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Dark Sun: The Age of Tao Handbook v1.

Table of Contents
Introduction 7.3: New General Feat Descriptions
7.4: Akashik Feats
7.5: Lost Feats
7.6: Region Feats
Chapter 1: Of Character Creation 7.7: Tao Feats

1.1: Basics
1.2: Ability Scores Chapter 8: Of Money & Equipment
1.3: Tao Joss
1.4: Experience & Levels 8.1: Standard Coinage
1.5: Maximum Hit Points 8.2: Athasian Weapons
1.6: Treasure 8.3: Athasian Armor
8.4: Additional Equipment

Chapter 2: Of Races
Chapter 9: Of Divine Magic
2.1: Dwarf
2.2: Elf 9.1: Druid Spell List
2.3: Genasi 9.2: Druid Domain List
2.4: Half-Elf 9.3: Ranger Spell List
2.5: Halfling 9.4: Templar Spell List
2.6: Human 9.5: Templar Domain List
2.7: Mul 9.6: New Divine Spell Descriptions
2.8: Nephilim
2.9: Tengu
2.10: Thri-Kreen Chapter 10: Of Akashik Magic
10.1: How Akashik Magic Works
Chapter 3: Of Regions 10.2: Casting Akashik Spells
10.3: Male Channelers
3.1: Choosing Regions 10.4: Linking
3.2: Region Descriptions 10.5: Overchanneling
10.6: Akashik Spell List by Talent
10.7: Akashik Spell Descriptions
Chapter 4: Of Classes
4.1: Bard Chapter 11: Of Tao Magic
4.2: Druid
4.3: Fighter 11.1: Tao Joss
4.4: Mage 11.2: Gaining Tao Joss
4.5: Monk 11.3: Using Tao Joss
4.6: Noble 11.4: Madness & the Tao
4.7: Orphan
4.8: Ranger
4.9: Rogue Chapter 12: Of New & Altered Rules
4.10: Tao Shih
4.11: Templar
12.1: Defense & Armor Class
12.2: Wound Points & Hit Points
12.3: Critical & Subdual Damage
Chapter 5: Of Basic Skills 12.4: Reputation
12.5: Madness
5.1: New Skill Descriptions

Chapter 6: Of Tao Skills


6.1: Tao Skill Descriptions

Chapter 7: Of Feats
7.1: Player’s Handbook Feats
7.2: Master Feat List

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Dark Sun: The Age of Tao Handbook v1.0 2

Introduction (or, Why I Wasted So


Much Time Writing This $#@&)
Welcome to Dark Sun: The Age of Tao Handbook. In short, please don’t sue, this isn’t a commercial product,
and I’m a dirt-poor geek anyway.
Huh? What the hell is that?
I plan on doing more supplements to “flesh out” the Age of
Dark Sun is perhaps the greatest Dungeons and Dragons Tao and explain it in more depth, especially with prestige
campaign setting ever devised (in this humble scribe’s classes and organizations. Just what are the Traditions of the
opinion, at least). Created in the early 90’s, it was a brutal Akasha? The Order? The Brotherhood? Who are the Hung
world of scarce resources, barbaric tribes, oppressive Mun? What would Rikus’ and Sadira’s stats be under this
civilizations, saturated psionics, and environmentally system? I’m working on it.
destructive magic; a kind of post-apocalyptic Forgotten
Realms. I won’t bore you with its product history, but if you Alright Seth, you’ve bugged for years to finish this, so hurry
can find an old copy of the Dark Sun Box Set or the Dark up and get a scheduled night off for the game.
Sun Revised Box Set, get it post-haste, either beat-up, in
glorious shrink-wrap, or in PDF form via an online retailer. I Everybody else, enjoy.
also recommend checking out Athas.org, an online
community dedicated to bringing Dark Sun into the D&D 3.5 - Pale Horse
environment.
(pale-horse-x@juno.com)
I always had an idea for an Athas (the Dark Sun planet) that
was essentially the official Dark Sun, but a little different. I
didn’t like the AD&D 2nd Ed. psionics rules, and I still don’t P.S. You ought to get the Papyrus font to really get the full
like the D&D 3.5 psionic rules. Over time, I didn’t like the effect of this document. It should be available whereever you
arcane magic system of the old rules or the new ones either, got this from. Oh, and just to clarify, I consider this piece in
so I simply didn’t play D&D for a long time. The 3 rd Edition the Public Domain. Give credit if you can please, but
rules brought me back to the game, but it didn’t quite feel otherwise, I figure I can hardly claim copyright on this, so I
right for Dark Sun. won’t even try.

Then I read the Star Wars d20 book and the Wheel of Time
Roleplaying Game (another d20 book), both of which I
recommend for a chance to see d20 explore its potential.
Now I had the mechanics needed to make the Dark Sun I
wanted. Psionics became the “Force,” or the Tao. Arcane
magic became the One Power, or Akashik magic. Reputation,
Defense, and Wound Points / Vitality modifications were
added. I tried to give the setting a blending of oriental,
Arabic, and Aztec touches here and there.

I created this document as sort of “rules bible” for my own


campaign, but it’s so fricking huge I wanted to share it. At its
core, its d20 compliant with D&D 3.5, although I did a lot of
reengineering. I’m not claiming any d20 license, since this
directly infringes upon Dark Sun, Star Wars, and Wheel of
Time intellectual properties, among others. I tried not to
duplicate any information from the System Reference
Document (SRD), unless I thought it was necessary or I
otherwise altered the information a great deal, especially with
the Races and Classes. Therefore, it is not meant to be used
without the SRD (which covers the Player’s Handbook,
Dungeonmaster’s Guide, and Monster Manual, as well as the
Epic Level Handbook and the Expanded Psionics Handbook).
Also required is the original Dark Sun Box Set or the Dark
Sun Revised Box Set, although I’m pretty liberal about my
interpretation of its material. When using material from
others, I tried to give credit to the origin of the stuff, but
sometimes its just a little piece here or there, or a specific
mechanic, or I just plain forgot. For instance, I don’t give
Athas.org credit in the Templar class description, but I did
lift the “secular authority” ability from their Templar class,
because it was just that cool.

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Dark Sun: The Age of Tao Handbook v1.0 3

Chapter 1: Of Character Creation


1.1: Basics The setting of Dark Sun is a harsh and unforgiving land,
where its inhabitants must mature quickly to survive. To
Dark Sun characters are made in the same way as detailed in reflect this, all Dark Sun beginning player characters receive
the Dungeons & Dragons Player's Handbook, except for the 3,000 XP at creation. This could put them at 3 rd level,
following changes. allowing them to gain a new feat, increased skill ranks,
increased hit points, and all other benefits for attaining 1 st,
Remember the Character Creation Basics from the D & D 2nd, & 3rd levels. Gaining feats occurs as normal, so the
Player's Handbook: character must meet the requirements for the feat they take at
the level they take it.
0. Check with the DM. I might have changed my mind or lost
it entirely. If the character is from a race with an Effective Character
1. Generate Ability Scores. Level (ECL), then the character begins play with the 3,000
2. Choose Class and Race. Classes for a Dark Sun character XP and whatever class level and benefits that gives them. It
include bard, druid, fighter, mage, monk, noble, orphan, should be noted that is possible to encounter non-player
ranger, rogue, Tao shih, and templar. Races for a Dark Sun characters (NPC's) who are only 1st or 2nd level.
character include dwarf, elf, genasi, half-elf, halfling, human,
mul, nephilim, tengu, and thri-kreen. When attaining a new Experience Level / Level / Level /
level, this could include taking levels in a prestige class. ECL +0 ECL +1 ECL +2
3. Assign and adjust Ability Scores.
4. Select Region. 0 1 - -
5. Select Feats.
1,000 2 1 -
6. Select Skills.
7. Buy Equipment and add other miscellaneous details. 3,000 3 2 1

Remembering the order of this selection progression should


clear up problems regarding whether you qualify for a feat or 1.5: Maximum Hit Points
prestige class at any given level.
The beginning player character gains the maximum hit points
allowable for each class as if he had rolled the maximum
1.2: Ability Scores each time. After the start of play, however, additional hit
points must be rolled per standard d20 rules for hit points.
Each player is given 32 Character Points (CP) to design a
hero. All Abilities have a score of 8 to begin with, and are
modified by spending CP's on them as per the following 1.6 Treasure
chart. A player may reduce any 1 score to 6 to gain an
additional 1 CP. This is done before any modifiers from race Since it is assumed that the character has been adventuring
are calculated. for some time before the campaign starts (after all, the
character already has 3,000 XP), he probably has
Ability Score Point Cost accumulated some wealth. To determine how much money
the character begins play with, consult the Class description
9 1 to see how much starting money the Class starts with. Roll
for starting money for each class level the character possesses
10 2
and add them together.
11 3
12 4
13 5
14 6
15 8
16 10
17 13
18 16

1.3: Tao Joss


Each player character begins play with an amount of joss
points equal to their character level (not ECL). Yin, yang, the
Tao, & joss are discussed in Chapter 11: Of Tao Magic.

1.4: Experience & Levels

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Chapter 2: Of Races
The many races of Athas are similar to their counterparts in other realms, but their harsh environment has also produced significant
changes among its sentient beings. The following races are available as player character races for Dark Sun: The Age of Tao
campaigns. A player can be a dwarf, elf, genasi (half-genie), half-elf, halfling, human, mule (half-dwarf), nephilim (half-giant), tengu,
or thri-kreen (mantis warrior).

2.1: Dwarf
A dwarf is well respected for his race's unswerving accepted into the walls of a dwarven community, the visitor
dedication to whatever craft is at hand, be it warfare, magic, is treated to the best the dwarves have to offer. Dwarves get
smithing, or other hard work. It is focus and determination along well with humans, half-elves, and genasi, particularly
that are the chief values to a dwarf. The secrets of the forging earth genasi, at least once they are sure they aren't slavers.
of steel are still sacred lore among the dwarves, and their Elves are almost always distrusted, and tales of the elves'
smiths and artisans are highly sought after. While creation dishonesty and "creative explanations" are legend. Halflings
has always been a calling of dwarves, so has the need to be are seen as too wild and feral, but as long as a dwarf feels he
warriors to protect their crafts, and their military prowess is outnumbers him, the two races tolerate each other, and
legendary. dwarves do respect their martial prowess. Tengu enjoy
almost immediate respect among dwarves, who admire their
Personality strict mental discipline, and a tengu need never worry about
acceptance among even the most antisocial groups of
While a dwarf is frequently seen as gruff and aloof, it is more dwarves. Dwarves tend to avoid muls whenever possible,
because of their immense discipline than any actual viewing them with a mixture of pity and shame, though the
unpleasantness. Many mistake their cool and calm demeanor charity their shame withholds when dealing with muls
for an innate coldness, but any one who witnesses them overflows when dealing with half-giants, who share a similar,
engaged in their Focus will quickly see the intense passion if ancient, origin.
and heat that a dwarf is capable of. Only when a task is
before them is a dwarf truly happy, relishing the challenge. Alignment
Idle hands are the worst form of evil to a dwarf, but drinking
and storytelling are considered acceptable outlets for Dwarves are usually lawful, and tend toward neutral, though
relaxation, and even in these pursuits a dwarf can get into a it is more common to find good than evil among them.
frenzy. As a culture, they also have a strong sense of justice, Adventuring dwarves, and in particular those who grew up
though at its worst it becomes an overdeveloped sense of within a city-state, are more likely to break this tradition,
vengeance. often bending more towards a chaotic philosophy.

Appearance Lands
The dwarves of Athas are a short and stocky race, with skin Most dwarves fall into two categories: those who live in
tones ranging from a light tan to ebony. Their eyes come in primarily dwarven villages, and those who live in the city-
all colors, but darker colors are by far the most common, and state metropoli. Those who live in the small, close-knit
their other facial features are usually broad and blunt. The villages scattered throughout the Tablelands and Ring
most peculiar physical trait among Athasian dwarves is their Mountains tend to be more typical representatives of their
almost complete lack of body hair, except for their eyebrows race. Most villages are founded where they are for very
and other miniscule body hair (nose, ears, etc.), a trait that specific goals and reasons, with most of the villagers sharing
occurs universally among both the males and females of the the same Focus. Those in the cities live there because they
race. They have wide, powerful shoulders, and years of hard feel their tasks are to great to be accomplished in a village,
work under the demanding dwarven work ethic usually were sold into slavery, or have rebelled against the dictates of
produces thick cords of muscle. While the women of the race their culture and embrace the chaotic nature of the other races
do tend to be a little shorter and thinner than the men, it is around them. Ancient legends allude to great dwarven cities
hardly noticeable, and both sexes are frequently mistaken for and kingdoms lost deep within the mountains and beneath the
boulders out in the wastes from afar. A typical dwarf is 4' to wastes, but why their ancestors would condemn themselves
4' 6" tall. to such confined darkness is beyond their modern kin.

Relations Religion
A dwarf's greatest asset is also one of his greatest liabilities. The center of religious life to dwarves are the skjaeren,
Their hard working nature is so admired by the other races priests with a foundation in druidism, commonly known as
that they are highly valued as slaves, and in fact the Sorcerer- the Way of Ten Thousand Things, but with a unique dwarven
Kings breed enslaved dwarves with their human slave stock tradition of inscribing and utilizing runes, symbols imbued
to produce muls, the half-dwarves of exceptional endurance. with the divine energy of nature. Dwarves have a great
Because of this, dwarves who live with the scattered villages respect for nature, particularly the earth and fire elements that
of the Tablelands tend to view others with a wary suspicion, provide the life of a forge. Many city dwarves forsake this
but balance it with an ancient tradition of hospitality. If belief for a faith in the order provided by the Sorcerer-King

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of their city-state, and make valuable templars. While the Tao • Saving Throws: Dwarves gain a +2 racial bonus to
and the Akasha typically play little role in their lives, saving throws against poison, being a hardy race
dwarves hold a great respect for the dedication and discipline resistant to toxins. Dwarves also gain a +2 racial bonus
that the Tao requires and have two small, but vital, Akashik to saving throws against spells and spell-like effects
traditions that are exclusively dwarven, the nibelung and the (such as divine spells, Akashik magic, and Tao feats
geomancers. The Path of Enlightenment is also a very and skills), being a race with indomitable wills and
attractive philosophy, and many dwarves are drawn to its suspicious of magic.
demanding dogma and training, making Enlightenment their
one and only Focus.
• Stability: A dwarf gains a +4 bonus on ability checks
made to resist being bull rushed or tripped when
Language standing on the ground (but not when climbing, flying,
riding, or otherwise not standing firmly on the ground).
Dwarves speak Dwarven, a language with its own runic
alphabet, that bears some similarities to the rare findings of
Giant tongue chroniclers have uncovered, and a strong • Weapon Familiarity: All dwarves are trained to
resemblance to Terran, the language of earth elementals. It defend their village and clan. A dwarf can treat
uses short and precise sounds that usually sound harsh to the dwarven waraxes as martial weapons instead of exotic
untrained ear. Dwarves frequently learn the languages of weapons.
their neighbors, Elven and other languages spoken by the
nomads, and the Trade Tongue. Those in the cities quickly • Focus: Dwarves seek out meaningful work to occupy
learn the local language. their time. A dwarf is never happier than when he has a
cause to work or fight for. A stoic race, dwarves love to
Names approach tasks with a single-minded intensity. They
devote their very beings to these tasks, laboring for
Dwarves are named by their skjaeren, using a name honored weeks, years, even decades to the exclusion of other
and used by the dwarves for millennia. Typically they take endeavors. Once a dwarf is committed to a particular
their clan's name for a surname once they are of age, but can task, it takes a great deal of coercion to make him set it
request the name of their craft or profession instead, if the aside for even a limited amount of time. A dwarf strives
skjaeren is willing. A rare few, if their parents were for the personal fulfillment he achieves upon
particularly famous, can take a parent's given name as a completing a lengthy, difficult task. A dwarf’s present
surname, adding the suffix -sson if they are male and -sdottir task is called his focus. A focus must be a task that
if they are female. Dwarves consider names very important, requires at least one week to complete. While
even city dwarves, and do not belong to them alone. A name performing actions that are directly related to his focus,
belongs to the clan first, the village second, and the dwarven a dwarf receives a +1 bonus to all saving throws and +2
race as a whole third. That's a lot of responsibility, and one of bonus to all skill checks.
the worst dwarven punishments is to have a name stripped
from the offender, shunning and exiling him. • Automatic Languages: All dwarves, regardless of
region, learn to speak Dwarven.
Dwarven Racial Traits
• Favored Class: A dwarf's favored class is Fighter, due
• Abilities: Dwarves gain a +2 bonus to Constitution & to their long tradition of martial prowess.
Strength, and a -2 to Charisma & Dexterity.

• Size: Dwarves are Medium size creatures.

• Base Speed: Dwarves have a base speed of 20'.


However, dwarves can move at this speed even when
wearing medium or heavy armor or when carrying a
medium or heavy load (unlike other creatures, whose
speed is reduced in such situations).

• Darkvision: Dwarves can see in the dark up to 60', in


black and white only, but otherwise like normal sight,
functioning without light perfectly.

• Stonecunning: Dwarves gain a +2 racial bonus on


checks to notice unusual stonework (sliding walls,
stonework traps, new construction, etc.). Dwarves who
merely pass within 10' of such stonework can make a
Search check as if actively searching and can identify
stonework traps as the Rogue class can. Dwarves also
gain a +2 racial bonus to Appraise & Craft checks
related to items made of stone (including gems).

• Riddle of Steel: Dwarves gain a +2 racial bonus on


Appraise & Craft checks related to metal items.

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2.2: Elf
Elves are a fierce and cunning race that live in tribes, raiding, only his tribe, and not even another elf not of his tribe.
herding, and trading across the length and breadth of the Gaining an elf's trust is a hard task, and the elf will frequently
Tablelands. Their nomadic lives provide some of the best, if conceive of tests to determine the worth of the person before
sometimes exaggerated, sources of information and news accepting them. Once accepted, though, he treats him like
throughout Athas. Tall and gangly, an elf can cross 50 miles family.
of desert in a day on foot, and whole tribes have survived the
wrath of the Sorcerer-Kings by their speed alone for Alignment
generations. Anything and everything can be found in the
elven markets that mark every city-state, though the quality Elves tend to be chaotic, valuing freedom and variety above
and legality of the wares varies enormously. For all their all. Tribal elves tend to be very pragmatic and neutral, but the
lying, though, elves are not without their charms and while tales of elven heroes who stood against oppression and evil
their ancient magical prowess has long since lost its luster, its are legion. Elven heroes usually win more through cunning
martial applications have remained strong. and trickery than honorable combat.

Personality Lands
Elves always seem to be smiling about something only they Elves have no true lands of their own, with the tribes
find amusing, a kind of predatory smile that would make following a migratory path throughout the Tablelands,
others uneasy if the elf's natural charm hadn't already although some tribes do have permanent dwellings. These
disarmed them. Fond of songs and stories, elves always strive dwellings are used as temporary storage and protection sites,
to live up to the tales they tell, and engage all of life, whether however, and are not usually lived in year-round. The most
its fighting, trading, learning, or running, with the same prominent permanent enclaves are the elven markets that
reckless abandon. Elves have a naturally long lifespan, and have developed in every major city-state. There, anything can
tend to believe they really are as immortal as everyone says. be bought -- for a price. Typically each market is overseen by
The harsh life of the Tablelands and the risks elves are fond a coalition of clans, each representing a tribe that frequents
of, however, lead to short lives. Instead of this making them the market.
more practical, it instead makes them value the time between
life and death all the more, desiring to make it as interesting
Religion
as possible. However, they do tend to be selfish creatures,
and have short memories when it comes to their own faults,
Elves have a great respect for nature and most believe in the
but long memories when it comes to the misdeeds of others.
Way of Ten Thousand Things, though there are few priests
among them. Most leave to guard and serve nature on their
Appearance own, away from the tribe. The most respected mystics among
the elves are the hakima, practitioners of the Akashik magic
Athasian elves are long-limbed, lean, wiry, and tall. They and seers of dreams. Students of the Tao and the Path of
average between 6' 6" to 7' 6" tall. Their skin is tanned by a Enlightenment are very rare among the elves, their
lifetime of exposure to the elements of the wastes, with even demanding nature and emphasis on order anathema to their
the fairest skin a weathered and dusky beige. Their hair tends views.
to range from bleached white to light blonde, but almost all
elves dye them fantastic colors and where them in long braids
that signify clan affiliations. Their eyes tend to be oval-
Language
shaped and light, with a dangerous merriment gleaming
Elves speak a highly lyrical language called Elven, though
within. The ears of an elf are long and pointed, angling up
dialects vary between tribes. The sounds tend to be long and
and back from their heads. Their features are sharp and well
soft, like a language sung more than spoken. There is no
defined, but they always seem to possess an unearthly beauty
written form of the Elven language known, but rumors persist
about themselves that others find compelling. Their fingers
that somewhere the oral traditions of the elven bards are
are long and dexterous, but their feet are tough and leathery,
stored by the hakima. Almost all elves learn the trade Tongue
except for those who dedicate themselves to soft city living.
and the languages of their neighbors.
Relations Names
While it cannot be said that all races get along with the elves,
Elvish names tend to be lyrical and flow off the tongue.
the elves pride themselves in harboring no hate towards any
Typically, the elf has a child name, one he sheds after coming
other race. An elf will gladly swindle any one. They love the
to adulthood, usually after his first raid. The various clans of
passion of humans, the feral wildness of halflings, the
a tribe hold a great gathering, called a moot, every five years.
tragedy of muls, and just about anyone else. They even
There, each child is brought to the clan's hakima by a warrior
admire the fine crafts of the dwarves and the blades of the
and given a new name, approved of in a grand ceremony with
tengu. However, an individual or group that angers an elven
all the new adults at the height of the moot and blessed by the
tribe will discover that elves hold very long grudges. The
chieftain of the tribe. The elf then usually takes his clan's
thri-kreen warriors of the Tablelands are the only group that
name as a surname. Elves rarely, however, give their true
the elves as a race passionately despise. Also, while it may be
names to non-elves unless they have earned their trust.
said that elves do not dislike any race particularly (except for
thri-kreen), neither do they trust them. An elf generally trusts

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Elven Racial Traits • Automatic Languages: All elves, regardless of region,


learn to speak Elven and speak the Trade Tongue.
• Abilities: Elves gain a +2 to Charisma & Dexterity, and
a -2 to Constitution & Wisdom. • Favored Class: An elf's favored class is Rogue, due to
their love of stealth, wit, and skill.
• Size: Elves are Medium size creatures.

• Base Speed: Elves have a base speed of 30'.

• Low-Light Vision: Elves can see twice as far as


humans in starlight, moonlight, torchlight, and similar
lighting conditions. They retain the ability to
distinguish color and detail in such illumination.

• Weapon Familiarity: All elves are trained to defend


and hunt for their tribe. An elf is proficient with the
longsword, scimitar, shortbow (including composite
shortbow), and longbow (including composite
longbow).

• Enhanced Senses: Elves gain a +2 racial bonus to


Alertness & Search checks because of their superior
hearing and sight. An elf that merely passes within 5’ of
a secret or concealed door is entitled to a Search check
to notice it as if she were actively looking for it.

• Born to the Wastes: Elves make natural herdsman and


hunters, their centuries as tribal nomads having had its
impact. Elves gain a +2 racial bonus to all Handle
Animal & Survival checks.

• Swift: The long legs of elves make them much quicker


than other races. An elf can add his dexterity score to
his base movement speed when moving faster than his
base movement speed (such as a double move, charge,
run, etc.), except in the case of overland travel.

• Elf Run: The elf run is a state of mind that causes


adrenaline to flow, inhibiting the tiring nature of an
elf’s weaker constitution. To engage in an elf run, an elf
must engage in some minimum concentration (one turn
or one minute) and then roll a Concentration check. The
check determines how many days the elf may run
before fatigue sets in. Fatigue causes a –1 penalty to all
rolls for every day beyond the number determined by
the Check success once the run is ended. It takes one
full day of rest to remove the fatigue, lessening the
penalty by 1 for each day the elf rests versus each day
he ran past the Check score. An elf may not run for
more than 7 days. When engaged in an elf run, the elf
adds his constitution to his movement base score to
determine overland movement.

Check Success Number of Days


Before Fatigue

5 or below 0
6 – 10 1
11 – 15 2
16 – 20 3
20 – 25 4
25 – 30 5
31 – 35 6
36 + 7

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2.3: Genasi (Half-Genie)


From time to time, the powerful genies of the elemental creatures. The other races are no better or worse than any
planes have affairs with the mortals of Athas. The efreeti are other, and genasi tend to just treat others as they are treated.
partial to humans and elves, the dao to humans, dwarves, and
nephilim, the djinni to humans and elves, and the marid to Alignment
humans, elves, and halflings. The offspring of these unions
are the genasi, the half-genies of myth and lore. The powerful Most genasi ten to be neutral in their views, but there is an
blood of the elemental planes suffers when it is tied to the inclination towards chaos in the fire genasi, and an
lives of a mortal, and so few genasi breed true with non- inclination towards lawful among the earth genasi.
genasi, leading to a rarity of their race among the people of
Athas. Each genasi inherits the gifts of its genie parent's
Lands
element. Air genasi are often regarded as mystics and tend to
be wanderers. Earth genasi are usually set in their ways, and
Genasi have no lands of their own, and are the least likely of
tend to be respected farmers and priests in farming
any race to form exclusive communities. They tend to either
communities. Fire genasi are quick to action, often whirling
retreat into the wilderness in solitude, or join the bustling
into whatever task is ahead of them with reckless abandon.
cities for companionship. Many long for the courts of the
Water genasi are perhaps the rarest of the genasi, typically
genies in the elemental planes, and many explore their
hunted by the Sorcerer-Kings or sought by thirsting tribes.
Akashik powers in pursuit of travelling there.
Personality Religion
Genasi as individuals are as varied as humans, from whom
Genasi tend to worship whatever is most popular in their
the majority are descended. Air genasi generally seem aloof
given locality, but almost all have a respect for nature and the
and absent-minded, giving little care to their own well-being
principles of Akashik magic. They can feel the pulse of the
when focussed on something, able to quickly change from
elements beneath their skin. They are just as likely to embark
calm serenity to a fearsome intensity in the blink of an eye.
upon the Path of Enlightenment or study the Tao as anyone
Earth genasi are slow to act, ponderous in thought, and loathe
else.
to change. Fire genasi are quick to anger, many living life so
flamboyantly they burn out long before their turn. Water
genasi are almost as slow and deliberate as the earth genasi, Language
but less out of a sense of stability and more of a preference
for wearing away resistance. They are, however, capable of Genasi have no distinct language of their own, and tend to
great and sudden violence in extreme situations. speak whatever languages are common in their area. All
genasi do have a quick grasp of the elemental languages,
though. All genasi have an instinctive knowledge and gift for
Appearance
the language specific to their ancestor, be it Aquan, Auran,
Ignan, or Terran.
All genasi tend to be rather tall and well built, a by-product
of their otherworldly origins and the natural awe that
outsiders inspire. Individual genasi vary by their element, but Names
tend to have some sign about them of their origins. Air genasi
sometimes have a light bluish sheen to their skin, a slight Genasi have no standard naming practice, since it usually is
breeze that always seems to accompany them, or skin that is their various non-genie parents that raise them. Many then
cool to the touch. They often appear dishelved and in old, are named by whatever tradition that parent's culture
thrice-mended clothes, giving little care for their appearance. proscribes. Some, upon reaching adulthood, make their own
Earth genasi sometimes have earthlike skin, rough facial names to signify their uniqueness, or choose names more in
features, or eyes like black coals. They tend to favor neutral keeping with their elemental nature in an attempt to connect
colors, and some always seem to have some dirt on them with the other side of their heritage.
somehow. Fire genasi typically have glowing red eyes, skin
the color of burnt coal, and hair that waves like flames. They All the genasi have the following racial traits.
tend to dress in bright colors, the flashier the better. Water
genasi tend to have slightly scaled skin, light green or blue Genasi Racial Traits
skin, or hair that waves like its underwater. They usually
dress sparsely, preferring loose garments that ripple like • Size: All genasi are Medium-size creatures.
water.
• Base Speed: All genasi have a base speed of 30'.
Relations
Genasi are well disposed toward the other half races, such as • Darkvision: All genasi can see in the dark up to 60', in
muls, half-elves, and nephilim. More than any other, the black and white only, but otherwise like normal sight,
disunited and rare genasi understand what it is like to be functioning without light perfectly.
alone and torn between two worlds, especially if one, the
grand courts of the genies, is denied to them. Genasi tend to • Outsider Blood: For all special abilities and effects, a
think of halflings as barbarians, like much of Athas, but genasi is considered an outsider native to Athas, the
accept the great respect halflings give them as elemental prime material plane. They can be banished but not

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dismissed, are not considered humanoids, and can be • Create Fire: Fire genasi can use the spell Produce
raised or resurrected. Flame as a spell-like ability once per day as cast by a 5 th
level Druid.
• Powerful Race: Because all genasi have the power of
the genies running through them, they have an ECL of • Akashik Focus: A fire genasi who chooses to be a
+1. channeler automatically receives Fire as his affinity
regardless of gender.
• Favored Class: All genasi have Mage and Orphan as
favored classes. Genasi have an innate talent for • Saving Throws: Fire genasi gain a +1 racial bonus on
Akashik magic and the elements. all saving throws against fire spells and effects. This
bonus increases by +1 for every five character levels
Specific genasi types have the following abilities: the fire genasi attains.

Air Genasi Racial Traits • Automatic Languages: All fire genasi, regardless of
region, can speak Ignan.
• Abilities: Air genasi have a +2 to Dexterity &
Intelligence, and a -2 to Charisma & Wisdom. Water Genasi Racial Traits
• Create Wind: Air genasi can use the spell Gust of • Abilities: Water genasi have a +2 Constitution, and a -2
Wind as a spell-like ability once per day as cast by 5th to Charisma.
level Druid.
• Quick Swimmer: Water genasi can swim at a base
• Akashik Focus: An air genasi who chooses to be a speed of 30'.
channeler automatically receives Air as his affinity
regardless of gender.
• Create Water: Water genasi can use the spell Create
Water once per day as a 5th level Druid.
• Saving Throws: Air genasi gain a +1 racial bonus on
all saving throws against air spells and effects. This
bonus increases by +1 for every five character levels • Water Breathing: Water genasi can breathe water as
the air genasi attains. an extraordinary ability.

• Breathless: Air genasi do not breathe, so they are • Akashik Focus: A water genasi who chooses to be a
immune to drowning, suffocation, and attacks that channeler automatically receives Water as his affinity
require inhalation. regardless of gender.

• Automatic Languages: All air genasi, regardless of • Saving Throws: Water genasi gain a +1 racial bonus
region, can speak Auran. on all saving throws against water spells and effects.
This bonus increases by +1 for every five character
levels the water genasi attains.
Earth Genasi Racial Traits
• Automatic Languages: All water genasi, regardless of
• Abilities: Earth genasi have a +2 to Constitution &
region, can speak Aquan.
Strength, and a -2 to Charisma & Wisdom.

• Pass Without Trace: Earth genasi can use the spell


Pass Without Trace as a spell-like ability once per day
as cast by a 5th level Druid.

• Akashik Focus: An earth genasi who chooses to be a


channeler automatically receives Earth as his affinity
regardless of gender.

• Saving Throws: Earth genasi gain a +1 racial bonus on


all saving throws against earth spells and effects. This
bonus increases by +1 for every five character levels
the earth genasi attains.

• Automatic Languages: All earth genasi, regardless of


region, can speak Terran.

Fire Genasi Racial Traits

• Abilities: Fire genasi have a +2 to Dexterity, and a -2 to


Charisma.

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2.4: Half-Elf
Half-elves are the offspring of elves and humans. Many Language
events conspire to create half-elves. Some are born of love,
some of deception, and a few scarred souls by the fortunes of Half-elves have no language of their own, and usually adopt
war. Regardless of their origins, half-elves are typically whatever ever languages are used locally. Their immersion in
brought up by their human parents, unless their elven ones to both sides of their heritage, however, leads them to study
accept life in the elven market, which few do. A half-elf both the Trade Tongue and Elven.
always feels somewhat out of place. Xenophobic villagers
and city templars often mistreat half-elves on account of the
Names
elves' reputation as thieves and scoundrels. The elves
themselves do not necessarily shun the half-elves they
Half-elves are usually named by whatever tradition their
produce, but sadly a half-elf rarely can keep pace with the
parents raise them in, and they are usually loathe to change
frenetic pace of elven tribal life as they dash from one raid to
them, since it represents what little connection they have to
the next following their herds.
their ancestors' ways, whether they are elven or human.
Many of those brought up in the elven tradition never
Personality undergo the naming tradition of the moot, and never take
their clan's name. Those that take the name anyway despite
Many half-elves become very self-reliant, but always eager that are often hated by their tribe.
for friendship, and challenging others to constant contests of
luck and skill to prove their worth. The rest slowly become
Half-Elf Racial Traits
sullen and withdrawn, preyed upon by fear and doubt.
Beyond that, half-elves develop their own unique
personalities amid the bewildering number of social • Abilities: Half-elves gain a +2 to Dexterity, and a -2 to
influences they encounter. Constitution.

Appearance • Size: Half-elves are Medium-sized creatures.

Half-elves do not have the sharply chiseled features of their • Base Speed: Half-elves have a base speed of 30'.
elven heritage, but there is still an exotic aspect to their eyes
an face. Their hair tends to be light in color, though many
dye it dark to blend in better with the human populations they • Low-Light Vision: Half-elves can see twice as far as
walk among and avoid the ridicule of the elven reputation. humans in starlight, moonlight, torchlight, and similar
Some decide to embrace their elven side and dye their hair lighting conditions. They retain the ability to
wild colors like the elves do. Their clothing tends to reflect distinguish color and detail in such illumination.
whatever unique style they embrace.
• Enhanced Senses: While their senses are not as keen as
Relations those of their elven ancestors', a half-elf still gains a +1
racial bonus to Alertness & Search checks.
Half-elves tend to have the same prejudices as the humans
do, but look more kindly on the other half races, empathizing • Animal Companion: Because of a half-elves perceived
with them a great deal. or actual isolation during childhood, half-elves
frequently acquire pets as companions. A half-elf
Alignment begins play with one animal companion as per the spell
Animal Friendship in the same manner as a Druid with
Half-elves are not attracted to any particular alignment. Their levels equal to the half-elf's character level. A half-elf
philosophy and morality vary as much as the humans. can only have one animal companion as a result of this
special ability at any time, and can only gain a new one
if the previous one dies or the half-elf dismisses it
Lands
(which he can do at any time), but must wait 100 days
before gaining a new one. Gaining a new animal
Half-elves have no lands of their own, but tend to settle in the
companion is an extraordinary full round action and
city-states or among the raiding tribes of the wastes,
uses the same process as the Animal Friendship spell,
substitutes for the elven tribes their slowness makes them
with the Will save DC equal to 10 + the half-elf's
incapable of running with.
Charisma modifier. A half-elf can acquire more animal
companions via the actual Animal Friendship spell. If
Religion the half-elf actually casts the spell as a spellcaster, he
can add his Charisma modifier to the DC of the saving
Half-elves ascribe to no particular religion, each having his throw, and his spellcaster level is considered equal to
own individual way of worship, and most following whatever his character level. Companions gained due to the
path he finds the others around him practicing.. Many feel the extraordinary ability get along well with companions
typical desire for the nature worship of their elven ancestors, gained by the spell, but do always feel just a little bit
and others respect the self-reliant dedication that the superior and generally take charge of the other
monastic orders demand. creatures.

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• Elven Blood: For all special abilities and effects, a half-


elf is considered an elf.

• Automatic Languages: None.

• Favored Class: Like humans, a half-elf can choose his


highest level class as his favored class.

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2.5: Halfling
The halflings of Athas are a wild and feral race of tribal understanding of the natural balance of life. Some would
warriors and priests. Many Athasians fear the small folk and argue that the casual cannibalism makes them evil, but few
the dense forests they call home. Athasians, while cordial and would say it to a halfling without a squad of mam'luks on
peaceful to a fault with one another, will not hesitate to guard.
devour other sentient races. The halflings have a saying:
"Meat is meat and nature is as nature does, but a halfling is a Lands
halfling." It is a simple, if somewhat chilling, philosophy,
like the halflings themselves. Almost all halflings have a The tribes of the halflings dwell almost exclusively west of
reverence for nature and spiritual pursuits, and disdain the the Ringing Mountains, in the area known as Forest Ridge, a
"barbarian" races beyond their borders. vast labyrinth of greenery and lush jungle. Unlike most
Athasians, the halflings do not view every day as a constant
Personality battle for survival. Most everything they truly need is in easy
reach. Most live in small, semi-permanent villages and
Halflings are normally very generous beings, free with their survive as hunter-gatherers. The curious nature of halflings
belongings and supplies to others. After all, most can make often leads them away from the Ridge as well, and many
anything thing the average halfling carries and nature can halflings can be found wandering or working in the city-
provide the rest. There is also an innate curiosity that drives states and deserts of the Tablelands. There are legends of a
halflings to discover new lore and experiences for tribe of halflings that live farther north beyond the Forest
themselves. Most halflings engage in a wandering period of Ridge, but no one in living memory claims to have seen
life, seeking adventure beyond the Forest Ridge before they them.
return to their tribes and accept their responsibilities.
Halflings can also posses a frenzied rage in combat, though, Religion
wielding lashing out at anyone who threatens them. They are
small, and know that the key to victory can be more in Almost all halflings pay respect to the Way of Ten Thousand
appearances at times than actual capability. Things, and live their lives accordingly. They scoff at the
templars of the Sorcerer-Kings. No halfling would bow down
Appearance to anything less than the world itself, but halflings are willing
to work for them it interests them. Most have little interest in
Halflings are small creatures, most between 3' and 4' tall. the Tao or the Path of Enlightenment, but it bears mentioning
They are proportioned and muscled like humans, but their that the Order of the Brilliant Phoenix was founded by a
faces rarely betray their age, always seeming to have an halfling.
immortal and wise childlike look. Of course, that face can be
a mask of sheer brutality if the halfling is enraged. They tend Language
to dress lightly and loosely, opting for better movement over
propriety, and often in the colors of their native forests, Halfling language is very animalistic, consisting of a
brown and green. Many are ritually tattooed and scarred. complex system of hoots, howls, clicks, and grunts. For all of
its strange and uncouth sound to most races, it is in fact very
Relations sophisticated and ancient. The oral tradition of the halflings
is a long and illustrious one, recalling legends and tales long
Halflings would probably get along well with other races, if it lost to most in the Tablelands. Because of their language's
weren't for two problems. One, they blame the other races for dissimilar nature and origin than the rest of the Tableland
what has become of Athas, the vast majority of it a harsh languages, halflings and outlanders often have trouble
wasteland. Humans and their magic did it, they claim. They learning the others' language, but most halflings who leave
know it is all in the past, but a lingering distaste sense of the Ridge quickly learn the Trade Tongue. Halflings also
betrayal remains. The second is their cannibalism, the have a gift for the languages of the tengu to their north and
practice of eating other sentience. halflings have no moral the strange clicking sounds of the thri-kreen.
problems with this at all, but it should be noted that a halfling
would never eat another halfling. That would be barbaric; Names
halflings simply never turn on each other the way other races
do, they say. Once those issues are overcome, halflings The names of halflings tend to emulate the sounds of nature,
accept the presence of almost all other races, and often work or contain howls and hoots among its syllables. Most adopt a
for others outside of the Forest Ridge. It should be noted that nickname among the other races of Athas to simplify
halflings do not survive long in captivity, often killing communication.
themselves or having to be killed, but if they believe
themselves free, they will even work for Sorcerer-Kings and
Halfling Racial Traits
nobles.

Alignment • Abilities: Halflings have a +2 to Dexterity & Wisdom,


and a -2 to Charisma & Strength.
Halflings tend to be lawful, and halfling culture emphasizes
the wellbeing of the tribe and race over that of an individual.
Morally, they are usually neutral, influenced by their

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• Size: Halflings are Small-sized creatures, and gain a +1


size modifier to their Defense, a +1 size modifier to
attack rolls, and a +4 size modifier to all Stealth checks.

• Base Speed: Halflings have a base speed of 20'.

• Halfling Agility: A halfling is agile, surefooted, and


athletic. All halflings gain a +2 racial bonus to all
Balance, Climb, & Jump checks.

• Saving Throws: Because of their love and lore of


natural terrain, a halfling gains a +1 racial bonus to all
saving throws made in wilderness terrain (such as
deserts, forests, natural caverns, etc.) but not in
unnatural or built terrain (such as cities, villages,
dungeons, mines, the ethereal plane, etc.).

• Fearless: Halflings have a fierce mindset and strong


will. A halfling gains a +2 morale bonus to against fear.

• Weapon Familiarity: Throwing stones and spears is a


universal pastime among halflings, making them very
familiar with the general concepts behind thrown
weapons. All halflings have a +1 racial bonus to attack
rolls with thrown weapons and slings.

• Enhanced Senses: Halflings have keen hearing, giving


them a +2 racial bonus to Alertness checks.

• Automatic Languages: All halflings, regardless of


region, are taught to speak Halfling.

• Favored Class: A halfling's favored class is Druid, due


to their emphasis and worship of the works of nature.

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2.6: Human
No other race has filled the length and breadth of Athas, in Humans speak a wide variety of languages, most of them
particular the Tablelands, the way the humans have. It was centered around the city-states, and the ancient languages of
they who designed the cities and mostly they who rule them. theirs form the basis of the Trade Tongue. Humans, since
It is well established that all the Sorcerer-Kings were once they deal with almost all the races from time to time, pick up
human, and the myth remains that even the terrible Dragon languages easily.
was once a human. Preposterous, of course, but it persists.
Human Racial Traits
Personality
• Size: Humans are Medium-sized creatures.
There are as many personality types among the humans as
there are humans. They represent the whole spectrum of
archetypes, natures, and demeanors. Those of the cities tend • Base Speed: Human base speed is 30'.
to be more subdued , however, under the rule of the Sorcerer-
Kings. Those who make their lives amid the wastes tend to • Talented: Humans gain an extra feat at 1st level.
be more passionate and outgoing.
• Skillful: Humans gain 4 bonus skill points at 1st level.
Appearance These are in addition to the starting skill points, not
multiplied in. After 1st level, humans gain 1 extra skill
Humans come in a wide variety of shapes and sizes, though point per level.
most are taller than dwarves and shorter than elves. Their
skin ranges from fair to ebony as does their eyes and hair. • Automatic Languages: None.
The strange powers that have twisted Athas have left their
marks, however. Many posses odd little mutations here and
there. Some have webbed skin, an extra finger, scaling, or • Favored Class: Humans are versatile and varied, they
even a tiny, useless tail; things that have little to no effect on can choose their highest class as a favored class.
the way the humans live their everyday life.

Relations
Humans get along well with other races for the most part, but
those of the city-states sometimes find the attitudes of the
templars and Sorcerer-Kings color their treatment of others.
In general, the wide variety of humanity makes them
appreciate the other races more as individuals than
stereotypes.

Alignment
Humans range the spectrum of alignment, but most are
neutral, with a tendency toward lawful. It takes tradition and
a commonality to survive in groups out in the harsh desert,
though there are just as many hermits and wanderers that
chaotically roam the wastes.

Lands
There are human-dominated settlements from the obscure
Last Sea in the far north to the edge of the Obsidian Plains in
the far south, and all along the Silt Sea. The Tablelands
remain dominated by the city-states, merchant houses, and
tribes that are primarily human.

Religion
Humans can be found among all the religions, whether it is in
service to the Sorcerer-Kings, the Way of Ten Thousand
Things, the Path of Enlightenment, the ways of the Akasha,
or the study of the Tao.

Language

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2.7: Mul (Half-Dwarf)


Half-dwarves, or muls (as in mules) as they are more
commonly called, are a half-breed between humans and Religion
dwarves. Though it was not unheard of for a human and
dwarf to fall in love or conceive children in less than ideal Almost all muls are brought up in the religion of the
circumstances, it was never a major or well-known practice Sorcerer-King they live under, though they, like most citizens
until the rise of the Sorcerer-Kings, for muls were completely of the city-states, pay only lip service to them. A lucky show
sterile, and unlike half-elves and half-giants, could not talent for the Tao or Akashik magic and are taken from the
produce progeny like themselves. But the crossbreeding of pens and trained in those abilities, though usually in service
the two races produced such a hardy worker, Sorcerer-Kings to the Sorcerer-Kings.
began forcing more human and dwarf unions to create a
tough and productive slave population. Now the sight of a
Language
mule is a common occurrence, though most remain enslaved.
Some escape or are born free by luck, and most of those flee
Muls have no language of their own, and tend to only be
to the desert, for the Sorcerer-Kings tend to treat the whole
taught the local tongue. A few, though, are taught the Trade
race as their property.
Tongue to aid in their work, and some risk learning Dwarven
or Elven for illicit trade.
Personality
Names
Muls tend to be quiet and reserved, but remain a twisted mass
of emotions beneath. Since most are raised as slaves and
Muls tend to only have a given name, a name chosen by their
forced into either hard labor or the brutal gladiator arenas,
owner, rather than them. Freed muls discard that hated name
they learn quickly to keep their opinions themselves. Patience
as quickly as they can and adopt a wide variety of names,
and perseverance are personality traits highly valued and
usually the more outlandish the better.
cultivated by muls. Once freed, muls cling to groups and tend
to lack identities of their own, some still living by the more
simple laws of slave pens, where might makes right. Others Mul Racial Traits
tend to make fast friendships, and the loyalty of mule is a
lifelong one. In combat, however, they are among the fiercest • Abilities: Muls have a +2 to Constitution & Strength,
and most savage fighters imaginable, focusing all their rage and a -2 to Charisma & Intelligence.
and pain into a berserk fury.
• Size: Muls are medium-sized creatures.
Appearance
Muls tend to stand between 5' to 6' tall, with the powerful and
• Base Speed: Muls have a base speed of 30'. However,
muls can move at this speed even when wearing
broad shoulders of their dwarven ancestors evident in their
medium or heavy armor or when carrying a medium or
frame. They usually have lean but tough muscles from years
heavy load (unlike other creatures, whose speed is
of hard work. Their skin is usually tanned by the weather,
reduced in such situations).
and ranges from fair to ebony. Like their dwarven parent,
muls have no body hair to speak of.
• Darkvision: Muls can see in the dark up to 60', in black
Relations and white only, but otherwise like normal sight,
functioning without light perfectly.
Muls tend to view other races without any real preference,
though they tend to feel uncomfortable and out of place • Dwarf Blood: For all special abilities and effects, a
among humans or dwarves, since they feel they are not truly mule is considered a dwarf.
either. They get along best with the other half-human races
such as half-elves, nephilim, and genasi. • Great Endurance: A mule is capable of work and
activity for far longer periods than other races before
Alignment requiring sleep and rest. A mule’s Constitution is added
to the type of labor according to the chart below which
Muls tend to have a lawful nature drilled into them, and once results in the number of hours (or days) he can work
freed shift wildly into a more chaotic frame of mind as an act before he must sleep. Regardless of the type of
of rebellion or retreat into an even more rigid desire of order, exertion, 8 hours of undisturbed sleep allows a mule to
in fear of the uncertainty freedom brings. They are equally awaken fully rested and ready to begin work again.
drawn towards good or evil, depending on their experiences
as a slave. Exertion: Time Before
Requiring Rest:
Lands
Heavy Labor 24 + Constitution (hours)
Muls have no lands of their own, other than the slave pens of
the city-states, though many do escape and join free slave (heavy construction, quarry work, running, combat)
villages or raiding tribes in the Tablelands from time to time.

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Medium Labor 36 + Constitution (hours)


(light construction, mining, jogging)

Light Labor 48 + Constitution (hours)


(combat training, walking encumbered)

Normal activity Constitution (days)


(walking, conversation)

• Automatic Languages: None.

• Favored Class: A mul's favored class is Fighter,


because the vast majority of muls are raised to be either
slaves, soldiers, or gladiators.

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2.8: Nephilim (Half-Giant)


Thousands of years ago, the nephilim were magically Alignment
created, a powerful merger of human and giant. No one
remembers where, when, or how, as the records have been It would be easy to classify nephilim as having a chaotic
lost to the dust of Athas’ deserts and the process has never bent, but the truth is their natures are so fluid they can
been repeated. Since their creation, the race has spread across indulge in the most lawful philosophies and actions for years
the sands, but they have never formed their own culture. and then revert, and so on and so forth. Many of those in the
They tend to adopt whatever culture and outlook on life their employ of raiding tribes and city-states tend to take on the
immediate neighbors have, and there are very few half-giant- evil inclinations of their employers, while those among the
only settlements or tribes on Athas. They prefer to make their villages, merchants houses, and herdsmen tend to be more
homes among larger communities of other races, particularly good-aligned and friendly.
the cities of the Sorcerer-Kings or the nomadic tribes of the
wastes between them. While their towering stature and fierce
Lands
visage makes them excellent warriors, they are among the
most versatile and adaptable of the races, a trait perhaps
Nephilim have no lands of their own and mix in with the
gained from their human heritage. They take up whatever
general population of Athas, popping up everywhere. There
profession they feel like, and though few excel in them, their
are tales even of nephilim who became so fascinated with the
dedication makes them formidable – at least, until they
feral halflings or the strange thri-kreen that they lived with
change their minds and try something else.
them for decades. Occasionally, a group of nephilim will
group together and found a village or a tribe all their own, but
Personality these usually mirror a nearby village or tribe, such as a case
of nephilim who founded a village near some dwarves and
Nephilim are conspicuously absent of many common began competing with them in quarrying rock.
personality traits. The only thing they seem to have in
common is their lack of permanent personality traits. While
Religion
each nephilim has a general philosophy and demeanor they
adhere to, the consistency and conformity of it can shift
Nephilim have very little religion of their own, and generally
dramatically from one encounter to the next. While an
revere whoever is popular around them at the moment. Some
individual nephilim can be nice and compassionate most of
do discover the Akasha within themselves and pursue it,
the time, it is not surprising for him to suddenly develop a
while an even rarer few dedicate themselves to the Tao and
brash and challenging attitude for little reason other than
centering themselves to find the "true nephilim" within.
those around him are doing so. Likewise, a cruel and vicious
nephilim may cower when confronted with something that
frightens the rest of his companions, even if it poses little Language
threat to him personally.
Nephilim have no language all their won, but usually learn a
variety of tongues, and almost always know the Trade
Appearance
Tongue. Those that pursue it do have some natural affinity
for the Giant tongue and Terran, the language of earth
Nephilim are huge, often towering between 10' and 12' tall.
elementals.
Their bodies are usually hard and muscular, but again, the
way in which a nephilim maintains his physique could
change depending on his environment. Their hair is usually Names
left thick and long, often braided or in dreadlocks, since it
shares some of the innate toughness of their ancestors' giant Nephilim love names, so much so that they hardly have one
hair and is difficult to cut, though those attracted to the for very long before discarding it for another one they've
monastic life wouldn't hesitate to go through the ordeal of heard or thought of. Usually they reflect whatever culture
shaving it. Nephilim, due to their size, often have trouble they are around currently. Some love their names so much so
getting around in the city-states, but centuries of integration that they just keep expanding it. They've learned that others
have resulted in special districts sized for the nephilim and find this annoying (especially if the name incorporates
other accommodations throughout the Tablelands. halfling howls or thri-kreen clicks) and so usually shorten it
to a syllable or two or just a nickname.
Relations
Nephilim Racial Traits
Generally, the nephilim enjoy good relations with most of the
other races. Their eagerness to try new things and have new • Abilities: Nephilim have a +4 to Strength &
experiences is often refreshing, especially to adventurers, but Constitution, and a -2 to Dexterity, Intelligence, &
can become tiring quite quickly as imitation becomes Wisdom.
obsession. While the nephilim can be rather easily
manipulated, and they do make excellent warriors and slaves • Size: Nephilim are Large-sized creatures, and as such
for the Sorcerer-Kings, their sheer size and strength they have a –1 size modifier to their Defense, -1 size
intimidates most who would exploit them, and their modifier to their attack rolls, and a –4 to all hide
tempestuous and chaotic natures make them hard to control checks. Because of their size, nephilim are also
over long periods of time. considered to have a natural 10' reach. Additionally, all

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Dark Sun: The Age of Tao Handbook v1.0 18

non -weapon equipment and armor must be specially • Powerful Race: Because of the great power even the
made to accommodate the half-giant’s enormous bulk most inexperienced nephilim wield, all nephilim have a
and therefore costs at least double the listed price and is an ECL of +2.
at least double the listed weight (GM's discretion). Food
and water requirements for survival are quadrupled as
well. • Automatic Languages: None.

• Base Speed: A nephilim's base speed is 40'. • Favored Class: Like humans, the half-giant’s fluid and
adaptive nature allows them to choose their highest
level class as their favored class.
• Giant Blood: For all special abilities and effects, a
half-giant is considered a giant.

• Alignment Flexibility: Nephilim are very fluid in their


concepts of morality and philosophy. At character
creation, the nephilim chooses an alignment,
appropriate to his class, to begin play with. Each week,
the half-giant can change his alignment one step (good
to neutral, neutral to evil, chaotic to neutral, neutral to
lawful) at will. This usually reflects the influence of the
people, whether PC’s or NPC’s, he is in the company
of. GM's should not allow the nephilim to use this
ability to randomly change alignment for the fun of it,
and all such changes should have a plausible in-game
reason. If changing that part of his alignment would
result in loss of abilities (access to alignment specific
spells, monk abilities, etc) the loss would be ignored for
a number of weeks equal to the nephilim's Charisma
modifier. If the nephilim does not turn back to the
appropriate alignment after that week, he loses all
abilities in regards to that alignment, and cannot simply
regain them by switching back. He must atone as any
normal PC would.

• Weak Will: The flexibility of a nephilim's personality


is also a hindrance, however. They are notoriously
weak-willed and easy to manipulate, giving them a –2
racial penalty to all opposed Charisma checks and a -2
racial penalty to all saves against Tao effects, spells,
and spell-like abilities that involve the mind.

• Giant's Toughness: Nephilim share some of their


ancestor's strength and resilience, and have a +2d8 Hit
Dice (HD) racial bonus to their hit points. At character
creation, before figuring Hit points according to class,
roll 1d8 twice (figuring in the appropriate bonuses such
as the Constitution modifier, but before applying any
feats), add them together, and then roll according to
class, adding that to the total. Remember, the rule of
Maximum Hit Points in Chapter 1: Of Character
Creation still applies.

• Slam: The meaty fists of the nephilim can be used to


deliver powerful unarmed strikes. Whenever the
nephilim makes an unarmed strike using only his fists,
he attacks as if he had the Improved Unarmed Strike
feat. Unarmed damage for a Large-sized creature is 1d4
bludgeoning damage. This does not grant the nephilim
any other benefits of the feat, nor does it count as a
"virtual feat" for meeting the requirements of other
feats or abilities.

• Giant Might: The menacing stature and strength


inherent in even the gentlest nephilim grants him an
automatic Base Attack Bonus of +2.

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2.9: Tengu
The reclusive crow-like tengu are one of Athas' mysterious (shugenja), and inkyo (Tao shih). Few tengu study the
ancient races that have barely survived the passage of Akasha or Enlightenment, and even those who enter the
millennia. Though their numbers are few today, legends service of a Sorcerer-King rarely venerate them.
recall them as some of the finest teachers, sages, and warriors
that Athas have ever known. They secure their communities Language
beyond the control of the sorcerer-kings, but many venture
out into the world to learn more and improve their own Tengu speak their own language of Tengu, which is contains
understanding of the universe and themselves. many caws and screeches. For all the wisdom and grace of
tengu, their poetry in its native form is a painful experience.
Personality They also are taught the Trade Tongue when young and
many other languages lost to time.
Tengu are an ancient race, and they know it. When out
among the other races, a tengu takes great care to appear Names
thoughtful and insightful, often masking gaps in their actual
knowledge with proverbs and riddles. They do have a keen Tengu names, once translated into the Trade Tongue, usually
curiosity, however, and quickly seek out whatever consist of one's family's name first and the personal name
information they lacked. They are natural teachers and second, though some wandering tengu forego their personal
sensei, and take great joy distributing their knowledge and name and use their village's name first and their family name
training the other races. Almost all tengu have an inordinate second.
fondness for shiny objects.
Tengu Racial Traits
Appearance
Tengu are birdlike, man-sized humanoids, covered in black • Abilities: Tengu have a +2 to Dexterity & Wisdom, and
feathers, with two wings protruding from their backs, and a a -2 to Constitution.
crow's head. Their eyes are deep, black, and inquisitive. They
usually dress in the silk garments favored by their people, in • Size: Tengu are Medium-sized creatures.
long pants and a one-piece top called a kimono. High-ranking
tengu or those attending ceremonies often dress in even more • Base Speed: A tengu's base speed is 30'.
elaborate robes and headdresses. Items carried by a tengu are
often polished to a high sheen.
• Natural Attacks: A tengu can attack with their beak as
a melee attack, doing 1d4 slashing damage with a
Relations critical threat range of 20. A tengu is always considered
armed and proficient when using this attack, but it is
Tengu are widely respect by most of the races, particularly not considered an unarmed attack.
the neighboring halflings. Even thri-kreen usually resist the
temptation to waylay lone tengu. For their part, the tengu
prefer to live their lives outside of the reach of the raiding • Wing Buffet: A tengu can use its wings in combat,
tribes and Sorcerer-Kings, but frequently travel among the flapping them around an opponent to disorient and
races to teach their skills. They view the other races, with the unbalance him. Each round, as a move-equivalent
exception of the halflings, as younger races in need of action in addition to its normal attacks, a tengu can
guidance. make a Bluff check (opposed by the target's Sense
Motive check). Success grants the tengu a +2
circumstance bonus to attack rolls against that target
Alignment that round. The tengu cannot do this while airborne,
unless the target is also airborne.
Most tengu are neutral, seeking to maintain the balance of
forces in the universe. They tend to be good, having a strong
belief in justice and a great deal of compassion. It is not • Flight: The tengu can use its wings to fly. When flying,
unheard of for a tengu leave his village behind and turn he has a base speed of 60' and a maneuverability of
against his king in the service of evil, however. good.

Lands • Saving Throws: Due to the keen reflexes and insight of


their race, tengu gain a +2 racial bonus to all Reflex &
The tengu live in isolated villages among the Ring Mountains Willpower saving throws.
and a few villages in the Hinterlands. Wandering tengu tend
to settle in the city-states and villages of the Tablelands. • Weapon Familiarity: All tengu are trained in the
ancient arts of their ancestors, and are proficient with
Religion the katana (bastard sword) and wakizashi (short sword),
the traditional weapons of the tengu. This does not,
Tengu religion is devoted to the Way of Ten thousand Things however, give a tengu the same benefits as the Exotic
and the study of the Tao. Almost every village is ruled by a Weapon Proficiency [Katana (Bastard Sword)] feat.
triple of council of the wisest warrior (samurai), druid

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Dark Sun: The Age of Tao Handbook v1.0 20

• Sound Imitation: Tengu can mimic any voice or sound


they have heard. Listeners must succeed at a Will save
(DC 10 + 1/2 the tengu's level + its charisma modifier)
to detect the ruse.

• Gift of the Inkyo: If the Tengu picks the Path of the


Inkyo as his Life Path, then he gains the Sense feat for
free. For more information on Life Paths, see Favored
Class below.

• Gift of the Samurai: If the tengu picks the Path of the


Samurai as his Life Path, he gains the daisho, a matched
set of the katana and wakizashi swords. A katana has
the same characteristics as a masterwork bastard sword,
and a wakizashi has the same characteristics as a
masterwork short sword. Both of these are metal
weapons. For more information on Life Paths, see
Favored Class below, and for more information on
katanas and wakizashi, see Chapter 8: Of Money &
Equipment.

• Gift of the Shugenja: If the tengu picks the Path of the


Shugenja as his Life Path, he gains the Scribe Scroll
feat for free, but cannot actually use it unless able to
cast spells. For more information on Life Paths, see
Favored Class below.

• Monstrous: All tengu are considered to be monstrous


humanoids.

• Powerful Race: Because of the innate power and


ability of the tengu race, all tengu have an ECL of +1.

• Automatic Languages: All tengu, regardless of region,


can speak, read, and write Tengu.

• Favored Class: In tengu society, all tengu pick a Life


Path to follow, when coming of age, from among the
Path of the Inkyo (Tao Shih), the Samurai (Fighter), or
the Shugenja (Druid). Therefore, the tengu must pick
either Druid, Fighter, or Tao Shih as a favored class.
Once chosen, the favored class cannot be changed.

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2.10: Thri-Kreen (Mantis Warrior)


The alien, insectoid thri-kreen that stalk the wastes of Athas Thri-kreen language is unique, and is spoken in clicks and
are met with suspicion and curiosity whenever they come in hisses, and has a nonverbal component, a mixture of
from the desert. Savage hunters, their ways seem strange pheromones, and there is no written version. While others
even to halflings. They roam the desert in small packs, can lean to speak at a basic level, magic would be required to
bringing down even the greatest beasts with skill, teamwork, master it. Thri-kreen are also physically unable to speak the
and ferocity. This hunter-warrior ethic permeates everything languages of other people, but can learn to read, write, and
the thri-kreen do. understand them.

Personality Names
Thri-kreen seem even more alien than their strange bodies Thri-kreen names are hard to pronounce for non-thri-kreen,
suggest. They have an intense pack mentality that permeates but usually signify actions that they are well-known for in
their society, with thri-kreen tribes hunting in small groups their pack. Many accept nicknames given to them by other
throughout the deserts. A thri-kreen usually adopts even non- races.
thri-kreen into their packs and defend them as fiercely as they
would native members of the race. The Hunt and Pack define Thri-Kreen Racial Traits
almost all thri-kreen philosophy, and thri-kreen view the
other societies of Athas with bewilderment and curiosity.
• Abilities: Thri-kreen have a +4 to Dexterity, a +2 to
Wisdom, a -4 to Charisma, and a -2 to Intelligence.
Appearance
Thri-kreen are man-sized creatures, looking like they're • Size: Thri-kreen are Medium-size creatures.
common namesake, the preying mantis insect. They have six
limbs, using the lower two to walk and the other four as • Base Speed: Thri-kreen have a base speed of 30'.
arms, each ending claws. A thick carapace covers their
segmented body in hues of green, tan, and light yellow. • Darkvision: Thri-kreen can see in the dark up to 60', in
black and white only, but otherwise like normal sight,
Relations functioning without light perfectly.

Thri-kreen rarely leave their packs, but many who do so • Sleep Immunity: Thri-kreen do not sleep, but they do
quickly attach themselves to others. They lack the engage in a 4 hour "trance" once per day that gives the
adaptability and flexibility of nephilim, but are similar in same benefits that 8 hours of sleep gives a human.
their need of others to define themselves. Most races feel Because they do not sleep, they are immune to all
uneasy around thri-kreen, since they are so vastly different, magical and Tao sleep effects.
and like halflings have a reputation of eating sentients. Elves
in particular have an intense hatred of thri-kreen, since thri-
kreen consider the flesh of elves to be a high delicacy. • Natural Attacks: The thri-kreen has four arms, each
with claws. As a full attack action, the thri-kreen can
attack with all four claws. The claws do 1d4 slashing
Alignment
damage with a critical threat range of 20.
Most thri-kreen are neutral, giving little thought to how the
universe works, though they do tend to be lawful, an • Multiattack & Multidexterity: Thri-kreen gain the
influence of their pack mentality. They give little thought to Multiattack and Multidexterity feats for free.
morality.
• Improved Grab: If the thri-kreen hits with a claw
Lands attack, it deals normal damage and attempts to start a
grapple as a free action without provoking an attack of
The thri-kreen live a very nomadic life and have no opportunity. The thri-kreeen has the option to conduct
permanent dwellings as a race. They wander the deserts of the grapple normally, or to use the part of its body it
Athas and can be encountered almost anywhere. Even those used in the improved grab to hold the opponent. The
who dwell in cities rarely have a permanent residence, grapple check has a +2 bonus for each claw that hits. If
wandering its streets at all hours. it gets a hold and maintains it the next round, it
automatically bites the foe. The bite deals normal
Religion damage and poison.

Thri-kreen have little need for religion, but it is not unheard • Poison Bite: Once per day, the thri-kreen's bite attack
of for a thri-kreen to become interested in the Way of Ten can deliver poison. A Fort save against DC 14 is
Thousand Things and take up the role of druid. Many also required. If it fails, the target takes 1d4 initial piercing
seem to have an intuitive understanding of the Tao. damage. A second saving throw must be made
immediately in the same way. If it fails, he victim is
Language paralyzed for 10 minutes.

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Dark Sun: The Age of Tao Handbook v1.0 22

• Great Leap: Thri-kreen are natural jumpers. A thri-


kreen gains a +30 competence bonus to all Jump checks
and are not limited to maximum distances.

• Weapon Familiarity: Thri-kreen are all trained in their


signature weapons, the gythka and the chatkcha. A thri-
kreen gains the Exotic Weapon Proficiency (Gythka)
feat and the Exotic Weapon Proficiency (Chatkcha)
feat.

• Chitin Armor: Thri-kreen have a natural chitin


exoskeleton that is hardened and tough enough to
withstand the scorching winds of Athasian sand storms.
They gain a +5 natural armor bonus to their Defense.
However, because of their unusual physiology and
tough hide, armor does not fit well on a thri-kreen. All
armor must be custom crafted for the individual thri-
kreen, costs twice as much, and must be of masterwork
quality. Likewise, armor made for thri-kreen is unfit for
any but another thri-kreen to wear.

• Harsh Life: The intense hazards that the thri-kreen


survive in the desert result in them being stronger and
tougher than most other races, giving a thri-kreen a
+2d8 Hit Dice (HD) racial bonus to their hit points. At
character creation, before figuring hit points according
to class, roll 1d8 twice (figuring in the appropriate
bonuses such as the Constitution modifier, but before
applying any feats), add them together, and then roll
according to class, adding that to the total. Remember,
the rule of Maximum Hit Points in Chapter 1: Of
Character Creation still applies.

• Born Warrior: All thri-kreen, regardless of what path


in life they may travel, are raised as hunters. They have
an automatic +2 Base Attack Bonus.

• Monstrous: All thri-kreen are considered monstrous


humanoids.

• Powerful Race: Thri-kreen are more powerful than


most other races, and have an ECL of +2.

• Automatic Languages: All thri-kreen speak Kreen.


Due to the limits of their physiology, thri-kreen cannot
learn to speak any other languages, but they can learn to
read, write, and understand other languages.

• Favored Class: A thri-kreen's favored class is Ranger,


due to the pack mentality and natural aptitude for
wilderness survival.

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Dark Sun: The Age of Tao Handbook v1.0 23

Age, Height, & Weight


Dark Sun characters use the following tables to generate starting age, height, & weight as per the rules in the Player's Handbook.
Because characters start at an advanced level, figure their age by whatever they choose as their 1st level class, then add 1d6 - 1 years.

Random Starting Height & Weight

Race Base Height Height Modifier Base Weight Weight Modifier

Dwarf, female 3' 7'' +2d4 100 lbs. x (2d6) lbs.


Dwarf, male 3' 9'' +2d4 130 lbs. x (2d6) lbs.
Elf, female 6' 0'' +2d6 130 x (1d6) lbs.
Elf, male 6' 6'' +2d6 160 x (1d6) lbs.
Genasi, female 4' 5'' +2d8 80 lbs. x (2d4) lbs.
Genasi, male 4' 7'' +2d8 100 lbs. x (2d4) lbs.
Half-Elf, female 4' 10'' +2d8 80 lbs. x (2d4) lbs.
Half-Elf, male 5' 2'' +2d8 100 lbs. x (2d4) lbs.
Halfling, female 2' 6'' +2d4 46 lbs. x 1 lbs.
Halfling, male 2' 8" +2d4 50 lbs. x 1 lbs.
Human, female 4' 5'' +2d10 85 lbs. x (2d4) lbs.
Human, male 4' 10'' +2d10 120 lbs. x (2d4) lbs.
Mule, female 4' 4'' +2d10 90 lbs. x (2d4) lbs.
Mule, male 4' 10'' +2d10 130 lbs. x (2d4) lbs.
Nephilim, female 10' 5'' +3d10 1450 lbs. x (1d10) lbs.
Nephilim, male 10' 5'' +3d10 1500 lbs. x (1d10) lbs.
Tengu, female 4' 5'' +2d6 80 lbs. x (1d6) lbs.
Tengu, male 4' 5'' +2d6 85 lbs. x (1d6) lbs.
Thri-kreen, female 6' 10'' +1d4 150 lbs. x (2d4) lbs.
Thri-kreen, male 6' 10'' +1d4 150 lbs. x (2d4) lbs.

Random Starting Ages

Race Adulthood Fighter, Bard, Druid,


Orphan, Monk, Mage,
Ranger, Noble, Templar
Rogue Tao Shih

Dwarf 25 +3d6 +5d6 +7d6


Elf 15 +2d6 +3d6 +4d6
Genasi 15 +1d6 +2d6 +3d6
Half-Elf 15 +1d6 +2d6 +3d6
Halfling 25 +2d4 +2d6 +3d6
Human 15 +1d4 +1d6 +2d6
Mule 15 +1d4 +1d6 +2d6
Nephilim 20 +3d4 +4d4 +5d4
Tengu 20 +1d6 +2d6 +3d6
Thri-kreen 6 +1d4 +1d4 +1d4

Aging Effects

Race Middle Age Old Age Venerable Maximum Age

Dwarf 100 133 200 200 + 3d20


Elf 50 67 100 100 + 2d20
Genasi 45 60 90 90 + 2d20
Half-Elf 45 60 90 90 + 2d20
Halfling 45 60 90 90 + 4d12
Human 40 53 80 80 + 2d20
Mule 40 53 80 80 + 1d10
Nephilim 60 80 120 120 + 10d10
Tengu 45 60 90 90 + 10d10
Thri-kreen - - 25 25 + 1d10

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Dark Sun: The Age of Tao Handbook v1.0 24

Chapter 3: Of Regions
Region Automatic Languages Bonus Languages Regional Feats
Balic Balican, Trade Tongue Draji, Dwarven, Elven, Giant, Gulgan, Aristocrat, Artist, Badge of Bondage,
Nagah, Nikaal, Raamin, Slig, Tari, Cardhaus Player, Conscription,
Tyrian Cosmopolitan, Mercantile Agent,
Political Maneuvering, Soldier, Street
Smart
Bandit States Draji, Trade Tongue Eldaari, Elven, Gith, Kreen, Kurnan, Bareback Soul, Blooded, Heat
Raamin, Saragaran, Sign Language, Protection, Strong-Arm, Survivor,
Slig, Urikite Trollblood
Draj Draji, Trade Tongue Balican, Dwarven, Eldaari, Elven, Aristocrat, Badge of Bondage,
Giant, Nagah, Nibenese, Raamin, Blooded, Conscription, Mercantile
Urikite Agent, Ritual Cannibalism, Soldier,
Strong-Arm
Dwarf Dwarven, Trade Tongue Balican, Elven, Giant, Gith, Kemalok, Blood of Kings, Eye for Quality,
Nibenese, Raamin, Talking Drum, Highborn, Inscribe Rune, Resist
Terran, Tyrian Madness, Small Stature, Soul of
Sincerity
Eldaarich Eldaari Draji, Giant, Nagah, Kurnan. Aristocrat, Badge of Bondage,
Saragaran, Trade Tongue Blooded, Empathic, Political
Maneuvering, Small Stature, Street
Smart
Elf Elven, Trade Tongue Balican, Draji, Dwarven, Selderaine, Blooded, Dunewalker, Eye for
Gith, Kreen, Nibenese, Nikaal, Quality, Heat Protection, Highborn,
Raamin, Scrab, Sign Language, Slig, Survivor, Trailblazing, Wily Trader
Tari, Tyrian
Gulg Gulgan, Trade Tongue Balican, Dwarven, Elven, Gith, Artist, Badge of Bondage, Culinary
Nibenese, Talking Drum, Tari, Tengu, Ashe, Drum Dancer, Mercantile
Tyrian Agent, Rhythmic Accompaniment,
Scholar of Nature
Halfling Halfling Aquan, Auran, Ignan, Piterin, Arboreal, Armor Dance, Empathic,
Rhulisiti, Sylvan, Talking Drum, Highborn, Improved Armor Dance,
Tengu, Terran, Trade Tongue, Tyrian, Ritual Cannibalism, Trailblazing,
Unitaur Vicious Bite
Kurn Kurnan Draji, Eldaari, Elven, Halfling, Aristocrat, Cosmopolitan, Education,
Rhulisti, Saragaran, Trade Tongue, Mercantile Agent, Ritualistic Combat,
Urikite Scholar of Nature, Small Stature
Nibenay Nibenese, Trade Tongue Balican, Bodach, Draji, Dwarven, Aristocrat, Badge of Bondage,
Elven, Gith, Gulgan, Raamin, Slig, Conscription, Cosmopolitan,
Tari, Tengu, Tyrian Mercantile Agent, Political
Maneuvering, Soldier, Street Smart,
Wily Trader
Raam Raamin, Trade Tongue Balican, Draji, Dwarven, Elven, Aristocrat, Artist, Badge of Bondage,
Giant, Nibenese, Nikaal, Slig, Tari, Cardhaus Player, Cosmopolitan,
Tyrian Mercantile Agent, Soldier, Street
Smart
Ringing Mountains Tyrian Dwarven, Halfling, Piterin, Talking Highborn, Mountain Born, Scholar of
Drum, Tengu, Terran, Trade Tongue, Nature, Survivor, Trailblazing, Wily
Tul’k Trader
Tablelands Nomad Bodach or Kalid or Bodach, Draji, Dwarven, Elven, Gith, Badge of Bondage, Bareback Soul,
Nibenese or Tyrian, Kreen, Nibenese, Nikaal, Raamin, Blooded, Dunewalker, Heat
Trade Tongue Scrab, Sign Language, Slig, Tari Protection, Highborn, Survivor,
Trailblazing
Tablelands Villager Bodach or Nibenese or Bodach, Draji, Dwarven, Elven, Gith, Badge of Bondage, Conscription,
Tyrian, Trade Tongue Kreen, Nibenese, Nikaal, Raamin, Highborn, Survivor, Wily Trader
Sign Language, Slig, Tari
Tengu Tengu Auran, Halfling, Gulgan, Piterin, Education, Highborn, Iaijutsu Focus,
Rhulisti, Trade Tongue, Tyrian, Iaijutsu Master, Mountain Born,
Unitaur Scholar of Nature, Soul of Honor
Thri-Kreen Kreen Balican, Draji, Elven, Gith, Gulgan, Blooded, Dunewalker, Empathic,
Nagah, Nibenese, Scrab, Sign Survivor, Trailblazing
Language, Slig, Trade Tongue, Tyrian
Tyr Tyrian, Trade Tongue Balican, Draji, Dwarven, Elven, Aristocrat, Badge of Bondage,
Gulgan, Halfling, Nibenese, Raamin, Conscription, Cosmopolitan,

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Region Automatic Languages Bonus Languages Regional Feats


Slig, Tari, Tengu Mercantile Agent, Ritualistic Combat,
Soldier, Street Smart, Wily Trader
Urik Urikite, Trade Tongue Balican, Draji, Dwarven, Elven, Aristocrat, Badge of Bondage,
Halfling, Nibenese, Raamin, Slig, Tari Cardhaus Player, Conscription,
Cosmopolitan, Mercantile Agent,
Soldier, Street Smart, Strong-Arm

3.1: Choosing Regions villages formed around isolated oases and a handful of
raiding tribes. Over the past few generations, a new power
A character in Dark Sun is more than just a class and race. has begun to unify the villages and raiders, forming states
Your homeland determines in part your outlook, personality, that still constantly war upon one another. They are the
and what sort of abilities you have. Every character must Ajami, Akashik magi, all men, who refuse to give in to the
choose a region at creation. “Region” is a broad term. For the Dragontaint or deny who they are. Its wastes are full of
most part, it refers to a political entity, a general culture, a volcanic and seismic activity, and water there is even harder
geographic area, or a particular race. A character can only to come by than in most of the Tablelands. But unlike most
have one homeland, so a character from Tyr could not also of the Tablelands, there are no Sorcerer-Kings, and the
get the regional benefits of its neighbor, Urik. However, Dragon does not travel this far north. At least, not yet.
nonhumans are free to designate either a homeland or a racial
culture as their region. Draj

Regions have the following entries: The region includes not only the city-state of Draj ruled by
King Tectukititlay, but also nearby villages as far south as the
Sea of Silt, as well as client villages and forts owned by the
• Automatic Languages: The languages automatically
merchant house of Tsalaxa. While cruelty and violence is a
known by all characters from this region, regardless of normal fact of life in any city-state, the Draji have elevated
Intelligence. brutality as an integral part of their warrior-culture. The
• Bonus Languages: Characters of exceptional strong rule in Draj, and only the strong survive. Many of the
Intelligence (12 or higher) begin with one bonus rites and overwhelming religious motiffs that suffuse the city
language per Intelligence modifier bonus, which must are stolen from the halfling culture, and their rites of
be chosen from the region’s list. For additional rules on cannibalism have been perverted into rites of sacrifice.
languages, see the Language skill in Chapter 5: Of
Skills. Dwarf
• Regional Feats: These feats represent common sorts of
talents that are associated with your homeland or race. The region is meant to signify mostly those dwarves who
You are still limited by the number of feats available to steadfastly maintain the old ways, especially in villages like
you for your race and class, but the regional feats are Kled, North Ledopolus, and South Ledopolus. City dwarves
available to you as if they were just general feats or tend to adopt the ways of their immediate neighbors, except
other appropriate feats (such as Item Creation feats). in city-states with exceptionally large humanoid populations,
You can acquire regional feats later in your career, but such as Raam, or exceptionally liberal (for Athas) lifestyles,
some are only allowable at 1st level. You can even such as Tyr. Muls can also choose the Dwarf region.
choose feats associated with other regions, as long as
you meet all other prerequisites and have at least 4 Eldaarich
ranks in the Knowledge (“region”) skill. For region feat
descriptions, see Chapter 7: Of Feats. The region includes not only the withdrawn city-state of
Eldaarich ruled by King Daskinor, but also the immediate
vicinity, especially the two forts (Fort Holtz & South Guard)
that guard the bridges to it. It is an intensely paranoid land,
3.2: Region Descriptions more than a little suspicious of outsiders. All inter-city trade
is done outside its city walls with only merchants approved
Balic
by the templarate. It is a closed land; no one gets in, no one
gets out. At least in theory. A few intrepid souls succeed in
The region includes not only the city-state of Balic ruled by
escaping its grasp every so often, and its recent renewal of
Dictator Andropinis, but also nearby villages and the client
trading has resulted in Eldaarich spies beginning to travel the
villages and forts of the merchant house of Wavir. The
wastes of Athas.
people of Balic are lovers of poetry and theatre, and their
bards, or “rhapsodes,” are their greatest celebrities. An
Elf
undercurrent of rebellion is present throughout Balican
society, stymied only through their unusual selection of
The region is meant to signify the typical elf, one who runs
templars. They elect their templars, although the contests are
with his tribe across the vast deserts of Athas, raiding,
frequently fixed, a practice that was unique to the Tablelands
trading, and herding. The most prominent elven tribes are the
until the Tyr rebellion ten years ago. Politics and arts are the
Sky Singers, Wind Dancers, Silver Hands, Water Hunters,
favored pursuits of both nobles and citizens in Balic.
Silt Stalkers, and Night Runners. Half-elves can also choose
the Elf region.
Bandit States
Gulg
The Bandit States are a loose collection of villages and tribes
that occupy the Scorpion Plains and Barrier Wastes north of
Draj, Raam, and Urik. For centuries they survived as small

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This region includes not only the city-state of Gulg ruled by Tablelands Nomad
the Oba, but also the Crescent Forest around it, as far north as
the edge of Nibenay’s logging operations, and the client This region typifies the various tribes and wanderers that
villages and forts of the merchant house of Inika. It is a more roam the vastness of the Tablelands. This can include slave
communal and natural environment that most city-states, and tribes, raiding tribes, dynastic clan tribes, and even the silt
its people live fairly primitively, adapting well to a pirates along the Sea of Silt. They are a hard people that have
civilization lacking much technology. Its nobles earn their learned how to endure and thrive in the harsh wilderness, as
rights and ranks by their hunting skills, and it inhabitants are well as enjoying every minute of life the desert has granted
mostly left alone, as long as they pay their taxes. The Oba them. They are free of Sorcerer-Kings, if not free from the
has recently galvanized her people by preaching for a return brutal need to survive.
to the Green Age.
Tablelands Villager
Halfling
This region typifies the various villages that dot the barren
The region is meant to signify the average halfling, the feral landscape of the Tablelands, whether they are clan holdings
inhabitants of the Forest Ridge. Halflings who have spent a around an oasis, hermits who haunt the ruins, or villages of
great deal of time in the cities or in service as a slave or scout escaped slaves who hide from slavers. The village life
should probably choose the appropriate region. requires hard work and the danger of the occasional drought
or raid. All villagers are taught to defend the village and
Kurn often show signs of a past life of brutality in the cities.

This region includes not only Old Kurn and New Kurn, but Tengu
also the immediate vicinities. They hold one of Athas’
greatest secrets, the fact that their Sorcerer-King, Oronis, is The region is meant to represent the typical tengu, one that
attempting to create a utopia and return his region of Athas to grew up in the villages of the tengu in the Ringing
the Green Age. With the recent uprising of Tyr and the Mountains, other mountain ranges, and even the plains of the
upheavals throughout the Tablelands, the Kurnan are Hinterlands. Those tengu who spent extensive time traveling
reexamining their self-imposed exile, and Kurnan merchants the Tablelands or were enslaved in the city-states should
and spies are beginning to travel south among the other city- probably take the appropriate region.
states.
Thri-Kreen
Nibenay
This region is meant to represent the typical thri-kreen, one
This region includes not only the city-state of Nibenay ruled that hunted with his “clutch” of other thri-kreen in the
by Nibenay the Shadow King, but also nearby villages, the wilderness of Athas, or even one that successfully fled the
Ivory Triangle, and the client villages and forts owned by the Kreen Empire. Those who spent a great deal of time in the
merchant house of Shom. Nibenay is a twisting maze of city-states, whether as scouts, sages, or slaves, should
winding streets and towering buildings, packed into very probably choose a more appropriate region.
small, walled districts. Politics are deadly and complicated in
Nibenay, but trade is open to everyone, and the Nibenese are Tyr
exclusive traders of massive quantities of Agafari wood.
Tyr. The Free City. The City of Heroes. The city-state that
Raam has defined the past decade in the Tablelands with its
overthrow of King Kalak, slave emancipation, and the wars
This region includes not only the city-state of Raam ruled by with Urik that culminated with the epic battle against the
Grand Vizier Abalach-Re, but also nearby villages, as well as Dragon in the farthest reaches of the Tablelands. It has given
client villages and forts of the merchant house of M’ke. The hope to thousands, if not millions, of slaves throughout
city-state is in a constant state of chaos, as its people and Athas, and struck fear into the hearts of the Sorcerer-Kings
leaders are faced with an increasingly overwhelmed themselves. The citizens and nobles of Tyr (there are no
administrative system, rampant corruption, and failing city slaves) are a cosmopolitan lot, and the city has become a
services. Disease and poverty reign throughout much of the haven for adventurers, risk-takers, and refugees from other
city, and even its Sorcerer-Queen has created a false religion, cities. This region includes not only the city-state of Tyr, but
complete with shrines, in an attempt to distract the people also nearby villages and the client villages and forts of the
from the city’s problems. A strict caste system, even more merchant house of Vordon
strict than most city-states, is the only law slavishly obeyed
in Raam. Urik

Ringing Mountains The eternal rival of Tyr, this region includes not only the
city-state of Tyr ruled by King Hamanu, but also the nearby
This region is only sparsely populated, but its few inhabitants villages, the Dragon’s Bowl, and the client villages and forts
are often hermits seeking solicitude, hidden humanoid of the merchant house of Stel. Urik is a city of laws, at least
communities, villages of escaped slaves, or mining towns for everyone but the Sorcerer-King. A complex series of laws
owned by other city-states or merchant houses. Although a covers crime and civil matters in Urik, the foundation of
disparate group, they share more in common with each other which is repayment in kind; the violator has done to him
than with the rest of the Tablelands, including the mining what he did to another. Urik’s ambition also marks the city;
towns. They are a rough an self-sufficient people, surviving vast monuments and public works dominate the city,
in a mountainous land far away from civilization as well as although they have little practical value and often are unused.
bordering the Forest Ridge and its population of cannibal
halflings.

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Chapter 4: Of Classes
Athasian player characters can choose the classes of bard, druid, fighter, mage, monk, noble, orphan, ranger, rogue, Tao shih, or
templar.

4.1: Bard
Level Base Fort. Ref. Will. Defense Rep. Class
Attack Save Save Save Bonus Gain Features

1 +0 +0 +2 +2 +3 +1 Bardic Music, Bardic Knowledge


2 +1 +0 +3 +3 +4 +0
3 +2 +1 +3 +3 +4 +1 Illicit Barter, Poison Use
4 +3 +1 +4 +4 +4 +0
5 +3 +1 +4 +4 +5 +1 Better Lucky Than Good
6 +4 +2 +5 +5 +5 +0 Bonus Feat
7 +5 +2 +5 +5 +6 +1
8 +6 +2 +6 +6 +6 +0 +1 Save vs. Poison
9 +6 +3 +6 +6 +6 +1 Bonus Feat
10 +7 +3 +7 +7 +7 +0
11 +8 +3 +7 +7 +7 +1 +2 Save vs. Poison
12 +9 +4 +8 +8 +8 +0 Bonus Feat
13 +9 +4 +8 +8 +8 +1
14 +10 +4 +9 +9 +8 +0 +3 Save vs. Poison
15 +11 +5 +9 +9 +9 +1 Bonus Feat
16 +12 +5 +10 +10 +9 +0
17 +12 +5 +10 +10 +10 +1 +4 Save vs. Poison
18 +13 +6 +11 +11 +10 +0 Bonus Feat
19 +14 +6 +11 +11 +10 +1
20 +15 +6 +12 +12 +11 +0 +5 Save vs. Poison

Bards have long served the people of Athas as entertainers, Races


historians, diplomats, spies, and even assassins. They are
both welcomed and feared in the courts of the city-states Almost all races have a strong bardic tradition. Dwarves and
because they are frequently hired for their mastery of tengu focus on the knowledge and warrior arts of the bard,
poisons. Their ability to entertain and charm has gotten them while elves and halflings have an affinity to the artistic side
into places most assassins could only dream of, and with of the class. Humans usually favor the diplomatic and
little proof they were the cause of any misfortunes. Their charismatic aspects. Other races have their own reasons for
natural wit also makes them natural diplomats and spies, able taking the profession. Thri-kreen usually have at least one
to stop or start wars as the situation demands. member of the pack with bardic abilities, but while a thri-
kreen can receive the benefits from non-thri-kreen bards,
Alignment other races have trouble receiving bonuses from them unless
they learn Kreen.
Any. While most bards are chaotic wanderers with a carefree
heart, many also serve their tribes and villages as historians Multiclassing
and storytellers in a lawful manner. Good bards try to uplift
their fellows with song and use their knowledge of poisons to Bards can freely multiclass with any other class unless that
protect their patrons from assassination, and evil ones use class has a particular prohibition on multiclassing. They often
their music to manipulate foes and their poisons to murder. multiclass as fighters, rogues, and orphans.

Background Bard Class Features


Most bards among the tribal and village people are Hit Die
apprenticed to a more experienced bard before inheriting his
position or striking out on their own. City bards are usually d6
trained by organizations, each city usually contains a score of
small "colleges" and "studios". Though most are freemen, Skill Points
nobles often "culture" themselves by training in the bardic
arts, and even slaves that show talent are regarded as 6 + Int modifier
especially valuable to their lords and receive the necessary
education. Bard Class Skills

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• Alchemy (Int)
• Alertness (Wis) Bard Bonus Feat List
• Appraise (Int)
• Balance (Dex) • Able Drinker
• Bluff (Cha) • Acrobatic
• Craft (any) (Int) • Alluring
• Decipher Script (Int) • Charlatan
• Diplomacy (Cha) • Dash
• Disguise (Cha) • Dashing and Daring
• Escape Artist (Dex) • Deceitful
• Forgery (Int) • Dirty Fighting
• Gather Information (Cha) • Extra Music
• Knowledge (any) (Int) • Fame
• Language (Int) • Fleet of Foot
• Perform (Cha) • Fool’s Luck
• Profession (any) (Wis) • Frightful Presence
• Read Lips (Int) • Green Ear
• Sense Motive (Wis) • Improved Initiative
• Sleight of Hand (Dex) • Improvised Weapon
• Tumble (Dex) • Infamy
• Investigator
Starting Wealth • Jack of All Trades
• Lingering Song
4d4 x 10 ceramic coins (cc). • Linguist
• Mimic
Weapons & Armor • Multicultural
• Negotiator
The Bard is proficient with all simple weapons, all light • Nimble
armors, and all shields (except tower shields). Bards are also
• Nimble Fingers
proficient with the following weapons: longbow, composite
longbow, longsword, rapier, sap, short composite bow, short • Obscure Lore
sword, shortbow, or whip. • Odd Sleeping Habits
• Opera Training
Bardic Knowledge & Bardic Music • Persuasive
• Requiem
The Bard uses the same rules for these abilities as the Bard • Run
class in the Player's Handbook. • Sex Appeal
• Showmanship
Illicit Barter (Ex) • Tagging
• Throw Anything
At 3rd level, the Bard betters his ability at procuring • Trustworthy
dangerous and illegal items. The Bard gains a +5 competence
• Versatile
bonus to all Diplomacy & Gather Information checks in
relation to illegal, contraband, and black-market goods, such
Saving Throw Bonus vs. Poison (Su)
as poisons, drugs, & weapons.
At 8th level, the Bard has worked with and studied a variety
Poison Use (Ex)
of poisons and become more resistant to their effects. He
gains a +1 natural saving throw bonus against all poisons,
At 3rd level, the Bard has learned the ancient techniques of
which increases to +2 at 11th level, +3 at 14th level, +4 at 17th
poisoning one's enemies and never risks accidentally
level, and +5 at 20th level.
poisoning oneself when applying the poison to a surface.

Better Lucky Than Good (Su)

At 5th level, the Bard's carefree nature and wit has begun to
charm not only those around him, but seemingly fate itself.
He gains a luck bonus to all saving throws equal to the Bard's
Charisma modifier.

Bonus Feat

At 6th level, the Bard receives a bonus feat from the Bard
Bonus Feat List below, but must meet all requirements of the
feat. The Bard gains another every third level afterward (at
9th, 12th, 15th, & 18th levels). The feats tend to augment the
Bard's skills as an entertainer & diplomat, empower their
bardic music, or reflect the wide range of skills & knowledge
a travelling bard accumulates.

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4.2: Druid
Level Base Fort. Ref. Will. Defense Rep. Class
Attack Save Save Save Bonus Gain Features

1 +0 +2 +0 +2 +3 +0 Animal Companion, Bonus Languages, Nature Sense,


Wild Empathy
2 +1 +3 +0 +3 +4 +0 Woodland Stride
3 +2 +3 +1 +3 +4 +1 Trackless Step
4 +3 +4 +1 +4 +4 +0 Elemental Domain
5 +3 +4 +1 +4 +5 +0 Wild Shape (1/day)
6 +4 +5 +2 +5 +5 +1 Wild Shape (2/day)
7 +5 +5 +2 +5 +6 +0 Wild Shape (3/day)
8 +6 +6 +2 +6 +6 +0 Wild Shape (Large)
9 +6 +6 +3 +6 +6 +1 Venom Immunity
10 +7 +7 +3 +7 +7 +0 Wild Shape (4/day)
11 +8 +7 +3 +7 +7 +0 Wild Shape (Tiny)
12 +9 +8 +4 +8 +8 +1 Wild Shape (Plant)
13 +9 +8 +4 +8 +8 +0 A Thousand Faces
14 +10 +9 +4 +9 +8 +0 Wild Shape (5/day)
15 +11 +9 +5 +9 +9 +1 Wild Shape (Huge), Timeless Body
16 +12 +10 +5 +10 +9 +0 Wild Shape (Elemental 1/day)
17 +12 +10 +5 +10 +10 +0
18 +13 +11 +6 +11 +10 +1 Wild Shape (6/day, Elemental 2/day)
19 +14 +11 +6 +11 +10 +0
20 +15 +12 +6 +12 +11 +0 Wild Shape (Elemental 3/day, Huge Elemental

Spells per Day

Level Spellcasting Advancement


0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1 3 1 - - - - - - - -
2 4 2 - - - - - - - -
3 4 2 1 - - - - - - -
4 5 3 2 - - - - - - -
5 5 3 2 1 - - - - - -
6 5 3 3 2 - - - - - -
7 6 4 3 2 1 - - - - -
8 6 4 3 3 2 - - - - -
9 6 4 4 3 2 1 - - - -
10 6 4 4 3 3 2 - - - -
11 6 5 4 4 3 2 1 - - -
12 6 5 4 4 3 3 2 - - -
13 6 5 5 4 4 3 2 1 - -
14 6 5 5 4 4 3 3 2 - -
15 6 5 5 4 4 4 3 2 1 -
16 6 5 5 5 4 4 3 3 2 -
17 6 5 5 5 5 4 4 3 2 1
18 6 5 5 5 5 4 4 3 3 2
19 6 5 5 5 5 5 4 4 3 3
20 6 5 5 5 5 5 4 4 4 4

Druid Divine Spells Known

Level Spells Known


0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1 4 2 - - - - - - - -
2 5 2 - - - - - - - -
3 5 2 1 - - - - - - -
4 6 2+1 2+1 - - - - - - -
5 6 3+1 2+1 1+1 - - - - - -
6 7 3+1 3+1 2+1 - - - - - -

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7 7 4+1 3+1 2+1 1+1 - - - - -


8 8 4+1 4+1 3+1 2+1 - - - - -
9 8 5+1 4+1 3+1 2+1 1+1 - - - -
10 9 5+1 5+1 4+1 3+1 2+1 - - - -
11 9 5+1 5+1 4+1 3+1 2+1 1+1 - - -
12 9 5+1 5+1 4+1 4+1 3+1 2+1 - - -
13 9 5+1 5+1 4+1 4+1 3+1 2+1 1+1 - -
14 9 5+1 5+1 4+1 4+1 4+1 3+1 2+1 - -
15 9 5+1 5+1 4+1 4+1 4+1 3+1 2+1 1+1 -
16 9 5+1 5+1 4+1 4+1 4+1 3+1 3+1 2+1 -
17 9 5+1 5+1 4+1 4+1 4+1 3+1 3+1 2+1 1+1
18 9 5+1 5+1 4+1 4+1 4+1 3+1 3+1 3+1 2+1
19 9 5+1 5+1 4+1 4+1 4+1 3+1 3+1 3+1 2+1
20 9 5+1 5+1 4+1 4+1 4+1 3+1 3+1 3+1 3+1

The druidic tradition, long ago formalized as the Way of Ten d8


Thousand Things, is perhaps the oldest source of magic and
religion on Athas. They are rare in the city-states of the Skill Points
Tablelands, claiming the vast wastes and the few forests as
their domains, though some maintain contact with the nobles 4 + Int modifier
of the city-states and aid in survival on the scrubland farms.
Nature, threatened and decimated by thousands of years Druid Class Skills
under the Sorcerer-Kings, is the most important thing to a
druid. They consider themselves protectors of it and their • Alertness (Wis)
ancient religion, where every rock, tree, and creature holds a • Concentration (Con)
spirit, or kami, that needs to be appeased and respected. • Craft (any) (Int)
• Diplomacy (Cha)
Alignment • Handle Animal (Cha)
• Heal (Wis)
Any Neutral. All druids must maintain a certain degree of • Knowledge (nature) (Int)
detachment to remind them of the balance the world needs to • Knowledge (religion) (Int)
maintain, so at least part of their alignment needs to be
• Profession (any) (Wis)
neutral, if not true neutral. But just as life and death, horror
• Ride (Dex)
and beauty, good and evil, law and chaos are all part of
existence, so too do these contrasting viewpoints manifest • Spellcraft (Int)
with the Way of Ten Thousand Things. Any druid whose • Survival (Wis)
loses Neutral as part of his alignment can no longer advance
as a druid unless he has atonement cast on him and returns Starting Wealth
his alignment to one compatible with the druid class.
2d4 x 10 ceramic coins (cc).
Background Weapons & Armor
Almost all druids are inducted into the religion by another
Druids are proficient with all bows, clubs, daggers, darts,
druid as part of a local circle, the basic organization of the
longspears, quarterstaffs, sickles, shortspears, and slings, all
decentralized shamanism. But sometimes nature chooses its
light & medium armors, and all shields. They are, however,
own representatives, and the blessings of the kami can
forbidden to use any weapons (other than those previously
manifest themselves in unsuspecting people attuned to
listed), armor, or shields composed of worked steel, though
nature.
this is already a rarity on Athas. Any Druid who violates this
restriction loses access to their spells for 24 hours.
Races
Spells & Spellcasting
Those races that live primarily in the wilderness have the
greatest number of druids, such as elves, halflings, humans, The Druid uses the same spellcasting rules as the Druid class
and tengu. Those that live within the cities, like other humans in the Player's Handbook, except where noted below. See
and muls, have fewer druids, partly because they face Chapter 9: Of Divine Magic for the revised Druid Spell List.
persecution by the forces of the Sorcerer-Kings.
However, they do not prepare their spells in advance like the
Multiclassing Druid in the Player’s Handbook. Instead, they are limited to
spells granted them as gifts by the spirits, the kami. These
Druids can freely multiclass with any other class unless that spells are chosen from the revised Druid Spell List. A Druid
class has a particular prohibition on multiclassing. They often gains extra spells known according to his Charisma bonus, in
multiclass as fighters, rangers, and Tao shih. the same way that his Wisdom bonus gains him extra spells
per day to cast.
Druid Class Features
As mentioned earlier, a Druid need not memorize and
Hit Die prepare his spells in advance. He may use a higher level slot

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to cast a lower level spell if he chooses. The spell is still • Athasian Sloth
treated as its actual level, not the level used to cast it. • Lirr, Large 11 HD
• Ruktoi
To learn or cast a spell the Druid must have a Charisma score
of at least 10 + the spell’s level, but the Difficulty Class of 16th Level or Higher (-15)
the spell is still dependent on his Wisdom score. • Dire Athasian shark
• Hatori, Gargantuan 17 HD
A Thousand Faces, Nature Sense, Trackless Step, Venom
• Slimahacc
Immunity, Wild Empathy, Wild Shape, & Woodland
Stride • White Silt Horror

The Druid uses the same rules for these abilities as the Druid Bonus Languages
class in the Player's Handbook.
All Druids know the secret language of Druidic, a language
Animal Companion passed down among their kind for Ages upon Ages. Upon
reaching 1st level, all Druids are taught this language,
The Druid uses the same rules for this ability as the Druid learning how to read and write it as well, even if they are
class in the Player’s Handbook. His choice of animal illiterate in any other languages. It is forbidden to teach this
companions, however, is drastically altered for the language to any who are not a member of their ancient sect.
Athasian environment.
The Druid also gains access to additional languages, those
st
1 Level used by Elemental Plane natives and intelligent plant life.
The Druid can substitute Aquan, Auran, Ignan, Sylvan, or
• Boneclaw, lesser
Terran for any of the bonus languages available to him
• Carru because of his race or region.
• Dire rat
• Erdlu Elemental Domain
• Janx
• Jhakar At 4th level, the Druid gains access to one Elemental Domain,
• Kes’trekel in the same way as a Templar has access to his Domains. The
• Silt Spawn Druid can choose one, and only one, of the following
• Snake (Small or Medium viper) Domains: Air, Earth, Fire, Magma, Rain, Silt, Sun, or Water.
The spells known from the Domain are represented by the
4th Level or Higher (Level –3) (+1) on the Druid Divine Spells Known Table.
• Carru, bull 6 HD
• Cheetah Timeless Body (Su)
• Crodlu
At 15th level, the Druid no longer physically ages beyond the
• Crodlu, heavy
simple growth of hair, fingernails, etc. The Druid no longer
• Dire bat receives Ability penalties to Constitution, Dexterity, &
• Erdland Strength for aging, and cannot be magically aged. Any
• Jhakar, Medium 6 HD penalties already received remain, however, and Ability
• Kluzd bonuses still accrue.
• Lizard, giant
• Lizard, monitor
• Rasclinn
• Shark, Athasian
• Snake, constrictor
• Snake, Large viper

7th Level or Higher (Level –6)


• Crodlu, heavy warmount
• Inix
• Kalin
• Kluzd, 7 HD
• Lirr
• Puddingfish
• Lizard, subterranean
• Snake, Huge viper
• Takis

10th Level or Higher (-9)


• Cha’thrang
• Hatori
• Lizard, Minotaur
• Shark, Athasian, Huge
• Snake, giant constrictor

13th Level or Higher (-12)

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4.3: Fighter
Level Base Fort. Ref. Will. Defense Rep. Class
Attack Save Save Save Bonus Gain Features

1 +1 +2 +0 +0 +2 +0 Bonus Feat
2 +2 +3 +0 +0 +2 +1 Bonus Feat
3 +3 +3 +1 +1 +3 +0
4 +4 +4 +1 +1 +3 +0 Bonus Feat
5 +5 +4 +1 +1 +3 +1
6 +6 +5 +2 +2 +4 +0 Bonus Feat
7 +7 +5 +2 +2 +4 +1
8 +8 +6 +2 +2 +4 +0 Bonus Feat
9 +9 +6 +3 +3 +5 +0
10 +10 +7 +3 +3 +5 +1 Bonus Feat
11 +11 +7 +3 +3 +5 +0
12 +12 +8 +4 +4 +6 +1 Bonus Feat
13 +13 +8 +4 +4 +6 +0
14 +14 +9 +4 +4 +6 +0 Bonus Feat
15 +15 +9 +5 +5 +7 +1
16 +16 +10 +5 +5 +7 +0 Bonus Feat
17 +17 +10 +5 +5 +7 +1
18 +18 +11 +6 +6 +8 +0 Bonus Feat
19 +19 +11 +6 +6 +8 +0
20 +20 +12 +6 +6 +8 +1 Bonus Feat

Almost all societies and races have fighters among them,


warriors who take the art of combat seriously and pursue it, 2 + Int modifier
for as many different reasons as there are fighters. From the
tribes to the villages to the cities, fighters enjoy a great deal Fighter Class Skills
of respect on the harsh world of Athas.
• Climb (Str)
Alignment • Craft (any) (Int)
• Handle Animal (Cha)
Any. Fighters can have any alignment, whether they fight for • Intimidate (Cha)
honor and justice or savagery and power. • Jump (Str)
• Knowledge (Warcraft) (Int)
Background • Ride (Dex)

Fighters come from all backgrounds and circumstances. Starting Wealth


Slaves are bred to fight in the gladiatorial games. Tribes,
merchant houses, and city-states train their own warriors for 6d4 x 10 ceramic coins (cc).
defense and attack. Many pursue their combat skills
individually simply to augment their own abilities for Weapons & Armor
survival.
The Fighter is proficient with all simple & martial weapons,
Races all light, medium, & heavy armors, and all shields.

Fighters are from all races, but especially among the Bonus Feat
dwarves, humans, muls, nephilim, and tengu.
At 1st level & 2nd level, and every even level after that (4 th, 6th,
Multiclassing 8th, 10th, 12th, 14th, 16th, 18th, & 20th), the Fighter gains a bonus
feat from the Fighter Bonus Feat List below. The Fighter
must still meet the requirements of the feat, however.
Fighters can freely multiclass unless that class has a
particular prohibition on multiclassing. Almost all classes
Fighter Bonus Feat List
benefit from becoming fighters.
• Adaptive Fighting
Fighter Class Features • Armor Optimization
• Arrow Stab
Hit Die
• Berserker Rage
d10 • Blind-fight
• Charged Jump
Skill Points • Chariot Archery

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Dark Sun: The Age of Tao Handbook v1.0 33

• Chariot Charge • Point Blank Shot


• Chariot Combat • Power Critical
• Chariot Sideswipe • Power Lunge
• Chariot Trample • Power Shot
• Cleave • Precise Shot
• Close-Quarters Fighting • Prone Attack
• Combat Expertise • Quick Draw
• Combat Reflexes • Quick Sheath
• Continuous Parry • Rapid Reload
• Corps-a-corps • Rapid Shot
• Death Blow • Rear Rank Fighting
• Death Trance • Ride-by Attack
• Defensive Shot • Riposte
• Defensive Strike • Sharp-Shooting
• Destructive Rage • Shield Charge
• Disarm Shot • Shield Expert
• Dodge • Shot on the Run
• Dual Strike • Slip
• Exotic Weapon Proficiency • Soft Strike
• Expert Tactician • Spirited Charge
• Extended Rage • Spring Attack
• Extra Finesse • Stay on their Tail
• Extra Rage • Superior Expertise
• Far Shot • Suppressive Fire
• Finesse Grapple • Tagging
• Finesse Trip • Throw Anything
• Flurry of Strikes • Trample
• Great Cleave • Two-Weapon Defense
• Greater Bind • Two-Weapon Fighting
• Greater Two-Weapon Fighting • Weapon Finesse
• Greater Weapon Focus • Weapon Focus
• Greater Weapon Specialization • Weapon Specialization
• Hold the Line • Whirlwind Attack
• Improved Bind
• Improved Bull Rush
• Improved Critical
• Improved Disarm
• Improved Feint
• Improved Grapple
• Improved Initiative
• Improved Overrun
• Improved Precise Shot
• Improved Rear Rank Fighting
• Improved Shield Bash
• Improved Sunder
• Improved Trip
• Improved Two-Weapon Fighting
• Improved Unarmed Strike
• Improvised Weapon
• Instantaneous Rage
• Intimidating Rage
• Knock-Down
• Lunge
• Manyshot
• Mobility
• Monkey Grip
• Mounted Archery
• Mounted Combat
• Mounting Leap
• Northern Staff, Northern Spear
• Off-Hand Parry
• Parry
• Phalanx Fighting
• Pin Shield
• Pommel Strike

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4.4: Mage
Level Base Fort. Ref. Will. Defense Rep. Class
Attack Save Save Save Bonus Gain Features

1 +0 +2 +0 +2 +2 +1 Bonus Feat, Mentor, Weavesight


2 +1 +3 +0 +3 +2 +0 Bonus Feat
3 +1 +3 +1 +3 +3 +1 Slow Aging
4 +2 +4 +1 +4 +3 +0 Bonus Feat
5 +2 +4 +1 +4 +3 +1
6 +3 +5 +2 +5 +4 +0 Bonus Feat
7 +3 +5 +2 +5 +4 +1
8 +4 +6 +2 +6 +4 +0 Bonus Feat
9 +4 +6 +3 +6 +5 +1
10 +5 +7 +3 +7 +5 +0 Bonus Feat
11 +5 +7 +3 +7 +5 +1
12 +6 +8 +4 +8 +6 +0 Bonus Feat
13 +6 +8 +4 +8 +6 +1
14 +7 +9 +4 +9 +6 +0 Bonus Feat
15 +7 +9 +5 +9 +7 +1
16 +8 +10 +5 +10 +7 +0 Bonus Feat
17 +8 +10 +5 +10 +7 +1
18 +9 +11 +6 +11 +8 +0 Bonus Feat
19 +9 +11 +6 +11 +8 +1
20 +10 +12 +6 +12 +8 +0 Bonus Feat

Mage Akashik Spells per Day

Level Spells per Day


0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1 4 1 - - - - - - - -
2 4 2 - - - - - - - -
3 4 2 1 - - - - - - -
4 4 3 2 - - - - - - -
5 4 3 2 1 - - - - - -
6 4 3 3 2 - - - - - -
7 4 3 3 2 1 - - - - -
8 4 3 3 3 2 - - - - -
9 4 4 3 3 2 1 - - - -
10 4 4 3 3 3 2 - - - -
11 4 4 4 3 3 2 1 - - -
12 4 4 4 3 3 3 2 - - -
13 4 4 4 4 3 3 2 1 - -
14 4 4 4 4 3 3 3 2 - -
15 4 4 4 4 4 3 3 2 1 -
16 4 4 4 4 4 4 3 3 2 -
17 4 4 4 4 4 4 4 3 2 1
18 4 4 4 4 4 4 4 3 2 2
19 4 4 4 4 4 4 4 4 3 3
20 4 4 4 4 4 4 4 4 4 4

For thousands of years, a variety of mystics have studied the Any non-Chaotic. The training and discipline required to
mysteries of the Akasha, that strange source of magic within master the Akashik magic in the ways proscribed by the
them. One who has devoted himself to this force is a mage. traditions are too focused and disciplined for a chaotic mind
Over the millennia the magi have developed a variety of to follow diligently. Any mage who changes to a chaotic
traditions, organizations and philosophies of magic that train alignment can no longer advance as a mage and will likely be
and support their members, their research, and their goals. thrown out of their tradition. They cannot return to their
Some traditions are highly organized, like the Villichi, and tradition unless the tradition's leadership and the mage's
others are merely loose fraternities, like the sahajiya. mentor agree to it, which likely will involve a quest of some
sort, and the mage changes his alignment back to a non-
Alignment chaotic one.

Background

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Dark Sun: The Age of Tao Handbook v1.0 35

considered separate, but are considered cast at their combined


While all magi are trained in the curriculum of a specific level.
tradition, their paths to that tradition vary wildly. Some are
brought up in a culture which highly values them and inducts Mage Class Features
them into its particular brand of magi. Others wander the
wastes in their youth, frightened of their own power until a Hit Die
mage discovers them. In the city-states, the practice of
Akashik magic by any but the viziers is illegal and d4
punishable by death, so magi there hide in secrecy within the
Veiled Alliance or join the viziers. Skill Points

All magi must join one of the following traditions: 4 + Int modifier

• The Ajami: These barbarian magi from the northern Mage Class Skills
Bandit States are the youngest of the traditions, forged
recently from the flames of battle. They are a loose • Alchemy (Int)
fraternity of magi that concentrate on combat. All • Concentration (Con)
members are male and from the Bandit States. • Craft (any) (Int)
• The Fang Shih: Often known as sacred masons, the • Decipher Script (Int)
fang shih are a tradition that manipulates the Dragon • Intimidate (Cha)
Lines and Dragon Nests found throughout Athas. All • Invert (Int)
members are dwarven. • Knowledge (any) (Int)
• The Hakima: Often known as dreamwalkers, these magi • Profession (any) (Wis)
serve as the advisors of elven chiefs and are masters of • Spellcraft (Int)
the Dreamrealm, Bryn'bryssail. All members are female • Weavesight (Int)
and elven.
• The Nibelung: An ancient order of smiths that merge Starting Wealth
their craft and magic into works of war and wonder. All
members are dwarven. 3d4 x 10 ceramic coins (cc).
• The Sahajiya: Known by many names, they are one of Weapons & Armor
the most disorganized traditions, magi that constantly
seek new experiences of all types and rarely conform to The Mage is proficient with clubs, quarterstaffs, and daggers.
stability.
• The Taftani: Known as Weavers of Wonderful Delight, Spells & Spellcasting
they have a long history of making clockwork creations
and golems with the Akasha, as well as other semi- The Mage can cast Akashik spells, as per the Akashik Spells
magical devices. per Day Table. He gains bonus spells per day according to
• The Veiled Alliance: A secret society of magi that his Intelligence bonus modifier. The Difficulty Class of an
practice their art in secret in the city-states and are Akashik spell is 10 + casting level + Int modifier.
adept at hiding from the Sorcerer-Kings.
An Mage begins play with 1 Affinity and 1 Talent. He can
• The Villichi: One of the oldest traditions known, they purchase more Affinities and Talents with feats later on. If
are masters of intrigue and politics whose activities female, the Mage can choose Air, Spirit, or Water as
span the wastes of Athas. All members are women. beginning Affinity. If male, Earth, Fire, or Spirit can be
• The Viziers: While almost all magi are killed once chosen as a beginning Affinity. The Mage can choose any 1
discovered in the city-states, a select few are chosen as Talent.
viziers, who live and die at the whim of their ruler. All
members are male. The Mage begins play with 8 common spells of 0 or 1 st level,
including multilevel spells which include a 0 or 1st level.
Races These starting spells do not have to be within his Talent, but
they usually are. He can learn more spells using the
Magi are usually humans, genasi, half-elves, or elves. Few Weavesight skill, usually learning them through his mentor
magi come from the thri-kreen or nephilim. Some races have and Tradition training.
specific traditions tied to them, while others only join the
traditions if their cultures are lost to them. For more information on Akashik magic and spellcasting, see
Chapter 10: Of Akashik Magic.
Multiclassing
Bonus Feat
Magi can freely multiclass with any other class unless that
At 1st land 2nd level, and every even level afterward (4th, 6th,
class has a particular prohibition on multiclassing. They often
8th, 10th, 12th, 14th, 16th, 18th, & 20th), the Mage gains a bonus
multiclass as fighters, rogues, and Tao shih.
feat from the Akashik Bonus Feat List below. The Mage
must still meet the requirements of the feat, however.
Since all magi are members of a tradition, a mage who has
been left behind or been thrown out of their tradition cannot
Akashik Bonus Feat List
continue to advance as a mage until they have been accepted
into another tradition, and lose the benefits of their mentor. If
a mage multiclasses as an orphan, their weaves per day are • Affinity Focus
• Akasha-Heightened Senses

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Dark Sun: The Age of Tao Handbook v1.0 36

• Akashik Defense
• Brew Potion
• Combat Casting
• Craft Magic Arms and Armor
• Craft Rod
• Craft Staff
• Craft Talisman
• Craft Wand
• Craft Wondrous Item
• Delay Spell
• Empower
• Enlarge Spell
• Extra Affinity
• Extra Slot
• Extra Talent
• Forge Ring
• Greater Affinity Focus
• Greater Spell Penetration
• Magical Artisan
• Maximize Spell
• Multiweave
• Reach Spell
• Sanctum Spell
• Sculpt Spell
• Scribe Scroll
• Sense Residue
• Spell Penetration
• Spell Specialization
• Tie Off Weave
• Widen Spell

Mentor

Every Mage is a member of a Tradition (described briefly


under Background), and has a mentor assigned or chosen to
guide, teach, and control him. The mentor is a full-fledged
member of the Tradition (often with the appropriate Prestige
Class), while the Mage is still a junior member or senior
apprentice. Until he “graduates” to become a full member, he
is expected to obey his mentor in all things. To graduate to
full status, he must multiclass into the appropriate Tradition.

Weavesight (Su)

At 1st level, the Mage gains a +4 competence bonus to all


Weavesight skill checks.

Slow Aging (Su)

At 3rd level, the Mage's aging slows. Starting at 3rd level,


divide the Mage's level by 2 (round up). That is the number
of years that must pass for the Mage to physically age 1 year,
reducing the rate of penalties to Constitution, Dexterity, and
Strength. Other bonuses from aging occur normally,
regardless of Slow Aging.

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4.5: Monk
Level Base Fort. Ref. Will. Defense Rep. Class
Attack Save Save Save Bonus Gain Features

1 +0 +2 +2 +2 +4 +0 Improved Unarmed Strike, Evasion, Flurry of Blows,


6th Sense, Bonus Feat
2 +1 +3 +3 +3 +5 +0 Bonus Feat
3 +2 +3 +3 +3 +5 +1 Still Mind
4 +3 +4 +4 +4 +6 +0 Slow Fall (20')
5 +3 +4 +4 +4 +6 +0 Purity of Body
6 +4 +5 +5 +5 +7 +1 Slow Fall (30'), Bonus Feat
7 +5 +5 +5 +5 +7 +0 Wholeness of Body, Leap of the Clouds
8 +6 +6 +6 +6 +8 +0 Slow Fall (40')
9 +6 +6 +6 +6 +8 +1 Improved Evasion
10 +7 +7 +7 +7 +9 +0 Chi Strike +1, Bonus Feat
11 +8 +7 +7 +7 +9 +0 Diamond Body
12 +9 +8 +8 +8 +10 +1 Chi Strike +2
13 +9 +8 +8 +8 +10 +0 Diamond Soul
14 +10 +9 +9 +9 +11 +0 Chi Strike +3, Bonus Feat
15 +11 +9 +9 +9 +11 +1 Slow Fall (Any)
16 +12 +10 +10 +10 +12 +0 Chi Strike +4
17 +12 +10 +10 +10 +12 +0 Tongue of the Sun and Moons
18 +13 +11 +11 +11 +13 +1 Chi Strike +5, Bonus Feat
19 +14 +11 +11 +11 +13 +0 Timeless Body
20 +15 +12 +12 +12 +14 +0 Perfect Self

Level Flurry of Blows Unarmed Damage Fast Movement


(Tiny / Small / Medium / Large / Huge) (Base 15' / 20' / 30' / 40' / 50' / 60')

1 -2 / -2 1d3 / 1d4 / 1d6 / 1d8 / 1d10 15' / '20' / 30' / 40' / 50' / 60'
2 -1 / -1 1d3 / 1d4 / 1d6 / 1d8 / 1d10 15' / '20' / 30' / 40' / 50' / 60'
3 +0 / +0 1d3 / 1d4 / 1d6 / 1d8 / 1d10 20' / 25' / 40' / 50' / 65' / 80'
4 +1 / +1 1d4 / 1d6 / 1d8 / 1d10 / 1d12 20' / 25' / 40' / 50' / 65' / 80'
5 +2 / +2 1d4 / 1d6 / 1d8 / 1d10 / 1d12 20' / 25' / 40' / 50' / 65' / 80'
6 +3 / +3 1d4 / 1d6 / 1d8 / 1d10 / 1d12 25' / 35' / 50' / 60' / 80' / 100'
7 +4 / +4 1d4 / 1d6 / 1d8 / 1d10 / 1d12 25' / 35' / 50' / 60' / 80' / 100'
8 +5 / +5 / +0 1d6 / 1d8 / 1d10 / 1d12 / 2d8 25' / 35' / 50' / 60' / 80' / 100'
9 +6 / +6 / +1 1d6 / 1d8 / 1d10 / 1d12 / 2d8 30' / 40' / 60' / 70' / 95' / 120'
10 +7 / +7 / +2 1d6 / 1d8 / 1d10 / 1d12 / 2d8 30' / 40' / 60' / 70' / 95' / 120'
11 +8 / +8 / +8 / +3 1d6 / 1d8 / 1d10 / 1d12 / 2d8 30' / 40' / 60' / 70' / 95' / 120'
12 +9 / +9 / +9 / +4 1d8 / 1d10 / 1d12 / 2d8 / 2d10 35' / 45' / 70' / 80' / 110' / 140'
13 +9 / +9 / +9 / +4 1d8 / 1d10 / 1d12 / 2d8 / 2d10 35' / 45' / 70' / 80' / 110' / 140'
14 +10 / +10 / +10 / +5 1d8 / 1d10 / 1d12 / 2d8 / 2d10 35' / 45' / 70' / 80' / 110' / 140'
15 +11 / +11 / +11 / +6 / +1 1d8 / 1d10 / 1d12 / 2d8 / 2d10 40' / 55' / 80' / 90' / 125' / 160
16 +12 / +12 / +12 / +7 / +2 1d10 / 2d6 / 1d20 / 2d10 / 2d12 40' / 55' / 80' / 90' / 125' / 160
17 +12 / +12 / +12 / +7 / +2 1d10 / 2d6 / 1d20 / 2d10 / 2d12 40' / 55' / 80' / 90' / 125' / 160
18 +13 / +13 / +13 / +8 / +3 1d10 / 2d6 / 1d20 / 2d10 / 2d12 45' / 60 / 90' / 100' / 140' / 180'
19 +14 / +14 / +14 / +9 / +4 1d10 / 2d6 / 1d20 / 2d10 / 2d12 45' / 60 / 90' / 100' / 140' / 180'
20 +15 / +15 / +15 / +10 / +5 1d10 / 2d6 / 1d20 / 2d10 / 2d12 45' / 60 / 90' / 100' / 140' / 180'

Thousands of years ago, a new religion began to emerge array of martial arts that they finally unleashed during the
during the Green Age. It scorned followers of the Akasha as Cleansing Wars.
weak for needing outside help, pitied shamans for their
slavery to the Way of Ten Thousand Things, and saw Tao Alignment
shih as lost in their search for meaning outside the self. IT
was called the Path of Enlightenment, and its followers Any Lawful. The rigid training and discipline of the monk
emphasized that one could not reach a higher state of being, requires intense dedication to the Path, but while the Path
Enlightenment, without first understanding and mastering the encourages either balance or benevolence, its powers are
Self and the Body. Only by mastering those can one reach an often used for evil.
understanding with the rest of the universe and become
immortal even. The practitioners of this new faith, simply
Background
called the Path, retreated to monasteries (earning the common
name of “monk”) for centuries, developing a bewildering

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Monks usually come from very specific backgrounds, sianghams, slings, three-section staffs, and tonfas. If wearing
usually. Rarely are they seen in the cities, except for Nibenay armor, the Monk loses the following abilities until the armor
and now Tyr, as most Sorcerer-Kings oppress any religion is removed: 6th Sense, Evasion, Fast Movement, Flurry of
that defies them. Often, a hopeful monk must travel to a Blows, Improved Evasion, Leap of the Clouds, Slow Fall, &
hidden monastery within the wastes of Athas, frequently in a Unarmed Base Attack.
mountainous or hilly area. The philosophy and fighting style
of the monk, however, is still a fascination at the arenas, and Diamond Body, Diamond Soul, Evasion, Fast Movement,
so many slave-gladiators are allowed to learn their techniques Improved Evasion, Improved Unarmed Strike, Leap of
for the amusement of the masses. Sometimes, monks are left the Clouds, Perfect Self, Purity of Body, Slow Fall, Still
as infants at a monastery, where their parents hope that they Mind, Tongue of the Sun and Moon, Unarmed Damage,
can grow up strong and protected from the ravages of slavery & Wholeness of Body
and raiding.
The Monk uses the same rules for these abilities as the Monk
Races class in the Player's Handbook.

Almost all races become monks, but some are better suited to Bonus Feat
the lifestyle of the monastery or the fighting style of the Path.
Humans dominate the monasteries, but hybrid races (genasi, At 1st level, 2nd level, and 6th level, and every fourth level
muls, half-elves, & nephilim) also abound, seeking to afterward (10th, 14th, and 18th), the Monk gains a bonus feat
reconcile their dual heritages through meditation and from the Monk Feat List below. If chosen as a bonus feat, the
discipline. Dwarves, too, are fond of the Path, and it is not monk does not need to meet the prerequisites of the feat. As
unusual for a dwarf to leave his village and clan behind, long as he can use the Class Abilities of the Monk class (such
seeking to make the Path his Focus. Elves and halflings as by maintaining a Lawful alignment), he can use the feat as
rarely become monks, but do see the value of the unarmed a Supernatural (Su) ability, as long as he does not have the
combat taught by the monks, as it negates the need to carry prerequisites. If he does gain the prerequisites, he can use the
weapons through the wastes and wilderness of Athas. feat as a (Su) ability, or as normal as the Monk wishes.
However, a feat may not be as useful without another, such
as taking Extra Stunning Fist without Stunning Fist first.
Multiclassing
1. Blindsight, 5’ Radius
Monks can freely multiclass with any other class unless that
2. Broom Sweep
class has a particular prohibition on multiclassing. Orphans
3. Choke Hold
usually multiclass as fighters, rogues, or Tao shih.
4. Circle Kick
5. Death Trance
Monk Class Features 6. Defensive Throw
7. Deflect Missiles
Hit Die 8. Eagle Claw Attack
9. Extra Stunning Attacks
d8 10. Flying Kick
11. Grappling Block
Skill Points 12. Great Fortitude
13. Great Throw
4 + Int modifier 14. Improved Chi Strike
15. Improved Disarm
Monk Class Skills 16. Improved Grapple
17. Improved Trip
• Alertness (Wis) 18. Iron Fists
• Balance (Dex) 19. Iron Will
• Climb (Str) 20. Lightning Fists
• Concentration (Con) 21. Lightning Reflexes
• Craft (any) (Int) 22. Mantis Leap
• Diplomacy (Cha) 23. Pain Touch
• Escape Artist (Dex) 24. Roundabout Kick
• Jump (Str) 25. Stunning Fist
26. Unbalancing Strike
• Knowledge (arcana) (Int)
• Knowledge (religion) (Int) Flurry of Blows (Ex)
• Perform (Cha)
• Profession (any) (Wis) The Monk uses the rules for this ability the same as the Monk
• Tumble (Dex) class in the Player's Handbook. Also, the Monk can use the
Flurry of Blows with these additional weapons: butterfly
Starting Wealth swords, clubs, jittes, kamas, lajatangs, nekodes, quarterstaffs,
sai, three-section staffs, and tonfas.
5d4 ceramic coins (cc).
6th Sense (Ex)
Weapons & Armor
The Monk has developed a mystic 6th sense that alerts them
Proficient with butterfly swords, clubs, light crossbows, to danger most of the time. When unarmored and
heavy crossbows, daggers, handaxes, jittes, javelins, kamas, unencumbered, the Monk adds his Wis modifier to his
lajatangs, nekodes, nunchaku, quarterstaffs, sai, shurikens,

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Defense, a bonus that is not lost when stunned, unprepared,


ambushed, etc. The bonus is lost if immobilized, however.

Chi Strike (Su)

At 10th level, the Monk's body has become infused with chi
and is a magic weapon itself. All of his unarmed attacks are
considered to have a +1 enhancement bonus. The bonus
increases to +2 at 12th level, +3 at 14th level, +4 at 16th level,
and +5 at 18th level. This is a supernatural ability.

Timeless Body (Su)

At 19th level, the Monk no longer physically ages beyond the


simple growth of hair, fingernails, etc. The Monk no longer
receives Ability penalties to Constitution, Dexterity, &
Strength for aging, and cannot be magically aged. Any
penalties already received remain, however, and Ability
bonuses still accrue.

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4.6: Noble
Level Base Fort. Ref. Will. Defense Rep. Class
Attack Save Save Save Bonus Gain Features

1 +0 +0 +0 +0 +3 +3 Ancestral Weapon, Call In a Favor, Literacy, Nobility


2 +1 +0 +0 +0 +4 +1 Inspire Confidence +1
3 +2 +1 +1 +1 +4 +0 Call In a Favor
4 +3 +1 +1 +1 +4 +1 Command +1
5 +3 +1 +1 +1 +5 +0 Call In a Favor
6 +4 +2 +2 +2 +5 +1 Inspire Confidence +2
7 +5 +2 +2 +2 +6 +0 Call In a Favor
8 +6 +2 +2 +2 +6 +1 Command +2
9 +6 +3 +3 +3 +6 +0 Call In a Favor, Leadership
10 +7 +3 +3 +3 +7 +1 Inspire Confidence +3
11 +8 +3 +3 +3 +7 +0 Call In a Favor
12 +9 +4 +4 +4 +8 +1 Command +3
13 +9 +4 +4 +4 +8 +0 Call In a Favor
14 +10 +4 +4 +4 +8 +1 Inspire Confidence +4
15 +11 +5 +5 +5 +9 +0 Call In a Favor
16 +12 +5 +5 +5 +9 +1 Command +4
17 +12 +5 +5 +5 +10 +0 Call In a Favor
18 +13 +6 +6 +6 +10 +1 Inspire Confidence +5
19 +14 +6 +6 +6 +10 +0 Call In a Favor
20 +15 +6 +6 +6 +11 +1 Command +5

Almost all cultures have a caste of aristocrats that hold an emissary with authority to speak for a tribe or village
positions as warriors, land-owners, and rulers. Nobles are by decree of its rulers.
those that take the responsibilities of their position seriously
and strive to be examples of the civilized world. Races
Alignment Humans are by far the most common members of the noble
class, but almost any race can be granted the rights the noble
Any. Nobles exert their power and influence in many ways, by the city-states. Ancient families among the dwarves, elves,
some through adherence to custom and law, others through and tengu still wield most of the power within their societies,
trickery and lawlessness. Many strive to bring justice to their and halflings still posses an aristocracy of their own, even
kinsmen through good acts, while others lord their power though it is hard for non-halflings to distinguish them. Thri-
over others in an evil fashion. kreen have no noble class among themselves, and one
granted nobility by a city-state would be an extremely unique
Backgrounds individual.

While most are born into their position, many also earn their Multiclassing
position through action or wealth. Without the sponsorship or
acknowledgement of his peers, however, a noble is simply Nobles can freely multiclass with any other class unless that
not a noble. The three most common backgrounds for a noble class has a particular prohibition on multiclassing. Nobles
are listed below, but it is rare for any of the three to respect usually multiclass as fighters, Tao shih, or templars.
the status of the other types:
However, there are a few special considerations when
• City-State Aristocracy: The descendents of warriors multiclassing. While a noble multiclassing into another class
who aided their particular Sorcerer-King’s rise to power is easy, another class multiclassing into a noble is more
and helped him maintain it. They have close-knit, if difficult. You must already have been granted noble status by
cutthroat, communities throughout the cities, and a the appropriate authority (be it Sorcerer-King, noble family
noble from a foreign city can expect to have his adoption, Merchant House promotion, skjaeren blessing,
position respected by the nobles of another city, as chief’s decree, etc.) to gain levels in this class.
befits the ancient treaties.
A noble who loses his position can no longer advance as a
• Merchant Houses: Members of the Merchant Houses noble, and loses all class abilities. He can not advance any
have their own dynasties, preserved by ancient accords farther or regain his abilities unless he regains his position or
and traditions. Those employed by the House as an gains a similar one in another culture. If such a loss occurs,
agent are also considered “noble” for the purposes of all unused Favors are lost permanently. Even if he regains his
this class. title, his footing is no longer as sure as it once was, or as
• Tribal Nobility: The ruling class of the tribes of Athas, prestigious.
whether it is a member or offspring of a village elder,
halfling or elf tribe, a dwarf with the Blood of Kings, or

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Noble Class Features can raise to a +4 longsword by spending an additional 560


XP and spending 2 weeks in ritual seclusion. If a Noble
Hit Die wishes to remove a power invested in his blade (perhaps to
replace it with another power), he may do so by enacting the
d8 appropriate ritual for 8 hours. The selected power is forever
lost, as are the XP invested in it.
Skill Points
Until the weapon is enchanted this way, it is just a
4 + Int modifier masterwork weapon. In the hands of any other but the Noble
it is again only a masterwork weapon, with no magical
Noble Class Skills properties.

• Appraise (Int) A weapon can’t actually have a bonus higher than +5. Use
• Bluff (Cha) these lines and the Dungeon Master’s Guide to determine
cost when special abilities are added.
• Diplomacy (Cha)
• Gather Information (Cha)
Ancestral Weapon Table
• Intimidate (Cha)
• Knowledge (any) (Int)
• Language (Int) BonusXP Sacrifice Min. Level
• Perform (Cha)
• Profession (any) (Wis) +1 80 4th
• Ride (Dex) +2 320 7th
• Sense Motive (Wis) +3 720 9th
+4 1,280 11th
Starting Wealth +5 2,000 13th
+6 2,880 14th
5d6 x 10 iron coins (ic).
+7 3,920 15th
Weapons & Armor +8 5,120 16th
+9 6,480 17th
Nobles are proficient with all simple & martial weapons, all +10 8,000 18th
light, all medium, & all heavy armors and all shields (except
tower shields). Call in a Favor (Ex)
Ancestral Weapon (Su) At 1st level, and every odd level afterward (3rd, 5th, 7th, 9th,
11th, 13th, 15th, 17th, & 19th), the noble gains the ability to call
The ancient families of Athas, whether from the city-states, in a single favor, gaining access to information or equipment
tribal cultures, or even the merchant houses, gained their most can't without the trouble of making a Skill check or
rights and kept them as warriors. While by no means are paying. The noble must make a Charisma check, adding his
most Nobles professional warriors in a league with the levels in noble, with a DC determined by the GM, usually 10
Fighter class, their predecessors have handed down weapons for simple favors, or 25 for very expensive or illegal ones.
throughout time that carry the spirit of their previous owners, The noble can't take 10 or 20 on this check, nor can he retry
allowing the rightful wielder the blessings of his ancestors. the check for the same favor. However, if the check fails, the
favor is not considered "spent". He could use the ability again
You begin play with one ancestral weapon. The weapon can for a different favor. A noble can accumulate favors if he
be made of any material you like, but steel, if possible, is doesn't use the previous ones gained. The unused favors don't
often the most common among the nobility, and it is a expire, but the noble cannot have more than 5 unused favors
masterwork item. As you increase in power, the weapon "stored". Excess favors beyond those 5 are lost. Favors
likewise manifests supernatural powers as you invest some of should not be indispensable to the success or failure of an
your experiences into it and awaken the spirits of your adventure nor replace good role-playing. The GM may
ancestors within. disallow any favor he deems detrimental to the game.
At any time, you can pray and plead with your ancestors, Literacy
summoning their strength in your weapon and asking for aid.
You awaken their energy by investing some of your own At 1st level, the noble becomes literate in all languages he
soul, in the form of Experience Points, into the weapon. The knows. Unlike most, it is legal for nobles to read and write in
process is an exhausting set of rituals, unique to your race, the city-states. This ability is not gained if the character had
clan, family, tribe, village, etc. The rituals take 1 day per 40 another class first and multiclassed into the Noble class, nor
XP spent, spending at least 8 hours each day without food or is it lost if the character can no longer advance as a Noble for
rest in secluded meditation or other ceremonies in a specially any reason.
prepared place. These days must be continuous, and any
interruption causes the ritual to fail, but does not expend XP. Nobility
The Noble cannot spend XP if spending it would cause him
to lose an experience level, but he can choose not to advance You are considered a noble among your people, according to
in level for the purposes of investing his XP in his weapon. your region. You are considered to have the Aristocrat, Blood
of Kings, Highborn, or Mercantile Agent feat for all intents
The values listed on the Ancestral Weapon Table are the total and purposes, as appropriate for your region or circumstance.
sacrifice required and the minimum class level associated
with the bonus. If a Noble already has a +3 longsword, he

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Dark Sun: The Age of Tao Handbook v1.0 42

See the Multiclassing section for rules concerning


multiclassing and these feats.

Inspire Confidence (Ex)

At 2nd level, the noble can inspire those around him. To


inspire, the noble must speak for at least 1 round, then make
a Diplomacy check with a DC of 10 + 1 per 5 allies affected,
and the allies must be able to clearly hear him. An ally so
inspired gains a +1 Competence bonus to attacks, +1
Competence bonus to all Skill checks, and +1 Competence
bonus to Willpower saving throws. The bonuses increase to
+2 at 6th level, +3 at 10th level, +4 at 14th level, and +5 at 18th
level. The effect begins as soon as the speech ends and lasts
for 10 minutes per round the noble spent inspiring his allies,
up to a maximum of 5 hours. The noble can Inspire
Confidence once per day and, whether the attempt fails or
succeeds, cannot attempt to Inspire Confidence again for 24
hours.

Command (Ex)

At 4th level, the noble can guide the cooperation of others by


making a Charisma check with a DC of 15 + the number of
characters commanded. If successful, this increases the bonus
granted by cooperation by +1. The bonus increases to +2 at
8th level, +3 at 12th level, +4 at 16th level, +5 at 20th level.
Commanding others takes as long as the task to be attempted,
at a minimum of a full round.

Leadership (Ex)

At 9th level, if the noble does not already have his maximum
number of followers (see Chapter 12: Of New & Changed
Rules), he automatically gains them, and every level
thereafter can gain a number of additional followers up to the
maximum allowed by their Reputation score as if they had
already succeeded with their Reputation check. This can be
done once per level as usual.

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4.7: Orphan
Level Base Fort. Ref. Will. Defense Rep. Class
Attack Save Save Save Bonus Gain Features

1 +0 +0 +2 +2 +3 +0 Block, Overchanneling Competence


2 +1 +0 +3 +3 +4 +0 Bonus Feat
3 +1 +1 +3 +3 +4 +1 Slow Aging
4 +2 +1 +4 +4 +4 +1
5 +2 +1 +4 +4 +5 +1 Bonus Feat
6 +3 +2 +5 +5 +5 +2
7 +3 +2 +5 +5 +6 +2
8 +4 +2 +6 +6 +6 +2 Bonus Feat
9 +4 +3 +6 +6 +6 +3
10 +5 +3 +7 +7 +7 +3
11 +5 +3 +7 +7 +7 +3 Bonus Feat
12 +6 +4 +8 +8 +8 +4
13 +6 +4 +8 +8 +8 +4
14 +7 +4 +9 +9 +8 +4 Bonus Feat
15 +7 +5 +9 +9 +9 +5
16 +8 +5 +10 +10 +9 +5
17 +8 +5 +10 +10 +10 +5 Bonus Feat
18 +9 +6 +11 +11 +10 +6
19 +9 +6 +11 +11 +10 +6
20 +10 +6 +12 +12 +11 +6 Bonus Feat

Orphan Akashik Spells per Day

Level Spells per Day


0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1 2 1 - - - - - - - -
2 3 1 1 - - - - - - -
3 3 2 1 1 - - - - - -
4 4 2 2 1 - - - - - -
5 4 2 2 1 1 - - - - -
6 5 3 2 2 1 - - - - -
7 5 3 3 2 1 1 - - - -
8 6 3 3 2 2 1 - - - -
9 6 4 3 3 2 1 1 - - -
10 6 4 4 3 2 2 1 - - -
11 6 4 4 3 3 2 1 - - -
12 6 4 4 4 3 2 1 1 - -
13 6 5 4 4 3 3 2 1 - -
14 6 5 5 4 4 3 2 1 - -
15 6 5 5 4 4 4 2 1 1 -
16 6 5 5 5 4 4 3 2 1 -
17 6 6 5 5 4 4 3 2 1 1
18 6 6 6 5 5 4 4 2 1 1
19 6 6 6 5 5 4 4 3 2 1
20 6 6 6 6 5 5 4 3 2 1

While some magi receive intensive training and can fall back
upon the support of others of their kind, the orphan must Background
make his way in the world alone. They are usually tougher
and more resourceful than their trained brethren, but often Orphans are often loners and wanderers, but others serve
lack the necessary skill with the Akasha to rival a learned societies, such as raiders and slave villages, that have no
mage. formal magi of their own. Many were marked for
membership by a tradition but refused to adhere to their rules
Alignment or goals, and ran. A few traditions, like the Villichi, continue
to maintain that such runners are still members, while most
Any. The Akashik orphan is by nature a non-conformist and have little care or resources to waste tracking down those not
self-reliant individual, and can be drawn towards a wide interested.
variety of philosophies and moralities.

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Dark Sun: The Age of Tao Handbook v1.0 44

Races spells the Orphan has managed to “figure out” on his own.
They can also learn new spells using the Weavesight skill.
Orphans develop in all races, and among halflings, nephilim,
tengu, and thri-kreen are far more common, if still rarer, than For more information on Akashik magic and spellcasting, see
magi. They are often given little respect, however, since most Chapter 10: Of Akashik Magic.
prefer to deal with the tried and trusted traditions.
Block (Su)
Multiclassing An Orphan cannot cast spells without an emotional trigger.
This a defense mechanism that the Akasha develops within
Orphans can freely multiclass with any other class unless that
the Orphan to protect the caster from the dangers of
class has a particular prohibition on multiclassing. Orphans
unschooled learning. The Block persists even after the
usually multiclass as fighters, rangers, or rogues.
Orphan has learned to control the Akasha. Typical Blocks
include the need to be angry, fearful, excited, lustful, etc.
If an orphan multiclasses as a mage, their spells per day are
Regardless of the Block's nature, it requires effort to reach
considered separate, but are considered cast at their combined
that state. The Orphan must, as a full-round action, make a
level.
Concentration check against DC 15 (the GM may lower or
raise the DC depending upon the orphan's current state).
Orphan Class Features Once this has been achieved, the Orphan may maintain that
state for an hour and channel freely without having to roll
Hit Die again. An Orphan's emotions affect everything he does, so
the Orphan should act appropriately while channeling or lose
d6 the necessary emotional state.

Skill Points Overchanneling Competence

4 + Int modifier Orphans are more used to rigors of overchanneling and the
risks that accompany unsupervised exploration of the
Orphan Class Skills Akasha. As a result, they get a +5 competence bonus on
Concentration checks when attempting to overchannel, as
• Concentration (Con) well as a +5 competence bonus to Fortitude saves when they
• Craft (any) (Int) fail at overchanneling.
• Intimidate (Cha)
• Invert (Int) Bonus Feat
• Knowledge (Arcana) (Int)
• Profession (any) (Wis) At 1st level and 2nd level, and every even level afterward (4 th,
• Sense Motive (Wis) 6th, 8th, 10th, 12th, 14th, 16th, 18th, & 20th), the Orphan gains a
• Spellcraft (Int) bonus feat from the Akashik Bonus Feat List below. The
Orphan must still meet the requirements of the feat, however.
• Survival (Wis)
• Weavesight (Int)
• Affinity Focus
Starting Wealth • Akasha-Heightened Senses
• Akashik Defense
3d4 x 10 ceramic coins (cc). • Brew Potion
• Combat Casting
Weapons & Armor • Craft Magic Arms and Armor
• Craft Rod
Orphans are proficient with all simple weapons and all light • Craft Staff
armors. • Craft Talisman
• Craft Wand
Spells & Spellcasting • Craft Wondrous Item
• Delay Spell
The Orphan can cast Akashik spells, as per the Akashik
• Empower
Spells per Day Table. He gains bonus spells per day
• Enlarge Spell
according to his Intelligence bonus modifier. The Difficulty
Class of an Akashik spell is 10 + casting level + Int modifier. • Extra Affinity
• Extra Slot
An Orphan begins play with 1 Affinity and 1 Talent. He can • Extra Talent
purchase more Affinities and Talents with feats later on. If • Forge Ring
female, the Orphan can choose Air, Spirit, or Water as • Greater Affinity Focus
beginning Affinity. If male, Earth, Fire, or Spirit can be • Greater Spell Penetration
chosen as a beginning Affinity. The Orphan can choose any 1 • Magical Artisan
Talent. • Maximize Spell
• Multiweave
The Orphan begins play with 6 common spells of 0 or 1st • Reach Spell
level, including multilevel spells which include a 0 or 1st
• Sanctum Spell
level. These starting spells do not have to be within his
• Sculpt Spell
Talent, but they usually are. At each additional level, you can
learn one additional spell of any level he can cast. These are • Scribe Scroll
• Sense Residue

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• Spell Penetration
• Spell Specialization
• Tie Off Weave
• Widen Spell

Slow Aging (Su)

At 3rd level, the Orphan's aging slows. Starting at 3rd level,


divide the Orphan's level by 2 (round up). That is the number
of years that must pass for the Orphan to physically age 1
year, reducing the rate of penalties to Constitution, Dexterity,
and Strength. Other bonuses from aging occur normally,
regardless of Slow Aging.

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4.8: Ranger
Level Base Fort. Ref. Will. Defense Rep. Class
Attack Save Save Save Bonus Gain Features

1 +1 +2 +0 +0 +3 +0 1st Favored Enemy, Track, Wild Empathy


2 +2 +3 +0 +0 +4 +0 Bonus Feat
3 +3 +3 +1 +1 +4 +1 Endurance
4 +4 +4 +1 +1 +4 +0 Animal Companion
5 +5 +4 +1 +1 +5 +0 2nd Favored Enemy
6 +6 +5 +2 +2 +5 +1 Bonus Feat
7 +7 +5 +2 +2 +6 +0 Woodland Stride
8 +8 +6 +2 +2 +6 +0 Swift Tracker
9 +9 +6 +3 +3 +6 +1 Evasion
10 +10 +7 +3 +3 +7 +0 3rd Favored Enemy
11 +11 +7 +3 +3 +7 +0 Bonus Feat
12 +12 +8 +4 +4 +8 +1
13 +13 +8 +4 +4 +8 +0 Camouflage
14 +14 +9 +4 +4 +8 +0
15 +15 +9 +5 +5 +9 +1 4th Favored Enemy
16 +16 +10 +5 +5 +9 +0
17 +17 +10 +5 +5 +10 +0 Hide in Plain Sight
18 +18 +11 +6 +6 +10 +1
19 +19 +11 +6 +6 +10 +0
20 +20 +12 +6 +6 +11 +0 5th Favored Enemy

Ranger Spells per Day

Level Spellcasting Advancement


1st 2nd 3rd 4th

1 - - - -
2 - - - -
3 - - - -
4 0 - - -
5 0 - - -
6 1 - - -
7 1 - - -
8 1 0 - -
9 1 0 - -
10 1 1 - -
11 1 1 0 -
12 1 1 1 -
13 1 1 1 -
14 2 1 1 0
15 2 1 1 1
16 2 2 1 1
17 2 2 2 1
18 3 2 2 1
19 3 3 3 2
20 3 3 3 3

Ranger Divine Spells Known

Level Spells Known


1st 2nd 3rd 4th

1 - - - -
2 - - - -
3 - - - -
4 0 - - -
5 0 - - -
6 2 - - -
7 2 - - -
8 2 0 - -

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9 2 0 - -
10 2 2 - -
11 2 2 0 -
12 2 2 2 -
13 2 2 2 -
14 3 2 2 0
15 3 2 2 2
16 3 3 2 2
17 3 3 3 2
18 4 3 3 2
19 4 4 4 3
20 4 4 4 4

Rangers are a vital part of Athasian life. These masters of druids to defend the fragile and nearly destroyed ecology of
nature travel the wastes of Athas, guiding both caravan’s and Athas. Yet others work independently or for the city-states as
raiders across the vast wilderness. Many make alliances with scouts and investigators.
d10
Alignment
Skill Points
Any non-Lawful. Rangers are traditionally more at home in
the wilderness than in civilization, giving them a free spirit 6 + Int modifier
that often chafes at the shackles of the city-states. While they
do make arrangements with employers or tribes from time to Ranger Class Skills
time, this usually a matter of pragmatism and convenience, if
not a consequence of outright slavery. Good and evil are • Alertness (Wis)
concepts a ranger often considers “fluid,” just as in nature • Climb (Str)
itself, although many adopt a code all their own that adheres • Concentration (Con)
to some form of moral judgement as a discipline tool that • Craft (any) (Int)
helps keep their decision-making skills sharp in the desert. • Handle Animal (Cha)
• Heal (Wis)
• Jump (Str)
Background • Knowledge (geography) (Int)
• Knowledge (nature) (Int)
Rangers come a wide variety of backgrounds, but the most • Profession (any) (Wis)
common is that of nomadic tribesfolk Desert wanderers • Ride (Dex)
produce more than their fair share of scouts and trailblazers.
• Search (Int)
Escaped slaves often become rangers as well, forced to adapt
• Stealth (Dex)
to the wilderness or die. Few city-dwellers become rangers,
but some do specializing in tracking others down as bounty • Survival (Wis)
hunters or working as beast handlers and scouts for the • Use Rope (Dex)
gladiatorial arenas.
Starting Wealth
Races 6d4 x 10 ceramic coins (cc).
The races of Athas are all well-suited to becoming rangers, as
Weapons & Armor
the harsh wastes of Athas demand skilled pathfinders and
survivalists. However, some races excel at the art. Elves and
Proficient with all simple & martial weapons, all light &
thri-kreen especially are appreciative of rangers, as their
medium armors, and all shields.
constantly travelling tribes and clutches require their skills.
Half-elves and humans, with their own penchant for
Spells & Spellcasting
wandering and need for new experiences also produce a
number of rangers. Halfling heroes are often rangers, as only
The Ranger uses the same spellcasting rules as the Ranger
experienced woodsman dare to brave the dangers of the
class in the Player's Handbook, except where noted below.
Forest Ridge, and their scouts are highly prized by the city-
See Chapter 9: Of Divine Magic for the revised Ranger Spell
states. Dwarves and tengu, because of their emphasis on
List.
work and civilization, rarely become rangers.
However, they do not prepare their spells in advance like the
Multiclassing Ranger in the Player’s Handbook. Instead, they are limited to
spells granted them as gifts by the spirits, the kami. These
Rangers can freely multiclass with any other class unless that spells are chosen from the revised Ranger Spell List. A
class has a particular prohibition on multiclassing. Orphans Ranger gains extra spells known according to his Charisma
usually multiclass as druids, fighters, or rogues. bonus, in the same way that his Wisdom bonus gains him
extra spells per day to cast.
Ranger Class Features
As mentioned earlier, a Ranger need not memorize and
Hit Die prepare his spells in advance. He may use a higher level slot

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Dark Sun: The Age of Tao Handbook v1.0 48

to cast a lower level spell if he chooses. The spell is still


treated as its actual level, not the level used to cast it.

To learn or cast a spell the Ranger must have a Charisma


score of at least 10 + the spell’s level, but the Difficulty Class
of the spell is still dependent on his Wisdom score.

Animal Companion, Endurance, Evasion, Favored


Enemy, Swift Tracker, Track, Wild Empathy, &
Woodland Stride

The Ranger uses the same rules for these abilities as the
Ranger class in the Player's Handbook.

Camouflage (Ex)

The Ranger can use the Stealth skill in any sort of natural
terrain, even if the terrain doesn’t grant cover or
concealment.

Hide in Plain Sight (Ex)

While in any sort of natural terrain, a Ranger of can use the


Stealth skill even while being observed.

Bonus Feat

At 4th, 9th, 14th, & 19th level, the Ranger gains a bonus feat
from the Ranger Feat List below. The Ranger must still meet
the requirements of the feat, however.

Ranger Bonus Feat List

• Animal Affinity
• Arrow Stab
• Athletic
• Brachiation
• Brew Potion
• Create Infusion
• Dash
• Defensive Shot
• Dodge
• Extra Favored Enemy
• Far Shot
• Favored Critical
• Greater Weapon Focus (any bow)
• Improved Precise Shot
• Manyshot
• Mobility
• Point Blank Shot
• Power Shot
• Precise Shot
• Rapid Reload
• Rapid Shot
• Run
• Sharp-Shooting
• Shot on the Run
• Supernatural Blow
• Tao Archery
• Trapmaster

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4.9: Rogue
Level Base Fort. Ref. Will. Defense Rep. Class
Attack Save Save Save Bonus Gain Features

1 +0 +0 +2 +0 +4 +0 Sneak Attack +1d6, Trapfinding


2 +1 +0 +3 +0 +5 +1 Evasion
3 +2 +1 +3 +1 +5 +0 Sneak Attack +2d6, Trap Sense +1
4 +3 +1 +4 +1 +6 +0 Uncanny Dodge
5 +3 +1 +4 +1 +6 +1 Sneak Attack +3d6
6 +4 +2 +5 +2 +7 +0 Trap Sense +2
7 +5 +2 +5 +2 +7 +1 Sneak Attack +4d6
8 +6 +2 +6 +2 +8 +0 Improved Uncanny Dodge
9 +6 +3 +6 +3 +8 +0 Sneak Attack +5d6, Trap Sense +3
10 +7 +3 +7 +3 +9 +1 Special Ability
11 +8 +3 +7 +3 +9 +0 Sneak Attack +6d6
12 +9 +4 +8 +4 +10 +1 Trap Sense +4
13 +9 +4 +8 +4 +10 +0 Sneak Attack +7d6, Special Ability
14 +10 +4 +9 +4 +11 +0
15 +11 +5 +9 +5 +11 +1 Sneak Attack +8d6, Trap Sense +5
16 +12 +5 +10 +5 +12 +0 Special Ability
17 +12 +5 +10 +5 +12 +1 Sneak Attack +9d6
18 +13 +6 +11 +6 +13 +0 Trap Sense +6
19 +14 +6 +11 +6 +13 +0 Sneak Attack +10d6, Special Ability
20 +15 +6 +12 +6 +14 +1

Rogues are mostly the byproduct of civilization, but even the Multiclassing
lone wanderers of the deserts and the tribal raiders of Athas
have their heroes who rely more on guile and dexterity than Rogues can freely multiclass with any other class unless that
brute force. Rarely warriors, rogues often flout authority, an class has a particular prohibition on multiclassing. Orphans
especially dangerous habit in the city-states of the Sorcerer- usually multiclass as fighters, monks, or rangers.
Kings and templars. But it is in the city-states that the best
treasure is to be found...
Rogue Class Features
Alignment Hit Die

Any but Lawful Good. Rogues come from all stripes and d6
shades of society, but those who believe the most and honor
and order would hesitate to participate in the sneaky and Skill Points
underhanded techniques rogues are infamous for.
8 + Int modifier
Background
Rogue Class Skills
Most rogues come from the city-states, growing up as
orphans on the street or escaped slaves relying on stealth and • Alertness (Wis)
thievery to survive, afraid to take their chances in the wastes • Appraise (Int)
beyond. Others come from the Merchant Houses, where a • Balance (Dex)
good smuggler is worth his weight in gold, as well as • Bluff (Cha)
assassins that are the favorites pastime of nobles. Even • Climb (Str)
raiding tribes and halflings often make use of the rogue as an
• Craft (any) (Int)
advance scout.
• Decipher Script (Int)
• Diplomacy (Cha)
Races • Disable Device (Dex)
• Disguise (Cha)
By far, the greatest percentage of rogues are human. The
mercurial nature of humans and their hold on the cities gives • Escape Artist (Dex)
them ample opportunity and enticement into the shadowy • Forgery (Int)
world of the rogue. Half-elves and muls often become rogues • Gather Information (Cha)
as well, seeking to survive beneath the notice of the templars • Intimidate (Cha)
and former kinsmen. Halflings make excellent rogues once • Jump (Str)
properly trained. The most famous rogues, though, are the • Open Lock (Dex)
elves, as the class defines the image of most elves as liars, • Perform (Cha)
thieves, and braggarts. Nephilim, tengu, and thri-kreen rarely • Profession (any) (Wis)
become rogues, because of physical and cultural limitations. • Read Lips (Int)
• Search (Int)

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Dark Sun: The Age of Tao Handbook v1.0 50

• Sense Motive (Wis)


• Sleight of Hand (Dex)
• Stealth (Dex)
• Tumble (Dex)
• Use Rope (Dex)

Starting Wealth

5d4 x 10 ceramic coins (cc).

Weapons & Armor

Proficient with light crossbows, heavy crossbows, daggers,


darts, light maces, saps, shortbows, short swords, clubs,
heavy maces, mornigstars, quarterstaffs, and rapiers, and with
all light armors.

Evasion, Improved Uncanny Dodge, Special Ability,


Trapfinding, Trap Sense & Uncanny Dodge

The Rogue uses the same rules for these abilities as the
Rogue class in the Player's Handbook.

Sneak Attack

The Rogue uses the same rules for this ability as the Rogue
class in the Player's Handbook, except for the situation of
flanking. If the Rogue is flanking a target, he cannot use the
Sneak Attack ability unless the target already meets the other
requirements (such as being denied a Dex bonus to Defense).
Also, if the rogue scores a critical hit against a foe, his sneak
attack damage applies to the target's wound points (see
Chapter 12: Of New & Changed Rules).

50
4.10: Tao Shih
Level Base Fort. Ref. Will. Defense Rep. Class
Attack Save Save Save Bonus Gain Features

1 +0 +1 +1 +2 +2 +0 Tao Sensitive, Tao Skill Points, Bonus Feat


2 +1 +2 +2 +3 +2 +0 Bonus Feat
3 +2 +2 +2 +3 +3 +1
4 +3 +2 +2 +4 +3 +0 Bonus Feat
5 +3 +3 +3 +4 +3 +0 Tao Weapon +1d4
6 +4 +3 +3 +5 +4 +1
7 +5 +4 +4 +5 +4 +0 Comprehend Speech
8 +6 +4 +4 +6 +4 +0 Bonus Feat, Tao Talisman +2
9 +6 +4 +4 +6 +5 +1
10 +7 +5 +5 +7 +5 +0
11 +8 +5 +5 +7 +5 +0
12 +9 +6 +6 +8 +6 +1 Bonus Feat
13 +9 +6 +6 +8 +6 +0 Tao Weapon +2d4
14 +10 +6 +6 +9 +6 +0
15 +11 +7 +7 +9 +7 +1 Tao Talisman +4
16 +12 +7 +7 +10 +7 +0 Bonus Feat
17 +12 +8 +8 +10 +7 +0
18 +13 +8 +8 +11 +8 +1
19 +14 +8 +8 +11 +8 +0
20 +15 +9 +9 +12 +8 +0 Bonus Feat

Tao shih are the inheritors of the ancient Tao religion. They
sense and perceive the Tao energy that permeates and binds Multiclassing
together the universe. While anyone can learn to sense and
use the Tao, the Tao shih devote themselves to its inner Tao shih can freely multiclass with any other class unless that
secrets and advanced techniques. They are in high demand by class has a particular prohibition on multiclassing. Tao shih
both the populace and the Sorcerer-Kings. usually multiclass as fighters, monks, or rogues.

Alignment Tao Shih Class Features


Any. A Tao shih’s alignment often depends upon their area Hit Die
of expertise and social position. Those who focus on the
mental disciplines and applications of the Tao are often d8
Lawful. Those who focus on the animal aspects of the Tao
are often neutral. Those who focus on the physical aspects of Skill Points
the Tao are often Chaotic. Tao shih who serve their own
tribes and cultures are often Good, while those who serve the 4 + Int modifier
Sorcerer-Kings are often Evil. Even the Merchant Houses are
known for employing Tao shih, usually Neutral ones. Tao Shih Class Skills

Background • Alchemy (Int)


• Alertness (Wis)
Tao shih come from all walks among life, and often it is their • Concentration (Con)
ability with the Tao that chooses them and not the other way • Craft (any) (Int)
around. It is as common to find Tao shih in the wilderness as • Heal (Wis)
it is in the city-states. Those in the wilderness are often
• Intimidate (Cha)
trained by village elders or wise hermits who see potential in
the future Tao shih. Those of the city often are enrolled when • Knowledge (any) (Int)
young in various Academies and schools throughout the city- • Profession (any) (Wis)
states, whether they are noble or freeman. Tao shih slaves are • Sense Motive (Wis)
also considered highly valuable.
Starting Wealth
Races 3d4 x 10 ceramic coins (cc).
Tao shih come from all races, and some place a particular
Weapons & Armor
emphasis on a Tao shih’s service to the race. Tao shih are
venerated among the tengu and thri-kreen as holy, while
Proficient with all simple weapons and all light armors.
elves value their abilities in negotiations, and dwarves admire
the discipline and order that many display, much like monks.
Tao Sensitive the expenditure of 1 joss point to imbue an item this way, and
only 1 item may imbued with this power at any time and only
The Tao Shih gains the Tao Sensitive feat for free at 1st level. works for the Tao Shih that made it. Once imbued, the
talisman bearer gains a +2 Tao bonus to saving throws
Tao Skill Points against any Tao skill or Tao feat. At 15th level, the Tao Shih
can use the same process to augment the talisman to provide
In addition to his normal skill points gained at each level to a +4 Tao bonus instead.
spend, the Tao Shih gains additional skill points that can only
be spent on Tao skills. For every modifier bonus to an ability,
the Tao Shih gains an identical number of skill points that
can only be spent on a Tao skill with a corresponding key
ability. These points can be spread among different skills, as
long as they share the same key ability. The Tao Shih must
still abide by all the normal rules concerning skills and skill
points, such as rank limits, etc. If the Tao Shih cannot spend
any skill points on Tao skills with the relevant key ability
(such as Tao skills which have feat prerequisites), then those
skill points are lost.

Example: If the Tao Shih had an Intelligence of 14 and a


Constitution of 16, he would have 2 extra skill points per
level to spend on Tao skills with the Intelligence key ability
and 3 extra skill points per level to spend on Tao skills with
the Constitution key ability.

Bonus Feat

At 1st level, 2nd level, 4th level, and every fourth level
afterward (8th, 12th, 16th, and 20th level), the Tao Shih gains a
bonus feat from the Tao Shih Feat List below. The Tao Shih
must still meet the requirements of the feat, however.

Tao Shih Feat List

• Alter
• Battle Meditation
• Beast Language
• Burst of Speed
• Control
• Cure Disease
• Cure Poison
• Dissipate Energy
• Drain Tao
• Guiding Spirit
• Hatred
• High Tao Mastery
• Prolong Tao
• Psychometry
• Sense
• Tao Lightning
• Tao Mastery
• Tao Mind
• Tao Whirlwind

Tao Weapon (Sp)

At 5th level, the Tao Shih can imbue a nonenchanted melee


weapon that he is proficient in with the Tao, as long as it
remains within his grasp. It takes a full-round action to imbue
the weapon and costs 3 hit points. The benefit lasts for a
number of rounds equal to the level of the Tao Shih. At 5th
level, the imbued weapon deals +1d4 damage. At 13th level,
the imbued weapon deals +2d4 damage.

Tao Talisman (Sp)

At 8th level, the Tao Shih can imbue a small item of personal
significance with the power of the Tao. It takes a full day and
4.11: Templar
Level Base Fort. Ref. Will. Defense Rep. Class
Attack Save Save Save Bonus Gain Features

1 +0 +0 +0 +2 +2 +3 1st Domain, Literacy, Reputation


2 +1 +0 +0 +3 +2 +4 Scribe Scroll
3 +2 +1 +1 +3 +3 +4 Turn / Rebuke Undead
4 +3 +1 +1 +4 +3 +5 Secular Authority
5 +3 +1 +1 +4 +3 +5 2nd Domain
6 +4 +2 +2 +5 +4 +6
7 +5 +2 +2 +5 +4 +6
8 +6 +2 +2 +6 +4 +7
9 +6 +3 +3 +6 +5 +7 3rd Domain
10 +7 +3 +3 +7 +5 +8
11 +8 +3 +3 +7 +5 +8
12 +9 +4 +4 +8 +6 +9
13 +9 +4 +4 +8 +6 +9 Leadership
14 +10 +4 +4 +9 +6 +10
15 +11 +5 +5 +9 +7 +10
16 +12 +5 +5 +10 +7 +11
17 +12 +5 +5 +10 +7 +11
18 +13 +6 +6 +11 +8 +12
19 +14 +6 +6 +11 +8 +12
20 +15 +6 +6 +12 +8 +13

Spells per Day

Level Spellcasting Advancement


0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1 3 1 - - - - - - - -
2 4 2 - - - - - - - -
3 4 2 1 - - - - - - -
4 5 3 2 - - - - - - -
5 5 3 2 1 - - - - - -
6 5 3 3 2 - - - - - -
7 6 4 3 2 1 - - - - -
8 6 4 3 3 2 - - - - -
9 6 4 4 3 2 1 - - - -
10 6 4 4 3 3 2 - - - -
11 6 5 4 4 3 2 1 - - -
12 6 5 4 4 3 3 2 - - -
13 6 5 5 4 4 3 2 1 - -
14 6 5 5 4 4 3 3 2 - -
15 6 5 5 4 4 4 3 2 1 -
16 6 5 5 5 4 4 3 3 2 -
17 6 5 5 5 5 4 4 3 2 1
18 6 5 5 5 5 4 4 3 3 2
19 6 5 5 5 5 5 4 4 3 3
20 6 5 5 5 5 5 4 4 4 4

Templar Divine Spells Known

Level Spells Known


0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1 4 2+1 - - - - - - - -
2 5 2+1 - - - - - - - -
3 5 2+1 1+1 - - - - - - -
4 6 2+1 2+1 - - - - - - -
5 6 3+2 2+2 1+2 - - - - - -
6 7 3+2 3+2 2+2 - - - - - -
7 7 4+2 3+2 2+2 1+2 - - - - -
8 8 4+2 4+2 3+2 2+2 - - - - -
9 8 5+3 4+3 3+3 2+3 1+3 - - - -
10 9 5+3 5+3 4+3 3+3 2+3 - - - -
11 9 5+3 5+3 4+3 3+3 2+3 1+3 - - -
12 9 5+3 5+3 4+3 4+3 3+3 2+3 - - -
13 9 5+3 5+3 4+3 4+3 3+3 2+3 1+3 - -
14 9 5+3 5+3 4+3 4+3 4+3 3+3 2+3 - -
15 9 5+3 5+3 4+3 4+3 4+3 3+3 2+3 1+3 -
16 9 5+3 5+3 4+3 4+3 4+3 3+3 3+3 2+3 -
17 9 5+3 5+3 4+3 4+3 4+3 3+3 3+3 2+3 1+3
18 9 5+3 5+3 4+3 4+3 4+3 3+3 3+3 3+3 2+3
19 9 5+3 5+3 4+3 4+3 4+3 3+3 3+3 3+3 2+3
20 9 5+3 5+3 4+3 4+3 4+3 3+3 3+3 3+3 3+3

Sorcerer-King / Queen City State Alignment Favored Weapon Domains

Abalach-Re (Q) Raam Neutral Evil Scimitar Chaos


Evil
Healing
Magic
Trickery
War

Andropinis (K) Balic Lawful Evil Longsword Evil


Knowledge
Law
Protection
Trade
Travel

Daskinor (K) Eldaarich Chaotic Evil Light Crossbow Chaos


Destruction
Evil
Protection
Trickery
Tyranny

Dregoth (K) New Giustenal Chaotic Evil Longsword Chaos


Death
Destruction
Evil
Magic
Undeath

Hamanu (K) Urik Lawful Evil Bastard Sword Evil


Law
Protection
Strength
Tyranny
War

Lalali-Puy (Q) Gulg Lawful Evil Longspear Animal


Charm
Healing
Law
Plant
Protection

Nibenay (K) Nibenay Lawful Evil Dagger Darkness


Evil
Knowledge
Law
Trade
Trickery

Oronis (K) Kurn Lawful Good Heavy Mace Good


Healing
Knowledge
Magic
Plant
Protection

Tectuktitlay (K) Draj Neutral Evil Morningstar Death


Evil
Law
Strength
Tyranny
War

The Sorcerer-Kings keep their domains in line with their own • Bluff (Cha)
orders of priests. The templars make and enforce laws, • Concentration (Con)
command the city’s guards and soldiers, and wield divine • Diplomacy (Cha)
power granted them by their masters. Some are good people • Forgery (Int)
trying to use the system to alleviate the suffering of the • Gather Information (Cha)
citizens; they typically don’t last long. Others are slavish
• Intimidate (Cha)
devotees or order and law, who see it as their prime purpose
in life to keep the caravans running on schedule. Most are • Knowledge (any) (Int)
power-hungry egotists and sycophants, who serve the • Profession (any) (Wis)
Sorcerer-Kings in order to enrich themselves at any cost. • Sense Motive (Wis)
They play the most dangerous game of all, for the Sorcerer- • Spellcraft (Int)
Kings despise ambition that exceeds their own.
Starting Wealth
Alignment
5d4 x 10 ceramic coins (cc).
A Templar has the same restrictions regarding his alignment
Weapons & Armor
& that of his patron Sorcerer-King as the Cleric class in the
Player's Handbook has regarding their patron deity.
All templars are proficient with all simple weapons, all light,
medium, & heavy armors, and all shields.
Background
Spells & Spellcasting
Almost all templars come from the city-states they serve.
Occasionally, an opportunistic social-climber will leave his The Templar uses the same spellcasting rules as the Cleric
tribe or village and make his way to a city-state, hoping to class in the Player's Handbook, except where noted below.
gain power as a templar. Sorcerer-Kings have even been See Chapter 9: Of Divine Magic for the Templar Spell List.
known to elevate foreign citizens to templar status to serve as
spies in their native lands. However, they do not prepare their spells in advance like the
Cleric in the Player’s Handbook. Instead, they are limited to
Races spells granted them as gifts by the Sorcerer-Kings These
spells are chosen from the Templar Spell List. A Templar
The overwhelming majority of templars are human, as the gains extra spells known according to his Charisma bonus, in
majority of city-state citizens are human as well. Other races, the same way that his Wisdom bonus gains him extra spells
if removed from their racial culture, usually through their per day to cast.
own nefarious actions, often seek templar status, either as
protection or revenge. All races can be accepted as templars As mentioned earlier, a Templar need not memorize and
by the Sorcerer-Kings, as long as they obey. prepare his spells in advance. He may use a higher level slot
to cast a lower level spell if he chooses. The spell is still
Multiclassing treated as its actual level, not the level used to cast it.

Rogues can freely multiclass with any other class unless that To learn or cast a spell the Templar must have a Charisma
class has a particular prohibition on multiclassing. Templars score of at least 10 + the spell’s level, but the Difficulty Class
usually multiclass as fighters, rogues, or Tao shih. of the spell is still dependent on his Wisdom score.

Templar Class Features Templars write their spells on ofudas. An ofuda is a small
slip of paper usually about half the size of an envelope with
holy characters written on it. The ofudas serve as divine
Hit Die
focus items and must be read as part of the spellcasting
process. Templars can still use the Scribe Scroll feat to create
d8
scrolls that store the power of their spells for later use as
normal.
Skill Points
Turn / Rebuke Undead
2 + Int modifier
The templar uses the same rules for this ability as the Cleric
Templar Class Skills
class in the Player's Handbook. A templar gains the ability to
turn or rebuke undead at 3rd level.
• Alchemy (Int)
Domains, Favored Weapons, & Sorcerer-Kings / Queens • Enter Noble’s Domain (Diplomacy 12+): Can legally
enter a noble’s domain (home, workshop, etc.) to
All templars are the mortal servants of the immortal Sorcerer- conduct investigations.
Kings (and the few Sorcerer-Queens) that rule the city-states
scattered around the desert wastes of Athas. Each Sorcerer- • Accuse Noble (Diplomacy 13+): Can have a noble
King has access to certain divine Domains and a Favored placed in captivity for as long as he desires.
Weapon, the same as a deity in a standard D & D world does. • Judge Noble (Diplomacy 18+): Can pass judgement on
The templar uses the same rules for Domains & Favored a noble. This includes fines, imprisonment, death, or
Weapons that the Cleric class uses in the Player's Handbook. anything else the Templar wishes.
The Domain spells however are the (+1), (+2), or (+3) part of • Grant Pardon (Diplomacy 20+): Can contest another
the Templar Divine Spells Known Table. Templar’s use of secular authority without the need of
an opposed skill check roll. If the other Templar also
A templar gains access to his 1st Domain at 1st level, his 2nd has 20 or more Diplomacy skill ranks, then an opposed
Domain at 5th level, and a 3rd Domain at 9th level. skill check is still necessary as normal.
Literacy Leadership
At 1st level, a templar is literate in all languages he knows At 13th level, if the templar does not already have his
(automatic and bonus languages) as a starting character. It is maximum number of followers (see Chapter 12: Of New &
illegal for most other characters, within a city-state, to be Changed Rules), he automatically gains them, and every
literate, but it is legal and required for a templar to be so. level thereafter can gain a number of additional followers up
to the maximum allowed by their Reputation score as if they
Reputation had already succeeded with their Reputation check. This can
be done once per level as usual.
Depending upon their Sorcerer-King, a templar either gains
the Infamous feat or the Low Profile feat for free. Templars
of Abalach-Re, Andropinis, Daskinor, Hamanu, Lalali-Puy,
Nibenay, and Tectuktitlay gain the Infamous feat. Templars
of Dregoth and Oronis gain the Low Profile feat.

Scribe Scroll

At 2nd level, the templar gains the Scribe Scroll feat for free.
If the templar already has the feat, he gains no other benefit.

Secular Authority

Once per day per Templar level, a Templar can use secular
authority within his city-state. Depending on the ranks he has
in the Diplomacy skill, a Templar can order slaves to do his
bidding, requisition troops, enter the homes of freemen and
nobles, or have people arrested. Failure to comply with a
Templar’s orders are usually sanctioned with fines,
imprisonment, outlaw status, and possibly execution.

A Templar can contest another Templar’s use of secular


authority and move to have the action reversed. The two
Templars in question make opposed Diplomacy checks. IF
the challenger wins, the action is reversed. If the defender
wins, nothing happens, although the challenger has likely
earned the wrath of the defending Templar. A Templar can
only contest another Templar’s use of secular authority in a
particular case once. A defending Templar cannot contest a
failed roll, nor can he attempt the same action that was
attempted against the same target.

• Call Upon Slave (Diplomacy 3+): Can freely order


slaves to do his bidding, imprison, or execute them.
• Enter Freeman’s Domain (Diplomacy 5+): Can legally
enter a freeman’s domain (home, workshop, etc.) to
conduct investigations.
• Accuse Freeman (Diplomacy 10+): Can have a freeman
placed in captivity for as long as he desires.
• Judge Freeman (Diplomacy 10+): Can pass judgement
on a freeman. This includes fines, imprisonment, death,
or anything else the Templar wishes.
Chapter 5: Of Basic Skills
Basic Skills: Class Skills & Cross-Class Skills
Basic Skill Ability Bard Druid Fighter Mage Monk Noble Orphan Ranger Rogue Tao Shih Templar

Alchemy Int + - - + - - - - - + +
Alertness Wis + - - - + - - + + + -
Appraise Int + - - - - + - - + - -
Balance Dex + - - - + - - - + - -
Bluff Cha + - - - - + - - + - +
Climb Str + - + - + - - + + - -
Concentration Con - + - + + - + + - + +
Craft (all) Int + + + + + - + + + + -
Decipher Script Int + x x + x x x x + x x
Diplomacy Cha + + - - + + - - + - +
Disable Device Dex - - - - - - - - + - -
Disguise Cha + - - - - - - - + - -
Escape Artist Dex + - - - + - - - + - -
Forgery Int + - - - - - - - + - +
Gather Information Cha + - - - - + - - + - +
Handle Animal Cha - + + - - - - + - - -
Heal Wis - + - + - - - + - + -
Intimidate Cha - - - + - + + - + + +
Invert* Int x x x + x x + x x x x
Jump Str + + + - + - - + + - -
Knowledge (arcana) Int + - - + + + + - - + +
Knowledge (nature) Int + + - + - + - + - + +
Knowledge (religion) Int + + - + + + - - - + +
Knowledge (warcraft) Int + - + + - + - - - + +
Knowledge (all skills) Int + - - + - + - - - + +
Language* Int + - - - - + - - - - +
Open Lock Dex - - - - - - - - + - -
Perform Cha + - - - + + - - + - -
Profession (all) Wis + + - - + + + + + + +
Read Lips Int + x x x x x x x + x x
Ride Dex - - + - - + - + - - -
Search Int - - - - - - - + + - -
Sense Motive Wis + - - - - + + - + + +
Sleight of Hand Dex + - - - - - - - + - -
Spellcraft Int + + - + - - + - - - +
Stealth* Dex - - - - - - - + + - -
Swim Str - - - - - - - - - - -
Survival Wis - + - - - - + + - - -
Tumble Dex + - - - + - - - + - -
Use Rope Dex - - - - - - - + + - -
Weavesight* Wis x x x + x x + x x x x

+ Class Skill
- Cross-Class Skill
x You can't buy this skill because it is exclusive to certain classes.
* See "Basic Skills: New Skills & Uses" for more information.

5.1: New Skill Descriptions Invert (Int)

Invert is an exclusive class skill for the Mage and Orphan


Alertness (Wis) classes, and can be used only if trained. Using this skill, you
can conceal from the sight of other channelers a spell that
Alertness replaces the Listen and Spot skills from the you have cast. Note that only male channelers can see spell
Player's Handbook for all intents and purposes. It is a class weaves cast by other male channelers, and only female
skill for the bard, monk, ranger, rogue, and Tao shih classes, channelers can see spell weaves cast by other female
and can be used untrained. channelers.
Check: You may only use this skill on your own spells. The • Aquan: The language of the Elemental plane of Water,
Invert check must be made immediately after the spell is cast. spoken usually by Water spirits and outsiders. It has a
By succeeding at a skill check (DC 10 + the spell's casting written language using the Celestial alphabet.
level), the spell’s weave is successfully hidden from most
other channelers. Only the spell’s weave itself is hidden, all • Auran: The language of the Elemental plane of Air,
of its effects continue to occur as they normally would, and spoken usually by Air spirits and outsiders. It has a
are visible as usual. Those with the Sense Residue feat and of written language using the Celestial alphabet.
the same gender as the caster have a chance of seeing the • Balican: The official language of the city-state of Balic,
spell's weave. Your Invert check is opposed by the it is often spoken by those who live south and west of
Weavesight check of any person who might see the spell's the Estuary of the Forked Tongue. It has a written
weave. language using the Tyrian alphabet.
• Belgoi: The language spoken by the belgoi, a hated race
Retry: You may only attempt to invert a spell’s weave once, that is killed on sight by most Athasians, making
just as it is being cast. If the Invert check is failed, the casting knowledge of their language a rarity. It has no written
of that spell cannot be inverted. Your only option is to release language, at least none that any non-belgoi has ever
the spell and cast it again, or to leave it uninverted. learned.
Special: You cannot take 10 or 20 on Invert skill checks. • Bodach: Once the official language of the destroyed
This skill is modified form of the Invert skill from the Wheel city-state of Bodach, it is still commonly spoken along
of Time RPG. the coast of the Sea of Silt, usually between the Estuary
of the Forked Tongue and the ruins of Giustenal. It is a
popular language for silt pirates and Tao shippers. It has
Language (Int) a written language using the Tyrian alphabet, although
few but the servants of Dregoth and Tao ship captains
Unlike most campaign settings, the sentients of Dark Sun are bother to learn it.
not as uniform in language. You still get the automatic • Braxat: The language spoken by the braxats, a vicious
languages for your Race and Region (see Chapter 2: Of race of powerful humanoids that hunt the wastes of
Races & Chapter 3: Of Regions), and your bonus languages Athas and are popular combatants in the arenas. It has
are determined by Region. You do not gain automatic no written language.
literacy in the languages you know. For every rank in the • Draconic: An ancient language spoken only by drakes
Language skill, you gain 1 of three benefits: and the occasional druid. It has no written language.
• You gain another spoken language, provided you have • Draji: The official language of the city-state of Draj, it
had an opportunity to study it and sufficient time to is often spoken by those who live near Draj as well as
learn it (GM’s discretion) and its is not a secret north of the Tyr region as far as the Barrier Wastes. It
language, such as Druidic. Generally, it takes 1 year, has a written language that uses the Glyph alphabet.
minus a number of months equal to your Int bonus, to • Draxan: The official language of the hidden city-state
learn a new language. of Ur Draxa and the entire Valley of Ash and Fire, a
• You gain literacy in a language you already can speak. remote and mostly unknown island in the Silt Sea. It
The knowledge of writing is outlawed in many city- has a written language using the Tyrian alphabet.
states by any but the nobility and templars, so learn • Druidic: The language of the druids and the spirits of
with care. Generally, it takes half as long to become the land, the kami. It is a secret language only druids
literate as it did to learn the new language. You can can learn. It has a written form using the Celestial
spend time learning to read and write it at the same time alphabet, which is used by druids when they make
you are learning to speak a language. scrolls and other magical writings.
• You gain literacy in an ancient language that is no • Dwarven: The language spoken by most modern
believed to be no longer spoken in Athas, its creators
dwarves. It has a written language that uses a Runic
long ago lost to the sands of time. Generally, it takes
alphabet.
twice as long to become literate in such a language as it
would take you to speak it, if that were possible. • Eldaari: The official language of the city-state of
Eldaarich, it is rarely spoken outside its own walls, and
Athasian languages include: usually then only by those who have business with the
secluded city-state. It has a written language using the
Glyph alphabet. Unlike most city-states, it is not a
• Akashik: An ancient language used by the early
crime to read and read in Eldaarich, but while it is
practitioners of Akashik magic. Many ancient texts are
common for even slaves to read, it usually only nobles
written in this language, as well as Akashik spells
and templars who are able to write the complicated
scrolls. Members of some traditions, including the
language.
Veiled Alliance, the Villichi, the Taftani, and the Fang
Shih still speak Akashik among their members. It has a • Elven: The language spoken by most modern elves. It
written language using the Celestial alphabet. Since the has no written language.
language uses the Akasha itself to transmit meaning, • Feylaar: The language spoken by the feylaar, a race of
you must be embracing the Akasha to speak, read, or four-armed brutes that lair in the Forest Ridge. It has no
write Akashik. You must be able to cast Akashik spells written language.
to learn Akashik. • Giant: The language spoken by most giants, regardless
• Anakore: A language spoken by the anakores (dune of subrace. It has a written language using the Runic
freaks) that roam the sandy wastes of Athas. It has no alphabet, but few modern giants know it.
written language. • Gith: The language spoken by most gith. It has no
written language.
• Giustenal: Once the official language of the lost city- It has a written language that uses the Glyph alphabet,
state of Giustenal, it has become a forgotten tongue, but only the ssurrans use it and teach it.
spoken only by the dray and other inhabitants of the • Nibenese: The official language of the city-states of
secret city beneath Giustenal’s ruins. It is also spoken Gulg and Nibenay, it is spoken throughout the plains
by necromancers and other agents of Dregoth surrounding Nibenay, the Mekillot Mountains, and the
throughout the Tablelands. It has a written language Ivory Plains. It has a written language using the Tyrian
using the Tyrian alphabet. alphabet.
• Grimlock: The language spoken by grimlocks, a • Nikaal: The language of the nikaal, scaled humanoids
subterranean race of blind humanoids that enslave the wander the wastes of Athas as traders. It has no
surface-dwellers. written language.
• Gulgan: The official language of the city-state of Gulg, • Piterin: A language spoken by bat devils (who call
it is used throughout the Crescent Forest. It has a themselves the Piterin, the ‘flying people’). They are
written language using a Glyph alphabet. rarely seen away from the Forest Ridge and Ringing
• Halfling: The language spoken by most modern Mountains. It has a written language using the Glyph
halflings. It has no written language. alphabet.
• Hej-kin: A rare language spoken only by the hej-kin • Pteran: A language spoken by the rare pterafolk that
creatures that dwell beneath the wastes of Athas. It is a lair along the Jagged Cliffs. It has a written language
crude and simple language, but does have a written using a Glyph alphabet.
language using a Runic alphabet. • Raamin: The official language of the city-state of
• Ignan: The language of the Elemental plane of Fire, Raam, it is commonly used only in those areas near
spoken usually by Fire spirits and outsiders. It has a Raam, as far as the Sea of Silt to the south, the
written language using the Celestial alphabet. Dragon’s Bowl to the west, the city-state of Draj to the
east, and the ruins of Yaramuke to the north. It has a
• Kalid: Once the official language of the destroyed city- written language using the Tyrian alphabet.
state of Kalidnay, it sometimes spoken by tribes living
west of the Estuary of the Fork Tongue. It has a rare • Rhulisti: The ancient language of the halflings’
written language that uses the Tyrian alphabet. ancestors, and rarely spoken by anyone beyond the
Jagged Cliffs or halfling mystics. It is considered a
• Kemalok: The ancient language of the dwarves. Few secret language by the halfling Eagle and Jaguar orders,
but scholars and the residents of Kled can read it now. but is not technically a “secret language” like Druidic.
It has only a written language, using the Runic It has a written language using the Glyph alphabet.
alphabet. Non-halflings who have never been to the Jagged Cliffs
• Kreen: The language spoken by most thri-kreen. It has a must spend 2 ranks to learn it as a written language and
written form , rarely used outside of the Kreen Empire cannot learn to speak it at all.
far to the west of the Ringing Mountains, that uses a • Saragaran: An ancient tongue often linked to famous
Githic alphabet. Kreen, because it uses the unique works on the nature of the Tao, it is rarely heard south
aspects of thri-kreen physiology and even pheromones of the Scorched Plateau. It has a written language using
at times, is very hard for non-thri-kreen to learn, but not the Githic alphabet. It takes 2 ranks to learn to speak it.
impossible. It takes 2 ranks for a non-thri-kreen to learn
to speak Kreen. • Scrab: The language spoken by the scrab, a small race
of centipede-like creatures that form nests in the
• Kumo: The language spoken by the aranea deserts. It has no written language.
shapeshifters and similar arachidian humanoids. It has a
written language using a Glyph alphabet. • Selderaine: The ancient language of the elves. Few
elves outside of the hakima know it today. It has only a
• Kurnan: The official language of the city-state of Kurn, written language, using a Glyph alphabet.
it is rarely spoken more than a few dozen miles beyond
the city-state except for those few who have business • Sign Language: Like the Trade Tongue, sign language
there. It has a written language using the Glyph is a common form of communication using simple hand
alphabet. Unlike most city-states, it is not a crime in signs that helps break through language and cultural
Kurn to read and write. barriers. It is often learned by nomads, mercenaries, and
secret society members. Your hands must be free to
• Merchant Code: The Merchant Code is not really a “speak” in sign, but otherwise you need make no sound.
language, but a common cipher used by merchants to There is no written language.
record shipment data, make trading agreements, and
basically communicate with other merchant dynasties • Slig: The language spoken by most sligs, humanoids
through writing. It is punishable by law in most city- known for their muscled bodies and wide jaws. It as no
states for such freemen to read and write, so their written language.
disguise their knowledge with accounting notations, • Sylvan: The obscure language of intelligent plant-life,
which the Sorcerer-Kings allow them to learn to such as dark trees, treants, etc. It has no written
transact business and pay taxes. The Code uses language.
whatever numbering system and alphabet both sides are • Talking Drum: A language usually used by those who
familiar with. It is a written language using only the live in villages in the wilderness or mountainous lands,
numbers of the language alphabet agreed upon. It costs as well as being an ancient Dwarven tradition. It is
only 1 rank to learn and can then be applied via any “spoken” by beating drums, either small ones for local
language you already know how to read and write. It is rituals, or huge drums for sending messages between
a secret language that only trusted agents of the villages and tribes. You must have at least 1 rank in the
merchant dynasties are taught. Perform (drum) skill to “speak” this language, but not
• Nagah: A language spoken by silt runners, jozhal, and to understand it. It has no written language.
ssurrans, races of tribal lizardfolk found throughout
Athas, especially near the Sea of Silt and the Last Sea.
• Tarek: The language spoken by the tareks, a race of could lead to trouble. You can take 10 or 20 on a Language
muscular humanoids that form tribes in the plains, check, provided you have the time.
barrens, and mountains. It has no written language.
DC Exchange Type
• Tari: The language spoken by the tari, a rat-like
humanoid race. It has a written language using the
Runic alphabet. 5 Simple commands (1 sentence)
• Tembo: A language spoken only by the tembo, a race of 10 Complex commands (2 or more sentences)
predators that roam the wastes and are universally hated 12 Discussion, “concrete” subjects
and feared. It has no written language. Because of the 15 Discussion, “abstract” subjects
unique tembo physiology, other sentients cannot 20 Storytelling, prose
actually speak the language, but can learn to understand 22 Storytelling, poetry
it.
25 Instructions, arcane formula
• Tengu: The language spoken by most tengu. It has a
written language using a Gith alphabet. Like thri-kreen,
the sounds the tengu make in their language are hard for Stealth (Dex)
non-tengu to make. It takes 2 ranks for a non-tengu to
learn to speak Tengu. Stealth replaces the Hide and Move Silently skills from the
• Terran: The language of the Elemental plane of Earth, Player's Handbook for all intents and purposes. Stealth is a
spoken usually by Earth spirits and outsiders. It has a class skill for the ranger, and rogue classes, and can be used
written language using the Celestial alphabet. untrained.
• Trade Tongue: A common language developed
throughout the Tablelands of Athas to ease
communication. It is used mostly by ambassadors, Weavesight (Wis)
merchants, mercenaries, nomads, and other such
travelers. It borrows heavily from Tyrian, as well as Weavesight is an exclusive class skill for the Mage and
Balic, Bodach, Draji, Elven, Nibenese, and Raamin. It Orphan classes, and can be used only trained. Using this
has no written language. skill, you can identify spells that are cast, held, or tied off.
Note that even with this skill, a male channeler can only see
• Tul’k: The language of the tul’k, an emaciated, hairy weaves made by another male channeler and a female
race of shy humanoids that live in the mountains. It has channeler can only see weaves made by a female channeler.
no written language.
• Tyrian: The official language of the city-state of Tyr, is Check: You can identify an Akashik spell and its effects, and
popular throughout much of the Tablelands. It is spoken learn to cast the spell.
as far west as the Ringing Mountains, as far south as
the Estuary of the Forked Tongue, as far north as the DC Task
city-state of Urik, and as far east as the Crescent Forest.
It has a written language using the Tyrian alphabet. 10 Identify which of the Elements are used
Those who can speak or write Tyrian can speak or write
Urikite as well, and vice versa. Unlike in most city- 15 Identify the spell’s weave
states, it is not a crime to read and write in Tyr. 20 Learn the spell, if able to cast it
• Unitaur: A rare language spoken only by the unitaur of 25 Learn the spell, if it can be overchanneled
the Crimson Savannah. It has no written language.
If your check result is less than 10, you can see the weave but
• Urikite: The official language of the city-state of Urik, can't find out anything about it.
it is popular throughout the Tablelands. It is spoken as
far east as the Dragon’s Bowl, as far south as the city- Retry: You can retry if the caster recasts the spell. If the
state of Tyr, and as far north and west as the Ringing caster is holding or has tied off the spell’s weave, you may
Mountains. It is actually the same language as Tyrian, retry after studying it for 10 minutes. Residues are harder to
but the pride of Urikites does not allow that fact to be see; if retrying when using the Sense Residue feat, each retry
spoken. As far as they are concerned, the Tyrian stole not only requires 10 minutes of study but also increases the
their language. The Tyrian Rebellion of the last ten DC by 5.
years has only made matters worse. It has a written
language using the Urikite (Tyrian) alphabet. Those Special: You suffer a -5 penalty to attempts to learn a spell if
who can speak or write Urikite can speak or write it does not use any of the Five Elements for which you have
Tyrian as well, and vice versa. an Affinity. If you have the Sense Residue feat, you may
attempt to use Weavesight on a spell’s weave that was
Check: Sometimes, it may be necessary to make a Language recently cast but was not held or tied off. Make the check
check. While you are assumed to know and be competent in with a -2 penalty if the weave was released within the past 2
the languages as described earlier, quick or extensive hours, a -5 penalty if released within the past 24 hours, a -10
exchanges in the language may prove difficult if you don’t if released within one week, and a -15 if released within one
have the proper time or obscure piece of knowledge. This is month. You cannot use this skill on weaves released more
especially true of secret or ancient languages. You can than a month ago. If you have the Sense Residue feat, you
attempt to figure out any language you don’t know for that can also attempt to recognize inverted spells. If you do not
exchange only with a +10 to the DC, using common bits of succeed at a DC of at least 10, you do not spot the spell’s
the alphabet and gestures to convey the full import of the weave at all. Attempts to spot inverted spells cannot be
words. If successful, you have successfully grasped the retried. This is a modified form of the Weavesight skill from
intentions of the writer or speaker or have successfully the Wheel of Time RPG.
imparted your own intentions. If you fail the check by 10
points or more, your words are horribly misunderstood, and
Chapter 6: Of Tao Skills
Tao Skills: Class Skills by Feat
Skill Ability Use Untrained Tao Alter Battle Control Gith Sense Tao
Sensitive Meditation Sorcery Mind

Affect Mind Cha No + + - - - - -


Battle Influence Cha Yes + + + - - - -
Battlemind Con No + - - + - - -
Control Mind Cha No + + - - - - +
Drain Knowledge Con No + - - - - + -
Empathy Wis Yes + - - - - - -
Enhance Ability Con No + - - - - - -
Enhance Senses Wis No + - - - - + -
Farseeing Wis No + - - - - + -
Fear Wis Yes + - - - - + -
Friendship Cha No + - - - - - -
Heal Another Wis Yes + + - - - - -
Heal Self Con Yes + - - + - - -
Illusion Con Yes + + - - - - -
Inspire Cha No + + + - - - -
Move Object Int Yes + + - - - - -
See Tao Wis Yes + - - - - - -
Sever Tao Cha No + + + - - - -
Tao Defense Con Yes + - + - - - -
Tao Grip Int Yes + + - - - - -
Tao Light Wis Yes + + - - - - -
Tao Push Int No + + - - - - -
Tao Stealth Con Yes + - + - - - -
Telepathy Wis No + - - - - - -

+ You must have this feat to use or purchase ranks in the skill. If you have all the requisite feats for the skill, it is considered a class
skill for you.
- You do not need this feat to use the skill.

6.1: Tao Skill Descriptions action is successful or not. You cannot sacrifice more hit
points than you have.
Unless otherwise noted, all Tao skills have the following
characteristics. Spell-Like Ability: All Tao skills are considered spell-like
abilities.
Yin Tao & Yang Tao: While many Tao skills do not have
this designation, some do. Those with the Yin Tao descriptor
are Yin Tao skills, abilities that draw upon the darker side of Affect Mind (Cha)
the Tao and are particularly favored by the Brotherhood. Use
of those skills gains the user 1 madness point. Those skills Affect Mind requires the Tao Sensitive and Alter feats and
with the Yang Tao descriptor are Yang Tao skills, abilities can be used only if trained. You can use the Tao to alter a
that draw upon the positive aspects of the Tao and are mostly target's perceptions or make a telepathic suggestion into
taught by only the Order. Those with too many madness another person's mind.
points have trouble using Yang Tao skills, to the point of
losing access to them altogether. Check: The result of an Affect Mind check sets the DC for
the target's Will save.
Class Skill: All Tao skills are considered class skills if the
you possess the appropriate feats to take ranks in the skill. Result Will Saving Throw DC

Range & Duration: To use a Tao skill on a target, the target 5- 10


must be within 30', be within line of sight, and the effect is 6-15 15
instantaneous.
16-25 20
Action Type: Using a Tao skill is a full-round action. 26-35 25
36+ 30
HP Cost: Most Tao skills have an HP cost associated with
them. When you activate the skill, you sacrifice a number of If the target’s saving throw fails, you can alter perceptions or
hit points indicated in the cost immediately, whether the make suggestions. To alter perceptions you create a false
stimulus, such as a sound or image, detected by a single
person and lasting no more than a single round. It is generally Special: This is a modified form of the Battlemind skill from
used to distract an opponent, which can also have the effect the Star Wars RPG.
of a feint (see Bluff in the Player's Handbook). Note that
targets receive a +2 circumstance bonus on their saving
throws for every additional person beyond the first that you Control Mind (Cha) (Yin Tao)
want to detect the false stimulus. You can also make a
suggestion to a target that would otherwise be unacceptable. Control Mind requires the Tao Sensitive, Alter, and Tao
You must be able to communicate with the target and the Mind feats and can be only be used trained. You can guide
suggestion must not be obviously life-threatening. The target the actions of individuals who have strong connections to
won't be able to realize later that what he did was you, overriding their impulses with your efficiency.
unreasonable.
Check: A Control Mind check, DC 20, allows you to
HP Cost: 2 (alter perception); 4 (suggestion) coordinate the actions of one or more of your allies or
minions. Each of these allies or minions gains a Tao bonus
Special: This skill is a modified form of the Affect Mind on attack rolls and skill checks equal to 1/4 of your level,
skill from the Star Wars RPG. rounded down, to a minimum of +1, for as long as you
continue spending hit points. You can effect large numbers of
allies with the same Inspire check, provided they are not
Battle Influence (Cha) (Yang Tao) beyond your maximum range. However, the more people you
want to affect, the more hit points you need to spend. Using
Battle Influence requires the Tao Sensitive, Alter, and Battle Control Mind is a full-round action that provokes an attack of
Meditation feats and can be used untrained. You can envision opportunity. Maintaining it requires a move-equivalent action
a specific outcome to a battle and use the Tao to bring it each round. When you cease spending hit points on this skill
about. and end it, the tremendous physical and psychic stress it
causes overtakes you allies or minions. All those affected by
Check: Battle Influence affects all of your enemies within Control Mind are considered exhausted.
30' at the time it is activated. A Battle Influence check sets
the DC of the of the target's Will save. If enemies within this Number of Targets HP Cost per Minute
area leave this area, they are still affected; if new enemies
arrive, they are not affected. If you or one of your allies
1 - 10 1
visibly or clearly attacks one of the targets of this ability, its
effects on that target end immediately. If the target of this 11 - 100 5
skill makes his Will save, he is unaffected. If he fails, he 101 - 1,000 10
suffers a -4 penalty on attack rolls directed against you and 1,001 - 10,000 15
your allies. If the target fails the save by 10 or more, he
attacks his own allies instead, though he still takes the -4 HP Cost: 5, though you must spend hit points every minute
penalty on his attacks. If the target's save fails by 20 or more, to maintain the effect as per the table
he attacks his own allies and does not have the -4 penalty to
attacks. You do not need to be able to communicate with Special: This is a modified form of the Control Mind skill
your enemies to use this skill. Using Battle Influence is a from Star Wars: The Dark Side Sourcebook.
standard action and lasts for 1 minute.

Result DC Drain Knowledge (Int) (Yin Tao)

15 or lower 15 Drain Knowledge requires the Tao Sensitive and Sense feats
and can only be used trained. You can drain specific
16 - 25 20
memories, related to a single subject, from a victim's mind.
26+ 25
Enemies hostile to each other +5 Check: A Drain Knowledge check allows you to sift through
Enemies friendly to each other -5 the target's mind. For a target that is conscious and willing, is
a DC 15. If the target is asleep or unwilling, it is a DC 20 or
HP Cost: 8 the target's Will save, whichever is higher. The Drain
Knowledge check requires 5 minutes, and you must touch the
Special: This is a modified form of the Battle Influence skill target for the duration of the attempt. If the check is
from the Star Wars: Power of the Jedi Sourcebook. successful, the target temporarily loses 2 points of
Intelligence, and can recover 1 point per day of rest. You
may then choose one Knowledge skill the target possesses
Battlemind (Con) and immediately gain the ability to make untrained skill
checks for that skill. The target doesn't lose the Knowledge
Battlemind requires the Tao Sensitive and Control feats and skill you have acquired; however, the Intelligence reduction
be used only if trained. You can increase your prowess in will temporarily lower all of his Knowledge skill checks.
combat, using the Tao to enhance your concentration and Each time you use the stolen skill, you must attempt a Will
commitment in battle. saving throw, DC 15. If you fail the Will save, you lose the
ability to make untrained skill checks in that skill. If you fail
Check: A Battlemind check (DC 15) grants a Tao bonus on the save by 10 or more, you also temporarily lose 2 points of
attack rolls equal to half your Tao user level (round up). for 1 Intelligence, recovered at 1 point per day of rest.
minute. Activating Battlemind is a free action.
HP Cost: 8
HP Cost: 2 + 1/2 your level
Special: This is a modified form of the Drain Knowledge Check: An Enhance Sense check adds a Tao bonus to any
skill from Star Wars: The Dark Side Sourcebook. Alertness, Search, and Sense Motive checks. It also adds to
Wilderness Lore checks made to find or follow tracks. The
bonus lasts for 10 minutes. The result of the Enhance Senses
Empathy (Wis) check indicates the bonus.

Empathy requires the Tao Sensitive feat and can be used Result Bonus
untrained. You can reach into the Tao to read a target's
surface emotions, getting a sense of the target's general state
10-14 +2
of mind.
15-19 +4
Check: An Empathy check allows you to sense a target's 20-24 +6
general mood, attitude, and emotional state. This grants a +4 25-29 +8
Tao bonus on any checks made against the target within the 30+ +10
next 1 minute using the following skills: Bluff, Diplomacy,
Handle Animal, Intimidate, Perform, and Sense Motive. Your HP Cost: 2
Empathy check sets the DC for the target's Will saving
throw. If the save succeeds, there is no effect. In either case, Special: This is a modified form of the Enhance Senses skill
the target doesn't know his emotions are being read. from the Star Wars RPG.

Result Will Saving Throw DC


Farseeing (Wis)
5- 10
6-15 15 Farseeing requires the Tao Sensitive and Sense feats. You
can use the Tao to gain vague impressions of events
16-25 20
happening in other places and times.
26-35 25
36+ 30 Check: The past and present can't change, so viewing them
relies on you getting the correct perceptions. The future,
Retry: If the save is successful, you can't use Empathy on however, is fluid and always in motion, subject to change.
this target again until 24 hours have passed. With the Farseeing skill, you can detect when your friends
are in danger, examine significant details of a past event, or
HP Cost: 1 determine the probable outcome of a stated course of action.
The DC of the Farseeing check is based on what you seek to
Special: This is a modified form of the Empathy skill from view. Seeing another place is DC 20, seeing events of the
the Star Wars RPG. past is DC 25, and seeing events of the possible future is DC
30. Since the future is mutable, the accuracy of such visions
can be far from perfect. The higher the result, the more
Enhance Ability (Con) information you are able to gain. You can't make more than
one Farseeing check per hour.
Enhance Ability requires the Tao Sensitive feat and can only
be used trained. You can call on the Tao to enhance your HP Cost: 5 (person, place, or thing), 10 (past), 15 (future)
Strength or Dexterity for a short period of time.
Special: This is a modified form of the Farseeing skill from
Check: An Enhance Ability check requires an attack action the Star Wars RPG.
and adds a Tao bonus to either your Str or Dex score for 1
minute. The result of the check indicates the bonus.
Fear (Wis) (Yin Tao)
Result Bonus
Fear requires the Tao Sensitive and Sense feats and can be
used untrained. You can use the Tao to learn the fears of
10-14 +2
others and use them as weapons.
15-19 +4
20-24 +6 Check: A Fear check adds a Tao penalty to an opponent's
25-29 +8 skill checks and attack rolls. This penalty lasts for 10 rounds.
30+ +10 The result of the Fear check indicates the target's penalty.
The target can negate the penalty by accepting 1 madness
HP Cost: 2 point. Making a Fear check requires a standard action.
Multiple uses of this skill are not cumulative in their effect.
Special: This is a modified form of the Enhance Ability skill
from the Star Wars RPG. Result Penalty

10 - 14 -2
Enhance Senses (Wis) 15 - 19 -4
20 - 24 -6
Enhance Senses requires the Tao Sensitive and Sense feats
and can only be used trained. You can use the Tao to enhance 25 - 29 -8
your normal sensory capabilities. 30+ -10
HP Cost: 2 Heal Self (Con) (Yang Tao)

Special: This is a modified form of the Fear skill from the Heal Self requires the Tao Sensitive and Control feats and
Star Wars RPG. can be used untrained. You can use the Tao to heal yourself.

Check: Heal Self can restore hit points, wound points, or


Friendship (Cha) ability score points lost by you. The result of the Heal Self
check indicates the damage that is healed. For hit points and
Friendship requires the Tao Sensitive feat and can only be wound points, consult the table. You can only restore lost
used trained. You can use the Tao to clam a hostile person or ability score points lost to such temporary effects such as
animal. poison or disease; permanent loss such as through aging
cannot be reversed with this skill. You can't go above your
Check: A Friendship check works like a Diplomacy check to maximum hit point or wound point total or your normal
alter a target's attitude, only you don't need to be able to ability score total, regardless of the number of points
communicate with the target. Instead, you use the Tao to restored. Excess points restored are loss. With a high enough
send calming emotions. A Friendship check is opposed by result, you can heal both hit points and wound points. Add
the target's Wisdom check. The target remains calm until a the HP cost of both results together to determine the total HP
situation occurs that alters that state. If the check fails, you cost. You can't attempt to heal hit point damage to yourself a
can't use Friendship on the target until 24 hours have passed. second time until 1 hour has passed. You can't attempt to heal
wound points or ability score losses to yourself a second time
HP Cost: 1 until 24 hours have passed.

Special: This is a modified form of the Friendship skill from Result Amount Healed HP Cost
the Star Wars RPG.
10 - 14 Heal 1d4+1 HP 0
Heal Another (Wis) (Yang Tao) 15 - 19 Heal 1d6+2 HP / 0/1
Heal 1d4+1 WP or Ability
Heal Another requires the Tao Sensitive and Alter feats and 20 - 24 Heal 1d8+4 HP / 0/2
can be used untrained. You can use the Tao to heal wounds 1d6+2 WP or Ability
suffered by another. 25+ Heal 2d6+6 HP / 0/4
1d8+4 WP or Ability
Check: Heal Another can restore hit points, wound points, or
ability score points lost by someone other than yourself. The
result of the Heal Another check indicates the damage that is HP Cost: 1 for a failed result, 0 for restoring hit points, and
healed. For hit points and wound points, consult the table. consult the chart for the cost of restoring wound points and
You can only restore lost ability score points lost to such ability scores
temporary effects such as poison or disease; permanent loss
such as through aging cannot be reversed with this skill. You Special: This is a modified form of the Heal Self skill from
must touch the target that you want to heal. Your target can't the Star Wars RPG.
go above his maximum hit point or wound point total or his
normal ability score total, regardless of the number of points
restored. Excess points restored are loss. With a high enough Illusion (Cha)
result, you can heal both hit points and wound points. Add
the HP cost of both results together to determine the total HP Illusion requires the Tao Sensitive and Alter feats and can
cost. You can't attempt to heal hit point damage to the same only be used trained. You are able to manifest phantasmal
person a second time until 1 hour has passed. You can't images that seem completely real to those who perceive
attempt to heal wound points or ability score losses to the them.
same person a second time until 24 hours have passed.
Check: Although your illusions cannot cause physical harm,
they can, when wielded by a skilled user, provoke fatal
Result Amount Healed HP Cost
mistakes in those who do not realize their falseness. Each
person who perceives the illusion perceives the same event,
10 - 14 Stabilize the seriously wounded 1 rather than their own slightly different interpretation. Your
15 - 19 Heal 1d4+1 HP 1 Illusion check sets the DC for the target's Will saving throw.
20 - 24 Heal 1d6+2 HP / 2 The maximum range for this skill is 30,000' from the user.
Heal 1d4+1 WP or Ability The distance also modifies the HP cost of the skill.
Maintaining an illusion for more than a single round requires
25 - 29 Heal 1d8+4 HP / 4
concentration; you cannot maintain an illusion while using
1d6+2 WP or Ability raging, for instance, and maintaining it requires a standard
30+ Heal 2d6+6 HP / 6 action each round.
1d8+4 WP or Ability
Result Will Saving Throw DC
HP Cost: Varies, but at least 1 for a failure or minimal
success up to 5 10
6 - 15 15
Special: This is a modified form of the Heal Another skill
from the Star Wars RPG. 16 - 25 20
26 - 35 25
36+ 30
Move Object result plus your Dex bonus must exceed the
Distance HP Cost per Minute target's Defense. If the Move Object check is not high
enough to even move the object, then the attack
automatically fails. A character struck by a moved object
30' 3 takes damage based on the object's weight, as per the table.
31' - 100' 5 You can use this skill as both a standard or move action. You
101' - 1,000' 8 can move an object and attack with it or move it twice in one
1,001' - 10,000' 10 round. Moving multiple objects is possible, but more
difficult, and requires a full-round action. The base DC and
HP Cost: 3 or more, depending on the distance as per the HP cost is set by the heaviest object in the group, and each
table additional object (regardless of its weight) adds +2 to the DC
and +2 to the HP cost. A target can't be struck by multiple
Special: This is a modified form of the Illusion skill from objects as part of the same action. You can also lift and move
Star Wars: The Dark Side Sourcebook. yourself with this skill, but the DC increases by 10.

Weight DC HP Cost Damage


Inspire (Cha) (Yang Tao)
up to 2 lbs. 10 1 1d4
Inspire requires the Tao Sensitive, Alter, and Battle 2 - 20 lbs. 15 2 1d6
Meditation feats and can only be used trained. You can fill
21 - 200 lbs. 20 4 2d6
your allies with the conviction that they will win, despite the
odds. 201 - 2,000 lbs. 25 8 3d6
2,001 - 20,000 lbs. 30 16 4d6
Check: An Inspire check, DC 20, allows you to instill great etc. etc. etc. etc.
confidence in one or more of your allies. Each of these allies
gains a competence bonus on attack rolls, saving throws, and HP Cost: Varies, see table
skill checks equal to 1/4 of your level (rounded down,
minimum of +1) for as long as you continue to spend hit Special: This is a modified form of the Move Object skill
points. You can effect large numbers of allies with the same from the Star Wars RPG.
Inspire check, provided they are not beyond your maximum
range. However, the more people you want to affect, the
more hit points you need to spend. Using Inspire is a full- See Tao (Wis)
round action that provokes an attack of opportunity.
Maintaininng it requires a move-equivalent action each See Tao requires the Tao Sensitive and Sense feats and can
round. be used untrained. You can detect the Tao in a person or area,
and can detect nearby living creatures.
Number of Targets HP Cost per Minute
Check: A See Tao check allows a variety of effects. You can
1 - 10 3 identify a Tao-user, detect the Tao, or detect life. To identify
a Tao-user, you must make a See Tao check with a DC 10
11 - 100 6
and target someone within 300'. If the target is also using Tao
101 - 1,000 12 Stealth to hide his presence, then your check must also
1,001 - 10,000 18 exceed his Tao Stealth check. Success indicates whether he
has the Tao Sensitive feat and how many levels of a Tao-user
HP Cost: 6, though you must spend hit points every minute class he has. This includes prestige classes, but not does not
to maintain the effect as per the table tell you how many levels in each class he has, only the total
number. You don't have to be able to see the target, but you
Special: This is a modified form of the Inspire skill from the must be aware of where he is. To detect the Tao in an object
Star Wars: Power of the Jedi Sourcebook. or area, you must make a See Tao check at a DC 20. You can
detect the presence and relative strength of the Tao within
30'. You can detect all sentient creatures within 30' with a
Move Object (Int) successful See Tao check as well. To detect creatures who
are Tao Sensitive, it is a DC 10. If the creatures are not Tao
Move Object requires the Tao Sensitive and Alter feats and Sensitive, it is DC 20. If the target is also using Tao Stealth
can be used untrained. You can move objects using the Tao. to hide his presence, then your check must also exceed his
Tao Stealth check. You can't use this skill on the same target
Check: A Move Object check lets you pick up and move more than once per hour.
objects from a distance. You must be able to see the object to
be moved, and it must be within 30'. Lifting and moving an HP Cost: 1
object up to 2 lbs. is a simple task, requiring a check against
DC 10 and costing 1 hit point. For each additional order of Special: This is a modified form of the See Force skill from
magnitude (20 lbs., 200 lbs., etc.) of the object the DC the Star Wars RPG.
increases by 5 and the HP cost doubles. You can move the
object with 30' of you in a round. If you and another are
contesting control of an object, use opposed Move Object Sever Tao (Cha) (Yang Tao)
checks, with the higher result gaining control for that round.
If the target object is held by a resisting individual, the Move Sever Tao requires the Tao Sensitive, Alter and Battle
Object check is opposed by the individual's Strength check. Meditation feats and can only be used trained. You can block
To strike a target with an object using Move Object, the
another's access to the Tao, preventing him from using Tao Distance does not matter. Use of Tao Grip is a standard
skills or feats. action.

Check: A Sever Tao check determines the DC of the target's Result Damage DC
Will saving throw. On a failed save, the target must make a
Will save, DC 20, whenever he attempts to use a Tao-based
up to 15 1d6 10
skill or feat. The DC increases to 30 if the target is tainted by
the Yin Tao. It increases to 40 if the target is wholly 16 - 25 2d6 15
corrupted by Yin Tao. The character is no longer required to 26+ 3d6 20
make Will saves to use the Tao if he reduces his joss points
to less than half his Wis. Using Sever Tao is a full-round HP Cost: 6
action that provokes an attack of opportunity. Until the target
reduces his joss points to less than half his Wis, the effects of Special: This is a modified form of the Force Grip skill from
Sever Tao remain. the Star Wars RPG.

Result Save DC
Tao Light (Wis) (Yang Tao)
up to 10 10
Tao Light requires the Tao Sensitive and Alter feats and can
11-20 15 be used untrained. You can channel the Tao into blasts of
21-35 20 light that are harmful to Yin Tao.
36-50 25
51+ 30 Check: When you use this skill, a wave of Yang Tao energy
emanates from you for 30' in all directions. A Tao Light
HP Cost: 20, plus the user must spend 1 joss point. check sets the DC of this skill's use on all characters,
creatures, spirits, and sites who are tainted or affected by
Special: This is a modified form of the Sever Force skill madness. When used against a character or creature with
from the Star Wars: Power of the Jedi Sourcebook. madness points, they lose 1 joss point if it fails the Will save.
The target cannot voluntarily forgo this saving throw. When
used against a Yin Tao spirit, Tao Light deals damage to the
Tao Defense (Con) spirit by weakening its connection to the Yin Tao. When a
spirit is reduced to 0 wound points, it is permanently
Tao Defense requires the Tao Sensitive and Control feats and destroyed. When Tao Light is successfully used against a Yin
can be used untrained. You can use the Tao to improve your Tao site, the site loses some of its taint, reducing its power by
resistance to Tao-based attacks. one step (from extreme to major, major to minor, or minor to
not tainted). When using Tao Light against a Yin Tao site,
Check: A Tao Defense check adds a Tao bonus any saving you must be at the heart of the site, where the Yin Tao is
throw made against a Tao-based attack (including skills and most powerful. You suffer all effects the site generates.
feats) for 10 rounds. The result of the check indicates the Using Tao Light is a standard action that provokes attacks of
amount of the bonus. opportunity.

Result Character/ Yin Tao Yin Tao


Result Bonus
Creature Spirit Site
Damage Damage Effect
10-14 +2
15-19 +4
up to 15 1d6 1d8 none
20-24 +6
16 - 25 2d6 2d8 none
25-29 +8
26 - 40 3d6 3d8 none
30+ +10
41+ 4d6 4d8 Reduce power
HP Cost: 2 by one step

Special: This is a modified form of the Force Defense skill HP Cost: 8


from the Star Wars RPG.
Special: This is a modified form of the Force Light skill from
the Star Wars: Power of the Jedi Sourcebook.
Tao Grip (Int) (Yin Tao)

Tao Grip requires the Tao Sensitive and Alter feats and can Tao Push (Int)
be used untrained. You can use the Tao to telekinetically grip
an organ or crush a larynx. Tao Push requires the Tao Sensitive and Alter feats and can
only be used trained. You knock down opponents using the
Check: A Tao Grip check sets the damage inflicted by the Tao.
attack and the DC for the target's Will saving throw. On a
successful save the damage is applied to the victim's hit Check: A Tao Push check sets the damage dealt by the attack
points. On a failed save, it is applied to his wound points. As as well as DC for the target's Ref saving throw. Each target
long as you can see your opponent with your naked eye (not receives a +4 for every size category it is larger than
via a device, magic, the Tao, etc.) you can use Tao Grip. Medium-size, or a -4 penalty for every size category smaller
than Medium-size. The target also receives a +4 bonus if it
has more than two legs of is otherwise more stable than a 3,000' +20
typical humanoid. On a failed save, the target is knocked
back 5'. On a successful save, the damage is halved and the HP Cost: 3
target remains standing and stays in place. Use of Tao Push is
a standard action. It can affect up to 4 targets up to 30' away Special: This is a modified form of the Telepathy skill from
from you, all of whom must be adjacent to each other. the Star Wars RPG.

Result Damage DC

up to 15 1d4 10
16-25 2d4 15
26+ 3d4 20

HP Cost: 4

Special: This is a modified form of the Force Push skill from


Star Wars RPG.

Tao Stealth (Con)

Tao Stealth requires the Tao Sensitive and Control feats and
can be used untrained. You can use the Tao to evade both
physical and Tao-based detection.

Check: A successful Tao Stealth check will grant you a Tao


bonus to any checks involve escaping detection, such as
Stealth skill checks or Will saves against skills such as See
Tao or Telepathy. The result of the Tao Stealth check
determines the bonus. Failure provides no benefit, and you
cannot use Tao stealth again for 10 minutes. The bonus lasts
for 10 minutes. At the end of that time, you can extend the
duration of the effect at a cost of 1 hit points per 10 minutes
of use. Maintaining an existing bonus does not require a new
check, but does require the expenditure of hit points.

Result Bonus

10-14 +2
15-19 +4
20-24 +6
25-29 +8
30+ +10

HP Cost: 1 per 10 minutes

Special: This is a modified form of the Force Stealth skill


from the Star Wars RPG.

Telepathy (Wis)

Telepathy requires the Tao Sensitive and Sense feats and can
be used trained only. You can use the Tao to establish a
mental link with others that convey single, short thoughts or
emotions.

Check: A Telepathy check establishes a mental link with a


target. For a friendly target, the check is DC 10. For hostile
target's the check must exceed the target's Will saving throw
or DC 15, whichever is higher. The maximum range for
Telepathy is 3,000' but the distance modifies the DC.

Distance DC Modifier

30' +0
300' +10
Chapter 7: Of Feats
7.1: Player’s Handbook Feats • Maximize Spell
• Mobility
The following feats from the Player’s Handbook are allowed • Mounted Archery
in the Dark Sun: The Age of Tao campaign setting: • Mounted Combat
• Natural Spell
• Acrobatic • Negotiator
• Agile • Nimble Fingers
• Animal Affinity • Persuasive
• Armor Proficiency (Heavy) • Point Blank Shot
• Armor Proficiency (Light) • Power Attack
• Armor Proficiency (Medium) • Precise Shot
• Athletic • Quick Draw
• Blind-fight • Quicken Spell
• Brew Potion • Rapid Reload
• Cleave • Rapid Shot
• Combat Casting • Ride-by Attack
• Combat Expertise • Run
• Combat Reflexes • Scribe Scroll
• Craft Magic Arms and Armor • Self-sufficient
• Craft Rod • Shield Proficiency
• Craft Staff • Shot on the Run
• Craft Wand • Silent Spell
• Craft Wondrous Item • Simple Weapon Proficiency
• Deceitful • Skill Focus
• Deft Hands • Spell Penetration
• Diligent • Spirited Charge
• Dodge • Spring Attack
• Empower • Still Spell
• Enlarge Spell • Stunning Fist
• Exotic Weapon Proficiency • Tower Shield Proficiency
• Extend Spell • Track
• Extra Turning • Trample
• Far Shot • Two-Weapon Defense
• Forge Ring • Two-Weapon Fighting
• Great Cleave • Weapon Finesse
• Great Fortitude • Weapon Focus
• Greater Spell Penetration • Weapon Specialization
• Greater Two-Weapon Fighting • Whirlwind Attack
• Greater Weapon Focus • Widen Spell
• Greater Weapon Specialization
• Improved Bull Rush The following feats are not allowed from the Player’s
• Improved Critical Handbook in the Dark Sun: The Age of Tao campaign
• Improved Disarm setting:
• Improved Feint
• Improved Grapple • Alertness
• Improved Initiative • Augment Summoning
• Improved Overrun • Deflect Arrows
• Improved Precise Shot • Diehard
• Improved Shield Bash • Endurance
• Improved Sunder • Eschew Materials
• Improved Trip • Greater Spell Focus
• Improved Turning • Heighten Spell
• Improved Two-Weapon Fighting • Improved Counterspell
• Improved Unarmed Strike • Leadership
• Investigator • Snatch Arrows
• Iron Will • Spell Focus
• Lightning Reflexes • Spell Mastery
• Magical Aptitude • Stealthy
• Manyshot • Toughness
• Martial Weapon Proficiency
Chariot Charge SaF
7.2: Master Feat List Chariot Combat SaF
Chariot Sideswipe SaF
In addition to feats from the Player’s Handbook, Dark Sun: Chariot Trample SaF
The Age of Tao heroes can choose the following feats from
Charlatan SaS
the Master Feat List:
Chink in the Armor SaS
Feat: The name of the feat. Choke Hold New
Circle Kick SaF
Source: The book or other source the feat originates from Clever Wrestling MW
and can be found. See the source for full feat Clever Monkey Spins the Branch New
descriptions. All New feats are described after the
Closed Mind New
Master Feat List.
Close-Quarters Fighting SaF
Source Abbreviations: Conscription New Region
Continuous Parry New
DotF Defenders of the Faith Control New Tao
MM Monster Manual Corps-a-corps New
MW Masters of the Wild
Cosmopolitan New Region
New Dark Sun: The Age of Tao Handbook
SaF Sword and Fist Cotton Cage New
SaS Song and Silence Craftsman New
TaB Tome and Blood Craft Talisman New Item Creation
Create Infusion MW Item Creation
Culinary Ashe New Region,
Feat Source Type Item Creation
Cure Disease New Tao
Able Drinker New Cure Poison New Tao
Acrobatic Dodge New Dash SaS
Adaptive Fighting New Dashing and Daring New
Affinity Focus New Akashik Death Blow SaF
Akasha-Heightened Senses New Akashik Death Trance New
Akashik Defense New Akashik Defensive Shot New
Alluring SaS Defensive Strike New
Alter New Tao Defensive Throw New
Animal Control MW Deflect Missiles New
Animal Defiance MW Delayed Sneak Attack New
Arboreal New Region Delay Spell TaB Metamagic
Aristocrat New Region Destructive Rage MW
Armor Dance New Region Dirty Fighting SaF
Armor Optimization New Disarm Shot New
Arrow Stab New Dissipate Energy New Tao
Arterial Strike SaS Divine Cleansing DotF Divine
Artist New Region Divine Might DotF Divine
Badge of Bondage New Region Divine Resistance DotF Divine
Bareback Soul New Region Divine Shield DotF Divine
Battle Cry New Divine Vengeance DotF Divine
Battle Meditation New Tao Divine Vigor DotF Divine
Beast Language New Tao Dragon's Toughness New
Beat New Drain Tao New Tao
Bend Dream New Lost Dream Jump New Lost
Berserker Rage New Dreamwalk New Lost
Blindsight MW Dreamwatch New Lost
Blindsight, 5-foot Radius SaF Drum Dancer New Region
Blooded New Region Dual Strike SaF
Blood of Kings New Region Dunewalker New Region
Brachiation MW Dwarf’s Toughness New
Broom Sweep New Eagle Claw Attack SaF
Burst of Speed New Tao Education New Region
Cardhaus Player New Region Eliminate Block New Akashik
Cautious New Empathic New Region
Charged Jump New Empower Turning DotF Special
Chariot Archery SaF Endurance New
Expert Tactician SaF, SaS Inscribe Rune New Region,
Extended Rage MW Item Creation
Extra Affinity New Akashik Instantaneous Rage MW
Extra Favored Enemy MW Intimidating Rage MW
Extra Finesse New Jack of All Trades SaS
Extra Music SaS Knock-Down SaF
Extra Rage MW Large and in Charge SaF
Extra Slot TaB Akashik Latent Dreamer New Lost
Extra Stunning Attacks SaF Latent Old Blood New Lost
Extra Talent New Akashik Latent Treesinger New Lost
Extra Wild Shape MW Wild Latent Viewer New Lost
Eye for Quality New Region Leap of the Monkey New
Eyes in the Back of Your Head SaF Legendary Trait New
Fame New Lightning Fists SaF
Faster Healing MW Lightning Stealth New
Fast Wild Shape MW Wild Lingering Song SaS
Favored Critical MW Linguist New
Feign Weakness SaF Low Profile New
Finesse Grapple New Lunge New
Finesse Trip New Magical Artisan New Item Creation
Fists of Iron SaF Mantis Leap SaF
Fleet of Foot SaS Memory of Lives Past New Lost
Flick of the Wrist SaS Mental Stability New
Flurry of Strikes New Mercantile Agent New Region
Flyby Attack MW Mimic New
Flying Kick New Monkey Grip SaF
Fool's Luck New Monkey Taunts the Emperor New
Force of Will New Mountain Born New Region
Frightful Presence New Mounting Leap New
Giant Killer New Multiattack MW
Giant's Toughness New Multicultural SaS
Grappling Block New Multidexterity MW
Greater Affinity Focus New Akashik Multiweave New Akashik
Greater Bind New Northern Staff, Northern Spear New
Greater Manyshot New Obscure Lore SaS
Greater Sneak Attack New Odd Sleeping Habits New
Great Throw New Off-Hand Parry SaF, MW
Green Ear SaS Opera Training New
Guiding Spirit New Tao Pain Touch SaF
Hamstring SaS Parry New
Hatred New Tao Phalanx Fighting New
Heat Protection New Region Pin Shield SaF
Heighten Turning DotF Special Plant Control MW
Heroic Surge New Plant Defiance MW
Highborn New Region Political Maneuvering New Region
High Tao Mastery New Tao Pommel Strike New
Hold the Line SaF Power Critical MW
Iaijutsu Focus New Region Power Lunge SaF
Iaijutsu Master New Region Prolong Tao New Tao
Improved Armor Dance New Region Prone Attack SaF
Improved Bind New Proportionate Wild Shape MW Wild
Improved Chi Strike New Psychometry New Tao
Improved Dodge New Pyro SaS
Improved Flight MW Quicken Turning DotF Special
Improved Rear Rank Fighting New Quicken Spell New Metamagic
Improved Sneak Attack New Quicker than the Eye SaS
Improved Swimming MW Quick Sheath New
Improvised Weapon New Rapid Reload SaF
Infamy New Reach Spell DotF Metamagic
Innate Ability New Special Rear Rank Fighting New
Requiem SaS Viewing New Lost
Resistance to Energy MW Vigilint Rest New
Resist Disease MW Waking Dream New Lost
Resist Madness New Region Wealth New
Rhythmic Accompaniment New Region Wily Trader New Region
Riposte New Wingover MW
Ritual Cannibalism New Region Weapon Display New
Ritualistic Combat New Region
Roundabout Kick New
Sacred Spell DotF Metamagic 7.3: New General Feat Descriptions
Sanctum Spell TaB Metamagic
Scent MW Wild Able Drinker (General)
Scholar of Nature New Region
There are those who can hold their liquor, and then there's
Sculpt Spell TaB Metamagic you.
Sense New Tao
Sense Residue New Akashik Prerequisites: Con 15+
Sex Appeal New
Sharp-Eyed New Benefit: You can drink any amount of alcohol without any
negative effects or chance of getting drunk. If anyone who
Sharp-Shooting SaF
could be impressed by such a feat (such as raiders,
Shield Charge DotF mercenaries, etc.) sees you consuming such a massive
Shield Expert SaF volumes of liquor, you receive a +4 circumstance bonus to
Showmanship New any Charisma-based checks in social situations with them.
Shuriken Mastery New Further, you receive a +1 to all saving throws versus poison.
Slip New
Special: This feat is originally from Swashbuckling
Small Stature New Region
Adventures.
Soft Strike New
Soldier New Region
Soul of Honor New Region Acrobatic Dodge (General)
Soul of Sincerity New Region
Speaking Wild Shape MW Wild You can perform spectacular jumping and vaulting dodges.
Spell Specialization TaB Akashik
Prerequisites: Dex 16+, Dodge
Stay on their Tail New
Street Smart New Region Benefit: You must have at least one hand free to use this feat.
Strong-Arm New Region A number of times per day equal to your Dex modifier when
Subsonics SaS you would normally be hit by a melee or ranged attack, you
Superior Expertise New may make a Reflex saving throw against a DC of 20 (if the
weapon has a magical attack bonus, then the DC is increased
Supernatural Blow MW
by an equal amount) to vault out of the way. You must be
Suppressive Fire New aware of the attack and not flat-footed. After dodging an
Survivor New Region attack, you are 5' away from the direction and location of the
Taftani Hands New attack. Using this feat does not count as an action.
Tagging New
Tao Archery New Special: This feat is originally from Swashbuckling
Adventures.
Tao Lightning New Tao
Tao Mastery New Tao
Tao Mind New Tao Adaptive Fighting (General)
Tao Sensitive New Tao
Tao Whirlwind New Tao You may fight with the blunt end of a polearm or other large
Throw Anything SaF weapon.
Tie Off Weave New Akashik
Prerequisites: Str 13+, Power Attack
Toughness New
Trailblazing New Region Benefit: When using a weapon one size larger than yourself,
Trapmaster New you may make a second attack with the butt of the weapon as
Treesinger New Lost if it were a double weapon. The blunt end deals 1d6 of
Tree Warden New Lost bludgeoning damage with a critical threat range of 20. The
Trollblood New Region blunt end is considered a light weapon. It is in all ways just
like fighting with a double weapon.
Trustworthy SaS
Unbalancing Strike New Special: This is a modified form of the Adaptive Fighting
Vanish New feat from Feats.
Versatile New
Vicious Bite New Region
Armor Optimization (General) You are a berserker, a warrior that has learned how to focus
his aggressive energy into a frenzied rage.
You are adept at using your armor to its best advantage.
Prerequisites: Chaotic alignment, Base Attack bonus +1,
Prerequisites: Dex 13+, Dodge, Proficient with chosen Con 12+
armor
Benefit: You can enter a rage that increases your martial
Benefit: Choose a specific type of armor you are proficient prowess and destructive ability. Entering the rage is a move-
with. You do not lose your Defense armor bonus from that equivalent action. You gain +4 to Str, +4 to Con, and a +2
armor even if its bonus is lower than your base Defense. morale bonus on Will saves, but suffer a -2 penalty to
Instead, the two bonuses stack. Defense. The rage lasts for a number of rounds equal to 3 +
your (newly improved) Con modifier. You can voluntarily
end the rage prematurely as a move-equivalent action. During
Arrow Stab (General) the rage, the you cannot use skills or abilities that require
patience or concentration, such as moving silently, casting
When fighting with a string bow, you can make a melee spells, etc. He can use any feat he has except for Expertise,
attack against an adjacent opponent with one of your arrows. Akashik feats, metamagic feats, or Tao feats, as well as any
feats that require patience or concentration. At the end of the
Prerequisites: Defensive Shot rage you are tired, incurring a -2 Str & a -2 Dex, and not
being able to charge or run for the duration of the encounter.
Benefit: When fighting with a string bow you may make an You cannot fly into a rage more than once per encounter, and
attack against an opponent within an area that you threaten. only a number of times per day equal to your Con modifier.
You gain an additional melee attack equal to your next attack
that must be made with an arrow you are notching. The Special: This counts as an "ability to rage" for all intents and
melee attack and the following ranged attack are both made purposes. This is a modified form of the Barbarian’s class
with a -2 penalty. ability from the Player’s Handbook.

Special: This feat is originally from Swashbuckling


Adventures. Broom Sweep (General)

With a fast, low sweep of your leg, you can cause even
Battle Cry (General) groups of enemies to tumble to the ground.

Your intense and powerful words can grant you strength in Prerequisites:Base Attack bonus +4, Improved Trip,
combat. Improved Unarmed Strike

Prerequisites: Cha 13+, Base Attack bonus +1 Benefit: As a full attack action, instead of your regular
attacks, you can attempt a trip attack at your highest base
Benefit: When making a charge action you receive a morale attack bonus against every opponent within 5'. Each
bonus to attack and damage rolls equal to your Cha modifier. successful trip attack allows you to nake an automatic melee
You can use this feat a number of times per day equal to your attack against your opponent, as with the Improved Trip feat,
Cha modifier. but a failed trip attempt ends your action.

Special: This is a modified form of the Battle Cry feat from Special: This feat is a modified form of the Broom Sweep
Gryphon's Book of 3rd Edition Feats. feat from the Quintessential Monk.

Beat (General) Cautious (General)

You may attack to knock an opponent out of a defensive You are especially careful with tasks that may yield
stance. catastrophic results.

Prerequisites: Str 13+. Base Attack bonus +1 Benefit: You gain a +2 bonus to all Disable Device and Use
Magic Device checks.
Benefit: When you are attacking an opponent, you may
attack as normal, but if you hit the target takes no damage, Special: This is a modified form of the Cautious feat from
and may not use his primary (or secondary, your choice) the Star Wars RPG.
weapon during his first attack of his next turn (if the
opponent is not armed with 2 weapons, he forfeits his first
attack that turn). Furthermore, he loses any Armor or Dodge Charged Jump (General)
bonus he may have for wielding the weapon. Finally the
opponent must make a Ref save (DC 10) or the weapon flies You can use your skill at riding to aid your mount in
out of his hand, and the opponent is disarmed. jumping.

Special: This feat is originally from Swashbuckling Prerequisites: Ride 5+


Adventures.
Benefit: If your mount makes a double move in a straight
line before attempting a jump, you can make a Ride check
Berserker Rage (General) (DC 10) to aid the mount's jump check.
Special: See "cooperating" rules in the Player's Handbook.
This feat is originally from Path of the Sword. Corps-a-corps (General)

Corps-a-corps is the art of close, or body against body,


Choke Hold (General) fencing.

You have learned the correct way to apply pressure to render Benefits: When you lose a Trip Attack your opponent may
an opponent unconscious in a grapple. not attempt to trip you. Additionally you gain a +2
competence bonus to your trip attacks.
Prerequisites: Improved Unarmed Strike, Improved Grapple,
Stunning Fist Special: This feat is originally from Swashbuckling
Adventures.
Benefit: If you pin your opponent while grappling and
maintain the pin for 1 full round, at the end of the round your
opponent must make a Fort saving throw (DC 10 + 1/2 your Craftsman (General)
level + your Wis modifier). If the saving throw fails, the
opponent falls unconscious for 1d3 rounds. You can make almost anything.

Special: This feat is orignally from Oriental Adventures. Prerequisites: Int 13+

Benefits: You may make Craft checks unskilled as if you had


Clever Monkey Spins the Branch (General) 1 rank in the appropriate craft skill.

You can adjust your grip quickly on weapon with reach to Special: This feat is originally from Swashbuckling
attack nearby foes. Adventures.

Prerequisites: Dex 13+, Weapon Focus (any weapon with


reach) Craft Talisman (Item Creation)

Benefit: When wielding a reach weapon that does not You can create magic fetishes, single-use magic items that
normally allow you to attack with adjacent opponents, you hold a spell until triggered.
can adjust your grip to allow you to attack nearby opponents.
You cannot attack adjacent opponents in any round that you Prerequisites: Int 13+, appropriate Craft skill, spellcaster
use reach to attack, nor can you use reach in any round that level 1+
you attack adjacent opponents. This includes attacks of
opportunity. Adjusting the grip is a move-equivalent action Benefit: You can create a talisman, a one-use magic item,
that does not provoke attacks of opportunity. imbuing it with the power of any spell you know cast at 3rd
level or lower. You just provide any material components or
Special: This is a modified form of the Clever Monkey Spins focuses the spell requires. If casting the spell would reduce
the Branch feat from the Quintessential Monk. your XP total, you pay the cost upon beginning the process in
addition to the XP cost for making the talisman itself.
Likewise, material components are consumed when you
Closed Mind (General) begin crafting, but focuses are not. The talisman has a base
price of the spell level x 50 cc, with a 0-level spell costing
Your mind is better able to resist Tao mental abilities and 1/2 a level. You must spend 1/25 of the base price in XP and
other mental attacks than normal. use up raw materials costing half this base price. A talisman's
market value equal's its base price.
Benefit: You get a +2 bonus on all saving throws to resist
Tao and other magic effects that affect your mind. Special: This feat is originally from Oriental Adventures.

Special: You cannot take or use this feat if you have the Tao
Sensitive feat. This is a modified form of the Closed Mind Dashing and Daring (General)
feat from the Expanded Psionics Handbook.
You are suave at all times, even during combat.

Continuous Parry (General) Prerequisites: Base Attack bonus +4, Dex 13+, Cha 13+

You are extremely adept at parrying your opponent's attacks. Benefit: You receive your Cha modifier to your Defense in
addition to your Dex modifier while wearing no armor.
Prerequisites: Parry Furthermore, any members of the opposite sex who see you
fighting are predisposed to like you. Any Charisma-based
Benefit: You must be wielding a weapon in each hand to use checks made receive a +2 circumstance bonus, but only
this feat. If you elect to use Total Defense on your actions, involving those who have seen you in action.
you may use the Parry feat a number of times equal to your
normal number of attacks + your Dex modifier. Each Special: This is a modified form of the Dashing and Daring
attempted parry acts as one of your parries per round. feat from Swashbuckling Adventures.

Special: This feat is originally from Swashbuckling


Adventures. Death Trance (General)
You fear nothing. Not death, not the unknown, nothing. attack bonus, if any, +10 if it is a critical hit. If you succeed
you deflect the missile. If you beat the DC by 10 or more,
Prerequisites: Base Attack bonus +1 you catch the missile instead of merely deflecting it. You
must be aware of the attack and not flat-footed. Attempted to
Benefit: You are immune to fear effects, and confer a +4 deflect a ranged weapon does not count as an action.
morale bonus against fear to all allies within 10'. Exceptional ranged weapons, such as boulders hurled by
giants or magic spells, can't be deflected.
Special: This feat is originally from Rokugan.
Special: This is a modified form of the Deflect Arrows feat
from the Player's Handbook.
Defensive Shot (General)

When you fire a weapon when adjacent to an opponent, you Delayed Sneak Attack (General)
do not draw an attack of opportunity.
Via precisely aimed strikes, you can delay the effects of
Prerequisites: Dodge, Point Blank Shot damage so they are not immediately felt or noticed.

Benefit: When firing a weapon while in an opponent's Prerequisites: Sneak Attack damage +5d6, Base Attack
threatened area, you may take a -2 penalty to your base attack bonus +9
until the end of the turn in order to not draw an attack of
opportunity from one opponent whose threaten area you are Benefit: If you choose to use this feat, the extra damage you
within. inflict with a sneak attack is not inflicted until 3d6 rounds
after your attack roll is made.
Special: This is a modified form of the Defensive Shot feat
from Swashbuckling Adventures. Special: This feat is originally from Way of the Ninja.

Defensive Strike (General) Diehard (General)

You can turn a strong defense into a powerful offense. Prerequisite: Endurance

Prerequisites: Int 13+, Dex 13+, Expertise, Dodge Benefit: When reduced to between –1 and –9 wound points,
you automatically become stable. You don’t have to roll d%
Benefit: If an opponent attacks you and misses while you are to see if you lose 1 wound point each round. When reduced
using the Total Defense action, you can attack that opponent to negative wound points, you may choose to act as if you
on your next turn with a +4 bonus on your attack roll. You were disabled, rather than dying. You must make this
gain no bonus against an opponent that does not attack you or decision as soon as you are reduced to negative wound points
against an opponent that attacks and does not miss. (even if it isn’t your turn). If you do not choose to act as if
you were disabled, you immediately fall unconscious. When
Special: This feat is originally from Oriental Adventures. using this feat, you can take either a single move or standard
action each turn, but not both, and you cannot take a full
round action. You can take a move action without further
Defensive Throw (General) injuring yourself, but if you perform any standard action (or
any other action deemed as strenuous, including some free
You can use your opponent's force against them, deflecting actions, such as casting a quickened spell) you take 1 wound
his attack and throwing him to the ground. point of damage after completing the act. If you reach –10
wound points, you immediately die.
Prerequisites: Dex 13+, Combat Relexes, Dodge, Improved
Unarmed Strike, Improved Trip Special: This is a modified form of the Diehard feat from the
Player’s Handbook.
Benefit: If the opponent you have chosen to recieve your Def
bonus from the Dodge feat attacks you and misses, you can
make an immedite trip attack against that opponent. This Disarm Shot (General)
attempt counts as your allowed attacks of oppurtunity this
round. You can disarm an opponent with a ranged attack with
greater accuracy.
Special: This feat is orignally from Oriental Adventures.
Prerequisites: Weapon Focus (any ranged weapon)

Deflect Missiles (General) Benefit: When you make a disarm shot you do not suffer the
-4 penalty to the attack roll.
You can deflect incoming missiles, such as arrows, crossbow
bolts, spears, and other shot or thrown weapons. Special: This feat is originally from Swashbuckling
Adventures.
Prerequisites: Dex 13+, Improved Unarmed Strike

Benefit: You must have at least one hand free (holding Dragon's Toughness (General)
nothing) to use this feat. Once per round, when you would
nowmally be hit with a ranged weapon, you may make a You are incredibly tough.
Reflex saving throw against DC 20 + the weapon's magical
Prerequisites: Base Fort save bonus +11 You rely on technique rather than power when grappling
foes.
Benefit: You gain +12 wound points.
Prerequisites: Dex 13+, Improved Grapple, Improved
Special: You can gain this feat multiple times. This is a Unarmed Strike
modified form of the Dragon's Toughness feat from Masters
of the Wild. Benefit: You can apply your Dex modifier instead of your
Str modifier in all grappling checks.

Dwarf's Toughness (General) Special: This is a modified form of the Elusive Grappler feat
from the Quintessential Monk.
You are tougher than you were before.

Prerequisites: Base Fort save bonus +5 Finesse Trip (General)

Benefit: You gain +6 wound points. You rely on technique rather than power when tripping foes.

Special: You can gain this feat multiple times. This is a Prerequisites: Dex 13+, Improved Trip
modified form of the Dwarf's Toughness feat from Master's
of the Wild. Benefit: You use your Dex modifier instead of your Str
modifier in all trip checks.

Endurance (General) Special: This is a modified form of the Finesse Trip feat
from the Quintessential Monk.
You are hardier and more resilient to environmental pressure
that is exerted upon you.
Flurry of Strikes (General)
Benefit: You gain a +4 bonus on the following checks and
saves: Swim checks made to resist nonlethal damage, You can send a swarm of cuts and stabs at your opponent
Constitution checks made to continue running, Constitution with a rapier.
checks made to avoid nonlethal damage from a forced march,
Constitution checks made to hold your breath, Constitution Prerequisites: Base Attack bonus +1, Weapon Finesse,
checks made to avoid nonlethal damage from starvation or Weapon Focus (Rapier)
thirst, Fortitude saves made to avoid nonlethal damage from
hot or cold environments, and Fortitude saves made to resist Benefit: Whenever you attack with your rapier, you may opt
damage from suffocation. to take an additional attack with that weapon at your highest
Base Attack bonus. However all your attacks for that round,
Special: A ranger automatically gains Endurance as a bonus including the extra one, suffer a -2 penalty to hit. You may
feat at 3rd level. He need not select it. This is a modified use this feat once per round. Thus, if you use two rapiers you
form of the Endurance feat from the Player’s Handbook. cannot use it with both of them.

Special: This is a modified form of the Flurry of Strikes feat


Extra Finesse (General) from Swashbuckling Adventures.

You deal extra damage with light weapons because you know
where to put the blade. Flying Kick (General)

Prerequisites: Weapon Finesse You literally leap into battle, dealing devastating damage.

Benefit: You may apply your Dex modifier instead of your Prerequisites: Str 13+, Power Attack, Improved Unarmed
Str modifier when inflicting damage with a light weapon or Strike, Jump 4+
rapier.
Benefit: When fighting unarmed and using the charge action,
Special: This feat is originally from Swashbuckling you deal double damage with your unarmed attack.
Adventures.
Special: This feat is originally from Oriental Adventures.

Fame (General)
Fool's Luck (General)
You are particularly well-known.
You have a unique way of turning situations around to your
Benefit: You gain +3 to your Reputation score. advantage, but most simply call it luck.

Special: You can take this feat multiple times. This feat is Benefit: Once per day, you may reroll any single die roll.
originally from the Star Wars RPG and Wheel of Time RPG. You must accept the second check, no matter the outcome.

Special: You can gain this feat multiple times. Its effects
Finesse Grapple (General) stack. Each time you gain this feat, you may reroll an
additional die per day. This feat is originally from Feats.
Benefit: You must have both hands free or be holding a
Force of Will (General) weapon designed to catch other weapons to use this feat.
Once per round when you would normally be hit by a melee
You are able to resist Tao attacks with extreme force of will. weapon, you may make a special disarm attampt against your
opponent. This attempt counts against your allowed attacks
Prerequisite: Iron Will of oppurtunity this round. You make an opposed attack roll
against the attack that hit you. The opponent's attack roll is
Benefit: Once per round, when targeted by a Tao skill or not modified by the size of the weapon. If you succeed, you
other Tao effect that allows a Reflex save or a Fortitude save, grab the weapon away from your opponent (if you are
you can instead make a Will saving throw to avoid the effect. unarmed) or knock the weapon to the ground (if you are
armed). You can only use this feat against weapons up to two
Special: You cannot take or use this feat if you have the Tao sizes larger than you.
Sensitive feat. This is a modified form of the Force of Will
feat from the Expanded Psionics Handbook. Special: This feat is originally from Oriental Adventures.

Frightful Presence (General) Greater Bind (General)

Your mere presence can terrify those around you. After you bind an opponent's weapon you may take
advantage of the situation.
Prerequisites: Cha 15+, Intimidate 9+
Prerequisites: Improved Bind
Benefit: Once per round, you can, as a free action, use your
Frightful Presence. All opponents within 30' who have fewer Benefit: When you have bound an opponent's weapon, the
levels than you must make a Will saving throw (DC 10 + critical threat range of your next attack (if attacking with a
your level + your Cha modifier). Any opponent who fails his melee weapon) is increased by twice the number of rounds
save is shaken, suffering a -2 penalty to attack rolls, saves, that you keep the opponent's weapon bound (including this
and skill checks for 1d6 + your Cha modifier in rounds. round). So if this is the second round that you have an
opponent’s weapon bound, your threat range is increased by
Special: This is a modified form of the Frightful Presence 4 (so an 18-20 would become a 14-20).
feat from the Star Wars RPG.
Special: This feat is originally from Swashbuckling
Adventures.
Giant Killer (General)

You have mastered the art of fighting larger creatures and Greater Manyshot (General)
negating their defenses.
You are skilled at firing many arrows at once, even at
Prerequisites: Combat Reflexes different opponents.

Benefit: When fighting opponents at least two size categories Prerequisites: Dex 17, Manyshot, Point Blank Shot, Rapid
larger than you, you negate the effects of any additional reach Shot, base attack bonus +6
they may have. Against you, the opponent only has a reach of
5'. Benefit: When you use the Manyshot feat, you can fire each
arrow at a different target instead of firing all of them at the
Special: This feat is originally from Heroes of High Favor: same target. You make a separate attack roll for each arrow,
Dwarves. regardless of whether you fire them at separate targets or the
same target. Your precision-based damage applies to each
arrow fired, and, if you score a critical hit with more than one
Giant's Toughness (General) of the arrows, each critical hit deals critical damage.

You are amazingly tough. Special: This is originally from the Expanded Psionics
Handbook.
Prerequisites: Base Fort save bonus +8

Benefit: You gain +9 wound points. Greater Sneak Attack (General)

Special: You can gain this feat multiple times. This is a Your sneak attacks are more deadly than the common form.
modified form of the Giant's Toughness feat from Masters of
the Wild. Prerequisites: Sneak Attack, level 9+, Improved Sneak
Attack

Grappling Block (General) Benefit: You may roll d10's instead of d8's for the extra
damage of a sneak attack.
You can catch and pin an opponents weapon with your bare
hands. Special: This feat is originally from Swashbuckling
Adventures.
Prerequisites: Int 13+, Combat Reflexes, Expertise,
Improved Disarm, Impoved Unarmed Strike
Great Throw (General)
dodge bonus to Defense against attacks from those
You can throw your opponents to the ground, choosing opponents. You can select or change opponents on any
where they land and dealing damage in the process. action. A condition that makes you lose your Dex modifier to
Defense also makes you lose dodge bonuses.
Prerequisites: Dex 13+, Combat Reflexes, Dodge, Improved
Trip, Improved Unarmed Strike Special: This is a modified form of the Dodge: Improved feat
from Gryphon's Book of 3rd Edition Feats.
Benefit: When you make a successful unarmed trip attack
against a creature no larger than your own size, you can
choose where the creature lands, within the area you threaten. Improved Rear Rank Fighting (General)
In addition, you deal your normal unarmed strike damage to
the opponent. When you use this option, however, you may You have mastered the art of fighting as part of a phalanx or
not make a followup melee attack using the Improved Trip spear hedge.
feat.
Prerequisites: Base Attack bonus +1, Rear Rank Fighting
Special: This feat is originally from eratta to Oriental
Adventures. Benefit: When fighting in melee combat with a reach
weapon, interposing creatures (friendly or otherwise) do not
provide cover to enemies behind them.
Heroic Surge (General)
Special: This feat is originally from Heroes of High Favor:
You can perform additional actions in a round. Dwarves.

Benefit: You may take an extra move or attack action, either


before or after your regular actions. You may use Heroic Improved Sneak Attack (General)
Surge once per day for every four character levels you have
attained, but never more than once per round. Your sneak attacks are more deadly than the common man's.

Special: This feat is originally from the Star Wars RPG and Prerequisites: Sneak Attack, level 6+
Wheel of Time RPG.
Benefit: You may roll d8's instead of d6's for the extra
damage you roll with a sneak attack.
Improved Bind (General)
Special: This feat is originally from Swashbuckling
You are more skilled at binding an opponent's weapon. Adventures.

Benefit: When performing a Bind, you do not draw an attack


of opportunity and you gain a +2 competence bonus. Improvised Weapon (General)

Special: This feat is originally from Swashbuckling You can use almost anything as a weapon: chairs, bar stools,
Adventures. drinking mugs, candelabra, etc.

Prerequisites: Base Attack bonus +2


Improved Chi Strike (General)
Benefit: You may pick up any item and use it as a weapon.
Your chi strikes are more potent than normal. The damage is determined by the size of the item. The type
of weapon (piercing, slashing, or bludgeoning) is determined
Prerequisites: Wis 19+, Chi Strike +1 ability by the GM. The improvised weapon has a critical threat
range of 20. You may even pick up a weapon you are not
Benefit: Add +1 to the effective enhancement bonus of your proficient with, but the stats below replace the weapon stats.
Chi Strike ability. This feat cannot be taken as a bonus feat Special abilities of the weapon may not be used as well.
for the monk class unless he already has the Chi Strike
ability. If the enhancment bonus would enhance the strike Size Damage
beyond a +5 enhancement bonus, then the character gains a
magical special ability as if it were a magical weapon with a Small 1d4
+1 bonus cost. Medium 1d6
Large 1d8
Special: You can take this feat multiple times. This is a
modified form of the Improved Ki strike feat from the Special: This feat is originally from Swashbuckling
Quintessential Monk. Adventures.

Improved Dodge (General) Infamy (General)

You are adept at dodging the blows of multiple opponents. You are known for crimes or evil deeds (whether or not your
actually committed them).
Prerequisites: Dex 13+, Dodge
Benefit: Regardless of your Reputation score, you are
Benefit: During your action, you can designate a number of considered infamous.
opponents equal to your Dex modifier and receive a +1
Special: This feat is originally from the Star Wars RPG.
You have acquired an ear and eye for languages.

Innate Ability (Special) Prerequisites: Int 13+

You no longer need ofuda to cast certain spells. Benefit: You speak 2 additional languages, as if they were
bonus languages due to high Intelligence. The Language skill
Prerequisites: Templar level 1+ is permanently a class skill for you.

Benefit: Choose 3 divine spells you know as a Templar. You Special: This is a modified form of the Linguist feat from
no longer require ofuda as a divine focus when casting these Dark Sun 3.
spells. If you do use ofuda when casting these spells as an
innate ability, all level-dependent effects of the spell are
increased by +1. Low Profile (General)

Special: You make take this feat multiple times. Each time it You are less famous than others of your level.
is taken, different spells must be selected. This is a modified
form of the Innate Ability feat from Rokugan. Benefit: Your rate of gaining Reputation is 1 point every 5
levels, regardless of your class. This does not affect your
current Reputation score nor any Reputation points gained by
Leap of the Monkey (General) future actions.

You are adept at springing lightly up walls. Special: This feat is originally from the Star Wars RPG and
Wheel of Time RPG.
Prerequisites: Climb 5+, Jump 5+

Benefit: Like a monkey, the character can spring quickly up Lunge (General)
walls with little effort. Characters with this feat do not lose
their Dexterity bonus to Defense when climbing or give their You can thrust your weapon for greater damage.
attacker a +2 bonus as long as they finish the climb in a
single round. Benefit: As an attack with a melee piercing weapon you can
Lunge. When you Lunge you draw an attack of opportunity,
Special: This feat is originally from Jade and Steel. The attack is performed as normal but if you successfully hit
your opponent the damage is increased by 5.

Legendary Trait (General) Special: This is a modified form of the Lunge feat from
Swashbuckling Adventures.
Somehow, you have potential beyond the average person.
You might just be special, or you might have devoted your
entire life to one particular characteristic. Magical Artisan (Item Creation)

Prerequisites: One of your abilities must be 17+ You have mastered the method of creating a certain kind of
magic item.
Benefits: When you take this feat, name one of the six
abilities (Str, Dex, Con, Int, Wis, or Cha) you have that has a Prerequisites: Any Item Creation feat
score of 17 or more. At 6th level and every 6 levels thereafter
(12th, 18th, and so on) you gain a +1 to that ability. If this feat Benefit: Each time you take this feat, choose one Item
is taken after 6th level it is not retroactive, so a character Creation feat you know. When determining the cost in XP
taking it at 9th level with a Str of 17 would gain +1 Str, then and raw materials for creating items with this feat, multiply
another +1 at 12th, +1 at 18th, and so on. the base price by 50%.

Special: This is a modified form of the Legendary Trait feat Special: You can take this feat multiple times, but each time
from Swashbuckling Adventures. it must apply to a new Item Creation feat. This is a modified
form of the Magical Artisan feat from the Forgotten Realms
Campaign Setting.
Lightning Stealth (General)

You are able to move with both speed and stealth. Mental Stability (General)

Prerequisites: Dex 13 +, Stealth 6+ You have succeeded, at least in part, in staving off the
encroaching madness.
Benefit: You can move up to your normal speed with no
penalty to Stealth checks. You can run or charge with only a Benefit: When you gain this feat, you reduce your madness
-10 penalty to Stealth checks. points by 20. This does not reduce you below 0 madness
points, nor does it apply to future madness point gains.
Special: This is a modified form of the Lighting Stealth feat Generally, this feat is only useful for male channelers and
from Way of the Ninja. those who use Yin Tao, but its benefit applies to anyone who
gains madness points.

Linguist (General)
Special: You can gain this feat multiple times. Each time, it any round where you use this feat, you cannot attack adjacent
reduces your madness points by 20. This is a modified form opponents.
of the Mental Stability feat from the Wheel of Time
Roleplaying Game. Special: This is a modified form of the Northern Staff,
Northern Spear feat from the Quintessential Monk.

Mimic (Bard, General)


Odd Sleeping Habits (General)
You have a gift for impersonation.
You have developed an unusual sleeping pattern and need
Benefit: You get a +2 bonus on all Disguise and Perform less sleep than most.
(Acting) checks.
Prerequisites: Con 11+
Special: This feat is originally from the Star Wars RPG and
Wheel of Time RPG. Benefit: You only require 4 hours of sleep a day instead of 8
and may sleep in short spurts in order to be fully rested (as
long as the full 4 hours are met each day). Characters who do
Monkey Taunts the Emperor (General) not require 8 hours of sleep a day cannot take this feat.

You can goad an opponent into attacking you rashly by Special: This is a modified form of the Odd Sleeping Habits
dismissing his martial prowess. feat from Swashbuckling Adventures.

Prerequisites: Cha 15+, Bluff 6+, Diplomacy 6+


Opera Training (General)
Benefit: With a successful opposed Bluff against an
opponent's Will save, you can force them to charge you on You have been trained in traditional Athasian opera, which
their next action if possible. You may make an attack of requires a lot of stage fighting and physical activity.
opportunity on them if they charge. If the attack of
opportunity is successful, you inflict double damage and the Benefit: You get a +2 bonus to all Tumble and Perform
opponent's attack automatically fails. This can only be used checks.
once per opponent per combat. It cannot be used against non-
intelligent creatures or creatures with low intelligence (Int 1- Special: This is a modified form of the Opera Training feat
2). from the Quintessential Monk.

Special: This is a modified form of the Monkey Taunts the


Emperor feat from the Quintessential Monk. Parry (General)

You have been trained to deflect your opponents' attacks with


Mounting Leap (General) your own weapon.

You can leap upon your mount from a dangerous height. Prerequisites: Expertise

Prerequisites: Dex 13+, Jump 5+, Ride 5+ Benefit: Once per round when you would normally be hit by
a melee attack with a sword or dagger, you may make an
Benefit: You can leap from above onto the saddle or bare attack roll against a Defense equal to the opponent's attack
back of a mount you can ride without damaging either of roll to deflect the attack with your weapon. You must be
you. You must make a successful Ride check (DC 10 + the aware of the attack and not flat-footed. Using this feat does
height in feet you are jumping from) in order to land safely not count as an action. You can only use this feat with a
and avoid spooking the mount. You suffer a -2 penalty if sword or dagger, something with a prominent blade.
there is no saddle and you must ride the mount bareback. If
you succeed in the check, you land safely. If you fail, you Special: This is a modified form of the Parry feat from
land on the mount and take half the falling damage (1d6 per Swashbuckling Adventures.
10'), the mount takes the same amount of damage, and you
are thrown off the mount and are prone on the ground. You
armor check penalty, if any, applies to the Ride check. Phalanx Fighting (General)

Special: This is a modified form of the Leaping Onto Your You are trained in close-formation fighting with your allies.
Horse feat from Path of the Sword.
Benefit: If you are using a large shield, you gain a +1 armor
bonus that stacks with the bonus provided by armor and
Northern Staff, Northern Spear (General) shield. In addition, if you are within 5' of an ally who is also
using a large shield and a melee weapon he is proficient at
You can use a staff or spear as a reach weapon. wielding with one hand and has this feat, you may form a
shield wall. A shield wall provides one-quarter cover (+2 to
Prerequisite: Base Attack bonus +4, Weapon Focus Defense and +1 on Reflex saves) to all eligible character
(Quarterstaff or Shortspear) participating in the shield wall.

Benefit: While fighting with a quarterstaff or shortspear, you Special: This is a modified form of the Phalanx Fighting feat
can attack opponents 10' away as if it was a reach weapon. In from Lords of Darkness.
Benefit: After you parry and negate an opponent's attack you
Pommel Strike (General) may immediately make one attack against the opponent. This
does not count as an attack of opportunity and is taken at
You can surprise your opponent with a Pommel Strike when your highest Base Attack bonus.
they least expect it.
Special: This feat is originally from Swashbuckling
Benefit: You may only use this feat with a melee weapon Adventures.
with a shaft or hilt. Instead of making a normal attack with
your weapon you may make a Pommel Strike. You attack as
normal. If you hit, you inflict 1d4 damage not cannot be a Roundabout Kick (General)
critical hit and the target is denied their Dex modifier and all
dodge bonuses to their Defense until the next round. You can follow up on a particularly powerful unarmed attack
with a mighty kick, spinning in a complete circle before
Special: This is a modified form of the Pommel Strike feat landing the kick.
from Swashbuckling Adventures.
Prerequisites: Str 15+, Power Attack, Improved Unarmed
Strike
Quicken Spell (Metamagic)
Benefit: If you strike a successful critical hit with an
You can cast a spell as a free action. unarmed attack, you can immediately make an additional
unarmed attack against the same opponent, as if you hadn't
Benefit: Casting a quickened spell is a free action. You can used your attack for the critical hit. You use the same attack
perform another action, even casting another spell, in the bonus that you used for the critical hit.
same round as you cast a quickened spell. You may cast only
one quickened spell per round. A spell whose casting time is Special: This feat is originally from Oriental Adventures.
more than 1 full round action cannot be quickened. A
quickened spell uses up a spell slot four levels higher than
the spell’s actual level. Casting a quickened spell doesn’t Sex Appeal (General)
provoke an attack of opportunity.
For some reason, members of the opposite sex find you
Special: This is a modified form of the Quicken Spell feat almost irresistible, and members of your sex are more than a
from the Player’s Handbook. little jealous of your natural gifts.

Prerequisites: Cha 15+


Quick Sheath (General)
Benefit: You receive double your Cha modifier to all
You can sheath your weapon with unusual speed. Charisma-based skill and ability checks when dealing with
members of the opposite sex. However, when dealing with
Prerequisites: Quick Draw, Dex 13+, Base Attack bonus +1 members of your sex, you suffer a -2 penalty to all Charisma-
based skill and ability checks because of their irrational
Benefit: You can sheath a weapon as a free action that does jealousy.
not draw an attack of opportunity.
Special: This feat is originally from Swashbuckling
Special: This is a modified form of the Quick Sheath feat Adventures.
from Gryphon's Book of 3rd Edition Feats.

Sharp-Eyed (General)
Rear Rank Fighting (General)
You have an eye for detail.
You are accustomed to fighting as part of a phalanx or spear
hedge. Benefit: You get a +2 to all Search and Sense Motive checks.

Prerequisites: Base Attack bonus +1 Special: This feat is originally from the Star Wars RPG and
Wheel of Time RPG.
Benefit: When fighting in melee combat with a reach
weapon, friendly interposing creatures do not provide cover
to enemies behind them. Enemies continue to provide cover Showmanship (General)
as normal.
You have flawless timing, and an ability to work crowds that
Special: This feat is originally from Heroes of High Favor: borders on the uncanny. The adulation of others inspires your
Dwarves. combat prowess.

Prerequisites: Cha 15+


Riposte (General)
Benefits: As a move equivalent action you may make a
When attacked with a fencing weapon, you may stop the Perform check (DC 15), if you succeed you gain a +2
attack and immediately launch a counterattack. circumstance bonus to all attack rolls and damage rolls while
you have an audience of at least 5 people.
Prerequisites: Parry
Special: This feat is originally from Swashbuckling
Adventures. You have mastered the art of defense in combat.

Prerequisites: Int 13+, Expertise, Base Attack bonus +6


Shuriken Mastery (General)
Benefit: When you use the Expertise feat to improve your
You are highly skilled in the use of shurikens. Defense, the number you subtract from your attack and add
to your Defense can be any number that does not exceed your
Prerequisites: Exotic Weapon Proficiency (Shuriken) Base Attack bonus.

Benefit: When throwing three shurikens as a single attack, Special: This feat is originally from Oriental Adventures.
you may select multiple targets (applying the same attack roll
to all three targets, but with a -2 penalty to the roll). When
throwing three shurikens at a single opponent, each shurikens Suppressive Fire (General)
receives a +1 bonus to damage.
You may pin down a location and make attacks of
Special: This feat is originally from Way of the Ninja. opportunity against those crossing, entering, or moving
through that line.

Slip (General) Prerequisites: Combat Reflexes, Point Blank Shot

You are agile and adept at getting inside your opponent's Benefit: As a standard action you may nominate a strait or
guard. diagonal line of squares. As long as you do not move, you
may extend an attack of opportunity to fire your weapon at
Prerequisites: Base Attack bonus +3, Dex 15+ anyone crossing, entering, or moving through that nominated
line of squares. The number of squares in that line is only
Benefit: When an opponent attacks you and misses, you can limited by the range increment of the ranged weapon.
use an attack of opportunity to attack him. For this attack,
you receive a +3 circumstance bonus to your attack roll. This Special: This feat is originally from Swashbuckling
takes up one of your attacks of opportunity and may not be Adventures.
used if you have no remaining attacks of opportunity for the
round.
Taftani Hands (General)
Special: This feat is originally from Swashbuckling
Adventures. You have a knack for working with mechanical devices and
gadgets.

Soft Strike (General) Benefit: You gain a +2 bonus to all Disable Device and Open
Lock checks.
You have trained to use your weapon to deal non-lethal
strikes. Special: This is a modified form of the Mechanical Aptitude
feat from Feats.
Prerequisites: Weapon Focus (chosen melee weapon), Base
Attack bonus +1
Tagging (General)
Benefit: You do not suffer the standard -4 penalty to attack
when attempting to deal nonlethal damage when your chosen Tagging is a particularly flashy piece of showing off with
melee weapon. your weapon, designed to temporarily dishearten your
enemy. This can be anything from cutting off a lock of hair to
Special: This is a modified form of the Soft Strike feat from carving your initials into his shirt.
Gryphon's Book of 3rd Edition Feats.
Benefit: When you land an attack on an opponent you may
choose to deal no damage. The next time you strike that
Stay on their Tail (General) opponent with a critical hit during this encounter the damage
die increases by 1 level (thus 1d6 becomes 1d8), the Str
You may pursue an opponent when they attempt to escape modifier (or whichever modifier is appropriate) to damage is
your threat range. doubled, or the damage is doubled. You may tag an
opponent up to 3 times, each time choosing a different effect
Prerequisite: Dex 13+, Mobility to apply to the target. Additionally, each time you tag an
opponent the critical threat range of your weapon is increased
Benefit: When an opponent moves out of your threatened by 1 (to a maximum of +3) while attacking that opponent,
area, you make a Ref save (DC equal to the opponent's Dex until a Critical hit damages them.
score). If successful you may take one 5' step toward the
opponent to keep them in your threatened area. Special: This is a modified form of the Tagging feat from
Swashbuckling Adventures.
Special: This feat is originally from Swashbuckling
Adventures.
Tao Archery (General)

Superior Expertise (General)


Your intuition guides your hand when you use a ranged
weapon. Versatile (General)

Prerequisites: Base Attack bonus +3, Wis 13+ You are skilled in a variety of areas normally outside of your
profession's area of expertise.
Benefit: The character can use his Wisdom modifier in
addition to his Dexterity modifier when making a ranged Benefit: Select two cross-class skills. These skills are always
attack at a target within 30'. If for any reason he cannot use considered in class skills for you.
his Dexterity modifier when firing his ranged weapon, he still
gain the use of his Wisdom modifier. Special: This feat may be selected multiple times. Each time,
it applies to different skills. This feat is originally from
Special: This is a modified version of the Zen Archery feat Rokugan.
from Sword and Fist.

Vigilant Rest (General)


Toughness (General)
You can fall into an altered state of meidtation that allows for
You are tougher than normal. complete alertness.

Benefit: You gain +3 wound points. Prerquisites: Alertness 4+, Concentration 4+

Special: A character can gain this feat multiple times. This is Benefit: You may make Alertness checks without penalty
a modified form of the Toughness feat from the Player's while asleep, and can awaken as a free action when any
Handbook. living creature is within 5'.

Special: This is a modified form of the Vigilant Rest feat


Trapmaster (General) from Way of the Ninja.

You are a highly skilled trap builder.


Wealth (General)
Benefit: You gain a +2 bonus to Craft (trap making) and
Disable Device checks. It's good to be rich. It's even better to be born rich.

Special: This is a modified form of the Trapmaster feat from Benefit: You begin the game with an extra 250 ceramic
Feats. pieces (CP). Every time you go up in the level, you can draw
upon your family's investments, gaining 250 CP for each
point of Reputation you have when your level increase
Unbalancing Strike (General) occurs. This wealth does not magically appear in your
pockets; you must collect it from a family business, a
You can strike an opponent's joints to knock your opponent relation, or some other source of your family's wealth. If you
off-balance. cannot collect the money before you go up a level again, you
lose the benefit for that level (but you can, of course, collect
Prerequisites: Wis 15+, Improved Unarmed Strike, Stunning the money for gaining your new level). This feat can only be
Fist taken at 1st level.

Benefit: Against a humanoid opponent, you can make an Special: this is a modified form of the Wealth feat from the
unarmed attack that has a chance of unblancing your target. If Wheel of Time RPG Web Enhancement.
your attack is successful, you deal normal damage and your
target must make a Ref saving throw (DC 10 + 1/2 your level
+ your Wis modifier). If the target fails this saving throw, he Weapon Display (General)
is thrown off balance for 1 round, losing any Dex bonus to
Def and giving attackers a +2 bonus on the attack rolls. You are able to put on a flashy display of weapon prowess to
intimidate your enemies.
Special: This feat is originally from Oriental Adventures.
Prerequisites: Intimidate 1+, base attack bonus +1

Vanish (General) Benefit: You can add your base attack bonus to an Intimidate
check, using a weapon you are proficient with, but you must
You can quickly disappear from view. spend at least one full round showing off your skill first.

Prerequisites: Bluff 9+, Stealth 9+ Special: This is a modified form of the Weapon Display feat
from Nyambe: African Adventures.
Benefit: You can make a Bluff check to create a diversion to
hide as a move-equivalent action. Further, you may perform
this action simultaneously with a movement (the two actions 7.4: Akashik Feats
count as a single move-equivalent action).
The following feats can only be taken by those who can cast
Special: This is a modified form of the Vanish feat from Way Akashik spells. These include members of the mage or
of the Ninja. orphan class, as well as those who take prestige classes that
can channel. You can take Akashik feats at any time you
could normally take General feats, if you have the earth, fire, or spirit, unless you already have affinities with all
prerequisites. For more information on Akashik spellcasting, three of them; if so, you may pick air or water. You now have
see the Invert & Weavesight skills in Chapter 5: Of Skills, or an affinity with the chosen Element.
Chapter 10: Of Akashik Magic.
Special: You can gain this feat multiple times, but each time
Affinity Focus (Akashik) it must apply to a new Element. This feat is a modified form
of the Extra Affinity feat from the Wheel of Time RPG.
You are more adept at Akashik spells with a certain affinity.

Benefit: Your spells with a chosen affinity (air, earth, fire, Extra Talent (Akashik)
spirit, or water) have +2 to their saving throw DC.
You have an additional Talent.
Special: This feat can be taken multiple times. Each time, it
must apply to a different affinity. This is a modified form of Benefit: Pick a new Talent. You can learn and cast spells
the Spell Focus feat from the Player's Handbook. within this Talent.

Special: You can gain this feat multiple times. This feat is
Akasha-Heightened Senses (Akashik) originally from the Wheel of Time RPG.

When you embrace the Akasha, your senses of sight and


hearing become sharper. Greater Affinity Focus (Akashik)

Benefit: When embracing the Akasha, you gain a +4 Your spells of a certain affinity are even more powerful.
circumstance bonus to all Alertness checks.
Prerequisites: Affinity Focus (chosen affinity)
Special: This is a modified form of the Power-Heightened
Senses feat from the Wheel of Time RPG. Benefit: Your spells of the chosen affinity have +4 to their
saving throw DC. This does not stack with the bonus from
Affinity Focus.
Akashik Defense (Akashik)
Special: You can take this feat multiple times. Each time, it
You are more resistant to spells of a certain affinity. must apply to a new affinity. This is a modified form of the
Greater Spell Focus feat from Tome and Blood.
Prerequisites: Affinity Focus (chosen affinity)

Benefit: Choose one of the five Akashik magic affinities (air, Multiweave (Akashik)
earth, fire, spirit, or water). You gain a +2 bonus to saving
throws against spells from that chosen affinity. You can cast a second Akashik spell while holding another.

Special: You can take this feat multiple times. Its effects do Prerequisites: Con 13+
not stack. Each time you take this feat, it applies to a
different affinity. This feat is a modified form of the Arcane Benefit: While holding an Akashik spell you have already
Defense feat from Tome and Blood. cast, you may cast a second Akashik spell. The first spell
remains in effect. Attempting to cast a second spell requires a
Concentration check against DC 15. If the check is failed,
Eliminate Block (Akashik, Special) you cannot cast the second spell without releasing the first. If
you are distracted, you must make Concentration checks for
You can use the Akasha without requiring an emotional both spells.
trigger.
Special: You can gain this feat multiple times, allowing you
Prerequisites: Male orphan level 1+ or female orphan level to cast even more Akashik spells. For example, if you have
3+ this feat twice, you can cast a third Akashik spell while
holding two that you have already cast. This is a modified
Benefit: You can ignore the emotional block (see the Orphan form of the Multiweave feat from the Wheel of Time RPG.
class description) that allows you to access the Akasha. This
is easier for males to master than females.
Sense Residue (Akashik)
Special: This feat is originally from the Wheel of Time RPG.
You can sense the lingering residue left by Akashik spells,
giving you the ability to see and perhaps learn recent Akashik
Extra Affinity (Akashik) spells as if they were still in effect.

You have an Affinity with one of the Five Elements beyond Benefit: Make a Weavesight check against a base DC of 5 to
the one you started with. notice the residue of Akashik spells that have been recently
cast and released. Make a second check to identify or learn
Benefit: Pick one of the Five Elements (air, earth, fire, spirit, the spell. For DC's and modifiers, see the Weavesight skill
or water) for which you do not already have an affinity. If description.
you are a female, pick air, spirit, or water, unless you already
have affinities with all three of those Elements. Only then Special: This is a modified form of the Sense Residue feat
may you pick earth or fire. If you are a male, you must pick from the Wheel of Time RPG.
Prerequisites: Halfling or Elf
Tie Off Weave (Akashik)
Benefit: This feat is the prerequisite to other feats associated
You can "tie off" your Akashik spells, leaving them in effect with the lost ability of treesinging. It provides no other
without having to hold them indefinately. benefits in and of itself.

Prerequisite: Wis 13+ Special: This feat can only be taken at 1st level. This feat is
originally from Wheel of Time RPG
Benefit: With this feat, you can keep an Akashik spell with a
duration of concentration in effect indefinitely without
having to hold it. The spell simply continues to function until Latent Viewer (Lost)
you release it, regardless of what you do or where you are,
To release the spell, you must be able to see it. A tied off You have an untapped ability to view auras and images
spell will eventually unravel and end. The duration of a tied around people.
off spell is equal to your channeler level in days, minus 4
times the casting level of the spell, in hours. Tying off a spell Prerequisites: Humanoid
is a standard or move-equivalent action.
Benefit: This feat is a prerequisite for other feats associated
Special: This is a modified form of the Tie Off Weave feat with the lost ability of viewing. It has no other benefits in and
from the Wheel of Time RPG. of itself.

Special: This feat can only be taken at 1st level. This feat is
7.5: Lost Feats originally from Wheel of Time RPG

Lost feats bestow ancient powers that have been lost to most
Athasians. Mostly, they are the remnants of magical Lost Feats:
alterations and curses wrought during the Cleansing Wars
long ago. The abilities travel through bloodlines for You can take Lost feats whenever you could normally take
generations, only manifesting sporadically. General feats.

Lost Feat Prerequisites Bend Dream (Lost)

Most of the Lost feats require a prerequisite feat that can only You can alter the "reality" of the dreamrealm and manipulate
be chosen at 1st level, signifying that the blood runs in their other people's dreams.
veins although it has yet to make itself known. These feats
are known as Latent Lost feats. Prerequisites: Humanoid, Dreamwalk

Latent Dreamer (Lost) Benefit: While in the Dreamrealm, or while in another


person's dream, you can shape the reality of the Dreamrealm
You have an untapped ability to dreamwalk. by force of will. You can alter your clothing, your equipment,
your appearance, or the clothing, equipment, or appearance
Prerequisites: Humanoid of someone else. In fact, you can alter any person or item that
has been dreamed into the Dreamrealm; what you can't
Benefit: This feat is a prerequisite for other feats associated change are things that are "native" to the Dreamrealm, like
with the lost ability of dreamwalking. It provides no other your surroundings, items you pick up, and objects or
benefit in and of itself. buildings. You also can't alter objects or creatures that are
physically brought into the Dreamrealm. To change yourself,
Special: This feat can only be taken at 1st level. This feat is make a Concentration check; a result of 10 or more allows
originally from the Wheel of Time RPG. you to change your clothing or gear, while a result of 20 or
more allows you to change your own physical features. This
can be a move or attack action. If you can change your
Latent Old Blood (Lost) features, or give yourself any piece of equipment that you do
not normally carry, you must make a Concentration check
You have an untapped connection to the insight and abilities any time you are distracted, as if you were holding an
of your ancient ancestors. Akashik spell. To change someone else, make a similar
Concentration check. If the other person does not have the
Prerequisites: Humanoid Bend Dream feat, add +5 to the DC's used to change your
own items or appearance. If the person does have the Bend
Benefit: This feat is a prerequisite for other feats associated Dream feat, the check is opposed by the target's
with the lost ability of old blood. It provides no other benefit Concentration check. If you succeed in changing the target,
in and of itself. he can change himself back with a successful Concentration
check of his own, but this is also an attack or move action.
Special: This feat can only be taken at 1st level. This feat is
originally from Wheel of Time RPG Special: This is a modified form of the Bend Dream feat
from the Wheel of Time RPG.

Latent Treesinger (Lost)


Dream Jump (Lost)
You have an untapped ability to treesing.
You can travel at will throughout the Dreamrealm. according to your relationship with the person, as well as the
person's physical proximity in the real world. If you have
Prerequisites: Humanoid, Dreamwalk entered this person's dreams before, you gain a +5 bonus on
your check.
Benefit: You can travel to any point in the Dreamrealm that
you can envision, one that you have previously seen or been Relationship DC
to in either the real world or the Dreamrealm. Travelling in
this manner is a move action and requires a Concentration
Intense love or hate between you 10
check against a DC 15. You gain a +5 bonus if you are
extremely familiar with the location or can see it from where A well-known friend 15
you currently are in the Dreamrealm. To another person in An acquaintance 20
the Dreamrealm, someone dream jumping disappears in a Someone you have seen or met once 25
blur. With a successful Spot check against DC 20, you can Someone you have only heard of 30
tell where the person dream jumped to, and attempt to follow Total stranger 35
even if you have never seen or been to the location.

Special: This is a modified form of the Dream Jump feat Distance Modifier
from the Wheel of Time RPG.
Within a few feet +5
Within 1 mile +0
Dreamwalk (Lost) Within 100 miles -5
More than 100 miles -10
You can enter the Dreamrealm.

Prerequisites: Humanoid, Latent Dreamer Once you have found the dream you seek, you can simply
observe it from the outside or enter it. Entering another
Benefit: While asleep, you can bring yourself into the person's dream is dangerous, because the dreamer's psyche
Dreamrealm. The Dreamrealm is a parallel world that mirrors creates the reality of the dream, and you risk coming under
the real world closely. You arrive in the Dreamrealm dressed its control. Once you enter the dream, you are a fixture of the
as you normally dress and carrying the equipment that you dreamer's imagination, subject to his psyche's control as is
normally carry. By defalt, you appear at the location at which everything else in the dream. Taking any action whatsoever,
you are physically located in the real world. However, you other than what the dreamer dreams you doing, requires a
can attempt to appear in another location by making a Concentration check. Exiting the dream back to the space
Concentration check. The DC varies according to how well between dreams requires a check against a DC 10. Simple
you know the location, either by visiting it in the real world actions such as talking, walking about, etc. also require a
or the Dreamrealm. check against DC 10. More complex actions, such as
anything that alters the course of events in the dream, have a
higher DC determined by the DM. Failure indicates that you
Location is... DC
are unable to do what you attempt. On a failure by 10 or
more, you lose all sense of your own identity, becoming a
Very familiar to you 15 complete slave of the dreamer's psyche. You cannot exit the
Somewhat familiar to you 20 dream, or attempt any voluntary action, until the dreamer
A place you have visited only briefly 25 awakens or the topic of the dream moves on to something
A place you have never seen or been to 30 that doesn't include you. If there is an intense emotional
connection between you and the dreamer, all Concentration
checks have a -10 penalty. Your "real" self cannot be harmed
While in the Dreamrealm, you can move, act, and use magic
within the dream. Whatever damage or death you suffer in
just as in the real world. Although the Dreamrealm is a dream
the dream does not replicate itself on your real body. The
world, things that affect you there also affect you in the real
dreamer has no way of knowing that you were in his dream.
world. If you are injured or killed in the Dreamrealm, your
If you attempt to communicate a message to the dreamer, he
injury or death is just as real as if it occurred in the real
must make an Intelligence check (DC 15) upon waking to
world. You may exit the Dreamrealm at any time. With a
recall the message and consider that it may be important. If
Concentration check (DC 15), you may awaken immediately
he is expecting a message, or merely knows you have this
in the real world; otherwise, you revert to a normal sleep. to
ability, the gains a +5 to his Intelligence check. At any time
awaken as you normally would.
you are in the space between dreams, you can awaken
yourself to the real world at will.
Special: This is a modified form of the Dreamwalk feat from
the Wheel of Time RPG.
Special: This is a modified form of the Dreamwatch feat
from the Wheel of Time RPG.
Dreamwatch (Lost)
Memory of Lives Past (Lost)
You can observe and enter the dreams of others.
Your soul's connection to a past life is stronger than normal.
Prerequisites: Humanoid, Latent Dreamer
Prerequisites: Humanoid, Latent Old Blood
Benefit: While asleep, you can enter the space between
dreams. You can attempt to identify, observe, and / or enter
Benefit: You may choose one additional class as a favored
the dream of a specific other person, who must of course be
class.
asleep and dreaming at the time. To find a specific person's
dream, make a Concentration check. The DC varies
Special: You can take this feat multiple times. Each time you Simple item (staff, club, bucket) 10 5 min.
must choose a different class. This is a modified form of the Modest item (stool, bow, flute) 15 10 min.
Memory of Lives Past feat from Feats.
Complex item (chair, rowboat) 20 20 min.
Extremely complex item (statue) 25 30 min.
Old Blood (Lost) Masterwork item +10 +15 min.
Piercing weapon +5 +10 min.
The blood of your ancestors runs strongly in your veins,
occasionally granting you the insight and wisdom of Items made from sung wood are of exceptional quality and
countless generations. durability compared to similar items of conventional
manufacture, and can draw prices comparable to masterwork
Prerequisite: Humanoid, Latent Old Blood items. Even simple boards or planks of sung wood are highly
sought after due to their exceptional strength, straightness,
Benefit: You may call upon the old blood for access to skills. and beauty. Sung wood is often used in making masterwork
ancient knowledge, or insight and ideas. Roll 1d6. If the items, and commands prices 10 times higher than regular
result is a 1, the old blood responds. If not, you cannot call wood.
upon the blood again this game session for the same topic,
though you can call upon it for other issues. The old blood Special: This is a modified form of the Treesinger feat from
only responds once per game session, however. For skills, the Wheel of Time RPG.
you can call upon the blood to aid in any skill that has
Intelligence or Wisdom as its key ability. You gain 2d6
temporary ranks in the skill, regardless of whether you are Tree Warden (Lost)
actually trained in its use and are not limited by the
maximum skill ranks for your level. You retain the temporary By singing to trees, you can improve their health or cause
skill ranks for 10 minutes. For ancient knowledge, you can them to grow to great size.
call upon the old blood to bring bits of ancient history and
esoteric lore to mind. This works exactly like the bard's Prerequisites: Halfling or Elf, Latent Treesinger
Bardic Knowledge ability, but only deals with information at
least three times the base maximum age of the character's Benefit: This feat allows you to heal damaged or diseased
race. For insight and ideas, the old blood can sometimes give trees, or to cause trees to grow to enormous size. To heal a
you clues to connections you're having trouble making tree, touch the tree and make a Concentration check. For
yourself. You may ask the old blood one question; the answer most diseases or damage the DC is 15, though the DM may
may give you a clue to something you're trying to figure out. increase the DC if the tree is near death or suffering
Usually, the clue is based more upon facts you already know, supernatural effects. The standard time requirement is 10
rather than new facts. For instance, you may be having minutes, although again, more time may be required in
trouble finding the hiding place of a raiding tribe, and the old unusual or severe circumstances. To grow a tree, touch the
blood reminds you of an oasis with ruins nearby or an tree and make a Concentration check against a DC equal to
abandoned temple within a ravine. 1/4 the tree's current height in feet. The amount by which you
can grow it depends upon your level. You may increase its
Special: This is a modified form of the Old Blood feat from size by 25% per level. The time required to grow a tree is 10
the Wheel of Time RPG. minutes for every 25% increase in size. A tree that has been
grown in this way cannot be grown again for a month.

Treesinger (Lost) Special: This is a modified form of the Tree Warden feat
from the Wheel of Time RPG.
By singing to trees, you can shape their wood into useful
objects.
Viewing (Lost)
Prerequisites: Halfling or Elf, Latent Treesinger
You see auras and sometimes prophetic images around
Benefit: You can create objects out of wood by singing to a people.
tree, causing it to shape itself, or part of itself, into the object
in question. To make maximum advantage of this feat, you Prerequisites: Humanoid, Latent Viewer
should purchase ranks in the Craft (treesinging) skill,
although this feat allows you to use it untrained. Without this Benefit: Make a Spot check. The DC depends upon the
feat, you cannot purchase Craft (treesinging). To create an person, as given on the table below. Modify the DC by
item, make Craft (treesinging) check. The DC and the time subtracting the subject's level from the given base DC.
required vary according to the complexity of the item. With a
successful check, at the conclusion of the required time, the Viewing Subject Base DC
item comes away from the tree in your hands. Obviously,
only items made entirely of wood can be sung, although you
can treesing a wooden component for a larger item. Also, Average Person 30
only solid items can be sung; you cannot create items with Basic Class 25
moving parts, although you could create the parts separately Prestige Class 20
and then assemble the item. Spellcasting or Tao using Class 15

Item DC Time With a successful result, you see a faint aura around the
subject that indicates one important, unknown, or
Board or plank 5 1 min. unconfirmed fact about the subject's personality or his role in
your life or the events that surround you. You might learn
that the person holds the key to resolving a mystery, that he Regions: Balic, Draj, Eldaarich, Kurn, Nibenay, Raam, Tyr,
can be trusted with a secret, that he is in love with a comrade, Urik
that he is vindictive and spiteful, etc. If you succeed by 10 or
more, you also receive a prophetic image related to the Benefit: You can freely multiclass as a Noble, and gain
person. Such images are usually hard to interpret, and often Noble as a favored class in addition to any other favored
entirely metaphoric. You can only have one viewing of any classes you have. You gain whatever legal rights and
given subject, and once you have had a successful viewing, responsibilities are appropriate for your region.
all future attempts to view that subject automatically fail. The
viewing only works on humanoids. Special: This feat can only be taken at 1st level. You do not
need this feat to gain noble social status later in the game.
Special: This is a modified form of the Viewing feat from the
Wheel of Time RPG.
Armor Dance (Region)

Waking Dream (Lost) Halfling armor is highly decorated with bright paints, animal
skins, and dyed feathers. You are trained to use your armor to
You can enter the Dreamrealm while still partially awake in its best advantage, and distract and misdirect your opponent
the real world. with its flurry of decorations and movement.

Prerequisites: Humanoid, Dreamwalk Regions: Halfling

Benefit: With a Concentration check (DC 20), you can fall Prerequisites: Perform (dance) 1+, base attack bonus +1
into a sleeplike trance. While in this trance, you may enter
the Dreamrealm as if you were asleep. However, you Benefit: Whenever you are wearing a suit of halfling light
maintain a vague awareness of your surroundings in the real armor with which you are proficient, and you make a full
world, and can converse with people there, perhaps attack, you gain a +2 dodge bonus to your Defense that lasts
describing what you see in the Dreamrealm, or passing until your next action.
questions and answers back and forth between the real world
and someone you have met in the Dreamrealm. You cannot Special: This is a modified form of the Armor Dance feat
take any actions ion the real world other than conversing with from Dragon Magazine #315.
those around you.

Special: This is a modified for of the Waking Dream feat Artist (Region)
from the Wheel of Time RPG.
The essence of creation flows through your soul.

7.6: Region Feats Regions: Balic, Gulg, Raam

These feats are gained through belonging to or joining the Benefit: You gain a +2 bonus to all Perform checks and to
myriad cultures of Athas. For more information, see Chapter one Craft or Profession skill that involves art of your choice.
3: Of Regions. If you don begin play as a member of the
appropriate Region to take a feat, you may later take the feat Special: This is a modified form of the Artist feat from the
as normal if you have the Knowledge (specific Region Forgotten Realms Campaign Setting.
culture) skill with at least 4 ranks. You still must have an
available slot for a new feat as well as any other
prerequisites. Many of the feats must be taken a only at 1st Badge of Bondage (Region)
level.
Your experiences as a slave have made you more resistant to
torture and mental manipulation.
Arboreal (Region)
Regions: Balic, Draj, Eldaarich, Gulg, Nibenay, Raam,
You were literally born in the trees, and are highly adept at Tablelands Nomad, Tablelands Villager, Tyr, Urik
avoiding falling damage.
Prerequisites: Your body must bear some obvious sign of
Regions: Halfling your former bondage: whip scars on your back, an owner’s
brand on your neck, etc.
Benefit: You gain a +4 competence bonus to any checks
made to avoid falling damage. Benefit: You gain a +1 insight bonus on all Will and Fort
saves. You also receive a +2 competence bonus on Bluff
Special: This feat can only be taken at 1st level. This is a checks.
modified form of the Arboreal feat from Nyambe: African
Adventures. Special: This is a modified form of the Badge of Bondage
feat from Dragon Magazine #315.

Aristocrat (Region)
Bareback Soul (Region)
You were born into the aristocracy of your city-state, and are
granted the privileges and responsibilities that your status You’re skilled at riding bareback.
entails.
Regions: Bandit States, Tablelands Nomad
Prerequisite: Ride 1+ You served in a local militia or conscripted unit, training in
weapons suitable for the battlefield.
Benefit: You suffer no penalty to Ride checks for riding
bareback. You automatically succeed at checks to guide your Regions: Balic, Draj, Nibenay, Tablelands Villager, Tyr,
mount with your knees, meaning you always have both hands Urik
free while riding. Additionally, you gain a +1 competence
bonus to attack rolls with ranged weapons while riding Benefit: You get Martial Weapon Proficiency (longbow) and
bareback. Martial Weapon Proficiency (longspear).

Special: This feat can only be taken at 1st level. This is a Special: This feat can only be taken at 1st level. This is a
modified form of the Bareback Soul feat from Dragon modified form of the Militia feat from the Forgotten Realms
Magazine #315. Campaign Setting.

Blooded (Region) Cosmopolitan (Region)

You know what it means to fight for your life, and the value Your exposure to the thousand forking paths of the city has
of quick wits and quicker reactions when blades are bared taught you things you ordinarily would never have
and deadly spells cast and chanted. Enemies find it difficult uncovered.
to catch you off guard.
Regions: Balic, Kurn, Nibenay, Raam, Tyr, Urik
Regions: Bandit States, Draj, Eldaarich, Elf, Tablelands
Nomad, Thri-Kreen Benefit: Choose a nonexclusive, non-Tao skill you do not
have as a class skill. You gain a +2 bonus on all checks with
Benefit: You get a +2 bonus on Initiative and a +2 bonus on that skill, and it is always considered a class skill for you.
all Alertness checks.
Special: You may take this feat multiple times. Its effects do
Special: This can feat can only be taken at 1st level. This is a not stack. Each time, it applies to a different skill. This is a
modified form of the Blooded feat from the Forgotten modified form of the Cosmopolitan feat from the Forgotten
Realms Campaign Setting. Realms Campaign Setting.

Blood of Kings (Region) Culinary Ashe (Item Creation, Region)

You have the blood of the ancient Kemalok Kings running in This feat is sometimes called “upside-down cooking.” It is
your veins. the ability to trap magical powers within common food items.
The enchanted foods are magically protected from spoilage,
Regions: Dwarf and retain their magic indefinitely until used.

Prerequisites: Dwarf Region: Gulg

Benefit: You gain a +2 bonus on all Bluff, Diplomacy, Prerequisites: Divine spellcaster level 3rd+
Gather Information, Intimidate, and Sense Motive checks
against other dwarves who know of your lineage. Benefit: This feat functions exactly like the Brew Potion
feat, except that the caster can make the potion appear as any
st
Special: This feat can only be taken at 1 level. This is a sort of food desired. Soups and stews are most common,
modified form of the Blood of Kings feat from Feats. although it can make magical breads, cheeses, and meats as
well.

Cardhaus Player (Region) Special: This is a modified form of the Culinary Ashe feat
from Nyambe: African Adventures.
You are skilled at card, dice, and other games of chance.

Regions: Balic, Raam, Tyr, Urik Drum Dancer (Region)

Prerequisites: Dex 15+ or Cha 13+ You are highly proficient with both drum-playing and ritual
dancing.
Benefit: You gain a +3 competence bonus to any skill check
related to games of chance. In addition, you have a reputation Regions: Gulg
as a gambler, gaining you a temporary +2 bonus to your
Reputation score when dealing with other gamblers and Prerequisite: Talking Drum language
gambling houses (although the cost per night of using this
ability is 1 ceramic piece, minimum). Benefit: You gain a +2 competence bonus to all Perform
(drum) and Perform (dance) checks.
Special: This is a modified form of the Cardhaus Player feat
from Feats. Special: This is a modified form of the Drum Dancer feat
from Nyambe: African Adventures.

Conscription (Region)
Dunewalker (Region) Regions: Bandit States, Elf, Tablelands Nomad

You aren’t slowed by sandy wastes, and know how to Prerequisites: Survival 1+
disguise your tracks in the sand.
Benefit: You gain a +4 circumstance bonus to all Fort saving
Regions: Elf, Tablelands Nomad, Thri-Kreen throws when in a desert environment. Also, your water
requirements for a day are halved with a successful Survival
Prerequisites: Track, Survival 4+ check (DC 15).

Benefit: Your speed is not lessened by sandy wastes or Special: This is a modified form of the Camel Gut feat from
sandstorms. You leave no tracks in sandy wastes, as per the Gryphon's Book of 3rd Edition Feats.
Pass Without Trace spell, and cannot be tracked, unless you
wish to leave a trail.
Highborn (Region)
Special: This is a modified form of the Driftwalker feat from
Dragon Magazine #315. You are highborn in your clan or village, and are granted
respect and responsibilities as the child of a prominent and
honored member of the community.
Education (Region)
Region: Dwarf, Elf, Halfling, Ringing Mountains,
Some lands (very few in Athas, but some) hold the pen in Tablelands Nomad, Tablelands Villager, Tengu
higher regard than the sword. In your youth you received the
benefit of several years of more or less formal schooling. Benefit: You can freely multiclass as a Noble, and gain
Noble as a favored class in addition to any other favored
Regions: Kurn, Tengu classes.

Benefit: All Knowledge skills are class skills for you. You Special: This feat can only be taken at 1st level. You do not
get a +1 bonus on all skill checks with any two Knowledge need this feat to gain noble social status later in the game.
skills of your choosing. You are automatically literate in all
languages you know gained automatically or as bonus
languages due to high Intelligence. Iaijutsu Focus (Region)

Special: You can only take this feat at 1st level. This is a You have learned how to quickly draw your katana and
modified form of the Education feat from the Forgotten inflict massive damage with one focussed strike.
Realms Campaign Setting.
Regions: Tengu

Empathic (Region) Prerequisites: Exotic Weapon Proficiency (bastard sword /


katana), Quick Draw, Weapon Focus (bastard sword /
You have an uncanny sense of the feelings of those around katana), base attack bonus +1
you.
Benefit: You gain a new skill: Iaijutsu Focus (Cha). This is
Regions: Eldaarich, Halfling, Thri-Kreen always considered a class skill for you.

Benefit: You gain a +2 bonus to all Diplomacy and Sense Iaijutsu Focus (Cha)
Motive checks.
You use this skill to gather you energy (ki) for a single sword
Special: This feat can only be taken at 1st level. This is a
stroke.
modified form of the Empathic feat from Feats.

Check: If you attack a flat-footed opponent immediately


Eye for Quality (Region) after drawing a katana, you can deal extra damage based on
the result of an Iaijutsu Focus check.
You can quickly judge the value of items, drawing upon your
experience in assessing the quality of goods. Check Result Extra Damage

Regions: Dwarf, Elf


10 – 14 +1d6
Benefit: You gain a +2 bonus to all Appraise and Forgery 15 – 19 +2d6
checks. 20 – 24 +3d6
25 – 29 +4d6
Special: This feat can only be taken at 1st level. This feat is 30 – 34 +5d6
originally from Feats. 35 – 39 +6d6
40 – 44 +7d6
Heat Protection (Region) 45 – 49 +8d6
50+ +9d6
You have learned how to adjust your clothing and discipline
yourself to better survive a harsh desert environment. Special: This is a modified form of the Iaijutsu Focus skill
from Oriental Adventures.
You were born into one of the Merchant Houses that conduct
trade throughout Athas.
Iaijutsu Master (Region)
Region: Balic, Draj, Gulg, Kurn, Nibenay, Raam, Ringing
You share a kharmic link with the greatest Iaijutsu duelists of Mountains, Tyr, Urik
past Tengu.
Benefit: You can freely multiclass as a Noble, and gain
Regions: Tengu Noble as a favored class in addition to any other favored
classes you have. In addition, you must swear to follow the
Prerequisites: Iaijutsu Focus Merchant Code:

Benefit: Once per day, you can make any one attack roll, 1. Recognition that by joining a Merchant House, you
saving throw, or skill check using your Iaijutsu Focus skill forsake citizenship in any city or membership in any
modifier in place of all other modifiers. You give up all other tribe.
modifiers (base attack bonus, base saving throw bonus, 2. Oath of allegiance to your House.
enhancement bonus, racial bonus, etc.) and use just your skill 3. Perform in the best interests of the of the House in
modifier instead. return for a salary.
4. Deal honestly with stranger, foe, and friend alike.
Special: This is a modified form of the Iaijutsu Master feat 5. Not to flaunt wealth gained through House
from Oriental Adventures. employment.
6. Uphold the laws of the city-state where you are
stationed, and to do nothing to bring down the wrath of
Improved Armor Dance (Region) the Sorcerer-Kings or their agents.
7. Cooperate with other merchants to make life very
You are an expert at using armor to its best advantage. expensive for any person who unjustly imprisons,
blackmails, or otherwise harasses any merchant.
Regions: Halfling
Special: This feat can only be taken at 1st level. You do not
Prerequisites: Armor Dance, Perform (dance) 4+, base need this feat to gain noble social status later in the game.
attack bonus +2

Benefit: You may gain the dodge bonus provided by Armor Mountain Born (Region)
Dance while wearing halfling medium armor, gaining a +4
dodge bonus if wearing halfling medium armor. You were born in the mountains, and has a distinctive barrel
chest due to oxygen deprivation. This improves your ability
Special: This is a modified form of the Improved Armor to take in oxygen at lower altitudes.
Dance feat from Dragon Magazine #315.
Regions: Ringing Mountains, Tengu

Inscribe Rune (Item Creation, Region) Benefit: You gain a +4 racial bonus to Fortitude saves to
resist the effects of low oxygen levels, including damage and
You can create magical runes that hold spells until triggered. altitude sickness. You also gain a +4 racial bonus on Con
checks to hold your breath.
Regions: Dwarf
Special: This feat can only be taken at 1st level. This is a
Prerequisites: Int 13+, appropriate Craft skill, divine modified form of the Mountain Born feat from Nyambe:
spellcaster level 3rd+ African Adventures.

Benefit: You can cast any divine spell you have prepared as a
rune. The caster must have prepared the spell to be inscribed Political Maneuvering (Region)
and must provide any material components or focuses the
spell requires. If casting the spell would reduce the caster's The politics of your homeland are complex and arcane, but
XP total, he pays the cost upon beginning the rune in addition you have become adept at manipulating others into difficult
to the XP cost for making the rune itself. Likewise, material positions.
components are consumed when he begins inscribing, but
focuses are not. A single object of Medium-size or smaller Regions: Balic, Eldaarich, Nibenay
can hold only one rune. Larger objects can hold one rune per
25 square feet of surface area. Runes cannot be placed on Prerequisites: Diplomacy 10+, Sense Motive 10+
creatures. The rune has a base price of spell level (a 0-level
spell counts as 1/2 level) x caster level x 100 cc. You must Benefit: As a standard action, you may make a Sense Motive
spend 1/25 of its base price in XP and use up raw materials check against a person with whom you are speaking (DC 15
costing half this base price. A rune's market value equals its + the target’s character level). If successful, you have
base price. determined a way of convincing him that his current
argument or course of action is ill-advised. You can then
Special: This feat is originally from the Forgotten Realms attempt to convince him by making a Diplomacy check
Campaign Setting. opposed by his Sense Motive or Diplomacy check, whichever
he chooses. If successful, the target must either obey your
advice or be unable to act for a number of rounds equal to
Mercantile Agent (Region) your Cha modifier (target’s choice). Any attack made by you
or your allies against the target negates this effect. This feat
has no effect against those with a Chaotic alignment or those Prerequisite: Improved Unarmed Strike
who do not understand your words.
Benefit: You are highly trained at inflicting non-lethal blows
Special: This is a modified form of the Political in combat. When using a normal weapon you are proficient
Maneuvering feat from Rokugan. with to inflict non-lethal damage, which means no Critical
hits with the weapon, you do not suffer the normal –4 attack
penalty. You are even capable of using thrown or missile
Resist Madness (Region) weapons to deal non-lethal damage, but still suffer a –4
attack penalty to do so. If using a missile weapon that already
Your people are just too stubborn to easily succumb to deals non-lethal damage, you do not suffer a –4 attack
madness. penalty.

Region: Dwarf Special: This is a modified form of the Ritualistic Combat


feat from Nyambe: African Adventures.
Prerequisites: Dwarf

Benefit: You gain a +4 bonus to all checks to resist the Scholar of Nature (Region)
effects of Madness Points.
Your people are well-known for their dedication to medicine,
Special: This feat can only be taken at 1st level. This is a herbs, and poisons.
modified form of the Resist Taint feat from Oriental
Adventures. Regions: Gulg, Ringing Mountains, Tengu

Benefit: You gain a +2 bonus to all Alchemy, Heal, and


Rhythmic Accompaniment (Region) Knowledge (nature) checks.

You practice a style of combat, usually ritual in nature, that Special: This feat can only be taken at 1st level. This is a
benefits from musical accompaniment. modified form of the Scholar of Nature feat from Oriental
Adventures.
Regions: Gulg

Prerequisites: Perform 6+, Skill Focus (Perform) or Opera Small Stature (Region)
Training
You are extremely small for your race, even shorter than your
Benefit: When accompanied by at least one musician with 6+ race’s base height.
ranks in the Perform skill, you gain a +2 morale bonus to
attack rolls and Tumble checks. For the purposes of this feat, Regions: Dwarf, Eldaarich, Kurn
a bard with at least 6 ranks in Perform is considered to be
accompanying you when using his bardic music abilities. Prerequisite: Medium or Large humanoid

Special: This feat is originally from the Quintessential Monk. Benefit: You are considered one size category smaller than is
normal for your race. A human would be considered Small
with this feat and a nephilim would be considered Medium-
Ritual Cannibalism (Region) sized, for instance.

You can cut out and eat the heart of a defeated enemy to gain Special: This feat can only be taken at 1st level. This is a
its strength. modified form of the Small Stature feat from Nyambe:
African Adventures.
Regions: Draj, Halfling

Prerequisites: Non-good alignment, Heal 4+, Survival 4+ Soldier (Region)

Benefit: Once per day, you can eat the heart of an animal, You have served in the regular military of your city, whether
beast, humanoid, magical beast, or monstrous humanoid you it was as a King’s soldier, a noble’s guardsman, or a
have defeated in combat. Eating the heart will heal you of merchant’s mercenary.
1d8 hit points, +1 per Hit Die of the defeated foe; the
maximum bonus is equal to you Heal skill ranks. It takes a Regions: Balic, Draj, Nibenay, Raam, Tyr, Urik
minimum of one minute to remove and eat an enemy’s heart.
Prerequisites: base attack bonus +1
Special: This is a modified form of the Ritualistic
Cannibalism feat from Nyambe: African Adventures. Benefit: You gain a +2 insight bonus on all Charisma-based
checks involving other professional soldiers. You also gain a
+1 competence bonus to all Alertness and Search checks
Ritualistic Combat (Region) while on guard duty or on patrol. Lastly, you get a +2
competence bonus to all Survival checks when making camp.
You have been trained to fight battles without killing your
foes. Special: This feat can only be taken at 1st level. This is a
modified form of the Soldier feat from Feats.
Regions: Kurn, Tablelands Villager, Tyr
Soul of Honor (Region) Your people survive in regions that other find uninhabitable,
and excel at uncovering the secrets of the wilderness and
You understanding of Tengu honor and their warrior code surviving to tell the tale.
has given you immense insight.
Regions: Bandit States, Elf, Ringing Mountains, Tablelands
Regions: Tengu Nomad, Thri-Kreen

Prerequisites: Non-chaotic alignment Benefit: You get a +1 bonus on Fortitude saves and a +2
bonus on all Survival checks.
Benefit: You are aware of any action or item that could
adversely affect your alignment, including magical effects. A Special: This feat can only be taken at 1st level. This is a
moment’s contemplation allows you to discern such modified form of the Survivor feat from the Forgotten
information before performing the action or becoming Realms Campaign Setting.
associated with the item. If being forced to act against your
will, you receive a +4 bonus to any Will saves to resist the
compulsion. Trailblazing (Region)

Special: This is a modified form of the Soul of Honor feat You have the ability to find easy paths through difficult
from Oriental Adventures. terrain.

Regions: Elf, Halfling, Ringing Mountains, Tablelands


Soul of Sincerity (Region) Nomad, Thri-Kreen

Your people are well-known for their forthrightness and Prerequisites: Track
brutal honesty in discerning truth.
Benefit: You daily overland speed is increased by one terrain
Regions: Dwarf category. If you are traveling over normally Trackless terrain,
it is treated as Road or Trail terrain instead, and if you are
Benefit: You gain a +4 bonus on Sense Motive checks and a travelling over Road or Trail terrain, it is treated as Highway
–2 penalty to Bluff checks. terrain. You may make a Survival check (DC 10 + 2 per
additional party member), to increase the daily overland
Special: This feat can only be taken at 1st level. This is a speed of any group you re with as well. A check must be
modified form of the Soul of Sincerity feat from Oriental made each time the group enters or leaves a new terrain type.
Adventures. The base time for this check is 1 hour, and you may take 10
or 20 to increase the chances of locating a suitable spot.

Street Smart (Region) Special: This is a modified form of the Trailblazing feat from
Nyambe: African Adventures.
You have learned how to keep informed, ask questions, and
interact with the underworld and Secret Societies without
raising suspicion. Trollblood (Region)

Regions: Balic, Eldaarich, Nibenay, Raam, Tyr, Urik Somehow, the ancient blood of the long-dead troll race
survives in you.
Benefit: You get a +2 bonus to all Bluff and Gather
Information checks. Regions: Bandit States

Special: This is a modified form of the Street Smart feat Prerequisites: Con 15+
from the Forgotten Realms Campaign Setting.
Benefit: You heal much faster than normal. For each day of
rest, you gain 2 hit points per level. For each day of complete
Strong-Arm (Region) bed rest, you heal 3 hit points per level.

You are trained at using brute force to get your way. Special: This feat can only be taken at 1st level. This is a
modified form of the Trollblood feat from Feats.
Regions: Bandit States, Draj, Urik

Prerequisites: Str 13+ Vicious Bite (Region)

Benefit: You can substitute your Str modifier for your Cha You have sharpened your teeth to the point where they
modifier when making Intimidate or Gather Information skill become deadly weapons.
checks.
Regions: Halfling
Special: This is a modified form of the Strong-Arm feat from
Nyambe: African Adventures. Benefit: You may add a bite at -2 to hit for 1d4 damage into
you attack sequence when making a Full Attack. You will
only bite things you think are edible.
Survivor (Region)
Special: This is a modified form of the Vicious Bite feat
from Sammy Grimmes’ Dark Sun Conversion Notes.
Special: This is a modified form of the Alter feat from the
Wily Trader (Region) Star Wars RPG.

The great mercantile minds of Athas have left their lessons


written in your heart. Battle Meditation (Tao)

Regions: Elf, Nibenay, Ringing Mountains, Tablelands You can influence battles by envisioning an outcome you
Villager, Tyr desire.

Benefit: You get a +2 bonus on all Profession checks, Prerequisites: Tao Sensitive, Alter, Wis 13+, no more than 5
allowing you to make more money at your work. madness points

Special: This feat can only be taken at 1st level. This is a Benefit: You have the ability to influence battles by
modified form of the Honest Merchant feat from Oriental imposing your vision of the outcome. You grant a +1 Tao
Adventures. bonus on all attack rolls made by allies within 30'. They also
gain a +1 morale bonus on saves against Yin Tao powers.
Battle Meditation requires a full-round action. Initiating
7.7: Tao Feats Battle Meditation costs 2 hit points, plus 1 hit point for each
additional person affected after the first. Using this feat
Tao feats are feats that grant abilities and skills based on the provokes an attack of opportunity.
Yin force or Yang force of the Tao. For more information on
the Tao, see the Tao skills in Chapter 5: Of Skills, and Special: This is a modified form of the Battle Meditation feat
Chapter 11: Of Tao Magic. from Star Wars: Power of the Jedi Sourcebook,

You can only take Tao feats if you have the Tao Sensitive
feat. You can take the Tao Sensitive feat whenever you could Beast Language (Tao)
normally take a General feat.
You can speak with creatures in a language the can
Tao Sensitive (Tao) understand.

You are sensitive to the Tao energy that binds the universe Prerequisites: Tao Sensitive, Sense, Cha 11+, Handle
together and can gain Tao feats, skills, and other abilities. Animal 4+

Benefit: You gain 1 bonus joss point when this feat is gained. Benefit: You can communicate with one animal. Each time
You can learn Tao Sensitive based skills as class skills. You you activate this feat, you choose the type of creature with
now qualify to learn other Tao feats. There is no limit to the which you can converse. You speak (or otherwise convey
number of joss points you can have (a character without this information) in a form that creature understands, and you
feat cannot have more than 5 joss points; all excess joss understand the information it conveys in that same fashion.
points are lost). You are also more adept at calling on either This feat enables you to use your Handle Animal skill to
the Yang or Yin side of the Tao (see Chapter 11: Of Tao interact with a creature in the same way that you would use
Magic). Also, you can make a Wisdom check, DC 20, to Bluff, Diplomacy, Intimidate, Gather Information, or Sense
avoid being surprised, allowing you to act during a surprise Motive (skills that ordinarily do not work on creatures). You
round, even if you otherwise would be surprised. can also use Affect Mind and Friendship to affect it.
Initiating Beast Language is an attack action that costs 2 hit
Special: This is a modified form of the Force Sensitive feat points. The effects last for 1 hour.
from the Star Wars RPG.
Special: This is a modified form of the Beast Language feat
from Star Wars: Power of the Jedi Sourcebook.
Once you have the Tao Sensitive feat, you can take other Tao
feats whenever you could normally take a General feat. For
purposes of the Tao level prerequisites, the Tao shih class Burst of Speed (Tao)
and prestige classes that specify themselves as Tao classes
have Tao levels, in the same that a druid or mage class has You can move at lightning speed for a brief amount of time.
caster levels.
Prerequisites: Tao Sensitive
Alter (Tao)
Benefit: You may increase your base speed up to 10 times its
You can change the distribution and nature of the Tao in your normal amount for one round. This has the side effect of
environment. multiplying your Jump distance by 5. Using this feat requires
a full-round action, during which you can only move (not
Prerequisites: Tao Sensitive take move-equivalent actions) and / or make one Jump check.
At the end of the round, you lose 5 hit points.
Benefit: You can now learn Alter-based Tao Skills. All
Alter-based Tao skills are now class skills for you. Also, you Special: This is a modified form of the Burst of Speed feat
can now move small objects (up to 1 lbs.) a minute distance from the Star Wars RPG.
(up to 5'). You must be able to see the object, and the object
must be within 5' of your position. This requires an Int check
against a DC 15. The Move Object Skill takes the place of Control (Tao)
this ability once it is selected.
You can access your inner Tao, using it to better utilize the destroy a poison is equal to the poison's save DC + 10. On a
powers of your own body. successful check, you render the poison harmless, preventing
it from doing any further damage to the target, though any
Prerequisites: Tao Sensitive damage already done remains. Using Cure Poison requires 1
hour per attempt and costs 5 hit points. Unlike most Tao
Benefit: You can now learn Control-based Tao Skills. All skills with a hit point cost, it is possible to take 20 on a Heal
Control-based skills are now class skills for you. Also, you Another or Heal Self check to destroy a poison. Doing so is
may enter a Tao Trance that slows your metabolism, extremely taxing, requiring 20 hours and a total of 100 hit
allowing you to survive for extended periods of time with points.
very little air, water, or food. You may enter this trance at
will, requiring a full-round action. It also takes a full-round Special: This is a modified form of the Cure Poison feat from
action to awaken from the trance. While in a trance, your Star Wars: Power of the Jedi Sourcebook.
heartbeat slows, your breathing all but ceases, and you appear
to be dead. Us of the skill See Force will identify the target as
in trance, though the DC is increased by 5. Any magic used Dissipate Energy (Tao)
to detect whether the target is living will succeed as well. A
character in a trance uses 10% as much air as a sleeping You can resist the effects of energy damage.
person and needs no food or water for an extended period of
time. For purposes of natural healing, the trance is equivalent Prerequisites: Tao Sensitive, Control
to assisted healing. When entering the trance, the character
must declare the circumstances under which the trance will Benefit: You may resist energy damage incurred by your
end. Examples include a time limit or certain stimuli. A environment or an attack. To do so, you may make a Fort
character in a trance is not conscious of his surroundings and saving throw. The DC is 10 + the amount of damage
may not use any skills or abilities. A character can remain in inflicted. A critical hit counts as double the normal amount of
a trance for up ton e week in a dry climate and up to one damage. If successful, you suffer no damage from the effect.
month in a wet climate before succumbing to thirst. If water If the saving throw fails, you take normal damage. This costs
were somehow supplied, a character could remain in a trance 4 hit points per use or per minute of use for environmental
for up to three months before dying of starvation. effects, whether the feat succeeds or not. If you ready an
action to dissipate energy from an incoming attack, the DC
Special: This is a modified form of the Control feat from the drops to 5 + the amount of energy damage inflicted.
Star Wars RPG.
Special: This feat is a modified form of the Dissipate Energy
feat from the Star Wars RPG.
Cure Disease (Tao)

You can use Yang Tao to destroy a disease currently Guiding Spirit (Tao)
afflicting one character.
You have attracted the attention of a Tao spirit who
Prerequisites: Tao Sensitive, Alter, Control, no more than 5 sometimes appears to aid you, offering advice and
madness points information.

Benefit: You can destroy diseases affecting a living being. Prerequisites: Tao Sensitive, Sense, no more than 15
Destroying a disease in another creature requires a Heal madness points
Another check; curing a disease in yourself requires a Heal
Self check. The DC to successfully destroy a disease is equal Benefit: A Tao spirit you once knew as a living Tao-shih
to the affliction's save DC + 10. On a successful check, you now protects you after his death. The spirit can do little to aid
destroy the disease, preventing it from any further damage to you in a physical sense. The spirit can use Tao abilities to aid
the target (though any damage done remains). Using Cure assist you, but only those that do not require physical contact
Disease costs 5 hit points, and each attempt takes 1 hour. and do not have a physical effect. The Tao spirit manifest
Unlike most Tao Skills with a hit point cost, it is possible to itself whenever the GM decides it is appropriate, though
take 20 a Heal Another or Heal Self check to destroy a should never manifest for longer than one encounter. A
disease. However, taking 20 is extremely taxing, requiring 20 character with this feat can call the Tao spirit once per day by
hours and a total of 100 hit points. spending a joss point. This causes the Tao spirit to manifest
unless the character is acting out of anger or hatred or has
Special: This is a modified form of the Cure Disease feat acquired a total of 5 or more madness points. The Tao spirit
from Star Wars: Power of the Jedi Sourcebook. generally remains with the character throughout the
encounter, but it can leave whenever it desires. A Tao spirit
should never be a substitute for a player's own problem-
Cure Poison (Tao) solving abilities.

You can use Yang Tao to destroy a poison afflicting a Special: This is a modified form of the Guiding Spirit feat
character. from Star Wars: The Dark Side Sourcebook.

Prerequisites: Tao Sensitive, Alter, Control, no more than 5


madness points Hatred (Tao)

Benefit: You gain the power to completely detoxify poisons You can release all your hatred in a blast of pure Tao energy.
affecting a living being. You must use the Heal Another skill
when trying to destroy a poison in another creature, and the Prerequisites: Tao Sensitive, Alter, 5+ madness points
Heal Self skill for one in yourself. The DC to successfully
Benefit: Waves of your hatred buffet everyone within a 30' round action and requires a Sense Motive check. The DC
radius, centered on you. This counts as an attack action and depends upon the connection of the item to the events being
costs 4 hit points. All those within the radius suffer 2d6 reviewed.
damage and receive a -2 penalty on all attacks, skill checks,
and ability checks. Each target may attempt a Fort save (DC Connection DC
15 + the user's Cha modifier) to reduce the damage by half.
The effect lasts for 1 round. You may spend 4 additional hit
Personal item, frequently used 10
points as a move action to maintain your Hatred for that
round. Each round, the effect deals 2d6 damage. You cannot Personal item, infrequently used 15
take two actions to "maintain" this ability twice. Activating Item used by multiple individuals 20
this ability gains you a madness point; maintaining it does Item handled once 25
not.
Sometimes the impressions granted by Psychometry reflect
Special: This is a modified form of the Hatred feat from Star the influence of the yin side of the Tao on the wielder of the
Wars: Power of the Jedi Sourcebook. object being examined. As a result, if the original character
gained a madness point performing the act seen by
Psychometry, the character using Psychometry to review the
High Tao Mastery (Tao) act gains a madness point as well.

You can accomplish Tao-related tasks with much less Special: This is a modified form of the Psychometry feat
concentration than normal. from Star Wars: Power of the Jedi Sourcebook.

Prerequisites: Tao Sensitive, Tao Mastery, Tao level 13+,


Wis 17+ Sense (Tao)

Benefit: Once per round, you may accomplish a Tao-related You can sense the Tao that binds and connects all things.
task that normally requires a full-round action as an attack
action. The hit point cost for this action is double then normal Prerequisites: Tao Sensitive
cost. This is not cumulative with the effects of Tao Mastery.
That is, you cannot use both feats to reduce a full-round Benefit: You can now learn Sense-based Tao skills. All
action to a free action. Sense-based skills are now class skills for you. Also, you
sometimes receive vague impressions of the Tao. The
Special: This is a modified form of the High Force Mastery character might feel uneasy due to an unseen situation or
feat from the Star Wars RPG. sense the presence of powerful emanations of the Yin Tao.
This is not accomplished through conscious effort, the DM
provides the impressions when appropriate.
Prolong Tao (Tao)
Special: This is a modified form of the Sense feat from the
You are able to substitute wound points for hit points to Star Wars RPG.
power your Tao skills, allowing you to continue to draw upon
the Tao even after you are fatigued.
Tao Lightning (Tao)
Prerequisites: Tao Sensitive, Control, Con 13+
You can draw on the yin side of the Tao to blast a target with
Benefit: When you run out of hit points, you can continue to deadly bolts of energy.
use Tao skills by powering them with wound points. A
wound point provides twice the power that a hit point does, Prerequisites: Tao Sensitive, Alter, Tao level 7+
so all costs are halved, round up, to a minimum of 1. You
must be out of hit points to use wound points to power Tao Benefit: The target of Tao Lightning must make a Ref saving
skills. throw. The DC depends on the Tao level of the user. Tao
Lightning deals 4d6 points of damage; half damage if the
Special: This is a modified form of the Prolong Force feat save succeeds. If the save fails, the target must then make a
from the Star Wars RPG. Will saving throw (DC 15) or lose 1 joss point. If the target
doesn't have any joss points, there is no additional effect. Tao
Lightning has a range of 30'. Using this feat requires an
Psychometry (Tao) attack action and gives you 1 madness point. It costs 4 hit
points to use the feat.
You can pick up impressions of past events from inanimate
objects. Tao Level Target's Save DC
Prerequisites: Tao Sensitive, Wis 15+
7th-12th 15
Benefit: You can perceive past events by handling objects 13th-18th 20
that were present at those events as though you were there. 19th-20th 25
The perspective is the same as the perspective of the object's
wielder: you see, hear, and fee what the wielder saw, heard, Special: This is a modified form of the Force Lighting feat
and felt, but no more. You cannot, for example, read the from the Star Wars RPG.
writing on a document if the object's wielder did not.
However, you do gain an impression of the wielder's
emotions in regard to the event. Using Psychometry is a full- Tao Mastery (Tao)
You can accomplish Tao-related tasks with less concentration
than normal.

Prerequisites: Tao Sensitive, Tao level 7+, Wis 15+

Benefit: Once per round, you may accomplish a Tao-related


task that normally requires an attack action as a free action.
The hit point cost is double the normal cost (or 1 point if no
cost is listed). This is not cumulative with the effects of High
Tao Mastery. That is, you cannot use both feats to reduce a
full-round action to a free action.

Special: This is a modified form of the Tao Mastery feat


from the Star Wars RPG.

Tao Mind (Tao)

You can grant a Tao bonus to a single ability score of your


allies.

Prerequisites: Tao Sensitive, Sense, Wis 15+

Benefit: The targets of this feat each gain a +2 Tao bonus to


a single ability score of your choice, and all targets receive
the bonus to same ability score. This requires a full-round
action to initiate and lasts for 1 round per Tao level. Creating
a Tao Mind costs 2 hit points + 1 hit point per person
included. The individual using Tao Mind may not be one of
the targets.

Special: This is a modified form of the Force Mind feat from


the Star Wars RPG.

Tao Whirlwind (Tao)

You can use the Tao to create a whirlwind that hampers


concentration or causes damage.

Prerequisites: Tao Sensitive, Alter, Tao level 6+, Int 13+,


Move Object 5+

Benefit: You can create one of the two kinds of Tao


Whirlwinds with this feat. The first creates a whirlwind of
Tao in a 30' radius, while the second creates a swarm of
small flying objects in a 5' radius. Creating a whirlwind
counts as an attack action and costs 2 hit points. All those
within the whirlwind receive a -4 penalty to all attacks, skill
checks, and ability checks. A whirlwind lasts for 10 rounds
(1 round). Creating a swarm of objects requires a full-round
action and costs 4 hit points. Anyone within the area of effect
is struck repeatedly by small objects (rocks, tools, scrap
metal, etc.) and suffers 3d6 damage per round. The target
may attempt a Ref save (DC 20) to reduce the damage by
half. The swarm last for 5 rounds. You can create either kind
of Tao Whirlwind up to 150' away from you.

Special: This is a modified form of the Force Whirlwind feat


from the Star Wars RPG.
Chapter 8: Of Money & Equipment
8.1: Standard Coinage Coin Amount per 1 lbs.

The thousands of years of environmental destruction, Steel Coins 50


economic and social chaos, and constant warfare has Iron Coins 50
drastically changed the economy of Athas. Unlike most
Ceramic Coins 100
fantasy worlds, which use the gold standard, Athas has
adopted an iron standard. Gold, silver, and copper may look Ceramic Bits 1,000
decorative, and at least copper can be useful, but their
pragmatic value, especially in a brutal land where survival far
outweighs luxury, is miniscule. The rarity of metal makes When calculating prices for Athasian equipment, the
iron and steel far more valuable and costly than in other important deciding factor is whether the item is composed of
settings. To help control the spread of quality weapons metal or not, and whether those made of metal could be made
among their subjects and enemies, the Sorcerer-Kings with alternate materials.
adopted the iron standard, minting iron and steel coins to
control the availability of weapon-grade metal. The Merchant Examples of Metal and Nonmetal Items:
Houses use the standard as well, giving the economy of
Athas a more stable economy, although prices can still vary • Crowbar: As a tool, the metal composition of the
wildly and most trade among the tribes and villages of the crowbar is essential to its construction and
wastes still depends on bartering. effectiveness. Thus, a crowbar could only be made of
metal as in a standard d20 setting.
There are four main types of coinage on Athas. The most
valuable is the steel coin, the next is the iron coin, and the
• Lantern, Hooded: Due to its design, mechanical
complexity, function, and flammability, a hooded
last is the ceramic coin. These coins are usually minted by
lantern (or even beacon lantern) would have to be made
the city-states themselves, often by contract to one or more
of metal, like in most d20 settings.
Merchant Houses, with particular images denoting their city-
state and mint of origin. The various templars in charge of • Caltrops: Although normally made of steel or iron,
taxation and the Merchant Code help keep the different coins caltrops could easily be made of sharp, sculpted
of the land similar in weight, size, and composition. Ceramic obsidian or polished and sharpened bits of bone, with
coins, while not metal, are by far the most common monetary all the same effects, allowing it be made with alternate
unit throughout Athas, easy to make, replace, and counterfeit. materials but function as in standard d20 settings.
A fourth unit, the ceramic bit, or simply bit, is also very • Flint and Steel: Although the item inherently has
common. The bit is a ceramic coin broken into ten equal “steel” as part of its nomenclature, it is entirely possible
pieces, or slices, like a pie. Most freeman and those slaves to have a small fire-starting kit with twine and a stick,
lucky enough to have any personal wealth live mostly by the or a glass lens and tinder, giving you an alternate
ceramic coin and the bit. Only templars, nobles, and senior materials version of the flint and steel commonly found
members of the Merchant Houses usually use steel and iron in standard d20 settings.
coins.
• Ink (1 oz. vial): Because of both its liquid nature and its
glass container, a vial of ink contains no metal
Athasian Coin Exchange Values components and therefore is essentially the same as its
d20 counterparts.
sc ic cc bits • Pitcher, Clay: As its description clearly says, the
pitcher is made of clay, requires no metal, and would
1 Steel Coin (sc) 1 10 100 1000 thus be unchanged in a Dark Sun setting from its
1 Iron Coin (ic) 1/10 1 10 100 normal d20 version.
1 Ceramic Coin (cc) 1/100 1/10 1 10
1 Ceramic Bit (bit) 1/1,000 1/100 1/10 1 When translating the item costs, assume the 3 following
rules, then figure out its Athasian cost using the two previous
Exchange Tables.

Athasian to Standard d20 Coin Exchange Values 1. All nonmetal items, or items that can and are made with
alternate materials, cost 1% (1/100) of their normal d20
sc ic cc bits cost.
2. All metal items cost their normal d20 cost.
3. Items have a minimum cost of 1 Ceramic Bit (1/10 of a
1 Platinum Piece (pp) 10 100 1,000 10,000
Copper Piece).
1 Gold Piece (cc) 1 10 100 1,000
1 Silver Piece (sp) 1/10 1 10 100
1 Copper Piece (cp) 1/100 1/10 1 10 8.2: Athasian Weapons
Alternate Weapon Materials
Athasian Coin Weights
Weapons in particular are often made out of alternate
materials. Agafari (ironwood), bone, bronze, dasl (a
crystalline material), obsidian, and stone are the most • Breakage: No change.
common alternate materials.
• Hardness: -1 (min. 1)
Material Descriptions • HP: -1 (min.1)
• Price: 50%
• Types: Type of weapon (bludgeoning, piercing, or
slashing) or other types (axes, bows, etc.). All types Dasl Weapons
consisting of bludgeoning, piercing, or slashing assume • Types: Thri-kreen exotic weapons only.
that the weapons are normally metal or mostly
composed of metal (such as hafted weapons like axes, • Bonuses: As per a masterwork weapon of the
polearms, etc.). All statisitics for such weapons assume appropriate type.
normal, metal versions of the weapon. • Weight: 50%
• Bonuses / Penalties: Bonuses or penalties associate • Breakage: No change.
with the material. • Hardness: +5
• Weight: Percentage of normal weight (round up). • HP: 15
• Breakage: Chance and condition for breakage. A • Price: Assume a masterwork weapon of the appropriate
broken weapon of this type cannot be repaired. It is type.
shattered or splintered beyond help.
• Hardness: Percentage of normal hardness (round up). Giant Hair Weapons
• HP: Percentage of normal hit points (round up). • Types: All bows, crossbows, whips, nets, and rope or
• Price: Percentage of normal cost in a standard d20 chain weapons.
setting, before converting to Dark Sun coinage. Don’t • Bonuses: As per a masterwork weapon of the
forget the rule on non-metal items and Athasian prices. appropriate type.
• Weight: 110%
Agafari
• Breakage: No change.
• Types: Bludgeoning, piercing, and slashing weapons.
• Hardness: No change.
• Bonuses: As per a masterwork weapon of the
appropriate type. • HP: No change.
• Weight: 50% • Price: Assume a masterwork weapon of the appropriate
type.
• Breakage: No change.
• Hardness: As normal, or +5 bonus for a non-metal Obsidian Weapons
hafted weapon. • Types: Piercing and slashing weapons.
• HP: As normal, or +5 bonus for a non-metal hafted • Penalties: -1 penalty to attack and damage rolls.
weapon.
• Weight: 75%
• Price: Assume a masterwork weapon of the appropriate
type. • Breakage: 10% chance of breaking on a Critical hit.
• Hardness: 50%
Bone Weapons • HP: 25%
• Types: Bludgeoning and piercing weapons; can be used • Price: 50%
as the haft or hilt for otherwise metal weapons (this use
does not incur any of the other modifiers normal for a Stone Weapons
bone weapon); includes weapons made from animal
parts, such as fang daggers or ivory weapons. • Types: Piercing weapons and axes.
• Penalties: -2 penalty to attack and damage rolls. • Penalties: -2 penalty to attack rolls and a –2 penalty to
damage rolls.
• Weight: 50%
• Weight: 75%
• Breakage: 50% chance of breaking on a Critical hit.
• Breakage: 50% chance of breaking on a Critical hit.
• Hardness: 50%
• Hardness:75%
• HP: 50%
• HP: 75%
• Price: 30%
• Price: 50%
Bronze Weapons
New Weapons
• Types: Any weapon normally made or mostly made of
metal. Unless otherwise specified, assume all weapons are made of
• Penalties: -1 to all attack and damage rolls. mostly metal and priced as such. Weapons made of alternate
• Weight: 75% materials are described as such and given the appropriate
statistics already.

New Weapon Statistics


Cost Dmg Critical Range Inc. Weight Size Type

Simple Weapons, Melee

Bard’s Friend 10 cc 1d4+1 18-20 - 3 T P/S


Ward Cestus 10 sc * 20 - 4 T B

Simple Weapons, Ranged

Grappling Crossbow 70 sc 1d3 * 120’ 12 M P


Grapple Bolts (10) 200 sc - - - 8 F -

Martial Weapons, Melee

Carrikal 8 cc 1d6+1 19-20 - 6 M S

Martial Weapons, Ranged

Blowgun 1 cc 1 20 10’ 2 M P
Blowgun Needles (20) 1 cc - - - ½ F -
Great Crossbow 100 sc 1d12 19-20 150’ 15 L P
Greater Blowgun 10 cc 1d4 20 10’ 4 L P
Blowgun Darts (20) 1 cc - - - 1 F -

Exotic Weapons, Melee

Ankus* 15 sc 2d4 * - 15 L B
Athulak* 9 cc 1d6 20 - 9 M B
Bladed Gauntlet 30 sc 1d6 18-20 - 4 S S
Cahulaks*** 12 cc 1d6 / 1d6 20 10’ 12 L B/P
Chain-and-Dagger 4 sc 1d4 19-20 - 4 M S
Dragon’s Paw** 15 sc 1d8 / 1d8 (or 1d4) 20 - 9 L (S) S / P (or P)
Fullblade 100 sc 1d12 19-20 - 23 L S
Garrote (Cord) 1 bit 1d6 19-20 - 1/10 S B
Garrote (Locking) 100 sc 1d6 19-20 - 3 S S
Garrote (Wire) 10 sc 1d6 19-20 - 1 S S
Gyrspike** 90 sc 1d8 / 1d8 19-20 - 20 L S/B
Gythka** 6 sc 2d4 / 2d4 20 - 12 L P
Stump Knife 8 sc 1d4 19-20 - 2 T P
Three-Section Staff 4 cc 1d8 19-20 - 8 L B
Triple Dagger 10 sc 1d4 19-20 - 1 T P
War Fan 30 sc 1d6 19-20 - 3 S S

Exotic Weapons, Ranged

Chatkcha 1 sc 1d6 20 30’ ½ S S


Halfling Skiprock 3 cc 1d3 20 10’ ¼ T B
Mouth Darts 1 sc 1 20 10’ 1/10 T P
Scourge 25 cc 1d6 19-20 - 4 M S
Scourge, Mighty +1 225 cc 1d6 19-20 - 5 M S
Scourge, Mighty +2 325 cc 1d6 19-20 - 6 M S
Scourge, Mighty +3 425 cc 1d6 19-20 - 7 M S
Scourge, Mighty +4 525 cc 1d6 19-20 - 8 M S
Spinning Javelin 2 cc 1d8 19-20 50’ 2 M P
Spring-loaded Gauntlet 200 sc 1d4 20 20’ 4 M P
Whip, Mighty +1 200 cc 1d2 20 - 3 M S
Whip, Mighty +2 300 cc 1d2 20 - 4 M S
Whip, Mighty +3 400 cc 1d2 20 - 5 M S
Whip, Mighty +4 500 cc 1d2 20 - 6 M S

* Reach weapon.
** Double weapon.
*** Reach & double weapon.

New Weapon Descriptions Ankus: The ankus is a hooked device used for steering and
guiding large beasts of burden such as inix and mekillots. It
deals only nonlethal damage, meaning it cannot threaten a
Critical hit, but because of its hook, you can use it to make employed in melee or as a thrown weapon. As a melee
trip attacks. You can drop the ankus to avoid being tripped weapon, the user must decide on his action whether to use it
during own trip attempt. The ankus has a 10’ reach. While as a reach weapon, double weapon, or ranged weapon. If
the statistics are for an ankus made with a steel head, most using it as a reach weapon, he cannot attack an adjacent
Athasian ankus are made of carved bone or wood. opponent. If using it as a double weapon, he can only attack
adjacent opponents. If used as a ranged weapon, one end is
Special: This weapon is originally from Masters of the Wild. whirled in the air and then released, making it a thrown
weapon that must be retrieved before it can be used again. If
used as reach weapon or double weapon, it has the following
Athulak: This weapon consists of a 5’ length of rope with a abilities:
four-bladed grappling hook on one end. The other end is
secured to a 2’ long handle, which can be used to block • You can make trip attacks with the rope. If you are
attacks. The bladed head is commonly made of carved tripped during your own trip attempt, you can drop the
mekillot bone, while the handle is typically bone or wood. It weapon to avoid being tripped.
has the following special abilities: • When using this weapon, you get a +2 bonus on
opposed attack rolls to disarm a foe (including the roll
• Although it is a Medium-sized weapon, Medium-sized to avoid being disarmed if your attempt fails).
characters must use both hands to effectively wield it. • You can use the Weapon Finesse feat to apply your Dex
• Unlike most Reach weapons, it can be used against an modifier instead of your Str modifier to attack with this
adjacent foe. weapon, even though it is not considered a light weapon
• You can make trip attacks with the rope. If you are for you.
tripped during your own trip attempt, you can drop the
weapon to avoid being tripped. Special: This weapon is originally from the Dark Sun
• When using this weapon, you get a +2 bonus on Revised Box Set.
opposed attack rolls to disarm a foe (including the roll
to avoid being disarmed if your attempt fails).
• You can use the Weapon Finesse feat to apply your Dex Carrikal: By lashing a length of mekillot bone to the
modifier instead of your Str modifier to attack with this jawbone of any sharp-toothed creature, a kind of battleaxe
weapon, even though it is not considered a light weapon with serrated edges and twin heads oriented in the same
for you. direction is created. Sharp ridges of teeth run down half the
length of the handle, and the jawbone edges are finely
Special: This weapon is originally from the Dark Sun sharpened. A leather thong at the end of the handle is often
Revised Box Set. included.

Special: This weapon is originally from the Dark Sun


Bard’s Friend: Popularized by the bards of Balic and the Revised Box Set.
Collegiate, this weapon sports several blades and prongs. The
blades are carved from obsidian, then strapped and mounted
to a wooden grip. The prongs are made of sharpened wood, Chain-and-Dagger: A dagger attached to a length of chain.
although fangs can be used for the same effect. Bards although strong cord or even giant hair is often used in Athas,
frequently coat the blades with poison. While vicious looking along with an obsidian blade. It has the following special
and dangerous, its odd shape makes it impossible to sheath abilities:
and difficult to conceal. All checks to conceal the blade have
a –2 penalty. • You can make trip attacks with the rope. If you are
tripped during your own trip attempt, you can drop the
Special: This weapon is originally from the Dark Sun weapon to avoid being tripped.
Revised Box Set. • When using this weapon, you get a +2 bonus on
opposed attack rolls to disarm a foe (including the roll
to avoid being disarmed if your attempt fails).
Bladed Gauntlet: This gauntlet has two cruelly sharpened • You can use the Weapon Finesse feat to apply your Dex
blades that extend from the back of the wrist following the modifier instead of your Str modifier to attack with this
line of the forearm. The strike from a gauntlet is an armed weapon, even though it is not considered a light weapon
attack. The cost and weight are for a single gauntlet. On for you.
Athas, the blade can often be made from the fangs of beasts
or obsidian. Special: This weapon is originally from Sword and Fist.

Special: This weapon is originally from Sword and Fist.


Chatkcha: The statistics of the weapon assume metal
construction, but obsidian, bone, and dasl are often used to
Blowgun: The blowgun is a large tube through you blow air construct this weapon. It is a wedge, often with three sharp
to fire needles. Although the needle deals only 1 point of protruding blades, that can be throw up to 90 yards and, due
damage no matter its composition, it can deliver any injury or to its spin and effect upon the air, will return to a proficient
contact poison. It is often used by both the inhabitants of wielder if it misses its target. Developed and used primarily
Gulg and the halflings of the Forest Ridge. by the thri-kreen, it is considered a thri-kreen exotic weapon.

Special: This weapon is originally from Masters of the Wild. Special: This weapon is originally from the Dark Sun
Revised Box Set.

Cahulaks: A pair of four-bladed heads made of carved bone


tied to either end of a 12’ length of rope, this weapon can be
Dragon’s Paw: This weapon, made popular in the arenas of Great Crossbow: A great crossbow requires two hands to
Tyr and Urik, has two blades, which its entry assumes are use effectively, regardless of the user’s size. You draw a
steel, on either end of a 5’ to 6’ long wooden shaft. A great crossbow back by turning a winch. Loading a great
centrally located bar or basket protects the wielder’s hand in crossbow is a full-round action that provokes and a attack of
the middle with a third protruding blade. If using the central opportunity. A Medium-size character cannot shoot or load a
blade to attack, you cannot use it as a double weapon this great crossbow with only one hand. With training, a Large
round, and use the weapon statistics in parenthesis. creature can shoot, but not load, the weapon with a –4
penalty to his attack roll. Due to its mechanics, a crossbow
Special: This weapon is originally from the Dark Sun can only be made with metal parts.
Revised Box Set.
Special: This weapon is originally from Sword and Fist.

Fullblade: A fullblade is 18” longer than a greatsword, and


is too large for a Medium-sized character to wield with two- Greater Blowgun: This is a larger version of the standard
hands without special training. A Medium-sized creature blowgun, but fires darts slightly smaller than normal
cannot use the fullblade one-handed at all. A Large creature throwing darts rather than needles. The darts do 1d4 damage
could use the fullblade with one hand, but would be assessed and can also deliver poison.
the standard –4 penalty if the wielder were not proficient, or
with two hands as a martial weapon. A Large creature could Special: This weapon is originally from Masters of the Wild.
wield it one-handed with no penalty if he had the appropriate
Exotic Weapon Proficiency feat, but a Medium-sized
creature must still wield it two-handed even with that feat. Gyrspike: A gyrspike is a double weapon. A stout shaft
holds a flail on end and a longsword on the other. The flail
Special: This weapon is originally from Sword and Fist. end of the weapon has the following special abilities:

• make trip attacks with the rope. If you are tripped


Garrote (Cord, Locking, or Wire): For rules on attacking during your own trip attempt, you can drop the weapon
with a garrote, see Song and Silence Chapter 5. If have the to avoid being tripped.
Exotic Weapon Proficiency (garrote) feat, you are assumed to • When using this weapon, you get a +2 bonus on
be proficient with all garrotes. opposed attack rolls to disarm a foe (including the roll
to avoid being disarmed if your attempt fails).
• Cord: A simple cord used to strangle an opponent. A
strangler can also use scarves, sashes, vines, and the Special: This weapon is originally from Sword and Fist.
like as impromptu cord garrotes.
• Locking: The garrote comes with a pair of metal grips,
Gythka: The entry assumes a weapon made of metal
each of which contains one portion of a locking
construction, but obsidian or dasl blades are most common.
mechanism. Once the garrote has began to deal damage
This a polearm with wicked blades at either end. Its thick
after a garrote attack, the attacker can link the two ends
shaft and length allows it to be used as a quarterstaff as well.
and twist the grips into their locked position. This
If used as a quarterstaff, use the appropriate statistics for a
maintains strangling pressure on the victim even after
quarterstaff. This is considered a thri-kreen exotic weapon.
the attacker lets go. The victim continues to make
grapple checks (each one opposed by the attacker’s last
Special: This weapon is originally from the Dark Sun
attack roll) until freed or unconscious. For additional
Revised Box Set.
rules, see Song and Silence Chapter 3.
• Wire: A thin wire set into a pair of wooden grips, to
protect the user from the wire. Without the grips, the Halfling Skiprock: These polished, perfectly weighted
attacker takes 1d3 damage per round from the wire stones are prized by halflings, for if they throw them just so,
when using it of make a garrote attack. they ricochet off one target to hit another. If the skiprock hits
its target, it ricochets toward another target (of the thrower’s
Special: This weapon is originally from Song and Silence. choice) adjacent to the original target. The thrower
immediately makes a second attack roll for the skiprock
against the new target, with an attack bonus equal to the first
Grappling Crossbow: This device helps its user scale walls, roll with a –2 penalty. Skiprocks can be used as sling bullets,
bridge chasms, escape down sheer cliffs, and the like. A but using a skiprock’s ricochet ability in conjunction with a
grappling crossbow is a heavy crossbow modified to fire a sling requires taking the Exotic Weapon Proficiency feat
special grapple-headed metal bolt attached to 100’ of thin, specifically for that purpose.
light rope. Since the weapon is not designed to attack and kill
opponents, it does not deal lethal damage, and doesn’t Special: This weapon is originally from Sword and Fist.
threaten a Critical hit. A successful shot at an appropriate
target indicates that the grapple has hooked onto something,
anchoring the rope firmly enough for a character to ascend it Mouth Darts: These slim, almost needle-like metal darts are
with a successful Climb check (DC 15). Although the concealed in the mouth and then spat at the target. Their
statisitics assume a steel crossbow and bolts, the bolts can be effective range is very short, and they do little damage, but
made out of carved bone. they are highly useful when taking a target by surprise. You
can fire up to three mouth darts per attack (all at the same
Special: This is a modified form of the grapple-firing target). Do not apply your Str modifier to your damage roll.
crossbow from Song and Silence. The cost and weight are for a single mouth dart. On Athas,
mouth darts are commonly made of obsidian or bone.
Special: This weapon is originally from Sword and Fist. The three-section staff requires two hands to use, regardless
of how large the creature is.

Scourge: A character who takes the Exotic Weapon Special: This weapon is originally from Sword and Fist.
Proficiency (Whip) is also proficient with the scourge. This is
a leather whip with shredded glass embedded along its
length. Unlike a normal whip, it delivers lethal damage and Triple Dagger: This weapon is used in the off hand to
can harm armored foes. Otherwise, it has all the normal disarm opponents. You hold it as you would a shield, not
abilities of a whip. another weapon, so you do not suffer penalties for fighting
with two weapons, unless using it to make a normal attack.
Special: This is a modified form of the nagaika from When using a triple dagger, you get a +3 bonus to your
Masters of the Wild. opposed attack roll to disarm an opponent (including your
roll to keep from being disarmed yourself if you fail the
initial attempt.).
Scourge, Mighty: A character who takes the Exotic Weapon
Proficiency (Whip) is also proficient with the mighty Special: This weapon is originally from Sword and Fist.
scourge. This is made from especially strong leather, which
allows the user to apply his Str modifier on damage rolls
(within the weapon’s limits). War Fan: This weapon appears to the untrained eye as a
normal fan. In fact, the vanes of the fan are crafted from
Special: This is a modified form of the mighty nagaika from steel, and the tips are needle-sharp. When first brought into
Masters of the Wild. melee, the user can make a Bluff check against the
opponent’s Sense Motive check. If he succeeds, he gains a +4
bonus to his first round’s attacks. The delicate nature of the
Spinning Javelin: This light, flexible spear intended for fan and its ancient origins mean the fan can only e
range attacks resembles a standard javelin, except for the constructed of metal blades.
spiral grooves that run down the length of the shaft. You can
loop a string around the shaft, tying one end to your finger. Special: This weapon is originally from Sword and Fist.
Looping it around the shaft is a move-equivalent action that
provokes an attack of opportunity, and tying it to your finger
is a full-round action that provokes an attack of opportunity, Ward Cestus: This is a stout leather gauntlet with a bar of
but the same string is reused for multiple javelins. The string iron sewn into it over the knuckles. A strike with the cestus
imparts a spin to the javelin that gives it a harder cast, is considered an unarmed strike, but deals lethal damage,
increasing its range, accuracy, and damage. If used without threatening a Critical hit. If you take a Full Defense action,
the string or as a melee weapon, use the statisitics for a you gain an additional +1 deflection bonus to your Defense,
normal javelin. representing blows blocked by the thick back of the fist. You
cannot be disarmed of a ward cestus. The price and weight
Special: This weapon is originally from Sword and Fist. are for a single ward cestus. On Athas, the metal bar is often
bronze or thick bone.

Spring-Loaded Gauntlet: This gauntlet possesses a broad Special: This weapon is originally from Sword and Fist.
ridge of metal that extends along the bottom of the forearm to
the edge of the wrist articulation, where a circular hole is
visible. This ridge of metal hides a wondrous spring-loaded Whip, Mighty: A character who takes the Exotic Weapon
mechanism whereby a crossbow bolt can be fired, akin to a Proficiency (Whip) is also proficient with the mighty whip.
very small crossbow. You load the gauntlet by placing a bolt This is made from especially strong leather, which allows the
in the hole and pulling back a tiny lever. Loading the gauntlet user to apply his Str modifier on damage rolls (within the
is a move-equivalent action that provokes an attack of weapon’s limits).
opportunity. The cost and weight are for a single gauntlet.
Due to its mechanics, it can only be constructed with metal. Special: This weapon is originally from Sword and Fist.

Special: This weapon is originally from Sword and Fist.


8.3: Athasian Armor
Stump Knife: A stump knife is like a punching dagger, Alternate Armor Materials
except the blade is securely attached to the stump of a
missing forearm. For someone proficient in its use, the stump Armor can sometimes be made out of alternate materials,
knife becomes an extension of his body. Against foes to although heavy armors and metal armors alike cause great
whom you have dealt damage during the course of a trouble for the wearer under the crimson sun of Athas.
continuous melee, the stump knife’s Critical threat range is Alternate armor materials include agafari (ironwood), bone,
doubled (17-20). Your opponent cannot disarm you of a bronze, chitin (the tough exoskeleton of many insectoid
stump knife. creatures), and giant hair.

Special: This weapon is originally from Sword and Fist. Material Descriptions

Three-Section Staff: Originally a farm implement for • Types: Types of armors (usually metal) that can be
threshing grain, this weapon is comprised of three sections of made with this material.
wood of equal lengths, jointed at the ends by leather or rope. • Bonuses / Penalties: Defense bonuses or penalties
associated with the material.
• Weight: Percentage of normal weight (round up). • Padded: 1% of normal cost on Athas. Otherwise as
• Price: Percentage of normal cost in a standard d20 normal.
setting, before converting to Dark Sun coinage. • Scale mail: Scales can be made of chitin; if metal, see
the section on metal armors further on. Non-metal
Agafari Armor versions cost 10% of normal on Athas. Otherwise as
• Types: Banded mail, buckler, shield (all wooden normal.
shields), splint mail can be made using agafari. • Shield (all metal shields): Can be made of chitin or
• Bonuses: As the appropriate masterwork armor. bone. Chitin and bone shields cost 1% of normal metal
shields on Athas. Otherwise as normal.
• Weight: 50%
• Shield (all wooden shields): Can be made of toughened
• Price: As masterwork armor of the appropriate type. hide or leather. Hide or leather shields cost 1% of
normal d20 wooden shields on Athas. Wooden shields
Bronze Armor cost 10% of normal on Athas. Otherwise as normal.
• Types: Any metal armor or metal shield can be made • Shield spikes: Often made of chitin, obsidian, or bone.
using bronze. Non-metal spikes cost 1% of normal on Athas.
• Bonuses / Penalties: -1 armor penalty to Defense, +1 to Otherwise as normal.
Armor Check penalties (a –4 penalty would become a – • Splint mail: Metal strips can be made of chitin or bone;
3 penalty). if metal, see the section on metal armors further on.
• Weight: 75% Non-metal versions cost 10% of normal on Athas.
• Price: 50% Otherwise as normal.
• Studded leather: 1% of normal cost on Athas. Spikes
Giant Hair Armor often made of chitin, bone, or obsidian. Otherwise as
• Type: Padded armor can be made using giant hair. normal.
• Bonuses / Penalties: +1 armor bonus to Defense, makes Piecemeal Armor Rules
it Medium (instead of Light) armor.
• Weight: 150% • 1 Limb: There is no Maximum Dex Bonus or Armor
• Price: As masterwork armor of the appropriate type. Check penalty for only wearing armor on 1 limb.
• Weight: Breastplates weigh 50% of a full suit of the
Arcane Spell Failure appropriate armor. Each arm or leg piece weighs 12.5%
of a full suit of the appropriate armor. Round all
Due to the nature of spellcasting on Athas, there is no arcane weights up to the nearest pound.
spell failure chance.
• Armor Size: Wearing the breastplate and more than 1
Standard d20 Armors limb of the armor keeps the size category of the armor
(Heavy, Medium, or Light) the same. Only wearing the
breastplate with or without 1 limb reduces an armor’s
• Armor spikes: Often made of chitin, obsidian, or bone. size by 1 category (from Heavy to Medium, etc.). Only
Non-metal spikes cost 1% of normal on Athas. wearing the limbs of the armor reduces the size
Otherwise as normal. category by two (from Heavy to Light), but not below
• Banded mail: Metal strips can be made of chitin; if Light. This affects Heat penalties and Speed
metal, see the section on metal armors further on. Non- adjustments.
metal versions cost 10% of normal on Athas. Otherwise • Metal Armor Penalties: Wearing a metal breastplate or
as normal. more than two metal limbs invokes metal armor
• Breastplate: See the section on metal armors further on. penalties, described further on.
Otherwise as normal.
• Buckler: Bucklers can be made of chitin, bone, hide, or Metal Armor Penalties
leather. Non-metal versions cost 1% of normal on
Athas. Otherwise as normal. Fighting in metal armor under the heat of the Dark Sun is a
dangerous gamble. Each round of combat in such armor in
• Chain shirt: See the section on metal armors further on. full daylight (no shade) gives a cumulative –1 penalty to all
Otherwise as normal. rolls. Each round the combatant must also make a Fortitude
• Chainmail: See the section on metal armors further on. save (DC 10 + number of consecutive rounds in combat) or
Otherwise as normal. collapse unconscious from heatstroke for 1d10 minutes. If in
• Full-plate: See the section on metal armors further on. shade (such as indoors or under a canopy), the combatant
Otherwise as normal. does not suffer penalties until he has been in continuous
combat (GM’s discretion) for a number of rounds equal to his
• Gauntlet, locked: Can only be made of metal. base Fortitude save bonus, then suffers the cumulative –1
Otherwise as normal. penalty the next round and every other round after that. Also
• Half-plate: See the section on metal armors further on. while in shade, he need only make a Fortitude save every 10
Otherwise as normal. rounds or suffer heatstroke effects.
• Hide: 1% of normal cost on Athas. Usually made of
braxat or mekillot hide. Otherwise as normal. Characters wearing metal armor during full daylight and not
in combat must make a fortitude save (DC 10 + the number
• Leather: 1% of normal cost on Athas. Usually made of of consecutive hours in daylight) every hour or fall
crodlu or inix skin. Otherwise as normal. unconscious for 1d4 hours from heatstroke. They also suffer
a –1 penalty to all rolls for each hour in the armor in daylight There are no penalties for metal armor if worn at night or
with or without shade. underground.

Piecemeal Armor Defense Bonus

Armor Type Full Suit Breastplate 2 Arms 1 Arm 2 Legs 1 Leg

Banded mail +6 +3 +2 +1 +1 +0
Chainmail* +5 - +2 +1 +1 +0
Full plate +8 +5 +2 +1 +1 +0
Half-plate +7 +4 +2 +1 +1 +0
Hide +3 +2 +1 +0 +0 +0
Leather +2 +1 +1 +0 +0 +0
Padded +1 +1 +1 +0 +0 +0
Scale mail +4 +2 +1 +0 +1 +0
Splint mail +6 +2 +2 +1 +1 +0
Studded leather +3 +1 +1 +1 +1 +0

Maximum Dex Bonus / Armor Check Penalty

Armor Type Full Suit Breastplate only 2 or 3 limbs only Breastplate & 1 or 2 limbs only

Banded mail +1 / -6 +3 / -4 +5 / -2 +2 / -3
Chainmail* +2 / -5 - +6 / -1 -
Full plate +1 / -6 +3 / -4 +5 / -2 +2 / -3
Half-plate +0 / -7 +2 / -5 +4 / -3 +1 / -4
Hide +4 / -3 +6 / -1 +8 / -0 +5 / -0
Leather +6 / -0 +8 / -0 +10 / -0 +7 / -0
Padded +8 / -0 +10 / -0 +12 / -0 +9 / -0
Scale mail +3 / -4 +5 / -2 +7 / -0 +4 / -1
Splint mail +0 / -7 +2 / -5 +4 / -3 +1 / -4
Studded leather +5 / -1 +7 / -0 +9 / -0 +6 / -0

* Chainmail: There is no separate listing for a chainmail breastplate; it is considered the same as a chain shirt.

8.4: Additional Equipment Howdah

Item Cost Inix 1 ic


Inix, war 10 ic
Water Mekillot 2 ic
Mekillot, war 50 ic
Wineskin (1 gal) 2 bits
Small barrel (30 gal) 2 ic Wagons
Tun of water (250 gal) 1 ic
Wagon, open (1,000 lbs.) (1 Kank) 10 cc
Barding Wagon, open (2,500 lbs.) (2 Kank) 20 cc
Wagon, open (5,000 lbs.) (4 Kank) 30 cc
Inix, leather 35 ic Wagon, open (10,000 lbs.) (1 Mekillot) 50 cc
Inix, chitin 50 ic Wagon, enclosed (1,000 lbs.) (1 Kank) 15 cc
Kank, leather 15 ic Wagon, enclosed (2,500 lbs.) (2 Kank) 25 cc
Kank, chitin 35 ic Wagon, enclosed (5,000 lbs.) (4 Kank) 40 cc
Mekillot, leather 500 ic Wagon, enclosed (10,000 lbs.) (1 Mekillot) 60 cc
Mekillot, chitin 750 ic Wagon, armored caravan 100 ic

Chariots Livestock Animals

1 Kank (1 Medium-sized passenger) 10 ic Crodlu, riding 10 ic


2 Kank (2 Medium-sized passengers) 25 ic Crodlu, war 20 ic
4 Kank (3 Medium-sized passengers) 50 ic Erdlu 10 cc
Inix 10 ic
Kank, trained 12 ic
Kank, untrained 5 ic
Mekillot 20 ic Erdlu: Erdlu are scaly, ostrich-like featherless birds that
roam the parched plains of Athas. An erdlu can weigh up to
200 lbs. and can grow to 7’ high. Erdlu are too weak to be
mounts, but they make excellent herd animals. The eggs of
Item Descriptions
erdlu are very nutritious, as is their meat. Their scaly wings,
hard beak, and sharp talons, are often made into shields and
Wineskin / barrel: Water must be carried in wineskins or
weapons. Often kept in docile herds, they are tended by
barrels. The numbers in parenthesis list the capacity of the
nomads, villagers, and city-dwellers alike.
wineskin or barrel. The price does not include the liquid
itself.
Inix: The inix are huge lizards, often measuring up to 16’ in
length and weighing up to 2 tons. The inix’s back is protected
Tun of water: In most Athasian cities, the water is controlled
by a thick shell, while its underside is protected by flexible
by the Sorcerer-Kings and the templars. Other wells and
scales. They are used as mounts and beasts of burden. They
oasises are usually controlled by similar power groups
are spirited creatures that can move at a steady pace for up to
(merchants, tribal chiefs, warlords, village councils, etc.).
a day and a night before needing rest, and can even move as
The price can vary wildly depending on unusually dry
fast as a kank for short distances. Often outfitted with
weather or corrupt officials.
howdahs for riding or war, the inix is highly valued by both
armies and caravans. Its main drawback is its constant need
Barding: Leather barding gives a +1 armor bonus to Defense
for vegetation as food. An unfed inix is a very dangerous
and chitin barding (usually made of insectoid shells and
creature.
carved bone lashed together) gives a +3 armor bonus to
Defense. The two cannot be combined.
Kank: Kanks are enormous insects, up to 8’ long and 4’ tall
at the back. They are most often used as beasts of burden for
Chariot: See the rules for chariots in Sword and Fist.
carrying wagons and chariots, and while rarely used as
Chariots are common tools of war and entertainment on
personal mounts, it is possible. Though not often used as herd
Athas.
animals, elven tribes are well-known for herding kanks
across the wastes of Athas. The kank is valuable to them for
Howdah: A howdah is a frame with seats designed to be
its nectar, which all kank produce. The nectar comes out in
mounted on the back of an inix or mekillot. A normal
honey-flavored globes that provide a great deal of nutrition
howdah is made of a light wooden frame and has one seat for
and taste for their small size.
the animal'’ driver. Normal howdah'’ don'’ count against the
animal’s carrying capacity, but the driver does. Anyone
Mekillot: Huge, tailless reptiles weighing up to 6 tons, the
travelling in a howdah is considered to be at rest and shaded.
mekillots are the primary movers of the immense caravan
wagons and siege weapons that travel across Athas. Huge
Howdah, war: A war howdah is constructed of much
and powerful, the armor-plated lizards are highly prized for
sturdier materials than a normal howdah. An inix war
their ability to pull those large contraptions, but it is a
howdah usually weighs 150 lbs. and can hold four Medium-
dangerous gamble. Mekillots can never truly be tamed, and
sized warriors. A mekillot war howdah is a much more
often attack their handlers or wander off-course for no
elaborate affair, weighing 1,000 lbs., and contains 2 levels.
apparent reason, taking their cargo with them. Tao users and
16 Medium-sized warriors may ride inside these levels, four
other such mystics are best equipped to deal with them.
of which can fight on any one side at a time. Those within the
howdah can gain cover and concealment.

Wagons: The numbers in parenthesis are the number and


type of animal needed and commonly used on Athas to pull
the size of wagon described. Those riding in enclosed
wagons are considered at rest and shaded. The largest
wagons (10,000 lbs. capacity) require only one mekillot to
pull, but usually two are used in case one dies in the desert.
When using mekillots, at least one specially trained handler
(often with the Beast Speech feat or other magical ability to
speak with the mekillots) is usually employed as well.

Wagon, armored caravan: An armored caravan wagon


typically weighs 5,000 lbs. and can carry up to 35,000 lbs.
more. In general, the wagon can carry up to a cargo of 15,000
lbs. of goods, plus have room for 50 fully armed warriors, 25
slaves in transit, and a handful of merchants, nobles, or other
stately travelers. Soldiers in an armored caravan wagon gain
both cover and concealment.

Livestock Descriptions

Crodlu: Crodlu are large, bipedal lizards with short, clawed


forelimbs. Roughly the height of an Earth horse, they are
popular and resilient mounts for travelers across the wastes
of Athas. Many are outfitted for war or used as beasts of
burden for caravans. However, they are not strong enough or
agile enough to carry the weight of wagons.
Chapter 9: Of Divine Magic
9.1: Druid Spell List • Dire lion
• Elemental, Large (any)
Druids use the same spell list for their divine spells as the • Feylaar
Druid class in the Player’s Handbook, with the following • Janni (genie)
exceptions. These spells cannot normally be cast by druids of • Minotaur Lizard
Athas: • Rast
• Snake, giant constrictor (animal)
• Ice Storm • Tigone
• Finger of Death • Tojanida, adult*
Nature’s Ally Summon Nature’s Ally VI
• Dire bear
The spell Summon Nature’s Ally (I-IX) uses the following
• Elemental, Huge (any)
list of creatures instead of the one in the Player’s Handbook.
• Elemental Beast (any)
Summon Nature’s Ally I • Girallon
• Dire rat • Hatori (animal)
• Jhakar (animal) • Octopus, giant* (animal
• Monkey (animal) • Paraelemental Beast (any)
• Octopus* (animal) • Puddingfish* (animal)
• Skyfish* (animal) • Salamander, average
• Snake, Small viper (animal) • Xorn, average

Summon Nature’s Ally II Summon Nature’s Ally VII


• Cheetah (animal) • Arrowhawk, elder
• Dire bat • Athasian treant**
• Elemental, Small (any) • Djinni (genie)
• Giant Lizard (animal) • Elemental, greater (any)
• Kluzd (animal) • Inivisible Stalker
• Razorwing • Sand Bride
• Shark, Medium* (animal) • Slimahacc (animal)
• Snake, Medium viper (animal) • White Silt Horror*** (animal)
• Xorn, elder
Summon Nature’s Ally III
• Ape (animal) Summon Nature’s Ally VIII
• Athasian shark, Large* (animal) • Athasian Roc
• Lirr (animal) • Drik
• Snake, constrictor (animal) • Salamander, noble
• Snake, Large viper (animal) • Tojanida, elder*
• Takis (animal)
Summon Nature’s Ally IX
• Thoqqua
• Elemental, elder (any)
Summon Nature’s Ally IV • Sand Mother
• Arrowhawk, juvenile • Sink Worm
• Cha’thrang (animal) • Styr
• Dire ape
* The creature can only be summoned into an aquatic
• Elemental, Medium (any)
environment.
• Inix (animal) ** The creature can only be summoned in an abundant
• Salamander, flamebrother environment, such as a forest, oasis, savanna, or verdant belt.
• Mountain Spider *** The creature can only be summoned into a silt-rich
• Sea cat* environment.
• Snake, Huge viper (animal)
• Strine (animal)
• Subterranean lizard (animal) 9.2: Druid Domain List
• Tojanida, juvenile*
• War crodlu Druids use the same Domain lists as the Cleric class from the
• Xorn, minor Player’s Handbook. They do not have access to the following
domains: Animal, Chaos, Death, Destruction, Evil, Good,
Summon Nature’s Ally V Healing, Knowledge, Law, Luck, Magic, Plant, Protection,
• Arrowhawk, adult Strength, Travel, Trickery, War. They do have access to the
• Athasian shark, Huge* (animal) following Domains: Air, Earth, Fire, Magma, Rain, Silt, Sun,
• Athasian sloth (animal)
and Water. The new Domains of Magma, Rain, and Silt are Special: This is a modified form of the Desert Domain from
described below, as well as changes to the Sun Domain. Endless Sands: Arabian Adventures and the Broken Sands
Domain from Dark Sun 3.

Magma
Sun
Granted Power: You gain fire resistance 5. This is a
supernatural ability. Granted Power: You can turn or rebuke undead as a class
ability. This ability functions as the templar’s Turn / Rebuke
Spells Undead class ability, only two levels lower.

1. Burning hands Spells


2. Heat metal
3. Continual flame 1. Light
4. Flaming sphere 2. Heat metal
5. Mountain’s wrath* 3. Searing light
6. Earth and fire* 4. Fire shield
7. Lava spikes* 5. Flame strike
8. Earthquake 6. Fire seeds
9. Meteor swarm 7. Sunbeam
8. Sunburst
* Spell is described further in this chapter. 9. Prismatic sphere

Special: This is a modified form of the Sun Domain from the


Rain Player’s Handbook.

Granted Power: You gain electricity resistance 5. This is a


supernatural ability. 9.3: Ranger Spell List
Spells Rangers use the same spell list for their divine spells as the
Ranger class in the Player’s Handbook. The Summon
1. Entropic shield Nature’s Ally spells are altered. See the Druid Spell List
2. Gust of wind section above for more information.
3. Call lightning
4. Sleet storm
5. Ice storm
9.4: Templar Spell List
6. Control weather
7. Whirlwind
Templars use the same spell list for their divine spells as the
8. Storm legion*
Cleric class in the Player’s Handbook, with the following
9. Storm of vengeance
exceptions. These spells cannot normally be cast by templars
of Athas:
* Spell is described further in this chapter.

Special: This is a modified form of the Storm Domain from • Bear’s Endurance
the Forgotten Realms Campaign Setting and the Fury of • Bear’s Endurance, Mass
Storms Domain from Dark Sun 3. • Bless Water
• Bull’s Strength
• Bull’s Strength, Mass
Silt • Create Water
• Create Food and Water
Granted Power: 3 times per day, a character with access to • Curse Water
this Domain can walk on silt as a spell-like ability. Treat silt • Eagle’s Splendor
walking as a variant of the Water Walk spell from the • Eagle’s Splendor, Mass
Player’s Handbook, except that it allows the character to • Gate
walk on silt instead of water.
• Heroes’ Feast
Spells • Owl’s Wisdom
• Owl’s Wisdom, Mass
1. Destroy water* • Planar Ally
2. Glitterdust • Planar Ally, Greater
3. Breathing* • Planar Ally, Lesser
4. Curse of the black sands* • Plane Shift
5. Curse of the choking sands* • Resurrection
6. Sand spray* • Soul Bind
7. Blood to sand* • Summon Monster I
8. Sand traps* • Summon Monster II
9. Glass storm* • Summon Monster III
• Summon Monster IV
* Spell is described further in this chapter.
• Summon Monster V
• Summon Monster VI 3. Suggestion
• Summon Monster VII 4. Emotion
• Summon Monster VIII 5. Charm monster
• Summon Monster IX 6. Geas / quest
• True Resurrection 7. Insanity
8. Demand
9. Dominate monster
9.5: Templar Domain List Special: This Domain is originally from the Forgotten
Realms Campaign Setting.
Templars use the same Domain lists as the Cleric class from
the Player’s Handbook. They do not have access to the
following domains: Air, Earth, Fire, Luck, Sun, or Water. Darkness
They do have access to the following Domains, with the
listed changes: Sorcerer-Kings: Nibenay

• Animal (Sorcerer-Kings: Lalali-Puy): No change. Granted Power: You gain the Blind-fight feat for free.
• Chaos (Sorcerer-Kings: Abalech-Re, Daskinor,
Dregoth): Replace Summon Monster IX spell with the Spells
Freedom spell.
1. Obscuring mist
• Death (Sorcerer-Kings: Dregoth, Tectuktitlay): No 2. Blindness / deafness
change. 3. Blacklight*
• Destruction (Sorcerer-Kings: Daskinor, Dregoth): No 4. Armor of darkness*
change. 5. Darkbolt*
• Evil (Sorcerer-Kings: Abalach-Re, Andropinis, 6. Prying eyes
Daskinor, Dregoth, Hamanu, Nibenay, Tectuktitlay): 7. Nightmare
Replace Summon Monster IX spell with the Antipathy 8. Power word blind
spell. 9. Power word kill
• Good (Sorcerer-Kings: Oronis): Replace Summon * Spell is described further in this chapter.
Monster IX spell with the Miracle spell.
• Healing (Sorcerer-Kings: Abalach-Re, Lalali-Puy, Special: This Domain is originally from the Forgotten
Oronis): No change. Realms Campaign Setting.
• Knowledge (Sorcerer-Kings: Andropinis, Nibenay,
Oronis): No change.
Trade
• Law (Sorcerer-Kings: Andropinis, Hamanu, Lalali-
Puy, Nibenay, Tectuktitlay): Replace Summon Monster Sorcerer-Kings: Andropinis, Nibenay
IX spell with the Imprisonment spell.
• Magic (Sorcerer-Kings: Abalech-Re, Dregoth, Oronis): Granted Power: You may use detect thoughts once per day
No change. as a spell-like ability, affecting one target and lasting a
• Plant (Sorcerer-Kings: Lalali-Puy, Oronis): No change. number of minutes equal to your Charisma bonus. Activating
this power is a free action.
• Protection (Sorcerer-Kings: Andropinis, Daskinor,
Hamanu, Lalali-Puy, Oronis): No change. Spells
• Strength (Sorcerer-Kings: Hamanu, Tectuktitlay): No
change. 1. Message
• Travel (Sorcerer-Kings: Andropinis): No change. 2. Gembomb*
3. Eagle’s splendor
• Trickery (Sorcerer-Kings: Abalech-Re, Daskinor, 4. Sending
Nibenay): No change. 5. Fabricate
• War (Sorcerer-Kings: Abalech-Re, Hamanu, 6. True seeing
Tectuktitlay): No change. 7. Mordenkainen’s magnificent mansion
8. Mind blank
Templars also have access to the following new Domains: 9. Discern location

* Spell is described further in this chapter.


Charm
Special: This Domain is originally from the Forgotten
Sorcerer-Kings: Lalali-Puy Realms Campaign Setting.

Granted Power: You can boost your Charisma by +4 points


once per day. Activating this power is a free action. The Tyranny
power lasts for 1 minute.
Sorcerer-Kings: Daskinor, Hamanu, Tectuktitlay
Spells
Granted Power: Add +2 to the saving throw DC of any
1. Charm person compulsion spell you cast.
2. Calm emotions
Spells Level: Darkness 3
Casting Time: 1 Action
1. Command Range: Close (25’ + 5’ / 2 levels)
2. Enthrall Area: 20’ radius
3. Discern lies Duration: 1 Round / level (D)
4. Fear Saving Throw: Will negates or none (object)
5. Greater command Spell Resistance: Yes or no (object)
6. Geas / quest
7. Bigby’s grasping hand You create an area of total darkness. The darkness is
8. Mass charm impenetrable to normal vision and darkvision, but you can
9. Dominate monster see normally within the blacklit area. Creature’s outside the
spell’s area, even you, cannot see through it. You can cast the
Special: This Domain is originally from the Forgotten spell on a point in space, but the effect is stationary unless
Realms Campaign Setting. you cast it on a mobile object. You can cast the spell on a
creature, and the effect then radiates from the creature, even
if it moves. Unattended objects and points in space do not get
Undeath saving throws or benefit from spell resistance. Blacklight
counters or dispels any light of equal or lower level, such as
Sorcerer-Kings: Dregoth daylight. The 3rd level spell daylight counters or dispels
blacklight.
Granted Power: You gain the Extra Turning feat for free.
Special: This spell is originally from the Forgotten Realms
Spells Campaign Setting.

1. Detect undead
2. Desecrate Blood to Sand
3. Animate dead
4. Death ward Alteration
5. Circle of doom Level: Silt 6
6. Create undead Casting Time: 1 Action
7. Control undead Range: Touch
8. Create greater undead Area: 1 Target
9. Energy drain Duration: Instant
Saving Throw: Fortitude partial
Special: This Domain is originally from the Forgotten Spell Resistance: Yes
Realms Campaign Setting.
The victim must have blood, or a similar liquid, within him
that is required to survive. This hideous spell call upon the
9.6: New Divine Spell Descriptions power of the deep Silt Sea and alters the water and blood in
an individual’s body, converting into sand. The victim is
allowed a saving throw to escape the effect and survive.
Armor of Darkness Failure causes a majority of the blood in the victim to turn to
sand, causing immediate death. Those who succeed at their
Abjuration [Darkness] saving throw take 6d8 points of damage. Further, the target’s
Level: Darkness 4 lungs fill with choking sand, and the target spends 2 rounds
Casting Time: 1 Action helpless while he coughs it out. After the initial coughing
Range: Touch seizure, the individual is dazed for 1 round.
Area: 1 Target
Duration: 10 Min. / level Special: This is a modified form of the Blood to Sand spell
Saving Throw: Will negates (harmless) from Endless Sands: Arabian Adventures.
Spell Resistance: Yes (harmless)

The spell envelops the warded creature in a shroud of Breathing


flickering shadows. The shroud can, if the caster desires,
conceal the wearer’s features. In any case, it grants the target Transmutation
a +3 deflection bonus to Defense plus an additional +1 for Level: Drd 3, Silt 3
every for caster levels (max. +8). The target can see through Casting Time: 1 Action
the armor as if it did not exist and is also afforded darkvision Range: Touch
with a range of 60’. Finally, the subject gains a +2 saving Area: 1 Target / level
throw bonus against any holy, good, or light spells and Duration: 2 Hours / level
effects. Undead that are the subject of the spell also gain +4 Saving Throw: Will negates (harmless)
turn resistance. Spell Resistance: Yes (harmless)

Special: This spell is originally from the Forgotten Realms The transmuted creatures can breathe freely regardless of
Campaign Setting. being submerged in silt or earth. Divide the duration evenly
among all targets touched. The subjects can breathe normally
in silt-filled air (commonly known as the gray death), but
Blacklight otherwise get no benefits against inhaled poisons or gaseous
contact poisons of any sort.
Evocation [Darkness]
Special: This is a modified form of the Breathing spell from You can hurl one darkbolt for every two caster levels you
Dark Sun 3. have (maximum seven bolts). You can hurl all the bolts at
once, or you can hurl one bolt per round as a free action,
starting on the round you cast the spell. You do not have to
Curse of the Black Sands hurl a bolt every round, but if you don’t hurl the bolt you
were entitled to that round, it is lost. If you hurl all the bolts
Transmutation at once, all your targets must be within 60’ of each other. A
Level: Silt 5 darkbolt deals 2d8 points of damage to a living creature, and
Casting Time: 1 Action the creature is dazed for 1 round unless it makes a Will save
Range: Close (25’ + 5’ / 2 levels) (a creature struck by mulitple bolts during the same round is
Area: 1 Target dazed for a maximum of 1 round, no matter how many times
Duration: 1 Day / level it fails its saving throws). Undead take no damage, but are
Saving Throw: No dazed if they fail their saving throw.
Spell Resistance: Yes
Special: This spell is originally from the Forgotten Realms
When this curse is cast, the target leaves black, oily Campaign Setting.
footprints in the earth or silt. The prints are easily tracked,
and cannot be erased or destroyed until the spell expires.
They can be covered, but not by earth. A giant leaf, for Destroy Water
example, could hide a few footprints, but this would be a
temporary fix at best. If the victim flies or takes to the trees, Level: Silt 1
he can avoid the spell’s effects until he comes down again. In
silty areas, a black stream resembling a slow current will As the spell create water, but it destroys water only; the spell
follow the cursed character whenever he is in contact with does not create water.
the surface. This includes wading or walking on top of the
silt by a spell or other magical means. It would not effect
those who fly or teleport. Should you cast several of these Earth and Fire
spells on multiple targets, you will be able to tell the various
trails apart, even if they should cross or overlap. The trail Evocation (Earth, Fire)
disappears when the spell expires. Level: Magma 6
Casting Time: 1 Action
Special: This spell is originally from Dark Sun 3. Range: 40’
Area: Cone
Duration: Instant
Curse of the Choking Sands Saving Throw: Reflex half
Spell Resistance: Yes
Level: Silt 4
Casting Time: 1 Action This spell calls forth the fury of the earth and fire kami. The
Range: Close (25’ + 5’ / 2 levels) result is an impressive blast of magma that erupts from the
Area: 1 Target round at your command. Anything caught in the blast takes
Duration: 1 Day / level 6d10 damage and is knocked prone. A successful Reflex save
Saving Throw: Will negates halves the damage and prevents the knockdown.
Spell Resistance: Yes
Special: This spell is originally from Way of the Shugenja.
The unfortunate victim of this curse is unable to drink water
for the duration of this spell. When he puts a container to his
lips, the water inside turns to sand, usually pouring down the Gembomb
unfortunate victim’s throat. If the victim hasn’t died from
dehydration when the spell ends, he may begin to drink Conjuration (Creation) [Force]
normally. Of course, everything that had turned to sand Level: Trade 2
remains sand. The spell terminates if the cursed person is Casting Time: 1 Action per bomb
completely immersed in water, and can also end spells that Range: Touch
end other divine curses. Area: Up to 5 gems worth at least 1 cc each
Duration: 10 Minutes / level or until used
Special: This spell is originally from Dark Sun 3. Saving Throw: Reflex half
Spell Resistance: Yes

Darkbolt Gembomb converts up to 5 gems into bombs you (and only


you) can lob at enemies. You must hold the gems in your
Evocation [Darkness] hand when casting the spell. Together, the bombs are capable
Level: Darkness 5 of dealing 1d8 points of force damage per caster levels
Casting Time: 1 Action (maximum of 5d8), divided up among the gems as you wish.
Range: Medium (100’ + 10’ / level) You can toss the bombs up to 100’ with a range increment of
Area: 1 Ray / 2 levels (max. 7) 20’. A ranged touch attack is required to strike the target. A
Duration: Instant gembomb blasts its target with a rainbow-colored shower of
Saving Throw: Will partial magical force. A creature struck by a gembomb can attempt a
Spell Resistance: Yes Reflex save for half damage. Tossing a single gembomb
counts as a single attack for you.
You unleash beams of darkness from your open palm. You
must succeed at a ranged touch attack to strike your target.
Special: This spell is originally from the Forgotten Realms Transmutation
Campaign Setting. Level: Magma 5
Casting Time: 1 Action
Range: Close (25’ + 5’ / 2 levels)
Glass Storm Area: 1 Target
Duration: 1 Round / level
Evocation Saving Throw: Fort negates (harmless)
Level: Silt 9 Spell Resistance: Yes
Casting Time: 1 Round
Range: Medium (100’ + 10’ / level) Dark red flames flicker across the target’s skin, which takes
Area: on sharps features and the hardness of stone. The target gains
Duration: 1 Round / level a +5 natural armor bonus, and anyone who touches the target
Saving Throw: Special takes 1d8 fire damage. This also applies to the target’s
Spell Resistance: No unarmed attacks, and he may make unarmed attacks as if
armed. In addition, the target gains fire resistance equal to
This powerful version of the sand spray spell not only lifts twice your caster level.
and separates tiny crystal shards from sand or silt, it creates
100 mph wind to propel them. The particles whip about the Special: This spell is originally from Way of the Shugenja.
storm’s area, leaving a 5’ radius eye where you and your
companions can stand unharmed. Creatures and unattended
objects take 2d8 points of damage per round until they leave Sand Spray
the path of the storm. All unprotected flames in the area are
extinguished. All ranged normal weapon attacks are Evocation
impossible in the spell’s area of effect; ranged siege attacks Level: Silt 6
suffer a –10 penalty to attack rolls. Any creature inside the Casting Time: 1 Action
area of effect is effectively blind, in addition to the obvious Range: Close (25’ + 5’ / 2 levels)
effects, all Alertness and Search checks are impossible and Area: Cone area extending to range
creatures caught in the area must make Reflex saves, or face Duration: Instant
the following effects based on their size: Saving Throw: Reflex half
Spell Resistance: Yes
Medium-sized or smaller creatures are blown into the wind.
Large creatures are knocked down. This malicious evocation causes small glassy particles of
Huge creatures are checked. sand or silt to spray into an opponent’s eyes. Creatures within
Gargantuan and larger creatures are not affected further than the area of effect are sprayed by the slivers and must make a
the spell’s initial description. Reflex save. Failure indicates that they are blinded for 1d6
minutes, and takes 2d6 points of nonlethal damage. and 2d6
Special: This spell is originally from Dark Sun 3. points of piercing damage. A successful Reflex save halves
this damage, and blinds the target for 1 round. Note that this
spell does not create tiny shards; sand or silt must be within
Lava Spikes range for this spell to take effect.

Conjuration (Creation) Special: This spell is originally from Dark Sun 3.


Level: Magma 7
Casting Time: 1 Action
Range: Close (25’ + 5 / 2 levels) Sand Traps
Area: 1 Creature / 3 levels
Duration: 1 Round / 3 levels Enchantment
Saving Throw: Reflex negates Level: Silt 8
Spell Resistance: Yes Casting Time: 1 Minute
Range: Medium (100’ + 10’ / level)
With the casting of this spell, spikes of red hot stone leap up Area: 400’ radius + 40’ / level
from the earth to cage creatures within 10’ of the ground’s Duration: 1 Day / level
surface. The cage deals 13d6 points of damage; 3d6 is impact Saving Throw: Reflex partial
damage, 10d6 is fire damage. The stones then immediately Spell Resistance: Yes
cool and hold the creature in place. Creatures held by the
stones are considered pinned but benefit from cover. The This spell allows you to entrap an area of sand up to 400’ +
stones hold the creature until the end of the spell’s duration, 40’ per level in radius. You must designate a 30’ radius
after which they become brittle and crumble away to nothing. “trigger area” somewhere within the larger area. When a
Creatures held by the stones can break free with a successful creature sets foot inside the trigger area, the trap is sprung,
Strength check (DC 35) or wriggle out with a successful and all of the entrapped area is affected with one of the
Escape Artist check (DC 30). Should other creatures attempt following effects (caster’s choice):
to free a trapped creature, treat the spikes as 1’ thick masonry
wall. Creatures that make successful Reflex saving throws • Drum Sand: Every footstep taken within the entrapped
avoid the spell entirely. area of sand is amplified so loudly that it can be heard
for miles, typically attracting predators.
Special: This spell is originally from Dragon #294.
• Sand Spikes: Treat the entire entrapped area as though
affected by the spike stones spell.
Mountain’s Wrath
• Slip Sand: The entire area of sand becomes difficult to
travel. In game terms, treat the area as if affected by the
grease spell.

Special: This spell is originally from Dark Sun 3.

Storm Legion

Conjuration (Teleportation)
Level: Drd 9, Rain 8
Casting Time: 1 Minute
Range: Medium (100’ + 10’ / level)
Area: Personal + 5 HD / level
Duration: 1 Hour / level
Saving Throw: No
Spell Resistance: No

This spell allows you to transport willing corporeal creatures


via a natural storm system. The storm may not be created
magically; it must be a natural storm such as a dust storm,
sandstorm, windstorm, or lightning storm produced by
natural weather. Note that Tyr-storms are magical in origin
and cannot be used to affect a storm legion. Living and
undead creatures may be transported as long as they are both
willing and corporeal. As you cast the spell, the storm
dissolves the subjects of the spell and all of the possessions
they were carrying. Only you retain consciousness, and
control the storm’s direction. The storm moves at 8d6 miles
per hour, and cannot be affected by any weather-affecting
magic, including another storm legion spell. Once over the
desired target, or if the storm legion is dispelled, the caster
and the army begin to rain down from the sky as fragments of
bone, tissue, and blood. This lasts for 10 rounds, as the
fragments rain down and reassemble into the transported
creatures, including the caster. Any attack on an incomplete
body during these 10 rounds is considered a coup de grace.

Special: This spell is originally from Dark Sun 3.


Chapter 10: Of Akashik Magic
10.1: How Akashik Magic Works Spell effects occur in levels, ranging from 0 (simple tasks,
often referred to as cantrips, that even trainees can
The Akasha is made up of two complementary energies: accomplish) to 9th (the highest level spell a channeler can
himsa, the male half, and ahimsa, the female half. Only normally cast) and beyond (with the help of magical items,
women can touch and use ahimsa, and only men can feel overchanneling, and linking). Some spells do only a specific
himsa. In fact, in general women cannot even detect the thing, and thus have only 1 level. The bond Guardian spell,
presence or use of himsa, nor can men feel ahimsa. The for instance, is a 5th level spell. Most spells, however, have
methods by which the two halves are manipulated in casting varying levels of effect that depend upon the power that the
spells are so different that men and women cannot even teach caster chooses to use. Such spells have multiple levels. A
other in the use or properties of each others’ powers. channeler can choose the level at which he casts the spell,
However, the same following basics apply to each. based on the effect he wants to achieve and the limits of his
capabilities. The level that the caster chooses is the “casting
Himsa and ahimsa are visible forces to those who can level” for that casting of the spell.
channel. When a woman draws upon ahimsa, an aura of its
power grows around her, visible to other female channelers. Generally speaking, a channeler can learn any spell within
A male channeler cannot see himsa gathering around another his Talents. He can only learn and cast relatively low-level
male channeler, but he can feel that the other connects with spells in Talents he doesn’t have, however, depending upon
the Akasha (within 15’ or less). his class. Orphans can cast spells at 0 level, 1st level, and 2nd
level in Talents they don’t have. Magi can only cast 0 level
Arcane Spells & Akashik Spells spells outside of their Talents.

For the purposes of game mechanics between traditional d20 Himsa and ahimsa are different forces, and the way in which
rules and the Dark Sun: The Age of Tao setting, the term men and women handle the Akasha is different. The way in
“arcane” when applied to magic and the term “Akashik” are which a man casts a certain spell, using himsa, is different
interchangeable unless ruled otherwise. from how a woman casts the same spell using ahimsa.
Nonetheless, the spells are identical for all practical purposes;
The Five Pillars they have the same requirements, limitations, and effects.

The Akasha consists of five different elemental energies: Air, Lost & Rare Spells
Earth, Fire, Water, and Spirit. Together, the five elements are
often referred to as the Five Pillars, although the Villichi In the centuries that have passed since the rise of the Dragon
usually scorn that term. When a user channels the Akasha, he and the Sorcerer-Kings, some spells and even Talents have
or she gathers strands of these energies, sometimes drawing faded from the memories of most channelers. Most spells are
up just one of them, and sometimes (especially in powerful common, known by many channelers and can easily be
or intricate spells) combining three, four, or even all five of learned or figured out by others. Some spells are rare; they
them. The strands, invisible to normal people, dance in the air are all but forgotten, with only a handful of channelers
before the caster, who weaves them together into a spell, a knowing how to cast them. Still others are lost. They have
specific pattern he knows. When the weaving of the spell is disappeared from use and are so complex that or dangerous
complete, the magical effect takes place. that no one can figure out how to replicate them. These are
closely held secrets of the Sorcerer-kings and their allies, but
Not all channelers are equally adept with each of the Five the fall of Tyr and the rise of Sadira and other free sorcerers
Pillars; each channeler has an Affinity with one or more of in the past decade has returned some of those lost secrets to
these elemental energies. A channeler who has an Affinity the world.
with Air and Spirit works more efficiently when casting
spells that require only weaving Air, Spirit, or both. When A channeler can learn any common spell (subject to normal
attempting to cast a spell that uses another element, he will limitations), but can only learn a rare spell by observing it
be less efficient, and if the spell requires only energies he has cast by another channeler. An orphan cannot learn rare spells
no affinity for, he will be at an even greater disadvantage. by “figuring them out”. Rare spells are not commonly
encountered or taught by any of the traditions, making it hard
Like himsa and ahimsa, the elemental strands are visible to to find a channeler who knows one. Those who know such
those who can manipulate them. A female channeler can see powerful and rare spells often guard them jealously.
strands of the Five Pillars as they are drawn and woven by
another female channeler, and a man can see those Lost spells are just that: lost. Occasionally, a channeler
manipulated by another male channeler. survives an encounter with a Sorcerer-King’s agent or other
ancient magic-user, coming away from the experience having
Talents & Spells observed and learned a lost spell. Other than that, or perhaps
learning a lost spell from Sadira herself, there is simply no
In addition to Affinities, channelers also develop Talents. A known way to learn a lost spell.
Talent is a set of related spells, such as the Dragon’s Breath
or Cloud Dancing Talent. Some Talents are composed of 10.2: Casting Akashik Spells
several spells, covering a wide range of magical effects.
Others have a narrow scope, consisting of only a few very An understanding of the Akasha allows the caster to grasp
specific spells. the immense potency of the Five Pillars. Spells let them put
that power to use. Spells are like formulas, or weaves;
methods by which the Akasha is used to achieve spectacular Spells are made out of the strands of the Five Pillars, drawing
effects. upon himsa and ahimsa. As such they are visible to the
caster, and to other channelers of the same gender, although
Embracing the Akasha they are invisible to non-channelers or channelers of the
opposite sex. When a channeler casts, holds, or ties off a
The first step in wielding Akashik magic is embracing the spell’s weave, channelers of the same gender can see not only
Akasha, the One Soul. A channeler opens himself to the the spell’s effects, but the ghostly image of the spell’s weave
Akasha, allowing it to flow into and through him. This is a itself for its entire duration.
full-round action. Once he has embraced the Akasha, he
maintains it until he chooses to let it go. He does not have to Holding a Spell’s Weave
cast a spell immediately, and he does not have to embrace the
Akasha again after he casts a spell. Until he releases it, he Once the caster has determined what the spell effected and
remains connected to the Akasha. how, he needs to know how long the spell will last. If the
spell is “Instant”, then effects occur immediately and then the
It may be tempting to hold onto the embrace permanently, spell ends, even if the effects of the spell, such as damage,
but there are some disadvantages. For starters, embracing the are longer lasting. Other spells have a duration of
Akasha creates a glow of ahimsa around female channelers. “Concentration”, meaning the spell continues for as long as
This is invisible to most people, but channelers of the same the caster maintains his concentration on holding its weave.
gender (and some monsters) can see this glow. They may be Doing so does not provoke an attack of opportunity.
able to sense her from a distance, and they know that she is Anything that could break his concentration when casting a
ready to channel at a moment’s notice. Additionally, a spell can also disrupt his concentration when holding its
channeler cannot rest while holding the Akasha. He cannot weave. He doesn’t have to continue to see the weave to
sleep, recover from fatigue, or heal hit points. concentrate on it. The channeler can’t cast another spell
while holding the first spell’s weave, unless he has the
Finally, it is addictive. Most channelers find themselves Multiweave Feat.
becoming uncomfortable if they embrace the Akasha too
frequently, fearing to become dependant on their powers to 10.3: Male Channelers
the point of addiction. While this may have no mechanical
game effect on female channelers, the GM may, at his Men who use Akashik magic are far more rare than their
discretion, increase the madness points of male channelers if female counterparts, even though the male half of the
they embrace the Akasha to frequently. Akasha, himsa, is perhaps a little more potent. This is
primarily because men who use Akashik magic are at a
Casting the Spell constant risk for insanity. This is due to an ancient battle,
long forgotten by most Athasians, where it is believed the
Once he has embraced the Akasha, the caster chooses a spell Dragon of Athas itself tainted the male half of the Akasha. It
to cast. It must be a spell he knows, and he must be able to is an oily, rancid feeling that greets those who grasp for
cast spells of that level or lower (unless he overchannels). He himsa, a malevolent force known as the Dragontaint.
must also have a slot available at that level. The orphan and
mage class descriptions show how many spells of each level
you can cast per day. He always has the option of filling a • Potency: Every male channeler gains five bonus
higher level spell slot with a lower level spell. For instance, a Akashik spells: one each of 1st, 2nd, 3rd, 4th, and 5th level.
7th level mage has at least one 4th level spell slot and two 3rd These are the same as bonus spells gained by high
level spell slots. The mage could choose to use a 4th level slot ability scores, and can only be used when the caster is
to cast a 3rd level spell, if he had already used up his 3rd level of high enough level to cast them.
slots and wanted to still cast a 3rd level spell. Note that a • Block: Male orphans can gain the Eliminate Block feat
channeler who lacks a high enough ability score to cast spells at 1st level, instead of having to wait until 3 rd level,
that would otherwise be his due still gets the slots, but must effectively beginning the game with no block at all.
use them for lower level spells. For example, a 9th level mage • Madness: All male Akashik magic-users have madness
who has an intelligence of only 14 cannot cast a 5th level points. This rating is the result of a 1d6 roll per caster
spell, but can use the 5th level spell slot to cast a 4th level level in Akashik magic-using classes. Every time the
spell. male character gains a new level in an Akashik magic-
using class, roll another 1d6 and add the result to his
Next, check the Affinities associated with the spell. In most number of madness points. Overchanneling through
cases he will have one or maybe more, but not all, of the preserving also gives a male channeler a madness point
Affinities. If so, cast the spell according to its listed level. If each time, just like overchanneling through defiling
he has all of the listed Affinities, count the spell as being one does to both genders. A male channeler also gains a
level lower than its listed level. If he has none of the required madness point every time he uses Yin Tao, just like any
Affinities, count the spell as being one level higher than its other character.
listed level. If that makes it too high a level for him to cast,
then the channeler cannot cast that spell.
10.4: Linking
Many spells can be cast at varying levels, with differing
Linking is a method by which channelers can magnify their
effects at different levels. The caster must decide on the level
abilities. Linking involves two or more channelers working
of the spell before he casts it, as well as all other pertinent
together, gathering their power for a single spell. One of the
decisions (range, area, effect, version, etc.). To cast a spell,
channelers leads the group, and one of them (usually the
he must be able to see the target of its effects, in most cases,
same person, but not necessarily the same one) casts the
or specify a line of effect. Additionally, he must concentrate
spell. This allows the caster to increase the level of the spell
to cast the spell, and its hard to concentrate in the midst of
slot used for the spell. For example, a caster in a link of seven
battle.
channelers can cast a 7th level spell using a 5th level spell slot.
Concentration Overchanneling Fortitude
To link, the channelers gather in a circle, touching their Check DC Attempt Save
hands together so that each is in contact with the group.
Circle members can be of any level or class, so long as they 15 0 level spell, 15
can channel. The circle must always include women (men
alone cannot link), and with the exception of a one man / one no slots left
woman circle, or a two men / two women circle, must always 20 1st level spell, 25
include more women than men. If the circle has thirteen or no slots left
fewer members, it may be made up solely of women, but if 25 2nd level spell, 35
more than thirteen are to be involved, at least one must be a no slots left
man. The following table gives the minimum and maximum 20 Spell is 1 level 15 + spell level
numbers of men required for circles of up to seventy-two
channelers, the absolute maximum. higher than slot
25 Spell is 2 levels 25 + spell level
Circle Min. # Max. # Additional higher than slot
Size of Men of Men Levels 30 Spell is 3 levels 35 + spell level
higher than slot
2-3 0 1 +1
4 0 2 +1 If the caster succeeds at the Fortitude save, he is unharmed
by his attempt to overchannel. If you fail, the result depends
5-6 0 ½ total or less +1 on how badly he fails the roll by subtracting the saving throw
7-13 0 ½ total or less +2 from the DC.
14-27 1 ½ total or less +3
28-36 2 ½ total or less +4 • 1-5: The channeler suffers a severe headache and
37-45 3 ½ total or less +5 overwhelming fatigue. As a result, he suffers a –1
46-54 4 ½ total or less +6 penalty to all skill and ability checks, attack rolls, and
55-63 5 ½ total or less +7 saves. He recovers when he is able to rest for at least 6
64-72 6 ½ total or less +8 hours.
• 6-10: The channeler suffers a severe headache and
In a one man / one woman circle, any circle of thirteen or overwhelming fatigue. As a result, he suffers a –2
fewer channelers that contains two or more men, or a circle penalty to all skill and ability checks, attack rolls, and
of seventy-two channelers, the leader must be a man. In all saves. Also, he takes 1d6 points of damage and cannot
other cases, the leader may be a man or a woman. overchannel again until he recovers. He recovers when
he is able to rest for at least 6 hours.
Each member of the circle embraces the Akasha and makes a • 11-15: The channeler suffers a severe headache and
Concentration check. If all the participants succeed, the overwhelming fatigue. As a result, he suffers a –3
group is linked, and the caster can cast the intended spell or penalty to all skill and ability checks, attack rolls, and
spells. If one or more participants fail, the group does not saves until he recovers. He recovers when he is able to
link. A linked circle remains linked until the leader becomes rest for at least 6 hours. Also, he takes 2d6 points of
distracted or chooses to break the link. damage and cannot channel at all for 24 hours.
• 16-20: The channeler suffers a severe headache and
10.5: Overchanneling overwhelming fatigue. As a result, he suffers a –4
penalty to all skill and ability checks, attack rolls, and
The limits to the number and level of spells a channeler can saves until he recovers. He recovers when he is able to
cast per day are not absolute. Any channeler may attempt to rest for at least 6 hours. Also, he takes 3d6 points of
cast additional spells, or higher level spells, beyond those damage and cannot channel at all for 48 hours.
allowed by his level and bonuses. You can only overchannel
if you cannot cast the same spell without overchanneling.
• 21-25: The channeler suffers a severe headache and
overwhelming fatigue. As a result, he suffers a –5
You must always use your highest spell slot when
penalty to all skill and ability checks, attack rolls, and
overchanneling. There are two ways of overchanneling:
saves until he recovers. He recovers when he is able to
Preserving & Defiling.
rest for at least 6 hours. Also, he takes 4d6 points of
damage and cannot channel at all for 2 weeks.
Preserving
• 26+: The channeler is “stilled”, completely unable to
To overchannel by preserving, you draw on your internal channel. Also, he suffers a –6 penalty to all skill and
reservoirs of strength and drink more deeply of the Akasha ability checks, attack rolls, and saves until he recovers
pouring through you than is normally safe. Make a and takes 4d6 points of damage. He recovers when he is
Concentration check. The DC depends on what the caster is able to rest for at least 6 hours.
attempting to do. If the caster succeeds on his check, the spell
is cast as intended. If the check fails, the spell doesn’t work, Defiling
and the caster must make a Fortitude saving throw. The
check and saving throw DC’s are per the table below. Defiling is a way of overchanneling that uses the Tao to
reach out and draw power from the life-force of the land
around you. It is a method that is safer for the channeler in
the short-term, but more dangerous in the long-term. You
Preserving & Defiling Table
must have the Sense Tao feat to defile. Any attempt to defile
gains you a madness point, regardless of your gender, and
regardless of your success or failure.
Make a Concentration check. The DC depends on what the 3-12 Wall of Fire: Creates a wall of fire.
caster is attempting to do. If the caster succeeds on his check, 1 Wand of Fire: Imbues a rod with fire.
the spell is cast as intended. If the check fails, the spell
doesn’t work, and the caster must make a Madness check. Earth Singing Talent
The check and saving throw DC’s for the Concentration
check are the same as those on the Preserving & Defiling Level Spell
Table. The defiling caster does not suffer the fatigue results
that a preserving overchanneler does. 2-7 Acid Splash: Hurls an orb of acid.
0-3 Earth Delving: Locates nearby mineral deposits.
Whether the spell fails or succeeds, the land immediately 7-12 Earthquake: Creates a localized earthquake.
surrounding the caster becomes defiled. From the mightiest 3-7 Earth Tentacles: Tentacles of earth seek to entangle.
tree to the tiniest lichen, every bit of nonsentient vegetation 1-6 False Wall: Creates a wall out of the air.
in the immediate area is reduced to a gray, sooty ash. The 0-4 Grenade: Imbues a stone with explosive potential.
land is sterile and won’t sustain life for decades or even 3 Keen Edge: Makes a weapon magically keen.
centuries afterward. The radius of this destructive effect 6-13 Meteor Strike: Hurls burning meteors.
depends upon two factors: the amount of vegetation around 3 Move Earth: Moves earth to another location.
and the casting level of the spell. The Defiling Range Table 0-2 Polish: Eliminates tarnish and rust.
describes the defiling radius. 8 Repel Stone: Pushes stone and even metal away.
4-6 Riven Earth: Rends the earth nearby.
If you cast another spell using defiling in an already defiled 3-8 Spike Stones: Traps an area with stony spikes.
area, add the radius of the previous defilement to half the 3-8 Stone Shape: Shapes stone into other forms.
new radius to figure out how much land is completely
defiled. Calculate the new radius as if the old vegetation were Gilgul Talent
still there. This actually creates a larger amount of defiled
area because you are essentially “attacking an open wound.” Level Spell

Defiling Range Table 6 Sever: Destroys the ability to channel.

Illusion Talent
Terrain Vegetation Radius Defiled
Level Spell
Lush (forest, garden) Casting level x 1’
Abundant (grassland, active farmland) Casting level x 5’ 0 Arcane Mark: Marks an object or person with a rune.
Fertile (scrubland, inactive farmland) Casting level x 10’ 2 Blur: Blurs the outline of a subject.
Infertile (rocky badland, bare mountains) Casting level x 30’ 1-3 Color Spray: Creates a cone of vivid color.
1-4 Darkness: Creates an area of magical darkness.
Barren (sand wastes, salt flats) Casting level x 50’
1-4 Disguise: Alters the target’s appearance.
3 Distant Eye: Allows limited clairvoyance.
1 Eavesdrop: Allows limited clairaudience.
10.6: Akashik Spell List by Talent 1-4 Folded Light: Creates an invisibility screen.
0-4 Ghost Sound: Creates illusory sounds.
Battlemage Talent 2-5 Invisibility: Makes a person invisible.
0-2 Mirror of Mists: Increases caster’s size and stature.
Level Spell 0-1 Voice of Power: Increases voice projection.
2-3 Rainbow Pattern: Creates fascinating colored lights.
2-4 Fiery Sword: Creates a weapon of flame.
1 Mage Armor: Creates a personal force-field. Magefire Talent
5-9 Mage Hand: Creates a hand of force.
7 Mage’s Sword: Creates a floating sword of force. Level Spell
1-5 Magic Weapon: Gives a magic bonus to weapons.
0-3 Light: Creates a globe of light.
Conjunction Talent 1-5 Magic Missile: Creates a missile of magical force.

Level Spell Rain Dancing Talent

5 Bond Guardian: Bonds another to the caster. Level Spell


8 Create Tree of Life: Creates a Tree of Life.
7 Pass Bond: Pass a “bonded guardian” to another. 0-7 Current: Alters the current of body of water.
0-4 Trace: Senses the nearness or passage of a target. 1 Dry: Cleanses an object of water.
0-3 Foretell Weather: Senses forming weather patterns.
Dragon’s Breath Talent 5-9 Lightning: Summons lightning bolts from the sky.
3 Move Water: Causes water to move.
Level Spell 2-8 Summon Fog: Summons a dense, concealing fog.
1 Water Walk: Allows travel over water.
1-5 Blade of Fire: Creates a cutting torch.
0-6 Create Fire: Creates or enhances a fire. Sand Shaper Talent
7-9 Cutting Lines of Fire: Creates whips of flame.
2-6 Fireball: Fires a missile of fire. Level Spell
4-7 Immolate: Causes a target to burst into flame.
7-12 Incendiary Cloud: Creates a burning cloud. 1 Burning Sands: Makes sand combustible.
3-9 Sandspray: Causes a sandspray to erupt. Casting Time: 1 Action
4-12 Sandstorm: Creates a raging sandstorm. Range: Close (25 ft. + 5 ft./2 levels)
6-11 Silt Tides: Alters the tides of the Silt Sea. Area: 1 Target
2 Silt Walk: Allows travel over loose earth & Duration: Instant
Saving Throw: No
Sky Walking Talent Spell Resistance: No

Level Spell You fire an orb of acid at the target. You must succeed on a
ranged touch attack to hit your target. For every three caster
1 Animate Rope: Animates a length of rope. levels (to a maximum of 18th), the acid, unless somehow
0-12 Arms of Air: Lifts things into the air. neutralized, lasts for another round, dealing the same dice of
0-3 Cool: Alters the local temperature. damage in that round. The damage of the initial attack
5 Fly: Grants the ability of flight. depends upon the casting level of spell.
0-5 Harden Air: Immobilizes those in an area.
0-7 Harness the Wind: Conjures a light or strong wind. Level Damage
0-4 Tool of Air: Creates a simple tool.
8 Whirlwind: Creates a destructive cyclone.
2 1d4 + Caster level
0-3 Whispering Wind: Sends a whispered message.
2-12 Wind Wall: Creates a wall of howling wind. 3 2d4 + Caster level
4 3d4 + Caster level
Travelling Talent 5 4d4 + Caster level
6 5d4 + Caster level
Level Spell 7 6d4 + Caster level
7-11 Bridge Between Worlds: Open Dreamrealm gateway.
Special: This is a modified form of the Acid Arrow & Acid
4-8 Create Gateway: Creates travelling gateway.
Splash spells from the Player’s Handbook.
4-8 Skimming: Allows travel in “place between places”.

Warding Talent
Alarm
Level Spell
Talent; Affinities: Warding; Air, Earth, Spirit
Level: 0-9
0-9 Alarm: Wards area, alerting you to those passing.
Casting Time: 1 Round
1-10 Barrier to Sight: Dome that obscures the area.
Range: Close (25 ft. + 5 ft./2 levels)
0-9 Circle of Silence: Creates a dome that obscures sound.
Area: Special
1-11 Dream Shielding: Protects the dreams of those in area.
Duration: Concentration
3-5 Fire Trap: Traps an area with flame.
Saving Throw: No
4-12 Master Ward: Creates a dome impervious to damage.
Spell Resistance: No
2-4 Seal: Traps a container.
3-7 Shield: Blocks a user’s connection to the Akasha.
Alarm sounds a mental or audible alarm each time a creature
1-7 Ward Against Elements: Wards vs. elemental damage.
of Tiny or larger size enters the warded area or touches it. A
3-12 Ward Against Magic: Dome impervious to magic.
mental alarm alerts you (and only you) so long as you remain
2-11 Ward Against People: Creates a barrier to passage.
within 1 mile of the warded area. You note a single mental
4 Ward Bore: Penetrates wards.
“ping” that awakens you from normal sleep but does not
otherwise disturb concentration. Ethereal or astral creatures
do not trigger the alarm.
10.7: Akashik Spell Descriptions
+1 Casting Level: An audible alarm produces the sound of a
Each spell lists its name first, with any associated subtypes hand bell, and anyone within 60’ of the warded area can hear
listed in parenthesis. If it is a rare or lost spell, this also will it clearly. Reduce the distance by 10’ for each interposing
be noted within parenthesis; otherwise it is assumed to be a closed door and by 20’ for each substantial interposing wall.
common spell. Spellcasters should be aware that some spells In quiet conditions, the ringing can be heard faintly as far as
may be known by different names in different areas, even if 180’ away. The sound lasts for 1 round. Creatures within a
the weave is the same. One channeler, for instance may know silence spell cannot hear the ringing.
the Warmth spell as Comfort of the Hearth, even though the
two spells function exactly the same. All associated Talents +1 Casting Level: A creature that speaks the password
& Affinities are listed separately; each Akashik spell is (determined by you at the time of casting) does not set off the
assumed to have a subtype identical with its Affinities, and alarm.
will not list such things separately. Thus, a spell with the Fire
subtype and the Fire Affinity will only have the Fire Affinity Level Area Radius
listed with its Affinities and will not have Fire listed in
parenthesis next to the spell’s name. Akashik spells follow all
the standard d20 rules for Casting Time, Range, Area, & 0 5’
Saving Throws. 1 10’, small room
2 25’, large room
3 50’, moderate-sized building
Acid Splash 4 150’, large building
5 300’, very large building
Talent; Affinities: Earth Singing; Earth, Water
Level: 2-7 6 750’
7 1,500’ arcane mark. A read magic spell reveals the words, if any.
8 1 Mile The mark cannot be dispelled, but it can be removed by the
caster or by an erase spell. If an arcane mark is placed on a
9 5 Miles
living being, normal wear gradually causes the effect to fade
in about a month. The arcane mark cannot be larger than 1
Special: This is a modified form of the Alarm spell from the square foot.
Player’s Handbook.
Special: This is a modified form of the Arcane Mark spell
from the Player’s Handbook.
Animate Rope

Talent; Affinities: Sky Walking; Air, Earth Arms of Air


Level: 1
Casting Time: 1 Action Talent; Affinities: Sky Walking; Air
Range: Medium (100 ft. + 10 ft./level) Level: 0-12
Area: 1 Ropelike object Casting Time: 1 Action
Duration: Concentration Range: Medium (100’ + 10’ / level)
Saving Throw: No Area: Special
Spell Resistance: No Duration: Concentration
Saving Throw: No
You can animate a nonliving ropelike object, up to 50’ + 5’ Spell Resistance: No
per caster level (maximum 150’). The maximum length
assumes a rope with a 1-inch diameter. Reduce the maximum You lift a single item or creature through the air. Depending
length by 50% for every additional inch of thickness, and upon the version selected, the spell can be used to move
increase it by 50% for each reduction of the rope’s diameter items with a gentle sustained force or hurl them with a single,
by half. The possible commands are “coil” (form a neat, violent throw.
coiled stack), “coil and knot,” “loop,” “loop and knot,” “tie
and knot,” and the opposites of all of the above (“uncoil,”
and so forth). You can give one command each round as a • Sustained Force: The weight of the target varies with
move action, as if directing an active spell. The rope can the casting level, but any item or creature can be moved
enwrap only a creature or an object within 1 foot of it (it does vertically, horizontally, or both. If the spell ends while
not snake outward) so it must be thrown near the intended the subject is in midair, it falls. You can manipulate the
target. Doing so requires a successful ranged touch attack roll object as if with one hand, although delicate maneuvers,
(range increment 10 feet). A typical 1- inch-diameter hemp such as untying simple knots, requires an Intelligence
rope has 2 hit points, AC 10, and requires a DC 23 Strength check against a DC set by the GM.
check to burst it. The rope does not deal damage, but it can • Violent Throw: Alternatively, you may hurl an item at a
be used as a trip line or to cause a single opponent that fails a target within 10’ per level of the item’s original
Reflex saving throw to become entangled. A creature capable location. You must succeed at an attack roll to hit your
of spellcasting that is bound by this spell must make a DC 15 target, using your Base Attack Bonus + your
Concentration check to cast a spell. An entangled creature Intelligence modifier. Weapons cause standard damage
can slip free with a DC 20 Escape Artist check. The rope (with no Strength bonus). Other objects cause damage
itself and any knots tied in it are not magical. This spell ranging from 1 point per 25 lbs. (for less dangerous
grants a +2 bonus on any Use Rope checks you make when objects like a barrel) or 1d6 per 25 lbs. (for hard, dense
using the transmuted rope. objects like a boulder) . You may throw creatures in
this manner. A creature thrown against a solid surface
Special: This is a modified form of the Animate Rope spell takes damage as if it had fallen 10’ (1d6 damage).
from the Player’s Handbook.
Level Weight (lbs.)

Arcane Mark
0 5
Talent; Affinities: Illusion; Air, Fire, Spirit 1 25
Level: 0 2 100
Casting Time: 1 Action 3 200
Range: Touch 4 400
Area: 1 Person or object 5 800
Duration: Instant
6 1,500
Saving Throw: No
Spell Resistance: No 7 3,000
8 6,000
This spell allows you to inscribe your personal rune or mark, 9 12,000
which can consist of no more than six characters. The writing 10 25,000
can be visible or invisible. An arcane mark spell enables you 11 50,000
to etch the rune upon any substance without harm to the
12 100,000
material upon which it is placed. If an invisible mark is made,
a detect magic spell causes it to glow and be visible, though
not necessarily understandable. Even an invisible arcane Special: This is a modified form of the Arms of Air Weave
mark is visible to an Akashik magic-user of the same gender from the Wheel of Time RPG.
as the caster. See invisibility, true seeing, a gem of seeing, or
a robe of eyes likewise allows the user to see an invisible
Barrier To Sight Level Flame Length

Talent; Affinities: Warding; Air, Fire, Spirit


1 5”
Level: 1-10
Casting Time: 1 Round 3 1’
Range: Close (25’ + 5’ / 2 levels) 5 2’
Area: Special
Duration: Concentration Special: This is a modified form of the Blade of Fire Weave
Saving Throw: No from the Wheel of Time RPG.
Spell Resistance: No

You create a dome-shaped weave around an area, through Blur


which nothing can be seen. People outside the spell’s area see
a dome-shaped, wavering image of the area as it appeared Talent; Affinities: Illusion; Air
when the spell was cast. Transient items within this area Level: 2
(such as people) are barely visible in this image; more Casting Time: 1 Action
permanent items appear more solid. People within the spell Range: Touch
see the same sort of image when looking out. Physical Area: 1 Creature
objects, even you, can pass through the dome without Duration: Concentration
affecting the spell. The spell typically appears as a dome, but Saving Throw: Will negates (harmless)
its shape can be altered to any equivalent volume when cast. Spell Resistance: Yes (harmless)
When cast within an enclosed area, such as a room or a
cavern, the spell tends to conform to the shape of the space. The subject’s outline appears blurred, shifting and wavering.
This distortion grants the subject concealment (20% miss
Level Area Radius chance). A see invisibility spell does not counteract the blur
effect, but a true seeing spell does. Opponents that cannot see
the subject ignore the spell’s effect (though fighting an
1 5’
unseen opponent carries penalties of its own).
2 10’, small room
3 25’, large room Special: This is a modified form of the Blur spell from the
4 50’, moderate-sized building Player’s Handbook.
5 150’, large building
6 300’, very large building
Bond Guardian (Rare)
7 750’
8 1,500’ Talent; Affinities: Conjunction; Spirit
9 1 Mile Level: 5
10 5 Miles Casting Time: 1 Minute
Range: Touch
Special: This is a modified form of the Barrier To Sight Area: 1 Person
Weave from the Wheel of Time RPG. Duration: Instant
Saving Throw: Will negates
Spell Resistance: Yes
Blade of Fire
You create (or terminate) a special, permanent bond between
Talent; Affinities: Dragon’s Breath; Air, Fire yourself and the target. That person becomes the channeler’s
Level: 1-5 guardian, a sort of bodyguard, agent, and companion.
Casting Time: 1Action Different Akashik traditions have different names for their
Range: Touch guardians, as well as different uses. Villichi almost always
Area: 1 Item cast it upon warrior men, while the Veiled Alliance prefers to
Duration: Concentration eschew their use since a constant guardian would signal their
Saving Throw: No presence in a city. Traditionally, the spell is cast upon non-
Spell Resistance: Yes channeling, willing targets, but it can be cast as effectively
upon unwilling targets. There are no recorded instances of
You grasp a knife, staff, or other object, and a lance of white two channelers being bonded by the spell, but theoretically it
flame extends from its tip. This flame cuts cleanly and is possible. Several traditions, such as the Villichi, do have
quickly through nearly any material, melting through even laws against it though. The bond has several special
stone as if it were butter. If directed against a creature you properties.
must hit the target with a touch attack using the item. A
successful hit deals 2d6 damage. The blade of fire cuts • Aging: Like channelers, the guardian ages slowly. See
through 3’ of wood or 1’ of stone or metal per round. Cutting the Akashik mage and orphan class descriptions for
requires no more concentration than walking, and the blade more information.
must be in contact with the item being cut for a full round to
cut through it. This spell leaves the implement warm to the
• Compel to Obey: The caster can use the bond to compel
the guardian to obey him. Since guardians are
touch but does not otherwise harm it. The flame ignites easily
traditionally willing and cooperative companions, this
combustible material, like dry straw or paper, but only chars
practice is usually frowned upon by most Akashik
wood and other stronger materials after brief contact. The
magic-users and is rarely used except by evil channelers
length of the blade, and hence the thickness of materiel it can
and agents of the Sorcerer-Kings. To compel the
cut through, varies by casting level.
guardian, the caster issues a direct order that must be
communicated clearly to the guardian. Unless the physically enter or exit it. The maximum size of the gateway,
guardian succeeds at a Will save. The save’s DC is as if and the maximum length of time it can remain open, depends
the spell were cast at the caster’s present level and upon the casting level. Your dream self in Bryn’bressail
ability. cannot enter the real world. If you dreamwalk into the Realm
• Connection: The caster and guardian have a deep and of Dreams and then cast this spell, the gateway opens, but
personal connection. They each have the direction, you cannot pass through it.
distance (very roughly), and emotional and physical
state of the other. Each knows when the other is awake, Level Max. Gateway Size Stays Open For...
asleep, injured, or in pain. Awareness of the other’s
state dims over greater distances but can be sensed over 7 5’ wide x 10’ tall 2 Rounds
an unlimited distance with a little bit of concentration. 9 10’ wide x 15’ tall 1 Round / caster level
• Energy: The caster and guardian share, to a limited 11 30’ wide x 20’ tall 3 Rounds / caster level
extent, their life energy. Either can loan hit points to the
other. Hit points can only be transferred voluntarily; Special: This is a modified form of the Bridge Between
they can neither be forced out of the lender or upon the Worlds Weave from the Wheel of Time RPG.
borrower. The number lent cannot exceed the damage
sustained by the receiver. If the borrower is healed, the
lent hit points automatically return to the lender. This Burning Hands
ability has a range of 300’.
• Proximity: If the caster wants the guardian nearby, the Talent; Affinities: Dragon’s Breath; Fire, Spirit
guardian knows and is drawn to the caster. A Will save Level: 2-6
allows him to resist the pull for 1 day. The save’s DC is Casting Time: 1 Action
as if the spell were cast at the caster’s present level and Range: Personal
ability. Distance dulls the pull. For every 100 miles Area: 15’ Cone
between them, the guardian gains a +1 bonus on the Duration: Concentration
Will save, to a maximum of +10. Failure compels the Saving Throw: Reflex half
guardian to travel toward the caster by the fastest Spell Resistance: Yes
reasonable means.
• Resistance: The guardian can use the caster’s Will save A cone of searing flame shoots from your fingertips. Any
bonus if it is higher than his own. This applies even creature in the area of the flames takes fire damage
when the save is to resist the caster. Likewise, the caster depending on the casting level. Flammable materials burn if
can use the guardian’s Fortitude save bonus if it is the flames touch them. A character can extinguish burning
higher than his own. This ability has a range of 5 miles. items as a full-round action.

The guardian’s bond ends only with the death of either party, Level Damage
the "stilling" or "gentling" of the channeler, or the
termination of the bond by the channeler. The death of either 2 1d4
the guardian or the channeler is a powerful emotional and 3 2d4
physical blow to the other, inflicting 1d4 points of damage
4 3d4
per level of the deceased upon the survivor. A successful
Fortitude save halves the damage, with DC equal to the 5 4d4
damage. Many guardians who outlive their channelers lose 6 5d4
their wills to live and throw themselves into hopeless battles
until death finally claims them. Shielding the channeler does Special: This is a modified form of the Burning Hands spell
not break the ward, but it does dull the connection. The from the Player’s Handbook.
channeler can terminate the bond. Casting this spell in a
special modified manner negates the bond. The guardian does
not need to be touched or even be present for the termination Burning Sands
spell to take effect. A single guardian can only be bonded to a
single channeler at a time. The spell has no effect upon on Talent; Affinities: Sand Shaper; Earth, Fire
guardians bound to other channelers. Level: 1
Casting Time: 1 Action
Special: This is a modified form of the Bond Warder Weave Range: Touch
from the Wheel of Time RPG. Area: 1 Handful of sand
Duration: Concentration
Saving Throw: No
Bridge Between Worlds (Rare) Spell Resistance: No

Talent; Affinities: Travelling; Earth, Spirit You cause a handful of sand to become combustible. The
Level: 7-11 sand retains its natural form and texture, but gains the
Casting Time: 1 Round flammable properties of lantern oil. The sand will burn with a
Range: Close (25’ + 5’ / 2 levels) colorless, odorless flame for one hour or until the end of the
Area: Special spell, whichever is longer. This is most often used by
Duration: Instant nomadic tribes who cannot afford to carry campfire fuel
Saving Throw: No around with them in the desert. A single handful of burning
Spell Resistance: No sand gives off the same heat as a small campfire and can be
used for cooking. Burning sand can also be used as an attack
You create a gateway between the real world and by hurling the sand at an opponent and then lighting it. If
Bryn’bressail, the Realm of Dreams, allowing you to used in this manner, it functions exactly as burning oil.
stunned for 1 round. (Only living creatures are knocked
Special: This is a modified form of the Burning Sands spell unconscious.)
from The Complete Sha’ir’s Handbook.
Special: This is a modified form of the Color Spray spell
from the Player’s Handbook.
Circle of Silence

Talent; Affinities: Warding; Air, Fire, Water Cool


Level: 0-9
Casting Time: 1 Round Talent; Affinities: Sky Walking; Air, Fire
Range: Close (25’ + 5’ / 2 levels) Level: 0-3
Area: Special Casting Time: 1 Action
Duration: Concentration Range: Close (25’ + 5’ / 2 levels)
Saving Throw: No Area: 15’ Circle
Spell Resistance: No Duration: Instant
Saving Throw: No
You create a dome-shaped area where sound cannot pass. Spell Resistance: No
People outside cannot hear sounds from within the dome.
Similarly, outside sounds cannot be heard within the dome. You cause the air around you to cool (or warm) to a
Physical objects, even you, can pass through the dome comfortable temperature. This effect occurs immediately, but
without affecting the spell. The spell typically appears as a only lasts a natural length of time. Obviously, this spell is
dome, but its shape can be altered to any equivalent volume most effective if cast in an enclosed, insulated space. The
when cast. When cast within an enclosed area, such as a casting level of the spell varies upon how uncomfortable the
room or a cavern, the spell tends to conform to the shape of temperature is to begin with. This is an essential spell for
the space. cooling during the blistering day of the desert and warmth
during its chilling nights.
Level Area Radius
Level Temperature
0 5’
1 10’, small room 0 Mildly uncomfortable (down 55 deg. F, up 95 deg. F)
2 25’, large room 1 Dangerous (down to 35 deg. or up to 115 deg.)
3 50’, moderate-sized building 2 Deadly (down to 15 deg. or up to 135 deg.)
4 150’, large building 3 Extreme (below 15 deg. or above 135 deg.)
5 300’, very large building
6 750’ Special: This is a modified form of the Warmth Weave from
7 1,500’ the Wheel of Time RPG.
8 1 Mile
9 5 Miles Create Fire

Special: This is a modified form of the Circle of Silence Talent; Affinities: Dragon’s Breath; Fire
Weave from the Wheel of Time RPG. Level: 0-6
Casting Time: 1 Action
Range: Medium (100’ + 10’ / level)
Color Spray Area: Special
Duration: Concentration
Talent; Affinities: Illusion; Air, Fire, Spirit Saving Throw: Will half
Level: 1-3 Spell Resistance: No
Casting Time: 1 Action
Range: 15’ This spell creates fire where there is none or increases the
Area: Cone-shaped burst size of an existing fire. Unfueled, the flames only last for the
Duration: Instant Duration of the spell, but they ignite flammable materials
Saving Throw: Will negates they touch. The damage listed is sustained each round every
Spell Resistance: Yes creature and object within the burning area. Large fires take
time to build up. The brew time in the table below lists how
A vivid cone of clashing colors springs forth from your hand, long for the fire to reach its full size, although a large fire
causing creatures to become stunned, perhaps also blinded, will ignites as a small fire and grows quickly. If the spell
and possibly knocking them unconscious. The exact effect ends before the fire reaches full size, it still counts as having
varies by casting level. Sightless creatures are not affected by been cast at its intended level. You can also use this spell to
color spray. change the size of an existing fire Each step changes the size
by 1 casting level. For example, at 1st casting level, you can
Level: Effect increase or decrease an existing fire by 2 steps.

1: The creature is stunned for 1 round. Level Area Damage Steps Brew Time
2: The creature is blinded and stunned for 1d4 rounds, then
stunned for 1 round. 0 1” (candle) 1 1 None
3: The creature is unconscious, blinded, and stunned for 2d4 1 3” (torch) 1d4 2 None
rounds, then blinded and stunned for 1d4 rounds, and then
2 1’ (campfire) 1d8 3 1 Round Spell Resistance: No
3 3’ (bonfire) 2d8 4 2 Rounds
You must have the Sense Tao & Alter feats to cast this spell.
4 10’ (house fire) 3d8 5 3 Rounds
By means of this spell, you can enchant a living sapling to
5 25’ (wildfire) 4d8 6 4 Rounds become a Tree of Life, a powerful magical item. Any tree
6 50’ (firestorm) 5d8 7 5 Rounds less than one year old will suffice; this spell cannot be cast on
an older tree. The sapling must have already sprouted from
Special: This is a modified form of the Create Fire Weave the ground, although you can transplant such a sapling before
from the Wheel of Time RPG. casting the spell. It grows to full size in only one week, but
has its full powers and abilities immediately after the spell is
completed.
Create Gateway (Rare)
Special: This is a modified form of the Create Tree of Life
Talent; Affinities: Travelling; Spirit spell from the Dark Sun Revised Box Set.
Level: 4-8
Casting Time: 1 Round
Range: Close (25’ + 5’ / 2 levels) Current
Area: Special
Duration: Instant Talent; Affinities: Rain Dancing; Spirit, Water
Saving Throw: No Level: 0-7
Spell Resistance: No Casting Time: 1 Action
Range: Long (400’ + 40’ / level)
You open a gateway into the space between places. The Area: Special
maximum size of the gateway, and the maximum length of Duration: Concentration
time it can remain open, depends upon the casting level. The Saving Throw: No
space between places is a dark void, a netherworld entirely Spell Resistance: No
devoid of features. Typically a caster uses this
extradimensional space to skim (see the Skimming spell) to You conjure a current in a target area of water, choosing the
another location. Unless a skimming platform is created just current’s direction. Although the spell takes effect
within the gateway, any object or creature that passes through immediately, the current builds over a brew time that can last
the gateway falls into the void, to become trapped within the several rounds, depending upon the strength required. The
space between spaces. current affects an area of open water, or a length of river, that
depends upon its strength. Powerful currents created in rivers
+3 Casting Levels: Instead of opening the gateway into the will likely cause flooding if the current flows downstream, or
space between spaces, you open it directly into another upstream if you create an upstream current. The flooding
location anywhere else on the same world. To do so you must affects a length of shoreline equal to the affected length of
have some sense of the destination, such as having been there river, beginning at the end of the affected length. The depth
before or having a very detailed map to refer to. Also, you of the flooding is 2’ per 10 mph of current speed.
must know the starting destination well. This requires that
you have spent several hours there, or if you have been there +1 Casting Level: You may increase or decrease the area
for less time, that you have spent at least 30 minutes studying affected by the current by 1step on the table below.
the area intently, reducing this time to 10 minutes if
embracing the Akasha the whole time. However, if you can Level Speed Radius / Length Brew
see the point you are travelling to, you do not need to know Time
the starting point.
0 3 mph (lazy flow) 5’ / 25’ None
Level Max. Gateway Size Stays Open For...
1 10 mph (swift current) 25’ / 150’ 1 Round
3 20 mph (cascade) 300’ / 1,500’ 3 Rounds
4 5’ wide x 10’ tall 2 Rounds
5 30 mph (torrent) 1 Mile / 5 Miles 5 Rounds
5 10’ wide x 15’ tall 1 Round / caster level
7 40 mph (cataract) 10 Miles / 50 Miles 7 Rounds
6 30’ wide x 20’ tall 3 Rounds / caster level
7 100’ wide x 25’ tall 5 Rounds / caster level
Special: This is a modified form of the Current Weave from
8 300’ wide x 30’ tall 1 Minute / caster level the Wheel of Time RPG.

Special: This is a modified form of the Create Gateway


Weave from the Wheel of Time RPG. Cutting Lines of Fire

Talent; Affinities: Dragon’s Breath; Air, Fire


Create Tree of Life (Rare) Level: 7-9
Casting Time: 1 Action
Talent; Affinities: Conjunction; Air, Earth, Fire, Spirit, Range: Special
Water Area: Cone
Level: 8 Duration: Instant
Casting Time: 10 Rounds Saving Throw: Reflex half
Range: Touch Spell Resistance: Yes
Area: 1 Tree
Duration: Instant You point your hand and cast out scores of thin, threadlike
Saving Throw: No lines of red, which cleanly cut and burn through a cone-
shaped area that extends from your pointing hand, slicing and make a person look a dog, or even make an exceptionally tall
damaging objects or creatures within the cone. The wirelike person short. This spell does not provide the abilities or
lines cleanly cut through stone, metal, wood, and other mannerisms of the chosen form. It does not alter the tactile or
materials out to their maximum range. When they strike audible properties of the target, nor does it alter clothing,
flesh, they cleanly cut through that as well, doing 2d12 weapons, equipment, or other items. Minor changes (such as
damage to any person within the area of effect. adding a birthmark or mustache, or changing hair color) give
a +2 bonus on Disguise checks and are often effective for
Level Range blending into the crowd when the target isn’t interacting
closely with people. Major changes (creating a completely
different appearance) give the target a +10 Disguise check
7 30’
bonus. Creatures get Will saves to recognize illusions if they
8 50’ interact with them.
9 70’
Level Change
Special: This is a modified form of the Cutting Lines of Fire
Weave from the Wheel of Time RPG.
1 Minor change to self
2 Major change to self
Darkness 3 Minor change to other person
4 Major change to other person
Talent; Affinities: Illusion; Air, Earth
Level: 1-4 Special: This is a modified form of the Disguise Weave from
Casting Time: 1 Action the Wheel of Time RPG.
Range: Personal
Area: Special
Duration: Concentration Distant Eye
Saving Throw: No
Spell Resistance: No Talent; Affinities: Illusion; Air, Spirit
Level: 3
You create a dome-shaped area of darkness that travels with Casting Time: 1 Round
you, centered on you. All creatures in the area gain Range: Medium (100’ + 10’ / level)
concealment (20% miss chance). Even creatures that can Area: Special
normally see in such conditions (such as with darkvision or Duration: Concentration
low-light vision) have the miss chance in an area shrouded in Saving Throw: No
magical darkness. Normal lights (torches, candles, lanterns, Spell Resistance: No
and so forth) are incapable of brightening the area, as are
light spells of lower level. Higher level light spells are not You extend a narrow tendril of weave outward as far as the
affected by darkness. Darkness counters or dispels any light extreme of medium range. You see as if your eye were at the
spell of equal or lower spell level. end of the spell. You can move the tendril as you see fit, even
into areas that you cannot see from your casting location. The
+1 Casting Level: You create the darkness in a fixed tendril fits through tiny spaces such as keyholes and gaps
location, such as the corner of a room. It remains there and under doors, as long as they are at least ¼” wide or high. You
does not move with you. cannot move the tendril if you tie off the spell, but you can
still see through it. While the spell is active, you are only
Level Radius vaguely aware of your surroundings. To notice something in
your normal field of view but is not visible through the spell,
1 20’ make a Spot check (DC 20).
2 30’
Special: This is a modified form of the Distant Eye Weave
3 100’ from the Wheel of Time RPG.
4 300’

Special: This is a modified form of the Darkness & Deeper Dream Shielding (Rare)
Darkness spells from the Player’s Handbook.
Talent; Affinities: Warding; Spirit
Level: 1-11
Disguise Casting Time: 1 Round
Range: Close (25’ + 5’ / 2 levels)
Talent; Affinities: Illusion; Air, Fire, Spirit Area: Special
Level: 1-4 Duration: Concentration
Casting Time: 1 Round Saving Throw: No
Range: Touch Spell Resistance: No
Area: 1 Person
Duration: Concentration You create a dome-shaped weave around an area. The dome
Saving Throw: Will negates creates an invisible barrier that protects the dreams of those
Spell Resistance: Yes within it. Dreamwalkers cannot enter those dreams, and those
who attempt to view those dreams, by any means, see only
You cast a complex spell about the target, which alters his indistinct images at best. The spell typically appears as a
appearance. You can make the target look different, but you dome, but its shape can be altered to any equivalent volume
cannot change the basic structure of the target; you cannot when cast. When cast within an enclosed area, such as a
room or a cavern, the spell tends to conform to the shape of the Duration of the spell, you can sense other concentrations
the space. of the mineral within the spell’s Range. The sensing Range
extends into the ground. allowing you to locate hidden
The ward protects normal dreams only. It does not extend deposits of the mineral. The spell does not tell you precisely
any protection towards to dreamwalkers who enter the space how much of the mineral is present, but it does give you a
between dreams, other people’s dreams, or Bryn’bressail. general idea of the deposit’s size (Fine, Tiny, Small,
The spell has a Duration of Concentration, but it is Medium-size, etc.) according to the strength of the sensation.
impossible to hold a spell while falling asleep, or, with the
exception of a dreamwalker, to cast or hold a spell in your Level Range Radius
dreams. To effectively ward your own dreams, you must cast
and tie off this spell before going to sleep.
0 5’
1 25’
Level Area Radius
2 150’
3 750’
1 Self
2 5’
Special: This is a modified form of the Earth Delving Weave
3 10’, small room from the Wheel of Time RPG.
4 25’, large room
5 50’, moderate-sized building
6 150’, large building Earthquake
7 300’, very large building
Talent; Affinities: Earth Singing; Earth
8 750’
Level: 7-12
9 1,500’ Casting Time: 1 Round
10 1 Mile Range: Long (400’ + 40’ / level)
11 5 Miles Area: Special
Duration: Instant
Special: This is a modified form of the Dream Shielding Saving Throw: Special
Weave from the Wheel of Time RPG. Spell Resistance: No

When you cast this spell, a localized intense tremor rips the
Dry ground. It knocks creatures down, collapses buildings, and
opens cracks in the ground. The shock lasts 1 round, during
Talent; Affinities: Rain Dancing; Water which creatures on the ground can’t move or attack.
Level: 10 Spellcasters on the ground must make a Concentration check
Casting Time: 1 Action (DC 20 + spell’s casting level) or lose any spells they were
Range: Close (25’ + 5’ / 2 levels) casting or spell weaves they were holding. The earthquake
Area: 1 Object (wet) affects all terrain, structures and creatures in the area. The
Duration: Instant exact effects depend upon the terrain and its features.
Saving Throw: Will negates (harmless)
Spell Resistance: Yes • Cave, Cavern, or Tunnel: The earthquake collapses the
roof, dealing 8d6 points of damage to any creature
You squeeze the excess liquid off or out of a wet object, caught in the cave-in (Reflex save DC 15 for half
leaving it dry. The liquid does not dissipate, but rather falls damage). An earthquake cast on the roof of a very large
into a puddle on the ground. This can affect water, sweat, or cavern could also endanger those outside the actual area
even beverages. but below the falling debris.

+2 Casting Levels: You increase the Duration to


• Cliffs: They crumble, causing a landslide that travels
horizontally as far as it fell vertically. Any creature
Concentration and prevent excess liquid from contacting or
caught in the path of the landslide takes 8d6 damage
soaking the target object. Water simply flows around the
(Reflex save DC 15 for half damage).
object, leaving a thin layer of air between them.
• Lake, Marsh, or River: Fissures open up beneath the
Special: This is a modified form of the Dry Weave from the water, draining it away from the area and leaving
Wheel of Time RPG. behind muddy ground. Soggy marsh or swampland
becomes quicksand for the Duration, sucking down
creatures and structures. Creatures must make a Reflex
Earth Delving save (DC 15) or sink down in the mud or quicksand. At
the end of the spell, the rest of the water rushes in to
Talent; Affinities: Earth Singing; Earth replace the drained water, possibly drowning those
Level: 0-3 stuck in the mud.
Casting Time: 1 Action • Open Ground: All creatures standing in the area must
Range: Medium (100’ + 10’ / level) make a Reflex save (DC 15) or fall down. Fissures open
Area: Special in the ground, and every creature on the ground has a
Duration: Concentration 25% chance to fall into one and must make a Reflex
Saving Throw: No save (DC 20) not to fall in one. At the end of the spell,
Spell Resistance: No al fissures grind shut, killing any creatures still trapped
within.
You hold in your hand a sample of a metal or mineral, such
as a gold ring, a piece of marble, or lump of copper ore. For
• Structure: Most structures standing on open ground will Casting Time: 1 Round
collapse, dealing 8d6 damage to those caught within or Range: Medium (100’ + 10’ / level)
beneath the rubble. A Reflex save (DC 15) is allowed Area: Special
for half damage. Duration: Concentration
Saving Throw: No
Spell Resistance: No
Level Area
You extend a narrow tendril of weave outward as far as the
7 50’ Circle extreme of medium range. You hear as if your ear were at the
8 150’ Circle end of the spell. You can move the tendril as you see fit,
9 300’ Circle although only where you can see it. The tendril fits through
10 1,500’ Circle tiny spaces such as keyholes and gaps under doors, as long as
they are at least ¼” wide or high. You cannot move the
11 1 Mile Circle
tendril if you tie off the spell, but you can still see through it.
12 5 Mile Circle While the spell is active, you are only vaguely aware of your
normal hearing. To notice something you would normally
Special: This is a modified form of the Earthquake Weave hear but is not audible through the spell, make a Spot check
from the Wheel of Time RPG. (DC 20).

Special: This is a modified form of the Eavesdrop Weave


Earth Tentacles from the Wheel of Time RPG.

Talent; Affinities: Earth Singing; Earth


Level: 3-7 False Wall
Casting Time: 1 Action
Range: Medium (100 ft. + 10 ft./level) Talent; Affinities: Earth Singing; Earth
Area: Special Level: 1-6
Duration: Concentration Casting Time: 1 Action
Saving Throw: No Range: Medium (100’ + 10’ / level)
Spell Resistance: No Area: Special
Duration: Concentration
This spell conjures a field of tentacles, each 10 feet long and Saving Throw: Reflex, see text
made of whatever ground they sprang from. The size of the Spell Resistance: No
field depends upon the casting level of the spell. These
waving members seem to spring forth from the earth, floor, The spell hardens a section of air into a wall. The wall
or whatever solid surface is underfoot. They grasp and appears and is solid, having a granite-gray color. All items
entwine around creatures that enter the area, holding them and creatures in the space are frozen in place, helpless and
fast and crushing them with great strength. Every creature unable to move. Creatures remain aware but cannot move.
within the area of the spell must make a grapple check, You direct the placement of this effect and can choose to
opposed by the grapple check of the tentacles. Treat the place it so that a creature’s head is free from the spell.
tentacles attacking a particular target as a Large creature with Creatures trapped thusly can still speak and breathe normally.
a base attack bonus equal to your caster level and a Strength Those who make their Reflex save either dodge free of the
score of 19. Thus, its grapple check modifier is equal to your spell’s Area, or, if the space is too confined, managed to
caster level +8. The tentacles are immune to all types of maneuver their head so that is free an able to breathe
damage. Once the tentacles grapple an opponent, they may normally. The wall not only freezes objects inside it, but also
make a grapple check each round on your turn to deal 1d6+4 renders them impervious to normal damage. Physical and
points of bludgeoning damage. The tentacles continue to energy attacks do not harm those within the wall, but non-
crush the opponent until the spell ends or the opponent physical attacks, including Akashik magic, Tao skills, mental
escapes. Any creature that enters the area of the spell is attacks, etc. still can affect them.
immediately attacked by the tentacles. Even creatures who
aren’t grappling with the tentacles may move through the +1 Casting Level: The surface takes on any color or texture
area at only half normal speed. you desire. You can make it look like a boulder or create a
barrier across a doorway that exactly matches the cut of the
Level Area Radius marble of the surrounding wall.

3 5’ Level Rad. Typical Uses


4 10’
5 15’ 1 1’ Hide Small object, block window-sized hole
6 30’ 2 3’ Seal Medium chest, seal a door-sized opening
7 50’ 3 5’ Hold Small creature
4 10’ Hold Medium creature, seal gate-sized opening
Special: This a modified form of the Black Tentacles spell 5 15’ Hold Large creature, make bridge 5’ x 25’
from the Player’s Handbook. 6 20’ Create a bridge 10’ wide, 50’ long

Special: This is a modified form of the False Wall Weave


Eavesdrop from the Wheel of Time RPG.
Talent; Affinities: Illusion; Air, Spirit
Level: 1
Fiery Sword
Level Burst Radius Damage
Talent; Affinities: Battlemage; Fire
Level: 2-4
2 5’ 2d6 + Caster level
Casting Time: 1 Action
Range: Touch 3 10’ 3d6 + Caster level
Area: 1 Weapon 4 20’ 4d6 + Caster level
Duration: Concentration 5 35’ 5d6 + Caster level
Saving Throw: No 6 50’ 6d6 + Caster level
Spell Resistance: Yes
Special: This is a modified form of the Fireball Weave from
You create a weapon of fire. The weapon can take any shape the Wheel of Time RPG.
you desire, although normal weapon proficiencies apply. The
damage the weapon deals is determined by its casting level,
not the shape of the weapon. The weapon’s flames do not Fire Trap
harm you. Although the flames sear and damage creatures
struck by the weapon, they do not ignite flammable materials. Talent; Affinities: Warding; Air, Fire, Spirit
Level: 3-5
Level Weapon Damage Casting Time: 1 Round
Range: Touch
2 2d8 Area: 1 Object
3 2d10 Duration: Concentration
Saving Throw: Reflex half
4 2d12
Spell Resistance: Yes
Special: This is a modified form of the Fiery Sword Weave You cast a ward that can be placed on an object, floor, wall,
from the Wheel of Time RPG. or other item, which you must be touching. If anyone but you
touches the warded item, a blast of fire explodes into the area
around it. Characters in the burst area are allowed a Reflex
Fireball save for half damage. The fire sets combustibles aflame and
damages objects in the area. It can melt metals with a low
Talent; Affinities: Dragon’s Breath; Fire melting point, such as lead, gold, silver, or bronze. If the
Level: 2-6 damage caused to an interposing barrier causes the barrier to
Casting Time: 1 Action shatter or break, the blast may continue beyond the barrier if
Range: Medium (100’ + 10’ / level) the area permits; otherwise it stops at the barrier.
Area: Special
Duration: Instant
Level Burst Radius Damage
Saving Throw: Reflex half
Spell Resistance: Yes
3 5’ 1d6 + Caster level
You conjure a ball of fire, which speeds from your hand to 4 10’ 2d6 + Caster level
detonate with a low roar. All creatures and objects within the 5 15’ 3d6 + Caster level
blast radius take damage from the fire. The explosion creates
little blast pressure. You point your hand and determine the Special: This is a modified form of the Fire Trap Weave
range (distance & height) at which the fireball is burst. A from the Wheel of Time RPG.
glowing, pea-sized bead streaks from the pointing hand and,
unless it impacts upon a material body or solid barrier prior
to attaining its prescribed range, blossoming into the fireball Fly
at that point (an early impact results in an early detonation).
If you attempt to send a bead through a narrow passage, such Talent; Affinities: Sky Walking; Air, Spirit
as an arrow slit, you must “hit” the opening with a ranged Level: 5
touch attack or else the bead strikes the barrier and detonates Casting Time: 1 Action
prematurely. The fireball sets fire to combustibles and Range: Touch
damages objects in the area. It can melt metals with a low Area: 1 Creature
melting point, such as lead, gold, silver, or bronze. If the Duration: Concentration
damage caused to an interposing barrier shatter or breaks Saving Throw: Will negates (harmless)
through it, the fireball may continue beyond the barrier if the Spell Resistance: No
area permits; otherwise it stops at the barrier. The size of the Spell Resistance: Yes
burst area and the damage dealt varies with the casting level
of the spell. The spell’s target can fly at a base speed of 90’ (60’ if the
creature wears medium or light armor). The subject can
+1 Caster Level: You can choose to delay the burst for as ascend at half speed and descend at double speed. The target
many as 5 rounds. You select the amount of delay upon has a maneuverability of good. The act of flying requires as
completing the spell, and that time cannot change once it has much concentration as walking, so the subject can attack or
been set unless someone touches the bead (see below). After cast spells as normal (unless the caster casts the spell on
you choose a delay, the glowing bead sits at its destination himself, and then must concentrate on maintaining the spell
until it detonates. A creature can pick up and hurl the bead as as normal). The subject of the spell can charge but not run.
a thrown weapon (range increment 10’). If a creature handles The target cannot carry more than his maximum load,
and moves the bead within 1 round of its detonation, there is including any armor worn. Should the spell expire while the
a 25% chance that the bead detonates while being handled. target is still aloft, the effect fails slowly. The subject drops
60’ per round for 1d6 rounds. If he reaches the ground in that
amount of time, he lands safely. If not, he falls the rest of the 0 4 Hours
distance, taking damage as normal.
1 2 Days
Special: This is a modified form of the Fly Weave from the 2 2 Weeks
Wheel of Time RPG. 3 1 Season

Special: This is a modified form of the Foretell Weather


Folded Light Weave from the Wheel of Time RPG.

Talent; Affinities: Illusion; Air, Fire


Level: 1-4 Ghost Sound
Casting Time: 1 Action
Range: Close (25’ + 5’ / 2 levels) Talent; Affinities: Illusion; Air
Area: Special Level: 0-4
Duration: Concentration Casting Time: 1 Action
Saving Throw: Will negates (harmless) Range: Close (25’ + 5’ / 2 levels)
Spell Resistance: Yes Area: Special
Duration: Concentration
You create a spell in the shape of a screen or shield 10’ tall, Saving Throw: Will disbelief (if interacted with)
which hides a specific person, object, or group of people or Spell Resistance: No
objects behind it. When behind the screen, the specified
person and his clothing, armor, weapons, and other carried or Ghost sound allows you to create a volume of sound that
worn equipment are simply invisible from the far side of the rises, recedes, approaches, or remains at a fixed place. You
screen, so long as he remains stationary. Movement results in choose what type of sound the spell creates when casting it
a slightly visible blur, which a viewer might notice with a and cannot thereafter change the sound’s basic character. The
Spot check (DC 25 for a small twitch, 20 for more significant volume of sound created depends on your level. Thus,
movement, or 15 for a violent jerk or other significant talking, singing, shouting, walking, marching, or running
movement). The screen does not block sound, smell, or other sounds can be created. The noise a ghost sound spell
sensory perceptions. You must specify the person, object, or produces can be virtually any type of sound within the
group to be hidden when cast. volume limit.

+1 Casting Level: You may increase the height & width of +1 Casting Level: You can generate more than just an
the screen up to double the standard size. indistinct sound, allowing you to send your own voice to any
area in range and talk normally. You can make your voice
Level Screen Width Invisibility Affects... (or any sound that you can normally make vocally) seem to
issue from someplace else. You can speak in any language
you know. With respect to such voices and sounds, anyone
1 5’ 1 Object
who hears the sound and rolls a successful save recognizes it
2 10’ 1 Person as illusory (but still hears it).
3 15’ Group of objects
4 20’ Group of people Level Volume

Special: This is a modified form of the Folded Light Weave 0 4 humans


from the Wheel of Time RPG.
1 8 humans, a rat horde
2 12 humans
Foretell Weather 3 16 humans, a roaring lion
4 20 humans, a roaring dire tiger
Talent; Affinities: Rain Dancing; Air, Water
Level: 0-3 Special: This is a modified form of the Ghost Sound and
Casting Time: 1 Minute Ventriloquism spells from the Player’s Handbook.
Range: Close (25’ + 5’ / 2 levels)
Area: Area immediately around the caster
Duration: Instant Grenade
Saving Throw: No
Spell Resistance: No Talent; Affinities: Earth Singing; Earth, Fire
Level: 0-4
You can feel upcoming changes in the weather. The farther Casting Time: 1 Round
into the future you sense, the less distinct the information. Range: Touch
You can sense a specific storm just a few hours away, but Area: 1 Stone
looking months into the future only gives you general Duration: Instant
information, such as that it will be cooler than normal, that Saving Throw: Reflex half
the raining season will be later than usual, etc. The changes Spell Resistance: Yes
you detect compromise the natural course for the weather,
but you gain no sense of unnatural changes such as those You imbue a stone with an explosive property. If the stone
wrought by the Tao or Akashik magic. strikes a hard surface, it detonates, doing damage to all
creatures within the burst radius (Reflex save for half
Level Future Time Sense damage). You may throw the stone or us it as proper
ammunition for an appropriate weapon, such as a sling or
catapult. To hit a target with a thrown stone, make a ranged Area: Special
touch attack. The size of the stone, its burst area, and the Duration: Concentration
damage it does depends on the casting level. A burst area of Saving Throw: No
“contact” means that the stone only deals damage to the Spell Resistance: No
creature or item it hits.
You conjure a wind over the area, choosing the wind’s
+1 Casting Level: The spell affects an additional stone, as direction. Although the spell takes effect immediately, the
though you had the cast the spell on two targets at once. This wind builds over a brew time that can last up to several
effect can be added multiple times, so at +2 casting levels the rounds, depending upon the strength required. The winds
spell affects a total of 3 stones. affects an area that depends upon its strength.

Level Rock Size Burst Radius Damage +1 Casting Level: You may increase or decrease the area
affected by the wind by one step on the table below.
0 Sling stone Contact 1d8
Level Wind Strength Area Brew Time
2 Fist-sized rock 10’ 3d6
4 Catapult stone 20’ 5d6
0 Puff 5’ Circle None
Special: This is a modified form of the Grenade Weave from 1 Gust 25’ Circle 1 Round
the Wheel of Time RPG. 3 Blow 300’ Circle 3 Rounds
5 Roar 1 Mile Circle 5 Rounds
7 Howl 10 Mile Circle 7 Rounds
Harden Air
Special: This is a modified form of the Harness the Wind
Talent; Affinities: Sky Walking; Air Weave from the Wheel of Time RPG.
Level: 0-5
Casting Time: 1 Action
Range: Medium (100’ + 10’ / level) Immolate
Area: Special
Duration: Concentration Talent; Affinities: Dragon’s Breath; Fire, Spirit
Saving Throw: Reflex Level: 4-7
Spell Resistance: No Casting Time: 1 Action
Range: Medium (100’ + 10’ / level)
The spell hardens a section of air. All items and creatures in Area: 1 Object or creature
the space are frozen in place, helpless and unable to move. Duration: Instant
Creatures remain aware but cannot move. You direct the Saving Throw: Will half
placement of this effect and can choose to place it so that a Spell Resistance: Yes
creature’s head is free from the spell. Creatures trapped
thusly can still speak and breathe normally. Those who make You cause an object or creature to burst into flames. The fire
their Reflex save either dodge free of the spell’s Area, or, if not only engulfs the target but is actually sparked within it as
the space is too confined, manage to maneuver their head so well, causing 1d6 damage per caster level (maximum 20d6).
that is free an able to breathe normally. The spell not only The size and type of target affected varies with the casting
freezes objects inside it, but also renders them impervious to level.
normal damage. Physical attacks do not harm those within
the hardened air, but non-physical attacks, including Akashik
Level Target
magic, Tao skills, mental attacks, energy attacks, etc. still can
affect them. This can also be used to catch falling objects or
create a shield barrier. 4 Medium-size, flammable (chest, bush)
5 Large, flammable (tree, shed)
Level Rad. Typical Uses 6 Medium-size, nonflammable (person)
7 Large, nonflammable (horse)
0 1’ Catch Small object, block window-sized hole
1 3’ Seal Medium object, seal a door-sized opening Special: This is a modified form of the Immolate Weave
2 5’ Catch Small creature from the Wheel of Time RPG.
3 10’ Catch Medium creature, seal gate-sized hole
4 15’ Catch Large creature, create bridge 5’ x 25’ Incendiary Cloud
5 20’ Create bridge 10’ wide, 50’ long
Talent; Affinities: Dragon’s Breath; Air, Fire
Special: This is a modified form of the False Wall Weave Level: 7-12
from the Wheel of Time RPG. Casting Time: 1 Action
Range: Medium (100’ + 10’ / level)
Area: Special
Harness the Wind Duration: Concentration
Saving Throw: Reflex half; see text
Talent; Affinities: Sky Walking; Air, Water Spell Resistance: No
Level: 0-7
Casting Time: 1 Action An incendiary cloud spell creates a cloud of roiling smoke
Range: Long (400’ + 40’ / level) shot through with white-hot embers. The smoke obscures all
sight as a fog cloud does. In addition, the white-hot embers Level Invisibility Affects...
within the cloud deal 4d6 points of fire damage to everything
within the cloud on your turn each round. All targets can
2 Self
make Reflex saves each round to take half damage. The
smoke moves away from you at 10’ per round. Figure out the 3 1 Object or person
smoke’s new spread each round based on its new point of 4 Group of objects, within 180’ radius
origin, which is 10’ farther away from where you were when 5 Group of people, within 180’ radius
you cast the spell. By concentrating, you can make the cloud
(actually its point of origin) move as much as 60’ each round. Special: This is a modified form of the Greater Invisibility,
Any portion of the cloud that would extend beyond your Invisibility, & Mass Invisibility spell from the Player’s
maximum range dissipates harmlessly, reducing the Handbook.
remainder’s spread thereafter. Wind disperses the smoke, and
the spell can’t be cast underwater.
Keen Edge
Level Radius & Height
Talent; Affinities: Earth Singing; Earth, Fire
7 10’ Level: 3
Casting Time: 1 Action
8 20’
Range: Touch
9 30’ Area: 1 Weapon or 20 projectiles
10 50’ Duration: Concentration
11 75’ Saving Throw: Will negates (harmless, object)
12 100’ Spell Resistance: Yes (harmless, object)

Special: This is a modified form of the Incendiary Cloud This spell makes a weapon magically keen, improving its
spell from the Player’s Handbook. ability to deal telling blows. This spell doubles the threat
range of the weapon. A threat range of 20 becomes 19–20, a
threat range of 19–20 becomes 17–20, and a threat range of
Invisibility 18–20 becomes 15–20. The spell can be cast only on piercing
or slashing weapons. If cast on arrows or crossbow bolts, the
Talent; Affinities: Illusion; Air, Fire keen edge on a particular projectile ends after one use,
Level: 2-5 whether or not the missile strikes its intended target. Treat
Casting Time: 1 Action shuriken as arrows, rather than as thrown weapons, for the
Range: Close (25’ + 5’ / 2 levels) purpose of this spell. Multiple effects that increase a
Area: Special weapon’s threat range (such as the keen edge spell and the
Duration: Concentration Improved Critical feat) don’t stack. You can’t cast this spell
Saving Throw: Will negates (harmless, object) on a natural weapon, such as a claw.
Spell Resistance: Yes (harmless, object)
Special: This is a modified form of the Keen Edge spell from
The creature or object becomes invisible, vanishing from the Player’s Handbook.
sight, even from darkvision. If the recipient is a creature
carrying gear, that vanishes, too. If you cast the spell on
someone else, neither you nor your allies can see the subject, Light
unless you can normally see invisible things or you employ
magic to do so. Items dropped or put down by an invisible Talent; Affinities: Magefire; Air, Fire
creature become visible; items picked up disappear if tucked Level: 0-3
into the clothing or pouches worn by the creature. Light, Casting Time: 1 Action
however, never becomes invisible, although a source of light Range: Personal
can become so (thus, the effect is that of a light with no Area: Special
visible source). Any part of an item that the subject carries Duration: Concentration
but that extends more than 10’ from it becomes visible. Of Saving Throw: Special
course, the subject is not magically silenced, and certain Spell Resistance: No
other conditions can render the recipient detectable (such as
stepping in a puddle). The spell ends if any of the subjects You extend your hand an create a fist-sized globe of cool
attack any creature. For purposes of this spell, an attack white light, which hovers above your palm for the duration of
includes any spell targeting another creature foe or whose the spell. The brightness of the light, and the radius to which
area or effect includes another creature. Actions directed at it extends depends on the casting level. At higher casting
unattended objects do not break the spell. Causing harm levels, the light becomes rather harsh. At 2nd level, the light is
indirectly is not an attack. Thus, an invisible being can open uncomfortable to look at directly. At 3rd level, the light is as
doors, talk, eat, climb stairs, summon monsters and have bright as a lightning bolt, and anyone who looks at it
them attack, cut the ropes holding a rope bridge while (including any unsuspecting creature within 50’ facing the
enemies are on the bridge, remotely trigger traps, open a caster as it is cast) must make a Reflex save or be temporarily
portcullis to release attack dogs, and so forth. If the subject blinded for a number of rounds equal to the number by which
attacks directly, however, it immediately becomes visible he failed the Reflex save.
along with all its gear.
+1 Casting Level: You create the globe in a fixed location,
+2 Casting Levels: Attacking another creature does not end such as the corner of a room. It remains there and does not
the spell’s effect. move with you.
Level Brightness Radius
Special: This is a modified form of the Mage Armor spell
from the Player’s Handbook.
0 Torch 20’
1 Bonfire 30’
2 Fireworks flare 100’ Mage Hand
3 Lightning bolt 300’
Talent; Affinities: Battlemage: Air, Earth, Spirit
Special: This is a modified form of the Light Weave from the Level: 5-9
Wheel of Time RPG. Casting Time: 1 Action
Range: Medium (100’ + 10’ / level)
Area: Special
Lightning Duration: Concentration
Saving Throw: No
Talent; Affinities: Rain Dancing; Air, Fire Spell Resistance: Yes
Level: 5-9
Casting Time: 1 Round Mage hand creates a Large magic hand that appears between
Range: Long (400’ + 40’ / level) you and one opponent. This floating, disembodied hand then
Area: Special moves to remain between the two of you, regardless of where
Duration: Instant you move or how the opponent tries to get around it,
Saving Throw: Reflex half providing cover (+4 Defense) for you against that opponent.
Spell Resistance: Yes Nothing can fool the hand — it sticks with the selected
opponent in spite of darkness, invisibility, polymorphing, or
You call lightning from the sky, targeting a specific point on any other attempt at hiding or disguise. The hand does not
the ground. One or more bolts strike the ground at that point pursue an opponent, however. A mage hand is 10’ long and
or in an area around it. Any creature within the area takes about that wide with its fingers outstretched. It has as many
damage from the lightning, the deafening roar of the thunder, hit points as you do when you’re undamaged, but no wound
and the rent earth blasted from the ground by the bolts. Two points, and its Defense is 20 (–1 size, +11 natural). It takes
damage rolls are given on the table below. The first is the damage as a normal creature, but most magical effects that
damage taken by a creature standing on the exact target point, don’t cause damage do not affect it.
the second for any other creatures within the Area. Although
the spell takes effect immediately, a brew time may be The hand never provokes attacks of opportunity from
required for the lightning to build up. The lightning strikes at opponents. It cannot push through a wall of force or enter an
the end of the brew time. If the spell is again cast within 3 antimagic field, but it suffers the full effect of a prismatic
rounds, no additional brew time is required for the lightning wall or prismatic sphere. The hand makes saving throws as
to gather. Since the lightning comes from the sky, this spell its caster. Disintegrate or a successful dispel magic destroys
only be cast in an open-air area. Light structures can be it. Any creature weighing 2,000 pounds or less that tries to
targeted, damaged, or destroyed by this spell, but heavier push past the hand is slowed to half its normal speed. The
structures protect occupants effectively. hand cannot reduce the speed of a creature weighing more
than 2,000 pounds, but it still affects the creature’s attacks.
Level Effect Area Damage Brew Directing the spell to a new target is a move action.
Time
At higher casting levels, the hand gains additional abilities.

5 Single bolt 10’ Circle 5d10 / 1d10 None Forceful: The forceful hand pursues and pushes away the
7 Several bolts 25’ Circle 5d10 / 2d20 1 Round opponent that you designate. Treat this attack as a bull rush
9 Lightning storm 50’ Circle 5d10 / 3d10 3 Rounds with a +14 bonus on the Strength check (+8 for Strength 27,
+4 for being Large, and a +2 bonus for charging, which it
Special: This is a modified form of the Lightning Weave always gets). The hand always moves with the opponent to
from the Wheel of Time RPG. push that target back the full distance allowed, and it has no
speed limit. A very strong creature could not push the hand
out of its way because the latter would instantly reposition
Mage Armor itself between the creature and you, but an opponent could
push the hand up against you by successfully bull rushing it.
Talent; Affinities: Battlemage; Air, Earth, Spirit
Level: 1 Grasping: The hand can grapple one opponent that you
Casting Time: 1 Action select. The grasping hand gets one grapple attack per round.
Range: Touch Its attack bonus to make contact equals your caster level +
Area: 1 Target your Intelligence, Wisdom, or Charisma modifier (for
Duration: Concentration wizards, clerics, and sorcerers, respectively), +10 for the
Saving Throw: Will negates (harmless) hand’s Strength score (31), –1 for being Large. Its grapple
Spell Resistance: No bonus is this same figure, except with a +4 modifier for being
Large instead of –1. The hand holds but does not harm
An invisible but tangible field of force surrounds the subject creatures it grapples. The grasping hand can also bull rush an
of a mage armor spell, providing a +4 armor bonus to opponent as forceful hand does, but at a +16 bonus on the
Defense. Unlike mundane armor, mage armor entails no Strength check (+10 for Strength 35, +4 for being Large, and
armor check penalty, arcane spell failure chance, or speed a +2 bonus for charging, which it always gets), or interpose
reduction. Since mage armor is made of force, incorporeal itself as interposing hand does.
creatures can’t bypass it the way they do normal armor.
Clenched Fist: Like interposing hand, except that the hand resistance, the resistance is checked the first time Mage’s
can interpose itself, push, or strike one opponent that you sword strikes it. If the sword is successfully resisted, the spell
select. The floating hand can move as far as 60’ and can is dispelled. If not, the sword has its normal full effect on that
attack in the same round. Since this hand is directed by you, creature for the duration of the spell. Although the
its ability to notice or attack invisible or concealed creatures description describes a sword, the weapon can appear as any
is no better than yours. The hand attacks once per round, and one-handed melee weapon, although is statistics and abilities
its attack bonus equals your caster level + your Intelligence, remain the same.
+11 for the hand’s Strength score (33), –1 for being Large.
The hand deals 1d8+11 points of damage on each attack, and Special: This is a modified form of the Mage’s Sword spell
any creature struck must make a Fortitude save (against this from the Player’s Handbook.
spell’s save DC) or be stunned for 1 round.
The clenched fist can also interpose itself as interposing hand
does, or it can bull rush an opponent as forceful hand does, Magic Missile
but at a +15 bonus on the Strength check.
Talent; Affinities: Magefire; Fire, Spirit
Crushing: Like interposing hand, except that the hand can Level: 1-5
interpose itself, push, or crush one opponent that you select. Casting Time: 1 Action
The crushing hand can grapple an opponent like grasping Range: Medium (100’ + 10’ / level)
hand does. Its grapple bonus equals your caster level + your Area: Special
Intelligence, +12 for the hand’s Strength score (35), +4 for Duration: Instant
being Large. The hand deals 2d6+12 points of damage Saving Throw: No
(lethal, not nonlethal) on each successful grapple check Spell Resistance: Yes
against an opponent. The crushing hand can also interpose
itself as interposing hand does, or it can bull rush an A missile of magical energy darts forth from your fingertip
opponent as forceful hand does, but at a +18 bonus. and strikes its target, dealing 1d4+1 points of force damage.
The missile strikes unerringly, even if the target is in melee
Level Hand Type combat or has less than total cover or total concealment.
Specific parts of a creature can’t be singled out. Inanimate
objects are not damaged by the spell. The number of missiles
5 Interposing
you can shoot is determined by the casting level used. If you
6 Forceful shoot multiple missiles, you can have them strike a single
7 Grasping creature or several creatures. A single missile can strike only
8 Clenched Fist one creature. You must designate targets before you check
9 Crushing for spell resistance or roll damage.

Special: This is a modified form of the Clenched Fist, Level Missiles


Crushing Hand, Forceful Hand, Grasping Hand, &
Interposing Hand spells from the Player’s Handbook. 1 1
2 2
3 3
Mage’s Sword
4 4
Talent; Affinities: Battlemage; Earth, Spirit 5 5
Level: 7
Casting Time: 1 Action Special: This is a modified form of the Magic Missile spell
Range: Close (25’ + 5’ / 2 levels) from the Player’s Handbook.
Area: 1 Sword of force
Duration: Concentration
Saving Throw: No Magic Weapon
Spell Resistance: Yes
Talent; Affinities: Battlemage; Earth, Fire, Spirit
This spell brings into being a shimmering, swordlike plane of Level: 1-5
force. The sword strikes at any opponent within its range, as Casting Time: 1 Action
you desire, starting in the round that you cast the spell. The Range: Touch
sword attacks its designated target once each round on your Area: 1 Weapon or 20 projectiles
turn. Its attack bonus is equal to your caster level + your Int Duration: Concentration
bonus with an additional +3 enhancement bonus. As a force Saving Throw: Will negates (harmless, object)
effect, it can strike ethereal and incorporeal creatures. It deals Spell Resistance: Yes (harmless, object)
4d6+3 points of force damage, with a threat range of 19–20.
The sword always strikes from your direction. It does not get
a bonus for flanking or help a combatant get one. If the sword Magic weapon gives a weapon an enhancement bonus on
goes beyond the spell range from you, if it goes out of your attack and damage rolls. This enhancement bonus does not
sight, or if you are not directing it, the sword returns to you stack with a masterwork weapon’s +1 bonus on attack rolls.
and hovers. Each round after the first, you can use a standard You can’t cast this spell on a natural weapon, such as an
action to switch the sword to a new target. If you do not, the unarmed strike. Alternatively, you can affect as many as 20
sword continues to attack the previous round’s target. arrows, bolts, or bullets. The projectiles must be of the same
kind, and they have to be together (in the same quiver or
The sword cannot be attacked or harmed by physical attacks. other container). Projectiles, but not thrown weapons, lose
The sword’s Defense is 13 (10, +0 size bonus for Medium their enhancement after use. Treat shuriken as projectiles,
object, +3 deflection bonus). If an attacked creature has spell rather than as thrown weapons, for the purpose of this spell.
Casting Time: 1 Action
Level Enhancement Bonus Range: Long (400’ + 40’ / level)
Area: Four 40’ radius spreads; see text
Duration: Instant
1 +1
Saving Throw: None or Reflex half; see text
2 +2 Spell Resistance: Yes
3 +3
4 +4 Meteor strike is a very powerful and spectacular spell that is
5 +5 similar to fireball in many aspects. When you cast it, a 2’
diameter sphere springs from your outstretched hand and
Special: This is a modified form of the Magic Weapon and streak in straight lines to the spot you select. The meteor
Greater Magic Weapon spells from the Player’s Handbook. sphere leaves a fiery trail of sparks. If you aim a sphere at a
specific creature, you may make a ranged touch attack to
strike the target with the meteor. Any creature struck by one
Master Ward of these spheres takes 2d6 points of bludgeoning damage (no
save) and receives no saving throw against the sphere’s fire
Talent; Affinities: Warding; Air, Earth, Fire, Spirit, damage (see below). If a targeted sphere misses its target, it
Water simply explodes at the nearest corner of the target’s space.
Level: 4-12 You may aim more than one meteor at the same target. Once
Casting Time: 1 Round a sphere reaches its destination, it explodes in a 40-foot-
Range: Close (25’ + 5’ / 2 levels) radius spread, dealing 6d6 points of fire damage to each
Area: Special creature in the area. If a creature is within the area of more
Duration: Concentration than one sphere, it must save separately against each. Fire
Saving Throw: No resistance applies to each sphere’s damage individually. The
Spell Resistance: No number of spheres created depends upon the casting level of
the spell, but each can be sent at a different target within
You create a dome-shaped weave around an area, through range or target the same creature, or any combination of
which no physical object, energy attack, or magic can pass. either option.
The dome is impervious to damage and cannot be crossed by
any person or creature, including the caster. Even air does not Level Meteors
flow through the dome, and so those inside could suffocate
eventually. Magic-users outside the dome cannot cast spells 6 1
into it or directly affect it or targets within using Akashik 7 2
magic, the Tao, or divine magic. The same is true in reverse
8 3
for those within the dome; they cannot cast magic to affect
those outside the dome. The dome is nearly transparent to 9 4
normal viewing, visible only as a tinted or slightly darkened 10 5
area. Even sound does not pass through. The spell typically 11 6
appears as a dome, but its shape can be altered to any 12 7
equivalent volume when cast. When cast within an enclosed 13 8
area, such as a room or a cavern, the spell tends to conform to
the shape of the space. When the spell is cast, an opening of
Special: This is a modified form of the Meteor Swarm spell
any size, shape, or location desired by the caster can be left in
from the Player’s Handbook.
it.

+1 Casting Level: The dome is opaque and cannot be seen


Mirror of Mists
through. The surface appears as a solid gray.
Talent; Affinities: Illusion; Air, Fire, Spirit
Level Area Radius Level: 0-2
Casting Time: 1 Action
4 5’ Range: Personal
5 10’, small room Area: Personal
6 25’, large room Duration: Concentration
Saving Throw: No
7 50’, moderate-sized building
Spell Resistance: No
8 150’, large building
9 300’, very large building You grow in size, enshrouded in a veil of majesty that awes
10 750’ onlookers, and your voice becomes deeper and richer. You
11 1,500’ gain a substantial bonus to Intimidate checks made while the
12 1 Mile spell is in effect. Your size and bonuses vary by casting level.
At the 2nd casting level, the spell also dazzles onlookers of
Medium-size or smaller and with 5 Hit Dice or fewer, giving
Special: This is a modified form of the Master Ward Weave
them the dazzled condition. Such onlookers can make a Will
from the Wheel of Time RPG.
save to avoid being dazzled but still are subject to the
Intimidate check bonus.
Meteor Strike
Level Growth Intimidate Bonus
Talent; Affinities: Earth Singing: Air, Earth, Fire
Level: 6-13
0 Slight +2 Spell Resistance: No
1 Double +4
You cast this spell and touch the target channeler, who
2 Quadruple +8, dazzled
becomes the future recipient of your bonded guardian. When
you die, your bond with your guardian does not automatically
Special: This is a modified form of the Mirror of Mists end. Instead, your guardian makes a Will save. The save’s
Weave from the Wheel of Time RPG. DC is as if the spell were cast at the caster’s present level and
ability. If he succeeds the bond immediately terminates; see
the effects for terminating a bond under the Bond Guardian
Move Earth spell description. If he fails, he is immediately bonded to the
target of this spell. All effects of the Bond Guardian spell
Talent; Affinities: Earth Singing; Earth apply as if the target of this spell had cast it upon your
Level: 3 guardian. The spell only affects your bond to a single
Casting Time: 1 Action guardian. If you have more than one guardian, you must cast
Range: Close (25’ + 5’ / 2 levels) this spell separately for each bond you wish to pass. You
Area: 500 cubic feet / caster level bond can only be passed to a single person. Once you have
Duration: Concentration passed this bond to another channeler, this spell has no effect
Saving Throw: No if cast upon another target. You must negate the previous
Spell Resistance: No Pass Bond before passing a bond to another person. Casting
this spell in a special modified manner negates it. The target
Move earth moves dirt (clay, loam, sand), possibly collapsing does not need to be touched or even present for the negation
embankments, moving hillocks, shifting dunes, and so forth. to take effect.
You may even lift the earth through the air or flow it across a
surface, even uphill. However, in no event can rock Special: This is a modified form of the Pass Bond Weave
formations be collapsed or moved. The area to be affected from the Wheel of Time RPG.
determines the casting time. For every 500 cubic feet,
moving the earth takes 10 minutes. This spell does not
violently break the surface of the ground. Instead, it creates Polish
wavelike crests and troughs, with the earth reacting with
glacierlike fluidity until the desired result is achieved. Trees, Talent; Affinities: Earth Singing; Earth
structures, rock formations, and such are mostly unaffected Level: 0-2
except for changes in elevation and relative topography. The Casting Time: 1 Action
spell cannot be used for tunneling and is generally too slow Range: Touch
to trap or bury creatures. Its primary use is for digging or Area: 1 Metal item
filling moats or for adjusting terrain contours before a battle. Duration: Instant
This spell has no effect on earth creatures. Saving Throw: No
Spell Resistance: No
Special: This is a modified form of the Move Earth spell
from the Player’s Handbook. Tarnish, rust, and corrosion disappear from an item of metal
you touch, leaving the surface clean and shiny. Heavy rust
actually transmogrifies back into solid metal, so the spell can
Move Water be used to strengthen items weakened by heavy corrosion.
Weapons that have been heavily pitted are repaired, and
Talent; Affinities: Rain Dancing; Water hinges caked solid with rust after years of disuse function
Level: 3 easily without a squeak. The degree of corrosion that can be
Casting Time: 1 Action polished varies with the casting level.
Range: Close (25’ + 5’ / 2 levels)
Area: 50 Gallons / caster level +2 Casting Levels: You can reverse the process, rusting and
Duration: Concentration corroding the item by the appropriate amount. Magic items
Saving Throw: No made of metal are immune to this use of the spell. You may
Spell Resistance: No employ this version of the spell in combat with a successful
melee touch attack. Rusting grasp used in this way
You move up to 50 gallons of water per caster level. You instantaneously destroys 1d6 points per casting level of
may lift the water through the air or flow it across a surface, Defense gained from metal armor (to the maximum amount
even uphill. It moves at a speed of 20’. This spell has no of protection the armor offered) through corrosion. Weapons
effect on water creatures. in use by an opponent targeted by the spell are more difficult
to grasp. Striking at an opponent’s weapon provokes an
Special: This is a modified form of the Move Water Weave attack of opportunity. Also, you must touch the weapon and
from the Wheel of Time RPG. not the other way around. You must succeed on a melee
touch attack against the weapon. A metal weapon that is hit
suffers the following effects:
Pass Bond (Rare)
Effect Penalty
Talent; Affinities: Conjunction; Spirit
Level: 7
Casting Time: 10 Minutes Tarnished -1 to all rolls with weapon or item
Range: Touch Crusted -4 to all rolls with weapon or item
Area: 1 Channeler Crumbling weapon or item destroyed
Duration: Instant
Saving Throw: Will negates
Level Degree of Corrosion Range: Medium (100’ + 10’ / level)
Area: Special
Duration: Instant
0 Surface tarnished or lightly rusted
Saving Throw: No
1 Surface crusted with corrosion or rust Spell Resistance: No
2 Object crumbling, heavily rusted
A dense fog congeals over the target area, to a height of 20’.
Special: This is a modified form of the Polish Weave from The fog obscures all sight beyond 5’. A creature within 5’
the Wheel of Time RPG and the Rusting Grasp spell from the has ½ concealment (attackers suffer a 20% miss chance).
Player’s Handbook. Creatures further away have total concealment (50% miss
chance, attacker can’t use sight to locate the target). The spell
does not function underwater, not that Athas has much.
Rainbow Pattern
Level Radius
Talent; Affinities: Illusion; Air, Fire, Spirit
Level: 2-3
2 50’
Casting Time: 1 Action
Range: Medium (100’ + 10’ / level) 3 200’
Area: Special 4 600’
Duration: Concentration 5 1,800’
Saving Throw: Will negates 6 2 Miles
Spell Resistance: Yes 7 6 Miles
8 20 Miles
A twisting pattern of subtle, shifting colors weaves through
the air, fascinating creatures within it. Roll 2d4 and add your
caster level (maximum 20) to determine the total number of Special: This is a modified form of the Raise Fog Weave
Hit Dice of creatures affected. Creatures with the fewest HD from the Wheel of Time RPG.
are affected first; and, among creatures with equal HD, those
who are closest to the spell’s point of origin are affected first.
Hit Dice that are not sufficient to affect a creature are wasted. Repel Stone
Affected creatures become fascinated by the pattern of
colors. Sightless creatures are not affected. Talent; Affinities: Earth Singing; Earth
Level: 8
+2 Casting Levels: With a simple gesture (a free action), you Casting Time: 1 Action
can make the rainbow pattern move up to 30’ per round Range: Personal
(moving its effective point of origin). All fascinated creatures Area: 60’ Radius
follow the moving rainbow of light, trying to get or remain Duration: Concentration
within the effect. Fascinated creatures who are restrained and Saving Throw: No
removed from the pattern still try to follow it. If the pattern Spell Resistance: No
leads its subjects into a dangerous area each fascinated
creature gets a second save. If the view of the lights is This spell creates waves of invisible and intangible energy
completely blocked creatures who can’t see them are no that roll forth from you. All stone objects in the path of the
longer affected. spell are pushed away from you to the limit of the range.
Fixed stone objects larger than 3 inches in diameter and loose
+2 Casting Levels: Subjects affected by the rainbow pattern objects weighing more than 500 pounds are not affected.
are confused for 1d4 rounds. Anything else, including animated objects, small boulders,
and creatures made of earth, moves back. Fixed objects 3
+3 Casting Levels: Subjects affected by the rainbow pattern inches in diameter or smaller bend or break, and the pieces
are stunned for 1d4 rounds, then confused for 1d4 rounds. move with the wave of energy. Objects affected by the spell
are repelled at the rate of 40’ per round.
+4 Casting Levels: Subjects affected by the rainbow pattern
are unconscious for 1d4 rounds, then stunned for 1d4 rounds, +1 Casting Level: You affect metal items as well. Objects
and then confused for 1d4 rounds. such as metal armor, swords, and the like are pushed back,
dragging their bearers with them. Even magic items with
metal components are repelled.
Level Radius
Special: This is a modified form of the Repel Metal or Stone
2 10’ spell from the Player’s Handbook.
3 20’

Special: This is a modified form of the Hypnotic Pattern, Riven Earth


Rainbow Pattern, and Scintillating Pattern spells from the
Player’s Handbook. Talent; Affinities: Earth Singing; Earth, Fire
Level: 4-6
Casting Time: 1 Round
Raise Fog Range: Special
Area: Special
Talent; Affinities: Rain Dancing; Air, Water Duration: Instant
Level: 2-8 Saving Throw: Reflex half
Casting Time: 1 Round Spell Resistance: No
range, it dissipates in place within 1d3 rounds. Any Large or
You point at a spot on the ground, and the earth at that point smaller creature that comes in contact with the spell takes
erupts in a shower of rock, dirt, and fire. Creatures and 2d6 damage and is blinded for 1d4 rounds, unless they
objects within the area are thrown through the air or knocked succeed on a Reflex save, suffering only half damage and no
to the ground, taking 3d10 damage from the blast and impact. blindness. Even those not blinded find their visibility reduced
Both the area affected and the range of this spell vary with to 1d10 x 5’ and suffer a –4 penalty to all Alertness & Search
the casting level. The spell must target the ground. Light checks. The winds of the storm will put out any normal fires
structures can be damaged or destroyed by this weave, but it within it. All those within the sandstorm also gain
cannot be cast on the upper floors of a building. concealment and must make Concentration checks to cast
spells. Driving sand creeps in through all but the most secure
Level Range Area seals and seams, to chafe skin and contaminate carried gear.
You cannot cast this spell only in terrain that would support a
normal sandstorm; therefor, this spell will not work indoors,
4 Close (25’ + 5’ / 2 levels) 10’ Circle
in forests, or underwater.
5 Medium (100’ + 10’ / level) 25’ Circle
6 Long (400’ + 40’ / level) 50’ Circle Level Radius Height

Special: This is a modified form of the Riven Earth Weave


4 10’ 10’
from the Wheel of Time RPG.
5 25’ 15’
6 50’ 20’
Sandspray 7 150’ 40’
8 300’ 100’
Talent; Affinities: Sand Shaping; Earth 9 750’ 200’
Level: 3-9
10 1,500’ 500’
Casting Time: 1 Action
Range: Close (25’ + 5’ / 2 levels) 11 1 Mile 1,000’
Area: 5’ Radius 12 5 Miles 1,500’
Duration: Instant
Saving Throw: Reflex half Special: This is a modified form of the Sandstorm spell from
Spell Resistance: Yes the Dark Sun Revised Box Set.

You cause a pillar of sand up to 30’ high to erupt from a dirt


or sandy surface. The blinding spray causes damage Seal
according to the casting level of the spell. Those caught
within the sandspray must make a Reflex save for half Talent; Affinities: Warding; Air, Fire, Spirit
damage, but are still blinded for 1d4+1 rounds. Level: 2-4
Casting Time: 1 Round
Level Damage Range: Touch
Area: Special
Duration: Concentration
3 2d6
Saving Throw: No
5 3d6 Spell Resistance: No
7 4d6
8 5d6 You cast a ward within an enclosed container or space, which
9 6d6 you must either be within or touching (if outside). If anyone
except you opens the warded item or area, a flash of flame
Special: This is a modified form of the Sandspray spell from ignites within it. If the space has multiple openings (such as a
The Complete Sha’ir’s Handbook. room with doors and windows), opening any of them triggers
the ward. So does the creation of any other opening, such as a
hole bored in a wall. Your ward is within the area; it cannot
be seen from the outside, unless the container is transparent.
Sandstorm
+1 Casting Level: You may set a trigger word as you cast the
Talent; Affinities: Sand Shaping; Air, Earth spell. The ward will not be triggered by any person who says
Level: 4-12 the trigger word as they open the warded space.
Casting Time: 1 Action
Range: Medium (100’ + 10’ / level)
Area: Special Level Container Damage to Contents
Duration: Concentration
Saving Throw: Reflex half 2 Box, chest, etc. 1d4
Spell Resistance: Yes 3 Small room 1d6
4 Large room 1d8
This spell creates a powerful sandstorm of raging wind and
sand that moves along the ground at a speed of 30’ per round. Special: This is a modified form of the Seal Weave from the
Its radius and height are determined by its casting level. You Wheel of Time RPG.
can concentrate on controlling the sandstorm’s every
movement or simply leave it in place. Directing the storm’s
movement is a standard action for you. The storm always Sever (Rare)
moves during your turn. If the sandstorm exceeds the spell’s
Talent; Affinities: Gilgul; Spirit
Level: 6 You can create an area of abnormally high or low tides in the
Casting Time: 1 Action Silt Sea. The area of silt affected is determined by your
Range: Close (25’ + 5’ / 2 levels) casting level. Within the area, the silt level drops or rises by
Area: 1 Person the appropriate amount. Usually, dropping the tide is enough
Duration: Concentration to reveal the maze of rock pathways that honeycomb the
Saving Throw: Will negates coastline of the Silt Sea. The caster can move the area
Spell Resistance: Yes affected while maintaining concentration, as long as the
weave is not tied off and the area is still within range, so he
This spell severs a target of the same gender as the caster, can travel the walkways while exposed to air. Also, raising
removing his or her ability to cast Akashik magic. This the tide can suffocate and “drown” those caught within the
severing (often called “gentling” when it happens to men, affected area. Strong winds and the like affect the silt
and “stilling” when it happens to women) is permanent. normally. If cast outside the Sea of Silt or an area where such
conditions exist the spell has no effect. It does not affect
+6 Casting Levels: You can sever a target of the opposite quicksand or the like.
gender.
Level Radius Depth
Special: This is a modified form of the Sever Weave from
the Wheel of Time RPG.
6 300’ 5’
7 600’ 10’
Shield 8 1,000’ 15’
9 1,500’ 20’
Talent; Affinities: Gilgul; Spirit 10 1 Mile 30’
Level: 3-7 11 5 Miles 50’
Casting Time: 1 Action
Range: Close (25’ + 5’ / 2 levels)
Special: This is a modified form of the Silt Tides spell from
Area: 1 Person
the Dragon Kings.
Duration: Concentration
Saving Throw: Will negates
Spell Resistance: Yes
Silt Walk
You cut off an Akashik magic-user of the same gender from
Talent; Affinities: Sand Shaping; Earth
the Akasha, preventing him from channeling and
Level: 2
immediately ending any spells he is maintaining through
Casting Time: 1 Action
concentration. Although the target cannot channel, he
Range: Touch
remains embraced to the Akasha and does not need to
Area: 1 Creature
embrace it again once the shield is dropped. He can end his
Duration: Concentration
embrace voluntarily, though.
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
+1 Caster Level: You may shield a target of the opposite
gender.
The transmuted creatures can tread on any surface made of
loose earth that typically would not hold his weight as if it
-2 Caster Levels: If the target is not channeling and has not
were firm ground. This includes the Silt Sea, quicksand,
embraced the Akasha, reduce the level of the spell by 2
mud, and even lava, since the subjects’ feet hover an inch or
casting levels.
two above the surface, although creatures crossing molten
lava still take damage from the heat because they are near it.
Level Target Level Is... The subjects can walk, run, charge, or otherwise move across
the surface as if it were normal ground. If the spell is cast
3 5 or more caster levels lower than you underwater (or while the subjects are partially or wholly
4 1-4 caster levels lower than you submerged in whatever material they are in), the subjects are
5 Same caster level as you borne toward the surface at 60’ per round until they can stand
on it.
6 1-4 caster levels higher than you
7 5 or more caster levels higher than you Special: This is a modified form of the Water Walk spell
from the Player’s Handbook.
Special: This is a modified form of the Shield Weave from
the Wheel of Time RPG.
Skimming (Rare)

Silt Tides (Rare) Talent; Affinities: Travelling; Air, Earth, Spirit


Level: 4-8
Talent; Affinities: Sand Shaping; Air, Earth Casting Time: 1 Round
Level: 6-11 Range: Close (25’ + 5’ / 2 levels)
Casting Time: 1 Action Area: Special
Range: Medium (100’ + 10’ / level) Duration: Instant
Area: Special Saving Throw: No
Duration: Concentration Spell Resistance: No
Saving Throw: No
Spell Resistance: No
The spell allows you to travel through the space between Casting Time: 1 Action
spaces, a nether region reached via the Create Gateway spell. Range: Medium (100’ + 10’ / level)
When you cast this spell through an open gateway, you create Area: Special
a platform just within the space between spaces, adjacent to Duration: Concentration
the opening. You can then use this platform to “skim” Saving Throw: Reflex partial
through the space between places to another location, Spell Resistance: Yes
traversing great distances in little time. The platform can be
of any design you desire, although its size (and thus Rocky ground, stone floors, and similar surfaces shape
maximum number of passengers) depends on the casting themselves into long, sharp points that blend into the
level. Livestock, carts, baggage, and any other item that fits background. Spike stones impede progress through an area
through the gateway can be taken as well. The numbers on and deal damage. Any creature moving on foot into or
the Casting Level Table assume only people are taken, and through the spell’s area moves at half speed. In addition, each
that they are packed as closely as possible (this number does creature moving through the area takes 1d8 points of piercing
not include the caster). Reduce the appropriate number of damage for each 5’of movement through the spiked area.
passengers to account for animals or cargo. Any creature that takes damage from this spell must also
succeed on a Reflex save to avoid injuries to its feet and legs.
Your target destination must be a place know to you, and you A failed save causes the creature’s speed to be reduced to
must be able to visualize the location. This requires that you half normal for 24 hours or until the injured creature receives
have spent at least several hours there, or, if you were there any healing magic (which also restores lost hit points).
for less time, to have spent 10 minutes intently studying the Another character can remove the penalty by taking 10
area. You must know the actual location of the target; you minutes to dress the injuries and succeeding on a Heal check
cannot skim to a nobleman’s tent if you do not know where against the spell’s save DC.
he is encamped, even if you know him and have been in the
tent before. If you do not know the location well enough, the Spike stones is a magic trap that can’t be disabled with the
spell fails. Disable Device skill. Also, magic traps such as spike stones
are hard to detect. A rogue (only) can use the Search skill to
Once you have boarded the platform and the initial gateway find spike stones. The DC is 25 + spell level. Although the
has closed, the platform automatically skims through the spell has a square area, the area of the spell can conform to
space between spaces. The time required is unpredictable: the shape of a target area as long as its total square feet does
1d6+1 minutes for every 100 miles of distance between the not exceed the casting limit or range. You can cast it for less
departure and destination points. When the platform has than its normal range.
traveled far enough, it stops. You, or someone with you, must
open a second gateway, through which you can step out at Level Area
your destination. This second gateway cannot be opened
from the other side; it must be opened by you or someone
3 5’ x 5’
with you.
4 10’ x 10’
If you or someone with you does not open a gateway at the 5 20’ x 20’
end of the journey, the platform remains, suspended in the 6 30’ x 30’
void, until you do. If the initial gateway closes before you 7 40’ x 40’
board the platform, or if you step into the real world at your 8 50’ x 50’
destination and the gateway closes, the platform disappears
and all creatures and objects aboard it fall, to be trapped
Special: This is a modified form of the Spike Stones spell
within the space between spaces. If someone falls off the
from the Player’s Handbook.
platform and is not caught, he is lost to the space between
spaces. Most creatures or objects that fall into the void are
irrevocably lost, falling eternally through the infinite nothing.
Stone Shape
An Akashik magic-user that falls can save himself by casting
this spell, creating a platform on which to land. This new
Talent; Affinities: Earth Singing; Earth
platform, however, does not move beyond cushioning the fall
Level: 3-8
of the caster. The only escape is to open a new gateway that
Casting Time: 1 Action
leads to a random location in the real world.
Range: Touch
Area: Special
Level Platform Radius Passenger Max. Duration: Instant
Saving Throw: No
4 5’ None Spell Resistance: No
5 10’ 4
6 20’ 25 You can form an existing piece of stone into any shape that
suits your purpose. While it’s possible to make crude coffers,
7 35’ 120
doors, and so forth with stone shape, fine detail isn’t
8 50’ 200 possible, nor can you make a shape with moving parts.

Special: This is a modified form of the Skimming Weave +2 Casting Levels: You can make fine details upon your
from the Wheel of Time RPG. work, but must make an appropriate Craft check against the
spell’s DC to do so successfully. A failed check results in a
seriously flawed creation.
Spike Stones
Level Volume
Talent; Affinities: Earth Singing; Earth
Level: 3-8
3 10 cubic feet location where you cast the spell within the listed time, you
4 20 cubic feet sense that he has been there and roughly how long ago. If the
target is experiencing intense emotions at the time he was
5 35 cubic feet
there, you can sense him within double the listed time.
6 50 cubic feet Finally, if the target is carrying a gift given to him by you,
7 75 cubic feet you can sense whether he is alive or dead, and whether he
8 100 cubic feet still has the gift, at any Range.

Special: This is a modified from of the Stone Shape spell Level Range Time
from the Player’s Handbook.
0 75’ 3 Hours
1 300’ 12 Hours
Tool of Air
2 600’ 1 Day
Talent; Affinities: Sky Walking; Air 3 1,500’ 36 Hours
Level: 0-4 4 1 Mile 2 Days
Casting Time: 1 Action
Range: Close (25’ + 5’ / 2 levels) Special: This is a modified form of the Trace Weave from
Area: 1 Invisible Small or Medium-size the Wheel of Time RPG.
object
Duration: Concentration
Saving Throw: Will half Voice of Power
Spell Resistance: No
Talent; Affinities: Illusion; Air, Fire
You create on invisible tool, such as a blade, bludgeon, Level: 0-1
wedge, or clamp. You can use and manipulate this tool by Casting Time: 1 Action
mental command as though it were a real item of the same Range: Touch
type. The tool cannot be used to pick up objects, although it Area: 1 Creature
can knock them around. It operates as if wielded by a person Duration: Concentration
with a Strength of 10 and, except for the fact that it does not Saving Throw: Will negates (harmless)
tire, it cannot do anything that a person with a Strength of 10 Spell Resistance: No
could not do with a real tool of similar design. At higher
casting levels, the tool can be used as an improvised weapon The target can project his voice loudly; loud enough to easily
that cannot make critical hits. address a large a crowd, call commands across a noisy
battlefield, or make his loudest shouts audible from more
Level Size Damage than a league away. The target gains a +1 bonus on
Intimidation checks.
0 Tiny tool 1
1 Small tool 1d4 Level Target
2 Medium-sized light tool 1d6
3 Medium-sized heavy tool 1d8 0 Yourself
4 Large tool 1d10 1 Another creature

Special: This is a modified form of the Tool of Air Weave Special: This is a modified form of the Voice of Power
from the Wheel of Time RPG. Weave from the Wheel of Time RPG.

Trace Wall of Fire

Talent; Affinities: Conjunction; Spirit Talent; Affinities: Dragon’s Breath; Fire


Level: 0-4 Level: 3-12
Casting Time: 1 Action Casting Time: 1 Action
Range: Special Range: Medium (100’ + 10’ / level)
Area: 1 Person, known to caster Area: Special
Duration: Instant Duration: Concentration
Saving Throw: No Saving Throw: No
Spell Resistance: No Spell Resistance: Yes

You sense the air about you for the presence or recent An immobile, blazing curtain of shimmering, opaque fire
passage of a person known to you. If the target is carrying a springs into existence. One side of the wall, selected by you,
gift given to him by you (the gift can be any item of value to sends forth waves of heat, dealing 2d4 points of fire damage
the target), the effectiveness of this spell is greatly increased. to creatures within 10’ and 1d4 points of fire damage to those
If the target is within Range, you sense his presence and the past 10’ but within 20’. The wall deals this damage when it
general direction he is in. If the target is experiencing intense appears and on your turn each round to all creatures in the
emotions, you can sense him at double the listed range. If he area. In addition, the wall deals 2d6 points of fire damage +1
is carrying a gift given to him by you, you can sense him at point of fire damage per caster level (maximum +20) to any
100 times the listed Range. These two Range bonuses are creature passing through it. If you evoke the wall so that it
cumulative. Also, if the target has been within 25’ of your appears where creatures are, each creature takes damage as if
passing through the wall. If any 5’ length of wall takes 20
points of cold damage or more in 1 round, that length goes of whichever one of four energy types you select: acid, cold,
out. Do not divide cold damage by 4, as normal for objects. electricity, fire. The subject gains energy resistance against
the energy type chosen, meaning that each time the creature
+1 Casting Level: While the wall must be vertical, you can is subjected to such damage (whether from a natural or
shape it in any continuous path along the ground that you magical source), that damage is reduced before being applied
like. It is possible to create cylindrical or square wind walls to the creature’s hit points. The value of the energy resistance
to enclose specific points. depends upon the casting level of the spell. This absorbs only
damage. The subject could still suffer unfortunate side
Level Dimensions effects.

The Affinities for the spell always include Spirit, but also
3 10’ long, 5’ high
depend upon the energy protected against:
4 15’ long, 10’ high
5 25’ long, 15’ high Affinity Energy Protected Against
6 50’ long, 20’ high
7 100’ long, 30’ high Air Electricity
8 200’ long, 40’ high Earth Acid
9 500’ long, 50’ high Fire Fire
10 1,500’ long, 75’ high Water Cold
11 1 Mile long, 100’ high
12 5 Miles long, 500’ high +1 Casting Level: The subject gains immunity instead of
resistance. The spell absorbs a total of 10 points of energy
Special: This is a modified form of the Wall of Fire spell damage per caster level, and then ends once it has absorbed
from the Player’s Handbook. that much.

+1 Casting Level: The subject is protected against an


Wand of Fire additional energy type, adding the appropriate Affinity to the
spell.
Talent; Affinities: Dragon’s Breath; Earth, Fire
Level: 1 Level Effect
Casting Time: 1 Action
Range: Touch
1 Protects against temperature
Area: 1 Wand or branch
Duration: Concentration 2 Energy Resistance 10
Saving Throw: No 3 Energy Resistance 15
Spell Resistance: Yes 4 Energy Resistance 20
5 Energy Resistance 25
You imbue an otherwise harmless branch, wand, or switch 7 Energy Resistance 30
with a powerful charge of fire that you can use to damage an
opponent. Although the wand does not appear to be burning,
Special: This is a modified form of the Endure Elements,
you successful melee touch attack deals 1d8 fire damage + 1
Protection from Energy, & Resist Energy spells from the
point per caster level (+20 points maximum), and flames
Player’s Handbook.
spring up as the wand touches combustible material.

Special: This is a modified form of the Wand of Fire Weave


Ward Against Magic
from the Wheel of Time RPG.
Talent; Affinities: Warding; Air, Earth, Spirit, Water
Level: 3-12
Ward Against Elements
Casting Time: 1 Round
Range: Close (25’ + 5’ / 2 levels)
Talent; Affinities: Warding; Spirit, Special
Area: Special
Level: 1-7
Duration: Concentration
Casting Time: 1 Action
Saving Throw: No
Range: Touch
Spell Resistance: No
Area: 1 Creature
Duration: Concentration
You create a dome-shaped area through which magic cannot
Saving Throw: Will negates (harmless)
pass. This includes Akashik magic, divine magic, Tao magic,
Spell Resistance: Yes (harmless)
and any supernatural abilities. Those outside cannot use
magic to affect those inside, nor can those inside the dome
A creature protected by ward against elements suffers no
affect those outside with magic. Physical objects and people
harm from being in a hot or cold environment. It can exist
can pass through the dome boundaries without affecting the
comfortably in conditions between –50 and 140 degrees
spell. This spell typically appears as a dome, but its shape can
Fahrenheit without having to make Fortitude saves. The
be altered to any equivalent volume when cast. When cast
creature’s equipment is protected the same as he is. At 1st
within an enclosed area, such as a room or cavern, the spell
level, the spell doesn’t provide any protection from fire or
tends to conform to the shape of the space.
cold damage, nor does it protect against other environmental
hazards such as smoke, lack of air, and so forth. At higher
levels, the ward also protects against energy damage. The Level Area Radius
ward then grants a creature limited protection from damage
3 5’ 8 750’
4 10’, small room 9 1,500’
5 25’, large room 10 1 Mile
6 50’, moderate-sized building 11 5 Miles
7 150’, large building
8 300’, very large building Special: This is a modified form of the Ward Against People
9 750’ Weave from the Wheel of Time RPG.
10 1,500’
11 1 Mile Ward Bore
12 5 Miles
Talent; Affinities: Warding; Air, Earth, Fire, Spirit,
Special: This is a modified form of the Ward Against the Water
One Power Weave from the Wheel of Time RPG. Level: 4
Casting Time: 5 Minutes
Range: Medium (100’ + 10’ / level)
Ward Against People Area: 1 Warding spell
Duration: Instant
Talent; Affinities: Warding; Air, Fire, Spirit Saving Throw: No
Level: 2-11 Spell Resistance: No
Casting Time: 1 Round
Range: Close (25’ + 5’ / 2 levels) You weave a probe of the 5 Pillars, with which you test the
Area: Special structure of a Warding spell that you have detected. You then
Duration: Concentration make a Weavesight skill check. If successful, you open a
Saving Throw: No hole in the ward. If you fail, nothing happens, and the spell is
Spell Resistance: No wasted, but you can try again. If you fail by more than 10, the
caster of the Ward feels your tampering, although this feeling
You create a dome-shaped area. You, and anyone within the alone does not tell him who is responsible. The DC for the
area when you create it, can pass into and out of the dome. Weavesight check is 20 + the level of the target spell + the
For all other humans, demihumans, and humanoids, the dome Ward caster’s relevant ability bonus.
creates an invisible barrier that they cannot cross. This spell
typically appears as a dome, but its shape can be altered to Special: This is a modified form of the Ward Bore Weave
any equivalent volume when cast. When cast within an from the Wheel of Time RPG.
enclosed area, such as a room or cavern, the spell tends to
conform to the shape of the space. The area of this spell
cannot overlap, contain, or be contained within another Water Walk (Rare)
warding spell.
Talent; Affinities: Rain Dancing; Water
+1 Casting Level: The barrier created by the dome is Level: 1
intangible, and anyone can cross it. However, the barrier acts Casting Time: 1 Action
as a trigger for another spell that you cast and tied off within Range: Touch
the dome. Any Akashik spell can be set in this manner, but it Area: 1 Creature
must have an area effect (centered on the spot where you Duration: Concentration
place the second spell) or target an individual (targeting the Saving Throw: Will negates (harmless)
person who first enters the dome), and it must have an Instant Spell Resistance: Yes (harmless)
Duration. As with the casting of this spell, you and those
within the area when casting are immune to triggering this The transmuted creatures can tread on any liquid as if it were
second spell. firm ground. Mud, oil, snow, quicksand, running water, ice,
and even lava can be traversed easily, since the subjects’ feet
+1 Casting Level: You can modify the strictures of the hover an inch or two above the surface, although creatures
barrier to include other types of creatures besides humans, crossing molten lava still take damage from the heat because
demihumans, and humanoids. You can choose for the barrier they are near it. The subjects can walk, run, charge, or
to stop any one creature type (such as Outsider, Undead, otherwise move across the surface as if it were normal
Elemental, etc.) instead of humans, demihumans, and ground. If the spell is cast underwater (or while the subjects
humanoids. For an additional casting level, it can stop these are partially or wholly submerged in whatever liquid they are
creatures as well as humans, demihumans, and humanoids. in), the subjects are borne toward the surface at 60’ per round
For another additional casting level, it can stop an additional until they can stand on it.
type of creature.
Special: This is a modified form of the Water Walk spell
Level Area Radius from the Player’s Handbook.

2 5’
Whirlwind
3 10’, small room
4 25’, large room Talent; Affinities: Sky Walking; Air
5 50’, moderate-sized building Level: 8
6 150’, large building Casting Time: 1 Action
7 300’, very large building Range: Long (400’ + 40’ / level)
Area: Cyclone 10’ at base, 30’ at top, 30’ tall
Duration: Concentration +1 Casting Level: You can target the spell at a specific
Saving Throw: Reflex negates; see text person, as long as you are within eyesight or are familiar with
Spell Resistance: Yes them. The message is a whisper that only they can make out,
and the wind itself is so small it would take extraordinary
This spell creates a powerful cyclone of raging wind that means to sense it beyond its target. You can target an
moves through the air, along the ground, or over water at a additional person per additional casting level.
speed of 60’ per round. You can concentrate on controlling
the cyclone’s every movement or specify a simple program. +1 Casting Level: You can use the wind to receive a
Directing the cyclone’s movement or changing its whispered reply. The wind stays for 1 minute to receive a
programmed movement is a standard action for you. The reply. The reply must obey the same restrictions as the
cyclone always moves during your turn. If the cyclone original message. The whispering wind ten returns to you to
exceeds the spell’s range, it moves in a random, uncontrolled deliver its new message before dissipating.
fashion for 1d3 rounds and then dissipates. You can’t regain
control of the cyclone, even if comes back within range. Level Range

Any Large or smaller creature that comes in contact with the


0 100’
spell effect must succeed on a Reflex save or take 3d6 points
of damage. A Medium or smaller creature that fails its first 1 1,000’
save must succeed on a second one or be picked up bodily by 2 1 Mile
the cyclone and held suspended in its powerful winds, taking 3 5 Miles
1d8 points of damage each round on your turn with no save
allowed. You may direct the cyclone to eject any carried Special: This is a modified form of the Message and
creatures whenever you wish, depositing the hapless souls Whispering Wind spells from the Player’s Handbook.
wherever the cyclone happens to be when they are released.

Special: This is a modified form of the Whirlwind spell from Wind Wall
the Player’s Handbook.
Talent; Affinities: Sky Walking; Air
Level: 2-12
Whispering Wind Casting Time: 1 Action
Range: Medium (100’ + 10’ / level)
Talent; Affinities: Sky Walking; Air Area: Special
Level: 0-3 Duration: Concentration
Casting Time: 1 Round Saving Throw: No; see text
Range: Special Spell Resistance: Yes
Area: 10’ Radius
Duration: Instant An invisible vertical curtain of wind appears. It is 2’ thick
Saving Throw: No and of considerable strength. The wind wall must be vertical
Spell Resistance: No and straight. The length and height of the wall depends on its
casting level. It is a roaring blast sufficient to blow away any
You send a message or sound on the wind to a designated bird smaller than an eagle, or tear papers and similar
spot. When you whisper, the whispered message is audible to materials from unsuspecting hands. (A Reflex save allows a
all creatures within range. Magical silence, 1 foot of stone, 1 creature to maintain its grasp on an object.) Tiny and Small
inch of common metal (or a thin sheet of lead), or 3 feet of flying creatures cannot pass through the barrier. Loose
wood or dirt blocks the spell. The message does not have to materials and cloth garments fly upward when caught in a
travel in a straight line. It can circumvent a barrier if there is wind wall. Arrows and bolts are deflected upward and miss,
an open path between you and the targeted area, and the while any other normal ranged weapon passing through the
path’s entire length lies within the spell’s range. The wall has a 30% miss chance (a giant-thrown boulder, a siege
whispering wind travels to a specific location within range engine projectile, and other massive ranged weapons are not
that is familiar to you or within sight, provided that it can affected.) Gases, most gaseous breath weapons, and creatures
find a way to the location. A whispering wind is as gentle and in gaseous form cannot pass through the wall (although it is
unnoticed as a zephyr until it reaches the location. It then no barrier to incorporeal creatures).
delivers its whisper-quiet message or other sound. Note that
the message is delivered regardless of whether anyone is +1 Casting Level: While the wall must be vertical, you can
present to hear it. When the spell reaches its objective, it shape it in any continuous path along the ground that you
swirls and remains in place until the message is delivered. like. It is possible to create cylindrical or square wind walls
The wind then dissipates. to enclose specific points.

You can prepare the spell to bear a message of no more than Level Dimensions
twenty-five words, cause the spell to deliver other sounds for
1 round, or merely have the whispering wind seem to be a
faint stirring of the air. You can likewise cause the 2 10’ long, 5’ high
whispering wind to move as slowly as 1 mile per hour or as 3 15’ long, 10’ high
quickly as 1 mile per 10 minutes. To speak a message, you 4 25’ long, 15’ high
must mouth the words and whisper, possibly allowing 5 50’ long, 20’ high
observers the opportunity to read your lips. The spell 6 100’ long, 30’ high
transmits sound, not meaning. It doesn’t transcend language
7 200’ long, 40’ high
barriers.
8 500’ long, 50’ high
9 1,500’ long, 75’ high
10 1 Mile long, 100’ high
11 5 Miles long, 500’ high

Special: This is a modified form of the Wind Wall spell from


the Player’s Handbook.
Chapter 11: Of Tao Magic
11.1: Tao Joss The number of bonus dice depends on the character’s level,
his Tao-Sensitive status, and whether he calls upon Yang
Joss points represent a character’s knack for using the Tao, Tao, Yin Tao, or neither.
the energy that binds the universe and all living things
together, to aid his actions. For a Tao-sensitive character, it Character Bonus Dice: Bonus Dice: Bonus Dice:
represents a conscious decision to call upon the Tao for Level Non-Sensitive Yang Tao Yin Tao
assistance. Characters without the Tao Sensitive feat don’t
consciously realize the Tao is guiding their actions, only that 1 –3 1d6 1d6 2d6
they are trying hard to succeed.
4–6 1d6 2d6 3d6
7–9 2d6 3d6 4d6
11.2: Gaining Tao Joss 10 –12 2d6 4d6 4d6
13 – 15 3d6 5d6 4d6
Every beginning character starts play with 1 joss point per 16 – 18 3d6 6d6 5d6
character level. Characters who don’t have the Tao-Sensitive 19 – 20 4d6 7d6 5d6
feat may never have more than 5 joss points. Any joss points
gained in excess of this number is lost. A character with the
Tao-Sensitive feat gains 1 bonus joss point (as described in
the feat’s description) and may collect an unlimited number
11.4: Madness & the Tao
of joss points as time goes on.
The Tao has two aspects, one light and one dark. The light
side is known as Yang Tao, and represents growth, creativity,
A character gains joss points in two ways:
and all that is good in the universe. The dark side, Yin Tao,
represents destruction, anger, hate, fear, and all that is evil
• Each time a character gains a level, he gains 1 joss
and negative in the universe. It lurks in the shadows,
point.
whispering to those who tamper with the Tao, tempting them
• Each time a character performs an act of dramatic with quick and easy power.
heroism, he gains 1 joss point.
But it also carries madness and decay in its wake.
To qualify as an act of dramatic heroism, an action must
fulfill three criteria: There are normally two ways to gain madness points through
Yin Tao.
• It must accomplish a significant task in the defense of
good or the defeat of evil. • Any time a character spends joss points using the Yin
• It must occur at a dramatically appropriate time (usually Tao (making it Yin joss), he gains 1 madness point.
the climax of an adventure). • Any time he uses a Yin Tao-based feat or skill, he gains
• It should require significant risk on the part of the hero. 1 madness point.
Instead of gaining a joss point, a character can opt to High amounts of madness points can affect his use of Yang
eliminate 1 madness point instead, if he has any and is not Tao and Yin Tao skills and feats. For more information on
yet “lost.”. madness, see Chapter 12: Of New Rules.

When a Tao-Sensitive character’s madness points reach a


11.3: Using Tao Joss total equal to or greater than his Wisdom score, he is in
danger of being “lost” to Yin Tao. He gains the following
Joss points are used to add one or more bonus dice to all task benefits and penalties:
resolution die rolls made by a character for 1 full round
(including attack rolls, skill checks, ability checks, and • +2 Yin bonus to all Tao skill checks using Yin Tao
saving throws, but not damage rolls; rolls using the d20). The skills.
decision to use a joss point is made during a character’s • -4 penalty to all Tao skill checks using Yang Tao skills.
action, before any die rolls are made. The effects of spending • When spending a joss point, he can opt to instead gain 2
a joss point are in effect until just before the character’s next madness points. He must have at least 1 joss point
action, and may influence saving throws or other checks currently to do so.
required during that time. Only 1 joss point can spent in a
round. When a Tao-Sensitive character’s madness points equal twice
his Wisdom score, he is lost to Yin Tao. He gains the
If the character has the Tao-Sensitive feat, he must decide following bonuses and penalties, replacing the earlier
whether he is using Yang Tao (the “light” side of the Tao) or bonuses and penalties for being in danger of being lost:
Yin Tao (the “dark” side of the Tao). The game assumes
players will usually call on Yang Tao, although they can call • +4 Yin bonus to all Tao skill checks using Yin Tao
on Yin Tao; at least, until madness begins to overtake them. skills.
• -8 penalty to all Tao skill checks using Yang Tao skills.
• When spending a joss point, he can opt to instead gain 1
madness point. He must have at least 1 joss point
currently to do so.
• Any joss points spent automatically call upon Yin Tao.
Chapter 12: Of New & Altered Rules
12.1: Defense & Armor Class threat range by 1 point. Therefore, a longbow with a (x3)
multiplier would have a 19-20 threat range instead of a 20.
Instead of Armor Class (AC), Dark Sun characters have
Defense (Defense). Each class has an inherent Defense There is no subdual damage. Damage that is nonlethal or
bonus. A character's Defense is equal to 10 + class Defense otherwise ruled to be normally subdual applies its full effect
bonus (see Chapter 3: Of Classes for rules on Defense & to hit points, but cannot affect wound points, therefore it
multiclassing) + all other modifiers. Anything in the D & D cannot threaten a Critical hit.
books that refers to AC applies to Defense as well (such as
enhancement, shield, dodge, etc. bonuses). Armor bonuses
(not including shield bonuses) and natural armor bonuses do 12.4: Reputation
not stack with the class Defense bonus. A class Defense
bonus is lost in any situation where a character is denied his A character's Reputation score reflects how famous )or
Dex modifier to Defense. infamous) he or she is A character with a high Reputation is
generally well known and recognized in many places, while a
character with a low reputation isn't. In general, a high
12.2: Wound Points & Hit Points Reputation score benefits a character. Those who recognize
the character are more likely to help him (or at least do what
A Dark Sun character has a both hit points and wound points. he asks). However, a high reputation makes it hard is difficult
Maximum Hit Points are determined as normal by class and for the character for the character to mask his identity if
level the same way as described in the Players Handbook. others are looking for him.
Maximum wound points are equal to a character's Con, plus
any feats or other miscellaneous modifiers (such as the Examples of Reputation Scores
Toughness feat).
Score Description
Hit points reflect the character's ability to roll with punches
and minimize the damage taken in combat. Lost hit point
0 Unknown
represent the cuts, bruises, sprains, and flesh wounds of
battle, and a character who is reduced to 0 hit points is 1-2 Known in home town
considered fatigued. A character reduced to 0 hit points or 2-5 Known in home region / clan
negative hit points must immediately make a Fort save equal 6-9 Known in home domain / tribe
to 10 + the damage just taken, or be unconscious until he 10-14 Known in many domains / tribe
heals the damage and has at least 1 hit point. If he succeeds, 15-20 Known throughout the land
he must make the same roll every hour until he fails or he has
21+ Known worldwide
been healed until he has at least 1 hit point. Damage that
lowers his hit points below 0 is instead applied to their
wound points. For example, if a character with 5 hit points All players have starting reputation scores based on their
left takes 7 points of damage, he loses all 5 hit points and 2 class. As a character's levels increase, his Reputation score
wound points, and must then make a Fort save against DC 17 automatically increases as well depending on class, as
or be rendered unconscious. described in Chapter 3: Of Classes. A character can also gain
Reputation by performing actions that attract attention. An
Wound points reflect the critical strikes, mortal wounds, and act of dramatic heroism should automatically result in a gain
other more serious damage a character takes in battle. If a of 1 point of Reputation, unless the act was secret or
character takes enough damage to drop to 0 wound points or otherwise had no witnesses to report it. Actions that don't
less, he suffers the same effects as if the wound points were measure up to this standard but are nevertheless significant
hit points in the Player's Handbook. can still add to one's Reputation. These include escaping
from a Sorcerer-King's clutches, defeating an opponent in the
A character heals 1 hit point per character level per hour of arena with a higher Reputation, founding your own Merchant
rest and 1 wound point per day of rest. Rest includes light, House, or being on the winning side of a major war. After
non-strenuous activity and travel, but not combat of any sort. performing such an act, make a Reputation check. Success
All other limits to healing in the Player's Handbook apply. gains the character 1 point of Reputation. Acts of particular
malevolence or viciousness can add a similar amount;
ultimately, your Reputation rarely cares whether you're good
or evil.
12.3: Critical & Subdual Damage
In general, a character doesn't get to choose when to make a
When an attack roll threatens a critical hit, it automatically
Reputation check; it simply takes effect whether the character
scores a critical hit and no confirmation roll is necessary.
wants it to or not. When a character's Reputation comes into
Critical hits do not produce double damage, but instead all
play, make a Reputation check. Roll 1d20 and add your
damage that would normally be doubled as per the rules in
character's Reputation score. If your Reputation is 0, you
the Player's Handbook is instead immediately applied to the
can't make a Reputation check. The DC of the check depends
character's wound points. All other damage is applied to the
on the character's location.
character's hit points.

For all weapons that have a Critical damage multiplier higher Reputation Check DC's
than (x2), assume that each additional multiplier increase the
Location DC Followers who leave service or die while serving create
"open space" under the level cap. Those spaces can be filled
with a later successful Reputation check to gain followers.
Tableland City-States 25
Ringing Mountains, Tableland Wilderness 30
Bandit States, Forest Ridge 35 12. 5: Madness
Hinterlands, Lost City-States 40
Last Sea, Obsidian Plains 45 Occasionally, characters may gain madness points. There are
Remote village or area +5 three sources of madness points most often encountered:
Large City -5
Character's home town or area -5 • Yin Tao: Any who use Yin Tao gain 1 madness point.
See Chapter 11: Of Tao Magic for more information.
Most character's with high Reputation scores are "famous" or • Defiling: Any channeler who overchannels using
"infamous". You are considered famous if you have taken the defiling gains 1 madness point. See Chapter 10: Of
Fame feat or if you are in the appropriate location for your Akashik Magic for more information.
Reputation to make you "Known". You are infamous if you
• Male Channelers: All male channelers gain +1d6
have the Infamous feat or would otherwise be famous and at
madness points per caster level.
least half of your earned Reputation points (not those
automatically gained by gaining levels) were earned through
As the number of madness points a character has increases,
malevolent and vicious acts (GM's discretion).
insanity may begin to take over the character. Eventually, if
the number of madness points grows high enough, a
You can make a Reputation check when trying to perform the
character can become permanently insane and even begin to
following skills if you are famous or infamous: Bluff,
suffer the horrible rotting disease that consumes those who
Diplomacy, Gather Information, Intimidate, or Perform. A
have touched Yin Tao and the Dragontaint too often.
successful Reputation check gives a modifier to the use of the
skills, which are all considered synergy bonuses.
Madness Triggers
Reputation Checks & Skill Modifiers Early on, the character may have to make Will saves to
prevent momentary outbursts or bouts of insanity. Stressful
Skill Famous Infamous situations in particular might trigger these crises, as can
exposure to intensely powerful magic for those who posses
Bluff +5 +5 magical abilities. As the madness tightens its grip, these
saves grow more difficult and frequent. The Madness Trigger
Diplomacy +5 -5
Table gives the conditions that can trigger a bout of madness,
Gather Information +5 +5 depending on the character’s madness points. At each
Intimidate +2 +5 threshold point, a new trigger is added to those already in
Perform +5 +0 effect.

In addition to the normal benefits of having a high Madness Trigger Table


Reputation, the character can attract followers. The character
can make a Reputation check once per level to attract new MP Trigger Condition
followers. If successful, the character attracts followers who
arrive over a period of 1d4 weeks. If it fails, the character
cannot try again until he has gained another level. These 0 – 15 None
followers may be troops, minions, personal servants, 16 – 30 Injury
accomplices, trainees, acolytes, or whatever type the 31 – 40 Will save
character wishes. A character can acquire other followers 41 – 50 Akashik magic, Tao magic
through role-playing and hirelings, of course, but the 51 – 60 Threat
followers acquired through Reputations are generally much
61+ Constant
more loyal and, while they still need to be fed and sheltered,
have access to their own funds and rarely have conflicting
goals with the character. Followers remain loyal to the • Injury: Whenever you take damage in combat (whether
character unless treated with extreme abuse or disdain (GM's from a physical attack or magic) or in dangerous non-
discretion). combat situations, such as a fall or the effect of a
disease, you must check for madness.
The maximum total levels of a character's followers cannot • Will Save: Whenever you are required to make a Will
exceed his Reputation score. For purposes of calculating this saving throw and fail, you must check for madness.
total, professional characters (aristocrats, commoners,
diplomats, experts, & warriors) cost half their level. No • Akashik Magic, Tao Magic: Whenever you embrace the
single follower can have a level higher than half the Akasha or use a Tao skill, feat, or ability, you must
character's Reputation. Each level of an ECL counts as a check for madness.
level for determining level "cost". • Threat: Any stressful situation, whether real or
imagined, might drive a character to insane behavior.
For example, a Noble with a Reputation of 9 could have the You must make an immediate check for madness.
following followers: 1 1st level fighter (personal bodyguard, • Constant: By this point, the madness is so far gone that
nephilim), 4 1st level warriors (private retinue, humans), 1 1 st it is a permanent condition. A check for madness is no
level commoners (servants, humans), 1 1st level noble longer required; you are irredeemably insane.
(assistant, human), 1 2nd level rogue (troubleshooter, elf).
Madness Checks

When a triggering condition occurs, the character makes a


check for madness. This is a Will saving throw against a DC
equal to his total madness points. If the save succeeds, the
character suffers no ill effects. If the save fails, roll 1d20 and
subtract the result from the character’s total madness points
and consult the Madness Check Table below. The symptoms
are described in broad terms; it is up to the DM to determine
the exact manifestation.

Madness Check Table

MP -1d20 Symptoms Duration

5 or lower Delusion 2d6 Minutes


6 – 15 Suspicion 2d6 Hours
16 – 25 Panic 2d6 Rounds
26 – 35 Withdrawal 2d6 Hours
36 – 45 Fury 2d6 Rounds
46 – 55 Disease See text
56+ Dementia See text

• Delusion: You suffer from hallucinations (auditory,


visual, or both) and its difficult to convince these
hallucinations aren’t real.
• Suspicion: You have a deep distrust of everyone, even
friends, and suspect them of secretly plotting against
you, causing you harm, or even of being Sorcerer-King
spies.
• Panic: You are convinced that you are in mortal danger
and do your best to flee the threatening situation. If you
cannot flee, you attack desperately.
• Withdrawal: You become depressed, argumentative,
stubborn, and unwilling to interact with the world.
• Fury: You fly into an insane fit of temper. He lashes
out at the nearest available target if in combat, or goes
on a violent rampage in other situations. Thereafter, he
overreacts dangerously to events that would make
others irritated, frightened, or otherwise stressed.
• Disease: When madness has progresses this far, you
fall prey to a horrible wasting disease as either Yin Tao
or Dragontaint eats away at your spirit and flesh (Fort
save DC 20). Your very body decays around you, and
the stress of this situation is often enough to propel a
character to final destruction. The disease incubates for
one week and causes 1d3 points of temporary
Constitution damage each day thereafter. Unlike normal
diseases, this rotting affliction continues until the
victim reaches 0 Con and dies.
• Dementia: Your personality has been lost entirely to
madness. You become an NPC and is forever beyond
saving. Death usually comes not long after this point.
Chapter 13: Of Prestige Classes
Dark Sun: The Age of Tao has prestige classes just like any Duelist
other d20 campaign setting. Prestige classes tailored for this
setting will be described in further supplements; however, While the witty banter and heroic swashbuckling of the
several previously published prestige classes are allowed in average duelist may be inappropriate for the world of Athas,
the campaign, with certain changes. its emphasis on skill over force and reliance on agility over
armor are highly valued under the Dark Sun. Most duelists
Listed below are prestige classes from the Dungeonmaster’s train either to fight in the arena in popular “dueling
Guide, Defenders of the Faith, Masters of the Wild, Song and competitions” or are nobles devoted to swordsmanship
Silence, Sword and Fist, and Tome and Blood. schools (the “Ryu”) throughout the city-states. This prestige
class represents the average Athasian duelists; more
specialized duelists will appear in future supplements.
13.1: Dungeonmaster’s Guide
The Hit Dice, Requirements, Class Skills, Skill Points, and
Arcane Archer (Akashik Archer) Class Abilities are the same as the Duelist prestige class in
the Dungeonmaster’s Guide. For Defense values, use the
Arcane archers, often called arrow-magi or Akashik archers Fighter values for the appropriate level; for Reputation gains,
by their elven brethren, are an individualistic sect of Akashik use the Bard gains for the appropriate level.
magic-users among the elves. Their rites and traditions
extend far into the past, long before the cleansing wars. Their Dwarven Defender (Knight of Kemalok)
origin is closely linked with that of the elven bladesingers,
and in legends an Akashik archer and a bladesinger were Dwarven Defenders are known commonly as Knights of
often paired together. It is believed both sects once served the Kemalok on Athas. They are the descendents of an ancient
hakima as bodyguards and protectors, in much the same way dwarven order dedicated to the defense of the ancient city of
Villichi Guardians defend their charges in the present. Today, Kemalok, the line of dwarven High Kings, and dwarvenkind
the sect survives as a purely master-apprentice organization, itself. Most of Athas believes the Knights to have been
with no overall structure. Archers serve their clans as destroyed during the Cleansing Wars, but in the villages and
warriors or wander as mercenaries, and draw their slave pens, dwarves gather in huddled circles to tell tales of
apprentices from the orphans that other hakima will not or wandering protectors. These protectors are dwarves who free
cannot teach. slaves, protect the dwarves from templars, and avenge the
deaths of dwarves denied their focuses. The Knights’
The Hit Dice, Requirements, Class Skills, Skill Points, and organization has indeed been destroyed since the Green Age,
Class Abilities are the same as the Arcane Archer prestige but the order survives with wandering individuals and their
class in the Dungeonmaster’s Guide. However, as an squires. They seldom stay in one place long enough, although
additional Requirement, the character must be a female. Men tradition demands that they be knighted in the village of
are not allowed to become Arcane Archers. Additionally, the Kled, which is built over the ruins of ancient Kemalok.
archer must embrace the Akasha to use any of her Class
Abilities. For Defense values, use the Fighter values for the The Hit Dice, Requirements, Class Skills, Skill Points, and
appropriate level; for Reputation gains, use the Orphan gains Class Abilities are the same as the Dwarven Defender
for the appropriate level. prestige class in the Dungeonmaster’s Guide. For Defense
values, use the Fighter values for the appropriate level; for
Arcane Trickster (Akashik Trickster) Reputation gains, use the Fighter gains for the appropriate
level.
Arcane tricksters, known on Athas as Akashik tricksters, are
Akashik magic-users that specialize in stealth, theft, and even Hierophant
assassination. Most are orphans that have learned to use their
magic to aid them in dishonorable pursuits, but some are The Hierophant represents the most powerful divine
trained by certain traditions, especially the Veiled Alliance, spellcasters, usually templars and druids, that reign on Athas.
the Villichi, and the Viziers. The Hung Mun also use the Among templars, these are the most magically powerful
occasional Akashik trickster, although such thieves are never members of the templarate of the city-state, and usually have
full members of the Secret Societies; it is too dangerous. titles specific to their homeland; rarely are they called a
“hierophant.” Among druids, the hierophants are usually the
The Hit Dice, Requirements, Class Skills, Skill Points, and leaders of Circles or secluded hermits, and the term
Class Abilities are the same as the Arcane Trickster prestige “hierophant” is still in common use.
class in the Dungeonmaster’s Guide. However, replace the
mage hand spell Requirement with the arms of air Akashik The Hit Dice, Requirements, Class Skills, Skill Points, and
spell. Additionally, the trickster must embrace the Akasha to Class Abilities are the same as the Hierophant prestige class
use the Class Abilities of Ranged Legerdemain and in the Dungeonmaster’s Guide. For Defense values, use the
Impromptu Sneak Attack (but not just Sneak Attack). For Druid values for the appropriate level; for Reputation gains,
Defense values, use the Orphan values for the appropriate use the Druid gains for the appropriate level.
level; for Reputation gains, use the Rogue gains for the
appropriate level. Horizon Walker
Horizon Walkers are well-known on Athas, as the land is
wide and vast and requires rugged outdoorsmen to traverse. Consecrated Harrier (Templar Seeker)
They often are highly paid scouts or caravan outriders for the
city-state armies and merchant caravans. Others are The Harriers, or Templar Seekers as they are more
commonly tribal warriors who have struck out on their own commonly known, are the advance defense of the Sorcerer-
with incurable wanderlust. Kings. Like their otherworld counterparts, they seek out and
resolve external threats to their Sorcerer-King and city-state.
The Hit Dice, Requirements, Class Skills, Skill Points, and They often undertake missions to deal with upstart nobles on
Class Abilities are the same as the Horizon Walker prestige the outskirts of scrubland or merchant holdings that may
class in the Dungeonmaster’s Guide. For Defense values, use prove disloyal to their city-state base.
the Ranger values for the appropriate level; for Reputation
gains, use the Ranger gains for the appropriate level. The Hit Dice, Requirements, Class Skills, Skill Points, and
Class Abilities are the same as the Consecrated Harrier
When it comes to Terrain Master Benefits, the following prestige class in Defenders of the Faith. For the use of the
rules apply: Templar Class Ability secular authority, levels in this
prestige class and Templar levels stack. For Defense values,
• Aquatic: While there are few aquatic environments on use the Ranger values for the appropriate level; for
Athas, this includes the Last Sea, oasis’s, and the Reputation gains, use the Templar gains for the appropriate
Dragon Bowl. It also include the Elemental Plane of level.
Water.
Hunter of the Dead
• Desert: Very common on Athas, and covers rocky
badlands, sandy wastes, salt flats, and stony barrens. Hunters of the Dead are elite templars in service to the
• Marshes: Although actual marshes are very rare on Sorcerer-Kings. All of the city-states (except for the templars
Athas, found only at the base of the Jagged Cliffs or of Dregoth) have an order dedicated to safeguarding the
near the Last Sea, mudflats also count for this terrain. Sorcerer-King and the city from undead threats. They are
• Plains: Includes savannas, scrubland, and fertile areas. called different names in the different cities of the
Tablelands.
• Cold (Planar): Not allowed. I mean, come on, it’s Dark
Sun: Really Fricking Hot Athas. The Hit Dice, Requirements, Class Skills, Skill Points, and
• Shifting (Planar): Not allowed. Class Abilities are the same as the Hunter of the Dead
• Aligned (Planar): Not allowed. prestige class in Defenders of the Faith. For the use of the
Templar Class Ability secular authority, levels in this
• Forest, Hills, Mountains, Underground, Fiery (Planar), prestige class and Templar levels stack. For Defense values,
Weightless (Planar), Cavernous (Planar): No changes. use the Fighter values for the appropriate level; for
Reputation gains, use the Templar gains for the appropriate
Banned Prestige Classes level.
The following prestige classes cannot be used in Dark Sun: Sacred Fist
The Age of Tao, due either to mechanics issues or thematic
unsuitability: Archmage, Assassin, Blackguard, Dragon Currently, there are only two monasteries that teach the way
Disciple, Eldritch Knight, Loremaster, Mystic Theurge, of the Sacred Fist, combining the martial arts of Sutra and the
Shadowdancer, Thaumaturgist. dictates of the Way of Ten Thousand Things. The Temple of
Harmonious Bliss, north of Tyr in the Ringing Mountains,
and the Kami’s Dojo, a small monastery located on the
13.2: Defenders of the Faith western slope of the Mekillot Mountains. Both monasteries
seek to forge a synthesis between the Way of Enlightenment
Church Inquisitor (Royal Inquisitor) and the Way of Ten Thousand Things. As such, all members
strive to hold to the ethics of both religions.
Even templars fear the Royal Inquisitors, agents of their
Sorcerer-Kings and templars themselves. Athasian inquisitors The Hit Dice, Requirements, Class Skills, Skill Points, and
belong the templarates of the city-states and come only from Class Abilities are the same as the Sacred Fist prestige class
the ranks of the templars themselves, specifically selected by in Defenders of the Faith, with the following exception. For
the Sorcerer-King for their loyalty and dogged persistence in Requirements, replace the Alertness feat with the Skill Focus
pursuing treachery. Sadism is also a favored quality. (alertness) feat. For Defense values, use the Monk values for
the appropriate level; for Reputation gains, use the Druid
The Hit Dice, Requirements, Class Skills, Skill Points, and gains for the appropriate level.
Class Abilities are the same as the Church Inquisitor prestige
class in Defenders of the Faith, except for the following Templar (Templar Guard)
changes. For Requirements, the character’s alignment must
be Lawful (good or neutral are irrelevant), and instead of Like their otherworld counterparts, Templar Guards are
membership in a lawful good church the character must be a sworn to the defense of templar sites and other government
member of a city-state’s templarate. For Class Abilities, the areas. They also serve as the elite soldiers and guards of the
character can detect evil, detect good, detect chaos, or detect Sorcerer-King’s armies.
law. Once chosen, this ability cannot be changed. For the use
of the Templar Class Ability secular authority, levels in this The Hit Dice, Requirements, Class Skills, Skill Points, and
prestige class and Templar levels stack. For Defense values, Class Abilities are the same as the Templar prestige class in
use the Templar values for the appropriate level; for Defenders of the Faith. For Defense values, use the Fighter
Reputation gains, use the Templar gains for the appropriate values for the appropriate level; for Reputation gains, use the
level. Templar gains for the appropriate level.
Exotic Weapon Masters, commonly called Kensai-Sifu, are
Warpriest well-known throughout Athas, especially with its wide
variety of exotic weapons. They are especially popular and
Warpriests come in two varieties: those who serve the well-known as gladiators, famous in the arenas for the sheer
Sorcerer-Kings, and those who do not. Those who serve are number and variety of strange weapons they can use in a
drawn primarily from the templarate itself, although single bout. Such a gladiator can expect to earn twice as
promotion through the templar guards is not unheard of. much, if not more, than a regular gladiator of his stature.
They preside over the rituals and planning of military affairs.
The highest level warpriest is often the general of the a The Hit Dice, Requirements, Class Skills, Skill Points, and
Sorcerer-King’s armies. The warpriests of Urik and Draj are Class Abilities are the same as the Exotic Weapon Master
especially feared. Those who do not serve are drawn from the prestige class in Masters of the Wild. For Defense values, use
druids. They serve as outspoken advocates of taking the the Fighter values for the appropriate level; for Reputation
losing religious wars to the city-states, while others serve gains, use the Fighter gains for the appropriate level.
their tribes in times of war or lead raids.
Foe Hunter
The Hit Dice, Requirements, Class Skills, Skill Points, and
Class Abilities are the same as the Warpriest prestige class in Foe Hunters are also well-known throughout Athas; all of the
Defenders of the Faith. For Defense values, use the Fighter Sorcerer-Kings were foe hunters to one extent or another.
values for the appropriate level; for Reputation gains, use the Most foe hunters wander the wastes, earning their living
Fighter gains for the appropriate level. slaying dangerous monsters for the templars, merchant
houses, or villages they encounter; others have a deep and
Banned Prestige Classes abiding hatred for their chosen foe and will sacrifice anything
to finish what the Cleansing Wars started.
The following prestige classes cannot be used in Dark Sun:
The Age of Tao, due either to mechanics issues or thematic The Hit Dice, Requirements, Class Skills, Skill Points, and
unsuitability: Contemplative, Holy Liberator, Hospitaler, Class Abilities are the same as the Foe Hunter prestige class
Knight of the Chalice, Knight of the Middle Circle, Master of in Masters of the Wild. For Defense values, use the Ranger
Shrouds, Sacred Exorcist. values for the appropriate level; for Reputation gains, use the
Ranger gains for the appropriate level.

13.3: Masters of the Wild Frenzied Berserker

Bane of Infidels (Blood Ritualist) Frenzied Berserkers are the elite of berserkers, engines of
destruction that leave massive wreckage and carnage in their
A Bane of Infidels, or Blood Ritualist as it is more commonly wake. They can be found in special service to the Sorcerer-
known on Athas, is a priest devoted to the protection and Kings, as insanely brutal and popular gladiators in the arenas,
isolation of his tribe, clan, or city. Only templars loyal to or as madmen that lead the most savage of raiding tribes.
Tectuktitlay and druids can become blood ritualists; among
the priests of Draj and the druids of the halflings, they are The Hit Dice, Requirements, Class Skills, Skill Points, and
common, but very rare among other Tablelands societies. Class Abilities are the same as the Frenzied Berserker
prestige class in Masters of the Wild. For Defense values, use
The Hit Dice, Requirements, Class Skills, Skill Points, and the Fighter values for the appropriate level; for Reputation
Class Abilities are the same as the Bane of Infidels prestige gains, use the Fighter gains for the appropriate level.
class in Masters of the Wild. For Defense values, use the
Druid values for the appropriate level; for Reputation gains, King / Queen of the Wild (Guardian of the Land)
use the Druid gains for the appropriate level.
Kings of the Wild, or Guardians of the Land as they are
Blighter known on Athas, see themselves as the inheritors of Athas’s
natural beauty and strength, long-corrupted by the power and
Blighters are a recent occurrence among the Ten Thousand ambition of the Sorcerer-Kings. They guard the areas of
Circles. Traitors and those who lo