- TOC- 1 - OVERVIEW ............................................................. 1 Responses to the First Edition ....................................... 1 Special Instructions for DOS Users ................................... 2 Introduction ......................................................... 2 Changes in the DSNHB ................................................. 3 Arrows, Long ......................................................... 5 Equipment ............................................................ 5 Submissions .......................................................... 5 Weapons .............................................................. 5 Circular Saw ......................................................... 6 Weapon-Group Proficiency with Athasian Weapons ....................... 6 Tight Groups ......................................................... 7 Broad Groups ......................................................... 8 Nonmental Weapon Costs ............................................... 9 Nonmental Weapons Rules .............................................. 9 Limitations of the DSRB Rules ........................................ 10 In-depth nonmetal Weapons Rules ...................................... 10 Optional Rules ....................................................... 11 Water Blossom ........................................................ 13 Miscellaneous ........................................................ 14 Amount of food produced from create food and water spell ............. 15 Athasian Names ....................................................... 16 Athasian Names by Letter ............................................. 16 Athasian Names by Race ............................................... 16 A .................................................................... 17 B .................................................................... 18 C .................................................................... 18 D .................................................................... 19 E .................................................................... 19 F .................................................................... 20 G .................................................................... 20 H .................................................................... 21 I .................................................................... 21 J .................................................................... 21 K .................................................................... 22 L .................................................................... 23 M .................................................................... 23 N .................................................................... 24 O .................................................................... 25 P .................................................................... 25 Q .................................................................... 25 R .................................................................... 25 S .................................................................... 26 T .................................................................... 27 U .................................................................... 28 V .................................................................... 28 W .................................................................... 28 X .................................................................... 28 Elf .................................................................. 29 Y .................................................................... 29 Z .................................................................... 29 Dwarf ................................................................ 33 Half-elf ............................................................. 34 Half-giant ........................................................... 36 - TOC- 1 - - TOC- 2 - Halfling ............................................................. 37 Human ................................................................ 38 Mul .................................................................. 44 Other Races .......................................................... 45 Thri-kreen ........................................................... 46 Carving up an Erdlu .................................................. 47 Herbs ................................................................ 47 The Good and the Green: An Examination of Halfling Culture .......... 51 New PC/NPC Generation Methods ........................................ 58 Random Pick Pockets Table ............................................ 59 DARK SUN Strength Table .............................................. 61 Survey of DARK SUN Products .......................................... 61 Survey of DARK SUN Products -- Results ............................... 63 Tattoo Techniques .................................................... 67 The years in a King's Age ............................................ 68 Flintknapping ........................................................ 70 Give Tattoo .......................................................... 70 Nonweapon Proficiencies .............................................. 70 Cerebral Knight ...................................................... 71 Kits & Classes ....................................................... 71 Read/Tie Quipu ....................................................... 71 Athasian Halfling Whistler ........................................... 74 Elemental Healer ..................................................... 76 Empath ............................................................... 78 Sentinel ............................................................. 79 Somniomancer ......................................................... 80 PSIONICS ............................................................. 81 Complete Psionics Handbook: Errata .................................. 82 Psionically Empowered Items .......................................... 82 Clairesentient Powers ................................................ 83 Powers ............................................................... 83 Psychokinetic Powers ................................................. 83 Psychometabolic Powers ............................................... 83 Psychoportive Powers ................................................. 83 Metapsionic Powers ................................................... 84 Murdock's Improved Radar Sense ....................................... 84 Telepathic Powers .................................................... 84 Sense Charm .......................................................... 85 Sense Evil ........................................................... 86 Vader's Suffocate .................................................... 86 Deflection ........................................................... 87 Levitate Others ...................................................... 87 Call Object .......................................................... 88 Enhance Weapon ....................................................... 88 Jedi's Stronger Telekinesis .......................................... 89 Psychic Guidance ..................................................... 90 Enhanced Combat ...................................................... 91 Emperor's Lightning Bolts ............................................ 92 Dimensional Portal ................................................... 93 Dimensional Warp ..................................................... 93 Interchange .......................................................... 94 Backlash ............................................................. 95 Teleport Lock ........................................................ 95 Dreamstalker ......................................................... 96 - TOC- 2 - - TOC- 3 - Hypnosis ............................................................. 97 Improved Psionic Crush ............................................... 97 Psionic Blow ......................................................... 98 Scanner's Mind Blow .................................................. 98 Obscure Defilement ................................................... 99 Prosopagnosia ........................................................ 99 Psylocke's Psychic Knife ............................................. 100 Induce Pleasure ...................................................... 101 Jedi's Mind Focus .................................................... 101 Memory Summoning ..................................................... 102 Oniric Vortex ........................................................ 103 Outer Dream .......................................................... 103 Awaken ............................................................... 105 Dream Sight .......................................................... 105 Mystical Conduit ..................................................... 106 Sleeping Automation .................................................. 106 Psychic Sacrifice .................................................... 107 Postpone ............................................................. 108 Time Flow ............................................................ 109 Psychic Rogue ........................................................ 110 Wild Talent Table .................................................... 111 Wizard spells by level ............................................... 113 Wizard spells by school .............................................. 113 Divination School -- Wizard .......................................... 113 Enchantment/Charm School -- Wizard ................................... 113 Wizard Spells ........................................................ 113 Abjuration -- Wizard ................................................. 114 Alteration -- Wizard ................................................. 114 Conjuration/Summoning -- Wizard ...................................... 114 Illusion -- Wizard ................................................... 114 Invocation/Evocation School -- Wizard ................................ 114 Necromancy -- Wizard ................................................. 114 Level 1 (Wizard) ..................................................... 114 Level 2 (Wizard) ..................................................... 114 Condense Water (Alteration) .......................................... 115 Level 3 (Wizard) ..................................................... 115 Level 4 (Wizard) ..................................................... 115 Mental Rejuvenation (Necromancy) ..................................... 116 Bloody Tears (Necromancy) ............................................ 117 Sand Glass (Alteration) .............................................. 117 Delay (Alteration) ................................................... 118 Mind Bolt (Evocation) ................................................ 118 Ethereal Gate (Alteration) ........................................... 119 Masquerade (Alteration) .............................................. 119 Prosthesis (Necromancy) .............................................. 120 Armeth's Sand Dome (Alteration) ...................................... 121 Unerring Concentration (Abjuration) .................................. 121 Mental Calm (Necromancy) ............................................. 122 Nerve Fire (Evocation) ............................................... 123 Shape Shift (Alteration) ............................................. 123 Project Sensory Effects (Illusion) ................................... 124 Sand Storm (Evocation) ............................................... 125 Sinkhole (Alteration) ................................................ 126 Sword of Force (Evocation/Alteration) ................................ 127 - TOC- 3 - - TOC- 4 - Undead Vengeance (Necromancy) ........................................ 128 Priest spells by level ............................................... 129 Priest spells by pheres .............................................. 129 Priest Spells ........................................................ 129 Priest spells by school .............................................. 130 Divination School -- Priest .......................................... 130 Enchantment/Charm School -- Priest ................................... 130 Invocation/Evocation School -- Priest ................................ 130 Necromancy -- Priest ................................................. 130 Abjuration -- Priest ................................................. 131 Sphere of Air ........................................................ 131 Alteration -- Priest ................................................. 131 Conjuration/Summoning -- Priest ...................................... 131 Illusion -- Priest ................................................... 131 Sphere of Earth ...................................................... 132 Sphere of Fire ....................................................... 132 Sphere of Rain ....................................................... 133 Sphere of Sun ........................................................ 133 Sphere of Water ...................................................... 133 Sphere of the Cosmos ................................................. 134 Sphere of Magma ...................................................... 134 Level 1 (Priest) ..................................................... 134 Level 2 (Priest) ..................................................... 134 Sphere of Silt ....................................................... 134 Level 3 (Priest) ..................................................... 135 Level 4 (Priest) ..................................................... 135 Level 5 (Priest) ..................................................... 135 Level 6 (Priest) ..................................................... 135 Clean (Alteration) ................................................... 136 Narhwal's Blistering Pain (Alteration) ............................... 136 Level 7 (Priest) ..................................................... 136 Enhance Weapon with Fire (Alteration) ................................ 137 Make Flammable (Alteration) .......................................... 137 Mend Bone (Alteration, Necromancy) ................................... 138 Curse non-fire Weapons (Alteration) .................................. 139 Minor Elemental Wall (Alteration, Evocation) ......................... 139 Unerring Concentration (Abjuration) .................................. 140 Water Whip (Evocation) ............................................... 140 Bone Shape (Alteration, Necromancy) .................................. 141 Eyes of the Sun (Alteration) ......................................... 142 Lesser Elemental Wall (Alteration, Evocation) ........................ 143 Thunder Clap (Invocation/Evocation) .................................. 144 Wind Burn (Evocation) ................................................ 145 Breath Silt (Alteration) ............................................. 146 Harm with Fire (Necromancy) .......................................... 146 Cure with Fire (Necromancy) .......................................... 147 Elemental Bonding II (Alteration) .................................... 147 Elemental Wall (Alteration, Evocation) ............................... 148 Etrigan's Cure Serious Wounds with Water (Necromancy) ................ 149 Encase (Evocation) ................................................... 150 Flameform (Alteration/Evocation) ..................................... 150 Harm Elemental (Alteration) .......................................... 151 Heal Elemental (Alteration) .......................................... 151 Sand Storm (Evocation) ............................................... 152 - TOC- 4 - - TOC- 5 - Slippery like Water (Alteration) ..................................... 153 Strengthen Bone (Alteration, Necromancy) ............................. 154 Strengthen Elemental (Alteration, Conjuration/Summoning) ............. 154 Weaken Elemental (Alteration, Conjuration/Summoning) ................. 154 Brittle Stone (Alteration) ........................................... 155 Drown (Conjuring/Summoning) .......................................... 156 Elemental Imbalance (Alteration) ..................................... 157 Greater Elemental Wall (Alteration, Evocation) ....................... 159 Flesh to Salt (Alteration) ........................................... 160 Salt to Flesh (Alteration) ........................................... 160 Solar Sight (Divination) ............................................. 161 Bass's Elemental Domination (Enchantment/charm) ...................... 162 Entomb (Evocation) ................................................... 164 Superior Elemental Wall (Alteration, Evocation) ...................... 165 Flesh to Wax (Alteration) ............................................ 166 Wax to Flesh (Alteration) ............................................ 166 Water Intoxication (Conjuring/Summoning) ............................. 168 Incorporating spells from The Great Net Prayerbook ................... 169 Modified System for Major and Minor Access to Priest Spells .......... 170 Dead Man's Dream ..................................................... 171 MONSTERS ............................................................. 171 Death from Below ..................................................... 173 Ghole ................................................................ 175 Desert Shark ......................................................... 176 Headhunters .......................................................... 178 Hiver ................................................................ 182 Paraelemental, Lesser ................................................ 187 Paraelemental, Standard .............................................. 189 Traplan .............................................................. 191 Insect Swarm: Crystal-wing Butterfly ................................ 193 Spider, Elf-bane ..................................................... 195 Magic Items .......................................................... 197 Behir's Tooth ........................................................ 198 Whip of Climbing and Snagging ........................................ 198 King's Eye ........................................................... 199 Silt Runner Sandles .................................................. 199 Water of Rehydration ................................................. 199 Stilts of Walking .................................................... 200 Bow of Fire .......................................................... 201 Potability Pearl ..................................................... 201 Wand of Wonder ....................................................... 202 Animal Totem ......................................................... 203 Bracers of the Bishop ................................................ 203 Bracelets of Expansion ............................................... 204 Bracelets of Convergence ............................................. 204 Delaron's Sticky Gloves .............................................. 205 Diamond of Domination -- "Al-Rikon" .................................. 205 Gauntlets of Mighty Unarmed Combat ................................... 206 The Indomitable Fauchard-Fork ........................................ 207 The Rebounding Dagger of Ank-Alinay .................................. 207 Lairs & SideTracks ................................................... 208 Spike, the Awl Pike .................................................. 208 B'rohg Lair .......................................................... 209 Bibliography ......................................................... 210 - TOC- 5 - - 1 - OVERVIEWÜ ======== compiled and edited by John M. Martz copyright (c) 1994 This item incorporates or is based on or derived from copyrighted material of TSR, Inc. and may contain trademarks of TSR. The item is made available by MPG-Net under license from TSR, but is not authorized or endorsed by TSR. The item is for personal use only and may not be published or distributed except through MPG-Net or TSR. Introduction Responses to the First Edition Changes in the DSNHB How to submit work to the DSNHB Equipment Miscellaneous Nonweapon Proficiencies Kits & Classes Psionics Wizard Spells Priest Spells Monsters Magic Items Lairs & SideTracks Bibliography Responses to the First EditionÜ ============================== Oooooohhh! Aaaaaaaahhhhh! You've amazed me with the DARK SUN Net Handbook. Fantastic job... there are so many cool things in there that I'll be using starting next week with our next game! I can't wait! : ) Excellent job! -- Ryan E. Lundberg We have recently downloaded and printed your DARK SUN Net Handbook from the ftp site. We must commend you for the amount of time and effort that you must have put into the publication of such a work, it is excellent. As a DARK SUN DM it is good to know that the love of the DARK SUN setting stretches so far. The Handbook will no doubt prove to be a useful tool and add new dimensions to the campaign. -- II Poole 8 Sqn, III Werner 3 Sqn Royal Military College of Canada All I can say is...I'm at a loss for words! It's so cool! dsnhb20, Page # 1 Date 31-1-1995 Tuesday - 2 - -- John McKnight Just wanted to say thanks. I've only had a chance to peruse maybe 10 pages so far, but suffice it to say that I am impressed. Everything I've seen thus far is superior to TSR's commercial efforts... congratulations on a wonderful piece of work. Keep it up. -- James Sneeringer I found your e-handbook on ftp.mpgn.com (ex-Greyhawk). The only thing I can say is that IT'S ABSOLUTELY GREAT !!!!!!!! I consider it one of the best net handbooks that ever appeared: it's complete, clear, well written, really useful for campaigning under the DARK SUN. ----> BEST COMPLIMENTS ! <---- -- Emanuele Sacchi Special Instructions for DOS UsersÜ ================================== If you are reading this message, you are using HELPENG to read the DSNHB. There are at least 2 separate commands (besides those listed at the bottom of your screen) that will aid your interaction with this hypertext version of the DSNHB. First F3 allows you to "return" from a window. This command is most helpful when returning from a PopUp window. For example, clicking on the following word will bring up a PopUp window; use F3 to return to this window afterwards: PHB. Simply clicking on the = character in the upper-left corner of a window will accomplish the same results. Note that if you use F3 from this window, you will close the DSNHB. If you accidentally do so, you may simply use the Files menu above to reopen the document. The second command that will be helpful is F6. This command permits you to "cycle" through windows. For example, click on the next PopUp and follow the instruction: PopUp 1. Simply clicking in the desired window will produce a similar result. Moving windows: If you have a mouse, you can move a window (such as a PopUp window). Simply click on the title of the window and hold the mouse button as you drag the window as you desire. You can try it on this window. Resizing windows: If you have a mouse, you can resize a window (such as a PopUp window). In the lower right of each window, there is a >> in the boarder. Simply click on this character, hold the mouse button, and drag the window to the size you desire. IntroductionÜ ============ WELCOME! The DARK SUN Net Handbook, Second Edition, represents a collection of supplemental material written and compiled for TSR's AD&D campaign setting DARK SUN. I have solicited material for this tome from the AD&D list (ADND-L@PUCC.BITNET), the DARK SUN list (DARK-SUN@LEICESTER.AC.UK), and the AD&D news group (REC.GAMES.FRP.DND). While this handbook bears a copyright date dsnhb20, Page # 2 Date 31-1-1995 Tuesday - 3 - on the title page that applies to the document as a whole, all authors retain full rights to their material included here. As such, I am not responsible for any errors or plagiarism that might appear in any given author's work. Individuals are permitted to distribute this document freely as long as it remains intact (i.e., unaltered and in its entirety). While I have attempted to organize this book in a logical manner, I have made no attempt at constructing smooth transitions between topics. Indeed, this handbook resembles a collection of essays or short stories with little more in common than roleplaying on Athas. I have done my best to minimize them, but I'm sure that this handbook contains mistakes and inconsistencies. I encourage your criticism (both positive and negative) -- it will help this document grow and become more useful. Feel free to contact me personally. As with most supplementary material for AD&D, all rules contained in the DSNHB are optional (as TSR is so fond of reminding us). No DM should feel obligated to adopt anything from this e-tome, nor should any player pressure his or her DM to do so. Indeed, even I would not use everything in this document without modification. While I have encouraged that some authors modify some of the problem items, I left the final decision with each individual author, assuming that others might appreciate them as originally written. Remember, DARK SUN -- and AD&D overall -- is a game, and you should feel free to modify the rules to maximize your enjoyment. Hopefully, the contents of this e-tome will enliven your adventures under the DARK SUN. Have fun. JOHN Changes in the DSNHB How to submit work to the DSNHB Changes in the DSNHBÜ ==================== Just a quick note for all those of you who are familiar with the first edition of the DSNHB (or are curious). The most obvious change in this document is it's presentation. The first edition was distributed in early 1994 in both WordPerfect 5.1 and ASCII formats. This version (the 2nd) is being distributed as a hypertext document native to DOS (with the enclosed program) and Windows, as well as in RTF (rich-text format) and ASCII formats. Note that the RTF and ASCII versions will be compiled from the same code used to create the hypertext documents -- I will do little, if any retouching of these non-hypertext versions. I got many rave reviews about the WP format, so you might wonder why I changed to a hypertext version. Personally, I really like hypertext documents. Hypertext allows me to do things that are impossible in a "standard" document. As you must have noticed already, hypertext permits the construction of links between closely related information. With the simple click of a mouse, you can jump from the description of a Greater Elemental Wall dsnhb20, Page # 3 Date 31-1-1995 Tuesday - 4 - to the description of a "standard" Elemental Wall to reference information need to understand the spell's effects. Another example is the insertion of pop-up links for things such as references; now, when I say PHB, you don't have to flip to my list of abbreviations to find out what it is. With the hypertext version, it is possible to print the entire DSNHB. It is also possible to print sections, rather than the entire document. For example, if the DM decides the players find a scroll containing a previously unknown spell (e.g., Unerring Concentration), he can simply print out the text of that particular spell and hand it to them. Topics can also be saved to files, and the DM can use other programs to alter the fonts, etc. Thus, the reader looses no "functionality"; indeed, you may even find it more convenient to perform these tasks using the hypertext document. However, for those of you who prefer hard-copies, I can compile both RTF and ASCII versions of this document (which I'll make available separately). Another potential benefit is the ability to compile this document into a format readable via the Word Wide Web. If TSR ever constructs a home page on the internet (not a remote possibility given their current relationship with MPG-Net), it would be necessary to construct a hypertext document anyway. Hopefully, this document will help TSR realize the potential benefits of doing so. Imagine how cool a TSR home page would be? Perhaps a nice GIF of a red dragon? A list of topics including old DRAGON magazines; links to documents on all of their game settings; the "meetings" from the latest GenCon . . . the list goes on -- it could be one of the coolest spots on the net (TSR, are you listening to this stuff?). A final factor in my decision to change formats was the fact that WordPerfect, Inc. let me down (and a great many other people) by discontinuing production of the OS/2 version of their wordprocessor. No, I don't want to use the DOS version (tried it -- too many bugs). No, I don't want to use the Windows version (if I wanted to run Windows programs, I'd be using Windows). As such, they lost a loyal user (since about '86), and I switched to DeScribe for OS/2 (a very good program, by the way). Since I know that few of you would be able to read DeScribe documents, and given the reasons above, I felt the time was ripe for a major shift in format. "Now wait a minute," I hear you say, "haven't I seen you posting all over cyberspace about OS/2?" Yes -- I think it's fantastic. So, why isn't this document being released under OS/2's native INF format? Believe me, I really wanted to do it. But, the bottom line is that the help compiler is not public domain as far as I could determine. I posted a couple notes on the appropriate Usenet news groups and wrote the authors of HLPDK/PA repeatedly, asking if they got IBM's approval to include the compiler. Nothing. The only way I can get it is to spend additional money on it, and given the fact that I've already spent money on HLPDK/PA in order to be able to have a tool with which I could write for multiple platforms, including DOS, I can't afford the additional expense. Fortunately, OS/2 can run both the DOS (in a full-screen DOS session) and Windows versions (either full-screen or seamless). Indeed, I can compile the DSNHB into an IPF file (the step prior to compiling into INF) using the software I have -- if some kind sole has access to IPFPC.EXE (the compiler) and wants to help me out by compiling it for me, I'd be eternally grateful. Okay, enough evangelizing. dsnhb20, Page # 4 Date 31-1-1995 Tuesday - 5 - In this edition of the DSNHB, you might notice that I've removed the articles on "The Great Debate" -- whether Athas is another setting's future/past. With the release of more products for the DARK SUN setting, I feel this argument can be laid to rest. The fact that Athas never had and never will have gods (see CSS) is fatal to this argument, in my opinion, given all other settings have gods. Well, just what is new? The answer is a host of things, from new spells (e.g., Bloody Tears) to new kits (e.g., Somniomancer) to new monsters (e.g., Paraelemental, Standard) and much more (e.g., a list of medicinal herbs, a new strength table, etc.). I'll leave these for you to discover. Perhaps one of the most obvious additions is an entirely new section devoted to Lairs & Sidtracks. While still very small, I feel this section had great potential for future development. SubmissionsÜ =========== Individuals interested in contributing material for inclusion in future versions of this handbook should contact the editor via email . Any submission related to the DARK SUN setting or deserts in general will be considered. The most recent version of this handbook is available via ftp at MPG-Net (in the directory /Gaming/fantasy/NetBooks). If you do not have the ability to ftp, you can send requests to any of the number of FTP Mail Servers. EquipmentÜ ========= Psionically Empowered Items Magic Items Nonmental Weapon Costs In-depth nonmetal Weapons Rules Water Blossom Weapons Weapon-Group Proficiency with Athasian Weapons WeaponsÜ ======= Weapon Name Cost Weight Size Type Speed Damage Arrows, Long 5 sp 2 L P 10 2d6+1/2d6+1 Circular Saw 1 gp 5 S S 5 1d4+1/1d4 Cost is based on weapons of metal construction; if made of alternative materials, use rules in DSRB or those presented in the DSNHB (below). Damage and weight are based on metal weapons; nonmetal weapons use adjustments presented in DSRB. Nonmental Weapons Rules Weapon-Group Proficiency with Athasian Weapons dsnhb20, Page # 5 Date 31-1-1995 Tuesday - 6 - Arrows, LongÜ ============ Author: John M. Martz Favored by the Judaga of Gulg, long arrows have been a key component in their skirmishes with Nibenay's army. Each long arrow is six feet long. Given its length, a long arrow cannot be fired from any bow smaller than a long bow. Unlike other types of arrows, a character wishing to become proficient with the long arrow must devote a proficiency slot to it -- proficiency with the long bow does not grant proficiency with the long arrow and vice versa. Due to its unusual nature, a character not proficient in the long arrow suffers an additional -2 penalty to all attacks (this penalty is in addition to any other penalties for non-proficiency or low Dexterity) and may fire only one long arrow every other round (ROF 1/2) -- a character who is not proficient in the long bow cannot fire a long arrow. Note: when firing long arrows, the speed factor listed here (10) is used instead of the normal speed factor for a long bow (Range: 5, 10, 17). Proficiency benefits. Before a character may become proficient with the long arrow, he must already be a specialist with the long bow. In addition to the usual benefits, proficiency with long arrows allows the character to improve his rate of fire to one arrow per round. Specialist benefits. In order to specialize in the long arrow, a player must devote a second slot to it (for a total of 2 slots). Specialization in with long arrows allows the character to improve his rate of fire to three arrows every two rounds (i.e., 3/2). Circular SawÜ ============ Author: John M. Martz Circular saws are commonly made by baking the teeth of a predator into the outer edges of a flat ceramic disc or carving the entire disc and serrated edges from chitin. A small rod pierces the center of the 12 inch disc, projecting an inch on either side. By using a specially designed throwing stick shaped like a two-foot long, two-pronged fork with a slight curve, these discs can be thrown up to 30 yards (Range: 1, 2, 3). Proficiency benefits. The proficient user can achieve a rate of fire of 2 blades per round (a nonproficient user can only throw 1 blade per round). Specialist benefits. The specialist can attempt to use his fork to catch a saw thrown at him. He must roll a saving throw versus breath weapon. A successful save means he has caught his opponent's saw and may immediately throw the saw back (assuming he still has an attack left that round). A failed save means the saw hits his fork but is not caught, and the fork must save versus crushing blow to avoid breaking. Weapon-Group Proficiency with Athasian WeaponsÜ dsnhb20, Page # 6 Date 31-1-1995 Tuesday - 7 - ============================================== Author: John M. Martz The CFH introduced the concept of weapon-group proficiencies. Below, I classify all the DS weapons (presented in DRAGON #185, CGH, the DSNHB, and Polyhedron) into their "tight" and "broad" groups. Tight Groups Broad Groups Tight GroupsÜ ============ Axes: Carikkal Forearm Axe Hawk Hatchet Bows: Clubbing Weapons: Datchi Club Footman's Gladiator's Friend Hamanu's Staff Rim Club Singing Sticks Footman's Whistling Mace Horseman's Whistling Mace Crossbows: Fencing Blades: Flails: Lances: Long Blades: Mandible Sword Quabone Medium Blades: Footman's Gladiator's Friend Hook Sword Tortoise Blades Picks: Impaler Polearms: Impaler Gladiator's Friend Gouge Gythka Lotulis Quad Fauchard Trikal Weighted Pike Segmented Weapons: Alhulak Cahulaks Singing Sticks Short Blades: Bard's Friend Puchik dsnhb20, Page # 7 Date 31-1-1995 Tuesday - 8 - Talid Widow's Knife Wrist razor Sickles: Slings: Dejada Dejada Cestus Spears: Double-bladed Spear Dragon's Paw Whips: Chain Whip Master's Whip Broad GroupsÜ ============ Blades: Bard's Friend Hook Sword Mandible Sword Puchik Quabone Talid Tortoise Blades Widow's Knife Wrist razor Cleaving/crushing Weapons: Carikkal Datchi Club Forearm Axe Footman's Gladiator's Friend Hamanu's Staff Rim Club Singing Sticks Footman's Whistling Mace Horseman's Whistling Mace Pole Weapons: Dragon's Paw Double-bladed Spear Impaler Gladiator's Friend Gouge Gythka Lotulis Quad Fauchard Trikal Weighted Pike Small Throwing Weapons: Chatkcha Widow's Knife Circular Saw Non-Groups Arrows, Long Crusher dsnhb20, Page # 8 Date 31-1-1995 Tuesday - 9 - Spike Shield Nonmental Weapons RulesÜ ======================= Nonmental Weapon Costs In-depth Nonmental Weapons Rules Nonmental Weapon CostsÜ ====================== Author: John M. Martz Have you seriously taken a look at the percentile costs for nonmetal weapons given in the DSRB? To refresh your memory, metal weapons are 100% of cost in the PHB; bone are 30%; obsidian/stone are 50%; and wood are 10%. I think the nonmetal percentages must be a mistake. I was rolling up a PC and decided to see what his "official" starting funds would be (something that I don't usually do). He is a gladiator and he gets 5d4x30 cp. I rolled 13, so he would start with 360 cp, or 36 sp, or 3 gp, 6 sp. Then I started pricing weapons and found that I could hardly afford any! Take the mundane long sword (15 gp for metal) -- a wood sword (the worst quality) would cost 1 gold, 5 silver (that's equal to 3 10,000 pound capacity open wagons!!!)! Christ, a simple wooden dagger (2 gp for metal) would cost 2 silver (enough for a 2,500 lbs capacity open wagon)! In addition, these prices seem WAY out of line with the weapons presented in the DSRB. The gythka costs 6 cp and the impaler costs 4 cp (it does not say if these are the cost for metal weapons -- I seriously doubt it, so I would assume that the damage might need to be adjusted for metal versions of these weapons?). These are both polearms. Imagine the gythka is composed of a similar amount of material as a lucern hammer (7 gp for metal), since they both do P/B damage, weigh about the same, and do relatively the same damage. Well, a wooden lucern hammer costs 7 SILVER! A bone one costs 2 gp, 1 sp! And a stone one costs 3 gp, 5 sp!!! Finally, clubs, bows, lances, and several other weapons can be purchased for 1% of their PHB cost. Why would a stone spear (8 sp x .01 = 8 bits) cost less than a stone knife (5 sp x .5 = 25 cp) -- the knife costs over 31 times more than the spear! Also, note that DRAGON #185 presents several weapons that "can be easily made without metal; they can easily be purchased for 1% of the price listed and used without damage or attack penalties regardless of materials used." One of these is the chulak -- like 2 grappling hooks with the handles attached via a 12' cord (gold price=12; wght=12; sz=M; type=P/B; spd=5; dmg=1d6/1d6). Thus, a stone pair would cost 12 cp (still 3 times as much as an impaler, but . . .). Why is it so much easier to make a pair of chulakas then a knife, making the knife cost over twice as much for a substantially less effective weapon (the benefits, such as conceivability, of the knife don't appear to be strong enough to warrant the higher price)? There is obviously something wrong here, and I don't remember reading any corrections to these pricing schemes. So let me propose dsnhb20, Page # 9 Date 31-1-1995 Tuesday - 10 - one. Instead of the above percentage costs for nonmetal weapons, use 3% for bone, 5% for obsidian/stone, and 1% for wood. These prices would make that wooden long sword 15 cp (still seems a bit expensive, but . . .), that wooden dagger 2 cp, that wooden lucern hammer 7 cp, and that stone knife 2 cp, 5 bits. Realize that these prices are still not cheap for the common man -- take a look at the Common Wages table in the DSRB. The heavy footman (the best paid footman type) makes no more than 5 bits PER WEEK! At that rate, it would still be 4 weeks before she could afford a wooden dagger (if she spends her money on nothing else). In-depth nonmetal Weapons Rules In-depth nonmetal Weapons RulesÜ =============================== Author: Mizar the Brilliant 1. Introduction Page 51 of the DSRB contains the section dealing with nonmetal weapons. The rules are very simple and were clearly designed to add a little bit of spice to the game without affecting playability, and if that is what you're looking for those are the rules you should use. The following set of optional rules was designed to expand on the original ones, adding more realism and balance to them, but may prove to be a little bit more cumbersome (i.e., more dice rolling) during the game. More than that, these rules effectively change the way weapons are seen in the world: Nonmetal weapons will break much more often, and as a consequence metal weapons become highly prized items on Athas, as they should be. Also, characters will have to take this into account when planning their gear for travel. Extra weapons should be taken if one doesn't want to suddenly find himself bare-handed in the middle of the desert. Each material has gained individual characteristics which represent a set of strengths and weaknesses, in such a way that the overall balance is still maintained. Limitations of the DSRB Rules Optional Rules see also Nonmetal Weapon Costs Limitations of the DSRB RulesÜ ============================= According to the DSRB, a nonmetal weapon has a 1-in-20 chance of breaking whenever maximum damage is done. The first limitation of this rule is that weapons of the same kind have the same chance to break, regardless of what they're made of. But the second, and most important one, is that the chance of breaking a certain weapon DOES become dependent on which and how many dice you roll for damage! This variation is merely a consequence of game mechanics, and obviously has no correlation with reality. Here's an extreme example of discrepancy resultant from this rule: Arngor and Taraq are fighting a large creature. Arngor wields dsnhb20, Page # 10 Date 31-1-1995 Tuesday - 11 - an obsidian bastard sword, while Taraq has an obsidian two-handed sword. Both of them score a hit and will now roll for damage: Arngor must roll 1d12 and Taraq 3d6. Thus, the chance that Arngor will do max damage is merely 1/12, while Taraq's probability is (1/6)^3 = 1/216! Therefore, the chance that Arngor will break his weapon is 18 times greater than Taraq's, although both weapons are very similar, structurally speaking. Also, nothing would be changed if Taraq's weapon were made of bone or wood. Optional RulesÜ ============== The following rules have been written in a way that the DM may choose which ones he wants to add to his game, while being able to discard others. Many of them are also compatible with the original rules in the DSRB. This way, it should be possible to fit them to into any campaign. 3.1 BREAKING: Weapons break because of the impact they suffer when landing on a target (known as Newton's third law :-). It has already been pointed out that the chance of breaking should depend less on the dice and more on the material that the weapon is made of. The following rule solves both problems: "A check must be made to see if a weapon will break whenever the weapon does ABOVE AVERAGE damage. The average damage is easily calculated by adding the minimum damage with the maximum damage and then dividing by 2. The % chance of breaking depends on the material and is given in table 1." Note that by using the average damage as a reference, instead of the maximum, the check becomes completely dice -- independent, because there's always a 50% chance of doing above average damage no matter which or how many dice are rolled. Example: Arngor and Taraq are fighting the same creature, with the same weapons as above. The average damage of a Bastard Sword is 6.5, while the 2-H Sword's average is 10.5, so if Arngor rolls 7 or more and Taraq rolls 11 or more, both of them will have to check for breaking. If both weapons are made of obsidian, they'll have a 2% chance of breaking. If Taraq's sword is made of bone, his chance is increased to 6% (see below). Now, let's see how often weapons will break with this rule, in comparison to the DSRB rule: Using the DSRB, nonmetal Bastard Swords will statistically break once every 240 successful hits [(1/12)*(1/20)], while nonmetal 2-H Swords break once every 4320 hits [(1/216)*(1/20)]. With the optional rule, both Bastard and 2-H Swords, as well as any other weapon, break once every 100 hits if made of obsidian [(50%)*(2%)], 50 hits if wood, and 33 hits if bone. Note that the two weapons chosen as examples are among the least frequently broken with the DSRB rules. A nonmetal dagger (or any other weapon using 1d4 for dmg) breaks every 80 hits, while a nonmetal knife against large creatures breaks every 40 hits! 3.2 SPEED: The weapon speed modifier to initiative is very much dependent on two factors: how heavy a weapon is and/or how difficult it is to prepare an attack. The first one is the case of swinging weapons like swords, axes and maces, while the second is for those that must be armed like bows and slings. Since nonmetal weapons are dsnhb20, Page # 11 Date 31-1-1995 Tuesday - 12 - generally lighter than their metal counterparts, it is reasonable to conclude that they should be somewhat faster as well. Table 1 shows speed modifiers for each material. Note that these modifiers should apply only to weapons whose weight makes a difference, and no weapon can have an overall negative modifier. 3.3 COST: Although until the day of the conclusion of these rules there was no official errata released by TSR, it is a general feeling that the table for weapon costs in the DSRB is misprinted. Metal weapons should be MUCH more expensive than what that table suggests. Table 1 below lists weapon costs relative to metal as an optional rule, but the values are probably what TSR had intended them to be in the first place. Table 1: Characteristics of each material used for weapons. -------------------------------------------------------------------- MATERIAL COST WEIGHT SPEED DAMAGE HIT BREAK Metal 100% 100% -- -- -- -- Stone/Obsidian 5% 75% -1 -1 -2 2% Bone 3% 50% -2 -1 -1 6% Wood 1% 50% -2 -2 -3 4% -------------------------------------------------------------------- see also Nonmetal Weapon Costs 3.4 STRENGTH: Characters with exceptional strength get a bonus to their damage rolls. This is because they are able to add more momentum to their weapons and therefore increase the impact. Since we have already seen that weapons break basically due to impact, it is only logical to assume that strong characters will break their weapons more often. So, as an optional rule, the DM may rule that MAX or AVERAGE damage of weapons are the values calculated from their unmodified damage dice, and a character's STR bonus must be added to the roll to see if a break check is necessary. Example: Sulidor the half-giant has a +5 bonus to his damage rolls. He strikes his large opponent with his Bastard Sword and rolls a 4 on 1d12. This number is below the average of a "natural" 1d12, but Sulidor must add 5 to this roll, totalling 9, above average. Sulidor will have to make a break check. Note that bonuses to damage due to magic and specialization should NOT be computed when calculating the necessity of a break check, since these bonuses are not consequences of increased impact. Of course, penalties due to low STR will reduce the frequency of break checks in a similar manner. 3.5 BALANCED BLOW: When using the strength rule above, as well as in many other situations, a character might sometimes not want to put all his strength into an attack. If this is the case, the player announces in the BEGINNING of the round that he intends to balance his blows, and informs how much he wants to penalize his damage. His penalty will then be computed just like low STR. This is valid for any character, exceptionally strong or not. dsnhb20, Page # 12 Date 31-1-1995 Tuesday - 13 - 3.6 WEAPON QUALITY: In a world where the demand for nonmetal weapons is high and where these weapons don't last too long, there will be a lot of people in the weapon-making business. Since working with nonmetal materials is much easier, many of these people will present themselves as "weaponsmiths", although they did not have the proper training. On the other side, you will also find some very few "masters" of the art, people who have worked hard and developed techniques to improve the quality of their products. This means there will be a variety of weapon qualities, from an improvised piece of stick that breaks on the first blow to a true masterpiece bone halberd, almost as good as a metal one. Table 2 shows the average modifiers for each quality. High quality weapons will have a bonus to hit OR to damage, but not to both. This depends on how the material was optimized. Low quality weapons can be as bad as you can imagine them, but will usually be at -1 to hit and damage. Table 3 shows the distribution of weapon qualities when found as part of a treasure. Table 2: Weapon Quality Modifiers ----------------------------------------- QUALITY COST HIT/DAMAGE BREAK High x3 +1 x1/2 Average x1 -- -- Poor x1/3 -1 x2 ----------------------------------------- Table 3: Weapons found in treasure ------------------------------------------------- QUALITY STONE/OBSIDIAN BONE WOOD Poor 01-20 01-25 01-30 Average 21-90 26-95 31-85 High 91-00 96-00 86-00 ------------------------------------------------- 3.7 "GIMME A BREAK": If with all these rules the DM decides weapons will be breaking too often for his likes, he can rule that on the first failed break check the weapon is not immediately rendered useless, but rather worsens its quality somehow. A piercing weapon may have it's pointed tip broken off, a slashing weapon may lose some of its cut and a blunt weapon may develop a crack, so that they no longer work properly. These weapons will be at -1 to hit and damage and have twice the % chance of breaking on the next check. On a successful saving throw vs. crushing blow these weapons can also be fixed, but it's up to the DM to decide who can do that and how much it will cost. Water BlossomÜ ============= Author: Greg L Dufner Description: The water blossom is a small portable water dsnhb20, Page # 13 Date 31-1-1995 Tuesday - 14 - recycling unit. It consists of a dome-shaped lid. The actual shape of the lid depends on the material it is made of, be it hide, chitin, or metal. This lid sits atop a bucket-type structure with a nearly water tight seal. Around the inside of the lid there are many small catch pockets for capturing reclaimed water. The water blossom operates by placing waste/harmful fluids in the bucket portion of the apparatus. (These fluids can be anything water based, such as blood or urine, or they can even be materials with a high percentage of water in them, feces, vegetable matter, and so on.) The lid is then placed atop the bucket an left in direct sunlight. As the interior is heated, the water evaporates from its host fluid/substance, rises in the heat, and coalesces on the inside of the lid. After it coalesces it runs down the sides and collects in the pockets to be reclaimed and used. A Water Blossom has a water recovery ratio that determines how much water it can recover from a water source (blood, urine, etc.). If the ratio is 2:1, it takes 2 gallons of material to recover 1 gallon of water. Water blossoms can be made from three types of material: hide, chitin, or metal. Each model has it's own water recovery ratio, cost and weight. Material Weight Recovery Cost Ratio Hide 5-10 lbs 3:1 30-40 gp Chitin 7-12 lbs 3:2 30-35 gp Metal 20-30 lbs 4:3 55-75 gp These ratios are for liquid based sources only, solid sources would have a lower ratio. The time needed to recover water is four hours per gallon required, and this is assuming direct, continuous sunlight. Each blossom has it's benefits and draw backs such as the hide model while extremely light, requires a great deal of maintenance. This model needs to be oiled on a regular basis, and more frequently with increased use. Obviously these are not the only materials that can be used to create the blossom, they are just the most efficient and common. The carapaces of giant arthropods would work well also, specifically giant spiders and ticks. But the DM will have to modify prices and occurrences of these models. MiscellaneousÜ ============= Amount of food produced from create food and water spell Athasian Names Carving up an Erdlu DARK SUN Strength Table Herbs New PC/NPC Generation Methods Random Pick Pockets Table Survey of DARK SUN Products dsnhb20, Page # 14 Date 31-1-1995 Tuesday - 15 - Survey of DARK SUN Products -- Results Tattoo Techniques The Good and the Green: An Examination of Halfling Culture The years in a King's Age Amount of food produced from create food and water spellÜ ======================================================== Author: John M. Martz Some standard spells were modified for the DS setting. Occasionally these modifications have increased the complexity of the spells. A prime example is create food and water, which creates these items by the cubic foot. By limiting the priest's ability to create water to only .5 gallons per level (see DSRB), the question of how much food remains after the water has been created requires the conversion of the water created into pounds (8.5 lbs per gallon), the determination of the cubic feet that water takes up (at 64 lbs per cu ft), and the calculation of the remainder. That is, the amount of food created may be calculated by the following equation: food = level - (gallons x 8.5)/64 where food is the total amount of food created, level is the caster's level, and gallons is the amount of water created. The following table also reports the amount of water produced by create water and the weight of the water (not including containers; the DM may use .5 lbs for each gallon-sized container), which serve as intermediate steps in the above calculation. More importantly, it also includes the amount of food and water produced by create food and water for priests of levels 1 to 30, assuming that the priest wants to produce the maximum amount of water. Since a cubic foot feeds 3 M-sized creatures or one L-sized creature, the DM may use the percentages to determine number of creatures that the food will satisfy by using .33 and .66 as cutoff points. If the remainder is greater than .33, it feeds one additional person; if greater than.66, it feeds two people. For example, a 5th level priest creates 4.67 cubic feet of food -- enough for 14 M-sized creatures (4 x 3 + 2). And an 8th level priest creates 7.47 cubic feet of food -- enough for 22 M-sized creatures with a little left over (but not enough to constitute complete nourishment for another; 7 x 3 + 1). Level of Create Create Food & Priest Water Water 1 0.50 gal ( 4.25 lbs) 1 cu ft = 0.93 cu ft + 0.50 gal 2 1.00 gal ( 8.50 lbs) 2 cu ft = 1.87 cu ft + 1.00 gal 3 1.50 gal ( 12.75 lbs) 3 cu ft = 2.80 cu ft + 1.50 gal 4 2.00 gal ( 17.00 lbs) 4 cu ft = 3.73 cu ft + 2.00 gal 5 2.50 gal ( 21.25 lbs) 5 cu ft = 4.67 cu ft + 2.50 gal 6 3.00 gal ( 25.50 lbs) 6 cu ft = 5.60 cu ft + 3.00 gal 7 3.50 gal ( 29.75 lbs) 7 cu ft = 6.54 cu ft + 3.50 gal dsnhb20, Page # 15 Date 31-1-1995 Tuesday - 16 - 8 4.00 gal ( 34.00 lbs) 8 cu ft = 7.47 cu ft + 4.00 gal 9 4.50 gal ( 38.25 lbs) 9 cu ft = 8.40 cu ft + 4.50 gal 10 5.00 gal ( 42.50 lbs) 10 cu ft = 9.34 cu ft + 5.00 gal 11 5.50 gal ( 46.75 lbs) 11 cu ft = 10.27 cu ft + 5.50 gal 12 6.00 gal ( 51.00 lbs) 12 cu ft = 11.20 cu ft + 6.00 gal 13 6.50 gal ( 55.25 lbs) 13 cu ft = 12.14 cu ft + 6.50 gal 14 7.00 gal ( 59.50 lbs) 14 cu ft = 13.07 cu ft + 7.00 gal 15 7.50 gal ( 63.75 lbs) 15 cu ft = 14.00 cu ft + 7.50 gal 16 8.00 gal ( 68.00 lbs) 16 cu ft = 14.94 cu ft + 8.00 gal 17 8.50 gal ( 72.25 lbs) 17 cu ft = 15.87 cu ft + 8.50 gal 18 9.00 gal ( 76.50 lbs) 18 cu ft = 16.80 cu ft + 9.00 gal 19 9.50 gal ( 80.75 lbs) 19 cu ft = 17.74 cu ft + 9.50 gal 20 10.00 gal ( 85.00 lbs) 20 cu ft = 18.67 cu ft + 10.00 gal 21 10.50 gal ( 89.25 lbs) 21 cu ft = 19.61 cu ft + 10.50 gal 22 11.00 gal ( 93.50 lbs) 22 cu ft = 20.54 cu ft + 11.00 gal 23 11.50 gal ( 97.75 lbs) 23 cu ft = 21.47 cu ft + 11.50 gal 24 12.00 gal (102.00 lbs) 24 cu ft = 22.41 cu ft + 12.00 gal 25 12.50 gal (106.25 lbs) 25 cu ft = 23.34 cu ft + 12.50 gal 26 13.00 gal (110.50 lbs) 26 cu ft = 24.27 cu ft + 13.00 gal 27 13.50 gal (114.75 lbs) 27 cu ft = 25.21 cu ft + 13.50 gal 28 14.00 gal (119.00 lbs) 28 cu ft = 26.14 cu ft + 14.00 gal 29 14.50 gal (123.25 lbs) 29 cu ft = 27.07 cu ft + 14.50 gal 30 15.00 gal (127.50 lbs) 30 cu ft = 28.01 cu ft + 15.00 gal Athasian NamesÜ ============== Athasian Names Compiler: Emanuele Sacchi This file lists, divided by initial, all the names I found in the DARK SUN products I own, including the Prism Pentad. I want to view the names by letter by race Athasian Names by LetterÜ ======================== Compiler: Emanuele Sacchi A B C D E F G H I J K L M N O P Q R S T U V W X Y Z Athasian Names by RaceÜ ====================== Compiler: John M. Martz I simply took Ema's list and reorganized it by race, since I felt that it was simply another useful method of looking at the names. Of dsnhb20, Page # 16 Date 31-1-1995 Tuesday - 17 - course, I'm not saying that Abyuuk (an male elf's name) cannot be used by a human male; indeed, it might be a likely name of a half-elf. It's just that one might consider certain names more common for certain races. Also, when choosing a name for a character, it might be useful to look at the style of the names of other members of the same race -- a particularly good example are thri-kreen names. I've made a separate group for each of the "official" PC races. Names for all other races are in the other category. Dwarf Elf Half-elf Half-giant Halfling Human Mul Other Races Thri-kreen AÜ = A Abalach-re (human female) Abyuuk (elf male) Agis (human male) Agu (human male) Alaa (elf female) Albeorn (human male) Alicious (elf female) Alie (half-elf female) Alvys (elf male) Amandia (human female) Anavias (human female) Andiama (human female) Andropinis (human male) Anezka (halfling female) Antrifos (human male) Arbistor (human male) Areela (elf female) Arelia (elf female) Arien (elf male) Arisphistaneles (human male) Aristes (human male) Arvos (elf male) Arya (half-elf female) Aso (half-elf female) Astara (human female) Astemba (human male) Astini (human male) Athrialix (human male) Atrocla (half-giant female) Aukash-pad (human male) dsnhb20, Page # 17 Date 31-1-1995 Tuesday - 18 - Averil (human female) Azhul (half-giant male) Azzer (human male) BÜ = B Bademyr (elf male) Banoc (human male) Banther (human male) Barak (elf male) Barakah (human female) Bartis (human male) Bartras (human male) Barunus (dwarf male) Beort (giant male) Beryl (human male) Bevus (human male) Birgaz (dwarf male) Boaz (half-elf male) Bontar (dwarf male) Borger (human male) Borjaanu (elf male) Borys (human male) Botuu (elf male) Brazin (half-elf male) Brevit (human male) Brita (giant female) Brul (dwarf male) Buris (human female) Bythal (human male) CÜ = C C'hel (elf male) Caelum (dwarf male) Caldon (human male) Caletta (human female) Camla (human female) Canth (human male) Caro (dwarf male) Catalyna (human female) Catrion (human female) Celba (elf female) Ceu'lo'ewn (mul male) Cha (halfling male) Charl (human male) Chessia (human female) dsnhb20, Page # 18 Date 31-1-1995 Tuesday - 19 - Chilo (tarek male) Chimali (human male) Chirl (elf male) Chkak-a-chakk (thri-kreen) Clavis (human male) Cocoton (mul male) Coranuu (elf male) Crag (half-giant male) Crekun (elf male) Cybrian (human male) Cyne (elf male) DÜ = D Daclamitus (human male) Dahn-gen (human male) Daled (dwarf male) Damras (human female) Darian (human male) Darzus (elf male) Den-du (half-giant male) Derlan (halfling male) Derrim (half-elf male) Deryssa (elf female) Deva (human female) Dhojakt (human/cilops male) Domitian (human male) Doorub (half-giant male) Dorjan (human female) Dornal (human male) Dote (human male) Drewet (half-elf female) Drog (dwarf male) Dukkoti (elf male) Durwadala (thri-kreen) Duukodo (elf male) Dyan (human male) Dylauris (elf male) EÜ = E E'la (human female) Eevuu (elf male) Ekee (elf female) Elas (elf female) Enala (elf female) dsnhb20, Page # 19 Date 31-1-1995 Tuesday - 20 - Er'stali (human male) Er'thork (human male) Ero (half-elf male) Esreva (human male) Esylk (elf female) Etheros (human male) Evrim (human male) FÜ = F Faenaeyon (elf male) Faldar (human male) Faria (human female) Farlahn (human male) Feera (half-elf female) Felorn (tarek female) Fevil (human male) Feykaar (half-elf female) Finneal (human male) Fosk (giant male) Frayne (human male) Fullgrin (halfling male) Fylo (giant male) Fyra (dwarf female) Fyrian (half-elf male) GÜ = G G'rshun (human male) Gaanon (half-giant male) Gaefal (elf male) Galadin (elf male) Galar (elf male) Galek (elf male) Gall (half-giant male) Gallard (human male) Galt (giant male) Gammeg (human male) Gar (human male) Garchom (half-giant male) Garreth (human male) Gathalimay (half-elf male) Gennet (human male) Ghedran (dwarf male) Ghurs (half-giant male) Gigus (half-giant male) dsnhb20, Page # 20 Date 31-1-1995 Tuesday - 21 - Gilam (elf male) Giovvo (human male) Girias (human male) Gotho (human male) Grak (human male) Grakidi (human male) Gralth (dwarf male) Gram (dwarf male) Grelzen (halfling female) Grik (mul male) Grissi (elf female) Guerdra (elf female) Guuta (elf female) Guvaano (elf male) HÜ = H Haakar (human male) Haaku (elf male) Haarna (human female) Hai (dwarf male) Hamanu (human male) Hargan (human male) Hephaestus (human male) Herak (human male) Herminard (human male) Hezzerat (human male) Hirik (human male) Horga-at-horg (halfling female) Horth (human male) Hukaa (elf female) Hurgen (half-giant male) Huyar (elf male) IÜ = I I'toc (human male) Iamb (mul male) Ibl (human male) Ictinis (human male) Ikan (elf male) Ittee (elf female) JÜ = dsnhb20, Page # 21 Date 31-1-1995 Tuesday - 22 - J Jaarati (elf male) Jaleen (human male) Jaryx (half-giant male) Jaseela (human female) Jebea (human male) Jedra (human male) Jeila (elf female) Jentil (elf female) Jirah (elf male) Jiras (elf male) Jo'orsh (dwarf male) Jotano (human male) Judriath (human male) Jun (human female) Junithu (human male) Junnai (half-giant male) Jurgan (dwarf male) Jurthas (human female) KÜ = K K'kikrik (thri-kreen) K'kivir (thri-kreen) K'kriq (thri-kreen) Kalak (human male) Kalihana (elf male) Kama (elf male) Kamnys (elf male) Kargash (human male) Kathak (elf male) Katid (human female) Katza (elf female) Kayan (human female) Keelorr (elf female) Kelira (human female) Kesi (dwarf female) Kester (tarek female) Keyvas (elf male) Khidar (shadow-people) Kiah (human male) Kiiretti (elf female) Kilay (human male) Kirga (elf female) Kk'tkk (thri-kreen) Kleys (elf male) Klik'l (thri-kreen) Kor (human male) dsnhb20, Page # 22 Date 31-1-1995 Tuesday - 23 - Korik (human male) Korla (human female) Kov (dwarf male) Krikik (thri-kreen) Krom (dwarf male) Krysta (half-elf female) Ktandeo (human male) Kyuln (human male) LÜ = L La (halfling female) Laban (half-elf male) Lafus (half-elf male) Lalali-puy (human female) Larech (human male) Larkyn (human male) Lazra (dwarf female) Leoricius (human male) Lestria (human female) Lian (dwarf male) Limrick (human male) Linder (human male) Lionus (human male) Lismuuk (elf male) Llunet (human female) Lobuu (elf male) Lodo (dwarf male) Lokee (halfling male) Lor (human female) Lorelei (half-elf female) Lorena (human female) Lorl (elf male) Ltak (dwarf male) Luris (half-elf male) Luubarra (elf female) Lyanius (dwarf male) Lyra (human female) MÜ = M Maetan (human male) Mag'r (giant male) Magnus (elf male) Mal (giant male) Mandalis (human male) dsnhb20, Page # 23 Date 31-1-1995 Tuesday - 24 - Marda (human male) Marut (human male) Matthias (human male) Maurus (human male) Mayz (elf male) Mearedes (human male) Meebog (elf male) Melestan (half-elf male) Meredyd (elf female) Merigal (human female) Mersten (mul female) Migena (human female) Miiri (elf female) Mila (half-elf female) Milo (human male) Mirabel (human female) Miraz (elf male) Mirch (half-elf male) Misteek (elf male) Mistella (elf female) Morlak (human male) Murd (dwarf male) Mutami (elf male) Muuton (elf male) Myron (human male) Mys'tll (thri-kreen) NÜ = N N'kadir (dwarf male) Nadia (human female) Nal (giant male) Nanda (human female) Narissa (human female) Nauhyotl (human female) Navarch (half-elf male) Neeva (human female) Nefen (elf male) Nesa (mul female) Nibenay (human male) Nikolos (human male) Niscet (human male) Nnn'tkk (thri-kreen) Nok (halfling male) Nuta (giant male) Nuuko (elf male) Nuuta (elf female) Nylorac (human male) Nymos (jozhal) Nysia (elf female) dsnhb20, Page # 24 Date 31-1-1995 Tuesday - 25 - OÜ = O Ojoba (human male) Orel (human male) Orl (giant male) Osa (mul female) Osar (elf male) PÜ = P Patch (giant male) Pauk (halfling male) Paxitus (human male) Pegen (half-giant male) Perian (elf female) Perkin (human male) Pevuran (human male) Phatim (human male) Phronta (human female) Pletaw (halfling male) Poortool (half-elf male) Porgo (mul male) Poros (elf male) Portek (dwarf male) Portynx (human male) Prihn (human female) Purhas (halfling male) QÜ = Q Quaar (elf male) Quay (human male) RÜ = R Radurak (elf male) Raffaela (elf female) dsnhb20, Page # 25 Date 31-1-1995 Tuesday - 26 - Ragoner (human male) Ragstol (human male) Rajaat (human male) Raka (human male) Ramphion (human male) Ranis (half-elf female) Rasia (human female) Rathoras (human male) Rayne (human female) Regg (half-elf male) Remar (human male) Rhayn (elf female) Rikus (mul male) Riv (elf/tarek male) Rkard (dwarf male) -=- (mul male) Rogil (human male) Rogow (human male) Rokan (human male) Romila (human female) Ross (human male) Rotlees (human male) Ruach (half-elf male) Ruhola (elf female) Ruvella (elf female) Ryana (human female) SÜ = S Sa'ram (dwarf male) Sa-rea (human female) Sacha (human male) Sachet (human male) Sadira (half-elf female) Salust (human male) Santhaal (elf female) Sareka (half-elf female) Selanu (human male) Sellak (elf male) Sestus (human male) Shallin (human female) Shimian (elf male) Shiral (elf male) Shrasa (human female) Silax (elf male) Sintha (human male) Sizzkus (human male) -=- (nikaal) Solzak (half-elf male) Sona (giant female) Sorak (elf male) Sortar (human male) dsnhb20, Page # 26 Date 31-1-1995 Tuesday - 27 - Strallowshax (dwarf male) Strannys (elf male) Stravos (human male) Strom (human male) Styan (human male) Sult (dwarf male) Sycia (human female) TÜ = T T'kkyl (thri-kreen) T'sor (half-giant male) Tabaros (human male) Tah (half-giant male) Taiy (human male) Tak (half-giant male) Tala (elf female) Talara (human female) Tamana (elf female) Tamar (human female) Tar (halfling female) Tara (human female) Targaz (elf male) Tarkla (human female) Tay (giant male) Tayo (elf male) Tectuktitlay (human male) Tella (human female) Temmnya (human female) Tenpug (mul male) Terric (human male) Thagya (human male) Thania (half-elf female) Thanik (human male) Thaxos (human male) Thonkin (human male) Thorlin (human male) Throkat (human male) Thurin (dwarf male) Thyraximus (human male) Tierney (human female) Timor (human male) Tithian (human male) Tomak (mul male) Toramund (elf male) Tordos (human male) Toth (human male) Traako (elf male) Truvo (human male) Tumya (elf female) dsnhb20, Page # 27 Date 31-1-1995 Tuesday - 28 - Turloff (human male) Tutoc (half-giant male) Twile (human male) UÜ = U Ular (human female) Umbra (shadow-people) Urax (human male) Urga-zoltapl (halfling male) Utaa (elf female) Uyness (human female) VÜ = V Vaerhirmana (half-elf female) Valuna (human female) Vandrellen (elf male) Vanous (human male) Varanna (human female) Varnag (human male) Veeshte (human female) Ves (human female) Vesa (human female) Veso (dwarf male) Vinia (elf female) Vok (half-elf male) Voliviuus (human male) Vollen (elf male) WÜ = W Waltian (human male) Wek (half-elf male) Weom (human male) Werrik (human male) Wheelock (human male) Wheetan (half-elf male) Wik (elf male) Wrog (lask) Wyan (human male) dsnhb20, Page # 28 Date 31-1-1995 Tuesday - 29 - XÜ = X Xamres (human male) Xanyon (mul male) Xutan (half-elf male) YÜ = Y Yab (giant male) Yalana (elf female) Yarig (dwarf male) Yarma (elf female) Yarsha (human female) Yaynil (elf male) Ydris (human male) Yerik (dwarf male) ZÜ = Z Zaethus (human male) Zalcor (human male) Zareb (dwarf male) Zeburon (human male) Zivlil (halfling male) ElfÜ === Compare with half-elf names. A Abyuuk (elf male) Alaa (elf female) Alicious (elf female) Alvys (elf male) Areela (elf female) Arelia (elf female) Arien (elf male) Arvos (elf male) dsnhb20, Page # 29 Date 31-1-1995 Tuesday - 30 - B Bademyr (elf male) Barak (elf male) Borjaanu (elf male) Botuu (elf male) C C'hel (elf male) Celba (elf female) Chirl (elf male) Coranuu (elf male) Crekun (elf male) Cyne (elf male) D Darzus (elf male) Deryssa (elf female) Dukkoti (elf male) Duukodo (elf male) Dylauris (elf male) E Eevuu (elf male) Ekee (elf female) Elas (elf female) Enala (elf female) Esylk (elf female) F Faenaeyon (elf male) G Gaefal (elf male) Galadin (elf male) Galar (elf male) Galek (elf male) Gilam (elf male) Grissi (elf female) Guerdra (elf female) Guuta (elf female) Guvaano (elf male) H Haaku (elf male) Hukaa (elf female) Huyar (elf male) dsnhb20, Page # 30 Date 31-1-1995 Tuesday - 31 - I Ikan (elf male) Ittee (elf female) J Jaarati (elf male) Jeila (elf female) Jentil (elf female) Jirah (elf male) Jiras (elf male) K Kalihana (elf male) Kama (elf male) Kamnys (elf male) Kathak (elf male) Katza (elf female) Keelorr (elf female) Keyvas (elf male) Kiiretti (elf female) Kirga (elf female) Kleys (elf male) L Lismuuk (elf male) Lobuu (elf male) Lorl (elf male) Luubarra (elf female) M Magnus (elf male) Mayz (elf male) Meebog (elf male) Meredyd (elf female) Miiri (elf female) Miraz (elf male) Misteek (elf male) Mistella (elf female) Mutami (elf male) Muuton (elf male) N Nefen (elf male) Nuuko (elf male) Nuuta (elf female) Nysia (elf female) O dsnhb20, Page # 31 Date 31-1-1995 Tuesday - 32 - Osar (elf male) P Perian (elf female) Poros (elf male) Q Quaar (elf male) R Radurak (elf male) Raffaela (elf female) Rhayn (elf female) Riv (elf/tarek male) Ruhola (elf female) Ruvella (elf female) S Santhaal (elf female) Sellak (elf male) Shimian (elf male) Shiral (elf male) Silax (elf male) Sorak (elf male) Strannys (elf male) T Tala (elf female) Tamana (elf female) Targaz (elf male) Tayo (elf male) Toramund (elf male) Traako (elf male) Tumya (elf female) U Utaa (elf female) V Vandrellen (elf male) Vinia (elf female) Vollen (elf male) W Wik (elf male) dsnhb20, Page # 32 Date 31-1-1995 Tuesday - 33 - Y Yalana (elf female) Yarma (elf female) Yaynil (elf male) DwarfÜ ===== Compare with mul names. B Birgaz (dwarf male) Bontar (dwarf male) Brul (dwarf male) C Caelum (dwarf male) D Daled (dwarf male) Drog (dwarf male) F Fyra (dwarf female) G Ghedran (dwarf male) Gralth (dwarf male) Gram (dwarf male) H Hai (dwarf male) J Jo'orsh (dwarf male) Jurgan (dwarf male) K Kesi (dwarf female) Kov (dwarf male) Krom (dwarf male) L dsnhb20, Page # 33 Date 31-1-1995 Tuesday - 34 - Lazra (dwarf female) Lian (dwarf male) Lodo (dwarf male) Ltak (dwarf male) Lyanius (dwarf male) M Murd (dwarf male) N N'kadir (dwarf male) P Portek (dwarf male) R Rkard (dwarf male) -=- (mul male) S Sa'ram (dwarf male) Strallowshax (dwarf male) Sult (dwarf male) T Thurin (dwarf male) V Veso (dwarf male) Y Yarig (dwarf male) Yerik (dwarf male) Z Zareb (dwarf male) Half-elfÜ ======== Compare with human and elvish names. A Alie (half-elf female) dsnhb20, Page # 34 Date 31-1-1995 Tuesday - 35 - Arya (half-elf female) Aso (half-elf female) B Boaz (half-elf male) Brazin (half-elf male) D Drewet (half-elf female) E Ero (half-elf male) F Feera (half-elf female) Feykaar (half-elf female) Fyrian (half-elf male) G Gathalimay (half-elf male) K Krysta (half-elf female) L Laban (half-elf male) Lafus (half-elf male) Lorelei (half-elf female) Luris (half-elf male) M Melestan (half-elf male) Mila (half-elf female) Mirch (half-elf male) N Navarch (half-elf male) P Poortool (half-elf male) R Ranis (half-elf female) dsnhb20, Page # 35 Date 31-1-1995 Tuesday - 36 - Regg (half-elf male) Ruach (half-elf male) S Sadira (half-elf female) Sareka (half-elf female) Solzak (half-elf male) T Thania (half-elf female) V Vaerhirmana (half-elf female) Vok (half-elf male) W Wek (half-elf male) Wheetan (half-elf male) X Xutan (half-elf male) Half-giantÜ ========== Compare with human and giant names. A Atrocla (half-giant female) C Crag (half-giant male) D Den-du (half-giant male) Doorub (half-giant male) G Gaanon (half-giant male) Gall (half-giant male) Garchom (half-giant male) Ghurs (half-giant male) Gigus (half-giant male) H dsnhb20, Page # 36 Date 31-1-1995 Tuesday - 37 - Hurgen (half-giant male) J Jaryx (half-giant male) Junnai (half-giant male) P Pegen (half-giant male) T T'sor (half-giant male) Tah (half-giant male) Tak (half-giant male) Tutoc (half-giant male) HalflingÜ ======== Compare with shadow people names. A Anezka (halfling female) C Cha (halfling male) D Derlan (halfling male) F Fullgrin (halfling male) G Grelzen (halfling female) H Horga-at-horg (halfling female) L La (halfling female) Lokee (halfling male) N dsnhb20, Page # 37 Date 31-1-1995 Tuesday - 38 - Nok (halfling male) P Pauk (halfling male) Pletaw (halfling male) Purhas (halfling male) T Tar (halfling female) U Urga-zoltapl (halfling male) Z Zivlil (halfling male) HumanÜ ===== Compare with mul, half-elf, and half-giant names. A Abalach-re (human female) Agis (human male) Agu (human male) Albeorn (human male) Amandia (human female) Anavias (human female) Andiama (human female) Andropinis (human male) Antrifos (human male) Arbistor (human male) Arisphistaneles (human male) Aristes (human male) Astara (human female) Astemba (human male) Astini (human male) Athrialix (human male) Aukash-pad (human male) Averil (human female) Azzer (human male) B Banoc (human male) Banther (human male) Barakah (human female) Bartis (human male) dsnhb20, Page # 38 Date 31-1-1995 Tuesday - 39 - Bartras (human male) Beryl (human male) Bevus (human male) Borger (human male) Borys (human male) Brevit (human male) Buris (human female) Bythal (human male) C Caldon (human male) Caletta (human female) Camla (human female) Canth (human male) Catalyna (human female) Catrion (human female) Charl (human male) Chessia (human female) Chimali (human male) Clavis (human male) Cybrian (human male) D Daclamitus (human male) Dahn-gen (human male) Damras (human female) Darian (human male) Deva (human female) Dhojakt (human/cilops male) Domitian (human male) Dorjan (human female) Dornal (human male) Dote (human male) Dyan (human male) E E'la (human female) Er'stali (human male) Er'thork (human male) Esreva (human male) Etheros (human male) Evrim (human male) F Faldar (human male) Faria (human female) Farlahn (human male) Fevil (human male) Finneal (human male) Frayne (human male) dsnhb20, Page # 39 Date 31-1-1995 Tuesday - 40 - G G'rshun (human male) Gallard (human male) Gammeg (human male) Gar (human male) Garreth (human male) Gennet (human male) Giovvo (human male) Girias (human male) Gotho (human male) Grak (human male) Grakidi (human male) H Haakar (human male) Haarna (human female) Hamanu (human male) Hargan (human male) Hephaestus (human male) Herak (human male) Herminard (human male) Hezzerat (human male) Hirik (human male) Horth (human male) I I'toc (human male) Ibl (human male) Ictinis (human male) J Jaleen (human male) Jaseela (human female) Jebea (human male) Jedra (human male) Jotano (human male) Judriath (human male) Jun (human female) Junithu (human male) Jurthas (human female) K Kalak (human male) Kargash (human male) Katid (human female) Kayan (human female) Kelira (human female) Kiah (human male) dsnhb20, Page # 40 Date 31-1-1995 Tuesday - 41 - Kilay (human male) Kor (human male) Korik (human male) Korla (human female) Ktandeo (human male) Kyuln (human male) L Lalali-puy (human female) Larech (human male) Larkyn (human male) Leoricius (human male) Lestria (human female) Limrick (human male) Linder (human male) Lionus (human male) Llunet (human female) Lor (human female) Lorena (human female) Lyra (human female) M Maetan (human male) Mandalis (human male) Marda (human male) Marut (human male) Matthias (human male) Maurus (human male) Mearedes (human male) Merigal (human female) Migena (human female) Milo (human male) Mirabel (human female) Morlak (human male) Myron (human male) N Nadia (human female) Nanda (human female) Narissa (human female) Nauhyotl (human female) Neeva (human female) Nibenay (human male) Nikolos (human male) Niscet (human male) Nylorac (human male) O Ojoba (human male) Orel (human male) dsnhb20, Page # 41 Date 31-1-1995 Tuesday - 42 - P Paxitus (human male) Perkin (human male) Pevuran (human male) Phatim (human male) Phronta (human female) Portynx (human male) Prihn (human female) Q Quay (human male) R Ragoner (human male) Ragstol (human male) Rajaat (human male) Raka (human male) Ramphion (human male) Rasia (human female) Rathoras (human male) Rayne (human female) Remar (human male) Rogil (human male) Rogow (human male) Rokan (human male) Romila (human female) Ross (human male) Rotlees (human male) Ryana (human female) S Sa-rea (human female) Sacha (human male) Sachet (human male) Salust (human male) Selanu (human male) Sestus (human male) Shallin (human female) Shrasa (human female) Sintha (human male) Sizzkus (human male) -=- (nikaal) Sortar (human male) Stravos (human male) Strom (human male) Styan (human male) Sycia (human female) T dsnhb20, Page # 42 Date 31-1-1995 Tuesday - 43 - Tabaros (human male) Taiy (human male) Talara (human female) Tamar (human female) Tara (human female) Tarkla (human female) Tectuktitlay (human male) Tella (human female) Temmnya (human female) Terric (human male) Thagya (human male) Thanik (human male) Thaxos (human male) Thonkin (human male) Thorlin (human male) Throkat (human male) Thyraximus (human male) Tierney (human female) Timor (human male) Tithian (human male) Tordos (human male) Toth (human male) Truvo (human male) Turloff (human male) Twile (human male) U Ular (human female) Urax (human male) Uyness (human female) V Valuna (human female) Vanous (human male) Varanna (human female) Varnag (human male) Veeshte (human female) Ves (human female) Vesa (human female) Voliviuus (human male) W Waltian (human male) Weom (human male) Werrik (human male) Wheelock (human male) Wyan (human male) X Xamres (human male) dsnhb20, Page # 43 Date 31-1-1995 Tuesday - 44 - Y Yarsha (human female) Ydris (human male) Z Zaethus (human male) Zalcor (human male) Zeburon (human male) MulÜ === Compare with human and dwarven names. C Ceu'lo'ewn (mul male) Cocoton (mul male) G Grik (mul male) I Iamb (mul male) M Mersten (mul female) N Nesa (mul female) O Osa (mul female) P Porgo (mul male) R Rikus (mul male) Rkard (dwarf male) -=- (mul male) T Tenpug (mul male) dsnhb20, Page # 44 Date 31-1-1995 Tuesday - 45 - Tomak (mul male) X Xanyon (mul male) Other RacesÜ =========== B Beort (giant male) Brita (giant female) C Chilo (tarek male) D Dhojakt (human/cilops male) F Felorn (tarek female) Fosk (giant male) Fylo (giant male) G Galt (giant male) K Kester (tarek female) Khidar (shadow-people) M Mag'r (giant male) Mal (giant male) N Nal (giant male) Nuta (giant male) Nymos (jozhal) O Orl (giant male) P dsnhb20, Page # 45 Date 31-1-1995 Tuesday - 46 - Patch (giant male) R Riv (elf/tarek male) S Sizzkus (human male) -=- (nikaal) Sona (giant female) T Tay (giant male) U Umbra (shadow-people) W Wrog (lask) Y Yab (giant male) Thri-kreenÜ ========== C Chkak-a-chakk (thri-kreen) D Durwadala (thri-kreen) K K'kikrik (thri-kreen) K'kivir (thri-kreen) K'kriq (thri-kreen) Kk'tkk (thri-kreen) Klik'l (thri-kreen) Krikik (thri-kreen) M Mys'tll (thri-kreen) N Nnn'tkk (thri-kreen) dsnhb20, Page # 46 Date 31-1-1995 Tuesday - 47 - T T'kkyl (thri-kreen) Carving up an ErdluÜ =================== Author: John M. Martz Here are some of the tidbits I learned from an article on ostrich farming published in The Raleigh News & Observer that I think you might find useful. See, I've always imagined erdlu to be somewhat similar to ostriches. Anyway, while ostriches average 6' tall (up to 8') they weight 300-400 lbs, which is a tad short and a bit heavier than erdlu. I only mention this fact since you might want to adjust the following. Ostriches lay more than 100 eggs a year. When slaughtered at 18 months, one ostrich produces 100 lbs of meat (red meat which tastes like beef and is lower in fat & cholesterol than chicken and fewer in calories than most meats, for all you adventurers watching your weight :-) ), 14 square feet of leather, and 56 pounds of feathers. Oh, and their forward kick delivers 500-pounds-per-square-inch of force (enough, the article says, to cave in a car door). In addition, almost all of their body has a use: oil for cosmetics, eyelashes for paint brushes, bones for bone meal, innards for fertilizer, and feathers for fashion and feather dusters. Now, we might assume that a female produces 1 egg every 4 days. Since an erdlu tends to weigh less (200 lbs) but be taller (7') than an ostrich, we might guess that when slaughtered one produces 66 lbs of meat (1/3 of body weight), 10 square feet of leather (just a guess based on less body mass), and 0 lbs of feathers (since they are featherless). I don't see why their body parts can't have similar uses to those of ostriches, above. HerbsÜ ===== Author: Jason Murray Editor's note: Jason wrote these descriptions for the "average" AD&D campaign setting. I have converted the costs to Athasian money (i.e., 1% of the gold costs he originally recommended); however, I encourage the DM to adjust the costs as he/she sees fit. MEDICINAL HERBS -- Look mom, no cleric! (pt. 1) 1) Paavel -- The berries of this tree are dried and crushed into a powder. The powder is diluted in water and drunk. The normal healing rate is tripled. This tree is rare, however. The cost may increase up to 500% in some cases. Normal cost is about 6 gold pieces for one ounce/dose. 2) Intyre -- This plant has large and broad leaves. They are smashed into a paste. This paste is applied directly to a cut or other bleeding dsnhb20, Page # 47 Date 31-1-1995 Tuesday - 48 - wound. It helps to stop bleeding and any further damage due to blood loss. The plant can be found in most moist foresty areas. A four ounce jar costs about 37 silver and 5 ceramic pieces and is good for about 5-6 uses. 3) Liesenby -- This is a natural pain killer. The flower has five pedals, and all five are soaked in water and after several minutes are laid across a wound (fracture, et cetera). Or the leaves can be chewed, the effect this has is relief from anxiety to a small degree. This is common in battlefield situations. The pain of a wound is completely deadened when used in the first described application. The flowers are bright red, and the plant grows to about 5 feet tall. This is often found on sunny slopes, or rocky slopes/soil. 4) Dalvave -- This plant is no larger than a half foot tall, and grows in meadows and clearings. The felt like leaves are cut up and boiled, the sap-like stuff left behind is applies to the wound. It restores 4 hit points per day, and must be reapplied daily. 5) Supea -- This is a vine that grows about 2.5-3 feet in length. The leaves are codial-shaped and the flowers are small and yellow in color. It is a fairly common vine. It's application is effective treatment against snake bites. After application the victim is allowed another saving throw versus poison with a +3 chance of success. If successful no more damage is lost due to the snake bite. However, this medication has some severe side effects. There is a 25% chance of blindness for about 8 days, and there is no saving throw allowed. 6) Geanmenn -- The flowers of this 2 foot tall plant are a brilliant violet. The root is thick, and the sap inside have curative powers. It is found in moist areas, just about anyplace there's water. The sap is extracted from the root and provides 4 hit point recovery per 24 hour period, and must be reapplied after the time elapses. The sap is also effective against diarrhea. The flowers and leaves are boiled to make a disgusting tasting drink, but it takes effects very quickly, usually within the hour. Urine will be black for about a day, but it is harmless to the body. 7) Chanana -- These plants grow to about 5 inches high, the leaves are soft. The leaves are dipped into boiling water and laid across the burn. This not only soothes the pain of the burn, but it also heals it. When initially applied 3 hit points of burn damage are healed. All burn damage is healed at a double rate. The fresh leaves must be applies when the previous leaves dry out. 8) Syntheal -- This plant looks like an aloe vera plant. It however, is a disinfectant for open wounds. It has no curative powers, only disinfecting. 9) Soldier Moss -- This moss is terrific for aiding in blood coagulation. It is pale green in color. It grows in boggy type areas. They can grow into what is called soldier moss islands. It looks very solid until it is stepped on. Lightweight people, if they are careful enough can walk on this with no problem It is like walking on a dsnhb20, Page # 48 Date 31-1-1995 Tuesday - 49 - trampoline (max safe weight is 115 pounds). People heavier than 115 have a 50% chance of falling through into the water below at a +5% per 10 pounds over 115 pounds. When dry, the moss is an effective sponge. It is often used as a battlefield dressing, but new moss must be applied as needed. 10) Wolvquistal -- This plant of about 2 feet high has a strong acrid smell to it. It is found just about anywhere. The large leaves must be put in boiling water and applied to the wound within a minute to unleash its most awesome curative power. If this is successfully done, then it as if 25% of the damage taken was never taken. There are side effects experienced by most nonhumans, especially dwarves. There is a 25% chance (30% for dwarves) that either blindness or paralysis will occur (no saving throw allowed). It will last for about one hour. 11) Dandelion root -- These roots stimulate a sluggish liver. To use, one must cut the roots into small pieces and simmer for 29 minutes, strain and drink. 12) Echinacea root -- The antiviral properties of these roots are used to combat sore throats, the flu colds, infections, and allergies (also has tumor inhibiting properties). It is prepared in the exact fashion as the dandelion root. PSYCHOACTIVE DRUGS -- euphorics, hallucinogens, aphrodisiac... Let it be said now that this article in no way condones the use of drugs. It is intended to give challenge to heroes, or just another aspect that makes a villain that much more despicable. Perhaps one has lost an endeared person to drugs, this may act as a motivation force to seek out those who are involved in the movement of drugs and destroy them and their trade. 1) Aphni (Grass, weed) -- The leaves of this plant are pressed into small bricks When chewed a light headed feeling is produced, and inhibitions are reduced in about 30 seconds. The effects last for about one hour. People who are intoxicated are -2 initiative. This plant is bushy, about a foot tall and has white and sometimes purple flowers. The average cost is about 1 gold and 5 silver for a one ounce brick. One brick can provide up to 4 doses. 2) Sogee (Speed) -- The leaves are picked and boiled, as the water boils off it leaves behind a sappy substance. It is then taken orally. The effects come on almost instantly. The effects last no longer than 2 hours. The user gains +1 on initiative and heightened senses. This is why this drug is often found on the battlefield. However, if used too often it is very addictive. The bush is short and doesn't flower. The negative effects of use is edginess, and the person is extremely irritable (for example, if a person is tapping there is a likelihood that the user will attack him). The cost is about 17 silver and 5 ceramic pieces for one ounce. There are 5 doses in one ounce. This plant can only be found in needle tree forests. dsnhb20, Page # 49 Date 31-1-1995 Tuesday - 50 - 3) Wonder sap (Sap) -- The root of this plant is cut and a clear sappy substance is squeezed out. This stuff is taken orally and produces extreme euphoria. Delusions of nihilism (feeling that nothing's real and that the person is part of a dream) is often reported. This plant is found in lowland marshy areas throughout the world. The effects last for about 2 hours. If a person becomes addicted, reduce Dexterity and Constitution by 2 until no longer addicted. Cost is about 25 silver pieces or a half ounce. There are two doses in a half ounce. 4) Jellena (Freedom) -- This is a cactus like plant and the sap is collected. It is then boiled with water then allowed to dry. The cake left behind is then crushed into powder. It is a yellowish powder. One ounce of powder can be made from two pounds of leaf sap. The ounce of powder is put in a half pint of water and then drunk. The effects are intense hallucinations (usually audio, but visual hallucinations are possible, too) and an REM type sleep. The person will fall down if he not already laying down. He'll experience all his dreams and desires as he wants them to be. No communication is possible The effects last for about 3 hours. It is so addictive that there is a 75% chance of addiction with each use. Withdrawal is exceptionally painful. This drug is extremely rare and the addict will go to any measure to get his next fix. The cost is 10 gold pieces or more for just one dose. 5) Lumme (Jyrki) -- Clerics are the common users of this drug, or other spiritualists. It is supposed to allow the user to communicate with his god(s). The beans of the plant are pressed and the oil produced is collected. Two pounds of beans produce one ounce of oil. The oil is slow burning (about 4 minutes to burn one ounce). The oil is lit and the fumes are inhaled as quickly as possible. There is a 20% chance of heart failure and prolonged use can result in psychotic mental disorders or some personality disorders. Whether the vision is actually a hallucination or the actual god is up to the DM, but the user will believe it was the god and will follow through with the commands given (if any). The cost is 15 gold pieces per dose. Editor's note: I have left references to "gods" -- take these to mean elemental powers, spirits of the land, or sorcerer-monarchs in the case of clerics, druids, and templars, respectively. For the "common" person, the DM might choose whichever seems most appropriate, or even spirits of fallen comrades, deceased ancestors, etc. 6) Aphrodisiac -- The 3 foot plant has white flowers. It looks much like a sunflower plant. The flowers are boiled and an amber juice is left behind. It is usually mixed into body lotions. The effects are lowered inhibitions and an extreme attraction to the opposite sex. It is mildly addictive, found in equatorial climates, but can be grown almost anywhere (must be sunny). The cost is 2 gold for one application (bottle of lotion). These medicines and drugs are a compilation of items gathered from the following sources: Palladium Books: Adventure on the High Seas. The American Survival Guide magazine, July 1991 Vol 13(7) dsnhb20, Page # 50 Date 31-1-1995 Tuesday - 51 - The Best of Dragon Vol. IV The Good and the Green: An Examination of Halfling CultureÜ =========================================================== The Good and the Green; An Examination of the Athasian Halfling Culture in the form of a letter from Brandobaris, flailing adventurer of Ogo, to his dear friend, the elven priest and preserver Disnomos. Author: Ernesto F. Santistevan <11ESANTISTEV@GALLUA.GALLAUDET.EDU> Dear friend Disnomos, I hope this letter helps in your learning of my peoples. Your pal, Brandobaris The Halfling world view is based on the philosophy of the Good and the Green. The Green are the rules of nature. We, the halflings, the other creatures of the forest, the plants, you, the people of the dry lands and even the world itself are parts of a greater whole. We each have a role in the world, we halflings are predators and prey as are other creatures of the world. The Good are the feelings within us that make us smile and rejoice. This is the feeling parental Kirre have upon slaying a sloth, they have at once destroyed a threat to their young and provided meat for them. It is a feeling of satisfaction, of knowing that which you value has been advanced and those who you care for are safer for your actions. Within this philosophy we halflings know our place in the world and see our role within that whole. We also know our place within our own clans and race and our role there as well. I will go into both aspects more deeply in a moment. The Good... Friend, the Good is rather ephemeral quality and difficult to explain to elves. It is the sense you have upon gaining a great deal of the yellow metal. I have seen you when it is in your hands, the smile, the eyes, the sense of joy. Now, imagine if you might have that feeling when holding other things, a flower for instance. We have that feeling often, walking beside a friend, sharing a hunt, protecting our young, great art, or even great efforts at poor art. You should learn to cultivate that feeling. It is not as metal in a mine, there is always more and that feeling grows faster as it grows larger, much like the jungle. Halflings as part of the Green We view ourselves as part of the Green, as much as any other animal that walks the face of Athas. As such, we hunt and are dsnhb20, Page # 51 Date 31-1-1995 Tuesday - 52 - hunted and when we die, it is part of the Green cycle and the best we can hope is to have enjoyed the Good. You are also part of the Green whether you realize it or not, for you are born, hunt, mate, reproduce and die too. We are all part of that grand complexity that we call the Green. It is because of this recognition that we carefully examine the effects of our actions upon the Green and the subsequent effects upon the halfling race. This is something that your peoples could learn, what happens in one place to one elf affects all elves, and the actions of one elf ultimately affect the entire race. It is as if you somehow believe yourself separate from the Green. As a side note, I mention that defilers are a crime against both the Good and the Green and will be eaten immediately, preferably in the method of a 1000 nibbles. How can such people claim intelligence? You could not find any creature poisoning their own lair, but this is what defilers do. This is the most damning evidence as to the barbarism of your races, you will not find halfling defilers. Food, why things are... I guess one of the first things I should explain is how we can eat other creatures such as elves (tasty), dwarves (chewy), humans (bland but can do the most with them), muls (nice blend), Thri-kreen (really, good only for spices) and half-giants (it's time to invite the neighboring clan over!). Really though, I feel kind of silly explaining this. Suppose someone asked you why you ate that erdlu leg last night? Suppose they asked about the poor erdlu's feelings, did it want to be eaten, suppose it had family, suppose it wanted to continue living, what about the family it cared for and protected? Simply put friend Disnomos, it doesn't matter to the Green, you hunted and killed it so you get to eat it. I know, I know, you say elves are different, they can speak, they can think, they are "sentient." Please explain where is this line that is drawn between sentients and non-sentients? Is it the ability to speak? The ability to use the Way? What is it? And suppose you even come up with a rule such as the ability to speak. How long do you think the sloth would pause before pouncing if you explained that because you have the ability to speak, you should not be eaten. And you say the sloth is a stupid creature and so can be excused, but many predators of enormous intelligence prey upon the so called civilized creatures. Is there some sort of value inherent to the life and body of elves, dwarves, humans, muls, thri-kreen and half-giants? If this is so, please tell me why you sell and kill each other so readily? I am puzzled as to the change in value a body takes for you between life and death. An elven tribe might kill an escaped mul gladiator for an insult made out of ignorance. They can kill because her life means so little, this despite what the mul might contribute to the security of the tribe if she were taken in. However, after slaying the mul, the elves would never consider eating the body for it's nutrition despite having hungry children. Somehow, the body is given more value than the life it held. Tell me friend, suppose you saw a kirre slay a halfling and then refuse to eat it? What would you think of that kirre? This is how we perceive you. dsnhb20, Page # 52 Date 31-1-1995 Tuesday - 53 - I would also like to put an end to that ugly rumor you have mentioned to me. Halflings do not eat other halflings. I would like you to find me an example of cannibalism occurring regularly within the Green. It simply does not occur except by the most twisted and sick of individuals and I would bet, that there are much more instances of this happening within any of the human cities at this moment than within the last 10 King's Ages of halfling history. Clans Even within your races, the mothering instinct is powerful is it not? Will not even the elven mother protect her young ferociously? Why is that my friend? It is because she is protecting the race of elves. Even the hardest of elven raiders would be hard pressed to slay an elven infant, that he could is again evidence of your savagery. We protect our children, our families, our clans and our species. Elven tribes regularly wage wars on each other, how many elven clans have been destroyed by this process? Halfling tribes will not do this and the only who die are our prey. We are stronger and safer as individuals and a species because our unity. We are part of a greater whole and recognize this, as such, we are better. Imagine how much safer all elves would be if they were also to recognize these unifying ties? Some might say that I am lessoning the strength of halflings in the Green by advocating this unity, perhaps, but I feel the increase in the Good more than compensates for that. Besides, I do not feel that intra-race fighting is at all natural and so elven unity would be more in accord with the Green anyway. Personal Glory I have noticed that often you of the dry lands tend to act for gain that is beneficial only to you and only for the short run. This is at once sad and puzzling. We halflings have no problems with personal glory, in fact our history is chock full of glorious heroes and artists. What is sad is you strive for personal glory and by doing so, prevent yourselves from achieving it. Let me give you an example, suppose an elf becomes a great trader and collects mounds of the yellow metal, mold I believe you call it. When he has left this world, his heirs will collect that metal and will remember him briefly, but in some generations, will he be remembered? Tell me, who was the greatest trader in the city of Balic 4 King's Ages ago? How is glory achieved? Simply, it is not, it is thrust upon a person. A halfling will take his part in the Green, encourage the Good and perhaps it will inspire others. Then his story will be passed along because of it's intrinsic value. I know the lessons of my people, their achievements and what they contributed to their clans, I do not know how many pieces of metal passed through their hands or how many berries they ate. We will all leave this world eventually my friend, the only lasting difference we make will be that which affects others, not ourselves. Possessions and Ownership dsnhb20, Page # 53 Date 31-1-1995 Tuesday - 54 - A troubling habit you people have is this whole possession obsession. For example, remember when Kemender could not find that clear gem and was upset when he found me showing it to those elves? He really believed that he had some sort of bond with it, I'm still puzzled by his response. Really, he did not have an intrinsic bond with it no matter what superstitions he holds. I mean, he had stuck it in his backpack and it was awful pretty, why should it not be in light where it might be admired. But, I can see you're confused already, let me digress. The air in your lungs right now, it is yours or are you just using that air? Perhaps you might argue that as long as it is in your lungs, it is yours, but really, you're just using it now and when you're done it becomes any who chooses to breathe it in right? How would you see a person who walked around claiming that this air over there or this air was his because it was once breathed by him? People might be using something for the moment, but how can it be owned? I mean, really, do you really think that crystal had any bond with Kemender other than in his mind? Do you think it missed him when I picked it up? It's a rock for the Green's sake, you people have leave these superstitions behinds. It's a very barbaric and annoying habit this ownership thing. Of course, if Kemender was using the crystal at the moment, then that would be different, it would be rude to simply take it. It would also be rude to take something that a person uses regularly, for instance my favorite sling. Another halfling would not take it without a very good reason or asking first. Slavery Another disgusting habit you have is that of taking each other as slaves. Do you see other species forcing members of their own race into servitude? How are elves supposed to advance as a race when they destroy themselves from within. It is a very foolish thing you do. Now, I can see using other races for your benefit, that is the way of the Green. Creatures use others for food, for protection, for anything that will advance their species. You keep kanks for their honey and transportation and this is good for your species. We also occasionally keep other species for their use, such as those that provide milk or meat. Remember that caravan we passed, I am puzzled, how can you bear to see other elves in slavery? A halfling would do anything to free another halfling from that fate. You have asked me why halflings will starve themselves when captured. It is this simple my friend, suppose the kank provided you with no benefits, would you continue to capture them? We have seen what happens to species who are valuable as commodities and have no wish to join their ranks. Even creatures a powerful and intelligent as muls are more often than not kanks because of their value as commodities. A halfling seeing another in slavery sees herself and her race in jeopardy. The drive to protect one's race is powerful, it is testimony to the perversion of your races that you are able to overcome it at will. I would say, in general, we halflings will slay slavers out of hand if possible as they who would traffic in their own flesh are abhorrent to the nature of the Green and distasteful to the dsnhb20, Page # 54 Date 31-1-1995 Tuesday - 55 - Good. Gifts Friend Disnomos, have you notice the pride that I carry my spear with? It is because you decorated the shaft and head with elven runes and the story of how we met. It has meaning to you and I and it's value is something that can never be traded, it is something you and I will carry forever, truly priceless eh? Remember how we escaped the thri-kreen raid on the caravan and you carried me into the desert with a swiftness that left me breathless? You told me the reason that you saved was because two might stand the trials of the desert better than one and you had heard many things of the Ringing Mountains and wished to learn more of them. It was then that I knew you were an outstanding member of your species, practical and inquisitive. Truly you carry the seeds of civilization for your people. Shortly after that we discovered the silvery metal and you were excited and puzzled that I had no interest in it. Silly elf, what use would a fifth of my body weight in metal do me in the middle of the desert? You said we could trade for this and get that and do this, but, that metal is now long gone and those memories endure. This spear is symbolic of those memories and tells the story of our meeting in your language, to me it is very valuable. The trading value of a gift is nothing, it what the gift symbolizes, if it can be traded then it is not a gift, but a barter. I would only give this spear to my daughter or son and then only as a symbol of my Good towards them. They would value it as much as I do even though a steel spear might be better for fighting. This spear is not a barter for our friendship, nor is it a weapon except in form, it is a symbol of our friendship and so is as valuable as our friendship. Coins You have been often confused at my reluctance to share your pursuit of metals and gems to the exclusion of other things. I can assure you that your confusion matches my own of your behavior toward metals and gems. You believe that these things can bring you happiness, can lead you to the Good I would say. You are wrong, they cannot. Remember the feeling we enjoyed after battling the defiler, the sensation of struggle and triumph? What coin can buy that feeling of life? Remember when we thought Bhalt dead and yet he managed to cling to life long enough for you to heal him. How many coins would you sell that experience for? What do you think of the spoiled human who sits in an estate and is surrounded by gold and never experiences that feeling? Would you trade lives with him? We do not crave mold because we know it is worthless next to the Good. I think you know that also, but you forget sometimes, that is why I must remind you dear friend. Trade with halfings We are not completely alien to you in terms of trading and things of value, we simply have a more clear view of an item's dsnhb20, Page # 55 Date 31-1-1995 Tuesday - 56 - worth. What might you trade to a halfling? We are great connoisseurs of any kind of art as you know by my appreciation of your carving skills. We also really enjoy cooking. I know of an elf who was a guest of our clan for almost two weeks, each night he prepared a new meal and shared his secrets. He left the Ringing Forest with a halfling escort and well supplied, he was a civilized creature and while we might have eaten him in leaner times, we did not. We felt he was more a benefit to the Good and the Green as a learner and a teacher than as part of the food chain. Similar incidents have happened with Rangers, Bards, Gladiators and Preservers. Most Priests and Druids are often given special consideration in regard to their strong link with the Green. Still it is important to remember my friend, simply because a creature is beneficial to the forest does not mean it is unpleasing to the palate. We also trade for eminently practical items such as rope, skins, maps and other things. In fact, King Hamanu trades obsidian for the services of halfings. It was partly the stories from my friends who served there that encouraged me to leave the forest to explore. Basically, we are a people willing to trade for items or services that are useful or pleasing, after all, we are civilized. Hiring a halfling How might you hire a halfling? I think you might already have realized how, simply offer us something we would like. If I haven't made the point already, never offer a halfling gold for a service, this is a grave insult. For this is implying that we would trade the Good for some metal, it is an offer to sell ourselves into slavery. Sure it might be a limited time, but is not all slavery limited in time by one's mortality? Some might think to capture a halfling, as I have mentioned, halflings will refuse to eat or drink. Fundamentally, creatures that do poorly in captivity are not worth capturing and we intend to do very poorly in captivity. Probably the best way to work with a halfling is to simply explain how whatever service appeals to the predator and explorer within her. If what you to do cannot appeal to these instincts, then you will have to trade a great deal. There is a story of a halfling raid and subsequent feast upon an elven tribe. This tribe was harassing the traders of Urik and then retreating to the base of the Ringing Mountains. The information and the benefit to both the halflings and Hamanu did more for his bargaining position than any amount of silly mold. Crime As you can see, we are an eminently civilized peoples. Another indicator of this is our relatively low level of crime. We have no theft because we all realize that we only use things, not have some metaphysical bond with them. We are considerate and never use something that another is using as that would be rude. We like any creature protect our species against others and because we are more cunning, able to enjoy the Good in addition to living within the Green. Still my friend, there is dsnhb20, Page # 56 Date 31-1-1995 Tuesday - 57 - illness even within our species. I have heard tales of halflings who have fed on the flesh of other halflings. What did we do? Well, how would you perceive an animal that decided to eat it's own instead of it's natural prey? Obviously it is very ill and a danger to the entire species, we do also. We have no incidence of defilers, something you should remember before you start pointing fingers and making claims to being civilized. Meeting my people... So friend Disnomos, now we come to the point of all this, how might you be able to deliver my story to my people and continue to live. In general I would suggest you take this point of view. Suppose a wild and dangerous, though very intelligent creature approached you? You would evaluate it's danger, how it might benefit you in terms of trade, or nutrition and then make a decision. Suppose you were hungry and a lizard approached and offered to trade you something you did not need, what would you do? Same here, we would not be hungry much longer. Along these lines, you might make yourself more dangerous than they are hungry. For instance if I were alone, hungry, weaponless and encountered a sloth. I would have to be very hungry (or much more schooled in the Way), to try to make a meal of the sloth. Fundamentally, you want to be worth more alive and happy than you are as a meal, what could be more simple than this? Yet one more way might be to attach yourself as being of use to another halfling. Let me explain, suppose I sent you with an important message to my clan chief and you were to return with his reply. He would not eat you unless things were very bad indeed as that would very rude of him, after all, I am waiting for his reply. If he did eat you though, I'm sure it would be for a very good reason. This is similar to using and possibly eating the erdlu another person is depends upon regularly. I have asked you to take my story back home should I join the Green before I return. You have agreed, and so I give some very specific advice should this happen. You are my friend and I do not wish for your life to end before it has explored all that it should. When you meet my tribe, explain that you carry a message from me, and I wish it read before you are eaten. it would be rude of them to ignore that. In my message, I have told a great deal of you and our clan here in the desert. I fervently hope that they will recognize you as being almost civilized as I have and will realize your value as an artist, storyteller and teacher. You have much to offer the world Disnomos, it is a pity you prostitute yourself for metal. I realize that if you try to find my clan yourself, you might end up lost or stumble into another clan or all sorts of bad things might happen as you explore the forest. I would suggest you travel to Urik and find the halflings who serve in King Hamanu's army. Show them the quipu you carry for me and ask their advice. Most likely you can travel up with some of them during the regular change of forces. The halflings escorting you up should be able to assure your safety. However, times might be lean and you might just want to give the quipu to them and ask them to deliver them further. Still, I have written much of you and I am sure my family will dsnhb20, Page # 57 Date 31-1-1995 Tuesday - 58 - want to meet you in person. New PC/NPC Generation MethodsÜ ============================= Author: Mizar, the Brilliant I've come up with a few new PC/NPC generation methods for DS, motivated by my dislike of the official 4d4+4/5d4 methods. The problem I see with these methods is that, according to statistics, the more dice you roll for a score the greater your chance of getting an average result. Since I (and most of my players) hate to play characters with average scores like 13-14-12-13-14-15, I made up these two methods: 1) 1d4+1d6+1d8+2 range: 5-20 average: 12.5 Called 468+2 for short, it's the method I'm currently using. Since it uses three dice for generation, it recovers for DARK SUN the original 3d6 "bell curve" distribution of normal worlds. My players also like the fact that, using three *different* dice, you don't need to borrow dice or roll a same die many times to get the score. 2) 2d8+4 range: 6-20 average: 13 This is a pretty wild method, since a two-dice roll generates a triangular distribution curve, i.e., it increases linearly until the average score and then decreases linearly again. This method will generate powerful and interesting PC's with many high scores and many low ones to compensate. Here's a table I was working on, to help compare the different methods. Since some people don't feel comfortable dealing with fractions, I've inverted the frequencies, so the numbers should be read as "how many times you will typically roll by method XXX to get a score of Y." Example: using 2d8+4, you will probably get an 18 once every 21 rolls. ___________________________________________________________ 5d4 4d4+4 468+2 468+2* 2d8+4 2d8+4* 1d20 5 1024 -- 192 -- -- -- 16 6 205 -- 64 -- 64 -- 16 7 -- 32 -- 32 -- 16 8 256 19 105 21 49 16 9 64 14 35 16 25 16 10 28 11 18 13 16 16 11 14 9 12 11 12 16 12 10 8 9 9 10 16 13 8 8 8 8 8 16 14 7 9 7 9 7 16 dsnhb20, Page # 58 Date 31-1-1995 Tuesday - 59 - 15 8 11 8 11 8 16 16 10 14 9 13 10 16 17 14 19 12 16 12 16 18 28 32 18 21 16 16 19 205 64 64 35 32 25 16 20 1024 256 192 105 64 49 16 ___________________________________________________________ * Reroll 1's The "reroll 1's" methods are included because sometimes (when I'm in a good mood :-) I allow players to do that, so I wanted to compare them too. Random Pick Pockets TableÜ ========================= Author: Bill Hincks I developed this table to help me out in city settings when the thieves in the party insist on getting themselves into trouble. It's very simple to use and there are not a whole lot of redundancies. The roll is a simple d100 for the table and a d100 for the item. Note: it is possible to pick pockets successfully and still not find anything. This table is designed to represent the common crowd. If a thief is targeting the upper class only then add whatever percent you see fit to the percentile roll. 01-50 76-87 d20 d20 1: empty! 1: empty! 2: empty! 2: bone ring (2cp) 3: empty! 3: signal whistle 4: 1/4 lb. nuts 4: small flute 5: 1/2 lb. rice 5: poison ring 6: 1/2 lb. raisins 6: broken bone thieves' pick 7: mixed herbs (common) 7: writing ink 8: handful of cotton 8: feather quill 9: d6 faro needles 9: 1/8 lb. rare spices 10: 1/4 lb. cheese 10: lump of fresh cheese 11: bone hairclip 11: small fire kit 12: small glass bottle (empty) 12: d6 bits 13: d4 glass marbles 13: d4 bits 14: 1' twine 14: d2 ceramics 15: bone comb 15: d10 bits 16: sewing needle 16: flask of lamp oil 17: small lump of sealing wax 17: vial of perfume 18: whetstone 18: obsidian knife 19: signal whistle 19: d6 bone darts 20: GO TO NEXT TABLE 20: GO TO NEXT TABLE 51-75 88-93 d20 d20 1: empty! 1: empty! 2: 1/8 lb. common spices 2: faro fruit dsnhb20, Page # 59 Date 31-1-1995 Tuesday - 60 - 3: small block of salt 3: 1/2 lb. rare spices 4: dried meat 4: 1/8 lb. exotic spices 5: fire kit 5: d6 candles 6: empty waterskin 6: rare feather 7: 1lb. raisins 7: glass bottle (full of nectar) 8: cloak pin 8: written note (about a meeting) 9: candle 9: bone knife & scabbard 10: small square of canvas 10: vial of writing ink 11: scrap of torn silk 11: pouch of dried paints 12: small piece of carved wood 12: magnifying glass 13: common animal feather 13: d4 ceramics 14: smooth stone 14: d20 bits 15: stick of chalk 15: d10 darts 16: lump of stale bread 16: vial type A poison 17: 1 bit 17: 3 springs of morning glory 18: d4 bits 18: 1 ornamental stone (15cp) 19: plain brooch 19: 1 vial type G poison 20: GO TO NEXT TABLE 20: GO TO NEXT TABLE 93-95 99-00 d20 d20 1: empty! 1: empty! 2: 1/2 lb. exotic spices 2: d3 vials of random poison 3: d4 ceramics 3: 4 vials of random poison 4: d6 ceramics 4: d4 silvers 5: d8 ceramics 5: d20 ceramics 6: d10 ceramics 6: gold 7: d12 ceramics 7: d100 bits 8: d4 bits 8: d100 ceramics 9: d12 bits 9: magical potion fruit 10: d3 ornamental stones (15 cp) 10: steel dagger + scabbard 11: 1 semiprecious stone (75 cp) 11: precious gem (75 sp) 12: written note (elicit meeting) 12: d2 gold 13: 1 silver 13: d10 vials random poison 14: d4 ornamental stones 14: d10 ornamental stones (15 cp) 15: precious bone comb (10 cp) 15: d8 semiprecious stones (75 cp) 16: crafted wooden figurine (d20 cp) 16: small random magic item 17: 1 vial poison type F 17: hand trap 18: bone dagger & scabbard 18: good haul roll twice more 19: d3 thistle roots 19: great haul roll twice more and 20: GO TO NEXT TABLE add 10% to percentile rolls 20: haul of the century roll three more times and add 15% to rolls 96-98 d20 1: empty! 2: 1 vial random poison 3: d10 ceramics 4: d4 ornamental stones (15 cp) 5: semiprecious stone (75 cp) 6: d2 silvers 7: d4 vials random poison 8: d3 sun pears dsnhb20, Page # 60 Date 31-1-1995 Tuesday - 61 - 9: 1 deadly creeper in ceramic ball 10: 3 clumps of rockweed 11: bone bards' friend 12: bag with magic mouth on it 13: silver ring (2 sp) 14: d4 silvers 15: fancy stone (15 sp) 16: jeweled brooch (30 cp) 17: steel knife & scabbard 18: 3 rations food 19: young hurrum 20: GO TO NEXT TABLE DARK SUN Strength TableÜ ======================= Author: Marcos A. Avila Ability Hit Damage Weight Max. Open Bend Bars/ Score Prob. Adj. Allow. Press Doors Lift Gates 1 -5 -4 1 3 1 0% 2 -4 -3 3 5 1 0% 3 -3 -2 5 10 2 0% 4 -2 -1 10 20 3 0% 5 -2 -1 15 30 3 0% 6 -1 0 20 45 4 0% 7 -1 0 25 60 4 0% 8 0 0 30 85 5 1% 9 0 0 35 95 5 1% 10 0 0 40 110 6 2% 11 0 0 45 120 6 3% 12 0 0 50 135 7 4% 13 0 0 60 150 7 5% 14 0 0 70 170 8 7% 15 0 0 85 200 9 10% 16 0 +1 110 230 10 14% 17 +1 +2 150 270 11(1) 18% 18 +2 +3 220 350 13(3) 25% 19 +2 +5 300 480 15(6) 40% 20 +3 +6 400 630 16(9) 55% 21 +4 +8 550 800 17(12) 70% 22 +5 +10 700 1000 18(14) 80% 23 +6 +11 900 1200 18(16) 90% 24 +6 +13 1200 1500 19(17) 95% 25 +7 +14 1500 1800 19(18) 99% Survey of DARK SUN ProductsÜ =========================== Editor's Note: If you want to complete this survey, please save a copy of this form to a file, fill it out, and email your response to the author of the survey, below. dsnhb20, Page # 61 Date 31-1-1995 Tuesday - 62 - Author: Goth ==================================== Introduction to the Net Rating Forms ==================================== Note for Old-time Voters: ------------------------ Those of you who read the rec.games.frp.dnd newsgroup will know that this is actually a relaunch of an idea which first appeared in October. I have modified the format of the rating forms quite extensively since then, but if you have already voted using the previous forms, your votes have already been counted. In the forms which follow, any product which has already appeared on an old-style voting form will have a "*" after the title. Old- timers can just vote for the products without asterisks to prevent duplicate votes from appearing. Introduction: ------------ The Net Rating Forms are your chance to express your opinion of TSR's AD&D products. TSR produces an extremely variable quality of AD&D products (from pretty lame to highly inspired) and it is often difficult to judge a product from it's cover. The idea is that you give each listed product a simple mark out of ten in the space provided, and mail the completed form back to me, I'll collect the replies and post summaries of the results here. You don't need to actually own these products to rate them, but you should be at least familiar with the contents. Hopefully, these ratings will give other people a better idea of what to buy and what to avoid. As well as the mark section, there also space for you to add comments. These comments are often more useful than the rating values, so don't be shy about expressing your opinion. Incidentally, I have no official connection with TSR whatsoever, but I might send them the results if there is enough interest and participation. ==================== DARK SUN Rating Form ==================== /---------------------------------------------------\ | For an introduction to the Net Rating Forms, | | please read the Rating Form Introduction post. | \---------------------------------------------------/ dsnhb20, Page # 62 Date 31-1-1995 Tuesday - 63 - Boxed Sets Put your mark out ---------- vv of 10 here. DARK SUN Boxed Set* [ ] Ivory Triangle* [ ] DSE1: Dragon's Crown* [ ] City by the Silt Sea* [ ] Comments: Monstrous Compendiums --------------------- MC12: DARK SUN* [ ] Comments: References ---------- Dragon Kings* [ ] CGR2: Complete Gladiator's Handbook* [ ] The Will and the Way: Psionicists of Athas* [ ] DSR1: Slave Tribes* [ ] DSR2: Dune Trader* [ ] DSR3: Veiled Alliance* [ ] DSR4: Valley of Dust and Fire* [ ] DSS1: City-State of Tyr* [ ] DSS2: Earth, Air, Fire & Water* [ ] DSS3: Elves of Athas* [ ] Comments: Modules ------- DS1: Freedom [ ] DSQ1: Road to Urik [ ] DSQ2: Arcane Shadows [ ] DSQ3: Asticlian Gambit [ ] DSM1: Black Flames [ ] DSM2: Merchant House of Amketch [ ] DSM3: Marauders of Nibenay [ ] Black Spine [ ] Forest Maker [ ] Comments: View survey results Survey of DARK SUN Products -- ResultsÜ ====================================== Author: Goth dsnhb20, Page # 63 Date 31-1-1995 Tuesday - 64 - Read/Complete Survey Editor's Note: I did almost no editing of the following results form (e.g., I didn't place pop-up windows for abbreviations, etc.) because I wanted to leave it as unaltered as possible -- didn't want you thinking I was stuffing the ballot box. ========================= Results: DARK SUN Ratings ========================= Last modified on January 18, 1995 ============== Points Ratings ============== In order for a product to appear on the points rating table, it must have at least five votes. Products are listed in points order, from highest to lowest. /-------------------------------------------------------\ | - Key - | | | | Score = the product's average rating | | Low = the lowest rating anyone gave this product | | High = the highest rating anyone gave this product | | Voters = the number of people who rated the product | \-------------------------------------------------------/ Product Score Low High Voters ------- ----- --- ---- ------ DSS2: Earth, Air, Fire & Water 8.9 6 10 10 The Will and the Way: Psionicists of Athas 8.5 6 10 11 MC12: DARK SUN 7.8 4 10 12 DSS3: Elves of Athas 7.7 6 9 7 City by the Silt Sea 7.7 6 10 6 DSQ2: Arcane Shadows 7.6 5 10 5 DSR3: Veiled Alliance 7.5 5 10 8 DSS1: City-State of Tyr 7.2 3 10 6 Dragon Kings 7.0 5 10 13 Ivory Triangle 7.0 2 9 7 DSR4: Valley of Dust and Fire 7.0 4 9 6 DSR2: Dune Trader 6.9 5 9 9 DARK SUN Boxed Set 6.6 0 10 29 DSR1: Slave Tribes 6.6 4 9 7 DSQ1: Road to Urik 6.6 6 8 5 CGR2: Complete Gladiator's Handbook 6.4 4 8 9 DSE1: Dragon's Crown 6.2 4 9 6 DS1: Freedom 5.7 2 8 7 ======== Comments ======== dsnhb20, Page # 64 Date 31-1-1995 Tuesday - 65 - This next bit is a selection of comments people have sent in. I've removed some remarks which were very similar, especially for products which provoked large quantities of comment and I've done some minor editing for grammar and spelling. Other than that, this is how they were sent in. Comments added since the last edition of the results are marked with "|"s. General Comments ---------------- In general, I think all the supplements are very good -- I've not cared for the few modules I've purchased (exept Black Spine). I hated the "flip book" format; while it was a good idea, it simply made the supplements too expensive. Some of them (e.g., Dragon Kings) are great, but not all that playable (at least to those of use who never run 20+ level PCs). DARK SUN was the best (in my opinon) version of an alien world in AD&D. Everything was pretty cool, and clean. Except a couple of things -- the way the world was introduced, for example. I know storyline is important, but it doesn't need to get mixed up in the refrence details. Another thing was that you have to buy all the later boxed sets to understand more about the world, (i.e. Cites, the Silt Sea, etc.) I know this gives the DM a lot of freedom, but why buy a boxed set, if you have to make up everything your self? (I only use these sets if I don't want to spend the time making up my own world.) Another big turn-off was that you had to go out and buy the Psionics Handbook, first. DARK SUN would have been much cooler if it contained more stuff... in my opinion, (that doesn't stop it from being a cool game though). I thought it was a good world but I didn't think I would be running it anytime soon. I liked the harshness of the world, but must agree with current critics who pen it "an enviro feel-good munchkin land". DARK SUN is all I play, although I do have Planescape, which I only purchased as an extention to my DARK SUN campaign. DARK SUN is still my favourite setting. So call me a munchkin, I'll just sic my thri-kreen gladiator on you... I like the "differentness" of it all. The new PC races, harsh setting, very strange creatures all over the place. It's just weird enough to appeal to me. DARK SUN would be cool, but it wasn't thought out enuff. Not much to say. I liked, but don't play it much. | DARK SUN was the best setting TSR had put out for years when it | came out, sadly I've heard it's not very popular... just shows what | wimps most AD&D players are. Boxed Sets ---------- The DARK SUN Boxed Set is one of the two best products I have dsnhb20, Page # 65 Date 31-1-1995 Tuesday - 66 - bought from 2nd edition stuff -- I'd give it a 10 if the mini-module it contains wasn't so damn horrible. It is also a deal at $20. DARK SUN (the boxed set), was a very good, well-made game. The only thing that I found wrong with it was that it didn't have enough stuff! When I go out and buy a boxed set, I'd like it so it wasn't so "iffy" in many areas. So many places are so uncharted. Hey, if I wanted to make all this stuff up, I would go out and make my own set! But I know that this was TSR's ploy to make me go out and buy more stuff, which kind of worked. Otherwise, the ideas and the background were just fine. City by the Silt Sea, while limited in its use, is well thought out and well presented. Overall it is one of the best of available adventures. The creatures in MC12 are great for the world of Athas, but most are of limited use elsewhere. Dragon's Crown was not playtested enough. We found numerous weak points, resulting in an overall poor rating. | I especially disliked the Ivory Triangle. From the ads I expected | material needed to play wars waged by Gulg & Nibenay, I even hoped | that a such war would be described. Yet all I got was some pathetic | BATTLESYSTEM stats... References ---------- Dragon Kings seems not to be very well thought out and could have been much better. It is also not worth having a full hardback book for. The Gladiator's Handbook is okay, but a little bit unnecessary. City-State of Tyr is extremely good in its depth. Earth, Air, Fire & Water is an important and necessary resource for any DS campaign if there are any clerics involved whatsoever. Earth, Air, Fire and Water is by far the best accessory TSR has published that I have read. It really gives depth and colour to the new DARK SUN cleric. The Will and the Way isn't quite as good but is very important because of the new psionic powers inside. City-State of Tyr is good. I actually need and use it a lot because I mainly play City adventures. When I first flipped through Dragon Kings, it looked beautiful. I was awed. There were so many cool things (that I thought) were pushed into it. Then when I bought it, I found out I didn't like it at all. I guess it was another one of TSR's ploys to make me buy more of their junk. It's good if you like playing past the 20th level, but I don't. I can't stand DMing a game past othe 20th level, the players get WAY to powerful, and are hard to control, and change. You find that you have to meddle with higher beings and things just get out of hand. Even in a DARK SUN campaign. Once I had to put the Dragon of Tyr against a group of 17-19th level characters. And guess what? They kicked his ass! After you get to a level that is that high, you lose a lot of fun in the game. And the DM/GM loses the most fun, especially when you have dragons, elementals, and what-not which can dsnhb20, Page # 66 Date 31-1-1995 Tuesday - 67 - blow up the whole freaken place. The Gladiators Handbook was all right. Part of it was a "joke" as I would call it though. It is a great pity that the best DARK SUN product so far has been Valley of Dust and Fire, as this was the single place the PCs have the least probability of ever visiting. It is an even greatest pity that TSR killed Borys, therefore rendering the whole supplement (Valley) useless. Who said the guys have brains in their heads? | These are all mostly good value... Elves of Athas saw the first | appearance of the new godly artist Tony Di'Terlizzi... *sigh* | | I particularly like products with new powers/spells/kits/ | proficiencies, like Dragon Kings, The Will & The Way, EAFW. I don't | like products with tons of NPC's (with many mistakes... bards with | spells etc.), I prefer my NPC info in modules. Important one's like | Rikus, Sadira, SK's head templars should be included, but as I've | said, I prefer game mechanics... Modules ------- | Freedom makes a good introduction to Athas, and is really | unique in its possibilities for good roleplaying. | | Black Flames is fun, but has some problems for the DM (not the | least of which is dealing with ultra-powerful NPC's in a low level | module). | | Black Spine is great in its detail (once you get past the $25 price | tag). | | The modules weren't quite as successful as the supplements. | | I like all the modules, Black Flames would have gotten a 10 too if | it weren't for the MISERABLE artwork... I also prefer the flip-book | format, that't why Black Spine & Forest Maker didn't get a higher | rating. Tattoo TechniquesÜ ================= Author: Greg L Dufner Before the advent of electricity there were two particularly popular methods of giving a tattoo. Both of these techniques would be quite easy to employ on Athas, especially with the use of a healing spells or other magical catalysts. Also, refer to the Give Tattoo nonweapon proficiency presented in the DSNHB. The first technique consists of dipping a sharpened piece of bamboo, or cactus needle, into a jar of ink and then piercing the flesh of the recipient with the coated needle. After the needle is withdrawn the ink remains in the flesh. While this sounds barbaric dsnhb20, Page # 67 Date 31-1-1995 Tuesday - 68 - and crude, incredibly complicated and detailed drawings can be achieved. The second techniques consists of using fine toothed combs dipped in ink. These combs could be carved from wood, created using needles, or with the use of magic, such as the spells to shape bone or wood. In this techniques the combs are dipped into the ink, placed on the skin, and tapped with a hammer. The tips puncture the skin and the comb is withdrawn, leaving the ink in the skin. HEALING After a tattoo is given, it takes 5 to 14 days to heal completely, on a normal man. During the healing process the tattoo must be kept clean, coating with some type of healing salve would do the trick on Athas. If the tattoo becomes infected, the art work will be destroyed as the body tries to eject any foreign material, ink included. In game terms this event is up to the DM, but total healing time should be based on the Constitution of the recipient, or the use of the Healing NWP on the new tattoo on a regular basis. A healing spell will automatically heal a tattoo and help insure color set. MATERIALS The materials used to give tattoos are all readily available on Athas. Needles can be obtained from cacti -- the hollow needles of a spider cactus are especially valued, as they hold more and can be used for multiple injections before they need to be re-dipped. The inks can be obtained from the same sources as clothing dye is, and someone with the brewing NWP or the skill to craft poison can fashion an especially vibrant range of colors. (Another source of income for Bards?) These inks can range in price from several bits to several silver pieces depending on the quality and color fastness of the ink. Once again this is left to the DM's discretion, as are the prices and availability of the needles or combs. TATTOOED SPELLS These spells are treated in much the same way as tied (quipu) spells. The words are not actually written on the skin, but a pattern is determined by the recipient and a series of raised scars are carved into the flesh. The pattern of the scars determines the pattern that the spell caster must follow. When these tattoos are given, no healing magics can be used as the wounds must scar excessively. At the end of the healing process a System Shock must be made or a permanent loss of 1 hit point will result. If healing magic is used, the scars will not develop and the tattooing will leave only a pretty picture. These tattoos also tend to be very large. For every level of the spell assume that the tattoo must cover one square foot. The tattoo must also be easy to touch and follow with ones fingers. These spells will never exceed third level, as some of the energy from the spell will be drawn from the tattoo each time it is cast. Casting a first level spell chills the caster, while a third level spell could put the caster into fits of shivering and a traumatic cold spell. A higher level spell could leave the caster frozen in the spot from which he cast the spell. dsnhb20, Page # 68 Date 31-1-1995 Tuesday - 69 - The years in a King's AgeÜ ========================= Author: Michael LeSeney Being an amateur astronomer, and a avid fan of the earth sciences (I am a meteorologist, by the way) I was interested in the Athasian calendar. Not much info is given in the guides, but what is given has lead me to a question that popped into my mind. According to the book, the Athasian calendar progresses on a 77 year cycle, following two astronomical phenomena. A 7 year lunar cycle and a 11 year (I would suppose comet/meteor shower) peak in astrological activity. I looked over the pattern of year naming and found it somewhat hard to follow by just looking at the 18 different names. So being an industrious scientist I wrote a fortran program to list the years and their corresponding names. year # | year name year # | year name 1 | Ral Fury 40 | Mountain Defiance 2 | Friend Contemplation 41 | King Reverence 3 | Desert Vengeance 42 | Silt Agitation 4 | Priest Slumber 43 | Enemy Fury 5 | Wind Defiance 44 | Gunthay Contemplation 6 | Dragon Reverence 45 | Ral Vengeance 7 | Mountain Agitation 46 | Friend Slumber 8 | King Fury 47 | Desert Defiance 9 | Silt Contemplation 48 | Priest Reverence 10 | Enemy Vengeance 49 | Wind Agitation 11 | Gunthay Slumber 50 | Dragon Fury 12 | Ral Defiance 51 | Mountain Contemplation 13 | Friend Reverence 52 | King Vengeance 14 | Desert Agitation 53 | Silt Slumber 15 | Priest Fury 54 | Enemy Defiance 16 | Wind Contemplation 55 | Gunthay Reverence 17 | Dragon Vengeance 56 | Ral Agitation 18 | Mountain Slumber 57 | Friend Fury 19 | King Defiance 58 | Desert Contemplation 20 | Silt Reverence 59 | Priest Vengeance 21 | Enemy Agitation 60 | Wind Slumber 22 | Gunthay Fury 61 | Dragon Defiance 23 | Ral Contemplation 62 | Mountain Reverence 24 | Friend Vengeance 63 | King Agitation 25 | Desert Slumber 64 | Silt Fury 26 | Priest Defiance 65 | Enemy Contemplation 27 | Wind Reverence 66 | Gunthay Vengeance 28 | Dragon Agitation 67 | Ral Slumber 29 | Mountain Fury 68 | Friend Defiance 30 | King Contemplation 69 | Desert Reverence 31 | Silt Vengeance 70 | Priest Agitation 32 | Enemy Slumber 71 | Wind Fury 33 | Gunthay Defiance 72 | Dragon Contemplation 34 | Ral Reverence 73 | Mountain Vengeance 35 | Friend Agitation 74 | King Slumber dsnhb20, Page # 69 Date 31-1-1995 Tuesday - 70 - 36 | Desert Fury 75 | Silt Defiance 37 | Priest Contemplation 76 | Enemy Reverence 38 | Wind Vengeance 77 | Gunthay Agitation 39 | Dragon Slumber Nonweapon ProficienciesÜ ======================= Flintknapping Give Tattoo Read/Tie Quipu Give TattooÜ =========== Author: Greg L Dufner 1 slot (2 for people with out the drawing NWP) / DEX / general This proficiency allows the user to give tattoo and allows the user to craft his own tattooing needles (or combs). A proficiency check is made during the tattooing process. The role is modified by the complexity of the tattoo. A simple tattoo, such as a geometric pattern, is unmodified, while a complicated tattoo is more difficult, say the Dragon holding up the dark sun might be modified by -4. Size also plays a role, the larger the tattoo the easier it is to draw, the smaller the more difficult. A successful tattoo results in proper color set, good art work and clean healing (assuming proper care). A failed check could result in several things: bad color set, botched art work, or improper healing or excessive scarring. These results should be determined by the DM, with the severity being determined by the degree of the roll's failure. FlintknappingÜ ============= Author: Tim Elkins 1 slot / INT + DEX reaction adj. / general This proficiency governs the crafting of small or medium sized stone tools and some simple weapons. It covers the techniques of direct and indirect percussion, grinding, and retouching. With this proficiency, one can easily make the simplest stone tools, like "pebble" tools (about hand-sized) such as meat scrapers, cutters, etc, (mostly for carving up dead animals). One can also make larger axe and adze heads and small millstones, and small obsidian weapon pieces. Time finding materials can vary greatly, but some suggested construction times are: Arrowhead 10/day Spearhead 3/day Axe/Adze 2 days Pebble tools 10/day dsnhb20, Page # 70 Date 31-1-1995 Tuesday - 71 - Chatkcha 1 day (Thri-kreens only) Club 2 days These are just a few examples, and many more can be added. If another slot is spent on this proficiency, larger stone/obsidian weapons can be made, at the DM's discretion. Weapons made in this way are Poor quality to start, but each day spent retouching the item can increase its quality by one degree (with a successful ability check). This time can increase for larger weapons. Read/Tie QuipuÜ ============== Author: John M. Martz 1 slot / INT -1 / priest and wizard groups, as well as the trader class The character can read and tie quipus. Quipus are a means of recording information by the use of knotted strings of differing colors and lengths. Since each culture ties their quipus uniquely, the character must select the language in which he is proficient; examples are Common, Elven, and Halfling. Other options may exist to these standard languages, such as the dialect of the merchant houses, at the DM's discretion (such as Giant). Whenever, a PC attempts to read or tie a new quipu, a proficiency check must be made. A failed check means that the quipu is unreadable by that character until he gains a level. When tying a quipu, characters add any reaction adjustment for high or low dexterity as an additional check modifier; for example, a PC with a DEX of 17 would need to roll under his INT +1 (since -1 + 2 = +1). In this case, a failed check means that the quipu has been tied incorrectly and is unreadable. On a roll of 20, the character misreads/misties the quipu in such a manner that the mistake is undetectable and results in an outcome to the character's detriment (e.g., a spell memorized from a mistied quipu might not function or have the reverse effect). Additional languages may be added by devoting more slots. This proficiency does not convey the ability to read quipus from ancient cultures. Kits & ClassesÜ ============== Classes: Cerebral Knight Kits: Athasian Halfling Whistler Elemental Healer Empath Sentinel Somniomancer Cerebral KnightÜ dsnhb20, Page # 71 Date 31-1-1995 Tuesday - 72 - =============== Cerebral Knight Author: Matthias Roschke The cerebral knights are a class of characters, who train in both psionics and the art of warfare. They believe that in order to become master warrior (or knight) it is just as important train and discipline the mind as it is to exercise and develop the body. In fact, the two must go hand in hand, because the body and mind are one, and must thus be trained together. Anyone who is eligible to become a psionicist, and has a strength and constitution of at least 13, may become a cerebral knight. Thus the ability requirements are: STR 13, CON 13, INT 12, WIS 15. A cerebral knight may NOT be multi-classed, and must be lawful in alignment (there is in fact a very strict ethos, which must be followed at all times, see below). Cerebral knights advance as shown on the table below. They get d8's for hit dice and are allowed the fighter constitution bonus as well as percentile strength. They may become proficient with any weapon, and are allowed to specialize in a single one. They use the fighter combat values and get multiple attacks just as fighters do. They may use any magical item allowed to either fighters or psionicists, but may never own more than 10 such items. In addition, they have the same armor restrictions as psionicists do (or suffer the same consequences if the optional rules about heavy armor are used). Level Experience Hit Dice Psionic Power Points (d8's) Disciplines Slots 1 0 1 1 4 2 3,000 2 1 6 3 6,000 3 1 8 4 12,000 4 2 10 5 25,000 5 2 12 6 50,000 6 2 13 7 100,000 7 2 14 8 200,000 8 2 15 9 400,000 9 3 16 10 700,000 10 3 17 11 1,000,000 10+2 3 18 12 1,300,000 10+4 3 19 13 1,600,000 10+6 3 20 14 1,900,000 10+8 4 21 15 2,200,000 10+10 4 22 16 2,500,000 10+12 4 23 17 2,800,000 10+14 4 24 18 3,100,000 10+16 4 25 19 3,400,000 10+18 5 26 20 3,700,000 10+20 5 27 Cerebral knights do not gain access to the metapsionic discipline, but are free to choose any of the others. Unlike psionicists, they do dsnhb20, Page # 72 Date 31-1-1995 Tuesday - 73 - not gain defense modes automatically, but have to learn them (defense modes can always be learned, even if the cerebral knight does not have access to the telepathic discipline). In order to learn a psionic power, the psionicist must spend psionic power slots. It costs 1 slot to learn a devotion, and two slots to learn a science (it is permitted to save psionic power slots and spend them in the future). The cerebral knight starts out with 10 PSP's and at every level (including first) rolls a d10 to see how many additional PSP's are gained. They do get extra PSP's for high wisdom scores just as psionicists do. This is summarized below: WIS Score Bonus PSP's 15 0 16 +1 17 +2 18 +3 19 +4 20 +5 21 +6 22 +7 23 +8 24 +9 25 +10 A cerebral knight starts out with 4 weapon and 4 non weapon proficiencies. New proficiencies are gained every 3 levels. There is a -3 penalty for using a weapon without being proficient in it. Non-weapon proficiency slots may be spent on general, warrior or psionicist proficiencies. Cerebral knights use the following saving throw table: Paralyzation, Rod, Petrification Poison, or staff, or Breath Level Death Magic or Wand Polymorph Weapon Spell 1-2 14 16 13 17 15 3-4 13 15 12 16 14 5-6 12 14 11 15 13 7-8 10 12 10 13 12 9-10 9 11 8 12 10 11-12 8 10 7 11 9 13-14 6 9 6 9 8 15-16 5 8 5 8 7 17-18 4 6 3 7 6 19-20 3 5 2 5 5 21+ 2 4 2 4 4 Cerebral Knights belong to a very strict and disciplined order. Loyalty to the order, and strict adherence to the code of conduct is of paramount importance. The code of conduct is summarized below: 1) The Knight owes absolute loyalty to the order and shall always follow its commands to the best of his/her ability. dsnhb20, Page # 73 Date 31-1-1995 Tuesday - 74 - 2) The Knight shall obey the commands of higher order knights. Higher order knights shall not abuse this for personal gain. 3) The Knight shall always treat other Knights with respect and courtesy. Fighting between knights (other than for practice or demonstration) must be avoided at all cost. 4) The Knight shall never abuse his/her abilities and training, as this reflects badly upon the order as a whole. 5) The Knight shall be diligent in his/her training, and shall not look for training outside the order, nor shall he/she offer to train others (except as authorized by the order). Besides those powers already mentioned, the cerebral knight gains the following as he/she advances in level: 4th Level (Initiate) -- +1 to initiative -- is surprised only on a 1 or 2 (d10) 8th Level (Knight) -- +1 to initiative -- +1 to save vs mind affecting spells -- is only surprised on a 1 -- immune to 1st level illusions 12th Level (Master) -- +1 to initiative -- +2 to save vs mind affecting spells -- immune to 2nd level illusions -- +1 to hit and damage -- is never surprised -- may open his/her own school and train cerebral knights 18th Level (Grand Master) -- +2 to initiative -- immune to mind affecting spells -- +2 to hit and damage -- immune to all diseases All bonuses are cumulative The Great Master is the overall head of the order of cerebral knights. This office is always conferred for life onto the 'most worthy candidate' by a general assembly of all masters. This 'most worthy candidate' is not necessarily the highest level cerebral knight in the world, in fact any master may occupy this position, but the Great Master has some authority over (and responsibility to) all other cerebral knights (even those of higher level). Athasian Halfling WhistlerÜ ========================== Athasian Halfling Whistler Author: David Schwartz dsnhb20, Page # 74 Date 31-1-1995 Tuesday - 75 - Specialty: Huntleader/Storyteller Qualifications: INT 10, DEX 13, WIS 13, CHA 15. Prime requisites: Intelligence and Wisdom. Description: Halfling whistlers are often mistaken for witchdoctors by outsiders, but they are in fact bards. Like other bards, they are jacks-of-all-trades. They are the keepers of halfling history. They entertain the young with stories of great halflings and with their whistling. Whistlers also help the hunters of the village. They make the poisons halflings are famous for and set snares to catch animals. They communicate with small animals and use them to search for food. In addition halfling whistlers have a special bond with nature that gives them some clerical powers. While not as powerful as true clerics, they are invaluable on the hunt. Lastly, any halfling tribe preparing for battle will always have its whistler tell them an inspirational story or whistle a patriotic tune to boost morale for the upcoming battle. A whistler may occasionally visit other cultures to learn about them and return to their tribe with new stories. This often gets them attached to adventuring groups. However, they tend to be most useful in natural settings. Weapon Proficiencies: Whistlers, as huntmasters, prefer missile and hurled weapons, and therefore at least half their proficiencies must be spent on these types of weapons. Otherwise, there are no restrictions. In addition, halfling whistlers can take a special proficiency: rock pitching. This proficiency allows the whistler to throw a "good" rock with the same effect as a dart (with blunt damage) with a +1 to damage (in addition to her (PC) natural +1 to hit). A good rock is one worn by swift rivers or fierce winds, not any old rock. A whistler will usually have 2d4 good rocks on him. Being bards, whistlers often put poison on their weapons. Whistlers will use poisons that tend to decompose quickly, allowing the victim to be eaten with little fear of poisoning the diner. [Editor's note: I reworked this paragraph based on a discussion with the author.] Nonweapon Proficiencies: Bonus: Hunting, Local History (local to their home territory), Set Snares, Humming/Whistling. Suggested: Ancient History, Animal Lore, Astrology, Bowyer/Fletcher, Chanting, Dancing, Direction Sense, Herbalism, Survival (Forest), Weather Sense. Armor/Equipment: Halfling whistlers are restricted to studded leather, leather, or padded armor. Special Benefits: (These four abilities replace the four abilities of a true bard [legends lore, counter song, inspire, and improve reaction]. Only thieves abilities and spells/poisons are the same for all bard kits, the other four abilities and the four bonus proficiencies change with each kit.) Rally Allies: By whistling an inspirational tune or telling a story of a heroic halfling (as defined by halfling values), the whistler can inspire people just like a true bard. Counter Song: By whistling, same effect as true bard ability. Chattering: Whistlers can communicate with chattering, squeaking, or chirping animals. The whistlers use these little friends as spies or hunting scouts. dsnhb20, Page # 75 Date 31-1-1995 Tuesday - 76 - The bard can communicate simple concepts with chattering animals. The whistler could tell a squirrel to see what's ahead. The squirrel could come back and say there are three big things. The whistler won't know what those 'things' are, just that they are ahead. It is more useful when the bard is expecting a certain creature or people. Druids on the other hand get more detailed information and can communicate with any animal on their guarded lands (and later all animals and plants), while whistlers are limited to chattering creatures (rodents [squirrels, rats, bats, chipmunks], birds, and some insects). Spell Whistling: While not as powerful as true clerics, whistlers can cast some spells. The following spells (gained at the mentioned level) can be cast (by whistling) once per day at the bards level: 1 -- Speak with Animals 3 -- Invisibility to Animals 6 -- Summon Insects 9 -- Repel Insects 12 -- Speak with Plants 15 -- Animal Summoning I Special Hindrances: None. Elemental HealerÜ ================ Elemental Healer Author: John M. Martz Description: Minor access to the Sphere of the Cosmos limits the curative abilities of most Athasian clerics. While druids and templars can wield these powers, the average person never encounters a druid and cannot afford a templar's services. That is why, of all priests on Athas, perhaps none are more important to the common man than elemental healers. These select few are elemental clerics who wield curative powers beyond their peers. The requirements for becoming an elemental healer are strict. Only clerics may become elemental healers; druids and templars cannot. Furthermore, only a single-classed human with a minimum Wisdom of 17, a Constitution of 13, and a Charisma of 14 may take this kit. He must maintain a certain degree of detachment in order to selflessly fulfill his commitment to helping those in need; thus, at least one aspect of the healer's alignment must be neutral. In addition, he is not allowed to profit from his powers; thus, he cannot be evil. Finally, he must possess a psionic wild talent relevant to healing, such as any of the following: complete healing, absorb disease, cell adjustment, forced symmetry (in DK), lend health, or suspend animation. Role: The elemental healer's main purpose is to heal the wounds and diseases of others. As an initiate, he displays a talent for the art of healing. Through careful study and meditation, he gradually assumes one of the most important positions in his temple, where he is called upon to intervene in the most serious cases of injury. This prominence makes him an important figure in the local community, and most citizens treat him with great respect. Unfortunately, fellow clerics sometimes become jealous and attempt to undermine the healer's efforts or warp his deeds to suit their ends. dsnhb20, Page # 76 Date 31-1-1995 Tuesday - 77 - As a player character, the healer must fulfill obligations to both temple and community. Thus, this kit fits well into a campaign that centers around a particular geographic area. However, the PC can go on extended adventures; the DM and player simply need to be creative in explaining the reason. For example, since the PC's temple has a exceptionally large number of elemental healers, it has given the PC permission to travel the wastes in order to act as a representative of the temple's power. Weapon proficiencies: Elemental healers favor bludgeoning weapons, but are not restricted to these. They must, however, abide by the restrictions of their elemental plane of worship. For example, an elemental healer of air would prefer slings over bows and would only stoop to using a long sword under dire circumstances. Nonweapon proficiencies: Bonus: Healing, Herbalism. Recommended: Local History, Modern Languages (those common to his patients), Reading/Writing, Religion. Equipment: Elemental healers may use any weapons or armor appropriate to their class. In addition, he must purchase a white tabard decorated with the insignia of his temple (e.g., a flame for a fire cleric, a tornado for an air cleric) for a minimum of 15 cp. Special benefits: Unlike other clerics who can cast only elemental spells above third level (until they reach 21st level, see DK), the elemental healer gains additional access to all spells normally considered part of the Sphere of Healing: cure serious wounds, fortify (see ToM, p. 80), neutralize poison, cure critical wounds, and heal (note that he does not gain access to spells from the Sphere of Necromancy, such as resurrection). Of course, he must be of the appropriate level to cast each spell and abide by the spell progression table in the PHB. Furthermore, he can only cast these spells in their "true" form -- he cannot cast them in reverse (e.g., cause critical wounds). Due to his exceptional talents, the elemental healer receives a bonus whenever casting spells that restore hitpoints. Healers from first to fifth level cure one additional HP of damage per spell; those from sixth to tenth level cure two additional HPs of damage; and those eleventh level and above cure three additional HPs of damage per spell. This bonus also applies to HPs recovered by the use of the healing proficiency. For example, a seventh level healer using his healing proficiency would cure 1d3+2 HPs on the round immediately after a wound is inflicted and allow those under his care to recover 2 additional HPs per day (e.g., 3 per day of travel instead of 1). Elemental healers are known by their white tabards. When wearing this attire, the elemental healer gains a +3 reaction bonus in dealing with individuals from most intelligent races. Special hindrances: Since only the larger temples have elemental healers, and since each temple has only a very small number of them (perhaps as few as 2d4), most are required to remain near their temple the majority of the time (80%). However, temples with relatively large numbers of elemental priests sometimes allow one to journey the wastes in search of those in need. Whenever he wishes to leave the city on an extended expedition, the priest must petition his superiors. The DM should use this opportunity to encourage good role-playing, being stricter on players who abuse the privileges of this kit. Some reasonable petitions include traveling to the city's client villages to check on the health of their populace, accompanying the city's army in dsnhb20, Page # 77 Date 31-1-1995 Tuesday - 78 - time of war, and answering the call to treat an epidemic in an Elven tribe. The garb of the elemental healer allows most people to recognize him, and the hurt and wounded flock to his side, hoping for relief. Thus, the healer often finds it difficult to escape detection. While he is permitted periodic rests from the obligation of wearing his tabard, frequent abuse may lead to retribution from his temple and the elemental powers of his plane of worship. Again, the DM should be stricter with players who abuse the kit. The elemental healer cannot turn down an urgent call for healing, regardless of it source. He must render aid to the best of his ability or face severe retribution, such as lost access to healing spells or the loss of his spell-casting abilities altogether. For game purposes, the healer must cast any appropriate spells and use any magical items (scrolls, potions, etc.) to save the victim's life. If he has no healing spells memorized, he must use his healing and herbalism proficiencies to the best benefit. If the patient's needs are minor, the healer may direct him to another cleric nearby. The elemental healer always prays for healing spells first until he has memorized a minimum of one healing spell per level of experience. He must include at least one of each healing spell he is able to cast; should he not be able to memorize all the healing spells in a given level, he may choose among them. For example, a seventh level healer needs to memorize at least seven healing spells, including both cure light wounds and slow poison, but since he can pray for one fourth level spell only, he must choose among cure serious wounds, fortify, and neutralize poison. After at least seven spells are memorized, he would memorize any additional spells (e.g., the 7th level healer could memorize additional third level spells, and any bonus spells for high Wisdom). This restriction severely limits the non-healing spell capabilities of the cleric at lower levels. Wealth options: There are no special limitations on the starting wealth of an elemental healer. He is not allowed to accept payment of any kind for services; however, it is not uncommon for generous patrons to make donations to the healer's temple. EmpathÜ ====== Empath Author: Roberto de Brito Nunes Primary Discipline: Empathy (Minor Discipline) Specialist Name: Empath Alternate Names: Sensitive Prerequisites: Same as psionicist + Charisma 13. Empaths are psionicists who specialize in emotions. They love to feel and learn about emotions. Empaths are fascinated by new feelings, tastes, smells emotions and so forth. Whenever possible, they will seek out new experiences. Empathy is usually defined as an awareness and a sharing of the emotions and feelings of others. Empaths are preternaturally attuned to the subtle "body language" that telegraphs dsnhb20, Page # 78 Date 31-1-1995 Tuesday - 79 - people's feelings to those capable of deciphering it. Special advantages: -- +1 charisma or reaction bonus (Read body language, appropriate reaction) -- 2 free empathy devotions at first level. -- A female empath gets a +2 power score bonus when using empathy powers (females can be better empaths, they can "feel" better) Disciplines Learning Order: Telepathic, Clairsentient, Metapsionic, Psychometabolic, Psychoportive, Psychokinetic. Empathy Sciences: Bonding*, Object Reading, Sensitive to Psi Impressions, Precognition, Fate Link (no prerequisites) Empathy Devotions: Empathy, True Hear, Telempathic Projection, Absorb Disease, Heightened Senses, Id Insinuation, Ego Whip, Awe, Attraction, Aversion, Taste Link, Feel Light, Feel Sound, Phobia Amplification, Repugnance, Sight Link, Sound Link, Taste Link, False Sensory Input, Feel Moisture, Trail of Destruction, Acceptance, Alignment Stabilization, Beast Mastery, Focus Forgiveness, Impossible Task, Mysterious Traveler, True Worship, Diagnose*, Sense Charm, Sense Evil * Power from DRAGON #204 SentinelÜ ======== Sentinel Author: David Schwartz Specialty: Defense/Various Entertainments Qualifications: Standard Introduction: "Have we met? I'm Darius, servant to Senator Thraxus. No, I'm not a herald, or a jester for that matter. No, I'm a sentinel. All nobles have a few. I watch out for my patron's safety. Keep him safe from thieves and other shady people. "I do dabble in music and I know some poisons, but I wouldn't exactly call myself a bard. I'm more an anti-bard. I use my knowledge of poisons to protect my master from bards and assassins. I'm always alert and quicker on my feet than most gladiators. "Oh, it looks as my patron, the good senator, is having a drink with Senator Minthur and his, um, jester. I've got to go. This could be trouble." Description: Sentinels are commonly known as anti-bards. They hire themselves out to nobles, or other wealthy people to act as personal guards. They are not as adept entertainers as other bards, but make up for this with their uncanny alertness and speed and their ability to detect poisons. In addition, sentinels are trained in heraldry, a useful ability in their trade. Role: Every noble has a few sentinels and some wealthy freemen will, dsnhb20, Page # 79 Date 31-1-1995 Tuesday - 80 - too. Some sentinels are freelancers, selling their services to people for short times. Freelancers tend to travel to find 'customers' and occasionally get connected with adventuring groups. Weapon Proficiencies: Any; However, sentinels prefer easily concealable weapons like daggers, knifes, and whips when on asignment. Nonweapon Proficiencies: Bonus: Heraldry, Herbalism, Observation, Set Snares (can set mantraps). Suggested: Acting, Artistic Ability, Etiquette, Healing, Musical Ability, Poetry, Read Lips, Singing, Trailing. Armor/Equipment: Standard. Sentinels do not like the flashy clothes worn by other bards, prefering more subdued, but not drad, colors. If working for a patron, the sentinel will generally have the patron's symbol on his outfit. Most sentinels carry a bag of herbs and mosses for making antidotes. Special Benefits: Alertness: Sentinels are only surprised on a roll of one on a d10. Speed: All sentinels are trained to react quickly in dangerous situations, giving them a +2 to initiative in combat and possibly situational modifiers. Detect Slight of Hand: A sentinel who is actively searching can detect the use of the rogues' ability to pick pockets (including slight of hand). The chance is 5%/level (Max. 95%). Detect Poision: The sentinel can detect poisons like an assassin-thief. The base chance is 5%/level (Max 100%). If the sentinel has an intelligence of 13-15, he gets +5%; 16 or 17, +10%; 18 or 19, +15%; 20+ intelligence gives a +20%. Sight identification gives a -20% modifier, but the sentinel needn't risk poisoning himself. Odor carries a -15% penalty and if the poison is ingested or contact poison, a 10% chance of the bard poisoning himself at half strength. Taste is fairly reliable with -5% penalty, but with a serious drawback. The sentinel has a chance of poisoning himself (at half strength) equal to 25% for injectected poisons, 50% chance for ingested, and 75% for contact poison. The easiest way to identify a poison is to see the symptoms. There is no penalty in this case. However, a sentinel who relies on this method will have difficulty finding work. Identification takes one round per attempt. Special Hindrance: None. SomniomancerÜ ============ Somniomancer Author: Roberto de Brito Nunes Primary Discipline: Somniomancy (Minor Discipline) Specialist Name: Somniomancer Alternate Names: Dream Master, Hypnotist. Prerequisites: Same as psionicist. The somniomancer is master in a psionic discipline concerned with the sleeping mind. She is specialist in controling her own, and others sleeping minds and bodies. Most of the powers a somniomancer can use dsnhb20, Page # 80 Date 31-1-1995 Tuesday - 81 - require that she is spleeping (in a dream). Others can only be used on a sleeping target. All somniomancers can control their sleeping. They can sleep immediatly or enter into a trance-like state (enough to use a power) anytime she wants. A somniomancer has three advantages: +2 power scores bonus when using somniomancy powers; 2 free somniomancy devotions at first level; Can choose to learn any power of the somniomancy minor discipline at any level regardless of the access to the "normal" discipline of the power. Disciplines Learning Order: Telepathic, Metapsionic, Clairsentient, Psychoportive, Psychometabolic, Psychokinetic Somniomancy Sciences: Normal usage: Summon Planar Creature, Sensitivity to Psychic Impressions, Hypnosis Sciences that can only be used when sleeping: Enter Dream*, Precognition, Probability Travel, Psychic Clone, Complete Healing, Clairvoyance, Clairaudiance, Probe Sciences that can be used only in sleeping target: Probe, Dreamstalker** Somniomancy Devotions: Normal usage: Dimensional Walk, Daydream, Stasis Field, Spirit Sense. Devotions that can only be used when sleeping: Astral Projection, Dream Travel, Psychic Messenger, Convergence, Retrospection, Predestination, Incarnation Awareness, Weather Prediction, Dream Sight, Oniric Vortex, Outer Dream Devotions that can be used only in sleeping target: Psychic Drain, Identity Penetration, Predestination, Post-Hypnotic Suggestion, Awaken, Sleeping Automation * Power from DRAGON #204 ** added by editor PSIONICSÜ ======== Cerebral Knight Complete Psionics Handbook: Errata Empath Psionically Empowered Items Powers dsnhb20, Page # 81 Date 31-1-1995 Tuesday - 82 - Somniomancer Wild Talent Table Complete Psionics Handbook: ErrataÜ =================================== >Published by TSR, typed up by Eric Tunon The errata page for the CPsiH, as published by TSR, follows: Psychokinesis Discipline The following psychokinetic devotions do not require Telekinesis as a prerequisite: Animate Shadow, Control Light, control Sound, Molecular Agitation, Soften, and Telekinesis. All others have Telekinesis as a prerequisite. Telepathy Disciplines Telepathic Defense modes have no prerequisites. All prerequisites should be ignored! A character does not need access to Telepathy to get Defense modes. The mind link power is not a prerequisite for the following powers: Empathy, ESP, Identify Penetration, Incarnation Awareness, Psychic Impersonation, Send Thoughts. Mind link has never been a prerequisite for: Ejection, Conceal Thoughts, Contact, Life Detection, Mind Bar, Psionic Blast, and Psychic Messenger. Mind Link is a prerequisite for all other Telepathic powers. Psychic Crush should be a devotion and Psionic Blast should be a science. All references to Telepathic power (or prerequisite) should be changed to mind link power instead. On page 75 the heading for Fate Link power is missing. Ego Whip and Mind Thrust both require contact as a prerequisite. Psionic Monster list Brain Mole: References to the amplification power should be changed to Psychic Drain. Also, Mind Thrust is a Telepathic Power not Metapsionic. Intellect Devourer (adult): References to the Amplification powers should be changed to Psychic Drain. Also, Ectoplasmic Form should be listed as Discipline not a science. Psionically Empowered ItemsÜ =========================== Animal Totem Bracelets of Expansion Bracelets of Convergence Bracers of the Bishop Delaron's Sticky Gloves Diamond of Domination -- "Al-Rikon" dsnhb20, Page # 82 Date 31-1-1995 Tuesday - 83 - Gauntlets of Mighty Unarmed Combat The Indomitable Fauchard-Fork Spike, the Awl Pike The Rebounding Dagger of Ank-Alinay See also Magic Items. PowersÜ ====== Clairesentient Psychokinetic Psychometabolic Psychoportive Telepathic Metapsionic Clairesentient PowersÜ ===================== Sciences: Murdock's Improved Radar Sense Devotions: Sense Charm Sense Evil Psychokinetic PowersÜ ==================== Sciences: Vader's Suffocate Devotions: Call Object Deflection Enhance Weapon Jedi's Stronger Telekinesis Levitate Others Psychic Guidance Psychometabolic PowersÜ ====================== Sciences: Emperor's Lightning Bolts Enhanced Combat Devotions: Psychoportive PowersÜ ==================== dsnhb20, Page # 83 Date 31-1-1995 Tuesday - 84 - Sciences: Dimensional Warp Devotions: Dimensional Portal Dream Sight Interchange Teleport Lock Telepathic PowersÜ ================= Sciences: Backlash Dreamstalker Hypnosis Improved Psionic Crush Obscure Defilement Prosopagnosia Psionic Blow Psylocke's Psychic Knife Scanner's Mind Blow Devotions: Awaken Induce Pleasure Jedi's Mind Focus Memory Summoning Oniric Vortex Outer Dream Sleeping Automation Metapsionic PowersÜ ================== Sciences: Mystical Conduit Postpone Psychic Sacrifice Time Flow Devotions: Psychic Rogue Murdock's Improved Radar SenseÜ ============================== Murdock's Improved Radar Sense Power Score: WIS -2 Initial Cost: 16 Maintenance Cost: 4 / round Range: 0 Preparation Time: 0 dsnhb20, Page # 84 Date 31-1-1995 Tuesday - 85 - Area of Effect: personal Prerequisites: none Author: Roberto de Brito Nunes The psionicist using this power gains a very good picture of his surroundings combined with improved uses of all other senses. The picture he sees is colourless and quite hazy but the character can see in all directions simultaneously as in all-round vision. Additionaly, his field of vision is doubled. This picture is composed using sounds, tactile sensations, feeling the air movement, smells, ... it is the result of a group work of all senses. The psionicist should close his eyes and cannot use his normal vision when using this power. If the psionicist uses his normal vision the power ends. Radar sense allows the psionicist to "see" even in complete darkness. Even magical darkness won't affect this power. Invisible objects can be seen just as easily as other objects, and illusions can be easily detected. Very small details, as well as painted patterns, pictures or writings cannot be seen by using radar sense. If the psionicist touches the writings he can "see" it with the tactile effect, but he still has only a black and white picture. Spell effect as magical silence or vaccum can blur the picture but cannot "blind" this radar, since it uses all senses except vision. The DM can assign penaltys for any effect that disturbs one of the senses, except vision. The DM can optionaly grant a bonus to some tasks made with this power. (e.g. Acrobatics, move silency, hide in shadows, ...) Power Score: All senses are perfect and the psicionist can perform any task much etter (gain a +2 or +20% bonus in everything) 20: Overflow or signals. The psionicist is blind and deaf for 2d4 rounds. Reference: Dare Devil (Matt Murdock), The man without fear (Commic) PS: You can find Radar Sense in the net psionics handbook, I suggest you change it to science. Sense CharmÜ =========== Sense Charm Power Score: WIS -2 Initial Cost: 10 Maintenance Cost: 6/round Range: 30 yards Preparation Time: 1 Area of Effect: one creature in range Prerequisites: Empathy Author: Roberto de Brito Nunes This devotion can detect if a person or monster is under the influence of a charm spell, or similar control such as hypnosis, suggestion, beguiling, possession, any telepathic control such as dsnhb20, Page # 85 Date 31-1-1995 Tuesday - 86 - psionic domination, etc. If the creature is psionically protected (any defense mode) a contest must be rolled, if the victim wins, the psionicist learns nothing about that particular creature. This devotion doesn't revels the exact type of influence. Power Score: The psionicist know the exact type of influence. 20: No effect. Sense EvilÜ ========== Sense Evil Power Score: WIS -2 Initial Cost: 8 Maintenance Cost: 6/round Range: special Preparation Time: 1 Area of Effect: special Prerequisites: Empathy Author: Roberto de Brito Nunes This devotion discovers emanations of evil from any creature, object, or area. Character alignment, however, is revealed only under unusual circumstances: characters who are strongly aligned, who do not stray from their faith, and who are of at least 9th level might radiate evil if intent upon appropriate actions. Powerful monsters such as rakshasas send forth emanations of evil, even if polymorphed. Aligned undead radiate evil, for it is this power and negative force that enable them to continue existing. An evilly cursed object or unholy water radiates evil. The degree of evil (faint, moderate, strong, overwhelming) and possibly its general nature (expectant, malignant, gloating, etc.) can be noted. The devotion has a path of detection 10 feet wide in the direction in which the psionicist is facing. The range depends on the degree of evil and usually varies between 30 and 500 yards. Power Score: Double range. 20: The evil creature is aware about the psionicist. Vader's SuffocateÜ ================= Vader's Suffocate Power Score: WIS - 4 Initial Cost: 20 Maintenance Cost: 4 / round Range: Sight Preparation Time: 0 Area of Effect: 1 creature Prerequisites: Telekinesis Author: Roberto de Brito Nunes dsnhb20, Page # 86 Date 31-1-1995 Tuesday - 87 - Thie power allows the psionicist to attempt to strangulate the victim with telekinesis. The victim must save vs. petrification or stay paralyzed and can do nothing. Saving or not the victim receives 1d6 of damage per round and -2 penalty in all attack rolls and armor class. If the psionicist receives some physical damage the victim is free. The psionicist cannot attack the victim any way or the victim will be free. The victim must need air to receive the damage and must have a identifiable throat. For victims with strength score greater than the psionicist score the DM can allow a contest (victim strentgh vs psionicist wisdom) to escape the paralization. Free Action protects against the damage and the paralization. Another psionicist with this power can negate the attack. Another psionicist with telekinesis can grant to the victim another save vs. paralization. Power Score: The victim saves against the paralization at -4. 20: The psionicist suffer partial suffocation for 2 rounds (1d4 of damage and -1 penalty). Reference: Darth Vader in Star Wars (Movie) DeflectionÜ ========== Deflection Power Score: INT - 3 Initial Cost: 8 Maintenance Cost: 5 / round Range: 0 Preparation Time: 0 Area of Effect: Personal Prerequisites: Telekinesis, Ballistic Attack Author: Roberto de Brito Nunes With this devotion the psionicist can deflect blows or weapons directed to himself. The blows are deflected with telekinesis, effectively giving a two-point bonus on psionicist armor class. Power Score: -4 bonus to AC. 20: 1d4 of the psionicist items (equipment or clothes) are thrown away (2d6 yards) Levitate OthersÜ =============== Levitate Others Power Score: WIS -4 Initial Cost: 16 / creature Maintenance Cost: 8 / round for each creature Range: 0 Preparation Time: 0 Area of Effect: 15 feet radius dsnhb20, Page # 87 Date 31-1-1995 Tuesday - 88 - Prerequisites: levitation Author: Roberto de Brito Nunes This power is identical to levitation, except it is used to levitate other characters. Optionally, the psionicist can stay where he is, while someone else is levitatated. The creature must be willing to be levitated, or unconscious. If an willing creature start to freneticaly move while in the air (in combat, panic or don't want to be levitated anymore) the psionicist must make another power check for each round to maintain the character in the air. A psionicist can levitate creatures with weights similar to his own. Additional weight, however, such as equipment, passengers, or large creatures are a hindrance. Every 25 pounds of added weight reduces the character's power score by one point and increases initial and maintenance costs by 4 points. The DM can impose a power score penalty to try to stop falling creatures. Power Score: The initial cost is reduced to 12 per creature and the maintenance if halved. 20: The psionicist doubles the weight of all creatures one round. If they fall, they suffer an extra 1d6 points of damage. Call ObjectÜ =========== Call Object Power Score: Con -2 Initial Cost: 5 Maintenance Cost: na Range: 30 yards Preparation Time: 0 Area of Effect: 1 item, 2 lb. Prerequisites: telekinesis Author: Roberto de Brito Nunes This power is a special variation of the telekinesis science very similar to ballistic attack devotion. Instead of moving any object relatively slowly, Call Object allows the character to move an object to her hand very fast. The object, no more than 2 pound in weight, "fly" to the psionicist hand very fast widthout warming the psionicist. It must be within sight of the psionicist and cannot be anchored or attached to anything else. Power Score: No other effect. 20: Ballistic boomerang. The psionicist receive 1d6 of damage as the object hits herself. The same as to be the target of a ballistic attack. Reference: Luke getting his lightsaber in Return of Jedi. Enhance WeaponÜ ============== dsnhb20, Page # 88 Date 31-1-1995 Tuesday - 89 - Power Score: WIS - 3 Initial Cost: 5 Maintenance Cost: 3/round Range: Touch Prep. Time: 0 Area of Effect: one weapon Prerequisite: Telekinesis, Create Object Author: Matthias Roschke This power allows the psionicist to temporarily enhance melee weapon or a projectile (i.e., no bows or slings, but arrows, sling stones and throwing weapons are ok), so that it becomes the equivalent of weapon with magical bonuses. The psionicist must touch (or wield) the weapon to do so. By spending the necessary PSP's and making the power check, the weapon gets a the equivalent of a +1 magical bonus, which may be maintained by spending 3 PSP's per round. Note that the psionicist must actually touch the weapon in order to maintain this power; thus, it is impossible to maintain the power for missile weapons (unless they return to the user), or if the weapon is knocked out of the psionicists hands. It is possible to add the bonus to an already magical weapon, or to use this power repeatedly (creating enhancements of two or more). However, the maximum enhancement that can be achieved by use of this power is one 'plus' for every 4 levels of the psionicist (i.e., 1 at levels 1 to 4, 2 at levels 5 to 8, etc.) Power Score: The weapon gets a +2 bonus. 20: The weapon is damaged, it must save vs disintegration or be destroyed. Jedi's Stronger TelekinesisÜ =========================== Jedi's Stronger Telekinesis Power Score: WIS -2 Initial Cost: 1/10 of object's weight Maintenance Cost: half initial cost Range: 30 yards Preparation Time: 1 round Area of Effect: single item Prerequisites: telekinesis, psychokinetic specialists only Author: Roberto de Brito Nunes This devotion is a specialization of the telekinesis science created to move heavy objects. With this devotion the psychokinesis specialist (a psionicist with psychokinesis as his primary discipline) can move heavy objects without so, high PSP cost and power score penalties. -- The initial cost equals the 1/10 of object's weight in pounds. The minimum initial cost is 10 PSP. For very heavy (1 ton. or more) objects the cost is 10 times the object weight in tons, but the power score penalties are much higher (see table below). -- The maintenance cost is half the initial cost, rounded down. The psionicist must make a power check each round or the object will crash dsnhb20, Page # 89 Date 31-1-1995 Tuesday - 90 - down. -- The character's power score is WIS -2 decreased as shown in the tables below. Initial Power Score Object weight Cost Modifier 10 pounds 10 +1 100 pounds 10 0 200 pounds 20 -1 400 pounds 40 -2 800 pounds 80 -3 1,000 pounds 100 -4 Very heavy objects Initial Power Score Object weight Cost Modifier 1 ton 10 -6 2 ton 20 -7 3 ton 30 -8 4 ton 40 -9 5 ton 50 -10 6 ton 60 -11 7 ton 70 -12 8 ton 80 -13 9 ton 90 -14 10 ton 100 -15 The following restrictions are applied in this variation of TK. 1) A psionicist using TK with this devotion can move an object up to 10 feet per round. The object cannot serve as as weapon. Leaving a heavy object to fall in a creature is very difficult, since the object moves very slowly and the creature should see it and move away. 2) The maintenance of this power is very difficult and the psionicist must make a power check in each round or the object will fall. 3) This power requires great concentration and the psionicist cannot perform any other action while maintaning this power. The psionicist must be unmoving, cannot talk, and can look only to the object beeing moved. 4) This power can only be used to move objects in very simple and pre-defined (decided before the start) trajetories. Power Score: The psionicist can maintain this power without any other power check. 20: The psionicist will not be able to move this item until he gains a level. Reference: Yoda in The Empire Strikes Back. Psychic GuidanceÜ dsnhb20, Page # 90 Date 31-1-1995 Tuesday - 91 - ================ Power Score: INT - 2 Initial Cost: 3 + special Maintenance Cost: 3 / round Range: line of sight Prep. Time: 2 segments Area of Effect: one projectile Prerequisite: Telekinesis, (detonate) Author: Matthias Roschke This power allows a psionicist to guide a small projectile, such as a knife, arrow, or sling stone (max weight 2 lbs), to its target. The psionicist must first prepare the projectile, which takes two segments (see prep. time) and costs 3 PSP's. The projectile may then be thrown (fired, hurled, or whatever) normally, but may be guided telekinetically. The following things are possible at the listed cost in PSP's. Add +1 to hit, +1 to damage, and extend the range by 10 feet by spending 2 PSP (cannot spend more than the psionicists level) Make a radical course correction (up to 180 degrees) at a cost of 5 PSP's (all benefits bestowed by previous guidance are lost). Recall the projectile at a cost of 10 PSP's. The projectile will return to the psionicists hand (no DEX check required to catch) from anywhere within range (i.e., line of sight). The projectile may be made to explode causing an extra d6 damage to the target (or anyone within 3 feet). This costs 5 PSP's and requires detonate as a prerequisite. Prepared projectiles may be maintained at a cost of 3 PSP's per round. The maximum number of projectiles a psionicist may handle at a time is one for every 4 levels of experience. The psionicist must be able to see the projectile (by some means) in order to guide it. This is not necessary for recalling the projectile, or for making it explode. Power score: The projectile may be recalled without spending any PSP's. 20: The projectile explodes doing d6 damage to the psionicist. Enhanced CombatÜ =============== Enhanced Combat Power Score: WIS - 5 Initial Cost: special Maintenance Cost: special Range: 0 Prep. Time: 0 Area of Effect: the psionicist Prerequisite: Adrenaline control, Heightened senses, biofeedback Author: Matthias Roschke This is a real 'Use the force Luke' type power. In essence, it allows the psionicist to mentally guide and enhance his/her attacks and defenses, dsnhb20, Page # 91 Date 31-1-1995 Tuesday - 92 - making them faster and more accurate. To do this, the psionicist must first make a power check, and spend a number of PSP's (maximum is twice the psionicists level) to initialize the power. In the next round, and for as long as this power is maintained, the following may be done (at the listed cost in PSP's). -- Add +1 to hit and damage to your attacks this round (3 PSP's).* -- Add +1 to hit and damage to your next attack (2 PSP's).+ -- Improve your AC and initiative by one (2 PSP's).* -- Attack first in the round (i.e., before initiative -- like someone with a scimitar of speed or a short sword of quickness) (4 PSP's).* -- Use one of your attacks to automatically parry, without having to roll a die (5 PSP's).+ -- Dodge an attack, without having to roll or give up one of your attacks (8 PSP's).+ -- Gain another attack this round (8 PSP's).* -- Recover your weapon (after is has been dropped). This counts as one of your attacks (4 PSP's).+ * This action must be announced at the beginning of the round. + This action must be announced before the attack (or parry) roll is attempted. Thus a missed attack roll cannot be retroactively improved. NOTE: In any given round, the psionicist may never spend more PSP's than were used to initialize the power. Thus if 8 PSP's were spent on initialization, it would be possible to dodge one attack, or gain an extra attack (or do anything else that costs 8 PSP's or less), but it would not be possible to gain an extra attack and get +1 to hit and damage, as this would cost 11 PSP's. The power is maintained as long as the psionicist uses this power. It ends on any round during which the psionicist does not spend any PSP's on it. In order to maintain this power, spending one PSP per round is enough, although it does absolutely nothing. Power Score: The amount of PSP's which could be spent per round is doubled (no increase in initialization cost). 20: Until the psionicist gets at least 4 hours of rest (preferably sleep), he/she has a -1 penalty to hit, to damage, to AC, to initiative as well as all saving throws. Emperor's Lightning BoltsÜ ========================= Emperor's Lightning Bolts Power Score: Con - 4 Initial Cost: 5 PSPs/1d6 (1) or 7 PSPs/1d6 (2-5) Maintenance Cost: na Range: 6 yards Preparation Time: 0 Area of Effect: 1 to 5 creatures Prerequisites: Energy Containment Author: Roberto de Brito Nunes With this power, the psionicist can throw a group of lightning bolts from his body to each target. Five PSPs/1d6 of damage is the cost dsnhb20, Page # 92 Date 31-1-1995 Tuesday - 93 - for 1 target, 7 PSPs/1d6 of damage for 2-5 targets. The maximum damage per usage is half the psionicist level in d6's. Save vs. petrification for half damage. This power cannot be magnified by any matapsionic devotion, the damage limit cannot be increased. Power Score: Target saves at -4 20: The psionicist takes half damage. Save vs. petrification for 1/4. Reference: Luke against the Emperor in Return of Jedi (Movie) Dimensional WarpÜ ================ Dimensional Warp Power Score: INT - 7 Initial Cost: 10 Maintenance Cost: 5 / round Range: 10 yards / level Prep. Time: 0 Area of Effect: Special Prerequisite: Teleport, Dimensional Door, 10th level Author: Matthias Roschke This power is a variation on the dimensional door power. The Psionicist defines two 'windows' anywhere within range, and creates a two way portal between them, such that anything going into one of the 'window' will come out the other. Unlike Dimensional door, this power creates a true two way transport system (i.e., you can stick your arm through, grab something at the other end, and pull it back -- anything, including spells, will pass through both ways). The windows, which may have an area of up to 4 square feet per level of the psionicist, are identical but can have any orientation relative to each other (i.e., they could be at right angles to each other, or even at 180 degrees *). This could result in some very strange effects, imagine a charging knight being intercepted by a 'window' and continue his charge straight towards the ground -- lance first, from 100 yards up. Notice that it might be possible to re-route missiles or even spells such as fireball or lightning bolt right back to the originator, but the psionicist would have to act extremely fast (i.e., have initiative and make an int check to see whether he/she can think and act fast enough). Because of the complexity of warping space in this way it is easy for things to go wrong. If the power check fails, the full PSP's are used, and a the two windows will open up, but the psionicist cannot control their position (the windows are also unstable and cannot be maintained). In case of a 20 result, the windows are 'very likely' to open in such a way as to harm the psionicist (in this case, the window might also be warped and destroy anything which passes through). Power score: Maintenance cost is reduced to 3 PSP's per round. 20: see above Dimensional PortalÜ ================== dsnhb20, Page # 93 Date 31-1-1995 Tuesday - 94 - Dimensional Portal Power Score: INT -4 Initial Cost: Below Maintenance Cost: 3/round Range: Unlimited (but for Spelljammer it has to be in the same crystal sphere) Preparation Time: 1 round Area of Effect: One Item Prerequisite: Dimension Door Author: Eric Tunon By using this power, a psionicist creates a dimensional portal that will enable the him to bring one item of his choice to his present location. Before using this power must think of the item he will use the portal to get. It is not necessary that the psionicist know the object's location, he just needs to be able to picture it in his mind. It needs to be an object he has had physical contact with, and he must know the feel of it well enough that he will recognize that he has found it when his hand goes through the dimensional portal (e.g., the feel of his favorite sword, dagger, etc.). This is not an easy task for a psionicist because of the fact that he is searching for an object that he does not necessarily know where it is. The initial cost depends on how far the psionicist is from the item (determined by the DM). And after a successful power check the psionicist must make a Dexterity check at -3 (the DEX check is due to the fact that the psionicist can not see the item, and it hurts to put your arm into the portal -- no damage but it hurts similar to the dimension door power), the psionicist can chose to maintain the portal if he does not pickup the item. Distance Initial Cost Power Score Modifier 10 yards 30 0 100 yards 30 -1 1,000 yards 45 -2 10 miles 60 -3 100 miles 75 -4 1,000 miles 90 -5 10,000 miles 105 -6 Planet to planet 150 -7 Power Score: The PSP cost is reduced by 33% 20: The item is in some way damaged, not to the point of worthlessness but damaged nonetheless (possibly -1 to hit, exact amount up to DM). InterchangeÜ =========== Interchange Power Score: INT -3 dsnhb20, Page # 94 Date 31-1-1995 Tuesday - 95 - Initial Cost: 50 Maintenance Cost: na Range: 50 yards Prep Time: 0 Area of Effect: na Prerequisites: teleport, teleport other Author: Andrew Lohmann This power allows the psionicist to exchange physical places with any creature within sight, and 50 yards, of the psionicist. The creature cannot be more than 150% of the mass of the psionicist. When the interchange takes place, the orientation between the two characters remains the same, so any combat taking place between the two interchanged characters is unaffected (both physical and magical attacks). If the subject of the interchange power is unwilling to be teleported, they are allow a saving throw vs. paralyzation at -2 to resist the teleportation effort. If the creature is willing to be interchanged, no saving throw is required. Power Score: The saving throw of the subject of the interchange power automatically fails. 20: The psionicist becomes disoriented, and suffers a -2 to all rolls for the next turn. Teleport LockÜ ============= Teleport Lock Power Score: INT -2 Initial Cost: 10 Maintenance Cost: 5/turn Range: infinite Prep Time: 0 Area of Effect: personal Prerequisites: teleport, ESP Author: Andrew Lohmann This power allows a psionicist to "lock" onto another being, and if that being should teleport (magically or psionically) for any reason, the psionicist will have the option that round, and that round only, to teleport to the same place as the "locked" creature did. If the psionicist opts not to immediately follow, the lock is lost. The lock needs to be made while the psionicist can see the creature it is locking onto, but after the lock is established, distance between the two makes no difference. If the psionicist decides to follow, the character must pay the PSP costs and make a power check as he would using the Teleport power, with all the appropriate penalties based upon distance. If the psionicist does not have enough PSPs, then the Teleport fails. Power Score: The lock lasts for 5 rounds after the locked on character has teleported. 20: No other effect. dsnhb20, Page # 95 Date 31-1-1995 Tuesday - 96 - BacklashÜ ======== Backlash Power Score: WIS - 3 Initial Cost: Special Maintenance Cost: na Range: na Prep. Time: 0 Area of Effect: psionic opponent Prerequisite: contact, mindlink, psionic blast Author: Matthias Roschke This power causes a psychic shock to travel along the psychic conduit formed by contact. It may only be used after contact has been established, by either the psionicist or by the opponent (i.e., it will tavel either way). This psychic shock will directly damage the opponent, causing 1d6 damage for every 5 PSP's spent (save vs death to reduce this by half, maximum damage is 10d6 for 50 PSP's). There is however some risk involved in using this power. If the power check is failed, the psionicist must make a saving throw or suffer half the damage that he/she wanted to inflict on the opponent. Power score: Opponent automatically fails the saving throw. 20: Psionicist suffers full damage, no saving throw allowed. DreamstalkerÜ ============ Dreamstalker Power Score: WIS -6 Initial Cost: 40 Maintenance Cost: Contact Range: 100 Miles Preparation Time: 1 Turn Area Of Effect: 1 Person Prerequisites: Contact, Mindlink, Probe, Post Hypnotic Suggestion Author: When the psionicist employs this science, he projects his consciousness into the dreams of his sleeping victim. Upon arrival into the dream the victim is allowed a wisdom check to notice the anomaly. If it succeeds he understands the nature of the attacker, and may choose to end the dream. When the psionicist enters the dream, he takes the form of the victim's worst fear. He then chases the victim until the dream ends, or the victim wakes. Upon waking the victim remembers nothing about the dream, only a dark sense of foreboding and fear. He will also have lost one point of Constitution. The point of CON can only be recovered through the following means: restoration, heal, Psychic Surgery, or a Cell Adjustment costing 60 points. Each of these restores one point per application. A limited wish will restore 3 points, and a wish will restore the victim fully. The Dreamstalker can be used night after dsnhb20, Page # 96 Date 31-1-1995 Tuesday - 97 - night until the victim is dead (CON reaches zero). The victim can only be revived by a heal, restoration, and resurrection, in that order, or through a wish. Power Score: The psionicist can also ask one question as per Probe, or plant one suggestion as per PHB suggestion. 20: The Dreamstalker fails, all 40 PSP's are lost, and the psionicist must make a save versus death magic or lose 1d8 Constitution points. These can only be regained as if the psionicist were under the effects of a Dreamstalker himself. HypnosisÜ ======== Hypnosis Power Score: WIS -4 Initial Cost: contact Maintenance Cost: 6/round/subject Range: Unlimited Preparation Time: 2 Area of Effect: individual Prerequisites: Enter Dream Author: Roberto de Brito Nunes To use this power each subject must be contacted when looking at the somniomancer eyes. After, each subject has been contacted the somniomancer has to make the power score and give the order in a monotonous, droning voice. Any subject that fails a save vs. spell is completely dominated and will follow the order like a zombi. Any order can be given, and the victim will follow it with the best of her abilities, even to kill her friends. Only obvious suicidal orders allow another save. The subject may be conviced to be another person or creature or to perform any actions she is normally able to. The psionicist can ask questions or give another order each round. The orders must be given in a language understandable by the victim. Examples: - "Look at my eyes! Now you are a chicken" - "You don't like him, so, KILL HIM !" - "You need to sleep, so, you will stop, take out your armor and sleep..." Power Score: No other effect. 20: The psionicist can never use this power again on the target. Improved Psionic CrushÜ ====================== Improved Psionic Crush Power Score: WIS - 4 Initial Cost: contact + 6 PSP/1d6 Maintenance Cost: na dsnhb20, Page # 97 Date 31-1-1995 Tuesday - 98 - Range: 50 yards Preparation Time: 0 Area of Effect: 1 creature Prerequisites: mindlink Author: Roberto de Brito Nunes This power is a massive assalt upon all neurons in the brain, attempting to destroy all by massive overload of signals. The maximum damage is half the psionicist level in d6's. Save vs. Spell (with wisdom bonus) for half damage. This power cannot be magnified by any matapsionic devotion, the damage limit cannot be increased. Power Score: Target saves at -4. 20: Full cost with no effect. Psionic BlowÜ ============ Psionic Blow Power Score: WIS - 6 Initial Cost: 8 PSP / 1d6 Maintenance Cost: na Range: 0 Preparation Time: 0 Area of Effect: 10 yards Prerequisites: telekinesis Author: Roberto de Brito Nunes This power creates a blow of brain force forming a wave in all directions around the psionicist. This blast can jolt a subject's mind like a piece of shocking news. If one of the targets is a psionicist he can get half damage if he makes his defense mode (as against psionic blast). If the defense mode has an area of effect (like tower of iron will) all creatures in the area get half damage. The maximum damage is half the psionicist level in d6's. Save vs. Spell (with wisdom bonus) for half damage. This power cannot be magnified by any matapsionic devotion, the damage limit cannot be increased. Power Score: Damage increased to 1d8/8 PSP. 20: Full cost with no effect. Scanner's Mind BlowÜ =================== Scanner's Mind Blow Power Score: WIS - 6 Initial Cost: contact Maintenance Cost: 6 PSP / 1d6 Range: 50 yards Preparation Time: 0 Area of Effect: 1 creature Prerequisites: New Psionic Crush Author: Roberto de Brito Nunes dsnhb20, Page # 98 Date 31-1-1995 Tuesday - 99 - With this power the psionicist tries to explode the mind of the victim. When the victim reaches zero hit points the head explodes. The damage starts as 1d6 and will grow as the sequence: 1 2 4 6 8 10 12 14 16 ... (d6's per round). Each round the victim has the right to save vs. spell (with WIS bonus) for half damage. If the victim gets out of the vision of the psionicist this power will not work. The psionicist must stay completely quiet to maintain this power. This power cannot be magnified by any matapsionic devotion, the damage limit per round cannot be increased. Power Score: The psionicist can walk while maintaining this power. 20: Contact broken and the psionicist will not be able to contact the victim for 1d4 turns Reference: Scanners (Movie) Obscure DefilementÜ ================== Power Score: INT -4 Initial Cost: contact of each creature affected. Maintenance Cost: 5/round/creature Range: Defiled Area Prep Time: 0 Area of Effect: Defiled Area Prerequisites: Mindlink, Contact, Invisibility Author: This power is remarkably like superior invisibility, except that it covers the smell, sound, and sight of the ash surrounding the defiler. The power score decreases by one however, per level of the spell being cast. So a fourth level spell will be at INT -8. However, if a person comes back to the defiled area at a later date, he/she will notice the defiled area, unless cloaked by another talent. Power Score: Every time the people affected by this spell come back to this particular spot, they will not see the area of ash. Ever. 20: They know exactly what is going on, and the Defiler is in BIG trouble. ProsopagnosiaÜ ============= Prosopagnosia Power Score: WIS -5 Initial Cost: contact + 20 Maintenance Cost: na Range: 20 Prep Time: 0 Area of Effect: individual Prerequisites: Psionic Blast, Contact dsnhb20, Page # 99 Date 31-1-1995 Tuesday - 100 - Author: John M. Martz This power causes permanent, physical damage to the victim's brain. The damage prohibits the visual, facial recognition of people's identities. That is, the victim becomes unable to recognize faces -- even his own. He can detect facial displays of emotions, distinguish parts of the face, and even distinguish the age and sex of the person he's looking at; the victim simply cannot recognize the person's identity by looking at his face. As such, the victim will be unable to recognize family, comrades, and enemies. Note, victims can still use their other senses to recognize familiar people (e.g., while the victim would not be able to recognize his friend's face, he would still recognize his friend's voice), or they might visually recognize non-facial features (e.g., a distinctive broach). While this power results in permanent damage, it is not incurable. Damage may be repaired by a successful use of psychic surgery or by a successful casting of heal or regenerate. Power Score: The victim suffers from the effects of a psionic blast in addition to the above effects at no additional cost. The victim is still entitled to a saving throw to avoid the effects of the psionic blast, however. 20: The telepath loses contact with the target, and must reestablish contact before attempting to use this power again. Psylocke's Psychic KnifeÜ ======================== Psylocke's Psychic Knife Power Score: INT Initial Cost: 28 Maintenance Cost: 12 / round Range: Touch Preparation Time: 1 Area of Effect: 1 creature Prerequisites: contact, mindlink Author: Roberto de Brito Nunes The psychic knife was the physical manifestation of Psylocke's telepathic powers. And with calculating precision she cut through the folds of the target subconscius mind splaying open for clinical inspection the painful swirl of memories churning inside him/her. The target hit by the psychic knife suffers effects similar to ego whip. The target must save vs. petrification or, she can do nothing (includind walking or defend him\herself) for 2d4 rounds. If the save was successful the target is dazed for 1-3 rounds, during which all of his/her die rolls (psionic attacks, melee attacks, saving throws, etc.) are penalized 3 points (or 15%) and he/she cannot cast any spells above fourth level. Regardless of the save a contact is established with a succeful hit, this contact is maintaned while the psionicist continues in physical contact with the victim. If the victim wasn't paralized this should be difficult. Optionaly the psionicist may try a called shot to the head (-8), if successful the victim must save with a -5 penalty. dsnhb20, Page # 100 Date 31-1-1995 Tuesday - 101 - Tower of iron will and mental barrier can be used to protect a psionicist's mind against the psychic knife. If one of these defense modes are active and the victim wins a contest against the psychic knife power score he saves with +5 bonus and only a tangent will be established (3 tangents must be made to establish a contact). Other defense modes are useless against this attack but, of course, Ejection can destroy the contact. Power Score: The knife gains a +2 bonus to hit and the maintenance cost is halved. 20: Full cost with no effect. The psionicist is delusioned, she thinks she has a knife but she doesn't. She will probably try to punch the victim. Reference: X-Men (Commic) Induce PleasureÜ =============== Induce Pleasure Power Score: CON -2 Initial Cost: contact Maintenance Cost: 2/round Range: touch Prep Time: 1 Area of Effect: individual Prerequisites: mindlink, contact Author: Andrew Lohmann This is the opposite power of Inflict Pain. While no good comes from it (no healing or curative effects), it makes the subject individual shudder and twist in ecstasy. If used in combat, the victim must save vs paralyzation in order to keep functioning and fighting. Failure to save indicates a penalty of -4 on all attack rolls that round, and any spells being cast are disrupted. The insidious effects of this power occur when it is used in conjunction with Inflict Pain. By using the two powers interchangeably, dependent upon the victim's actions, the victim can be conditioned to perform certain acts instead of other acts they would normally perform. For each week of being subjected to this treatment, they must make a wisdom check, with a penalty equal to the number of weeks of "treatment" (i.e., 3 weeks of treatment = penalty of -3) or have their actions in particular scenarios predetermined by their conditioning. Only one area of behavior may be affected per victim. Depending upon the behavior modification, there is a chance (DM's discretion) for an alignment change by the victim. Power Score: The pleasure is so overwhelming that the victim passes out for 1d10 rounds. 20: The contact is broken. Jedi's Mind FocusÜ ================= Jedi's Mind Focus dsnhb20, Page # 101 Date 31-1-1995 Tuesday - 102 - Power Score: WIS - 2 Initial Cost: 10 Maintenance Cost: na Range: 0 Preparation Time: 1 Area of Effect: personal Prerequisites: none Author: Roberto de Brito Nunes This is the "use the force Luke" power. The psionicist concentrates all his mind capacities in the task he intens to do in the next round, granting a +5 (or +25%) bonus in this task in the succeeding round. This power can be used only one time per task and the duration is fixed in one round. The bonus can be used in any action the psionicist wants. The only requisite is: he must know what he will do in the next round. Power Score: The bonus is +6 at half cost. 20: The psionicist forget how to do the task for 1d4 rounds. Reference: "Use the force luke" in Star Wars (Movie) Memory SummoningÜ ================ Memory Summoning Power Score: INT -3 Initial Cost: contact (x3) Maintenance Cost: 7/round Range: Sight Preparation Time: See below Area of Effect: Individual Prerequisites: Send Thoughts, False Sensory Input, Contact Author: Eric Tunon By means of this power a Psionicist can effectively bypass another person's natural defense's (including another psionicist's defenses). Many DMs believe that if someone psionically touched they will know it (especially in the case of another psionicist), with this power this is not the case. The psionicist will implant a thought into another person's mind. This thought will be a front, and he will follow it into the person's mind. The person will notice the thought and not the mind touching (on a successful power check). This is a very risky proposition (checks must be made by the DM every other round), but the benefits are enormous the psionicist can roam around and use whatever powers he wants. He will not know if he has attracted the attention of the person's mind that he is in, unless he attacks or fails a power check (for all powers other than this one the power checks must be made at -4 due to the fact that you must not alert the person who's mind that you are in to your presence, if he fails by three or less, the power is initiated but you alert the person to your presence). dsnhb20, Page # 102 Date 31-1-1995 Tuesday - 103 - Once inside the victim's mind, the psionicist could use daydream or some other power without the victim noticing, but if he attacked with something like psionic blast the victim would notice (here use common sense attacks will make the attacker be noticed, non-attack will hopefully not bring get you noticed by the person's mind). But until the psionicist finds resistance he will have no idea if he has been discovered. The victim will know that his mind has been entered when the psionicist fails a power check and at that time can try to use any psionic defenses he possesses (or attacks if he wants). The preparation time must be spent finding out about the person that the power will be used on. He must find some thought that he can use to follow in to the mind with (e.g., a gladiator learning to use a sword, an elf finally earning his name, a Halfling eating a person for the first time, etc.). Power Score: The psionicist only has to make a check every fourth round. 20: Automatic failure and the person knows the psionicist is there and can take whatever precautions he can to stop the psionicist from entering his mind or from going further into his mind. Or, if he wins initiative, the victim can psionically attack the psionicist. Oniric VortexÜ ============= Oniric Vortex Power Score: WIS Initial Cost: contact Maintenance Cost: 1/round/subject Range: Unlimited Preparation Time: 1 Area of Effect: individual Prerequisites: Enter Dream Author: Roberto de Brito Nunes With this devotion the psionicist can bring some friends into a dream. The psionicist must be in a dream to use this power (her own dream or any dream affected by enter dream [see DRAGON #204]). An unwilling subject may choose to end the dream and wake up. This action ends the dream for that particular character only. Power Score: The maintenace is free. The psionicist only need to pay Enter Dream. 20: All subjects have the same nightmare. Outer DreamÜ =========== Outer Dream Power Score: INT Initial Cost: 30 Maintenance Cost: 10/question Range: na Preparation Time: 12 hours Area of Effect: individual dsnhb20, Page # 103 Date 31-1-1995 Tuesday - 104 - Prerequisites: mindlink, teleport Author: Roberto de Brito Nunes This devotion is similar to contact other plane spell and requires the psionicist have access to psychoportive and telepathic disciplines. When this devotion is used, the psionicist sends her mind to another plane of existence in order to receive advice and information from powers there. As these powers resent such contact, only brief answers are given. Any questions asked are answered by the power during the power's maintanance. The character can contact an elemental plane or some plane farther removed. For every 10 PSPs spent one question may be asked. Contact with minds far removed from the plane of the psionicist increases the probability of the psionicist going insane or dying, but the chance of the power knowing the answer, as well as the probability of the being telling the correct answer, are likewise increased by moving to distant planes. Once the outer planes are reached, the Intelligence of the power contacts determines the effects. The table given here is subject to DM changes, development of extraplanar NPC beings, and so on. If insanity occurs, it strikes as soon as the first question is asked. This condition lasts for one week for each removal of the plane contacted to a maximum of ten weeks. There is a 1% chance per plane that the psionicist dies before recovering, unless a psychic surgery is made upon her. A surviving psionicist can recall the answer to the question. On rare occasions, this divination may be blocked by the action of certain lesser or greater powers. Power Score Chance of Chance of Chance of Plane Modifier Insanity* Knowledge Veracity** ---------------------------------------------------------------------- Elemental -1 20% 55% (90%) 62% (75%) Inner Plane -2 25% 60% 65% Astral Plane -3 30% 65% 67% Outer Plane, INT. 19 -4 35% 70% 70% Outer Plane, INT. 20 -5 40% 75% 73% Outer Plane, INT. 21 -6 45% 80% 75% Outer Plane, INT. 22 -7 50% 85% 78% Outer Plane, INT. 23 -8 55% 90% 81% Outer Plane, INT. 24 -9 60% 95% 85% Outer Plane, INT. 25 -10 65% 98% 90% ---------------------------------------------------------------------- *For every point of Intelligence over 15, the psionicist reduces insanity chance by 5%. **If the being does not know an answer, and the chance of veracity is not made, the being will emphatically give an incorrect answer. If the chance of veracity is made, the being will answer "unknown." Percentage in parentheses are for questions that pertain to the appropriate elemental plane. Power Score: No chance of insanity. 20: The psionicist grates a power. The DM must decide what the dsnhb20, Page # 104 Date 31-1-1995 Tuesday - 105 - disturbed power will do. Dream SightÜ =========== Dream Sight Power Score: INT Initial Cost: 12 Maintenance Cost: 8 / round Range: Special Preparation Time: 2 Area of Effect: personal Prerequisites: astral projection Author: Roberto de Brito Nunes Before using this devotion, the psionicist must fall into a deep sleep or sleep trance state during which she dreams of places and events around her. Her vision is then attuned to the location desired. In the dream, she can both see and hear and can will her vision to change so that she can view the surrounding area as well. She cannot see into an area that is protected against teleport or similar powers or spells, however. Nor can sounds coming from such an area be heard. When using this devotion the psionicist's astral body leave her phisical body and is able to walk, look around, pass walls,... The distance that a psionicist can move from her body is equal to 100 yards per level of the psionicist. The astral body is invisible by normal means but is vulnerable to any attacks that can reach astral or ethereal creatures. While in astral form the psionicist is trated as an ethereal traveler, cannot influence the normal world and can only use psionics on herself. The astral body is attached to the phisical body by the silver cord. The silvery cord is nearly indestructible; however, it can be severed by the psychic wind at its most powerful, or by the silver swords of the githyanki. At the end, the dream vision ends, and she awakens. If the psionicist's body is disturbed before the dream sight ends, the power ends and the psionicist is immediately awakened. Power Score: The astral body of the psionicist is able to see in darkness (normal or magical). 20: The psionicist has a terrible nightmare is unable to sleep for 8 hours. AwakenÜ ====== Awaken Power Score: WIS Initial Cost: contact Maintenance Cost: na Range: na Preparation Time: 0 Area of Effect: individual dsnhb20, Page # 105 Date 31-1-1995 Tuesday - 106 - Prerequisites: contact Author: Roberto de Brito Nunes This devotion allows the somniomancer to wake another character from normal sleep without the use of touch or sound. When this devotion is used the subject simply wakes up instantly. (This doesn't mean that the subject is immediately alert) The subject hears (only in her mind) a great shout "wake up!" or any word the somniomancer wants (one word only). The subject may be scared or hungry depends on situation. At DM discretion this power can cause problems when used against subjects in astral travel. Power Score: No effect 20: No effect Sleeping AutomationÜ =================== Sleeping Automation Power Score: WIS -2 Initial Cost: contact Maintenance Cost: 6/round Range: na Preparation Time: 2 Area of Effect: individual Prerequisites: contact Author: Roberto de Brito Nunes This devotion allows the somniomancer to take control of a sleeping subject's body and cause it to perform simple actions. Such actions include movement (sleep-walking), picking up and moving small objects, etc., but nothing either delicate or violent and nothing that involves any thinking or decision-making process. The somniomancer can't force the subject to commit suicide or actively damage herself in any way; the subject will wake up before any damage be inflicted. This power doesn't give the somniomancer any way to see what the subject is actually doing, so, the psionicist should be able to see the target by any means or it will be very difficult to give the orders. Power Score: The psionicist can see with the target eyes. 20: Target wake up. Mystical ConduitÜ ================ Mystical Conduit Power Score: INT - 4 Initial Cost: 10 + 1 / 10 yards (or 40 + 1 / 10 yards) Maintenance Cost: 2 PSP's Range: Prep. Time: 0 Area of Effect: NA dsnhb20, Page # 106 Date 31-1-1995 Tuesday - 107 - Prerequisite: Dimensional door, 6th level psionicist and knowledge of either Mage or Priest magic. Author: Matthias Roschke This power opens an immobile conduit for mystical energy from the area immediately surrounding the psionicist to anywhere within line of sight (see cost). The next spell cast from where the psionicist was standing at the time the power was initiated will function as if it was cast at the other end of the conduit. Thus the ranges of certain spells can be greatly increased. Notice that spells, which affect the caster only (i.e., personal spells), will now affect whoever is standing at the other end of the conduit or be wasted if nobody is standing there. A vampiric touch (or fire shield) for example, could be cast at one end and whoever was at the other end could now apply the vampiric touch (or be protected by a fire shield), and gain the full benefits from it (i.e., reach out and touch someone, in case a vampiric touch had been cast). The original caster has absolutely no control over the spell -- it is as if the whoever was standing at the other end of the conduit had actually cast the spell. Since the accuracy and power required for transferring personal spells is much greater than for other spells, the cost is increased to 40 PSP's + 1 PSP per 10 yards. The mystic conduit is visible only by a detect magic, true sight, or psionic powers such as Heightened senses. It collapses the instant any spell is conducted in this way or if the psionicist ceases paying the maintenance Cost. NOTE: The conduit is one way only, thus it is not possible for a psionicist to steal a spell, as it is being cast by an opponent. Power score: No PSP's must be paid to maintain this power. 20: The next spell cast near the psionicist will backfire. Psychic SacrificeÜ ================= Psychic Sacrifice Pre-requisite: Psychic Surgury Initial Cost: Death, Contact (see below) Upkeep: 20 PSPs / round (see below) Prep Time: 0 Range: Unlimited (see Contact) Area of Effect: One person Power Score: Wisdom - 10 Author: Marc Sherman This science allows a powerful psionicist to transfer a portion of his or her power to another person when he or she dies. One science and two devotions are chosen at random from those known by the user of this power (the Sacrificer), which are immediately added to those known by the target. The target gains enough PSP's to use the three powers once per day each, with 4 rounds of maintenance. If the target was a non-psionicist before the use of this power, he or she should be treated as a wild talent. If the target was already a wild talent, the new powers and PSP's are added to those currently possessed. If the target was a psionicist, the powers and PSP's are dsnhb20, Page # 107 Date 31-1-1995 Tuesday - 108 - added to their current abilities, and are considered separate from the normal maximums allowed by their level. The powers can be from a discipline outside those currently known by the target, and do not count against the maximum number of sciences/devotions per discipline. If the powers granted are already possessed by the target, the PSP's are still gained, and the power score in that power is increased by one (as though the target had relearned that power). In all cases, the PSP and power gain is permanent. The target's alignment becomes that of the sacrificer. If this causes the target's alignment to change, this has a 1% chance per PSP gained of driving the target insane. At the discretion of the DM, the target may be visited by the spirit of the sacrificer. The spirit may give the target hints, encouragement, or other support in particularly difficult situations. This may occur at most once per month, and lasts for at most 1 turn. To initiate this science, the sacrificer must first die. This can be either an accidental or intentional death, although an intentional death for the sole purpose of using this science grants the sacrificer a +2 bonus to his or her power score. At the very instant of physical death, the player must state his or her intention to initiate Psychic Sacrifice, and also must state the target. The sacrificer's psyche is then kept alive by feeding off the remaining PSPs the psionicist had at death. The upkeep of 20 PSPs/round must be paid each round until the power is successful, or the sacrificer's psyche dies. The sacrificer must also attempt contact (via psionic attack forms if the target is an unwilling psionicist) each round. If the sacrificer does not have enough PSPs remaining to pay the upkeep and attempt contact, their psyche dies. Once contact has been successfully made with the target, the sacrificer rolls against the power score for Psychic Sacrifice. The upkeep of 20 PSPs must also be paid in this round; if not enough PSPs remain, the sacrificer's psyche dies. If the roll is successful, the effects listed above occur. If the roll is failed, contact is broken, and must be attempted again in the next round. If the Psychic Sacrifice is successful, the sacrificer may never be Raised, Ressurected, or Reincarnated. However, if the sacrifice is unsuccessful (the sacrificer runs out of PSP's or skips a round of attempting contact for any reason), the sacrificer may be raised, ressurected, or reincarnated. Power Score - the sacrificer can pick the science and two devotions granted to the target. 20 - the sacrifice fails, and both the sacrificer and target are psychically stunned, losing all current PSP's (killing the psyche of the sacrificer). 1 - only 1 science or 2 devotions (50/50 chance) are granted to the target. Note to the DM: If this science is allowed in your campaign, you should make allowances for NPC psionicists who have been targets of it in their lifetimes, and therefore have more than the normal allotment of psionic powers and PSPs. In particular, the DM may consider high level evil NPC psionicists who "farm" low level psionicists for the sole purpose of having them sacrifice their powers to their mentor. dsnhb20, Page # 108 Date 31-1-1995 Tuesday - 109 - PostponeÜ ======== Postpone Power Score: INT -6 Initial Cost: initial cost of the power (x2) Range: Touch: 0 Area of Effect: individual Maintenance: 24/day Preparation Time: 1 round per power postponed + 1 round Prerequisite: 7th level Author: Eric Tunon This power allows a psionicist to "post pone" a power until a later point in time. This consists of the psionicist having to first make the power check to initiate the power, then having to make the post pone power check. When the psionicist makes the power roll for the first power, he pays he initial cost of the power, then when he initiates postpone he pays the same cost again. The power that is postponed is "put on the back burner" until a later point in time, when the psionicist wants to use the power he has postponed. This power will allow a psionicist to maintain any power he can use at the time (even if he can only use because of convergence, if he can use it he can post pone it), this includes both once and done power, and maintainable powers. This power has a serious draw back while a power is being maintained the psionicist can not get back ANY PSPs due to the fact that he is using a power at that time (spending exactly 1 PSP per hour). Power Score: If a power score is rolled this power only uses half the normal PSPs to maintain, and in so doing allows a psionicist to regain PSPs every other hour (depending upon whether or not he rests). 20: The power is disrupted and the psionicist must begin again to try to postpone the power. Time FlowÜ ========= Time Flow Power Score: INT Initial Cost: Special Maintenance Cost: Special Range: Touch Prep. Time: 0 Area of Effect: 1 creature Prerequisite: Time stop, 5th level Author: Matthias Roschke This power allows the psionicist to speed up or slow down time with regards to the target creature. At the time the check is made, the psionicist declares by how much the time flow will be increased or decreased. In other words, how many rounds will occur for the target creature while a single round of 'normal time' passes (or alternatively dsnhb20, Page # 109 Date 31-1-1995 Tuesday - 110 - how many rounds of 'normal time' will pass in what the target creature sees as a single round). The power scores and initial/maintenance costs are given below. Speed up/ Power Score Initial/maintenance Prerequisite slow down penalty cost (see note) Level factor 2 3 10/5 5 3 4 20/5 10 4 5 30/5 15 5 6 40/5 20 Note: The power can only be maintained if the psionicist is the affected creature. The costs are relative to the psionicists time frame, in other words the initial cost is relative to normal time (and will affect the target creature for one round of normal time), while the maintenance cost is relative to the new time frame, and must be paid for every round the psionicist experiences. A 20th level psionicist for example, who speeds up time by a factor of 5, would not have to pay maintenance cost for the first five rounds (or 1 round 'normal time') since this is covered by the initial cost. After these 5 rounds, the maintenance cost would be 5 per round (or 25 per round normal time). Since this power affects the flow of time, rather than speeding up the metabolism of the target creature, as is the case with magical haste for example, no aging will result. Anyone who returns to the normal time frame however, will be confused and unable to do anything for as many rounds as were spend in the other time frame. This gives the body time to readjust to normal time and recover from the strain. It is possible to force the body to ignore to ignore this time of recovery. To do so requires a Wisdom check and a Constitution check, with a penalty equal to the factor by which time was affected for both checks. If either is failed, 1d6 random ability scores are permanently lowered by one. In other words, this is not a good idea except in the most desperate cases. Power score: The psionicist may increase the time factor by one, without having pay the extra cost in PSP's. 20: The psionicist is confused and disoriented as described above. Psychic RogueÜ ============= Psychic Rogue Power Score: WIS -4 Initial Cost: contact + 12 Maintenance Cost: 8/round Range: na Preparation Time: 1 Area of Effect: individual Prerequisites: Psychic Drain Author: Roberto de Brito Nunes This power allows the psionicist to temporaly steal a psionic power dsnhb20, Page # 110 Date 31-1-1995 Tuesday - 111 - from another person. After contact is established the psionicist spends 10 PSPs and chooses one of the victim's powers (The psionicist must know if the victim knows the particular power). After that, and while paying maintanance cost, the psionicist is able to use the power as any other. The victim will forget the power until the psionicist stops paying maintainance. Wild Talent TableÜ ================= >by Anthony Thompson Just a few words, though. They reflect the fact that in order for there to be much of a population there has to be a certain amount of people who have defense modes as well. Anyone who has used the CPsiH wild talent tables has probably had the problem where PCs with attack modes run rampant with just about all non-psionicist NPCs because their lack of a defense mode. Of course, you could simply make a lot of the NPCs have them, but if you are supposedly going according to the CPsiH tables, that doesn't make statistical sense. This attack-mode vs. no defense mode problem is even more pronounced if one tries to use psionics in a non-DARK-SUN setting/world, where no one who is a non-psionicist (a lot of people!) has a defense mode. The fact that everyone has at least one psionic power is what for me makes it the only place where I can really allow psionics into my games, for they are simply too powerful anywhere else. Again, if you use the wild talent tables in the CPsiH, the fact that so few people have defense modes gives rise to the same problem. I have therefore opted to increase the chance that a given NPC has a defense mode so that about 3 in 10 NPCs have one. Now, if an important but not-too-powerful NPC (yes, they can exist :) is attacked by a player, you are not too entirely off your statistical rocker to give her/him a defense mode :D Also, to make things fit correctly, I made up a few new psionic powers. I don't have the CPsiH right in front of me, so I'm not sure if some of the powers on the table are new or not, especially since I made it about 6 months ago. You can make them up on your own, make it a reroll, substitute another power in its place, or ask me to post/mail how I have them worked out in my system (aiding my feeble memory by telling me which ones are really new, of course :) Well, long disclaimers aside, here it is... Editor's note: I inserted (new?) where I found a power that wasn't in CPsiH or DK. Also, I realize that TW&TW presented an updated version of the wild-talent table, but I know there are those of you who do not own it--besides, you can never have too many tables :-). Psionic Wild Talents, Table 1 01-02: Choose one on this table. 48-53: Thought Shield 03-05: Roll twice on this table. 54-59: Mental Barrier 06: Aversion 60-65: Tower of Iron Will 07: Conceal Thoughts 66: Combat Mind 08: Mind Bar 67: Hear Light dsnhb20, Page # 111 Date 31-1-1995 Tuesday - 112 - 09: Awe 68: Feel Sound 10: Dream Travel 69: Know Direction 11: Psychic Messenger 70: Danger Sense 12: Psychic Impersonation 71: Spirit Sense 13: Heightened Senses 72: Control Sound 14: Expansion 73: Animate Object 15: Flesh Armor 74: Suspended Animation 16: Displacement 75: Biofeedback 17: Body Control 76: Body Equilibrium 18: Mind Over Body 77: Catfall 19: Ballistic Attack 78: Cell Adjustment 20: Time/Space Anchor 79: Empathy 21: Sound Link 80: Sight Link 22: Identity Penetration 81: Truthear 23: Graft Weapon 82: Control Flames 24: Immovability 83: Adrenalin Control 25: Lend Health 84: Body Weaponry 26: Share Strength 85: Chemical Simulation 27: Absorb Disease 86: Enhanced Strength 28: Control Light 87: Reduction 29: Animate Shadow 88: Daydream 30: Radial Navigation 89: Life Detection 31: Poison Sense 90: Send Thoughts 32: Know Location 91: Dimension Walk 33: See Sound 92: Aging 34: Feel Light 93: Astral Projection 35: All-round Vision 94: Synaptic Static 36-41: Intellect Fortress 95: Attraction 42-47: Mind Blank 96-98: Roll on Table 2. 99-00: Roll once on this table and then on Table 2. Psionic Wild Talents, Table 2 01-02: Choose one on this table. 48-53: Thought Shield 03-05: Roll once on each table. 54-59: Mental Barrier 06: Life-Drain 60-65: Tower of Iron Will 07: Appraise 66: Sensitivity to Psychic Impressions 08: Cannibalize 67: Precognition 09: Levitation 68: Summon Planar Creature 10: Id Insinuation 69: Shadow-Form 11: Mind Thrust 70: Clairvoyance 12: Energy Redirection (new?) 71: Invisibility 13: Energy Absorption 72: Mindlink 14: Probe 73: Metamorphosis 15: Mass Domination 74: Dimension Door 16: Mindwipe 75: Animal Affinity 17: Inflict Pain 76: ESP 18: Post-Hypnotic Suggestion 77: Molecular Manipulation 19: Control Body 78: Ectoplasmic Form 20: Detonate 79: Repugnance 21: Time Shift 80: Teleport 22: Telepathic Projection 81: Molecular Rearrangement dsnhb20, Page # 112 Date 31-1-1995 Tuesday - 113 - 23: Phobia Amplification 82: Death Field 24: Molecular Agitation 83: Double Pain 25: Cause Decay 84: Invincible Foes 26: Project Force 85: Superior Invisibility 27: Teleport Other 86: Domination 28: Complete Healing 87: Telekinesis 29: Switch Personality 88: Energy Transformation (new?) 30: Chameleon Power 89: Psionic Blast 31: Clairvoyance 90: Ego Whip 32: Fate Link 91: Psychic Crush 33: Banishment 92: Flight (new?) 34: Object Reading 93: Psionic Sense 35: Aura Sight 94: Convergence 36-41: Intellect Fortress 95: Disintegrate 42-47: Mind Blank 96-98: Roll twice on Table 2 99-00: Choose one power from this table. Wizard SpellsÜ ============= I want to view the spells by levels by schools See also: Priest Spells Wizard spells by levelÜ ====================== Level 1 (Wizard) Level 2 (Wizard) Level 3 (Wizard) Level 4 (Wizard) Wizard spells by schoolÜ ======================= Abjuration -- Wizard Alteration -- Wizard Conjuration/Summoning -- Wizard Divination School -- Wizard Enchantment/Charm School -- Wizard Illusion -- Wizard Invocation/Evocation School -- Wizard Necromancy -- Wizard Editor's note: If no spells are listed under a particular school, the DSNHB does not contain any spells of that school. Divination School -- WizardÜ =========================== dsnhb20, Page # 113 Date 31-1-1995 Tuesday - 114 - Enchantment/Charm School -- WizardÜ ================================== Invocation/Evocation School -- WizardÜ ===================================== Mind Bolt (Evocation) Nerve Fire (Evocation) Sand Storm (Evocation) Sword of Force (Evocation/Alteration) Necromancy -- WizardÜ ==================== Bloody Tears (Necromancy) Mental Calm (Necromancy) Mental Rejuvenation (Necromancy) Prosthesis (Necromancy) Undead Vengeance (Necromancy) Illusion -- WizardÜ ================== Project Sensory Effects (Illusion) Alteration -- WizardÜ ==================== Armeth's Sand Dome (Alteration) Condense Water (Alteration) Delay (Alteration) Ethereal Gate (Alteration) Masquerade (Alteration) Sand Glass (Alteration) Shape Shift (Alteration) Sinkhole (Alteration) Sword of Force (Evocation/Alteration) Conjuration/Summoning -- WizardÜ =============================== Abjuration -- WizardÜ ==================== Unerring Concentration (Abjuration) Level 1 (Wizard)Ü ================ Condense Water (Alteration) Mental Rejuvenation (Necromancy) Mind Bolt (Evocation) Sand Glass (Alteration) dsnhb20, Page # 114 Date 31-1-1995 Tuesday - 115 - Level 2 (Wizard)Ü ================ Bloody Tears (Necromancy) Delay (Alteration) Ethereal Gate (Alteration) Masquerade (Alteration) Prosthesis (Necromancy) Unerring Concentration (Abjuration) Level 3 (Wizard)Ü ================ Armeth's Sand Dome (Alteration) Mental Calm (Necromancy) Nerve Fire (Evocation) Project Sensory Effects (Illusion) Sand Storm (Evocation) Shape Shift (Alteration) Level 4 (Wizard)Ü ================ Sinkhole (Alteration) Sword of Force (Evocation/Alteration) Undead Vengeance (Necromancy) Condense Water (Alteration)Ü =========================== Condense Water (Alteration) Level: 1 Range: 60 yards Components: V, S, M Duration: Permanent Casting Time: 1 round Area of Effect: 10 square feet +1 square foot/level Saving Throw: None Author: Ronald Jones When casting this spell the caster condenses water out of the air, the water collects as dew on any appropriate surface or in a specially prepared container. The water is not magical, it is simply condensed out of the surrounding air the amount of water condensed is related to the relative humidity. The center of the spell can be located at any point up to the max range of the spell. The spell creates 2 ounces(oz) of water per 10 square feet of the area of the spell, assuming up to 10% relative humidity (see table for higher humidity). For the times that the dsnhb20, Page # 115 Date 31-1-1995 Tuesday - 116 - area of effect is not at an even number such as at 5th level (15 square feet) the caster should get, at 10% humidity 3oz of water, or 2.2oz for 6th level, etc., till you get 4oz with 20 square feet at 10th level. If the humidity is % per 10 square feet: up to 10% - 2oz 11 to 20% - 4oz 21 to 30% - 6oz 31 to 40% - 8oz (1 cup) 41 to 50% - 10oz 51 to 60% - 12oz 61 to 70% - 14oz 71 to 80% - 16oz (2 cups) 81 to 90% - 20oz 91 to 100% - 24oz (3 cups) The material component is a pinch of very fine river or sea silt, tossed into the air when the spell is cast. The water simply condenses on all nearby surfaces (i.e., trees, rocks, ground, characters, and especially metal). At fifth level the condensed water can be directed into a specially constructed flask or jar. The somatic component is tracing the square in the air and then pointing toward where the center of the spell will be. This spell can only be cast once in any particular area as it does drain the liquid out of the air. The air around the spell's area of effect will decrease in relative humidity by 10%. It may take two to eight (2d4) turns for the moisture level to return to a level where the spell could be cast again. Note: Athas is a very dry place, normal humidity runs at less than 10%, Athas is similar to a high dry desert. A lucky character might meet 20% to 40% humidity near a large river or lake, not a well, stream, or even a geyser. The only place that a character might find humidity over 50% would be in the Halfling jungle of the Ringing Mountains' forest ridge. Needless to say if this spell was cast by a high level preserver in one of these areas of high humidity, it could be dangerous. Mental Rejuvenation (Necromancy)Ü ================================ Mental Rejuvenation (Necromancy) Level: 1 Range: Touch Duration: Permanent Components: V,S,M Casting Time: 1 round Area of Effect: One Creature Saving Throw: N/A Author: Brian J. Toleno dsnhb20, Page # 116 Date 31-1-1995 Tuesday - 117 - The caster using a lock of hair or piece of the scalp of the recipient holds his/her hands on their head and is able to restore 1d6/lvl PSPs to them. This spell can never bring the recipient to or past full PSP totals. Sand Glass (Alteration)Ü ======================= Sand Glass (Alteration) Level: 1 Range: 1 ft. Duration: Permanent Components: V,S,M Casting Time: 1 round (see below) Area of Effect: Special Saving Throw: None Author: Mizar the Brilliant This simple spell allows wizards to create small glass objects (up to 3 pounds) out of sand. If used creatively, it is a handy spell for many situations. The caster can shape the glass in any way he wants, but trying to duplicate an existing object or creating something complex or valuable will require the proper artistic proficiencies. The caster can produce either transparent or translucent glass. Common products of this spell are cups, bowls, vials, small windows, crystal bullets, cutting shards, and so on. The spell itself doesn't produce sharp enough edges for cutting, but this can be done after the glass is made. It takes at least one round to prepare the glass, plus a variable time for the shaping, dependent on the object's complexity (DM's discretion). The material component of this spell is a small crystal lens to concentrate any light source stronger than torchlight on the sand. The lens is not expended. Bloody Tears (Necromancy)Ü ========================= Bloody Tears (Necromancy) Level: 2 Range: 10 yds/lvl Components: V, S, M Duration: 1 rnd/lvl Casting Time: 3 Area of Effect: 1 target creature Saving Throw: Neg. Author: Jason R. Tood The caster must make eye contact with the target. The caster then crushes the eye in his fist while casting the spell. The target's eyes immediately start bleeding (dmg=1/rnd, blinded for the duration of the spell, suffering -4 to hit, +4 AC). The victim may save, in which case she/he takes only one point of damage. The caster dsnhb20, Page # 117 Date 31-1-1995 Tuesday - 118 - does not have to concentrate to maintain this spell. The material component is a dead man's eye. Mind Bolt (Evocation)Ü ===================== Mind Bolt (Evocation) Level: 1 Range: 60 yards + 10 yds/lvl Components: V, S Duration: Instant Casting Time: 1 Area of Effect: Creatures in 10' cube Saving Throw: None Author: Use of the Mind Bolt spell creates up to 5 energy missiles which unerringly strike their target. The caster must be able to see or detect the target. Each missile that hits does 1d4 pts of pain damage. Pain damage is not permanent, and resting for one hour will heal all of it. If a creature who is hit by a Mind Bolt takes enough damage (physical + pain) to kill them, they are merely knocked out for one hour, when they regain all hit points lost to pain. If the amount of overkill damage that the creature took is greater than the amount of pain damage, then the creature dies anyway. The number of bolts depends on the caster's level. He recieves one bolt at first and an additional bolt at every even level. Multiple bolts can strike one creature several times, or hit several creatures. The bolts will be the same color as the caster's sensory effect. Delay (Alteration)Ü ================== Delay (Alteration) Level: 2 Range: Caster Components: V, S Duration: Special Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: The delay spell causes any spell cast in the following round to have its effect delayed for up to 1 round per caster level. At the end of the delay spell, the spell takes its normal effect. If the delayed spell is an area effect spell, its area must be stated at the time of casting, not when it goes off. If the spell affects the caster or if the caster must give instructions, etc..., then the caster must still be within the area. Because the spell requires extreme mental skill, the caster must roll an intellegence check with a -5 penalty. If the intellegence check dsnhb20, Page # 118 Date 31-1-1995 Tuesday - 119 - fails, the both the delay spell and the affected spell do not function and are wasted. After the delay has taken effect, the spell works normally, with its standard area of effect and range. The delayed spell, however, is weakened slightly, and all saving throws are made with a +3 bonus. Spells which normally do not allow a save are allowed a save, but with no bonus to save. Ethereal Gate (Alteration)Ü ========================== Ethereal Gate (Alteration) Level: 2 Range: Touch Components: V, S, M Duration: 2 turns/lvl Casting Time: 2 Area of Effect: Special Saving Throw: None Author: (This is basically an altered version of Rope Trick) When this spell is cast, a piece of rope must be formed into a circle. The circle will enlarge itself, and it becomes a portal to an extra dimensional space. The space can hold up to 8 people or creatures of medium size. The rope circle can be pulled in to close the entrance to the extradimensional space. Creatures inside can see everything they would normally be able to see from inside the space, but other creatures pass right thorugh them and will not notice them. Spells or psionics can not cause effects outside the ethereal space. The rope circle must be reopened when the characters wish to leave. If the spell ends with the characters still inside, they appear at the point where they entered it, in whatever position they were in at the end of the spell. The material component of this spell is a 1 ft piece of rope to make the circle which is consumed in the casting. The Somatic component of this spell is making several gestures over the rope and then forming it into a circle. Masquerade (Alteration)Ü ======================= Masquerade (Alteration) Level: 2 Range: Touch Components: V, S, M Duration: 1 day + 1/4 day per caster lvl Casting Time: 1 round Area of Effect: 1 individual or creature Saving Throw: None Author: dsnhb20, Page # 119 Date 31-1-1995 Tuesday - 120 - This spell is a lesser version of my 3rd level spell shape shift. It functions the same way as that spell with the following exceptions. Height and weight can only be changed +/- 5%. This spell can't be used to change the type or race of a creature or person unless the recipient is already the right size and weight. To endure the effects of this spell, a person must make a system shock check (for creatures with no constitution score, use a save vs death magic as a priest of their hit dice). If the system shock roll fails, then the person or creature is unconcious. If a character is killed while under the effects of masquerade, the effects fade 12 hours after he dies or the duration of the spell experies, whichever is shorter. This spell can not be cast on dead people or creatures. The material component of this spell is a mud paste made from silt and water which is smeared sparingly on the recipient's face and/or body before casting the spell. Prosthesis (Necromancy)Ü ======================= Prosthesis (Necromancy) Level: 2 Range: touch Components: V, S, M Duration: Perminent Casting Time: 1 round Area of Effect: 1 limb Saving Throw: Special Author: John M. Martz Prosthesis allows the caster to fashion a relatively functional prosthetic limb. The limb may be as small as a single digit or any amount up to an entire arm or leg. In order to cast this spell, the wizard must obtain a matching limb, which needs to be about the same size as the missing member and the same genus as the recipient. Thus, an elven arm could be grafted onto a human, but a thri-kreen limb could not. While the limb is usually taken from a dead body, the caster can use the target's own limb if it is available. If the stump has healed (if it is not a fresh amputation), the mage must cut all living flesh from the end of the stump before casting this spell -- this spell provides no pain relief. After preparing the stump, the caster touches the prosthetic limb to the stump and casts prosthesis. The new limb fuses with the target's skeleton, and he can begin to use it as soon as the casting is finished. Unfortunately, the target does not regain full function of his limb. The new limb, while functional, has no sense of touch and provides only 25% of normal functioning. With each passing week, the character gains another 5% functionality up to a maximum of 75% of normal. The exact impact this decreased functionality will have upon the character is up to the DM -- examples included worsened movement rates, armor class, THAC0, reaction adjustments, thieving skills, etc. (but better than if the character did not have a prothesis at all). Furthermore, dsnhb20, Page # 120 Date 31-1-1995 Tuesday - 121 - only the bone within the limb is affected by this spell -- the remainder of the limb continues to rot until nothing remains but the bone. This spell can only be used on characters with missing limbs (e.g., it can't be used to give a two-legged character a third leg). The material component is the dead limb. The limb may be in any state of decomposition as long as the bones are intact. Unerring Concentration (Abjuration)Ü =================================== Unerring Concentration (Abjuration) Level: 2 Range: 0 Components: V, S Casting Time: 2 Duration: 1 round/level Area of Effect: Caster Saving Throw: None Author: Steve Bartell This spell allows the wizard to have no distractions to his concentration -- especially in casting spells. The caster will be able to withstand 2 points of damage per level each round the spell is in effect without disrupting casting. (i.e. a 10th level wizard could take up to 20 points of damage each round.) Fifty or more points of damage will automatically negate the benefits of the spell for that round, regardless of level. Disruption of concentration does not mean the unerring concentration spell is negated; it is just ineffective during that round. Amputation of necessary limbs, of course, will destroy the spellcasting. The caster must still be able to go through the verbal and somatic part of the spell. A wizard who is successfully grappled will be unable to cast, even with the unerring concentration. A person protected by this spell will still take damage and be aware of pain, they will just be unaffected by it until the spell duration expires. A mage who reaches 0 hit points is dead, despite the protective nature of this spell. Armeth's Sand Dome (Alteration)Ü =============================== Armeth's Sand Dome (Alteration) Level: 3 Range: 0 Components: V, S, M Casting Time: 1 round Duration: 1 hr + 1 hr/lvl Area of Effect: Large enough for 10 people and associated gear, etc. Saving Throw: None Author: Michael Kenyon dsnhb20, Page # 121 Date 31-1-1995 Tuesday - 122 - This spell cause sand, earth, loose gravel, topsoil, etc. around the mage to form into a hollow dune. The dune is one foot thick and large enough to hold 10 people, their gear and suffient air for them to breathe comfortably for the duration of the spell. Note, the spell is gauged off of a cluster of lifeforms, so pets and the like take up just as much room for the spells effect as a hill giant does and if a life form is more than 10' distant from the rest of the cluster, he is excluded from the spell. The dune is hard enough that it may be walked over by any creature of Medium size or under without a chance of it collapsing. Should a creature of Large size walk on it, it will hold for 1 rd. + 1 rd./lvl. of the caster, assuming that the creature is not actively attempting to enter the dome. Larger creatures crush the dome in one rd. From the outside, the dune appears to be part of the natural landscape and unless the person in question knows the terrain intimately, they will not suspect that there is anything afoot with the terrain. The dune is not see through from the inside and it requires a Hear Noise roll to perceive sound through the earth. Common uses of this spell are to give the party a convient place to sleep to avoid encounters or to protect the party from either sand storms or the beating mid-day sun. The material component is a glass dome half-filled with fine sand and a miniature silver replica of a campsite attached to the base. The item is worth 100 gp and is not destroyed with the casting of the spell. The sand, however, must be replaced with each casting, through the corked hole in the base. Upon casting the spell, the globe is shook, while the words, "There's no place like home," are said in Svirfneblin. Mental Calm (Necromancy)Ü ======================== Mental Calm (Necromancy) Level: 3 Range: 5yds/lvl Duration: 1rd/lvl Components: V,S,M Casting Time: 5 Area of Effect: One creature Saving Throw: Special Author: Brian J. Toleno The use of this spell allows the target to gain a saving throws versus psionic and other mental attacks that do not normally allow saving throws and a bonus against those that do. If the target is already under the influence of such an attack/power (i.e. id insinuation, attraction, etc.) they would get a save vs spells at -2 (+ WIS bonuses) to ward off the effects of the power. If they are attacked while this spell is in effect they make a save versus spells to ward it off, if no save is normally allowed, and a save at +2 if one is normally allowed (i.e. Psionic blast). This does not offer protection dsnhb20, Page # 122 Date 31-1-1995 Tuesday - 123 - versus non-mental attacks such as disintegration and other such powers. The material component for this spell is a bit of flesh from a dead psionic creature. Nerve Fire (Evocation)Ü ====================== Nerve Fire (Evocation) Level: 3 Range: 10 yds + 10 yds/lvl Components: V, S, M Duration: Instant Casting Time: 3 Area of Effect: up to 5'/lvl radius Saving Throw: 1/2 Author: Nerve fire creates a field of glowing, see through, flames the color of the caster's sensory effect. These flames can spread up to a radius of 5' / caster level from the center of the spell effect. The caster must specify the radius at the time of casting. These glowing flames do 1d6 points of pain damage for each level of the caster to everyone within the area of effect (for the effects of pain damage, see the Mind Bolt spell). The caster only takes 1/2 damge or none with a save if he is within the area of effect. The magic flames spread along the ground and only reach about 10' in the air. Flying creatures are uneffected by the spell unless they were close to or on the ground during the casting. When casting the spell, the caster sends a small spark along the ground until it reaches the center of the area of effect and then instantly spreads thorughout the area of effect. Creatures who make a saving throw vs. spell take only half of the amount of pain damage. The material components are a handful of powdered sulphur and sand which are thrown in the direction of the area of effect. Shape Shift (Alteration)Ü ======================== Shape Shift (Alteration) Level: 3 Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 round Area of Effect: 1 individual or creature Saving Throw: None Author: This spell can change the basic features of any creature or person. It can change facial features, facial hair, amount of hair, hair color and length, skin shade and texture, height (+/- 10%), weight (+/- 10%), appearance of muscles, and other similar things. This spell can't be dsnhb20, Page # 123 Date 31-1-1995 Tuesday - 124 - used to to change the type or race of a creature or person unless the creature to be changed into is very close to the original form (same number of limbs, same size, no strange extremities). This spell also allows duplication of a specific person or creature. Although the casting time is only one round, the change takes about 2 hours. This slow change is obvious to anyone around the recipient for more than a few rounds, so the recipient must usually stay in hiding. After the two hour period of change, the change will no longer be detectable as magical. To endure the effects of this spell, a person must make a system shock check (for creatures with no constitution score, use a save vs death magic as a priest of their hit dice). If the system shock roll fails, then the person or creature falls unconcious. Twenty-four hours after a creature or person dies, the spell will fade. This spell can be cast on dead people or creatures, however then the duration is only 12 hours plus one hour per level of the caster, up to 24 hours. The material component of this spell is a mud paste made from silt and water which is smeared sparingly on the recipient's face and/or body before casting the spell. Project Sensory Effects (Illusion)Ü ================================== Project Sensory Effects (Illusion) Level: 3 Range: 0 Components: V, S, M Casting Time: 3 Duration: 1 round/level Area of Effect: 20 yards Saving Throw: Special Author: John M. Martz With this spell, the wizard projects certain sensory effects onto another target, making it appear that the target is actually the person casting the spell (sensory effects of spellcasting are discussed in DK, pp., 46-52). The wizard must first cast project sensory sffects normally (NOTE: this spell does not project its own effects when cast, only the effects of subsequent spells, including subsequent project sensory effects spells). Then, for the duration of this spell, the sensory effects of every spell that he casts have a chance of being projected onto a randomly determined target within the area of affect. Each time the wizard casts a spell while project sensory effects is in effect, simply count all possible targets within 20 yards of the caster (do not count the caster -- do count the caster's companions and any other humanoid within the area of effect) and roll the closest die to determine which one is the target. For example, if there are seven possible targets, roll 1d8, rerolling any rolls resulting in eight. The target is allowed a saving throw versus spells, including the -1 penalty when this spell is cast by an illusionist. If he fails, he appears to be the source of the sensory effects that normally emanate from the caster. If he succeeds, the sensory effects appear to dsnhb20, Page # 124 Date 31-1-1995 Tuesday - 125 - originate from the caster, as normal. A wild mage has a 50% chance of selecting the target, as long as the target is within the area of effect; if the roll is above 50%, determine the target randomly. The spell affects visual, aural, olfactory, taste, and tactile effects; "additional" effects are included at the DM's discretion, but grand effects are never affected. The somatic concealment proficiency has no affect on whether or not a target is perceived as the source of any projected effects; however, the sensory alteration proficiency can be used to increase or decrease the intensity of the sensory effects regardless of the perceived source of the effects (see DK, p. 48). The material component is a pinch of silt collected during a silt storm. Sand Storm (Evocation)Ü ====================== Sand Storm (Evocation) Level: 3 Range: 60 yrds Duration: 1 turn + 1 rd/lvl Components: V,S,M Casting Time: 4 Area of Effect: 50' radius Saving Throw: Special Author: Michael Kenyon This spell creates a sand storm from any convient source of sand, gravel or loose topsoil in the area of effect, which may be used either defensively or offensively. In its defensive capacity, the sandstorm may be used as a cloak for an escape or as a means of blocking pursuit. In an offensive capacity, it may be centered on a person(s) and have effects on them. The degree of the storm created is variable, based on a d20 roll against the table below. For every 3 levels of the wizard casting the spell, there is up to a +/- 1 modifier, if the mage wishes to take it. Unless noted as such, there is no save for effects [you really can't avoid it, and it is a physical attack, so there is really nothing to save against for a lot of the effects]. d20 type of storm effects 01-04 Light Obscured vision, 3/4 mv. 05-12 Moderate Obscured vision, 1/2 mv., 1 hp/rd damage. 13-17 Heavy Obscured vision, 1/2 mv., d4 hp/rd damage. 18-19 Turbulent Obscured vision, 1/4 mv., d6 hp/rd damage, svs. magic +2 or choke on dust, etc. for d10 damage extra (cont. rolling till you make one) 20 Extreme Obscured vision, 1/8 mv., d8 hp/rd damage, svs. magic or choke on dust, etc. for d10 damage extra (cont. rolling till you make one), svs. spell or be blinded (svs. once) Note that any man-sized or smaller flying creature is downed by a heavy storm, large creatures are downed by a turbulent storm and gargatuan dsnhb20, Page # 125 Date 31-1-1995 Tuesday - 126 - creatures are downed by an Extreme storm. The material component of the spell is a handful of fine sand which is blown off the hand in the direction in which you wish the sand storm to rise. Credit should also be given to my DM who helped in getting bugs out GROVER@DICKINSON.EDU. Sinkhole (Alteration)Ü ===================== Sinkhole (Alteration) Level: 4 Range: 30' Components: V, S, M Duration: 6 rnds Casting Time: 4 Area of Effect: Up to 4 creatures, 10' radius Saving Throw: Special Author: Michael Kenyon Upon the casting of this spell, a section of ground that the mage targets becomes a sinkhole 10' in radius. Up to four creatures (caster's choice of number effected; must be in range, and are counted out from the centering point of the of the spell; i.e., PCs or friendly NPCs may be caught in the AOE if they are closer to the center than a hostile creature is). Those in the AOE must make a savings throw vs. spells to negate the spell straight off. The save is modified by the number affected. # Mod. 1 -2 2 -1 3 0 4 +1 Should the creature(s) affected make their save, then they are assumed to have thrown themselves out of the area as the sinkhole started. This saves them from the spell, but also causes them to automatically lose initiative for the next round, going dead last in the round. If they fail their save, the spell takes effect and the next round begins the duration of the spell. Note, the modifiers above apply to all saves listed below as well. 1st rd.: If they have failed their initial save (above) they are affectively held (as per hold person, even if they aren't a "person" and start to sink. 2nd rd.: They save again at -2 (plus modifiers from above). If they succeed, they cease to sink, but are still effectively held. If they fail, they cont. to sink. 4th rd.: They save again at -4 (plus modifiers from above). If they succeed, they cease to sink, but are still effectively held. If they fail, they go under the sands. They will die in 2 rds. (last rd. dsnhb20, Page # 126 Date 31-1-1995 Tuesday - 127 - of the duration) if they are not rescued. Should a dispel magic be cast at any time successfully on the sinkhole before the duration expires, all trapped creatures are ejected from the ground, and are able to act in the next round. Should the duration end with the victims effectively held and above the surface, they may regain their feet as their action for the next round. The material component for the spell is an egg timer, which is destroyed in the casting of the spell. Credit should also be given to my DM who helped in getting bugs out GROVER@DICKINSON.EDU. Sword of Force (Evocation/Alteration)Ü ===================================== Sword of Force (Evocation/Alteration) Level: 4 Range: 0 Components: V,S,M: a handle of a steel sword, gold dust Duration: 3 rounds / level of caster Area of Effect: Caster Casting time: 1 round Saving Throw: None Author: Dennis Kefallinos This spell creates a spectacular glowing sword (kind of like a Star Wars lightsaver!). It must be cast on a handle of a steel sword, which must be made especially, or cut from a regular sword. The handle is not consumed. A second component is 1 GP worth of gold dust, which is consumed during the casting. For the duration of the spell a gleaming power blade is projected from the handle, which simulates a normal sword. The base damage it causes is 2d6 (S-M) / 2d10 (L) if used single-handed and 2d8 (S-M) / 2d12 (L) if used two-handed, to which strength and magical bonuses (if available) are added. The former use requires proficiency in one-handed sword (short or long) and the later in two-handed sword (bastard or two-handed). Further special abilities are determined by the level of the caster, as follows: Level of Caster Special Abilities of blade --------------- -------------------------- 1-6 Not applicable 7 Normal non-magical sword 8 Sword +1 9 Sword +2 11 Sword +2 of Sharpness 13 Sword +2 of Wounding 15+ Sword +3 Vorpal A caster of above 13th level can specify which type the sword will be (of the types available to lower levels). When subjected to physical strain the blade has double the strength of steel. If more pressure than that is applied the spell is negated. If the handle leaves the hand dsnhb20, Page # 127 Date 31-1-1995 Tuesday - 128 - of the caster the spell is negated immediately. Because the sword of force is very light in weight, weapon speed is only 3 when used single-handed and 5 when used double handed. Undead Vengeance (Necromancy)Ü ============================= Undead Vengeance (Necromancy) Level: 4 Range: touch Components: V, S, M Duration: Special Casting Time: 4 Area of Effect: 1 creature Saving Throw: Special Author: John M. Martz This spell permits the wizard to temporarily trap the target's life force within its body after death. Unlike animate dead, which uses magic to animate the bodies, undead vengeance prevents the target's life force from escaping. Usually, this spell represents a wizard's final attempt to take an opponent with him into the grey. In effect, the target's body is rigged to turn into an undead creature upon his death. This "trap" lays dormant for 1 day plus 1 turn per level of the caster; if the target has not died by the end of this time, nothing happens. Only the target's violent death will trigger undead vengeance -- a fatal dose of poison or a sword through the heart would trigger it; old age or falling off a cliff would not. When triggered, the spell lasts 1 round plus 1 round per level of the caster. The target undergoes an immediate and agonizing change that takes a full round to complete. If the character has not acted or has additional actions during this first round, he looses them as he writhes about in death throes. The next and subsequent rounds the character may attack normally; skills normally available remain usable (e.g., weapon specialization, NWPs, spells, psionics). The character regains all lost hit points (thereafter, he will take damage normally); an imuninty to sleep, charm, and hold spells; and the ability to initiate a death field once (see CPsiH) -- while there is no chance of failure (he automatically makes his power score), the ability to use the death field can be hampered by other powers or magics that prevent the expenditure of PSPs. There are hazards associated with this spell. First, the undead character must save versus death (if the character cast the spell on himself, he gets a +4 bonus to his saving throw). If the caster is a necromancer, the target receives a +1 bonus (thus, a necromancer casting undead vengeance on himself would save at +5). A successful save means he has maintained enough mental control to seek his vengeance; a failed save means the change has driven him insane, and he flies into a berserk rage (+2 hit/dmg; -2 AC), attacking any living thing until the end of the spell. Second, the character may be turned/destroyed or controlled as an undead creature 2 levels lower than his actual level (for multi-classed character, use the class with the most HD), so a 7th level character would be turned as a wright. And third, any character dsnhb20, Page # 128 Date 31-1-1995 Tuesday - 129 - turned into an undead by this spell suffers a 1 point perminent loss in CON (this loss is doubled if he was driven insane). This CON loss affects the chance of resurrection survival and might affect HP, system shock, poison save, and regeneration if the character survives resurection. The effects of this CON loss are cummulative with other sources of CON loss, including previous uses of undead vengenance. If the character's CON is reduced to 0 or below, he cannot be raised. This spell has no effect on characters that would turn into undead on their own accord either due to their own willpower (an elf into a dune runner, for example), their constitution (a dwarf who failed his focus), or other means (such as a wish spell). A saving throw is only required for unwilling victims. Undead vengeance requires a bone cage small enough to fit within the caster's closed fist. The cage must have no door. It is consumed in the casting. Priest SpellsÜ ============= Note: Spells are separated into spheres based on the EAF&W supplement; DMs without access to that book should reclassify the paraelemental spells into the most appropriate elemental spheres (e.g., Eyes of the Sun would be under the Sphere of Fire). I want to view the spells by spheres by levels by schools Modified System for Major and Minor Access to Priest Spells Spells from the Great Net Spellbook See also: Wizard Spells Priest spells by pheresÜ ======================= Sphere of Air Sphere of the Cosmos Sphere of Earth Sphere of Fire Sphere of Magma Sphere of Rain Sphere of Silt Sphere of Sun Sphere of Water Priest spells by levelÜ ====================== Level 1 (Priest) Level 2 (Priest) Level 3 (Priest) dsnhb20, Page # 129 Date 31-1-1995 Tuesday - 130 - Level 4 (Priest) Level 5 (Priest) Level 6 (Priest) Level 7 (Priest) Priest spells by schoolÜ ======================= Abjuration -- Priest Alteration -- Priest Conjuration/Summoning -- Priest Divination School -- Priest Enchantment/Charm School -- Priest Illusion -- Priest Invocation/Evocation School -- Priest Necromancy -- Priest Editor's note: If no spells are listed under a particular school, the DSNHB does not contain any spells of that school. Divination School -- PriestÜ =========================== Solar Sight (Divination) Enchantment/Charm School -- PriestÜ ================================== Bass's Elemental Domination (Enchantment/charm) Invocation/Evocation School -- PriestÜ ===================================== Elemental Wall (Alteration, Evocation) Encase (Evocation) Entomb (Evocation) Flameform (Alteration/Evocation) Greater Elemental Wall (Alteration, Evocation) Lesser Elemental Wall (Alteration, Evocation) Minor Elemental Wall (Alteration, Evocation) Sand Storm (Evocation) Superior Elemental Wall (Alteration, Evocation) Thunder Clap (Invocation/Evocation) Water Whip (Evocation) Wind Burn (Evocation) Necromancy -- PriestÜ ==================== Bone Shape (Alteration, Necromancy) Cure with Fire (Necromancy) Etrigan's Cure Serious Wounds with Water (Necromancy) Harm with Fire (Necromancy) Mend Bone (Alteration, Necromancy) dsnhb20, Page # 130 Date 31-1-1995 Tuesday - 131 - Strengthen Bone (Alteration, Necromancy) Illusion -- PriestÜ ================== Alteration -- PriestÜ ==================== Bone Shape (Alteration, Necromancy) Breath Silt (Alteration) Brittle Stone (Alteration) Clean (Alteration) Elemental Bonding II (Alteration) Elemental Imbalance (Alteration) Elemental Wall (Alteration, Evocation) Enhance Weapon with Fire (Alteration) Eyes of the Sun (Alteration) Flameform (Alteration/Evocation) Flesh to Salt (Alteration) Flesh to Wax (Alteration) Greater Elemental Wall (Alteration, Evocation) Harm Elemental (Alteration) Heal Elemental (Alteration) Lesser Elemental Wall (Alteration, Evocation) Make Flammable (Alteration) Mend Bone (Alteration, Necromancy) Minor Elemental Wall (Alteration, Evocation) Narhwal's Blistering Pain (Alteration) Salt to Flesh (Alteration) Slippery like Water (Alteration) Strengthen Bone (Alteration, Necromancy) Strengthen Elemental (Alteration, Conjuration/Summoning) Superior Elemental Wall (Alteration, Evocation) Wax to Flesh (Alteration) Weaken Elemental (Alteration, Conjuration/Summoning) Conjuration/Summoning -- PriestÜ =============================== Drown (Conjuring/Summoning) Strengthen Elemental (Alteration, Conjuration/Summoning) Water Intoxication (Conjuring/Summoning) Weaken Elemental (Alteration, Conjuration/Summoning) Abjuration -- PriestÜ ==================== Unerring Concentration (Abjuration) Sphere of AirÜ ============= Bass's Elemental Domination (Enchantment/charm) dsnhb20, Page # 131 Date 31-1-1995 Tuesday - 132 - Breath Silt (Alteration) Elemental Bonding II (Alteration) Elemental Imbalance (Alteration) Elemental Wall (Alteration, Evocation) Greater Elemental Wall (Alteration, Evocation) Harm Elemental (Alteration) Heal Elemental (Alteration) Lesser Elemental Wall (Alteration, Evocation) Minor Elemental Wall (Alteration, Evocation) Strengthen Elemental (Alteration, Conjuration/Summoning) Superior Elemental Wall (Alteration, Evocation) Thunder Clap (Invocation/Evocation) Weaken Elemental (Alteration, Conjuration/Summoning) Wind Burn (Evocation) Sphere of EarthÜ =============== Bass's Elemental Domination (Enchantment/charm) Brittle Stone (Alteration) Elemental Bonding II (Alteration) Elemental Imbalance (Alteration) Elemental Wall (Alteration, Evocation) Encase (Evocation) Entomb (Evocation) Flesh to Salt (Alteration) Greater Elemental Wall (Alteration, Evocation) Harm Elemental (Alteration) Heal Elemental (Alteration) Lesser Elemental Wall (Alteration, Evocation) Minor Elemental Wall (Alteration, Evocation) Salt to Flesh (Alteration) Sand Storm (Evocation) Strengthen Elemental (Alteration, Conjuration/Summoning) Superior Elemental Wall (Alteration, Evocation) Weaken Elemental (Alteration, Conjuration/Summoning) Sphere of FireÜ ============== Bass's Elemental Domination (Enchantment/charm) Cure with Fire (Necromancy) Elemental Bonding II (Alteration) Elemental Imbalance (Alteration) Elemental Wall (Alteration, Evocation) Enhance Weapon with Fire (Alteration) Flameform (Alteration/Evocation) Greater Elemental Wall (Alteration, Evocation) Harm Elemental (Alteration) Harm with Fire (Necromancy) Heal Elemental (Alteration) Lesser Elemental Wall (Alteration, Evocation) Make Flammable (Alteration) Minor Elemental Wall (Alteration, Evocation) dsnhb20, Page # 132 Date 31-1-1995 Tuesday - 133 - Strengthen Elemental (Alteration, Conjuration/Summoning) Superior Elemental Wall (Alteration, Evocation) Weaken Elemental (Alteration, Conjuration/Summoning) Sphere of WaterÜ =============== Bass's Elemental Domination (Enchantment/charm) Drown (Conjuring/Summoning) Elemental Bonding II (Alteration) Elemental Imbalance (Alteration) Elemental Wall (Alteration, Evocation) Etrigan's Cure Serious Wounds with Water (Necromancy) Flesh to Salt (Alteration) Greater Elemental Wall (Alteration, Evocation) Harm Elemental (Alteration) Heal Elemental (Alteration) Lesser Elemental Wall (Alteration, Evocation) Minor Elemental Wall (Alteration, Evocation) Salt to Flesh (Alteration) Slippery like Water (Alteration) Strengthen Elemental (Alteration, Conjuration/Summoning) Superior Elemental Wall (Alteration, Evocation) Water Intoxication (Conjuring/Summoning) Water Whip (Evocation) Weaken Elemental (Alteration, Conjuration/Summoning) Wind Burn (Evocation) Sphere of RainÜ ============== Bass's Elemental Domination (Enchantment/charm) Elemental Bonding II (Alteration) Elemental Wall (Alteration, Evocation) Greater Elemental Wall (Alteration, Evocation) Harm Elemental (Alteration) Heal Elemental (Alteration) Lesser Elemental Wall (Alteration, Evocation) Minor Elemental Wall (Alteration, Evocation) Strengthen Elemental (Alteration, Conjuration/Summoning) Superior Elemental Wall (Alteration, Evocation) Thunder Clap (Invocation/Evocation) Weaken Elemental (Alteration, Conjuration/Summoning) Sphere of SunÜ ============= Bass's Elemental Domination (Enchantment/charm) Elemental Bonding II (Alteration) Elemental Wall (Alteration, Evocation) Eyes of the Sun (Alteration) Greater Elemental Wall (Alteration, Evocation) Harm Elemental (Alteration) Heal Elemental (Alteration) dsnhb20, Page # 133 Date 31-1-1995 Tuesday - 134 - Lesser Elemental Wall (Alteration, Evocation) Minor Elemental Wall (Alteration, Evocation) Solar Sight (Divination) Strengthen Elemental (Alteration, Conjuration/Summoning) Superior Elemental Wall (Alteration, Evocation) Weaken Elemental (Alteration, Conjuration/Summoning) Sphere of MagmaÜ =============== Bass's Elemental Domination (Enchantment/charm) Elemental Bonding II (Alteration) Elemental Wall (Alteration, Evocation) Greater Elemental Wall (Alteration, Evocation) Harm Elemental (Alteration) Heal Elemental (Alteration) Lesser Elemental Wall (Alteration, Evocation) Minor Elemental Wall (Alteration, Evocation) Strengthen Elemental (Alteration, Conjuration/Summoning) Superior Elemental Wall (Alteration, Evocation) Weaken Elemental (Alteration, Conjuration/Summoning) Sphere of SiltÜ ============== Bass's Elemental Domination (Enchantment/charm) Breath Silt (Alteration) Elemental Bonding II (Alteration) Elemental Wall (Alteration, Evocation) Greater Elemental Wall (Alteration, Evocation) Harm Elemental (Alteration) Heal Elemental (Alteration) Lesser Elemental Wall (Alteration, Evocation) Minor Elemental Wall (Alteration, Evocation) Strengthen Elemental (Alteration, Conjuration/Summoning) Superior Elemental Wall (Alteration, Evocation) Weaken Elemental (Alteration, Conjuration/Summoning) Sphere of the CosmosÜ ==================== Bone Shape (Alteration, Necromancy) Clean (Alteration) Flesh to Wax (Alteration) Mend Bone (Alteration, Necromancy) Narhwal's Blistering Pain (Alteration) Strengthen Bone (Alteration, Necromancy) Unerring Concentration (Abjuration) Wax to Flesh (Alteration) Level 1 (Priest)Ü ================ Narhwal's Blistering Pain (Alteration) dsnhb20, Page # 134 Date 31-1-1995 Tuesday - 135 - Level 2 (Priest)Ü ================ Clean (Alteration) Enhance Weapon with Fire (Alteration) Make Flammable (Alteration) Mend Bone (Alteration, Necromancy) Minor Elemental Wall (Alteration, Evocation) Unerring Concentration (Abjuration) Water Whip (Evocation) Level 3 (Priest)Ü ================ Bone Shape (Alteration, Necromancy) Eyes of the Sun (Alteration) Lesser Elemental Wall (Alteration, Evocation) Thunder Clap (Invocation/Evocation) Wind Burn (Evocation) Level 4 (Priest)Ü ================ Breath Silt (Alteration) Cure with Fire (Necromancy) Elemental Bonding II (Alteration) Elemental Wall (Alteration, Evocation) Encase (Evocation) Etrigan's Cure Serious Wounds with Water (Necromancy) Flameform (Alteration/Evocation) Harm Elemental (Alteration) Harm with Fire (Necromancy) Heal Elemental (Alteration) Sand Storm (Evocation) Slippery like Water (Alteration) Strengthen Bone (Alteration, Necromancy) Strengthen Elemental (Alteration, Conjuration/Summoning) Weaken Elemental (Alteration, Conjuration/Summoning) Level 5 (Priest)Ü ================ Brittle Stone (Alteration) Drown (Conjuring/Summoning) Elemental Imbalance (Alteration) Flesh to Salt (Alteration) Greater Elemental Wall (Alteration, Evocation) Salt to Flesh (Alteration) Solar Sight (Divination) Level 6 (Priest)Ü ================ dsnhb20, Page # 135 Date 31-1-1995 Tuesday - 136 - Bass's Elemental Domination (Enchantment/charm) Entomb (Evocation) Flesh to Wax (Alteration) Superior Elemental Wall (Alteration, Evocation) Wax to Flesh (Alteration) Level 7 (Priest)Ü ================ Water Intoxication (Conjuring/Summoning) Narhwal's Blistering Pain (Alteration)Ü ====================================== Narhwal's Blistering Pain (Alteration) Sphere: Cosmos Level: 1 Range: Touch Components: V, S, M Casting Time: 1 Duration: Special Area of Effect: One person Saving Throw: Neg. Author: Eric Wayne Swett <4962@EF.GC.MARICOPA.EDU> This is a particularly annoying and potentially disgusting spell. The caster places his hands upon the bare flesh of the victim and immediately the victim takes 1d4-1 dmg (save negates the effect). Large, pussy blisters grow from the place the victim was touched. This can have any number of ill effects upon the victim depending upon the location and the creativity of the DM. The material component of this spell is some lamp oil rubbed on the hands of the caster. Clean (Alteration)Ü ================== Clean (Alteration) Sphere: Cosmos Level: 2 Range: Touch Components: V, S, M Casting Time: 2 Duration: Permanent Area of Effect: 1 person/level or 10 cubic ft. Saving Throw: None Author: Steve Bartell Upon casting this spell, the priest effectively cleans one person, animal, or object per level of experience. If cast upon a person or mount, it cleans the being plus any personal belongings he/she/it has on it. This spell effects dirt, grease, paint, sweat, etc., but can dsnhb20, Page # 136 Date 31-1-1995 Tuesday - 137 - be controlled so it doesn't remove something that is permanent, such as oil in boots or paint on a shield. This spell is useful for a party who is on the road for weeks without a chance to bathe. It can also be used to negate the effects of some spells. These spells would include color spray, grease, etc. The material component of this spell is a piece of soap. Enhance Weapon with Fire (Alteration)Ü ===================================== Enhance Weapon with Fire (Alteration) Sphere: Fire Level: 2 Range: Touch Components: V,S,M: a bit of coal, holly symbol Duration: 2 rounds / level of caster Area of Effect: Weapon touched Casting time: 1 round Saving Throw: None Author: Dennis Kefallinos This spell enhances the striking power of a weapon (only melee weapons). The weapon now functions a bit like a flame blade. For the duration of the spell the weapon glows with a fiery aura and causes 1d4 points + 1 point per 2 levels of caster damage in addition to its normal damage, due to the shearing heat it radiates. Unfortunately it also causes 1 point of damage per round to its user (as long as he holds it), for the same reason (of cource he can use his ignore element power to avoid this). Undead and creatures especially vulnerable to fire take 2 additional points of damage. If the creature is protected from fire, the damage inflicted is reduced by 4 (for a minimum of 0). The weapon can now ignite combustible materials. It is not however a magical weapon. The spell does not function underwater. Already enchanted weapons cannot be enhanced this way. Wooden weapons CANNOT be fire enhanced because the would ignite. Make Flammable (Alteration)Ü =========================== Make Flammable (Alteration) Sphere: Fire Level: 2 Range: 30 yards Components: V,S,M: a chip of wood, holly symbol Duration: 3 rounds / level of caster Area of Effect: 1 to 4 creatures, or objects in 10-foot cube/level Casting time: 5 Saving Throw: Neg. Author: Dennis Kefallinos This spell makes 1 to 4 creatures or objects flammable. For the duration of the spell they are as flammable as wood. If they catch fire dsnhb20, Page # 137 Date 31-1-1995 Tuesday - 138 - they burn entirely and turn to ash in the time it takes wood of their size to burn. This fire is normal fire and may be extinguished by the usual means. It does not matter what materials the objects or creatures are made of. They can be enflamed by natural as well as magical fire or extreme heat, but the spell itself does not enflame them. After they catch fire they get damage from heat, but also turn to ash within the time specified. After they catch fire, the duration of the spell does not matter. Each creature or object gets a saving throw; if only one is the subject of the spell it has a penalty of -2 to its roll; if two are subject, each receives a penalty of -1; of three are subject, each receives a bonus of +1; if four are subject, each receives a bonus of +2. A successful saving throw negates the effects of the spell. Mend Bone (Alteration, Necromancy)Ü ================================== Mend Bone (Alteration, Necromancy) Reversible Sphere: Cosmos Level: 2 Range: Touch Components: V, S, M Casting Time: 1 hour Duration: Permanent Area of Effect: 1 bone Saving Throw: Special Author: Bill Hincks With this spell the caster may mend a broken bone. The bone must still be made of living tissue and recently broken. An hour must be spent chanting over the person, while smooth strokes are made on the skin over the broken bone. Water (or a similar substance depending on the view of the cleric) must be rubbed over the wound every ten minutes. Over the course of the hour the bone will draw together and mend. It will be as good as new when the spell is complete. If interrupted while casting the bone will be mended only partly, depending on when the caster was interrupted. The mending heals 10% of the bone for every 10 minutes of casting, and 50% of the mending occurs in the last 10 minutes. The reverse of this spell, break bone, is an excruciating process, where the bone is weakened and drawn apart until it is split into two separate pieces. The process still occurs over the course of an hour and a save vs. spells occurs in the last 10 minutes. If successful the bone is only weakened by 50%, if failed the bone is separated completely. It is a common torture technique among templars. NOTE: In order to insure that the bone is set properly the caster must make a successful healing proficiency check, when the spell is completed. If someone other than the caster tries to use the healing proficiency and guide the caster he must make the check at an additional -5 to his roll. An improperly set bone must be broken and set again in order to attain it's former dsnhb20, Page # 138 Date 31-1-1995 Tuesday - 139 - strength. Curse non-fire Weapons (Alteration)Ü =================================== .gropus pr_lev_2 pr_fire pr_alt Curse non-fire Weapons (Alteration) Sphere: Fire Level: 2 Range: 30 yards Components: V,S Duration: 3 rounds / level of caster Area of Effect: 60-foot cube Casting time: 3 Saving Throw: None Author: Dennis Kefallinos Causes non-fire based weapons, that is all except those related or made with fire (for ex. obsidian weapons or fire arrows are not affected, while iron or steel are) to be awkward to their handling. The weapons radiate heat that causes this difficulty. It is not enough though to cause damage to either the weapon or the wielder. This makes creatures using them to be non-proficient to their use. A specialized one revert to simply beeing proficient. The creatures receive the usual non-proficiency penalties according to their class. Minor Elemental Wall (Alteration, Evocation)Ü ============================================ Minor Elemental Wall (Alteration, Evocation) Sphere: Elemental (any), Paraelemental (any) Level: 2 Range: 10 yards/level Components: V, S, M Casting Time: 2 Duration: 5 rounds + 1 round/level Area of Effect: Special Saving Throw: None Author: John M. Martz This spell allows the caster to create a stationary wall composed of material from his elemental plane of worship (Templars may cast this spell in any form). It covers a 20-foot- square area per level (the thickness varies depending on the element); this area may be arranged in any manner to form a rectangular wall, as long as neither dimension falls below 5 feet. For example, a 5th level caster, who can create a wall up to 100 square feet in area, might create a wall that is 5 feet high and 20 feet long or a wall that is 20 feet high and 50 feel long. While this set of spells share common characteristics, such as duration and area of effect, the wall's specific properties dsnhb20, Page # 139 Date 31-1-1995 Tuesday - 140 - differ based on its composition. Element Properties Air Creates an invisible wall of violently disturbed air that is two feet thick. Treat as per wind wall spell (p. 154, PHB). Water Creates a wall of billowing fog that is up to 10' thick per level of caster. Treat as per wall of fog spell (p. 139, PHB). Fire Creates a two foot thick wall of hot air that causes targets viewed through it to shimmer and waver. Treat as blur spell for all attacks made within or through the wall (e.g., ranged attacks; p. 140, PHB). Earth Creates a wall of swirling dust that is 10' thick. The dust obscures vision; treat as blur spell for all attacks made within or through the wall (e.g., ranged attacks; p. 140, PHB). Rain Creates a two foot thick wall of mist. Treate as blur spell. Sun Creates a 2 dimensinal plane of bright light -- it has no measurable depth. Beside filling the area with bright, this wall has little effect, except on creatures sensitive to bright light (e.g., undead), which suffer damage according to their individual descriptions. Magma as a minor wall of fire, above. Silt as a minor wall of earth, above. The material component is a bit of the element (air, water, fire, earth) of which the wall is composed. See also: Lesser Elemental Wall Elemental Wall Greater Elemental Wall Superior Elemental Wall Unerring Concentration (Abjuration)Ü =================================== Unerring Concentration (Abjuration) Sphere: Cosmos Level: 2 Range: 0 Components: V, S Casting Time: 2 Duration: 1 round/level Area of Effect: Caster Saving Throw: None Author: Steve Bartell This spell is identical to the wizard spell of the same level and name. dsnhb20, Page # 140 Date 31-1-1995 Tuesday - 141 - Water Whip (Evocation)Ü ====================== Water Whip (Evocation) Sphere: Elemental (Water) Level: 2 Range: 0 Components: V, S, M Duration: 5 rounds + 1 round/2 levels Casting Time: 6 Area of Effect: 10' long whip Saving Throw: None Author: John M. Martz With this spell, the caster causes a crystal clear blue whip to form in his hand -- the weapon is made entirely of water. If the caster successfully hits with the water whip in melee, the target suffers damage equal to 1d2 (or 1 for L creatures) + 1 point per level of the caster. Thus, an 8th level cleric will do either 9 or 10 points of damage. If the cleric hits with a natural 20, he has succeeded in disarming his opponent; the target still takes damage. A creature attacking with only natural weapons (e.g., teeth & claw) cannot be disarmed in this manner. Any creature especially susceptible to water damage suffers double damage. Note: double damage does not apply to creatures susceptible to holy water, such as undead (the water that composes the whip is not holy water). Although magical in origin, it is not considered a magical weapon unless cast by high level priests (i.e., 10th level or greater). That is, for casters of 10th level or greater, the water whip is considered a +1 weapon; for casters of 20th level or greater, it is considered a +2 weapon; and so on. In addition to the casters holy symbol, the spell requires a leaf from any water-dwelling plant as a material component. Bone Shape (Alteration, Necromancy)Ü =================================== Bone Shape (Alteration, Necromancy) Sphere: Cosmos Level: 3 Range: Touch Components: V, S, M Casting Time: 11 rounds Duration: Permanent Area of Effect: 3' cube plus 1' cube/level (not to exceed one object) Saving Throw: None Author: Bill Hincks With the aid of this spell the caster may take bone and mold dsnhb20, Page # 141 Date 31-1-1995 Tuesday - 142 - it into whatever shape is desired. The spell takes 1 round to cast and an additional 10 rounds to shape the desired object. Bones can be melded together to produce one final object, but no more than one object may be produced per casting. The object can not exceed the Area of Effect of the spell (though two objects created by the spell may be joined together with another casting. The new object will be seamless and quite strong. The material component for this spell is fresh bone dust (no more than 1 hour old) spread over the bone, the bone may then be sculpted like clay. STRENGTHENED bone may not be joined to normal bone though it may be joined to another piece of STRENGTHENED bone. (In this case the bone dust may be no more then ten minutes old when it is spread on the bone and must be made into a paste with the blood of the creature the dust comes from, the blood must also be fresh.) Eyes of the Sun (Alteration)Ü ============================ Eyes of the Sun (Alteration) Sphere: Paraelemental (Sun) Level: 3 Range: 0 Components: V, S Duration: 1 round/level Casting Time: 3 Area of Effect: The caster's eyes Saving Throw: Special Author: John M. Martz With this spell, the caster causes his eyes to burn as bright as the sun. Anybody within 10 feet of the caster who meets his gaze must save versus breath weapon or become blind. As per the DMG, creatures surprised by the caster automatically meet his gaze. Those attempting to avoid the gaze by looking in the caster's general direction without looking into his eyes risk a 20% chance each round of accidentally meeting the caster's gaze but suffer no combat penalties. Those completely averting their gaze or closing their eyes suffer the normal penalties for fighting blind (-4 to attack; +4 to Armor Class; +2 to initiative). Unlike most gaze attacks, looking into the caster's gaze in a reflected surface (such as a mirror) has the same damaging effects as looking directly into his eyes; should the caster be tricked into meeting his own gaze, he too must roll to save against blindness. Undead, and other creatures sensitive to sunlight, suffer automatic damage as if exposed to sunlight as long as the caster gazes at them, and they are within 10 feet of the caster. While the caster's eyes shine brightly, they produce no heat and can not be used to light fires (unless using a magnifying glass); they can be used to light a passage in the dark up to 10 feet before the caster. The spell does not interfere with the caster's vision. Since this spell burns the victim's retina, a dsnhb20, Page # 142 Date 31-1-1995 Tuesday - 143 - cure blindness spell will not restore his sight; rather, stronger magic must be used, such as a restoration or wish spell. Lesser Elemental Wall (Alteration, Evocation)Ü ============================================= Lesser Elemental Wall (Alteration, Evocation) Sphere: Elemental (any), Paraelemental (any) Level: 3 Range: 10 yards/level Components: V, S, M Casting Time: 3 Duration: 5 rounds + 1 round/level Area of Effect: Special Saving Throw: None Author: John M. Martz This spell allows the caster to create a stationary wall composed of material from his elemental plane of worship (Templars may cast this spell in any form). It covers a 20-foot- square area per level (the thickness varies depending on the element); this area may be arranged in any manner to form a rectangular wall, as long as neither dimension falls below 5 feet. As with minor elemental wall, lesser elemental wall covers a 20-foot-square area per level (the thickness varies depending on the element); this area may be arranged in any manner to form a rectangular wall, as long as neither dimension falls below 5 feet. While this set of spells share common characteristics, such as duration and area of effect, the wall's specific properties differ based on its composition. Element Properties Air Creates a deafening wall of violently disturbed air that is two feet thick. Treat as per all of sound spell (p. 78, CBH). Namely, one side chosen by caster produces such a roar that all communication (including verbal spell components) is disrupted within 30 feet. Those within 10 feet are deafened for 1d4 turns if they fail to save versus spell. The sound is heard on the other side, but is not disruptive. Anyone passing through the wall suffers 1d8 points of damage and is permanently deafened unless he rolls a successful saving throw versus spell. Deafened creatures suffer - 1 penalty to surprise rolls, a +1 penalty to initiative rolls, and they are 20% likely to miscast spells with a verbal component. A silence 15' radius spell cast by a higher level caster specifically for this purpose will dispel the wall; the wall otherwise destroys all silence spells that come into contact with it. Water Creates a wall of "solid fog" that is up to 10 feet thick per level of caster. Treat as per solid fog spell (p. 163, PHB). Fire Creates a billowing wall of black smoke that is 10 feet dsnhb20, Page # 143 Date 31-1-1995 Tuesday - 144 - thick. Due to its noxious gasses, treat as per stinking cloud spell (p. 145, PHB), except those exposed to the cloud save with a -3 penalty. All vision within and through the wall is impossible. Earth Creates a wall of swirling dust that is 10' thick. This wall has two effects. Treat as blur spell for all attacks made within or through the wall (e.g., ranged attacks; p. 140, PHB). Anybody coming into physical contact with the wall will suffer as per the "itching" version of an irritation spell (p. 142, PHB) -- saving throws are at a -3 penalty regardless of the number of creatures entering the area of effect. Rain Creates a 10 foot thick wall of rain. The rain slows movement through it; treate slow spell. It also obscures vision within and through it as per a blur spell. It extinquishes non-magical fires and has a chance of extinquishing magical fires as a dispel magic cast by a cleric of equal level equal to the caster. Sun Creates a 2 dimensinal plane of blinding light -- it has no measurable depth. Beside filling the area with bright, most creatures cannot see through this wall (trying to do so will damage their eyes). Anybody attempting to pass through this wall must save versus spell or be perminently blinded; note, simply closing one's eyes provides no protection, but better protection can add bonuses to the save at the DM's discretion. Creatures sensitive to bright light who view this wall must save versus spells with a -2 modifier or be affected by fear; they suffer double damage from coming into direct contact with this wall. Magma as a lesser wall of fire, above. Silt as a lesser wall of earth, above. The material component is a bit of the element (air, water, fire, earth) of which the wall is composed. See also: Minor Elemental Wall Elemental Wall Greater Elemental Wall Superior Elemental Wall Thunder Clap (Invocation/Evocation)Ü =================================== Thunder Clap (Invocation/Evocation) Sphere: Elemental (Air), Paraelemental (Rain) Level: 3 Range: 0 Components: V, S Duration: Instantaneous Casting Time: 3 Area of Effect: Special dsnhb20, Page # 144 Date 31-1-1995 Tuesday - 145 - Saving Throw: 1/2 Author: John M. Martz This spell is similar to the wizard spell thunder staff with the exception that the priest needs no material components. Upon completion of the spell, the priest claps his hands together and produces a thundering cone of force 5' wide at the apex, 20' wide at the base, and 40' long. All creatures and objects wholly or partially in the cone incur the effects of thunder staff as printed in the ToM (p. 32-33). While the priest must have both hands free to cast the spell most effectively, he can cast it with only one hand. This case might occur if the other hand is bound, missing, or holding a shield, for example. If the caster only has one hand free, he may clap it against bare skin on any part of his body (e.g., thigh, cheek, etc.). The resulting cone of force is 2.5' wide at the apex, 10' wide at the base, and 20' long. All creatures wholly or partially in the cone must roll a successful saving throw versus spells. Those who fail are stunned for 1 round and deafened for 1d3-1 rounds (they cannot be deafened for less then 1 round, however). Those creatures who fail are also hurled 2d4+2 feet by the wave of force, suffering 1 point of damage per two feet thrown (damage will always be 2d4+2, even if the creature encounters an intervening surface). If the save is successful, the victim is not stunned, but is deafened for 1d3-1 rounds and is hurled only half the distance. Giant-sized creatures or larger who succeed at their saving throws are deafened but are not thrown, suffer no damage, and are not stunned. If the save is failed, they are hurled 1d4+1 feet, suffer 1 point of damage per two feet thrown, and are deafened and stunned. Regardless of whether one or two hands are used in the casting, the cone has a Strength of 19 for the purposes of opening doors. It can move objects weighing up to 640 pounds 4d4+4 or 2d4+2 feet, depending on the method of casting. Fragile items must make a saving throw versus crushing blow or be destroyed. Wind Burn (Evocation)Ü ===================== Wind Burn (Evocation) Sphere: Elemental (Air, Water) Level: 3 Range: 0 Components: V, S Duration: Instantaneous Casting Time: 5 Area of Effect: 75' long cone Saving Throw: 1/2 Author: John M. Martz Despite the name of this spell, wind burn has nothing to do dsnhb20, Page # 145 Date 31-1-1995 Tuesday - 146 - with fire. Upon casting, the priest causes an exceptionally dry cone of air to originate from his hand. The cone is 5" in diameter at its base, 25' in diameter at its end, and 75' long. All targets of the spell must save versus spells. Those who fail suffer 1d6 points of dehydration damage per level of the caster as well as a temporary loss of 1 point of Constitution (creatures w/o Constitution scores suffer a -1 penalty to Armor Class). A successful save means half damage & no loss of Constitution. Creatures exceptionally susceptible to dehydration damage (e.g., those from the elemental plane of water, plant creatures, & even aquatic creatures) suffer a -4 penalty to their saving throw. Constitution point loss IS cumulative; that is to say, if a target of two of these spells fails to save against both it will suffer a -2 to its Constitution (if it survives the damage, of course). A character is dead if his Constitution reaches zero (for creatures w/o Constitution, use HD; thus, even if a 3 HD monster had enough HPs to survive failing to save 3 times, it would still die since 3 - 3 = 0). Constitution points may only be restored by consumption of a full day's water requirement (use DARK SUN Rehydration rules; or simply 1 gallon per day for a human sized creature). This spell is not castable under water. Breath Silt (Alteration)Ü ======================== Breath Silt (Alteration) Sphere: Elemental (Air), Paraelemental (Silt) Level: 4 Range: Touch Components: V, S Duration: 1 hour/level Casting Time: 7 Area of Effect: Special Saving Throw: None Author: John M. Martz The recipient of a breath silt spell is able to breathe silt freely for the duration of the spell (this ability does not interfere with the ability to breath normal air). The priest can divide the base duration between multiple characters. Thus a 10th level priest can confer this ability to 2 characters for 5 hours each, to 5 characters for 2 hours each, etc., to a minimum of 1/2 hour per character. As this spell allows the recipient to breathe silt and air, it will not only protect against choking in a silt storm but also against total submersion in the Sea of Silt. This spell will not protect against submersion in sand, water, or any other material; nor will it protect against noxious vapors, such as poisonous clouds or smoke. Harm with Fire (Necromancy)Ü =========================== dsnhb20, Page # 146 Date 31-1-1995 Tuesday - 147 - See Cure with Fire. Cure with Fire (Necromancy)Ü =========================== Cure with Fire (Necromancy) Reversible Sphere: Fire Level: 4 Range: Touch Components: V,S,M: holy symbol Duration: Permanent Area of Effect: Creature touched Casting time: 7 Saving Throw: None Author: Dennis Kefallinos When laying his hand upon the creature the priest heals 2d8+3 points of wound or other injury damage to the creature's body. This healing cannot affect non-corporeal, non-living or extra-planar creatures. Because of the heat the spell causes inside its body the creature needs for this day (or the following if it is night) 1.5 times the normal amount of water. Also very flammable objects (ex. burning oil) worn or possessed may catch fire. The reverse of the spell, Harm with Fire operates similarly but causes damage. The creature must be touched, but does not receive a saving throw. Elemental Bonding II (Alteration)Ü ================================= Elemental Bonding II (Alteration) Reversible Sphere: Elemental (Any), Paraelemental (Any) Level: 4 Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 round Area of Effect: Creature touched Saving Throw: None Author: John M. Martz This spell is a more powerful version of the first level spell elemental bonding (see DK). With this spell the priest attempts to repair physical damage done to another being or creature. In an elemental sense, part of the damage incurred by combat wounds or disease is, in fact, an imbalance created in the body's elemental proportions. Through this spell, the priest restores some of this balance. The caster can heal 2d4+4 points of damage. The same restrictions apply to this spell as to the 1st level spell. Namely, the cleric dsnhb20, Page # 147 Date 31-1-1995 Tuesday - 148 - cannot completely heal the recipient with this spell. He can only heal the recipient to within 3 points of perfect health (unless the damage was solely from an elemental, then all damage can be healed). Additional means must be used to bring the recipient back to perfect health (e.g., cure light wounds, rest); although, elemental bonding I cannot, since both spells work on the same principle. By casting the reverse of this spell, the cleric does 2d4+4 points of damage. While no saving throw is allowed, a successful attack must be made (i.e., the caster must succeed in touching the target). The material component for this spell is enough of the caster's element to sufficiently cover the recipient's wounds. Elemental Wall (Alteration, Evocation)Ü ====================================== Elemental Wall (Alteration, Evocation) Sphere: Elemental (any) Level: 4 Range: 10 yards/level Components: V, S, M Casting Time: 4 Duration: 1 turn + 1 round/level Area of Effect: Special Saving Throw: None Author: John M. Martz This spell allows the caster to create a stationary wall composed of material from his elemental plane of worship (Templars may cast this spell in any form). As with minor and lesser elemental walls, elemental wall covers a 20-foot-square area per level (the thickness varies depending on the element); this area may be arranged in any manner to form a rectangular wall, as long as neither dimension falls below 5 feet. While this set of spells share common characteristics, such as duration and area of effect, the wall's specific properties differ based on its composition. Element Properties Air Creates a deafening wall of violently disturbed air that is two feet thick, similar to a lesser elemental wall. Treat as per wall of sound spell (p. 78, CBH), however the roar of an air wall is so intense that anyone passing through the wall suffers damage as per shout (p. 163, PHB) and suffers a -3 penalty to his saving throw. Water Creates a vertical wall of ice. Treat as "ice plane" option of the wall of ice spell (p. 164, PHB). Fire Creates a billowing wall of smoke that is 10 feet thick. Similar to incendiary cloud (p. 189, PHB), on the third round it erupts into flame (3d2) and continues to flame for the forth (3d4) and fifth rounds (3d2). A save versus spell is allowed to halve damage. On subsequent rounds, it is identical to a lesser fire wall, dsnhb20, Page # 148 Date 31-1-1995 Tuesday - 149 - except the heat remains intense, and those within the wall suffer 1 point of damage each round. Earth Creates a wall of sand that is 1 foot thick per level of caster. Treat as per wall of sand (in Forgotten Realms Adventures). Namely, the sand is thick and viscous, reducing movement through the wall to half speed. All creatures relying on normal sight or infravision are blinded while within the wall, and they suffer a -3 penalty to their AC for the round after leaving the wall. Creatures needing to breath suffer 1 point of damage per round spent within the wall. The wall extinguishes open flames, prevents speech within it, and blocks all sight through it. Rain Creates a 10 foot thick wall of driving rain with sporatic bolts of lightning. Movement and vision through the wall hampered as per a lesser elemental wall of rain, and it has the same effects on fire. Furthermore, any character passing through this wall is %50 likely to be struck by a bolt of lightning (2d6); save for half damage. Any character remaining within this wall has a %50 probability of being struck each round. Sun As lesser wall, however, creatures passing through this wall must save versus spell with a -4 penalty or be perminently blinded. Magma as a elemental wall of fire, above. Silt Creates a wall of silt that is 5 feet thick per level of caster. Movement through the wall is at 1/2 speed. Furthermore, the fine powder gets into everything -- boots, packs, etc. Each items susceptible to damage by silt (e.g., water, potions, spell components) has a 25% chance of being damaged. For some items such as water the damage may be as minimal as a gritty taste; for others, such as a potion of speed, the silt might ruin them completely. The decision is the DMs. The material component is a bit of the element (air, water, fire, earth) of which the wall is composed. See also: Minor Elemental Wall Lesser Elemental Wall Greater Elemental Wall Superior Elemental Wall Etrigan's Cure Serious Wounds with Water (Necromancy)Ü ===================================================== Etrigan's Cure Serious Wounds with Water (Necromancy) Sphere: Water Level: 4 Range: Touch Components: V,S,M Duration: Permanent dsnhb20, Page # 149 Date 31-1-1995 Tuesday - 150 - Casting time: 7 Area of effect: Creature touched Saving throw: None Author: Angelos_Bartzis (MC87034@CENTRAL.NTUA.GR) This spell cures 2d8+1 hit points. The recipient must drink 1 gallon of water blessed by the priest. Then he is cured, but his water requirements for the day are quadrupled (cumulative). Thus a human cured three times in a single day would require 12 gallons of water! Failure to meet the water requirement is treated according to standard dehydration rules. Flameform (Alteration/Evocation)Ü ================================ Flameform (Alteration/Evocation) Sphere: Fire Level: 4 Range: 0 Components: S,M: a bit of gauze, holy symbol Duration: 5 rounds + 1 round / level of caster Area of Effect: Caster Casting time: 2 Saving Throw: None Author: Dennis Kefallinos The spell is a combination of wraithform and wall of fire. It changes the caster into a moving magical flame. It may be dispelled. In flameform the caster can pass through cracks. He cannot be hit by material weapons (except +1 enchatment and above) and he is not affected by magical or normal fire and vapours. Magical cold causes double damage though. Creatures within 10' of flameformed caster take 1d4 points of damage, while creatures touched or passed through take 2d6 + 1/level of caster. Undead or creatures especially vulnerable to fire take double damage. No other physical attacks are possible when in flameform, except against creatures that exist in the Ethereal plane, where all attacks (both ways) are normal. Spells cannot be cast. Granted powers such as turn undead and gate fire do function. Encase (Evocation)Ü ================== Encase (Evocation) Sphere: Elemental (Earth) Level: 4 Range: 10 yards/level Components: V, S, M Duration: 1 turn + 2 rounds/level Casting Time: 4 Area of Effect: 1 creature size L or smaller Saving Throw: Neg. Author: John M. Martz dsnhb20, Page # 150 Date 31-1-1995 Tuesday - 151 - When cast, this spell completely encases the target in volcanic rock. The casing does not hinder breathing due to its porous nature, and the victim suffers no damage; however, it does block vision and prevent all movement for the duration of the spell, including somatic and verbal spell components. If the target saves versus spell, he completely avoids the affects of encase, as a hollow stone statue roughly his shape appears next to him, collapses in on itself, and disappears. If the target fails his save, he is immediately encased. Each round thereafter, he may attempt to break free. Breaking free requires the entire round and a successful Bend Bars/Lift Gates roll. The volcanic casing will crumble after suffering 15 points of damage plus 1 point per level of caster. For damage purposes, treat the casing as having an Armor Class of 5. Any attack that damages the casing has a 75% probability of wounding the victim within; divide the damage equally between the casing and the victim. In addition, the victim automatically incurs all damage above the amount required to destroy the casing. For example, Chluckla is encased by a 10th level cleric, creating a casing with 25 HPs. His comrades attempt to free him by chipping him free. Blitz strikes the casing and does 6 points of damage and rolls a 50 on percentile dice -- the casing takes 3 points of damage and Chluckla takes 3 points of damage. Taraq does 12 points of damage and rolls 89% -- the casing takes all 12 points of damage. Finally, Morgart does 28 points of damage, rolling 15% -- Chluckla takes 14 points of damage, and the casing takes 14 points; however, since the casing has only 10 HPs left (25-3-12), the remaining 4 points damage is applied to Chluckla. Thus, Chluckla's friends inflict a total of 21 points of damage (3+14+4) to him while trying to free him. A successful dispel magic will immediately remove the casing. The material component for this spell is a fist-size piece of volcanic rock. Harm Elemental (Alteration)Ü =========================== See Heal Elemental. Heal Elemental (Alteration)Ü =========================== Heal Elemental (Alteration) Reversible Sphere: Elemental (Any), Paraelemental (Any) Level: 4 Range: Touch Components: V, S Duration: Permanent Casting Time: 1 round minimum Area of Effect: 1 elemental creature Saving Throw: None dsnhb20, Page # 151 Date 31-1-1995 Tuesday - 152 - Author: John M. Martz Do to their unique physical nature, creatures from the elemental planes (i.e., Air, Water, Earth, & Fire) and the paraelemental planes (i.e., Rain, Silt, Magma, Sun) can not be cured by normal means while on the Prime Material plane. That is to say, spells from the Necromancy school, such as cure light wounds, heal, and regenerate, produce no effect. In order to repair damage to such a creature, the cleric must act as a conduit for healing powers specific to the creature's home plane; heal elemental allows the caster to serve as this conduit. Thus, the cleric may only heal creatures from his plane of worship. Neither druids nor templars are able to cast this spell, since they do not have direct link to the elemental planes (i.e., a druid's powers are granted via the spirit of his guarded land, and a templar's spells are granted from his sorcerer-king). Upon the initiation of this spell, the caster must establish physical contact with the elemental creature (i.e., he can not be wearing gloves) and maintain this contact for at least 1 round. For each round that he maintains contact, he heals 1 HP per his level. For example, Baltasar, a 9th level Cleric of Air, summons a Lesser Air Elemental and sends it into battle. Although the first wave of opponents are defeated, the elemental has taken damage. Since the enemy's reinforcements are several rounds behind, he casts heal elemental and may restore 9 HPs to the elemental per round until battle is resumed or until all HPs are restored (i.e., it can not have more HPs than it did when initially conjured). While it is possible to cast the reverse of this spell, harm elemental, the caster must still touch the target and maintain contact for at least 1 round. Needless to say, the elemental will experience this treatment as an attack and attempt to fight back; however, if the Cleric can keep his hold, the elemental suffers 1 HP per caster's level each round. Use the wrestling rules in the PHB to determine what type of hold the caster achieves and if he can maintain it after the initial round; in addition, wrestling moves normally inflict no damage on such creatures (do to their immunity to non-magical attack forms) above the damage from this spell. Since the cleric can only affect creatures from his plane of worship, he must be very careful with the use of this spell lest his powers be revoked. Note: this spell does not convey resistance to the elemental's element; thus, using this spell on a creature from the elemental plane of fire or the paraelemental plane of magma -- in the absence of some protective magic -- is a hazardous proposition. See also: Paraelemental, Lesser Paraelemental, Standard Sand Storm (Evocation)Ü ====================== dsnhb20, Page # 152 Date 31-1-1995 Tuesday - 153 - Sand Storm (Evocation) Sphere: Elemental (Earth) Level: 4 Range: 10 yards/level Components: V, S, M Duration: Special Casting Time: 4 Area of Effect: 60 foot diameter circle Saving Throw: None Author: David Gehring This spell can have one of two effects. First, it can be used as a pounding shower of sand, which rains down for one round in a 60 foot diameter circle inflicting 1d12 points of buffeting damage plus 1d12 points of choking damage to all creatures within the area of effect. Note that certain creatures would be immune to certain effects (e.g., golems) -- it is up to the DM's discretion. Also, undead would be unaffected by the choking damage because they do not need to breathe. The second use of the spell is as a blinding rain of sand in a 60 foot diameter circle, which lasts for one round per level of the caster. The storm slows movement to 50% and reduces visibility to zero within the area of effect. The sheet does not move with the caster and dissipates if the caster is interrupted. The storm can also extinguish open flames such as torches, candles, camp fires, etc. The material component for the spell is a handful of fine sand. Slippery like Water (Alteration)Ü ================================ Slippery like Water (Alteration) Sphere: Water Level: 4 Range: Touch Components: V,S Duration: 1 round/level Casting time: 8 Area of effect: Creature touched Saving throw: None Author: Angelos_Bartzis (MC87034@CENTRAL.NTUA.GR) The recipient of the spell and a maximum of 25 pounds of his equipment turn into a liquid form, which is still recognizable. The recipient becomes very slippery (no wrestiling, overbearing etc. attacks allowed), he gains an effective AC0 (not cumulative with anything else) and a MV of 24. He is unable to support anything solid (weapons, equipment, items fall to the ground) and no spellcasting is allowed. If the recipient enters any other large liquid in this form he is almost indistinguishable (spotted only by a succesful WIS check), but he still must breathe normaly. Upon returning to his original form, he dsnhb20, Page # 153 Date 31-1-1995 Tuesday - 154 - must pass a system shock or fall into a coma for 1d4 turns. Strengthen Bone (Alteration, Necromancy)Ü ======================================== Strengthen Bone (Alteration, Necromancy) Sphere: Cosmos Level: 4 Range: Touch Components: V, S, M Casting Time: 3 rounds Duration: Permanent Area of Effect: 3' cube plus 1' cube/level (not to exceed one object) Saving Throw: None Author: Bill Hincks This spell allows a bone construct to be strengthened and made denser. The strength of the bone is doubled by the casting of this spell. The spell takes one round to cast, and 2 rounds of chanting while the material component is absorbed into the target of the spell. The material component is a piece of bone that is a near perfect match to the object of the spell. The component is then placed against the object and absorbed into it. The new object will be twice as dense and twice as strong, with regards to weapons, they receive no penalties to hit and damage, and they will not break on a max damage strike. There is a 2% chance per level of the caster that the STRENGTHENED bone will act as steel. Weaken Elemental (Alteration, Conjuration/Summoning)Ü ==================================================== See Strengthen Elemental Strengthen Elemental (Alteration, Conjuration/Summoning)Ü ======================================================== Strengthen Elemental (Alteration, Conjuration/Summoning) Reversible Sphere: Elemental (Any), Paraelemental (Any) Level: 4 Range: 10 yards/level Components: V, S, M Duration: Special Casting Time: 5 Area of Effect: Special Saving Throw: Special Author: John M. Martz This spell strengthens any and all elementals and paraelementals conjured by the caster; it affects Lesser, Standard, & Greater Elementals. This spell may be cast in 1 of 2 dsnhb20, Page # 154 Date 31-1-1995 Tuesday - 155 - ways; its reverse may be cast in only 1 way. Only 1 type of elemental (e.g., earth) or paraelemental (e.g., silt) may be affected per casting of this spell. If cast immediately before conjuring elemental(s), all 1s rolled in calculating their hit points are rerolled until another number results. For example, the priest casts strengthen elemental and follows it with conjure lesser elemental. After determining that two 4 HD elementals will appear, the DM rolls 6, 5, 2, and 2; then 7, 4, 1, and 3. He rolls again and obtains a 5. The resulting elementals have 15 (6+5+2+2) and 19 (7+4+5+3) HPs, respectively. In addition the elementals attack with a +1 to hit and damage until their service is fulfilled (i.e., they are destroyed, dismissed, or the conjure spell expires). The priest must begin the conjuring spell the round immediately after casting this spell. Should he fail to initiate the conjuring during the following round, or should he fail to complete the conjuring (e.g., he takes damage) this spell is wasted. The second method of casting is to cast this spell on elementals that have already been conjured. If cast in this manner, strengthen elemental only confers a +1 to hit and damage on the target elemental. For this version of the spell, the caster may choose up to 1 elemental per 3 experience levels; all elementals must be of the same type and be within 20 yards of each other. This version of the spell lasts for 1 turn + 1 round/level and has no effect on elementals currently under the effects of the first version of this spell. The reverse, weaken elemental, imposes a -1 to hit and damage on target elementals. As above, the caster may choose up to 1 elemental per 3 experience levels; all elementals must be of the same type and be within 20 yards of each other. This version of the spell lasts for 1 turn + 1 round/level. Elementals are permitted a saving throw to avoid these weakening effects. The material component for this spell is a small bit of the elemental's element (e.g., caster's breath when strengthening air elementals). The material component for the reverse is a small bit of the element opposed to the target elemental's native plane (e.g., water for a fire elemental, rain for a magma paraelemental, etc.). See also: Paraelemental, Lesser Paraelemental, Standard Brittle Stone (Alteration)Ü ========================== Brittle Stone (Alteration) Sphere: Elemental (Earth) Level: 5 Range: 5 yards/level Components: V, S, M Duration: Permanent Casting Time: 7 dsnhb20, Page # 155 Date 31-1-1995 Tuesday - 156 - Area of Effect: 2 cubic foot/level Saving Throw: special Author: John M. Martz With this spell, the caster causes any type of stone (e.g., sandstone, granite, etc.) to become extremely brittle and easily broken; so much so, that the stone may be crumbled by hand like pottery. When cast against normal stone, no saving throw is allowed, and the caster affects up to 2 cubic foot of stone for every level of experience. The priest may shape the spell to any dimensions, as long as no dimension is less than 1 foot and the area does not exceed the allowable amount. For example, at 8th level Krystan can affect up to 16 cubic feet of stone; she might create a shallow hole in a door 4 x 4 x 1, or create a narrow tunnel 1 x 1 x 16. Stone doors and walls thinner than the area of effect may easily be kicked through -- treat as thin wood for structural saving throws. When used to tunnel through underground rock, the DM must determine the likelihood of cavein. When this spell is cast against inanimate stone that was magically created, such as that created by a wall of stone spell, treat as if a dispel magic spell was cast on the stone. If the dispelling fails, the stone remains intact. If the dispelling succeeds, the brittle stone spell functions normally (note: this spell does not dispel the stone, simply make it brittle). If cast against a creature made entirely of stone, such as a stone or obsidian golem (but not rock golems, which are immune to transmutation spells), the creature is allowed a saving throw versus spell in addition to any innate magic resistance. If it fails both, it suffers a +4 penalty to its Armor Class for the number of rounds equal to the caster's level. If cast in this manner, brittle stone can only affect 1 creature, regardless of the spell's area of affect or the creature's size. The material components are two fist-sized stones from the bed of a stream or river. The caster holds a stone in each hand and claps them together while casting the spell. Drown (Conjuring/Summoning)Ü =========================== Drown (Conjuring/Summoning) Sphere: Elemental (Water) Level: 5 Range: 10 yards/level Components: V, S, M Duration: 1 round/level Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg. Author: John M. Martz With this spell, the caster causes the target's lungs to fill with water. The water hampers breathing, and the victim will begin to suffocate after 1/3 his Constitution score in rounds (round up). dsnhb20, Page # 156 Date 31-1-1995 Tuesday - 157 - Thereafter, a successful Constitution check each round with a cumulative -2 penalty will postpone damage for an additional round. After the first failed check, the victim suffers 1d6 damage each round until dead. For example, Talmac has a Constitution of 17; he will begin to suffocate after 6 rounds. On the 7th round, his player rolls a 3 -- no problem, Talmac suffers no damage this round. But on the 8th round, the player rolls a 14 (he failed by one, since 17 - 4 = 13), and Talmac takes 1d6 damage that round and each subsequent round for the remaining duration of the spell. A successful dispel magic cast on the victim immediately clears his lungs of water. A water breathing spell cast on the victim will allow him to ignore the presence of the fluid in his lungs for its duration. The material component of this spell is a fist-sized piece of pulp from a saguaro cactus. Elemental Imbalance (Alteration)Ü ================================ Elemental Imbalance (Alteration) Sphere: Elemental (Any) Level: 5 Range: Touch Components: V, S, M Duration: 2 rounds/level Casting Time: 5 Area of Effect: 1 creature Saving Throw: Special Author: John M. Martz The bodies of most creatures are composed of a mixture of all four elements (i.e., air, water, fire, and earth). With this spell, the caster creates a slight imbalance in the natural physical makeup of the target by increasing the proportion of one element relative to the other three. For example, a Cleric of Fire increases the amount of elemental fire in the target's body. Increasing the amount of elemental material has two effects. First, the imbalance directly affects the target's abilities (i.e., stats), strengthening some and weakening others. Specifically, four stats are always affected: Air DEX----------WIS | | Fire | | Water | | STR----------CON Earth The caster improves each of the target's stats associated with his element by 1 point per 3 levels of the caster (to a max of +6), and he weakens those stats associated with the opposing element by 1 point per 3 levels. However, no ability can be reduced to 0 or increased beyond 24. dsnhb20, Page # 157 Date 31-1-1995 Tuesday - 158 - For example, Samantha, an 11th level Cleric of the Earth, casts elemental imbalance on Halminok who's original stats are STR 17; DEX 15; CON 15; INT 10; WIS 10; and CHR 11. Both Halminok's STR and CON are increased by 3 points; his DEX and WIS are decreased by 3 points each. Thus, his stats for the duration of the spell are STR 20; DEX 12; CON 18; INT 10; WIS 7; and CHR 11. He enjoys all benefits (e.g., greater damage bonus and HPs) and suffers all penalties (e.g., loss of DEX defensive adjustment and -1 magical defense adjustment) associated with his new stats. When the spell ends, his stats immediately return to normal, and thus his abilities return to normal (HPs gained as a result of increased CON are lost only if they exceed his normal limit). The second effect of this spell is to provide modest protection against the element which has been increased. The target receives a +1 to Armor Class versus elementals from the protected plane and all saves against elemental-based attacks from this element. However, the target suffers a -1 to Armor Class versus elementals from the opposite plane and all saves against attacks from the opposing element. Thus, Halminok would save with a +1 against a flesh to stone spell, but he would suffer a -1 penalty to his Armor Class in a battle against an air elemental. These bonuses are cumulative with non-magical bonuses (e.g., DEX reaction adjustment) and with other magical protections (e.g., magical armor). This spell is traumatic for the target. At the end of the spell, he must make a system shock roll (using his normal CON). If he succeeds, nothing happens. If he fails, he instantly looses 4 HPs per 3 levels of the caster (to a max of 24 HPs) -- that is 1 HP for each 3 levels of the caster for each ability modified. This loss is permanent and cannot be cured via natural means, nor do any of the usual curative magics (e.g., cure serious wounds, heal, regenerate, etc.) work. The damage can not be removed via remove curse or dispel magic. There are only two known means of restoring HPs lost in this manner: elemental bonding I or II and wish. For the former to have the desired affect, the target must have been cured of all other wounds first (if not, elemental bonding will function normally, curing the existing wounds within three HPs of the post-drain level). In this case, the target is treated as if all damage was suffered from an elemental, and elemental bonding will restore drained HPs as per that spell. An elemental cleric can only increase the amount of elemental material from his plane of worship. A druid may only increase the elements associated with his guarded lands. For example, a druid who has access to the elemental spheres of fire and earth may increase the amount of either element. A templar may cast this spell in any form. The subject may be under only one elemental imbalance spell at a time; if he is the target of a second casting of this spell while the first is still in effect, both spells are instantly negated. If cast on an unwilling subject, the priest must succeed in touching the victim (i.e., make a successful attack roll). The victim is allowed a saving throw only if he is currently under the influence of an elemental imbalance spell or if he is currently protected against the element (e.g., wearing a Ring of Fire Resistance). In either case, the target is considered to be the target of an elemental attack and all normal rules apply (e.g., bonuses to saving throws). This spell has no effect on beings native to the inner planes. Nor dsnhb20, Page # 158 Date 31-1-1995 Tuesday - 159 - does it affect undead. The material components are the caster's holy symbol and a small amount of the element to be increased. Greater Elemental Wall (Alteration, Evocation)Ü ============================================== Greater Elemental Wall (Alteration, Evocation) Sphere: Elemental (any), Paraelemental (any) Level: 5 Range: 10 yards/level Components: V, S, M Casting Time: 5 Duration: 1 turn + 1 round/level Area of Effect: Special Saving Throw: None Author: John M. Martz This spell allows the caster to create a stationary wall composed of material from his elemental plane of worship (Templars may cast this spell in any form). As with the other elemental wall spells, greater elemental wall covers a 20-foot-square area per level (the thickness varies depending on the element); this area may be arranged in any manner to form a rectangular wall, as long as neither dimension falls below 5 feet. While this set of spells share common characteristics, such as duration and area of effect, the wall's specific properties differ based on its composition. Element Properties Air Creates a wall of poisonous gas that is 20 foot thick. Damage as per cloudkill (p. 166, PHB). Water Creates a wall of boiling water that is six inches thick. Any creature passing though a greater water wall suffers 3d8 points of damage plus 1 point per level of caster. While it is possible to fire missiles through the wall, these attacks are at a -4 to hit and damage. Water created by this spell disappears after the duration expires. Fire Creates a wall of flames that is only inches thick and causes damage as the wall of fire spell presented in the PHB (p. 225). Earth Creates a wall of iron that is 1/4 inch thick per level of caster. Treat as per wall of iron spell (p. 172, PHB). Note: The duration of a wall of iron is not permanent on Athas (p. 93. DSRB). Rain As an elemental wall of rain, but any character passing through the wall is automatically struck by 1d4 bolts of lighting. Each bolt does 2d6 points of damage, and the character must make a separate save for each. Each round the character remains within the wall, he is subject to 1d4 bolt attacks. Sun As an elemental wall of sun, but creatures passing through this wall are automatically blinded for 24 dsnhb20, Page # 159 Date 31-1-1995 Tuesday - 160 - hours -- no save is allowed. Furthermore, characters must save versus petrification. A failed save means the character's clothing, hair, and skin catch fire, and he sufferes 1d6 points of damage per round until he can extinquish the flames. Magma Creates a 1 foot thick wall of molten rock. Any character coming within 3 feet of the wall suffers 1d6 points heat damage. A character going through the wall sufferes 3d8 points of damage the first round, 2d8 points the second round, 1d8 points the third round and every round thereafter until the magma is removed or the number of rounds equal the the caster's level have elapsed. Submersion in a body of water will cool the magma in 2 rounds. Silt Creates a wall of silt that is 10 feet thick per level of caster. Other effects are as an elemental wall of silt. The material component is a bit of the element (air, water, fire, earth) of which the wall is composed. See also: Minor Elemental Wall Lesser Elemental Wall Elemental Wall Superior Elemental Wall Flesh to Salt (Alteration)Ü ========================== See Salt to Flesh. Salt to Flesh (Alteration)Ü ========================== Salt to Flesh (Alteration) Reversible Sphere: Elemental (Earth, Water) Level: 5 Range: 10 yards/level Components: V, S, M Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: Special Author: John M. Martz The salt to flesh spell turns any salt into flesh. If the salt was originally living, this spell restores life and possessions provided a successful system shock roll. Thus, any creature transformed into salt can be restored to flesh regardless of size. When cast upon ordinary salt, the caster can affect a volume of 10 cubic feet per level. In this case, the dsnhb20, Page # 160 Date 31-1-1995 Tuesday - 161 - flesh is inert and lifeless. The reverse, flesh to salt, turns flesh of any sort into salt. All possessions are converted to salt also. The victim is allowed a saving throw vs. polymorph to resist the effects of this spell. If the target is currently suffering from dehydration, he suffers a -1 penalty to his saving throw roll for each day of dehydration (to a max of -4). Failure means that the victim is immediately turned into a statue of salt. As with flesh to stone, any statue created by this spell is subject to breakage or weathering; however since salt is more fragile than stone, the resulting statue is more susceptible to these threats. Salt statues are especially susceptible to liquids and blowing sand. Any statue exposed to at least one gallon of liquid or prolonged exposure to blowing sand in excess of 20 miles per hour suffers damage per the following table, and the victim, once restored to flesh, appears as if mutilated by acid. The DM rolls 1d4 and modifies the roll depending upon the type of damage. For water damage, the DM modifies the roll by adding 1 for every gallon of liquid. For wind damage, the DM adds 1 for every 20 miles of wind speed multiplied by the number of hours exposed. For example, a salt stature is exposed to a sand storm with 40 mph winds for 3 hours. The DM rolls 3 on a d4, modifies the roll by +6 (2 x 3), and consults the following table for the effects under 9. The victim, if returned to flesh, permanently looses 5 points of Charisma and 9 HPs. As can be seen, the effects are cumulative. Modified Roll Effects 1-4 Restored individual is horribly scarred, Charisma reduced by 5 points (cannot be reduced below 1). This damage can only be healed by regenerate, wish, or similar magic. 5-9 Restored individual permanently looses Hit Points equal to the modified roll (cannot be reduced below 1 Hit Point). This damage can only be healed by regenerate, wish, or similar magic. 10-14 At least one of the victim's limbs is unusable; the DM randomly determines which, using 1d20 (1-4=left arm; 5- 8=right arm; 9-12=left leg; 13-16=right leg; 17-18=two limbs; 19=three limbs; 20=all limbs). This damage can only be healed by regenerate, wish, or similar magic. >15 Restored individual is dead. He can be brought back to life with resurrection, wish, or similar magic. Note: raise dead will not work since the body will not be whole. The material component is a small statue carved from salt. Solar Sight (Divination)Ü ======================== Solar Sight (Divination) dsnhb20, Page # 161 Date 31-1-1995 Tuesday - 162 - Sphere: Paraelemental (Sun) Level: 5 Range: Touch Components: V, S, M Duration: Special Casting Time: 1 hour Area of Effect: Special Saving Throw: None Author: John M. Martz This spell causes a reflective surface to serve as a scrying device for up to one hour as long as the sun is above the horizon -- the caster must look at the sun in this reflective surface for the duration of the spell. The caster can only see things directly exposed to the rays of the sun. For example, if the caster is scrying a caravan crossing the sandy wastes, he could see the riders and wagons but not inside covered wagons. Now suppose the driver of the first wagon throws its tarp back, directly exposing 5 square feet of the cargo to the sun. Even though the entire inside of the wagon might be lit by diffused light, the caster could only see where the rays of the sun hit; he can not see anything that does not lay within that 5 square feet of direct sunlight. In all respects, the reflective surface behaves as a crystal ball, except the following. This spell can not be used when the caster is not in sunlight, and the chance of locating the subject is 0% when the subject is not exposed to the same sun that the caster is using (such as on another prime material plane). Viewing period and frequency limits apply across all surfaces the caster uses. Thus, given a 75% chance of finding the subject, the caster would have a 30 minute viewing period twice per day. If he used a mirror for two viewing periods and switched to polished steel for a third, he would risk insanity for exceeding his allotted frequency as detailed in the DMG. A priest in good standing with the powers of the elemental plane of sun will suffer no ill effects from this spell, and it will work normally. One who is not on good standing will suffer retinal damage automatically (no save allowed), becoming blind, and the spell will fail. Since this latter effect burns the victims retina, a cure blindness spell will not restore his sight; rather, stronger magic must be used, such as a restoration or wish spell. The material components of this spell are the priest's holy symbol and any highly reflective surface (mirror, polished metal, clear water); neither are consumed. Bass's Elemental Domination (Enchantment/charm)Ü =============================================== Bass's Elemental Domination (Enchantment/charm) Sphere: Elemental (any), Paraelemental (any) Level: 6 dsnhb20, Page # 162 Date 31-1-1995 Tuesday - 163 - Range: 80 yards Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: 1 Conjured Elemental Saving Throw: Special Author: Riccardo Facchetti This spell enables the caster to assume the control of an elemental creature conjured by another spellcaster or magic device. Magic devices are considered as spellcasters of 12th level. The domination has success with a base likelihood of 11 on 1d20 (50%, you must make an 11 or better) modified with the following: -- If the caster is of higher level with respect of the conjurer you must subtract the difference of level from the base throw. (You have a better chance of success.) -- If the caster is of lower level with respect of the conjurer you must add the difference of level from the base throw. (You have a worse chance of success.) -- If the caster is an elementalist s/he has an additional modifier: -2 if the elemental is of the same school of the caster +2 if the elemental is of the opposite school of the caster +0 in any other case. -- At the DM's option, you can modify the throw with something we may call the willpower: WIS bonus for clerics, INT bonus for mages, the better of the two for cleric/mages. Subtract (or add) the difference of willpower of the two spellcasters (of course pay attention to the sign of the number). If the spell fails, the elemental attacks the spellcaster who casted the domination for at least 4 rounds of fury without control, then the conjurer can restart to control the elemental (i.e. he can choose to let the elemental finish the work or command it to a different target). The duration of the spell is 1 turn/level but it cannot be in any case higher of the remaining time of the conjuration spell (see PHB p. 227, p. 232). The material component is the caster's holy symbol. DARK SUN setting: In DS setting this spell will work differently with respect to how powerful is the elemental to be dominated: If you try to dominate a LESSER elemental the duration of the spell is increased by 3 turns (Duration: 3 turns + 1 turn/level). If you try to dominate a NORMAL elemental the spell works as described above. If you try to dominate a GREATER elemental the spell works only on an elemental of your school, without any same-school bonus and the duration of the spell is 1/4 of the normal dsnhb20, Page # 163 Date 31-1-1995 Tuesday - 164 - (Duration: 1 turn/4 levels). Note: This spell can be casted only on elementals that are conjured, and works only for elementals that are already controlled by another spellcaster. See also: Paraelemental, Lesser Paraelemental, Standard Entomb (Evocation)Ü ================== Entomb (Evocation) Sphere: Elemental (Earth) Level: 6 Range: 10 yards/level Components: V, S, M Duration: 1 turn + 1 round/level Casting Time: 6 Area of Effect: 1 creature size L or smaller Saving Throw: Neg. Author: John M. Martz This spell is an improved version of encase. When cast, entomb completely surrounds the target in granite. The tomb hinders breathing, blocks vision, and prevents all movement, including somatic and verbal spell components, for the duration of the spell. If the target saves versus spell, he completely avoids the affects of entomb, as a hollow stone statue roughly his shape appears next to him, collapses in on itself, and disappears. If the target fails his save, he is immediately entombed. The victim will begin to suffocate after 1/3 his Constitution score in rounds (round up). Thereafter, a successful Constitution check each round with a cumulative -2 penalty will postpone damage for an additional round. After the first failed check, the victim suffers 1d6 damage each round until dead. A victim may attempt to break free of his tomb. Breaking free requires the entire round and a successful Bend Bars/Lift Gates roll with a -1% penalty per level of caster. In addition, suffocation weakens the victim such that he looses 1 point of Strength each round he suffers suffocation damage (his Strength cannot fall below 1, however), which will lower his Bend Bars/Lift Gates percentage. The granite tomb will crumble after suffering 25 points of damage plus 2 points per level of caster. For damage purposes, treat the tomb as having an Armor Class of 0. Any attack that damages the casing has a 25% probability of wounding the victim within; divide the damage equally between the tomb and the victim. In addition, the victim automatically incurs all damage above the amount required to destroy the tomb. A successful dispel magic will immediately remove the tomb. dsnhb20, Page # 164 Date 31-1-1995 Tuesday - 165 - The material component for this spell is a fist-size piece of granite. Superior Elemental Wall (Alteration, Evocation)Ü =============================================== Superior Elemental Wall (Alteration, Evocation) Sphere: Elemental (any), Paraelemental (any) Level: 6 Range: 10 yards/level Components: V, S, M Casting Time: 6 Duration: 1 turn + 1 round/level Area of Effect: Special Saving Throw: None Author: John M. Martz This spell allows the caster to create a stationary wall composed of material from his elemental plane of worship (Templars may cast this spell in any form). As with the other elemental wall spells, superior elemental wall covers a 20-foot-square area per level (the thickness varies depending on the element); this area may be arranged in any manner to form a rectangular wall, as long as neither dimension falls below 5 feet. While this set of spells share common characteristics, such as duration and area of effect, the wall's specific properties differ based on its composition. Element Properties Air Creates a wall of poisonous gas that is 20 foot thick. Treat as per cloudkill (p. 166, PHB), except the vapors from a superior air wall are so toxic as to slay creatures with less than 5 + 1 Hit Dice, cause creatures with 5 + 1 to 6 + 1 Hit Dice to roll saving throws vs. poison with -4 penalties or be slain, and creatures up to 7 Hit Dice (inclusive) to roll unmodified saving throws vs. poison or be slain. Those saving versus poison and those above 7 Hit Dice must leave the cloud immediately or suffer 2d6 points of poison damage each round while in the area of effect (no save allowed). Water Creates a wall of steam that is six inches thick. Any creature passing though a superior water wall suffers 6d8 points of damage plus 2 points per level of the caster. In addition, a saving throw versus spells is required; failure indicates that the creature is blinded for 1d4+1 rounds after leaving the wall. Attacks made through the wall are made with a -2 penalty. Fire Creates a wall of flames that is only inches thick. Treat as per wall of fire spell (p. 225, PHB), except creatures within 10 feet of the side that radiates heat suffer 4d4 points of damage, and those within 20 feet dsnhb20, Page # 165 Date 31-1-1995 Tuesday - 166 - suffer 2d4 points of damage. A superior fire wall inflicts 8d4 points of damage plus 2 points per level of the caster to any creature passing through it. Earth Creates a wall of stone that is 1 inch thick per level of caster. Unlike the other versions of this spell, a superior earth wall is permanent unless destroyed. Treat as per wall of stone spell (p. 173, PHB). Rain Creates a vertical sheet of lightning. Anybody approaching within 3 feet of the wall is subject to 1d4 lightning bolt attacks using the caster's THAC0. Each successful attack causes 2d6 points of damage, and the character must make a separate save for each. Coming into direct contact with the wall (as in passing through it) causes an automatic 6d6 points of damage (save for half); furthermore, the character must make a successful system shock roll or die. Sun As an elemental wall of sun, but creatures passing through this wall are automatically blinded -- no save is allowed. Furthermore, characters must save versus petrification. A failed save means the character's clothing, hair, and skin catch fire, and he sufferes 1d6 points of damage per round until he can extinquish the flames. Magma Creates a 2 foot thick wall of molten rock. Any character coming within 3 feet of the wall suffers 2d6 points heat damage. A character going through the wall sufferes 4d8 points of damage the first round, 2d8 points the second round, 1d8 points the third round and every round thereafter until the magma is removed or the number of rounds equal the the caster's level have elapsed. Submersion in a body of water will cool the magma in 2 rounds. Silt Creates a wall of silt that is 20 feet thick per level of caster. Other effects are as an elemental wall of silt. Note, because this wall is so thick, it is possible to get lost in it. The DM should pay strick attention to the rules on holding one's breath (p. 122, PHB). The material component is a bit of the element (air, water, fire, earth) of which the wall is composed. See also: Minor Elemental Wall Lesser Elemental Wall Elemental Wall Greater Elemental Wall Flesh to Wax (Alteration)Ü ========================= See Wax to Flesh. Wax to Flesh (Alteration)Ü dsnhb20, Page # 166 Date 31-1-1995 Tuesday - 167 - ========================= Wax to Flesh (Alteration) Reversible Sphere: Cosmos Level: 6 Range: 10 yards/level Components: V, S, M Duration: Permanent Casting Time: 6 Area of Effect: 1 creature Saving Throw: Special Author: John M. Martz The wax to flesh spell turns any wax into flesh. If the wax was originally living, this spell restores life and possessions provided a successful system shock roll. Thus, any creature transformed into wax can be restored to flesh regardless of size. When cast upon ordinary wax, the caster can affect a volume of 10 cubic feet per level. In this case, the flesh is inert and lifeless. The reverse, flesh to wax, turns flesh of any sort into wax. All possessions are converted to wax also. The victim is allowed a saving throw vs. polymorph to resist the effects of this spell. Failure means that the victim is immediately turned into a statue of wax. As with flesh to stone, any statue created by this spell is subject to breakage or weathering; however since wax is much more fragile than stone, the resulting statue is more susceptible to these threats. Wax statues are especially susceptible to fire and heat damage. Any wax figure left exposed to fire (or acid) or heat (e.g., the desert sun) in excess of 100 degrees suffers damage per the following table, and the victim, once restored to flesh, appears as if mutilated by acid. Remember, that the surface temperature in the desert is hotter than the air temperature -- when it is 100 degrees 7' off the ground, it can be 170 degrees on the surface. The DM rolls 1d4 and modifies the roll depending upon the type of damage. For normal fires (e.g., campfire), the DM modifies the roll by adding 1 for every round of exposure. For magical fires (e.g., fireballs), the DM modifies the roll by the amount of damage inflicted. For heat damage, the DM modifies the roll by 1 and adds 1 for every 10 degrees above 100 multiplied by the number of hours exposed. For example, a wax stature is exposed to a the desert sun all day, during which the temperature exceeds 100 degrees for 2 hours (+2), 110 degrees for 2 hours (+4), and 120 degrees for 1 hour (+3). The DM rolls 3 on a d4, modifies the roll by +9, and consults the following table for the effects under 9. The victim, if returned to flesh, permanently looses 5 points of Charisma and 9 HPs. As can be seen, the effects are cumulative. Modified dsnhb20, Page # 167 Date 31-1-1995 Tuesday - 168 - Roll Effects 1-4 Restored individual is horribly scarred, Charisma reduced by 5 points (cannot be reduced below 1). This damage can only be healed by regenerate, wish, or similar magic. 5-9 Restored individual permanently looses Hit Points equal to the modified roll (cannot be reduced below 1 Hit Point). This damage can only be healed by regenerate, wish, or similar magic. 10-14 At least one of the victim's limbs is unusable; the DM randomly determines which, using 1d20 (1-4=left arm; 5- 8=right arm; 9-12=left leg; 13-16=right leg; 17-18=two limbs; 19=three limbs; 20=all limbs). This damage can only be healed by regenerate, wish, or similar magic. >15 Restored individual is dead. He can be brought back to life with resurrection, wish, or similar magic. Note: raise dead will not work since the body will not be whole. The material component is a small wax statue. Water Intoxication (Conjuring/Summoning)Ü ======================================== Water Intoxication (Conjuring/Summoning) Sphere: Elemental (Water) Level: 7 Range: Touch Components: V, S, M Duration: 1 round/level Casting Time: 7 Area of Effect: 1 creature Saving Throw: Special Author: John M. Martz Upon casting this spell and successfully touching the victim, the caster causes the victim's cells to become microscopic gates to the elemental plane of water. As a result, every cell in the victim's body swells with water. The deleterious effects result from increased pressure on the brain. Not only does the severity of this condition increase over time, but the effects are cumulative, such that those suffered during stage 2 are in addition to those endured during stage 1, and so on. Stage 1: On the first round of the spell, the victim's facial and bodily features become distorted, he begins sweating profusely, and he suffers the effects of a migraine headache. In game terms, he suffers a -2 penalty to attack, damage, and saving throws. In addition, his Armor Class and initiative are worsened by 2 points. This condition causes spells and psionic powers to fail unless the victim makes a successful Constitution check; a separate check must be made for each spell or power used while dsnhb20, Page # 168 Date 31-1-1995 Tuesday - 169 - under the effects of this spell. Stage 2: During the second through fifth rounds, the victim suffers as if under the effects of a Confusion spell. On the sixth round, the victim must make a system shock roll. If he succeeds, he still suffers from confusion, but his condition does not worsen this round. Each round thereafter, he must make a system shock check with a cumulative -10% modifier (i.e., -10% on 7th, -20% on 8th, -30% on 9th, etc.). On a failed check, proceed to stage 3. Stage 3: The victim falls to the ground as his body is racked with convulsions; he is unable to attack or defend himself, nor can he cast spells or use psionic powers. On the round after he falls into convulsions, the victim must again make a system shock roll using his normal percentage (start with original SS percentage; do not include any penalties suffered above). A successful check means that the victim continues to convulse for that round; his condition does not worsen. Each round thereafter, he must make a system shock check with a cumulative -10% modifier. On a failed check, proceed to stage 4. Stage 4: The victim falls into a coma for 1d100 days. On the last day (even if the victim is brought out of the coma by magical means), he must save versus death. A failed check means the victim dies. A passed check means the victim survives but suffers brain damage (roll 2d4 for INT and WIS to determine new ability scores -- new scores MUST be less than previous scores, reroll if necessary). If for any reason, the victim does not progress to the 4th stage of water intoxication -- for example, the duration of the spell expires or a successful dispel magic is cast on the victim -- he will suffer the effects in the reverse order (i.e., stage 3, stage 2, stage 1) for a length of time equal to the number of rounds he was affected by the spell. For example, after an initial round of migraine pain (stage 1), Julatok suffers from confusion for 7 rounds (stage 2) and lapses into convulsions for 4 rounds (stage 3) before his companion is able to cast dispel magic on him successfully. He will then continue to convulse for 4 more rounds. The convulsions will disappear, and he will suffer from confusion and a migraine for 7 rounds. Finally, the confusion dissipates, leaving a migraine headache for 1 round. In total, Julatok suffered the effects of water intoxication for 24 rounds. Water intoxication affects all creatures with well-defined nervous systems (even water dwellers, such as fish). The material component is a drop of water from the elemental plane of water; water from any other source (e.g., the prime material plane) will cause the spell to fail. The caster may use his ability to gate water in order to obtain this component, and he may store it for later use as long as it is not contaminated by water from any other source. This spell does not operate on the elemental plane of water nor will it work under water. Incorporating spells from The Great Net PrayerbookÜ ================================================== Author: John M. Martz dsnhb20, Page # 169 Date 31-1-1995 Tuesday - 170 - Note that The Great Net Prayerbook (the last version I saw was the 5th edition -- sorry, but I've not had time to update this section of the DSNHB) includes a great many additional priest spells. To get a copy of the GNPB, simply ftp it from MPG-Net. The DM should read all spells from the GNPB carefully to determine if and how they should be modified for the DS setting. For example, Winston's create party drink has the ability to create one cubic foot of drink and should be limited to .5 gallon per level of the caster (as create water and create food and water, see DSRB); in addition, the DM might want to rule on the usefulness (or uselessness) of particular drinks for combating dehydration. All the spells in the GNPB fall into the Sphere of the Cosmos, with exceptions listed below. Air: First level: seedling; third level: air column, air lance, wings of god; fourth level: lightning strike [1], neutralize gas; fifth level: lightning strike [2]; seventh level: black storm of vengeance, razorwind. Earth: First level: create earth, guardian watch, seedling, rock-jump; second level: stone message; third level: stone seeds; fifth level: stonewood, warp metal; sixth level: Dedi's invisible poison swamp Fire: First level: coalstone, flame tongue; second level: flame/frost blade (flame only); third level: heat, spontaneous combustion; forth level: Lathander's mourning glow, moonlight; fifth level: quench flame; seventh level: stop the sun Water: First level: water to wine, Winston's create party drink; third level: Winston's create party food and drink; fifth level: quench flame; sixth level: Dedi's invisible poison swamp, pass via water; seventh level: black storm of vengeance All elements: forth level: protection from elementals, 10-foot radius. The sixth level spell conjure air elemental and the seventh level spell conjure water elemental have been replaced by the fifth level spell conjure elemental as per DSRB. Modified System for Major and Minor Access to Priest SpellsÜ =========================================================== Modified System for Major and Minor Access to Priest Spells Author: Daniel R Cormier For spells of level 1-3: A priest may implore the elements for spells from both major and minor spheres of access with the restriction that a minimum of 1/2 of the spells gained are from the priest's elemental sphere. For spells of level 4 and above: Again, the priest may be granted spells from both her major and minor spheres of access, but fully 2/3 of these spells gained must be from the priest's elemental sphere. Example: dsnhb20, Page # 170 Date 31-1-1995 Tuesday - 171 - spell level # of spells major(min) minor(max) 1 7 4 3 2 6 3 3 3 4 2 2 4 3 2 1 5 2 2 0 6 1 1 0 Remember that the priest may always take all of her spells from her Elemental Sphere (as would please the Elemental Lords), and that the Lords may impose any restrictions they feel are appropriate at any time. MONSTERSÜ ======== Dead Man's Dream Death from Below Desert Shark Ghole Headhunters Hiver Insect Swarm: Crystal-wing Butterfly Paraelemental, Lesser Paraelemental, Standard Spider, Elf-bane Traplan Dead Man's DreamÜ ================ Dead Man's Dream Author: John M. Martz Climate/Terrain: Oases Frequency: Uncommon Organization: Stand Activity Cycle: Any Diet: Photosynthesis Intelligence: Non (0) Treasure: Incidental Alignment: nil No. Appearing: 1d10 Armor Class: 3 Movement: 0 Hit Dice: 1 HD/2 feet THAC0: nil No. of Attacks: see below Damage/Attack: nil Special Attacks: Poison Special Defenses: see below Magic Resistance: nil Size: H (20' tall) at maturity dsnhb20, Page # 171 Date 31-1-1995 Tuesday - 172 - Morale: nil XP Value: 65-2,000 Psionics: nil Dead man's dreams are profusely flowering trees that can be found near many oases. These umbrella-shaped trees grow up to 20 feet in height and 30 feet wide. Their numerous, thin branches bear many white, heart-shaped flowers year round. Indeed there are often more flowers per branch than there are dark green, oval, waxy leaves. These trees get their name from the mildly hallucinogenic nature of their pollen. Combat: A dead man's dream does not engage in combat. Rather, it continuously produces extraordinarily large numbers of flowers. These flowers blanket the ground beneath the tree in a rough circle equal in diameter to the width of the tree, and they give off a sweet aroma when stepped on. This aroma causes the imbiber reflexively to inhale deeply. In game terms, any player stepping on the flowers must specifically state that his character is attempting not to breath the fragrance and must make a successful Constitution check with a -2 penalty. Success indicates that he is able to prevent taking a breath (and the DM should refer to the rules on holding one's breath when one is unable to get a good gulp of air in the PHB); failure means that he has taken a breath and is subject to the following effects. If the player does not state that his character is attempting to hold his breath, he automatically takes a deep breath and imbibes some of the tree's pollen. Under normal circumstances, the pollen of a dead man's dream is not lethal. Any character smelling the pollen must save versus poison with a -4 penalty. Failure indicates that the slightly hallucinogenic properties of the poison take effect the next round. While under the effects of the hallucinogen, the affected character only wants to remain near the tree to smell the "pretty flowers." The hallucinogenic effects merely keep the victim nearby while the true nature of the poison takes effect. The poison actually constitutes a paralytic poison of type O with an onset of 2-24 minutes and duration of 2d6 hours. A character is allowed only the initial saving throw; if he fails the first throw and suffers the hallucinogenic effects, it is too late. He will suffer from the paralysis, it's just a matter of time. He continues to hallucinate while paralyzed. If the tree has been under stress, its pollen can be lethal. Any character smelling the pollen must save versus poison with a -4 penalty. Failure indicates that the hallucinogenic properties of the poison take effect the next round, and the character suffers from paralysis exactly as above. However, at the end of the paralysis duration, the character falls into convulsions for 1-4 minutes and must make a second saving through versus poison (type J, in this case), this time with a +4 to the roll. Success means that the character suffers 20 points of damage and comes out the paralysis (assuming that he had more than 20 HPs; if not, he dies). Failure means that the character dies. A successful use of the herbalism proficiency permits the character to determine whether a tree is under stress from a safe distance by observing the flowers (thicker than usual), the bark (which, normally white, turns a very light green), seed pods (significantly less), and the leaves (slightly curled at the edges). The exact nature of the stress can be due to any of a various causes, and is ultimately up to dsnhb20, Page # 172 Date 31-1-1995 Tuesday - 173 - the DM. Some suggestions as to possible stressors include high population density (a large number of dead man's dreams in a small area), diminishing water source, insect infestation, and physical damage (such as loosing a large number of branches or a cracked trunk). It takes several days after the introduction of a stressor before the lethal effects of the pollen become prevalent; and, conversely, it takes several days after the removal of a stressor before the lethal effects of the pollen dissipate. Habitat/Society: Dead man's dreams are never found far from a body of water. Usually, they are found in stands of only a few trees. Ecology: The dual nature of the poison of the dead man's dream serves the tree well. In the case of few trees, the debilitating nature of the poison causes the victim to fall unconscious onto the flowers. Upon waking, the victim moves off, covered with pollen and small, prickly seed pods, spreading the tree's pollen and propagating the species. When the tree is stressed, the deadly nature of its poison causes the victim to fall at the foot of the tree. The natural decomposition of the body provides needed nutrients which the tree absorbs through the soil. Since the wood from a dead man's dream is soft, it makes poor quality weapons. Any weapon made from this wood incurs an additional -1 to hit and damage; furthermore, it breaks on a roll of 3 or less when maximum damage is inflicted. However, the fine, straight grain of this blonde wood is accented by numerous small, dark knots producing an aesthetically pleasing effect. Thus, it is a prized by jewelers, sculptures, and furniture makers. In addition, the pollen of non-stressed trees can often be purchased in the warrens and bardic districts of the cities-states and is mainly used as a recreational drug. The pollen of stressed trees is much rarer due to the hazardous nature of obtaining and working with this more potent pollen. While the trees do not collect treasure, valuable items are sometimes found beneath them along with the owner's remains. Death from BelowÜ ================ Death from Below Author: Jason Grundy Climate/Terrain: Any Sand Organisation: Pack Activity Cycle: Any Diet: Carnivore Intelligence: Low Treasure: see text Alignment: Neutral No. Appearing: 2d4 Armour Class: 4 (0 in sand) Movement: 3/24 (when in ectoplasmic form) Hit Dice: 6+2 THAC0: 15 dsnhb20, Page # 173 Date 31-1-1995 Tuesday - 174 - No.Attacks: 2 Damage per attack: 1d6 Special Attacks: see text Special Defences: see text Magic Resistance: nil Size: L Morale: Steady (11-12) XP Value: 975 Psionics Summary: Level Dis/Sci/Dev Attack/Defense Score PSPs 1 1/0/1 --/-- 12 120 The first sign of these creatures approaching is usually the party spotting a purple protrusion, about 2 foot high and curved over towards them at the top ending in 2 holes, moving towards them at geat speed (80% chance per party member looking in the appropriate direction). The creature itself is a Twelve foot long purple elipsoid with two 8 foot long 'arms', 2 large white eyes and its nose which serves as a kind of periscope (it sniffs its victims out). It has no mouth, simply absorbing its victims -- a process done some 50 foot under the sand and taking 1d8 hours per size category of the victim. Combat: The creatures use a special version of the psionic power Ectoplasmic Form which allows them to control exactly which parts of their bodies are corporeal and which are not. Use the following description of the power Controlled Ectoplasmic From: Power Score : 12 Initial Cost : 18 Maintenance Cost : 12 Range : 0 Prerequesites : None Pwr Score : 3 rounds of free maintenance 20 : Can't attempt again for d4 hours In all other ways, Controlled Ectoplasmic Form is the same as Ectoplasmic From as presented in CPsiH. They attack with both claws which inflict d6 points of damage each and can grab an opponent (if they are size category L or smaller) and drag him or her under the sand unless a saving throw vs paralyzation is made (characters gain a +1 to the roll for ever point of 'to hit' bonus they have due to high stregnth). The save is made at -4 if both claws hit. Once under the sand (1 round after thew initial grab) the victim takes automatic damage from any claws that have grabbed it and quickly begins to suffocate and choke.In game terms they take an additional d4 points of damage the first round,then 2d4,4d4,8d4...etc unless he or she thinks fast and does something to avoid or reduce damage.(I rule here on a case by case basis. Example. Player "I'll hold my Breath" DM "You're being squeezed etc and having great difficulty not taking a breath so make a save vs Death" Player "Yep did it" DM "OK take half damage from suffocation and save again in 2 rounds" dsnhb20, Page # 174 Date 31-1-1995 Tuesday - 175 - Seems harsh-you bet.It's not easy fighting under the sand.) Anyone attacking the creatures when they are under the sand (and within weapon reach!) recieves a minus 4 penalty to their attack roll and there is a 15% chance per size category of the victim (15% for tiny,30% for small etc) of hitting a suffocating individual unless special precautions are taken. Due to the creatures inherent semi-substantial nature they take only half damage from non magical weapons. There is little known about this creatures ecology.There are rumours of them living in underground mazes (perhaps the sand filled underdark of the Athas of old!) but no one has ever substantiated this. Note : A pack will if possible wait for the majority of members to succeed in becoming ectoplasmic before attacking. GholeÜ ===== Ghole Author: John M. Martz (This creature is based on one by the same name presented in After Man) Climate/Terrain: Scrub planes, rocky badlands Frequency: Common Organization: Packs Activity Cycle: Any Diet: Carrion Intelligence: Animal (1) Treasure: M, O Alignment: Neutral No. Appearing: 4d4 Armor Class: 5 Movement: 9 Hit Dice: 2 THAC0: 19 No. of Attacks: 1 Damage/Attack: 3d4 Special Attacks: Disease Special Defenses: nil Magic Resistance: nil Size: S (3' long) Morale: Unsteady (5-7) XP Value: 65 Psionics: nil The ghole resembles a large mongoose. It's long neck, head, and feet are almost totally devoid of hair; course gray hair covers the remainder of its body and tail. Massive canines and molars protrude from its mouth, which it uses to crack open bones for the marrow. It is a model scavenger, feeding mostly on skeletal remains left by larger predators. dsnhb20, Page # 175 Date 31-1-1995 Tuesday - 176 - Combat: Gholes do not usually engage in combat, preferring to retreat; however they are not defenseless and will attack if pressed. Their crushing bite does 3d4 points of damage. Their speed accounts for their low AC. Given the nature of their diet, a Ghole is 10% likely to carry a serious disease that can be transmitted via its saliva (DM only needs to check once for each animal encountered -- not every bite). A diseased victim will gradually become debilitated and die over the course of 2d3 Athasian weeks if not cured. Habitat/Society: Gholes live in small packs. They have formed a symbiotic relationship with shelf termites. As most termites, these build massive mounds; however, the shelf termite mound includes a horizontal shelf several feet off the ground. This shelf provides the gholes with shade during the hottest part of the day. In return, the gholes frequently drag portions of carrion underneath the shelf to feed. The termites eat the minuscule portions that the gholes can not. The sexes are almost indistinguishable. If gholes are encountered near their termite mound, there is a 3 in 10 possibility that they will have 1d6+2 young. The young remain beneath the pack's termite mound, waiting for their parents to return with food. Ecology: As carrion eaters, gholes tend to be despised even though they provide an important link in the Athasian food chain. Calling somebody a ghole is considered an insult. Gholes's teeth are occasionally used for small ivory items, such as dice and jewelry. It's pelt is worthless. While they do not collect treasure, valuable items are sometimes dragged beneath the pack's termite mound along with portions of the owner's remains. Desert SharkÜ ============ Desert Shark Author: John M. Martz (This creature is loosely based on one by the same name presented in After Man) Climate/Terrain: Sandy wastes Frequency: Uncommon Organization: Schools Activity Cycle: Any Diet: Carnivore Intelligence: Animal (1) Treasure: nil Alignment: Neutral No. Appearing: 4d8+6 Armor Class: 7 Movement: Sw 9 (18) Hit Dice: 4 THAC0: 17 No. of Attacks: 1 (2) dsnhb20, Page # 176 Date 31-1-1995 Tuesday - 177 - Damage/Attack: 2d6 Special Attacks: Surprise bonus, feeding frenzy Special Defenses: Submersion Magic Resistance: nil Size: M (5' long) Morale: Average (8-10)/Fanatic (18-19) XP Value: 650 Psionics: nil The desert shark appears a docile mammal (it has evolved from rodents not fish). Short sparse hairs cover its wrinkled pink skin along the entire length of its sausage-shaped body, from broad nose to long rat-like tail. A closer look reveals a blunt, strong head, four powerful shovel-like feet, and a mouth filled with razor-like teeth. Its teeth curve inward and are all of equal length. Desert sharks commonly rest just below the surface of the sand with only their eyes and nostrils protruding. When on the hunt, they swim through the sand using sensory pits at the end of their noses to detect prey, which is anything that the school can kill. Combat: A hunting school of desert sharks is a fearsome killing machine. Victims have a -3 penalty to their surprise rolls as the sharks swim underneath them. During an attack, desert sharks remain mostly submerged beneath the sand, imposing a -2 to their victims' attack rolls (effectively making them AC 5). Desert sharks bite and thrash their heads for 2d6 points of damage. When first blood is drawn, the sharks go into a feeding frenzy; treat as if under influence of _haste_. While in a frenzy, each shark moves at double speed (18) and receives 2 attacks per round as it attacks wildly. In addition, its morale increases to Fanatical. The nature of this frenzy is such that the sharks will even attack and kill wounded members of their own school. A frenzy lasts for 6d4 rounds EVEN IF ALL THE ORIGINAL VICTIMS ARE KILLED; if there are no wounded victims left alive, the sharks will simply tear the remains to pieces, rendering raise dead useless (stronger magic, such as resurrection, is required to bring a victim back to life). Habitat/Society: Desert sharks live in schools where most of the members are related. A school does not define a territory, rather it wanders in search of prey. Members from other schools are treated with indifference if hunting is good; otherwise, a school aggressively attacks rivals as prey. Males are slightly larger than females, but both are equally aggressive. They breed at irregular intervals, usually when food is plenty or the school's numbers have fallen to low levels. Each successful mating produces 1 pup. In 2 out of 10 encounters, 10% of the school will be immature with the same abilities as the adults except for the following: 2 HD; THAC0 19; dmg 1d6; SZ S (less than 3' long). Ecology: Desert sharks range throughout Athas, but they appear to be particularly common in the Great Alluvial Sand Wastes. While few species (e.g., megapedes and sink worms) are natural predators of desert sharks, sharks prey on almost anything, including the young of dsnhb20, Page # 177 Date 31-1-1995 Tuesday - 178 - these larger predators. Although generally considered a hazard, desert sharks' teeth are often used for small weapons and decoration. A rare shark (5%) will have something of value in its stomach, such as gems, coins, or a small magic item (e.g., ring). HeadhuntersÜ =========== Headhunters Author: Matthias Roschke Fighter Scout Assassin Climate/terrain: --------------- Any ------------------------------------ Frequency: Rare Rare Very Rare Organization: --------------- Group ---------------------------------- Activity cycle: --------------- Any ------------------------------------ Diet: --------------- Brains --------------------------------- Intelligence: High (13-14) High (13-14) Exceptional (15-16) Treasure: --------------- nil ------------------------------------ Alignmnet: --------------- NE ------------------------------------- No. appearing: 1-8 1-6 1-2 Armor class: 1 5 5 Movement: 12 24 18 Hot Dice: 8 6 6 THAC0: 8 12 12 No. or attacks: 3 2 1 Damage/attack: by weapon +6 by weapon +2 by weapon +2 Special attacks: none none poison, backstab (x5) Special defneses: none speed move silently (95%) move silently (75%) 95% undetectable 75% undetectable disguise Magic resistance: 20% 30% 30% Size: --------------- S (3 ft) ------------------------------ Morale: Fanatic (17-18) Elite (13-14) Steady (11-12) XP Value: 1200 1000 1500 Psionicist Illusionist Priest Climate/terrain: --------------- Any ----------------------------------- Frequency: Rare Very Rare Very Rare Organization: --------------- Group --------------------------------- Activity cycle: --------------- Any ----------------------------------- Diet: --------------- Brains -------------------------------- Intelligence: High (13-14) Genius (17-18) High (13-14) Treasure: --------------- nil ----------------------------------- Alignmnet: --------------- NE ------------------------------------ No. appearing: 1-6 1 1 Armor class: 5 8 4 Movement: 12 12 15 dsnhb20, Page # 178 Date 31-1-1995 Tuesday - 179 - Hit Dice: 6 4 6 THAC0: 12 16 10 No. of attacks: --------------- 1 ------------------------------------- Damage/attack: by weapon by weapon 1-6 Special attacks: Psionics, Illusions Life Drain HP Drain Spells, Terror Special defneses: Psionics, Illusions Prot. from Good Cannot be only hit by contacted magical weapons Magic resistance: 30% 40% 60% Size: --------------- S (3 ft) ------------------------------ Morale: Elite (13-14) Steady (11-12) Fanatic (17-18) XP Value: 1400 2000 4000 Headhunters are undead halflings, who are the enemies of all sentient life, which they seek to eliminate completely, leaving the planet exclusively for plants and non-intelligent lifeforms (or undead). Their name comes from the fact that they cut off their victims head, and ritualistically devour the brain. No one really knows how these dreadful creatures first came into existence, but there are theories about an ancient curse placed on a group of halflings by a powerful defiler, just before he (she?) went into their cooking pots. In order to achieve their objective of ridding the world of all sentient life, they will not only cooperate with other undead and non-sentient lifeforms, but they have actually been known to work with the very creatures they are trying to destroy, as long as such action brings them closer to their ultimate goal -- eventually the headhunters will of course turn on their allies. Notice that headhunters may disguise themselves, magically or otherwise, in order to infiltrate and spy on the enemy (or send in assassins). Combat: Headhunters will almost always attack in well coordinated groups, under the leadership of a fighter or psionicist, the only exception to that rule are assassins and scouts, but even they will usually work with a larger group. Headhunters will usually observe and study their enemies before they attack, especially in the case of more powerful parties. If possible, they will even study the opponents combat tactics, by having their agents (usually scouts or fighters) observe the party during encounters with other creatures (note that they will sometimes aid these other creatures from the back-lines, especially if sentient life gets destroyed in the process). When the actual attack occurs, it will be swift, well planned and coordinated, exploiting any of the enemies known weaknesses. Sometimes, the headhunters will send one of their agents (suitably disguised) to join the opponents party, and work from within. Many large, and well armed caravans, have been destroyed that way. It is also important to note that a group of headhunters will always have a number of contingency plans, which will allow them to turn the tide, or escape, should they find themselves hard pressed. Habitat/society: Headhunters are organized in groups ranging anywhere from 3 to 20 or more individuals, with a strict military hierarchy. While two or more groups will occasionally work together, there is no dsnhb20, Page # 179 Date 31-1-1995 Tuesday - 180 - overall social structure for the headhunters, and the groups act more or less independent of each other. At times, a group of headhunters, will feel the need to increase their numbers. This can be done in two ways: 1) They may pick up survivors from other groups, which have largely been wiped out. 2) They can create new headhunters. In order to do this they must capture a suitable halfling (ie. one with the desired skills), and in a ceremony at the time of an equinox, inject him/her with a specially created (and cursed) poison. The halfling dies immediately and is transformed into a headhunter of the kind most closely approximating his/her skills in life. The transformation is reversible only by a wish spell (or similarly potent magic) cast BEFORE the newly created headhunter devours his/her first brain. Fighters Headhunter fighters are highly trained in the art of warfare, and just like regular (DARK SUN) fighters, they are experts in combat tactics and military strategies. This makes them a natural leaders and very formidable opponents. Headhunter fighters can be proficient in any weapon and may specialize in one of them (this, and their other combat bonuses, are reflected in their THACO and damage above). They usually wear thick hide armour (since they are undead they do not have to worry about heat exhaustion) and are very agile (this is reflected in their low AC). Scouts Scouts are experts in a specific terrain. They usually act as guides and trackers for larger groups of headhunters, but some have been known to work independently. Their ability to move silently, swiftly, and undetected also make them expert observers and spies. They usually carry light equipment and weapons. Assassins In order to kill a larger (well organized) band of opponents, it is often useful to take out certain individuals before attacking (such as spell casters, or leaders). This is the job of the assassin, who is almost undetectable as he (she?) moves in for the kill (thanks to the natural abilities of the halflings which have been enhanced in undeath). If the assassin moves in without being detected, he can backstab an opponent (5X damage). If the opponent dies from this attack, and fails a saving throw vs death, this will occur without any sound whatsoever, and the assassin can get away undetected. Notice that most assassins will have a rather nice store of poison available to them, in order to make their job a bit easier. Psionicists dsnhb20, Page # 180 Date 31-1-1995 Tuesday - 181 - Since Headhunters are derived from halflings, they have this races superior aptitude for psionics. Some actually have become masters of way, and its application to killing. The importance of a headhunter psionicist (and the amount of respect they receive from their fellow headhunters) is directly proportional to how well they can use their powers to destroy sentient life. The powers they have access to are chosen accordingly. A headhunter psionicist will have powers and PSP's as a regular psionicist with the following exceptionsJ: 1) They do not gain any defense modes, because their minds cannot be contacted by either the contact power (even non hostile contact is not possible), or by psionic combat. 2) They can use psionics to drain hit points from opponents. In order to do this they must spend 5 PSP's (no check is necessary), and successfully touch an opponent (ie a roll to hit is required). This drains d6 HP from the opponent and uses them to heal the headhunter. Illusionists This is the weakest kind of headhunter, but it can also be the most deadly. With their power to cast illusionist spells they can greatly enhance their fellow headhunters combat ability or allow a scout or assassin to easily infiltrate the enemies camp. They can cast the same number of spells as an 5-10th level mage, but are restricted to spell from the school of illusion. It is interesting to notice that all headhunter illusionists encountered so far have been preservers. Whether this is just coincidence, or some deep rooted hatred towards defilers (even more than towards other sentient life), is not known. Priests This is probably the most terrifying form of headhunter, but thankfully, they are also the most rare. This rarity is because most priests are well protected from the headhunter transformation (see above) by their magic and granted powers (save vs death to avoid the effect entirely, or otherwise die without transforming). For some however, this protection fails (usually for those who have not been true to their element, and are thus close to loosing their power), and they transform into headhunter priests. These priests draw their power from the negative material plane, which gives them the following abilities and benefits. 1) they have minor access to the sphere of cosmos, major access to the sphere of necromancy (even though it does not really exist in DARK SUN for regular clerics), and can cast spells as a 6-12th level priest. 2) they are permanently protected from good 3) they have the power to drain one level of life with each successful hit. 4) they are only hit by magical weapons of +1 or better enchantment. 5) they are 60% magic resistant. 6) they may use a special terror attack up to 3 times per day, which affects all living creatures within a 300 ft radius. - creatures below 2 hd automatically freeze in terror until they dsnhb20, Page # 181 Date 31-1-1995 Tuesday - 182 - are at least 1 mile from the headhunter priest. - creatures of 2-4 hd get a saving throw vs death magic to avoid this, but will still run in terror until they are at least one mile from the priest. - creatures of 5-8 hd get a save vs death magic, or must run for at least 1 mile. If they save their THAC0 is reduced by 2 for the next d6 rounds. - creatures of 9-10 hd must save vs death magic or be at -2 to hit for the next d6 rounds. - creatures above 10 hd are not affected. Note: Priests will usually not attack with weapons, but with their hands (claws) which do 1-6 points of damage. PS: I had real trouble deciding what would be a reasonable amount XP's for these creatures, since they deadliness depends greatly on how well the DM decides to make and play them. The resulting XP values were thus quite arbitrary, and I could really use some suggestions on this. See also: The Good and the Green: An Examination of Halfling Culture HiverÜ ===== Hiver Author: John M. Martz (These creatures are based on Hivers and Social presented in Man After Man) Warrior Bearer Nurse Climate/Terrain: -------------------- Tablelands -------------------- Frequency: Rare Rare Very rare Organization: -------------------- Hive -------------------------- Activity Cycle: -------------------- Any --------------------------- Diet: -------------------- Omnivore ---------------------- Intelligence: semi (4) semi (4) semi (3) Treasure: -------------------- nil --------------------------- Alignment: -------------------- Neutral ----------------------- No. Appearing: 3d6+3 1 2d6 (in hive) Armor Class: 6 6 10 Movement: 18 18 12 Hit Dice: 6+5 4 2 THAC0: 13 17 19 No. of Attacks: 4 2 1 Damage/Attack: 1d6+2 (x4) 1d4+1/1d4+1 1d3 Special Attacks: -------------------- nil --------------------------- Special Defenses: -------------------- see below --------------------- Magic Resistance: -------------------- nil --------------------------- Size: M (7') M (6') M (5') Morale: -------------------- Elite (13) -------------------- XP Value: 975 175 65 dsnhb20, Page # 182 Date 31-1-1995 Tuesday - 183 - Psionics: -------------------- nil --------------------------- Queen Seeker Climate/Terrain: --------- Tablelands ------ Frequency: Very rare Very rare Organization: --------- Hive ------------ Activity Cycle: --------- Any ------------- Diet: --------- Omnivore -------- Intelligence: low (7) semi (2) Treasure: I,S nil Alignment: --------- Neutral --------- No. Appearing: 1 1 Armor Class: 10 4 (10) Movement: 3 0 Hit Dice: 9+10 1-1 THAC0: 11 nil No. of Attacks: 1 nil Damage/Attack: 1d3 nil Special Attacks: --------- nil ------------- Special Defenses: --------- see below ------- Magic Resistance: --------- nil ------------- Size: L (12') T (2') Morale: Fanatic (18) Unsteady (5) XP Value: 2000 35 Psionics: --------- see below ------- Although humanoid, Hivers, also called Socials, live in large communities similar to those of social insects, such as ants and termites, constructing large mounds that tower many stories over the desert sands. Devoid of all individuality, each member of the community is highly specialized, fulfilling one of four functions: warrior, bearer, nurse, or queen. Hivers have formed a symbiotic relationship with a second species of humanoids called Seekers. All varieties of Hiver and Seekers share a common special defense. Due to their similitude to social insects, a psionicist attempting to contact a Hiver suffers a -5 to his power score (i.e., treat as if contacting insect under Unusual Subjects table; see CPsiH), unless he employs insect mind (see DK). In addition, Hivers are immune to hold person, charm person, and charm person or charm mammal spells, as well as other magics that affect only mammals (e.g., rings and potions of mammal control). However, most spells and psionics that affect insects, such as the psionic devotions pheromone discharge and hivemind (DK), also affect Hivers and Seekers, with the exception of giant/shrink insect. Warriors The black body of the adult male, or warrior, is covered with short, coarse black hair; a thick main extends from the top of the head down to the center of the lower back. A small lump runs across the back of the shoulders and neck -- it is a fatty store of nutrients. They have dsnhb20, Page # 183 Date 31-1-1995 Tuesday - 184 - protruding, bushy eyebrows, large, bulbous noses, and thick moustaches, which help filter out the dust and silt of the desert. Each of their long ears comes to point several inches above the top of their heads. Each of their elongated feet forms an extension to a long, slim leg, such that they stand and run on the balls of their feet (kind of like a jackrabbit). Perhaps their most alarming feature is their hand blades. The outer edge of each hand is bone blade, from the wrist to the tip of the little finger (indeed, their pinkies aren't really fingers, rather fused bone). While these blades are used for foraging, they make ample weapons. In combat, warriors slash and jab with their hand blades and kick with their powerful legs; each successful attack does 1d6+2 points damage. Warriors defend the food-gathering expeditions, called strings; they also defend the hive from attack. A Hiver society has a minimum of 100 warriors (25% of population). Regardless of the number of warriors in a hive, roughly one-third remain at the hive as guards at all times. Especially old warriors become breading drones, spending the remainder of their lives inside the colony near the queen's chamber. Drones have maximum HPs (53), but their age has reduced their agility (AC 8), speed (MV 12), and strength (dmg 1d6/attack). At any given time, a hive will contain 2d4 drones (this number is in addition to the number of warriors above). Bearers Bearers are sterile adult females that accompany the foraging strings. They resemble warriors in most ways, except they do not have hand blades. In addition, they have a kangaroo-like pouch in their stomach. When encountered outside the hive, a bearer will always carry a Seeker in her pouch, cradling it in her arms. Bearer and Seeker remain in constant telepathic contact while touching. It is through this link that the Seeker communicates with the string. A bearer's main purpose is to defend her Seeker. She will always attempt to keep warriors between herself and any enemies. If attacked directly or separated from the warriors, she will flee back to the hive. She will only engage in melee if cornered; then she receives two kicks per round (1d4+1 each). She will die defending her Seeker. The hive will have a minimum of 20 bearers at any given time (5% of population). Nurses Most adult females are nurses, spending their lives caring for the queen, her young, and the Seekers. These sterile females, bear little resemblance to warriors or bearers. Rather, no hair covers their pink skin. Neither do they have pouches nor hand-blades. Unlike bearers, nurses have well-developed mammalian glands for feeding the young of the queen and the offspring of the Seekers. Nurses are the laborers of the hive. They clean, tend the young, and cultivate the fungus gardens. Nurses are never encountered outside the twisting corridors of the hive (unless the hive is engaged in colonizing a new hive -- see below). They will attack invaders on sight. The average hive has a minimum of 150 nurses at any given time (35% of population). dsnhb20, Page # 184 Date 31-1-1995 Tuesday - 185 - Hiver juveniles of both sexes resemble smaller, immature versions of nurses, except their skin tends to be a deep bronze from exposure to the Athasian sun. Their function is to act as food and water gatherers, accompanying the strings. When they reach maturity, they differentiate further into their adult form. The hive has a minimum of 150 juveniles (35% of population). Queen Psionic Summary: Level Dis/Sci/Dev Attack/Defense Score PSPs 2 1/1/5 --/M- 20 120 Psychometabolic -- Sciences: complete healing; Devotions: adrenalin control, biofeedback, cell adjustment, mind over body, suspended animation. At 12 feet, the queen dwarfs all others of her hive. She resembles a very large nurse with grossly exaggerated hips and abdominal cavity. The length and width of her body greatly surpasses the ability of her legs and spine to support her. Using her arms, she can raise her upper body off the ground and drag herself. The queen's sole purpose is to produce the hive's young, giving birth every 30 days to litters of 15 to 20 children (1d6+14). As such, the entire community revolves around her; the warriors, bearers, and juveniles find food and water, and the nurses clean and feed her. Neither does she care for her children; rather this task falls to the nurses. Finally, a queen's physical and psionic abilities represent an evolutionary adaptation to the prodigious demands of near constant childbirth. She has a constitution of 20, which gives her the following benefits: all 1s rolled for HD are automatically considered 2s; she saves vs. poison with a +1 bonus; and she regenerates lost HPs at the rate of 1/6 turns. Her psychometabolic powers allow her to undergo the trauma of the birthing process and to heal quickly afterwards, as well as fight infection and disease. In dire times, she can even suppress her bodily needs. She will never use these powers to benefit anyone but herself, as she is the single most important member of the community. A queen is never encountered outside the hive; indeed, she is so swollen that she cannot fit through the exits of her chamber. However, she will attack invaders in her chamber on sight by swinging one of her hands at them (she will use the other to support herself). The average hive contains 1 queen at any given time; occasionally, 1d4 additional immature queens will be present at other locations throughout the hive. These immature queens will only be present in extremely large hives (population over 5000) and represent the precursors to colonization excursions (see below). Alternately, immature queens develop after the death of the queen -- normally, the queen produces a pheromone that supresses the development of other queens. These imature queens will combat each other until one victor remains to take the place of the fallen queen. Seekers dsnhb20, Page # 185 Date 31-1-1995 Tuesday - 186 - Psionic Summary: Level Dis/Sci/Dev Attack/Defense Score PSPs 6 3/3/11+bonus --/IF,MB,M- 17 200 Clairsentience -- Sciences: clairvoyance, sensitivity to psychic impressions; Devotions: danger sense, feel light (no cost), feel moisture (DK), feel sound (no cost), know direction, poison sense, radial navigation, weather prediction (DK). Telepathy -- Sciences: mindlink (no cost with bearer); Devotions: contact (no cost with bearer); life detection. Psychometabolic -- Sciences: none; Devotions: Heightened Senses (limited to smell and taste) Bonus--Hivemind (metapsionic devotion, DK). The Seekers are a degenerate humanoid species that is entirely dependent on Hivers for their care. Their arms and legs have atrophied into shriveled appendages, so they cannot feed, move, or clean themselves. They cannot even mate without assistance. Due to complete reliance on psionic abilities (feel light and feel sound, which are always activated and maintenance free), their eyes and ears have become useless also; indeed smooth skin covers their eyeless sockets, and small external ears hide a lack of both middle and inner ears. Unlike Hivers, their meager pink bodies are mostly devoid of hair, except for the tops of their heads, which is usually black or dark brown. At first glance, these defenseless creatures (AC 10 when not being carried) might seem to be the sole beneficiaries of their symbiotic relationship with Hivers. However, Seekers use their considerable innate psionic abilities to locate food and water for the hive. While being carried by a bearer, a Seeker maintains a continuous mindlink with her (maintenance free), directing the foraging group toward these valuable resources. Furthermore, it can employ additional powers to aid these expeditions. For example, weather prediction helps warn of approaching storms, know direction and radial navigation help ensure a safe return to the hive, and danger sense and life detection warn of potential hazards. When not being carried by their bearers, Seekers are usually kept within a central chamber of the hive where nurses care for their many needs. The average hive will have 5d6 adult Seekers at any given time. Habitat/Society: While mammals, Hiver society and cognition mirror that of social insects, and they respond accordingly; they have a structured and highly centralized society and no individuality. Hivers communicate by a complex combination of grunts, hand and body gestures, and pheromones. Hivers construct gigantic mounds, many stories high. These hives are architectural marvels -- massive rock-like structures complete with breathing chimneys, thick vented walls, and flat slopping roofs with overhangs providing shade. Tunnels underneath reach deep into the water-table where food is kept cool. These narrow winding tunnels link chambers of varying sizes and purposes, such as excrement chambers were fungus gardens are cultivated, turning the community's offal into edible material. Each hive defines a territory of many miles surrounding its mound. Members from another hive entering this territory are attacked. dsnhb20, Page # 186 Date 31-1-1995 Tuesday - 187 - Occasionally, a Hiver community will assault a rival's hive. These wars end when the attackers are driven back or the besieged queen is killed. If the queen is killed, the invaders will claim the hive as their own, transport an immature queen and some Warriors, Bearers, Nurses, and Seekers from their original hive, and establish a new community. Each day, strings leave the hive shortly before dawn in search of food and water (note number of expeditions is limited by the numbers of bearers and Seekers in the hive). A randomly encountered string consists of 3d6+3 warriors, 1 bearer, 1 Seeker, and 5d4 juveniles. The male with the most HPs is the stringmaster, commanding all other stringmembers. Juveniles carry simple baskets and jugs to transport food and water back to the hive. While Hivers will eat small prey and carrion, they do not normally attack larger creatures. If attacked, a string forms a semi-circle (or circle, if outnumbered) around the bearer and Seeker. The warriors comprise the outer ring, with juveniles between them and the bearer. All members of the string will fight to the death to protect the Seeker. Ecology: While Hivers may be found anywhere on Athas, they are more common in the great sandy wastes to the south of the Tyr region. Many larger predators prey on individual members of strings, or even entire strings, but few, no matter how powerful, are able to infiltrate the hive itself. While Hivers tend to collect shiny items, which they place in the queen's chamber, Hivers produce nothing of value, except maybe the hive itself. Abandoned hives may provide excellent shelter for many creatures, such as Gith, Belgoi, and even slave tribes. It is rumored that the blood from a queen's afterbirth can be used to cure infertility. Paraelemental, LesserÜ ===================== Paraelemental, Lesser Author: David Schwartz Magma Rain Silt Sun Climate/Terrain: Dry land or During rain Sea of Above magma Silt Ground Frequency: ---------------------- Rare -------------------------- Organization: -------------------- Solitary ------------------------ Active Cycle: Any Any Any Day Diet: Magma and Rain Silt Sunlight earth Intelligence: ------------------- Low (5-7) ------------------------ Treasure: ---------------------- Nil --------------------------- Alignment: -------------------- Neutral ------------------------- No. Appearing: ----------------------- 1 ---------------------------- Armor Class: ----------------------- 4 ---------------------------- Movement: 6, Br 6 Fl 18 (A) 6, Sw 18 Fl 15 (A) Hit Dice: ------------------- 2, 4, or 6 ----------------------- Thac0: ----------------- 2 Hit Dice: 19 --------------------- ----------------- 4 Hit Dice: 17 --------------------- dsnhb20, Page # 187 Date 31-1-1995 Tuesday - 188 - ----------------- 6 Hit Dice: 15 --------------------- No. of Attacks: ----------------------- 1 ---------------------------- Damage/Attack: 2 HD: 1-8 1-6 2-12 1-6 4 HD: 2-16 1-10 3-18 1-12 6 HD: 3-24 1-12 4-24 2-20 Special Attack: ------------------- See below ------------------------ Special Defense: ----------- +1 or better weapon to hit --------------- Magic Resistance: ---------------------- Nil --------------------------- Size: --------------- S to M (2' to 6' tall) --------------- Morale: ------------- 2 Hit Dice: Steady (11-12) ------------- ----------- 4 to 6 Hit Dice: Elite (13-14) ----------- Xp Value: 2 HD: ---------------------- 420 --------------------------- 4 HD: ---------------------- 650 --------------------------- 6 HD: ---------------------- 975 --------------------------- Magma Magma paraelementals can be conjured in any area containing of volcanic activity. On the prime material plane, they look like humanoids made of magma with cooling rock on the surface. The language of magma paraelemental sounds like bubbling lava and exploding volcanoes. Magma elementals cannot enter or cross water, but must go around or burrow under it. Magma paraelementals travel through earth by melting the rock in front of them. Combat: The fists of a magma paraelemental, while not as hard as an earth elemental's, are fired by internal heat. The amount of damage is based on the hit dice of the paraelemental. All damage against airborne and waterborne opponents is halved. Against creatures who have fire-based attacks or immunity to fire (including from magical items) take 1 point per die less damage. In addition, any flammable object struck by a magma paraelemental must save vs. magical fire or immediately begin to burn. Rain Lesser rain paraelementals resemble small rain clouds floating just above the ground. There must be at least a light rain to summon a lesser rain paraelemental. Rain paraelementals cannot go underground. They rarely speak on the prime material plane, but when they do it sounds like rolling thunder and crackling lightning. Combat: Rain paraelementals have no physical attacks, but once per round can shoot a small lightning bolt. The maximum distance is equal to the paraelementals' level in feet and damage varies with HD. Creatures who are immune to lightning attacks, such as behir, take half damage from the rain paraelementals' attacks. Opponents in metal armor gain no benefits for that armor, but other non-conductive armors provides protection. Silt dsnhb20, Page # 188 Date 31-1-1995 Tuesday - 189 - Silt paraelementals can only be conjured on or near the Sea of Silt or a silt lake. Lesser silt paraelementals on the prime material plane take the form of amorphous blobs. Their language sound like waves crashing on rocky shores and the howl of silt cyclones. Combat: Lesser silt elementals can attack in two ways. It can attempt to ram an opponent by moving full speed towards her. This attack does 4d8 points of damage. If it doesn't have enough room to charge, or it is already in melee, the silt paraelemental will attack with a pseudopod, inflicting the damage listed above. Lesser silt paraelementals cannot move more than 30 yards from a source of silt. Unlike water elementals though, they suffer no damage from exposure to the sun. Sun Sun paraelementals can only be summoned above ground, during the day. Lesser sun elementals resemble miniature suns with a diameter equal to their HD. Unlike other elementals, the language of sun paraelementals is not based on sound, but light. While usually red, they change color when 'talking'. Combat: A lesser sun paraelemental can attack in one of two ways. It can either move up against its target to burn it, or shoot a beam of light. The beam can effect a victim up to 3 feet away. Although they have the same damage, they have slightly different effects. Any flammable object 'touched' by the sun paraelemental must save vs. magical fire or be burnt. Fire-based creatures take half-damage from this attack. Anyone hit by the beam of light must save vs. breath weapons or be blinded for 1d10 turns. Blinded individuals attack with a -4 penalty to hit, and opponents get a +4 to hit them, unless the blinded character has blindfighting proficiency. A sun paraelemental cannot go into any area untouched by the sun's light, such as buildings, caves, or shadowy areas. If forced, the paraelemental will return to its own plane. A darkness spell causes 1d8 points of damage to a sun paraelemental. See also: Paraelemental, Standard Paraelemental, StandardÜ ======================= Paraelemental, Standard Author: David Schwartz Magma Rain Silt Sun Climate/Terrain: Dry land or During rain Sea of Above ground magma Silt Frequency: -------------------- Very Rare ------------------------ Organization: -------------------- Solitary ------------------------- Active Cycle: Any Any Any Day dsnhb20, Page # 189 Date 31-1-1995 Tuesday - 190 - Diet: Magma and Rain Silt Sunlight earth Intelligence: -------------------- Low (5-7) ------------------------ Treasure: ----------------------- Nil --------------------------- Alignment: --------------------- Neutral ------------------------- No. Appearing: ------------------------ 1 ---------------------------- Armor Class: ------------------------ 2 ---------------------------- Movement: 9, Br 9 Fl 36 (A) 6, Sw 18 12, Fl 24 (C) Hit Dice: ------------------- 8, 12, or 16 ---------------------- Thac0: ------------------ 8 Hit Dice: 13 --------------------- ------------------ 12 Hit Dice: 9 --------------------- ------------------ 16 Hit Dice: 5 --------------------- No. of Attacks: ------------------------ 1 ---------------------------- Damage/Attack: 4-32 2-20 5-30 3-24 Special Attack: -------------------- See below ------------------------ Special Defense: ------------ +2 or better weapon to hit --------------- Magic Resistance:----------------------- Nil --------------------------- Size: --------------- L to H (8' to 16' tall) --------------- Morale: ----------- 8-12 Hit Dice: Champion(15-16) ------------ ----------- 16 Hit Dice: Fantastic (17-18) ------------ Xp Value: 8 HD: ---------------------- 2,000 -------------------------- 12 HD: ---------------------- 6,000 -------------------------- 16 HD: ---------------------- 10,000 ------------------------- Magma Magma paraelementals can only be conjured in an area containing 1,000 cubic feet or more of lava or magma. On the prime material plane, they look like large humanoids made of magma with cooling rock on the surface. The language magma paraelemental sounds like bubbling lava and exploding volcanoes. Magma paraelementals cannot travel through water. They must go around it or burrow under it. These paraelementals burrow by melting the rock in their way. Combat: The fists of a magma paraelemental, while not as hard as an earth elemental's, are fired by internal heat. Against creatures on the ground they do 4d8 points of damage, but subtract 1 points per die from their damage to airborne or waterborne creatures (to a minimum of 1 point per die). They also subtract one point per die from their damage vs. fire-based, flame-using, or heat and fire resistant creatures (including the use of spells and magical items). In addition, any flammable object struck by a magma paraelemental must save vs. magical fire or immediately begin to burn. Against constructions of stone or earth, magma paraelementals do structural damage. This makes them useful in siege attacks. Because they must be close to a source of magma to be conjured, magma paraelementals will often use it to their advantage, using the magma to corner opponents and throwing the opponents in. Rain The inhabitants of the paraelemental plane of rain are living clouds. The imaginative say they almost look like people. They can only dsnhb20, Page # 190 Date 31-1-1995 Tuesday - 191 - be summoned during a rain storm. They rarely speak on the prime material plane, but when they do it sounds like rolling thunder and crackling lightning. Combat: Rain paraelementals are nearly intangible, but can shoot out a bolt of lightning once per round that does 2d10 points of damage. Creatures resistant to lightning attacks, such as behir, take one point per die less damage (to a minimum of 1 point per die). Opponents in metal armor gain no benefits for that armor, but other non-conductive armors provides protection. The range of the bolt is equal to the paraelementals HD in feet. These paraelementals can move very swiftly and are therefore very useful in aerial combat. In aerial combat they get a +1 hit and +4 to damage. Silt Silt paraelementals can only be conjured on or near the Sea of Silt or a silt lake. Silt paraelementals on the prime material plane take the form of high-crested silt waves. Two smaller waves act as arms. Their language sounds like waves crashing on rocky shores and the howl of silt cyclones. Combat: Silt paraelementals attack with their wave-like arms doing 5d6 points of damage. However, when fighting on land, they subtract 1 point per die of damage they inflict (to a minimum of 1 point per die). Of course, they can't go more than 60 yards from a source of silt. Silt paraelementals are a serious threat to floaters that cross their path. A silt paraelemental can overturn small craft (one ton of ship per HD of the elemental) and stop or slow almost any vessel (one ton of ship per hit point of the elemental). Ships not completely stop by a paraelemental will be slowed by the ratio of the ship's tonnage over the hit points of the elemental. Sun Sun paraelementals can only be summoned above ground, during the day. They take the form of humanoid beams of light. Unlike other elementals, the language of sun paraelementals is not based on sound, but light. While usually red, they change color when 'talking'. Combat: The 'arms' of a sun paraelemental are sharper than any sword and they use them to slash their opponents for 3d8 points of damage. On a successful hit the opponent must save vs. breath weapon or be blinded. Blinded characters suffer a -4 penalty to hit and opponents gain a +4 bonus to hit the blinded individual, unless he knows blindfighting. A sun paraelemental cannot go into any area untouched by the sun's light, such as buildings, caves, or shadowy areas. If forced, the paraelemental will return to its own plane. A darkness spell causes 1d8 points of damage to a sun paraelemental. See also: Paraelemental, Lesser dsnhb20, Page # 191 Date 31-1-1995 Tuesday - 192 - TraplanÜ ======= Traplan Author: Andrew Lohmann Climate/Terrain: Temperate Forest Frequency: Rare Organization: Group Activity Cycle: Day, Evening Diet: Carnivore Intelligence: Low Treasure: nil Alignment: Neutral No. Appearing: 1-4 Armor Class: 7 Movement: 6 Hit Dice: 1 THAC0: 16 No. of Attacks: 1 Damage/Attack: See below Special Attacks: Poison Special Defenses: nil Magic Resistance: Standard Size: S Morale: Low XP Value: 75 Psionics: nil The Traplan appears as a smallish creature that is a cross between a squirrel, an armadillo, and a land-urchin. It has an armored hide similar to the silver-colored armadillo (yet not as cumbersome), with thin, 6" black spikes extruding from the armor. When it rolls itself into a ball, the spikes point out in all directions. When the animal is not rolled up, one can notice its squirrel-like face and claws, which gives it the ability to climb trees rapidly, as well as to jump tree to tree as a normal squirrel would. Combat: These creatures do not engage in direct combat, but rather fall upon their victims from the trees in an attempt to spike them. If they happen not to be in the trees (only 15% chance), they may dig about .5 foot into the ground and lay there, waiting for something to come by and step upon them. If any of the spikes penetrates flesh, the victim must save vs. poison immediately or suffer the effects outlined below. The insidious poison is very dangerous, not only for the victim, but for those around the victim. When the victim is injected with Traplan venom, they must save at -3 or suffer 5d6 damage and go into a coma for 2d8 hours. A save indicates that only .5 damage was taken, and there is no ensuing coma, but rather during that time period the victim suffers from severe dizziness and disorientation dsnhb20, Page # 192 Date 31-1-1995 Tuesday - 193 - (-4 to hit, -4 damage, -4 AC, -4 movement rate). The perspiration of the victim acts as a contact poison for the period of time they are disoriented or in a coma. If anyone should contact their exposed flesh (such as to cast Neutralize Poison), they must save to avoid taking 3d6 damage (they will take .5 damage if the save is made) and go into a coma for 2d4 hours (a save indicates the same disorientation and penalties as above). This persons' perspiration then acts as a contact poison; see chart below. Saving Throw Duration Contact Mod. Damage (in hours) -------------------------------------------------- 1st (initial) -2 5d6 2d8 Once removed 0 3d6 2d4 Twice removed +2 1d6 1d4 Thrice removed i n e r t Habitat/Society: The Traplan tend to stay in small groups, hunting together, and dropping in unison upon prey below. Once the prey has been incapacitated, they will feed on the body, even if it is still alive (with each Traplan causing 1-2 points of damage per round). The Traplan are immune to their own poison. Their poison is highly sought by assassins, yet finding these rare creatures in the treetops of the darkest forests without getting injected is an immense challenge. Ecology: Many larger, intelligent predators are aware of the power of the Traplan, and will usually follow a group of them, and the accompanying chattering/clicking noise, around the forest (without getting too close themselves, of course). They will then eat whatever is left of the carcass, after the Traplan have had their fill. Insect Swarm: Crystal-wing ButterflyÜ ===================================== Insect Swarm: Crystal-wing Butterfly Author: John M. Martz Climate/Terrain: Forests, Oases Frequency: Very rare Organization: Swarm Activity Cycle: Day Diet: Herbivore Intelligence: Non- (0) Treasure: nil Alignment: Neutral No. Appearing: 1d100 x 1000 Armor Class: 10 Movement: Fl 15 (A) Hit Dice: 1 HP/10 insects THAC0: see below No. of Attacks: see below dsnhb20, Page # 193 Date 31-1-1995 Tuesday - 194 - Damage/Attack: nil Special Attacks: nil Special Defenses: see below Magic Resistance: nil Size: T (5" long) Morale: Unreliable (3) XP Value: 35 per 100 insects Psionics: nil Even a desolate world contains beauty. On Athas, one of the most beautiful creatures is the crystal-wing butterfly. The prism-like wings of these insects reflect the rays of the sun into startling sprays of color; at night, they glow with the soft luminescence of stored sunlight. Unlike most insect swarms, such as locust and minikanks, crystal-wing butterflies are relatively harmless, posing little direct threat to animals or crops. Combat: These diminutive creatures have no form of attack; however, when in large numbers (greater than 1,000), their defenses are considerable. Any creature approaching within 50' risks startling the swarm. Unless the creature makes a conscious effort to move cautiously, the swarm automatically startles on a failed morale check. In game terms, to avoid this result a player needs to explicitly state that his PC intends caution. Then, for every round spent within 50' of the swarm, a creature must make a successful dexterity check with a +1 penalty for every additional creature in the area of effect (e.g., comrades and mounts) to a maximum of +4; the first failed check startles the swarm. In addition, any loud noise or sudden moves, such as shouting and combat, automatically results in a failed check. If the swarm is startled during the day, the sunlight passing through their fluttering wings causes a captivating spray of colors to fall on any creature within 50'. This defense is similar to a rainbow pattern spell except the effect is maintained as long as the swarm flies, plus 2 rounds thereafter, and there is no limit on the number of levels of creatures affected. A creature is allowed a saving throw versus spells with a -1 penalty per 20,000 insects (-1 at 20,000; -2 at 40,000; etc.) to avoid the effects of the pattern of colors. Creatures who can not see are not affected. If the swarm is startled during the night, the luminescence of their fluttering wings causes a ghostly glowing pattern affecting any creature within 50'. Treat as a hypnotic pattern spell with the following exceptions: effect is maintained as long as the swarm flies, plus 2 rounds thereafter; there is no limit on the number of levels of creatures affected; creatures must save versus spells with a -1 penalty per 20,000 insects. Once startled, the swarm stays agitated as long as any creature (except other crystal-wing butterflies, of course) remains in motion within 50'. During this time, their special defenses are active. After all motion ceases, the swarm returns to rest in 4d4 rounds +1 round per 20,000 insects (+1 at 20,000; +2 at 40,000; etc.), at which point, their defenses are inactive. Every point of damage inflicted on a swarm kills 1d10 butterflies (roll a d10 die for every point inflicted--e.g., Marston swings his club and inflicts 5 HPs damage, he rolls 5d10 and gets 23; thus he kills 23 dsnhb20, Page # 194 Date 31-1-1995 Tuesday - 195 - butterflies). Habitat/Society: Crystal-wing butterflies cross wide areas of open desert along well-defined migration routes, linking sheltered clearings in hidden groves. These flower-rich clearings and surrounding groves serve as breeding sites where the butterflies' eggs hatch into brown caterpillars with green flecks. Several migration corridors are known, one of the largest originates in the Forest Ridge north of Ogo, and terminates deep in the Crescent Forest between Gulg and Nibenay. Oases along these routes serve as resting sites; one of the largest is Lake Pit. During the day, a distant migrating swarm of crystal-wing butterflies appears as a low-flying cloud that sparkles with all the colors of the rainbow. Due to cold, swarms rarely migrate across the desert at night. Ecology: Despite their defenses, crystal-wing butterflies do fall prey to predators, most relying on sound and scent rather than sight. Crystal-wing butterflies neither collect treasure nor produce anything of value. However, since many larger predators, such as the Kirre, welcome prey immobilized by the butterflies' defenses, it is not uncommon to find incidental treasure near sites frequented by these butterflies. In addition, the dried, undamaged wings of a crystal-wing butterfly may serve a substitute for material components of many spells relying on light, such as glitterdust, hypnotic pattern, and rainbow pattern. Spider, Elf-baneÜ ================ Spider, Elf-bane Author: John M. Martz Climate/Terrain: any frequented by Elves Frequency: rare Organization: solitary Activity Cycle: any Diet: Elves Intelligence: semi (2-3) Treasure: nil Alignment: Neutral No. Appearing: 1 Armor Class: 2 Movement: 24 Hit Dice: 10+5 THAC0: 9 No. of Attacks: 1 Damage/Attack: 1d6 Special Attacks: Poison Special Defenses: shoot web Magic Resistance: 10% Size: H (18' tall) Morale: Champion (15-16) dsnhb20, Page # 195 Date 31-1-1995 Tuesday - 196 - XP Value: 5,000 Psionics Summary: Level Dis/Sci/Dev Attack/Defense Score PSPs 1 1/1/3 --/M- 16 30 Psychometabolism -- Sciences: Shadow-form; Disciplines: Chameleon Power, Displacement, Detect Elf (no cost). Unlike most spiders, which sit in wait of prey, the Elf-bane spider's long legs allow it to achieve great speeds in pursuit of its preferred prey, Elves. Its small beige tear-drop body (roughly 3' radius) stands atop 18' legs. It feeds almost exclusively on Elves; although it will eat Half-elves if desperate. It uses its unique psionic ability, Detect Elf (a variant of Heightened Senses), to locate its prey. This ability is considered always on and is maintenance free. With it, the spider can smell any being of at least 50% Elven heritage up to 5 miles distant. Combat: This spider will always seek out and attack Elves before any other creature; next it will attack Half-Elves (since it does not find Half-Elves as nutritious as full-blood Elves). It can not digest those with less than 50% Elven heritage, so it normally ignores them; however it will fight if threatened. The Elf-bane spider usually uses its psionic abilities (shadow-form and chameleon power) to close to within a hundred yards of its prey. It then initiates its displacement power and dashes to the attack at full speed. It attacks with its bite, which causes 1d6 points of damage; however, its most dangerous form of attack is its poison. As soon as it has incapacitated a victim, the spider will pick the body up and move to a safe location where it can digest its meal. The severity of a bite from an Elf-bane spider varies as a function of the victim's race, affecting onset time, damage, and saving throw adjustment, see the table below. The adjustment to the victim's saving throw is cumulative with any other adjustments, such as those due to low or high constitution. For example, while Gwenn, an Elf, faces immediate death (with a -4 penalty to her save) should she be bit; Halminok, a Dwarf, has a good chance (+4 bonus to his save) to remain unaffected, especially if he also has a high constitution (he still takes biting damage, of course). RACE CLASS ONSET STRENGTH ADJUSTMENT Elf E immediate death/20 -4 Half-elf D 1-2 min 30/2-12 -2 Human & others C 2-5 min 25/2-8 0 Mul B 2-12 min 20/1-3 +2 Dwarf A 10-30 min 15/0 +4 The Elf-bane spider does not spin a stationary web. dsnhb20, Page # 196 Date 31-1-1995 Tuesday - 197 - However, if seriously wounded (i.e., HPs fall below 25% of normal), it will attempt to flee by shooting a single 9' long strand of web at the nearest target using its normal THAC0 versus AC 10 (modified by target's DEX). If the strand hits, it raps around the victim -- treat as per spider strand spell (see DK). Any creature man-sized or smaller is immobilized and cannot move. Any large creature is impeded and moves at half rate, attacking only half as often with a -2 penalty to the attack roll. Any huge or gargantuan creature is unaffected. In order to break free of the strand, the victim must make a successful half bend bars roll FOR EACH YARD of the strand (i.e., 3 separate rolls). A large creature is no longer impeded after breaking 1 yard, a man-sized creature is no longer immobilized after breaking 1 yard and no longer impeded after breaking 2 yards, a small creature is no longer immobilized after breaking 2 yards and no longer impeded after breaking 3 yards, and a tiny creature remains immobilized until all 3 yards are broken. The strand may be cut at the rate of 1 yard per round (if the target is immobilized, he cannot attempt to cut the strand). Habitat/Society: The Elf-bane spider is a solitary creature, pursuing its prey across the burning sands; however, it is not uncommon to find several spiders independently following the same Elven tribe. Elf-bane spiders mate twice a year, for one week immediately following High Sun and one week immediately following Low Sun. As with most spiders, the male is significantly smaller than the female, but with few exceptions (HD 5; THAC0 15; SZ M), his stats are identical to the female's. She will invariably kill him after mating if he is slow in his escape (an odd carry-over from their origins, since she cannot digest him). The female wraps her fertilized eggs in a web ball and buries them beneath the sand; after two months, 3d6+2 young emerge. They mature quickly, reaching full size before the next mating period. Ecology: Scholars dispute the origin of the Elf-bane spider. Some hold the view that today's spiders are the descendants of spiders originally created by the sorcerer-king Andropinis of Balic in order to protect his orange groves from Elven thieves. Their psionic abilities and resistance to magic have been offered as evidence for this theory. Others believe that a long forgotten Dwarven civilization bred these spiders to be used in a standing conflict with an equally ancient Elven nation. The fact that Dwarves are highly resistant to this spider's poison is often cited as support for this latter theory. Elf-bane spiders do not collect treasure, and their nomadic nature prevents them from accumulating incidental valuables. They produce little of value (although some would say that killing Elves is value enough); however, those skilled in herbalism or the making of poison (such as bards) can extract enough poison from one spider for 2d6 applications -- the poison has the same properties as above and retains its potency for 2 Athasian weeks. dsnhb20, Page # 197 Date 31-1-1995 Tuesday - 198 - Magic ItemsÜ =========== Behir's Tooth Bow of Fire King's Eye Potability Pearl Silt Runner Sandles Stilts of Walking Wand of Wonder Water of Rehydration Whip of Climbing and Snagging See also Psionically Empowered Items. Behir's ToothÜ ============= Behir's Tooth Author: Tim Elkins This is a +1 bone dagger, ground from the tooth of a behir, and shares some of the electrical abilities of its source. The dagger performs as a normal dagger with respect to chances to hit and damage, but it can also randomly deliver an electric shock (2d4 damage normally, 4d4 for those in full metal armor). When the player rolls to hit, the DM makes an additional secret roll to see if the dagger also released a shock. This occurs on a roll of 20 by the player, a roll of 20 by the DM (or 16 or above if the opponent has a metal weapon, 12 or above if he is wearing metal armor). The dagger can shock opponents 3 times per day. If the player's to-hit roll misses but a discharge is released, the shock has a chance to hit the opponent same as the player's previous roll +2 (+4 in metal armor). If that also misses, the discharge has a chance of hitting anyone within 10 ft. Whip of Climbing and SnaggingÜ ============================= Whip of Climbing and Snagging Author: The Ghost This appears to be simply a well-made, circularly braided, 15' whip made of fine leather. In combat, it can be used to strike any opponent within 15', with adjustments to hit and damage according to its magical bonus. The power which gives the whip its name, however, and makes even the cursed version worth keeping, is that, when a successful called shot is made, the whip will magically extend to reach creatures or objects up to 100' away and wrap itself around them if they are less than 3' in diameter. It will then retract itself with a force able to move up to 200 lbs. The effect of this will be either to bring the item towards the whip wielder, or to drag the whip wielder to the dsnhb20, Page # 198 Date 31-1-1995 Tuesday - 199 - item, depending upon whichever is more tightly secured/heavier. This can be extremely useful in climbing and in conjunction with the disarm or dismount maneuvers. When used to dismount or disarm, the wielder gains a +2 bonus to his/her strength check. Note that the whip never retracts to less than its 15' original length (which may leave a character dangling), and it remains tightly wrapped around its target until one round is spent manually unwinding it. XP Value: 1,500 Silt Runner SandlesÜ =================== Silt Runner Sandles Author: John M. Martz These sandles appear to be common peasant footwear, but slightly broader than usual. When detected for magic, they radiate a slight aura of Alteration magic. These sandles permit the wearer to move as a silt runner; that is, the wear's movement becomes 48, and he can easily run across the desert sands and even across silt for "short stretches" (since the DSMC is not more specific, I leave it up to the DM to define "short stretches"). In all other respects, silt runner sandles behave as boots of speed (p. 162, DMG). Of course, both sandles must be worn to gain these benefits. XP Value: 3,000 King's EyeÜ ========== King's Eye Author: John M. Martz (Introduced in The Obsidian Oracle.) Originally created by the sorcerer-king Andropinis of Balic, a king's eye is a solid, conically shaped glass that permits the user to see clearly even through the thickest of silt storms. The viewer simply holds the broad end of the cone to his eye, so that the point is directed outward, and looks through it. During the day, the king's eye allows the viewer to see according to the visibility ranges listed under a clear sky in the PHB, regardless of actual conditions (such as a rolling Silt Sea); at night, the visibility ranges are appropriate for the amount of light present in the absence of any adverse conditions (e.g., twilight, two moons, etc.). Five percent of these devices have the additional magical property of extending all visibility ranges by a multiple of two or greater. To determine the power of the magnification, roll a d8. On a roll of 1 through 5, visibility in increased by a multiple of two; on a roll of 6 or 7, visibility is increased by a multiple of three; and on a roll of 8, visibility in increase by a multiple of four. XP Value: 2,000 dsnhb20, Page # 199 Date 31-1-1995 Tuesday - 200 - Water of RehydrationÜ ==================== Water of Rehydration Author: John M. Martz Usually found in a simple non-magical container such as a wine skin, this specially enchanted water allows the imbiber to rehydrate quickly. Each draught restores 1d8 points of Constitution (it does not restore lost HPs, however, these must be regained naturally or through magic; see DSRB). A character can take multiple draughts during the same day and receive these benefits each time. A typical container contains 1d10+5 draughts. Water of rehydration cannot be contaminated in any way, such as mixing it with normal water; if it is, all magical properties are permanently lost. Ten percent of the time, characters will find a cursed version of this magical item -- water of dehydration -- which is indistinguishable form water of rehydration until consumed. Each draught of water of dehydration causes the imbiber to loose 1d6 points of Constitution. The enchantment is such that the character feels refreshed, and does not notice the Constitution drain. Even if friends notice the deleterious affects and try to persuade the character, he will persist in the delusion that there is nothing amiss. (Constitution points lost due to water of dehydration may be regained normally). Unlike water of rehydration, the deleterious effects of water of dehydration are not lost if contaminated. XP Value: 1,000 Stilts of WalkingÜ ================= Stilts of Walking Author: John M. Martz These stilts usually appear to be normal 10 foot long wooden stilts (allowing a six-foot-tall man to wade into the silt up to 14' with 2' breathing room). However, when the user puts them on and speaks the command word, they fuse onto his legs. The stilts actually become physical extensions of the user's limbs, even conveying the sense of touch. This effect allows the user to walk on the stilts as if he was walking on his own legs. He does not suffer the normal penalties associated with movement on stilts (such as a DEX check every 100 yards; see VD&F, p. 14); however, he still suffers penalties for wading in silt (e.g., terrain cost of 8, 1/3 normal movement in combat, stepping off a trail; etc.). The stilts remain fused to the user's legs until he speaks the command word again or 24 hours pass. Then they revert to normal stilts and cannot be reactivated for another 12 hours (they may still be used as normal stilts during this time, however). dsnhb20, Page # 200 Date 31-1-1995 Tuesday - 201 - XP Value: 2,000 Bow of FireÜ =========== Bow of Fire Author: The Ghost (Inspired by the D&D cartoon series.) This weapon appears to be a finely crafted composite longbow made of some unknown type of black metal. It is engraved in color with delicate flames and runes. The bow itself is 99% magic resistant. In combat, the bow performs as a +4 weapon, +5 vs. fire-vulnerable creatures. All missiles shot from the device ignite as they leave the bow and cause 1d6 points of magical fire damage in addition to all normal and magical damage. Any flammable items struck by these fiery arrows will ignite normally. In addition to this, three times per day, any normal missile released from the bow will become a streaking comet which explodes upon impact, creating a 5d10 fireblast, causing damage to all within 30' (if struck by the arrow, then no save, otherwise save for 1/2). This power is activated by a command word, spoken as an arrow is released. All effective ranges for this weapon are at 150% of normal, and damage bonuses for strengths up to 20 may apply. Only beings of 18(00) strength or greater may string the bow, and only specially enchanted, fire resistant strings may be used. Normal strings will burst into flame during their first use -- ruining the shot and causing 1d6 points of fire damage to the archer. Any failed saving throw vs. magical cold causes the bowstring to become frozen and shatter. Editors' note: The DM is encouraged to develop a background appropriate to the DS setting for this artifact. TSR's BoA might prove a useful reference. XP Value: ?? unique/artifact Potability PearlÜ ================ Potability Pearl Author: Tim Elkins This pearl is a boon for the traveller of the wastes, or for anyone else who has reason to suspect his water sources. When immersed in any liquid, the pearl immediately indicates the potability of the liquid. If the liquid is drinkable, the pearl turns pure white, and turns jet black if it is not, although the pearl does not indicate why the liquid is not drinkable. The pearl cannot do anything to change the nature of the liquid. The pearl appears as a dull semi-translucent spherical stone suspended from a bone ring in a small net by a six inch cord. It confers dsnhb20, Page # 201 Date 31-1-1995 Tuesday - 202 - no benefits to its user/wearer, although it does have a +1 to saves versus the effects of any potions or acids in may be placed in. XP Value: 500 Wand of WonderÜ ============== Wand of Wonder Author: Undine The Wand of Wonder is back! Instead of the normal percentage thing, I have two tables of 1-20, which to me makes it slightly easier for the DM to look things up when they are rolled, and the first, usual table (meaning the one and usually only table rolled on) is somewhat more innocuous than the second, so you could use one of the two or both (as I've tried to do in a good way), as it suits your style. Another thing, as some of you might notice, some (a lot, as I recall in making this up a long time ago) of the above effects are taken from the wild magic tables in the ToM, but that's only because they were cool (at least the ones I took were). Table 1 1: The Wand turns into a Stirring Rod of Healing (one use before resuming wand form) 2: The wielder is affected by Merciful Shadows for 1d6 turns 3: All external liquid (i.e.,--not blood/other bodily fluids still in the body) within 20 feet dries up 4: Grass covers everything within 15 feet 5: A small illusory flag pops out with the word "BANG!" written on it 6: Every creature within 15 feet has smoke rise from its ears for one round 7: The caster smells like a skunk for one turn 8: Colorful bubbles come out of the wielder's mouth instead of words for one turn 9: The wielder's face is blackened by a small explosion 10: The wielder's clothes turn bright neon-pink with purple polka-dots 11: Feathers fall in a 15 radius around wielder for one round 12: Music fills the air for one round 13: Butterflies stream forth from wand for one round 14: The caster leaves monster-shaped footprints instead of her own for one turn 15: The wielder speaks in a squeaky voice until the next game session 16: The target sprouts leaves and vines (prunable, of course :) 17: The wand summons an ugly painting, ball of yarn, or giant boot 18: The wand fires 3-6 cream puffs at the target, doing no damage 19: One magical/metal item within 15 feet becomes nonmagical/nonmetal 20: Roll on Table 2 (or DM's whim :) Table 2 1: Every living thing within 15 feet must save vs. Death Magic or die dsnhb20, Page # 202 Date 31-1-1995 Tuesday - 203 - 2: A fireball explodes, centered on the wielder (who can try to save like everyone else 3: An evil spirit psionically attacks the wielder in his sleep 4: The wielder undergoes a sex change 5: The wielder is Diminished, shrinking by 70% 6: Everyone within 15 feet must save vs. spell or fall asleep 7: There is Darkness in a 20 foot radius 8: Both the target and wielder are covered in chocolate 9: Everything within 15 feet is covered in a colorless slime (Grease :) 10: The wielder is compelled to recite bad poetry for one minute 11: The wielder is shocked for 1d4 points of damage 12: The wand fizzles and does nothing 13: The target falls in love with the wielder 14: Roll again every round for one turn 15: The wielder gains Ironhide for one turn (or armor spell of choice) 16: The wielder is completely healed 17: 1d6 magic missiles fire toward the target 18: A purple lightning bolt (3d6) shoots at the target 19: It rains within a 15 foot radius for one round 20: Target is turned to stone (or the wand disappears/is disintegrated) XP Value: 6,000 Animal TotemÜ ============ Animal Totem Author: Tim Elkins PSPs: Varies INT: 12 (Semi-empathy) Ego: 3 Alignment: Varies Discipline: Psychometabolism Sciences: Animal Affinity (varies) ic 15 mc 7/rnd There are many of these totems, and some have become centers of small cults, worshipped by those unfamiliar with their origins. A totem is a stylized carving of a single animal, around six inches tall. The carving is of the animal for which the totem has an affinity, such as a carving of a wyvern or an inix. The intelligence in the totem is so attuned to the animal's nature, that for all game effects it is an animal spirit (although a highly intelligent one). Totem personalities vary, corresponding to the animal carving. Bracers of the BishopÜ ===================== Bracers of the Bishop Author: Tim Elkins PSPs: 50 (receptacle of 18 PSP) dsnhb20, Page # 203 Date 31-1-1995 Tuesday - 204 - INT: 12 (semi-empathy) Ego: 8 Alignment: Neutral Good Discipline: Psychokinesis Sciences: Kinetic Control (12) ic 15 mc 7/rnd; Telekinesis (13) Devotions: Deflect (15) ic 4 mc na These bracers look similar to bracers of defense, but are not magical. Once activated, they provide Kinetic Control to the user. They are activated by the command word "Bishop." The wearer is responsible for dissipating all of the stored kinetic energy (or suffer damage) and more than a few careless users of the bracers have died due to unspent energy. The command word to activate the deflect power is simply "deflect." The bracers have the telekinesis science, but refuses to use it unless in a complete defensive matter (and can't be done via deflect). The wearer would have to force such action via psionic combat with the item, and would risk alienating the item. Bracelets of ConvergenceÜ ======================== Bracelets of Convergence Author: Tim Elkins PSPs: 8 INT: 14 (common) Ego: 2 Alignment: Lawful Evil Discipline: Metapsionics Devotion: Convergence (16) ic 8 mc 0 There are five bracelets -- Groucho, Harpo, Chico, Zippo, and Geppo. Each has an appropriate personality matching its name. When not activated, they frequently joke with each other. For the moment, they are content with their function as a mediator between psionic masters. Bracelets of ExpansionÜ ====================== Bracelets of Expansion Author: Tim Elkins PSPs: 16 INT: 13 (Empathy) Ego: 4 Alignment: Neutral Good Discipline: Psychometabolism Devotions: Expansion (13) ic 6 mc 1/rnd, Reduction (13) ic varies mc 1/rnd These are two identical silver bracelets, with a large turquoise stones set in their middles. The stones are the actual psionic items. dsnhb20, Page # 204 Date 31-1-1995 Tuesday - 205 - Each has a distinct personality separate from the other, but are in constant rapport with the other. They refuse to work if worn by different people. For some unknown reason, the powers are only able to be used on the wearer's arms and hands. This makes them a boon for thieves, who could suddenly pick pockets from across tables, shrink their arms to fit through keyholes, etc. The two stones, nicknamed Podo and Todo, are pranksters, and are constantly joking amongst themselves. They love pulling pranks on people (they consider thieving a prank), especially their owners if they have been ignored or neglected for a time. Imagine the humor of someone trying to work out a deal in a tavern, when they notice that their fingers are twice as long as they should be! XP Value: 1000 Delaron's Sticky GlovesÜ ======================= Delaron's Sticky Gloves Author: Tim Elkins PSPs: 16 INT: 12 (semi-empathy) Ego: 4 Alignment: Lawful Good Discipline: Psychometabolism Devotions: Graft Weapon (11) ic 10 mc 1/rnd, Flesh Armor (13) ic 8 mc 4/rnd Created by a famed psionicist for an illustrious, yet clumsy, paladin, who complained he fumbled and dropped his sword far too often. These gloves made Delaron happy, but he was somewhat dismayed that the gloves refused to work in conjunction with gauntlets of any other sort. The gloves are made of heavy leather, intricately embroidered and adorned with silver studs. Only those of noble rank could wear these gloves and not attract attention. The gloves add no benefit to the wearer's armor class, they just prevent him from being disarmed or dropping his weapon. These gloves will refuse to work with any items that are not lawful good, especially weapons and rings, unless the cause they are working for is strictly lawful good. It also will be reluctant to work with non-lawful good owners. Diamond of Domination -- "Al-Rikon"Ü =================================== Diamond of Domination -- "Al-Rikon" Author: Tim Elkins PSPs: 140 INT: 15 (speech, 2 languages) Ego: 35 (!) dsnhb20, Page # 205 Date 31-1-1995 Tuesday - 206 - Alignment: Lawful Evil Discipline: Telepathy Sciences: Switch Personality (12), Domination (13), Mindlink (12) Devotions: Attraction (13), Contact (19), False Sensory Input (12), Inflict Pain (12), Invincible Foes (14), Invisibility (10), Mysterious Traveler (16), Post Hypnotic Suggestion (12), Sight Link (13), Sound Link (14) Harbingers: Ego Whip (16) (Slave, Dragon) Constructs: Mind Blank (11) (Void) Mind Bar (13) (Acceptance, Denial) This item is especially nasty, and is the crowning achievement for El Banur Shun for his master, Maliki (two major NPCs in my campaign). This item has the sole express purpose of infiltrating enemies' ranks. It willingly allows itself to be captured as the spoils of combat and will not begin its machinations for a few days, unless it is in danger of being sold, damaged, etc. It will take psionic measures to stay with its intended victim(s). It works best against non-psionicists, as it lacks a wide array of attack modes and defenses. The Diamond is very cunning and devious. It will first observe (via sight and sound links) its victims to determine the best plan to defeat his victims, depending on his mission, whether it be their domination or influence, their destruction, or their deliverance to a third party. It does not hesitate to eliminate non-essential party members (or other NPCs) if it can do so safely without divulging its presence. Often it has worked to slowly overthrow a government by driving a king mad, so that a controlled subject can be placed in command. The Diamond is used to working on long-term projects. Despite its enormously high ego, the Diamond keeps a low profile, as the insidious infiltration and control is its main desire. It seeks, along with its creators, to replace the foolishly noble-minded good creatures in positions of power with individuals bent on controlling society for their own evil purposes. If the Diamond is cut of otherwise separated into distinct pieces, the pieces will split powers and PSPs and suffer a loss of intelligence equal to the number of pieces it was divided into (i.e. if it was cut into two pieces, each piece would have 70 PSPs, and the sciences and devotions split randomly, and each would have a 13 intelligence. The pieces will remain dormant for a number of days equal to the number of pieces it was cut into. The pieces will attempt to be rejoined. Gauntlets of Mighty Unarmed CombatÜ ================================== Gauntlets of Mighty Unarmed Combat Author: Tim Elkins PSPs: 32 INT: 14 (common) Ego: 8 Alignment: Neutral Evil Discipline: Psychometabolism Devotions: Adrenaline Control (12) ic 8 mc 4/rnd, Body Weaponry (12) dsnhb20, Page # 206 Date 31-1-1995 Tuesday - 207 - ic 9 mc 4/rnd, Double Pain (12) ic 7 mc na, Spider Touch (13) ic 4 mc 2/rnd With these steel gauntlets, one does not have to worry about carrying weapons at all times. In fact, the owner's primary concern would be keeping these hotheaded gauntlets concealed -- they have a mind of their own, of course and could decide that a certain situation merits action and violence. The owner must win a psychic contest versus the gauntlets to resist the body weaponry. The gauntlets are rather independent in non-combat situations, but during combat winning is the only thing on its mind. It obeys all orders of its owner in combat, as long as its towards the elimination of enemies (as the gauntlets perceived them). For weaponry, the gauntlets show a liking for short blades and wrist razors. The Indomitable Fauchard-ForkÜ ============================= The Indomitable Fauchard-Fork Author: Tim Elkins PSP: 36 INT: 13 (empathy) Ego: 9 Alignment: Lawful Evil Discipline: Telepathy Sciences: Mindlink (11) ic contact mc 8/rnd Devotions: Contact (16) ic varies mc 1/rnd, Invincible foes (13) ic contact, mc 5/rnd, Phobia amplification (14) ic contact mc 4/rnd A psionicist was drunk when he designed this weapon, and it shows. In combat, the fauchard-fork will use invincible foes on its enemies, causing them to believe that the fork (and consequently, its wielder) is completely unstoppable and able to slay instantly. The fork also uses phobia amplification and inflict pain to kowtow its enemies. Unfortunately, it believes its own rhetoric, and as of lately, has been rather haughty and demanding, demanding to be in the front ranks, to draw the first blood, wielded by only the best poleman, etc. Needs to be taught a lesson or two. The Rebounding Dagger of Ank-AlinayÜ =================================== The Rebounding Dagger of Ank-Alinay Author: Tim Elkins PSP: 12 (receptacle of 4 PSP) INT: 13 (empathy) Ego: 5 Alignment: Lawful Neutral Discipline: Psychokinesis dsnhb20, Page # 207 Date 31-1-1995 Tuesday - 208 - Sciences: Devotions: Return Flight (12) ic 3 mc na This is a perfectly balanced throwing dagger, incredibly lightweight yet highly resilient. It is crafted of an unknown alloy, although one sage remarked that it could possibly be a mixture of vibranium and adamantine. The Dagger refuses to be wielded by anyone under 7th level, and this person must be at least proficient with daggers. As with many other intelligent weapons, it has its own desires and plans. It does not wish to be stored, carried, or otherwise displayed with other weapons, especially daggers, unless they are of the highest quality. The dagger will be difficult to handle around other intelligent items, unless there is a common goal that matches its alignment very strongly. In battle, it wishes to be carried in a scabbard of the finest quality, adorned with jewels, runes and general praises of its greatest. Even then, it may decide to go rogue on an owner for someone more lawful. The Dagger is adamant in its views on law and order. It will react strongly (and try to act independently) if it witnesses any crime in progress, and will be alienated if its owner uses it to commit any crime. Thankfully, it does not have the power of speech, or there would be a mighty shout "HALT LAWBREAKER!" any time it witnesses a crime. Spike, the Awl PikeÜ =================== Spike, the Awl Pike Author: Tim Elkins PSPs: 40 INT: 13 (empathy) Ego: 11 Alignment: Lawful Evil Discipline: Psychokinetics Sciences: Disintegration (12) ic 40, Project Force (14) ic 10, Telekinesis (14) Devotions: Soften (15) ic 4 mc 3/rnd This item was crafted in a wicked humor, and has picked up on this personality trait. A great number of weapons exceed this in pure combat ability, but how many polearms out there can shoot out a disintegration ray? Spike really enjoys this kind of thing, and occasionally takes matters into his own hands, so to speak, and zaps off a ray on his own. A perfect companion to the Indomitable Fauchard-Fork. Lairs & SideTracksÜ ================== Welcome to the newest section of the DSNHB -- Lairs & SideTracks. This section is dedicated to, surprise surprise, a collection of monster lairs and "mini" adventures. As a frequent reader of AD&D- and DARK SUN-related lists, I've seen many questions and requests for suggestions on how to run various creatures. This section is designed dsnhb20, Page # 208 Date 31-1-1995 Tuesday - 209 - to give the harried DM short, sweet scenarios that he can drop into the midst of his campaign as random encounters or seeds for further plot development. B'rohg Lair B'rohg LairÜ =========== B'rohg Lair Author: John M. Martz For the players: You have been following a narrow, winding corridor through the badlands (pretty much describes a great deal of the badlands). The corridor opens out into a clearing. There is a large cave entrance to the right and an exit at the opposite end. start ( ) ( ) () = cavern walls ( ) [ = cave opening (((( ) * = tree (( * ) - = mud pool (( * - ) [ --- * ) cave [ * -- * ) [ * ) (( ) ((( )) (( )) ( ) The clearing contians a small oasis, dotted with scrub and small trees. In it's center is a pool of mud. There are obvious drag marks entering the clearing from the south. As you enter the opening, a large B'rohg charges out of the cave, yelling, grunting, and waving 2 massive spears in his upper arms -- his lower arms are wrapped with hemp cloth (to use as shields). What do you do? For the DM: This B'rohg is the leader of his clan, which is in the cave. They just arrived the day before and took up residence in the cave. One of the children went to get water from the mud pit and was killed by a bog wader. The b'rohg don't really know what happened -- they think the mud "took" the child and are afraid to go near it. The clan leader is waving his hands, and trying to tell the party not to go near the mud. During this time, several more b'rogh adults will come out of the cave and gesture in a similar manner. Unless somebody in the party can speak b'rohg (highly unlikely), or they use psionics or magic, they cannot understand them. If somebody speaks to the b'rohg, the b'rohg dsnhb20, Page # 209 Date 31-1-1995 Tuesday - 210 - will be totally bewildered as to what happened and ask the PCs for help in retrieving the child. Of course, the child is dead, but the b'rohg simply don't seem to understand that and will insist that the PCs help them if they want to pass. While not directly hostile to the PCs, they will defend themselves if attacked. If a party member comes to the edge of the mud, the bog wader attempts to grab him for a quick meal. You can place treasure at the bottom of the bog and in the cave. Oh, the drag marks are from a couple of wooden sleds that the b'rohg use to carry their belongins. I like this scene because the true threat isn't obvious. Some of my PCs got mad -- they thought the b'rogh were trying to hord the water. But one PC established contact and found out that the b'rohg were really warning them. The PCs eventually found the bog wader (after it pulled an NPC in) and killed it -- with some help from the b'rohg. Since I run a rather treasure-poor campaign, the only thing at the bottom of the bog was a spear with a pitted iron head (valuable, nonetheless). BibliographyÜ ============ Author: John M. Martz , with some help from David Gehring Here is a list of DARK SUN references (above and beyond the original boxed set and the CPsiH), as well as a selection of items directly relevant to DARK SUN. For simplicity's sake, references are grouped by source and type. Also, all are published by TSR, Inc. unless otherwise noted. This list is based mostly on what I have in my collection, so it is not necessarily complete (especially the modules, which I usually don't purchase). If you notice that I've overlooked something, please send me the complete reference -- thanks. DRAGON ARTICLES: Baker, L. R., III. (1993). Campaign journal: Slave hunters and silt sailors. Character kits in a DARK SUN campaign. #194, 71-80. Baker, L. R., III. (1994). The preserver's choice: To defile or not to defile. #202, 42-45. Bigelow, R. (1992). Through the looking glass: The Dark Ages and the DARK SUN world, in miniature. #185, 112-118. Brown, T. B. (1992). The arena master's arsenal: New weapons forged in the DARK SUN setting. #185, 11-16. Brown, T. B. (1992). Mastered, yet untamed: Deadly beasts of burden for DARK SUN campaigns. #185, 18-24. Brown, T. B., & Connors, W. W. (1991). The monstrous side of the DARK SUN world: Feral halflings, thri-kreen, and half-giants -- as player characters! #173, 11-17. Brown, T. B., & Connors, W. W. (1991). Random magic for organized minds: Randomized spell lists for DARK SUN campaigns. #173, 24-28. Cooke, R. (1993). The ecology of the giant scorpion: The little ones are dangerous enough, but the big ones . ... #197, 10-12. Denning, T. (1991). A letter from the wanderer: The dark undead dsnhb20, Page # 210 Date 31-1-1995 Tuesday - 211 - of Athas, the DARK SUN world. #173, 19-22. Detwiler, G. (1993). Beyond the dark horizon: New spells and magical items for the DARK SUN campaign world. #197, 84-88. Oltion, J. (1991). A little knowledge. #173, 67-75. Petersen, S. (1994). Eye of the monitor, #205, 62. [review of DARK SUN: The Shattered Lands] Smedman, L. (1993). Ashes to ashes. #197, 91-98. Varney, A. (1992). Water and ashes. #185, 35-38. Williams, S. (1992). Sage advice. #177, 52-54. Williams, S. (1992). Sage advice. #178, 92-93. Williams, S. (1992). Sage advice. #185, 76-80. Williams, S. (1993). Sage advice. #189, 98-100. Williams, S. (1993). Sage advice. #191, 78-80. Williams, S. (1993). Sage advice. #194, 53-55. DUNGEON ARTICLES: Maxwell, R. (1993). Raiders of the Chanth. #44, 36-52. Varney, A., & Swan, R. (1992). The Year of the Priest's Defiance. #35, 26-34. POLYHEDRON ARTICLES: Anziano, C., & Brown, T. (1994). Coin collecting under athas's not sun. #99, 5-7. Brown, T., & Anziano, C. (1994). Templars of Tyr: New villains to pester your PCs. #99, 19-22. Detwiler, G. W. (1994). New weapons for the DARK SUN setting. #99, 8-11. Prusa, T. (1994). Enemy of my enemy: An AD&D game DARK SUN setting adventure. #99, 12-18. NOVELS: Abbey, L. (1994). The Brazen Gambit. Denning, T. (1991). The Verdant Passage. Denning, T. (1992). The Crimson Legion. Denning, T. (1992). The Amber Enchantress. Denning, T. (1993). The Obsidian Oracle. Denning, T. (1993). The Cerulean Storm. Hawke, S. (1993). The Outcast. Hawke, S. (1994). The Seeker. Hawke, S. (1994). The Nomad. MODULES: Baker, L. R., III, Smedman, L., Botula, K., Pass, G., & Bund, A. (1993). Dragon's Crown. Baker, L. R., III. (1993). Merchant House of Amketch. Baas, W., Browder, D., Prusa, T., & Tweet, J. (1994). Black Spine. Connors, W. W. (1993). Marauders of Nibenay. Cook, D. (1991). Freedom. Cook, D. (1992). Road to Urik. Pryor, A. (1992). Asticlian Gambit. dsnhb20, Page # 211 Date 31-1-1995 Tuesday - 212 - Slavicsek, B. (1992). Arcane Shadows. Witt, S. (1993). Black Flames. RULE SUPPLEMENTS: Baker, L. R., III. (1992). Valley of Dust and Fire. Baker, L. R., III. (1994). The Will and the Way. Baas, W. M., & McComb, C. (1993). The Complete Gladiator's Handbook. Baas, W. M. (1993). City-state of Tyr. Botula, K, & Scott, C. (1993). The Ivory Triangle. Brown, T. B. (1992). Dragon Kings. Hensley, S. L. (1993). Earth, Air, Fire, and Water. Hensley, S. L. (1994). City by the Silt Sea. Phillips, C. T. (Ed.). (1992). Monstrous Compendium, Terrors of the Desert. Pryor, A. (1992). Dune Trader. Slavicsek, B. (1992). Slave Tribes. Slavicsek, B. (1993). Elves of Athas. Varney, A. (1992). Veiled Alliance. NON-FICTION: Abbey, E., & the editors of Time-Life Books. (1973). Cactus Country: The American Wilderness. New York: Time-Life Books. Page, J., & the editors of Time-Life Books. (1984). Planet Earth: Arid Lands. Alexandria, VA: Time-Life Books. dsnhb20, Page # 212 Date 31-1-1995 Tuesday - GLOSSARY- 1 - After Man: A Zoology of the Future : Hensley, S. L. (1993). Earth, Air, Fire, and Water. Lake Geneva, WI: TSR, Inc. DixonrpHÉF¼=^ ´Çp,ˆÇÜÇPÇä ÇøÇœ - INDEX- 1 - CONTENTS : OVERVIEW ............................................................. 1 - INDEX- 1 -