C h a r mDust DevilEnthrallFind Traps

Fire TrapFlame BladeG o o d b e r r yH e a t M e t a l

Hold Person

K n o w A l i g n m e n tMessengerObscurementProduce FlameResist Fire/Resist ColdSilence, 15� RadiusSlow PoisonSnake Charm

Speak With AnimalsSpiritual HammerTripW a r p W o o d

Winds of Change (in DK)WithdrawWyvern Watch

3rd Level

Air Lens ( in DSRB)Animate DeadCall LightningConjure Lesser

Elemental (in DK)Cont inual L ight

Create Food & Water

Cure Bl indness or Deafness

C u r e D i s e a s e

Dispel MagicFeign DeathFlame WalkGlyph of WardingHold AnimalL o c a t e O b j e c t

Magical VestmentMeld Into StoneNegative Plane ProtectionPlant Growth

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PrayerProtection From FirePyrotechnicsRemove CurseRemove ParalysisSnareSpeak With DeadSpike GrowthStarshineStone ShapeSummon InsectsTreeWater BreathingWater Walk

4th Level

A b j u r eAnimal Summoning IC l o a k o f B r a v e r y

Control Temperature,10� Radius

C u r e S e r i o u s W o u n d s

D e t e c t L i eDivinationFree ActionGiant InsectHal lucinatory Forest

Hold PlantInbue With Spell AbilityL o w e r W a t e r

Neutral ize Poison

Plant DoorP r o d u c e F i r eProtect ion From Evi l ,

1 0 � R a d i u sProtection From LightningP r o t e c t i o n F r o m W e a t h e r

( in DK)Reflecting PoolRejuvenate (in DSRB)Repel Insects

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ReincarnateRestorat ion

Resurrect ionSilt Cyclone (in DK)

S u c c o r

SunraySymbolTransmute Metal to WoodWind Walk

8th Level

Alter ClimateCreate OasisForever Minions

H a s t e n C r o p s

Reverse WindsWild Weather

9th Level

Air of PermanenceDisruptionMountainous BarrierPocket DimensionProl i f i c Vegetat ion

Storm Legion

10th Level

CleanseInsect HostPlanar VassalProlific ForestationRif tSilt Bridge

Animate ObjectAnti-Animal ShellBlade BarrierConjure AnimalsCreate Tree of Life (in DSRB)Find the PathFire SeedsForbiddanceH e a lHeroe�s FeastLiveoakPart WaterSilt Tides (in DK)Speak With Monsters

Stone TellTransmute Water to Dust

Transport Via PlantsTurn WoodUnliving Identity (in DK)Wall of ThornsWeather SummoningWord of Recall

7th Level

Animate RockAstral SpellChangestaffChariot of SustarreConfusionConjure Greater Elemental

(in DK)Control WeatherCreeping DoomEarthquakeExactionFire StormG a t eH o l y W o r d

R e g e n e r a t e

Speak With PlantsSpell ImmunitySticks to SnakesTongues

5th Level

Air WalkAnimal Summoning IIAnimal GrowthAnti-Plant ShellAtonementCommune With NatureCommune

Conjure Elemental ( in DSRB)Control WindsC u r e C r i t i c a l W o u n d sDispe l Evi l

Flame StrikeG o o d W e a t h e r ( i n D K )Insect PlagueIronskin (in DK)Magic FontM o o n b e a mPass PlantPlane ShiftQuestRainbowRaise Dead

Sands o f Time ( in DK)Sandstorm ( in DSRB)Spike StonesT r a n s m u t e R o c k t o M u d

Tree Growth (in DK)True See ing

Wall of Fire

6th Level

Aerial ServantAnimal Summoning III

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First-Level SpellsDeep Breath (Alteration)

Sphere: Elemental (Air)Range: TouchComponents : V, S , MDuration: 1 round/levelCasting Time: 1Area of Effect: Creature touchedSaving Throw: None

With this spell the caster allows one creature totake a single breath that will last for the duration ofthe spell. The spell bestows no ability to maneuveror function underwater or while buried in sand, butit does temporarily remove the need to breathe.Once the spell�s duration runs out, a character whocannot breathe normally begins to suffocate after 1/3his Const i tut ion score in rounds (Const i tut ioncheck each round with a -2 cumulative penalty topostpone damage; 1d6 damage per round after fail-ing a check).

If the deep breath spell is cast after a characterhas already held his breath for a few rounds, itworks as though he got a clean gulp of air�whenthe spell wears off he begins the suffocation proce-dure fresh. The spell also lets the character avoidthe ill effects most gaseous attacks, magical andotherwise.

The material component for this spell is a tinybladder of air, usually made from animal skins,which must be burst over the recipient�s mouth andnose.

ReversibleElemental Bonding (Alteration)

Sphere: Elemental (Any)Range: TouchComponents : V, S , MDuration: PermanentCasting Time: 1 roundArea of Effect: Creature touchedSaving Throw: None

With this spell the priest attempts to repair physicaldamage done to another being or creature. In an ele-mental sense, part of the damage incurred by combatwounds or disease is, in fact, an imbalance created inthe body�s elemental proportions. Through this spell,the priest restores some of this balance.

The amount of damage healed is 1d4 + 1 points,but there are restrictions. If the damage is from dis-ease or combat, the priest cannot completely healthe recipient with this spell. He only heals the char-acter to within three hit points of perfect health. Forinstance, if a warrior with 15 maximum hit pointshas 11 left, an elemental bonding spell can only heal1 point of damage. Other magic can heal the re-maining damage. If, however, the wounded charac-ter took all damage solely from an elemental, thepriest heals all damage with this spell.

T h e m a t e r i a l c o m p o n e n t f o r t h i s s p e l l i s a namount of elemental material sufficient to cover therecipient�s wounds. The priest must abide by hissphere of elemental worship when performing thisspell.

Proof Against Undeath (Necromancy, Alteration)

Sphere: CosmosRange: TouchComponents : V, S , MDuration: PermanentCasting Time: 4Area of Effect: Creature touchedSaving Throw: Special

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This spell is cast on a dead creature to prevent itfrom being raised as a skeleton or zombie with ananimate dead spell. The creature cannot have beendead for a number of days greater than the caster�slevel; otherwise it has no effect. The size, level, orHit Dice of the dead creature makes no difference.Detect magic will reveal the magical enchantmenton the body, and it can be removed with a dispel

magic spell. This spell has no effect on living crea-tures or those already animated as skeletons or zom-bies. Corpses being magically enchanted into someother, more powerful form of undead are granted asaving throw vs. spell (based on the corpse�s leveland class from his previous life); if it makes this saveeven once, the corpse can never be raised as anyform of undead.

The material components for this spell can vary;either metal coins must be placed on the recipient�seyes, the petals of flowers must be sprinkled beneathhim, or dust from his homeland must be sprinkledon him.

Second-Level SpellsClear Water (Alteration)Reversible

Sphere: Elemental (Water)Range: TouchComponents : V, S , MDuration: PermanentCasting Time: 2Area of Effect: 1 gallon/levelSaving Throw: None

With this spell, the priest can bring Athasian wa-ter closer to its true elemental form. Impurities andimperfections are removed, making it more effectiveat quenching thirst and nourishing plantlife.

When drunk, a creature requires only half asmuch cleared water as normal water. An active hu-man character, for instance, needs only 1/2 gallon ofcleared water per day to avoid dehydration.

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When used to grow plants, cleared water can

double the yield of fruit- or grain-bearing plants.This applies to trees of life and magical fruit trees,but only if cleared water is used to nurture the treesfor every day of their growing life.

The reverse of this spell, muddy water, has exactlythe opposite effect. Characters must drink twice asmuch and plants yield half as much. The effects ofmuddy water are not readily apparent�charactersmay think they are taking their fill of water but find

themselves suffering from dehydration anyway;

farmers may not realize until crops are in andit�s too late.

The material component of this spell is a singledrop of distilled water, or, for the reverse, a rottedseed.

Winds of Change (Enchantment/Charm)

Sphere: Elemental (Air)Range: 30 yardsComponents : V, S , MDuration: 1 day/levelCasting Time: 2Area of Effect: One creatureSaving Throw: Neg.

This spell alters the judgement of one victim at ran-dom intervals, depending on the direction of thewinds. The spell can divert a character from his goalfor an extended time without physically harming him.

If the wind changes between east and west, thecharacter�s distinction between good and evil alters.Wind that varies between north and south alters hisattitude towards law and chaos. In absolutely calmconditions, he becomes true neutral. The characterbehaves normally from moment to moment and suf-

fers no obvious harm such as starvation or confu-sion, but he cannot pursue a given goal for longwithout changing his mind.

The general direction of the wind usually changesevery two hours, and often more frequently. The

DM chooses the wind direction either randomly orbased on whatever behavior change seems most dra-matic or entertaining. Magically altered wind direc-tion can also change the character�s attitudes; whenthe spell effects end, the wind returns to its originaldirection and speed. Speed of wind has no effect onthis spell.

If the victim is a player character, the playershould play his altered alignment accordingly, evenif it flies in the face of his original goals. If the victimis a non-player character, the DM coordinates theconfused behavior similarly.

The material component of this spell is a set ofwooden dicing sticks.

Third-Level Spells

Conjure Lesser Elemental(Conjuration/Summoning)

Reversible

Sphere: Elemental (Various)Range: 30 yardsComponents : V, S , MDuration: 1 turn +1 round per level of the casterCasting Time: 3 roundsArea of Effect: SpecialSaving Throw: Special

With this spell a priest may freely summon alesser elemental from his own elemental sphere. Thelesser elemental does anything in its power to aid thecaster. A priest cannot summon an elemental fromanother sphere (e.g., a water priest cannot summona fire elemental).

Once cast, there is a 50% chance for one to three2 HD elementals to appear; a 25% chance for oneor two 4 HD elementals; and a 25% chance for one6 HD elemental. The lesser elementals can be sentback by the caster, one at a time or all at once, atany time. They automatically return to their homeplane after the duration of the spell.

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Conjured lesser elementals must be controlled bythe priest or they simply assume a defensive postureuntil returned to their plane. Lesser elementals donot attack the priest when uncontrolled. Lesser ele-mentals can be controlled up to 30 yards away perlevel of the caster. Lesser water elementals are de-stroyed if they are ever more than 30 yards from alarge body of water.

Lesser elementals are described in the MonstrousC o m p e n d i u m , D A R K S U N � A p p e n d i x , T e r r o r s

of the Desert .

The spell requires the caster�s holy symbol and ahandful of material representative of the elementalbeing�s home plane, as follows:

Air: breath of the caster.Earth: dirt, dust, or other earth.Fire: any burning object.Water: liquid water, sweat, saliva, etc.

Fourth-Level Spell

ReversibleProtection from Weather (Abjuration)

Sphere: Elemental (Air or Water)Range: TouchComponents : V, S , MDuration: 1 hour/levelCasting Time: 7Area of Effect: Creature touched

Saving Throw: Neg.

When this spell is cast, it creates a magical barrieraround the recipient at a distance of one foot. Thebarrier moves with the recipient, who completely ig-nores natural (not magical) weather effects. Drivingrain, wind, or driven sand do not impede progress.Incredible heat does not affect water intake or dehy-dration. Natural lightning cannot affect him.

Normal light and darkness are not consideredweather effects for this spell. The after-effects ofweather�flood waters, muddy ground, or drifted

sand, for instance �impede progress normally.The recipient receives a saving throw bonus of

+6 to magically created weather effects such aslightning bolt, wind wall, cone of cold, chain light-ning, incendiary cloud, call lightning, and sunray,

and a normal saving throw against magical weatherspells that are normally listed as having none, suchas wall o f fog , fog c loud, gust o f wind, i ce s torm,

so l id fog , death fog , contro l temperature , 10� radi -us , contro l weather , weather summoning, and con-

trol winds. The recipient can save vs. spells against adust devil, success indicating it cannot attack him.As a side effect, spells such as whispering wind andwind walk cannot be cast or received by the recipientof this spell.

T h e r e v e r s e o f t h i s s p e l l , i n t e n s i f i c a t i o n o f

weather, subjects the victim to effects more severethan the actual weather would inflict. Driving windor rain drastically slows the victim. Natural light-ning does double damage. A victim in the heat re-quires double the normal ration of water to avoiddehydration. The victim loses any possible saveagainst magical weather spells, and those causingdamage add one hit point per die inflicted. The vic-tim gets a save to avoid the effects of this spell.

The material components for this spell are a smallpaper umbrella (or, for its reverse, a minute light-ning rod).

Fifth-Level Spells

Reversible

Good Weather (Alteration)

Sphere: Elemental (Air or Water)Range: TouchComponents : V, S , MDuration: 1 hour/levelCasting Time: 8Area of Effect: 10� radius/levelSaving Throw: Neg.

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With this spell, a priest can create an area ofmoderate weather. The area affected is a sphere cen-tered on the recipient with a radius equal to 10 feetper level of the caster, but the sphere does not extendbeneath the ground. The sphere moves with the re-cipient. The temperature and level of wind are mod-erated toward a more comfortable level for therecipient. Temperature is adjusted by as much as 20degrees, and wind speed by as much as 10 miles perhour. Note that �comfort� is subjective, varyingfrom race to race. For instance, what a thri-kreenfinds tolerable is sweltering for a halfling.

Preferred PreferredRace Temp (F) Wind (mph)H u m a n 8 0Dwarf 85

Elf 100

Half-elf 9 0Half-giant 70

Halfling 7 0M u l 85Thri-kreen 120

00

202 03000

20

For example, if the spell were cast on a humanwhile the temperature outside the radius is 100 de-grees and the wind speed is 5 miles per hour, thegood weather spell would adjust the temperature to80 degrees and the wind speed to 0 within the areaof effect. On the same day, if the spell were insteadcast on a thr i -kreen, the temperature would beraised to 120 degrees and the wind speed to 15 milesper hour.

Every creature within the sphere who is mademore comfortable by the spell receive a +2 bonus toall morale rolls. They can also extend their march-ing time by up to half the spell�s duration in hoursevery day (provided the spell�s duration covers theentire length of the march).

The reverse of this spell, bad weather, has exactlythe opposite effect, moving the outside temperatureand wind speed away from the comfortable range.

In the above example, the human would be in asphere where the temperature was elevated to 120degrees and the wind speed to 15 miles per hour.Wind speeds in excess of 20 miles per hour cut visi-bility to half. Creatures made less comfortable bythe reversed spell receive a -2 penalty to all moralechecks and have their marching speed cut to half forthe duration of the spell. A successful saving throwvs. spell negates this effect.

The material component for this spell is a piece ofcloth from a casual garment (or, for its reverse, ableached bone).

Ironskin (Alteration)

Sphere: Elemental (Earth)Range: TouchComponents : V, S , MDuration: SpecialCasting Time: 1Area of Effect: 1 creatureSaving Throw: None

This spell is similar to the wizards� stoneskin inthat the affected creature gains virtual immunity toany attack by cut, blow, or projectile. Physical at-tacks by weapons (even enchanted ones), naturalanimal weapons (such as fangs and claws), andhurled projectiles (giant boulders) cannot penetrateironskin. Magical attacks from such spells as fire-

ball, magic missile, lightning bolt, and so forth havenormal effects. The spell blocks 1d6 attacks, plusone for every two levels of the caster. For example, ani ronskin f rom a 13th- level pr iest would protecta g a i n s t s e v e n t o 1 2 a t t a c k s . H o w e v e r , u n l i k estoneskin, only physical attacks that would other-wise have scored a hit on the creature count againstthat total. Three magic missiles can hit and do dam-age, or a fighter can attack with a sword and fail hisattack roll without bringing down the total.

The material component for this spell is a smalliron statue worth at least 5 gp.

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ReversibleSands of Time (Alteration)

Sphere: Elemental (Air or Water)Range: 10 yardsComponents : V, S , MDuration: 1 roundCasting Time: 8Area of Effect: Up to 10 cubic feet/levelSaving Throw: Neg.

By means of this spell, a priest can reverse the ef-fects of aging and erosion on any nonliving, materialobject. The amount of aging that can be so reverseddepends upon the level of the caster. Consult the tablegiven with the wizard spell of the same name.

The table also indicates the average effects of timeand the elements on various materials (items protect-ed from the elements might take longer to erode, butuse these times for all restoration). Papyrus andwooden objects fade over time, making it difficult,but not impossible, to read or identify surface fea-tures. Fragile objects must survive an item savingthrow vs. fall every time they are used; brittle itemsmust survive vs. a crushing blow. Crumbled itemsare unusable but still identifiable as papyrus or wood;dust is completely unidentifiable and unusable.

Stone and metal items wear away over time, andtheir shapes smooth out until the item is completelyworn away. Paint indicates that artificial coloration isgone or unrecognizeable; Etching means carved let-ters or pictures are worn away; Relief indicates thatdeeply carved letters or images are severely eroded;Form indicates that time has eroded away all but thebasic form of the original stone or metal. The frac-tions ½ and ¾ tell when the item has lost thatamount of its original mass. Dust means the originalitem is completely gone, eroded away to nothing.

A 15th-level priest could, for example, turn evena pile of dust back into the new, clean piece of papy-rus it once was, or turn the crumbled remains of astaff back to its original form, or even restore a

painted map on the wall of a temple constructed ofsoft stone. This spell cannot restore damage done toan object by anything other than natural aging orerosion. Use this table as a guide for other objectsthat don�t exactly fit into these categories.

The material components for this spell are a tinyhourglass (during the spell, the sands run upward)or, for the reverse, a miniature sundial that has

The reverse of this spell, accelerate erosion, allowsthe priest to speed up erosion on any nonliving ma-terial object. In the example above, the 15th-levelpriest could turn a clean piece of papyrus to dust, orturn a new staff of wood into crumbled pieces, or

timed the passage of at least one year. Neither isconsumed in the casting.

erase a painted map from a wall of soft stone.

Tree Growth (Enchantment)

Sphere: Elemental (Earth or Air)Range: 0Components : V, S , MDuration: 1 roundCasting Time: 8Area of Effect: SpecialSaving Throw: None

Through this spell, a priest can cause a normaltree to grow from a seed to full size in only oneround. The tree itself is not magical; only its acceler-ated growth is a magical effect. The priest mustplace the seed where he wishes the tree to grow; ifthis is not already on a soil or earth surface, the treewill seek out soil no more than 1 foot below, eventhrough rock or metal. If the priest wishes to simplydrop the seed where he is, he may do so; if he wishesto toss the seed to some specific location within 12feet, he must make a successful Dexterity check�failure means he missed the exact location, but byno more than 3 feet. During its rapid growth, thetree tries to attain its full size and height, smashingthrough barriers with a Strength score of 25. Wood-en structures splinter; rock walls, ceilings, and foun-

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dations split and crumble; even metal barriers bendor split against the massive growth of the tree.Should a structure collapse because of the tree�sgrowth, creatures may have to make saves vs. spello r t a k e d a m a g e , a t t h e D M � s o p t i o n . T h o u g hrapid, the growth of the tree can easily be avoidedby most characters and creatures.

The material component for this spell is the seeditself, which must be undamaged but need not haveany magical enchantment prior to the casting of thisspell.

Sixth-Level SpellsSilt Tides (Alteration)Reversible

Sphere: Elemental (Earth or Air)Range : 0Components : V, S , MDuration: 4 hours/level

Casting Time: 9Area of Effect: SpecialSaving Throw: None

With this spell a priest can create an area of ab-normally low tides in the Sea of Silt. The area of siltaffected is a circle with a radius of 10 yards per levelof the caster. Within the circle, the silt drops 10 feetbelow its normal level, which is usually enough toexpose the maze of rock walkways common to thecoastal areas of the Sea. The spell�s area of effectmoves with the caster, so he can travel the rock walk-ways while exposed to the air. Strong winds and thelike affect the silt normally.

The reverse of this spell, high silt tides, causes thesilt to rise 10 feet higher within the circular area ofeffect. The silt can overwhelm vessels or wadingcreatures who are not tall enough to wade throughten additional feet of depth.

If cast outside the Sea of Silt, this spell has noeffect. The material component for this spell is a

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small, oval lump of lead that has been cast by moon-light.

ReversibleUnliving Identity (Necromancy)

Sphere: CosmosRange: TouchComponents : V, S , MDuration: 1 day/levelCasting Time: 9Area of Effect: Creature touchedSaving Throw: Neg.

A priest employs this spell to give temporary per-sonal i ty and ident i ty back to mindless undead,namely skeletons and zombies. The undead�s pre-vious consciousness and identity are restored, in-cluding memories, preferences, personality, andalignment. The creature is still undead, but now hasthe ambitions and thoughts it had as a living being.There is a 1% chance per year that the creature hasbeen dead (not necessarily undead) that it goes im-mediately mad, unable to accept its undeath andthe changes to its world over that time�a mad un-dead immediately flees, its identity forever lost.

In instances where the history of a particular un-dead is known, the DM can apply what he knows tothe new free-willed skeleton or zombie. However, incases where the undead�s history is unknown, selectits former class, alignment, and level according towhat best suits the adventure, or decide randomly.Note: The undead does not retain any of its class orlevel bonuses; it is still simply a skeleton or zombie.

Remember, none of this information will be readi-ly apparent for a skeleton, though characters maybe able to guess at class from the tattered clothingstill worn by a zombie.

The reverse of this spell, unliving mindlessness,permanently returns any free-willed skeleton or zom-bie to i t s former mindless s ta te , or temporar i lymakes other undead mindless. The undead creatureretains its combat and life-draining abilities, but has

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no sense of who it is, was, or what its previous planswere. For the duration of the spell the undead wan-ders aimlessly, slaying and draining life until de-stroyed. This spell does not work on liches, and itaffects a vampire only until the vampire feeds again.

The material component for this spell is any arti-cle significant to the undead�s former life, such as apiece of clothing or equipment, a favorite weapon, aletter he had written, etc.

Seventh-Level SpellsConjure Greater Elemental(Conjuration/Summoning)

Reversible

Sphere: Elemental (Various)Range: 30 yardsComponents: V, SDuration: 1 turn/levelCasting Time: 1 turnArea of Effect: SpecialSaving Throw: None

This spell allows a priest to summon a singlegreater elemental from his sphere of major access.Determine the Hit Dice of the elemental with per-centile dice:01-65 , 10 HD; 66-90 , 14 HD; 91-00 , 18 HD.

Greater e lementa ls are descr ibed in the Mon-

s t r o u s C o m p e n d i u m , D A R K S U N � A p p e n d i x ,Terrors of the Desert.

This spell is otherwise identical to the fifth-levelpriest spell conjure elemental.

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Silt Cyclone (Conjuration)

Sphere: Elemental (Earth or Air)Range: 120 yardsComponents : V, S , MDuration: 2 rounds/levelCasting Time: 1 roundArea of Effect: SpecialSaving Throw: None

By casting this spell on the Sea of Silt, the priestcreates a powerful whirlwind of silt. The cyclone, 10feet wide at its base and 20 feet wide at its top, risesfrom the silt�s surface to a height of 100 feet, spin-ning violently and picking up tons of dust. The cast-er can move the cyclone up to 30 feet per round, butit cannot go beyond 120 yards from him.

The cyclone spins so quickly that its center be-comes extremely hot, shooting off balls of searingdust as the whirlwind spins faster and faster. Anycreature within 90 yards of the whirlwind must savevs. magic every round or be hit with a 2d12 ball ofs u p e r - h e a t e d d u s t . A n y c r e a t u r e t h a t a c t u a l l ytouches the cyclone suffers an attack (THAC0 5)that inf l ic ts 10d6 points of damage. A creaturethat takes damage from this attack is also thrown3d6 yards away, suffering another 1d6 points ofdamage.

The cyclone can be dissipated by an air elementalor other powerful being from the elemental plane ofair on command, by dispel magic, or by forcing itsbase away from the Sea of Silt. The cyclone can bemoved by a powerful magical wind (gust of wind isinsufficient); control weather, weather summoning,or wild weather spells can move it 10 yards for every10 miles per hour of wind sustained against it for anentire round.

The material components for this spell are siltfrom the Sea of Silt and a child�s toy top. This spellcannot be cast away from the Sea of Silt.

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Psionic EnchantmentsEighth-Level SpellsAlter Climate (Alteration)

Sphere: Elemental (Air or Water)Range: 0Components : V, S , MPreparation Time: VariableDuration: SpecialCasting Time: 1 turnArea of Effect: 40 square milesSaving Throw: None

The alter climate spell lets a priest subtly affectthe pattern of weather over a large area for a longperiod of time. Before casting the spell, the priestmust travel in the 40 square miles to be affected,spending at least four hours each day for a mini-mum of 30 days studying the local weather and ex-periencing the land�s bounty and hardships. Oncecast, the spell�s duration is equal to five times thenumber of days the priest spent studying the area.

If the spell is cast to improve the weather, normallyscant rainfall is supplemented mildly, and the severityof winds and storms are reduced for the duration ofthe spell. Existing croplands in the area of effect cer-tainly provide an abundant harvest, and most likely asurplus the locals can sell. Other existing plants arealso fruitful, but alter climate does not create newplant life. If cast in conjunction with a prolific vegeta-

tion spell, any barren land (stony barrens, sandywastes, etc.) grows grass and scrubs (much like scrubplain terrain) after 10 days and for the duration ofthe spell. The accelerated rainfall levels are verygradual and are spread over the duration of thespell�there is no flash flooding or excessive erosion.

If the caster instead worsens the weather, rainfallis cut to drought levels and the severity of sand andwind storms increases. Crops in the affected areaautomatically fail, leaving the fields dried and nearlyruined. Other vegetation may also be destroyed, de-

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pending on the terrain. Areas of scrub plains be-come sandy wastes after 30 days, and the land doesnot naturally recover its scrub covering if the spelllasts more than 300 days. Areas of forest becomesandy wastes after 600 days, and the land does notnaturally recover its trees or other plant life if thespell lasts more than 1,500 days. Magical vegetationis unaffected.

In either case, the spell�s effect on the weather isnot immediately apparent. A casual observer maynever realize what is happening until after half ayear or more has passed.

The material components for this spell are speci-mens of every type of weather common to the area�a cup of rainwater, a handful of windblown sand,and a piece of a tree or rock split by lightning.These must be collected by the priest during his pre-paratory study.

Create Oasis (Conjuration)

Sphere: Elemental (Air, Earth, Water)Range: 0Components : V, S , MPreparation Time: VariableDuration: SpecialCasting Time: 1 turnArea of Effect: SpecialSaving Throw: None

This spell creates a lush oasis within the confines ofa ring of standing stones of the priest�s creation. Themaximum radius of the oasis is 30 yards per casterlevel beyond 20th; a priest may create a smaller oasisif desired. The preparation time is the time requiredto erect the circle of stones. Each stone must be atleast 12 feet tall and no more than 4 feet wide orthick; rough-hewn and oblong; and set into theground to stand on end. One must be placed every10 yards around the circumference of the proposedoasis. The table below shows how many stones mustbe erected for oases of various sizes.

Radius CircumfLevel

Creatures(yds) (yds) Stones Supported

21 30 189 19 822 6 0 376 38 31

23 9 0 566 5 7 71

2 4 120 754 76 12625 150 943 95 1972 6 180 1130 113 283

2 7 2 1 0 1320 132 38528 240 1508 151 503

2 9 270 1697 170 636

3 0 300 1885 189 785

Cutting and placing a single stone requires 48worker-hours, provided stones are readily availablein the area and the workers have appropriate tools(chisels, spikes, hammers, rollers). If tools or readystones aren�t available, this time may increase or, atthe DM�s discretion, the preparation may be im-possible. Also, particularly skilled or capable work-ers (such as dwarves, half-giants, or slaves trained in

priest can erect the stones himself by physical ormagical labor, or he may enlist the help of any num-ber of other creatures who share his alignment (ifany laborers are not of the priest�s alignment, thespell will fail when cast). After the last stone isplaced, the priest must cast the spell from the exactcenter of the ring. Interruptions during the place-ment of stones do not negate the spell, provided allthe stones are in place at the time of casting.

Once cast, the circle inside the stones is instantlytransformed into a plant-filled, water-rich oasis. Thetrees and bushes are laden with nourishing, deliciousfruits, and small game birds and animals appear, sup-ported by springs and pools of fresh, cool water. Theoasis can also sustain one human-sized creature forevery 36 square yards, as shown on the table. Eachnight, lost animals, fruits, and water are automaticallyreplenished. Defiling magic still causes permanentdamage�subtract the damaged area when consider-ing the oasis� ability to support living creatures.

quarries) may cut the time by as much as half. The

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The oasis remains intact until the priest physicallymoves beyond the ring of standing stones or until hevoluntarily ends the spell. Once ended, the oasisand the standing stones vanish, leaving the exactterrain that existed before. The spell also ends if thecasting priest is slain.

The material components for this spell are thestanding stones themselves, which don�t vanish untilthe spell is broken.

Forever Minions (Necromancy)

Sphere: CosmosRange: 30 yardsComponents : V, S , MPreparation Time: 21 daysDuration: PermanentCasting Time: 1 turnArea of Effect: SpecialSaving Throw: None

With this spell a priest can guarantee that a num-ber of his followers will automatically animate aszombies when they are killed. The enchantmentstays with the followers until they are slain.

During preparation, both the priest and the fol-lowers to be enchanted must spend at least eighthours per day in seclusion, in the dark, readying thespell. If a follower misses a day of preparation, thespell cannot work for him. If such a follower ispresent during the casting of the spell, he is insteadimmediately slain and does not rise as an undead.

The number of followers that can be so enchant-ed is measured in Hit Dice; 3 HD per level of thecaster is the maximum per casting of the spell. Oneround after those followers have fallen they reani-mate as zombies, just as in the spell animate dead.Whether or not they are in the priest�s presence, thezombies immediately seek him out and obey his in-structions. During casting, the priest can specify anincreased time (up to a maximum of one day) be-tween death and reanimation.

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Followers who are not slain in the service of thepriest do not immediately reanimate. For instance, afollower who secretly works against the priest or whodies on personal business does not reanimate.

Recipients of the spell can already be zombies orskeletons. In the latter case, they reanimate as skele-tons . Forever minions cannot be cast more thanonce on a single creature.

The material component for this spell is a wax im-print of every follower�s right hand (claw, tentacle,or whatever).

ReversibleHasten Crops (Alteration)

Sphere: CosmosRange: 0Components : V, S , MPreparation Time: 15 days minimumDuration: SpecialCasting Time: 6 hoursArea of Effect: SpecialSaving Throw: None

By using a hasten crops spell, a priest can lessenthe time necessary to grow grain crops from seed toharvest within a given area. The area of effect is onesquare mile per level of the caster beyond 21st, butonly applies to one grain crop planted in that area;the type of grain must be stated before the spell iscast. During the preparation time for the spell, thepriest must spend three hours per day praying overthe seeds to be used for the crop, and at least threehours a day travelling and blessing the fields to beplanted. This process must continue for at least 15days. The seeds still have to be planted by the localfarmers before the spell can be cast.

On Athas, typical grain crops require a full 120days to reach harvest, though some crops may takeas few as 90 or as many as 150 days. Upon casting,hasten crops reduces the normal time it takes togrow the grain crop from seed to harvest by the days

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spent in preparation. Minimum growing time is sev-en days. The spell grants no magical properties orprotections to the crop as it is growing�natural ormanmade disasters can still wipe it out.

Athas has no major changes in seasonal tempera-ture and rainfall that govern growing seasons. How-ever, when a particular crop must be grown at aspecific time of the year, this spell must be cast towardthe beginning of that time. During the six-hour cast-ing time, the priest must have the cooperation of atleast 100 local farmers and other folk to engage in aplant ing fest ival . Port ions of the seed crop areburned, a bountiful feast is prepared and eaten, andthe locals dance in honor of all the elemental planesthat make their agriculture possible.

The reverse of this spell, blight, causes existinggrain crops to wither and die. The area of effect isthe same, and the priest must still indicate whichparticular grain crop he wishes to affect. Othercrops and plants are unaffected. This spell and itsreverse cancel each other within the same area ofeffect.

The material components for this spell are grainseeds taken from some other bumper crop carried inbaskets made by the local children. The baskets andgrain are burnt in the festival�s central bonfire. Forthe reverse, the material components are a pinch ofsalt and a bit of molded bread.

Reverse Winds (Alteration)

Sphere: Elemental (Air)Range: 600 yardsComponents : V, S , MDuration: 10 turns/levelCasting Time: 1 turnArea of Effect: Hemisphere 600 yards in diameterSaving Throw: None

With this spell a priest can change wind direction.Because it does not alter the velocity of the winds,this spell is most effective during wind or sand

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storms. There are actually two forms of this spell�immediate change and erratic change.

W i t h i m m e d i a t e c h a n g e , t h e p r i e s t s i m p l ychooses the new direction the wind should take.Once cast , the wind ceases complete ly for oneround, then resumes with equal speed in the newdirect ion. Immediate change can move smoke,clouds, fog, and spells with similar effects. Page 127of the DMG lists wind effects.

If the priest desires erratic change, the wind�s di-rection varies wildly, changing drastically severaltimes per round for the duration of the spell. Allnon-magical missile fire within the area of effect suf-

fers a -5 penalty to hit. (For BATTLESYSTEM�g a m e s , t h i s m e a n s a - 2 o n e v e r y m i s s i l e A Drolled.) Flying creatures drop by three grades intheir maneuverability class (A becomes D, B be-comes E). If reduced below E, the flying creaturecrashes and suffers falling damage (1d6 per 10 feetfallen, maximum 20d6). Erratic change can dispersesmoke, clouds, fog, and spells with these effects.

In either case, the spell�s area of effect is a hemi-sphere centered on a point selected by the caster,extending 600 yards in every direction along theground and 600 yards above it.

The mater ia l component for th is spel l i s thebreath of a flying creature.

Wild Weather (Alteration)

Sphere: Elemental (Air or Water)Range: 0Components : V, S , MPreparation Time: 1 hour/levelDuration: 1 day/levelCasting Time: 8Area of Effect: 1 square mile/levelSaving Throw: Special

This spell resembles weather, summoning, exceptthat the priest can create bad weather that need notbe appropriate to the local area. Terrible wind or

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lightning storms, torrential downpours, incredible

heat or cold, hailstones, even snowfalls are possible.The weather condition created slows and damagesall creatures within the spell�s area of effect (includ-ing the caster). Creatures caught in wild weather

move at one-third their normal movement rate.Creatures caught in the open take 1 point of dam-age per turn until they find cover�even going toground and covering oneself is sufficient cover, butin that case movement is halted.

If the weather created might be considered harm-ful to the land or its plants and animals, then a spir-it of the land may intervene, at the DM�s option.

The spirit must believe that damage would be un-naturally severe (weather, after all , is a naturalphenonenon); spells aimed against other trespassersto its lands rarely interest it . The spirit can saveagainst the spell to negate its effects, saving on a 5or higher.

The material component for this spell is a largeglass bottle with air collected at a location where theweather created is common. The priest must wanderthrough the area to be affected, occasionally un-corking the bottle to release some of the air for theentire preparation time for the spell.

Ninth-Level Spells

Air of Permanence (Alteration)

Sphere: Elemental (Air)Range : 0Components : V, S , MPreparation Time: 30 daysDuration: PermanentCasting Time: 1 turnArea of Effect: 30 cubic feet of airSaving Throw: None

Through this spell a priest can slow the effects ofaging on any nonliving item. The item must be

sealed in an airtight container. It is the air that isenchanted, not the item within.

A skilled artisan must construct a container witha volume up to 15 cubic feet; it costs at least 1,000

cp. During the preparation time, the priest mustspend six hours per day enchanting the containerand drawing sigils and runes on its inner surfaces.The enchantment makes the conta iner a i r t ightagainst natural decay, though tampering ends thespell.

Once items are placed inside the container andthe spell is cast, time effectively stops inside. Theitems do not age or decay in any way. If the con-tainer is broken, the items are unharmed and re-sume aging at the normal rate, as if nothing hadever happened.

When casting, the priest may also place a cause

bl indness , cause deafness , cause d isease , or bestowcurse spell on the container. Tampering with thecontainer unleashes the spell on the tampering char-acter(s). Once the container is broken and the air ofpermanence lost, this additional spell is lost, as well.

The material component for this spell is a bottleof air taken from the remains of the lungs of a crea-ture that has been dead at least 100 years.

Disruption (Alteration)

Sphere: Elemental (Air)Range: 0Components : V, S , MPreparation Time: 30 daysDuration: 7 daysCasting Time: 1 turnArea of Effect: SpecialSaving Throw: None

This spell lets the priest disrupt the magical linkbetween templars and their sorcerer-kings, cuttingoff their source of spells. That link is a complicatedaffair, based on magic, psionics, and physical law; itis possible to block it by setting up interference or

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�static� in the air, effectively creating an umbrellaunder which the link cannot exist.

The priest must choose one sorcerer-king andstudy his activities during the preparation time�only templars who worship that sorcerer-king are af-fected. The priest must learn of the sorcerer-king�sactivities, his organization of templars, and some-thing about his long-term goals . Therefore , thepriest must spend the preparation time near thesorcerer-king, either in his city-state or in nearbyfields.

The spell creates a series of connected circles,each 5 miles in diameter, one per level of the casterabove 20th (each corresponds roughly to a singlehex on the Tyr Region map in the DARK SUN�Boxed Set). The arrangement of the circles is com-pletely up to the caster, but the first must be cen-tered over his location at the time of casting. Hecould center the first over himself and then stretchthe rest in a straight line away in any direction, orhe might blanket an area with several connectedcircles.

Any templar under a circle cannot receive addi-tional spells. Spells he had when he entered can stillbe cast. Since the spell has no tangible effect, anaffected templar may not be aware of it until he re-ceives no spells, and even then may not be certainwhy that is. The spell blocks the ability to receivespells, but doesn�t block a sorcerer-king from send-ing; if a sorcerer-king is within the area of effect, histemplars outside of it still receive their spells.

Interference with a sorcerer-king and his templarscertainly draws their wrath. If the spell is cast withina city, chaos reigns for the duration of the spell asmany vital services grind to a halt. Such powerfulmagic can be traced (psionically and magically), sothe caster should have an escape plan.

The material component for this spell is one of thesorcerer-king�s obsidian balls. The priest can obtainit himself or hire others to get it.

Mountainous Barrier (Conjuration/Summoning)

Sphere: Elemental (Earth)Range: 0Components : V, S , MPreparation Time: 1 dayDuration: 1 dayCasting Time: 1 turnArea of Effect: SpecialSaving Throw: None

With this spell, the priest can call up a ring ofenormous mountains. The priest must spend theentire day of preparation time in careful meditationin the vicinity of existing mountains, within the dis-tance shown.

Priest Level Distance Radius

23 5 miles 100 yards2 4 7 miles 300 yards25 10 miles 500 yards2 6 15 miles 800 yards2 7 20 miles 1 mile2 8 25 miles 1.5 miles2 9 30 miles 2 miles3 0 35 miles 2.5 miles

Upon casting, a ring of mountains one mile wideand one mile high appears around the caster, thrust-ing up from the ground. The radius shown is themaximum; the priest can call for a smaller radius ifdesired. The inner radius is listed, that from thecaster to the point where the mountains begin. Any-thing on the ground where the mountains eruptmust make a saving throw vs. crushing blow (or vs.paralyzation for creatures). Items that fail are de-s troyed; creatures take 10d6 damage. Creaturesthat fly gain a +5 bonus on their saves. Mountainswill not rise to destroy a community of more than 20individuals�the ring of mountains forms a gap in-stead.

While the spell is in effect, the priest can lower

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any or all the mountains and raise them again; in allways, he controls them perfectly.

After the spell�s duration is up, the mountains re-turn to the earth as suddenly as they came. Theground appears undisturbed, although man-made

structures remain in ruins.The material component for this spell is rock from

a recent landslide.

Pocket Dimension (Enchantment, Alteration)

Sphere: CosmosRange: 0Components : V, S , MPreparation Time: 30 daysDuration: SpecialCasting Time: 1 turnArea of Effect: SpecialSaving Throw: None

The caster can fill a pocket dimension with mate-r i a l s o r c r e a t u r e s a n d c a r r y i t a r o u n d . O n c eopened, the portal disgorges its contents into thePrime Material plane.

During the entire preparation period the priestmust travel extensively (at least two hours per day) ineither the Astral or the Ethereal planes (his choice),because the pocket dimension temporarily existsthere. Upon casting, a �portal� opens to the pock-et dimension from the Prime Material plane. Theportal is an invisible square, 40 feet on a side, stand-ing just a t ground level . Anything that passesthrough the square enters the pocket dimension�itcannot return until the portal is reversed (see be-low). Anything living can walk through the portal.I n a n i m a t e o b j e c t s m u s t b e c a r r i e d o r p u s h e dthrough. The portal has only one direction�a char-acter who gets one arm halfway through cannot pullit out!

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The portal remains open for up to an entire day,accommodating everything that enters during thatday. Then it closes to become a clear glass disk,roughly the size of a coin. The glass disk weighs vir-tually nothing. While the priest has it, everythingthat passed into the pocket dimension stays there.Time does not pass in the pocket dimension. Thedisk is specially protected, and does not radiatemagic under the scrutiny of detect magic. Nothingcan interfere with the contents of the pocket dimen-sion; planar creatures cannot enter, and astral andethereal beings cannot gain access.

When the glass disk is snapped in two, the portalreopens, and everything that went into it re-emerges in

the same order and at the same speed as it entered.The first thing that entered the pocket dimension isthe first to exit. The glass disk has no particular resist-ance to damage, and may break accidentally.

The material component for this spell is the hideof any planar creature.

Prolific Vegetation (Alteration/Conjuration)Reversible

Sphere: CosmosRange: 0Components : V, S , MPreparation Time: 30 daysDuration: PermanentCasting Time: SpecialArea of Effect: SpecialSaving Throw: None

When this spell is cast, the priest causes shrubsand grasses to grow over a wide area of previouslybarren terrain. During the preparation time, thepriest must spend eight hours per day for 30 daysfashioning a staff from a tree of life, a material com-ponent that may be difficult to obtain. The priestmust carve the staff perfectly smooth with an obsidi-an dagger, and cannot undertake any other taskduring the eight-hour period.

The spell�s area of effect is a circle with a maxi-mum radius that varies with the caster�s level. Thepriest may affect a smaller radius if desired. The ter-rain must be virtually barren of plant life; if not, thespell will fail. To cast the spell, the priest thrusts theobsidian dagger into the ground at the center of thecircle, then moves with the staff to the circle�s edge.The priest then walks around the area of effect,dragging the staff along the ground. The staff magi-cally keeps the priest on a perfectly circular path,eventually returning to where he started. The priestmust walk (not run, fly, or levitate), though he mayuse magical means to speed the walk. If the time tocomplete the circle requires the priest to stop to eat,sleep, and so on, there is no penalty, provided thepriest immediately resumes walking; but other inter-ruptions lasting more than a single round negate thewalking and it must be started again. If the daggerat the center of the circle has been disturbed, thespell fails, so a priest often places a guard over it.When the circle is completed, the spell is cast. Thetables show the distance to be walked based on thearea of effect.

Caster M a x . Rough Time toLevel Radius Circumf. Walk*

2 4 90 yards 566 yards 5 rounds25 180 yards 1131 yards 1 turn2 6 540 yards 2 miles 3 turns2 7 1.25 miles 8 miles 2 hours28 6 miles 38 miles 9 hours29 12 miles 75 miles 18 hours**30 25 miles 157 miles 38 hours**

* for a human in clear terrain and weather** requires multiple marching days

Upon casting, the area inside the circle instantlygrows thick with grass and small shrubs, much likescrub plains. The vegetation does not emerge fromsolid stone, but it arises from any soil, no matterhow rocky, sandy, or dry. Though the duration of

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the spell is listed as permanent, the vegetation cre-ated is normal and retains no magical enchantment.It covers the land forever or until it dies from lack ofmoisture, brushfire, erosion, etc. If cast in conjunc-tion with an alter climate spell, the vegetation cangrow and last longer.

The material components for this spell are thestaff and the dagger. Both vanish after the casterhas walked the circumference.

Storm Legion (Alteration)

Sphere: Elemental (Air or Water)Range: 300 yardsComponents : V, S , MPreparation Time: 30 daysDuration: SpecialCasting Time: 5 turnsArea of Effect: SpecialSaving Throw: None

With this spell a priest can magically transport alarge army via a natural storm system. The stormitself must be of natural, nonmagical origin� eithera sand, wind, or lightning storm.

During the preparation time, the priest must care-fully measure the winds and the storms of the region,spending at least four hours per day in observation ofthose conditions. The spell cannot be cast until a nat-ural storm gathers over the subject army.

The number of Hit Dice that can be affected bythe storm legion spell is determined as follows:

Priest Level Hit Dice

2 3 9 02 4 180

25 3002 6 500

2 7 900

2 8 1 ,5002 9 2 ,400

3 0 3 ,600

All creatures, living or undead, can be trans-ported by this spell. They must gather around thepriest when the spell is cast, in military formations.

Upon casting, the storm�s winds and blowingsands dissolve the soldiers within the area of effect.In a matter of a few rounds, their forms are com-pletely gone, their essence removed to the cloudsabove. All material possessions, magical and other-wise, are dissolved with the soldiers.

The caster is similarly dissolved, but he alone re-tains consciousness. During their journey, the casterhas control over the storm�s direction. A storm canusually travel between 10 and 40 miles per hour.Once over the desired target, the spell ends and thecaster and army literally rain out of the skies.

Descending as drops of blood, bone, and tissue,the fragments reassemble themselves in ten roundsinto the individuals they once were. During this timeindividuals are completely helpless and vulnerableto attack. Any physical attack made on the incom-plete form of a storm soldier destroys it�it will neverreform. The caster reassembles similarly, and is justas vulnerable to attack. Once the ten rounds pass,the subjects are in exactly the relative positions theyhad when taken up into the storm, with the sameequipment as before.

If the spell is dispelled while the storm is still inmotion, all those carried within are slain. Once cast,the storm cannot be altered by other weather affect-ing magic.

The mater ia l component for th is spel l i s thestandard or insignia of an army that was detestedduring a storm.

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Tenth-Level SpellsCleanse (Invocation)

Sphere: CosmosRange: TouchComponents : V, S , MPreparation Time: 45 days minimumDuration: PermanentCasting Time: 1 dayArea of Effect: Creature touchedSaving Throw: None

This spell lets the priest �reset� another charac-ter�s alignment after it has somehow changed. Thepriest invokes the favor of powerful beings within thedesired alignment to accept the character who hasstrayed back into the ranks. Usually a priest is soughtout by another character (or that character�s friends)whose alignment has somehow changed. The priestmust be of the character�s original alignment.

During the preparation time, the repentant char-acter must try to avoid his present alignment anda s p i r e t o h i s o r i g i n a l a l i g n m e n t � m o s t o f t e nthrough inaction, but good role-playing should be abonus for a player character. Meanwhile, the priestcontacts a powerful being of the appropriate align-ment. Powerful beings aligned to good/evil or law/chaos exist in the outer planes. Powerful beings of aneutral alignment reside mainly in the inner, ele-mental planes. Particularly powerful creatures, suchas advanced beings, spirits of the land, or otherAthasian beings, may also be suitable, at the DM�sdiscretion.

The priest contacts the being either magically,psionically, or physically three times during thepreparation period, once every 15 days after prepa-ration has begun. The contact is brief butprobing�the priest must plead his case with thepowerful being. Since priest and being are of thesame alignment, the contact is never hostile, thoughit may not be successful. Based on the sincerity of

the character desiring change, the priest�s belief inthe character, and the player�s role-playing, theDM decides if the meeting is successful. If not, thepriest must make contact again after 15 days. Afterthree successful meetings, the spell may be cast.

After casting, both character and priest placethemselves at great risk. If the priest has acted inany way contrary to his alignment, or if the repent-ant character has not done all he can to �changehis ways� during the preparation time, the spellgoes drast ica l ly wrong. The pr ies t immediate lychanges alignment to match that of the repentantcharacter, and that character immediately loses halfof his accumulated experience to date. Once thishas occurred, nei ther character may employ acleanse spell ever again. If the DM is convinced thatboth pr ies t and repentant character have actedproperly, the spell works and the character regainshis original alignment.

This spell relies on the role-playing of the charac-ters and the DM�s interpretation of events and mo-tivations. The DM plays the part of the powerfulbeing, watching out for the best interest of its align-ment. Flagrant disregard for alignment while underthis intense scrutiny should cause the spell to fail.Use the three meetings of the preparation period toupdate the characters on their progress�a series offailed meetings should dissuade them.

The material component for this spell is a magicalitem usable only by a character of the priest�s align-ment. It is destroyed when the spell is cast.

Insect Host (Conjuration/Summoning:)

Sphere: Elemental (Air)Range: 300 yardsComponents : V, S , MPreparation Time: 7 daysDuration: 1 dayCasting Time: 1 turnArea of Effect: SpecialSaving Throw: None

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When this spell is cast, cloud upon cloud of fly-ing, biting insects swarm to the priest to serve him.Unlike insect plague, these insects are magically cre-ated, so the spell can be cast where there are no nat-ural insects. Each insect is extremely small, barelythe size of a pea, but, by the thousands or even mil-lions, they cause horrendous destruction.

During preparation, the priest clearly pictures theinsects to be conjured and the kind of destructionthey will inflict. This requires secluded concentra-tion for the entire period.

When cast, the priest calls one cloud per levelabove 15th. Each cloud is roughly a sphere with aradius of five yards and contains many thousands ofindividual insects. Each cloud has MV 24 and iscompletely under the priest�s control. Each can per-form a di f ferent task, provided it remains withinrange of the caster.

Creatures caught within a cloud can see no morethan five feet away. Spellcasting is impossible. Eachcreature sustains 5 hp of damage per round in thecloud, regardless of Armor Class, and invisibility isno protection. All creatures with 4 HD or less auto-matically run away from the cloud, scattering. Allthose less than 8 HD check morale to avoid doingthe same. The priest cannot affect only selected in-dividuals within a cloud.

A cloud descending on crops devours its volumeper turn, wiping out whole fields in a few hours. For-ests are likewise ruined. In a city or village, thetownspeople panic while the insects destroy all un-protected foodstuffs and all wooden and tarp con-struction. Several clouds can easily surround agroup, or they can block a road.

The insect host can be dissipated by dispel magic.

It can also be blown back with a powerful, magicalwind, dispersed for a time by an air elemental, ortemporarily held off with smoke, though the latterwill only work for a few rounds. Area effect magicsuch as fireball can destroy large numbers of themagical insects, but individual attacks have very lit-tle effect.

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The material component for this spell is a blownglass model of a locust or other insect, filled withgem dust (100 gp minimum).

Planar Vassal (Summoning)

Sphere: CosmosRange: 0Components: V, SPreparation Time: SpecialDuration: 7 daysCasting Time: 1 turnArea of Effect: Creature summonedSaving Throw: None

This spell lets the priest capture an outer planarcreature of opposite alignment and force it into tem-porary servitude. The priest selects the type of crea-ture desired before the preparation time begins. Itsalignment must be directly opposite the caster�s, as

follows: lawful is the opposite of chaotic, good theopposite of evil, and neutral has no opposite. Forexample, a lawful good priest must select a chaoticevil being. True neutral priests cannot cast this spell.

During preparation, the priest must cast a gatespel l to ca l l the creature to the Pr ime Mater ia lplane. Because the creature called for may or maynot step through the gate�and even if it does, itmay immediately attack the priest�the preparationis hazardous. When the creature of opposite align-ment arrives, the priest must personally subdue it,without help from others. Once the priest inflictsdamage equal to half the creature�s hit point totalby any means, he can cast the planar vassal spell.

Upon casting, the planar creature immediatelybecomes a discontented vassal of the priest. Hegrumbles and complains about duties, but performsthem, albeit slowly at times. The vassal obeys theletter of all commands but tries to violate their spiritwhen feasible. The planar vassal has no obligationto protect the priest unless so ordered. Planar crea-tures with the power to call others of their kind can

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be ordered to do so, but those new creatures are inno way controlled by the priest. Once the seven dayshave passed, the planar creature most likely (75%chance) attacks the priest; otherwise it simply re-turns to its home plane.

Other planar creatures may notice their associ-ate�s absence and come to investigate. Also, oncethe creature is free again, it plots its revenge�-wisepriests see to it that their planar vassals are them-selves slain carrying out their duties. But those thatsurvive are usually very long-lived and never forgetan enemy.

Note: Outer planar creatures are described in theM o n s t r o u s C o m p e n d i u m O u t e r P l a n e s A p p e n d i x .

Prolific Forestation (Alteration/Conjuration)

Sphere: CosmosRange : 0Components : V, S , MPreparation Time: 30 daysDuration: SpecialCasting Time: SpecialArea of Effect: SpecialSaving Throw: None

With this spell the priest causes a grove of trees tomagically appear. During preparation the priest de-votes eight hours per day for 30 days to the fashion-ing of a staff from a tree of life, a materialcomponent that may be di f f icul t to obtain . Thepriest carves the staff perfectly smooth with a dia-mond dagger, and cannot undertake any other taskduring the eight-hour period.

The spell�s area of effect is a circle with a maxi-mum radius that varies by the caster�s level. Thepriest may affect a smaller radius if desired. The ter-rain must have no other trees; if it does, the spellfails. To cast the spell, the priest thrusts the dia-mond dagger into the ground at the center of thecircle, then moves with the staff to the circle�s edge.The priest then walks around the area of effect,

dragging the staff along the ground. The staff magi-cally ensures that the priest walks a perfectly circularpath, eventually returning to where he started. Thepriest must walk (not run, fly, or levitate), though hemay use magical means to speed that walk. Inter-ruptions lasting more than a single round negate thewalking, and it must be started again. If the daggerat the center of the circle has been disturbed, thespell fails, so a priest often places a guard over it.When the circle is completed, the spell is cast. Thetable shows the distance to be walked based on thearea of the spell.

Caster Max. Rough Time to Trees

Level Radius Circumf. Walk in Grove*

27 30 yards 188 yards 2 rounds 14028 60 yards 377 yards 4 rounds 56029 120 yards 754 yards 7 rounds 2,250

30 240 yards 1507 yards 13 rounds 9,000

* approximately; can vary as much as 20%

The forest consists of mature trees 1-4 feet in di-ameter, spaced 3-6 yards apart. The forest canopy,thick with foliage, towers 30 to 120 feet. This spellcreates no brush or undergrowth for the forest; itsfloor is the same terrain type as before the spell. Thespacing of the trees hinders the movement of hugeor gargantuan creatures; smaller creatures moveunimpeded.

Unlike the prolific vegetation spell, the trees cre-ated have magical protection against natural de-struction for one year per caster level. Natural firesor lightning do not affect them; lack of water or oth-er harsh weather cannot kill them. Defiler magicstill destroys them normally, as can any directed at-tack that would affect normal trees.

The material components for this spell are thestaff and the diamond dagger. Both disappear whenthe spell is cast.

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Silt Bridge (Alteration)

Sphere: Elemental (Earth)Range: TouchComponents : V, S , MPreparation Time: 45 daysDuration: 7 days/levelCasting Time: 5 turnsArea of Effect: SpecialSaving Throw: None

With this powerful spell, the priest can temporari-ly turn a vast area of the Sea of S i l t into sol idground. This spell cannot be cast elsewhere.

During the preparat ion t ime, the pr ies t mustspend at least six hours per day flying over the silt tobe altered, sprinkling it with bone dust. Unlike mostpsionic enchantments, interruptions during a day�sactivities can be tolerated, provided the priest doesspend six hours during each day in preparation.

Once cast, the mixture of bone and silt hardens to

form a solid surface. The area solidified is a rectan-gle 100 yards across, and its length is one mile percaster level above 20th. Multiple castings can createlonger bridges.

The hardened area can support any amount ofweight, since it is solid from the surface down to thebottom of the Sea of Silt. If it is gouged or attacked,it acts exactly like bone. When the spell durationends, the bone softens over a period of just threerounds back into its original silt�those standing onit likely disappear beneath the surface.

The material component for this spell is a largeamount of bone dust. The caster must assemble atleast 50 pounds of bone dust per day of preparation,or 2,250 pounds altogether. Generally, a humanoidcreature has 25 pounds of bones. Larger creatureshave 25 pounds per Hit Die. The caster need notgather or grind these bones himself, nor does prepa-ration time include this.

Rift (Alteration, Conjuration/Summoning)

Sphere: CosmosRange: 0Components : V, S , MPreparation Time: 60 daysDuration: 3 daysCasting Time: 10 turnsArea of Effect: Sphere 360 yards around casterSaving Throw: None

With this spell, the priest magically brings theNegative Material plane closer to the Prime Mate-rial plane, creating a rift between the two, centeredupon himself. The priest first spends the lengthypreparation time studying undisturbed for at leastfour hours per day, reading scrolls and books aboutthe planes. Upon casting, all undead in the area ofeffect gain nine times their original hit points as�phantom� points for the duration of the spell. Forinstance, a simple 5-hp zombie gains an additional45 phantom hit points for three days. In combat, thephantom points are taken off first, then the actualhit points, until the undead creature is slain.

The area of the rift moves with the caster, possiblyplacing some undead out of the sphere or encom-passing others as he moves. Phantom points aregained immediately upon entering the sphere, andthen only once per creature per casting. The casterhas no control over which undead receive the benefitof the phantom hit points; all undead in the sphereare so affected

The material component for this spell is an obsid-ian goblet containing the ground bones of a deadnecromancer.

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Clairsentient DevotionsEnvironment

Power Score: I n t - 2

Initial Cost: 5

Maintenance Cost: 0Range : unlimited

Preparation Time: 0Area of Effect: na

Prerequisite: none

This power lets the psionicist get a sensory imageof the present surroundings of a particular unlivingitem. The psionicist need not have any idea wherethe object is when the power is used, but he mustconcentrate on a specific, familiar item. For in-s tance , �my fr iend�s metal dagger� i s f ine , but�the nearest metal dagger� is not.

The ps ionic is t rece ives an a l l - round sensory�snapshot� from the item�s surroundings: visual,olfactory, aural, and temperature signals. Thepower itself gives no notion of direction or distanceto the item in question, though the character canoften deduce its location from the sensory signals.

If the item has been destroyed before the power isused, the check automatically fails. A concealeditem (for example, in a pocket) gives a black visualimage and insignificant olfactory, aural, and tem-perature signals.

Power Score� The psionicist receives a a full min-ute of observation, getting all the same sensory im-ages listed above.

20� The psionicist gets images from a similaritem, but not the one he wishes.

Feel Moisture

Power Score: W i s - 3

Initial Cost: 5

Maintenance Cost: 1Range : 0

Preparation Time: 0

Area of Effect: 90-yard sphere

Prerequisite: none

As its name implies, with this power the psionicistcan feel the presence of water within the area of ef-fect. The power in dictates all characters, creatures,and plants in the area as having moisture, plus anyconcentration of one gallon or more. The psionicistcan feel the rough nature of the water, plus its direc-tion and distance. The amount and its accessibilitydepends on the terrain and what the DM knowsabout the local water supply.

Power Score� The psionicist retains the powerwithout a maintenance cost for the next four hours.

20� The psionicist receives false feelings thatmost likely don�t indicate water.

Predestination

Power Score: W i s - 3

Initial Cost: 20

Maintenance Cost: 5 per year

Range : Touch

Preparation Time: 1 hour

Area of Effect: 1 creature

Prerequisite: precognition

This power lets the psionicist predict the generaldestiny of a single creature. That destiny is based onthe current s i tuat ion only�future act ions maychange the target�s predicted destiny.

Before making the power check, the psionicist

must spend a full hour alone with the subject (orisolated if he is using the power on himself). The twoconverse about the past and present, and the sub-ject makes known his plans for at least the immedi-

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ate future. If the subject is not completely honestwith the psionicist, the power check automaticallyfails.

The DM makes the power check secretly. If suc-cessful, the psionicist gains a broad understandingof the target creature�s prospects for one year in thefuture. The DM evaluates the target and give ageneral statement of one or two words. �Favor-able� or � great riches� are appropriate responses,as are �little change� or even �possible death.�The power gives no greater detail.

Spending additional power points gives a greatertime span, though accuracy is still vague. Each fiveadditional PSPs extends the prediction range byone year.

When the DM does not clearly understand thetarget�s future, broader statements must be applied.The subject creature and the psionicist are bothaware that these predictions are subject to change.The psionicist�s impressions are based solely on� p l o t i n e r t i a � � g e n e r a t e d b y p a s t a n d p r e s e n tevents.

Power Score�The psionicist may peer twice asfar into the future as normal.

20� Character sees either great fortune or certaindeath (DM�s opt ion) regardless of present cam-paign situation.

Trail of Destruction

Power Score: W i s - 2Initial Cost: 10Maintenance Cost : 3Range : 0Preparation Time: 0Area of Effect: 90-yard radiusPrerequisite: aura sight

Using this power, a psionicist can detect the pastuse of defiling magic in the area. The Athasianwinds and sands can blur the ash of defiler destruc-tion in a matter of hours, but the power shows where

defiling magic has been used within the past month.The sites illuminate for the psionicist�s eyes only. Thepsionicist gets an accurate impression of the magic�spower (the level of the defiler spell cast) and how longago it was cast (to the nearest day). The psionicistlearns nothing about the spell type or the caster.

Power Score�The psionicist gets a clearer pic-ture of the past events, including the type of spellcast and its effects.

20� The psionicist gets an impression of all thedefiling magic ever cast in the area, which is so greatthat he cannot pick out which are more recent.

Weather Prediction

Power Score: I n t - 2Initial Cost: 10Maintenance Cost: naRange : 0Preparation Time: 0Area of Effect: naPrerequisite: precognition

With this power a psionicist can accurately predictthe weather conditions for his present location. Theforecast reaches 24 hours into the future, giving thepsionicist precise knowledge of temperature, windspeed and direction, cloud cover, and any naturalstorms. The character also becomes aware of anychanges in the weather pattern during that period.

This power only predicts natural ly occuringweather, not magically induced conditions.

Power Score� The psionicist receives accurate in-formation one week in advance, but for his presentlocation only.

20� The psionicist receives completely erroneousinformation that he believes is accurate.

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Psychokinetic DevotionsCompact

Power Score: W i s - 1

Initial Cost: 4

Maintenance Cost : naRange : 10 yards

Preparation Time: 0

Area of Effect: specialPrerequisite: none

With this power a psionicist can take any nonliv-ing material and compact it into a smaller size. Thematerial retains its original mass, but its substanceis compressed. Each use of this power can compact10 cubic feet of material into one cubic foot of space(volumes smaller than 10 cubic feet are reduced bynine tenths). The material can be gaseous, liquid,or solid, and reacts to temperature changes normal-ly while compacted. It will remain compact for 24hours. Then it quickly expands to its original size,exerting tremendous force.

When expanding, the mater ia l forces i t s wayaround existing things. For instance, an expandingboulder on a surface of sand causes no damage, butcompacted water poured into the cracks of stone se-verely damages the stone when it expands. If careful-ly applied, each cubic foot of compacted materialscan cause as much as 25 structural points of dam-age on expansion. A creature that ingests compact-ed materials takes 1d20 points of damage per ouncetaken in when the material reexpands. Expansion isquick, but not explosive.

As a side effect of compaction, the material re-ceives a +4 bonus to all item saving throws.

Power Score� The material is actually compactedby 20 times instead of the normal 10 times.

20� The material does not compact, but instead

becomes extremely hot, possibly destroying itselfand causing burn damage to those around it.

Concentrate Water

Power Score: Con -3Initial Cost: 10

Maintenance Cost: 0

Range : 0

Preparation Time: 0Area of Effect: 10-yard sphere

Prerequisite: telekinesis

This power lets the psionicist collect all moisturewithin the area of effect as water in a single contain-er. The amount collected depends on the local ter-rain type.

Sandy wastes, dust sink, or salt flats: 1d3 -2 gal-

lons (minimum 0).Rocky badlands, stony barrens, or boulder fields:

1d4 -1 gallons.Mountains or scrub plains: 1d6 -1 gallons.Verdant belts or forest: 1d8 +1 gallons.The psionicist must hold the container while us-

ing the power. If the container is too small to holdthe water collected, or if it is leaky, the excess spillsonto the ground.

The power only collects uncollected vapor anddroplets around the caster. Free-standing water in aglass, pool, or other container is not collected. Itdoes not adversely affect plants or animals in thearea. The drying effect on any local flora becomesevident in the next few days, but most Athasianplants can survive the temporary loss of groundmoisture.

Power Score� The distance around the psionicist

af fected is increased, e f fect ively doubl ing theamount of water collected.

20� The power also collects a large portion of wa-ter from the psionicist�s own body, inflicting an im-mediate loss of half his hit points.

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Ghost WritingPower Score: W i s - 2Initial Cost: 8Maintenance Cost: 3Range : unlimitedPreparation Time: 0Area of Effect: single pagePrerequisite: molecular manipulation

With this power a psionicist can write messageson blank paper, parchment, or papyrus at a dis-tance. The sheet can lie by itself, among many oth-ers, rolled into a scroll, etc. The psionicist mustknow of the sheet�s existence and its present loca-tion. (If the sheet is no longer where the psionicistremembers it, the power automatically fails.) Thepsionicist mentally darkens the sheet in a thin, con-tinuous line, forming, with time and effort, letters,words , and sentences . After a successful powercheck, the character can form up to five words perround. The psionicist receives no clairvoyance dur-ing the power�s use�he does not get an impressionof whether or not the intended people read his mes-sage, only that it has been so written. Anyone canread the message once transmitted.

Power Score�The psionicist can write 15 wordsper round.

20� The psionicist believes the power is workingcorrectly, but is actually writing gibberish. Initialcost and maintenance points are lost.

Opposite Reaction

Power Score: Con -1Initial Cost: 5M a i n t e n a n c e C o s t : 0Range : 90 yardsPreparation Time: 0Area of Effect: single missilePrerequisite: project force, ballistic attack

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Acting upon a single missile attack, this powerblasts energy of equal power from the missile in theopposite direction, presumably striking the attacker.The miss i le must be physica l , not magical . Thepsionicist must see the missile and use the power asit is being fired. For bow and crossbow weapons, anarrow of force automatically strikes the archer, caus-ing damage as if it were the missile itself. For spears,chatkcha, and other thrown weapons, the missile offorce must make a successful attack roll, using thethrower�s THAC0, to hit. If it misses, it may strikeothers standing behind the original thrower, such asranks in military formation. This power has no ef-fect on the physical missile fired�the missile func-tions normally. If the physical missle is flaming ormagically enhanced, the blast of energy does notgain those attributes.

Power Score� The blast of energy is so great that,in addition to its normal effects, it may break the fir-ing weapon�the bow or crossbow, or the arm of thethrower. Items may save vs. crushing damage. Crea-tures get a Constitution check to avoid damage.

20� The force is instead added to the originalphysical missile�if it hits, it inflicts double damage.

Teleport Object

Power Score: I n t - 3Initial Cost: 30 +Maintenance Cost: naRange: 10 yardsPreparation Time: 0Area of Effect: naPrerequisite: teleport

This power is identical to teleport and teleportother, except that it teleports objects. This is muchmore difficult for materials than it is for living crea-tures. The item to be teleported must be a singlepiece and weigh no more than 100 pounds. Metal isharder to teleport, and costs double its true weightfor this calculation. Obsidian is harder still, count-

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ing triple. PSP cost and difficulty increase with dis-tance, according to this table.

Initial Power ScoreDistance C o s t Modifier

10 yards100 yards1,000 yards10 miles100 miles1,000 miles10,000 milesinterplanetary

3 0 +135 04 0 - 150 - 36 0 - 570 - 7100 - 7200 - 1 1

If the power check fails, the points are still ex-pended and the item is unaffected.

Power Score� The item is temporarily strength-ened during teleportation�for the next 2d6 days itsurvives all item saving throws.

20� Some different item of similar value to thepsionicist is teleported to oblivion.

Psychometablolic DevotionsCarapace

Power Score: IntInitial Cost: 5Maintenance Cost: 1/ drounRange : 0Preparation Time: 0Area of Effect: personalPrerequite: none

The psionicist can change his own or another�sphysical form with this power, creating a chitinousexoskeleton. However, because the skin is heavilydamaged in the process, this is generally a last resortto keep a character alive.

The process causes great discomfort. The outerlayer of skin turns to very hard, insect-like material,with a huge carapace that gives more protection tothe back and head. Any clothing or armor must beremoved before the power is used�clothing is torn

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and ruined, while armor causes the power to fail.Once changed, the character gains a natural AC 2on his limbs and front and AC 0 on the back andhead. Dexterity immediately drops by 10 points, butafter ten rounds of getting used to the new joints,the penalty is halved to -5. The character can stillbe recognized from the front, but his features arecontorted and twisted.

Once maintenance is ended, the character pain-fully transforms. The exoskeleton breaks away overfive rounds, taking most of the skin with it. Thecharacter emerges bloodied, with hit points equal tolevel (or 1 if he was already severely wounded) andneeding at least a full day�s rest.

Power Score� The character suffers no Dexterityloss.

20� The in i t ia l t ransformat ion i s worse thanusual�the character must make a system shockcheck or die.

Forced Symmetry

Power Score: I n t - 2Initial Cost: 12Maintenance Cost : 0Range : 20 yardsPreparation Time: 0Area of Effect: individualPrerequite: none

With this power the psionicist can force a creatureinto perfect symmetry in order to temporarily causeor heal damage. Most creatures, including all theplayer character races, are laterally symmetrical inarrangement; that is, they have two halves that areroughly identical. This power lets the psionicistchoose one of the halves and make it identical to (amirror image of) the other. For instance, a psionicistcan choose to make a one-eyed man completelyblind or sighted in both eyes with this power.

In terms of existing combat damage, a creatureprobably has more damage to one half than the oth-

er; the psionicist can take advantage of this and in-crease the overall damage to the victim, but can nomore than double the original damage. In reverse,the psionicist can duplicate the less damaged half,reducing damage possibly to zero. The DM decideshow much damage is inflicted or healed. Once em-ployed, the power affects the creature�s entirebody�selected portions cannot be exempted. Afterrounds equal to the psionicist�s level, the creatureresumes its normal form, though all damage inflict-ed in the meantime remains. Items carried by thecreature are unaffected.

This power can have greater effect on creaturesthat are radially symmetrical (a starfish, for exam-ple). The psionicist can pick one portion and makeall the others duplicate it, temporarily.

Power Score� The change becomes permanent.20� The psionicist duplicates the wrong half.

Pheromone Discharge

Power Score: IntInitial Cost: 5Maintenance Cost: l/roundRange: 0Preparation Time: 0Area of Effect: personalPrerequite: none

This power lets the psionicist�s skin give off bene-ficial odors that affect lower insects. Only insects ofanimal intelligence are so affected, but their impres-sions of the psionicist can be controlled to a greatdegree. The psionicist can masquerade as any typeof insect, or any class of insect within a society. In ahive, the psionicist can impersonate a worker, sol-dier, even a queen, changing whenever he likes.Changing his odor to that of another insect speciesusually draws an attack, which may be useful to thepsionicist as a diversion. Any insect of greater thananimal intelligence immediately sees the psionicistfor what he really is.

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The ps ionic is t can a lso perform rudimentarycommunication with controlled pheromone releases.He can send rudimentary information but has nomeans to interpret the answers received.

Thri-kreen regard this power as most distasteful,a savage abuse of psionics against the near perfectorder of common insect life.

Power Score� The psionicist can maintain thepower without PSP cost for 4d6 hours.

20� The insects are so taken with the psionicistthat they cover him with attention, possibly suffocat-ing him if he doesn�t receive assistance.

Return Flight

Power Score: Con -1Initial Cost: 3Maintenance Cost : naRange : 0Preparation Time: 0Area of Effect: single missilePrerequisite: none

This power lets the psionicist make a single missileautomatically return if it misses its target. Any com-mon missile weapon may be affected, from an arrowor crossbow bolt to a spear, chatkcha, sling stone, oreven ballista bolt. The maximum weight of the mis-sile is 10 pounds, so most catapult missiles are ineli-gible. The power relies on the aerodynamics of themissile, so unbalanced objects (chairs, mugs, smallcharacters) don�t work.

The psionicist must touch the missile and thenfire it within two rounds� otherwise the power islost. The psionicist must fire the missile, using hisTHAC0 for the attack roll.

If the missile is usually thrown, it returns to thepsionicist�s hand if it misses its intended target. Ifthe missile is fired from a weapon, such as a bow orballista, the missile returns and gently land at thepsionicist�s feet. This power removes the chance foran accidental hit on other enemies near the intended

target�once the missile fails to hit the intended vic-tim, it veers off for its return flight.

Power Score� The missile continues to home onits target, making a new attack each round with thepsionicist�s THAC0, without ever returning to thepsionicist.

20� The missile automatically misses the targetand makes an attack instead on the psionicist, usinghis own THAC0!

Rigidity

Power Score: Con -2Initial Cost: 8Maintenance Cost: 3/ drounRange : 30 yardsPreparation Time: 0Area of Effect: individualPrerequisite: immovability

This power stiffens the joints and musculature ofthe affected creature, slowing it gradually until itcan barely function. Only man-sized creatures orsmaller can be affected. Most undead, such as skel-etons and zombies, are affected, but non-corporealcreatures are not.

The power�s effectiveness is measured in stages.The first stage is attained after the initial cost andsuccessful power check. The second stage is reachedon the first round that the power is maintained, andthe third stage on any rounds maintained after that.After maintenance stops, the creature gradually re-covers its agility, one stage per round until normal.

T o H i t I n i t ACS t a g e Penalty Penalty Penalty

1 + 1 - 2 - 12 + 3 - 4 - 43 + 6 - 7 - 7

Affected creatures have difficulty communicatingphysically, and their powers of observation are se-

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verely impared. Spellcasters cannot perform somat-ic and verbal components if beyond stage one.

Power Score� The power achieves stage three onthe victim immediately.

20� The power affects the psionicist instead.

Strength of the Land

Power Score: Con -2Initial Cost: 10Maintenance Cost : 2/roundRange : 10 yardsP r e p a r a t i o n T i m e : 0Area of Effect: individualPrerequisite: lend health, share strength

This power lets the psionicist tap into the strengthof the local spirit of the land, lending that strengthtemporarily to one other creature. The affected crea-ture gains 25 �phantom�� hit points (the next 25points of damage taken come off these rather than itsown hit points); a +3 bonus to attack and damagerolls, regardless of the weapon used; and an auto-matic 25% magic resistance. These benefits remainin effect until the psionicist ceases maintenance.

There is always the danger of arousing the spirititself, especially if its strength is being used for de-struction of its domain. The base chance of havingto explain oneself to the local spirit of the land is5%. The DM may modify this chance according tothe situation. The encounter itself should be role-played.

Power Score�The effects last five rounds aftermaintenance is cut off.

20� The land has been recently defiled, and hasno strength to lend. Initial cost is still spent.

Psychoportive DevotionsEthereal Traveler

Power Score: Wis -4Initial Cost: 15Maintenance Cost: 2/ drounRange: 0Preparation Time: 0

Area of Effect: personalPrerequisite: none

With this power the psionicist can psionically tele-port himself to the ethereal or to any border etherealregion. With this psychoportation the psionicistsimply ceases to exist in the prime material planeand begins to exist in the ethereal, but only in anethereal form�the psionicist�s physical form is tem-porarily lost.

I n e t h e r e a l f o r m , t h e p s i o n i c i s t c a n n o t b eharmed�ethereal objects pass through one anothereasily. The psionicist cannot, in turn, harm othercreatures or objects, or even pick them up or movethem about.

The psionicist cannot directly teleport to the innerplanes beyond the ethereal, but he can move there inethereal form by simply crossing the border ethereal.Once he leaves the ethereal he regains his physicalform and the power is ended. Otherwise, the powerends when he stops paying maintenance, and hisbody rematerializes exactly where it was before.

More information on the prime material, ethere-al, border ethereal, and inner planes is given in thePriests section.

Power Score� The psionicist can maintain ethe-real form for 24 hours without paying maintenance.

20� The psionicist collides unexpectedly with ademiplane in the ethereal; the power fails and thepsionicist takes 4d4 points of damage.

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Telepathic Devotions

Acceptance

Power Score:Initial Cost:Maintenance Cost :Range :Preparation Time:Area of Effect:Prerequite:

Int102/turn30 yards0specialnone

This power lets the psionicist make one or moreindividuals docile and passive in captivity. Thepsionicist gains no special control over the creatures,but their strong emotions associated with captivityare nullified.

The power affects the psionicist�s level in Hit Diceof creatures, provided they are in range. If more HitDice than that are in range, the smaller creaturesare affected first (excess Hit Dice are lost). Crea-

tures under this power do not escape, attack, starvethemselves, or disobey basic commands (to move,sleep, work, etc.). They are not charmed and haveno love of their captors.

The creatures remain under the power as long asthey stay in range and the psionicist continues topay the maintenance cost. Especially harsh treat-ment may cancel out the power�s effectiveness. Al-l o w m i s t r e a t e d c r e a t u r e s a s a v i n g t h r o w v s .paralyzation in such circumstances.

Power Score� The affected creatures automati-cally betray their own previous escape plans, andthey betray each other to the psionicist.

20� The captive creatures become bent on escapeand disrupt their captor�s plans until they escape orare slain.

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Alignment Stabilization

Power Score: W i s - 1Initial Cost: 15Maintenance Cost: 10/day

Range : 10 yardsPreparation Time: 0

Area of Effect: individual

Prerequisite: none

This power lets the psionicist keep one half-giant onthe same alignment. While stabilized, the half-giantdoes not change his alignment. The psionicist cannotchange the half-giant�s alignment, only keep it fromchanging. A half-giant willingly submits to this powerif informed about it�at any given instant, a half-giantis convinced that his current alignment is the best pos-sible, and has no argument about keeping it that way.When maintenance ceases, the half-giant most likelywon�t notice or care.

Power Score� The maintenance cost is only 5 per

day.20� The psionicist becomes confused about his

own alignment, equivalent to a confusion spell.

Beast Mastery

Power Score: W i s - 3

Initial Cost: 2 0

Maintenance Cost: specialRange: 10 yards

Preparation Time: 0

Area of Effect: individualPrerequisite: none

A psionicist uses this power to gain control overpsionic beasts. This telepathic devotion is only avail-able to psionicists of 21st level or greater.

This power controls only psionic creatures of ani-mal, semi-, or low Intelligence (1-7). It does not af-fect humanoids or undead. Of the creatures already

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presented for DARK SUN� campaigns, these canbe controlled with this power:

F r o m t h e D A R K S U N b o x e d s e t :

Silk Wyrm

From MC 12, Terrors o f the Desert :Animal, Household�CriticAntloid, Desert�DynamisBeetle, AgonyCat, Psionic�Tagster and TigoneCistern FiendCloud RayDrake�Air, Earth, Fire, and WaterErdlandFloaterKirreMegapedePterraxRazorwingSilt RunnerSpider, CrystalZhackal

F r o m o t h e r M o n s t r o u s C o m p e n d i u m s * :

BehirWyvernGobl in Spider (MC 6, Kara-Tur Appendix)

* Only if these creatures are given psionic powers.

Other creatures of the DM�s creation can also becontrolled, provided they fit this pattern.

On a successful power check, the psionicist gainscontrol over the creature for the rest of that day. Themaintenance cost for this power equals the crea-ture �s Hit Dice in PSPs per day. The maximumnumber of creatures the psionicist can control isequal to his level above 20th. Once the power isended, the controlled creature wanders away towardits natural habitat.

While controlled, the creature uses all abilities asthe psionicist wishes. The creature must still eat,and if taken out of its natural environment, it may

perish i f not proper ly cared for . Creature andpsionicist share an empathic link (free of cost). Ifcreature and psionicist become separated by morethan 300 yards, the power fails.

If a controlled creature is slain, the psionicist suf-fers its loss severely. He immediately takes hit pointsof damage equal to the dead creature�s original HitDice. The psionicist must save vs. paralyzation orbe knocked unconscious for 1d20 rounds.

Power Score� The psionicist gains a natural af-finity for this creature. If he ever initiates this powerfor this creature in the future, he need only expend 5PSPs as an initial cost.

20� The attempt fails and the psionicist can nev-er attempt to control this creature again.

Focus Forgiveness

Power Score: Wis -3Initial Cost: 10Maintenance Cost: 2/hourRange: 30 yardsPreparation Time: 0Area of Effect: individualPrerequisite: none

This power acts on one dwarf, temporarily sup-pressing his overriding need to pursue a focus.While it is maintained, the dwarf forgets his currentfocus, and even the need to work toward a focus�very un-dwarflike behavior. The dwarf loses all ben-efits he had for pursuing his focus while under theinfluence of this power.

If the target dwarf encounters other, focusseddwarves, he considers their behavior bizarre. Otherdwarves see him as insane, but the target politelyignores suggestions that he is acting abnormally.

No dwarf willingly submits to this power. If thepower check fails or when it is no longer maintained,he most likely reacts with violence toward the psioni-cist, if he can identify the culprit.

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Power Score� The maintenance cost i s mere lyone PSP per hour.

20� Not only does the power check fail, the dwarfknows exactly who the psionicist is and immediatelyattacks.

Impossible Task

Power Score:Initial Cost:Maintenance Cost :Range :Preparation Time:Area of Effect:

Prerequisite:

W i s - 110S/day10 yardsspecialindividualnone

This power forces the victim to think that a givengoal is unachieveable, regardless of the reality of thesituation. The psionicist must be familiar with thevictim and what he is trying to accomplish. Thepower must be directed at one particular task, some-thing easily described. The task can be simple, like��travel from Tyr to Altaruk is impossible,�� or morecomplicated, such as �further study in magic will befruitless. The victim acts accordingly�other char-�acters cannot convince him that his task is possible.If the psionicist cannot narrow down the task effec-tively, describing it in just a few words, the DM cannullify the effects.

This power can have no effect on a dwarf�s focus.However, other tasks the dwarf is undertaking canbe affected.

Power Score� The power las ts for one monthwithout maintenance cost.

20� The victim is instead made to believe that hisgoal is easily accomplished and redoubles his effortsto complete the task.

Insect Mind

Power Score: I n t - 2Initial Cost: 7

Maintenance Cost : l/round

Range : 0

Preparation Time: 0

Area of Effect: personal

Prerequisite: none

With this power the psionicist attunes his mind tobe like that of an insect. This makes dealing withinsects easier both psionically and personally.

The psionicist does not suffer the -6 penalty forcontact with an insect or arachnid mind while thispower is maintained. He instead receives a -6 pen-alty for contact with non-insect minds, and they suf-fer that same penalty when contacting him.

Also , wi th a greater understanding of insectthinking, the psionicist gains a +2 bonus to hisCharisma score when dealing with insects. Con-versely, he suffers a -2 penalty to his Charismascore when dealing with non-insect minds.

This power is commonly used when dealing with

thri-kreen. Ambassadors to thri-kreen nations usu-ally bring along a psionicist with this power. Thepower does not confer the ability to communicate�other powers must be employed. This power can bemaintained while other powers are being used.

Power Score� The psionicist gains incredible in-sight into insect thinking, and gains the benefit ofthis power without maintenance cost for 24 hours.

20� The psionicist attains insectoid intellect, but isperceived as a drone or worker�insects simply won�tlisten and may attack if the psionicist is persistent.

Mysterious Traveler

Power Score: W i s - 1

Initial Cost: 2

M a i n t e n a n c e C o s t : 0Range : 60 yards

Preparation Time: 0

Area of Effect: personal

Prerequisite: none

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This power begins a contagious rumor about thepsionicist�s whereabouts and direction of travel.T h e s u b j e c t s t a k e e x t r a o r d i n a r y n o t i c e o f t h epsionicist� dress, appearance, mannerisms�andspend an entire day remarking about the travelerthey have seen. Their memory is entirely accurateexcept when it comes to his direction and mode oftravel. A subject may say he was an �extraordinaryelf, who made his way south out of town on theM�k e caravan� to one acquaintence, then insist anhour later that he �ran from town to the north-west.�� All characters within the power�s area of ef-fect cont inue these rumors a l l day, except thatcharacters who personally know the psionicist areunaffected. Unaffected people who hear the rumormay pass it along normally.

The power can throw pursuers off the right track.Used in a city�s market, the collective rumors quicklyplace the psionicist all over town. Used among no-madic elves, the psionicist might be rumored to beanywhere among the Seven Cities in a matter of days.

Power Score� The ��mysterious traveler�� rumorcontinues for three full days.

20� �People in the area of effect are so taken withthe psionicist that they try to follow him for 24hours.

Reptile Mind

Power Score: I n t - 1Initial Cost: 5Maintenance Cost: 1/ drounRange : 0Preparation Time: 0Area of Effect: personalPrerequisite: none

This power lets the psionicist suppress his higherthinking processes, allowing his primitive, reptilianbrain to take over.

While this power is maintained, the psionicistdoes not suffer the -4 penalty for contacting a rep-

tile mind. He does suffer a -4 penalty when tryingto contact non-reptilian minds, as they do trying tocontact him.

The psionicist�s outward intelligence is severelyreduced while the power is maintained. He cannotconverse normally, and only responds to stimulisuch as hunger, danger, territoriality, and reproduc-tion. Among his reptilian peers, however, he is a ge-n i u s . T h e p o w e r d o e s n o t l e t t h e p s i o n i c i s tcommunicate with rept i les ; th is requires otherpowers. This power can be maintained while otherpowers are being used.

Power Score� Reptiles of animal intelligence inthe area of the psionicist immediately accept him astheir superior. They openly submit to his will for theduration of the power.

20� The psionicist is automatically noticed by allreptiles in the area, regardless of intelligence, andthey see him as an intruder on their territory.

True Worship

Power Score: W i s - 1Initial Cost: 5Maintenance Cost: naRange : 10 yardsPreparation Time: 0Area of Effect: individualPrerequisite: none

The psionicist can pinpoint the focus of worshipfor any individual character with this power. Thepower gives the psionicist different information, de-pending on the class of the target creature.

Cleric: The power identifies the cleric�s elementalsphere of worship.

Templar: The power identifies the sorcerer-kingwhom the templar worships.

Druid: The power indicates the general nature ofthe druid�s guarded lands, but not their location.

Non-priest: The power correctly identifies thecharacter as such. The psionicist knows the charac-

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Large 2

Huge 4

Gargantuan 8

Smaller insects contribute fewer PSPs, but theirnumbers often more than make up for this. ThePSPs are gained instantaneously; even if the insectsmove away before they are all used, the psionicistkeeps them. The psionicist is taking advantage ofthe species-mind common among insects; the insectswithin range do not lose any psionic PSPs when thepsionicist uses this power.

Power Score� The psionicist gains double thenormal number of PSPs.

20� All other insects within range immediatelyseek out the psionicist and attack.

Psionic Residue

Power Score: W i s - 3Initial Cost: 15M a i n t e n a n c e C o s t : 0

Range : 0Preparation Time: 0

Area of Effect: 30 yardsPrerequite: none

This power lets a psionicist collect PSPs after ex-penditure of PSP fs rom other characters or creatures.Whenever PSPs are spent, a residue of psionic energyremains in the area, permeating the prime, astral, andethereal planes in the vicinity. The residue fades after

five rounds. When the power is used, the psionicistimmediately adds PSPs to his total equal to 1/10 of allPSPs expended by other characters within the area ofeffect within the preceding five rounds. (Round frac-tions down.) PSPs expended by the psionicist himselfaren�t counted.

Power Score� The psionicist gains a bonus 10P S P s .

20� The psionicist instead gives back 1/10 of thePSPs spent to the characters who spent them.

ter�s devotions and faith, if any, and also that hedoes not worship to gain magical spells.

This spell cuts through most deception. A tem-plar masquerading as a cleric, or a druid wishing topass unnoticed as such, cannot escape identifica-tion. The power does not indicate if the character isdual-or multi-classed, nor does it tell the character�slevel or alignment.

Power Score� The psionicist knows the focus ofworship for all characters within range.

20� Until he gains another level, the psionicistcannot use this power on the intended individual.

Metapsionic DevotionsH i v e m i n d

Power Score: W i s - 1

Initial Cost: 2

M a i n t e n a n c e C o s t : 0Range : 60 yards

Preparation Time: 0

Area of Effect: personalPrerequisite: none

This power is only available to thri-kreen charac-ters, other insects with psionic powers, and otherpsionicists who use the insect mind telepathic devo-tion (see above). With hivemind, the psionicist candraw upon the mental energies of a host of his insectcomrades to temporarily increase his PSPs.

Thri-kreen can gain PSPs from other thri-kreenof the same pack within range. Other insects gainPSPs from their own kind within range. Charactersusing insect mind can choose one variety of insectwithin range to draw upon. All those within rangelend an immediate bonus to the psionicist�s PSPs,according to their size.

Size PSPs

TinySmal lMan-sized

0 .010 . 11

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Dragon of Tyr

CLIMATE/TERRAIN: AnyFREQUENCY: Very RareORGANIZATION: Solitary

ACTIVITY CYCLE: AnyDIET: OmnivoreINTELLIGENCE: High to Supra-genius (13-20)

TREASURE: VariesALIGNMENT: Varies

NO. APPEARING: 1ARMOR CLASS: VariesMOVEMENT: Varies

HIT DICE: VariesTHAC0: VariesNO. OF ATTACKS: Varies

DAMAGE/ATTACK: VariesSPECIAL ATTACKS: See belowSPECIAL DEFENSES: See below

MAGIC RESISTANCE: VariesSIZE: VariesMORALE: Fanatic (17-18)XP VALUE: Varies

Extremely powerful (20th-level) human and half-elven defiler/psionicistscan progress to even greater power if they choose to transform themselvesinto dragon form. To begin the transformation, the would-be dragon castsa dragon metamorphosis spell. This potent incantation is the first use adragon makes of psionic enchantment. Most aspiring dragons lock them-selves away and perform their metamorphoses in secret.

After the spell is successfully cast, the dragon drastically changes in bothhis powers and his physical appearance. Each stage of the metamorphosisis extremely painful. The exact appearance of the dragon differs with thelevel attained by the defiler, but the defiler will gradually grow in height andweight, take on reptilian features, and, eventually, lose all trace of its hu-manity. When the metamorphosis is complete, the dragon will be roughly40 feet long and weigh 50,000 pounds (25 tons), with massive wings andalmost impenetrable scales.

Once a character becomes a dragon, he gains certain benefits instantly.Dragons are immune to the effects of time. They no longer age and willnever die of �natural causes.� Also, a dragon gains the ability to under-stand and speak any language�this innate ability functions like a tonguesspell. This is a side effect of the psionic enchantment they employ to trans-form themselves.

Combat: The exact combat abilities of a dragon differ as it grows in sizeand power. This information is presented on a chart at the end of thisentry, but a brief overview of the creature�s general abilities is providedhere.

As a dragon advances, it retains all psionic powers it had previously andgains more. With every level advancement, the dragon gains one addition-al science and one additional discipline. He also gains psionic strengthpoints for every level advancement just as described in the Complete Psi-onics Handbook.

In order to employ the devastating power of psionic enchantment, eachdragon employs an obsidian orb as a focus. The orb itself is not magical,but is essentially a material component that is required for each psionicenchantment the dragon employs. A dragon can create any number ofobsidian orbs and leave them in various places. Rarely is a dragon withoutan orb. However, before reaching a new level, the dragon must swallow allexisting activated orbs as part of the material component for the dragonmetamorphosis spell. Lack of an orb does not interfere with the dragon�sability to cast spells below 10th level or with psionic ability.

As dragons become more powerful, they can employ their deadly clawsin combat. Even at their most rudimentary stage of development, thesetalons are extremely deadly. Also, the dragon eventually develops a savageset of teeth with powerful jaws, giving it a horrible bite attack. When its tail

grows long enough, it becomes a sweeping bludgeon. Finally, the dragongains a devastating breath weapon, a cone of superheated sand 5� wide atits base, 50' long, and 100' in diameter at the far end.

A dragon�s hide and scales become harder and more invulnerable ateach stage of metamorphosis. This is reflected by a sharp improvement inArmor Class, a resistance to non-magical weapons, and overall magic re-sistance.

These magical items presented in the Dungeon Master�s Guide can af-fect character dragons:

Potion of Dragon Control: If such a potion fruit is found in a DARKSUN� campaign, it works against any dragon. Control lasts for 5d4rounds.

Scroll of Protection�Dragon Breath: The scroll functions just as de-scribed in the DMG.

Sword +2, Dragon Slayer: In DARK SUN campaigns, this swordfunctions against any dragon, regardless of its level.

Spells: From Tome of Magic, two spells specifically concern dragons.Dragonbane functions just as described in that volume. Age dragon hasno effect on DARK SUN dragons because they are effectively immortal.

Habitat/Society: Having attained 20th level, human and half-elvendefiler/psionicists can choose to undergo a bizarre and painful metamor-phosis from human to dragon. Once begun, the metamorphosis cannot bestopped except by the character�s death.

All sorcerer-kings of the Seven Cities are at least 21st-level dragons.Though the monarchs have pursued these powers for many centuries, theyare only becoming dimly aware that a similar process can also occur withespecially powerful preservers (see Avangion). Many are still skeptical.

From the 25th through 29th levels, the ascending dragon goes through aterrible rampaging period, brought on by the incredible pain that wracksits body during these final stages. No longer man but not yet a dragon, itsneed to end the process drives it nearly mad. Its original reason is super-seded by an indomitable lust for destruction. The dragon destroys vegeta-tion and animals that do not directly serve its quest for power andadvancement.

©1992 TSR, Inc. All Rights Reserved.

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Dragon of Tyr

Ecology: Defilers who have earned sufficient experience points to advanceto the next stage must successfully cast the dragon metamorphosis spell.Once cast, the defiler�s physical form mutates drastically, becoming lesshuman and more dragon.

The exact material components, preparation time, and casting time dif-fer depending on the level the defiler is about to achieve. The spells aregrouped by level into low, middle, high, and final metamorphosis.

Low (21st, 22nd, and 23rd level): The defiler is merely beginning themetamorphosis. The preparation for casting at these levels requires accessto ancient documents, tablets, and scrolls that have never been studied byanother defiler. Such materials must be studied for at least eight hoursevery day for an entire year. The material components must include vastriches (at least 10,000 gp worth of jewels, gems, coins, or artistic treasures),a huge structure where the transformation might take place, and no fewerthan 1,000 Hit Dice of living creatures for the life-leeching process. Theriches vanish and the living creatures are slain one heartbeat after the defil-er begins casting. The spell is cast from the deep interior of the structurewhere the caster will actually transform. No other beings may be present atthe instant of casting.

Middle (24th, 25th, and 26th level): The preparation time extends to twoyears. During this time, the caster visits a powerful creature on an elemen-tal plane for three days of every 15. The material components includefewer riches (at least 5,000 gp) but more living creatures (no fewer than2.000 Hit Dice). A new structure must be built. which can be used for allthree middle level transformations.

Dragon Ability Charts

Lvl HD* A C T H A C 021 3 0 + 1 0 ? 1122 3 5 + 1 0 ? 1023 38+ 10 ? 924 4 0 + 1 0 4 825 4 2 + 1 0 01 726 4 5 + 1 0 - 2 1 527 4 8 + 1 0 - 4 1 328 5 2 + 1 0 - 6 2 129 5 6 + 1 0 - 8 2 - 130 6 1 + 1 0 - 1 0 2 - 3

* dragons use 4-sided Hit Dice1 can be hit only by +1 or better magical weapons2

can be hit only by +2 or better magical weaponsa now has a �jumping� movement rate of 5 (should be 6)b

now has a �flying� movement rate of 18 (C)c now has a �flying� movement rate of 45 (A)

Claws Bite Breath Tail Move M RNil Nil Nil Nil ? NilNil Nil Nil Nil ? NilNil Nil Nil Nil ? Nil

2d10 Nil Nil Nil 15 Nil2d10 4d12 Nil Nil 15 Nil

2 d 1 0 + 5 4d12 Nil Nil 1 5 a Nil2 d 1 0 + 5 4d12 10d12 Nil 1 5 a Nil

2 d 1 0 + 1 0 4d12 10dl2 5d10 1 5 a 2 0 %2 d 1 0 + 1 0 4d12 20d12 5d10 1 5 b 40%2 d 1 0 + 1 5 4d12 25d12 5d10 1 5 c 80%

Note: Regardless of level, a dragon saves as a 21 + level wizard.

Level 1 2 3 420 5 5 5 521 5 5 5 522 5 5 5 523 5 5 5 524 5 5 5 525 5 5 5 526 6 6 6 627 6 6 6 628 6 6 6 629 7 7 7 730 7 7 7 7

Spells Available5 65 45 45 55 55 55 55 56 66 66 67 7

7 8 9 103 3 2 14 4 2 14 4 3 15 5 3 25 5 4 25 5 5 25 5 5 36 5 5 36 6 6 36 6 6 47 6 6 4

High (27th, 28th, and 29th level): The high levels of dragon metamor-phosis must take place on either an elemental or the astral plane. No struc-ture or riches are required, but the caster must travel to the plane of choicewith no fewer than 200 Hit Dice of living creatures from the Prime Materi-al plane. The living creatures must be no fewer than 10 Hit Dice each andmust willingly travel to the plane and participate (i.e., die) in the casting.Casting time IS 24 hours, and at least three powerful beings from thatplane must cooperate for that time.

Final (30th level): This stage requires no preparation time and but asingle material component; the slain body of a good creature defeated insingle combat. The victim must be intelligent, have at least 20 Hit Dice,and be capable of casting 9th-level wizard spells or 7th-level priest spells.The spell must be cast over the fallen victim within one hour of the defeat:the casting time is one turn.

The Dragon of TyrThe dragon listed in the DARK SUN� boxed set is a completely meta-

morphosized dragon of 30th level. The great dragon is a ferocious animalwith tremendous psionic powers. Because no contenders have challengedthe authority of the great dragon in many centuries, common tradition hasheld that there is only one dragon.

However, because the Tyr region is actually only a small part of a muchlarger world, there are probably other dragons in distant realms. Whetherthe great dragon is aware of other distant dragons, only it knows for certain.

©1992 TSR, Inc. All Rights Reserved

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Elemental, Clerical

CLIMATE/TERRAIN: A n yFREQUENCY: Very rareORGANIZATION: Solitary

ACTIVITY CYCLE: AnyDIET: OmnivoreINTELLIGENCE: Varies

TREASURE: VariesALIGNMENT: Varies

NO. APPEARING: 1ARMOR CLASS: VariesMOVEMENT: Varies

HIT DICE: VariesTHAC0: VariesNO. OF ATTACKS: Varies

DAMAGE/ATTACK: VariesSPECIAL ATTACKS: See belowSPECIAL DEFENSES: See below

MAGIC RESISTANCE: VariesSIZE: VariesMORALE: Champion (15-16)XP VALUE: Varies

A human dual-classed cleric/psionicist who attains 20th level can chooseto pursue a strange and mysterious path that ultimately transforms himinto an elemental being of tremendous power. Once the cleric begins thisalteration, he can never stop it. Only his death prevents him from becom-ing an elemental being.

The elemental form taken is that of the original cleric�s focus of worship.Thus, an earth cleric transforms to an earth elemental, an air cleric to anair elemental, etc. The disciplines necessary to specialize in one form ofelemental magic prohibits crossover from one elemental form to another.

During the transformation process, clerical elementals can switch be-tween human and elemental forms. They do not age in elemental form, butthey continue to age in human form. A character who reaches elementalform at 30th level can no longer switch and becomes permanently fixed inelemental form.

Combat: A cleric of this power in human form retains the abilities that hehad prior to his journey along the road to transformation. Thus, he maycast spells and employs psionic powers as a 20th-level cleric. Any magicalitems or similar abilities that the cleric had are retained as well.

In elemental form, an individual of this type has the abilities and statis-tics of either a standard elemental (as described in the Monstrous Com-pendium Volume One) or a greater elemental (as described in theMonstrous Compendium DARK SUN� Appendix). In elemental form,the cleric has access to the spells and psionic powers that he had prior tothe transformation, but he gains no benefits from any form of magicalobject. All abilities are now based on the elemental entry appropriate to thecharacter�s level as presented on the table at the end of this entry.

Each time the cleric assumes elemental form, its Hit Dice are rolledanew. As the creature attains greater levels of power, the cleric is entitled toHit Die re-rolls for certain numbers. For example, an elemental cleric rolls10 Hit Dice and has rerolls on 1, 2, and 3. Assume that ten 8-sided dicegive rolls of 1,2,2,3,4,5,5,6,8, and 8. The four dice that rolled 1,2,2,and 3 are re-rolled until they don�t read 1, 2, or 3. If they finally came up4, 5, 6, and 7, the elemental�s hit points would total 58. See the table at theend of this entry for details.

Damage taken in either of the cleric�s forms is erased after transforma-tion. A cleric who is wounded down to 1 hit point in human form rollscompletely new hit points for the elemental form. When he returns to hu-man form, he is completely healed of damage. If the cleric is ever reducedto 0 hp in either form, of course, he dies.

Normally, an elemental cleric cannot be summoned, though he can becontrolled, and that control can be stolen. When summoning spells areemployed, other, less-willful elementals from the appropriate plane answer

the call. A special spell could be researched to summon a specific elemen-tal, even an elemental cleric, but such magic does not presently exist�thespell would have to be created under the rules governing magical research.

Devices that can control or govern the actions of elementals can affectclerics. Only magical items can control elemental clerics. Four of the mostcommon means of gaining control over an elemental cleric are the bowlcommanding water elementals, brazier commending fire elementals, cen-ser controlling air elementals, and stone of controlling earth elementals.When properly employed, these devices can control an elemental cleric ofthe appropriate type. The cleric gets a saving throw to ignore the effects.Otherwise, it is controlled, just as described in the Monstrous Compendi-ums. Once freed, the cleric can attack or ignore the controller as desired.

A ring of elemental command attuned to the cleric�s elemental plane canbe used to full effect against the cleric. The affected cleric can be held at a5� distance or even charmed.

A scroll of protection�elementals works against elemental clerics just asnoted in the DMG.

As an elemental cleric gains power, it learns the ability to summon lesserand standard elementals. The first of these new powers, conjure lesser ele-mental, is identical to the spell of the same name presented in the Mon-strous Compendium, DARK SUN Appendix. Eventually, the cleric gainsthe special ability, conjure elemental, identical to the spell of the samename in the DARK SUN Rules Book. The number of times that thesepowers can be used per day appears on the table at the end of this entry.

These conjured elementals need not be controlled, nor can their controlbe stolen from the elemental cleric. They obey the cleric�s every thoughtwhile on the Prime Material plane.

Habitat/Society: The most potent of elemental clerics are powerful enoughin their own right to be important personages on their elemental plane.Therefore, from time to time, their services are called for on those planes,and they must return there until their business is concluded.

An elemental cleric�s transformation is quite different from thatof other advanced beings. The cleric can attain full elemental form even atthe lowest levels, though only for a limited time. The time the cleric can

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Elemental, Clerical

spend as an elemental and his relative power increase as he becomes moresolidly anchored to his chosen elemental plane. At any given time, thecleric will either be fully elemental or fully human. Since there is no gradualchange between the two forms, it is not termed a metamorphosis, but rath-er a transformation.

An elemental cleric must assume elemental form exactly once per day.Less-powerful elemental clerics retain human form for all but a short peri-od during a day. More powerful elemental clerics only retain human formfor half the day or less. The most powerful clerics abandon human formaltogether.

The cleric may decide when during the day to take on his elementalform. For this purpose, a game day begins and ends at midnight. If thecleric fails to decide, his body transforms at the last moment possible. Forinstance, an cleric who must assume elemental form for two hours a daybut hasn�t transformed earlier changes two hours before midnight.

The transformation takes one round, during which time the cleric�s bodytakes on an ethereal form. Only weapons that can affect ethereal bodiescan harm him. Successful attacks at this time use his human characteris-tics (Armor Class, hit points, etc.). The elemental cannot act or defendwhile transforming.The cleric cannot control his transformation back into human form. It

takes place after the cleric has spent the entire required duration in elemen-tal form. The transformation takes one complete round, during which timethe cleric cannot act. The cleric takes on ethereal form for the round, soattacks that don�t reach into the Ethereal plane cannot harm him. Thoseattacks that can do so affect his elemental form (Hit Dice, Armor Class,magical resistance, etc.). As with the transformation into elemental form,the cleric cannot defend himself while in flux. Once the transformation iscomplete, the cleric reverts to his full human hit points.

Athasian Elementals

Complete data on Athasian elementals appears in the Monstrous Com-pendium, DARK SUN� Appendix, Terrors of the Desert. That workrefers to information on elementals presented in the Monstrous Compen-dium Volume One. Because elemental clerics take on the form and abilitiesof those elementals, and can summon them, keep the appropriate Mon-strous Compendium pages handy.

Elemental Clerics Ability Tables

Lvl Hit Dice/Variety HD Re-rolls21 8 HD Standard �22 12 HD Standard �23 12 HD Standard 1,224 16 HD Standard �

25 16 HD Standard 1,226 10 HD Greater 1,2,327 10 HD Greater 1,2,3,428 14 HD Greater 1,2,329 14 HD Greater 1,2,3,430 18 HD Greater 1,2,3,4

Lvl indicates the level of the Cleric.

Time Summons1 turn �

3 turns �

1 hour �2 hours �4 hours �

6 hours Lesser (1)8 hours Lesser (2)12 hours Lesser (3)16 hours Greater (1)24 hours Greater (3)

Hit Dice/Variety indicates the exact type of elemental form that the clericwill assume upon transformation.HD Re-rolls indicates Hit Dice roll results that may be re-rolled whengenerating the elemental form�s hit points.Time is the length of time that the Cleric must remain in elemental formfollowing transformation.Summons indicates the type of elementals that may be summoned while inelemental form. The number in parentheses indicates the times per daythis ability can be used.

Priest Spell ProgressionSpells Available by Level

Level 1 1 0

20 9 �

21 9 �

22 9 �

23 9 �

24 9 �

25 9 �

26 9 1

27 9 1

28 9 1

29 9 2

30 9

299999999999

399999999999

4 5 6 7 88 7 5 2 19 8 6 2 19 9 6 3 29 9 7 3 29 9 8 3 29 9 8 4 39 9 9 4 39 9 9 5 49 9 9 6 49 9 9 7 49 9 9 8 4

9���

12222333 3

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Avangion

CLIMATE/TERRAIN: AnyFREQUENCY: Very rareORGANIZATION: Solitary

ACTIVITY CYCLE: AnyDIET: OmnivoreINTELLIGENCE: High to Supra-genius (13-14)

TREASURE: VariesALIGNMENT: Varies

NO. APPEARING: 1ARMOR CLASS: VariesMOVEMENT: Varies

HIT DICE: VariesTHAC0: VariesNO. OF ATTACKS: Varies

DAMAGE/ATTACK: VariesSPECIAL ATTACKS: See belowSPECIAL DEFENSES: See below

MAGIC RESISTANCE: VariesSIZE: M to L (6-12�)MORALE: Fanatic (17-18)XP VALUE: Varies

In the entire known history of the Tyr region, there has never been a pre-server who has advanced far enough in experience to mimic the metamor-phosis of defilers and become an advanced being. But it is possible.

The transformation forces the preserver to pass through a series of stepsthat lead from human to avangion, but where the defiler/dragon metamor-phosis is characterized by massive destruction and great pain, thepreserver/avangion blend is a more serene, peaceful process of light, water,and the life-giving properties of the dying world of Athas.

Only humans who are dual-classed 20th-level preservers and psionicistscan proceed from 21st to 30th level as an avangion. The transformation istime-consuming and difficult, but ultimately rewarding.

A preserver who transforms into an avangion undergoes a series of mag-nificent changes. In the earliest stages of this metamorphosis, the avangionretains almost all human characteristics. Closer to the ultimate form, theflesh becomes radiant silver, and wide, elegant gossamer wings sprout.Eventually, the preserver�s arms and legs become less and less useful. In theend, the legs are too fragile to support body weight, the arms too delicatefor anything but fine manipulation.

Like dragons, avangions are effectively immortal. The passage of longperiods of time mean nothing to their physical form. Avangions also havethe following spell-like abilities, which are permanently active: tongues,know alignment, ESP, and detect lies.

Combat: Avangions are not fond of physical combat. They are generallyphysically weak and depend upon their powerful magics and potent psi-onics to defend themselves. Among the most powerful weapons of theavangion is its ability to employ psionic enchantment. The spell chart atthe end of this entry indicates the magic available to the avangion at thevarious levels of progression. Further, an avangion has the powers of apsionicist of equal level.

Another powerful ability is the gradual development of a magical aura.This aura is visible as a bright light that radiates from the creature�s gleam-ing body. When it first manifests, the aura acts as a protection from evilspell and also dissipates any magical darkness on contacts. Later, it causesall evil creatures within to suffer as if they had been hit by a ray of enfeeble-ment. Ultimately, it becomes an almost impenetrable defensive barrier, act-ing as a massive globe of invulnerability.

Habitat/Society: Unlike dragons, avangions go through no animalisticstage where they lose their mental faculties. On the contrary, as an avan-gion progresses through the stages of its metamorphosis, its intellect in-creases, marked by increases in its Wisdom score (presented on the chartat the end of this entry).

These extremely powerful creatures are concerned with adventures ofepic proportions�they have the power and influence to do so. They are thefirst of their kind in recorded history, a focus of change toward good, andperhaps are the most powerful good creatures on Athas.

Advanced beings like the avangion are extremely powerful, but largenumbers of lesser creatures can still bring them down. The downfall ofmany dragons is their inability to work as a team. Avangion certainly at-tract followers in campaign play, though they must leave these people forstretches of time during their metamorphosis.

Ecology: Avangions and dragons are arch-enemies who seek each other outfor battle whenever possible. Clashes between such powerful creatures canhave horrible side effects and often end in stalemates. In such battles, thedragon generally takes a wholly offensive tack, whereas the avangion em-ploys more subtle strategies and defensive tactics.

A preserver on the road to becoming an avangion must employ the pre-server metamorphosis spell at each stage of advancement in level andpower. The preserver changes physical form drastically upon the spell�scompletion, each time bridging approximately one-tenth the gap betweenhuman and full avangion form.

The exact material components, preparation time, and casting time de-pend on what level the preserver is about to achieve (grouped by level intolow, middle, high, and final metamorphosis).

Low (21st, 22nd, and 23rd levels): As the next level draws near, a callingwithin leads the preserver to leave the company of his fellows and seekisolation. For low-level metamorphosis, the preserver must gather physicalremains of the enemies of life, usually those of high-level defilers-theirbodily remains, destructive belongings or artifacts, ash from their spellcast-ing, etc. These items must be gathered during the preserver�s period ofisolation as evidence of a devotion to life and the land. The spell must thenbe cast at night, beneath the light of both Athasian moons. Any interrup-tion results in spell failure. The preserver may have other characterspresent during casting.

Middle (24th, 25th, and 26th levels): The preserver advancing throughthese intermediate levels hears another calling for isolation. The materialcomponents at the middle levels are gifts gathered from no fewer than three

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Avangion

powerful good creatures during isolation. Obviously, the powerful crea-tures realize the consequences of contact for the preserver, so they leave thegifts after the preserver achieves extremely dangerous or important goals.The material component for the spell (not consumed in casting) is a singletree or bush personally saved by the preserver from defiler magic destruc-tion. The casting time is 12 hours. The preserver must cast the spell in aforest or area of dense vegetation�at the time of casting, there must beliving vegetation for at least one mile in all directions, untainted by defilerash or evil creatures.

High (27th, 28th, and 29th levels): Unlike previous eve a advancements,the preserver has no calling toward isolation at high levels, but insteadmust collect a core group of companions, no fewer than eight in numberand of at least 10 levels or Hit Dice each. All the companions must be ofgood alignment. The preserver must spend the preparation time with thesecharacters. The material components are a single gift from each of thecompanions in the core group. During the casting of the spell, the pre-server must have the aid of a single companion for the entire ceremony. Ifthe companion is not absolutely good, the spell fails and the companion isslain in the release of failed magical energy. Companions cannot repeat theprocess with a single preserver�new companions must be found for eachof 27th, 28th, and 29th levels.

Final (30th level): To cast this spell, the preserver must make an area oflush vegetation (crops, scrub grass, forests, or any combination) at least

five miles in diameter. At the time of casting, the lush lands must be free ofevil creatures. The material components are a diamond, of no less than10,000 gp value, with which to capture the life-giving qualities of sunlight;a large stone tomb; and a perfectly sealed glass case built around bothpreserver and tomb. The casting time is one round. Once the spell is cast,the preserver/avangion, diamond, and stone tomb disappear, bound forplanes unknown. After many months, perhaps as long as two years, theavangion returns, wholly transformed, to the glass case. If the glass case IS

damaged in the meantime, the avangion is lost to oblivion.

Avangion Ability Charts

L v l H D * A C I m m u n e T H A C 0 M o v e M R A u r a B o n u s2 1 1 0 + 1 1 9 � 10 ? 1 0 % Nil Nil2 2 1 0 + 1 2 8 + 1 10 ? 15% Nil Nil2 3 1 0 + 1 3 7 + l 9 ? 2 0 % Nil Nil2 4 1 0 + 1 4 6 + 2 9 ? 25% Nil Nil2 5 1 0 + 1 5 4 + 2 8 ? a 3 0 % Nil Nil2 6 1 0 + 1 6 2 + 3 8 ? b 4 0 % Nil Nil

27 10+17 0 +3 7 c 0 d 5 0 % N i l + 1 W i s2 8 1 0 + 1 8 - 2 + 5 7 c 0 e 6 0 % 90f + 1 W i s2 9 1 0 + 1 9 - 4 + 5 5 c 0 e 7 0 % 1 50g + 1 W i s3 0 1 0 + 2 0 - 6 + 5 5 c 0 h 8 0 % 2 001 +2 Wis

* avangions use 4-sided hit dice1 can be hit only by +1 or better magical weapons2 tan be hit only by +2 or better magical weaponsa now has a �flying� movement rate of 24 (A)b

now has a �flying� movement rate of 36 (A)c can no longer wield weapons or make any physical attacksd

can no longer walk, must hover or fly at all timese now has a �flying� movement rate of 48 (A)f the aura of light acts as a protection from evil at this point and dispels any

magical darkness within its listed radiusg the aura of light gains the ability to affect all evil creatures in its radius

with a ray of enfeeblementh

now has a �flying� movement rate of 60 (A)i the aura of light gains the ability to act as a globe of invulnerability

Note: Regardless of level, an avangion saves as a 21 +-level wizard.

Spells AvailableLevel 1 2 3 4 5 6 7 8 9 1020 5 5 5 5 5 4 3 3 2 121 5 5 5 5 5 4 4 4 2 122 5 5 5 5 5 5 4 4 3 123 5 5 5 5 5 5 5 5 3 224 5 5 5 5 5 5 5 5 4 225 5 5 5 5 5 5 5 5 5 226 6 6 6 6 5 5 5 5 5 327 6 6 6 6 6 6 6 5 5 328 6 6 6 6 6 6 6 6 6 329 7 7 7 7 6 6 6 6 6 430 7 7 7 7 7 7 7 6 6 4

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by Timothy B. Brown

EXPLORE THE 10TH LEVEL OF MAGIC.

Only the most powerful characters are destined torule Athas. Warriors with vast armie of followers

campaign for glory; rogues become masters of illusorymagic to further their deadly schemes; spellcasters whocan also master psionics open whole new tomes ofmagic available only to them�the most powerfulspells ever! And not only do they gain greatermagic, the spellcasters take on entirely newforms when they advance beyond20th level�clerics can attainelemental form; preserversmutate into magnificentavangions; defilerscan actually transforminto dragons themselves! Learn of theseadvanced beings, the new magical spellsavailable to them, plus new psionic devotionsand organizations, military vehicles andarmy lists, and more, all within thepages of Dragon Kings!