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FOREWORD

The present is a conversion of the Dark Sun Campaign Setting to Basic D&D and
subsequent retroclones (Mainly Old School Essentials). The main objectives of this
conversion is to provide a framework from which players could enjoy the setting with
little modifications, modifying pre-existing classes in order to fit the setting better,
adding new rules for equipment, new rules for spellcasting and psionics and organize
them in a way that these are easy to understand, simple and convenient.

Source materials employed for the creation of this document were the Old School
Essentials Classic Fantasy Rules, Old School Essentials Advanced Fantasy Rules,
Planar Compass Issue #1, Dungeons and Dragons 5th Edition, Advanced Dungeons
and Dragons 2nd Edition and of course, the Dark Sun Boxed Set.
-- Lixu

Disclaimers:

● This Document is not an official supplement of any of the previously mentioned


systems. As such, it shall only be distributed freely and with the purposes of in
game use.
● This document is currently in its alpha stages, as new rules may be added or
changed depending on the reception and playtesting, and will be improved in
subsequent versions
● The format is also in its alpha stages, as illustrations from previous iterations of
the Dark Sun Setting may be added. Also the addition of an index and a table of
content will come in later versions, as such the general reference of the rules may
be inconvenient at best, annoying at worst. For now, please keep in mind that the
different sections of these conversions are ordered in the following manner:
Classes, Equipment, Psionics rules, Psionic Powers Listing and Descriptions
and Magic Spells and Descriptions.

CHANGELOG:

- 0.1: First Draft.


THE BARD

Requirements: Minimum DEX 9, BARDIC INSPIRATION


minimum INT 9 By playing music and singing, the bard
Prime requisite: CHA can fascinate subjects in a 30’ radius. This
Hit Dice: 1d6 ability may be used once per day per level.
Maximum level: 14
Armour: Leather, chain mail, no shields Number of subjects: Up to 2 HD of
Weapons: Missile weapons, one-handed creatures per level of the bard are affected.
melee weapons The bard may choose to target a specific
Languages: Alignment, Common individual or a group (in which case,
the affected individuals are determined
The bard is a member of a bizarre class of randomly).
entertainers and storytellers prized by the
aristocratic city dwellers. Freemen all, the Types of subjects: At 1st level, the bard
bards tour through cities in groups or can fascinate persons. At 4th level, animals
individually, then travel on, making a may also be affected. At 7th level,
living with their wits and talents. It is also monsters may be affected.
widely accepted that many bards lead Effect: Each subject must save versus
double lives as notorious blackmailers, spells or be fascinated, and will stay so
thieves, spies, and even assassins until the performance is interrupted (e.g.
dealing damage to the bard).
ANTI CHARM
While the bard plays music and sings, >>Boost Morale. The bard may perform a
allies within 30’ are immune to song-based song that boosts the morale of the members
magical effects and the beguiling powers of the bard’s party, providing a +1 bonus to
of sylvan creatures or fairies. Allies morale, “to hit” rolls, and damage rolls
already under the effect of such magic while the bard is performing. This same
may make another saving throw with a song will also cause enemies within
+4 bonus. hearing range to incur a –1 penalty to
morale, “to hit” rolls, and damage rolls.
COMBAT
Bards can use leather armor or chain mail >>Charm: This ability provides the bard a
but do not have the training required to use chance, through his or her music, to
plate mail or shields. They can use all mesmerize all creatures within hearing
missile weapons and all one-handed melee range. Undead are immune to this charm,
weapons. and this ability does not affect the bard’s
own party.
Charming Fascinated Subjects: LANGUAGES
If the bard performs for at least one Bards learn new languages as they advance
turn and the performance ends without in level. At every even numbered level
interruption, fascinated subjects may be above 3rd (i.e. 4th, 6th, 8th, etc.), the
placed under a deeper charm. Each subject the player may choose an additional
must make another save versus spells language. Bards may learn the secret
(with a +2 bonus) or be charmed for one tongue of druids in this way.
turn per level of the bard:
>> Friendship: Charmed subjects regard
the bard as a trusted friend and ally and
will come to the bard’s defense.
>> Commands: If they share a language,
charmed subjects will obey the bard’s
commands.
>> Alignment: Commands that contradict
the charmed creature’s nature or
alignment may be ignored.
>> Suicidal commands: Charmed subjects
never obey suicidal or obviously
harmful orders

POISON MASTERY
Victims of a poisoning by a bard suffer a
–2 penalty to the saving throw. After
reaching 4th level, this penalty becomes –4.
After reaching 8th level, this penalty
becomes –7, and after reaching 12th level,
this penalty becomes –9.
LORE
From 2nd level, a bard has a 2-in-6
chance of knowing lore pertaining to
monsters, magic items, or heroes of
folktale or legend. This ability may be used
to identify the nature and powers of magic
items.

AFTER REACHING 11TH LEVEL


A bard can establish a manor. 2d6
apprentice bards of 1st level will come
to study under the character.
BARD LEVEL PROGRESSION
Saving Throws

* Modifiers from CON no longer apply. D: Death / poison; W: Wands;


P: Paralysis / petrify; B: Breath attacks;
S: Spells / rods / staves.
THE DWARF
INFRAVISION
Requirements: Minimum CON 9 Dwarves have infravision to 60’ (see
Prime requisite: STR Darkness, p106).
Hit Dice: 1d8
Maximum level: 12 LISTENING AT DOORS
Armour: Any, including shields Dwarves have a 2-in-6 chance of hearing
Weapons: Small or normal sized noises (see Dungeon Adventuring, p108).
Languages: Alignment, Common,
Dwarvish, Giant, Braxat, Gith. DWARVEN FOCUS
When taking on a minor of
The dwarves of Athas have the stature of major quest, you can choose to make this
their kindred in other worlds—short, your focus. You can’t change your focus
sturdy, and thickly muscled. Most dwarves once chosen. Until you complete that quest,
have deep tans from lives spent toiling in while performing tasks that are directly
the hot sun, with wide, callused hands and related to his focus, a dwarf receives a + 1
feet. They usually have little or no hair; the bonus to all his saving throws and a + 2
flowing beards that are the pride of male bonus to all his ability checks.
dwarves on other worlds are never seen on
the Athasian variety. AFTER REACHING 9TH LEVEL
A dwarf has the option of creating an
COMBAT underground stronghold that will attract
Dwarves can use all types of armor. Due to dwarves from far and wide. Dwarves
their short height, dwarves can only use usually live in clans, so dwarves of the
small or normal sized weapons. They character’s clan will be attracted to live
cannot use longbows or two-handed under their roof. Dwarves from other clans
swords. will generally be friendly and clans may
collaborate in times of war or disaster. A
DETECT CONSTRUCTION TRICKS dwarf ruler may only hire dwarven
As expert miners, dwarves have a 2-in- mercenaries. Specialists and retainers of
6 chance of being able to detect new any race may be hired.
construction, sliding walls, or sloping
passages when searching.

DETECT ROOM TRAPS


Due to their expertise with construction,
dwarves have a 2-in-6 chance of detecting
non-magical room traps when searching
DWARF LEVEL PROGRESSION Saving Throws
*

Modifiers from CON no longer apply. D: Death / poison; W: Wands;


P: Paralysis / petrify; B: Breath attacks;
METAL CRAFTING S: Spells / rods / staves.
Dwarves have the ability to craft metal
weapons by rolling 3-6 on a d6, should
they have the necessary materials and
tools. At 3rd level they can craft small
sized weapons, at 6th level they can craft
normal sized weapons and at 9th levels
they can craft large sized weapons.
THE DRUID DIVINE MAGIC
See Magic in Core Rules for full details on
divine magic.
Requirements: None
Prime requisite: WIS Holy symbol: A druid must carry a holy
Hit Dice: 1d6 symbol: one herb, sprig or leaf that is
Maximum level: 14 harvested from his protected land.
Armour: Leather, wooden shields
Weapons: Club, dagger, sling, spear, staff Deity disfavor: Druids must be faithful
Languages: Alignment, Common, the
to the tenets of their alignment and
secret druidic tongue religion. Druids who fall from favor with
their deity may incur penalties.
Druids are independent priests who ally
themselves with various spirits of the land.
Magical research: A druid of any level
They share power with the spirit he may spend time and money on magical
worships, nurturing and protecting the research. This allows them to create new
geographical feature to which the spirit is spells or other magical effects associated
tied. Virtually every feature of the land on with their deity. When a druid reaches 9th
Athas has a druid to protect it, but there is level, they are also able to create magic
no worldwide organization of druids—they items.
serve independently, living patient, solitary
lives of guardianship. Spell casting: A druid may pray to
receive spells from nature. The power and
Alignment: Druids regard the ways of number of spells available to a druid are
the natural world as the ideal state of
determined by the character’s experience
things. They see the concepts of Law level. The list of spells available to druids
andChaos as extremes that are both equally
is found in Druid and Illusionist Spells.
against nature. Thus, druids must be neutral
in alignment. Using magic items: As spell casters,
druids can use magic scrolls of spells on
COMBAT their spell list. They can also use items that
The holy doctrine of the druids stipulates may only be used by divine spell casters
that they may not use metal armor or (e.g. some staves). Druids may not use
shields (wooden shields may be purchased magical books or tomes.
at the normal price). Their choice of
weapons is limited to clubs, daggers, GUARDED LANDS
slings, spears, and staves. Every druid must choose one type of
geographic feature to be his guarded lands.
The geographic features that a druid might
make his guarded lands can vary widely.
When in his guarded lands, a druid has
several powerful granted powers.
that time forward, the druid must spend
A druid can remain concealed from half of his time on his guarded lands,
others while in his guarded lands. This is watching over them and protecting them.
proof against all normal forms of detection Druids who attain 12th level or above may
(sight, hearing, etc.) but will not protect the build a shrine integrated into a natural
druid from magical detection. The druid setting, as well as take 1d6 low level druids
cannot move or cast spells in any way as disciples.
while concealed.
A druid can speak with animals in his The rest of the time a higher-level druid
guarded lands when he reaches 3rd level. must again travel the world, keeping tabs
He can speak with all animals when he on trends that might threaten nature in
reaches 7th level. general and his guarded lands in particular.
A druid can speak with plants in his
guarded lands when he reaches 5th level.
He can speak with all plants when he
reaches 9th level.
A druid can live without water or
nourishment in his guarded lands when he
reaches 10th level. At that point the druid
draws his life energy directly from his
guarded lands.

SHAPE CHANGE
At 7th level, a druid gains the power to
change into the form of An animal from his
favored land three times per day. The
animal may be of any size up to around
twice the bulk of the druid’s normal form.
If a druid has lost hit points, they regain
1d4 hit points per level upon changing into
an animal. All equipment carried by the
druid is absorbed into the animal form and
reappears when the drui changes back.

IDENTIFICATION
Druids can identify all plants and animals
and can discern pure water.

REACHING LEVEL 12 AND ABOVE


Upon reaching 12th level, the druid's time
of wandering has come to an end. From
DRUID LEVEL PROGRESSION
THE CLERIC
Elemental disfavor: Clerics must promote
Requirements: None the agenda of their respective element.
Prime requisite: WIS Clerics who fall from favor with their
Hit Dice: 1d6 patron element may incur penalties.
Maximum level: 14
Armour: Any, including shields Magical research: A cleric of any level
Weapons: Depend on the element may spend time and money on magical
Languages: Alignment, Common research. This allows them to create new
spells or other magical effects associated
In Athas, the gods do not answer prayers, with their element. When a cleric reaches
some say they may have never existed. As 9th level, they are also able to create magic
such, instead of gods, Clerics worship one items.
of the four elemental planes: Earth, air, fire,
or water. They call upon magical energies Spell casting: Once a cleric has proven
from those planes, specializing in one their faith (from 2nd level), the character
element's magical applications on the may pray to receive spells. The power and
prime material plane. number of spells available to a cleric are
determined by the character’s experience
COMBAT level.
Clerics can use all types of armor.
However, they have restrictions to which Using magic items: As spell casters,
weapons they can use depending on the clerics can use magic scrolls of spells on
element they worship: their spell list. They can also use items that
may only be used by divine spell casters
Fire Clerics can only use Blunt weapons (e.g. some magic staves).
made of obsidian.
TURNING THE UNDEAD
Air Clerics can only use daggers, spears, Clerics can invoke the power of their deity
javelins and ranged weapons. to repel undead monsters encountered. To
turn the undead, the player rolls 2d6.
Earth Clerics can only use Blunt weapons The referee then consults the table
from any material. opposite, comparing the roll against the Hit
Dice of the undead monsters targeted.
Water Clerics can only use Blunt weapons Elementals of the chosen domain are also
made from bone and wood susceptible of turning

DIVINE MAGIC Successful Turning


See Magic, p56 for full details on If the turning attempt succeeds, the player
divine magic. must roll 2d6 to determine the number of
Holy symbol: A cleric must carry a holy HD affected (turned or destroyed).
symbol (see Equipment, p42).
Turned undead: Will leave the area, if TURNING THE UNDEAD LEVEL
possible, and will not harm or make contact
with the cleric. Monster Hit Dice

Destroyed undead (result of D): Are


instantly and permanently annihilated.

Excess: Rolled Hit Dice that are not


sufficient to affect a creature are wasted.
However, at least one undead creature will
always be affected on a successful turning.

Mixed groups: If turn undead is used


against a mixed group of undead monsters
of different types, those with the
lowest HD are affected first.

TURNING TABLE RESULTS


–: The turning fails.
Number: If the 2d6 turning roll is higher
or equal, the turning attempt succeeds.
T: The turning succeeds.
D: The turning succeeds; the monsters
are destroyed, not simply caused to flee.

AFTER REACHING 9TH LEVEL


A cleric may establish or build a temple.
So long as the cleric is currently in favor
with their element, a temple must always
be built outside big settlements, as
elemental worship is forbidden by the
sorcerer kings.

Once a temple is established, the cleric


would have to attract followers by his own,
helping local tribes and other travelers to
attract to his faith.
CLERIC LEVEL PROGRESSION
THE ELF ▶ Move silently (MS): An elf may
Requirements: Minimum INT 9 attempt to sneak past enemies unnoticed.
Prime requisite: INT and DEX ▶ Pick pockets (PP): If the victim is
Hit Dice: 1d6 Above 5th level, the elf’s roll is
Maximum level: 10 penalized by 5% for every level above
Armor: Leather, including shields 5th. A roll of more than twice the
Weapons: Any percentage required for success means
Languages: Alignment, Common, that the attempted theft is noticed. The
Elvish, Gith, Belgoi. referee should determine the reaction of
the victim (possibly using the reaction
The dunes and steppes of Athas are table under Encounters, in Core Rules).
home to thousands of tribes of nomadic
elves. While each tribe is very different RETAINERS
culturally, the elves within them remain Elves are generally looked with distrust
a race of long-limbed sprinters given to by other races, so they tend to socialize
theft, raiding, and warfare. better with certain races. An elf has a -1
penalty in loyalty with any race except
COMBAT for elves and half-giants.
Elves can use all types of weapons,
leather armor and shields. AFTER REACHING 9TH LEVEL
An Elf may create a tribe with 2d10
INFRAVISION level 1 elves. This tribe will wander
Elves have infravision to 60’. through the desert living nomadic lives
as herders, traders, raiders or bandits.
ELVEN RUN Elves only accept other elven hirelings
Elves can travel vast amounts of as members, other races may be hired,
distances with great resistance; their but only for short term periods.
overland movement rate is determined
by dividing their movement rate by four
instead of five. Additionally, when they
make a forced march, they may only
need to rest 12 hours

THIEVING SKILLS
Elves can use the following skills
with the chance of success shown
opposite:

▶ Hide in shadows (HS): Requires the


elf to be motionless—attacking or
moving while hiding is not possible.
ELF LEVEL PROGRESSION

* Modifiers from CON no longer apply. D: Death / poison; W: Wands;


P: Paralysis / petrify; B: Breath attacks;
ELF THIEVING SKILL TABLE S: Spells / rods / staves.

PLAYER KNOWLEDGE
The referee should roll for hide in
shadows and move silently on the
player’s behalf, as the elf always
believes the attempt to be successful.
If the roll fails, the referee knows that
the elf has been noticed and should
determine enemies’ actions
appropriately.

ROLLING SKILL CHECKS


All skills are rolled on d%, with a
result of less than or equal to the
listed percentage indicating success.
THE FIGHTER

Requirements: None STRONGHOLD


Prime requisite: STR Any time a fighter wishes (and has
Hit Dice: 1d8 sufficient money), they can build a
Maximum level: 14 castle or stronghold and control the
Armor: Any, including shields surrounding lands.
Weapons: Any
Languages: Alignment, Common AFTER REACHING 9TH LEVEL
A fighter may be granted the title of
On Athas, the fighter is a trained general, and may lead an army of his
warrior, a soldier skilled in mass own followers.
warfare. Every society on Athas .
maintains an army of fighters to
protect itself from attack or to wage
wars of plunder and annihilation
against its neighbors. Fighters are
both the commanders and soldiers in
these armies, and at higher levels are
experts in individual and formation
combat, leadership, and morale.

COMBAT
Fighters can use all types of weapons
and armor.

WEAPON DOUBLE ATTACK


Fighters may specialize on a weapon
and be able to make a second attack
with that weapon a number of times to
his level per day. Every time the
fighter’s Thac0 improves, he may
choose another weapon. (e.g: A 3rd
level fighter may be specialized with
swords and spears, and may do a
double attack three times per day).

LEADERSHIP
After reaching 5th level, fighters gain
a +1 bonus to loyalty and morale.
FIGHTER LEVEL Saving Throws
PROGRESSION

* Modifiers from CON no longer apply. D: Death / poison; W: Wands;


P: Paralysis / petrify; B: Breath attacks; S:
Spells / rods / staves.
on the battlefield with a 2-6 chance of
finding one. The referee decides what
THE GLADIATOR kind of weapon is found, and for the
rest of the combat the gladiator has +2
Requirements: Minimum STR 9
damage bonus for that weapon.
Prime requisite: STR and DEX
Hit Dice: 1d8 ARMOR OPTIMIZATION
Maximum level: 14 During a 24 hours rest, a Gladiator
Armor: Any, including shields may optimize his armor or shield to
Weapons: Any gain a +2 permanent bonus to his
Languages: Alignment, Common Armor Class. However, next time the
Gladiator receives an attack with an
Gladiators are the slave warriors of
unmodified attack roll of 20, the
the city states, specially trained for
armor will automatically break.
brutal physical contests. Disciplined
in many diverse forms of SLAVERY BACKGROUND
hand-to-hand combat and skilled in All Gladiators start as slaves, and
the use of dozens of different even if they are free men, the social
weapons, gladiators are the most stigmas related to being a former
dangerous warriors on Athas. slaves will always haunt him. For any
service, purchase or hiring of
COMBAT
specialists, the Gladiator will have to
Gladiators can use all weapons and
pay 10% more than normal prices.
armor.
AFTER REACHING 9TH LEVEL
UNARMED COMBAT SKILL
A Gladiator attracts a great number of
Gladiators are masters of followers with his reputation and
hand-to-hand combat. When unarmed, fame, getting the title of general and
a Gladiator inflicts 1d4 damage, commanding his own army.
modified by strength. Gladiators can also build a stronghold
or keep to use as a base of operations.
WEAPON MASTERY
Gladiators have a +1 bonus to all
attack rolls and damage. If using the
optional weapon proficiency rules, the
gladiator is specialized with all
weapons.

IMPROVISED WEAPONRY
During combat, a Gladiator may
spend his round looking for a weapon
GLADIATOR LEVEL
PROGRESSION
Saving Throws

* Modifiers from CON no longer apply. D: Death / poison; W: Wands;


P: Paralysis / petrify;
B: Breath attacks; S: Spells / rods / staves.
HALF-ELF local animal, maximum 2 HD. The
half-elf must spend one week with the
Requirements: Minimum CHA 9, animal while it is still young. After that
minimum CON 9 time, the pet will follow the half-elf
Prime requisite: INT and STR everywhere and obey simple commands.
Hit Dice: 1d6
Maximum level: 12 PSIONIC POWERS
Armor: Leather armor, chain mail, See Psionics for full details on psionic
including shields abilities. Powers known: The number of
Weapons: Any psionic powers at the disposal of the
Languages: Alignment, Common, half-elf is determined by their
Elvish experience. The psionic powers chart
(opposite) shows the number of powers
It is not at all unusual for children of known per level. Thus a 1st-level half elf
mixed parentage of humans and elves to knows three psionic powers chosen by
be born into the world—the half-elves. the referee (who may allow the player to
A half-elf's life is typically hardened by choose).
the intolerance of others. Neither fully
human nor fully elven, half-elves rarely Psionic energy: Each psionic character
find acceptance with either race, so they has a pool of psionic energy that they
remain outsiders, forever wandering expend to use their powers.
from situation to situation without a
people, land, or village to call home. Defense Modes: Special psionic powers
used by the Half-elf to defend
COMBAT themselves. These do not count towards
Half-elves can use all types of weapons, the total known powers. The defense
leather. modes table (opposite) lists the number
known per level.
DETECT SECRET DOORS
When searching for secret doors, half-
elves have a 2-in-6 chance of success
(see Dungeon Adventuring in Core
Rules).

INFRAVISION
Half-elves have infravision to 60’ (see
Darkness under Hazards and Challenges
in Core Rules).

ANIMAL COMPANION
A half-elf can befriend one pet when he
reaches 5th level. The pet may be of any
* Modifiers from CON no longer apply.
D: Death / poison; W: Wands;
AFTER REACHING 9 LEVEL TH P: Paralysis / petrify; B: Breath attacks; S:
A half-elf may strive to become a leader Spells / rods / staves.
among humans and elves, constructing a
stronghold either in the name of a human
liege or founding a tribe with other
elves. If the stronghold is done with
humans, the half-elf earns becomes part
of the nobility of a city-state. Half-elves
may hire mercenaries of any race.
THE HALF-GIANT DAMAGE ADJUSTMENTS
Half-Giants deal more damage due to
Requirements: Minimum STR 9,
their natural strength. Every melee
minimum CON 9.
weapon that would inflict 1d4, 1d6, 1d8
Prime requisite: CON and STR.
and 1d10 damage, when wielded by a
Hit Dice: 1d12.
Half Giant it would inflict 1d6, 1d8,
Maximum level: 8.
1d10 and 1d12 damage respectively
Armor: any, shields.
instead.
Weapons: Normal sized and Large
sized.
LACK OF ALIGNMENT
Languages: Common.
Half-Giants don’t follow any alignment;
instead they take the alignment of those
In some lost millennium, as a bizarre
who surround them.
experiment or perhaps as some sort of
curse, giants were magically crossbred
HUGE BODY
with humans. Half-giants are now fairly
Due to their height, Half-Giants are
common, especially to human controlled
forced to live and adapt to a world not
lands at the edge of the sea of dust.
suited to their size. Half-Giants must pay
10% more for armor and commodities.
COMBAT
Additionally, Half-Giants need double
Half-Giants can only use normal and
the amount of food and water to survive.
large sized weapons, as well as using
any kind of armor, including shields.
AFTER REACHING 8TH LEVEL
After reaching 8th level, Half-Giants may
NATURAL TOUGHNESS
build a stronghold, which will form the
Half-Giants gain +2 Hit Points every
basis of a new community of Giants and
time they reach a level ( i.e: a 3rd level
other Half-Giants. Giant
Hal-Giant has 3d6+6 Hit Points).
communities—known as Clans—are
Additionally, Half Giants have an armor
typically located across the shores and
class bonus of +2.
islands of the Sea of Silt. The leader of
the clan is called the Chief.
MAGIC RESISTANCE
Half-Giants have a +2 bonus to saving
throws against Spells and Wands.
* Modifiers from CON no longer apply. D: Death / poison; W: Wands;
P: Paralysis / petrify;
B: Breath attacks; S: Spells / rods / staves.
THE HALFLING

Requirements: Minimum CON 9,


Minimum DEX 9 DEFENSIVE BONUS
Prime requisite: DEX and STR Due to their small size, halflings gain
Hit Dice: 1d6 a +2 bonus to Armor Class when
Maximum level: 8 attacked by large opponents (greater
Armor: Any appropriate to size, than human-sized).
including shields
Weapons: Any appropriate to size HIDING
Languages: Alignment, Common, Halflings have an uncanny ability to
Halfling disappear from sight:
▶ In the wilderness, a Halfling can
Beyond the Ringing Mountains are hide with a 90% chance of success.
jungles that flourish in rains that ▶ In dungeons, a halfling can hide in
never reach the tablelands or the Sea shadows or behind other forms of
of Silt. There life is abundant, the cover. The chance of success is
foliage thick and untamed. The 2-in-6. Hiding requires the halfling to
undisputed rulers of these jungles are be motionless.
the halflings.
INITIATIVE BONUS (OPTIONAL
A wiry halfling is a very short RULE)
humanoid, standing no more than 3 If using the optional rule for
1/2 feet in height, and unlike their individual initiative (see Combat,
counterparts from other worlds, p120), halflings get a bonus of +1 to
Athasian Halflings are xenophobic initiative rolls.
headhunters and cannibals who hunt
and kill trespassers in their mountain MISSILE ATTACK BONUS
forests. Though divided politically Halflings’ keen coordination grants
into separate villages and them a +1 bonus to attack rolls with
communities, halflings have great all missile weapons.
respect for their race as a whole.
BACKSTAB
When attacking an unaware opponent
COMBAT from behind, a Halfling receives a +4
Halflings can use all types of armor, bonus to hit and doubles any damage
but it must be tailored to their small dealt.
size. Similarly, they can use any
weapon appropriate to their stature (as
determined by the referee). They
cannot use longbows or two-handed
swords.
HALFLING LEVEL
PROGRESSION Saving Throws

* Modifiers from CON no longer apply.


D: Death / poison; W: Wands;
P: Paralysis / petrify;
SETTING A TRIBE B: Breath attacks; S: Spells / rods /
At any time, if the Halfling has staves.
enough support, he may create a tribe
with a minimum of 20 other
Halflings. This tribe would follow the
culture and moral codes of the
Halflings, as well as building a
stronghold or settlement on forest
lands. The Halfling may invite any
mercenary or specialist as long as
they are Halflings.
THE MUL
LISTENING AT DOORS
Requirements: Minimum STR 9, Dwarves have a 2-in-6 chance of hearing
noises.
Minimum CON 9
Prime Requisite: CON MAGIC RESISTANCE
Hit Dice: 1d8 Mul have a bonus of +2 to all of their
Maximum Level: 12 saving throws.
Armor: All
Weapons: All LEADERSHIP
Languages: Alignment, Common All of a Mul’s retainers and hirelings
gain a +1 bonus to loyalty and morale.
A mul is an incredibly tough crossbreed SLAVERY BACKGROUND
of a human and dwarf. They retain the Every Mul start as slaves, and even if
height and cunning of their human they are free men, the social stigmas
parents, plus the durability and raw related to being a former slaves will
always haunt him. For any service,
strength of their dwarven heritage. Muls
purchase or hiring of specialists, the Mul
are usually the products of the slave will have to pay 10% more than normal
pits—owners recognize the muls' assets prices.
as gladiators and laborers, and so order
the births of as many muls as can be AFTER REACHING 9TH LEVEL
managed within the ranks of their slaves. A Mul may create a tribe with 2d10
Muls are born sterile—they cannot Hirelings from a slave background. This
group may set up a camp in the desert
perpetuate their kind. and attract new members from the same
background over time. The Mul may
COMBAT hire mercenaries and specialists from
Mul can use all types of weapons any class and race.
and armor.

NATURAL TOUGHNESS
With their natural strength and build, a
Mul can spend 48 hours without eating,
drinking water or sleeping. They only
need a 12 hours rest after doing a forced
march. They also recover 1d6 instead of
a 1d3 when doing a full rest
MUL LEVEL PROGRESSION
Saving Throws

* Modifiers from CON no longer apply. D: Death / poison; W: Wands;


P: Paralysis / petrify;
B: Breath attacks; S: Spells / rods / staves.
THE MAGIC-USER Spell casting: Magic-users carry spell
books containing the formulae for arcane
Requirements: None spells. The spell casting chart (opposite)
Prime requisite: INT shows both the number of spells in the
Hit Dice: 1d4 magic-user’s spell book and the number
Maximum level: 14 they may memorize, determined by the
Armor: None character’s experience level. Thus, a 1st
Weapons: Dagger and Staff level magic-user has one spell in their
Languages: Alignment, Common spell book, selected by the referee (who
may allow the player to choose). The list
A Magic-user is able to capture and of spells available to magic-users is
master magical energies. However, on found.
Athas, magic and the ecosystem
are irrevocably bound—no one, not even Using magic items: As spell casters,
a wizard, can affect one without magic-users are able to use magic scrolls
affecting the other. All wizards must of spells on their spell list. They can also
decide at the beginning of their careers use items that may only be used by
whether they are trying to work with arcane spell casters (e.g. magic wands).
nature
or without regard for it. In Dark Sun, COMBAT
this means a Magic-user must be either a Magic-users can only use daggers and
defiler or a preserver. are unable to use shields or wear any
kind of armour. This makes them very
ARCANE MAGIC vulnerable in combat.
See Magic, p56 for full details on
arcane magic. AFTER REACHING 11TH LEVEL
A magic-user may build a stronghold,
Magical research: A magic-user of any often a great tower. 1d6 apprentices of
level may spend time and money on levels 1–3 will then arrive to study under
magical research. This allows them to the magic-user.
add new spells to their spell book and to
research other magical effects. When a
magic-user reaches 9th level, they are
also able to create magic items.
DEFILERS AND PRESERVERS EFFECTS OF DEFILING
Magic-Users have to choose which path Every time a defiler casts a spell, all
will they follow once they wield the vegetation in the area is consumed as the
powers of magic. Preservers use the earth around them is turned to ash. The
traditional rules for Magic-Users and radius (in yards) destroyed around the
follow the same progression, Defilers on defiler is equal to the spell’s level
the other hand gain more powers by multiplied by the caster level (for
killing the land around them, letting example a 5th level defiler casting a
them wield more power than normal and sixth level spell creates a destructive
progressing at a faster pace. radius of 30 yards.)

All Magic-Users are hunted by the Spell Recovery: While defiling, the
almost all of Athasian Society, with the caster must roll 2d6, getting a different
clearer exceptions of the sorcerer-kings, result depending on the result.
who employ a certain amount of defiler
apprentices, and the Veiled Alliance, a 2d6 Effect
secret society that opposes the sorcerer
kings and seek to protect and train 2-8 No effect, cast as normal.
preservers. 9-11 Spell is preserved.

Preservers and defiling: All preservers 12 Spell preserved , +1


have the ability to defile if they choose additional spell kept.
to, but once they do, every spell they
cast afterwards will defile the land. The
only way to cast magic without defiling
is spending a week without using magic
at all, mostly isolating themselves from
others and practicing heavy meditation.
If a preserver manages to get enough
experience to level up while defiling, he
would permanently become a defiler.
PRESERVER LEVEL
PROGRESSION

*: Modifiers from CON no longer D: Death / poison; W: Wands;


P: Paralysis / petrify;
apply B: Breath attacks; S: Spells / rods / staves.
DEFILER LEVEL PROGRESSION

*: Modifiers from CON no longer D: Death / poison; W: Wands;


P: Paralysis / petrify;
apply.
B: Breath attacks; S: Spells / rods / staves.
THE PSION Psionic energy: Each psionic character
has a pool of psionic energy that they
Requirements: Minimum INT 9, expend to use their powers as detailed
minimum CON 9 on.
Prime requisite: INT and WIS
Hit Dice: 1d4 Defense Modes: Special psionic powers
Maximum level: 14 used by the psion to defend themselves.
Armour: Leather, shields These do not count towards the total
Weapons: Dagger, Sword, Shortbow known powers. The defense modes table
Languages: Alignment, Common (opposite) lists the number known per
level.
Psions are masters of the mind who are
able to bend their will to manifest COMBAT
amazing powers. Psionic powers do not Psions cannot use armor heavier than
draw upon magical energy that leather but may use shields. They can
surrounds all things. Rather they are wear psychic helmets but normal ones
derived from within when the psionicist block their powers. They can use
has his entire essence in coordination; daggers, swords, and shortbows.
his mind, body, and soul in perfect
harmony. AFTER REACHING 9TH LEVEL
A psion may establish a sanctuary in a
PSIONIC POWERS remote place. 1d6 neophyte psions of
See Psionics for full details on psionic levels 1-3 will be attracted to study
abilities. under their new master.

Powers known: The number of psionic


powers at the disposal of the psion is
determined by their experience. The
psionic powers chart (opposite) shows
the number of powers known per level.
Thus, a 1st-level psionic knows four
psionic powers chosen by the referee
(who may allow the player to choose).
The list of powers available to a psion is
available in its section.
PSION LEVEL PROGRESSION

*: Modifiers from CON no longer D: Death / poison; W: Wands;


apply P: Paralysis / petrify;
B: Breath attacks; S: Spells / rods / staves.
THE RANGER COMBAT
Rangers can use all types of weapons
Requirements: Minimum CON 9, and can use leather armour, chainmail,
minimum WIS 9 and shields. Because of their need for
Prime requisite: STR stealth, they cannot use plate mail.
Hit Dice: 1d8
Maximum level: 14 DIVINE MAGIC
Armour: Leather, chainmail, shields See Magic in Core Rules for full details
Weapons: Any on divine magic.
Languages: Alignment, Common Spell casting: From 8th level, due to a
deep connection with nature, a ranger
Warriors of the wilderness, rangers gains the ability to cast spells. The
specialize in hunting the monsters that power and number of spells available to
threaten the edges of a ranger are determined by the
civilization—humanoid raiders, character’s experience level. The list of
rampaging beasts and monstrosities, spells available to rangers is found in
terrible giants, and deadly drakes. They Druid and Illusionist Spells (rangers use
learn to track their quarry as a predator the druid spell list).
does, moving stealthily through the
wilds and hiding themselves in brush FORAGING AND HUNTING
and rubble. A party with a ranger succeeds at
foraging with a 2-in-6 chance and finds
Alignment: As protectors, rangers may prey when hunting with a 5-in-6 chance
only be lawful or neutral. If a ranger (see Wilderness Adventuring in Core
ever changes alignment to chaotic, they Rules).
lose all special class abilities and
become a fighter of the same level. The LIMITED POSSESSIONS
character may be able to regain their A ranger may only keep wealth and
ranger status by performing a special possessions that can be kept on their
quest. person or mount. Excess must be
donated to worthy causes (not other
AWARENESS PCs!).
Rangers are only surprised on a roll of 1.
This may mean that a ranger is able to
act in the surprise round while their
companions are surprised.
PURSUIT any of the followers die, they are not
When the ranger’s party pursues an replaced.
opposing group in the wilderness (see
Evasion and Pursuit, in Core Rules), the RANGER TRACKING CHANCE OF
chance of evasion is reduced by 10%. SUCCESS

SURPRISE ATTACK
In the wilderness, a ranger has a 3-in-6
chance of going unnoticed when
sneaking up on a target. If the ranger
goes unnoticed, the target may be
surprised (see Surprise under Encounters
in Core Rules).

TRACKING
Rangers can identify and follow tracks.
This skill improves as the character
gains levels (see the table to the right).
Success may be modified by the
following factors:
▶▶ Soft/hard ground: +20% to –50%.
▶▶ Size of group being tracked: +2%
per creature beyond the first.
▶▶ Passing through an area where other
tracks mingle: –50%.
▶▶ Age of tracks: –5% per 12 hours.
▶▶ Rainfall: –25% per hour.
▶▶ Efforts made to hide tracks: –25%.

AFTER REACHING 10TH LEVEL


2d12 beings will join the ranger as
followers.
The nature of these followers is up to the
referee—they may include human or
demihuman adventurers, animals,
fantastic mounts, or special monsters. If
RANGER LEVEL PROGRESSION

*:Modifiers from CON no longer D: Death / poison; W: Wands;


apply P: Paralysis / petrify;
B: Breath attacks; S: Spells / rods / staves.
THE TEMPLAR DIVINE MAGIC

Requirements: Minimum WIS 9, King’s symbol: A templar must carry a


Minimum CHA 9 holy symbol
Prime requisite: WIS
Hit Dice: 1d6 King’s disfavour: A templar's spells are
Maximum level: 14 received directly from the
Armour: Any, including shields sorcerer-king he worships. Spells can be
Weapons: Any blunt weapons taken away by the sorcerer-king if the
Languages: Alignment, Common templar has somehow displeased him.

Templars are the greatly feared disciples Magical research: A templar of any
of the sorcerer-kings. Their organization level may spend time and money on
is steeped in ancient tradition and magical research. This allows them to
treacherous politics, and the work they create new spells or other magical
perform for the sorcerer-kings is effects associated with their deity. When
governed by endless bureaucracy. a cleric reaches 9th level, they are also
able to create magic items.
Alignment: A templar character may be
either neutral or lawful—there are no Spell casting: Once a templar has
chaotic templars. advanced in the hierarchy (from 2nd
level), the character may pray to receive
KING’S OATH spells. The power and number of spells
The templars from one city state have no available to a templar are determined by
association with those from another. the character’s experience level. The list
Thus, templars cannot transfer loyalty of spells available to clerics is found on
from one sorcerer-king to another while the magic section.
the first is still alive. Should a templar's
sorcerer-king fall from power or be Using magic items: As spell casters,
killed, he may petition to another templars can use magic scrolls of spells
sorcerer-king for acceptance, where he on their spell list. They can also use
may find an open hand or the taste of items that may only be used by divine
steel, at the new sorcerer king's whim. spell casters (e.g. some magic staves).
TEMPLAR LEVEL PROGRESSION

*:Modifiers from CON no longer D: Death / poison; W: Wands;


apply P: Paralysis / petrify;
B: Breath attacks; S: Spells / rods / staves..

PASSING JUDGEMENT
REQUISITION OF SOLDIERS
A templar can pass judgement on his
A Templar may request the help of 1d4
city-state at any time. In any matter
soldiers from his city-state at any time.
involving disobedience or the actions of
These soldiers can not leave their cities
a slave, a free man or a noble, a templar
without the sorcerer king’s permission.
may give judgement, sentence, or pardon
as he sees fit. Penalties can include
imprisonment, torture, or even death. At
1st level, a Templar can pass judgement
on slaves, at 6th level, on free men, and
on 12th level, on nobles.
THE THIEF succeed, the thief may not try to read
that particular text again until they reach
Requirements: None a higher level of experience.
Prime requisite: DEX
Hit Dice: 1d4 SCROLL USE
Maximum level: 14 A thief of 10th level or higher can cast
Armour: Leather, no shields arcane spells from scrolls. There is a
Weapons: Any 10% chance of error: the spell does not
Languages: Alignment, Common function as expected and creates an
unusual or deleterious effect.
Athasian thieves run the gamut of
society. They range from gutter snipes THIEVING SKILLS
who prey upon the merchants and Thieves can use the following skills,
freemen of the cities to vagabonds who with the chance of success shown
steal what they can from passing opposite:
caravans or merchant ▶ Climb sheer surfaces (CS): A roll is
trains. required for each 100’ to be climbed. If
the roll fails, the thief falls at the
BACKSTAB halfway point, suffering falling damage.
When attacking an unaware opponent ▶ Find or remove treasure traps (TR): A
from behind, a thief receives a +4 bonus roll is required to find a treasure trap and
to hit and doubles any damage dealt. then another to remove it. This may be
attempted only once per trap.
COMBAT ▶ Hear noise (HN): In a quiet
Because of their need for stealth and free environment (e.g. not in combat), a thief
movement, thieves cannot wear armour may attempt to listen at a door or to hear
heavier than leather and cannot use the sounds of something (e.g. a
shields. They can use any weapon. wandering monster) approaching.
▶ Hide in shadows (HS): Requires the
READ LANGUAGES thief to be motionless—attacking or
A thief of 4th level or higher can read moving while hiding is not possible.
non-magical text in any language ▶ Move silently (MS): A thief may
(including dead languages and basic attempt to sneak past enemies unnoticed.
codes) with 80% probability. If the roll ▶ Open locks (OL): Requires thieves’
does not tools. A thief can only try this skill once
per lock. If the roll fails, the thief may
not try the same lock again before THIEF SKILLS CHANCE OF
gaining an experience level. SUCCESS
▶ Pick pockets (PP): If the victim is
above 5th level, the thief ’s roll is
penalised by 5% for every level above
5th. There is always at least a 1% chance
of failure. A roll of more than twice the
percentage required for success means
that the attempted theft is noticed. The
referee should determine the reaction of
the victim.

AFTER REACHING 9TH LEVEL


A thief can become a trader and
establish a trading house, attract- ing 2d6
employees of 1st level. These employees
will be in charge of buying, selling and
maintaining any business that he wants.
He must, however, keep within the laws
of the city he is based in to keep ROLLING SKILL CHECKS
operating in the open, and should any All skills except hear noise are rolled on
illegal activity or transaction be found, d%, with a result of less than or equal to
the Thief will be arrested and the trading the listed percentage indicating success.
operations will be stopped, should the Hear noise is rolled on 1d6. If the roll is
Thief be sentenced, the trading house is within the listed range of numbers, the
banished from the city and must settle skill succeeds.
elsewhere.
PLAYER KNOWLEDGE
The referee should roll for hide in
shadows and move silently on the
player’s behalf, as the thief always
believes the attempt to be successful. If
the roll fails, the referee knows that the
thief has been noticed and should
determine enemies' actions
appropriately.
THIEF LEVEL PROGRESSION Saving Throws

*: Modifiers from CON no longer D: Death / poison; W: Wands;


apply P: Paralysis / petrify;
B: Breath attacks; S: Spells / rods / staves.
THE THRI-KREEN
MULTIPLE LIMBS
Requirements: Minimum DEX 9, Thri-kreen have four arms, these can be
Minimum STR 9 used to perform tasks such as such as
Prime requisite: DEX and STR opening doors, carrying torches, using
Hit Dice: 1d6 tools. When unarmed, the Thri-kreen
Maximum level: 8 may attack with every arm, and when
Armour: Leather, no shields wielding weapons, only one arm can be
Weapons: Gythka and Chatkcha used to attack (Two if the optional rules
Languages: Alignment, Thri-kreen for dual wielding are being used). While
carrying Shields, only one gives a bonus
Hulking insect-men standing as tall as 7 to the Armor Class.
feet at the shoulder, the thri-kreen are the
least "Human" of the player character NATURAL WEAPONRY
races. Their survivability in the When attacking unarmed, the Thri-kreen
wilderness, combined with their cunning claws give a +2 bonus to the damage
and intellect, have made the mantis inflicted. Additionally, a Thri-kreen can
warriors (as they are known to some attack with a poisonous bite, inflicting
races) the undisputed masters across 1d4 damage, the opponent must succeed
large tracts of the Athasian wastes. a Paralysis saving throw or become
paralised for one turn.
Prime requisites: A half-elf with at
least 13 DEX and STR gains a 5% bonus EXOSKELETON
to ex- perience. A Thri-kreen with a Thri-kreen have hard bodies, which
score of 16 or higher in one prime provide them with fixed Armor Class of
requisite, and a 13 or higher in the other 5(14).
gains a 10% bonus.
TRACKING
COMBAT Thri-kreen are natural hunters, so they
Thri-Kreen can only use their racial have great tracking abilities. This skill
weapons: The Gythka and Chatkcha. improves as the character gains levels
They can not use any armor, but can use (see the table to the right). Success may
shields be modified by the following factors:
▶▶ Soft/hard ground: +20% to –50%.
▶▶ Size of group being tracked: +2%
per creature beyond the first.
▶▶ Passing through an area where other SLEEPLESS
tracks mingle: –50%. Thri-Kreen do not have the need to
▶▶ Age of tracks: –5% per 12 hours. sleep, they can remain active day and
▶▶ Rainfall: –25% per hour. night.
▶▶ Efforts made to hide tracks: –25%.
HIRELING RESTRICTIONS
THRI-KREEN TRACKING Due to their Alien nature, Thri-Kreen
CHANCE OF SUCCESS can not hire mercenaries nor specialists
of any kind.

CREATING A PACK
A Pack is the single unit of organization
among the Thri-kreen, generally of at
least 12 individuals. A Thri-kreen is able
to create its own pack at any time by
asserting dominance over other
Thri-Kreen (e. g: role playing),
becoming Chief of the Pack and
commanding them just like with regular
hirelings.

WEAPON CRAFTING
Thri-Kreen cany of take a day of rest to
craft their own racial weapons, Gytchka
and Chatkcha, using materials like
bones, stones and metal, combined with
their own saliva. These weapons have
the same properties as metal weapons
and break the same as bone weapons.
THRI-KREEN LEVEL
PROGRESSION Saving Throws

*: Modifiers from CON no longer D: Death / poison; W: Wands;


P: Paralysis / petrify;
apply B: Breath attacks; S: Spells / rods / staves.
WEALTH AND Types of Hirelings
Hirelings are divided into two types:
EQUIPMENT ▶ Mercenaries: Hired soldiers who will
guard, patrol, and otherwise serve in
Athas is a metal poor world. In game wilderness settings, but only as part of a
terms, all metal items—swords, armor, larger force, not an adventuring party.
coins—are worth considerably more ▶ Specialists: Hired individuals who
than one other fantasy world. have a particular trade or who have
special knowledge. These individuals are
The most commonly used coin usually hired for a specific task.
throughout Athas is the ceramic piece
(cp). Ceramic coins can be manufactured ARMOR
from the most common clay of Athas,
tken glazed in specific colors and kilned
to discourage forgery.

COIN CONVERSION RULES

AMMUNITION

STARTING MONEY
PCs begin play with 3d6x10 Ceramic
Pieces.

HIRELING
Hirelings are NPCs hired by a character
to perform certain services.

Hirelings and Adventuring


Hirelings do not accompany characters
on adventures. (Characters may hire
NPCs to join them on adventures, but
these are treated separately.
WEAPONS

WEAPON QUALITIES
Boomerang: After throwing this
weapon as a projectile, it has a 50% of
coming back afterwards.

Defensive: Using this weapon can be


used as a Shield. If a Shield is carried,
the bonus to AC comes only from the
shield, and if carrying two defensive
weapons at the same time, only one of
them gives bonus to AC

Reach:This weapon adds 5 feet to your


reach when you Attack with it
ioned from any suitable material. A
WEAPON DESCRIPTIONS centrally located curved bar or basket
protects the wielder’s hand and
Alhulak: This weapon consists of a features a protruding blade that juts
5-foot length of rope with a perpendicularly to the shaft.
four-bladed grappling hook on one
end. The other end is secured to a Gythka: This thri-kreen polearm has
2-foot-long handle, which can be wicked blades at either end. The
used to block attacks. weapon’s thick shaft allows it to be
used like a quarterstaff against
Cahulaks: A pair of four-bladed similarly armed opponents.
heads tied to either end of a 12-foot
length of rope, this weapon can be Macahuatl: A macahuatl is a sword
employed in melee or as a thrown painstakingly crafted using a core of
weapon. solid wood, with small, sharp shards of
obsidian embedded into the wood to
Carrikal: By lashing a length of form an edge on two opposite sides of
mekillot bone to the jawbone of any the weapon.
sharp-toothed creature, a kind of
battle axe is created. Sharp ridges of Singing sticks: Singing sticks are
teeth run down half the length of the used in pairs, one wielded in each
bone handle, and the hinges of the hand. Each stick is made from a
jaw are sharpened to a keen edge. springy, straight wood and measures
1 inch in diameter and 2½ feet long.
Chatkcha: This thri-kreen throwing The ends are slightly wider than the
weapon is common among the center.
steppes tribes. It’s a crystal wedge
that can be thrown up to 90 yards Trikal: This small polearm is a
and, due to its spin and effect upon 6-foot-long, mostly wood shaft. The
the air, returns to the thrower. uppermost 12 inches consist of three
blades projecting from a central shaft.
Crusher: A spiked stone (or, rarely, Beneath the blades is a series of
metal) ball at the end of a 20- to spikes, generally extremely sharp. The
25-foot-long flexible pole makes up other end of the shaft is weighted to
this unique melee weapon. increase the momentum of the
weapon.
Dragon’s paw: This weapon, made
popular in the arenas of Tyr and Tortoise blade: This weapon is
Urik, has two blades, one attached to basically a small shield with a
either end of a 5- to 6-foot-long protruding blade. Though named for a
wood shaft. The blades can be fash- specific creature, its protective shell
can be carved from bone or chitin,
or fashioned from hardened leather. ARMOR DURABILITY
Material DUR
INFERIOR MATERIALS
AND SUNDERING Cloth 1
Leather 1
DURABILITY & SUNDERING
Equipment - gear, weapons, armor - Hide 2
have durability between 1 and 6; the
higher the sturdier. Bone 3
Chitin 4
When an item is used as part of a check
(weapon for attack, armor for defense) it Metal 5
might take sundering damage. Rolling a
critical failure or suffering from an Magical 6
enemy’s critical success reduces the
item’s durability by 1. Once at 0 ARMOR MATERIALS
durability, the item breaks. Only repairs Certain armors can be made out of
can restore durability. certain materials, which could affect
their durability and cost. Any Metal
WEAPON DURABILITY made armor costs x10 it’s listed cost.
Material DUR

Wood 1
Stone 2
Obsidian 3
Bone 4
Metal 5
Magical 6

WEAPON MATERIAL MODIFIERS


is listed under its description.
PSIONICS Psionic Energy Each psionic character
has a pool of psionic energy that they
To one extent or another, every human expend to use their powers. The amount
and demihuman on Athas has psionic of energy they have to expend is
powers. Most people are wild talents, determined by their experience and
with only one power that they have ability scores as detailed below.
learned to use by trial and error. But
anyone can harness their psionic powers Starting psionic energy: There are
through careful practice and study, and
three steps for finding a character’s
every city has at least one training hall starting psionic energy:
dedicated to teaching ' 'the way of the
mind.'' >>Find the base: Using the psionic
energy table opposite, find the
USING PSIONICS character’s WIS in the ability score
column and match it to the appropriate
Power Scores: Each psionic power has a base potential.
power score related to a basic attribute
(INT, WIS, CON). The power score for >>Add the INT modifier: Using the
each power is equal to its related ability same table find the character’s INT in
plus or minus a modifier. As such a the ability score column and match it to
psionic power with a power score of the appropriate modifier. Then add that
“CON – 2” would have a power score of
modifier to the base potential.
2less than the character’s constitution
score.
>>Add the CON modifier: Using the
same method as used for INT, add the
Power Checks: When attempting to use
CON modifier to the base potential.
a psionic power a character makes a So a psion with a WIS of 16, INT of 17,
check by rolling a d20. If the result is and CON of 18 would have a starting
less than or equal to the power score of psionic energy of 29 (24 + 2 + 3).
the psionic power, the character
succeeds. If successful, the cost of the
power is deducted from the pool of
psionic energy. If the result is higher
than the power score, the character fails
to use their psionic power and half of the
cost is deduced from the energy pool.

Maintaining Powers: Certain psionic


powers can be maintained until the
character decides to end them. The
additional cost of maintaining the power
PSIONIC ENERGY CONTACT
Certain psionic powers list contact as
their initial cost. In such a case, contact
must be made prior to the power being
used. All psionic characters innately
have the ability to contact others. The
cost of contact is based on the hit dice or
level of the target and is listed on the
table below:
Gaining a level: Psionic energy
increases by 10 plus the WIS modifier. CONTACT COST
So a psion with a WIS of 16 gains 12
psionic energy on leveling (10 + 2).

RECOVERING ENERGY
Psionic energy is recovered by resting,
depending on the activity, as listed on
the table below.

PSIONIC ENERGY RECOVERY Once contact is made the cost to


maintain it is 1 energy per round. Certain
powers such as attack modes also
establish contact.

THE TARGET
Non psionic characters are automatically
contacted. Psionic characters can be
contacted if willing. Otherwise attack
modes must be used.

PSIONIC COMBAT
A battle with psionic characters follows
the same rules as normal combat (see
Combat in Old-School Essentials Core
Rules) with the addition of the following
rules.
POWERS IN COMBAT TWO ATTACKS
Only one psionic power can be initiated Unlike other powers the same attack
per round with the following exceptions: mode can be initiated twice per round. A
Maintenance: Powers can be maintained power check is required for each attack.
as long as the character has energy to
expend. Multiple powers can be CONTACT FROM ATTACK
maintained simultaneously. Even though contact is made through
attack modes it takes more than one
Defense modes: Can always be used attempt. Three successful attacks results
when the character is under attack in contact with the defender.
regardless of whether they have used
another power that round. ATTACK MODIFIERS
The potency of an attack mode depends
CONTESTED PSIONICS on the defense mode being used against
When two characters engage in psionic it. The table below shows the modifier to
combat, the two power checks are add or subtract to the attack mode’s
compared. The character with the higher power score depending on the defense
successful roll wins. If neither power mode being used.
check succeed or the rolls are equal then
the defender wins. DEFENSE MODES
Five specific psionic powers are used for
ATTACK MODES self defense. They are:
Five specific psionic powers are used for >Intellect Fortress
attacking and establishing contact. They >Mental Barrier
are: >Mind Blank
>Ego Whip >Thought Shield
>Id Insinuation >Tower of Iron Will
>Mind Thrust
>Psionic Blast Each psionic character starts off
>Psychic Crush knowing one defense mode. Subsequent
Attack modes are normal powers and modes are learned upon leveling, as
count towards the total powers known. described in the class description.
ATTACK MODE MODIFIERS
WILD TALENTS WILD POWER DESCRIPTIONS
A wild talent is someone from any
other character class who has natural, ALL-ROUND VISION
latent psionic potential. This potential Range: Self
can be present in any character, Power Score: WIS -3
regardless of class, alignment, or race. Duration: 1d4 Rounds
Wild talents can never approach This power gives the psionicist "eyes in
psionicists in skill, but they do boast at the hack of his head-and in the sides and
least one psionic power-which is known top, as wefl. (Of course, this is
as a "wild power" among psionicists. figurative; he does not literally sprout
eyeballs.) In effect, the character can see
When you create your character, roll a in all directions simultaneously.
d20. If the result is equal to or under
your Intelligence score, or if your class KNOW DIRECTION
is Psioniscist, you are considered a wild Range: Self
talent and have a wild psionic power. Power Score: INT
Refer to the table below to determine Duration: 1 day
what your wild power is (Psionicists The psionicist becomes his own
may pick their power instead of rolling). compass. for the duration of this power,
You can use your wild power a number the psionicist knows which way is north.
of times per day equal to half your
character level (rounded up). CATFALL
Range: Self
Power Score: DEX -2
Duration: n/a
A character using this power can spring
like a cat in the same round, and always
land grace fully on his feet. He still
suffers damage from falling, but the
damage is halved.

CHAMELEON POWER
Range: Self
Power Score: CON -1
Duration: 1d4 Rounds
The psionicist using this power actually
changes the coloration of his skin,
clothing, and equipment to match his
background. The match is automatic; he
does not choose the appearance.
ANIMATE SHADOW CONTROL LIGHT
Range: 100’ Range: 30’
Power Score: WIS -3 Power Score: INT
Duration: 1d4 Duration: 1d4
The psionicist can animate the shadow The psionicist can manipulate existing
cast by anyone or anything and make it light with this devotion. He cannot
seem to have life of its own. create light from darkness, but he can
create darkness from light.
CONTROL SOUND
Range: 100’
Power Score: INT -5
Duration: 1d2 Rounds
This power allows the psionicist to
shape and alter existing sounds.

SIGHT LINK
Range: Unlimited
Power Score: CON -3
Duration: 1d2 Rounds
Sight Links allows the telepath to tap
into another creature’s optical system.
The telepath sees whatever his link sees.

LIFE DETECTION
Range: 100’
Power Score: INT -3
Duration: 1d4
A telepath can detect the presence of
living, thinking creatures within a
limited area.

SEND THOUGHTS
Range: Unlimited
Power Score: INT -1
Duration: 1d2
This is one-way communication,
allowing the telepath to send his own
thoughts to a creature he can see to its
mind. The telepath can send information
or simply distract the target
POWER LIST ● Mind Link
● Mind Over Body
● Astral Projection
● Mind Thrust (A)
● Aura Alteration
● Molecular Agitation
● Body Control
● Molecular Manipulation
● Body Equilibrium
● Molecular Rearrangement
● Body Weapon
● Psionic Blast (A)
● Cell Adjustment
● Psychic Crush (A)
● Clairaudience
● Precognition
● Clairvoyance
● Reduction
● Detect Evil
● Shape Alteration
● Detect Magic
● Suspend Animation
● Dimension Door
● Telekinesis
● Dimension Walking Domination
● Telempathic Projection
● Ego Whip (A)
● Teleport Thought Shield (D)
● Empathy
● Tower of Iron Will (D)
● Energy Control
● ESP
(A) Attack Modes
● Expansion
(D) Defense Modes
● Hypnosis
● Id Insinuation (A)
● Intellect Fortress (D)
● Invisibility
● Levitation
● Mass Domination
● Mental Barrier (D)
● Mind Bar
● Mind Blank (D)
POWER DESCRIPTIONS the cost is 20 psionic energy instead of
10.
ASTRAL PROJECTION
Range: n/a BODY CONTROL
Power Score: INT Range: Self
Initial Cost: 6 Power Score: CON - 4
Maintenance Cost: 2/hour Initial Cost: 7
This power separates the character’s Maintenance Cost: 5/turn
astral body from their physical one. The The psionic character is able to adapt
character can then use this astral body to their body to survive in a hostile
travel the astral plane while their environment such as fire, water, acid, or
physical body remains on the original poison.
plane. This projection has the following
conditions: BODY EQUILIBRIUM
>>Physical tether: The astral body is Range: Self
connected to its physical body by a long Power Score: CON - 3
silver cord that disappears from sight Initial Cost: 2
after 10’. This cord is virtually Maintenance Cost: 2/round
indestructible but if it is somehow Allows the psionic character to adjust
severed (perhaps from an extreme astral their weight so that they may walk on
storm) then the character dies. water, quicksand, etc.
>>Temporary Body: If the astral body
enters a plane other than its origin a BODY WEAPONRY
temporary body, identical to the original, Range: Self
appears there. If the astral body enters its Power Score: CON - 3
origin plane it can observe but not Initial Cost: 9
interact with the plane. Maintenance Cost: 4/round
One of the psionic character’s limbs
AURA ALTERATION becomes a weapon of their choosing.
Range: Touch The limb takes on the material of the
Power Score: Wis - 4 weapon (wood, steel, etc).
Initial Cost: 10
Maintenance Cost: n/a CELL ADJUSTMENT
This power can be used in two ways: Range: Touch
>>Mask alignment and level: The true Power Score: CON - 3
alignment and level of the character Initial Cost: 5
remains the same but anyone viewing Maintenance Cost: up to 20/round
the aura will be fooled. This power is used in two ways:
>>Remove geas or quest: If an attempt >>Cure disease: For the cost of 5
is being made to remove geas or a quest, psionic energy a disease can be cured in
1 round.
>>Restore hit points: 4 hit points can DETECT EVIL
be restored each round for the cost of 5 Range: 120’
psionic energy per hit point. Power Score: WIS - 1
Initial Cost: 4
CLAIRAUDIENCE Maintenance Cost: 4/turn
Range: Unlimited Objects enchanted for evil purposes or
Power Score: WIS - 3 living beings with evil intentions are
Initial Cost: 6 revealed by the aura.
Maintenance Cost: 4/round >>Intent only: This power does not
Allows the psionic character to hear grant the ability to read minds, but only
clearly up to a certain range in a certain grants a general sense of evil intent.
direction. The range of the power affects >>Definition of evil: The referee must
the power score modifier as per the table decide what is “evil”. Some things that
to the right: are potentially harmful, like traps, are
not “evil”.
CLAIRVOYANCE
Range: Unlimited DETECT MAGIC
Power Score: WIS - 4 Range: 60’
Initial Cost: 6 Power Score: INT - 1
Maintenance Cost: 4/round Initial Cost: 4
Allows the psionic character to see Maintenance Cost: 4/turn
clearly up to a certain range in a certain Enchanted objects, areas, or creatures
direction. The range of the power affects are caused to glow. Both permanent and
the power score modifier as per the table temporary enchantments are revealed.
to the right:

Clairaudience and Clairvoyance DIMENSION DOOR


Range Range: 10’
Power Score: CON - 4
Initial Cost: 30
Maintenance Cost: N/A
The psionic character or a single creature
is instantly transferred to another
location up to 360’ distant. The
destination may be selected in two ways:
1. Known location: A location, within
360’, known to the psionic character.
2. An unknown location: Specified by a
series of offsets (e.g. 120’ north, 160’
east, 80’ up) totaling not more than 360’.
Stipulations: The following apply:
>>If the destination is occupied: By a >>Contact daze: If the target’s mind
solid body, the power fails. has already been contacted, they are
>>If the target is unwilling: It may dazed for 1d4 rounds during which their
save versus spells to resist the attacks and saves have a -5 penalty.
teleportation.
There are three ranges that affect the
DIMENSION WALKING power score of ego whip:
Range: N/A >>120 feet: no effect.
Power Score: CON - 2 >>240 feet: -2 to power score.
Initial Cost: 8 >>360 feet: -5 to power score.
Maintenance Cost: 4/turn
This power allows the psionic character EMPATHY
to travel long distances by passing Range: Unlimited
through a pocket dimension. They can Power Score: WIS
travel at the rate of 21 miles a turn. Initial Cost: Contact (or 1)
Maintenance Cost: 1/round
DOMINATION This power is used to sense the emotions
Range: 90’ and motives of a mind. When empathy is
Power Score: WIS - 4 used against a non-psionic character
Initial Cost: Contact contact is not necessary and the initial
Maintenance Cost: 1 cost is only 1 energy.
A single humanoid or creature must save
vs spells or be dominated. A dominated ENERGY CONTROL
creature is under the control of the Range: Self
psionic wielder but may make another Power Score: Con - 2
save if forced to act outside of its Initial Cost: 10
alignment. The initial cost to use Maintenance Cost: 2/round
domination is twice that of contact (See Allows the psionic character to warp
Contact rules). energy around themselves and dissipate
it thereby protecting them from cold,
EGO WHIP heat, electricity, and fire that would
Range: 120/240/360’ normally harm them.
Power Score: WIS - 4
Initial Cost: 4 ESP
Maintenance Cost: N/A Range: Unlimited Power Score: Wis - 4
This power is a mental attack that makes Initial Cost: Contact
contact (see Contact rules) with another Maintenance Cost: 6/round
psionic character’s mind. It has the This power grants the psionic character
following effects: the ability to perceive and understand the
>>Emotional assault: The target is left thoughts of other living creatures.
feeling insignificant. >>Meaning: The psionic character
understands the meaning of all thoughts
even if they do not share the creature’s
language. There are three ranges that affect the
power score of id insinuation:
EXPANSION >>180 feet: no effect.
Range: Self >>360 feet: -2 to power score.
Power Score: Con - 2 >>540 feet: -5 to power score.
Initial Cost: 6
Maintenance Cost: 1/round INTELLECT FORTRESS
Allows the psionic character to increase Range: Self
their proportions by 50% per round up to Power Score: Wis - 3
four times their original size. Initial Cost: 4
Maintenance Cost: N/A
HYPNOSIS This defensive power creates a 9’ radius
Range: Unlimited around the psionic character that protects
Power Score: Int - 3 the individuals within it. Those within
Initial Cost: Contact the radius use the psionic character’s
Maintenance Cost: 1/round power score for intellect fortress to
The psionic character is able to place defend against mental attacks and
targets they have contact with into a contact (see Contact rules).
trance in which they are very susceptible >>Additional power: The psionic
to suggestion. The level or hit dice of the character is able to initiate another
target affects the power score of psionic power on the same round as
Hypnosis: intellect fortress.

>>1-5: no effect. INVISIBILITY


>>6-10: -2 to power score. Range: 300’
>>11-14: -5 to power score. Power Score: Int - 5
Initial Cost: Contact
ID INSINUATION Maintenance Cost: 2/round/creature
Range: 180/360/540’ Unlike a magic user’s invisibility,
Power Score: Wis - 4 psionic invisibility involves tricking the
Initial Cost: 5 minds of other creatures into not seeing
Maintenance Cost: N/A the psionic character. The psionic
This power is a mental attack that makes character must make a power check and
contact (see Contact rules) with another pay maintenance cost for each creature
psionic character’s mind. It has the that they are fooling.
following effects:
>>Psychotic assault: The target is left
feeling temporarily crazy.
>>Contact daze: If the target’s mind
has already been contacted, they are
unable to do anything for 1d4 rounds.
LEVITATION MIND BAR
Range: Self Range: Self
Power Score: Wis - 3 Power Score: Int - 2
Initial Cost: 12 Initial Cost: 6
Maintenance Cost: 2/round Maintenance Cost: 4/round
Allows the psionic character to rise Imparts the psionic character with the
vertically at the rate of 1’ per second or following benefits: Magic Resistance:
60’ per round. Weight beyond the +6 bonus to saves versus spells for
psionic character’s own reduces the charm, confusion, fear, feeblemind, and
power score at a rate of one point per 25 magic jar. Psionic Protection: Protection
pounds. from mental attacks unless defender
loses in a psychic contest.
MASS DOMINATION
Range: 120’ MIND BLANK
Power Score: Wis - 6 Range: Self
Initial Cost: Contact Power Score: Wis - 7
Maintenance Cost: varies Initial Cost: 0
The psionic character is able to dominate Maintenance Cost: N/A
(see Contact rules) up to 5 creatures. This defensive power masks the mind of
Each target must be dominated a psionic character from attacks and
separately and the maintenance cost for contact (see Contact Rules). Mind blank
each must be paid at the rate of two is always on for those who know it
times the target’s hit dice or level. unless they specifically choose it not to
be or are using a different defense mode.
MENTAL BARRIER >>Additional power: The psionic
Range: Self character is able to initiate another
Power Score: Wis - 2 nondefense mode psionic power on the
Initial Cost: 3 same round as mind blank.
Maintenance Cost: N/A
This defensive power creates a barricade MIND LINK
around the mind of the psionic character, Range: Unlimited
protecting them from a mental attack’s Power Score: Wis - 5
contact (see Contact rules). Additional Initial Cost: Contact
power: The psionic character is able to Maintenance Cost: 8/round
initiate another psionic power on the This power allows the psionic character
same round as mental barrier. to converse with an intelligent creature
without any words spoken. Only
thoughts that the parties wish to transmit
to the other will be understood. The two
parties are able to understand each other
regardless of language.
MIND OVER BODY MOLECULAR AGITATION
Range: Touch Range: 120’
Power Score: Wis - 3 Power Score: Wis
Initial Cost: N/A Initial Cost: 7
Maintenance Cost: 10/day Maintenance Cost: 6/round
Allows a number of people to survive This power increases the speed of an
without food, water, or sleep at the cost object's molecules, generating heat. Its
of one hour of meditation and 10 psionic effect varies depending on the length of
energy per person per day. This can be time it is maintained:
maintained up to five days or the psionic
character’s experience level in days if Molecular Agitation Effect
that is more. Characters who have
survived in this fashion experience the
following at the end of this period:
>>Complete Exhaustion: Characters
must rest for one day for every two days
surviving using Mind over Body.
>>Restored from Healing: Characters
can be fully rested from this exhaustion
with a full day of healing.

MIND THRUST
Range: 90/180/270’
MOLECULAR MANIPULATION
Power Score: Wis - 2
Range: 45’
Initial Cost: 2
Power Score: Int - 3
Maintenance Cost: N/A
Initial Cost: 6
This power is a piercing mental attack Maintenance Cost: 5/round
that makes contact (see Contact rules)
The psionic character can weaken a
with another psionic character’s mind. It
substance by moving its molecules
has the following effect:
around at the rate two square inches per
>>Power Loss: If the target’s mind has
round.
already been contacted, they lose the use
of one power chosen at random for 2d6
MOLECULAR REARRANGEMENT
days.
Range: 6’
There are three ranges that affect the
Power Score: Int - 5
power score of mind thrust:
Initial Cost: 20
>>90 feet: no effect.
Maintenance Cost: 10/hour
>>180 feet: -2 to power score.
This power can change the material of
>>270 feet: -5 to power score.
an object at the rate of one ounce an
hour.
PSIONIC BLAST PRECOGNITION
Range: 60/120/180’ Range: Self
Power Score: Wis - 5 Power Score: Wis - 5
Initial Cost: 10 Initial Cost: 24
Maintenance Cost: N/A Maintenance Cost: N/A
This power is a dreadful mental attack The psionic character is able to look into
that makes contact (see Contact rules) the future and see the most likely result
with another psionic character’s mind. It of a plan or decision. Player knowledge:
has the following effect: The referee should make the power
>>Health Deception: If the target’s check on behalf of the player in secret so
mind has already been contacted, they that the player does not know if they
must save vs death or for 6 turns the actually succeeded.
target believes they have lost 80% of
their remaining hit points. If they lose REDUCTION
their perceived hit points the target will Range: Self
pass out. They will not die unless their Power Score: Con - 2
actual hit points are depleted. Initial Cost: Varies
Maintenance Cost: 1/round
There are three ranges that affect the Allows the psionic character to shrink
power score of psionic blast: their body at the cost of 1 psionic energy
>>60 feet: no effect. per 1 foot up to 1 foot or less. Below that
>>120 feet: -2 to power score. they can reduce their current size by half
>>180 feet: -5 to power score. per psionic energy spent.
PSYCHIC CRUSH
Range: 150’ SHAPE ALTERATION
Power Score: Wis - 4 Range: Self
Initial Cost: 7 Power Score: Con - 6
Maintenance Cost: N/A Initial Cost: 21
This power is an overwhelming mental Maintenance Cost: 1/round
attack that makes contact (see Contact The psionic character can transform their
rules) with another psionic character’s body into an object or living thing as
mind. Synapse squeeze: If the target’s long as it is of similar mass. This
mind has already been contacted, they transformation has the following effect:
must save vs paralysis or suffer 1d8 >>Retained stats: The psionic
damage. character’s health points and THAC0
remain the same.
>>New AC and attacks: The psionic
character assumes the AC of that which
they are transformed into, as well as any
non magical attacks it may have.
SUSPEND ANIMATION TELEMPATHIC PROJECTION
Range: Touch Range: Unlimited
Power Score: Con - 3 Power Score: Wis - 2
Initial Cost: 12 Initial Cost: Contact
Maintenance Cost: N/A Maintenance Cost: 4/round
Allows the psionic character to slow The psionic character is able to project
their life signs, or the life signs of emotions onto contacted targets. This
another, to the point where they appear cannot result in extreme changes but can
to be dead by most inspections. The only sway emotions.
duration of the suspension is equal to the
result of their power check in weeks or TELEPORT
less. To end this slumber they choose a Range: Infinite
time to awake and make another power Power Score: Int
check. If the result is less than the Initial Cost: 20+
chosen awake time then the suspension Maintenance Cost: N/A
ends early. The psionic character or a chosen
creature vanishes and reappears at a
TELEKINESIS location of the psionic character’s
Range: 90’ choosing.
Power Score: Wis - 3 >>Gear: The subject is teleported with
Initial Cost: 3+ all its gear, up to its maximum load.
Maintenance Cost: 1+/round >>Teleport others: The target must be
By concentrating, the psionic character willing or unconscious. The power score
is able to move objects or creatures by for teleport is reduced by 2 when
the power of thought. Weight: For teleporting others.
targets above 3 pounds, the initial cost is >>Destination: May be at any distance,
equal to the object’s weight and the but must be known to the psionic
maintenance cost is the weight divided character. The destination must be an
by two, rounded down. open space at ground level. (It is not
>>Movement: The target may be moved possible to intentionally teleport the
up to 60’ per round, in whatever subject into mid-air or into solid matter.)
direction the psionic character wishes The cost and power score of teleport are
(including vertically). affected by the distance as shown on the
>>Weapon: The target may be used as a table below.
weapon using the psionic character’s
THAC0 with a penalty equal to a third
of the target’s weight, rounded down.
Teleportation Cost and Modifier

THOUGHT SHIELD
Range: Self
Power Score: Wis - 3
Initial Cost: 1
Maintenance Cost: N/A
This defensive power guards the
thoughts of the psionic character to
protect them from mental attacks and
contact (see Contact rules). Additional
power: The psionic character is able to
initiate another psionic power on the
same round as thought shield.

TOWER OF IRON WILL


Range: Self
Power Score: Wis - 2
Initial Cost: 6
Maintenance Cost: N/A
This defensive power creates a 3’ radius
of protection against mental attacks and
contact (see Contact rules). Additional
power: The psionic character is able to
initiate another psionic power on the
same round as tower of iron will.
MAGIC SPHERE OF AIR
The sources of magical energy on Athas 1. Feather Fall (1st Level)
2. Warding Wind (1st Level)
are very different from those in other
campaign worlds. Athas is a world 3. Gust of Wind (2nd Level)
4. Dust Devil (2nd Level)
without deities, where clerics worship
the elemental powers themselves. 5. Fly (3rd Level)
Despite the brutality that seems infused 6. Call Lighting(3rd Level)
in its soil, Athas is a fragile world, 7. Temperature Control (4th Level)
where the very existence of wizardry 8. Wind Wall (4th Level)
magic can disrupt and destroy the land's 9. Conjure Elemental*(5th Level)
ability to support life. 10. Control Winds (5th Level)
*: Conjure Elemental only summons Air
Elementals.
PRIESTLY MAGIC
The priests of Dark Sun worship the
SPHERE OF EARTH
beings that inhabit the elemental planes:
1. Earth Tremor (1st Level)
those of earth, air, fire, and water. In
2. Mold Earth (1st Level)
Dark Sun campaigns, priest spells fall
3. Earthbind (2nd Level)
into four spheres associated with those
4. Dust Devil (2nd Level)
four elemental planes, and a separate
5. Meld Into Stone (3rd Level)
Sphere of the Cosmos (Which is the
6. Stone Shape (3rd Level)
Cleric spell list present in the OSE
7. Wall of Sand (4th level)
Classic Fantasy Rules). This last sphere
8. Stoneskin (4th Level)
is by far the largest, though the other
9. Conjure Elemental* (5th Level)
four hold generally more powerful, more
10. Earthquake (5th Level)
specialized spells. Clerics from a certain
*: Conjure Elemental only summons
element can cast spells from their
Earth Elementals.
respective sphere and the Sphere of the
Cosmos, Druids can cast spells from the
SPHERE OF FIRE
Sphere of the Cosmos and their list from
1. Endure Heat/Cold (1st Level)
the OSE Advanced fantasy rules,
2. Produce Flame (1st Level)
granted by spirits of nature and Templars
3. Heat Metal (2nd Level)
can only cast spells from the Sphere of
4. Pyrotechnics (2nd Level)
the Cosmos.
5. Flame Walk (3rd Level)
6. Protection from Fire (3rd Level)
7. Fire Trap (4th Level)
8. Wall of Fire (4th Level)
9. Conjure Elemental* (5th Level)
10. Firestorm (5th Level)
*: Conjure Elemental only summons
Fire Elementals.
SPHERE OF WATER The creature can stand unprotected in
1. Shape Water (1st Level) temperatures as low as -30 F. or as high
2. Locate Water (1st Level) as 130 F. (depending on application)
3. Create Water (2nd Level) with no ill effect.
4. Fog Cloud (2nd Level)
5. Create Food & Water (3rd Level) FEATHER FALL
6. Water Breathing (3rd Level) Duration: 1 Round per Spell Level
7. Water Walk (4th Level) Range: 20’
8. Transmute Water to Dust (4th When this spell is cast, the creature(s) or
Level) object(s) affected immediately assumes
9. Conjure Elemental* (5th Level) the mass of a piece of down. The rate of
10. Maelstrom (5th Level) falling is instantly changed to a mere 2
*: Conjure Elemental only summons feet per second (120 feet per round), and
Water Elementals. no damage is incurred upon landing
while the spell is in effect.
SPHERE OF THE COSMOS
Refer to the Spells present in OSE LOCATE WATER
Classic Fantasy Rules. Duration: Instant
Range: Self
SPELL DESCRIPTIONS You sense the direction to any water
source of at least 50 gallons, as long as
that water source is within 2 feet of you.
1ST LEVEL
MOLD EARTH
EARTH TREMOR Duration: 1 hour per Level
Duration: Intant Range: 30’
Range: 10’ around the caster You choose a portion of dirt or stone that
You cause a tremor in the ground within you can see within range and that fits
range. Each creature other than you in within a 5-foot cube. You manipulate it
that area must make a saving throw in one of the following ways:
against breath. On a failed save, any ● If you target an area of loose
affected creatures are knocked prone, earth, you can instantaneously
dropping any weapons, shield and or excavate it, move it along the
items in the process. ground, and deposit it up to 5 feet
away. This movement doesn't
ENDURE HEAT/COLD involve enough force to cause
Duration: 1 Hour per Spell Level damage.
Range: Touch ● You cause shapes, colors, or both
The creature receiving this spell is to appear on the dirt or stone,
protected from normal extremes of cold spelling out words, creating
or heat (depending on which application images, or shaping patterns. The
the priest selects at the time of casting). changes last for 1 hour per Level
If you cast this spell multiple times, you If you cast this spell multiple times, you
can have no more than two of its can have no more than two of its
non-instantaneous effects active at a non-instantaneous effects active at a
time, and you can dismiss such an effect time, and you can dismiss such an effect
as an action. as an action.

PRODUCE FLAME WARDING WIND


Duration: Permanent Duration: 1 round
Range: Self Range: Self
A bright flame, equal in brightness to a A strong wind (20 miles per hour) blows
torch, springs forth from the caster's around you in a 10-foot radius and
palm when he casts a produce flame moves with you, remaining centered on
spell. The flame does not harm the you. The wind lasts for the spell's
caster, but it is hot and it causes the duration.
combustion of flammable materials The wind has the following effects:
(paper, cloth, dry wood, oil, etc.). ● It deafens you and other creatures
in its area.
SHAPE WATER ● It extinguishes unprotected flames
Duration: 1 hour in its area that are torch-sized or
Range: 30’ smaller.
You choose an area of water that you can ● It hedges out vapor, gas, and fog
see within range and that fits within a that can be dispersed by strong
5-foot cube. You manipulate it in one of wind.
the following ways:
● You instantaneously move or 2ND LEVEL
otherwise change the flow of the
water as you direct, up to 5 feet in
any direction. This movement CREATE WATER
doesn't have enough force to cause Duration: Permanent
damage. Range: Touch
This spell causes a magical spring to
● You cause the water to form into
simple shapes and animate at your gush forth from the ground.
direction. This change lasts for 1 ● Volume: The fount produces
hour. approximately 5 gallons of water.
● Higher level casters: If the caster
● You change the water's color or
opacity. The water must be uses a higher spell level, the
changed in the same way volume of water increases by 5
throughout. This change lasts for gallons per spell level.
1 hour.
DUST DEVIL
● You freeze the water, provided
that there are no creatures in it. Duration: 2 round per spell level
The water unfreezes in 1 hour. Range: 30’
This spell enables a priest to conjure up from you in a direction following the
a weak sand elemental--a dust devil of line.
AC 4, 2 HD, MV 180 feet per round,
one attack for 1d4 points of Any creature in the line must spend 2
damage--which can be hit by normal feet of movement for every 1 foot it
weapons. moves when moving closer to you.
EARTHBIND The gust disperses gas or vapor, and it
Duration: Up to 2 Rounds extinguishes candles, torches, and
Range: 300’ similar unprotected flames in the area. It
Choose one creature you can see within causes protected flames, such as those of
range. Yellow strips of magical energy lanterns, to dance wildly and has a 50
loop around the creature. The target percent chance to extinguish them.
must succeed on a saving throw against
Spell, or its flying speed (if any) is HEAT METAL
reduced to 0 feet for the spell's duration. Duration: 1 Round
An airborne creature affected by this Range: 60’
spell safely descends at 60 feet per round Choose a manufactured metal object,
until it reaches the ground or the spell such as a metal weapon or a suit of
ends. heavy or medium metal armor, that you
can see within range. You cause the
FOG CLOUD object to glow red-hot. Any creature in
Duration: 4 Rounds physical contact with the object takes
Range: 30’ 1d8 fire damage when you cast the spell.
You create a 20-foot-radius sphere of fog Until the spell ends, you can use a bonus
centered on a point within range. The action on each of your subsequent turns
sphere spreads around corners, and its to cause this damage again.
area is heavily obscured. It lasts for the
duration or until a wind of moderate or PYROTECHNICS
greater speed (at least 10 miles per hour) Duration: Instant
disperses it. Higher Spell Levels allow Range: 120’
the Cloud to increase its size by 20 feet A pyrotechnics spell draws on an
per Spell Level. existing fire source to produce one of
two effects, at the option of the caster.
GUST OF WIND First, it can produce a flashing and fiery
Duration: 2 Rounds burst of glowing, colored aerial
Range: 60’ lie from the caster fireworks that lasts one round. This
A line of strong wind 60 feet long and effect temporarily blinds those creatures
10 feet wide blasts from you in a in, under, or within 120 feet of the area
direction you choose for the spell's and that have an unobstructed line of
duration. Each creature that starts its turn sight to the burst. Creatures viewing this
in the line must succeed on a Strength are blinded for 1d4+1 rounds unless they
saving throw or be pushed 15 feet away successfully save vs. spell.
3RD LEVEL withstand non magical fires of
temperatures up to 2,000 F. (enabling
them to walk upon molten lava). It also
CALL LIGHTNING confers a +2 bonus to saving throws
Duration: 1 Turn per level against magical fire and reduces damage
Range: 360’ from such fires by one-half, even if the
The caster directs the violent energies of saving throw is failed.
a storm, causing lightning to strike the
ground at points of the caster’s choice. FLY
● Storm clouds: Must be present in Duration: 1d6 turns +1 per spell level
the sky above the point to be Range: The caster or a creature touched
struck by lightning.
The subject gains the ability to fly
● Number of strikes: One lightning through the air.
strike may be summoned per turn
● Movement rate: Up to 360’
of the spell’s duration. (120’).
● Area: A lightning strike affects a
● Free movement: Is possible in any
10’ radius area. direction, including the ability to
● Damage: All creatures in the area levitate and to hover in mid-air.
suffer 8d6 damage (save versus
spells for half damage). MELD WITH STONE
● If the storm dissipates: The spell Duration: 8+1 rounds per spell level
ends prematurely. Range: Self
This spell enables the priest to meld his
CREATE FOOD AND WATER body and possessions into a single block
Duration: 24 Hours of stone. The stone must be large enough
Range: 10’ to accommodate his body in all three
When this spell is cast, the priest causes dimensions. When the casting is
food and water to appear. The food thus complete, the priest and not more than
created is highly nourishing if rather 100 pounds of nonliving gear merge
bland; each cubic foot of the material with the stone. If either condition is
sustains three human-sized creatures or violated, the spell fails and is wasted.
one horse-sized creature for a full day. While in the stone, the priest remains in
The food decays and becomes inedible contact, however tenuous, with the face
within 24 hours, although it can be of the stone through which he melded.
restored for another 24 hours by casting The priest remains aware of the passage
a purify food and water spell upon it. of time. Nothing that goes on outside the
stone can be seen or heard, however.
FLAME WALK
Duration: 1 Round per Spell Level
Range: Touch
By means of this spell, the caster
empowers one or more creatures to
PROTECTION FROM FIRE magical traps, a thief has only half his
Duration: 2 +1 Round per spell level normal find traps score to detect a fire
Range: Touch trap. Failure to remove it successfully
The Caster gives a willing creature detonates it immediately. An
invulnerability to normal fire, gives a unsuccessful dispel magic spell will not
bonus of +4 to saving throw die rolls vs. detonate the spell. When the trap is
fire attacks, and reduces damage discharged, there will be an explosion of
sustained from magical fires by 50%. 5-foot radius from the spell's center. All
creatures within this area must roll
STONE SHAPE saving throws vs. spell. Damage is 1d4
Duration: Permanent points plus 1 point per level of the caster,
Range: Touch and half that total amount for creatures
By means of this spell, the caster can successfully saving.
form an existing piece of stone no larger
than 10-feet-radius into any shape that STONESKIN
suits his purposes. For example, he can Duration: Up to 1 hour
make a stone weapon, a special trapdoor, Range: Touch
or a crude idol. This spell turns the flesh of a willing
creature you touch as hard as stone.
WATER BREATHING Until the spell ends, the target has
Duration: 4+1 round per spell level resistance to non magical damage.
Range: Touch
The recipient of a water breathing spell TEMPERATURE CONTROL
is able to breathe under water freely for Duration: 1 turn per level
the duration of the spell. Range: 10’ around the caster
The caster can control the surrounding
4TH LEVEL temperature in a limited radius.
● Temperature range: The
temperature may be raised or
FIRE TRAP lowered up to the full range of
Duration: Permanent until discharged temperature variance in the
Range: Touch natural world. (e.g. down to arctic
Any closeable item (book, box, bottle, cold or up to tropical heat.)
chest, coffer, coffin, door, drawer, and so
● Control: The caster can adjust the
forth) can be warded by a fire trap spell. temperature at will while the spell
The spell is centered on a point selected lasts.
by the spellcaster. The item so trapped
cannot have a second closure or warding
spell placed upon it. A knock spell
cannot affect a fire trap in any way--as
soon as the offending party opens the
item, the trap discharges. As with most
TRANSMUTE WATER TO DUST the duration of the spell--i.e., one hour
Duration: Permanent for each experience level of the caster.
Range: 60’ The priest can divide the base duration
When this spell is cast, a subject area of between multiple characters.
20’x20’ instantly undergoes a change
from liquid to powdery dust or vice WIND WALL
versa. Note that if the water is already Duration: 2 + 1 rounds per spell level
muddy, the area of effect is doubled, Range: 60’
while if wet mud is present, the area of A wall of strong wind rises from the
effect is quadrupled. ground at a point you choose within
range. You can make the wall up to 50
WALL OF FIRE feet long, 15 feet high, and 1 foot thick.
Duration: 2 + 1 rounds per spell level You can shape the wall in any way you
Range: 60’ choose so long as it makes one
The wall of fire spell brings forth an continuous path along the ground. The
immobile, blazing curtain of magical fire wall lasts for the duration. The wall
of shimmering color--yellow-green or deals 3d8 Wind damage.
amber. The spell creates an opaque sheet
of flame up to one 20-foot square per 5TH LEVEL
level of the spellcaster, or a ring with a
radius of up to 10 feet + 5 per spell level. CONJURE ELEMENTAL
The wall deals 4d4 Fire damage. Duration: Permanent (until dismissed
or slain)
WALL OF SAND Range: 240’
Duration: 2 + 1 rounds per spell level A 16 Hit Dice elemental—a being
Range: 60’ formed of pure elemental matter—is
You create a wall of swirling sand on the summoned from an elemental plane of
ground at a point you can see within the caster’s choice (air, earth, fire, water)
range. You can make the wall up to 30 to do the caster’s bidding.
feet long, 10 feet high, and 10 feet thick, ● Materials: The summons require
and it vanishes when the spell ends. It a large volume of the appropriate
blocks line of sight but not movement. A element.
creature is blinded while in the wall's ● Concentration: Is required to
space and must spend 3 feet of command an elemental.
movement for every 1 foot it moves ● Dismissing: While control over
there. the elemental is maintained, the
caster may dismiss it at any time,
WATER BREATHING sending it back to its plane of
Duration: 1 hour per spell level origin.
Range: Touch ● Disruption: If the caster moves
The recipient of a water breathing spell at more than half speed or their
is able to breathe under water freely for
concentration is disturbed, the ▶ Harm creatures on the ground: Inflict
command over the elemental ends. extra 1d8 damage.
It is, henceforth, a freewilled
entity and will immediately try to Fire Elemental
kill the caster and any who get in Whirling columns of fire
its way. AC –2 [21], HD 16* (72hp), Att 1 ×
● Dispelling: A conjured elemental blow (3d8), THAC0 8 [+11], MV 120’
may be dispelled by dispel magic (40’), SV D2 W3 P4 B3 S6 (16), ML 10,
or dispel evil. AL Neutral, XP 2,300, NA 1 (1), TT
● Restrictions: The caster may None
summon at most one elemental ▶ Size: 16’ tall, 16’ across.
from each plane in a single day. ▶ Blocked by water: Cannot cross a
channel wider than own diameter.
Air Elemental ▶ Mundane damage immunity: Can
Huge vortexes of whirling air. only be harmed by magical attacks.
AC –2 [21], HD 16* (72hp), Att 1 × ▶ Harm cold-based creatures: Inflict
blow (3d8), THAC0 8 [+11], MV 360’ extra 1d8 damage.
(120’) flying, SV D2 W3 P4 B3 S6 (16),
ML 10, AL Neutral, XP 2,300, NA 1 (1), Water Elemental
TT None Huge waves of water.
▶ Size: 32’ tall, 8’ across. AC –2 [21], HD 16* (72hp), Att 1 ×
▶ Whirlwind: Creatures with less than blow (3d8), THAC0 8 [+11], MV 60’
2HD swept aside (save versus death). (20’) / 180’ (60’) swimming, SV D2 W3
▶ Mundane damage immunity: Can P4 B3 S6 (16), ML 10, AL Neutral, XP
only be harmed by magical attacks. 2,300, NA 1 (1), TT None
▶ Harm flying creatures: Inflict extra ▶ Size: 8’ tall, 32’ across.
1d8 damage. ▶ Water-bound: Must remain within 60’
of water.
Earth Elemental ▶ Mundane damage immunity: Can
Huge, humanoid figures of earth or only be harmed by magical attacks.
stone. ▶ Harm creatures in water: Inflict extra
AC –2 [21], HD 16* (72hp), Att 1 × 1d8 damage.
blow (3d8), THAC0 8 [+11], MV 60’
(20’), SV D2 W3 P4 B3 S6 (16), ML 10,
AL Neutral, XP 2,300, NA 1 (1), TT
None
▶ Size: 16’ tall.
▶ Blocked by water: Cannot cross a
channel wider than own height.
▶ Mundane damage immunity: Can
only be harmed by magical attacks.
CONTROL WINDS upward from the cube's bottom
Duration: Up to 1 hour. side. Creatures that end a fall
Range: 300’ within the cube take only half
You take control of the air in a 100-foot damage from the fall. When a
cube that you can see within range. creature in the cube makes a
Choose one of the following effects vertical jump, the creature can
when you cast the spell. The effect lasts jump up to 10 feet higher than
for the spell's duration, unless you use normal.
your action on a later turn to switch to a
different effect. You can also use your EARTHQUAKE
action to temporarily halt the effect or to Duration: 1 round
restart one you've halted. Range: 120’
When this spell is cast by a priest, a
● Gusts: A wind picks up within the local tremor of fairly high strength rips
cube, continually blowing in a the ground. The shock is over in one
horizontal direction you designate. round. The earthquake affects all terrain,
You choose the intensity of the vegetation, structures, and creatures in
wind: calm, moderate, or strong. its area of effect. The area of effect of
If the wind is moderate or strong, the earthquake spell is circular, with a
ranged weapon attacks that pass diameter of 50’
through it or that are made against
targets within the cube have a -2 FIRESTORM
on their attack rolls. If the wind is Duration: 1 round
strong, any creature moving Range: 120’
against the wind must spend 1 When a fire storm spell is cast, the
extra foot of movement for each whole area is shot through with sheets of
foot moved. roaring flame that equal a wall of fire
● Downdraft: You cause a spell in effect. Creatures within the area
sustained blast of strong wind to of fire and 10 feet or less from the edge
blow downward from the top of of the affected area receive 2d8 points of
the cube. Ranged weapon attacks damage plus additional damage equal to
that pass through the cube or that the caster's level (2d8 +1/level).
are made against targets within it Creatures that roll successful saving
have -2 on their attack rolls. A throws vs. spell suffer only one-half
creature must make a saving damage.
throw against paralysis if it flies
into the cube for the first time on a
turn or starts its turn there flying.
On a failed save, the creature is
knocked prone.
● Updraft: You cause a sustained
updraft within the cube, rising
MAELSTROM
Duration: 1 round
Range: 120’
A swirling mass of 5-foot-deep water
appears in a 30-foot radius centered on a
point you can see within range. The
point must be on the ground or in a body
of water. Until the spell ends, any
creature that starts its turn there must
succeed on a paralysis saving throw or
take 6d6 water damage and be pulled 10
feet toward the center.

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