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Dark Sun: The Age of Tao Handbook v1.0 Table of Contents Introduction Chapter 1: Of Character Creation 1.1: Basics 1.2: Ability Scores 1.3: Tao Joss 1.4: Experience & Levels 1.5: Maximum Hit Points 1.6: Treasure Chapter 2: Of Races 2.1: Dwarf 2.2: Elf 2.3: Genasi 2.4: Half-Elf 2.5: Halfling 2.6: Human 2.7: Mul 2.8: Nephilim 2.9: Tengu 2.10: Thri-Kreen Chapter 3: Of Regions 3.1: Choosing Regions 3.2: Region Descriptions Chapter 4: Of Classes 4.1: Bard 4.2: Druid 4.3: Fighter 4.4: Mage 4.5: Monk 4.6: Noble 4.7: Orphan 4.8: Ranger 4.9: Rogue 4.10: Tao Shih 4.11: Templar Chapter 5: Of Basic Skills 5.1: New Skill Descriptions Chapter 6: Of Tao Skills 6.1: Tao Skill Descriptions Chapter 7: Of Feats 7.1: Player’s Handbook Feats 7.2: Master Feat List 7.3: New General Feat Descriptions 7.4: Akashik Feats 7.5: Lost Feats 7.6: Region Feats 7.7: Tao Feats Chapter 8: Of Money & Equipment 8.1: Standard Coinage 8.2: Athasian Weapons 8.3: Athasian Armor 8.4: Additional Equipment Chapter 9: Of Divine Magic 9.1: Druid Spell List 9.2: Druid Domain List 9.3: Ranger Spell List 9.4: Templar Spell List 9.5: Templar Domain List 9.6: New Divine Spell Descriptions Chapter 10: Of Akashik Magic 10.1: How Akashik Magic Works 10.2: Casting Akashik Spells 10.3: Male Channelers 10.4: Linking 10.5: Overchanneling 10.6: Akashik Spell List by Talent 10.7: Akashik Spell Descriptions Chapter 11: Of Tao Magic 11.1: Tao Joss 11.2: Gaining Tao Joss 11.3: Using Tao Joss 1

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Page 1: Dark Sun the Age of Tao Hanbook

Dark Sun: The Age of Tao Handbook v1.0

Table of Contents

Introduction

Chapter 1: Of Character Creation

1.1: Basics1.2: Ability Scores1.3: Tao Joss1.4: Experience & Levels1.5: Maximum Hit Points1.6: Treasure

Chapter 2: Of Races

2.1: Dwarf2.2: Elf2.3: Genasi2.4: Half-Elf2.5: Halfling2.6: Human2.7: Mul2.8: Nephilim2.9: Tengu2.10: Thri-Kreen

Chapter 3: Of Regions

3.1: Choosing Regions3.2: Region Descriptions

Chapter 4: Of Classes

4.1: Bard4.2: Druid4.3: Fighter4.4: Mage4.5: Monk4.6: Noble4.7: Orphan4.8: Ranger4.9: Rogue4.10: Tao Shih4.11: Templar

Chapter 5: Of Basic Skills

5.1: New Skill Descriptions

Chapter 6: Of Tao Skills

6.1: Tao Skill Descriptions

Chapter 7: Of Feats

7.1: Player’s Handbook Feats7.2: Master Feat List

7.3: New General Feat Descriptions7.4: Akashik Feats7.5: Lost Feats7.6: Region Feats7.7: Tao Feats

Chapter 8: Of Money & Equipment

8.1: Standard Coinage8.2: Athasian Weapons8.3: Athasian Armor8.4: Additional Equipment

Chapter 9: Of Divine Magic

9.1: Druid Spell List9.2: Druid Domain List9.3: Ranger Spell List9.4: Templar Spell List9.5: Templar Domain List9.6: New Divine Spell Descriptions

Chapter 10: Of Akashik Magic

10.1: How Akashik Magic Works10.2: Casting Akashik Spells10.3: Male Channelers10.4: Linking10.5: Overchanneling10.6: Akashik Spell List by Talent10.7: Akashik Spell Descriptions

Chapter 11: Of Tao Magic

11.1: Tao Joss11.2: Gaining Tao Joss11.3: Using Tao Joss11.4: Madness & the Tao

Chapter 12: Of New & Altered Rules

12.1: Defense & Armor Class12.2: Wound Points & Hit Points12.3: Critical & Subdual Damage12.4: Reputation12.5: Madness

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Introduction (or, Why I Wasted So Much Time Writing This $#@&)

Welcome to Dark Sun: The Age of Tao Handbook.

Huh? What the hell is that?

Dark Sun is perhaps the greatest Dungeons and Dragons campaign setting ever devised (in this humble scribe’s opinion, at least). Created in the early 90’s, it was a brutal world of scarce resources, barbaric tribes, oppressive civilizations, saturated psionics, and environmentally destructive magic; a kind of post-apocalyptic Forgotten Realms. I won’t bore you with its product history, but if you can find an old copy of the Dark Sun Box Set or the Dark Sun Revised Box Set, get it post-haste, either beat-up, in glorious shrink-wrap, or in PDF form via an online retailer. I also recommend checking out Athas.org, an online community dedicated to bringing Dark Sun into the D&D 3.5 environment.

I always had an idea for an Athas (the Dark Sun planet) that was essentially the official Dark Sun, but a little different. I didn’t like the AD&D 2nd Ed. psionics rules, and I still don’t like the D&D 3.5 psionic rules. Over time, I didn’t like the arcane magic system of the old rules or the new ones either, so I simply didn’t play D&D for a long time. The 3 rd Edition rules brought me back to the game, but it didn’t quite feel right for Dark Sun.

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

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

In short, please don’t sue, this isn’t a commercial product, and I’m a dirt-poor geek anyway.

I plan on doing more supplements to “flesh out” the Age of Tao and explain it in more depth, especially with prestige classes and organizations. Just what are the Traditions of the Akasha? The Order? The Brotherhood? Who are the Hung Mun? What would Rikus’ and Sadira’s stats be under this system? I’m working on it.

Alright Seth, you’ve bugged for years to finish this, so hurry up and get a scheduled night off for the game.

Everybody else, enjoy.

- Pale Horse

([email protected])

P.S. You ought to get the Papyrus font to really get the full effect of this document. It should be available whereever you got this from. Oh, and just to clarify, I consider this piece in the Public Domain. Give credit if you can please, but otherwise, I figure I can hardly claim copyright on this, so I won’t even try.

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Chapter 1: Of Character Creation

1.1: Basics

Dark Sun characters are made in the same way as detailed in the Dungeons & Dragons Player's Handbook, except for the following changes.

Remember the Character Creation Basics from the D & D Player's Handbook:

0. Check with the DM. I might have changed my mind or lost it entirely.1. Generate Ability Scores.2. Choose Class and Race. Classes for a Dark Sun character include bard, druid, fighter, mage, monk, noble, orphan, ranger, rogue, Tao shih, and templar. Races for a Dark Sun character include dwarf, elf, genasi, half-elf, halfling, human, mul, nephilim, tengu, and thri-kreen. When attaining a new level, this could include taking levels in a prestige class.3. Assign and adjust Ability Scores. 4. Select Region.5. Select Feats.6. Select Skills.7. Buy Equipment and add other miscellaneous details.

Remembering the order of this selection progression should clear up problems regarding whether you qualify for a feat or prestige class at any given level.

1.2: Ability Scores

Each player is given 32 Character Points (CP) to design a hero. All Abilities have a score of 8 to begin with, and are modified by spending CP's on them as per the following chart. A player may reduce any 1 score to 6 to gain an additional 1 CP. This is done before any modifiers from race are calculated.

Ability Score Point Cost

9 110 211 312 413 514 615 816 1017 1318 16

1.3: Tao Joss

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

1.4: Experience & Levels

The setting of Dark Sun is a harsh and unforgiving land, where its inhabitants must mature quickly to survive. To reflect this, all Dark Sun beginning player characters receive 3,000 XP at creation. This could put them at 3 rd level, allowing them to gain a new feat, increased skill ranks, increased hit points, and all other benefits for attaining 1 st, 2nd, & 3rd levels. Gaining feats occurs as normal, so the character must meet the requirements for the feat they take at the level they take it.

If the character is from a race with an Effective Character Level (ECL), then the character begins play with the 3,000 XP and whatever class level and benefits that gives them. It should be noted that is possible to encounter non-player characters (NPC's) who are only 1st or 2nd level.

Experience Level / Level / Level / ECL +0 ECL +1 ECL +2

0 1 - -1,000 2 1 -3,000 3 2 1

1.5: Maximum Hit Points

The beginning player character gains the maximum hit points allowable for each class as if he had rolled the maximum each time. After the start of play, however, additional hit points must be rolled per standard d20 rules for hit points.

1.6 Treasure

Since it is assumed that the character has been adventuring for some time before the campaign starts (after all, the character already has 3,000 XP), he probably has accumulated some wealth. To determine how much money the character begins play with, consult the Class description to see how much starting money the Class starts with. Roll for starting money for each class level the character possesses and add them together.

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

2.1: Dwarf

A dwarf is well respected for his race's unswerving dedication to whatever craft is at hand, be it warfare, magic, smithing, or other hard work. It is focus and determination that are the chief values to a dwarf. The secrets of the forging of steel are still sacred lore among the dwarves, and their smiths and artisans are highly sought after. While creation has always been a calling of dwarves, so has the need to be warriors to protect their crafts, and their military prowess is legendary.

Personality

While a dwarf is frequently seen as gruff and aloof, it is more because of their immense discipline than any actual unpleasantness. Many mistake their cool and calm demeanor for an innate coldness, but any one who witnesses them engaged in their Focus will quickly see the intense passion and heat that a dwarf is capable of. Only when a task is before them is a dwarf truly happy, relishing the challenge. Idle hands are the worst form of evil to a dwarf, but drinking and storytelling are considered acceptable outlets for relaxation, and even in these pursuits a dwarf can get into a frenzy. As a culture, they also have a strong sense of justice, though at its worst it becomes an overdeveloped sense of vengeance.

Appearance

The dwarves of Athas are a short and stocky race, with skin tones ranging from a light tan to ebony. Their eyes come in all colors, but darker colors are by far the most common, and their other facial features are usually broad and blunt. The most peculiar physical trait among Athasian dwarves is their almost complete lack of body hair, except for their eyebrows and other miniscule body hair (nose, ears, etc.), a trait that occurs universally among both the males and females of the race. They have wide, powerful shoulders, and years of hard work under the demanding dwarven work ethic usually produces thick cords of muscle. While the women of the race do tend to be a little shorter and thinner than the men, it is hardly noticeable, and both sexes are frequently mistaken for boulders out in the wastes from afar. A typical dwarf is 4' to 4' 6" tall.

Relations

A dwarf's greatest asset is also one of his greatest liabilities. Their hard working nature is so admired by the other races that they are highly valued as slaves, and in fact the Sorcerer-Kings breed enslaved dwarves with their human slave stock to produce muls, the half-dwarves of exceptional endurance. Because of this, dwarves who live with the scattered villages of the Tablelands tend to view others with a wary suspicion, but balance it with an ancient tradition of hospitality. If

accepted into the walls of a dwarven community, the visitor is treated to the best the dwarves have to offer. Dwarves get along well with humans, half-elves, and genasi, particularly earth genasi, at least once they are sure they aren't slavers. Elves are almost always distrusted, and tales of the elves' dishonesty and "creative explanations" are legend. Halflings are seen as too wild and feral, but as long as a dwarf feels he outnumbers him, the two races tolerate each other, and dwarves do respect their martial prowess. Tengu enjoy almost immediate respect among dwarves, who admire their strict mental discipline, and a tengu need never worry about acceptance among even the most antisocial groups of dwarves. Dwarves tend to avoid muls whenever possible, viewing them with a mixture of pity and shame, though the charity their shame withholds when dealing with muls overflows when dealing with half-giants, who share a similar, if ancient, origin.

Alignment

Dwarves are usually lawful, and tend toward neutral, though it is more common to find good than evil among them. Adventuring dwarves, and in particular those who grew up within a city-state, are more likely to break this tradition, often bending more towards a chaotic philosophy.

Lands

Most dwarves fall into two categories: those who live in primarily dwarven villages, and those who live in the city-state metropoli. Those who live in the small, close-knit villages scattered throughout the Tablelands and Ring Mountains tend to be more typical representatives of their race. Most villages are founded where they are for very specific goals and reasons, with most of the villagers sharing the same Focus. Those in the cities live there because they feel their tasks are to great to be accomplished in a village, were sold into slavery, or have rebelled against the dictates of their culture and embrace the chaotic nature of the other races around them. Ancient legends allude to great dwarven cities and kingdoms lost deep within the mountains and beneath the wastes, but why their ancestors would condemn themselves to such confined darkness is beyond their modern kin.

Religion

The center of religious life to dwarves are the skjaeren, priests with a foundation in druidism, commonly known as the Way of Ten Thousand Things, but with a unique dwarven tradition of inscribing and utilizing runes, symbols imbued with the divine energy of nature. Dwarves have a great respect for nature, particularly the earth and fire elements that provide the life of a forge. Many city dwarves forsake this belief for a faith in the order provided by the Sorcerer-King

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of their city-state, and make valuable templars. While the Tao and the Akasha typically play little role in their lives, dwarves hold a great respect for the dedication and discipline that the Tao requires and have two small, but vital, Akashik traditions that are exclusively dwarven, the nibelung and the geomancers. The Path of Enlightenment is also a very attractive philosophy, and many dwarves are drawn to its demanding dogma and training, making Enlightenment their one and only Focus.

Language

Dwarves speak Dwarven, a language with its own runic alphabet, that bears some similarities to the rare findings of Giant tongue chroniclers have uncovered, and a strong resemblance to Terran, the language of earth elementals. It uses short and precise sounds that usually sound harsh to the untrained ear. Dwarves frequently learn the languages of their neighbors, Elven and other languages spoken by the nomads, and the Trade Tongue. Those in the cities quickly learn the local language.

Names

Dwarves are named by their skjaeren, using a name honored and used by the dwarves for millennia. Typically they take their clan's name for a surname once they are of age, but can request the name of their craft or profession instead, if the skjaeren is willing. A rare few, if their parents were particularly famous, can take a parent's given name as a surname, adding the suffix -sson if they are male and -sdottir if they are female. Dwarves consider names very important, even city dwarves, and do not belong to them alone. A name belongs to the clan first, the village second, and the dwarven race as a whole third. That's a lot of responsibility, and one of the worst dwarven punishments is to have a name stripped from the offender, shunning and exiling him.

Dwarven Racial Traits

Abilities: Dwarves gain a +2 bonus to Constitution & Strength, and a -2 to Charisma & Dexterity.

Size: Dwarves are Medium size creatures.

Base Speed: Dwarves have a base speed of 20'. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).

Darkvision: Dwarves can see in the dark up to 60', in black and white only, but otherwise like normal sight, functioning without light perfectly.

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

Riddle of Steel: Dwarves gain a +2 racial bonus on Appraise & Craft checks related to metal items.

Saving Throws: Dwarves gain a +2 racial bonus to saving throws against poison, being a hardy race

resistant to toxins. Dwarves also gain a +2 racial bonus to saving throws against spells and spell-like effects (such as divine spells, Akashik magic, and Tao feats and skills), being a race with indomitable wills and suspicious of magic.

Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

Weapon Familiarity: All dwarves are trained to defend their village and clan. A dwarf can treat dwarven waraxes as martial weapons instead of exotic weapons.

Focus: Dwarves seek out meaningful work to occupy their time. A dwarf is never happier than when he has a cause to work or fight for. A stoic race, dwarves love to approach tasks with a single-minded intensity. They devote their very beings to these tasks, laboring for weeks, years, even decades to the exclusion of other endeavors. Once a dwarf is committed to a particular task, it takes a great deal of coercion to make him set it aside for even a limited amount of time. A dwarf strives for the personal fulfillment he achieves upon completing a lengthy, difficult task. A dwarf’s present task is called his focus. A focus must be a task that requires at least one week to complete. While performing actions that are directly related to his focus, a dwarf receives a +1 bonus to all saving throws and +2 bonus to all skill checks.

Automatic Languages: All dwarves, regardless of region, learn to speak Dwarven.

Favored Class: A dwarf's favored class is Fighter, due to their long tradition of martial prowess.

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2.2: Elf

Elves are a fierce and cunning race that live in tribes, raiding, herding, and trading across the length and breadth of the Tablelands. Their nomadic lives provide some of the best, if sometimes exaggerated, sources of information and news throughout Athas. Tall and gangly, an elf can cross 50 miles of desert in a day on foot, and whole tribes have survived the wrath of the Sorcerer-Kings by their speed alone for generations. Anything and everything can be found in the elven markets that mark every city-state, though the quality and legality of the wares varies enormously. For all their lying, though, elves are not without their charms and while their ancient magical prowess has long since lost its luster, its martial applications have remained strong.

Personality

Elves always seem to be smiling about something only they find amusing, a kind of predatory smile that would make others uneasy if the elf's natural charm hadn't already disarmed them. Fond of songs and stories, elves always strive to live up to the tales they tell, and engage all of life, whether its fighting, trading, learning, or running, with the same reckless abandon. Elves have a naturally long lifespan, and tend to believe they really are as immortal as everyone says. The harsh life of the Tablelands and the risks elves are fond of, however, lead to short lives. Instead of this making them more practical, it instead makes them value the time between life and death all the more, desiring to make it as interesting as possible. However, they do tend to be selfish creatures, and have short memories when it comes to their own faults, but long memories when it comes to the misdeeds of others.

Appearance

Athasian elves are long-limbed, lean, wiry, and tall. They average between 6' 6" to 7' 6" tall. Their skin is tanned by a lifetime of exposure to the elements of the wastes, with even the fairest skin a weathered and dusky beige. Their hair tends to range from bleached white to light blonde, but almost all elves dye them fantastic colors and where them in long braids that signify clan affiliations. Their eyes tend to be oval-shaped and light, with a dangerous merriment gleaming within. The ears of an elf are long and pointed, angling up and back from their heads. Their features are sharp and well defined, but they always seem to possess an unearthly beauty about themselves that others find compelling. Their fingers are long and dexterous, but their feet are tough and leathery, except for those who dedicate themselves to soft city living.

Relations

While it cannot be said that all races get along with the elves, the elves pride themselves in harboring no hate towards any other race. An elf will gladly swindle any one. They love the passion of humans, the feral wildness of halflings, the tragedy of muls, and just about anyone else. They even admire the fine crafts of the dwarves and the blades of the tengu. However, an individual or group that angers an elven tribe will discover that elves hold very long grudges. The thri-kreen warriors of the Tablelands are the only group that the elves as a race passionately despise. Also, while it may be said that elves do not dislike any race particularly (except for thri-kreen), neither do they trust them. An elf generally trusts

only his tribe, and not even another elf not of his tribe. Gaining an elf's trust is a hard task, and the elf will frequently conceive of tests to determine the worth of the person before accepting them. Once accepted, though, he treats him like family.

Alignment

Elves tend to be chaotic, valuing freedom and variety above all. Tribal elves tend to be very pragmatic and neutral, but the tales of elven heroes who stood against oppression and evil are legion. Elven heroes usually win more through cunning and trickery than honorable combat.

Lands

Elves have no true lands of their own, with the tribes following a migratory path throughout the Tablelands, although some tribes do have permanent dwellings. These dwellings are used as temporary storage and protection sites, however, and are not usually lived in year-round. The most prominent permanent enclaves are the elven markets that have developed in every major city-state. There, anything can be bought -- for a price. Typically each market is overseen by a coalition of clans, each representing a tribe that frequents the market.

Religion

Elves have a great respect for nature and most believe in the Way of Ten Thousand Things, though there are few priests among them. Most leave to guard and serve nature on their own, away from the tribe. The most respected mystics among the elves are the hakima, practitioners of the Akashik magic and seers of dreams. Students of the Tao and the Path of Enlightenment are very rare among the elves, their demanding nature and emphasis on order anathema to their views.

Language

Elves speak a highly lyrical language called Elven, though dialects vary between tribes. The sounds tend to be long and soft, like a language sung more than spoken. There is no written form of the Elven language known, but rumors persist that somewhere the oral traditions of the elven bards are stored by the hakima. Almost all elves learn the trade Tongue and the languages of their neighbors.

Names

Elvish names tend to be lyrical and flow off the tongue. Typically, the elf has a child name, one he sheds after coming to adulthood, usually after his first raid. The various clans of a tribe hold a great gathering, called a moot, every five years. There, each child is brought to the clan's hakima by a warrior and given a new name, approved of in a grand ceremony with all the new adults at the height of the moot and blessed by the chieftain of the tribe. The elf then usually takes his clan's name as a surname. Elves rarely, however, give their true names to non-elves unless they have earned their trust.

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Elven Racial Traits

Abilities: Elves gain a +2 to Charisma & Dexterity, and a -2 to Constitution & Wisdom.

Size: Elves are Medium size creatures.

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

Low-Light Vision: Elves can see twice as far as humans in starlight, moonlight, torchlight, and similar lighting conditions. They retain the ability to distinguish color and detail in such illumination.

Weapon Familiarity: All elves are trained to defend and hunt for their tribe. An elf is proficient with the longsword, scimitar, shortbow (including composite shortbow), and longbow (including composite longbow).

Enhanced Senses: Elves gain a +2 racial bonus to Alertness & Search checks because of their superior hearing and sight. An elf that merely passes within 5’ of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

Born to the Wastes: Elves make natural herdsman and hunters, their centuries as tribal nomads having had its impact. Elves gain a +2 racial bonus to all Handle Animal & Survival checks.

Swift: The long legs of elves make them much quicker than other races. An elf can add his dexterity score to his base movement speed when moving faster than his base movement speed (such as a double move, charge, run, etc.), except in the case of overland travel.

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

Check Success Number of Days Before Fatigue

5 or below 06 – 10 111 – 15 216 – 20 320 – 25 425 – 30 531 – 35 636 + 7

Automatic Languages: All elves, regardless of region, learn to speak Elven and speak the Trade Tongue.

Favored Class: An elf's favored class is Rogue, due to their love of stealth, wit, and skill.

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2.3: Genasi (Half-Genie)

From time to time, the powerful genies of the elemental planes have affairs with the mortals of Athas. The efreeti are partial to humans and elves, the dao to humans, dwarves, and nephilim, the djinni to humans and elves, and the marid to humans, elves, and halflings. The offspring of these unions are the genasi, the half-genies of myth and lore. The powerful blood of the elemental planes suffers when it is tied to the lives of a mortal, and so few genasi breed true with non-genasi, leading to a rarity of their race among the people of Athas. Each genasi inherits the gifts of its genie parent's element. Air genasi are often regarded as mystics and tend to be wanderers. Earth genasi are usually set in their ways, and tend to be respected farmers and priests in farming communities. Fire genasi are quick to action, often whirling into whatever task is ahead of them with reckless abandon. Water genasi are perhaps the rarest of the genasi, typically hunted by the Sorcerer-Kings or sought by thirsting tribes.

Personality

Genasi as individuals are as varied as humans, from whom the majority are descended. Air genasi generally seem aloof and absent-minded, giving little care to their own well-being when focussed on something, able to quickly change from calm serenity to a fearsome intensity in the blink of an eye. Earth genasi are slow to act, ponderous in thought, and loathe to change. Fire genasi are quick to anger, many living life so flamboyantly they burn out long before their turn. Water genasi are almost as slow and deliberate as the earth genasi, but less out of a sense of stability and more of a preference for wearing away resistance. They are, however, capable of great and sudden violence in extreme situations.

Appearance

All genasi tend to be rather tall and well built, a by-product of their otherworldly origins and the natural awe that outsiders inspire. Individual genasi vary by their element, but tend to have some sign about them of their origins. Air genasi sometimes have a light bluish sheen to their skin, a slight breeze that always seems to accompany them, or skin that is cool to the touch. They often appear dishelved and in old, thrice-mended clothes, giving little care for their appearance. Earth genasi sometimes have earthlike skin, rough facial features, or eyes like black coals. They tend to favor neutral colors, and some always seem to have some dirt on them somehow. Fire genasi typically have glowing red eyes, skin the color of burnt coal, and hair that waves like flames. They tend to dress in bright colors, the flashier the better. Water genasi tend to have slightly scaled skin, light green or blue skin, or hair that waves like its underwater. They usually dress sparsely, preferring loose garments that ripple like water.

Relations

Genasi are well disposed toward the other half races, such as muls, half-elves, and nephilim. More than any other, the disunited and rare genasi understand what it is like to be alone and torn between two worlds, especially if one, the grand courts of the genies, is denied to them. Genasi tend to think of halflings as barbarians, like much of Athas, but accept the great respect halflings give them as elemental

creatures. The other races are no better or worse than any other, and genasi tend to just treat others as they are treated.

Alignment

Most genasi ten to be neutral in their views, but there is an inclination towards chaos in the fire genasi, and an inclination towards lawful among the earth genasi.

Lands

Genasi have no lands of their own, and are the least likely of any race to form exclusive communities. They tend to either retreat into the wilderness in solitude, or join the bustling cities for companionship. Many long for the courts of the genies in the elemental planes, and many explore their Akashik powers in pursuit of travelling there.

Religion

Genasi tend to worship whatever is most popular in their given locality, but almost all have a respect for nature and the principles of Akashik magic. They can feel the pulse of the elements beneath their skin. They are just as likely to embark upon the Path of Enlightenment or study the Tao as anyone else.

Language

Genasi have no distinct language of their own, and tend to speak whatever languages are common in their area. All genasi do have a quick grasp of the elemental languages, though. All genasi have an instinctive knowledge and gift for the language specific to their ancestor, be it Aquan, Auran, Ignan, or Terran.

Names

Genasi have no standard naming practice, since it usually is their various non-genie parents that raise them. Many then are named by whatever tradition that parent's culture proscribes. Some, upon reaching adulthood, make their own names to signify their uniqueness, or choose names more in keeping with their elemental nature in an attempt to connect with the other side of their heritage.

All the genasi have the following racial traits.

Genasi Racial Traits

Size: All genasi are Medium-size creatures.

Base Speed: All genasi have a base speed of 30'.

Darkvision: All genasi can see in the dark up to 60', in black and white only, but otherwise like normal sight, functioning without light perfectly.

Outsider Blood: For all special abilities and effects, a genasi is considered an outsider native to Athas, the prime material plane. They can be banished but not

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dismissed, are not considered humanoids, and can be raised or resurrected.

Powerful Race: Because all genasi have the power of the genies running through them, they have an ECL of +1.

Favored Class: All genasi have Mage and Orphan as favored classes. Genasi have an innate talent for Akashik magic and the elements.

Specific genasi types have the following abilities:

Air Genasi Racial Traits

Abilities: Air genasi have a +2 to Dexterity & Intelligence, and a -2 to Charisma & Wisdom.

Create Wind: Air genasi can use the spell Gust of Wind as a spell-like ability once per day as cast by 5th

level Druid.

Akashik Focus: An air genasi who chooses to be a channeler automatically receives Air as his affinity regardless of gender.

Saving Throws: Air genasi gain a +1 racial bonus on all saving throws against air spells and effects. This bonus increases by +1 for every five character levels the air genasi attains.

Breathless: Air genasi do not breathe, so they are immune to drowning, suffocation, and attacks that require inhalation.

Automatic Languages: All air genasi, regardless of region, can speak Auran.

Earth Genasi Racial Traits

Abilities: Earth genasi have a +2 to Constitution & Strength, and a -2 to Charisma & Wisdom.

Pass Without Trace: Earth genasi can use the spell Pass Without Trace as a spell-like ability once per day as cast by a 5th level Druid.

Akashik Focus: An earth genasi who chooses to be a channeler automatically receives Earth as his affinity regardless of gender.

Saving Throws: Earth genasi gain a +1 racial bonus on all saving throws against earth spells and effects. This bonus increases by +1 for every five character levels the earth genasi attains.

Automatic Languages: All earth genasi, regardless of region, can speak Terran.

Fire Genasi Racial Traits

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

Create Fire: Fire genasi can use the spell Produce Flame as a spell-like ability once per day as cast by a 5 th

level Druid.

Akashik Focus: A fire genasi who chooses to be a channeler automatically receives Fire as his affinity regardless of gender.

Saving Throws: Fire genasi gain a +1 racial bonus on all saving throws against fire spells and effects. This bonus increases by +1 for every five character levels the fire genasi attains.

Automatic Languages: All fire genasi, regardless of region, can speak Ignan.

Water Genasi Racial Traits

Abilities: Water genasi have a +2 Constitution, and a -2 to Charisma.

Quick Swimmer: Water genasi can swim at a base speed of 30'.

Create Water: Water genasi can use the spell Create Water once per day as a 5th level Druid.

Water Breathing: Water genasi can breathe water as an extraordinary ability.

Akashik Focus: A water genasi who chooses to be a channeler automatically receives Water as his affinity regardless of gender.

Saving Throws: Water genasi gain a +1 racial bonus on all saving throws against water spells and effects. This bonus increases by +1 for every five character levels the water genasi attains.

Automatic Languages: All water genasi, regardless of region, can speak Aquan.

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2.4: Half-Elf

Half-elves are the offspring of elves and humans. Many events conspire to create half-elves. Some are born of love, some of deception, and a few scarred souls by the fortunes of war. Regardless of their origins, half-elves are typically brought up by their human parents, unless their elven ones accept life in the elven market, which few do. A half-elf always feels somewhat out of place. Xenophobic villagers and city templars often mistreat half-elves on account of the elves' reputation as thieves and scoundrels. The elves themselves do not necessarily shun the half-elves they produce, but sadly a half-elf rarely can keep pace with the frenetic pace of elven tribal life as they dash from one raid to the next following their herds.

Personality

Many half-elves become very self-reliant, but always eager for friendship, and challenging others to constant contests of luck and skill to prove their worth. The rest slowly become sullen and withdrawn, preyed upon by fear and doubt. Beyond that, half-elves develop their own unique personalities amid the bewildering number of social influences they encounter.

Appearance

Half-elves do not have the sharply chiseled features of their elven heritage, but there is still an exotic aspect to their eyes an face. Their hair tends to be light in color, though many dye it dark to blend in better with the human populations they walk among and avoid the ridicule of the elven reputation. Some decide to embrace their elven side and dye their hair wild colors like the elves do. Their clothing tends to reflect whatever unique style they embrace.

Relations

Half-elves tend to have the same prejudices as the humans do, but look more kindly on the other half races, empathizing with them a great deal.

Alignment

Half-elves are not attracted to any particular alignment. Their philosophy and morality vary as much as the humans.

Lands

Half-elves have no lands of their own, but tend to settle in the city-states or among the raiding tribes of the wastes, substitutes for the elven tribes their slowness makes them incapable of running with.

Religion

Half-elves ascribe to no particular religion, each having his own individual way of worship, and most following whatever path he finds the others around him practicing.. Many feel the typical desire for the nature worship of their elven ancestors, and others respect the self-reliant dedication that the monastic orders demand.

Language

Half-elves have no language of their own, and usually adopt whatever ever languages are used locally. Their immersion in to both sides of their heritage, however, leads them to study both the Trade Tongue and Elven.

Names

Half-elves are usually named by whatever tradition their parents raise them in, and they are usually loathe to change them, since it represents what little connection they have to their ancestors' ways, whether they are elven or human. Many of those brought up in the elven tradition never undergo the naming tradition of the moot, and never take their clan's name. Those that take the name anyway despite that are often hated by their tribe.

Half-Elf Racial Traits

Abilities: Half-elves gain a +2 to Dexterity, and a -2 to Constitution.

Size: Half-elves are Medium-sized creatures.

Base Speed: Half-elves have a base speed of 30'.

Low-Light Vision: Half-elves can see twice as far as humans in starlight, moonlight, torchlight, and similar lighting conditions. They retain the ability to distinguish color and detail in such illumination.

Enhanced Senses: While their senses are not as keen as those of their elven ancestors', a half-elf still gains a +1 racial bonus to Alertness & Search checks.

Animal Companion: Because of a half-elves perceived or actual isolation during childhood, half-elves frequently acquire pets as companions. A half-elf begins play with one animal companion as per the spell Animal Friendship in the same manner as a Druid with levels equal to the half-elf's character level. A half-elf can only have one animal companion as a result of this special ability at any time, and can only gain a new one if the previous one dies or the half-elf dismisses it (which he can do at any time), but must wait 100 days before gaining a new one. Gaining a new animal companion is an extraordinary full round action and uses the same process as the Animal Friendship spell, with the Will save DC equal to 10 + the half-elf's Charisma modifier. A half-elf can acquire more animal companions via the actual Animal Friendship spell. If the half-elf actually casts the spell as a spellcaster, he can add his Charisma modifier to the DC of the saving throw, and his spellcaster level is considered equal to his character level. Companions gained due to the extraordinary ability get along well with companions gained by the spell, but do always feel just a little bit superior and generally take charge of the other creatures.

Elven Blood: For all special abilities and effects, a half-elf is considered an elf.

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Automatic Languages: None.

Favored Class: Like humans, a half-elf can choose his highest level class as his favored class.

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2.5: Halfling

The halflings of Athas are a wild and feral race of tribal warriors and priests. Many Athasians fear the small folk and the dense forests they call home. Athasians, while cordial and peaceful to a fault with one another, will not hesitate to devour other sentient races. The halflings have a saying: "Meat is meat and nature is as nature does, but a halfling is a halfling." It is a simple, if somewhat chilling, philosophy, like the halflings themselves. Almost all halflings have a reverence for nature and spiritual pursuits, and disdain the "barbarian" races beyond their borders.

Personality

Halflings are normally very generous beings, free with their belongings and supplies to others. After all, most can make anything thing the average halfling carries and nature can provide the rest. There is also an innate curiosity that drives halflings to discover new lore and experiences for themselves. Most halflings engage in a wandering period of life, seeking adventure beyond the Forest Ridge before they return to their tribes and accept their responsibilities. Halflings can also posses a frenzied rage in combat, though, wielding lashing out at anyone who threatens them. They are small, and know that the key to victory can be more in appearances at times than actual capability.

Appearance

Halflings are small creatures, most between 3' and 4' tall. They are proportioned and muscled like humans, but their faces rarely betray their age, always seeming to have an immortal and wise childlike look. Of course, that face can be a mask of sheer brutality if the halfling is enraged. They tend to dress lightly and loosely, opting for better movement over propriety, and often in the colors of their native forests, brown and green. Many are ritually tattooed and scarred.

Relations

Halflings would probably get along well with other races, if it weren't for two problems. One, they blame the other races for what has become of Athas, the vast majority of it a harsh wasteland. Humans and their magic did it, they claim. They know it is all in the past, but a lingering distaste sense of betrayal remains. The second is their cannibalism, the practice of eating other sentience. halflings have no moral problems with this at all, but it should be noted that a halfling would never eat another halfling. That would be barbaric; halflings simply never turn on each other the way other races do, they say. Once those issues are overcome, halflings accept the presence of almost all other races, and often work for others outside of the Forest Ridge. It should be noted that halflings do not survive long in captivity, often killing themselves or having to be killed, but if they believe themselves free, they will even work for Sorcerer-Kings and nobles.

Alignment

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

understanding of the natural balance of life. Some would argue that the casual cannibalism makes them evil, but few would say it to a halfling without a squad of mam'luks on guard.

Lands

The tribes of the halflings dwell almost exclusively west of the Ringing Mountains, in the area known as Forest Ridge, a vast labyrinth of greenery and lush jungle. Unlike most Athasians, the halflings do not view every day as a constant battle for survival. Most everything they truly need is in easy reach. Most live in small, semi-permanent villages and survive as hunter-gatherers. The curious nature of halflings often leads them away from the Ridge as well, and many halflings can be found wandering or working in the city-states and deserts of the Tablelands. There are legends of a tribe of halflings that live farther north beyond the Forest Ridge, but no one in living memory claims to have seen them.

Religion

Almost all halflings pay respect to the Way of Ten Thousand Things, and live their lives accordingly. They scoff at the templars of the Sorcerer-Kings. No halfling would bow down to anything less than the world itself, but halflings are willing to work for them it interests them. Most have little interest in the Tao or the Path of Enlightenment, but it bears mentioning that the Order of the Brilliant Phoenix was founded by a halfling.

Language

Halfling language is very animalistic, consisting of a complex system of hoots, howls, clicks, and grunts. For all of its strange and uncouth sound to most races, it is in fact very sophisticated and ancient. The oral tradition of the halflings is a long and illustrious one, recalling legends and tales long lost to most in the Tablelands. Because of their language's dissimilar nature and origin than the rest of the Tableland languages, halflings and outlanders often have trouble learning the others' language, but most halflings who leave the Ridge quickly learn the Trade Tongue. Halflings also have a gift for the languages of the tengu to their north and the strange clicking sounds of the thri-kreen.

Names

The names of halflings tend to emulate the sounds of nature, or contain howls and hoots among its syllables. Most adopt a nickname among the other races of Athas to simplify communication.

Halfling Racial Traits

Abilities: Halflings have a +2 to Dexterity & Wisdom, and a -2 to Charisma & Strength.

Size: Halflings are Small-sized creatures, and gain a +1 size modifier to their Defense, a +1 size modifier to attack rolls, and a +4 size modifier to all Stealth checks.

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

Halfling Agility: A halfling is agile, surefooted, and athletic. All halflings gain a +2 racial bonus to all Balance, Climb, & Jump checks.

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

Fearless: Halflings have a fierce mindset and strong will. A halfling gains a +2 morale bonus to against fear.

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

Enhanced Senses: Halflings have keen hearing, giving them a +2 racial bonus to Alertness checks.

Automatic Languages: All halflings, regardless of region, are taught to speak Halfling.

Favored Class: A halfling's favored class is Druid, due to their emphasis and worship of the works of nature.

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2.6: Human

No other race has filled the length and breadth of Athas, in particular the Tablelands, the way the humans have. It was they who designed the cities and mostly they who rule them. It is well established that all the Sorcerer-Kings were once human, and the myth remains that even the terrible Dragon was once a human. Preposterous, of course, but it persists.

Personality

There are as many personality types among the humans as there are humans. They represent the whole spectrum of archetypes, natures, and demeanors. Those of the cities tend to be more subdued , however, under the rule of the Sorcerer-Kings. Those who make their lives amid the wastes tend to be more passionate and outgoing.

Appearance

Humans come in a wide variety of shapes and sizes, though most are taller than dwarves and shorter than elves. Their skin ranges from fair to ebony as does their eyes and hair. The strange powers that have twisted Athas have left their marks, however. Many posses odd little mutations here and there. Some have webbed skin, an extra finger, scaling, or even a tiny, useless tail; things that have little to no effect on the way the humans live their everyday life.

Relations

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

Alignment

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

Lands

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

Religion

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

Language

Humans speak a wide variety of languages, most of them centered around the city-states, and the ancient languages of theirs form the basis of the Trade Tongue. Humans, since they deal with almost all the races from time to time, pick up languages easily.

Human Racial Traits

Size: Humans are Medium-sized creatures.

Base Speed: Human base speed is 30'.

Talented: Humans gain an extra feat at 1st level.

Skillful: Humans gain 4 bonus skill points at 1st level. These are in addition to the starting skill points, not multiplied in. After 1st level, humans gain 1 extra skill point per level.

Automatic Languages: None.

Favored Class: Humans are versatile and varied, they can choose their highest class as a favored class.

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2.7: Mul (Half-Dwarf)

Half-dwarves, or muls (as in mules) as they are more commonly called, are a half-breed between humans and dwarves. Though it was not unheard of for a human and dwarf to fall in love or conceive children in less than ideal circumstances, it was never a major or well-known practice until the rise of the Sorcerer-Kings, for muls were completely sterile, and unlike half-elves and half-giants, could not produce progeny like themselves. But the crossbreeding of the two races produced such a hardy worker, Sorcerer-Kings began forcing more human and dwarf unions to create a tough and productive slave population. Now the sight of a mule is a common occurrence, though most remain enslaved. Some escape or are born free by luck, and most of those flee to the desert, for the Sorcerer-Kings tend to treat the whole race as their property.

Personality

Muls tend to be quiet and reserved, but remain a twisted mass of emotions beneath. Since most are raised as slaves and forced into either hard labor or the brutal gladiator arenas, they learn quickly to keep their opinions themselves. Patience and perseverance are personality traits highly valued and cultivated by muls. Once freed, muls cling to groups and tend to lack identities of their own, some still living by the more simple laws of slave pens, where might makes right. Others tend to make fast friendships, and the loyalty of mule is a lifelong one. In combat, however, they are among the fiercest and most savage fighters imaginable, focusing all their rage and pain into a berserk fury.

Appearance

Muls tend to stand between 5' to 6' tall, with the powerful and broad shoulders of their dwarven ancestors evident in their frame. They usually have lean but tough muscles from years of hard work. Their skin is usually tanned by the weather, and ranges from fair to ebony. Like their dwarven parent, muls have no body hair to speak of.

Relations

Muls tend to view other races without any real preference, though they tend to feel uncomfortable and out of place among humans or dwarves, since they feel they are not truly either. They get along best with the other half-human races such as half-elves, nephilim, and genasi.

Alignment

Muls tend to have a lawful nature drilled into them, and once freed shift wildly into a more chaotic frame of mind as an act of rebellion or retreat into an even more rigid desire of order, in fear of the uncertainty freedom brings. They are equally drawn towards good or evil, depending on their experiences as a slave.

Lands

Muls have no lands of their own, other than the slave pens of the city-states, though many do escape and join free slave villages or raiding tribes in the Tablelands from time to time.

Religion

Almost all muls are brought up in the religion of the Sorcerer-King they live under, though they, like most citizens of the city-states, pay only lip service to them. A lucky show talent for the Tao or Akashik magic and are taken from the pens and trained in those abilities, though usually in service to the Sorcerer-Kings.

Language

Muls have no language of their own, and tend to only be taught the local tongue. A few, though, are taught the Trade Tongue to aid in their work, and some risk learning Dwarven or Elven for illicit trade.

Names

Muls tend to only have a given name, a name chosen by their owner, rather than them. Freed muls discard that hated name as quickly as they can and adopt a wide variety of names, usually the more outlandish the better.

Mul Racial Traits

Abilities: Muls have a +2 to Constitution & Strength, and a -2 to Charisma & Intelligence.

Size: Muls are medium-sized creatures.

Base Speed: Muls have a base speed of 30'. However, muls can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).

Darkvision: Muls can see in the dark up to 60', in black and white only, but otherwise like normal sight, functioning without light perfectly.

Dwarf Blood: For all special abilities and effects, a mule is considered a dwarf.

Great Endurance: A mule is capable of work and activity for far longer periods than other races before requiring sleep and rest. A mule’s Constitution is added to the type of labor according to the chart below which results in the number of hours (or days) he can work before he must sleep. Regardless of the type of exertion, 8 hours of undisturbed sleep allows a mule to awaken fully rested and ready to begin work again.

Exertion: Time Before Requiring Rest:

Heavy Labor 24 + Constitution (hours)(heavy construction, quarry work, running, combat)

Medium Labor 36 + Constitution (hours)(light construction, mining, jogging)

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Light Labor 48 + Constitution (hours) (combat training, walking encumbered)

Normal activity Constitution (days)(walking, conversation)

Automatic Languages: None.

Favored Class: A mul's favored class is Fighter, because the vast majority of muls are raised to be either slaves, soldiers, or gladiators.

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2.8: Nephilim (Half-Giant)

Thousands of years ago, the nephilim were magically created, a powerful merger of human and giant. No one remembers where, when, or how, as the records have been lost to the dust of Athas’ deserts and the process has never been repeated. Since their creation, the race has spread across the sands, but they have never formed their own culture. They tend to adopt whatever culture and outlook on life their immediate neighbors have, and there are very few half-giant-only settlements or tribes on Athas. They prefer to make their homes among larger communities of other races, particularly the cities of the Sorcerer-Kings or the nomadic tribes of the wastes between them. While their towering stature and fierce visage makes them excellent warriors, they are among the most versatile and adaptable of the races, a trait perhaps gained from their human heritage. They take up whatever profession they feel like, and though few excel in them, their dedication makes them formidable – at least, until they change their minds and try something else.

Personality

Nephilim are conspicuously absent of many common personality traits. The only thing they seem to have in common is their lack of permanent personality traits. While each nephilim has a general philosophy and demeanor they adhere to, the consistency and conformity of it can shift dramatically from one encounter to the next. While an individual nephilim can be nice and compassionate most of the time, it is not surprising for him to suddenly develop a brash and challenging attitude for little reason other than those around him are doing so. Likewise, a cruel and vicious nephilim may cower when confronted with something that frightens the rest of his companions, even if it poses little threat to him personally.

Appearance

Nephilim are huge, often towering between 10' and 12' tall. Their bodies are usually hard and muscular, but again, the way in which a nephilim maintains his physique could change depending on his environment. Their hair is usually left thick and long, often braided or in dreadlocks, since it shares some of the innate toughness of their ancestors' giant hair and is difficult to cut, though those attracted to the monastic life wouldn't hesitate to go through the ordeal of shaving it. Nephilim, due to their size, often have trouble getting around in the city-states, but centuries of integration have resulted in special districts sized for the nephilim and other accommodations throughout the Tablelands.

Relations

Generally, the nephilim enjoy good relations with most of the other races. Their eagerness to try new things and have new experiences is often refreshing, especially to adventurers, but can become tiring quite quickly as imitation becomes obsession. While the nephilim can be rather easily manipulated, and they do make excellent warriors and slaves for the Sorcerer-Kings, their sheer size and strength intimidates most who would exploit them, and their tempestuous and chaotic natures make them hard to control over long periods of time.

Alignment

It would be easy to classify nephilim as having a chaotic bent, but the truth is their natures are so fluid they can indulge in the most lawful philosophies and actions for years and then revert, and so on and so forth. Many of those in the employ of raiding tribes and city-states tend to take on the evil inclinations of their employers, while those among the villages, merchants houses, and herdsmen tend to be more good-aligned and friendly.

Lands

Nephilim have no lands of their own and mix in with the general population of Athas, popping up everywhere. There are tales even of nephilim who became so fascinated with the feral halflings or the strange thri-kreen that they lived with them for decades. Occasionally, a group of nephilim will group together and found a village or a tribe all their own, but these usually mirror a nearby village or tribe, such as a case of nephilim who founded a village near some dwarves and began competing with them in quarrying rock.

Religion

Nephilim have very little religion of their own, and generally revere whoever is popular around them at the moment. Some do discover the Akasha within themselves and pursue it, while an even rarer few dedicate themselves to the Tao and centering themselves to find the "true nephilim" within.

Language

Nephilim have no language all their won, but usually learn a variety of tongues, and almost always know the Trade Tongue. Those that pursue it do have some natural affinity for the Giant tongue and Terran, the language of earth elementals.

Names

Nephilim love names, so much so that they hardly have one for very long before discarding it for another one they've heard or thought of. Usually they reflect whatever culture they are around currently. Some love their names so much so that they just keep expanding it. They've learned that others find this annoying (especially if the name incorporates halfling howls or thri-kreen clicks) and so usually shorten it to a syllable or two or just a nickname.

Nephilim Racial Traits

Abilities: Nephilim have a +4 to Strength & Constitution, and a -2 to Dexterity, Intelligence, & Wisdom.

Size: Nephilim are Large-sized creatures, and as such they have a –1 size modifier to their Defense, -1 size modifier to their attack rolls, and a –4 to all hide checks. Because of their size, nephilim are also considered to have a natural 10' reach. Additionally, all non -weapon equipment and armor must be specially

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made to accommodate the half-giant’s enormous bulk and therefore costs at least double the listed price and is at least double the listed weight (GM's discretion). Food and water requirements for survival are quadrupled as well.

Base Speed: A nephilim's base speed is 40'.

Giant Blood: For all special abilities and effects, a half-giant is considered a giant.

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

Weak Will: The flexibility of a nephilim's personality is also a hindrance, however. They are notoriously weak-willed and easy to manipulate, giving them a –2 racial penalty to all opposed Charisma checks and a -2 racial penalty to all saves against Tao effects, spells, and spell-like abilities that involve the mind.

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

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

Giant Might: The menacing stature and strength inherent in even the gentlest nephilim grants him an automatic Base Attack Bonus of +2.

Powerful Race: Because of the great power even the most inexperienced nephilim wield, all nephilim have a an ECL of +2.

Automatic Languages: None.

Favored Class: Like humans, the half-giant’s fluid and adaptive nature allows them to choose their highest level class as their favored class.

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2.9: Tengu

The reclusive crow-like tengu are one of Athas' mysterious ancient races that have barely survived the passage of millennia. Though their numbers are few today, legends recall them as some of the finest teachers, sages, and warriors that Athas have ever known. They secure their communities beyond the control of the sorcerer-kings, but many venture out into the world to learn more and improve their own understanding of the universe and themselves.

Personality

Tengu are an ancient race, and they know it. When out among the other races, a tengu takes great care to appear thoughtful and insightful, often masking gaps in their actual knowledge with proverbs and riddles. They do have a keen curiosity, however, and quickly seek out whatever information they lacked. They are natural teachers and sensei, and take great joy distributing their knowledge and training the other races. Almost all tengu have an inordinate fondness for shiny objects.

Appearance

Tengu are birdlike, man-sized humanoids, covered in black feathers, with two wings protruding from their backs, and a crow's head. Their eyes are deep, black, and inquisitive. They usually dress in the silk garments favored by their people, in long pants and a one-piece top called a kimono. High-ranking tengu or those attending ceremonies often dress in even more elaborate robes and headdresses. Items carried by a tengu are often polished to a high sheen.

Relations

Tengu are widely respect by most of the races, particularly the neighboring halflings. Even thri-kreen usually resist the temptation to waylay lone tengu. For their part, the tengu prefer to live their lives outside of the reach of the raiding tribes and Sorcerer-Kings, but frequently travel among the races to teach their skills. They view the other races, with the exception of the halflings, as younger races in need of guidance.

Alignment

Most tengu are neutral, seeking to maintain the balance of forces in the universe. They tend to be good, having a strong belief in justice and a great deal of compassion. It is not unheard of for a tengu leave his village behind and turn against his king in the service of evil, however.

Lands

The tengu live in isolated villages among the Ring Mountains and a few villages in the Hinterlands. Wandering tengu tend to settle in the city-states and villages of the Tablelands.

Religion

Tengu religion is devoted to the Way of Ten thousand Things and the study of the Tao. Almost every village is ruled by a triple of council of the wisest warrior (samurai), druid

(shugenja), and inkyo (Tao shih). Few tengu study the Akasha or Enlightenment, and even those who enter the service of a Sorcerer-King rarely venerate them.

Language

Tengu speak their own language of Tengu, which is contains many caws and screeches. For all the wisdom and grace of tengu, their poetry in its native form is a painful experience. They also are taught the Trade Tongue when young and many other languages lost to time.

Names

Tengu names, once translated into the Trade Tongue, usually consist of one's family's name first and the personal name second, though some wandering tengu forego their personal name and use their village's name first and their family name second.

Tengu Racial Traits

Abilities: Tengu have a +2 to Dexterity & Wisdom, and a -2 to Constitution.

Size: Tengu are Medium-sized creatures.

Base Speed: A tengu's base speed is 30'.

Natural Attacks: A tengu can attack with their beak as a melee attack, doing 1d4 slashing damage with a critical threat range of 20. A tengu is always considered armed and proficient when using this attack, but it is not considered an unarmed attack.

Wing Buffet: A tengu can use its wings in combat, flapping them around an opponent to disorient and unbalance him. Each round, as a move-equivalent action in addition to its normal attacks, a tengu can make a Bluff check (opposed by the target's Sense Motive check). Success grants the tengu a +2 circumstance bonus to attack rolls against that target that round. The tengu cannot do this while airborne, unless the target is also airborne.

Flight: The tengu can use its wings to fly. When flying, he has a base speed of 60' and a maneuverability of good.

Saving Throws: Due to the keen reflexes and insight of their race, tengu gain a +2 racial bonus to all Reflex & Willpower saving throws.

Weapon Familiarity: All tengu are trained in the ancient arts of their ancestors, and are proficient with the katana (bastard sword) and wakizashi (short sword), the traditional weapons of the tengu. This does not, however, give a tengu the same benefits as the Exotic Weapon Proficiency [Katana (Bastard Sword)] feat.

Sound Imitation: Tengu can mimic any voice or sound they have heard. Listeners must succeed at a Will save

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(DC 10 + 1/2 the tengu's level + its charisma modifier) to detect the ruse.

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

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

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

Monstrous: All tengu are considered to be monstrous humanoids.

Powerful Race: Because of the innate power and ability of the tengu race, all tengu have an ECL of +1.

Automatic Languages: All tengu, regardless of region, can speak, read, and write Tengu.

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

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2.10: Thri-Kreen (Mantis Warrior)

The alien, insectoid thri-kreen that stalk the wastes of Athas are met with suspicion and curiosity whenever they come in from the desert. Savage hunters, their ways seem strange even to halflings. They roam the desert in small packs, bringing down even the greatest beasts with skill, teamwork, and ferocity. This hunter-warrior ethic permeates everything the thri-kreen do.

Personality

Thri-kreen seem even more alien than their strange bodies suggest. They have an intense pack mentality that permeates their society, with thri-kreen tribes hunting in small groups throughout the deserts. A thri-kreen usually adopts even non-thri-kreen into their packs and defend them as fiercely as they would native members of the race. The Hunt and Pack define almost all thri-kreen philosophy, and thri-kreen view the other societies of Athas with bewilderment and curiosity.

Appearance

Thri-kreen are man-sized creatures, looking like they're common namesake, the preying mantis insect. They have six limbs, using the lower two to walk and the other four as arms, each ending claws. A thick carapace covers their segmented body in hues of green, tan, and light yellow.

Relations

Thri-kreen rarely leave their packs, but many who do so quickly attach themselves to others. They lack the adaptability and flexibility of nephilim, but are similar in their need of others to define themselves. Most races feel uneasy around thri-kreen, since they are so vastly different, and like halflings have a reputation of eating sentients. Elves in particular have an intense hatred of thri-kreen, since thri-kreen consider the flesh of elves to be a high delicacy.

Alignment

Most thri-kreen are neutral, giving little thought to how the universe works, though they do tend to be lawful, an influence of their pack mentality. They give little thought to morality.

Lands

The thri-kreen live a very nomadic life and have no permanent dwellings as a race. They wander the deserts of Athas and can be encountered almost anywhere. Even those who dwell in cities rarely have a permanent residence, wandering its streets at all hours.

Religion

Thri-kreen have little need for religion, but it is not unheard of for a thri-kreen to become interested in the Way of Ten Thousand Things and take up the role of druid. Many also seem to have an intuitive understanding of the Tao.

Language

Thri-kreen language is unique, and is spoken in clicks and hisses, and has a nonverbal component, a mixture of pheromones, and there is no written version. While others can lean to speak at a basic level, magic would be required to master it. Thri-kreen are also physically unable to speak the languages of other people, but can learn to read, write, and understand them.

Names

Thri-kreen names are hard to pronounce for non-thri-kreen, but usually signify actions that they are well-known for in their pack. Many accept nicknames given to them by other races.

Thri-Kreen Racial Traits

Abilities: Thri-kreen have a +4 to Dexterity, a +2 to Wisdom, a -4 to Charisma, and a -2 to Intelligence.

Size: Thri-kreen are Medium-size creatures.

Base Speed: Thri-kreen have a base speed of 30'.

Darkvision: Thri-kreen can see in the dark up to 60', in black and white only, but otherwise like normal sight, functioning without light perfectly.

Sleep Immunity: Thri-kreen do not sleep, but they do engage in a 4 hour "trance" once per day that gives the same benefits that 8 hours of sleep gives a human. Because they do not sleep, they are immune to all magical and Tao sleep effects.

Natural Attacks: The thri-kreen has four arms, each with claws. As a full attack action, the thri-kreen can attack with all four claws. The claws do 1d4 slashing damage with a critical threat range of 20.

Multiattack & Multidexterity: Thri-kreen gain the Multiattack and Multidexterity feats for free.

Improved Grab: If the thri-kreen hits with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The thri-kreeen has the option to conduct the grapple normally, or to use the part of its body it used in the improved grab to hold the opponent. The grapple check has a +2 bonus for each claw that hits. If it gets a hold and maintains it the next round, it automatically bites the foe. The bite deals normal damage and poison.

Poison Bite: Once per day, the thri-kreen's bite attack can deliver poison. A Fort save against DC 14 is required. If it fails, the target takes 1d4 initial piercing damage. A second saving throw must be made immediately in the same way. If it fails, he victim is paralyzed for 10 minutes.

Great Leap: Thri-kreen are natural jumpers. A thri-kreen gains a +30 competence bonus to all Jump checks and are not limited to maximum distances.

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Weapon Familiarity: Thri-kreen are all trained in their signature weapons, the gythka and the chatkcha. A thri-kreen gains the Exotic Weapon Proficiency (Gythka) feat and the Exotic Weapon Proficiency (Chatkcha) feat.

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

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

Born Warrior: All thri-kreen, regardless of what path in life they may travel, are raised as hunters. They have an automatic +2 Base Attack Bonus.

Monstrous: All thri-kreen are considered monstrous humanoids.

Powerful Race: Thri-kreen are more powerful than most other races, and have an ECL of +2.

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

Favored Class: A thri-kreen's favored class is Ranger, due to the pack mentality and natural aptitude for wilderness survival.

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

Random Starting Height & Weight

Race Base Height Height Modifier Base Weight Weight Modifier

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

Random Starting Ages

Race Adulthood Fighter, Bard, Druid,Orphan, Monk, Mage,Ranger, Noble, Templar

Rogue Tao Shih

Dwarf 25 +3d6 +5d6 +7d6Elf 15 +2d6 +3d6 +4d6Genasi 15 +1d6 +2d6 +3d6Half-Elf 15 +1d6 +2d6 +3d6Halfling 25 +2d4 +2d6 +3d6Human 15 +1d4 +1d6 +2d6Mule 15 +1d4 +1d6 +2d6Nephilim 20 +3d4 +4d4 +5d4Tengu 20 +1d6 +2d6 +3d6Thri-kreen 6 +1d4 +1d4 +1d4

Aging Effects

Race Middle Age Old Age Venerable Maximum Age

Dwarf 100 133 200 200 + 3d20Elf 50 67 100 100 + 2d20Genasi 45 60 90 90 + 2d20Half-Elf 45 60 90 90 + 2d20Halfling 45 60 90 90 + 4d12Human 40 53 80 80 + 2d20Mule 40 53 80 80 + 1d10Nephilim 60 80 120 120 + 10d10Tengu 45 60 90 90 + 10d10Thri-kreen - - 25 25 + 1d10

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Chapter 3: Of Regions

Region Automatic Languages Bonus Languages Regional FeatsBalic Balican, Trade Tongue Draji, Dwarven, Elven, Giant, Gulgan,

Nagah, Nikaal, Raamin, Slig, Tari, Tyrian

Aristocrat, Artist, Badge of Bondage, Cardhaus Player, Conscription, Cosmopolitan, Mercantile Agent, Political Maneuvering, Soldier, Street Smart

Bandit States Draji, Trade Tongue Eldaari, Elven, Gith, Kreen, Kurnan, Raamin, Saragaran, Sign Language, Slig, Urikite

Bareback Soul, Blooded, Heat Protection, Strong-Arm, Survivor, Trollblood

Draj Draji, Trade Tongue Balican, Dwarven, Eldaari, Elven, Giant, Nagah, Nibenese, Raamin, Urikite

Aristocrat, Badge of Bondage, Blooded, Conscription, Mercantile Agent, Ritual Cannibalism, Soldier, Strong-Arm

Dwarf Dwarven, Trade Tongue Balican, Elven, Giant, Gith, Kemalok, Nibenese, Raamin, Talking Drum, Terran, Tyrian

Blood of Kings, Eye for Quality, Highborn, Inscribe Rune, Resist Madness, Small Stature, Soul of Sincerity

Eldaarich Eldaari Draji, Giant, Nagah, Kurnan. Saragaran, Trade Tongue

Aristocrat, Badge of Bondage, Blooded, Empathic, Political Maneuvering, Small Stature, Street Smart

Elf Elven, Trade Tongue Balican, Draji, Dwarven, Selderaine, Gith, Kreen, Nibenese, Nikaal, Raamin, Scrab, Sign Language, Slig, Tari, Tyrian

Blooded, Dunewalker, Eye for Quality, Heat Protection, Highborn, Survivor, Trailblazing, Wily Trader

Gulg Gulgan, Trade Tongue Balican, Dwarven, Elven, Gith, Nibenese, Talking Drum, Tari, Tengu, Tyrian

Artist, Badge of Bondage, Culinary Ashe, Drum Dancer, Mercantile Agent, Rhythmic Accompaniment, Scholar of Nature

Halfling Halfling Aquan, Auran, Ignan, Piterin, Rhulisiti, Sylvan, Talking Drum, Tengu, Terran, Trade Tongue, Tyrian, Unitaur

Arboreal, Armor Dance, Empathic, Highborn, Improved Armor Dance, Ritual Cannibalism, Trailblazing, Vicious Bite

Kurn Kurnan Draji, Eldaari, Elven, Halfling, Rhulisti, Saragaran, Trade Tongue, Urikite

Aristocrat, Cosmopolitan, Education, Mercantile Agent, Ritualistic Combat, Scholar of Nature, Small Stature

Nibenay Nibenese, Trade Tongue Balican, Bodach, Draji, Dwarven, Elven, Gith, Gulgan, Raamin, Slig, Tari, Tengu, Tyrian

Aristocrat, Badge of Bondage, Conscription, Cosmopolitan, Mercantile Agent, Political Maneuvering, Soldier, Street Smart, Wily Trader

Raam Raamin, Trade Tongue Balican, Draji, Dwarven, Elven, Giant, Nibenese, Nikaal, Slig, Tari, Tyrian

Aristocrat, Artist, Badge of Bondage, Cardhaus Player, Cosmopolitan, Mercantile Agent, Soldier, Street Smart

Ringing Mountains Tyrian Dwarven, Halfling, Piterin, Talking Drum, Tengu, Terran, Trade Tongue, Tul’k

Highborn, Mountain Born, Scholar of Nature, Survivor, Trailblazing, Wily Trader

Tablelands Nomad Bodach or Kalid or Nibenese or Tyrian, Trade Tongue

Bodach, Draji, Dwarven, Elven, Gith, Kreen, Nibenese, Nikaal, Raamin, Scrab, Sign Language, Slig, Tari

Badge of Bondage, Bareback Soul, Blooded, Dunewalker, Heat Protection, Highborn, Survivor, Trailblazing

Tablelands Villager Bodach or Nibenese or Tyrian, Trade Tongue

Bodach, Draji, Dwarven, Elven, Gith, Kreen, Nibenese, Nikaal, Raamin, Sign Language, Slig, Tari

Badge of Bondage, Conscription, Highborn, Survivor, Wily Trader

Tengu Tengu Auran, Halfling, Gulgan, Piterin, Rhulisti, Trade Tongue, Tyrian, Unitaur

Education, Highborn, Iaijutsu Focus, Iaijutsu Master, Mountain Born, Scholar of Nature, Soul of Honor

Thri-Kreen Kreen Balican, Draji, Elven, Gith, Gulgan, Nagah, Nibenese, Scrab, Sign Language, Slig, Trade Tongue, Tyrian

Blooded, Dunewalker, Empathic, Survivor, Trailblazing

Tyr Tyrian, Trade Tongue Balican, Draji, Dwarven, Elven, Gulgan, Halfling, Nibenese, Raamin,

Aristocrat, Badge of Bondage, Conscription, Cosmopolitan,

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Region Automatic Languages Bonus Languages Regional FeatsSlig, Tari, Tengu Mercantile Agent, Ritualistic Combat,

Soldier, Street Smart, Wily TraderUrik Urikite, Trade Tongue Balican, Draji, Dwarven, Elven,

Halfling, Nibenese, Raamin, Slig, TariAristocrat, Badge of Bondage, Cardhaus Player, Conscription, Cosmopolitan, Mercantile Agent, Soldier, Street Smart, Strong-Arm

3.1: Choosing Regions

A character in Dark Sun is more than just a class and race. Your homeland determines in part your outlook, personality, and what sort of abilities you have. Every character must choose a region at creation. “Region” is a broad term. For the most part, it refers to a political entity, a general culture, a geographic area, or a particular race. A character can only have one homeland, so a character from Tyr could not also get the regional benefits of its neighbor, Urik. However, nonhumans are free to designate either a homeland or a racial culture as their region.

Regions have the following entries:

Automatic Languages: The languages automatically known by all characters from this region, regardless of Intelligence.

Bonus Languages: Characters of exceptional Intelligence (12 or higher) begin with one bonus language per Intelligence modifier bonus, which must be chosen from the region’s list. For additional rules on languages, see the Language skill in Chapter 5: Of Skills.

Regional Feats: These feats represent common sorts of talents that are associated with your homeland or race. You are still limited by the number of feats available to you for your race and class, but the regional feats are available to you as if they were just general feats or other appropriate feats (such as Item Creation feats). You can acquire regional feats later in your career, but some are only allowable at 1st level. You can even choose feats associated with other regions, as long as you meet all other prerequisites and have at least 4 ranks in the Knowledge (“region”) skill. For region feat descriptions, see Chapter 7: Of Feats.

3.2: Region Descriptions

Balic

The region includes not only the city-state of Balic ruled by Dictator Andropinis, but also nearby villages and the client villages and forts of the merchant house of Wavir. The people of Balic are lovers of poetry and theatre, and their bards, or “rhapsodes,” are their greatest celebrities. An undercurrent of rebellion is present throughout Balican society, stymied only through their unusual selection of templars. They elect their templars, although the contests are frequently fixed, a practice that was unique to the Tablelands until the Tyr rebellion ten years ago. Politics and arts are the favored pursuits of both nobles and citizens in Balic.

Bandit States

The Bandit States are a loose collection of villages and tribes that occupy the Scorpion Plains and Barrier Wastes north of Draj, Raam, and Urik. For centuries they survived as small villages formed around isolated oases and a handful of

raiding tribes. Over the past few generations, a new power has begun to unify the villages and raiders, forming states that still constantly war upon one another. They are the Ajami, Akashik magi, all men, who refuse to give in to the Dragontaint or deny who they are. Its wastes are full of volcanic and seismic activity, and water there is even harder to come by than in most of the Tablelands. But unlike most of the Tablelands, there are no Sorcerer-Kings, and the Dragon does not travel this far north. At least, not yet.

Draj

The region includes not only the city-state of Draj ruled by King Tectukititlay, but also nearby villages as far south as the Sea of Silt, as well as client villages and forts owned by the merchant house of Tsalaxa. While cruelty and violence is a normal fact of life in any city-state, the Draji have elevated brutality as an integral part of their warrior-culture. The strong rule in Draj, and only the strong survive. Many of the rites and overwhelming religious motiffs that suffuse the city are stolen from the halfling culture, and their rites of cannibalism have been perverted into rites of sacrifice.

Dwarf

The region is meant to signify mostly those dwarves who steadfastly maintain the old ways, especially in villages like Kled, North Ledopolus, and South Ledopolus. City dwarves tend to adopt the ways of their immediate neighbors, except in city-states with exceptionally large humanoid populations, such as Raam, or exceptionally liberal (for Athas) lifestyles, such as Tyr. Muls can also choose the Dwarf region.

Eldaarich

The region includes not only the withdrawn city-state of Eldaarich ruled by King Daskinor, but also the immediate vicinity, especially the two forts (Fort Holtz & South Guard) that guard the bridges to it. It is an intensely paranoid land, more than a little suspicious of outsiders. All inter-city trade is done outside its city walls with only merchants approved by the templarate. It is a closed land; no one gets in, no one gets out. At least in theory. A few intrepid souls succeed in escaping its grasp every so often, and its recent renewal of trading has resulted in Eldaarich spies beginning to travel the wastes of Athas.

Elf

The region is meant to signify the typical elf, one who runs with his tribe across the vast deserts of Athas, raiding, trading, and herding. The most prominent elven tribes are the Sky Singers, Wind Dancers, Silver Hands, Water Hunters, Silt Stalkers, and Night Runners. Half-elves can also choose the Elf region.

Gulg

This region includes not only the city-state of Gulg ruled by the Oba, but also the Crescent Forest around it, as far north as the edge of Nibenay’s logging operations, and the client

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villages and forts of the merchant house of Inika. It is a more communal and natural environment that most city-states, and its people live fairly primitively, adapting well to a civilization lacking much technology. Its nobles earn their rights and ranks by their hunting skills, and it inhabitants are mostly left alone, as long as they pay their taxes. The Oba has recently galvanized her people by preaching for a return to the Green Age.

Halfling

The region is meant to signify the average halfling, the feral inhabitants of the Forest Ridge. Halflings who have spent a great deal of time in the cities or in service as a slave or scout should probably choose the appropriate region.

Kurn

This region includes not only Old Kurn and New Kurn, but also the immediate vicinities. They hold one of Athas’ greatest secrets, the fact that their Sorcerer-King, Oronis, is attempting to create a utopia and return his region of Athas to the Green Age. With the recent uprising of Tyr and the upheavals throughout the Tablelands, the Kurnan are reexamining their self-imposed exile, and Kurnan merchants and spies are beginning to travel south among the other city-states.

Nibenay

This region includes not only the city-state of Nibenay ruled by Nibenay the Shadow King, but also nearby villages, the Ivory Triangle, and the client villages and forts owned by the merchant house of Shom. Nibenay is a twisting maze of winding streets and towering buildings, packed into very small, walled districts. Politics are deadly and complicated in Nibenay, but trade is open to everyone, and the Nibenese are exclusive traders of massive quantities of Agafari wood.

Raam

This region includes not only the city-state of Raam ruled by Grand Vizier Abalach-Re, but also nearby villages, as well as client villages and forts of the merchant house of M’ke. The city-state is in a constant state of chaos, as its people and leaders are faced with an increasingly overwhelmed administrative system, rampant corruption, and failing city services. Disease and poverty reign throughout much of the city, and even its Sorcerer-Queen has created a false religion, complete with shrines, in an attempt to distract the people from the city’s problems. A strict caste system, even more strict than most city-states, is the only law slavishly obeyed in Raam.

Ringing Mountains

This region is only sparsely populated, but its few inhabitants are often hermits seeking solicitude, hidden humanoid communities, villages of escaped slaves, or mining towns owned by other city-states or merchant houses. Although a disparate group, they share more in common with each other than with the rest of the Tablelands, including the mining towns. They are a rough an self-sufficient people, surviving in a mountainous land far away from civilization as well as bordering the Forest Ridge and its population of cannibal halflings.

Tablelands Nomad

This region typifies the various tribes and wanderers that roam the vastness of the Tablelands. This can include slave tribes, raiding tribes, dynastic clan tribes, and even the silt pirates along the Sea of Silt. They are a hard people that have learned how to endure and thrive in the harsh wilderness, as well as enjoying every minute of life the desert has granted them. They are free of Sorcerer-Kings, if not free from the brutal need to survive.

Tablelands Villager

This region typifies the various villages that dot the barren landscape of the Tablelands, whether they are clan holdings around an oasis, hermits who haunt the ruins, or villages of escaped slaves who hide from slavers. The village life requires hard work and the danger of the occasional drought or raid. All villagers are taught to defend the village and often show signs of a past life of brutality in the cities.

Tengu

The region is meant to represent the typical tengu, one that grew up in the villages of the tengu in the Ringing Mountains, other mountain ranges, and even the plains of the Hinterlands. Those tengu who spent extensive time traveling the Tablelands or were enslaved in the city-states should probably take the appropriate region.

Thri-Kreen

This region is meant to represent the typical thri-kreen, one that hunted with his “clutch” of other thri-kreen in the wilderness of Athas, or even one that successfully fled the Kreen Empire. Those who spent a great deal of time in the city-states, whether as scouts, sages, or slaves, should probably choose a more appropriate region.

Tyr

Tyr. The Free City. The City of Heroes. The city-state that has defined the past decade in the Tablelands with its overthrow of King Kalak, slave emancipation, and the wars with Urik that culminated with the epic battle against the Dragon in the farthest reaches of the Tablelands. It has given hope to thousands, if not millions, of slaves throughout Athas, and struck fear into the hearts of the Sorcerer-Kings themselves. The citizens and nobles of Tyr (there are no slaves) are a cosmopolitan lot, and the city has become a haven for adventurers, risk-takers, and refugees from other cities. This region includes not only the city-state of Tyr, but also nearby villages and the client villages and forts of the merchant house of Vordon

Urik

The eternal rival of Tyr, this region includes not only the city-state of Tyr ruled by King Hamanu, but also the nearby villages, the Dragon’s Bowl, and the client villages and forts of the merchant house of Stel. Urik is a city of laws, at least for everyone but the Sorcerer-King. A complex series of laws covers crime and civil matters in Urik, the foundation of which is repayment in kind; the violator has done to him what he did to another. Urik’s ambition also marks the city; vast monuments and public works dominate the city, although they have little practical value and often are unused.

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

4.1: Bard

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

1 +0 +0 +2 +2 +3 +1 Bardic Music, Bardic Knowledge2 +1 +0 +3 +3 +4 +03 +2 +1 +3 +3 +4 +1 Illicit Barter, Poison Use4 +3 +1 +4 +4 +4 +05 +3 +1 +4 +4 +5 +1 Better Lucky Than Good6 +4 +2 +5 +5 +5 +0 Bonus Feat7 +5 +2 +5 +5 +6 +18 +6 +2 +6 +6 +6 +0 +1 Save vs. Poison9 +6 +3 +6 +6 +6 +1 Bonus Feat10 +7 +3 +7 +7 +7 +011 +8 +3 +7 +7 +7 +1 +2 Save vs. Poison12 +9 +4 +8 +8 +8 +0 Bonus Feat13 +9 +4 +8 +8 +8 +114 +10 +4 +9 +9 +8 +0 +3 Save vs. Poison15 +11 +5 +9 +9 +9 +1 Bonus Feat16 +12 +5 +10 +10 +9 +017 +12 +5 +10 +10 +10 +1 +4 Save vs. Poison18 +13 +6 +11 +11 +10 +0 Bonus Feat19 +14 +6 +11 +11 +10 +120 +15 +6 +12 +12 +11 +0 +5 Save vs. Poison

Bards have long served the people of Athas as entertainers, historians, diplomats, spies, and even assassins. They are both welcomed and feared in the courts of the city-states because they are frequently hired for their mastery of poisons. Their ability to entertain and charm has gotten them into places most assassins could only dream of, and with little proof they were the cause of any misfortunes. Their natural wit also makes them natural diplomats and spies, able to stop or start wars as the situation demands.

Alignment

Any. While most bards are chaotic wanderers with a carefree heart, many also serve their tribes and villages as historians and storytellers in a lawful manner. Good bards try to uplift their fellows with song and use their knowledge of poisons to protect their patrons from assassination, and evil ones use their music to manipulate foes and their poisons to murder.

Background

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

Races

Almost all races have a strong bardic tradition. Dwarves and tengu focus on the knowledge and warrior arts of the bard, while elves and halflings have an affinity to the artistic side of the class. Humans usually favor the diplomatic and charismatic aspects. Other races have their own reasons for taking the profession. Thri-kreen usually have at least one member of the pack with bardic abilities, but while a thri-kreen can receive the benefits from non-thri-kreen bards, other races have trouble receiving bonuses from them unless they learn Kreen.

Multiclassing

Bards can freely multiclass with any other class unless that class has a particular prohibition on multiclassing. They often multiclass as fighters, rogues, and orphans.

Bard Class Features

Hit Die

d6

Skill Points

6 + Int modifier

Bard Class Skills

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Alchemy (Int) Alertness (Wis) Appraise (Int) Balance (Dex) Bluff (Cha) Craft (any) (Int) Decipher Script (Int) Diplomacy (Cha) Disguise (Cha) Escape Artist (Dex) Forgery (Int) Gather Information (Cha) Knowledge (any) (Int) Language (Int) Perform (Cha) Profession (any) (Wis) Read Lips (Int) Sense Motive (Wis) Sleight of Hand (Dex) Tumble (Dex)

Starting Wealth

4d4 x 10 ceramic coins (cc).

Weapons & Armor

The Bard is proficient with all simple weapons, all light armors, and all shields (except tower shields). Bards are also proficient with the following weapons: longbow, composite longbow, longsword, rapier, sap, short composite bow, short sword, shortbow, or whip.

Bardic Knowledge & Bardic Music

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

Illicit Barter (Ex)

At 3rd level, the Bard betters his ability at procuring dangerous and illegal items. The Bard gains a +5 competence bonus to all Diplomacy & Gather Information checks in relation to illegal, contraband, and black-market goods, such as poisons, drugs, & weapons.

Poison Use (Ex)

At 3rd level, the Bard has learned the ancient techniques of poisoning one's enemies and never risks accidentally poisoning oneself when applying the poison to a surface.

Better Lucky Than Good (Su)

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

Bonus Feat

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

Bard Bonus Feat List

Able Drinker Acrobatic Alluring Charlatan Dash Dashing and Daring Deceitful Dirty Fighting Extra Music Fame Fleet of Foot Fool’s Luck Frightful Presence Green Ear Improved Initiative Improvised Weapon Infamy Investigator Jack of All Trades Lingering Song Linguist Mimic Multicultural Negotiator Nimble Nimble Fingers Obscure Lore Odd Sleeping Habits Opera Training Persuasive Requiem Run Sex Appeal Showmanship Tagging Throw Anything Trustworthy Versatile

Saving Throw Bonus vs. Poison (Su)

At 8th level, the Bard has worked with and studied a variety of poisons and become more resistant to their effects. He gains a +1 natural saving throw bonus against all poisons, which increases to +2 at 11th level, +3 at 14th level, +4 at 17th

level, and +5 at 20th level.

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4.2: Druid

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

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

2 +1 +3 +0 +3 +4 +0 Woodland Stride3 +2 +3 +1 +3 +4 +1 Trackless Step4 +3 +4 +1 +4 +4 +0 Elemental Domain5 +3 +4 +1 +4 +5 +0 Wild Shape (1/day)6 +4 +5 +2 +5 +5 +1 Wild Shape (2/day)7 +5 +5 +2 +5 +6 +0 Wild Shape (3/day)8 +6 +6 +2 +6 +6 +0 Wild Shape (Large)9 +6 +6 +3 +6 +6 +1 Venom Immunity10 +7 +7 +3 +7 +7 +0 Wild Shape (4/day)11 +8 +7 +3 +7 +7 +0 Wild Shape (Tiny)12 +9 +8 +4 +8 +8 +1 Wild Shape (Plant)13 +9 +8 +4 +8 +8 +0 A Thousand Faces14 +10 +9 +4 +9 +8 +0 Wild Shape (5/day)15 +11 +9 +5 +9 +9 +1 Wild Shape (Huge), Timeless Body16 +12 +10 +5 +10 +9 +0 Wild Shape (Elemental 1/day)17 +12 +10 +5 +10 +10 +018 +13 +11 +6 +11 +10 +1 Wild Shape (6/day, Elemental 2/day)19 +14 +11 +6 +11 +10 +020 +15 +12 +6 +12 +11 +0 Wild Shape (Elemental 3/day, Huge Elemental

Spells per Day

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

1 3 1 - - - - - - - -2 4 2 - - - - - - - -3 4 2 1 - - - - - - -4 5 3 2 - - - - - - -5 5 3 2 1 - - - - - -6 5 3 3 2 - - - - - -7 6 4 3 2 1 - - - - -8 6 4 3 3 2 - - - - -9 6 4 4 3 2 1 - - - -10 6 4 4 3 3 2 - - - -11 6 5 4 4 3 2 1 - - -12 6 5 4 4 3 3 2 - - -13 6 5 5 4 4 3 2 1 - -14 6 5 5 4 4 3 3 2 - -15 6 5 5 4 4 4 3 2 1 -16 6 5 5 5 4 4 3 3 2 -17 6 5 5 5 5 4 4 3 2 118 6 5 5 5 5 4 4 3 3 219 6 5 5 5 5 5 4 4 3 320 6 5 5 5 5 5 4 4 4 4

Druid Divine Spells Known

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

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

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7 7 4+1 3+1 2+1 1+1 - - - - -8 8 4+1 4+1 3+1 2+1 - - - - -9 8 5+1 4+1 3+1 2+1 1+1 - - - -10 9 5+1 5+1 4+1 3+1 2+1 - - - -11 9 5+1 5+1 4+1 3+1 2+1 1+1 - - -12 9 5+1 5+1 4+1 4+1 3+1 2+1 - - -13 9 5+1 5+1 4+1 4+1 3+1 2+1 1+1 - -14 9 5+1 5+1 4+1 4+1 4+1 3+1 2+1 - -15 9 5+1 5+1 4+1 4+1 4+1 3+1 2+1 1+1 -16 9 5+1 5+1 4+1 4+1 4+1 3+1 3+1 2+1 -17 9 5+1 5+1 4+1 4+1 4+1 3+1 3+1 2+1 1+118 9 5+1 5+1 4+1 4+1 4+1 3+1 3+1 3+1 2+119 9 5+1 5+1 4+1 4+1 4+1 3+1 3+1 3+1 2+120 9 5+1 5+1 4+1 4+1 4+1 3+1 3+1 3+1 3+1

The druidic tradition, long ago formalized as the Way of Ten Thousand Things, is perhaps the oldest source of magic and religion on Athas. They are rare in the city-states of the Tablelands, claiming the vast wastes and the few forests as their domains, though some maintain contact with the nobles of the city-states and aid in survival on the scrubland farms. Nature, threatened and decimated by thousands of years under the Sorcerer-Kings, is the most important thing to a druid. They consider themselves protectors of it and their ancient religion, where every rock, tree, and creature holds a spirit, or kami, that needs to be appeased and respected.

Alignment

Any Neutral. All druids must maintain a certain degree of detachment to remind them of the balance the world needs to maintain, so at least part of their alignment needs to be neutral, if not true neutral. But just as life and death, horror and beauty, good and evil, law and chaos are all part of existence, so too do these contrasting viewpoints manifest with the Way of Ten Thousand Things. Any druid whose loses Neutral as part of his alignment can no longer advance as a druid unless he has atonement cast on him and returns his alignment to one compatible with the druid class.

Background

Almost all druids are inducted into the religion by another druid as part of a local circle, the basic organization of the decentralized shamanism. But sometimes nature chooses its own representatives, and the blessings of the kami can manifest themselves in unsuspecting people attuned to nature.

Races

Those races that live primarily in the wilderness have the greatest number of druids, such as elves, halflings, humans, and tengu. Those that live within the cities, like other humans and muls, have fewer druids, partly because they face persecution by the forces of the Sorcerer-Kings.

Multiclassing

Druids can freely multiclass with any other class unless that class has a particular prohibition on multiclassing. They often multiclass as fighters, rangers, and Tao shih.

Druid Class Features

Hit Die

d8

Skill Points

4 + Int modifier

Druid Class Skills

Alertness (Wis) Concentration (Con) Craft (any) (Int) Diplomacy (Cha) Handle Animal (Cha) Heal (Wis) Knowledge (nature) (Int) Knowledge (religion) (Int) Profession (any) (Wis) Ride (Dex) Spellcraft (Int) Survival (Wis)

Starting Wealth

2d4 x 10 ceramic coins (cc).

Weapons & Armor

Druids are proficient with all bows, clubs, daggers, darts, longspears, quarterstaffs, sickles, shortspears, and slings, all light & medium armors, and all shields. They are, however, forbidden to use any weapons (other than those previously listed), armor, or shields composed of worked steel, though this is already a rarity on Athas. Any Druid who violates this restriction loses access to their spells for 24 hours.

Spells & Spellcasting

The Druid uses the same spellcasting rules as the Druid class in the Player's Handbook, except where noted below. See Chapter 9: Of Divine Magic for the revised Druid Spell List.

However, they do not prepare their spells in advance like the Druid in the Player’s Handbook. Instead, they are limited to spells granted them as gifts by the spirits, the kami. These spells are chosen from the revised Druid Spell List. A Druid gains extra spells known according to his Charisma bonus, in the same way that his Wisdom bonus gains him extra spells per day to cast.

As mentioned earlier, a Druid need not memorize and prepare his spells in advance. He may use a higher level slot to cast a lower level spell if he chooses. The spell is still treated as its actual level, not the level used to cast it.

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To learn or cast a spell the Druid must have a Charisma score of at least 10 + the spell’s level, but the Difficulty Class of the spell is still dependent on his Wisdom score.

A Thousand Faces, Nature Sense, Trackless Step, Venom Immunity, Wild Empathy, Wild Shape, & Woodland Stride

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

Animal Companion

The Druid uses the same rules for this ability as the Druid class in the Player’s Handbook. His choice of animal companions, however, is drastically altered for the Athasian environment.

1st Level Boneclaw, lesser Carru Dire rat Erdlu Janx Jhakar Kes’trekel Silt Spawn Snake (Small or Medium viper)

4th Level or Higher (Level –3) Carru, bull 6 HD Cheetah Crodlu Crodlu, heavy Dire bat Erdland Jhakar, Medium 6 HD Kluzd Lizard, giant Lizard, monitor Rasclinn Shark, Athasian Snake, constrictor Snake, Large viper

7th Level or Higher (Level –6) Crodlu, heavy warmount Inix Kalin Kluzd, 7 HD Lirr Puddingfish Lizard, subterranean Snake, Huge viper Takis

10th Level or Higher (-9) Cha’thrang Hatori Lizard, Minotaur Shark, Athasian, Huge Snake, giant constrictor

13th Level or Higher (-12) Athasian Sloth Lirr, Large 11 HD Ruktoi

16th Level or Higher (-15)

Dire Athasian shark Hatori, Gargantuan 17 HD Slimahacc White Silt Horror

Bonus Languages

All Druids know the secret language of Druidic, a language passed down among their kind for Ages upon Ages. Upon reaching 1st level, all Druids are taught this language, learning how to read and write it as well, even if they are illiterate in any other languages. It is forbidden to teach this language to any who are not a member of their ancient sect.

The Druid also gains access to additional languages, those used by Elemental Plane natives and intelligent plant life. The Druid can substitute Aquan, Auran, Ignan, Sylvan, or Terran for any of the bonus languages available to him because of his race or region.

Elemental Domain

At 4th level, the Druid gains access to one Elemental Domain, in the same way as a Templar has access to his Domains. The Druid can choose one, and only one, of the following Domains: Air, Earth, Fire, Magma, Rain, Silt, Sun, or Water. The spells known from the Domain are represented by the (+1) on the Druid Divine Spells Known Table.

Timeless Body (Su)

At 15th level, the Druid no longer physically ages beyond the simple growth of hair, fingernails, etc. The Druid no longer receives Ability penalties to Constitution, Dexterity, & Strength for aging, and cannot be magically aged. Any penalties already received remain, however, and Ability bonuses still accrue.

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4.3: Fighter

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

1 +1 +2 +0 +0 +2 +0 Bonus Feat2 +2 +3 +0 +0 +2 +1 Bonus Feat3 +3 +3 +1 +1 +3 +04 +4 +4 +1 +1 +3 +0 Bonus Feat5 +5 +4 +1 +1 +3 +16 +6 +5 +2 +2 +4 +0 Bonus Feat7 +7 +5 +2 +2 +4 +18 +8 +6 +2 +2 +4 +0 Bonus Feat9 +9 +6 +3 +3 +5 +010 +10 +7 +3 +3 +5 +1 Bonus Feat11 +11 +7 +3 +3 +5 +012 +12 +8 +4 +4 +6 +1 Bonus Feat13 +13 +8 +4 +4 +6 +014 +14 +9 +4 +4 +6 +0 Bonus Feat15 +15 +9 +5 +5 +7 +116 +16 +10 +5 +5 +7 +0 Bonus Feat17 +17 +10 +5 +5 +7 +118 +18 +11 +6 +6 +8 +0 Bonus Feat19 +19 +11 +6 +6 +8 +020 +20 +12 +6 +6 +8 +1 Bonus Feat

Almost all societies and races have fighters among them, warriors who take the art of combat seriously and pursue it, for as many different reasons as there are fighters. From the tribes to the villages to the cities, fighters enjoy a great deal of respect on the harsh world of Athas.

Alignment

Any. Fighters can have any alignment, whether they fight for honor and justice or savagery and power.

Background

Fighters come from all backgrounds and circumstances. Slaves are bred to fight in the gladiatorial games. Tribes, merchant houses, and city-states train their own warriors for defense and attack. Many pursue their combat skills individually simply to augment their own abilities for survival.

Races

Fighters are from all races, but especially among the dwarves, humans, muls, nephilim, and tengu.

Multiclassing

Fighters can freely multiclass unless that class has a particular prohibition on multiclassing. Almost all classes benefit from becoming fighters.

Fighter Class Features

Hit Die

d10

Skill Points

2 + Int modifier

Fighter Class Skills

Climb (Str) Craft (any) (Int) Handle Animal (Cha) Intimidate (Cha) Jump (Str) Knowledge (Warcraft) (Int) Ride (Dex)

Starting Wealth

6d4 x 10 ceramic coins (cc).

Weapons & Armor

The Fighter is proficient with all simple & martial weapons, all light, medium, & heavy armors, and all shields.

Bonus Feat

At 1st level & 2nd level, and every even level after that (4 th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, & 20th), the Fighter gains a bonus feat from the Fighter Bonus Feat List below. The Fighter must still meet the requirements of the feat, however.

Fighter Bonus Feat List

Adaptive Fighting Armor Optimization Arrow Stab Berserker Rage Blind-fight Charged Jump Chariot Archery Chariot Charge

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Chariot Combat Chariot Sideswipe Chariot Trample Cleave Close-Quarters Fighting Combat Expertise Combat Reflexes Continuous Parry Corps-a-corps Death Blow Death Trance Defensive Shot Defensive Strike Destructive Rage Disarm Shot Dodge Dual Strike Exotic Weapon Proficiency Expert Tactician Extended Rage Extra Finesse Extra Rage Far Shot Finesse Grapple Finesse Trip Flurry of Strikes Great Cleave Greater Bind Greater Two-Weapon Fighting Greater Weapon Focus Greater Weapon Specialization Hold the Line Improved Bind Improved Bull Rush Improved Critical Improved Disarm Improved Feint Improved Grapple Improved Initiative Improved Overrun Improved Precise Shot Improved Rear Rank Fighting Improved Shield Bash Improved Sunder Improved Trip Improved Two-Weapon Fighting Improved Unarmed Strike Improvised Weapon Instantaneous Rage Intimidating Rage Knock-Down Lunge Manyshot Mobility Monkey Grip Mounted Archery Mounted Combat Mounting Leap Northern Staff, Northern Spear Off-Hand Parry Parry Phalanx Fighting Pin Shield Pommel Strike Point Blank Shot Power Critical Power Lunge Power Shot Precise Shot Prone Attack

Quick Draw Quick Sheath Rapid Reload Rapid Shot Rear Rank Fighting Ride-by Attack Riposte Sharp-Shooting Shield Charge Shield Expert Shot on the Run Slip Soft Strike Spirited Charge Spring Attack Stay on their Tail Superior Expertise Suppressive Fire Tagging Throw Anything Trample Two-Weapon Defense Two-Weapon Fighting Weapon Finesse Weapon Focus Weapon Specialization Whirlwind Attack

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4.4: Mage

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

1 +0 +2 +0 +2 +2 +1 Bonus Feat, Mentor, Weavesight2 +1 +3 +0 +3 +2 +0 Bonus Feat3 +1 +3 +1 +3 +3 +1 Slow Aging4 +2 +4 +1 +4 +3 +0 Bonus Feat5 +2 +4 +1 +4 +3 +16 +3 +5 +2 +5 +4 +0 Bonus Feat7 +3 +5 +2 +5 +4 +18 +4 +6 +2 +6 +4 +0 Bonus Feat9 +4 +6 +3 +6 +5 +110 +5 +7 +3 +7 +5 +0 Bonus Feat11 +5 +7 +3 +7 +5 +112 +6 +8 +4 +8 +6 +0 Bonus Feat13 +6 +8 +4 +8 +6 +114 +7 +9 +4 +9 +6 +0 Bonus Feat15 +7 +9 +5 +9 +7 +116 +8 +10 +5 +10 +7 +0 Bonus Feat17 +8 +10 +5 +10 +7 +118 +9 +11 +6 +11 +8 +0 Bonus Feat19 +9 +11 +6 +11 +8 +120 +10 +12 +6 +12 +8 +0 Bonus Feat

Mage Akashik Spells per Day

Level Spells per Day 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1 4 1 - - - - - - - -2 4 2 - - - - - - - -3 4 2 1 - - - - - - -4 4 3 2 - - - - - - -5 4 3 2 1 - - - - - -6 4 3 3 2 - - - - - -7 4 3 3 2 1 - - - - -8 4 3 3 3 2 - - - - -9 4 4 3 3 2 1 - - - -10 4 4 3 3 3 2 - - - -11 4 4 4 3 3 2 1 - - -12 4 4 4 3 3 3 2 - - -13 4 4 4 4 3 3 2 1 - -14 4 4 4 4 3 3 3 2 - -15 4 4 4 4 4 3 3 2 1 -16 4 4 4 4 4 4 3 3 2 -17 4 4 4 4 4 4 4 3 2 118 4 4 4 4 4 4 4 3 2 219 4 4 4 4 4 4 4 4 3 320 4 4 4 4 4 4 4 4 4 4

For thousands of years, a variety of mystics have studied the mysteries of the Akasha, that strange source of magic within them. One who has devoted himself to this force is a mage. Over the millennia the magi have developed a variety of traditions, organizations and philosophies of magic that train and support their members, their research, and their goals. Some traditions are highly organized, like the Villichi, and others are merely loose fraternities, like the sahajiya.

Alignment

Any non-Chaotic. The training and discipline required to master the Akashik magic in the ways proscribed by the traditions are too focused and disciplined for a chaotic mind to follow diligently. Any mage who changes to a chaotic alignment can no longer advance as a mage and will likely be thrown out of their tradition. They cannot return to their tradition unless the tradition's leadership and the mage's mentor agree to it, which likely will involve a quest of some sort, and the mage changes his alignment back to a non-chaotic one.

Background

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

All magi must join one of the following traditions:

The Ajami: These barbarian magi from the northern Bandit States are the youngest of the traditions, forged recently from the flames of battle. They are a loose fraternity of magi that concentrate on combat. All members are male and from the Bandit States.

The Fang Shih: Often known as sacred masons, the fang shih are a tradition that manipulates the Dragon Lines and Dragon Nests found throughout Athas. All members are dwarven.

The Hakima: Often known as dreamwalkers, these magi serve as the advisors of elven chiefs and are masters of the Dreamrealm, Bryn'bryssail. All members are female and elven.

The Nibelung: An ancient order of smiths that merge their craft and magic into works of war and wonder. All members are dwarven.

The Sahajiya: Known by many names, they are one of the most disorganized traditions, magi that constantly seek new experiences of all types and rarely conform to stability.

The Taftani: Known as Weavers of Wonderful Delight, they have a long history of making clockwork creations and golems with the Akasha, as well as other semi-magical devices.

The Veiled Alliance: A secret society of magi that practice their art in secret in the city-states and are adept at hiding from the Sorcerer-Kings.

The Villichi: One of the oldest traditions known, they are masters of intrigue and politics whose activities span the wastes of Athas. All members are women.

The Viziers: While almost all magi are killed once discovered in the city-states, a select few are chosen as viziers, who live and die at the whim of their ruler. All members are male.

Races

Magi are usually humans, genasi, half-elves, or elves. Few magi come from the thri-kreen or nephilim. Some races have specific traditions tied to them, while others only join the traditions if their cultures are lost to them.

Multiclassing

Magi can freely multiclass with any other class unless that class has a particular prohibition on multiclassing. They often multiclass as fighters, rogues, and Tao shih.

Since all magi are members of a tradition, a mage who has been left behind or been thrown out of their tradition cannot continue to advance as a mage until they have been accepted into another tradition, and lose the benefits of their mentor. If a mage multiclasses as an orphan, their weaves per day are considered separate, but are considered cast at their combined level.

Mage Class Features

Hit Die

d4

Skill Points

4 + Int modifier

Mage Class Skills

Alchemy (Int) Concentration (Con) Craft (any) (Int) Decipher Script (Int) Intimidate (Cha) Invert (Int) Knowledge (any) (Int) Profession (any) (Wis) Spellcraft (Int) Weavesight (Int)

Starting Wealth

3d4 x 10 ceramic coins (cc).

Weapons & Armor

The Mage is proficient with clubs, quarterstaffs, and daggers.

Spells & Spellcasting

The Mage can cast Akashik spells, as per the Akashik Spells per Day Table. He gains bonus spells per day according to his Intelligence bonus modifier. The Difficulty Class of an Akashik spell is 10 + casting level + Int modifier.

An Mage begins play with 1 Affinity and 1 Talent. He can purchase more Affinities and Talents with feats later on. If female, the Mage can choose Air, Spirit, or Water as beginning Affinity. If male, Earth, Fire, or Spirit can be chosen as a beginning Affinity. The Mage can choose any 1 Talent.

The Mage begins play with 8 common spells of 0 or 1 st level, including multilevel spells which include a 0 or 1st level. These starting spells do not have to be within his Talent, but they usually are. He can learn more spells using the Weavesight skill, usually learning them through his mentor and Tradition training.

For more information on Akashik magic and spellcasting, see Chapter 10: Of Akashik Magic.

Bonus Feat

At 1st land 2nd level, and every even level afterward (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, & 20th), the Mage gains a bonus feat from the Akashik Bonus Feat List below. The Mage must still meet the requirements of the feat, however.

Akashik Bonus Feat List

Affinity Focus Akasha-Heightened Senses Akashik Defense Brew Potion Combat Casting Craft Magic Arms and Armor

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Craft Rod Craft Staff Craft Talisman Craft Wand Craft Wondrous Item Delay Spell Empower Enlarge Spell Extra Affinity Extra Slot Extra Talent Forge Ring Greater Affinity Focus Greater Spell Penetration Magical Artisan Maximize Spell Multiweave Reach Spell Sanctum Spell Sculpt Spell Scribe Scroll Sense Residue Spell Penetration Spell Specialization Tie Off Weave Widen Spell

Mentor

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

Weavesight (Su)

At 1st level, the Mage gains a +4 competence bonus to all Weavesight skill checks.

Slow Aging (Su)

At 3rd level, the Mage's aging slows. Starting at 3rd level, divide the Mage's level by 2 (round up). That is the number of years that must pass for the Mage to physically age 1 year, reducing the rate of penalties to Constitution, Dexterity, and Strength. Other bonuses from aging occur normally, regardless of Slow Aging.

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4.5: Monk

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

1 +0 +2 +2 +2 +4 +0 Improved Unarmed Strike, Evasion, Flurry of Blows, 6th Sense, Bonus Feat

2 +1 +3 +3 +3 +5 +0 Bonus Feat3 +2 +3 +3 +3 +5 +1 Still Mind4 +3 +4 +4 +4 +6 +0 Slow Fall (20')5 +3 +4 +4 +4 +6 +0 Purity of Body6 +4 +5 +5 +5 +7 +1 Slow Fall (30'), Bonus Feat7 +5 +5 +5 +5 +7 +0 Wholeness of Body, Leap of the Clouds8 +6 +6 +6 +6 +8 +0 Slow Fall (40')9 +6 +6 +6 +6 +8 +1 Improved Evasion10 +7 +7 +7 +7 +9 +0 Chi Strike +1, Bonus Feat11 +8 +7 +7 +7 +9 +0 Diamond Body12 +9 +8 +8 +8 +10 +1 Chi Strike +213 +9 +8 +8 +8 +10 +0 Diamond Soul14 +10 +9 +9 +9 +11 +0 Chi Strike +3, Bonus Feat15 +11 +9 +9 +9 +11 +1 Slow Fall (Any)16 +12 +10 +10 +10 +12 +0 Chi Strike +417 +12 +10 +10 +10 +12 +0 Tongue of the Sun and Moons18 +13 +11 +11 +11 +13 +1 Chi Strike +5, Bonus Feat19 +14 +11 +11 +11 +13 +0 Timeless Body20 +15 +12 +12 +12 +14 +0 Perfect Self

Level Flurry of Blows Unarmed Damage Fast Movement (Tiny / Small / Medium / Large / Huge) (Base 15' / 20' / 30' / 40' / 50' / 60')

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

Thousands of years ago, a new religion began to emerge during the Green Age. It scorned followers of the Akasha as weak for needing outside help, pitied shamans for their slavery to the Way of Ten Thousand Things, and saw Tao shih as lost in their search for meaning outside the self. IT was called the Path of Enlightenment, and its followers emphasized that one could not reach a higher state of being, Enlightenment, without first understanding and mastering the Self and the Body. Only by mastering those can one reach an understanding with the rest of the universe and become immortal even. The practitioners of this new faith, simply called the Path, retreated to monasteries (earning the common name of “monk”) for centuries, developing a bewildering

array of martial arts that they finally unleashed during the Cleansing Wars.

Alignment

Any Lawful. The rigid training and discipline of the monk requires intense dedication to the Path, but while the Path encourages either balance or benevolence, its powers are often used for evil.

Background

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Monks usually come from very specific backgrounds, usually. Rarely are they seen in the cities, except for Nibenay and now Tyr, as most Sorcerer-Kings oppress any religion that defies them. Often, a hopeful monk must travel to a hidden monastery within the wastes of Athas, frequently in a mountainous or hilly area. The philosophy and fighting style of the monk, however, is still a fascination at the arenas, and so many slave-gladiators are allowed to learn their techniques for the amusement of the masses. Sometimes, monks are left as infants at a monastery, where their parents hope that they can grow up strong and protected from the ravages of slavery and raiding.

Races

Almost all races become monks, but some are better suited to the lifestyle of the monastery or the fighting style of the Path. Humans dominate the monasteries, but hybrid races (genasi, muls, half-elves, & nephilim) also abound, seeking to reconcile their dual heritages through meditation and discipline. Dwarves, too, are fond of the Path, and it is not unusual for a dwarf to leave his village and clan behind, seeking to make the Path his Focus. Elves and halflings rarely become monks, but do see the value of the unarmed combat taught by the monks, as it negates the need to carry weapons through the wastes and wilderness of Athas.

Multiclassing

Monks can freely multiclass with any other class unless that class has a particular prohibition on multiclassing. Orphans usually multiclass as fighters, rogues, or Tao shih.

Monk Class Features

Hit Die

d8

Skill Points

4 + Int modifier

Monk Class Skills

Alertness (Wis) Balance (Dex) Climb (Str) Concentration (Con) Craft (any) (Int) Diplomacy (Cha) Escape Artist (Dex) Jump (Str) Knowledge (arcana) (Int) Knowledge (religion) (Int) Perform (Cha) Profession (any) (Wis) Tumble (Dex)

Starting Wealth

5d4 ceramic coins (cc).

Weapons & Armor

Proficient with butterfly swords, clubs, light crossbows, heavy crossbows, daggers, handaxes, jittes, javelins, kamas, lajatangs, nekodes, nunchaku, quarterstaffs, sai, shurikens, sianghams, slings, three-section staffs, and tonfas. If wearing

armor, the Monk loses the following abilities until the armor is removed: 6th Sense, Evasion, Fast Movement, Flurry of Blows, Improved Evasion, Leap of the Clouds, Slow Fall, & Unarmed Base Attack.

Diamond Body, Diamond Soul, Evasion, Fast Movement, Improved Evasion, Improved Unarmed Strike, Leap of the Clouds, Perfect Self, Purity of Body, Slow Fall, Still Mind, Tongue of the Sun and Moon, Unarmed Damage, & Wholeness of Body

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

Bonus Feat

At 1st level, 2nd level, and 6th level, and every fourth level afterward (10th, 14th, and 18th), the Monk gains a bonus feat from the Monk Feat List below. If chosen as a bonus feat, the monk does not need to meet the prerequisites of the feat. As long as he can use the Class Abilities of the Monk class (such as by maintaining a Lawful alignment), he can use the feat as a Supernatural (Su) ability, as long as he does not have the prerequisites. If he does gain the prerequisites, he can use the feat as a (Su) ability, or as normal as the Monk wishes. However, a feat may not be as useful without another, such as taking Extra Stunning Fist without Stunning Fist first.

1. Blindsight, 5’ Radius2. Broom Sweep3. Choke Hold4. Circle Kick5. Death Trance6. Defensive Throw7. Deflect Missiles8. Eagle Claw Attack9. Extra Stunning Attacks10. Flying Kick11. Grappling Block12. Great Fortitude13. Great Throw14. Improved Chi Strike15. Improved Disarm16. Improved Grapple17. Improved Trip18. Iron Fists19. Iron Will20. Lightning Fists21. Lightning Reflexes22. Mantis Leap23. Pain Touch24. Roundabout Kick25. Stunning Fist26. Unbalancing Strike

Flurry of Blows (Ex)

The Monk uses the rules for this ability the same as the Monk class in the Player's Handbook. Also, the Monk can use the Flurry of Blows with these additional weapons: butterfly swords, clubs, jittes, kamas, lajatangs, nekodes, quarterstaffs, sai, three-section staffs, and tonfas.

6th Sense (Ex)

The Monk has developed a mystic 6th sense that alerts them to danger most of the time. When unarmored and unencumbered, the Monk adds his Wis modifier to his Defense, a bonus that is not lost when stunned, unprepared, ambushed, etc. The bonus is lost if immobilized, however.

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Chi Strike (Su)

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

Timeless Body (Su)

At 19th level, the Monk no longer physically ages beyond the simple growth of hair, fingernails, etc. The Monk no longer receives Ability penalties to Constitution, Dexterity, & Strength for aging, and cannot be magically aged. Any penalties already received remain, however, and Ability bonuses still accrue.

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4.6: Noble

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

1 +0 +0 +0 +0 +3 +3 Ancestral Weapon, Call In a Favor, Literacy, Nobility2 +1 +0 +0 +0 +4 +1 Inspire Confidence +13 +2 +1 +1 +1 +4 +0 Call In a Favor4 +3 +1 +1 +1 +4 +1 Command +15 +3 +1 +1 +1 +5 +0 Call In a Favor6 +4 +2 +2 +2 +5 +1 Inspire Confidence +27 +5 +2 +2 +2 +6 +0 Call In a Favor8 +6 +2 +2 +2 +6 +1 Command +29 +6 +3 +3 +3 +6 +0 Call In a Favor, Leadership10 +7 +3 +3 +3 +7 +1 Inspire Confidence +311 +8 +3 +3 +3 +7 +0 Call In a Favor12 +9 +4 +4 +4 +8 +1 Command +313 +9 +4 +4 +4 +8 +0 Call In a Favor14 +10 +4 +4 +4 +8 +1 Inspire Confidence +415 +11 +5 +5 +5 +9 +0 Call In a Favor16 +12 +5 +5 +5 +9 +1 Command +417 +12 +5 +5 +5 +10 +0 Call In a Favor18 +13 +6 +6 +6 +10 +1 Inspire Confidence +519 +14 +6 +6 +6 +10 +0 Call In a Favor20 +15 +6 +6 +6 +11 +1 Command +5

Almost all cultures have a caste of aristocrats that hold positions as warriors, land-owners, and rulers. Nobles are those that take the responsibilities of their position seriously and strive to be examples of the civilized world.

Alignment

Any. Nobles exert their power and influence in many ways, some through adherence to custom and law, others through trickery and lawlessness. Many strive to bring justice to their kinsmen through good acts, while others lord their power over others in an evil fashion.

Backgrounds

While most are born into their position, many also earn their position through action or wealth. Without the sponsorship or acknowledgement of his peers, however, a noble is simply not a noble. The three most common backgrounds for a noble are listed below, but it is rare for any of the three to respect the status of the other types:

City-State Aristocracy: The descendents of warriors who aided their particular Sorcerer-King’s rise to power and helped him maintain it. They have close-knit, if cutthroat, communities throughout the cities, and a noble from a foreign city can expect to have his position respected by the nobles of another city, as befits the ancient treaties.

Merchant Houses: Members of the Merchant Houses have their own dynasties, preserved by ancient accords and traditions. Those employed by the House as an agent are also considered “noble” for the purposes of this class.

Tribal Nobility: The ruling class of the tribes of Athas, whether it is a member or offspring of a village elder, halfling or elf tribe, a dwarf with the Blood of Kings, or an emissary with authority to speak for a tribe or village by decree of its rulers.

Races

Humans are by far the most common members of the noble class, but almost any race can be granted the rights the noble by the city-states. Ancient families among the dwarves, elves, and tengu still wield most of the power within their societies, and halflings still posses an aristocracy of their own, even though it is hard for non-halflings to distinguish them. Thri-kreen have no noble class among themselves, and one granted nobility by a city-state would be an extremely unique individual.

Multiclassing

Nobles can freely multiclass with any other class unless that class has a particular prohibition on multiclassing. Nobles usually multiclass as fighters, Tao shih, or templars.

However, there are a few special considerations when multiclassing. While a noble multiclassing into another class is easy, another class multiclassing into a noble is more difficult. You must already have been granted noble status by the appropriate authority (be it Sorcerer-King, noble family adoption, Merchant House promotion, skjaeren blessing, chief’s decree, etc.) to gain levels in this class.

A noble who loses his position can no longer advance as a noble, and loses all class abilities. He can not advance any farther or regain his abilities unless he regains his position or gains a similar one in another culture. If such a loss occurs, all unused Favors are lost permanently. Even if he regains his title, his footing is no longer as sure as it once was, or as prestigious.

Noble Class Features

Hit Die

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d8

Skill Points

4 + Int modifier

Noble Class Skills

Appraise (Int) Bluff (Cha) Diplomacy (Cha) Gather Information (Cha) Intimidate (Cha) Knowledge (any) (Int) Language (Int) Perform (Cha) Profession (any) (Wis) Ride (Dex) Sense Motive (Wis)

Starting Wealth

5d6 x 10 iron coins (ic).

Weapons & Armor

Nobles are proficient with all simple & martial weapons, all light, all medium, & all heavy armors and all shields (except tower shields).

Ancestral Weapon (Su)

The ancient families of Athas, whether from the city-states, tribal cultures, or even the merchant houses, gained their rights and kept them as warriors. While by no means are most Nobles professional warriors in a league with the Fighter class, their predecessors have handed down weapons throughout time that carry the spirit of their previous owners, allowing the rightful wielder the blessings of his ancestors.

You begin play with one ancestral weapon. The weapon can be made of any material you like, but steel, if possible, is often the most common among the nobility, and it is a masterwork item. As you increase in power, the weapon likewise manifests supernatural powers as you invest some of your experiences into it and awaken the spirits of your ancestors within.

At any time, you can pray and plead with your ancestors, summoning their strength in your weapon and asking for aid. You awaken their energy by investing some of your own soul, in the form of Experience Points, into the weapon. The process is an exhausting set of rituals, unique to your race, clan, family, tribe, village, etc. The rituals take 1 day per 40 XP spent, spending at least 8 hours each day without food or rest in secluded meditation or other ceremonies in a specially prepared place. These days must be continuous, and any interruption causes the ritual to fail, but does not expend XP. The Noble cannot spend XP if spending it would cause him to lose an experience level, but he can choose not to advance in level for the purposes of investing his XP in his weapon.

The values listed on the Ancestral Weapon Table are the total sacrifice required and the minimum class level associated with the bonus. If a Noble already has a +3 longsword, he can raise to a +4 longsword by spending an additional 560 XP and spending 2 weeks in ritual seclusion. If a Noble wishes to remove a power invested in his blade (perhaps to replace it with another power), he may do so by enacting the

appropriate ritual for 8 hours. The selected power is forever lost, as are the XP invested in it.

Until the weapon is enchanted this way, it is just a masterwork weapon. In the hands of any other but the Noble it is again only a masterwork weapon, with no magical properties.

A weapon can’t actually have a bonus higher than +5. Use these lines and the Dungeon Master’s Guide to determine cost when special abilities are added.

Ancestral Weapon Table

Bonus XP Sacrifice Min. Level

+1 80 4th

+2 320 7th

+3 720 9th

+4 1,280 11th

+5 2,000 13th

+6 2,880 14th

+7 3,920 15th

+8 5,120 16th

+9 6,480 17th

+10 8,000 18th

Call in a Favor (Ex)

At 1st level, and every odd level afterward (3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, & 19th), the noble gains the ability to call in a single favor, gaining access to information or equipment most can't without the trouble of making a Skill check or paying. The noble must make a Charisma check, adding his levels in noble, with a DC determined by the GM, usually 10 for simple favors, or 25 for very expensive or illegal ones. The noble can't take 10 or 20 on this check, nor can he retry the check for the same favor. However, if the check fails, the favor is not considered "spent". He could use the ability again for a different favor. A noble can accumulate favors if he doesn't use the previous ones gained. The unused favors don't expire, but the noble cannot have more than 5 unused favors "stored". Excess favors beyond those 5 are lost. Favors should not be indispensable to the success or failure of an adventure nor replace good role-playing. The GM may disallow any favor he deems detrimental to the game.

Literacy

At 1st level, the noble becomes literate in all languages he knows. Unlike most, it is legal for nobles to read and write in the city-states. This ability is not gained if the character had another class first and multiclassed into the Noble class, nor is it lost if the character can no longer advance as a Noble for any reason.

Nobility

You are considered a noble among your people, according to your region. You are considered to have the Aristocrat, Blood of Kings, Highborn, or Mercantile Agent feat for all intents and purposes, as appropriate for your region or circumstance. See the Multiclassing section for rules concerning multiclassing and these feats.

Inspire Confidence (Ex)

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At 2nd level, the noble can inspire those around him. To inspire, the noble must speak for at least 1 round, then make a Diplomacy check with a DC of 10 + 1 per 5 allies affected, and the allies must be able to clearly hear him. An ally so inspired gains a +1 Competence bonus to attacks, +1 Competence bonus to all Skill checks, and +1 Competence bonus to Willpower saving throws. The bonuses increase to +2 at 6th level, +3 at 10th level, +4 at 14th level, and +5 at 18th

level. The effect begins as soon as the speech ends and lasts for 10 minutes per round the noble spent inspiring his allies, up to a maximum of 5 hours. The noble can Inspire Confidence once per day and, whether the attempt fails or succeeds, cannot attempt to Inspire Confidence again for 24 hours.

Command (Ex)

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

Leadership (Ex)

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

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4.7: Orphan

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

1 +0 +0 +2 +2 +3 +0 Block, Overchanneling Competence2 +1 +0 +3 +3 +4 +0 Bonus Feat3 +1 +1 +3 +3 +4 +1 Slow Aging4 +2 +1 +4 +4 +4 +15 +2 +1 +4 +4 +5 +1 Bonus Feat6 +3 +2 +5 +5 +5 +27 +3 +2 +5 +5 +6 +28 +4 +2 +6 +6 +6 +2 Bonus Feat9 +4 +3 +6 +6 +6 +310 +5 +3 +7 +7 +7 +311 +5 +3 +7 +7 +7 +3 Bonus Feat12 +6 +4 +8 +8 +8 +413 +6 +4 +8 +8 +8 +414 +7 +4 +9 +9 +8 +4 Bonus Feat15 +7 +5 +9 +9 +9 +516 +8 +5 +10 +10 +9 +517 +8 +5 +10 +10 +10 +5 Bonus Feat18 +9 +6 +11 +11 +10 +619 +9 +6 +11 +11 +10 +620 +10 +6 +12 +12 +11 +6 Bonus Feat

Orphan Akashik Spells per Day

Level Spells per Day 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1 2 1 - - - - - - - -2 3 1 1 - - - - - - -3 3 2 1 1 - - - - - -4 4 2 2 1 - - - - - -5 4 2 2 1 1 - - - - -6 5 3 2 2 1 - - - - -7 5 3 3 2 1 1 - - - -8 6 3 3 2 2 1 - - - -9 6 4 3 3 2 1 1 - - -10 6 4 4 3 2 2 1 - - -11 6 4 4 3 3 2 1 - - -12 6 4 4 4 3 2 1 1 - -13 6 5 4 4 3 3 2 1 - -14 6 5 5 4 4 3 2 1 - -15 6 5 5 4 4 4 2 1 1 -16 6 5 5 5 4 4 3 2 1 -17 6 6 5 5 4 4 3 2 1 118 6 6 6 5 5 4 4 2 1 119 6 6 6 5 5 4 4 3 2 120 6 6 6 6 5 5 4 3 2 1

While some magi receive intensive training and can fall back upon the support of others of their kind, the orphan must make his way in the world alone. They are usually tougher and more resourceful than their trained brethren, but often lack the necessary skill with the Akasha to rival a learned mage.

Alignment

Any. The Akashik orphan is by nature a non-conformist and self-reliant individual, and can be drawn towards a wide variety of philosophies and moralities.

Background

Orphans are often loners and wanderers, but others serve societies, such as raiders and slave villages, that have no formal magi of their own. Many were marked for membership by a tradition but refused to adhere to their rules or goals, and ran. A few traditions, like the Villichi, continue to maintain that such runners are still members, while most have little care or resources to waste tracking down those not interested.

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Races

Orphans develop in all races, and among halflings, nephilim, tengu, and thri-kreen are far more common, if still rarer, than magi. They are often given little respect, however, since most prefer to deal with the tried and trusted traditions.

Multiclassing

Orphans can freely multiclass with any other class unless that class has a particular prohibition on multiclassing. Orphans usually multiclass as fighters, rangers, or rogues.

If an orphan multiclasses as a mage, their spells per day are considered separate, but are considered cast at their combined level.

Orphan Class Features

Hit Die

d6

Skill Points

4 + Int modifier

Orphan Class Skills

Concentration (Con) Craft (any) (Int) Intimidate (Cha) Invert (Int) Knowledge (Arcana) (Int) Profession (any) (Wis) Sense Motive (Wis) Spellcraft (Int) Survival (Wis) Weavesight (Int)

Starting Wealth

3d4 x 10 ceramic coins (cc).

Weapons & Armor

Orphans are proficient with all simple weapons and all light armors.

Spells & Spellcasting

The Orphan can cast Akashik spells, as per the Akashik Spells per Day Table. He gains bonus spells per day according to his Intelligence bonus modifier. The Difficulty Class of an Akashik spell is 10 + casting level + Int modifier.

An Orphan begins play with 1 Affinity and 1 Talent. He can purchase more Affinities and Talents with feats later on. If female, the Orphan can choose Air, Spirit, or Water as beginning Affinity. If male, Earth, Fire, or Spirit can be chosen as a beginning Affinity. The Orphan can choose any 1 Talent.

The Orphan begins play with 6 common spells of 0 or 1st

level, including multilevel spells which include a 0 or 1st

level. These starting spells do not have to be within his Talent, but they usually are. At each additional level, you can learn one additional spell of any level he can cast. These are

spells the Orphan has managed to “figure out” on his own. They can also learn new spells using the Weavesight skill.

For more information on Akashik magic and spellcasting, see Chapter 10: Of Akashik Magic.

Block (Su)

An Orphan cannot cast spells without an emotional trigger. This a defense mechanism that the Akasha develops within the Orphan to protect the caster from the dangers of unschooled learning. The Block persists even after the Orphan has learned to control the Akasha. Typical Blocks include the need to be angry, fearful, excited, lustful, etc. Regardless of the Block's nature, it requires effort to reach that state. The Orphan must, as a full-round action, make a Concentration check against DC 15 (the GM may lower or raise the DC depending upon the orphan's current state). Once this has been achieved, the Orphan may maintain that state for an hour and channel freely without having to roll again. An Orphan's emotions affect everything he does, so the Orphan should act appropriately while channeling or lose the necessary emotional state.

Overchanneling Competence

Orphans are more used to rigors of overchanneling and the risks that accompany unsupervised exploration of the Akasha. As a result, they get a +5 competence bonus on Concentration checks when attempting to overchannel, as well as a +5 competence bonus to Fortitude saves when they fail at overchanneling.

Bonus Feat

At 1st level and 2nd level, and every even level afterward (4 th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, & 20th), the Orphan gains a bonus feat from the Akashik Bonus Feat List below. The Orphan must still meet the requirements of the feat, however.

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

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Tie Off Weave Widen Spell

Slow Aging (Su)

At 3rd level, the Orphan's aging slows. Starting at 3rd level, divide the Orphan's level by 2 (round up). That is the number of years that must pass for the Orphan to physically age 1 year, reducing the rate of penalties to Constitution, Dexterity, and Strength. Other bonuses from aging occur normally, regardless of Slow Aging.

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

1 +1 +2 +0 +0 +3 +0 1st Favored Enemy, Track, Wild Empathy2 +2 +3 +0 +0 +4 +0 Bonus Feat3 +3 +3 +1 +1 +4 +1 Endurance4 +4 +4 +1 +1 +4 +0 Animal Companion5 +5 +4 +1 +1 +5 +0 2nd Favored Enemy 6 +6 +5 +2 +2 +5 +1 Bonus Feat7 +7 +5 +2 +2 +6 +0 Woodland Stride8 +8 +6 +2 +2 +6 +0 Swift Tracker9 +9 +6 +3 +3 +6 +1 Evasion10 +10 +7 +3 +3 +7 +0 3rd Favored Enemy 11 +11 +7 +3 +3 +7 +0 Bonus Feat12 +12 +8 +4 +4 +8 +113 +13 +8 +4 +4 +8 +0 Camouflage14 +14 +9 +4 +4 +8 +015 +15 +9 +5 +5 +9 +1 4th Favored Enemy 16 +16 +10 +5 +5 +9 +017 +17 +10 +5 +5 +10 +0 Hide in Plain Sight18 +18 +11 +6 +6 +10 +119 +19 +11 +6 +6 +10 +020 +20 +12 +6 +6 +11 +0 5th Favored Enemy

Ranger Spells per Day

Level Spellcasting Advancement 1st 2nd 3rd 4th

1 - - - -2 - - - -3 - - - -4 0 - - -5 0 - - -6 1 - - -7 1 - - -8 1 0 - -9 1 0 - -10 1 1 - -11 1 1 0 -12 1 1 1 -13 1 1 1 -14 2 1 1 015 2 1 1 116 2 2 1 117 2 2 2 118 3 2 2 119 3 3 3 220 3 3 3 3

Ranger Divine Spells Known

Level Spells Known 1st 2nd 3rd 4th

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

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9 2 0 - -10 2 2 - -11 2 2 0 -12 2 2 2 -13 2 2 2 -14 3 2 2 015 3 2 2 216 3 3 2 217 3 3 3 218 4 3 3 219 4 4 4 320 4 4 4 4

Rangers are a vital part of Athasian life. These masters of nature travel the wastes of Athas, guiding both caravan’s and raiders across the vast wilderness. Many make alliances with

druids to defend the fragile and nearly destroyed ecology of Athas. Yet others work independently or for the city-states as scouts and investigators.

Alignment

Any non-Lawful. Rangers are traditionally more at home in the wilderness than in civilization, giving them a free spirit that often chafes at the shackles of the city-states. While they do make arrangements with employers or tribes from time to time, this usually a matter of pragmatism and convenience, if not a consequence of outright slavery. Good and evil are concepts a ranger often considers “fluid,” just as in nature itself, although many adopt a code all their own that adheres to some form of moral judgement as a discipline tool that helps keep their decision-making skills sharp in the desert.

Background

Rangers come a wide variety of backgrounds, but the most common is that of nomadic tribesfolk Desert wanderers produce more than their fair share of scouts and trailblazers. Escaped slaves often become rangers as well, forced to adapt to the wilderness or die. Few city-dwellers become rangers, but some do specializing in tracking others down as bounty hunters or working as beast handlers and scouts for the gladiatorial arenas.

Races

The races of Athas are all well-suited to becoming rangers, as the harsh wastes of Athas demand skilled pathfinders and survivalists. However, some races excel at the art. Elves and thri-kreen especially are appreciative of rangers, as their constantly travelling tribes and clutches require their skills. Half-elves and humans, with their own penchant for wandering and need for new experiences also produce a number of rangers. Halfling heroes are often rangers, as only experienced woodsman dare to brave the dangers of the Forest Ridge, and their scouts are highly prized by the city-states. Dwarves and tengu, because of their emphasis on work and civilization, rarely become rangers.

Multiclassing

Rangers can freely multiclass with any other class unless that class has a particular prohibition on multiclassing. Orphans usually multiclass as druids, fighters, or rogues.

Ranger Class Features

Hit Die

d10

Skill Points

6 + Int modifier

Ranger Class Skills

Alertness (Wis) Climb (Str) Concentration (Con) Craft (any) (Int) Handle Animal (Cha) Heal (Wis) Jump (Str) Knowledge (geography) (Int) Knowledge (nature) (Int) Profession (any) (Wis) Ride (Dex) Search (Int) Stealth (Dex) Survival (Wis) Use Rope (Dex)

Starting Wealth

6d4 x 10 ceramic coins (cc).

Weapons & Armor

Proficient with all simple & martial weapons, all light & medium armors, and all shields.

Spells & Spellcasting

The Ranger uses the same spellcasting rules as the Ranger class in the Player's Handbook, except where noted below. See Chapter 9: Of Divine Magic for the revised Ranger Spell List.

However, they do not prepare their spells in advance like the Ranger in the Player’s Handbook. Instead, they are limited to spells granted them as gifts by the spirits, the kami. These spells are chosen from the revised Ranger Spell List. A Ranger gains extra spells known according to his Charisma bonus, in the same way that his Wisdom bonus gains him extra spells per day to cast.

As mentioned earlier, a Ranger need not memorize and prepare his spells in advance. He may use a higher level slot to cast a lower level spell if he chooses. The spell is still treated as its actual level, not the level used to cast it.

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To learn or cast a spell the Ranger must have a Charisma score of at least 10 + the spell’s level, but the Difficulty Class of the spell is still dependent on his Wisdom score.

Animal Companion, Endurance, Evasion, Favored Enemy, Swift Tracker, Track, Wild Empathy, & Woodland Stride

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

Camouflage (Ex)

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

Hide in Plain Sight (Ex)

While in any sort of natural terrain, a Ranger of can use the Stealth skill even while being observed.

Bonus Feat

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

Ranger Bonus Feat List

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

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

1 +0 +0 +2 +0 +4 +0 Sneak Attack +1d6, Trapfinding2 +1 +0 +3 +0 +5 +1 Evasion3 +2 +1 +3 +1 +5 +0 Sneak Attack +2d6, Trap Sense +14 +3 +1 +4 +1 +6 +0 Uncanny Dodge5 +3 +1 +4 +1 +6 +1 Sneak Attack +3d66 +4 +2 +5 +2 +7 +0 Trap Sense +27 +5 +2 +5 +2 +7 +1 Sneak Attack +4d68 +6 +2 +6 +2 +8 +0 Improved Uncanny Dodge9 +6 +3 +6 +3 +8 +0 Sneak Attack +5d6, Trap Sense +310 +7 +3 +7 +3 +9 +1 Special Ability11 +8 +3 +7 +3 +9 +0 Sneak Attack +6d612 +9 +4 +8 +4 +10 +1 Trap Sense +413 +9 +4 +8 +4 +10 +0 Sneak Attack +7d6, Special Ability14 +10 +4 +9 +4 +11 +015 +11 +5 +9 +5 +11 +1 Sneak Attack +8d6, Trap Sense +516 +12 +5 +10 +5 +12 +0 Special Ability17 +12 +5 +10 +5 +12 +1 Sneak Attack +9d618 +13 +6 +11 +6 +13 +0 Trap Sense +619 +14 +6 +11 +6 +13 +0 Sneak Attack +10d6, Special Ability20 +15 +6 +12 +6 +14 +1

Rogues are mostly the byproduct of civilization, but even the lone wanderers of the deserts and the tribal raiders of Athas have their heroes who rely more on guile and dexterity than brute force. Rarely warriors, rogues often flout authority, an especially dangerous habit in the city-states of the Sorcerer-Kings and templars. But it is in the city-states that the best treasure is to be found...

Alignment

Any but Lawful Good. Rogues come from all stripes and shades of society, but those who believe the most and honor and order would hesitate to participate in the sneaky and underhanded techniques rogues are infamous for.

Background

Most rogues come from the city-states, growing up as orphans on the street or escaped slaves relying on stealth and thievery to survive, afraid to take their chances in the wastes beyond. Others come from the Merchant Houses, where a good smuggler is worth his weight in gold, as well as assassins that are the favorites pastime of nobles. Even raiding tribes and halflings often make use of the rogue as an advance scout.

Races

By far, the greatest percentage of rogues are human. The mercurial nature of humans and their hold on the cities gives them ample opportunity and enticement into the shadowy world of the rogue. Half-elves and muls often become rogues as well, seeking to survive beneath the notice of the templars and former kinsmen. Halflings make excellent rogues once properly trained. The most famous rogues, though, are the elves, as the class defines the image of most elves as liars, thieves, and braggarts. Nephilim, tengu, and thri-kreen rarely become rogues, because of physical and cultural limitations.

Multiclassing

Rogues can freely multiclass with any other class unless that class has a particular prohibition on multiclassing. Orphans usually multiclass as fighters, monks, or rangers.

Rogue Class Features

Hit Die

d6

Skill Points

8 + Int modifier

Rogue Class Skills

Alertness (Wis) Appraise (Int) Balance (Dex) Bluff (Cha) Climb (Str) Craft (any) (Int) Decipher Script (Int) Diplomacy (Cha) Disable Device (Dex) Disguise (Cha) Escape Artist (Dex) Forgery (Int) Gather Information (Cha) Intimidate (Cha) Jump (Str) Open Lock (Dex) Perform (Cha) Profession (any) (Wis) Read Lips (Int) Search (Int) Sense Motive (Wis)

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

Starting Wealth

5d4 x 10 ceramic coins (cc).

Weapons & Armor

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

Evasion, Improved Uncanny Dodge, Special Ability, Trapfinding, Trap Sense & Uncanny Dodge

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

Sneak Attack

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

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4.10: Tao Shih

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

1 +0 +1 +1 +2 +2 +0 Tao Sensitive, Tao Skill Points, Bonus Feat2 +1 +2 +2 +3 +2 +0 Bonus Feat3 +2 +2 +2 +3 +3 +14 +3 +2 +2 +4 +3 +0 Bonus Feat5 +3 +3 +3 +4 +3 +0 Tao Weapon +1d46 +4 +3 +3 +5 +4 +17 +5 +4 +4 +5 +4 +0 Comprehend Speech8 +6 +4 +4 +6 +4 +0 Bonus Feat, Tao Talisman +29 +6 +4 +4 +6 +5 +110 +7 +5 +5 +7 +5 +011 +8 +5 +5 +7 +5 +012 +9 +6 +6 +8 +6 +1 Bonus Feat13 +9 +6 +6 +8 +6 +0 Tao Weapon +2d414 +10 +6 +6 +9 +6 +015 +11 +7 +7 +9 +7 +1 Tao Talisman +416 +12 +7 +7 +10 +7 +0 Bonus Feat17 +12 +8 +8 +10 +7 +018 +13 +8 +8 +11 +8 +119 +14 +8 +8 +11 +8 +020 +15 +9 +9 +12 +8 +0 Bonus Feat

Tao shih are the inheritors of the ancient Tao religion. They sense and perceive the Tao energy that permeates and binds together the universe. While anyone can learn to sense and use the Tao, the Tao shih devote themselves to its inner secrets and advanced techniques. They are in high demand by both the populace and the Sorcerer-Kings.

Alignment

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

Background

Tao shih come from all walks among life, and often it is their ability with the Tao that chooses them and not the other way around. It is as common to find Tao shih in the wilderness as it is in the city-states. Those in the wilderness are often trained by village elders or wise hermits who see potential in the future Tao shih. Those of the city often are enrolled when young in various Academies and schools throughout the city-states, whether they are noble or freeman. Tao shih slaves are also considered highly valuable.

Races

Tao shih come from all races, and some place a particular emphasis on a Tao shih’s service to the race. Tao shih are venerated among the tengu and thri-kreen as holy, while elves value their abilities in negotiations, and dwarves admire the discipline and order that many display, much like monks.

Multiclassing

Tao shih can freely multiclass with any other class unless that class has a particular prohibition on multiclassing. Tao shih usually multiclass as fighters, monks, or rogues.

Tao Shih Class Features

Hit Die

d8

Skill Points

4 + Int modifier

Tao Shih Class Skills

Alchemy (Int) Alertness (Wis) Concentration (Con) Craft (any) (Int) Heal (Wis) Intimidate (Cha) Knowledge (any) (Int) Profession (any) (Wis) Sense Motive (Wis)

Starting Wealth

3d4 x 10 ceramic coins (cc).

Weapons & Armor

Proficient with all simple weapons and all light armors.

Tao Sensitive

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The Tao Shih gains the Tao Sensitive feat for free at 1st level.

Tao Skill Points

In addition to his normal skill points gained at each level to spend, the Tao Shih gains additional skill points that can only be spent on Tao skills. For every modifier bonus to an ability, the Tao Shih gains an identical number of skill points that can only be spent on a Tao skill with a corresponding key ability. These points can be spread among different skills, as long as they share the same key ability. The Tao Shih must still abide by all the normal rules concerning skills and skill points, such as rank limits, etc. If the Tao Shih cannot spend any skill points on Tao skills with the relevant key ability (such as Tao skills which have feat prerequisites), then those skill points are lost.

Example: If the Tao Shih had an Intelligence of 14 and a Constitution of 16, he would have 2 extra skill points per level to spend on Tao skills with the Intelligence key ability and 3 extra skill points per level to spend on Tao skills with the Constitution key ability.

Bonus Feat

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

Tao Shih Feat List

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

Tao Weapon (Sp)

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

level, the imbued weapon deals +1d4 damage. At 13th level, the imbued weapon deals +2d4 damage.

Tao Talisman (Sp)

At 8th level, the Tao Shih can imbue a small item of personal significance with the power of the Tao. It takes a full day and the expenditure of 1 joss point to imbue an item this way, and only 1 item may imbued with this power at any time and only works for the Tao Shih that made it. Once imbued, the talisman bearer gains a +2 Tao bonus to saving throws

against any Tao skill or Tao feat. At 15 th level, the Tao Shih can use the same process to augment the talisman to provide a +4 Tao bonus instead.

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4.11: Templar

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

1 +0 +0 +0 +2 +2 +3 1st Domain, Literacy, Reputation 2 +1 +0 +0 +3 +2 +4 Scribe Scroll3 +2 +1 +1 +3 +3 +4 Turn / Rebuke Undead4 +3 +1 +1 +4 +3 +5 Secular Authority5 +3 +1 +1 +4 +3 +5 2nd Domain6 +4 +2 +2 +5 +4 +67 +5 +2 +2 +5 +4 +68 +6 +2 +2 +6 +4 +79 +6 +3 +3 +6 +5 +7 3rd Domain10 +7 +3 +3 +7 +5 +811 +8 +3 +3 +7 +5 +812 +9 +4 +4 +8 +6 +913 +9 +4 +4 +8 +6 +9 Leadership14 +10 +4 +4 +9 +6 +1015 +11 +5 +5 +9 +7 +1016 +12 +5 +5 +10 +7 +1117 +12 +5 +5 +10 +7 +1118 +13 +6 +6 +11 +8 +1219 +14 +6 +6 +11 +8 +1220 +15 +6 +6 +12 +8 +13

Spells per Day

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

1 3 1 - - - - - - - -2 4 2 - - - - - - - -3 4 2 1 - - - - - - -4 5 3 2 - - - - - - -5 5 3 2 1 - - - - - -6 5 3 3 2 - - - - - -7 6 4 3 2 1 - - - - -8 6 4 3 3 2 - - - - -9 6 4 4 3 2 1 - - - -10 6 4 4 3 3 2 - - - -11 6 5 4 4 3 2 1 - - -12 6 5 4 4 3 3 2 - - -13 6 5 5 4 4 3 2 1 - -14 6 5 5 4 4 3 3 2 - -15 6 5 5 4 4 4 3 2 1 -16 6 5 5 5 4 4 3 3 2 -17 6 5 5 5 5 4 4 3 2 118 6 5 5 5 5 4 4 3 3 219 6 5 5 5 5 5 4 4 3 320 6 5 5 5 5 5 4 4 4 4

Templar Divine Spells Known

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

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

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8 8 4+2 4+2 3+2 2+2 - - - - -9 8 5+3 4+3 3+3 2+3 1+3 - - - -10 9 5+3 5+3 4+3 3+3 2+3 - - - -11 9 5+3 5+3 4+3 3+3 2+3 1+3 - - -12 9 5+3 5+3 4+3 4+3 3+3 2+3 - - -13 9 5+3 5+3 4+3 4+3 3+3 2+3 1+3 - -14 9 5+3 5+3 4+3 4+3 4+3 3+3 2+3 - -15 9 5+3 5+3 4+3 4+3 4+3 3+3 2+3 1+3 -16 9 5+3 5+3 4+3 4+3 4+3 3+3 3+3 2+3 -17 9 5+3 5+3 4+3 4+3 4+3 3+3 3+3 2+3 1+318 9 5+3 5+3 4+3 4+3 4+3 3+3 3+3 3+3 2+319 9 5+3 5+3 4+3 4+3 4+3 3+3 3+3 3+3 2+320 9 5+3 5+3 4+3 4+3 4+3 3+3 3+3 3+3 3+3

Sorcerer-King / Queen City State Alignment Favored Weapon Domains

Abalach-Re (Q) Raam Neutral Evil Scimitar ChaosEvilHealingMagicTrickeryWar

Andropinis (K) Balic Lawful Evil Longsword EvilKnowledgeLawProtectionTradeTravel

Daskinor (K) Eldaarich Chaotic Evil Light Crossbow ChaosDestructionEvilProtectionTrickeryTyranny

Dregoth (K) New Giustenal Chaotic Evil Longsword ChaosDeathDestructionEvilMagicUndeath

Hamanu (K) Urik Lawful Evil Bastard Sword EvilLawProtectionStrengthTyrannyWar

Lalali-Puy (Q) Gulg Lawful Evil Longspear AnimalCharmHealingLawPlantProtection

Nibenay (K) Nibenay Lawful Evil Dagger DarknessEvilKnowledgeLawTradeTrickery

Oronis (K) Kurn Lawful Good Heavy Mace GoodHealingKnowledge

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MagicPlantProtection

Tectuktitlay (K) Draj Neutral Evil Morningstar DeathEvilLawStrengthTyrannyWar

The Sorcerer-Kings keep their domains in line with their own orders of priests. The templars make and enforce laws, command the city’s guards and soldiers, and wield divine power granted them by their masters. Some are good people trying to use the system to alleviate the suffering of the citizens; they typically don’t last long. Others are slavish devotees or order and law, who see it as their prime purpose in life to keep the caravans running on schedule. Most are power-hungry egotists and sycophants, who serve the Sorcerer-Kings in order to enrich themselves at any cost. They play the most dangerous game of all, for the Sorcerer-Kings despise ambition that exceeds their own.

Alignment

A Templar has the same restrictions regarding his alignment & that of his patron Sorcerer-King as the Cleric class in the Player's Handbook has regarding their patron deity.

Background

Almost all templars come from the city-states they serve. Occasionally, an opportunistic social-climber will leave his tribe or village and make his way to a city-state, hoping to gain power as a templar. Sorcerer-Kings have even been known to elevate foreign citizens to templar status to serve as spies in their native lands.

Races

The overwhelming majority of templars are human, as the majority of city-state citizens are human as well. Other races, if removed from their racial culture, usually through their own nefarious actions, often seek templar status, either as protection or revenge. All races can be accepted as templars by the Sorcerer-Kings, as long as they obey.

Multiclassing

Rogues can freely multiclass with any other class unless that class has a particular prohibition on multiclassing. Templars usually multiclass as fighters, rogues, or Tao shih.

Templar Class Features

Hit Die

d8

Skill Points

2 + Int modifier

Templar Class Skills

Alchemy (Int)

Bluff (Cha) Concentration (Con) Diplomacy (Cha) Forgery (Int) Gather Information (Cha) Intimidate (Cha) Knowledge (any) (Int) Profession (any) (Wis) Sense Motive (Wis) Spellcraft (Int)

Starting Wealth

5d4 x 10 ceramic coins (cc).

Weapons & Armor

All templars are proficient with all simple weapons, all light, medium, & heavy armors, and all shields.

Spells & Spellcasting

The Templar uses the same spellcasting rules as the Cleric class in the Player's Handbook, except where noted below. See Chapter 9: Of Divine Magic for the Templar Spell List.

However, they do not prepare their spells in advance like the Cleric in the Player’s Handbook. Instead, they are limited to spells granted them as gifts by the Sorcerer-Kings These spells are chosen from the Templar Spell List. A Templar gains extra spells known according to his Charisma bonus, in the same way that his Wisdom bonus gains him extra spells per day to cast.

As mentioned earlier, a Templar need not memorize and prepare his spells in advance. He may use a higher level slot to cast a lower level spell if he chooses. The spell is still treated as its actual level, not the level used to cast it.

To learn or cast a spell the Templar must have a Charisma score of at least 10 + the spell’s level, but the Difficulty Class of the spell is still dependent on his Wisdom score.

Templars write their spells on ofudas. An ofuda is a small slip of paper usually about half the size of an envelope with holy characters written on it. The ofudas serve as divine focus items and must be read as part of the spellcasting process. Templars can still use the Scribe Scroll feat to create scrolls that store the power of their spells for later use as normal.

Turn / Rebuke Undead

The templar uses the same rules for this ability as the Cleric class in the Player's Handbook. A templar gains the ability to turn or rebuke undead at 3rd level.

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Domains, Favored Weapons, & Sorcerer-Kings / Queens

All templars are the mortal servants of the immortal Sorcerer-Kings (and the few Sorcerer-Queens) that rule the city-states scattered around the desert wastes of Athas. Each Sorcerer-King has access to certain divine Domains and a Favored Weapon, the same as a deity in a standard D & D world does. The templar uses the same rules for Domains & Favored Weapons that the Cleric class uses in the Player's Handbook. The Domain spells however are the (+1), (+2), or (+3) part of the Templar Divine Spells Known Table.

A templar gains access to his 1st Domain at 1st level, his 2nd

Domain at 5th level, and a 3rd Domain at 9th level.

Literacy

At 1st level, a templar is literate in all languages he knows (automatic and bonus languages) as a starting character. It is illegal for most other characters, within a city-state, to be literate, but it is legal and required for a templar to be so.

Reputation

Depending upon their Sorcerer-King, a templar either gains the Infamous feat or the Low Profile feat for free. Templars of Abalach-Re, Andropinis, Daskinor, Hamanu, Lalali-Puy, Nibenay, and Tectuktitlay gain the Infamous feat. Templars of Dregoth and Oronis gain the Low Profile feat.

Scribe Scroll

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

Secular Authority

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

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

Call Upon Slave (Diplomacy 3+): Can freely order slaves to do his bidding, imprison, or execute them.

Enter Freeman’s Domain (Diplomacy 5+): Can legally enter a freeman’s domain (home, workshop, etc.) to conduct investigations.

Accuse Freeman (Diplomacy 10+): Can have a freeman placed in captivity for as long as he desires.

Judge Freeman (Diplomacy 10+): Can pass judgement on a freeman. This includes fines, imprisonment, death, or anything else the Templar wishes.

Enter Noble’s Domain (Diplomacy 12+): Can legally enter a noble’s domain (home, workshop, etc.) to conduct investigations.

Accuse Noble (Diplomacy 13+): Can have a noble placed in captivity for as long as he desires.

Judge Noble (Diplomacy 18+): Can pass judgement on a noble. This includes fines, imprisonment, death, or anything else the Templar wishes.

Grant Pardon (Diplomacy 20+): Can contest another Templar’s use of secular authority without the need of an opposed skill check roll. If the other Templar also has 20 or more Diplomacy skill ranks, then an opposed skill check is still necessary as normal.

Leadership

At 13th level, if the templar does not already have his maximum number of followers (see Chapter 12: Of New & Changed Rules), he automatically gains them, and every level thereafter can gain a number of additional followers up to the maximum allowed by their Reputation score as if they had already succeeded with their Reputation check. This can be done once per level as usual.

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Chapter 5: Of Basic Skills

Basic Skills: Class Skills & Cross-Class SkillsBasic Skill Ability Bard Druid Fighter Mage Monk Noble Orphan Ranger Rogue Tao Shih Templar

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

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

5.1: New Skill Descriptions

Alertness (Wis)

Alertness replaces the Listen and Spot skills from the Player's Handbook for all intents and purposes. It is a class skill for the bard, monk, ranger, rogue, and Tao shih classes, and can be used untrained.

Invert (Int)

Invert is an exclusive class skill for the Mage and Orphan classes, and can be used only if trained. Using this skill, you can conceal from the sight of other channelers a spell that you have cast. Note that only male channelers can see spell weaves cast by other male channelers, and only female channelers can see spell weaves cast by other female channelers.

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Check: You may only use this skill on your own spells. The Invert check must be made immediately after the spell is cast. By succeeding at a skill check (DC 10 + the spell's casting level), the spell’s weave is successfully hidden from most other channelers. Only the spell’s weave itself is hidden, all of its effects continue to occur as they normally would, and are visible as usual. Those with the Sense Residue feat and of the same gender as the caster have a chance of seeing the spell's weave. Your Invert check is opposed by the Weavesight check of any person who might see the spell's weave.

Retry: You may only attempt to invert a spell’s weave once, just as it is being cast. If the Invert check is failed, the casting of that spell cannot be inverted. Your only option is to release the spell and cast it again, or to leave it uninverted.

Special: You cannot take 10 or 20 on Invert skill checks. This skill is modified form of the Invert skill from the Wheel of Time RPG.

Language (Int)

Unlike most campaign settings, the sentients of Dark Sun are not as uniform in language. You still get the automatic languages for your Race and Region (see Chapter 2: Of Races & Chapter 3: Of Regions), and your bonus languages are determined by Region. You do not gain automatic literacy in the languages you know. For every rank in the Language skill, you gain 1 of three benefits:

You gain another spoken language, provided you have had an opportunity to study it and sufficient time to learn it (GM’s discretion) and its is not a secret language, such as Druidic. Generally, it takes 1 year, minus a number of months equal to your Int bonus, to learn a new language.

You gain literacy in a language you already can speak. The knowledge of writing is outlawed in many city-states by any but the nobility and templars, so learn with care. Generally, it takes half as long to become literate as it did to learn the new language. You can spend time learning to read and write it at the same time you are learning to speak a language.

You gain literacy in an ancient language that is no believed to be no longer spoken in Athas, its creators long ago lost to the sands of time. Generally, it takes twice as long to become literate in such a language as it would take you to speak it, if that were possible.

Athasian languages include:

Akashik: An ancient language used by the early practitioners of Akashik magic. Many ancient texts are written in this language, as well as Akashik spells scrolls. Members of some traditions, including the Veiled Alliance, the Villichi, the Taftani, and the Fang Shih still speak Akashik among their members. It has a written language using the Celestial alphabet. Since the language uses the Akasha itself to transmit meaning, you must be embracing the Akasha to speak, read, or write Akashik. You must be able to cast Akashik spells to learn Akashik.

Anakore: A language spoken by the anakores (dune freaks) that roam the sandy wastes of Athas. It has no written language.

Aquan: The language of the Elemental plane of Water, spoken usually by Water spirits and outsiders. It has a written language using the Celestial alphabet.

Auran: The language of the Elemental plane of Air, spoken usually by Air spirits and outsiders. It has a written language using the Celestial alphabet.

Balican: The official language of the city-state of Balic, it is often spoken by those who live south and west of the Estuary of the Forked Tongue. It has a written language using the Tyrian alphabet.

Belgoi: The language spoken by the belgoi, a hated race that is killed on sight by most Athasians, making knowledge of their language a rarity. It has no written language, at least none that any non-belgoi has ever learned.

Bodach: Once the official language of the destroyed city-state of Bodach, it is still commonly spoken along the coast of the Sea of Silt, usually between the Estuary of the Forked Tongue and the ruins of Giustenal. It is a popular language for silt pirates and Tao shippers. It has a written language using the Tyrian alphabet, although few but the servants of Dregoth and Tao ship captains bother to learn it.

Braxat: The language spoken by the braxats, a vicious race of powerful humanoids that hunt the wastes of Athas and are popular combatants in the arenas. It has no written language.

Draconic: An ancient language spoken only by drakes and the occasional druid. It has no written language.

Draji: The official language of the city-state of Draj, it is often spoken by those who live near Draj as well as north of the Tyr region as far as the Barrier Wastes. It has a written language that uses the Glyph alphabet.

Draxan: The official language of the hidden city-state of Ur Draxa and the entire Valley of Ash and Fire, a remote and mostly unknown island in the Silt Sea. It has a written language using the Tyrian alphabet.

Druidic: The language of the druids and the spirits of the land, the kami. It is a secret language only druids can learn. It has a written form using the Celestial alphabet, which is used by druids when they make scrolls and other magical writings.

Dwarven: The language spoken by most modern dwarves. It has a written language that uses a Runic alphabet.

Eldaari: The official language of the city-state of Eldaarich, it is rarely spoken outside its own walls, and usually then only by those who have business with the secluded city-state. It has a written language using the Glyph alphabet. Unlike most city-states, it is not a crime to read and read in Eldaarich, but while it is common for even slaves to read, it usually only nobles and templars who are able to write the complicated language.

Elven: The language spoken by most modern elves. It has no written language.

Feylaar: The language spoken by the feylaar, a race of four-armed brutes that lair in the Forest Ridge. It has no written language.

Giant: The language spoken by most giants, regardless of subrace. It has a written language using the Runic alphabet, but few modern giants know it.

Gith: The language spoken by most gith. It has no written language.

Giustenal: Once the official language of the lost city-state of Giustenal, it has become a forgotten tongue, spoken only by the dray and other inhabitants of the secret city beneath Giustenal’s ruins. It is also spoken by necromancers and other agents of Dregoth throughout the Tablelands. It has a written language using the Tyrian alphabet.

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Grimlock: The language spoken by grimlocks, a subterranean race of blind humanoids that enslave surface-dwellers.

Gulgan: The official language of the city-state of Gulg, it is used throughout the Crescent Forest. It has a written language using a Glyph alphabet.

Halfling: The language spoken by most modern halflings. It has no written language.

Hej-kin: A rare language spoken only by the hej-kin creatures that dwell beneath the wastes of Athas. It is a crude and simple language, but does have a written language using a Runic alphabet.

Ignan: The language of the Elemental plane of Fire, spoken usually by Fire spirits and outsiders. It has a written language using the Celestial alphabet.

Kalid: Once the official language of the destroyed city-state of Kalidnay, it sometimes spoken by tribes living west of the Estuary of the Fork Tongue. It has a rare written language that uses the Tyrian alphabet.

Kemalok: The ancient language of the dwarves. Few but scholars and the residents of Kled can read it now. It has only a written language, using the Runic alphabet.

Kreen: The language spoken by most thri-kreen. It has a written form , rarely used outside of the Kreen Empire far to the west of the Ringing Mountains, that uses a Githic alphabet. Kreen, because it uses the unique aspects of thri-kreen physiology and even pheromones at times, is very hard for non-thri-kreen to learn, but not impossible. It takes 2 ranks for a non-thri-kreen to learn to speak Kreen.

Kumo: The language spoken by the aranea shapeshifters and similar arachidian humanoids. It has a written language using a Glyph alphabet.

Kurnan: The official language of the city-state of Kurn, it is rarely spoken more than a few dozen miles beyond the city-state except for those few who have business there. It has a written language using the Glyph alphabet. Unlike most city-states, it is not a crime in Kurn to read and write.

Merchant Code: The Merchant Code is not really a language, but a common cipher used by merchants to record shipment data, make trading agreements, and basically communicate with other merchant dynasties through writing. It is punishable by law in most city-states for such freemen to read and write, so their disguise their knowledge with accounting notations, which the Sorcerer-Kings allow them to learn to transact business and pay taxes. The Code uses whatever numbering system and alphabet both sides are familiar with. It is a written language using only the numbers of the language alphabet agreed upon. It costs only 1 rank to learn and can then be applied via any language you already know how to read and write. It is a secret language that only trusted agents of the merchant dynasties are taught.

Nagah: A language spoken by silt runners, jozhal, and ssurrans, races of tribal lizardfolk found throughout Athas, especially near the Sea of Silt and the Last Sea. It has a written language that uses the Glyph alphabet, but only the ssurrans use it and teach it.

Nibenese: The official language of the city-states of Gulg and Nibenay, it is spoken throughout the plains surrounding Nibenay, the Mekillot Mountains, and the Ivory Plains. It has a written language using the Tyrian alphabet.

Nikaal: The language of the nikaal, scaled humanoids the wander the wastes of Athas as traders. It has no written language.

Piterin: A language spoken by bat devils (who call themselves the Piterin, the ‘flying people’). They are rarely seen away from the Forest Ridge and Ringing Mountains. It has a written language using the Glyph alphabet.

Pteran: A language spoken by the rare pterafolk that lair along the Jagged Cliffs. It has a written language using a Glyph alphabet.

Raamin: The official language of the city-state of Raam, it is commonly used only in those areas near Raam, as far as the Sea of Silt to the south, the Dragon’s Bowl to the west, the city-state of Draj to the east, and the ruins of Yaramuke to the north. It has a written language using the Tyrian alphabet.

Rhulisti: The ancient language of the halflings’ ancestors, and rarely spoken by anyone beyond the Jagged Cliffs or halfling mystics. It is considered a secret language by the halfling Eagle and Jaguar orders, but is not technically a “secret language” like Druidic. It has a written language using the Glyph alphabet. Non-halflings who have never been to the Jagged Cliffs must spend 2 ranks to learn it as a written language and cannot learn to speak it at all.

Saragaran: An ancient tongue often linked to famous works on the nature of the Tao, it is rarely heard south of the Scorched Plateau. It has a written language using the Githic alphabet. It takes 2 ranks to learn to speak it.

Scrab: The language spoken by the scrab, a small race of centipede-like creatures that form nests in the deserts. It has no written language.

Selderaine: The ancient language of the elves. Few elves outside of the hakima know it today. It has only a written language, using a Glyph alphabet.

Sign Language: Like the Trade Tongue, sign language is a common form of communication using simple hand signs that helps break through language and cultural barriers. It is often learned by nomads, mercenaries, and secret society members. Your hands must be free to “speak” in sign, but otherwise you need make no sound. There is no written language.

Slig: The language spoken by most sligs, humanoids known for their muscled bodies and wide jaws. It as no written language.

Sylvan: The obscure language of intelligent plant-life, such as dark trees, treants, etc. It has no written language.

Talking Drum: A language usually used by those who live in villages in the wilderness or mountainous lands, as well as being an ancient Dwarven tradition. It is “spoken” by beating drums, either small ones for local rituals, or huge drums for sending messages between villages and tribes. You must have at least 1 rank in the Perform (drum) skill to “speak” this language, but not to understand it. It has no written language.

Tarek: The language spoken by the tareks, a race of muscular humanoids that form tribes in the plains, barrens, and mountains. It has no written language.

Tari: The language spoken by the tari, a rat-like humanoid race. It has a written language using the Runic alphabet.

Tembo: A language spoken only by the tembo, a race of predators that roam the wastes and are universally hated and feared. It has no written language. Because of the unique tembo physiology, other sentients cannot actually speak the language, but can learn to understand it.

Tengu: The language spoken by most tengu. It has a written language using a Gith alphabet. Like thri-kreen, the sounds the tengu make in their language are hard for

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non-tengu to make. It takes 2 ranks for a non-tengu to learn to speak Tengu.

Terran: The language of the Elemental plane of Earth, spoken usually by Earth spirits and outsiders. It has a written language using the Celestial alphabet.

Trade Tongue: A common language developed throughout the Tablelands of Athas to ease communication. It is used mostly by ambassadors, merchants, mercenaries, nomads, and other such travelers. It borrows heavily from Tyrian, as well as Balic, Bodach, Draji, Elven, Nibenese, and Raamin. It has no written language.

Tul’k: The language of the tul’k, an emaciated, hairy race of shy humanoids that live in the mountains. It has no written language.

Tyrian: The official language of the city-state of Tyr, is popular throughout much of the Tablelands. It is spoken as far west as the Ringing Mountains, as far south as the Estuary of the Forked Tongue, as far north as the city-state of Urik, and as far east as the Crescent Forest. It has a written language using the Tyrian alphabet. Those who can speak or write Tyrian can speak or write Urikite as well, and vice versa. Unlike in most city-states, it is not a crime to read and write in Tyr.

Unitaur: A rare language spoken only by the unitaur of the Crimson Savannah. It has no written language.

Urikite: The official language of the city-state of Urik, it is popular throughout the Tablelands. It is spoken as far east as the Dragon’s Bowl, as far south as the city-state of Tyr, and as far north and west as the Ringing Mountains. It is actually the same language as Tyrian, but the pride of Urikites does not allow that fact to be spoken. As far as they are concerned, the Tyrian stole their language. The Tyrian Rebellion of the last ten years has only made matters worse. It has a written language using the Urikite (Tyrian) alphabet. Those who can speak or write Urikite can speak or write Tyrian as well, and vice versa.

Check: Sometimes, it may be necessary to make a Language check. While you are assumed to know and be competent in the languages as described earlier, quick or extensive exchanges in the language may prove difficult if you don’t have the proper time or obscure piece of knowledge. This is especially true of secret or ancient languages. You can attempt to figure out any language you don’t know for that exchange only with a +10 to the DC, using common bits of the alphabet and gestures to convey the full import of the words. If successful, you have successfully grasped the intentions of the writer or speaker or have successfully imparted your own intentions. If you fail the check by 10 points or more, your words are horribly misunderstood, and could lead to trouble. You can take 10 or 20 on a Language check, provided you have the time.

DC Exchange Type

5 Simple commands (1 sentence)10 Complex commands (2 or more sentences)12 Discussion, “concrete” subjects15 Discussion, “abstract” subjects20 Storytelling, prose22 Storytelling, poetry25 Instructions, arcane formula

Stealth (Dex)

Stealth replaces the Hide and Move Silently skills from the Player's Handbook for all intents and purposes. Stealth is a class skill for the ranger, and rogue classes, and can be used untrained.

Weavesight (Wis)

Weavesight is an exclusive class skill for the Mage and Orphan classes, and can be used only trained. Using this skill, you can identify spells that are cast, held, or tied off. Note that even with this skill, a male channeler can only see weaves made by another male channeler and a female channeler can only see weaves made by a female channeler.

Check: You can identify an Akashik spell and its effects, and learn to cast the spell.

DC Task

10 Identify which of the Elements are used15 Identify the spell’s weave20 Learn the spell, if able to cast it25 Learn the spell, if it can be overchanneled

If your check result is less than 10, you can see the weave but can't find out anything about it.

Retry: You can retry if the caster recasts the spell. If the caster is holding or has tied off the spell’s weave, you may retry after studying it for 10 minutes. Residues are harder to see; if retrying when using the Sense Residue feat, each retry not only requires 10 minutes of study but also increases the DC by 5.

Special: You suffer a -5 penalty to attempts to learn a spell if it does not use any of the Five Elements for which you have an Affinity. If you have the Sense Residue feat, you may attempt to use Weavesight on a spell’s weave that was recently cast but was not held or tied off. Make the check with a -2 penalty if the weave was released within the past 2 hours, a -5 penalty if released within the past 24 hours, a -10 if released within one week, and a -15 if released within one month. You cannot use this skill on weaves released more than a month ago. If you have the Sense Residue feat, you can also attempt to recognize inverted spells. If you do not succeed at a DC of at least 10, you do not spot the spell’s weave at all. Attempts to spot inverted spells cannot be retried. This is a modified form of the Weavesight skill from the Wheel of Time RPG.

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Chapter 6: Of Tao Skills

Tao Skills: Class Skills by FeatSkill Ability Use Untrained Tao Alter Battle Control Gith Sense Tao Sensitive Meditation Sorcery Mind

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

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

6.1: Tao Skill Descriptions

Unless otherwise noted, all Tao skills have the following characteristics.

Yin Tao & Yang Tao: While many Tao skills do not have this designation, some do. Those with the Yin Tao descriptor are Yin Tao skills, abilities that draw upon the darker side of the Tao and are particularly favored by the Brotherhood. Use of those skills gains the user 1 madness point. Those skills with the Yang Tao descriptor are Yang Tao skills, abilities that draw upon the positive aspects of the Tao and are mostly taught by only the Order. Those with too many madness points have trouble using Yang Tao skills, to the point of losing access to them altogether.

Class Skill: All Tao skills are considered class skills if the you possess the appropriate feats to take ranks in the skill.

Range & Duration: To use a Tao skill on a target, the target must be within 30', be within line of sight, and the effect is instantaneous.

Action Type: Using a Tao skill is a full-round action.

HP Cost: Most Tao skills have an HP cost associated with them. When you activate the skill, you sacrifice a number of hit points indicated in the cost immediately, whether the

action is successful or not. You cannot sacrifice more hit points than you have.

Spell-Like Ability: All Tao skills are considered spell-like abilities.

Affect Mind (Cha)

Affect Mind requires the Tao Sensitive and Alter feats and can be used only if trained. You can use the Tao to alter a target's perceptions or make a telepathic suggestion into another person's mind.

Check: The result of an Affect Mind check sets the DC for the target's Will save.

Result Will Saving Throw DC

5- 106-15 1516-25 2026-35 2536+ 30

If the target’s saving throw fails, you can alter perceptions or make suggestions. To alter perceptions you create a false

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stimulus, such as a sound or image, detected by a single person and lasting no more than a single round. It is generally used to distract an opponent, which can also have the effect of a feint (see Bluff in the Player's Handbook). Note that targets receive a +2 circumstance bonus on their saving throws for every additional person beyond the first that you want to detect the false stimulus. You can also make a suggestion to a target that would otherwise be unacceptable. You must be able to communicate with the target and the suggestion must not be obviously life-threatening. The target won't be able to realize later that what he did was unreasonable.

HP Cost: 2 (alter perception); 4 (suggestion)

Special: This skill is a modified form of the Affect Mind skill from the Star Wars RPG.

Battle Influence (Cha) (Yang Tao)

Battle Influence requires the Tao Sensitive, Alter, and Battle Meditation feats and can be used untrained. You can envision a specific outcome to a battle and use the Tao to bring it about.

Check: Battle Influence affects all of your enemies within 30' at the time it is activated. A Battle Influence check sets the DC of the of the target's Will save. If enemies within this area leave this area, they are still affected; if new enemies arrive, they are not affected. If you or one of your allies visibly or clearly attacks one of the targets of this ability, its effects on that target end immediately. If the target of this skill makes his Will save, he is unaffected. If he fails, he suffers a -4 penalty on attack rolls directed against you and your allies. If the target fails the save by 10 or more, he attacks his own allies instead, though he still takes the -4 penalty on his attacks. If the target's save fails by 20 or more, he attacks his own allies and does not have the -4 penalty to attacks. You do not need to be able to communicate with your enemies to use this skill. Using Battle Influence is a standard action and lasts for 1 minute.

Result DC

15 or lower 1516 - 25 2026+ 25Enemies hostile to each other +5Enemies friendly to each other -5

HP Cost: 8

Special: This is a modified form of the Battle Influence skill from the Star Wars: Power of the Jedi Sourcebook.

Battlemind (Con)

Battlemind requires the Tao Sensitive and Control feats and be used only if trained. You can increase your prowess in combat, using the Tao to enhance your concentration and commitment in battle.

Check: A Battlemind check (DC 15) grants a Tao bonus on attack rolls equal to half your Tao user level (round up). for 1 minute. Activating Battlemind is a free action.

HP Cost: 2 + 1/2 your level

Special: This is a modified form of the Battlemind skill from the Star Wars RPG.

Control Mind (Cha) (Yin Tao)

Control Mind requires the Tao Sensitive, Alter, and Tao Mind feats and can be only be used trained. You can guide the actions of individuals who have strong connections to you, overriding their impulses with your efficiency.

Check: A Control Mind check, DC 20, allows you to coordinate the actions of one or more of your allies or minions. Each of these allies or minions gains a Tao bonus on attack rolls and skill checks equal to 1/4 of your level, rounded down, to a minimum of +1, for as long as you continue spending hit points. You can effect large numbers of allies with the same Inspire check, provided they are not beyond your maximum range. However, the more people you want to affect, the more hit points you need to spend. Using Control Mind is a full-round action that provokes an attack of opportunity. Maintaining it requires a move-equivalent action each round. When you cease spending hit points on this skill and end it, the tremendous physical and psychic stress it causes overtakes you allies or minions. All those affected by Control Mind are considered exhausted.

Number of Targets HP Cost per Minute

1 - 10 111 - 100 5101 - 1,000 101,001 - 10,000 15

HP Cost: 5, though you must spend hit points every minute to maintain the effect as per the table

Special: This is a modified form of the Control Mind skill from Star Wars: The Dark Side Sourcebook.

Drain Knowledge (Int) (Yin Tao)

Drain Knowledge requires the Tao Sensitive and Sense feats and can only be used trained. You can drain specific memories, related to a single subject, from a victim's mind.

Check: A Drain Knowledge check allows you to sift through the target's mind. For a target that is conscious and willing, is a DC 15. If the target is asleep or unwilling, it is a DC 20 or the target's Will save, whichever is higher. The Drain Knowledge check requires 5 minutes, and you must touch the target for the duration of the attempt. If the check is successful, the target temporarily loses 2 points of Intelligence, and can recover 1 point per day of rest. You may then choose one Knowledge skill the target possesses and immediately gain the ability to make untrained skill checks for that skill. The target doesn't lose the Knowledge skill you have acquired; however, the Intelligence reduction will temporarily lower all of his Knowledge skill checks. Each time you use the stolen skill, you must attempt a Will saving throw, DC 15. If you fail the Will save, you lose the ability to make untrained skill checks in that skill. If you fail the save by 10 or more, you also temporarily lose 2 points of Intelligence, recovered at 1 point per day of rest.

HP Cost: 8

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Special: This is a modified form of the Drain Knowledge skill from Star Wars: The Dark Side Sourcebook.

Empathy (Wis)

Empathy requires the Tao Sensitive feat and can be used untrained. You can reach into the Tao to read a target's surface emotions, getting a sense of the target's general state of mind.

Check: An Empathy check allows you to sense a target's general mood, attitude, and emotional state. This grants a +4 Tao bonus on any checks made against the target within the next 1 minute using the following skills: Bluff, Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive. Your Empathy check sets the DC for the target's Will saving throw. If the save succeeds, there is no effect. In either case, the target doesn't know his emotions are being read.

Result Will Saving Throw DC

5- 106-15 1516-25 2026-35 2536+ 30

Retry: If the save is successful, you can't use Empathy on this target again until 24 hours have passed.

HP Cost: 1

Special: This is a modified form of the Empathy skill from the Star Wars RPG.

Enhance Ability (Con)

Enhance Ability requires the Tao Sensitive feat and can only be used trained. You can call on the Tao to enhance your Strength or Dexterity for a short period of time.

Check: An Enhance Ability check requires an attack action and adds a Tao bonus to either your Str or Dex score for 1 minute. The result of the check indicates the bonus.

Result Bonus

10-14 +215-19 +420-24 +625-29 +830+ +10

HP Cost: 2

Special: This is a modified form of the Enhance Ability skill from the Star Wars RPG.

Enhance Senses (Wis)

Enhance Senses requires the Tao Sensitive and Sense feats and can only be used trained. You can use the Tao to enhance your normal sensory capabilities.

Check: An Enhance Sense check adds a Tao bonus to any Alertness, Search, and Sense Motive checks. It also adds to Wilderness Lore checks made to find or follow tracks. The bonus lasts for 10 minutes. The result of the Enhance Senses check indicates the bonus.

Result Bonus

10-14 +215-19 +420-24 +625-29 +830+ +10

HP Cost: 2

Special: This is a modified form of the Enhance Senses skill from the Star Wars RPG.

Farseeing (Wis)

Farseeing requires the Tao Sensitive and Sense feats. You can use the Tao to gain vague impressions of events happening in other places and times.

Check: The past and present can't change, so viewing them relies on you getting the correct perceptions. The future, however, is fluid and always in motion, subject to change. With the Farseeing skill, you can detect when your friends are in danger, examine significant details of a past event, or determine the probable outcome of a stated course of action. The DC of the Farseeing check is based on what you seek to view. Seeing another place is DC 20, seeing events of the past is DC 25, and seeing events of the possible future is DC 30. Since the future is mutable, the accuracy of such visions can be far from perfect. The higher the result, the more information you are able to gain. You can't make more than one Farseeing check per hour.

HP Cost: 5 (person, place, or thing), 10 (past), 15 (future)

Special: This is a modified form of the Farseeing skill from the Star Wars RPG.

Fear (Wis) (Yin Tao)

Fear requires the Tao Sensitive and Sense feats and can be used untrained. You can use the Tao to learn the fears of others and use them as weapons.

Check: A Fear check adds a Tao penalty to an opponent's skill checks and attack rolls. This penalty lasts for 10 rounds. The result of the Fear check indicates the target's penalty. The target can negate the penalty by accepting 1 madness point. Making a Fear check requires a standard action. Multiple uses of this skill are not cumulative in their effect.

Result Penalty

10 - 14 -215 - 19 -420 - 24 -625 - 29 -830+ -10

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HP Cost: 2

Special: This is a modified form of the Fear skill from the Star Wars RPG.

Friendship (Cha)

Friendship requires the Tao Sensitive feat and can only be used trained. You can use the Tao to clam a hostile person or animal.

Check: A Friendship check works like a Diplomacy check to alter a target's attitude, only you don't need to be able to communicate with the target. Instead, you use the Tao to send calming emotions. A Friendship check is opposed by the target's Wisdom check. The target remains calm until a situation occurs that alters that state. If the check fails, you can't use Friendship on the target until 24 hours have passed.

HP Cost: 1

Special: This is a modified form of the Friendship skill from the Star Wars RPG.

Heal Another (Wis) (Yang Tao)

Heal Another requires the Tao Sensitive and Alter feats and can be used untrained. You can use the Tao to heal wounds suffered by another.

Check: Heal Another can restore hit points, wound points, or ability score points lost by someone other than yourself. The result of the Heal Another check indicates the damage that is healed. For hit points and wound points, consult the table. You can only restore lost ability score points lost to such temporary effects such as poison or disease; permanent loss such as through aging cannot be reversed with this skill. You must touch the target that you want to heal. Your target can't go above his maximum hit point or wound point total or his normal ability score total, regardless of the number of points restored. Excess points restored are loss. With a high enough result, you can heal both hit points and wound points. Add the HP cost of both results together to determine the total HP cost. You can't attempt to heal hit point damage to the same person a second time until 1 hour has passed. You can't attempt to heal wound points or ability score losses to the same person a second time until 24 hours have passed.

Result Amount Healed HP Cost

10 - 14 Stabilize the seriously wounded 115 - 19 Heal 1d4+1 HP 120 - 24 Heal 1d6+2 HP / 2

Heal 1d4+1 WP or Ability25 - 29 Heal 1d8+4 HP / 4

1d6+2 WP or Ability30+ Heal 2d6+6 HP / 6

1d8+4 WP or Ability

HP Cost: Varies, but at least 1 for a failure or minimal success

Special: This is a modified form of the Heal Another skill from the Star Wars RPG.

Heal Self (Con) (Yang Tao)

Heal Self requires the Tao Sensitive and Control feats and can be used untrained. You can use the Tao to heal yourself.

Check: Heal Self can restore hit points, wound points, or ability score points lost by you. The result of the Heal Self check indicates the damage that is healed. For hit points and wound points, consult the table. You can only restore lost ability score points lost to such temporary effects such as poison or disease; permanent loss such as through aging cannot be reversed with this skill. You can't go above your maximum hit point or wound point total or your normal ability score total, regardless of the number of points restored. Excess points restored are loss. With a high enough result, you can heal both hit points and wound points. Add the HP cost of both results together to determine the total HP cost. You can't attempt to heal hit point damage to yourself a second time until 1 hour has passed. You can't attempt to heal wound points or ability score losses to yourself a second time until 24 hours have passed.

Result Amount Healed HP Cost

10 - 14 Heal 1d4+1 HP 015 - 19 Heal 1d6+2 HP / 0 / 1

Heal 1d4+1 WP or Ability20 - 24 Heal 1d8+4 HP / 0 / 2

1d6+2 WP or Ability25+ Heal 2d6+6 HP / 0 / 4

1d8+4 WP or Ability

HP Cost: 1 for a failed result, 0 for restoring hit points, and consult the chart for the cost of restoring wound points and ability scores

Special: This is a modified form of the Heal Self skill from the Star Wars RPG.

Illusion (Cha)

Illusion requires the Tao Sensitive and Alter feats and can only be used trained. You are able to manifest phantasmal images that seem completely real to those who perceive them.

Check: Although your illusions cannot cause physical harm, they can, when wielded by a skilled user, provoke fatal mistakes in those who do not realize their falseness. Each person who perceives the illusion perceives the same event, rather than their own slightly different interpretation. Your Illusion check sets the DC for the target's Will saving throw. The maximum range for this skill is 30,000' from the user. The distance also modifies the HP cost of the skill. Maintaining an illusion for more than a single round requires concentration; you cannot maintain an illusion while using raging, for instance, and maintaining it requires a standard action each round.

Result Will Saving Throw DC

up to 5 106 - 15 1516 - 25 2026 - 35 2536+ 30

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Distance HP Cost per Minute

30' 331' - 100' 5101' - 1,000' 81,001' - 10,000' 10

HP Cost: 3 or more, depending on the distance as per the table

Special: This is a modified form of the Illusion skill from Star Wars: The Dark Side Sourcebook.

Inspire (Cha) (Yang Tao)

Inspire requires the Tao Sensitive, Alter, and Battle Meditation feats and can only be used trained. You can fill your allies with the conviction that they will win, despite the odds.

Check: An Inspire check, DC 20, allows you to instill great confidence in one or more of your allies. Each of these allies gains a competence bonus on attack rolls, saving throws, and skill checks equal to 1/4 of your level (rounded down, minimum of +1) for as long as you continue to spend hit points. You can effect large numbers of allies with the same Inspire check, provided they are not beyond your maximum range. However, the more people you want to affect, the more hit points you need to spend. Using Inspire is a full-round action that provokes an attack of opportunity. Maintaininng it requires a move-equivalent action each round.

Number of Targets HP Cost per Minute

1 - 10 311 - 100 6101 - 1,000 121,001 - 10,000 18

HP Cost: 6, though you must spend hit points every minute to maintain the effect as per the table

Special: This is a modified form of the Inspire skill from the Star Wars: Power of the Jedi Sourcebook.

Move Object (Int)

Move Object requires the Tao Sensitive and Alter feats and can be used untrained. You can move objects using the Tao.

Check: A Move Object check lets you pick up and move objects from a distance. You must be able to see the object to be moved, and it must be within 30'. Lifting and moving an object up to 2 lbs. is a simple task, requiring a check against DC 10 and costing 1 hit point. For each additional order of magnitude (20 lbs., 200 lbs., etc.) of the object the DC increases by 5 and the HP cost doubles. You can move the object with 30' of you in a round. If you and another are contesting control of an object, use opposed Move Object checks, with the higher result gaining control for that round. If the target object is held by a resisting individual, the Move Object check is opposed by the individual's Strength check. To strike a target with an object using Move Object, the

Move Object result plus your Dex bonus must exceed the target's Defense. If the Move Object check is not high enough to even move the object, then the attack automatically fails. A character struck by a moved object takes damage based on the object's weight, as per the table. You can use this skill as both a standard or move action. You can move an object and attack with it or move it twice in one round. Moving multiple objects is possible, but more difficult, and requires a full-round action. The base DC and HP cost is set by the heaviest object in the group, and each additional object (regardless of its weight) adds +2 to the DC and +2 to the HP cost. A target can't be struck by multiple objects as part of the same action. You can also lift and move yourself with this skill, but the DC increases by 10.

Weight DC HP Cost Damage

up to 2 lbs. 10 1 1d42 - 20 lbs. 15 2 1d621 - 200 lbs. 20 4 2d6201 - 2,000 lbs. 25 8 3d62,001 - 20,000 lbs. 30 16 4d6etc. etc. etc. etc.

HP Cost: Varies, see table

Special: This is a modified form of the Move Object skill from the Star Wars RPG.

See Tao (Wis)

See Tao requires the Tao Sensitive and Sense feats and can be used untrained. You can detect the Tao in a person or area, and can detect nearby living creatures.

Check: A See Tao check allows a variety of effects. You can identify a Tao-user, detect the Tao, or detect life. To identify a Tao-user, you must make a See Tao check with a DC 10 and target someone within 300'. If the target is also using Tao Stealth to hide his presence, then your check must also exceed his Tao Stealth check. Success indicates whether he has the Tao Sensitive feat and how many levels of a Tao-user class he has. This includes prestige classes, but not does not tell you how many levels in each class he has, only the total number. You don't have to be able to see the target, but you must be aware of where he is. To detect the Tao in an object or area, you must make a See Tao check at a DC 20. You can detect the presence and relative strength of the Tao within 30'. You can detect all sentient creatures within 30' with a successful See Tao check as well. To detect creatures who are Tao Sensitive, it is a DC 10. If the creatures are not Tao Sensitive, it is DC 20. If the target is also using Tao Stealth to hide his presence, then your check must also exceed his Tao Stealth check. You can't use this skill on the same target more than once per hour.

HP Cost: 1

Special: This is a modified form of the See Force skill from the Star Wars RPG.

Sever Tao (Cha) (Yang Tao)

Sever Tao requires the Tao Sensitive, Alter and Battle Meditation feats and can only be used trained. You can block

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another's access to the Tao, preventing him from using Tao skills or feats.

Check: A Sever Tao check determines the DC of the target's Will saving throw. On a failed save, the target must make a Will save, DC 20, whenever he attempts to use a Tao-based skill or feat. The DC increases to 30 if the target is tainted by the Yin Tao. It increases to 40 if the target is wholly corrupted by Yin Tao. The character is no longer required to make Will saves to use the Tao if he reduces his joss points to less than half his Wis. Using Sever Tao is a full-round action that provokes an attack of opportunity. Until the target reduces his joss points to less than half his Wis, the effects of Sever Tao remain.

Result Save DC

up to 10 1011-20 1521-35 2036-50 2551+ 30

HP Cost: 20, plus the user must spend 1 joss point.

Special: This is a modified form of the Sever Force skill from the Star Wars: Power of the Jedi Sourcebook.

Tao Defense (Con)

Tao Defense requires the Tao Sensitive and Control feats and can be used untrained. You can use the Tao to improve your resistance to Tao-based attacks.

Check: A Tao Defense check adds a Tao bonus any saving throw made against a Tao-based attack (including skills and feats) for 10 rounds. The result of the check indicates the amount of the bonus.

Result Bonus

10-14 +215-19 +420-24 +625-29 +830+ +10

HP Cost: 2

Special: This is a modified form of the Force Defense skill from the Star Wars RPG.

Tao Grip (Int) (Yin Tao)

Tao Grip requires the Tao Sensitive and Alter feats and can be used untrained. You can use the Tao to telekinetically grip an organ or crush a larynx.

Check: A Tao Grip check sets the damage inflicted by the attack and the DC for the target's Will saving throw. On a successful save the damage is applied to the victim's hit points. On a failed save, it is applied to his wound points. As long as you can see your opponent with your naked eye (not via a device, magic, the Tao, etc.) you can use Tao Grip.

Distance does not matter. Use of Tao Grip is a standard action.

Result Damage DC

up to 15 1d6 1016 - 25 2d6 1526+ 3d6 20

HP Cost: 6

Special: This is a modified form of the Force Grip skill from the Star Wars RPG.

Tao Light (Wis) (Yang Tao)

Tao Light requires the Tao Sensitive and Alter feats and can be used untrained. You can channel the Tao into blasts of light that are harmful to Yin Tao.

Check: When you use this skill, a wave of Yang Tao energy emanates from you for 30' in all directions. A Tao Light check sets the DC of this skill's use on all characters, creatures, spirits, and sites who are tainted or affected by madness. When used against a character or creature with madness points, they lose 1 joss point if it fails the Will save. The target cannot voluntarily forgo this saving throw. When used against a Yin Tao spirit, Tao Light deals damage to the spirit by weakening its connection to the Yin Tao. When a spirit is reduced to 0 wound points, it is permanently destroyed. When Tao Light is successfully used against a Yin Tao site, the site loses some of its taint, reducing its power by one step (from extreme to major, major to minor, or minor to not tainted). When using Tao Light against a Yin Tao site, you must be at the heart of the site, where the Yin Tao is most powerful. You suffer all effects the site generates. Using Tao Light is a standard action that provokes attacks of opportunity.

Result Character/ Yin Tao Yin TaoCreature Spirit Site

Damage Damage Effect

up to 15 1d6 1d8 none16 - 25 2d6 2d8 none26 - 40 3d6 3d8 none41+ 4d6 4d8 Reduce power

by one step

HP Cost: 8

Special: This is a modified form of the Force Light skill from the Star Wars: Power of the Jedi Sourcebook.

Tao Push (Int)

Tao Push requires the Tao Sensitive and Alter feats and can only be used trained. You knock down opponents using the Tao.

Check: A Tao Push check sets the damage dealt by the attack as well as DC for the target's Ref saving throw. Each target receives a +4 for every size category it is larger than Medium-size, or a -4 penalty for every size category smaller than Medium-size. The target also receives a +4 bonus if it

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has more than two legs of is otherwise more stable than a typical humanoid. On a failed save, the target is knocked back 5'. On a successful save, the damage is halved and the target remains standing and stays in place. Use of Tao Push is a standard action. It can affect up to 4 targets up to 30' away from you, all of whom must be adjacent to each other.

Result Damage DC

up to 15 1d4 1016-25 2d4 1526+ 3d4 20

HP Cost: 4

Special: This is a modified form of the Force Push skill from Star Wars RPG.

Tao Stealth (Con)

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

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

Result Bonus

10-14 +215-19 +420-24 +625-29 +830+ +10

HP Cost: 1 per 10 minutes

Special: This is a modified form of the Force Stealth skill from the Star Wars RPG.

Telepathy (Wis)

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

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

Distance DC Modifier

30' +0300' +10

3,000' +20

HP Cost: 3

Special: This is a modified form of the Telepathy skill from the Star Wars RPG.

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Chapter 7: Of Feats

7.1: Player’s Handbook Feats

The following feats from the Player’s Handbook are allowed in the Dark Sun: The Age of Tao campaign setting:

Acrobatic Agile Animal Affinity Armor Proficiency (Heavy) Armor Proficiency (Light) Armor Proficiency (Medium) Athletic Blind-fight Brew Potion Cleave Combat Casting Combat Expertise Combat Reflexes Craft Magic Arms and Armor Craft Rod Craft Staff Craft Wand Craft Wondrous Item Deceitful Deft Hands Diligent Dodge Empower Enlarge Spell Exotic Weapon Proficiency Extend Spell Extra Turning Far Shot Forge Ring Great Cleave Great Fortitude Greater Spell Penetration Greater Two-Weapon Fighting Greater Weapon Focus Greater Weapon Specialization Improved Bull Rush Improved Critical Improved Disarm Improved Feint Improved Grapple Improved Initiative Improved Overrun Improved Precise Shot Improved Shield Bash Improved Sunder Improved Trip Improved Turning Improved Two-Weapon Fighting Improved Unarmed Strike Investigator Iron Will Lightning Reflexes Magical Aptitude Manyshot Martial Weapon Proficiency Maximize Spell Mobility Mounted Archery Mounted Combat

Natural Spell Negotiator Nimble Fingers Persuasive Point Blank Shot Power Attack Precise Shot Quick Draw Quicken Spell Rapid Reload Rapid Shot Ride-by Attack Run Scribe Scroll Self-sufficient Shield Proficiency Shot on the Run Silent Spell Simple Weapon Proficiency Skill Focus Spell Penetration Spirited Charge Spring Attack Still Spell Stunning Fist Tower Shield Proficiency Track Trample Two-Weapon Defense Two-Weapon Fighting Weapon Finesse Weapon Focus Weapon Specialization Whirlwind Attack Widen Spell

The following feats are not allowed from the Player’s Handbook in the Dark Sun: The Age of Tao campaign setting:

Alertness Augment Summoning Deflect Arrows Diehard Endurance Eschew Materials Greater Spell Focus Heighten Spell Improved Counterspell Leadership Snatch Arrows Spell Focus Spell Mastery Stealthy Toughness

7.2: Master Feat List

In addition to feats from the Player’s Handbook, Dark Sun: The Age of Tao heroes can choose the following feats from the Master Feat List:

Feat: The name of the feat.

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Source: The book or other source the feat originates from and can be found. See the source for full feat descriptions. All New feats are described after the Master Feat List.

Source Abbreviations:

DotF Defenders of the FaithMM Monster ManualMW Masters of the WildNew Dark Sun: The Age of Tao Handbook SaF Sword and FistSaS Song and SilenceTaB Tome and Blood

Feat Source Type

Able Drinker NewAcrobatic Dodge NewAdaptive Fighting NewAffinity Focus New AkashikAkasha-Heightened Senses New AkashikAkashik Defense New AkashikAlluring SaSAlter New TaoAnimal Control MWAnimal Defiance MWArboreal New RegionAristocrat New RegionArmor Dance New RegionArmor Optimization NewArrow Stab NewArterial Strike SaSArtist New RegionBadge of Bondage New RegionBareback Soul New RegionBattle Cry NewBattle Meditation New TaoBeast Language New TaoBeat NewBend Dream New LostBerserker Rage NewBlindsight MWBlindsight, 5-foot Radius SaF Blooded New RegionBlood of Kings New RegionBrachiation MWBroom Sweep NewBurst of Speed New TaoCardhaus Player New RegionCautious NewCharged Jump NewChariot Archery SaFChariot Charge SaFChariot Combat SaFChariot Sideswipe SaFChariot Trample SaFCharlatan SaSChink in the Armor SaSChoke Hold NewCircle Kick SaF

Clever Wrestling MWClever Monkey Spins the Branch NewClosed Mind NewClose-Quarters Fighting SaFConscription New Region Continuous Parry NewControl New TaoCorps-a-corps NewCosmopolitan New RegionCotton Cage NewCraftsman NewCraft Talisman New Item CreationCreate Infusion MW Item CreationCulinary Ashe New Region,

Item CreationCure Disease New TaoCure Poison New TaoDash SaSDashing and Daring NewDeath Blow SaFDeath Trance NewDefensive Shot NewDefensive Strike NewDefensive Throw NewDeflect Missiles NewDelayed Sneak Attack NewDelay Spell TaB MetamagicDestructive Rage MWDirty Fighting SaFDisarm Shot NewDissipate Energy New TaoDivine Cleansing DotF DivineDivine Might DotF DivineDivine Resistance DotF DivineDivine Shield DotF DivineDivine Vengeance DotF DivineDivine Vigor DotF DivineDragon's Toughness NewDrain Tao New TaoDream Jump New LostDreamwalk New LostDreamwatch New LostDrum Dancer New RegionDual Strike SaFDunewalker New RegionDwarf’s Toughness NewEagle Claw Attack SaFEducation New RegionEliminate Block New AkashikEmpathic New RegionEmpower Turning DotF SpecialEndurance NewExpert Tactician SaF, SaSExtended Rage MW Extra Affinity New AkashikExtra Favored Enemy MWExtra Finesse NewExtra Music SaSExtra Rage MWExtra Slot TaB Akashik

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Extra Stunning Attacks SaFExtra Talent New AkashikExtra Wild Shape MW WildEye for Quality New RegionEyes in the Back of Your Head SaFFame NewFaster Healing MWFast Wild Shape MW WildFavored Critical MWFeign Weakness SaFFinesse Grapple NewFinesse Trip NewFists of Iron SaFFleet of Foot SaSFlick of the Wrist SaSFlurry of Strikes NewFlyby Attack MWFlying Kick NewFool's Luck NewForce of Will NewFrightful Presence NewGiant Killer NewGiant's Toughness NewGrappling Block NewGreater Affinity Focus New AkashikGreater Bind NewGreater Manyshot NewGreater Sneak Attack NewGreat Throw NewGreen Ear SaSGuiding Spirit New TaoHamstring SaSHatred New TaoHeat Protection New RegionHeighten Turning DotF SpecialHeroic Surge NewHighborn New RegionHigh Tao Mastery New TaoHold the Line SaFIaijutsu Focus New RegionIaijutsu Master New RegionImproved Armor Dance New RegionImproved Bind NewImproved Chi Strike NewImproved Dodge NewImproved Flight MWImproved Rear Rank Fighting NewImproved Sneak Attack NewImproved Swimming MWImprovised Weapon NewInfamy NewInnate Ability New SpecialInscribe Rune New Region,

Item CreationInstantaneous Rage MWIntimidating Rage MWJack of All Trades SaSKnock-Down SaFLarge and in Charge SaFLatent Dreamer New Lost

Latent Old Blood New LostLatent Treesinger New LostLatent Viewer New LostLeap of the Monkey NewLegendary Trait NewLightning Fists SaFLightning Stealth NewLingering Song SaSLinguist NewLow Profile NewLunge NewMagical Artisan New Item CreationMantis Leap SaFMemory of Lives Past New LostMental Stability NewMercantile Agent New RegionMimic NewMonkey Grip SaFMonkey Taunts the Emperor NewMountain Born New RegionMounting Leap NewMultiattack MWMulticultural SaSMultidexterity MWMultiweave New AkashikNorthern Staff, Northern Spear NewObscure Lore SaSOdd Sleeping Habits NewOff-Hand Parry SaF, MWOpera Training NewPain Touch SaFParry NewPhalanx Fighting NewPin Shield SaFPlant Control MWPlant Defiance MWPolitical Maneuvering New RegionPommel Strike NewPower Critical MWPower Lunge SaFProlong Tao New TaoProne Attack SaFProportionate Wild Shape MW WildPsychometry New TaoPyro SaSQuicken Turning DotF SpecialQuicken Spell New MetamagicQuicker than the Eye SaSQuick Sheath NewRapid Reload SaFReach Spell DotF MetamagicRear Rank Fighting NewRequiem SaSResistance to Energy MWResist Disease MWResist Madness New RegionRhythmic Accompaniment New RegionRiposte NewRitual Cannibalism New RegionRitualistic Combat New Region

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Roundabout Kick NewSacred Spell DotF MetamagicSanctum Spell TaB MetamagicScent MW WildScholar of Nature New RegionSculpt Spell TaB MetamagicSense New TaoSense Residue New AkashikSex Appeal NewSharp-Eyed NewSharp-Shooting SaFShield Charge DotFShield Expert SaFShowmanship NewShuriken Mastery NewSlip NewSmall Stature New RegionSoft Strike NewSoldier New RegionSoul of Honor New RegionSoul of Sincerity New RegionSpeaking Wild Shape MW WildSpell Specialization TaB AkashikStay on their Tail NewStreet Smart New RegionStrong-Arm New RegionSubsonics SaSSuperior Expertise NewSupernatural Blow MWSuppressive Fire NewSurvivor New RegionTaftani Hands NewTagging NewTao Archery NewTao Lightning New TaoTao Mastery New TaoTao Mind New TaoTao Sensitive New TaoTao Whirlwind New TaoThrow Anything SaFTie Off Weave New AkashikToughness NewTrailblazing New RegionTrapmaster NewTreesinger New LostTree Warden New LostTrollblood New RegionTrustworthy SaSUnbalancing Strike NewVanish NewVersatile NewVicious Bite New RegionViewing New LostVigilint Rest NewWaking Dream New LostWealth NewWily Trader New RegionWingover MWWeapon Display New

7.3: New General Feat Descriptions

Able Drinker (General)

There are those who can hold their liquor, and then there's you.

Prerequisites: Con 15+

Benefit: You can drink any amount of alcohol without any negative effects or chance of getting drunk. If anyone who could be impressed by such a feat (such as raiders, mercenaries, etc.) sees you consuming such a massive volumes of liquor, you receive a +4 circumstance bonus to any Charisma-based checks in social situations with them. Further, you receive a +1 to all saving throws versus poison.

Special: This feat is originally from Swashbuckling Adventures.

Acrobatic Dodge (General)

You can perform spectacular jumping and vaulting dodges.

Prerequisites: Dex 16+, Dodge

Benefit: You must have at least one hand free to use this feat. A number of times per day equal to your Dex modifier when you would normally be hit by a melee or ranged attack, you may make a Reflex saving throw against a DC of 20 (if the weapon has a magical attack bonus, then the DC is increased by an equal amount) to vault out of the way. You must be aware of the attack and not flat-footed. After dodging an attack, you are 5' away from the direction and location of the attack. Using this feat does not count as an action.

Special: This feat is originally from Swashbuckling Adventures.

Adaptive Fighting (General)

You may fight with the blunt end of a polearm or other large weapon.

Prerequisites: Str 13+, Power Attack

Benefit: When using a weapon one size larger than yourself, you may make a second attack with the butt of the weapon as if it were a double weapon. The blunt end deals 1d6 of bludgeoning damage with a critical threat range of 20. The blunt end is considered a light weapon. It is in all ways just like fighting with a double weapon.

Special: This is a modified form of the Adaptive Fighting feat from Feats.

Armor Optimization (General)

You are adept at using your armor to its best advantage.

Prerequisites: Dex 13+, Dodge, Proficient with chosen armor

Benefit: Choose a specific type of armor you are proficient with. You do not lose your Defense armor bonus from that

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armor even if its bonus is lower than your base Defense. Instead, the two bonuses stack.

Arrow Stab (General)

When fighting with a string bow, you can make a melee attack against an adjacent opponent with one of your arrows.

Prerequisites: Defensive Shot

Benefit: When fighting with a string bow you may make an attack against an opponent within an area that you threaten. You gain an additional melee attack equal to your next attack that must be made with an arrow you are notching. The melee attack and the following ranged attack are both made with a -2 penalty.

Special: This feat is originally from Swashbuckling Adventures.

Battle Cry (General)

Your intense and powerful words can grant you strength in combat.

Prerequisites: Cha 13+, Base Attack bonus +1

Benefit: When making a charge action you receive a morale bonus to attack and damage rolls equal to your Cha modifier. You can use this feat a number of times per day equal to your Cha modifier.

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

Beat (General)

You may attack to knock an opponent out of a defensive stance.

Prerequisites: Str 13+. Base Attack bonus +1

Benefit: When you are attacking an opponent, you may attack as normal, but if you hit the target takes no damage, and may not use his primary (or secondary, your choice) weapon during his first attack of his next turn (if the opponent is not armed with 2 weapons, he forfeits his first attack that turn). Furthermore, he loses any Armor or Dodge bonus he may have for wielding the weapon. Finally the opponent must make a Ref save (DC 10) or the weapon flies out of his hand, and the opponent is disarmed.

Special: This feat is originally from Swashbuckling Adventures.

Berserker Rage (General)

You are a berserker, a warrior that has learned how to focus his aggressive energy into a frenzied rage.

Prerequisites: Chaotic alignment, Base Attack bonus +1, Con 12+

Benefit: You can enter a rage that increases your martial prowess and destructive ability. Entering the rage is a move-equivalent action. You gain +4 to Str, +4 to Con, and a +2

morale bonus on Will saves, but suffer a -2 penalty to Defense. The rage lasts for a number of rounds equal to 3 + your (newly improved) Con modifier. You can voluntarily end the rage prematurely as a move-equivalent action. During the rage, the you cannot use skills or abilities that require patience or concentration, such as moving silently, casting spells, etc. He can use any feat he has except for Expertise, Akashik feats, metamagic feats, or Tao feats, as well as any feats that require patience or concentration. At the end of the rage you are tired, incurring a -2 Str & a -2 Dex, and not being able to charge or run for the duration of the encounter. You cannot fly into a rage more than once per encounter, and only a number of times per day equal to your Con modifier.

Special: This counts as an "ability to rage" for all intents and purposes. This is a modified form of the Barbarian’s class ability from the Player’s Handbook.

Broom Sweep (General)

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

Prerequisites:Base Attack bonus +4, Improved Trip, Improved Unarmed Strike

Benefit: As a full attack action, instead of your regular attacks, you can attempt a trip attack at your highest base attack bonus against every opponent within 5'. Each successful trip attack allows you to nake an automatic melee attack against your opponent, as with the Improved Trip feat, but a failed trip attempt ends your action.

Special: This feat is a modified form of the Broom Sweep feat from the Quintessential Monk.

Cautious (General)

You are especially careful with tasks that may yield catastrophic results.

Benefit: You gain a +2 bonus to all Disable Device and Use Magic Device checks.

Special: This is a modified form of the Cautious feat from the Star Wars RPG.

Charged Jump (General)

You can use your skill at riding to aid your mount in jumping.

Prerequisites: Ride 5+

Benefit: If your mount makes a double move in a straight line before attempting a jump, you can make a Ride check (DC 10) to aid the mount's jump check.

Special: See "cooperating" rules in the Player's Handbook. This feat is originally from Path of the Sword.

Choke Hold (General)

You have learned the correct way to apply pressure to render an opponent unconscious in a grapple.

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Prerequisites: Improved Unarmed Strike, Improved Grapple, Stunning Fist

Benefit: If you pin your opponent while grappling and maintain the pin for 1 full round, at the end of the round your opponent must make a Fort saving throw (DC 10 + 1/2 your level + your Wis modifier). If the saving throw fails, the opponent falls unconscious for 1d3 rounds.

Special: This feat is orignally from Oriental Adventures.

Clever Monkey Spins the Branch (General)

You can adjust your grip quickly on weapon with reach to attack nearby foes.

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

Benefit: When wielding a reach weapon that does not normally allow you to attack with adjacent opponents, you can adjust your grip to allow you to attack nearby opponents. You cannot attack adjacent opponents in any round that you use reach to attack, nor can you use reach in any round that you attack adjacent opponents. This includes attacks of opportunity. Adjusting the grip is a move-equivalent action that does not provoke attacks of opportunity.

Special: This is a modified form of the Clever Monkey Spins the Branch feat from the Quintessential Monk.

Closed Mind (General)

Your mind is better able to resist Tao mental abilities and other mental attacks than normal.

Benefit: You get a +2 bonus on all saving throws to resist Tao and other magic effects that affect your mind.

Special: You cannot take or use this feat if you have the Tao Sensitive feat. This is a modified form of the Closed Mind feat from the Expanded Psionics Handbook.

Continuous Parry (General)

You are extremely adept at parrying your opponent's attacks.

Prerequisites: Parry

Benefit: You must be wielding a weapon in each hand to use this feat. If you elect to use Total Defense on your actions, you may use the Parry feat a number of times equal to your normal number of attacks + your Dex modifier. Each attempted parry acts as one of your parries per round.

Special: This feat is originally from Swashbuckling Adventures.

Corps-a-corps (General)

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

Benefits: When you lose a Trip Attack your opponent may not attempt to trip you. Additionally you gain a +2 competence bonus to your trip attacks.

Special: This feat is originally from Swashbuckling Adventures.

Craftsman (General)

You can make almost anything.

Prerequisites: Int 13+

Benefits: You may make Craft checks unskilled as if you had 1 rank in the appropriate craft skill.

Special: This feat is originally from Swashbuckling Adventures.

Craft Talisman (Item Creation)

You can create magic fetishes, single-use magic items that hold a spell until triggered.

Prerequisites: Int 13+, appropriate Craft skill, spellcaster level 1+

Benefit: You can create a talisman, a one-use magic item, imbuing it with the power of any spell you know cast at 3 rd

level or lower. You just provide any material components or focuses the spell requires. If casting the spell would reduce your XP total, you pay the cost upon beginning the process in addition to the XP cost for making the talisman itself. Likewise, material components are consumed when you begin crafting, but focuses are not. The talisman has a base price of the spell level x 50 cc, with a 0-level spell costing 1/2 a level. You must spend 1/25 of the base price in XP and use up raw materials costing half this base price. A talisman's market value equal's its base price.

Special: This feat is originally from Oriental Adventures.

Dashing and Daring (General)

You are suave at all times, even during combat.

Prerequisites: Base Attack bonus +4, Dex 13+, Cha 13+

Benefit: You receive your Cha modifier to your Defense in addition to your Dex modifier while wearing no armor. Furthermore, any members of the opposite sex who see you fighting are predisposed to like you. Any Charisma-based checks made receive a +2 circumstance bonus, but only involving those who have seen you in action.

Special: This is a modified form of the Dashing and Daring feat from Swashbuckling Adventures.

Death Trance (General)

You fear nothing. Not death, not the unknown, nothing.

Prerequisites: Base Attack bonus +1

Benefit: You are immune to fear effects, and confer a +4 morale bonus against fear to all allies within 10'.

Special: This feat is originally from Rokugan.

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Defensive Shot (General)

When you fire a weapon when adjacent to an opponent, you do not draw an attack of opportunity.

Prerequisites: Dodge, Point Blank Shot

Benefit: When firing a weapon while in an opponent's threatened area, you may take a -2 penalty to your base attack until the end of the turn in order to not draw an attack of opportunity from one opponent whose threaten area you are within.

Special: This is a modified form of the Defensive Shot feat from Swashbuckling Adventures.

Defensive Strike (General)

You can turn a strong defense into a powerful offense.

Prerequisites: Int 13+, Dex 13+, Expertise, Dodge

Benefit: If an opponent attacks you and misses while you are using the Total Defense action, you can attack that opponent on your next turn with a +4 bonus on your attack roll. You gain no bonus against an opponent that does not attack you or against an opponent that attacks and does not miss.

Special: This feat is originally from Oriental Adventures.

Defensive Throw (General)

You can use your opponent's force against them, deflecting his attack and throwing him to the ground.

Prerequisites: Dex 13+, Combat Relexes, Dodge, Improved Unarmed Strike, Improved Trip

Benefit: If the opponent you have chosen to recieve your Def bonus from the Dodge feat attacks you and misses, you can make an immedite trip attack against that opponent. This attempt counts as your allowed attacks of oppurtunity this round.

Special: This feat is orignally from Oriental Adventures.

Deflect Missiles (General)

You can deflect incoming missiles, such as arrows, crossbow bolts, spears, and other shot or thrown weapons.

Prerequisites: Dex 13+, Improved Unarmed Strike

Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round, when you would nowmally be hit with a ranged weapon, you may make a Reflex saving throw against DC 20 + the weapon's magical attack bonus, if any, +10 if it is a critical hit. If you succeed you deflect the missile. If you beat the DC by 10 or more, you catch the missile instead of merely deflecting it. You must be aware of the attack and not flat-footed. Attempted to deflect a ranged weapon does not count as an action. Exceptional ranged weapons, such as boulders hurled by giants or magic spells, can't be deflected.

Special: This is a modified form of the Deflect Arrows feat from the Player's Handbook.

Delayed Sneak Attack (General)

Via precisely aimed strikes, you can delay the effects of damage so they are not immediately felt or noticed.

Prerequisites: Sneak Attack damage +5d6, Base Attack bonus +9

Benefit: If you choose to use this feat, the extra damage you inflict with a sneak attack is not inflicted until 3d6 rounds after your attack roll is made.

Special: This feat is originally from Way of the Ninja.

Diehard (General)

Prerequisite: Endurance

Benefit: When reduced to between –1 and –9 wound points, you automatically become stable. You don’t have to roll d% to see if you lose 1 wound point each round. When reduced to negative wound points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative wound points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take 1 wound point of damage after completing the act. If you reach –10 wound points, you immediately die.

Special: This is a modified form of the Diehard feat from the Player’s Handbook.

Disarm Shot (General)

You can disarm an opponent with a ranged attack with greater accuracy.

Prerequisites: Weapon Focus (any ranged weapon)

Benefit: When you make a disarm shot you do not suffer the -4 penalty to the attack roll.

Special: This feat is originally from Swashbuckling Adventures.

Dragon's Toughness (General)

You are incredibly tough.

Prerequisites: Base Fort save bonus +11

Benefit: You gain +12 wound points.

Special: You can gain this feat multiple times. This is a modified form of the Dragon's Toughness feat from Masters of the Wild.

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Dwarf's Toughness (General)

You are tougher than you were before.

Prerequisites: Base Fort save bonus +5

Benefit: You gain +6 wound points.

Special: You can gain this feat multiple times. This is a modified form of the Dwarf's Toughness feat from Master's of the Wild.

Endurance (General)

You are hardier and more resilient to environmental pressure that is exerted upon you.

Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation.

Special: A ranger automatically gains Endurance as a bonus feat at 3rd level. He need not select it. This is a modified form of the Endurance feat from the Player’s Handbook.

Extra Finesse (General)

You deal extra damage with light weapons because you know where to put the blade.

Prerequisites: Weapon Finesse

Benefit: You may apply your Dex modifier instead of your Str modifier when inflicting damage with a light weapon or rapier.

Special: This feat is originally from Swashbuckling Adventures.

Fame (General)

You are particularly well-known.

Benefit: You gain +3 to your Reputation score.

Special: You can take this feat multiple times. This feat is originally from the Star Wars RPG and Wheel of Time RPG.

Finesse Grapple (General)

You rely on technique rather than power when grappling foes.

Prerequisites: Dex 13+, Improved Grapple, Improved Unarmed Strike

Benefit: You can apply your Dex modifier instead of your Str modifier in all grappling checks.

Special: This is a modified form of the Elusive Grappler feat from the Quintessential Monk.

Finesse Trip (General)

You rely on technique rather than power when tripping foes.

Prerequisites: Dex 13+, Improved Trip

Benefit: You use your Dex modifier instead of your Str modifier in all trip checks.

Special: This is a modified form of the Finesse Trip feat from the Quintessential Monk.

Flurry of Strikes (General)

You can send a swarm of cuts and stabs at your opponent with a rapier. Prerequisites: Base Attack bonus +1, Weapon Finesse, Weapon Focus (Rapier)

Benefit: Whenever you attack with your rapier, you may opt to take an additional attack with that weapon at your highest Base Attack bonus. However all your attacks for that round, including the extra one, suffer a -2 penalty to hit. You may use this feat once per round. Thus, if you use two rapiers you cannot use it with both of them.

Special: This is a modified form of the Flurry of Strikes feat from Swashbuckling Adventures.

Flying Kick (General)

You literally leap into battle, dealing devastating damage.

Prerequisites: Str 13+, Power Attack, Improved Unarmed Strike, Jump 4+

Benefit: When fighting unarmed and using the charge action, you deal double damage with your unarmed attack.

Special: This feat is originally from Oriental Adventures.

Fool's Luck (General)

You have a unique way of turning situations around to your advantage, but most simply call it luck.

Benefit: Once per day, you may reroll any single die roll. You must accept the second check, no matter the outcome.

Special: You can gain this feat multiple times. Its effects stack. Each time you gain this feat, you may reroll an additional die per day. This feat is originally from Feats.

Force of Will (General)

You are able to resist Tao attacks with extreme force of will.

Prerequisite: Iron Will

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Benefit: Once per round, when targeted by a Tao skill or other Tao effect that allows a Reflex save or a Fortitude save, you can instead make a Will saving throw to avoid the effect.

Special: You cannot take or use this feat if you have the Tao Sensitive feat. This is a modified form of the Force of Will feat from the Expanded Psionics Handbook.

Frightful Presence (General)

Your mere presence can terrify those around you.

Prerequisites: Cha 15+, Intimidate 9+

Benefit: Once per round, you can, as a free action, use your Frightful Presence. All opponents within 30' who have fewer levels than you must make a Will saving throw (DC 10 + your level + your Cha modifier). Any opponent who fails his save is shaken, suffering a -2 penalty to attack rolls, saves, and skill checks for 1d6 + your Cha modifier in rounds.

Special: This is a modified form of the Frightful Presence feat from the Star Wars RPG.

Giant Killer (General)

You have mastered the art of fighting larger creatures and negating their defenses.

Prerequisites: Combat Reflexes

Benefit: When fighting opponents at least two size categories larger than you, you negate the effects of any additional reach they may have. Against you, the opponent only has a reach of 5'.

Special: This feat is originally from Heroes of High Favor: Dwarves.

Giant's Toughness (General)

You are amazingly tough.

Prerequisites: Base Fort save bonus +8

Benefit: You gain +9 wound points.

Special: You can gain this feat multiple times. This is a modified form of the Giant's Toughness feat from Masters of the Wild.

Grappling Block (General)

You can catch and pin an opponents weapon with your bare hands.

Prerequisites: Int 13+, Combat Reflexes, Expertise, Improved Disarm, Impoved Unarmed Strike

Benefit: You must have both hands free or be holding a weapon designed to catch other weapons to use this feat. Once per round when you would normally be hit by a melee weapon, you may make a special disarm attampt against your opponent. This attempt counts against your allowed attacks of oppurtunity this round. You make an opposed attack roll against the attack that hit you. The opponent's attack roll is

not modified by the size of the weapon. If you succeed, you grab the weapon away from your opponent (if you are unarmed) or knock the weapon to the ground (if you are armed). You can only use this feat against weapons up to two sizes larger than you.

Special: This feat is originally from Oriental Adventures.

Greater Bind (General)

After you bind an opponent's weapon you may take advantage of the situation.

Prerequisites: Improved Bind

Benefit: When you have bound an opponent's weapon, the critical threat range of your next attack (if attacking with a melee weapon) is increased by twice the number of rounds that you keep the opponent's weapon bound (including this round). So if this is the second round that you have an opponent’s weapon bound, your threat range is increased by 4 (so an 18-20 would become a 14-20).

Special: This feat is originally from Swashbuckling Adventures.

Greater Manyshot (General)

You are skilled at firing many arrows at once, even at different opponents.

Prerequisites: Dex 17, Manyshot, Point Blank Shot, Rapid Shot, base attack bonus +6

Benefit: When you use the Manyshot feat, you can fire each arrow at a different target instead of firing all of them at the same target. You make a separate attack roll for each arrow, regardless of whether you fire them at separate targets or the same target. Your precision-based damage applies to each arrow fired, and, if you score a critical hit with more than one of the arrows, each critical hit deals critical damage.

Special: This is originally from the Expanded Psionics Handbook.

Greater Sneak Attack (General)

Your sneak attacks are more deadly than the common form.

Prerequisites: Sneak Attack, level 9+, Improved Sneak Attack

Benefit: You may roll d10's instead of d8's for the extra damage of a sneak attack.

Special: This feat is originally from Swashbuckling Adventures.

Great Throw (General)

You can throw your opponents to the ground, choosing where they land and dealing damage in the process.

Prerequisites: Dex 13+, Combat Reflexes, Dodge, Improved Trip, Improved Unarmed Strike

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Benefit: When you make a successful unarmed trip attack against a creature no larger than your own size, you can choose where the creature lands, within the area you threaten. In addition, you deal your normal unarmed strike damage to the opponent. When you use this option, however, you may not make a followup melee attack using the Improved Trip feat.

Special: This feat is originally from eratta to Oriental Adventures.

Heroic Surge (General)

You can perform additional actions in a round.

Benefit: You may take an extra move or attack action, either before or after your regular actions. You may use Heroic Surge once per day for every four character levels you have attained, but never more than once per round.

Special: This feat is originally from the Star Wars RPG and Wheel of Time RPG.

Improved Bind (General)

You are more skilled at binding an opponent's weapon.

Benefit: When performing a Bind, you do not draw an attack of opportunity and you gain a +2 competence bonus.

Special: This feat is originally from Swashbuckling Adventures.

Improved Chi Strike (General)

Your chi strikes are more potent than normal.

Prerequisites: Wis 19+, Chi Strike +1 ability

Benefit: Add +1 to the effective enhancement bonus of your Chi Strike ability. This feat cannot be taken as a bonus feat for the monk class unless he already has the Chi Strike ability. If the enhancment bonus would enhance the strike beyond a +5 enhancement bonus, then the character gains a magical special ability as if it were a magical weapon with a +1 bonus cost.

Special: You can take this feat multiple times. This is a modified form of the Improved Ki strike feat from the Quintessential Monk.

Improved Dodge (General)

You are adept at dodging the blows of multiple opponents.

Prerequisites: Dex 13+, Dodge

Benefit: During your action, you can designate a number of opponents equal to your Dex modifier and receive a +1 dodge bonus to Defense against attacks from those opponents. You can select or change opponents on any action. A condition that makes you lose your Dex modifier to Defense also makes you lose dodge bonuses.

Special: This is a modified form of the Dodge: Improved feat from Gryphon's Book of 3rd Edition Feats.

Improved Rear Rank Fighting (General)

You have mastered the art of fighting as part of a phalanx or spear hedge.

Prerequisites: Base Attack bonus +1, Rear Rank Fighting

Benefit: When fighting in melee combat with a reach weapon, interposing creatures (friendly or otherwise) do not provide cover to enemies behind them.

Special: This feat is originally from Heroes of High Favor: Dwarves.

Improved Sneak Attack (General)

Your sneak attacks are more deadly than the common man's.

Prerequisites: Sneak Attack, level 6+

Benefit: You may roll d8's instead of d6's for the extra damage you roll with a sneak attack.

Special: This feat is originally from Swashbuckling Adventures.

Improvised Weapon (General)

You can use almost anything as a weapon: chairs, bar stools, drinking mugs, candelabra, etc.

Prerequisites: Base Attack bonus +2

Benefit: You may pick up any item and use it as a weapon. The damage is determined by the size of the item. The type of weapon (piercing, slashing, or bludgeoning) is determined by the GM. The improvised weapon has a critical threat range of 20. You may even pick up a weapon you are not proficient with, but the stats below replace the weapon stats. Special abilities of the weapon may not be used as well.

Size Damage

Small 1d4Medium 1d6Large 1d8

Special: This feat is originally from Swashbuckling Adventures.

Infamy (General)

You are known for crimes or evil deeds (whether or not your actually committed them).

Benefit: Regardless of your Reputation score, you are considered infamous.

Special: This feat is originally from the Star Wars RPG.

Innate Ability (Special)

You no longer need ofuda to cast certain spells.

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Prerequisites: Templar level 1+

Benefit: Choose 3 divine spells you know as a Templar. You no longer require ofuda as a divine focus when casting these spells. If you do use ofuda when casting these spells as an innate ability, all level-dependent effects of the spell are increased by +1.

Special: You make take this feat multiple times. Each time it is taken, different spells must be selected. This is a modified form of the Innate Ability feat from Rokugan.

Leap of the Monkey (General)

You are adept at springing lightly up walls.

Prerequisites: Climb 5+, Jump 5+

Benefit: Like a monkey, the character can spring quickly up walls with little effort. Characters with this feat do not lose their Dexterity bonus to Defense when climbing or give their attacker a +2 bonus as long as they finish the climb in a single round.

Special: This feat is originally from Jade and Steel.

Legendary Trait (General)

Somehow, you have potential beyond the average person. You might just be special, or you might have devoted your entire life to one particular characteristic.

Prerequisites: One of your abilities must be 17+

Benefits: When you take this feat, name one of the six abilities (Str, Dex, Con, Int, Wis, or Cha) you have that has a score of 17 or more. At 6th level and every 6 levels thereafter (12th, 18th, and so on) you gain a +1 to that ability. If this feat is taken after 6th level it is not retroactive, so a character taking it at 9th level with a Str of 17 would gain +1 Str, then another +1 at 12th, +1 at 18th, and so on.

Special: This is a modified form of the Legendary Trait feat from Swashbuckling Adventures.

Lightning Stealth (General)

You are able to move with both speed and stealth.

Prerequisites: Dex 13 +, Stealth 6+

Benefit: You can move up to your normal speed with no penalty to Stealth checks. You can run or charge with only a -10 penalty to Stealth checks.

Special: This is a modified form of the Lighting Stealth feat from Way of the Ninja.

Linguist (General)

You have acquired an ear and eye for languages.

Prerequisites: Int 13+

Benefit: You speak 2 additional languages, as if they were bonus languages due to high Intelligence. The Language skill is permanently a class skill for you.

Special: This is a modified form of the Linguist feat from Dark Sun 3.

Low Profile (General)

You are less famous than others of your level.

Benefit: Your rate of gaining Reputation is 1 point every 5 levels, regardless of your class. This does not affect your current Reputation score nor any Reputation points gained by future actions.

Special: This feat is originally from the Star Wars RPG and Wheel of Time RPG.

Lunge (General)

You can thrust your weapon for greater damage.

Benefit: As an attack with a melee piercing weapon you can Lunge. When you Lunge you draw an attack of opportunity, The attack is performed as normal but if you successfully hit your opponent the damage is increased by 5.

Special: This is a modified form of the Lunge feat from Swashbuckling Adventures.

Magical Artisan (Item Creation)

You have mastered the method of creating a certain kind of magic item.

Prerequisites: Any Item Creation feat

Benefit: Each time you take this feat, choose one Item Creation feat you know. When determining the cost in XP and raw materials for creating items with this feat, multiply the base price by 50%.

Special: You can take this feat multiple times, but each time it must apply to a new Item Creation feat. This is a modified form of the Magical Artisan feat from the Forgotten Realms Campaign Setting.

Mental Stability (General)

You have succeeded, at least in part, in staving off the encroaching madness.

Benefit: When you gain this feat, you reduce your madness points by 20. This does not reduce you below 0 madness points, nor does it apply to future madness point gains. Generally, this feat is only useful for male channelers and those who use Yin Tao, but its benefit applies to anyone who gains madness points.

Special: You can gain this feat multiple times. Each time, it reduces your madness points by 20. This is a modified form of the Mental Stability feat from the Wheel of Time Roleplaying Game.

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Mimic (Bard, General)

You have a gift for impersonation.

Benefit: You get a +2 bonus on all Disguise and Perform (Acting) checks.

Special: This feat is originally from the Star Wars RPG and Wheel of Time RPG.

Monkey Taunts the Emperor (General)

You can goad an opponent into attacking you rashly by dismissing his martial prowess.

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

Benefit: With a successful opposed Bluff against an opponent's Will save, you can force them to charge you on their next action if possible. You may make an attack of opportunity on them if they charge. If the attack of opportunity is successful, you inflict double damage and the opponent's attack automatically fails. This can only be used once per opponent per combat. It cannot be used against non-intelligent creatures or creatures with low intelligence (Int 1-2).

Special: This is a modified form of the Monkey Taunts the Emperor feat from the Quintessential Monk.

Mounting Leap (General)

You can leap upon your mount from a dangerous height.

Prerequisites: Dex 13+, Jump 5+, Ride 5+

Benefit: You can leap from above onto the saddle or bare back of a mount you can ride without damaging either of you. You must make a successful Ride check (DC 10 + the height in feet you are jumping from) in order to land safely and avoid spooking the mount. You suffer a -2 penalty if there is no saddle and you must ride the mount bareback. If you succeed in the check, you land safely. If you fail, you land on the mount and take half the falling damage (1d6 per 10'), the mount takes the same amount of damage, and you are thrown off the mount and are prone on the ground. You armor check penalty, if any, applies to the Ride check.

Special: This is a modified form of the Leaping Onto Your Horse feat from Path of the Sword.

Northern Staff, Northern Spear (General)

You can use a staff or spear as a reach weapon.

Prerequisite: Base Attack bonus +4, Weapon Focus (Quarterstaff or Shortspear)

Benefit: While fighting with a quarterstaff or shortspear, you can attack opponents 10' away as if it was a reach weapon. In any round where you use this feat, you cannot attack adjacent opponents.

Special: This is a modified form of the Northern Staff, Northern Spear feat from the Quintessential Monk.

Odd Sleeping Habits (General)

You have developed an unusual sleeping pattern and need less sleep than most.

Prerequisites: Con 11+

Benefit: You only require 4 hours of sleep a day instead of 8 and may sleep in short spurts in order to be fully rested (as long as the full 4 hours are met each day). Characters who do not require 8 hours of sleep a day cannot take this feat.

Special: This is a modified form of the Odd Sleeping Habits feat from Swashbuckling Adventures.

Opera Training (General)

You have been trained in traditional Athasian opera, which requires a lot of stage fighting and physical activity.

Benefit: You get a +2 bonus to all Tumble and Perform checks.

Special: This is a modified form of the Opera Training feat from the Quintessential Monk.

Parry (General)

You have been trained to deflect your opponents' attacks with your own weapon.

Prerequisites: Expertise

Benefit: Once per round when you would normally be hit by a melee attack with a sword or dagger, you may make an attack roll against a Defense equal to the opponent's attack roll to deflect the attack with your weapon. You must be aware of the attack and not flat-footed. Using this feat does not count as an action. You can only use this feat with a sword or dagger, something with a prominent blade.

Special: This is a modified form of the Parry feat from Swashbuckling Adventures.

Phalanx Fighting (General)

You are trained in close-formation fighting with your allies.

Benefit: If you are using a large shield, you gain a +1 armor bonus that stacks with the bonus provided by armor and shield. In addition, if you are within 5' of an ally who is also using a large shield and a melee weapon he is proficient at wielding with one hand and has this feat, you may form a shield wall. A shield wall provides one-quarter cover (+2 to Defense and +1 on Reflex saves) to all eligible character participating in the shield wall.

Special: This is a modified form of the Phalanx Fighting feat from Lords of Darkness.

Pommel Strike (General)

You can surprise your opponent with a Pommel Strike when they least expect it.

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Benefit: You may only use this feat with a melee weapon with a shaft or hilt. Instead of making a normal attack with your weapon you may make a Pommel Strike. You attack as normal. If you hit, you inflict 1d4 damage not cannot be a critical hit and the target is denied their Dex modifier and all dodge bonuses to their Defense until the next round.

Special: This is a modified form of the Pommel Strike feat from Swashbuckling Adventures.

Quicken Spell (Metamagic)

You can cast a spell as a free action.

Benefit: Casting a quickened spell is a free action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell’s actual level. Casting a quickened spell doesn’t provoke an attack of opportunity.

Special: This is a modified form of the Quicken Spell feat from the Player’s Handbook.

Quick Sheath (General)

You can sheath your weapon with unusual speed.

Prerequisites: Quick Draw, Dex 13+, Base Attack bonus +1

Benefit: You can sheath a weapon as a free action that does not draw an attack of opportunity.

Special: This is a modified form of the Quick Sheath feat from Gryphon's Book of 3rd Edition Feats.

Rear Rank Fighting (General)

You are accustomed to fighting as part of a phalanx or spear hedge.

Prerequisites: Base Attack bonus +1

Benefit: When fighting in melee combat with a reach weapon, friendly interposing creatures do not provide cover to enemies behind them. Enemies continue to provide cover as normal.

Special: This feat is originally from Heroes of High Favor: Dwarves.

Riposte (General)

When attacked with a fencing weapon, you may stop the attack and immediately launch a counterattack.

Prerequisites: Parry

Benefit: After you parry and negate an opponent's attack you may immediately make one attack against the opponent. This does not count as an attack of opportunity and is taken at your highest Base Attack bonus.

Special: This feat is originally from Swashbuckling Adventures.

Roundabout Kick (General)

You can follow up on a particularly powerful unarmed attack with a mighty kick, spinning in a complete circle before landing the kick.

Prerequisites: Str 15+, Power Attack, Improved Unarmed Strike

Benefit: If you strike a successful critical hit with an unarmed attack, you can immediately make an additional unarmed attack against the same opponent, as if you hadn't used your attack for the critical hit. You use the same attack bonus that you used for the critical hit.

Special: This feat is originally from Oriental Adventures.

Sex Appeal (General)

For some reason, members of the opposite sex find you almost irresistible, and members of your sex are more than a little jealous of your natural gifts.

Prerequisites: Cha 15+

Benefit: You receive double your Cha modifier to all Charisma-based skill and ability checks when dealing with members of the opposite sex. However, when dealing with members of your sex, you suffer a -2 penalty to all Charisma-based skill and ability checks because of their irrational jealousy.

Special: This feat is originally from Swashbuckling Adventures.

Sharp-Eyed (General)

You have an eye for detail.

Benefit: You get a +2 to all Search and Sense Motive checks.

Special: This feat is originally from the Star Wars RPG and Wheel of Time RPG.

Showmanship (General)

You have flawless timing, and an ability to work crowds that borders on the uncanny. The adulation of others inspires your combat prowess.

Prerequisites: Cha 15+

Benefits: As a move equivalent action you may make a Perform check (DC 15), if you succeed you gain a +2 circumstance bonus to all attack rolls and damage rolls while you have an audience of at least 5 people.

Special: This feat is originally from Swashbuckling Adventures.

Shuriken Mastery (General)

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You are highly skilled in the use of shurikens.

Prerequisites: Exotic Weapon Proficiency (Shuriken)

Benefit: When throwing three shurikens as a single attack, you may select multiple targets (applying the same attack roll to all three targets, but with a -2 penalty to the roll). When throwing three shurikens at a single opponent, each shurikens receives a +1 bonus to damage.

Special: This feat is originally from Way of the Ninja.

Slip (General)

You are agile and adept at getting inside your opponent's guard.

Prerequisites: Base Attack bonus +3, Dex 15+

Benefit: When an opponent attacks you and misses, you can use an attack of opportunity to attack him. For this attack, you receive a +3 circumstance bonus to your attack roll. This takes up one of your attacks of opportunity and may not be used if you have no remaining attacks of opportunity for the round.

Special: This feat is originally from Swashbuckling Adventures.

Soft Strike (General)

You have trained to use your weapon to deal non-lethal strikes.

Prerequisites: Weapon Focus (chosen melee weapon), Base Attack bonus +1

Benefit: You do not suffer the standard -4 penalty to attack when attempting to deal nonlethal damage when your chosen melee weapon.

Special: This is a modified form of the Soft Strike feat from Gryphon's Book of 3rd Edition Feats.

Stay on their Tail (General)

You may pursue an opponent when they attempt to escape your threat range.

Prerequisite: Dex 13+, Mobility

Benefit: When an opponent moves out of your threatened area, you make a Ref save (DC equal to the opponent's Dex score). If successful you may take one 5' step toward the opponent to keep them in your threatened area.

Special: This feat is originally from Swashbuckling Adventures.

Superior Expertise (General)

You have mastered the art of defense in combat.

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

Benefit: When you use the Expertise feat to improve your Defense, the number you subtract from your attack and add to your Defense can be any number that does not exceed your Base Attack bonus.

Special: This feat is originally from Oriental Adventures.

Suppressive Fire (General)

You may pin down a location and make attacks of opportunity against those crossing, entering, or moving through that line.

Prerequisites: Combat Reflexes, Point Blank Shot

Benefit: As a standard action you may nominate a strait or diagonal line of squares. As long as you do not move, you may extend an attack of opportunity to fire your weapon at anyone crossing, entering, or moving through that nominated line of squares. The number of squares in that line is only limited by the range increment of the ranged weapon.

Special: This feat is originally from Swashbuckling Adventures.

Taftani Hands (General)

You have a knack for working with mechanical devices and gadgets.

Benefit: You gain a +2 bonus to all Disable Device and Open Lock checks.

Special: This is a modified form of the Mechanical Aptitude feat from Feats.

Tagging (General)

Tagging is a particularly flashy piece of showing off with your weapon, designed to temporarily dishearten your enemy. This can be anything from cutting off a lock of hair to carving your initials into his shirt.

Benefit: When you land an attack on an opponent you may choose to deal no damage. The next time you strike that opponent with a critical hit during this encounter the damage die increases by 1 level (thus 1d6 becomes 1d8), the Str modifier (or whichever modifier is appropriate) to damage is doubled, or the damage is doubled. You may tag an opponent up to 3 times, each time choosing a different effect to apply to the target. Additionally, each time you tag an opponent the critical threat range of your weapon is increased by 1 (to a maximum of +3) while attacking that opponent, until a Critical hit damages them.

Special: This is a modified form of the Tagging feat from Swashbuckling Adventures.

Tao Archery (General)

Your intuition guides your hand when you use a ranged weapon.

Prerequisites: Base Attack bonus +3, Wis 13+

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Benefit: The character can use his Wisdom modifier in addition to his Dexterity modifier when making a ranged attack at a target within 30'. If for any reason he cannot use his Dexterity modifier when firing his ranged weapon, he still gain the use of his Wisdom modifier.

Special: This is a modified version of the Zen Archery feat from Sword and Fist.

Toughness (General)

You are tougher than normal.

Benefit: You gain +3 wound points.

Special: A character can gain this feat multiple times. This is a modified form of the Toughness feat from the Player's Handbook.

Trapmaster (General)

You are a highly skilled trap builder.

Benefit: You gain a +2 bonus to Craft (trap making) and Disable Device checks.

Special: This is a modified form of the Trapmaster feat from Feats.

Unbalancing Strike (General)

You can strike an opponent's joints to knock your opponent off-balance.

Prerequisites: Wis 15+, Improved Unarmed Strike, Stunning Fist

Benefit: Against a humanoid opponent, you can make an unarmed attack that has a chance of unblancing your target. If your attack is successful, you deal normal damage and your target must make a Ref saving throw (DC 10 + 1/2 your level + your Wis modifier). If the target fails this saving throw, he is thrown off balance for 1 round, losing any Dex bonus to Def and giving attackers a +2 bonus on the attack rolls.

Special: This feat is originally from Oriental Adventures.

Vanish (General)

You can quickly disappear from view.

Prerequisites: Bluff 9+, Stealth 9+

Benefit: You can make a Bluff check to create a diversion to hide as a move-equivalent action. Further, you may perform this action simultaneously with a movement (the two actions count as a single move-equivalent action).

Special: This is a modified form of the Vanish feat from Way of the Ninja.

Versatile (General)

You are skilled in a variety of areas normally outside of your profession's area of expertise.

Benefit: Select two cross-class skills. These skills are always considered in class skills for you.

Special: This feat may be selected multiple times. Each time, it applies to different skills. This feat is originally from Rokugan.

Vigilant Rest (General)

You can fall into an altered state of meidtation that allows for complete alertness.

Prerquisites: Alertness 4+, Concentration 4+

Benefit: You may make Alertness checks without penalty while asleep, and can awaken as a free action when any living creature is within 5'.

Special: This is a modified form of the Vigilant Rest feat from Way of the Ninja.

Wealth (General)

It's good to be rich. It's even better to be born rich.

Benefit: You begin the game with an extra 250 ceramic pieces (CP). Every time you go up in the level, you can draw upon your family's investments, gaining 250 CP for each point of Reputation you have when your level increase occurs. This wealth does not magically appear in your pockets; you must collect it from a family business, a relation, or some other source of your family's wealth. If you cannot collect the money before you go up a level again, you lose the benefit for that level (but you can, of course, collect the money for gaining your new level). This feat can only be taken at 1st level.

Special: this is a modified form of the Wealth feat from the Wheel of Time RPG Web Enhancement.

Weapon Display (General)

You are able to put on a flashy display of weapon prowess to intimidate your enemies.

Prerequisites: Intimidate 1+, base attack bonus +1

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

Special: This is a modified form of the Weapon Display feat from Nyambe: African Adventures.

7.4: Akashik Feats

The following feats can only be taken by those who can cast Akashik spells. These include members of the mage or orphan class, as well as those who take prestige classes that can channel. You can take Akashik feats at any time you could normally take General feats, if you have the prerequisites. For more information on Akashik spellcasting, see the Invert & Weavesight skills in Chapter 5: Of Skills, or Chapter 10: Of Akashik Magic.

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Affinity Focus (Akashik)

You are more adept at Akashik spells with a certain affinity.

Benefit: Your spells with a chosen affinity (air, earth, fire, spirit, or water) have +2 to their saving throw DC.

Special: This feat can be taken multiple times. Each time, it must apply to a different affinity. This is a modified form of the Spell Focus feat from the Player's Handbook.

Akasha-Heightened Senses (Akashik)

When you embrace the Akasha, your senses of sight and hearing become sharper.

Benefit: When embracing the Akasha, you gain a +4 circumstance bonus to all Alertness checks.

Special: This is a modified form of the Power-Heightened Senses feat from the Wheel of Time RPG.

Akashik Defense (Akashik)

You are more resistant to spells of a certain affinity.

Prerequisites: Affinity Focus (chosen affinity)

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

Special: You can take this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a different affinity. This feat is a modified form of the Arcane Defense feat from Tome and Blood.

Eliminate Block (Akashik, Special)

You can use the Akasha without requiring an emotional trigger.

Prerequisites: Male orphan level 1+ or female orphan level 3+

Benefit: You can ignore the emotional block (see the Orphan class description) that allows you to access the Akasha. This is easier for males to master than females.

Special: This feat is originally from the Wheel of Time RPG.

Extra Affinity (Akashik)

You have an Affinity with one of the Five Elements beyond the one you started with.

Benefit: Pick one of the Five Elements (air, earth, fire, spirit, or water) for which you do not already have an affinity. If you are a female, pick air, spirit, or water, unless you already have affinities with all three of those Elements. Only then may you pick earth or fire. If you are a male, you must pick earth, fire, or spirit, unless you already have affinities with all three of them; if so, you may pick air or water. You now have an affinity with the chosen Element.

Special: You can gain this feat multiple times, but each time it must apply to a new Element. This feat is a modified form of the Extra Affinity feat from the Wheel of Time RPG.

Extra Talent (Akashik)

You have an additional Talent.

Benefit: Pick a new Talent. You can learn and cast spells within this Talent.

Special: You can gain this feat multiple times. This feat is originally from the Wheel of Time RPG.

Greater Affinity Focus (Akashik)

Your spells of a certain affinity are even more powerful.

Prerequisites: Affinity Focus (chosen affinity)

Benefit: Your spells of the chosen affinity have +4 to their saving throw DC. This does not stack with the bonus from Affinity Focus.

Special: You can take this feat multiple times. Each time, it must apply to a new affinity. This is a modified form of the Greater Spell Focus feat from Tome and Blood.

Multiweave (Akashik)

You can cast a second Akashik spell while holding another.

Prerequisites: Con 13+

Benefit: While holding an Akashik spell you have already cast, you may cast a second Akashik spell. The first spell remains in effect. Attempting to cast a second spell requires a Concentration check against DC 15. If the check is failed, you cannot cast the second spell without releasing the first. If you are distracted, you must make Concentration checks for both spells.

Special: You can gain this feat multiple times, allowing you to cast even more Akashik spells. For example, if you have this feat twice, you can cast a third Akashik spell while holding two that you have already cast. This is a modified form of the Multiweave feat from the Wheel of Time RPG.

Sense Residue (Akashik)

You can sense the lingering residue left by Akashik spells, giving you the ability to see and perhaps learn recent Akashik spells as if they were still in effect.

Benefit: Make a Weavesight check against a base DC of 5 to notice the residue of Akashik spells that have been recently cast and released. Make a second check to identify or learn the spell. For DC's and modifiers, see the Weavesight skill description.

Special: This is a modified form of the Sense Residue feat from the Wheel of Time RPG.

Tie Off Weave (Akashik)

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You can "tie off" your Akashik spells, leaving them in effect without having to hold them indefinately.

Prerequisite: Wis 13+

Benefit: With this feat, you can keep an Akashik spell with a duration of concentration in effect indefinitely without having to hold it. The spell simply continues to function until you release it, regardless of what you do or where you are, To release the spell, you must be able to see it. A tied off spell will eventually unravel and end. The duration of a tied off spell is equal to your channeler level in days, minus 4 times the casting level of the spell, in hours. Tying off a spell is a standard or move-equivalent action.

Special: This is a modified form of the Tie Off Weave feat from the Wheel of Time RPG.

7.5: Lost Feats

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

Lost Feat Prerequisites

Most of the Lost feats require a prerequisite feat that can only be chosen at 1st level, signifying that the blood runs in their veins although it has yet to make itself known. These feats are known as Latent Lost feats.

Latent Dreamer (Lost)

You have an untapped ability to dreamwalk.

Prerequisites: Humanoid

Benefit: This feat is a prerequisite for other feats associated with the lost ability of dreamwalking. It provides no other benefit in and of itself.

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

Latent Old Blood (Lost)

You have an untapped connection to the insight and abilities of your ancient ancestors.

Prerequisites: Humanoid

Benefit: This feat is a prerequisite for other feats associated with the lost ability of old blood. It provides no other benefit in and of itself.

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

Latent Treesinger (Lost)

You have an untapped ability to treesing.

Prerequisites: Halfling or Elf

Benefit: This feat is the prerequisite to other feats associated with the lost ability of treesinging. It provides no other benefits in and of itself.

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

Latent Viewer (Lost)

You have an untapped ability to view auras and images around people.

Prerequisites: Humanoid

Benefit: This feat is a prerequisite for other feats associated with the lost ability of viewing. It has no other benefits in and of itself.

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

Lost Feats:

You can take Lost feats whenever you could normally take General feats.

Bend Dream (Lost)

You can alter the "reality" of the dreamrealm and manipulate other people's dreams.

Prerequisites: Humanoid, Dreamwalk

Benefit: While in the Dreamrealm, or while in another person's dream, you can shape the reality of the Dreamrealm by force of will. You can alter your clothing, your equipment, your appearance, or the clothing, equipment, or appearance of someone else. In fact, you can alter any person or item that has been dreamed into the Dreamrealm; what you can't change are things that are "native" to the Dreamrealm, like your surroundings, items you pick up, and objects or buildings. You also can't alter objects or creatures that are physically brought into the Dreamrealm. To change yourself, make a Concentration check; a result of 10 or more allows you to change your clothing or gear, while a result of 20 or more allows you to change your own physical features. This can be a move or attack action. If you can change your features, or give yourself any piece of equipment that you do not normally carry, you must make a Concentration check any time you are distracted, as if you were holding an Akashik spell. To change someone else, make a similar Concentration check. If the other person does not have the Bend Dream feat, add +5 to the DC's used to change your own items or appearance. If the person does have the Bend Dream feat, the check is opposed by the target's Concentration check. If you succeed in changing the target, he can change himself back with a successful Concentration check of his own, but this is also an attack or move action.

Special: This is a modified form of the Bend Dream feat from the Wheel of Time RPG.

Dream Jump (Lost)

You can travel at will throughout the Dreamrealm.

Prerequisites: Humanoid, Dreamwalk

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Benefit: You can travel to any point in the Dreamrealm that you can envision, one that you have previously seen or been to in either the real world or the Dreamrealm. Travelling in this manner is a move action and requires a Concentration check against a DC 15. You gain a +5 bonus if you are extremely familiar with the location or can see it from where you currently are in the Dreamrealm. To another person in the Dreamrealm, someone dream jumping disappears in a blur. With a successful Spot check against DC 20, you can tell where the person dream jumped to, and attempt to follow even if you have never seen or been to the location.

Special: This is a modified form of the Dream Jump feat from the Wheel of Time RPG.

Dreamwalk (Lost)

You can enter the Dreamrealm.

Prerequisites: Humanoid, Latent Dreamer

Benefit: While asleep, you can bring yourself into the Dreamrealm. The Dreamrealm is a parallel world that mirrors the real world closely. You arrive in the Dreamrealm dressed as you normally dress and carrying the equipment that you normally carry. By defalt, you appear at the location at which you are physically located in the real world. However, you can attempt to appear in another location by making a Concentration check. The DC varies according to how well you know the location, either by visiting it in the real world or the Dreamrealm.

Location is... DC

Very familiar to you 15Somewhat familiar to you 20A place you have visited only briefly 25A place you have never seen or been to 30

While in the Dreamrealm, you can move, act, and use magic just as in the real world. Although the Dreamrealm is a dream world, things that affect you there also affect you in the real world. If you are injured or killed in the Dreamrealm, your injury or death is just as real as if it occurred in the real world. You may exit the Dreamrealm at any time. With a Concentration check (DC 15), you may awaken immediately in the real world; otherwise, you revert to a normal sleep. to awaken as you normally would.

Special: This is a modified form of the Dreamwalk feat from the Wheel of Time RPG.

Dreamwatch (Lost)

You can observe and enter the dreams of others.

Prerequisites: Humanoid, Latent Dreamer

Benefit: While asleep, you can enter the space between dreams. You can attempt to identify, observe, and / or enter the dream of a specific other person, who must of course be asleep and dreaming at the time. To find a specific person's dream, make a Concentration check. The DC varies according to your relationship with the person, as well as the person's physical proximity in the real world. If you have

entered this person's dreams before, you gain a +5 bonus on your check.

Relationship DC

Intense love or hate between you 10A well-known friend 15An acquaintance 20Someone you have seen or met once 25Someone you have only heard of 30Total stranger 35

Distance Modifier

Within a few feet +5Within 1 mile +0Within 100 miles -5More than 100 miles -10

Once you have found the dream you seek, you can simply observe it from the outside or enter it. Entering another person's dream is dangerous, because the dreamer's psyche creates the reality of the dream, and you risk coming under its control. Once you enter the dream, you are a fixture of the dreamer's imagination, subject to his psyche's control as is everything else in the dream. Taking any action whatsoever, other than what the dreamer dreams you doing, requires a Concentration check. Exiting the dream back to the space between dreams requires a check against a DC 10. Simple actions such as talking, walking about, etc. also require a check against DC 10. More complex actions, such as anything that alters the course of events in the dream, have a higher DC determined by the DM. Failure indicates that you are unable to do what you attempt. On a failure by 10 or more, you lose all sense of your own identity, becoming a complete slave of the dreamer's psyche. You cannot exit the dream, or attempt any voluntary action, until the dreamer awakens or the topic of the dream moves on to something that doesn't include you. If there is an intense emotional connection between you and the dreamer, all Concentration checks have a -10 penalty. Your "real" self cannot be harmed within the dream. Whatever damage or death you suffer in the dream does not replicate itself on your real body. The dreamer has no way of knowing that you were in his dream. If you attempt to communicate a message to the dreamer, he must make an Intelligence check (DC 15) upon waking to recall the message and consider that it may be important. If he is expecting a message, or merely knows you have this ability, the gains a +5 to his Intelligence check. At any time you are in the space between dreams, you can awaken yourself to the real world at will.

Special: This is a modified form of the Dreamwatch feat from the Wheel of Time RPG.

Memory of Lives Past (Lost)

Your soul's connection to a past life is stronger than normal.

Prerequisites: Humanoid, Latent Old Blood

Benefit: You may choose one additional class as a favored class.

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Special: You can take this feat multiple times. Each time you must choose a different class. This is a modified form of the Memory of Lives Past feat from Feats.

Old Blood (Lost)

The blood of your ancestors runs strongly in your veins, occasionally granting you the insight and wisdom of countless generations.

Prerequisite: Humanoid, Latent Old Blood

Benefit: You may call upon the old blood for access to skills. ancient knowledge, or insight and ideas. Roll 1d6. If the result is a 1, the old blood responds. If not, you cannot call upon the blood again this game session for the same topic, though you can call upon it for other issues. The old blood only responds once per game session, however. For skills, you can call upon the blood to aid in any skill that has Intelligence or Wisdom as its key ability. You gain 2d6 temporary ranks in the skill, regardless of whether you are actually trained in its use and are not limited by the maximum skill ranks for your level. You retain the temporary skill ranks for 10 minutes. For ancient knowledge, you can call upon the old blood to bring bits of ancient history and esoteric lore to mind. This works exactly like the bard's Bardic Knowledge ability, but only deals with information at least three times the base maximum age of the character's race. For insight and ideas, the old blood can sometimes give you clues to connections you're having trouble making yourself. You may ask the old blood one question; the answer may give you a clue to something you're trying to figure out. Usually, the clue is based more upon facts you already know, rather than new facts. For instance, you may be having trouble finding the hiding place of a raiding tribe, and the old blood reminds you of an oasis with ruins nearby or an abandoned temple within a ravine.

Special: This is a modified form of the Old Blood feat from the Wheel of Time RPG.

Treesinger (Lost)

By singing to trees, you can shape their wood into useful objects.

Prerequisites: Halfling or Elf, Latent Treesinger

Benefit: You can create objects out of wood by singing to a tree, causing it to shape itself, or part of itself, into the object in question. To make maximum advantage of this feat, you should purchase ranks in the Craft (treesinging) skill, although this feat allows you to use it untrained. Without this feat, you cannot purchase Craft (treesinging). To create an item, make Craft (treesinging) check. The DC and the time required vary according to the complexity of the item. With a successful check, at the conclusion of the required time, the item comes away from the tree in your hands. Obviously, only items made entirely of wood can be sung, although you can treesing a wooden component for a larger item. Also, only solid items can be sung; you cannot create items with moving parts, although you could create the parts separately and then assemble the item.

Item DC Time

Board or plank 5 1 min.

Simple item (staff, club, bucket) 10 5 min.Modest item (stool, bow, flute) 15 10 min.Complex item (chair, rowboat) 20 20 min.Extremely complex item (statue) 25 30 min.Masterwork item +10 +15 min.Piercing weapon +5 +10 min.

Items made from sung wood are of exceptional quality and durability compared to similar items of conventional manufacture, and can draw prices comparable to masterwork items. Even simple boards or planks of sung wood are highly sought after due to their exceptional strength, straightness, and beauty. Sung wood is often used in making masterwork items, and commands prices 10 times higher than regular wood.

Special: This is a modified form of the Treesinger feat from the Wheel of Time RPG.

Tree Warden (Lost)

By singing to trees, you can improve their health or cause them to grow to great size.

Prerequisites: Halfling or Elf, Latent Treesinger

Benefit: This feat allows you to heal damaged or diseased trees, or to cause trees to grow to enormous size. To heal a tree, touch the tree and make a Concentration check. For most diseases or damage the DC is 15, though the DM may increase the DC if the tree is near death or suffering supernatural effects. The standard time requirement is 10 minutes, although again, more time may be required in unusual or severe circumstances. To grow a tree, touch the tree and make a Concentration check against a DC equal to 1/4 the tree's current height in feet. The amount by which you can grow it depends upon your level. You may increase its size by 25% per level. The time required to grow a tree is 10 minutes for every 25% increase in size. A tree that has been grown in this way cannot be grown again for a month.

Special: This is a modified form of the Tree Warden feat from the Wheel of Time RPG.

Viewing (Lost)

You see auras and sometimes prophetic images around people.

Prerequisites: Humanoid, Latent Viewer

Benefit: Make a Spot check. The DC depends upon the person, as given on the table below. Modify the DC by subtracting the subject's level from the given base DC.

Viewing Subject Base DC

Average Person 30Basic Class 25Prestige Class 20Spellcasting or Tao using Class 15

With a successful result, you see a faint aura around the subject that indicates one important, unknown, or unconfirmed fact about the subject's personality or his role in your life or the events that surround you. You might learn

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that the person holds the key to resolving a mystery, that he can be trusted with a secret, that he is in love with a comrade, that he is vindictive and spiteful, etc. If you succeed by 10 or more, you also receive a prophetic image related to the person. Such images are usually hard to interpret, and often entirely metaphoric. You can only have one viewing of any given subject, and once you have had a successful viewing, all future attempts to view that subject automatically fail. The viewing only works on humanoids.

Special: This is a modified form of the Viewing feat from the Wheel of Time RPG.

Waking Dream (Lost)

You can enter the Dreamrealm while still partially awake in the real world.

Prerequisites: Humanoid, Dreamwalk

Benefit: With a Concentration check (DC 20), you can fall into a sleeplike trance. While in this trance, you may enter the Dreamrealm as if you were asleep. However, you maintain a vague awareness of your surroundings in the real world, and can converse with people there, perhaps describing what you see in the Dreamrealm, or passing questions and answers back and forth between the real world and someone you have met in the Dreamrealm. You cannot take any actions ion the real world other than conversing with those around you.

Special: This is a modified for of the Waking Dream feat from the Wheel of Time RPG.

7.6: Region Feats

These feats are gained through belonging to or joining the myriad cultures of Athas. For more information, see Chapter 3: Of Regions. If you don begin play as a member of the appropriate Region to take a feat, you may later take the feat as normal if you have the Knowledge (specific Region culture) skill with at least 4 ranks. You still must have an available slot for a new feat as well as any other prerequisites. Many of the feats must be taken a only at 1 st

level.

Arboreal (Region)

You were literally born in the trees, and are highly adept at avoiding falling damage.

Regions: Halfling

Benefit: You gain a +4 competence bonus to any checks made to avoid falling damage.

Special: This feat can only be taken at 1st level. This is a modified form of the Arboreal feat from Nyambe: African Adventures.

Aristocrat (Region)

You were born into the aristocracy of your city-state, and are granted the privileges and responsibilities that your status entails.

Regions: Balic, Draj, Eldaarich, Kurn, Nibenay, Raam, Tyr, Urik

Benefit: You can freely multiclass as a Noble, and gain Noble as a favored class in addition to any other favored classes you have. You gain whatever legal rights and responsibilities are appropriate for your region.

Special: This feat can only be taken at 1st level. You do not need this feat to gain noble social status later in the game.

Armor Dance (Region)

Halfling armor is highly decorated with bright paints, animal skins, and dyed feathers. You are trained to use your armor to its best advantage, and distract and misdirect your opponent with its flurry of decorations and movement.

Regions: Halfling

Prerequisites: Perform (dance) 1+, base attack bonus +1

Benefit: Whenever you are wearing a suit of halfling light armor with which you are proficient, and you make a full attack, you gain a +2 dodge bonus to your Defense that lasts until your next action.

Special: This is a modified form of the Armor Dance feat from Dragon Magazine #315.

Artist (Region)

The essence of creation flows through your soul.

Regions: Balic, Gulg, Raam

Benefit: You gain a +2 bonus to all Perform checks and to one Craft or Profession skill that involves art of your choice.

Special: This is a modified form of the Artist feat from the Forgotten Realms Campaign Setting.

Badge of Bondage (Region)

Your experiences as a slave have made you more resistant to torture and mental manipulation.

Regions: Balic, Draj, Eldaarich, Gulg, Nibenay, Raam, Tablelands Nomad, Tablelands Villager, Tyr, Urik

Prerequisites: Your body must bear some obvious sign of your former bondage: whip scars on your back, an owner’s brand on your neck, etc.

Benefit: You gain a +1 insight bonus on all Will and Fort saves. You also receive a +2 competence bonus on Bluff checks.

Special: This is a modified form of the Badge of Bondage feat from Dragon Magazine #315.

Bareback Soul (Region)

You’re skilled at riding bareback.

Regions: Bandit States, Tablelands Nomad

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Prerequisite: Ride 1+

Benefit: You suffer no penalty to Ride checks for riding bareback. You automatically succeed at checks to guide your mount with your knees, meaning you always have both hands free while riding. Additionally, you gain a +1 competence bonus to attack rolls with ranged weapons while riding bareback.

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

Blooded (Region)

You know what it means to fight for your life, and the value of quick wits and quicker reactions when blades are bared and deadly spells cast and chanted. Enemies find it difficult to catch you off guard.

Regions: Bandit States, Draj, Eldaarich, Elf, Tablelands Nomad, Thri-Kreen

Benefit: You get a +2 bonus on Initiative and a +2 bonus on all Alertness checks.

Special: This can feat can only be taken at 1st level. This is a modified form of the Blooded feat from the Forgotten Realms Campaign Setting.

Blood of Kings (Region)

You have the blood of the ancient Kemalok Kings running in your veins.

Regions: Dwarf

Prerequisites: Dwarf

Benefit: You gain a +2 bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive checks against other dwarves who know of your lineage.

Special: This feat can only be taken at 1st level. This is a modified form of the Blood of Kings feat from Feats.

Cardhaus Player (Region)

You are skilled at card, dice, and other games of chance.

Regions: Balic, Raam, Tyr, Urik

Prerequisites: Dex 15+ or Cha 13+

Benefit: You gain a +3 competence bonus to any skill check related to games of chance. In addition, you have a reputation as a gambler, gaining you a temporary +2 bonus to your Reputation score when dealing with other gamblers and gambling houses (although the cost per night of using this ability is 1 ceramic piece, minimum).

Special: This is a modified form of the Cardhaus Player feat from Feats.

Conscription (Region)

You served in a local militia or conscripted unit, training in weapons suitable for the battlefield.

Regions: Balic, Draj, Nibenay, Tablelands Villager, Tyr, Urik

Benefit: You get Martial Weapon Proficiency (longbow) and Martial Weapon Proficiency (longspear).

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

Cosmopolitan (Region)

Your exposure to the thousand forking paths of the city has taught you things you ordinarily would never have uncovered.

Regions: Balic, Kurn, Nibenay, Raam, Tyr, Urik

Benefit: Choose a nonexclusive, non-Tao skill you do not have as a class skill. You gain a +2 bonus on all checks with that skill, and it is always considered a class skill for you.

Special: You may take this feat multiple times. Its effects do not stack. Each time, it applies to a different skill. This is a modified form of the Cosmopolitan feat from the Forgotten Realms Campaign Setting.

Culinary Ashe (Item Creation, Region)

This feat is sometimes called “upside-down cooking.” It is the ability to trap magical powers within common food items. The enchanted foods are magically protected from spoilage, and retain their magic indefinitely until used.

Region: Gulg

Prerequisites: Divine spellcaster level 3rd+

Benefit: This feat functions exactly like the Brew Potion feat, except that the caster can make the potion appear as any sort of food desired. Soups and stews are most common, although it can make magical breads, cheeses, and meats as well.

Special: This is a modified form of the Culinary Ashe feat from Nyambe: African Adventures.

Drum Dancer (Region)

You are highly proficient with both drum-playing and ritual dancing.

Regions: Gulg

Prerequisite: Talking Drum language

Benefit: You gain a +2 competence bonus to all Perform (drum) and Perform (dance) checks.

Special: This is a modified form of the Drum Dancer feat from Nyambe: African Adventures.

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Dunewalker (Region)

You aren’t slowed by sandy wastes, and know how to disguise your tracks in the sand.

Regions: Elf, Tablelands Nomad, Thri-Kreen

Prerequisites: Track, Survival 4+

Benefit: Your speed is not lessened by sandy wastes or sandstorms. You leave no tracks in sandy wastes, as per the Pass Without Trace spell, and cannot be tracked, unless you wish to leave a trail.

Special: This is a modified form of the Driftwalker feat from Dragon Magazine #315.

Education (Region)

Some lands (very few in Athas, but some) hold the pen in higher regard than the sword. In your youth you received the benefit of several years of more or less formal schooling.

Regions: Kurn, Tengu

Benefit: All Knowledge skills are class skills for you. You get a +1 bonus on all skill checks with any two Knowledge skills of your choosing. You are automatically literate in all languages you know gained automatically or as bonus languages due to high Intelligence.

Special: You can only take this feat at 1st level. This is a modified form of the Education feat from the Forgotten Realms Campaign Setting.

Empathic (Region)

You have an uncanny sense of the feelings of those around you.

Regions: Eldaarich, Halfling, Thri-Kreen

Benefit: You gain a +2 bonus to all Diplomacy and Sense Motive checks.

Special: This feat can only be taken at 1st level. This is a modified form of the Empathic feat from Feats.

Eye for Quality (Region)

You can quickly judge the value of items, drawing upon your experience in assessing the quality of goods.

Regions: Dwarf, Elf

Benefit: You gain a +2 bonus to all Appraise and Forgery checks.

Special: This feat can only be taken at 1st level. This feat is originally from Feats.

Heat Protection (Region)

You have learned how to adjust your clothing and discipline yourself to better survive a harsh desert environment.

Regions: Bandit States, Elf, Tablelands Nomad

Prerequisites: Survival 1+

Benefit: You gain a +4 circumstance bonus to all Fort saving throws when in a desert environment. Also, your water requirements for a day are halved with a successful Survival check (DC 15).

Special: This is a modified form of the Camel Gut feat from Gryphon's Book of 3rd Edition Feats.

Highborn (Region)

You are highborn in your clan or village, and are granted respect and responsibilities as the child of a prominent and honored member of the community.

Region: Dwarf, Elf, Halfling, Ringing Mountains, Tablelands Nomad, Tablelands Villager, Tengu

Benefit: You can freely multiclass as a Noble, and gain Noble as a favored class in addition to any other favored classes.

Special: This feat can only be taken at 1st level. You do not need this feat to gain noble social status later in the game.

Iaijutsu Focus (Region)

You have learned how to quickly draw your katana and inflict massive damage with one focussed strike.

Regions: Tengu

Prerequisites: Exotic Weapon Proficiency (bastard sword / katana), Quick Draw, Weapon Focus (bastard sword / katana), base attack bonus +1

Benefit: You gain a new skill: Iaijutsu Focus (Cha). This is always considered a class skill for you.

Iaijutsu Focus (Cha)

You use this skill to gather you energy (ki) for a single sword stroke.

Check: If you attack a flat-footed opponent immediately after drawing a katana, you can deal extra damage based on the result of an Iaijutsu Focus check.

Check Result Extra Damage

10 – 14 +1d615 – 19 +2d620 – 24 +3d625 – 29 +4d630 – 34 +5d635 – 39 +6d640 – 44 +7d645 – 49 +8d650+ +9d6

Special: This is a modified form of the Iaijutsu Focus skill from Oriental Adventures.

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Iaijutsu Master (Region)

You share a kharmic link with the greatest Iaijutsu duelists of past Tengu.

Regions: Tengu

Prerequisites: Iaijutsu Focus

Benefit: Once per day, you can make any one attack roll, saving throw, or skill check using your Iaijutsu Focus skill modifier in place of all other modifiers. You give up all other modifiers (base attack bonus, base saving throw bonus, enhancement bonus, racial bonus, etc.) and use just your skill modifier instead.

Special: This is a modified form of the Iaijutsu Master feat from Oriental Adventures.

Improved Armor Dance (Region)

You are an expert at using armor to its best advantage.

Regions: Halfling

Prerequisites: Armor Dance, Perform (dance) 4+, base attack bonus +2

Benefit: You may gain the dodge bonus provided by Armor Dance while wearing halfling medium armor, gaining a +4 dodge bonus if wearing halfling medium armor.

Special: This is a modified form of the Improved Armor Dance feat from Dragon Magazine #315.

Inscribe Rune (Item Creation, Region)

You can create magical runes that hold spells until triggered.

Regions: Dwarf

Prerequisites: Int 13+, appropriate Craft skill, divine spellcaster level 3rd+

Benefit: You can cast any divine spell you have prepared as a rune. The caster must have prepared the spell to be inscribed and must provide any material components or focuses the spell requires. If casting the spell would reduce the caster's XP total, he pays the cost upon beginning the rune in addition to the XP cost for making the rune itself. Likewise, material components are consumed when he begins inscribing, but focuses are not. A single object of Medium-size or smaller can hold only one rune. Larger objects can hold one rune per 25 square feet of surface area. Runes cannot be placed on creatures. The rune has a base price of spell level (a 0-level spell counts as 1/2 level) x caster level x 100 cc. You must spend 1/25 of its base price in XP and use up raw materials costing half this base price. A rune's market value equals its base price.

Special: This feat is originally from the Forgotten Realms Campaign Setting.

Mercantile Agent (Region)

You were born into one of the Merchant Houses that conduct trade throughout Athas.

Region: Balic, Draj, Gulg, Kurn, Nibenay, Raam, Ringing Mountains, Tyr, Urik

Benefit: You can freely multiclass as a Noble, and gain Noble as a favored class in addition to any other favored classes you have. In addition, you must swear to follow the Merchant Code:

1. Recognition that by joining a Merchant House, you forsake citizenship in any city or membership in any tribe.

2. Oath of allegiance to your House. 3. Perform in the best interests of the of the House in

return for a salary.4. Deal honestly with stranger, foe, and friend alike.5. Not to flaunt wealth gained through House

employment.6. Uphold the laws of the city-state where you are

stationed, and to do nothing to bring down the wrath of the Sorcerer-Kings or their agents.

7. Cooperate with other merchants to make life very expensive for any person who unjustly imprisons, blackmails, or otherwise harasses any merchant.

Special: This feat can only be taken at 1st level. You do not need this feat to gain noble social status later in the game.

Mountain Born (Region)

You were born in the mountains, and has a distinctive barrel chest due to oxygen deprivation. This improves your ability to take in oxygen at lower altitudes.

Regions: Ringing Mountains, Tengu

Benefit: You gain a +4 racial bonus to Fortitude saves to resist the effects of low oxygen levels, including damage and altitude sickness. You also gain a +4 racial bonus on Con checks to hold your breath.

Special: This feat can only be taken at 1st level. This is a modified form of the Mountain Born feat from Nyambe: African Adventures.

Political Maneuvering (Region)

The politics of your homeland are complex and arcane, but you have become adept at manipulating others into difficult positions.

Regions: Balic, Eldaarich, Nibenay

Prerequisites: Diplomacy 10+, Sense Motive 10+

Benefit: As a standard action, you may make a Sense Motive check against a person with whom you are speaking (DC 15 + the target’s character level). If successful, you have determined a way of convincing him that his current argument or course of action is ill-advised. You can then attempt to convince him by making a Diplomacy check opposed by his Sense Motive or Diplomacy check, whichever he chooses. If successful, the target must either obey your advice or be unable to act for a number of rounds equal to your Cha modifier (target’s choice). Any attack made by you or your allies against the target negates this effect. This feat

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has no effect against those with a Chaotic alignment or those who do not understand your words.

Special: This is a modified form of the Political Maneuvering feat from Rokugan.

Resist Madness (Region)

Your people are just too stubborn to easily succumb to madness.

Region: Dwarf

Prerequisites: Dwarf

Benefit: You gain a +4 bonus to all checks to resist the effects of Madness Points.

Special: This feat can only be taken at 1st level. This is a modified form of the Resist Taint feat from Oriental Adventures.

Rhythmic Accompaniment (Region)

You practice a style of combat, usually ritual in nature, that benefits from musical accompaniment.

Regions: Gulg

Prerequisites: Perform 6+, Skill Focus (Perform) or Opera Training

Benefit: When accompanied by at least one musician with 6+ ranks in the Perform skill, you gain a +2 morale bonus to attack rolls and Tumble checks. For the purposes of this feat, a bard with at least 6 ranks in Perform is considered to be accompanying you when using his bardic music abilities.

Special: This feat is originally from the Quintessential Monk.

Ritual Cannibalism (Region)

You can cut out and eat the heart of a defeated enemy to gain its strength.

Regions: Draj, Halfling

Prerequisites: Non-good alignment, Heal 4+, Survival 4+

Benefit: Once per day, you can eat the heart of an animal, beast, humanoid, magical beast, or monstrous humanoid you have defeated in combat. Eating the heart will heal you of 1d8 hit points, +1 per Hit Die of the defeated foe; the maximum bonus is equal to you Heal skill ranks. It takes a minimum of one minute to remove and eat an enemy’s heart.

Special: This is a modified form of the Ritualistic Cannibalism feat from Nyambe: African Adventures.

Ritualistic Combat (Region)

You have been trained to fight battles without killing your foes.

Regions: Kurn, Tablelands Villager, Tyr

Prerequisite: Improved Unarmed Strike

Benefit: You are highly trained at inflicting non-lethal blows in combat. When using a normal weapon you are proficient with to inflict non-lethal damage, which means no Critical hits with the weapon, you do not suffer the normal –4 attack penalty. You are even capable of using thrown or missile weapons to deal non-lethal damage, but still suffer a –4 attack penalty to do so. If using a missile weapon that already deals non-lethal damage, you do not suffer a –4 attack penalty.

Special: This is a modified form of the Ritualistic Combat feat from Nyambe: African Adventures.

Scholar of Nature (Region)

Your people are well-known for their dedication to medicine, herbs, and poisons.

Regions: Gulg, Ringing Mountains, Tengu

Benefit: You gain a +2 bonus to all Alchemy, Heal, and Knowledge (nature) checks.

Special: This feat can only be taken at 1st level. This is a modified form of the Scholar of Nature feat from Oriental Adventures.

Small Stature (Region)

You are extremely small for your race, even shorter than your race’s base height.

Regions: Dwarf, Eldaarich, Kurn

Prerequisite: Medium or Large humanoid

Benefit: You are considered one size category smaller than is normal for your race. A human would be considered Small with this feat and a nephilim would be considered Medium-sized, for instance.

Special: This feat can only be taken at 1st level. This is a modified form of the Small Stature feat from Nyambe: African Adventures.

Soldier (Region)

You have served in the regular military of your city, whether it was as a King’s soldier, a noble’s guardsman, or a merchant’s mercenary.

Regions: Balic, Draj, Nibenay, Raam, Tyr, Urik

Prerequisites: base attack bonus +1

Benefit: You gain a +2 insight bonus on all Charisma-based checks involving other professional soldiers. You also gain a +1 competence bonus to all Alertness and Search checks while on guard duty or on patrol. Lastly, you get a +2 competence bonus to all Survival checks when making camp.

Special: This feat can only be taken at 1st level. This is a modified form of the Soldier feat from Feats.

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Soul of Honor (Region)

You understanding of Tengu honor and their warrior code has given you immense insight.

Regions: Tengu

Prerequisites: Non-chaotic alignment

Benefit: You are aware of any action or item that could adversely affect your alignment, including magical effects. A moment’s contemplation allows you to discern such information before performing the action or becoming associated with the item. If being forced to act against your will, you receive a +4 bonus to any Will saves to resist the compulsion.

Special: This is a modified form of the Soul of Honor feat from Oriental Adventures.

Soul of Sincerity (Region)

Your people are well-known for their forthrightness and brutal honesty in discerning truth.

Regions: Dwarf

Benefit: You gain a +4 bonus on Sense Motive checks and a –2 penalty to Bluff checks.

Special: This feat can only be taken at 1st level. This is a modified form of the Soul of Sincerity feat from Oriental Adventures.

Street Smart (Region)

You have learned how to keep informed, ask questions, and interact with the underworld and Secret Societies without raising suspicion.

Regions: Balic, Eldaarich, Nibenay, Raam, Tyr, Urik

Benefit: You get a +2 bonus to all Bluff and Gather Information checks.

Special: This is a modified form of the Street Smart feat from the Forgotten Realms Campaign Setting.

Strong-Arm (Region)

You are trained at using brute force to get your way.

Regions: Bandit States, Draj, Urik

Prerequisites: Str 13+

Benefit: You can substitute your Str modifier for your Cha modifier when making Intimidate or Gather Information skill checks.

Special: This is a modified form of the Strong-Arm feat from Nyambe: African Adventures.

Survivor (Region)

Your people survive in regions that other find uninhabitable, and excel at uncovering the secrets of the wilderness and surviving to tell the tale.

Regions: Bandit States, Elf, Ringing Mountains, Tablelands Nomad, Thri-Kreen

Benefit: You get a +1 bonus on Fortitude saves and a +2 bonus on all Survival checks.

Special: This feat can only be taken at 1st level. This is a modified form of the Survivor feat from the Forgotten Realms Campaign Setting.

Trailblazing (Region)

You have the ability to find easy paths through difficult terrain.

Regions: Elf, Halfling, Ringing Mountains, Tablelands Nomad, Thri-Kreen

Prerequisites: Track

Benefit: You daily overland speed is increased by one terrain category. If you are traveling over normally Trackless terrain, it is treated as Road or Trail terrain instead, and if you are travelling over Road or Trail terrain, it is treated as Highway terrain. You may make a Survival check (DC 10 + 2 per additional party member), to increase the daily overland speed of any group you re with as well. A check must be made each time the group enters or leaves a new terrain type. The base time for this check is 1 hour, and you may take 10 or 20 to increase the chances of locating a suitable spot.

Special: This is a modified form of the Trailblazing feat from Nyambe: African Adventures.

Trollblood (Region)

Somehow, the ancient blood of the long-dead troll race survives in you.

Regions: Bandit States

Prerequisites: Con 15+

Benefit: You heal much faster than normal. For each day of rest, you gain 2 hit points per level. For each day of complete bed rest, you heal 3 hit points per level.

Special: This feat can only be taken at 1st level. This is a modified form of the Trollblood feat from Feats.

Vicious Bite (Region)

You have sharpened your teeth to the point where they become deadly weapons.

Regions: Halfling

Benefit: You may add a bite at -2 to hit for 1d4 damage into you attack sequence when making a Full Attack. You will only bite things you think are edible.

Special: This is a modified form of the Vicious Bite feat from Sammy Grimmes’ Dark Sun Conversion Notes.

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Wily Trader (Region)

The great mercantile minds of Athas have left their lessons written in your heart.

Regions: Elf, Nibenay, Ringing Mountains, Tablelands Villager, Tyr

Benefit: You get a +2 bonus on all Profession checks, allowing you to make more money at your work.

Special: This feat can only be taken at 1st level. This is a modified form of the Honest Merchant feat from Oriental Adventures.

7.7: Tao Feats

Tao feats are feats that grant abilities and skills based on the Yin force or Yang force of the Tao. For more information on the Tao, see the Tao skills in Chapter 5: Of Skills, and Chapter 11: Of Tao Magic.

You can only take Tao feats if you have the Tao Sensitive feat. You can take the Tao Sensitive feat whenever you could normally take a General feat.

Tao Sensitive (Tao)

You are sensitive to the Tao energy that binds the universe together and can gain Tao feats, skills, and other abilities.

Benefit: You gain 1 bonus joss point when this feat is gained. You can learn Tao Sensitive based skills as class skills. You now qualify to learn other Tao feats. There is no limit to the number of joss points you can have (a character without this feat cannot have more than 5 joss points; all excess joss points are lost). You are also more adept at calling on either the Yang or Yin side of the Tao (see Chapter 11: Of Tao Magic). Also, you can make a Wisdom check, DC 20, to avoid being surprised, allowing you to act during a surprise round, even if you otherwise would be surprised.

Special: This is a modified form of the Force Sensitive feat from the Star Wars RPG.

Once you have the Tao Sensitive feat, you can take other Tao feats whenever you could normally take a General feat. For purposes of the Tao level prerequisites, the Tao shih class and prestige classes that specify themselves as Tao classes have Tao levels, in the same that a druid or mage class has caster levels.

Alter (Tao)

You can change the distribution and nature of the Tao in your environment.

Prerequisites: Tao Sensitive

Benefit: You can now learn Alter-based Tao Skills. All Alter-based Tao skills are now class skills for you. Also, you can now move small objects (up to 1 lbs.) a minute distance (up to 5'). You must be able to see the object, and the object must be within 5' of your position. This requires an Int check against a DC 15. The Move Object Skill takes the place of this ability once it is selected.

Special: This is a modified form of the Alter feat from the Star Wars RPG.

Battle Meditation (Tao)

You can influence battles by envisioning an outcome you desire.

Prerequisites: Tao Sensitive, Alter, Wis 13+, no more than 5 madness points

Benefit: You have the ability to influence battles by imposing your vision of the outcome. You grant a +1 Tao bonus on all attack rolls made by allies within 30'. They also gain a +1 morale bonus on saves against Yin Tao powers. Battle Meditation requires a full-round action. Initiating Battle Meditation costs 2 hit points, plus 1 hit point for each additional person affected after the first. Using this feat provokes an attack of opportunity.

Special: This is a modified form of the Battle Meditation feat from Star Wars: Power of the Jedi Sourcebook,

Beast Language (Tao)

You can speak with creatures in a language the can understand.

Prerequisites: Tao Sensitive, Sense, Cha 11+, Handle Animal 4+

Benefit: You can communicate with one animal. Each time you activate this feat, you choose the type of creature with which you can converse. You speak (or otherwise convey information) in a form that creature understands, and you understand the information it conveys in that same fashion. This feat enables you to use your Handle Animal skill to interact with a creature in the same way that you would use Bluff, Diplomacy, Intimidate, Gather Information, or Sense Motive (skills that ordinarily do not work on creatures). You can also use Affect Mind and Friendship to affect it. Initiating Beast Language is an attack action that costs 2 hit points. The effects last for 1 hour.

Special: This is a modified form of the Beast Language feat from Star Wars: Power of the Jedi Sourcebook.

Burst of Speed (Tao)

You can move at lightning speed for a brief amount of time.

Prerequisites: Tao Sensitive

Benefit: You may increase your base speed up to 10 times its normal amount for one round. This has the side effect of multiplying your Jump distance by 5. Using this feat requires a full-round action, during which you can only move (not take move-equivalent actions) and / or make one Jump check. At the end of the round, you lose 5 hit points.

Special: This is a modified form of the Burst of Speed feat from the Star Wars RPG.

Control (Tao)

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You can access your inner Tao, using it to better utilize the powers of your own body.

Prerequisites: Tao Sensitive

Benefit: You can now learn Control-based Tao Skills. All Control-based skills are now class skills for you. Also, you may enter a Tao Trance that slows your metabolism, allowing you to survive for extended periods of time with very little air, water, or food. You may enter this trance at will, requiring a full-round action. It also takes a full-round action to awaken from the trance. While in a trance, your heartbeat slows, your breathing all but ceases, and you appear to be dead. Us of the skill See Force will identify the target as in trance, though the DC is increased by 5. Any magic used to detect whether the target is living will succeed as well. A character in a trance uses 10% as much air as a sleeping person and needs no food or water for an extended period of time. For purposes of natural healing, the trance is equivalent to assisted healing. When entering the trance, the character must declare the circumstances under which the trance will end. Examples include a time limit or certain stimuli. A character in a trance is not conscious of his surroundings and may not use any skills or abilities. A character can remain in a trance for up ton e week in a dry climate and up to one month in a wet climate before succumbing to thirst. If water were somehow supplied, a character could remain in a trance for up to three months before dying of starvation.

Special: This is a modified form of the Control feat from the Star Wars RPG.

Cure Disease (Tao)

You can use Yang Tao to destroy a disease currently afflicting one character.

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

Benefit: You can destroy diseases affecting a living being. Destroying a disease in another creature requires a Heal Another check; curing a disease in yourself requires a Heal Self check. The DC to successfully destroy a disease is equal to the affliction's save DC + 10. On a successful check, you destroy the disease, preventing it from any further damage to the target (though any damage done remains). Using Cure Disease costs 5 hit points, and each attempt takes 1 hour. Unlike most Tao Skills with a hit point cost, it is possible to take 20 a Heal Another or Heal Self check to destroy a disease. However, taking 20 is extremely taxing, requiring 20 hours and a total of 100 hit points.

Special: This is a modified form of the Cure Disease feat from Star Wars: Power of the Jedi Sourcebook.

Cure Poison (Tao)

You can use Yang Tao to destroy a poison afflicting a character.

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

Benefit: You gain the power to completely detoxify poisons affecting a living being. You must use the Heal Another skill when trying to destroy a poison in another creature, and the Heal Self skill for one in yourself. The DC to successfully

destroy a poison is equal to the poison's save DC + 10. On a successful check, you render the poison harmless, preventing it from doing any further damage to the target, though any damage already done remains. Using Cure Poison requires 1 hour per attempt and costs 5 hit points. Unlike most Tao skills with a hit point cost, it is possible to take 20 on a Heal Another or Heal Self check to destroy a poison. Doing so is extremely taxing, requiring 20 hours and a total of 100 hit points.

Special: This is a modified form of the Cure Poison feat from Star Wars: Power of the Jedi Sourcebook.

Dissipate Energy (Tao)

You can resist the effects of energy damage.

Prerequisites: Tao Sensitive, Control

Benefit: You may resist energy damage incurred by your environment or an attack. To do so, you may make a Fort saving throw. The DC is 10 + the amount of damage inflicted. A critical hit counts as double the normal amount of damage. If successful, you suffer no damage from the effect. If the saving throw fails, you take normal damage. This costs 4 hit points per use or per minute of use for environmental effects, whether the feat succeeds or not. If you ready an action to dissipate energy from an incoming attack, the DC drops to 5 + the amount of energy damage inflicted.

Special: This feat is a modified form of the Dissipate Energy feat from the Star Wars RPG.

Guiding Spirit (Tao)

You have attracted the attention of a Tao spirit who sometimes appears to aid you, offering advice and information.

Prerequisites: Tao Sensitive, Sense, no more than 15 madness points

Benefit: A Tao spirit you once knew as a living Tao-shih now protects you after his death. The spirit can do little to aid you in a physical sense. The spirit can use Tao abilities to aid assist you, but only those that do not require physical contact and do not have a physical effect. The Tao spirit manifest itself whenever the GM decides it is appropriate, though should never manifest for longer than one encounter. A character with this feat can call the Tao spirit once per day by spending a joss point. This causes the Tao spirit to manifest unless the character is acting out of anger or hatred or has acquired a total of 5 or more madness points. The Tao spirit generally remains with the character throughout the encounter, but it can leave whenever it desires. A Tao spirit should never be a substitute for a player's own problem-solving abilities.

Special: This is a modified form of the Guiding Spirit feat from Star Wars: The Dark Side Sourcebook.

Hatred (Tao)

You can release all your hatred in a blast of pure Tao energy.

Prerequisites: Tao Sensitive, Alter, 5+ madness points

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Benefit: Waves of your hatred buffet everyone within a 30' radius, centered on you. This counts as an attack action and costs 4 hit points. All those within the radius suffer 2d6 damage and receive a -2 penalty on all attacks, skill checks, and ability checks. Each target may attempt a Fort save (DC 15 + the user's Cha modifier) to reduce the damage by half. The effect lasts for 1 round. You may spend 4 additional hit points as a move action to maintain your Hatred for that round. Each round, the effect deals 2d6 damage. You cannot take two actions to "maintain" this ability twice. Activating this ability gains you a madness point; maintaining it does not.

Special: This is a modified form of the Hatred feat from Star Wars: Power of the Jedi Sourcebook.

High Tao Mastery (Tao)

You can accomplish Tao-related tasks with much less concentration than normal.

Prerequisites: Tao Sensitive, Tao Mastery, Tao level 13+, Wis 17+

Benefit: Once per round, you may accomplish a Tao-related task that normally requires a full-round action as an attack action. The hit point cost for this action is double then normal cost. This is not cumulative with the effects of Tao Mastery. That is, you cannot use both feats to reduce a full-round action to a free action.

Special: This is a modified form of the High Force Mastery feat from the Star Wars RPG.

Prolong Tao (Tao)

You are able to substitute wound points for hit points to power your Tao skills, allowing you to continue to draw upon the Tao even after you are fatigued.

Prerequisites: Tao Sensitive, Control, Con 13+

Benefit: When you run out of hit points, you can continue to use Tao skills by powering them with wound points. A wound point provides twice the power that a hit point does, so all costs are halved, round up, to a minimum of 1. You must be out of hit points to use wound points to power Tao skills.

Special: This is a modified form of the Prolong Force feat from the Star Wars RPG.

Psychometry (Tao)

You can pick up impressions of past events from inanimate objects.

Prerequisites: Tao Sensitive, Wis 15+

Benefit: You can perceive past events by handling objects that were present at those events as though you were there. The perspective is the same as the perspective of the object's wielder: you see, hear, and fee what the wielder saw, heard, and felt, but no more. You cannot, for example, read the writing on a document if the object's wielder did not. However, you do gain an impression of the wielder's emotions in regard to the event. Using Psychometry is a full-

round action and requires a Sense Motive check. The DC depends upon the connection of the item to the events being reviewed.

Connection DC

Personal item, frequently used 10Personal item, infrequently used 15Item used by multiple individuals 20Item handled once 25

Sometimes the impressions granted by Psychometry reflect the influence of the yin side of the Tao on the wielder of the object being examined. As a result, if the original character gained a madness point performing the act seen by Psychometry, the character using Psychometry to review the act gains a madness point as well.

Special: This is a modified form of the Psychometry feat from Star Wars: Power of the Jedi Sourcebook.

Sense (Tao)

You can sense the Tao that binds and connects all things.

Prerequisites: Tao Sensitive

Benefit: You can now learn Sense-based Tao skills. All Sense-based skills are now class skills for you. Also, you sometimes receive vague impressions of the Tao. The character might feel uneasy due to an unseen situation or sense the presence of powerful emanations of the Yin Tao. This is not accomplished through conscious effort, the DM provides the impressions when appropriate.

Special: This is a modified form of the Sense feat from the Star Wars RPG.

Tao Lightning (Tao)

You can draw on the yin side of the Tao to blast a target with deadly bolts of energy.

Prerequisites: Tao Sensitive, Alter, Tao level 7+

Benefit: The target of Tao Lightning must make a Ref saving throw. The DC depends on the Tao level of the user. Tao Lightning deals 4d6 points of damage; half damage if the save succeeds. If the save fails, the target must then make a Will saving throw (DC 15) or lose 1 joss point. If the target doesn't have any joss points, there is no additional effect. Tao Lightning has a range of 30'. Using this feat requires an attack action and gives you 1 madness point. It costs 4 hit points to use the feat.

Tao Level Target's Save DC

7th-12th 1513th-18th 2019th-20th 25

Special: This is a modified form of the Force Lighting feat from the Star Wars RPG.

Tao Mastery (Tao)

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You can accomplish Tao-related tasks with less concentration than normal.

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

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

Special: This is a modified form of the Tao Mastery feat from the Star Wars RPG.

Tao Mind (Tao)

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

Prerequisites: Tao Sensitive, Sense, Wis 15+

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

Special: This is a modified form of the Force Mind feat from the Star Wars RPG.

Tao Whirlwind (Tao)

You can use the Tao to create a whirlwind that hampers concentration or causes damage.

Prerequisites: Tao Sensitive, Alter, Tao level 6+, Int 13+, Move Object 5+

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

Special: This is a modified form of the Force Whirlwind feat from the Star Wars RPG.

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Chapter 8: Of Money & Equipment

8.1: Standard Coinage

The thousands of years of environmental destruction, economic and social chaos, and constant warfare has drastically changed the economy of Athas. Unlike most fantasy worlds, which use the gold standard, Athas has adopted an iron standard. Gold, silver, and copper may look decorative, and at least copper can be useful, but their pragmatic value, especially in a brutal land where survival far outweighs luxury, is miniscule. The rarity of metal makes iron and steel far more valuable and costly than in other settings. To help control the spread of quality weapons among their subjects and enemies, the Sorcerer-Kings adopted the iron standard, minting iron and steel coins to control the availability of weapon-grade metal. The Merchant Houses use the standard as well, giving the economy of Athas a more stable economy, although prices can still vary wildly and most trade among the tribes and villages of the wastes still depends on bartering.

There are four main types of coinage on Athas. The most valuable is the steel coin, the next is the iron coin, and the last is the ceramic coin. These coins are usually minted by the city-states themselves, often by contract to one or more Merchant Houses, with particular images denoting their city-state and mint of origin. The various templars in charge of taxation and the Merchant Code help keep the different coins of the land similar in weight, size, and composition. Ceramic coins, while not metal, are by far the most common monetary unit throughout Athas, easy to make, replace, and counterfeit. A fourth unit, the ceramic bit, or simply bit, is also very common. The bit is a ceramic coin broken into ten equal pieces, or slices, like a pie. Most freeman and those slaves lucky enough to have any personal wealth live mostly by the ceramic coin and the bit. Only templars, nobles, and senior members of the Merchant Houses usually use steel and iron coins.

Athasian Coin Exchange Values

sc ic cc bits

1 Steel Coin (sc) 1 10 100 10001 Iron Coin (ic) 1/10 1 10 1001 Ceramic Coin (cc) 1/100 1/10 1 101 Ceramic Bit (bit) 1/1,000 1/100 1/10 1

Athasian to Standard d20 Coin Exchange Values

sc ic cc bits

1 Platinum Piece (pp) 10 100 1,000 10,0001 Gold Piece (cc) 1 10 100 1,0001 Silver Piece (sp) 1/10 1 10 1001 Copper Piece (cp) 1/100 1/10 1 10

Athasian Coin Weights

Coin Amount per 1 lbs.

Steel Coins 50Iron Coins 50Ceramic Coins 100Ceramic Bits 1,000

When calculating prices for Athasian equipment, the important deciding factor is whether the item is composed of metal or not, and whether those made of metal could be made with alternate materials.

Examples of Metal and Nonmetal Items:

Crowbar: As a tool, the metal composition of the crowbar is essential to its construction and effectiveness. Thus, a crowbar could only be made of metal as in a standard d20 setting.

Lantern, Hooded: Due to its design, mechanical complexity, function, and flammability, a hooded lantern (or even beacon lantern) would have to be made of metal, like in most d20 settings.

Caltrops: Although normally made of steel or iron, caltrops could easily be made of sharp, sculpted obsidian or polished and sharpened bits of bone, with all the same effects, allowing it be made with alternate materials but function as in standard d20 settings.

Flint and Steel: Although the item inherently has “steel” as part of its nomenclature, it is entirely possible to have a small fire-starting kit with twine and a stick, or a glass lens and tinder, giving you an alternate materials version of the flint and steel commonly found in standard d20 settings.

Ink (1 oz. vial): Because of both its liquid nature and its glass container, a vial of ink contains no metal components and therefore is essentially the same as its d20 counterparts.

Pitcher, Clay: As its description clearly says, the pitcher is made of clay, requires no metal, and would thus be unchanged in a Dark Sun setting from its normal d20 version.

When translating the item costs, assume the 3 following rules, then figure out its Athasian cost using the two previous Exchange Tables.

1. All nonmetal items, or items that can and are made with alternate materials, cost 1% (1/100) of their normal d20 cost.

2. All metal items cost their normal d20 cost.3. Items have a minimum cost of 1 Ceramic Bit (1/10 of a

Copper Piece).

8.2: Athasian Weapons

Alternate Weapon Materials

Weapons in particular are often made out of alternate materials. Agafari (ironwood), bone, bronze, dasl (a crystalline material), obsidian, and stone are the most common alternate materials.

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Material Descriptions

Types: Type of weapon (bludgeoning, piercing, or slashing) or other types (axes, bows, etc.). All types consisting of bludgeoning, piercing, or slashing assume that the weapons are normally metal or mostly composed of metal (such as hafted weapons like axes, polearms, etc.). All statisitics for such weapons assume normal, metal versions of the weapon.

Bonuses / Penalties: Bonuses or penalties associate with the material.

Weight: Percentage of normal weight (round up). Breakage: Chance and condition for breakage. A

broken weapon of this type cannot be repaired. It is shattered or splintered beyond help.

Hardness: Percentage of normal hardness (round up). HP: Percentage of normal hit points (round up). Price: Percentage of normal cost in a standard d20

setting, before converting to Dark Sun coinage. Don’t forget the rule on non-metal items and Athasian prices.

Agafari Types: Bludgeoning, piercing, and slashing weapons. Bonuses: As per a masterwork weapon of the

appropriate type. Weight: 50% Breakage: No change. Hardness: As normal, or +5 bonus for a non-metal

hafted weapon. HP: As normal, or +5 bonus for a non-metal hafted

weapon. Price: Assume a masterwork weapon of the appropriate

type. Bone Weapons Types: Bludgeoning and piercing weapons; can be used

as the haft or hilt for otherwise metal weapons (this use does not incur any of the other modifiers normal for a bone weapon); includes weapons made from animal parts, such as fang daggers or ivory weapons.

Penalties: -2 penalty to attack and damage rolls. Weight: 50% Breakage: 50% chance of breaking on a Critical hit. Hardness: 50% HP: 50% Price: 30%

Bronze Weapons Types: Any weapon normally made or mostly made of

metal. Penalties: -1 to all attack and damage rolls. Weight: 75%

Breakage: No change. Hardness: -1 (min. 1) HP: -1 (min.1) Price: 50%

Dasl Weapons Types: Thri-kreen exotic weapons only. Bonuses: As per a masterwork weapon of the

appropriate type. Weight: 50% Breakage: No change. Hardness: +5 HP: 15 Price: Assume a masterwork weapon of the appropriate

type.

Giant Hair Weapons Types: All bows, crossbows, whips, nets, and rope or

chain weapons. Bonuses: As per a masterwork weapon of the

appropriate type. Weight: 110% Breakage: No change. Hardness: No change. HP: No change. Price: Assume a masterwork weapon of the appropriate

type.

Obsidian Weapons Types: Piercing and slashing weapons. Penalties: -1 penalty to attack and damage rolls. Weight: 75% Breakage: 10% chance of breaking on a Critical hit. Hardness: 50% HP: 25% Price: 50%

Stone Weapons Types: Piercing weapons and axes. Penalties: -2 penalty to attack rolls and a –2 penalty to

damage rolls. Weight: 75% Breakage: 50% chance of breaking on a Critical hit. Hardness:75% HP: 75% Price: 50%

New Weapons

Unless otherwise specified, assume all weapons are made of mostly metal and priced as such. Weapons made of alternate materials are described as such and given the appropriate statistics already.

New Weapon Statistics

Cost Dmg Critical Range Inc. Weight Size Type

Simple Weapons, Melee

Bard’s Friend 10 cc 1d4+1 18-20 - 3 T P / SWard Cestus 10 sc * 20 - 4 T B

Simple Weapons, Ranged

Grappling Crossbow 70 sc 1d3 * 120’ 12 M PGrapple Bolts (10) 200 sc - - - 8 F -

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Martial Weapons, Melee

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

Martial Weapons, Ranged

Blowgun 1 cc 1 20 10’ 2 M PBlowgun Needles (20) 1 cc - - - ½ F -

Great Crossbow 100 sc 1d12 19-20 150’ 15 L PGreater Blowgun 10 cc 1d4 20 10’ 4 L P

Blowgun Darts (20) 1 cc - - - 1 F -

Exotic Weapons, Melee

Ankus* 15 sc 2d4 * - 15 L BAthulak* 9 cc 1d6 20 - 9 M BBladed Gauntlet 30 sc 1d6 18-20 - 4 S SCahulaks*** 12 cc 1d6 / 1d6 20 10’ 12 L B / PChain-and-Dagger 4 sc 1d4 19-20 - 4 M SDragon’s Paw** 15 sc 1d8 / 1d8 (or 1d4) 20 - 9 L (S) S / P (or P)Fullblade 100 sc 1d12 19-20 - 23 L SGarrote (Cord) 1 bit 1d6 19-20 - 1/10 S BGarrote (Locking) 100 sc 1d6 19-20 - 3 S SGarrote (Wire) 10 sc 1d6 19-20 - 1 S SGyrspike** 90 sc 1d8 / 1d8 19-20 - 20 L S / BGythka** 6 sc 2d4 / 2d4 20 - 12 L PStump Knife 8 sc 1d4 19-20 - 2 T PThree-Section Staff 4 cc 1d8 19-20 - 8 L BTriple Dagger 10 sc 1d4 19-20 - 1 T PWar Fan 30 sc 1d6 19-20 - 3 S S

Exotic Weapons, Ranged

Chatkcha 1 sc 1d6 20 30’ ½ S SHalfling Skiprock 3 cc 1d3 20 10’ ¼ T BMouth Darts 1 sc 1 20 10’ 1/10 T PScourge 25 cc 1d6 19-20 - 4 M SScourge, Mighty +1 225 cc 1d6 19-20 - 5 M SScourge, Mighty +2 325 cc 1d6 19-20 - 6 M SScourge, Mighty +3 425 cc 1d6 19-20 - 7 M SScourge, Mighty +4 525 cc 1d6 19-20 - 8 M SSpinning Javelin 2 cc 1d8 19-20 50’ 2 M PSpring-loaded Gauntlet 200 sc 1d4 20 20’ 4 M PWhip, Mighty +1 200 cc 1d2 20 - 3 M SWhip, Mighty +2 300 cc 1d2 20 - 4 M SWhip, Mighty +3 400 cc 1d2 20 - 5 M SWhip, Mighty +4 500 cc 1d2 20 - 6 M S

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

New Weapon Descriptions

Ankus: The ankus is a hooked device used for steering and guiding large beasts of burden such as inix and mekillots. It deals only nonlethal damage, meaning it cannot threaten a Critical hit, but because of its hook, you can use it to make trip attacks. You can drop the ankus to avoid being tripped during own trip attempt. The ankus has a 10’ reach. While the statistics are for an ankus made with a steel head, most Athasian ankus are made of carved bone or wood.

Special: This weapon is originally from Masters of the Wild.

Athulak: This weapon consists of a 5’ length of rope with a four-bladed grappling hook on one end. The other end is secured to a 2’ long handle, which can be used to block attacks. The bladed head is commonly made of carved mekillot bone, while the handle is typically bone or wood. It has the following special abilities:

Although it is a Medium-sized weapon, Medium-sized characters must use both hands to effectively wield it.

Unlike most Reach weapons, it can be used against an adjacent foe.

You can make trip attacks with the rope. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.

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When using this weapon, you get a +2 bonus on opposed attack rolls to disarm a foe (including the roll to avoid being disarmed if your attempt fails).

You can use the Weapon Finesse feat to apply your Dex modifier instead of your Str modifier to attack with this weapon, even though it is not considered a light weapon for you.

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

Bard’s Friend: Popularized by the bards of Balic and the Collegiate, this weapon sports several blades and prongs. The blades are carved from obsidian, then strapped and mounted to a wooden grip. The prongs are made of sharpened wood, although fangs can be used for the same effect. Bards frequently coat the blades with poison. While vicious looking and dangerous, its odd shape makes it impossible to sheath and difficult to conceal. All checks to conceal the blade have a –2 penalty.

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

Bladed Gauntlet: This gauntlet has two cruelly sharpened blades that extend from the back of the wrist following the line of the forearm. The strike from a gauntlet is an armed attack. The cost and weight are for a single gauntlet. On Athas, the blade can often be made from the fangs of beasts or obsidian.

Special: This weapon is originally from Sword and Fist.

Blowgun: The blowgun is a large tube through you blow air to fire needles. Although the needle deals only 1 point of damage no matter its composition, it can deliver any injury or contact poison. It is often used by both the inhabitants of Gulg and the halflings of the Forest Ridge.

Special: This weapon is originally from Masters of the Wild.

Cahulaks: A pair of four-bladed heads made of carved bone tied to either end of a 12’ length of rope, this weapon can be employed in melee or as a thrown weapon. As a melee weapon, the user must decide on his action whether to use it as a reach weapon, double weapon, or ranged weapon. If using it as a reach weapon, he cannot attack an adjacent opponent. If using it as a double weapon, he can only attack adjacent opponents. If used as a ranged weapon, one end is whirled in the air and then released, making it a thrown weapon that must be retrieved before it can be used again. If used as reach weapon or double weapon, it has the following abilities:

You can make trip attacks with the rope. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.

When using this weapon, you get a +2 bonus on opposed attack rolls to disarm a foe (including the roll to avoid being disarmed if your attempt fails).

You can use the Weapon Finesse feat to apply your Dex modifier instead of your Str modifier to attack with this weapon, even though it is not considered a light weapon for you.

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

Carrikal: By lashing a length of mekillot bone to the jawbone of any sharp-toothed creature, a kind of battleaxe with serrated edges and twin heads oriented in the same direction is created. Sharp ridges of teeth run down half the length of the handle, and the jawbone edges are finely sharpened. A leather thong at the end of the handle is often included.

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

Chain-and-Dagger: A dagger attached to a length of chain. although strong cord or even giant hair is often used in Athas, along with an obsidian blade. It has the following special abilities:

You can make trip attacks with the rope. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.

When using this weapon, you get a +2 bonus on opposed attack rolls to disarm a foe (including the roll to avoid being disarmed if your attempt fails).

You can use the Weapon Finesse feat to apply your Dex modifier instead of your Str modifier to attack with this weapon, even though it is not considered a light weapon for you.

Special: This weapon is originally from Sword and Fist.

Chatkcha: The statistics of the weapon assume metal construction, but obsidian, bone, and dasl are often used to construct this weapon. It is a wedge, often with three sharp protruding blades, that can be throw up to 90 yards and, due to its spin and effect upon the air, will return to a proficient wielder if it misses its target. Developed and used primarily by the thri-kreen, it is considered a thri-kreen exotic weapon.

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

Dragon’s Paw: This weapon, made popular in the arenas of Tyr and Urik, has two blades, which its entry assumes are steel, on either end of a 5’ to 6’ long wooden shaft. A centrally located bar or basket protects the wielder’s hand in the middle with a third protruding blade. If using the central blade to attack, you cannot use it as a double weapon this round, and use the weapon statistics in parenthesis.

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

Fullblade: A fullblade is 18” longer than a greatsword, and is too large for a Medium-sized character to wield with two-hands without special training. A Medium-sized creature cannot use the fullblade one-handed at all. A Large creature could use the fullblade with one hand, but would be assessed the standard –4 penalty if the wielder were not proficient, or with two hands as a martial weapon. A Large creature could wield it one-handed with no penalty if he had the appropriate Exotic Weapon Proficiency feat, but a Medium-sized creature must still wield it two-handed even with that feat.

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Special: This weapon is originally from Sword and Fist.

Garrote (Cord, Locking, or Wire): For rules on attacking with a garrote, see Song and Silence Chapter 5. If have the Exotic Weapon Proficiency (garrote) feat, you are assumed to be proficient with all garrotes.

Cord: A simple cord used to strangle an opponent. A strangler can also use scarves, sashes, vines, and the like as impromptu cord garrotes.

Locking: The garrote comes with a pair of metal grips, each of which contains one portion of a locking mechanism. Once the garrote has began to deal damage after a garrote attack, the attacker can link the two ends and twist the grips into their locked position. This maintains strangling pressure on the victim even after the attacker lets go. The victim continues to make grapple checks (each one opposed by the attacker’s last attack roll) until freed or unconscious. For additional rules, see Song and Silence Chapter 3.

Wire: A thin wire set into a pair of wooden grips, to protect the user from the wire. Without the grips, the attacker takes 1d3 damage per round from the wire when using it of make a garrote attack.

Special: This weapon is originally from Song and Silence.

Grappling Crossbow: This device helps its user scale walls, bridge chasms, escape down sheer cliffs, and the like. A grappling crossbow is a heavy crossbow modified to fire a special grapple-headed metal bolt attached to 100’ of thin, light rope. Since the weapon is not designed to attack and kill opponents, it does not deal lethal damage, and doesn’t threaten a Critical hit. A successful shot at an appropriate target indicates that the grapple has hooked onto something, anchoring the rope firmly enough for a character to ascend it with a successful Climb check (DC 15). Although the statisitics assume a steel crossbow and bolts, the bolts can be made out of carved bone.

Special: This is a modified form of the grapple-firing crossbow from Song and Silence.

Great Crossbow: A great crossbow requires two hands to use effectively, regardless of the user’s size. You draw a great crossbow back by turning a winch. Loading a great crossbow is a full-round action that provokes and a attack of opportunity. A Medium-size character cannot shoot or load a great crossbow with only one hand. With training, a Large creature can shoot, but not load, the weapon with a –4 penalty to his attack roll. Due to its mechanics, a crossbow can only be made with metal parts.

Special: This weapon is originally from Sword and Fist.

Greater Blowgun: This is a larger version of the standard blowgun, but fires darts slightly smaller than normal throwing darts rather than needles. The darts do 1d4 damage and can also deliver poison.

Special: This weapon is originally from Masters of the Wild.

Gyrspike: A gyrspike is a double weapon. A stout shaft holds a flail on end and a longsword on the other. The flail end of the weapon has the following special abilities:

make trip attacks with the rope. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.

When using this weapon, you get a +2 bonus on opposed attack rolls to disarm a foe (including the roll to avoid being disarmed if your attempt fails).

Special: This weapon is originally from Sword and Fist.

Gythka: The entry assumes a weapon made of metal construction, but obsidian or dasl blades are most common. This a polearm with wicked blades at either end. Its thick shaft and length allows it to be used as a quarterstaff as well. If used as a quarterstaff, use the appropriate statistics for a quarterstaff. This is considered a thri-kreen exotic weapon.

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

Halfling Skiprock: These polished, perfectly weighted stones are prized by halflings, for if they throw them just so, they ricochet off one target to hit another. If the skiprock hits its target, it ricochets toward another target (of the thrower’s choice) adjacent to the original target. The thrower immediately makes a second attack roll for the skiprock against the new target, with an attack bonus equal to the first roll with a –2 penalty. Skiprocks can be used as sling bullets, but using a skiprock’s ricochet ability in conjunction with a sling requires taking the Exotic Weapon Proficiency feat specifically for that purpose.

Special: This weapon is originally from Sword and Fist.

Mouth Darts: These slim, almost needle-like metal darts are concealed in the mouth and then spat at the target. Their effective range is very short, and they do little damage, but they are highly useful when taking a target by surprise. You can fire up to three mouth darts per attack (all at the same target). Do not apply your Str modifier to your damage roll. The cost and weight are for a single mouth dart. On Athas, mouth darts are commonly made of obsidian or bone.

Special: This weapon is originally from Sword and Fist.

Scourge: A character who takes the Exotic Weapon Proficiency (Whip) is also proficient with the scourge. This is a leather whip with shredded glass embedded along its length. Unlike a normal whip, it delivers lethal damage and can harm armored foes. Otherwise, it has all the normal abilities of a whip.

Special: This is a modified form of the nagaika from Masters of the Wild.

Scourge, Mighty: A character who takes the Exotic Weapon Proficiency (Whip) is also proficient with the mighty scourge. This is made from especially strong leather, which allows the user to apply his Str modifier on damage rolls (within the weapon’s limits).

Special: This is a modified form of the mighty nagaika from Masters of the Wild.

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Spinning Javelin: This light, flexible spear intended for range attacks resembles a standard javelin, except for the spiral grooves that run down the length of the shaft. You can loop a string around the shaft, tying one end to your finger. Looping it around the shaft is a move-equivalent action that provokes an attack of opportunity, and tying it to your finger is a full-round action that provokes an attack of opportunity, but the same string is reused for multiple javelins. The string imparts a spin to the javelin that gives it a harder cast, increasing its range, accuracy, and damage. If used without the string or as a melee weapon, use the statisitics for a normal javelin.

Special: This weapon is originally from Sword and Fist.

Spring-Loaded Gauntlet: This gauntlet possesses a broad ridge of metal that extends along the bottom of the forearm to the edge of the wrist articulation, where a circular hole is visible. This ridge of metal hides a wondrous spring-loaded mechanism whereby a crossbow bolt can be fired, akin to a very small crossbow. You load the gauntlet by placing a bolt in the hole and pulling back a tiny lever. Loading the gauntlet is a move-equivalent action that provokes an attack of opportunity. The cost and weight are for a single gauntlet. Due to its mechanics, it can only be constructed with metal.

Special: This weapon is originally from Sword and Fist.

Stump Knife: A stump knife is like a punching dagger, except the blade is securely attached to the stump of a missing forearm. For someone proficient in its use, the stump knife becomes an extension of his body. Against foes to whom you have dealt damage during the course of a continuous melee, the stump knife’s Critical threat range is doubled (17-20). Your opponent cannot disarm you of a stump knife.

Special: This weapon is originally from Sword and Fist.

Three-Section Staff: Originally a farm implement for threshing grain, this weapon is comprised of three sections of wood of equal lengths, jointed at the ends by leather or rope. The three-section staff requires two hands to use, regardless of how large the creature is.

Special: This weapon is originally from Sword and Fist.

Triple Dagger: This weapon is used in the off hand to disarm opponents. You hold it as you would a shield, not another weapon, so you do not suffer penalties for fighting with two weapons, unless using it to make a normal attack. When using a triple dagger, you get a +3 bonus to your opposed attack roll to disarm an opponent (including your roll to keep from being disarmed yourself if you fail the initial attempt.).

Special: This weapon is originally from Sword and Fist.

War Fan: This weapon appears to the untrained eye as a normal fan. In fact, the vanes of the fan are crafted from steel, and the tips are needle-sharp. When first brought into melee, the user can make a Bluff check against the opponent’s Sense Motive check. If he succeeds, he gains a +4 bonus to his first round’s attacks. The delicate nature of the

fan and its ancient origins mean the fan can only e constructed of metal blades.

Special: This weapon is originally from Sword and Fist.

Ward Cestus: This is a stout leather gauntlet with a bar of iron sewn into it over the knuckles. A strike with the cestus is considered an unarmed strike, but deals lethal damage, threatening a Critical hit. If you take a Full Defense action, you gain an additional +1 deflection bonus to your Defense, representing blows blocked by the thick back of the fist. You cannot be disarmed of a ward cestus. The price and weight are for a single ward cestus. On Athas, the metal bar is often bronze or thick bone.

Special: This weapon is originally from Sword and Fist.

Whip, Mighty: A character who takes the Exotic Weapon Proficiency (Whip) is also proficient with the mighty whip. This is made from especially strong leather, which allows the user to apply his Str modifier on damage rolls (within the weapon’s limits).

Special: This weapon is originally from Sword and Fist.

8.3: Athasian Armor

Alternate Armor Materials

Armor can sometimes be made out of alternate materials, although heavy armors and metal armors alike cause great trouble for the wearer under the crimson sun of Athas. Alternate armor materials include agafari (ironwood), bone, bronze, chitin (the tough exoskeleton of many insectoid creatures), and giant hair.

Material Descriptions

Types: Types of armors (usually metal) that can be made with this material.

Bonuses / Penalties: Defense bonuses or penalties associated with the material.

Weight: Percentage of normal weight (round up). Price: Percentage of normal cost in a standard d20

setting, before converting to Dark Sun coinage.

Agafari Armor Types: Banded mail, buckler, shield (all wooden

shields), splint mail can be made using agafari. Bonuses: As the appropriate masterwork armor. Weight: 50% Price: As masterwork armor of the appropriate type.

Bronze Armor Types: Any metal armor or metal shield can be made

using bronze. Bonuses / Penalties: -1 armor penalty to Defense, +1 to

Armor Check penalties (a –4 penalty would become a –3 penalty).

Weight: 75% Price: 50%

Giant Hair Armor Type: Padded armor can be made using giant hair. Bonuses / Penalties: +1 armor bonus to Defense, makes

it Medium (instead of Light) armor. Weight: 150%

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Price: As masterwork armor of the appropriate type. Arcane Spell Failure

Due to the nature of spellcasting on Athas, there is no arcane spell failure chance.

Standard d20 Armors

Armor spikes: Often made of chitin, obsidian, or bone. Non-metal spikes cost 1% of normal on Athas. Otherwise as normal.

Banded mail: Metal strips can be made of chitin; if metal, see the section on metal armors further on. Non-metal versions cost 10% of normal on Athas. Otherwise as normal.

Breastplate: See the section on metal armors further on. Otherwise as normal.

Buckler: Bucklers can be made of chitin, bone, hide, or leather. Non-metal versions cost 1% of normal on Athas. Otherwise as normal.

Chain shirt: See the section on metal armors further on. Otherwise as normal.

Chainmail: See the section on metal armors further on. Otherwise as normal.

Full-plate: See the section on metal armors further on. Otherwise as normal.

Gauntlet, locked: Can only be made of metal. Otherwise as normal.

Half-plate: See the section on metal armors further on. Otherwise as normal.

Hide: 1% of normal cost on Athas. Usually made of braxat or mekillot hide. Otherwise as normal.

Leather: 1% of normal cost on Athas. Usually made of crodlu or inix skin. Otherwise as normal.

Padded: 1% of normal cost on Athas. Otherwise as normal.

Scale mail: Scales can be made of chitin; if metal, see the section on metal armors further on. Non-metal versions cost 10% of normal on Athas. Otherwise as normal.

Shield (all metal shields): Can be made of chitin or bone. Chitin and bone shields cost 1% of normal metal shields on Athas. Otherwise as normal.

Shield (all wooden shields): Can be made of toughened hide or leather. Hide or leather shields cost 1% of normal d20 wooden shields on Athas. Wooden shields cost 10% of normal on Athas. Otherwise as normal.

Shield spikes: Often made of chitin, obsidian, or bone. Non-metal spikes cost 1% of normal on Athas. Otherwise as normal.

Splint mail: Metal strips can be made of chitin or bone; if metal, see the section on metal armors further on.

Non-metal versions cost 10% of normal on Athas. Otherwise as normal.

Studded leather: 1% of normal cost on Athas. Spikes often made of chitin, bone, or obsidian. Otherwise as normal.

Piecemeal Armor Rules

1 Limb: There is no Maximum Dex Bonus or Armor Check penalty for only wearing armor on 1 limb.

Weight: Breastplates weigh 50% of a full suit of the appropriate armor. Each arm or leg piece weighs 12.5% of a full suit of the appropriate armor. Round all weights up to the nearest pound.

Armor Size: Wearing the breastplate and more than 1 limb of the armor keeps the size category of the armor (Heavy, Medium, or Light) the same. Only wearing the breastplate with or without 1 limb reduces an armor’s size by 1 category (from Heavy to Medium, etc.). Only wearing the limbs of the armor reduces the size category by two (from Heavy to Light), but not below Light. This affects Heat penalties and Speed adjustments.

Metal Armor Penalties: Wearing a metal breastplate or more than two metal limbs invokes metal armor penalties, described further on.

Metal Armor Penalties

Fighting in metal armor under the heat of the Dark Sun is a dangerous gamble. Each round of combat in such armor in full daylight (no shade) gives a cumulative –1 penalty to all rolls. Each round the combatant must also make a Fortitude save (DC 10 + number of consecutive rounds in combat) or collapse unconscious from heatstroke for 1d10 minutes. If in shade (such as indoors or under a canopy), the combatant does not suffer penalties until he has been in continuous combat (GM’s discretion) for a number of rounds equal to his base Fortitude save bonus, then suffers the cumulative –1 penalty the next round and every other round after that. Also while in shade, he need only make a Fortitude save every 10 rounds or suffer heatstroke effects.

Characters wearing metal armor during full daylight and not in combat must make a fortitude save (DC 10 + the number of consecutive hours in daylight) every hour or fall unconscious for 1d4 hours from heatstroke. They also suffer a –1 penalty to all rolls for each hour in the armor in daylight with or without shade.

There are no penalties for metal armor if worn at night or underground.

Piecemeal Armor Defense Bonus

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

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

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Maximum Dex Bonus / Armor Check Penalty

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

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

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

8.4: Additional Equipment

Item Cost

Water

Wineskin (1 gal) 2 bitsSmall barrel (30 gal) 2 icTun of water (250 gal) 1 ic

Barding

Inix, leather 35 icInix, chitin 50 icKank, leather 15 icKank, chitin 35 icMekillot, leather 500 icMekillot, chitin 750 ic

Chariots

1 Kank (1 Medium-sized passenger) 10 ic2 Kank (2 Medium-sized passengers) 25 ic4 Kank (3 Medium-sized passengers) 50 ic

Howdah

Inix 1 icInix, war 10 icMekillot 2 icMekillot, war 50 ic

Wagons

Wagon, open (1,000 lbs.) (1 Kank) 10 ccWagon, open (2,500 lbs.) (2 Kank) 20 ccWagon, open (5,000 lbs.) (4 Kank) 30 ccWagon, open (10,000 lbs.) (1 Mekillot) 50 ccWagon, enclosed (1,000 lbs.) (1 Kank) 15 ccWagon, enclosed (2,500 lbs.) (2 Kank) 25 ccWagon, enclosed (5,000 lbs.) (4 Kank) 40 ccWagon, enclosed (10,000 lbs.) (1 Mekillot) 60 cc

Wagon, armored caravan 100 ic

Livestock Animals

Crodlu, riding 10 icCrodlu, war 20 icErdlu 10 ccInix 10 icKank, trained 12 icKank, untrained 5 icMekillot 20 ic

Item Descriptions

Wineskin / barrel: Water must be carried in wineskins or barrels. The numbers in parenthesis list the capacity of the wineskin or barrel. The price does not include the liquid itself.

Tun of water: In most Athasian cities, the water is controlled by the Sorcerer-Kings and the templars. Other wells and oasises are usually controlled by similar power groups (merchants, tribal chiefs, warlords, village councils, etc.). The price can vary wildly depending on unusually dry weather or corrupt officials.

Barding: Leather barding gives a +1 armor bonus to Defense and chitin barding (usually made of insectoid shells and carved bone lashed together) gives a +3 armor bonus to Defense. The two cannot be combined.

Chariot: See the rules for chariots in Sword and Fist. Chariots are common tools of war and entertainment on Athas.

Howdah: A howdah is a frame with seats designed to be mounted on the back of an inix or mekillot. A normal howdah is made of a light wooden frame and has one seat for the animal'’ driver. Normal howdah'’ don'’ count against the animal’s carrying capacity, but the driver does. Anyone travelling in a howdah is considered to be at rest and shaded.

Howdah, war: A war howdah is constructed of much sturdier materials than a normal howdah. An inix war howdah usually weighs 150 lbs. and can hold four Medium-sized warriors. A mekillot war howdah is a much more

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elaborate affair, weighing 1,000 lbs., and contains 2 levels. 16 Medium-sized warriors may ride inside these levels, four of which can fight on any one side at a time. Those within the howdah can gain cover and concealment.

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

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

Livestock Descriptions

Crodlu: Crodlu are large, bipedal lizards with short, clawed forelimbs. Roughly the height of an Earth horse, they are popular and resilient mounts for travelers across the wastes of Athas. Many are outfitted for war or used as beasts of burden for caravans. However, they are not strong enough or agile enough to carry the weight of wagons.

Erdlu: Erdlu are scaly, ostrich-like featherless birds that roam the parched plains of Athas. An erdlu can weigh up to 200 lbs. and can grow to 7’ high. Erdlu are too weak to be mounts, but they make excellent herd animals. The eggs of erdlu are very nutritious, as is their meat. Their scaly wings, hard beak, and sharp talons, are often made into shields and weapons. Often kept in docile herds, they are tended by nomads, villagers, and city-dwellers alike.

Inix: The inix are huge lizards, often measuring up to 16’ in length and weighing up to 2 tons. The inix’s back is protected by a thick shell, while its underside is protected by flexible scales. They are used as mounts and beasts of burden. They are spirited creatures that can move at a steady pace for up to a day and a night before needing rest, and can even move as fast as a kank for short distances. Often outfitted with howdahs for riding or war, the inix is highly valued by both armies and caravans. Its main drawback is its constant need for vegetation as food. An unfed inix is a very dangerous creature.

Kank: Kanks are enormous insects, up to 8’ long and 4’ tall at the back. They are most often used as beasts of burden for carrying wagons and chariots, and while rarely used as personal mounts, it is possible. Though not often used as herd animals, elven tribes are well-known for herding kanks across the wastes of Athas. The kank is valuable to them for its nectar, which all kank produce. The nectar comes out in honey-flavored globes that provide a great deal of nutrition and taste for their small size.

Mekillot: Huge, tailless reptiles weighing up to 6 tons, the mekillots are the primary movers of the immense caravan wagons and siege weapons that travel across Athas. Huge and powerful, the armor-plated lizards are highly prized for their ability to pull those large contraptions, but it is a dangerous gamble. Mekillots can never truly be tamed, and often attack their handlers or wander off-course for no

apparent reason, taking their cargo with them. Tao users and other such mystics are best equipped to deal with them.

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Chapter 9: Of Divine Magic

9.1: Druid Spell List

Druids use the same spell list for their divine spells as the Druid class in the Player’s Handbook, with the following exceptions. These spells cannot normally be cast by druids of Athas:

Ice Storm Finger of Death

Nature’s Ally

The spell Summon Nature’s Ally (I-IX) uses the following list of creatures instead of the one in the Player’s Handbook.

Summon Nature’s Ally I Dire rat Jhakar (animal) Monkey (animal) Octopus* (animal) Skyfish* (animal) Snake, Small viper (animal)

Summon Nature’s Ally II Cheetah (animal) Dire bat Elemental, Small (any) Giant Lizard (animal) Kluzd (animal) Razorwing Shark, Medium* (animal) Snake, Medium viper (animal)

Summon Nature’s Ally III Ape (animal) Athasian shark, Large* (animal) Lirr (animal) Snake, constrictor (animal) Snake, Large viper (animal) Takis (animal) Thoqqua

Summon Nature’s Ally IV Arrowhawk, juvenile Cha’thrang (animal) Dire ape Elemental, Medium (any) Inix (animal) Salamander, flamebrother Mountain Spider Sea cat* Snake, Huge viper (animal) Strine (animal) Subterranean lizard (animal) Tojanida, juvenile* War crodlu Xorn, minor

Summon Nature’s Ally V Arrowhawk, adult Athasian shark, Huge* (animal) Athasian sloth (animal) Dire lion Elemental, Large (any) Feylaar

Janni (genie) Minotaur Lizard Rast Snake, giant constrictor (animal) Tigone Tojanida, adult*

Summon Nature’s Ally VI Dire bear Elemental, Huge (any) Elemental Beast (any) Girallon Hatori (animal) Octopus, giant* (animal Paraelemental Beast (any) Puddingfish* (animal) Salamander, average Xorn, average

Summon Nature’s Ally VII Arrowhawk, elder Athasian treant** Djinni (genie) Elemental, greater (any) Inivisible Stalker Sand Bride Slimahacc (animal) White Silt Horror*** (animal) Xorn, elder

Summon Nature’s Ally VIII Athasian Roc Drik Salamander, noble Tojanida, elder*

Summon Nature’s Ally IX Elemental, elder (any) Sand Mother Sink Worm Styr

* The creature can only be summoned into an aquatic environment.** The creature can only be summoned in an abundant environment, such as a forest, oasis, savanna, or verdant belt.*** The creature can only be summoned into a silt-rich environment.

9.2: Druid Domain List

Druids use the same Domain lists as the Cleric class from the Player’s Handbook. They do not have access to the following domains: Animal, Chaos, Death, Destruction, Evil, Good, Healing, Knowledge, Law, Luck, Magic, Plant, Protection, Strength, Travel, Trickery, War. They do have access to the following Domains: Air, Earth, Fire, Magma, Rain, Silt, Sun, and Water. The new Domains of Magma, Rain, and Silt are described below, as well as changes to the Sun Domain.

Magma

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Granted Power: You gain fire resistance 5. This is a supernatural ability.

Spells

1. Burning hands 2. Heat metal 3. Continual flame 4. Flaming sphere 5. Mountain’s wrath* 6. Earth and fire* 7. Lava spikes* 8. Earthquake 9. Meteor swarm

* Spell is described further in this chapter.

Rain

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

Spells

1. Entropic shield2. Gust of wind3. Call lightning4. Sleet storm5. Ice storm6. Control weather7. Whirlwind8. Storm legion*9. Storm of vengeance

* Spell is described further in this chapter.

Special: This is a modified form of the Storm Domain from the Forgotten Realms Campaign Setting and the Fury of Storms Domain from Dark Sun 3.

Silt

Granted Power: 3 times per day, a character with access to this Domain can walk on silt as a spell-like ability. Treat silt walking as a variant of the Water Walk spell from the Player’s Handbook, except that it allows the character to walk on silt instead of water.

Spells

1. Destroy water*2. Glitterdust3. Breathing*4. Curse of the black sands*5. Curse of the choking sands*6. Sand spray*7. Blood to sand*8. Sand traps*9. Glass storm*

* Spell is described further in this chapter.

Special: This is a modified form of the Desert Domain from Endless Sands: Arabian Adventures and the Broken Sands Domain from Dark Sun 3.

Sun

Granted Power: You can turn or rebuke undead as a class ability. This ability functions as the templar’s Turn / Rebuke Undead class ability, only two levels lower.

Spells

1. Light2. Heat metal3. Searing light4. Fire shield5. Flame strike6. Fire seeds7. Sunbeam8. Sunburst9. Prismatic sphere

Special: This is a modified form of the Sun Domain from the Player’s Handbook.

9.3: Ranger Spell List

Rangers use the same spell list for their divine spells as the Ranger class in the Player’s Handbook. The Summon Nature’s Ally spells are altered. See the Druid Spell List section above for more information.

9.4: Templar Spell List

Templars use the same spell list for their divine spells as the Cleric class in the Player’s Handbook, with the following exceptions. These spells cannot normally be cast by templars of Athas:

Bear’s Endurance Bear’s Endurance, Mass Bless Water Bull’s Strength Bull’s Strength, Mass Create Water Create Food and Water Curse Water Eagle’s Splendor Eagle’s Splendor, Mass Gate Heroes’ Feast Owl’s Wisdom Owl’s Wisdom, Mass Planar Ally Planar Ally, Greater Planar Ally, Lesser Plane Shift Resurrection Soul Bind Summon Monster I Summon Monster II Summon Monster III Summon Monster IV Summon Monster V Summon Monster VI Summon Monster VII Summon Monster VIII Summon Monster IX True Resurrection

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9.5: Templar Domain List

Templars use the same Domain lists as the Cleric class from the Player’s Handbook. They do not have access to the following domains: Air, Earth, Fire, Luck, Sun, or Water. They do have access to the following Domains, with the listed changes:

Animal (Sorcerer-Kings: Lalali-Puy): No change. Chaos (Sorcerer-Kings: Abalech-Re, Daskinor,

Dregoth): Replace Summon Monster IX spell with the Freedom spell.

Death (Sorcerer-Kings: Dregoth, Tectuktitlay): No change.

Destruction (Sorcerer-Kings: Daskinor, Dregoth): No change.

Evil (Sorcerer-Kings: Abalach-Re, Andropinis, Daskinor, Dregoth, Hamanu, Nibenay, Tectuktitlay): Replace Summon Monster IX spell with the Antipathy spell.

Good (Sorcerer-Kings: Oronis): Replace Summon Monster IX spell with the Miracle spell.

Healing (Sorcerer-Kings: Abalach-Re, Lalali-Puy, Oronis): No change.

Knowledge (Sorcerer-Kings: Andropinis, Nibenay, Oronis): No change.

Law (Sorcerer-Kings: Andropinis, Hamanu, Lalali-Puy, Nibenay, Tectuktitlay): Replace Summon Monster IX spell with the Imprisonment spell.

Magic (Sorcerer-Kings: Abalech-Re, Dregoth, Oronis): No change.

Plant (Sorcerer-Kings: Lalali-Puy, Oronis): No change. Protection (Sorcerer-Kings: Andropinis, Daskinor,

Hamanu, Lalali-Puy, Oronis): No change. Strength (Sorcerer-Kings: Hamanu, Tectuktitlay): No

change. Travel (Sorcerer-Kings: Andropinis): No change. Trickery (Sorcerer-Kings: Abalech-Re, Daskinor,

Nibenay): No change. War (Sorcerer-Kings: Abalech-Re, Hamanu,

Tectuktitlay): No change.

Templars also have access to the following new Domains:

Charm

Sorcerer-Kings: Lalali-Puy

Granted Power: You can boost your Charisma by +4 points once per day. Activating this power is a free action. The power lasts for 1 minute.

Spells

1. Charm person2. Calm emotions3. Suggestion4. Emotion5. Charm monster6. Geas / quest7. Insanity8. Demand9. Dominate monster

Special: This Domain is originally from the Forgotten Realms Campaign Setting.

Darkness

Sorcerer-Kings: Nibenay

Granted Power: You gain the Blind-fight feat for free.

Spells

1. Obscuring mist2. Blindness / deafness3. Blacklight*4. Armor of darkness*5. Darkbolt*6. Prying eyes7. Nightmare8. Power word blind9. Power word kill

* Spell is described further in this chapter.

Special: This Domain is originally from the Forgotten Realms Campaign Setting.

Trade

Sorcerer-Kings: Andropinis, Nibenay

Granted Power: You may use detect thoughts once per day as a spell-like ability, affecting one target and lasting a number of minutes equal to your Charisma bonus. Activating this power is a free action.

Spells

1. Message2. Gembomb*3. Eagle’s splendor4. Sending5. Fabricate6. True seeing7. Mordenkainen’s magnificent mansion8. Mind blank9. Discern location

* Spell is described further in this chapter.

Special: This Domain is originally from the Forgotten Realms Campaign Setting.

Tyranny

Sorcerer-Kings: Daskinor, Hamanu, Tectuktitlay

Granted Power: Add +2 to the saving throw DC of any compulsion spell you cast.

Spells

1. Command2. Enthrall3. Discern lies4. Fear5. Greater command6. Geas / quest7. Bigby’s grasping hand8. Mass charm9. Dominate monster

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Special: This Domain is originally from the Forgotten Realms Campaign Setting.

Undeath

Sorcerer-Kings: Dregoth

Granted Power: You gain the Extra Turning feat for free.

Spells

1. Detect undead2. Desecrate3. Animate dead4. Death ward5. Circle of doom6. Create undead7. Control undead8. Create greater undead9. Energy drain

Special: This Domain is originally from the Forgotten Realms Campaign Setting.

9.6: New Divine Spell Descriptions

Armor of Darkness

Abjuration [Darkness]Level: Darkness 4Casting Time: 1 ActionRange: TouchArea: 1 TargetDuration: 10 Min. / levelSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

The spell envelops the warded creature in a shroud of flickering shadows. The shroud can, if the caster desires, conceal the wearer’s features. In any case, it grants the target a +3 deflection bonus to Defense plus an additional +1 for every for caster levels (max. +8). The target can see through the armor as if it did not exist and is also afforded darkvision with a range of 60’. Finally, the subject gains a +2 saving throw bonus against any holy, good, or light spells and effects. Undead that are the subject of the spell also gain +4 turn resistance.

Special: This spell is originally from the Forgotten Realms Campaign Setting.

Blacklight

Evocation [Darkness]Level: Darkness 3Casting Time: 1 ActionRange: Close (25’ + 5’ / 2 levels)Area: 20’ radius Duration: 1 Round / level (D)Saving Throw: Will negates or none (object)Spell Resistance: Yes or no (object)

You create an area of total darkness. The darkness is impenetrable to normal vision and darkvision, but you can see normally within the blacklit area. Creature’s outside the spell’s area, even you, cannot see through it. You can cast the

spell on a point in space, but the effect is stationary unless you cast it on a mobile object. You can cast the spell on a creature, and the effect then radiates from the creature, even if it moves. Unattended objects and points in space do not get saving throws or benefit from spell resistance. Blacklight counters or dispels any light of equal or lower level, such as daylight. The 3rd level spell daylight counters or dispels blacklight.

Special: This spell is originally from the Forgotten Realms Campaign Setting.

Blood to Sand

AlterationLevel: Silt 6Casting Time: 1 ActionRange: TouchArea: 1 TargetDuration: InstantSaving Throw: Fortitude partialSpell Resistance: Yes

The victim must have blood, or a similar liquid, within him that is required to survive. This hideous spell call upon the power of the deep Silt Sea and alters the water and blood in an individual’s body, converting into sand. The victim is allowed a saving throw to escape the effect and survive. Failure causes a majority of the blood in the victim to turn to sand, causing immediate death. Those who succeed at their saving throw take 6d8 points of damage. Further, the target’s lungs fill with choking sand, and the target spends 2 rounds helpless while he coughs it out. After the initial coughing seizure, the individual is dazed for 1 round.

Special: This is a modified form of the Blood to Sand spell from Endless Sands: Arabian Adventures.

Breathing

TransmutationLevel: Drd 3, Silt 3Casting Time: 1 ActionRange: TouchArea: 1 Target / levelDuration: 2 Hours / levelSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

The transmuted creatures can breathe freely regardless of being submerged in silt or earth. Divide the duration evenly among all targets touched. The subjects can breathe normally in silt-filled air (commonly known as the gray death), but otherwise get no benefits against inhaled poisons or gaseous contact poisons of any sort.

Special: This is a modified form of the Breathing spell from Dark Sun 3.

Curse of the Black Sands

TransmutationLevel: Silt 5Casting Time: 1 ActionRange: Close (25’ + 5’ / 2 levels)Area: 1 TargetDuration: 1 Day / level

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Saving Throw: NoSpell Resistance: Yes

When this curse is cast, the target leaves black, oily footprints in the earth or silt. The prints are easily tracked, and cannot be erased or destroyed until the spell expires. They can be covered, but not by earth. A giant leaf, for example, could hide a few footprints, but this would be a temporary fix at best. If the victim flies or takes to the trees, he can avoid the spell’s effects until he comes down again. In silty areas, a black stream resembling a slow current will follow the cursed character whenever he is in contact with the surface. This includes wading or walking on top of the silt by a spell or other magical means. It would not effect those who fly or teleport. Should you cast several of these spells on multiple targets, you will be able to tell the various trails apart, even if they should cross or overlap. The trail disappears when the spell expires.

Special: This spell is originally from Dark Sun 3.

Curse of the Choking Sands

Level: Silt 4Casting Time: 1 ActionRange: Close (25’ + 5’ / 2 levels)Area: 1 TargetDuration: 1 Day / levelSaving Throw: Will negatesSpell Resistance: Yes

The unfortunate victim of this curse is unable to drink water for the duration of this spell. When he puts a container to his lips, the water inside turns to sand, usually pouring down the unfortunate victim’s throat. If the victim hasn’t died from dehydration when the spell ends, he may begin to drink normally. Of course, everything that had turned to sand remains sand. The spell terminates if the cursed person is completely immersed in water, and can also end spells that end other divine curses.

Special: This spell is originally from Dark Sun 3.

Darkbolt

Evocation [Darkness]Level: Darkness 5Casting Time: 1 ActionRange: Medium (100’ + 10’ / level)Area: 1 Ray / 2 levels (max. 7)Duration: InstantSaving Throw: Will partialSpell Resistance: Yes

You unleash beams of darkness from your open palm. You must succeed at a ranged touch attack to strike your target. You can hurl one darkbolt for every two caster levels you have (maximum seven bolts). You can hurl all the bolts at once, or you can hurl one bolt per round as a free action, starting on the round you cast the spell. You do not have to hurl a bolt every round, but if you don’t hurl the bolt you were entitled to that round, it is lost. If you hurl all the bolts at once, all your targets must be within 60’ of each other. A darkbolt deals 2d8 points of damage to a living creature, and the creature is dazed for 1 round unless it makes a Will save (a creature struck by mulitple bolts during the same round is dazed for a maximum of 1 round, no matter how many times

it fails its saving throws). Undead take no damage, but are dazed if they fail their saving throw.

Special: This spell is originally from the Forgotten Realms Campaign Setting.

Destroy Water

Level: Silt 1

As the spell create water, but it destroys water only; the spell does not create water.

Earth and Fire

Evocation (Earth, Fire)Level: Magma 6Casting Time: 1 ActionRange: 40’Area: ConeDuration: InstantSaving Throw: Reflex halfSpell Resistance: Yes

This spell calls forth the fury of the earth and fire kami. The result is an impressive blast of magma that erupts from the round at your command. Anything caught in the blast takes 6d10 damage and is knocked prone. A successful Reflex save halves the damage and prevents the knockdown.

Special: This spell is originally from Way of the Shugenja.

Gembomb

Conjuration (Creation) [Force]Level: Trade 2Casting Time: 1 Action per bombRange: TouchArea: Up to 5 gems worth at least 1 cc eachDuration: 10 Minutes / level or until usedSaving Throw: Reflex halfSpell Resistance: Yes

Gembomb converts up to 5 gems into bombs you (and only you) can lob at enemies. You must hold the gems in your hand when casting the spell. Together, the bombs are capable of dealing 1d8 points of force damage per caster levels (maximum of 5d8), divided up among the gems as you wish. You can toss the bombs up to 100’ with a range increment of 20’. A ranged touch attack is required to strike the target. A gembomb blasts its target with a rainbow-colored shower of magical force. A creature struck by a gembomb can attempt a Reflex save for half damage. Tossing a single gembomb counts as a single attack for you.

Special: This spell is originally from the Forgotten Realms Campaign Setting.

Glass Storm

EvocationLevel: Silt 9Casting Time: 1 RoundRange: Medium (100’ + 10’ / level)Area:Duration: 1 Round / level

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Saving Throw: SpecialSpell Resistance: No

This powerful version of the sand spray spell not only lifts and separates tiny crystal shards from sand or silt, it creates 100 mph wind to propel them. The particles whip about the storm’s area, leaving a 5’ radius eye where you and your companions can stand unharmed. Creatures and unattended objects take 2d8 points of damage per round until they leave the path of the storm. All unprotected flames in the area are extinguished. All ranged normal weapon attacks are impossible in the spell’s area of effect; ranged siege attacks suffer a –10 penalty to attack rolls. Any creature inside the area of effect is effectively blind, in addition to the obvious effects, all Alertness and Search checks are impossible and creatures caught in the area must make Reflex saves, or face the following effects based on their size:

Medium-sized or smaller creatures are blown into the wind.Large creatures are knocked down.Huge creatures are checked.Gargantuan and larger creatures are not affected further than the spell’s initial description.

Special: This spell is originally from Dark Sun 3.

Lava Spikes

Conjuration (Creation)Level: Magma 7Casting Time: 1 ActionRange: Close (25’ + 5 / 2 levels)Area: 1 Creature / 3 levelsDuration: 1 Round / 3 levelsSaving Throw: Reflex negatesSpell Resistance: Yes

With the casting of this spell, spikes of red hot stone leap up from the earth to cage creatures within 10’ of the ground’s surface. The cage deals 13d6 points of damage; 3d6 is impact damage, 10d6 is fire damage. The stones then immediately cool and hold the creature in place. Creatures held by the stones are considered pinned but benefit from cover. The stones hold the creature until the end of the spell’s duration, after which they become brittle and crumble away to nothing. Creatures held by the stones can break free with a successful Strength check (DC 35) or wriggle out with a successful Escape Artist check (DC 30). Should other creatures attempt to free a trapped creature, treat the spikes as 1’ thick masonry wall. Creatures that make successful Reflex saving throws avoid the spell entirely.

Special: This spell is originally from Dragon #294.

Mountain’s Wrath

TransmutationLevel: Magma 5Casting Time: 1 ActionRange: Close (25’ + 5’ / 2 levels)Area: 1 TargetDuration: 1 Round / levelSaving Throw: Fort negates (harmless)Spell Resistance: Yes

Dark red flames flicker across the target’s skin, which takes on sharps features and the hardness of stone. The target gains a +5 natural armor bonus, and anyone who touches the target

takes 1d8 fire damage. This also applies to the target’s unarmed attacks, and he may make unarmed attacks as if armed. In addition, the target gains fire resistance equal to twice your caster level.

Special: This spell is originally from Way of the Shugenja.

Sand Spray

EvocationLevel: Silt 6Casting Time: 1 ActionRange: Close (25’ + 5’ / 2 levels)Area: Cone area extending to rangeDuration: InstantSaving Throw: Reflex halfSpell Resistance: Yes

This malicious evocation causes small glassy particles of sand or silt to spray into an opponent’s eyes. Creatures within the area of effect are sprayed by the slivers and must make a Reflex save. Failure indicates that they are blinded for 1d6 minutes, and takes 2d6 points of nonlethal damage. and 2d6 points of piercing damage. A successful Reflex save halves this damage, and blinds the target for 1 round. Note that this spell does not create tiny shards; sand or silt must be within range for this spell to take effect.

Special: This spell is originally from Dark Sun 3.

Sand Traps

EnchantmentLevel: Silt 8Casting Time: 1 MinuteRange: Medium (100’ + 10’ / level)Area: 400’ radius + 40’ / levelDuration: 1 Day / levelSaving Throw: Reflex partialSpell Resistance: Yes

This spell allows you to entrap an area of sand up to 400’ + 40’ per level in radius. You must designate a 30’ radius “trigger area” somewhere within the larger area. When a creature sets foot inside the trigger area, the trap is sprung, and all of the entrapped area is affected with one of the following effects (caster’s choice):

Drum Sand: Every footstep taken within the entrapped area of sand is amplified so loudly that it can be heard for miles, typically attracting predators.

Sand Spikes: Treat the entire entrapped area as though affected by the spike stones spell.

Slip Sand: The entire area of sand becomes difficult to travel. In game terms, treat the area as if affected by the grease spell.

Special: This spell is originally from Dark Sun 3.

Storm Legion

Conjuration (Teleportation)Level: Drd 9, Rain 8Casting Time: 1 MinuteRange: Medium (100’ + 10’ / level)Area: Personal + 5 HD / levelDuration: 1 Hour / level

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Saving Throw: NoSpell Resistance: No

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

Special: This spell is originally from Dark Sun 3.

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Chapter 10: Of Akashik Magic

10.1: How Akashik Magic Works

The Akasha is made up of two complementary energies: himsa, the male half, and ahimsa, the female half. Only women can touch and use ahimsa, and only men can feel himsa. In fact, in general women cannot even detect the presence or use of himsa, nor can men feel ahimsa. The methods by which the two halves are manipulated in casting spells are so different that men and women cannot even teach other in the use or properties of each others’ powers. However, the same following basics apply to each.

Himsa and ahimsa are visible forces to those who can channel. When a woman draws upon ahimsa, an aura of its power grows around her, visible to other female channelers. A male channeler cannot see himsa gathering around another male channeler, but he can feel that the other connects with the Akasha (within 15’ or less).

Arcane Spells & Akashik Spells

For the purposes of game mechanics between traditional d20 rules and the Dark Sun: The Age of Tao setting, the term “arcane” when applied to magic and the term “Akashik” are interchangeable unless ruled otherwise.

The Five Pillars

The Akasha consists of five different elemental energies: Air, Earth, Fire, Water, and Spirit. Together, the five elements are often referred to as the Five Pillars, although the Villichi usually scorn that term. When a user channels the Akasha, he or she gathers strands of these energies, sometimes drawing up just one of them, and sometimes (especially in powerful or intricate spells) combining three, four, or even all five of them. The strands, invisible to normal people, dance in the air before the caster, who weaves them together into a spell, a specific pattern he knows. When the weaving of the spell is complete, the magical effect takes place.

Not all channelers are equally adept with each of the Five Pillars; each channeler has an Affinity with one or more of these elemental energies. A channeler who has an Affinity with Air and Spirit works more efficiently when casting spells that require only weaving Air, Spirit, or both. When attempting to cast a spell that uses another element, he will be less efficient, and if the spell requires only energies he has no affinity for, he will be at an even greater disadvantage.

Like himsa and ahimsa, the elemental strands are visible to those who can manipulate them. A female channeler can see strands of the Five Pillars as they are drawn and woven by another female channeler, and a man can see those manipulated by another male channeler.

Talents & Spells

In addition to Affinities, channelers also develop Talents. A Talent is a set of related spells, such as the Dragon’s Breath or Cloud Dancing Talent. Some Talents are composed of several spells, covering a wide range of magical effects. Others have a narrow scope, consisting of only a few very specific spells.

Spell effects occur in levels, ranging from 0 (simple tasks, often referred to as cantrips, that even trainees can accomplish) to 9th (the highest level spell a channeler can normally cast) and beyond (with the help of magical items, overchanneling, and linking). Some spells do only a specific thing, and thus have only 1 level. The bond Guardian spell, for instance, is a 5th level spell. Most spells, however, have varying levels of effect that depend upon the power that the caster chooses to use. Such spells have multiple levels. A channeler can choose the level at which he casts the spell, based on the effect he wants to achieve and the limits of his capabilities. The level that the caster chooses is the “casting level” for that casting of the spell.

Generally speaking, a channeler can learn any spell within his Talents. He can only learn and cast relatively low-level spells in Talents he doesn’t have, however, depending upon his class. Orphans can cast spells at 0 level, 1st level, and 2nd

level in Talents they don’t have. Magi can only cast 0 level spells outside of their Talents.

Himsa and ahimsa are different forces, and the way in which men and women handle the Akasha is different. The way in which a man casts a certain spell, using himsa, is different from how a woman casts the same spell using ahimsa. Nonetheless, the spells are identical for all practical purposes; they have the same requirements, limitations, and effects.

Lost & Rare Spells

In the centuries that have passed since the rise of the Dragon and the Sorcerer-Kings, some spells and even Talents have faded from the memories of most channelers. Most spells are common, known by many channelers and can easily be learned or figured out by others. Some spells are rare; they are all but forgotten, with only a handful of channelers knowing how to cast them. Still others are lost. They have disappeared from use and are so complex that or dangerous that no one can figure out how to replicate them. These are closely held secrets of the Sorcerer-kings and their allies, but the fall of Tyr and the rise of Sadira and other free sorcerers in the past decade has returned some of those lost secrets to the world.

A channeler can learn any common spell (subject to normal limitations), but can only learn a rare spell by observing it cast by another channeler. An orphan cannot learn rare spells by “figuring them out”. Rare spells are not commonly encountered or taught by any of the traditions, making it hard to find a channeler who knows one. Those who know such powerful and rare spells often guard them jealously.

Lost spells are just that: lost. Occasionally, a channeler survives an encounter with a Sorcerer-King’s agent or other ancient magic-user, coming away from the experience having observed and learned a lost spell. Other than that, or perhaps learning a lost spell from Sadira herself, there is simply no known way to learn a lost spell.

10.2: Casting Akashik Spells

An understanding of the Akasha allows the caster to grasp the immense potency of the Five Pillars. Spells let them put that power to use. Spells are like formulas, or weaves;

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methods by which the Akasha is used to achieve spectacular effects.

Embracing the Akasha

The first step in wielding Akashik magic is embracing the Akasha, the One Soul. A channeler opens himself to the Akasha, allowing it to flow into and through him. This is a full-round action. Once he has embraced the Akasha, he maintains it until he chooses to let it go. He does not have to cast a spell immediately, and he does not have to embrace the Akasha again after he casts a spell. Until he releases it, he remains connected to the Akasha.

It may be tempting to hold onto the embrace permanently, but there are some disadvantages. For starters, embracing the Akasha creates a glow of ahimsa around female channelers. This is invisible to most people, but channelers of the same gender (and some monsters) can see this glow. They may be able to sense her from a distance, and they know that she is ready to channel at a moment’s notice. Additionally, a channeler cannot rest while holding the Akasha. He cannot sleep, recover from fatigue, or heal hit points.

Finally, it is addictive. Most channelers find themselves becoming uncomfortable if they embrace the Akasha too frequently, fearing to become dependant on their powers to the point of addiction. While this may have no mechanical game effect on female channelers, the GM may, at his discretion, increase the madness points of male channelers if they embrace the Akasha to frequently.

Casting the Spell

Once he has embraced the Akasha, the caster chooses a spell to cast. It must be a spell he knows, and he must be able to cast spells of that level or lower (unless he overchannels). He must also have a slot available at that level. The orphan and mage class descriptions show how many spells of each level you can cast per day. He always has the option of filling a higher level spell slot with a lower level spell. For instance, a 7th level mage has at least one 4 th level spell slot and two 3rd

level spell slots. The mage could choose to use a 4th level slot to cast a 3rd level spell, if he had already used up his 3rd level slots and wanted to still cast a 3rd level spell. Note that a channeler who lacks a high enough ability score to cast spells that would otherwise be his due still gets the slots, but must use them for lower level spells. For example, a 9th level mage who has an intelligence of only 14 cannot cast a 5 th level spell, but can use the 5th level spell slot to cast a 4th level spell.

Next, check the Affinities associated with the spell. In most cases he will have one or maybe more, but not all, of the Affinities. If so, cast the spell according to its listed level. If he has all of the listed Affinities, count the spell as being one level lower than its listed level. If he has none of the required Affinities, count the spell as being one level higher than its listed level. If that makes it too high a level for him to cast, then the channeler cannot cast that spell.

Many spells can be cast at varying levels, with differing effects at different levels. The caster must decide on the level of the spell before he casts it, as well as all other pertinent decisions (range, area, effect, version, etc.). To cast a spell, he must be able to see the target of its effects, in most cases, or specify a line of effect. Additionally, he must concentrate to cast the spell, and its hard to concentrate in the midst of battle.

Spells are made out of the strands of the Five Pillars, drawing upon himsa and ahimsa. As such they are visible to the caster, and to other channelers of the same gender, although they are invisible to non-channelers or channelers of the opposite sex. When a channeler casts, holds, or ties off a spell’s weave, channelers of the same gender can see not only the spell’s effects, but the ghostly image of the spell’s weave itself for its entire duration.

Holding a Spell’s Weave

Once the caster has determined what the spell effected and how, he needs to know how long the spell will last. If the spell is “Instant”, then effects occur immediately and then the spell ends, even if the effects of the spell, such as damage, are longer lasting. Other spells have a duration of “Concentration”, meaning the spell continues for as long as the caster maintains his concentration on holding its weave. Doing so does not provoke an attack of opportunity. Anything that could break his concentration when casting a spell can also disrupt his concentration when holding its weave. He doesn’t have to continue to see the weave to concentrate on it. The channeler can’t cast another spell while holding the first spell’s weave, unless he has the Multiweave Feat.

10.3: Male Channelers

Men who use Akashik magic are far more rare than their female counterparts, even though the male half of the Akasha, himsa, is perhaps a little more potent. This is primarily because men who use Akashik magic are at a constant risk for insanity. This is due to an ancient battle, long forgotten by most Athasians, where it is believed the Dragon of Athas itself tainted the male half of the Akasha. It is an oily, rancid feeling that greets those who grasp for himsa, a malevolent force known as the Dragontaint.

Potency: Every male channeler gains five bonus Akashik spells: one each of 1st, 2nd, 3rd, 4th, and 5th level. These are the same as bonus spells gained by high ability scores, and can only be used when the caster is of high enough level to cast them.

Block: Male orphans can gain the Eliminate Block feat at 1st level, instead of having to wait until 3 rd level, effectively beginning the game with no block at all.

Madness: All male Akashik magic-users have madness points. This rating is the result of a 1d6 roll per caster level in Akashik magic-using classes. Every time the male character gains a new level in an Akashik magic-using class, roll another 1d6 and add the result to his number of madness points. Overchanneling through preserving also gives a male channeler a madness point each time, just like overchanneling through defiling does to both genders. A male channeler also gains a madness point every time he uses Yin Tao, just like any other character.

10.4: Linking

Linking is a method by which channelers can magnify their abilities. Linking involves two or more channelers working together, gathering their power for a single spell. One of the channelers leads the group, and one of them (usually the same person, but not necessarily the same one) casts the spell. This allows the caster to increase the level of the spell slot used for the spell. For example, a caster in a link of seven channelers can cast a 7th level spell using a 5th level spell slot.

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To link, the channelers gather in a circle, touching their hands together so that each is in contact with the group. Circle members can be of any level or class, so long as they can channel. The circle must always include women (men alone cannot link), and with the exception of a one man / one woman circle, or a two men / two women circle, must always include more women than men. If the circle has thirteen or fewer members, it may be made up solely of women, but if more than thirteen are to be involved, at least one must be a man. The following table gives the minimum and maximum numbers of men required for circles of up to seventy-two channelers, the absolute maximum.

Circle Min. # Max. # AdditionalSize of Men of Men Levels

2-3 0 1 +14 0 2 +15-6 0 ½ total or less +17-13 0 ½ total or less +2 14-27 1 ½ total or less +328-36 2 ½ total or less +437-45 3 ½ total or less +546-54 4 ½ total or less +655-63 5 ½ total or less +764-72 6 ½ total or less +8

In a one man / one woman circle, any circle of thirteen or fewer channelers that contains two or more men, or a circle of seventy-two channelers, the leader must be a man. In all other cases, the leader may be a man or a woman.

Each member of the circle embraces the Akasha and makes a Concentration check. If all the participants succeed, the group is linked, and the caster can cast the intended spell or spells. If one or more participants fail, the group does not link. A linked circle remains linked until the leader becomes distracted or chooses to break the link.

10.5: Overchanneling

The limits to the number and level of spells a channeler can cast per day are not absolute. Any channeler may attempt to cast additional spells, or higher level spells, beyond those allowed by his level and bonuses. You can only overchannel if you cannot cast the same spell without overchanneling. You must always use your highest spell slot when overchanneling. There are two ways of overchanneling: Preserving & Defiling.

Preserving

To overchannel by preserving, you draw on your internal reservoirs of strength and drink more deeply of the Akasha pouring through you than is normally safe. Make a Concentration check. The DC depends on what the caster is attempting to do. If the caster succeeds on his check, the spell is cast as intended. If the check fails, the spell doesn’t work, and the caster must make a Fortitude saving throw. The check and saving throw DC’s are per the table below.

Preserving & Defiling Table

Concentration Overchanneling FortitudeCheck DC Attempt Save

15 0 level spell, 15no slots left

20 1st level spell, 25no slots left

25 2nd level spell, 35no slots left

20 Spell is 1 level 15 + spell levelhigher than slot

25 Spell is 2 levels 25 + spell levelhigher than slot

30 Spell is 3 levels 35 + spell levelhigher than slot

If the caster succeeds at the Fortitude save, he is unharmed by his attempt to overchannel. If you fail, the result depends on how badly he fails the roll by subtracting the saving throw from the DC.

1-5: The channeler suffers a severe headache and overwhelming fatigue. As a result, he suffers a –1 penalty to all skill and ability checks, attack rolls, and saves. He recovers when he is able to rest for at least 6 hours.

6-10: The channeler suffers a severe headache and overwhelming fatigue. As a result, he suffers a –2 penalty to all skill and ability checks, attack rolls, and saves. Also, he takes 1d6 points of damage and cannot overchannel again until he recovers. He recovers when he is able to rest for at least 6 hours.

11-15: The channeler suffers a severe headache and overwhelming fatigue. As a result, he suffers a –3 penalty to all skill and ability checks, attack rolls, and saves until he recovers. He recovers when he is able to rest for at least 6 hours. Also, he takes 2d6 points of damage and cannot channel at all for 24 hours.

16-20: The channeler suffers a severe headache and overwhelming fatigue. As a result, he suffers a –4 penalty to all skill and ability checks, attack rolls, and saves until he recovers. He recovers when he is able to rest for at least 6 hours. Also, he takes 3d6 points of damage and cannot channel at all for 48 hours.

21-25: The channeler suffers a severe headache and overwhelming fatigue. As a result, he suffers a –5 penalty to all skill and ability checks, attack rolls, and saves until he recovers. He recovers when he is able to rest for at least 6 hours. Also, he takes 4d6 points of damage and cannot channel at all for 2 weeks.

26+: The channeler is “stilled”, completely unable to channel. Also, he suffers a –6 penalty to all skill and ability checks, attack rolls, and saves until he recovers and takes 4d6 points of damage. He recovers when he is able to rest for at least 6 hours.

Defiling

Defiling is a way of overchanneling that uses the Tao to reach out and draw power from the life-force of the land around you. It is a method that is safer for the channeler in the short-term, but more dangerous in the long-term. You must have the Sense Tao feat to defile. Any attempt to defile gains you a madness point, regardless of your gender, and regardless of your success or failure.

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Make a Concentration check. The DC depends on what the caster is attempting to do. If the caster succeeds on his check, the spell is cast as intended. If the check fails, the spell doesn’t work, and the caster must make a Madness check. The check and saving throw DC’s for the Concentration check are the same as those on the Preserving & Defiling Table. The defiling caster does not suffer the fatigue results that a preserving overchanneler does.

Whether the spell fails or succeeds, the land immediately surrounding the caster becomes defiled. From the mightiest tree to the tiniest lichen, every bit of nonsentient vegetation in the immediate area is reduced to a gray, sooty ash. The land is sterile and won’t sustain life for decades or even centuries afterward. The radius of this destructive effect depends upon two factors: the amount of vegetation around and the casting level of the spell. The Defiling Range Table describes the defiling radius.

If you cast another spell using defiling in an already defiled area, add the radius of the previous defilement to half the new radius to figure out how much land is completely defiled. Calculate the new radius as if the old vegetation were still there. This actually creates a larger amount of defiled area because you are essentially “attacking an open wound.”

Defiling Range Table

Terrain Vegetation Radius Defiled

Lush (forest, garden) Casting level x 1’Abundant (grassland, active farmland) Casting level x 5’Fertile (scrubland, inactive farmland) Casting level x 10’Infertile (rocky badland, bare mountains) Casting level x 30’Barren (sand wastes, salt flats) Casting level x 50’

10.6: Akashik Spell List by Talent

Battlemage Talent

Level Spell

2-4 Fiery Sword: Creates a weapon of flame.1 Mage Armor: Creates a personal force-field.5-9 Mage Hand: Creates a hand of force.7 Mage’s Sword: Creates a floating sword of force.1-5 Magic Weapon: Gives a magic bonus to weapons.

Conjunction Talent

Level Spell

5 Bond Guardian: Bonds another to the caster.8 Create Tree of Life: Creates a Tree of Life.7 Pass Bond: Pass a “bonded guardian” to another.0-4 Trace: Senses the nearness or passage of a target.

Dragon’s Breath Talent

Level Spell

1-5 Blade of Fire: Creates a cutting torch.0-6 Create Fire: Creates or enhances a fire.7-9 Cutting Lines of Fire: Creates whips of flame.2-6 Fireball: Fires a missile of fire.4-7 Immolate: Causes a target to burst into flame.7-12 Incendiary Cloud: Creates a burning cloud.

3-12 Wall of Fire: Creates a wall of fire.1 Wand of Fire: Imbues a rod with fire.

Earth Singing Talent

Level Spell

2-7 Acid Splash: Hurls an orb of acid.0-3 Earth Delving: Locates nearby mineral deposits.7-12 Earthquake: Creates a localized earthquake.3-7 Earth Tentacles: Tentacles of earth seek to entangle.1-6 False Wall: Creates a wall out of the air.0-4 Grenade: Imbues a stone with explosive potential.3 Keen Edge: Makes a weapon magically keen.6-13 Meteor Strike: Hurls burning meteors.3 Move Earth: Moves earth to another location.0-2 Polish: Eliminates tarnish and rust.8 Repel Stone: Pushes stone and even metal away.4-6 Riven Earth: Rends the earth nearby.3-8 Spike Stones: Traps an area with stony spikes.3-8 Stone Shape: Shapes stone into other forms.

Gilgul Talent

Level Spell

6 Sever: Destroys the ability to channel.

Illusion Talent

Level Spell

0 Arcane Mark: Marks an object or person with a rune.2 Blur: Blurs the outline of a subject.1-3 Color Spray: Creates a cone of vivid color.1-4 Darkness: Creates an area of magical darkness.1-4 Disguise: Alters the target’s appearance.3 Distant Eye: Allows limited clairvoyance.1 Eavesdrop: Allows limited clairaudience.1-4 Folded Light: Creates an invisibility screen.0-4 Ghost Sound: Creates illusory sounds.2-5 Invisibility: Makes a person invisible.0-2 Mirror of Mists: Increases caster’s size and stature.0-1 Voice of Power: Increases voice projection.2-3 Rainbow Pattern: Creates fascinating colored lights.

Magefire Talent

Level Spell

0-3 Light: Creates a globe of light.1-5 Magic Missile: Creates a missile of magical force.

Rain Dancing Talent

Level Spell

0-7 Current: Alters the current of body of water.1 Dry: Cleanses an object of water.0-3 Foretell Weather: Senses forming weather patterns.5-9 Lightning: Summons lightning bolts from the sky.3 Move Water: Causes water to move.2-8 Summon Fog: Summons a dense, concealing fog.1 Water Walk: Allows travel over water.

Sand Shaper Talent

Level Spell

1 Burning Sands: Makes sand combustible.

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3-9 Sandspray: Causes a sandspray to erupt. 4-12 Sandstorm: Creates a raging sandstorm.6-11 Silt Tides: Alters the tides of the Silt Sea.2 Silt Walk: Allows travel over loose earth &

Sky Walking Talent

Level Spell

1 Animate Rope: Animates a length of rope.0-12 Arms of Air: Lifts things into the air.0-3 Cool: Alters the local temperature.5 Fly: Grants the ability of flight.0-5 Harden Air: Immobilizes those in an area.0-7 Harness the Wind: Conjures a light or strong wind.0-4 Tool of Air: Creates a simple tool.8 Whirlwind: Creates a destructive cyclone.0-3 Whispering Wind: Sends a whispered message.2-12 Wind Wall: Creates a wall of howling wind.

Travelling Talent

Level Spell

7-11 Bridge Between Worlds: Open Dreamrealm gateway.4-8 Create Gateway: Creates travelling gateway.4-8 Skimming: Allows travel in “place between places”.

Warding Talent

Level Spell

0-9 Alarm: Wards area, alerting you to those passing.1-10 Barrier to Sight: Dome that obscures the area.0-9 Circle of Silence: Creates a dome that obscures sound.1-11 Dream Shielding: Protects the dreams of those in area.3-5 Fire Trap: Traps an area with flame.4-12 Master Ward: Creates a dome impervious to damage.2-4 Seal: Traps a container.3-7 Shield: Blocks a user’s connection to the Akasha.1-7 Ward Against Elements: Wards vs. elemental damage.3-12 Ward Against Magic: Dome impervious to magic.2-11 Ward Against People: Creates a barrier to passage.4 Ward Bore: Penetrates wards.

10.7: Akashik Spell Descriptions

Each spell lists its name first, with any associated subtypes listed in parenthesis. If it is a rare or lost spell, this also will be noted within parenthesis; otherwise it is assumed to be a common spell. Spellcasters should be aware that some spells may be known by different names in different areas, even if the weave is the same. One channeler, for instance may know the Warmth spell as Comfort of the Hearth, even though the two spells function exactly the same. All associated Talents & Affinities are listed separately; each Akashik spell is assumed to have a subtype identical with its Affinities, and will not list such things separately. Thus, a spell with the Fire subtype and the Fire Affinity will only have the Fire Affinity listed with its Affinities and will not have Fire listed in parenthesis next to the spell’s name. Akashik spells follow all the standard d20 rules for Casting Time, Range, Area, & Saving Throws.

Acid Splash

Talent; Affinities: Earth Singing; Earth, WaterLevel: 2-7

Casting Time: 1 ActionRange: Close (25 ft. + 5 ft./2 levels)Area: 1 TargetDuration: InstantSaving Throw: NoSpell Resistance: No

You fire an orb of acid at the target. You must succeed on a ranged touch attack to hit your target. For every three caster levels (to a maximum of 18th), the acid, unless somehow neutralized, lasts for another round, dealing the same dice of damage in that round. The damage of the initial attack depends upon the casting level of spell.

Level Damage

2 1d4 + Caster level3 2d4 + Caster level 4 3d4 + Caster level5 4d4 + Caster level6 5d4 + Caster level7 6d4 + Caster level

Special: This is a modified form of the Acid Arrow & Acid Splash spells from the Player’s Handbook.

Alarm

Talent; Affinities: Warding; Air, Earth, SpiritLevel: 0-9Casting Time: 1 RoundRange: Close (25 ft. + 5 ft./2 levels)Area: SpecialDuration: ConcentrationSaving Throw: NoSpell Resistance: No

Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. Ethereal or astral creatures do not trigger the alarm.

+1 Casting Level: An audible alarm produces the sound of a hand bell, and anyone within 60’ of the warded area can hear it clearly. Reduce the distance by 10’ for each interposing closed door and by 20’ for each substantial interposing wall. In quiet conditions, the ringing can be heard faintly as far as 180’ away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.

+1 Casting Level: A creature that speaks the password (determined by you at the time of casting) does not set off the alarm.

Level Area Radius

0 5’1 10’, small room2 25’, large room3 50’, moderate-sized building4 150’, large building5 300’, very large building6 750’

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7 1,500’8 1 Mile9 5 Miles

Special: This is a modified form of the Alarm spell from the Player’s Handbook.

Animate Rope

Talent; Affinities: Sky Walking; Air, EarthLevel: 1Casting Time: 1 ActionRange: Medium (100 ft. + 10 ft./level)Area: 1 Ropelike objectDuration: ConcentrationSaving Throw: NoSpell Resistance: No

You can animate a nonliving ropelike object, up to 50’ + 5’ per caster level (maximum 150’). The maximum length assumes a rope with a 1-inch diameter. Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope’s diameter by half. The possible commands are “coil” (form a neat, coiled stack), “coil and knot,” “loop,” “loop and knot,” “tie and knot,” and the opposites of all of the above (“uncoil,” and so forth). You can give one command each round as a move action, as if directing an active spell. The rope can enwrap only a creature or an object within 1 foot of it (it does not snake outward) so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1- inch-diameter hemp rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spellcasting that is bound by this spell must make a DC 15 Concentration check to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check. The rope itself and any knots tied in it are not magical. This spell grants a +2 bonus on any Use Rope checks you make when using the transmuted rope.

Special: This is a modified form of the Animate Rope spell from the Player’s Handbook.

Arcane Mark

Talent; Affinities: Illusion; Air, Fire, SpiritLevel: 0Casting Time: 1 ActionRange: TouchArea: 1 Person or objectDuration: InstantSaving Throw: NoSpell Resistance: No

This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable. Even an invisible arcane mark is visible to an Akashik magic-user of the same gender as the caster. See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible

arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell. If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month. The arcane mark cannot be larger than 1 square foot.

Special: This is a modified form of the Arcane Mark spell from the Player’s Handbook.

Arms of Air

Talent; Affinities: Sky Walking; AirLevel: 0-12Casting Time: 1 ActionRange: Medium (100’ + 10’ / level)Area: SpecialDuration: ConcentrationSaving Throw: NoSpell Resistance: No

You lift a single item or creature through the air. Depending upon the version selected, the spell can be used to move items with a gentle sustained force or hurl them with a single, violent throw.

Sustained Force: The weight of the target varies with the casting level, but any item or creature can be moved vertically, horizontally, or both. If the spell ends while the subject is in midair, it falls. You can manipulate the object as if with one hand, although delicate maneuvers, such as untying simple knots, requires an Intelligence check against a DC set by the GM. Violent Throw: Alternatively, you may hurl an item at a target within 10’ per level of the item’s original location. You must succeed at an attack roll to hit your target, using your Base Attack Bonus + your Intelligence modifier. Weapons cause standard damage (with no Strength bonus). Other objects cause damage ranging from 1 point per 25 lbs. (for less dangerous objects like a barrel) or 1d6 per 25 lbs. (for hard, dense objects like a boulder) . You may throw creatures in this manner. A creature thrown against a solid surface takes damage as if it had fallen 10’ (1d6 damage).

Level Weight (lbs.)

0 51 252 1003 2004 4005 8006 1,5007 3,0008 6,0009 12,00010 25,00011 50,00012 100,000

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

Barrier To Sight

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Talent; Affinities: Warding; Air, Fire, SpiritLevel: 1-10Casting Time: 1 RoundRange: Close (25’ + 5’ / 2 levels)Area: SpecialDuration: ConcentrationSaving Throw: NoSpell Resistance: No

You create a dome-shaped weave around an area, through which nothing can be seen. People outside the spell’s area see a dome-shaped, wavering image of the area as it appeared when the spell was cast. Transient items within this area (such as people) are barely visible in this image; more permanent items appear more solid. People within the spell see the same sort of image when looking out. Physical objects, even you, can pass through the dome without affecting the spell. The spell typically appears as a dome, but its shape can be altered to any equivalent volume when cast. When cast within an enclosed area, such as a room or a cavern, the spell tends to conform to the shape of the space.

Level Area Radius

1 5’2 10’, small room3 25’, large room4 50’, moderate-sized building5 150’, large building6 300’, very large building7 750’8 1,500’9 1 Mile10 5 Miles

Special: This is a modified form of the Barrier To Sight Weave from the Wheel of Time RPG.

Blade of Fire

Talent; Affinities: Dragon’s Breath; Air, FireLevel: 1-5Casting Time: 1ActionRange: TouchArea: 1 ItemDuration: ConcentrationSaving Throw: NoSpell Resistance: Yes

You grasp a knife, staff, or other object, and a lance of white flame extends from its tip. This flame cuts cleanly and quickly through nearly any material, melting through even stone as if it were butter. If directed against a creature you must hit the target with a touch attack using the item. A successful hit deals 2d6 damage. The blade of fire cuts through 3’ of wood or 1’ of stone or metal per round. Cutting requires no more concentration than walking, and the blade must be in contact with the item being cut for a full round to cut through it. This spell leaves the implement warm to the touch but does not otherwise harm it. The flame ignites easily combustible material, like dry straw or paper, but only chars wood and other stronger materials after brief contact. The length of the blade, and hence the thickness of materiel it can cut through, varies by casting level.

Level Flame Length

1 5”3 1’5 2’

Special: This is a modified form of the Blade of Fire Weave from the Wheel of Time RPG.

Blur

Talent; Affinities: Illusion; AirLevel: 2Casting Time: 1 ActionRange: TouchArea: 1 CreatureDuration: ConcentrationSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

The subject’s outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance). A see invisibility spell does not counteract the blur effect, but a true seeing spell does. Opponents that cannot see the subject ignore the spell’s effect (though fighting an unseen opponent carries penalties of its own).

Special: This is a modified form of the Blur spell from the Player’s Handbook.

Bond Guardian (Rare)

Talent; Affinities: Conjunction; SpiritLevel: 5Casting Time: 1 MinuteRange: TouchArea: 1 PersonDuration: InstantSaving Throw: Will negatesSpell Resistance: Yes

You create (or terminate) a special, permanent bond between yourself and the target. That person becomes the channeler’s guardian, a sort of bodyguard, agent, and companion. Different Akashik traditions have different names for their guardians, as well as different uses. Villichi almost always cast it upon warrior men, while the Veiled Alliance prefers to eschew their use since a constant guardian would signal their presence in a city. Traditionally, the spell is cast upon non-channeling, willing targets, but it can be cast as effectively upon unwilling targets. There are no recorded instances of two channelers being bonded by the spell, but theoretically it is possible. Several traditions, such as the Villichi, do have laws against it though. The bond has several special properties.

Aging: Like channelers, the guardian ages slowly. See the Akashik mage and orphan class descriptions for more information. Compel to Obey: The caster can use the bond to compel the guardian to obey him. Since guardians are traditionally willing and cooperative companions, this practice is usually frowned upon by most Akashik magic-users and is rarely used except by evil channelers and agents of the Sorcerer-Kings. To compel the guardian, the caster issues a direct order that must be communicated clearly to the guardian. Unless the guardian succeeds at a Will save. The save’s DC

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is as if the spell were cast at the caster’s present level and ability. Connection: The caster and guardian have a deep and personal connection. They each have the direction, distance (very roughly), and emotional and physical state of the other. Each knows when the other is awake, asleep, injured, or in pain. Awareness of the other’s state dims over greater distances but can be sensed over an unlimited distance with a little bit of concentration. Energy: The caster and guardian share, to a limited extent, their life energy. Either can loan hit points to the other. Hit points can only be transferred voluntarily; they can neither be forced out of the lender or upon the borrower. The number lent cannot exceed the damage sustained by the receiver. If the borrower is healed, the lent hit points automatically return to the lender. This ability has a range of 300’. Proximity: If the caster wants the guardian nearby, the guardian knows and is drawn to the caster. A Will save allows him to resist the pull for 1 day. The save’s DC is as if the spell were cast at the caster’s present level and ability. Distance dulls the pull. For every 100 miles between them, the guardian gains a +1 bonus on the Will save, to a maximum of +10. Failure compels the guardian to travel toward the caster by the fastest reasonable means. Resistance: The guardian can use the caster’s Will save bonus if it is higher than his own. This applies even when the save is to resist the caster. Likewise, the caster can use the guardian’s Fortitude save bonus if it is higher than his own. This ability has a range of 5 miles.

The guardian’s bond ends only with the death of either party, the "stilling" or "gentling" of the channeler, or the termination of the bond by the channeler. The death of either the guardian or the channeler is a powerful emotional and physical blow to the other, inflicting 1d4 points of damage per level of the deceased upon the survivor. A successful Fortitude save halves the damage, with DC equal to the damage. Many guardians who outlive their channelers lose their wills to live and throw themselves into hopeless battles until death finally claims them. Shielding the channeler does not break the ward, but it does dull the connection. The channeler can terminate the bond. Casting this spell in a special modified manner negates the bond. The guardian does not need to be touched or even be present for the termination spell to take effect. A single guardian can only be bonded to a single channeler at a time. The spell has no effect upon on guardians bound to other channelers.

Special: This is a modified form of the Bond Warder Weave from the Wheel of Time RPG.

Bridge Between Worlds (Rare)

Talent; Affinities: Travelling; Earth, SpiritLevel: 7-11Casting Time: 1 RoundRange: Close (25’ + 5’ / 2 levels)Area: SpecialDuration: InstantSaving Throw: NoSpell Resistance: No

You create a gateway between the real world and Bryn’bressail, the Realm of Dreams, allowing you to physically enter or exit it. The maximum size of the gateway, and the maximum length of time it can remain open, depends upon the casting level. Your dream self in Bryn’bressail cannot enter the real world. If you dreamwalk into the Realm

of Dreams and then cast this spell, the gateway opens, but you cannot pass through it.

Level Max. Gateway Size Stays Open For...

7 5’ wide x 10’ tall 2 Rounds9 10’ wide x 15’ tall 1 Round / caster level11 30’ wide x 20’ tall 3 Rounds / caster level

Special: This is a modified form of the Bridge Between Worlds Weave from the Wheel of Time RPG.

Burning Hands

Talent; Affinities: Dragon’s Breath; Fire, SpiritLevel: 2-6Casting Time: 1 ActionRange: PersonalArea: 15’ ConeDuration: ConcentrationSaving Throw: Reflex halfSpell Resistance: Yes

A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes fire damage depending on the casting level. Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

Level Damage

2 1d43 2d44 3d45 4d46 5d4

Special: This is a modified form of the Burning Hands spell from the Player’s Handbook.

Burning Sands

Talent; Affinities: Sand Shaper; Earth, FireLevel: 1Casting Time: 1 ActionRange: TouchArea: 1 Handful of sandDuration: ConcentrationSaving Throw: NoSpell Resistance: No

You cause a handful of sand to become combustible. The sand retains its natural form and texture, but gains the flammable properties of lantern oil. The sand will burn with a colorless, odorless flame for one hour or until the end of the spell, whichever is longer. This is most often used by nomadic tribes who cannot afford to carry campfire fuel around with them in the desert. A single handful of burning sand gives off the same heat as a small campfire and can be used for cooking. Burning sand can also be used as an attack by hurling the sand at an opponent and then lighting it. If used in this manner, it functions exactly as burning oil.

Special: This is a modified form of the Burning Sands spell from The Complete Sha’ir’s Handbook.

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Circle of Silence

Talent; Affinities: Warding; Air, Fire, WaterLevel: 0-9Casting Time: 1 RoundRange: Close (25’ + 5’ / 2 levels)Area: SpecialDuration: ConcentrationSaving Throw: NoSpell Resistance: No

You create a dome-shaped area where sound cannot pass. People outside cannot hear sounds from within the dome. Similarly, outside sounds cannot be heard within the dome. Physical objects, even you, can pass through the dome without affecting the spell. The spell typically appears as a dome, but its shape can be altered to any equivalent volume when cast. When cast within an enclosed area, such as a room or a cavern, the spell tends to conform to the shape of the space.

Level Area Radius

0 5’1 10’, small room2 25’, large room3 50’, moderate-sized building4 150’, large building5 300’, very large building6 750’7 1,500’8 1 Mile9 5 Miles

Special: This is a modified form of the Circle of Silence Weave from the Wheel of Time RPG.

Color Spray

Talent; Affinities: Illusion; Air, Fire, SpiritLevel: 1-3Casting Time: 1 ActionRange: 15’Area: Cone-shaped burstDuration: InstantSaving Throw: Will negatesSpell Resistance: Yes

A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. The exact effect varies by casting level. Sightless creatures are not affected by color spray.

Level: Effect

1: The creature is stunned for 1 round.2: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.3: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)

Special: This is a modified form of the Color Spray spell from the Player’s Handbook.

Cool

Talent; Affinities: Sky Walking; Air, FireLevel: 0-3Casting Time: 1 ActionRange: Close (25’ + 5’ / 2 levels)Area: 15’ CircleDuration: InstantSaving Throw: NoSpell Resistance: No

You cause the air around you to cool (or warm) to a comfortable temperature. This effect occurs immediately, but only lasts a natural length of time. Obviously, this spell is most effective if cast in an enclosed, insulated space. The casting level of the spell varies upon how uncomfortable the temperature is to begin with. This is an essential spell for cooling during the blistering day of the desert and warmth during its chilling nights.

Level Temperature

0 Mildly uncomfortable (down 55 deg. F, up 95 deg. F)1 Dangerous (down to 35 deg. or up to 115 deg.)2 Deadly (down to 15 deg. or up to 135 deg.)3 Extreme (below 15 deg. or above 135 deg.)

Special: This is a modified form of the Warmth Weave from the Wheel of Time RPG.

Create Fire

Talent; Affinities: Dragon’s Breath; FireLevel: 0-6Casting Time: 1 ActionRange: Medium (100’ + 10’ / level)Area: SpecialDuration: ConcentrationSaving Throw: Will halfSpell Resistance: No

This spell creates fire where there is none or increases the size of an existing fire. Unfueled, the flames only last for the Duration of the spell, but they ignite flammable materials they touch. The damage listed is sustained each round every creature and object within the burning area. Large fires take time to build up. The brew time in the table below lists how long for the fire to reach its full size, although a large fire will ignites as a small fire and grows quickly. If the spell ends before the fire reaches full size, it still counts as having been cast at its intended level. You can also use this spell to change the size of an existing fire Each step changes the size by 1 casting level. For example, at 1st casting level, you can increase or decrease an existing fire by 2 steps.

Level Area Damage Steps Brew Time

0 1” (candle) 1 1 None1 3” (torch) 1d4 2 None2 1’ (campfire) 1d8 3 1 Round3 3’ (bonfire) 2d8 4 2 Rounds4 10’ (house fire) 3d8 5 3 Rounds

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5 25’ (wildfire) 4d8 6 4 Rounds6 50’ (firestorm) 5d8 7 5 Rounds

Special: This is a modified form of the Create Fire Weave from the Wheel of Time RPG.

Create Gateway (Rare)

Talent; Affinities: Travelling; SpiritLevel: 4-8Casting Time: 1 RoundRange: Close (25’ + 5’ / 2 levels)Area: SpecialDuration: InstantSaving Throw: NoSpell Resistance: No

You open a gateway into the space between places. The maximum size of the gateway, and the maximum length of time it can remain open, depends upon the casting level. The space between places is a dark void, a netherworld entirely devoid of features. Typically a caster uses this extradimensional space to skim (see the Skimming spell) to another location. Unless a skimming platform is created just within the gateway, any object or creature that passes through the gateway falls into the void, to become trapped within the space between spaces.

+3 Casting Levels: Instead of opening the gateway into the space between spaces, you open it directly into another location anywhere else on the same world. To do so you must have some sense of the destination, such as having been there before or having a very detailed map to refer to. Also, you must know the starting destination well. This requires that you have spent several hours there, or if you have been there for less time, that you have spent at least 30 minutes studying the area intently, reducing this time to 10 minutes if embracing the Akasha the whole time. However, if you can see the point you are travelling to, you do not need to know the starting point.

Level Max. Gateway Size Stays Open For...

4 5’ wide x 10’ tall 2 Rounds5 10’ wide x 15’ tall 1 Round / caster level6 30’ wide x 20’ tall 3 Rounds / caster level7 100’ wide x 25’ tall 5 Rounds / caster level8 300’ wide x 30’ tall 1 Minute / caster level

Special: This is a modified form of the Create Gateway Weave from the Wheel of Time RPG.

Create Tree of Life (Rare)

Talent; Affinities: Conjunction; Air, Earth, Fire, Spirit, WaterLevel: 8Casting Time: 10 RoundsRange: TouchArea: 1 TreeDuration: InstantSaving Throw: NoSpell Resistance: No

You must have the Sense Tao & Alter feats to cast this spell. By means of this spell, you can enchant a living sapling to

become a Tree of Life, a powerful magical item. Any tree less than one year old will suffice; this spell cannot be cast on an older tree. The sapling must have already sprouted from the ground, although you can transplant such a sapling before casting the spell. It grows to full size in only one week, but has its full powers and abilities immediately after the spell is completed.

Special: This is a modified form of the Create Tree of Life spell from the Dark Sun Revised Box Set.

Current

Talent; Affinities: Rain Dancing; Spirit, WaterLevel: 0-7Casting Time: 1 ActionRange: Long (400’ + 40’ / level)Area: SpecialDuration: ConcentrationSaving Throw: NoSpell Resistance: No

You conjure a current in a target area of water, choosing the current’s direction. Although the spell takes effect immediately, the current builds over a brew time that can last several rounds, depending upon the strength required. The current affects an area of open water, or a length of river, that depends upon its strength. Powerful currents created in rivers will likely cause flooding if the current flows downstream, or upstream if you create an upstream current. The flooding affects a length of shoreline equal to the affected length of river, beginning at the end of the affected length. The depth of the flooding is 2’ per 10 mph of current speed.

+1 Casting Level: You may increase or decrease the area affected by the current by 1step on the table below.

Level Speed Radius / Length Brew Time

0 3 mph (lazy flow) 5’ / 25’ None1 10 mph (swift current) 25’ / 150’ 1 Round3 20 mph (cascade) 300’ / 1,500’ 3 Rounds5 30 mph (torrent) 1 Mile / 5 Miles 5 Rounds7 40 mph (cataract) 10 Miles / 50 Miles 7 Rounds

Special: This is a modified form of the Current Weave from the Wheel of Time RPG.

Cutting Lines of Fire

Talent; Affinities: Dragon’s Breath; Air, FireLevel: 7-9Casting Time: 1 ActionRange: SpecialArea: ConeDuration: InstantSaving Throw: Reflex halfSpell Resistance: Yes

You point your hand and cast out scores of thin, threadlike lines of red, which cleanly cut and burn through a cone-shaped area that extends from your pointing hand, slicing and damaging objects or creatures within the cone. The wirelike lines cleanly cut through stone, metal, wood, and other materials out to their maximum range. When they strike

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flesh, they cleanly cut through that as well, doing 2d12 damage to any person within the area of effect.

Level Range

7 30’8 50’9 70’

Special: This is a modified form of the Cutting Lines of Fire Weave from the Wheel of Time RPG.

Darkness

Talent; Affinities: Illusion; Air, EarthLevel: 1-4Casting Time: 1 ActionRange: PersonalArea: SpecialDuration: ConcentrationSaving Throw: NoSpell Resistance: No

You create a dome-shaped area of darkness that travels with you, centered on you. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness. Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness. Darkness counters or dispels any light spell of equal or lower spell level.

+1 Casting Level: You create the darkness in a fixed location, such as the corner of a room. It remains there and does not move with you.

Level Radius

1 20’2 30’3 100’4 300’

Special: This is a modified form of the Darkness & Deeper Darkness spells from the Player’s Handbook.

Disguise

Talent; Affinities: Illusion; Air, Fire, SpiritLevel: 1-4Casting Time: 1 RoundRange: TouchArea: 1 PersonDuration: ConcentrationSaving Throw: Will negatesSpell Resistance: Yes

You cast a complex spell about the target, which alters his appearance. You can make the target look different, but you cannot change the basic structure of the target; you cannot make a person look a dog, or even make an exceptionally tall person short. This spell does not provide the abilities or mannerisms of the chosen form. It does not alter the tactile or audible properties of the target, nor does it alter clothing,

weapons, equipment, or other items. Minor changes (such as adding a birthmark or mustache, or changing hair color) give a +2 bonus on Disguise checks and are often effective for blending into the crowd when the target isn’t interacting closely with people. Major changes (creating a completely different appearance) give the target a +10 Disguise check bonus. Creatures get Will saves to recognize illusions if they interact with them.

Level Change

1 Minor change to self2 Major change to self3 Minor change to other person4 Major change to other person

Special: This is a modified form of the Disguise Weave from the Wheel of Time RPG.

Distant Eye

Talent; Affinities: Illusion; Air, SpiritLevel: 3Casting Time: 1 RoundRange: Medium (100’ + 10’ / level)Area: SpecialDuration: ConcentrationSaving Throw: NoSpell Resistance: No

You extend a narrow tendril of weave outward as far as the extreme of medium range. You see as if your eye were at the end of the spell. You can move the tendril as you see fit, even into areas that you cannot see from your casting location. The tendril fits through tiny spaces such as keyholes and gaps under doors, as long as they are at least ¼” wide or high. You cannot move the tendril if you tie off the spell, but you can still see through it. While the spell is active, you are only vaguely aware of your surroundings. To notice something in your normal field of view but is not visible through the spell, make a Spot check (DC 20).

Special: This is a modified form of the Distant Eye Weave from the Wheel of Time RPG.

Dream Shielding (Rare)

Talent; Affinities: Warding; SpiritLevel: 1-11Casting Time: 1 RoundRange: Close (25’ + 5’ / 2 levels)Area: SpecialDuration: ConcentrationSaving Throw: NoSpell Resistance: No

You create a dome-shaped weave around an area. The dome creates an invisible barrier that protects the dreams of those within it. Dreamwalkers cannot enter those dreams, and those who attempt to view those dreams, by any means, see only indistinct images at best. The spell typically appears as a dome, but its shape can be altered to any equivalent volume when cast. When cast within an enclosed area, such as a room or a cavern, the spell tends to conform to the shape of the space.

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The ward protects normal dreams only. It does not extend any protection towards to dreamwalkers who enter the space between dreams, other people’s dreams, or Bryn’bressail. The spell has a Duration of Concentration, but it is impossible to hold a spell while falling asleep, or, with the exception of a dreamwalker, to cast or hold a spell in your dreams. To effectively ward your own dreams, you must cast and tie off this spell before going to sleep.

Level Area Radius

1 Self2 5’3 10’, small room4 25’, large room5 50’, moderate-sized building6 150’, large building7 300’, very large building8 750’9 1,500’10 1 Mile11 5 Miles

Special: This is a modified form of the Dream Shielding Weave from the Wheel of Time RPG.

Dry

Talent; Affinities: Rain Dancing; WaterLevel: 10Casting Time: 1 ActionRange: Close (25’ + 5’ / 2 levels)Area: 1 Object (wet)Duration: InstantSaving Throw: Will negates (harmless)Spell Resistance: Yes

You squeeze the excess liquid off or out of a wet object, leaving it dry. The liquid does not dissipate, but rather falls into a puddle on the ground. This can affect water, sweat, or even beverages.

+2 Casting Levels: You increase the Duration to Concentration and prevent excess liquid from contacting or soaking the target object. Water simply flows around the object, leaving a thin layer of air between them.

Special: This is a modified form of the Dry Weave from the Wheel of Time RPG.

Earth Delving

Talent; Affinities: Earth Singing; EarthLevel: 0-3Casting Time: 1 ActionRange: Medium (100’ + 10’ / level)Area: SpecialDuration: ConcentrationSaving Throw: NoSpell Resistance: No

You hold in your hand a sample of a metal or mineral, such as a gold ring, a piece of marble, or lump of copper ore. For the Duration of the spell, you can sense other concentrations of the mineral within the spell’s Range. The sensing Range extends into the ground. allowing you to locate hidden

deposits of the mineral. The spell does not tell you precisely how much of the mineral is present, but it does give you a general idea of the deposit’s size (Fine, Tiny, Small, Medium-size, etc.) according to the strength of the sensation.

Level Range Radius

0 5’1 25’2 150’3 750’

Special: This is a modified form of the Earth Delving Weave from the Wheel of Time RPG.

Earthquake

Talent; Affinities: Earth Singing; EarthLevel: 7-12Casting Time: 1 RoundRange: Long (400’ + 40’ / level)Area: SpecialDuration: InstantSaving Throw: SpecialSpell Resistance: No

When you cast this spell, a localized intense tremor rips the ground. It knocks creatures down, collapses buildings, and opens cracks in the ground. The shock lasts 1 round, during which creatures on the ground can’t move or attack. Spellcasters on the ground must make a Concentration check (DC 20 + spell’s casting level) or lose any spells they were casting or spell weaves they were holding. The earthquake affects all terrain, structures and creatures in the area. The exact effects depend upon the terrain and its features.

Cave, Cavern, or Tunnel: The earthquake collapses the roof, dealing 8d6 points of damage to any creature caught in the cave-in (Reflex save DC 15 for half damage). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris. Cliffs: They crumble, causing a landslide that travels horizontally as far as it fell vertically. Any creature caught in the path of the landslide takes 8d6 damage (Reflex save DC 15 for half damage). Lake, Marsh, or River: Fissures open up beneath the water, draining it away from the area and leaving behind muddy ground. Soggy marsh or swampland becomes quicksand for the Duration, sucking down creatures and structures. Creatures must make a Reflex save (DC 15) or sink down in the mud or quicksand. At the end of the spell, the rest of the water rushes in to replace the drained water, possibly drowning those stuck in the mud. Open Ground: All creatures standing in the area must make a Reflex save (DC 15) or fall down. Fissures open in the ground, and every creature on the ground has a 25% chance to fall into one and must make a Reflex save (DC 20) not to fall in one. At the end of the spell, al fissures grind shut, killing any creatures still trapped within. Structure: Most structures standing on open ground will collapse, dealing 8d6 damage to those caught within or beneath the rubble. A Reflex save (DC 15) is allowed for half damage.

Level Area

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7 50’ Circle8 150’ Circle9 300’ Circle10 1,500’ Circle11 1 Mile Circle12 5 Mile Circle

Special: This is a modified form of the Earthquake Weave from the Wheel of Time RPG.

Earth Tentacles

Talent; Affinities: Earth Singing; EarthLevel: 3-7Casting Time: 1 ActionRange: Medium (100 ft. + 10 ft./level)Area: SpecialDuration: ConcentrationSaving Throw: NoSpell Resistance: No

This spell conjures a field of tentacles, each 10 feet long and made of whatever ground they sprang from. The size of the field depends upon the casting level of the spell. These waving members seem to spring forth from the earth, floor, or whatever solid surface is underfoot. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength. Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles. Treat the tentacles attacking a particular target as a Large creature with a base attack bonus equal to your caster level and a Strength score of 19. Thus, its grapple check modifier is equal to your caster level +8. The tentacles are immune to all types of damage. Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+4 points of bludgeoning damage. The tentacles continue to crush the opponent until the spell ends or the opponent escapes. Any creature that enters the area of the spell is immediately attacked by the tentacles. Even creatures who aren’t grappling with the tentacles may move through the area at only half normal speed.

Level Area Radius

3 5’4 10’5 15’6 30’7 50’

Special: This a modified form of the Black Tentacles spell from the Player’s Handbook.

Eavesdrop

Talent; Affinities: Illusion; Air, SpiritLevel: 1Casting Time: 1 RoundRange: Medium (100’ + 10’ / level)Area: SpecialDuration: ConcentrationSaving Throw: NoSpell Resistance: No

You extend a narrow tendril of weave outward as far as the extreme of medium range. You hear as if your ear were at the end of the spell. You can move the tendril as you see fit, although only where you can see it. The tendril fits through tiny spaces such as keyholes and gaps under doors, as long as they are at least ¼” wide or high. You cannot move the tendril if you tie off the spell, but you can still see through it. While the spell is active, you are only vaguely aware of your normal hearing. To notice something you would normally hear but is not audible through the spell, make a Spot check (DC 20).

Special: This is a modified form of the Eavesdrop Weave from the Wheel of Time RPG.

False Wall

Talent; Affinities: Earth Singing; EarthLevel: 1-6Casting Time: 1 ActionRange: Medium (100’ + 10’ / level)Area: SpecialDuration: ConcentrationSaving Throw: Reflex, see text Spell Resistance: No

The spell hardens a section of air into a wall. The wall appears and is solid, having a granite-gray color. All items and creatures in the space are frozen in place, helpless and unable to move. Creatures remain aware but cannot move. You direct the placement of this effect and can choose to place it so that a creature’s head is free from the spell. Creatures trapped thusly can still speak and breathe normally. Those who make their Reflex save either dodge free of the spell’s Area, or, if the space is too confined, managed to maneuver their head so that is free an able to breathe normally. The wall not only freezes objects inside it, but also renders them impervious to normal damage. Physical and energy attacks do not harm those within the wall, but non-physical attacks, including Akashik magic, Tao skills, mental attacks, etc. still can affect them.

+1 Casting Level: The surface takes on any color or texture you desire. You can make it look like a boulder or create a barrier across a doorway that exactly matches the cut of the marble of the surrounding wall.

Level Rad. Typical Uses

1 1’ Hide Small object, block window-sized hole2 3’ Seal Medium chest, seal a door-sized opening3 5’ Hold Small creature4 10’ Hold Medium creature, seal gate-sized opening5 15’ Hold Large creature, make bridge 5’ x 25’ 6 20’ Create a bridge 10’ wide, 50’ long

Special: This is a modified form of the False Wall Weave from the Wheel of Time RPG.

Fiery Sword

Talent; Affinities: Battlemage; FireLevel: 2-4Casting Time: 1 ActionRange: TouchArea: 1 Weapon

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Duration: ConcentrationSaving Throw: NoSpell Resistance: Yes

You create a weapon of fire. The weapon can take any shape you desire, although normal weapon proficiencies apply. The damage the weapon deals is determined by its casting level, not the shape of the weapon. The weapon’s flames do not harm you. Although the flames sear and damage creatures struck by the weapon, they do not ignite flammable materials.

Level Weapon Damage

2 2d83 2d104 2d12

Special: This is a modified form of the Fiery Sword Weave from the Wheel of Time RPG.

Fireball

Talent; Affinities: Dragon’s Breath; FireLevel: 2-6Casting Time: 1 ActionRange: Medium (100’ + 10’ / level)Area: SpecialDuration: InstantSaving Throw: Reflex halfSpell Resistance: Yes

You conjure a ball of fire, which speeds from your hand to detonate with a low roar. All creatures and objects within the blast radius take damage from the fire. The explosion creates little blast pressure. You point your hand and determine the range (distance & height) at which the fireball is burst. A glowing, pea-sized bead streaks from the pointing hand and, unless it impacts upon a material body or solid barrier prior to attaining its prescribed range, blossoming into the fireball at that point (an early impact results in an early detonation). If you attempt to send a bead through a narrow passage, such as an arrow slit, you must “hit” the opening with a ranged touch attack or else the bead strikes the barrier and detonates prematurely. The fireball sets fire to combustibles and damages objects in the area. It can melt metals with a low melting point, such as lead, gold, silver, or bronze. If the damage caused to an interposing barrier shatter or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier. The size of the burst area and the damage dealt varies with the casting level of the spell.

+1 Caster Level: You can choose to delay the burst for as many as 5 rounds. You select the amount of delay upon completing the spell, and that time cannot change once it has been set unless someone touches the bead (see below). After you choose a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10’). If a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while being handled.

Level Burst Radius Damage

2 5’ 2d6 + Caster level 3 10’ 3d6 + Caster level4 20’ 4d6 + Caster level

5 35’ 5d6 + Caster level6 50’ 6d6 + Caster level

Special: This is a modified form of the Fireball Weave from the Wheel of Time RPG.

Fire Trap

Talent; Affinities: Warding; Air, Fire, SpiritLevel: 3-5Casting Time: 1 RoundRange: TouchArea: 1 ObjectDuration: ConcentrationSaving Throw: Reflex halfSpell Resistance: Yes

You cast a ward that can be placed on an object, floor, wall, or other item, which you must be touching. If anyone but you touches the warded item, a blast of fire explodes into the area around it. Characters in the burst area are allowed a Reflex save for half damage. The fire sets combustibles aflame and damages objects in the area. It can melt metals with a low melting point, such as lead, gold, silver, or bronze. If the damage caused to an interposing barrier causes the barrier to shatter or break, the blast may continue beyond the barrier if the area permits; otherwise it stops at the barrier.

Level Burst Radius Damage

3 5’ 1d6 + Caster level 4 10’ 2d6 + Caster level5 15’ 3d6 + Caster level

Special: This is a modified form of the Fire Trap Weave from the Wheel of Time RPG.

Fly

Talent; Affinities: Sky Walking; Air, SpiritLevel: 5Casting Time: 1 ActionRange: TouchArea: 1 CreatureDuration: ConcentrationSaving Throw: Will negates (harmless)Spell Resistance: NoSpell Resistance: Yes

The spell’s target can fly at a base speed of 90’ (60’ if the creature wears medium or light armor). The subject can ascend at half speed and descend at double speed. The target has a maneuverability of good. The act of flying requires as much concentration as walking, so the subject can attack or cast spells as normal (unless the caster casts the spell on himself, and then must concentrate on maintaining the spell as normal). The subject of the spell can charge but not run. The target cannot carry more than his maximum load, including any armor worn. Should the spell expire while the target is still aloft, the effect fails slowly. The subject drops 60’ per round for 1d6 rounds. If he reaches the ground in that amount of time, he lands safely. If not, he falls the rest of the distance, taking damage as normal.

Special: This is a modified form of the Fly Weave from the Wheel of Time RPG.

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Folded Light

Talent; Affinities: Illusion; Air, FireLevel: 1-4Casting Time: 1 ActionRange: Close (25’ + 5’ / 2 levels)Area: SpecialDuration: ConcentrationSaving Throw: Will negates (harmless)Spell Resistance: Yes

You create a spell in the shape of a screen or shield 10’ tall, which hides a specific person, object, or group of people or objects behind it. When behind the screen, the specified person and his clothing, armor, weapons, and other carried or worn equipment are simply invisible from the far side of the screen, so long as he remains stationary. Movement results in a slightly visible blur, which a viewer might notice with a Spot check (DC 25 for a small twitch, 20 for more significant movement, or 15 for a violent jerk or other significant movement). The screen does not block sound, smell, or other sensory perceptions. You must specify the person, object, or group to be hidden when cast.

+1 Casting Level: You may increase the height & width of the screen up to double the standard size.

Level Screen Width Invisibility Affects...

1 5’ 1 Object2 10’ 1 Person3 15’ Group of objects4 20’ Group of people

Special: This is a modified form of the Folded Light Weave from the Wheel of Time RPG.

Foretell Weather

Talent; Affinities: Rain Dancing; Air, WaterLevel: 0-3Casting Time: 1 MinuteRange: Close (25’ + 5’ / 2 levels)Area: Area immediately around the casterDuration: InstantSaving Throw: NoSpell Resistance: No

You can feel upcoming changes in the weather. The farther into the future you sense, the less distinct the information. You can sense a specific storm just a few hours away, but looking months into the future only gives you general information, such as that it will be cooler than normal, that the raining season will be later than usual, etc. The changes you detect compromise the natural course for the weather, but you gain no sense of unnatural changes such as those wrought by the Tao or Akashik magic.

Level Future Time Sense

0 4 Hours1 2 Days2 2 Weeks3 1 Season

Special: This is a modified form of the Foretell Weather Weave from the Wheel of Time RPG.

Ghost Sound

Talent; Affinities: Illusion; AirLevel: 0-4Casting Time: 1 ActionRange: Close (25’ + 5’ / 2 levels)Area: SpecialDuration: ConcentrationSaving Throw: Will disbelief (if interacted with)Spell Resistance: No

Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound the spell creates when casting it and cannot thereafter change the sound’s basic character. The volume of sound created depends on your level. Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit.

+1 Casting Level: You can generate more than just an indistinct sound, allowing you to send your own voice to any area in range and talk normally. You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it).

Level Volume

0 4 humans1 8 humans, a rat horde2 12 humans3 16 humans, a roaring lion4 20 humans, a roaring dire tiger

Special: This is a modified form of the Ghost Sound and Ventriloquism spells from the Player’s Handbook.

Grenade

Talent; Affinities: Earth Singing; Earth, FireLevel: 0-4Casting Time: 1 RoundRange: TouchArea: 1 StoneDuration: InstantSaving Throw: Reflex halfSpell Resistance: Yes

You imbue a stone with an explosive property. If the stone strikes a hard surface, it detonates, doing damage to all creatures within the burst radius (Reflex save for half damage). You may throw the stone or us it as proper ammunition for an appropriate weapon, such as a sling or catapult. To hit a target with a thrown stone, make a ranged touch attack. The size of the stone, its burst area, and the damage it does depends on the casting level. A burst area of “contact” means that the stone only deals damage to the creature or item it hits.

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+1 Casting Level: The spell affects an additional stone, as though you had the cast the spell on two targets at once. This effect can be added multiple times, so at +2 casting levels the spell affects a total of 3 stones.

Level Rock Size Burst Radius Damage

0 Sling stone Contact 1d82 Fist-sized rock 10’ 3d64 Catapult stone 20’ 5d6

Special: This is a modified form of the Grenade Weave from the Wheel of Time RPG.

Harden Air

Talent; Affinities: Sky Walking; AirLevel: 0-5Casting Time: 1 ActionRange: Medium (100’ + 10’ / level)Area: SpecialDuration: ConcentrationSaving Throw: Reflex Spell Resistance: No

The spell hardens a section of air. All items and creatures in the space are frozen in place, helpless and unable to move. Creatures remain aware but cannot move. You direct the placement of this effect and can choose to place it so that a creature’s head is free from the spell. Creatures trapped thusly can still speak and breathe normally. Those who make their Reflex save either dodge free of the spell’s Area, or, if the space is too confined, manage to maneuver their head so that is free an able to breathe normally. The spell not only freezes objects inside it, but also renders them impervious to normal damage. Physical attacks do not harm those within the hardened air, but non-physical attacks, including Akashik magic, Tao skills, mental attacks, energy attacks, etc. still can affect them. This can also be used to catch falling objects or create a shield barrier.

Level Rad. Typical Uses

0 1’ Catch Small object, block window-sized hole1 3’ Seal Medium object, seal a door-sized opening2 5’ Catch Small creature3 10’ Catch Medium creature, seal gate-sized hole4 15’ Catch Large creature, create bridge 5’ x 25’ 5 20’ Create bridge 10’ wide, 50’ long

Special: This is a modified form of the False Wall Weave from the Wheel of Time RPG.

Harness the Wind

Talent; Affinities: Sky Walking; Air, WaterLevel: 0-7Casting Time: 1 ActionRange: Long (400’ + 40’ / level)Area: SpecialDuration: ConcentrationSaving Throw: NoSpell Resistance: No

You conjure a wind over the area, choosing the wind’s direction. Although the spell takes effect immediately, the wind builds over a brew time that can last up to several rounds, depending upon the strength required. The winds affects an area that depends upon its strength.

+1 Casting Level: You may increase or decrease the area affected by the wind by one step on the table below.

Level Wind Strength Area Brew Time

0 Puff 5’ Circle None1 Gust 25’ Circle 1 Round3 Blow 300’ Circle 3 Rounds5 Roar 1 Mile Circle 5 Rounds7 Howl 10 Mile Circle 7 Rounds

Special: This is a modified form of the Harness the Wind Weave from the Wheel of Time RPG.

Immolate

Talent; Affinities: Dragon’s Breath; Fire, SpiritLevel: 4-7Casting Time: 1 ActionRange: Medium (100’ + 10’ / level)Area: 1 Object or creatureDuration: InstantSaving Throw: Will halfSpell Resistance: Yes

You cause an object or creature to burst into flames. The fire not only engulfs the target but is actually sparked within it as well, causing 1d6 damage per caster level (maximum 20d6). The size and type of target affected varies with the casting level.

Level Target

4 Medium-size, flammable (chest, bush)5 Large, flammable (tree, shed)6 Medium-size, nonflammable (person)7 Large, nonflammable (horse)

Special: This is a modified form of the Immolate Weave from the Wheel of Time RPG.

Incendiary Cloud

Talent; Affinities: Dragon’s Breath; Air, FireLevel: 7-12Casting Time: 1 ActionRange: Medium (100’ + 10’ / level)Area: SpecialDuration: ConcentrationSaving Throw: Reflex half; see textSpell Resistance: No

An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot embers. The smoke obscures all sight as a fog cloud does. In addition, the white-hot embers within the cloud deal 4d6 points of fire damage to everything within the cloud on your turn each round. All targets can make Reflex saves each round to take half damage. The smoke moves away from you at 10’ per round. Figure out the

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smoke’s new spread each round based on its new point of origin, which is 10’ farther away from where you were when you cast the spell. By concentrating, you can make the cloud (actually its point of origin) move as much as 60’ each round. Any portion of the cloud that would extend beyond your maximum range dissipates harmlessly, reducing the remainder’s spread thereafter. Wind disperses the smoke, and the spell can’t be cast underwater.

Level Radius & Height

7 10’8 20’9 30’10 50’11 75’12 100’

Special: This is a modified form of the Incendiary Cloud spell from the Player’s Handbook.

Invisibility

Talent; Affinities: Illusion; Air, FireLevel: 2-5Casting Time: 1 ActionRange: Close (25’ + 5’ / 2 levels)Area: SpecialDuration: ConcentrationSaving Throw: Will negates (harmless, object)Spell Resistance: Yes (harmless, object)

The creature or object becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so. Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10’ from it becomes visible. Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if any of the subjects attack any creature. For purposes of this spell, an attack includes any spell targeting another creature foe or whose area or effect includes another creature. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear.

+2 Casting Levels: Attacking another creature does not end the spell’s effect.

Level Invisibility Affects...

2 Self3 1 Object or person

4 Group of objects, within 180’ radius 5 Group of people, within 180’ radius

Special: This is a modified form of the Greater Invisibility, Invisibility, & Mass Invisibility spell from the Player’s Handbook.

Keen Edge

Talent; Affinities: Earth Singing; Earth, FireLevel: 3Casting Time: 1 ActionRange: TouchArea: 1 Weapon or 20 projectilesDuration: ConcentrationSaving Throw: Will negates (harmless, object)Spell Resistance: Yes (harmless, object)

This spell makes a weapon magically keen, improving its ability to deal telling blows. This spell doubles the threat range of the weapon. A threat range of 20 becomes 19–20, a threat range of 19–20 becomes 17–20, and a threat range of 18–20 becomes 15–20. The spell can be cast only on piercing or slashing weapons. If cast on arrows or crossbow bolts, the keen edge on a particular projectile ends after one use, whether or not the missile strikes its intended target. Treat shuriken as arrows, rather than as thrown weapons, for the purpose of this spell. Multiple effects that increase a weapon’s threat range (such as the keen edge spell and the Improved Critical feat) don’t stack. You can’t cast this spell on a natural weapon, such as a claw.

Special: This is a modified form of the Keen Edge spell from the Player’s Handbook.

Light

Talent; Affinities: Magefire; Air, FireLevel: 0-3Casting Time: 1 ActionRange: PersonalArea: SpecialDuration: ConcentrationSaving Throw: SpecialSpell Resistance: No

You extend your hand an create a fist-sized globe of cool white light, which hovers above your palm for the duration of the spell. The brightness of the light, and the radius to which it extends depends on the casting level. At higher casting levels, the light becomes rather harsh. At 2nd level, the light is uncomfortable to look at directly. At 3rd level, the light is as bright as a lightning bolt, and anyone who looks at it (including any unsuspecting creature within 50’ facing the caster as it is cast) must make a Reflex save or be temporarily blinded for a number of rounds equal to the number by which he failed the Reflex save.

+1 Casting Level: You create the globe in a fixed location, such as the corner of a room. It remains there and does not move with you.

Level Brightness Radius

0 Torch 20’1 Bonfire 30’

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2 Fireworks flare 100’3 Lightning bolt 300’

Special: This is a modified form of the Light Weave from the Wheel of Time RPG.

Lightning

Talent; Affinities: Rain Dancing; Air, FireLevel: 5-9Casting Time: 1 RoundRange: Long (400’ + 40’ / level)Area: SpecialDuration: InstantSaving Throw: Reflex halfSpell Resistance: Yes

You call lightning from the sky, targeting a specific point on the ground. One or more bolts strike the ground at that point or in an area around it. Any creature within the area takes damage from the lightning, the deafening roar of the thunder, and the rent earth blasted from the ground by the bolts. Two damage rolls are given on the table below. The first is the damage taken by a creature standing on the exact target point, the second for any other creatures within the Area. Although the spell takes effect immediately, a brew time may be required for the lightning to build up. The lightning strikes at the end of the brew time. If the spell is again cast within 3 rounds, no additional brew time is required for the lightning to gather. Since the lightning comes from the sky, this spell only be cast in an open-air area. Light structures can be targeted, damaged, or destroyed by this spell, but heavier structures protect occupants effectively.

Level Effect Area Damage Brew Time

5 Single bolt 10’ Circle 5d10 / 1d10 None7 Several bolts 25’ Circle 5d10 / 2d20 1 Round9 Lightning storm 50’ Circle 5d10 / 3d10 3 Rounds

Special: This is a modified form of the Lightning Weave from the Wheel of Time RPG.

Mage Armor

Talent; Affinities: Battlemage; Air, Earth, SpiritLevel: 1Casting Time: 1 ActionRange: TouchArea: 1 TargetDuration: ConcentrationSaving Throw: Will negates (harmless)Spell Resistance: No

An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to Defense. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.

Special: This is a modified form of the Mage Armor spell from the Player’s Handbook.

Mage Hand

Talent; Affinities: Battlemage: Air, Earth, SpiritLevel: 5-9Casting Time: 1 ActionRange: Medium (100’ + 10’ / level)Area: SpecialDuration: ConcentrationSaving Throw: NoSpell Resistance: Yes

Mage hand creates a Large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 Defense) for you against that opponent. Nothing can fool the hand — it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however. A mage hand is 10’ long and about that wide with its fingers outstretched. It has as many hit points as you do when you’re undamaged, but no wound points, and its Defense is 20 (–1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don’t cause damage do not affect it.

The hand never provokes attacks of opportunity from opponents. It cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster. Disintegrate or a successful dispel magic destroys it. Any creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed. The hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature’s attacks. Directing the spell to a new target is a move action.

At higher casting levels, the hand gains additional abilities.

Forceful: The forceful hand pursues and pushes away the opponent that you designate. Treat this attack as a bull rush with a +14 bonus on the Strength check (+8 for Strength 27, +4 for being Large, and a +2 bonus for charging, which it always gets). The hand always moves with the opponent to push that target back the full distance allowed, and it has no speed limit. A very strong creature could not push the hand out of its way because the latter would instantly reposition itself between the creature and you, but an opponent could push the hand up against you by successfully bull rushing it.

Grasping: The hand can grapple one opponent that you select. The grasping hand gets one grapple attack per round. Its attack bonus to make contact equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for wizards, clerics, and sorcerers, respectively), +10 for the hand’s Strength score (31), –1 for being Large. Its grapple bonus is this same figure, except with a +4 modifier for being Large instead of –1. The hand holds but does not harm creatures it grapples. The grasping hand can also bull rush an opponent as forceful hand does, but at a +16 bonus on the Strength check (+10 for Strength 35, +4 for being Large, and a +2 bonus for charging, which it always gets), or interpose itself as interposing hand does.

Clenched Fist: Like interposing hand, except that the hand can interpose itself, push, or strike one opponent that you select. The floating hand can move as far as 60’ and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours. The hand attacks once per round, and

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its attack bonus equals your caster level + your Intelligence, +11 for the hand’s Strength score (33), –1 for being Large. The hand deals 1d8+11 points of damage on each attack, and any creature struck must make a Fortitude save (against this spell’s save DC) or be stunned for 1 round. The clenched fist can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does, but at a +15 bonus on the Strength check.

Crushing: Like interposing hand, except that the hand can interpose itself, push, or crush one opponent that you select. The crushing hand can grapple an opponent like grasping hand does. Its grapple bonus equals your caster level + your Intelligence, +12 for the hand’s Strength score (35), +4 for being Large. The hand deals 2d6+12 points of damage (lethal, not nonlethal) on each successful grapple check against an opponent. The crushing hand can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does, but at a +18 bonus.

Level Hand Type

5 Interposing6 Forceful7 Grasping8 Clenched Fist9 Crushing

Special: This is a modified form of the Clenched Fist, Crushing Hand, Forceful Hand, Grasping Hand, & Interposing Hand spells from the Player’s Handbook.

Mage’s Sword

Talent; Affinities: Battlemage; Earth, SpiritLevel: 7Casting Time: 1 ActionRange: Close (25’ + 5’ / 2 levels)Area: 1 Sword of forceDuration: ConcentrationSaving Throw: NoSpell Resistance: Yes

This spell brings into being a shimmering, swordlike plane of force. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The sword attacks its designated target once each round on your turn. Its attack bonus is equal to your caster level + your Int bonus with an additional +3 enhancement bonus. As a force effect, it can strike ethereal and incorporeal creatures. It deals 4d6+3 points of force damage, with a threat range of 19–20. The sword always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. If the sword goes beyond the spell range from you, if it goes out of your sight, or if you are not directing it, the sword returns to you and hovers. Each round after the first, you can use a standard action to switch the sword to a new target. If you do not, the sword continues to attack the previous round’s target.

The sword cannot be attacked or harmed by physical attacks. The sword’s Defense is 13 (10, +0 size bonus for Medium object, +3 deflection bonus). If an attacked creature has spell resistance, the resistance is checked the first time Mage’s sword strikes it. If the sword is successfully resisted, the spell is dispelled. If not, the sword has its normal full effect on that creature for the duration of the spell. Although the description describes a sword, the weapon can appear as any

one-handed melee weapon, although is statistics and abilities remain the same.

Special: This is a modified form of the Mage’s Sword spell from the Player’s Handbook.

Magic Missile

Talent; Affinities: Magefire; Fire, SpiritLevel: 1-5Casting Time: 1 ActionRange: Medium (100’ + 10’ / level)Area: SpecialDuration: InstantSaving Throw: NoSpell Resistance: Yes

A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. The number of missiles you can shoot is determined by the casting level used. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

Level Missiles

1 12 23 34 45 5

Special: This is a modified form of the Magic Missile spell from the Player’s Handbook.

Magic Weapon

Talent; Affinities: Battlemage; Earth, Fire, SpiritLevel: 1-5Casting Time: 1 ActionRange: TouchArea: 1 Weapon or 20 projectilesDuration: ConcentrationSaving Throw: Will negates (harmless, object)Spell Resistance: Yes (harmless, object)

Magic weapon gives a weapon an enhancement bonus on attack and damage rolls. This enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls. You can’t cast this spell on a natural weapon, such as an unarmed strike. Alternatively, you can affect as many as 20 arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their enhancement after use. Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.

Level Enhancement Bonus

1 +1

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2 +23 +34 +45 +5

Special: This is a modified form of the Magic Weapon and Greater Magic Weapon spells from the Player’s Handbook.

Master Ward

Talent; Affinities: Warding; Air, Earth, Fire, Spirit, WaterLevel: 4-12Casting Time: 1 RoundRange: Close (25’ + 5’ / 2 levels)Area: SpecialDuration: ConcentrationSaving Throw: NoSpell Resistance: No

You create a dome-shaped weave around an area, through which no physical object, energy attack, or magic can pass. The dome is impervious to damage and cannot be crossed by any person or creature, including the caster. Even air does not flow through the dome, and so those inside could suffocate eventually. Magic-users outside the dome cannot cast spells into it or directly affect it or targets within using Akashik magic, the Tao, or divine magic. The same is true in reverse for those within the dome; they cannot cast magic to affect those outside the dome. The dome is nearly transparent to normal viewing, visible only as a tinted or slightly darkened area. Even sound does not pass through. The spell typically appears as a dome, but its shape can be altered to any equivalent volume when cast. When cast within an enclosed area, such as a room or a cavern, the spell tends to conform to the shape of the space. When the spell is cast, an opening of any size, shape, or location desired by the caster can be left in it.

+1 Casting Level: The dome is opaque and cannot be seen through. The surface appears as a solid gray.

Level Area Radius

4 5’5 10’, small room6 25’, large room7 50’, moderate-sized building8 150’, large building9 300’, very large building10 750’11 1,500’12 1 Mile

Special: This is a modified form of the Master Ward Weave from the Wheel of Time RPG.

Meteor Strike

Talent; Affinities: Earth Singing: Air, Earth, FireLevel: 6-13Casting Time: 1 ActionRange: Long (400’ + 40’ / level)Area: Four 40’ radius spreads; see textDuration: Instant

Saving Throw: None or Reflex half; see textSpell Resistance: Yes

Meteor strike is a very powerful and spectacular spell that is similar to fireball in many aspects. When you cast it, a 2’ diameter sphere springs from your outstretched hand and streak in straight lines to the spot you select. The meteor sphere leaves a fiery trail of sparks. If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by one of these spheres takes 2d6 points of bludgeoning damage (no save) and receives no saving throw against the sphere’s fire damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target’s space. You may aim more than one meteor at the same target. Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of fire damage to each creature in the area. If a creature is within the area of more than one sphere, it must save separately against each. Fire resistance applies to each sphere’s damage individually. The number of spheres created depends upon the casting level of the spell, but each can be sent at a different target within range or target the same creature, or any combination of either option.

Level Meteors

6 17 28 39 410 511 612 713 8

Special: This is a modified form of the Meteor Swarm spell from the Player’s Handbook.

Mirror of Mists

Talent; Affinities: Illusion; Air, Fire, SpiritLevel: 0-2Casting Time: 1 ActionRange: PersonalArea: PersonalDuration: ConcentrationSaving Throw: NoSpell Resistance: No

You grow in size, enshrouded in a veil of majesty that awes onlookers, and your voice becomes deeper and richer. You gain a substantial bonus to Intimidate checks made while the spell is in effect. Your size and bonuses vary by casting level. At the 2nd casting level, the spell also dazzles onlookers of Medium-size or smaller and with 5 Hit Dice or fewer, giving them the dazzled condition. Such onlookers can make a Will save to avoid being dazzled but still are subject to the Intimidate check bonus.

Level Growth Intimidate Bonus

0 Slight +21 Double +42 Quadruple +8, dazzled

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Special: This is a modified form of the Mirror of Mists Weave from the Wheel of Time RPG.

Move Earth

Talent; Affinities: Earth Singing; EarthLevel: 3Casting Time: 1 ActionRange: Close (25’ + 5’ / 2 levels)Area: 500 cubic feet / caster levelDuration: ConcentrationSaving Throw: NoSpell Resistance: No

Move earth moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth. You may even lift the earth through the air or flow it across a surface, even uphill. However, in no event can rock formations be collapsed or moved. The area to be affected determines the casting time. For every 500 cubic feet, moving the earth takes 10 minutes. This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacierlike fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography. The spell cannot be used for tunneling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle. This spell has no effect on earth creatures.

Special: This is a modified form of the Move Earth spell from the Player’s Handbook.

Move Water

Talent; Affinities: Rain Dancing; WaterLevel: 3Casting Time: 1 ActionRange: Close (25’ + 5’ / 2 levels)Area: 50 Gallons / caster levelDuration: ConcentrationSaving Throw: NoSpell Resistance: No

You move up to 50 gallons of water per caster level. You may lift the water through the air or flow it across a surface, even uphill. It moves at a speed of 20’. This spell has no effect on water creatures.

Special: This is a modified form of the Move Water Weave from the Wheel of Time RPG.

Pass Bond (Rare)

Talent; Affinities: Conjunction; SpiritLevel: 7Casting Time: 10 MinutesRange: TouchArea: 1 ChannelerDuration: InstantSaving Throw: Will negatesSpell Resistance: No

You cast this spell and touch the target channeler, who becomes the future recipient of your bonded guardian. When you die, your bond with your guardian does not automatically

end. Instead, your guardian makes a Will save. The save’s DC is as if the spell were cast at the caster’s present level and ability. If he succeeds the bond immediately terminates; see the effects for terminating a bond under the Bond Guardian spell description. If he fails, he is immediately bonded to the target of this spell. All effects of the Bond Guardian spell apply as if the target of this spell had cast it upon your guardian. The spell only affects your bond to a single guardian. If you have more than one guardian, you must cast this spell separately for each bond you wish to pass. You bond can only be passed to a single person. Once you have passed this bond to another channeler, this spell has no effect if cast upon another target. You must negate the previous Pass Bond before passing a bond to another person. Casting this spell in a special modified manner negates it. The target does not need to be touched or even present for the negation to take effect.

Special: This is a modified form of the Pass Bond Weave from the Wheel of Time RPG.

Polish

Talent; Affinities: Earth Singing; EarthLevel: 0-2Casting Time: 1 ActionRange: TouchArea: 1 Metal itemDuration: InstantSaving Throw: NoSpell Resistance: No

Tarnish, rust, and corrosion disappear from an item of metal you touch, leaving the surface clean and shiny. Heavy rust actually transmogrifies back into solid metal, so the spell can be used to strengthen items weakened by heavy corrosion. Weapons that have been heavily pitted are repaired, and hinges caked solid with rust after years of disuse function easily without a squeak. The degree of corrosion that can be polished varies with the casting level.

+2 Casting Levels: You can reverse the process, rusting and corroding the item by the appropriate amount. Magic items made of metal are immune to this use of the spell. You may employ this version of the spell in combat with a successful melee touch attack. Rusting grasp used in this way instantaneously destroys 1d6 points per casting level of Defense gained from metal armor (to the maximum amount of protection the armor offered) through corrosion. Weapons in use by an opponent targeted by the spell are more difficult to grasp. Striking at an opponent’s weapon provokes an attack of opportunity. Also, you must touch the weapon and not the other way around. You must succeed on a melee touch attack against the weapon. A metal weapon that is hit suffers the following effects:

Effect Penalty

Tarnished -1 to all rolls with weapon or itemCrusted -4 to all rolls with weapon or itemCrumbling weapon or item destroyed

Level Degree of Corrosion

0 Surface tarnished or lightly rusted1 Surface crusted with corrosion or rust2 Object crumbling, heavily rusted

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Special: This is a modified form of the Polish Weave from the Wheel of Time RPG and the Rusting Grasp spell from the Player’s Handbook.

Rainbow Pattern

Talent; Affinities: Illusion; Air, Fire, SpiritLevel: 2-3Casting Time: 1 ActionRange: Medium (100’ + 10’ / level)Area: SpecialDuration: ConcentrationSaving Throw: Will negatesSpell Resistance: Yes

A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it. Roll 2d4 and add your caster level (maximum 20) to determine the total number of Hit Dice of creatures affected. Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. Affected creatures become fascinated by the pattern of colors. Sightless creatures are not affected.

+2 Casting Levels: With a simple gesture (a free action), you can make the rainbow pattern move up to 30’ per round (moving its effective point of origin). All fascinated creatures follow the moving rainbow of light, trying to get or remain within the effect. Fascinated creatures who are restrained and removed from the pattern still try to follow it. If the pattern leads its subjects into a dangerous area each fascinated creature gets a second save. If the view of the lights is completely blocked creatures who can’t see them are no longer affected.

+2 Casting Levels: Subjects affected by the rainbow pattern are confused for 1d4 rounds.

+3 Casting Levels: Subjects affected by the rainbow pattern are stunned for 1d4 rounds, then confused for 1d4 rounds.

+4 Casting Levels: Subjects affected by the rainbow pattern are unconscious for 1d4 rounds, then stunned for 1d4 rounds, and then confused for 1d4 rounds.

Level Radius

2 10’3 20’

Special: This is a modified form of the Hypnotic Pattern, Rainbow Pattern, and Scintillating Pattern spells from the Player’s Handbook.

Raise Fog

Talent; Affinities: Rain Dancing; Air, WaterLevel: 2-8Casting Time: 1 RoundRange: Medium (100’ + 10’ / level)Area: SpecialDuration: InstantSaving Throw: NoSpell Resistance: No

A dense fog congeals over the target area, to a height of 20’. The fog obscures all sight beyond 5’. A creature within 5’ has ½ concealment (attackers suffer a 20% miss chance). Creatures further away have total concealment (50% miss chance, attacker can’t use sight to locate the target). The spell does not function underwater, not that Athas has much.

Level Radius

2 50’3 200’4 600’5 1,800’6 2 Miles7 6 Miles8 20 Miles

Special: This is a modified form of the Raise Fog Weave from the Wheel of Time RPG.

Repel Stone

Talent; Affinities: Earth Singing; EarthLevel: 8Casting Time: 1 ActionRange: PersonalArea: 60’ RadiusDuration: ConcentrationSaving Throw: NoSpell Resistance: No

This spell creates waves of invisible and intangible energy that roll forth from you. All stone objects in the path of the spell are pushed away from you to the limit of the range. Fixed stone objects larger than 3 inches in diameter and loose objects weighing more than 500 pounds are not affected. Anything else, including animated objects, small boulders, and creatures made of earth, moves back. Fixed objects 3 inches in diameter or smaller bend or break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 40’ per round.

+1 Casting Level: You affect metal items as well. Objects such as metal armor, swords, and the like are pushed back, dragging their bearers with them. Even magic items with metal components are repelled.

Special: This is a modified form of the Repel Metal or Stone spell from the Player’s Handbook.

Riven Earth

Talent; Affinities: Earth Singing; Earth, FireLevel: 4-6Casting Time: 1 RoundRange: SpecialArea: SpecialDuration: Instant Saving Throw: Reflex halfSpell Resistance: No

You point at a spot on the ground, and the earth at that point erupts in a shower of rock, dirt, and fire. Creatures and objects within the area are thrown through the air or knocked to the ground, taking 3d10 damage from the blast and impact. Both the area affected and the range of this spell vary with

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the casting level. The spell must target the ground. Light structures can be damaged or destroyed by this weave, but it cannot be cast on the upper floors of a building.

Level Range Area

4 Close (25’ + 5’ / 2 levels) 10’ Circle5 Medium (100’ + 10’ / level) 25’ Circle6 Long (400’ + 40’ / level) 50’ Circle

Special: This is a modified form of the Riven Earth Weave from the Wheel of Time RPG.

Sandspray

Talent; Affinities: Sand Shaping; EarthLevel: 3-9Casting Time: 1 ActionRange: Close (25’ + 5’ / 2 levels)Area: 5’ RadiusDuration: InstantSaving Throw: Reflex halfSpell Resistance: Yes

You cause a pillar of sand up to 30’ high to erupt from a dirt or sandy surface. The blinding spray causes damage according to the casting level of the spell. Those caught within the sandspray must make a Reflex save for half damage, but are still blinded for 1d4+1 rounds.

Level Damage

3 2d65 3d67 4d68 5d69 6d6

Special: This is a modified form of the Sandspray spell from The Complete Sha’ir’s Handbook.

Sandstorm

Talent; Affinities: Sand Shaping; Air, EarthLevel: 4-12Casting Time: 1 ActionRange: Medium (100’ + 10’ / level)Area: SpecialDuration: ConcentrationSaving Throw: Reflex halfSpell Resistance: Yes

This spell creates a powerful sandstorm of raging wind and sand that moves along the ground at a speed of 30’ per round. Its radius and height are determined by its casting level. You can concentrate on controlling the sandstorm’s every movement or simply leave it in place. Directing the storm’s movement is a standard action for you. The storm always moves during your turn. If the sandstorm exceeds the spell’s range, it dissipates in place within 1d3 rounds. Any Large or smaller creature that comes in contact with the spell takes 2d6 damage and is blinded for 1d4 rounds, unless they succeed on a Reflex save, suffering only half damage and no blindness. Even those not blinded find their visibility reduced to 1d10 x 5’ and suffer a –4 penalty to all Alertness & Search checks. The winds of the storm will put out any normal fires

within it. All those within the sandstorm also gain concealment and must make Concentration checks to cast spells. Driving sand creeps in through all but the most secure seals and seams, to chafe skin and contaminate carried gear. You cannot cast this spell only in terrain that would support a normal sandstorm; therefor, this spell will not work indoors, in forests, or underwater.

Level Radius Height

4 10’ 10’5 25’ 15’6 50’ 20’7 150’ 40’8 300’ 100’9 750’ 200’10 1,500’ 500’11 1 Mile 1,000’12 5 Miles 1,500’

Special: This is a modified form of the Sandstorm spell from the Dark Sun Revised Box Set.

Seal

Talent; Affinities: Warding; Air, Fire, SpiritLevel: 2-4Casting Time: 1 RoundRange: TouchArea: SpecialDuration: ConcentrationSaving Throw: NoSpell Resistance: No

You cast a ward within an enclosed container or space, which you must either be within or touching (if outside). If anyone except you opens the warded item or area, a flash of flame ignites within it. If the space has multiple openings (such as a room with doors and windows), opening any of them triggers the ward. So does the creation of any other opening, such as a hole bored in a wall. Your ward is within the area; it cannot be seen from the outside, unless the container is transparent.

+1 Casting Level: You may set a trigger word as you cast the spell. The ward will not be triggered by any person who says the trigger word as they open the warded space.

Level Container Damage to Contents

2 Box, chest, etc. 1d43 Small room 1d64 Large room 1d8

Special: This is a modified form of the Seal Weave from the Wheel of Time RPG.

Sever (Rare)

Talent; Affinities: Gilgul; SpiritLevel: 6Casting Time: 1 ActionRange: Close (25’ + 5’ / 2 levels)Area: 1 PersonDuration: ConcentrationSaving Throw: Will negates

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Spell Resistance: Yes

This spell severs a target of the same gender as the caster, removing his or her ability to cast Akashik magic. This severing (often called “gentling” when it happens to men, and “stilling” when it happens to women) is permanent.

+6 Casting Levels: You can sever a target of the opposite gender.

Special: This is a modified form of the Sever Weave from the Wheel of Time RPG.

Shield

Talent; Affinities: Gilgul; SpiritLevel: 3-7Casting Time: 1 ActionRange: Close (25’ + 5’ / 2 levels)Area: 1 PersonDuration: ConcentrationSaving Throw: Will negatesSpell Resistance: Yes

You cut off an Akashik magic-user of the same gender from the Akasha, preventing him from channeling and immediately ending any spells he is maintaining through concentration. Although the target cannot channel, he remains embraced to the Akasha and does not need to embrace it again once the shield is dropped. He can end his embrace voluntarily, though.

+1 Caster Level: You may shield a target of the opposite gender.

-2 Caster Levels: If the target is not channeling and has not embraced the Akasha, reduce the level of the spell by 2 casting levels.

Level Target Level Is...

3 5 or more caster levels lower than you4 1-4 caster levels lower than you5 Same caster level as you6 1-4 caster levels higher than you7 5 or more caster levels higher than you

Special: This is a modified form of the Shield Weave from the Wheel of Time RPG.

Silt Tides (Rare)

Talent; Affinities: Sand Shaping; Air, EarthLevel: 6-11Casting Time: 1 ActionRange: Medium (100’ + 10’ / level)Area: SpecialDuration: ConcentrationSaving Throw: NoSpell Resistance: No

You can create an area of abnormally high or low tides in the Silt Sea. The area of silt affected is determined by your casting level. Within the area, the silt level drops or rises by the appropriate amount. Usually, dropping the tide is enough to reveal the maze of rock pathways that honeycomb the coastline of the Silt Sea. The caster can move the area

affected while maintaining concentration, as long as the weave is not tied off and the area is still within range, so he can travel the walkways while exposed to air. Also, raising the tide can suffocate and “drown” those caught within the affected area. Strong winds and the like affect the silt normally. If cast outside the Sea of Silt or an area where such conditions exist the spell has no effect. It does not affect quicksand or the like.

Level Radius Depth

6 300’ 5’7 600’ 10’8 1,000’ 15’9 1,500’ 20’10 1 Mile 30’11 5 Miles 50’

Special: This is a modified form of the Silt Tides spell from the Dragon Kings.

Silt Walk

Talent; Affinities: Sand Shaping; EarthLevel: 2Casting Time: 1 ActionRange: TouchArea: 1 CreatureDuration: ConcentrationSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

The transmuted creatures can tread on any surface made of loose earth that typically would not hold his weight as if it were firm ground. This includes the Silt Sea, quicksand, mud, and even lava, since the subjects’ feet hover an inch or two above the surface, although creatures crossing molten lava still take damage from the heat because they are near it. The subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground. If the spell is cast underwater (or while the subjects are partially or wholly submerged in whatever material they are in), the subjects are borne toward the surface at 60’ per round until they can stand on it.

Special: This is a modified form of the Water Walk spell from the Player’s Handbook.

Skimming (Rare)

Talent; Affinities: Travelling; Air, Earth, SpiritLevel: 4-8Casting Time: 1 RoundRange: Close (25’ + 5’ / 2 levels)Area: SpecialDuration: InstantSaving Throw: NoSpell Resistance: No

The spell allows you to travel through the space between spaces, a nether region reached via the Create Gateway spell. When you cast this spell through an open gateway, you create a platform just within the space between spaces, adjacent to the opening. You can then use this platform to “skim” through the space between places to another location, traversing great distances in little time. The platform can be

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of any design you desire, although its size (and thus maximum number of passengers) depends on the casting level. Livestock, carts, baggage, and any other item that fits through the gateway can be taken as well. The numbers on the Casting Level Table assume only people are taken, and that they are packed as closely as possible (this number does not include the caster). Reduce the appropriate number of passengers to account for animals or cargo.

Your target destination must be a place know to you, and you must be able to visualize the location. This requires that you have spent at least several hours there, or, if you were there for less time, to have spent 10 minutes intently studying the area. You must know the actual location of the target; you cannot skim to a nobleman’s tent if you do not know where he is encamped, even if you know him and have been in the tent before. If you do not know the location well enough, the spell fails.

Once you have boarded the platform and the initial gateway has closed, the platform automatically skims through the space between spaces. The time required is unpredictable: 1d6+1 minutes for every 100 miles of distance between the departure and destination points. When the platform has traveled far enough, it stops. You, or someone with you, must open a second gateway, through which you can step out at your destination. This second gateway cannot be opened from the other side; it must be opened by you or someone with you.

If you or someone with you does not open a gateway at the end of the journey, the platform remains, suspended in the void, until you do. If the initial gateway closes before you board the platform, or if you step into the real world at your destination and the gateway closes, the platform disappears and all creatures and objects aboard it fall, to be trapped within the space between spaces. If someone falls off the platform and is not caught, he is lost to the space between spaces. Most creatures or objects that fall into the void are irrevocably lost, falling eternally through the infinite nothing. An Akashik magic-user that falls can save himself by casting this spell, creating a platform on which to land. This new platform, however, does not move beyond cushioning the fall of the caster. The only escape is to open a new gateway that leads to a random location in the real world.

Level Platform Radius Passenger Max.

4 5’ None5 10’ 46 20’ 257 35’ 1208 50’ 200

Special: This is a modified form of the Skimming Weave from the Wheel of Time RPG.

Spike Stones

Talent; Affinities: Earth Singing; EarthLevel: 3-8Casting Time: 1 ActionRange: Medium (100’ + 10’ / level)Area: SpecialDuration: ConcentrationSaving Throw: Reflex partialSpell Resistance: Yes

Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background. Spike stones impede progress through an area and deal damage. Any creature moving on foot into or through the spell’s area moves at half speed. In addition, each creature moving through the area takes 1d8 points of piercing damage for each 5’of movement through the spiked area. Any creature that takes damage from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs. A failed save causes the creature’s speed to be reduced to half normal for 24 hours or until the injured creature receives any healing magic (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell’s save DC.

Spike stones is a magic trap that can’t be disabled with the Disable Device skill. Also, magic traps such as spike stones are hard to detect. A rogue (only) can use the Search skill to find spike stones. The DC is 25 + spell level. Although the spell has a square area, the area of the spell can conform to the shape of a target area as long as its total square feet does not exceed the casting limit or range. You can cast it for less than its normal range.

Level Area

3 5’ x 5’4 10’ x 10’5 20’ x 20’6 30’ x 30’7 40’ x 40’8 50’ x 50’

Special: This is a modified form of the Spike Stones spell from the Player’s Handbook.

Stone Shape

Talent; Affinities: Earth Singing; EarthLevel: 3-8Casting Time: 1 ActionRange: TouchArea: SpecialDuration: InstantSaving Throw: NoSpell Resistance: No

You can form an existing piece of stone into any shape that suits your purpose. While it’s possible to make crude coffers, doors, and so forth with stone shape, fine detail isn’t possible, nor can you make a shape with moving parts.

+2 Casting Levels: You can make fine details upon your work, but must make an appropriate Craft check against the spell’s DC to do so successfully. A failed check results in a seriously flawed creation.

Level Volume

3 10 cubic feet4 20 cubic feet5 35 cubic feet6 50 cubic feet7 75 cubic feet8 100 cubic feet

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Special: This is a modified from of the Stone Shape spell from the Player’s Handbook.

Tool of Air

Talent; Affinities: Sky Walking; AirLevel: 0-4Casting Time: 1 ActionRange: Close (25’ + 5’ / 2 levels)Area: 1 Invisible Small or Medium-size objectDuration: ConcentrationSaving Throw: Will halfSpell Resistance: No

You create on invisible tool, such as a blade, bludgeon, wedge, or clamp. You can use and manipulate this tool by mental command as though it were a real item of the same type. The tool cannot be used to pick up objects, although it can knock them around. It operates as if wielded by a person with a Strength of 10 and, except for the fact that it does not tire, it cannot do anything that a person with a Strength of 10 could not do with a real tool of similar design. At higher casting levels, the tool can be used as an improvised weapon that cannot make critical hits.

Level Size Damage

0 Tiny tool 11 Small tool 1d42 Medium-sized light tool 1d63 Medium-sized heavy tool 1d84 Large tool 1d10

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

Trace

Talent; Affinities: Conjunction; SpiritLevel: 0-4Casting Time: 1 ActionRange: SpecialArea: 1 Person, known to casterDuration: InstantSaving Throw: NoSpell Resistance: No

You sense the air about you for the presence or recent passage of a person known to you. If the target is carrying a gift given to him by you (the gift can be any item of value to the target), the effectiveness of this spell is greatly increased. If the target is within Range, you sense his presence and the general direction he is in. If the target is experiencing intense emotions, you can sense him at double the listed range. If he is carrying a gift given to him by you, you can sense him at 100 times the listed Range. These two Range bonuses are cumulative. Also, if the target has been within 25’ of your location where you cast the spell within the listed time, you sense that he has been there and roughly how long ago. If the target is experiencing intense emotions at the time he was there, you can sense him within double the listed time. Finally, if the target is carrying a gift given to him by you, you can sense whether he is alive or dead, and whether he still has the gift, at any Range.

Level Range Time

0 75’ 3 Hours1 300’ 12 Hours2 600’ 1 Day3 1,500’ 36 Hours4 1 Mile 2 Days

Special: This is a modified form of the Trace Weave from the Wheel of Time RPG.

Voice of Power

Talent; Affinities: Illusion; Air, FireLevel: 0-1Casting Time: 1 ActionRange: TouchArea: 1 CreatureDuration: ConcentrationSaving Throw: Will negates (harmless)Spell Resistance: No

The target can project his voice loudly; loud enough to easily address a large a crowd, call commands across a noisy battlefield, or make his loudest shouts audible from more than a league away. The target gains a +1 bonus on Intimidation checks.

Level Target

0 Yourself1 Another creature

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

Wall of Fire

Talent; Affinities: Dragon’s Breath; FireLevel: 3-12Casting Time: 1 ActionRange: Medium (100’ + 10’ / level)Area: SpecialDuration: ConcentrationSaving Throw: NoSpell Resistance: Yes

An immobile, blazing curtain of shimmering, opaque fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10’ and 1d4 points of fire damage to those past 10’ but within 20’. The wall deals this damage when it appears and on your turn each round to all creatures in the area. In addition, the wall deals 2d6 points of fire damage +1 point of fire damage per caster level (maximum +20) to any creature passing through it. If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5’ length of wall takes 20 points of cold damage or more in 1 round, that length goes out. Do not divide cold damage by 4, as normal for objects.

+1 Casting Level: While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points.

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Level Dimensions

3 10’ long, 5’ high4 15’ long, 10’ high5 25’ long, 15’ high6 50’ long, 20’ high7 100’ long, 30’ high8 200’ long, 40’ high9 500’ long, 50’ high10 1,500’ long, 75’ high11 1 Mile long, 100’ high12 5 Miles long, 500’ high

Special: This is a modified form of the Wall of Fire spell from the Player’s Handbook.

Wand of Fire

Talent; Affinities: Dragon’s Breath; Earth, FireLevel: 1Casting Time: 1 ActionRange: TouchArea: 1 Wand or branchDuration: ConcentrationSaving Throw: NoSpell Resistance: Yes

You imbue an otherwise harmless branch, wand, or switch with a powerful charge of fire that you can use to damage an opponent. Although the wand does not appear to be burning, you successful melee touch attack deals 1d8 fire damage + 1 point per caster level (+20 points maximum), and flames spring up as the wand touches combustible material.

Special: This is a modified form of the Wand of Fire Weave from the Wheel of Time RPG.

Ward Against Elements

Talent; Affinities: Warding; Spirit, SpecialLevel: 1-7Casting Time: 1 ActionRange: TouchArea: 1 CreatureDuration: ConcentrationSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

A creature protected by ward against elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature’s equipment is protected the same as he is. At 1 st

level, the spell doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth. At higher levels, the ward also protects against energy damage. The ward then grants a creature limited protection from damage of whichever one of four energy types you select: acid, cold, electricity, fire. The subject gains energy resistance against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced before being applied to the creature’s hit points. The value of the energy resistance depends upon the casting level of the spell. This absorbs only

damage. The subject could still suffer unfortunate side effects.

The Affinities for the spell always include Spirit, but also depend upon the energy protected against:

Affinity Energy Protected Against

Air ElectricityEarth AcidFire FireWater Cold

+1 Casting Level: The subject gains immunity instead of resistance. The spell absorbs a total of 10 points of energy damage per caster level, and then ends once it has absorbed that much.

+1 Casting Level: The subject is protected against an additional energy type, adding the appropriate Affinity to the spell.

Level Effect

1 Protects against temperature2 Energy Resistance 103 Energy Resistance 154 Energy Resistance 205 Energy Resistance 257 Energy Resistance 30

Special: This is a modified form of the Endure Elements, Protection from Energy, & Resist Energy spells from the Player’s Handbook.

Ward Against Magic

Talent; Affinities: Warding; Air, Earth, Spirit, WaterLevel: 3-12Casting Time: 1 RoundRange: Close (25’ + 5’ / 2 levels)Area: SpecialDuration: ConcentrationSaving Throw: NoSpell Resistance: No

You create a dome-shaped area through which magic cannot pass. This includes Akashik magic, divine magic, Tao magic, and any supernatural abilities. Those outside cannot use magic to affect those inside, nor can those inside the dome affect those outside with magic. Physical objects and people can pass through the dome boundaries without affecting the spell. This spell typically appears as a dome, but its shape can be altered to any equivalent volume when cast. When cast within an enclosed area, such as a room or cavern, the spell tends to conform to the shape of the space.

Level Area Radius

3 5’4 10’, small room5 25’, large room6 50’, moderate-sized building7 150’, large building8 300’, very large building

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9 750’10 1,500’11 1 Mile12 5 Miles

Special: This is a modified form of the Ward Against the One Power Weave from the Wheel of Time RPG.

Ward Against People

Talent; Affinities: Warding; Air, Fire, SpiritLevel: 2-11Casting Time: 1 RoundRange: Close (25’ + 5’ / 2 levels)Area: SpecialDuration: ConcentrationSaving Throw: NoSpell Resistance: No

You create a dome-shaped area. You, and anyone within the area when you create it, can pass into and out of the dome. For all other humans, demihumans, and humanoids, the dome creates an invisible barrier that they cannot cross. This spell typically appears as a dome, but its shape can be altered to any equivalent volume when cast. When cast within an enclosed area, such as a room or cavern, the spell tends to conform to the shape of the space. The area of this spell cannot overlap, contain, or be contained within another warding spell.

+1 Casting Level: The barrier created by the dome is intangible, and anyone can cross it. However, the barrier acts as a trigger for another spell that you cast and tied off within the dome. Any Akashik spell can be set in this manner, but it must have an area effect (centered on the spot where you place the second spell) or target an individual (targeting the person who first enters the dome), and it must have an Instant Duration. As with the casting of this spell, you and those within the area when casting are immune to triggering this second spell.

+1 Casting Level: You can modify the strictures of the barrier to include other types of creatures besides humans, demihumans, and humanoids. You can choose for the barrier to stop any one creature type (such as Outsider, Undead, Elemental, etc.) instead of humans, demihumans, and humanoids. For an additional casting level, it can stop these creatures as well as humans, demihumans, and humanoids. For another additional casting level, it can stop an additional type of creature.

Level Area Radius

2 5’3 10’, small room4 25’, large room5 50’, moderate-sized building6 150’, large building7 300’, very large building8 750’9 1,500’10 1 Mile11 5 Miles

Special: This is a modified form of the Ward Against People Weave from the Wheel of Time RPG.

Ward Bore

Talent; Affinities: Warding; Air, Earth, Fire, Spirit, WaterLevel: 4Casting Time: 5 MinutesRange: Medium (100’ + 10’ / level)Area: 1 Warding spellDuration: InstantSaving Throw: NoSpell Resistance: No

You weave a probe of the 5 Pillars, with which you test the structure of a Warding spell that you have detected. You then make a Weavesight skill check. If successful, you open a hole in the ward. If you fail, nothing happens, and the spell is wasted, but you can try again. If you fail by more than 10, the caster of the Ward feels your tampering, although this feeling alone does not tell him who is responsible. The DC for the Weavesight check is 20 + the level of the target spell + the Ward caster’s relevant ability bonus.

Special: This is a modified form of the Ward Bore Weave from the Wheel of Time RPG.

Water Walk (Rare)

Talent; Affinities: Rain Dancing; WaterLevel: 1Casting Time: 1 ActionRange: TouchArea: 1 CreatureDuration: ConcentrationSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

The transmuted creatures can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subjects’ feet hover an inch or two above the surface, although creatures crossing molten lava still take damage from the heat because they are near it. The subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground. If the spell is cast underwater (or while the subjects are partially or wholly submerged in whatever liquid they are in), the subjects are borne toward the surface at 60’ per round until they can stand on it.

Special: This is a modified form of the Water Walk spell from the Player’s Handbook.

Whirlwind

Talent; Affinities: Sky Walking; AirLevel: 8Casting Time: 1 ActionRange: Long (400’ + 40’ / level)Area: Cyclone 10’ at base, 30’ at top, 30’ tallDuration: ConcentrationSaving Throw: Reflex negates; see textSpell Resistance: Yes

This spell creates a powerful cyclone of raging wind that moves through the air, along the ground, or over water at a speed of 60’ per round. You can concentrate on controlling the cyclone’s every movement or specify a simple program.

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Directing the cyclone’s movement or changing its programmed movement is a standard action for you. The cyclone always moves during your turn. If the cyclone exceeds the spell’s range, it moves in a random, uncontrolled fashion for 1d3 rounds and then dissipates. You can’t regain control of the cyclone, even if comes back within range.

Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each round on your turn with no save allowed. You may direct the cyclone to eject any carried creatures whenever you wish, depositing the hapless souls wherever the cyclone happens to be when they are released.

Special: This is a modified form of the Whirlwind spell from the Player’s Handbook.

Whispering Wind

Talent; Affinities: Sky Walking; AirLevel: 0-3Casting Time: 1 RoundRange: SpecialArea: 10’ RadiusDuration: InstantSaving Throw: NoSpell Resistance: No

You send a message or sound on the wind to a designated spot. When you whisper, the whispered message is audible to all creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the targeted area, and the path’s entire length lies within the spell’s range. The whispering wind travels to a specific location within range that is familiar to you or within sight, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. When the spell reaches its objective, it swirls and remains in place until the message is delivered. The wind then dissipates.

You can prepare the spell to bear a message of no more than twenty-five words, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air. You can likewise cause the whispering wind to move as slowly as 1 mile per hour or as quickly as 1 mile per 10 minutes. To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips. The spell transmits sound, not meaning. It doesn’t transcend language barriers.

+1 Casting Level: You can target the spell at a specific person, as long as you are within eyesight or are familiar with them. The message is a whisper that only they can make out, and the wind itself is so small it would take extraordinary means to sense it beyond its target. You can target an additional person per additional casting level.

+1 Casting Level: You can use the wind to receive a whispered reply. The wind stays for 1 minute to receive a

reply. The reply must obey the same restrictions as the original message. The whispering wind ten returns to you to deliver its new message before dissipating.

Level Range

0 100’1 1,000’2 1 Mile3 5 Miles

Special: This is a modified form of the Message and Whispering Wind spells from the Player’s Handbook.

Wind Wall

Talent; Affinities: Sky Walking; Air Level: 2-12Casting Time: 1 ActionRange: Medium (100’ + 10’ / level)Area: SpecialDuration: ConcentrationSaving Throw: No; see textSpell Resistance: Yes

An invisible vertical curtain of wind appears. It is 2’ thick and of considerable strength. The wind wall must be vertical and straight. The length and height of the wall depends on its casting level. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance (a giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).

+1 Casting Level: While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points.

Level Dimensions

2 10’ long, 5’ high3 15’ long, 10’ high4 25’ long, 15’ high5 50’ long, 20’ high6 100’ long, 30’ high7 200’ long, 40’ high8 500’ long, 50’ high9 1,500’ long, 75’ high10 1 Mile long, 100’ high11 5 Miles long, 500’ high

Special: This is a modified form of the Wind Wall spell from the Player’s Handbook.

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Chapter 11: Of Tao Magic

11.1: Tao Joss

Joss points represent a character’s knack for using the Tao, the energy that binds the universe and all living things together, to aid his actions. For a Tao-sensitive character, it represents a conscious decision to call upon the Tao for assistance. Characters without the Tao Sensitive feat don’t consciously realize the Tao is guiding their actions, only that they are trying hard to succeed.

11.2: Gaining Tao Joss

Every beginning character starts play with 1 joss point per character level. Characters who don’t have the Tao-Sensitive feat may never have more than 5 joss points. Any joss points gained in excess of this number is lost. A character with the Tao-Sensitive feat gains 1 bonus joss point (as described in the feat’s description) and may collect an unlimited number of joss points as time goes on.

A character gains joss points in two ways:

Each time a character gains a level, he gains 1 joss point.

Each time a character performs an act of dramatic heroism, he gains 1 joss point.

To qualify as an act of dramatic heroism, an action must fulfill three criteria:

It must accomplish a significant task in the defense of good or the defeat of evil.

It must occur at a dramatically appropriate time (usually the climax of an adventure).

It should require significant risk on the part of the hero.

Instead of gaining a joss point, a character can opt to eliminate 1 madness point instead, if he has any and is not yet “lost.”.

11.3: Using Tao Joss

Joss points are used to add one or more bonus dice to all task resolution die rolls made by a character for 1 full round (including attack rolls, skill checks, ability checks, and saving throws, but not damage rolls; rolls using the d20). The decision to use a joss point is made during a character’s action, before any die rolls are made. The effects of spending a joss point are in effect until just before the character’s next action, and may influence saving throws or other checks required during that time. Only 1 joss point can spent in a round.

If the character has the Tao-Sensitive feat, he must decide whether he is using Yang Tao (the “light” side of the Tao) or Yin Tao (the “dark” side of the Tao). The game assumes players will usually call on Yang Tao, although they can call on Yin Tao; at least, until madness begins to overtake them.

The number of bonus dice depends on the character’s level, his Tao-Sensitive status, and whether he calls upon Yang Tao, Yin Tao, or neither.

Character Bonus Dice: Bonus Dice: Bonus Dice:Level Non-Sensitive Yang Tao Yin Tao

1 –3 1d6 1d6 2d64 – 6 1d6 2d6 3d67 – 9 2d6 3d6 4d610 –12 2d6 4d6 4d613 – 15 3d6 5d6 4d616 – 18 3d6 6d6 5d619 – 20 4d6 7d6 5d6

11.4: Madness & the Tao

The Tao has two aspects, one light and one dark. The light side is known as Yang Tao, and represents growth, creativity, and all that is good in the universe. The dark side, Yin Tao, represents destruction, anger, hate, fear, and all that is evil and negative in the universe. It lurks in the shadows, whispering to those who tamper with the Tao, tempting them with quick and easy power.

But it also carries madness and decay in its wake.

There are normally two ways to gain madness points through Yin Tao.

Any time a character spends joss points using the Yin Tao (making it Yin joss), he gains 1 madness point.

Any time he uses a Yin Tao-based feat or skill, he gains 1 madness point.

High amounts of madness points can affect his use of Yang Tao and Yin Tao skills and feats. For more information on madness, see Chapter 12: Of New Rules.

When a Tao-Sensitive character’s madness points reach a total equal to or greater than his Wisdom score, he is in danger of being “lost” to Yin Tao. He gains the following benefits and penalties:

+2 Yin bonus to all Tao skill checks using Yin Tao skills.

-4 penalty to all Tao skill checks using Yang Tao skills. When spending a joss point, he can opt to instead gain 2

madness points. He must have at least 1 joss point currently to do so.

When a Tao-Sensitive character’s madness points equal twice his Wisdom score, he is lost to Yin Tao. He gains the following bonuses and penalties, replacing the earlier bonuses and penalties for being in danger of being lost:

+4 Yin bonus to all Tao skill checks using Yin Tao skills.

-8 penalty to all Tao skill checks using Yang Tao skills. When spending a joss point, he can opt to instead gain 1

madness point. He must have at least 1 joss point currently to do so.

Any joss points spent automatically call upon Yin Tao.

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Chapter 12: Of New & Altered Rules

12.1: Defense & Armor Class

Instead of Armor Class (AC), Dark Sun characters have Defense (Defense). Each class has an inherent Defense bonus. A character's Defense is equal to 10 + class Defense bonus (see Chapter 3: Of Classes for rules on Defense & multiclassing) + all other modifiers. Anything in the D & D books that refers to AC applies to Defense as well (such as enhancement, shield, dodge, etc. bonuses). Armor bonuses (not including shield bonuses) and natural armor bonuses do not stack with the class Defense bonus. A class Defense bonus is lost in any situation where a character is denied his Dex modifier to Defense.

12.2: Wound Points & Hit Points

A Dark Sun character has a both hit points and wound points. Maximum Hit Points are determined as normal by class and level the same way as described in the Players Handbook. Maximum wound points are equal to a character's Con, plus any feats or other miscellaneous modifiers (such as the Toughness feat).

Hit points reflect the character's ability to roll with punches and minimize the damage taken in combat. Lost hit point represent the cuts, bruises, sprains, and flesh wounds of battle, and a character who is reduced to 0 hit points is considered fatigued. A character reduced to 0 hit points or negative hit points must immediately make a Fort save equal to 10 + the damage just taken, or be unconscious until he heals the damage and has at least 1 hit point. If he succeeds, he must make the same roll every hour until he fails or he has been healed until he has at least 1 hit point. Damage that lowers his hit points below 0 is instead applied to their wound points. For example, if a character with 5 hit points left takes 7 points of damage, he loses all 5 hit points and 2 wound points, and must then make a Fort save against DC 17 or be rendered unconscious.

Wound points reflect the critical strikes, mortal wounds, and other more serious damage a character takes in battle. If a character takes enough damage to drop to 0 wound points or less, he suffers the same effects as if the wound points were hit points in the Player's Handbook.

A character heals 1 hit point per character level per hour of rest and 1 wound point per day of rest. Rest includes light, non-strenuous activity and travel, but not combat of any sort. All other limits to healing in the Player's Handbook apply.

12.3: Critical & Subdual Damage

When an attack roll threatens a critical hit, it automatically scores a critical hit and no confirmation roll is necessary. Critical hits do not produce double damage, but instead all damage that would normally be doubled as per the rules in the Player's Handbook is instead immediately applied to the character's wound points. All other damage is applied to the character's hit points.

For all weapons that have a Critical damage multiplier higher than (x2), assume that each additional multiplier increase the

threat range by 1 point. Therefore, a longbow with a (x3) multiplier would have a 19-20 threat range instead of a 20.

There is no subdual damage. Damage that is nonlethal or otherwise ruled to be normally subdual applies its full effect to hit points, but cannot affect wound points, therefore it cannot threaten a Critical hit.

12.4: Reputation

A character's Reputation score reflects how famous )or infamous) he or she is A character with a high Reputation is generally well known and recognized in many places, while a character with a low reputation isn't. In general, a high Reputation score benefits a character. Those who recognize the character are more likely to help him (or at least do what he asks). However, a high reputation makes it hard is difficult for the character for the character to mask his identity if others are looking for him.

Examples of Reputation Scores

Score Description

0 Unknown1-2 Known in home town2-5 Known in home region / clan6-9 Known in home domain / tribe10-14 Known in many domains / tribe15-20 Known throughout the land21+ Known worldwide

All players have starting reputation scores based on their class. As a character's levels increase, his Reputation score automatically increases as well depending on class, as described in Chapter 3: Of Classes. A character can also gain Reputation by performing actions that attract attention. An act of dramatic heroism should automatically result in a gain of 1 point of Reputation, unless the act was secret or otherwise had no witnesses to report it. Actions that don't measure up to this standard but are nevertheless significant can still add to one's Reputation. These include escaping from a Sorcerer-King's clutches, defeating an opponent in the arena with a higher Reputation, founding your own Merchant House, or being on the winning side of a major war. After performing such an act, make a Reputation check. Success gains the character 1 point of Reputation. Acts of particular malevolence or viciousness can add a similar amount; ultimately, your Reputation rarely cares whether you're good or evil.

In general, a character doesn't get to choose when to make a Reputation check; it simply takes effect whether the character wants it to or not. When a character's Reputation comes into play, make a Reputation check. Roll 1d20 and add your character's Reputation score. If your Reputation is 0, you can't make a Reputation check. The DC of the check depends on the character's location.

Reputation Check DC's

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Location DC

Tableland City-States 25Ringing Mountains, Tableland Wilderness 30Bandit States, Forest Ridge 35Hinterlands, Lost City-States 40Last Sea, Obsidian Plains 45Remote village or area +5Large City -5Character's home town or area -5

Most character's with high Reputation scores are "famous" or "infamous". You are considered famous if you have taken the Fame feat or if you are in the appropriate location for your Reputation to make you "Known". You are infamous if you have the Infamous feat or would otherwise be famous and at least half of your earned Reputation points (not those automatically gained by gaining levels) were earned through malevolent and vicious acts (GM's discretion).

You can make a Reputation check when trying to perform the following skills if you are famous or infamous: Bluff, Diplomacy, Gather Information, Intimidate, or Perform. A successful Reputation check gives a modifier to the use of the skills, which are all considered synergy bonuses.

Reputation Checks & Skill Modifiers

Skill Famous Infamous

Bluff +5 +5Diplomacy +5 -5Gather Information +5 +5Intimidate +2 +5Perform +5 +0

In addition to the normal benefits of having a high Reputation, the character can attract followers. The character can make a Reputation check once per level to attract new followers. If successful, the character attracts followers who arrive over a period of 1d4 weeks. If it fails, the character cannot try again until he has gained another level. These followers may be troops, minions, personal servants, accomplices, trainees, acolytes, or whatever type the character wishes. A character can acquire other followers through role-playing and hirelings, of course, but the followers acquired through Reputations are generally much more loyal and, while they still need to be fed and sheltered, have access to their own funds and rarely have conflicting goals with the character. Followers remain loyal to the character unless treated with extreme abuse or disdain (GM's discretion).

The maximum total levels of a character's followers cannot exceed his Reputation score. For purposes of calculating this total, professional characters (aristocrats, commoners, diplomats, experts, & warriors) cost half their level. No single follower can have a level higher than half the character's Reputation. Each level of an ECL counts as a level for determining level "cost".

For example, a Noble with a Reputation of 9 could have the following followers: 1 1st level fighter (personal bodyguard, nephilim), 4 1st level warriors (private retinue, humans), 1 1st

level commoners (servants, humans), 1 1st level noble (assistant, human), 1 2nd level rogue (troubleshooter, elf).

Followers who leave service or die while serving create "open space" under the level cap. Those spaces can be filled with a later successful Reputation check to gain followers.

12. 5: Madness

Occasionally, characters may gain madness points. There are three sources of madness points most often encountered:

Yin Tao: Any who use Yin Tao gain 1 madness point. See Chapter 11: Of Tao Magic for more information.

Defiling: Any channeler who overchannels using defiling gains 1 madness point. See Chapter 10: Of Akashik Magic for more information.

Male Channelers: All male channelers gain +1d6 madness points per caster level.

As the number of madness points a character has increases, insanity may begin to take over the character. Eventually, if the number of madness points grows high enough, a character can become permanently insane and even begin to suffer the horrible rotting disease that consumes those who have touched Yin Tao and the Dragontaint too often.

Madness Triggers

Early on, the character may have to make Will saves to prevent momentary outbursts or bouts of insanity. Stressful situations in particular might trigger these crises, as can exposure to intensely powerful magic for those who posses magical abilities. As the madness tightens its grip, these saves grow more difficult and frequent. The Madness Trigger Table gives the conditions that can trigger a bout of madness, depending on the character’s madness points. At each threshold point, a new trigger is added to those already in effect.

Madness Trigger Table

MP Trigger Condition

0 – 15 None16 – 30 Injury31 – 40 Will save41 – 50 Akashik magic, Tao magic51 – 60 Threat61+ Constant

Injury: Whenever you take damage in combat (whether from a physical attack or magic) or in dangerous non-combat situations, such as a fall or the effect of a disease, you must check for madness.

Will Save: Whenever you are required to make a Will saving throw and fail, you must check for madness.

Akashik Magic, Tao Magic: Whenever you embrace the Akasha or use a Tao skill, feat, or ability, you must check for madness.

Threat: Any stressful situation, whether real or imagined, might drive a character to insane behavior. You must make an immediate check for madness.

Constant: By this point, the madness is so far gone that it is a permanent condition. A check for madness is no longer required; you are irredeemably insane.

Madness Checks

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

Madness Check Table

MP -1d20 Symptoms Duration

5 or lower Delusion 2d6 Minutes6 – 15 Suspicion 2d6 Hours16 – 25 Panic 2d6 Rounds26 – 35 Withdrawal 2d6 Hours36 – 45 Fury 2d6 Rounds46 – 55 Disease See text56+ Dementia See text

Delusion: You suffer from hallucinations (auditory, visual, or both) and its difficult to convince these hallucinations aren’t real.

Suspicion: You have a deep distrust of everyone, even friends, and suspect them of secretly plotting against you, causing you harm, or even of being Sorcerer-King spies.

Panic: You are convinced that you are in mortal danger and do your best to flee the threatening situation. If you cannot flee, you attack desperately.

Withdrawal: You become depressed, argumentative, stubborn, and unwilling to interact with the world.

Fury: You fly into an insane fit of temper. He lashes out at the nearest available target if in combat, or goes on a violent rampage in other situations. Thereafter, he overreacts dangerously to events that would make others irritated, frightened, or otherwise stressed.

Disease: When madness has progresses this far, you fall prey to a horrible wasting disease as either Yin Tao or Dragontaint eats away at your spirit and flesh (Fort save DC 20). Your very body decays around you, and the stress of this situation is often enough to propel a character to final destruction. The disease incubates for one week and causes 1d3 points of temporary Constitution damage each day thereafter. Unlike normal diseases, this rotting affliction continues until the victim reaches 0 Con and dies.

Dementia: Your personality has been lost entirely to madness. You become an NPC and is forever beyond saving. Death usually comes not long after this point.

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Chapter 13: Of Prestige Classes

Dark Sun: The Age of Tao has prestige classes just like any other d20 campaign setting. Prestige classes tailored for this setting will be described in further supplements; however, several previously published prestige classes are allowed in the campaign, with certain changes.

Listed below are prestige classes from the Dungeonmaster’s Guide, Defenders of the Faith, Masters of the Wild, Song and Silence, Sword and Fist, and Tome and Blood.

13.1: Dungeonmaster’s Guide

Arcane Archer (Akashik Archer)

Arcane archers, often called arrow-magi or Akashik archers by their elven brethren, are an individualistic sect of Akashik magic-users among the elves. Their rites and traditions extend far into the past, long before the cleansing wars. Their origin is closely linked with that of the elven bladesingers, and in legends an Akashik archer and a bladesinger were often paired together. It is believed both sects once served the hakima as bodyguards and protectors, in much the same way Villichi Guardians defend their charges in the present. Today, the sect survives as a purely master-apprentice organization, with no overall structure. Archers serve their clans as warriors or wander as mercenaries, and draw their apprentices from the orphans that other hakima will not or cannot teach.

The Hit Dice, Requirements, Class Skills, Skill Points, and Class Abilities are the same as the Arcane Archer prestige class in the Dungeonmaster’s Guide. However, as an additional Requirement, the character must be a female. Men are not allowed to become Arcane Archers. Additionally, the archer must embrace the Akasha to use any of her Class Abilities. For Defense values, use the Fighter values for the appropriate level; for Reputation gains, use the Orphan gains for the appropriate level.

Arcane Trickster (Akashik Trickster)

Arcane tricksters, known on Athas as Akashik tricksters, are Akashik magic-users that specialize in stealth, theft, and even assassination. Most are orphans that have learned to use their magic to aid them in dishonorable pursuits, but some are trained by certain traditions, especially the Veiled Alliance, the Villichi, and the Viziers. The Hung Mun also use the occasional Akashik trickster, although such thieves are never full members of the Secret Societies; it is too dangerous.

The Hit Dice, Requirements, Class Skills, Skill Points, and Class Abilities are the same as the Arcane Trickster prestige class in the Dungeonmaster’s Guide. However, replace the mage hand spell Requirement with the arms of air Akashik spell. Additionally, the trickster must embrace the Akasha to use the Class Abilities of Ranged Legerdemain and Impromptu Sneak Attack (but not just Sneak Attack). For Defense values, use the Orphan values for the appropriate level; for Reputation gains, use the Rogue gains for the appropriate level.

Duelist

While the witty banter and heroic swashbuckling of the average duelist may be inappropriate for the world of Athas, its emphasis on skill over force and reliance on agility over armor are highly valued under the Dark Sun. Most duelists train either to fight in the arena in popular “dueling competitions” or are nobles devoted to swordsmanship schools (the “Ryu”) throughout the city-states. This prestige class represents the average Athasian duelists; more specialized duelists will appear in future supplements.

The Hit Dice, Requirements, Class Skills, Skill Points, and Class Abilities are the same as the Duelist prestige class in the Dungeonmaster’s Guide. For Defense values, use the Fighter values for the appropriate level; for Reputation gains, use the Bard gains for the appropriate level.

Dwarven Defender (Knight of Kemalok)

Dwarven Defenders are known commonly as Knights of Kemalok on Athas. They are the descendents of an ancient dwarven order dedicated to the defense of the ancient city of Kemalok, the line of dwarven High Kings, and dwarvenkind itself. Most of Athas believes the Knights to have been destroyed during the Cleansing Wars, but in the villages and slave pens, dwarves gather in huddled circles to tell tales of wandering protectors. These protectors are dwarves who free slaves, protect the dwarves from templars, and avenge the deaths of dwarves denied their focuses. The Knights’ organization has indeed been destroyed since the Green Age, but the order survives with wandering individuals and their squires. They seldom stay in one place long enough, although tradition demands that they be knighted in the village of Kled, which is built over the ruins of ancient Kemalok.

The Hit Dice, Requirements, Class Skills, Skill Points, and Class Abilities are the same as the Dwarven Defender prestige class in the Dungeonmaster’s Guide. For Defense values, use the Fighter values for the appropriate level; for Reputation gains, use the Fighter gains for the appropriate level.

Hierophant

The Hierophant represents the most powerful divine spellcasters, usually templars and druids, that reign on Athas. Among templars, these are the most magically powerful members of the templarate of the city-state, and usually have titles specific to their homeland; rarely are they called a “hierophant.” Among druids, the hierophants are usually the leaders of Circles or secluded hermits, and the term “hierophant” is still in common use.

The Hit Dice, Requirements, Class Skills, Skill Points, and Class Abilities are the same as the Hierophant prestige class in the Dungeonmaster’s Guide. For Defense values, use the Druid values for the appropriate level; for Reputation gains, use the Druid gains for the appropriate level.

Horizon Walker

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Horizon Walkers are well-known on Athas, as the land is wide and vast and requires rugged outdoorsmen to traverse. They often are highly paid scouts or caravan outriders for the city-state armies and merchant caravans. Others are commonly tribal warriors who have struck out on their own with incurable wanderlust.

The Hit Dice, Requirements, Class Skills, Skill Points, and Class Abilities are the same as the Horizon Walker prestige class in the Dungeonmaster’s Guide. For Defense values, use the Ranger values for the appropriate level; for Reputation gains, use the Ranger gains for the appropriate level.

When it comes to Terrain Master Benefits, the following rules apply:

Aquatic: While there are few aquatic environments on Athas, this includes the Last Sea, oasis’s, and the Dragon Bowl. It also include the Elemental Plane of Water.

Desert: Very common on Athas, and covers rocky badlands, sandy wastes, salt flats, and stony barrens.

Marshes: Although actual marshes are very rare on Athas, found only at the base of the Jagged Cliffs or near the Last Sea, mudflats also count for this terrain.

Plains: Includes savannas, scrubland, and fertile areas. Cold (Planar): Not allowed. I mean, come on, it’s Dark

Sun: Really Fricking Hot Athas. Shifting (Planar): Not allowed. Aligned (Planar): Not allowed. Forest, Hills, Mountains, Underground, Fiery (Planar),

Weightless (Planar), Cavernous (Planar): No changes.

Banned Prestige Classes

The following prestige classes cannot be used in Dark Sun: The Age of Tao, due either to mechanics issues or thematic unsuitability: Archmage, Assassin, Blackguard, Dragon Disciple, Eldritch Knight, Loremaster, Mystic Theurge, Shadowdancer, Thaumaturgist.

13.2: Defenders of the Faith

Church Inquisitor (Royal Inquisitor)

Even templars fear the Royal Inquisitors, agents of their Sorcerer-Kings and templars themselves. Athasian inquisitors belong the templarates of the city-states and come only from the ranks of the templars themselves, specifically selected by the Sorcerer-King for their loyalty and dogged persistence in pursuing treachery. Sadism is also a favored quality.

The Hit Dice, Requirements, Class Skills, Skill Points, and Class Abilities are the same as the Church Inquisitor prestige class in Defenders of the Faith, except for the following changes. For Requirements, the character’s alignment must be Lawful (good or neutral are irrelevant), and instead of membership in a lawful good church the character must be a member of a city-state’s templarate. For Class Abilities, the character can detect evil, detect good, detect chaos, or detect law. Once chosen, this ability cannot be changed. For the use of the Templar Class Ability secular authority, levels in this prestige class and Templar levels stack. For Defense values, use the Templar values for the appropriate level; for Reputation gains, use the Templar gains for the appropriate level.

Consecrated Harrier (Templar Seeker)

The Harriers, or Templar Seekers as they are more commonly known, are the advance defense of the Sorcerer-Kings. Like their otherworld counterparts, they seek out and resolve external threats to their Sorcerer-King and city-state. They often undertake missions to deal with upstart nobles on the outskirts of scrubland or merchant holdings that may prove disloyal to their city-state base.

The Hit Dice, Requirements, Class Skills, Skill Points, and Class Abilities are the same as the Consecrated Harrier prestige class in Defenders of the Faith. For the use of the Templar Class Ability secular authority, levels in this prestige class and Templar levels stack. For Defense values, use the Ranger values for the appropriate level; for Reputation gains, use the Templar gains for the appropriate level.

Hunter of the Dead

Hunters of the Dead are elite templars in service to the Sorcerer-Kings. All of the city-states (except for the templars of Dregoth) have an order dedicated to safeguarding the Sorcerer-King and the city from undead threats. They are called different names in the different cities of the Tablelands.

The Hit Dice, Requirements, Class Skills, Skill Points, and Class Abilities are the same as the Hunter of the Dead prestige class in Defenders of the Faith. For the use of the Templar Class Ability secular authority, levels in this prestige class and Templar levels stack. For Defense values, use the Fighter values for the appropriate level; for Reputation gains, use the Templar gains for the appropriate level.

Sacred Fist

Currently, there are only two monasteries that teach the way of the Sacred Fist, combining the martial arts of Sutra and the dictates of the Way of Ten Thousand Things. The Temple of Harmonious Bliss, north of Tyr in the Ringing Mountains, and the Kami’s Dojo, a small monastery located on the western slope of the Mekillot Mountains. Both monasteries seek to forge a synthesis between the Way of Enlightenment and the Way of Ten Thousand Things. As such, all members strive to hold to the ethics of both religions.

The Hit Dice, Requirements, Class Skills, Skill Points, and Class Abilities are the same as the Sacred Fist prestige class in Defenders of the Faith, with the following exception. For Requirements, replace the Alertness feat with the Skill Focus (alertness) feat. For Defense values, use the Monk values for the appropriate level; for Reputation gains, use the Druid gains for the appropriate level.

Templar (Templar Guard)

Like their otherworld counterparts, Templar Guards are sworn to the defense of templar sites and other government areas. They also serve as the elite soldiers and guards of the Sorcerer-King’s armies.

The Hit Dice, Requirements, Class Skills, Skill Points, and Class Abilities are the same as the Templar prestige class in Defenders of the Faith. For Defense values, use the Fighter values for the appropriate level; for Reputation gains, use the Templar gains for the appropriate level.

Warpriest

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Warpriests come in two varieties: those who serve the Sorcerer-Kings, and those who do not. Those who serve are drawn primarily from the templarate itself, although promotion through the templar guards is not unheard of. They preside over the rituals and planning of military affairs. The highest level warpriest is often the general of the a Sorcerer-King’s armies. The warpriests of Urik and Draj are especially feared. Those who do not serve are drawn from the druids. They serve as outspoken advocates of taking the losing religious wars to the city-states, while others serve their tribes in times of war or lead raids.

The Hit Dice, Requirements, Class Skills, Skill Points, and Class Abilities are the same as the Warpriest prestige class in Defenders of the Faith. For Defense values, use the Fighter values for the appropriate level; for Reputation gains, use the Fighter gains for the appropriate level.

Banned Prestige Classes

The following prestige classes cannot be used in Dark Sun: The Age of Tao, due either to mechanics issues or thematic unsuitability: Contemplative, Holy Liberator, Hospitaler, Knight of the Chalice, Knight of the Middle Circle, Master of Shrouds, Sacred Exorcist.

13.3: Masters of the Wild

Bane of Infidels (Blood Ritualist)

A Bane of Infidels, or Blood Ritualist as it is more commonly known on Athas, is a priest devoted to the protection and isolation of his tribe, clan, or city. Only templars loyal to Tectuktitlay and druids can become blood ritualists; among the priests of Draj and the druids of the halflings, they are common, but very rare among other Tablelands societies.

The Hit Dice, Requirements, Class Skills, Skill Points, and Class Abilities are the same as the Bane of Infidels prestige class in Masters of the Wild. For Defense values, use the Druid values for the appropriate level; for Reputation gains, use the Druid gains for the appropriate level.

Blighter

Blighters are a recent occurrence among the Ten Thousand Circles. Traitors and those who lost the faith are common throughout the history of the Circles, and some did turn to the Sorcerer-Kings to restore their lost powers; these became just like other templars, although especially contemptuous of their former colleagues. The blighters are something else, something that has developed evil corruptions of druid spells and powers. They have these abilities because of the pledge all blighters make to Dregoth the Sorcerer-King, who has discovered a terrifying means of bonding his necromancy with the corrupt energies of the kansen, the evil nature spirits. Blighters are hated and hunted by both templars and druids.

The Hit Dice, Requirements, Class Skills, Skill Points, and Class Abilities are the same as the Blighter prestige class in Masters of the Wild. For Defense values, use the Druid values for the appropriate level; for Reputation gains, use the Druid gains for the appropriate level.

Exotic Weapon Master (Kensai-Sifu)

Exotic Weapon Masters, commonly called Kensai-Sifu, are well-known throughout Athas, especially with its wide variety of exotic weapons. They are especially popular and

well-known as gladiators, famous in the arenas for the sheer number and variety of strange weapons they can use in a single bout. Such a gladiator can expect to earn twice as much, if not more, than a regular gladiator of his stature.

The Hit Dice, Requirements, Class Skills, Skill Points, and Class Abilities are the same as the Exotic Weapon Master prestige class in Masters of the Wild. For Defense values, use the Fighter values for the appropriate level; for Reputation gains, use the Fighter gains for the appropriate level.

Foe Hunter

Foe Hunters are also well-known throughout Athas; all of the Sorcerer-Kings were foe hunters to one extent or another. Most foe hunters wander the wastes, earning their living slaying dangerous monsters for the templars, merchant houses, or villages they encounter; others have a deep and abiding hatred for their chosen foe and will sacrifice anything to finish what the Cleansing Wars started.

The Hit Dice, Requirements, Class Skills, Skill Points, and Class Abilities are the same as the Foe Hunter prestige class in Masters of the Wild. For Defense values, use the Ranger values for the appropriate level; for Reputation gains, use the Ranger gains for the appropriate level.

Frenzied Berserker

Frenzied Berserkers are the elite of berserkers, engines of destruction that leave massive wreckage and carnage in their wake. They can be found in special service to the Sorcerer-Kings, as insanely brutal and popular gladiators in the arenas, or as madmen that lead the most savage of raiding tribes.

The Hit Dice, Requirements, Class Skills, Skill Points, and Class Abilities are the same as the Frenzied Berserker prestige class in Masters of the Wild. For Defense values, use the Fighter values for the appropriate level; for Reputation gains, use the Fighter gains for the appropriate level.

King / Queen of the Wild (Guardian of the Land)

Kings of the Wild, or Guardians of the Land as they are known on Athas, see themselves as the inheritors of Athas’s natural beauty and strength, long-corrupted by the power and ambition of the Sorcerer-Kings. They guard the areas of Athas untouched by civilization, and those who are not already druids maintain good relations with them. Servants of the city-states who trespass on their land are dealt with... harshly.

The Hit Dice, Requirements, Class Skills, Skill Points, and Class Abilities are the same as the King / Queen of the Wild prestige class in Masters of the Wild. For Defense values, use the Ranger values for the appropriate level; for Reputation gains, use the Ranger gains for the appropriate level.

Shifter

Shifters are well-known throughout the Ten Thousand Circles, and the vast majority are originally druids. They are often used as elite spies, assassins, and saboteurs against the enemies of the Circles.

The Hit Dice, Requirements, Class Skills, Skill Points, and Class Abilities are the same as the Shifter prestige class in Masters of the Wild. For Defense values, use the Druid values for the appropriate level; for Reputation gains, use the Druid gains for the appropriate level.

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Tamer of Beasts (Beastmaster)

Tamers of Beasts, or Beastmasters as they are known on Athas, are the best in handling and capturing animals. Most operate in the wild as animal handlers for the caravans or beast-catchers for the arenas and nobles of the Tablelands. Most are rangers originally, since druids often object to the uses these skills are often put to.

The Hit Dice, Requirements, Class Skills, Skill Points, and Class Abilities are the same as the Tamer of Beasts prestige class in Masters of the Wild, with the following exceptions. The new Requirements are Handle Animal 10+ ranks, Skill Focus (handle animal) feat, and the ability to cast charm animal. For Defense values, use the Ranger values for the appropriate level; for Reputation gains, use the Ranger gains for the appropriate level.

Banned Prestige Classes

The following prestige classes cannot be used in Dark Sun: The Age of Tao, due either to mechanics issues or thematic unsuitability: Animal Lord, Bloodhound, Deepwood Sniper, Eye of Gruumsh, Forsaker, Geomancer, Hexer, Oozemaster, Tempest, Verdant Lord, Watch Detective, Windrider.

13.4: Song and Silence

Dungeon Delver (Relic Seekers)

Dungeon Delvers, or Relic Seekers as they are more often called, specialize in exploring lost ruins and ancient, abandoned ruins. Such places are legion across the face of Athas, often vanishing with the silt tides or sandstorms and reappearing even centuries later. These sites hold the lost lore and relics of the Blue Age, and sometimes even earlier. Relic seekers risk their lives for the knowledge, power, or wealth hidden there.

The Hit Dice, Requirements, Class Skills, Skill Points, and Class Abilities are the same as the Dungeon Delver prestige class in Song and Silence, with the following exceptions. The Requirement of the Alertness feat is replaced with the Skill Focus (alertness) feat. For Defense values, use the Rogue values for the appropriate level; for Reputation gains, use the Rogue gains for the appropriate level.

Spymaster

Spymasters are highly valued on Athas. Every Sorcerer-King has at least one spymaster to oversee the intelligence gathering of his spies and informants; Daskinor and Nibenay are rumored to have scores of them. Merchant houses use them to gather information on their rivals, and even raiding tribes have such masters of espionage they use station at well-known crossroads to gather information before attacks.

The Hit Dice, Requirements, Class Skills, Skill Points, and Class Abilities are the same as the Spymaster prestige class in Song and Silence. For Defense values, use the Bard values for the appropriate level; for Reputation gains, use the Bard gains for the appropriate level.

Thief-Acrobat

Thief-Acrobats are highly valued, both as versatile agents of the nobles and as skilled burglars for the Hung Mun. They range from well-known entertainers that perform in the

highest courts, as well as the lowest street performers who are only one act away from begging.

The Hit Dice, Requirements, Class Skills, Skill Points, and Class Abilities are the same as the Thief-Acrobat prestige class in Song and Silence. For Defense values, use the Rogue values for the appropriate level; for Reputation gains, use the Bard gains for the appropriate level.

Banned Prestige Classes

The following prestige classes cannot be used in Dark Sun: The Age of Tao, due either to mechanics issues or thematic unsuitability: Dread Pirate, Fang of Lolth, Outlaw of the Crimson Road, Royal Explorer, Temple Raider of Olidammara, Vigilante, Virtuoso.

13.5: Sword and Fist

Devoted Defender (Piao Shih)

Devoted Defenders, or Piao Shih as they are commonly called on Athas, serve not only as elite bodyguards for those who can pay, but also as legendary caravan guards.

The Hit Dice, Requirements, Class Skills, Skill Points, and Class Abilities are the same as the Devoted Defender prestige class in Sword and Fist, with the following exception. For Requirements, replace the Alertness feat with the Skill Focus (alertness) feat. For Defense values, use the Fighter values for the appropriate level; for Reputation gains, use the Fighter gains for the appropriate level.

Drunken Master (Drunken Boxer)

Drunken Masters, or Drunken Boxers as they are called on Athas, are the followers of a particular path of Enlightenment called the Path of the Monkey King, or sometimes the Path of the Drunken Monkey. Their original monastery was destroyed long ago, or perhaps they never had one; even masters of the style contradict themselves on the history of the Path. It is largely looked down upon by other members of the monastic fighting styles and philosophies, and even the Sorcerer-Kings regard this particular sect as being little threat to their position.

The Hit Dice, Requirements, Class Skills, Skill Points, and Class Abilities are the same as the Drunken Master prestige class in Sword and Fist. For Defense values, use the Monk values for the appropriate level; for Reputation gains, use the Monk gains for the appropriate level.

Fist of Hextor (Mam’luk)

Fists of Hextor, or Mam’luks as they are known on Athas, are the elite slave-soldiers controlled by the Sorcerer-Kings. They are fanatically loyal to their rulers, and extremely strong. Most are muls or nephilim. Only those who agree to become slaves and are judged worthy by the templarate are permitted to become mam’luks. This is instead of the “Church of Hextor” Requirements.

The Hit Dice, Requirements, Class Skills, Skill Points, and Class Abilities are the same as the Fist of Hextor prestige class in Sword and Fist. For Defense values, use the Monk values for the appropriate level; for Reputation gains, use the Monk gains for the appropriate level.

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Gladiator

Gladiators are a fundamental part of Athasian society, from the largest city-state arena to the smallest village fighting pit. They are heroes and entertainers all at once to the bloodthirsty masses of the civilization. Although there are many different styles, or “dojo,” of gladiatorial combat, this prestige class represents the basic and most common techniques practiced by Athasian gladiators.

The Hit Dice, Requirements, Class Skills, Skill Points, and Class Abilities are the same as the Gladiator prestige class in Sword and Fist. For Defense values, use the Fighter values for the appropriate level; for Reputation gains, use the Bard gains for the appropriate level.

Halfling Outrider (Caravan Outrider)

Halfling Outriders, or Caravan Outriders as they are known on Athas, are no longer the sole province of the halflings. In fact, any race can be a caravan outrider, scouts who usually ride kanks or crodlu to explore ahead of the caravans that traverse the deserts of the Tablelands. Halfings and elves are very rarely outriders due to cultural taboos, and nephilim are simply too large to ride crodlu or kanks, and inix are not swift enough to be used for reconnaissance.

The Hit Dice, Requirements, Class Skills, Skill Points, and Class Abilities are the same as the Halfling Outrider prestige class in Sword and Fist, with the following exception.. There is no racial Requirement. For Defense values, use the Fighter values for the appropriate level; for Reputation gains, use the Fighter gains for the appropriate level.

Lasher

Lashers are as adept with their whips as their other d20 counterparts, and in fact even more common on Athas because of the ease and low cost of their chosen weapon. In arenas, lashers make exceptionally flashy gladiators.

The Hit Dice, Requirements, Class Skills, Skill Points, and Class Abilities are the same as the Lasher prestige class in Sword and Fist. For Defense values, use the Fighter values for the appropriate level; for Reputation gains, use the Fighter gains for the appropriate level.

Order of the Bow Initiate

The Order of the Bow is an ancient monastic order based in a monastery to the north of Urik. Its followers have since spread out across Athas throughout its long and revered history. While initiates often serve the Sorcerer-Kings or Merchant Houses, true masters often find such alliances corrupting and forge their own way in the wastelands.

The Hit Dice, Requirements, Class Skills, Skill Points, and Class Abilities are the same as the Order of the Bow Initiate prestige class in Sword and Fist. For Defense values, use the Fighter values for the appropriate level; for Reputation gains, use the Fighter gains for the appropriate level.

Tribal Protector

Since most of Athas outside of the city-states survives in tribal societies, the Tribal Protector is a very common vocation, the champion of his tribe or even village. Unlike on other worlds, the harsh life on Athas means that most demihumans and humans still have a tribal culture, and so tribal protectors are not limited by their race.

The Hit Dice, Requirements, Class Skills, Skill Points, and Class Abilities are the same as the Tribal Protector prestige class in Sword and Fist, with the following exception. There is no racial Requirement. For Defense values, use the Fighter values for the appropriate level; for Reputation gains, use the Fighter gains for the appropriate level.

Weapon Master (Kensai)

Weapon Masters, or Kensai as they are more often known, are masters of a particular melee weapon, each unique to the kensai. Ki is a well known tool for Athasian martial artists, and kensai are famous as philosopher-warriors as well as gladiators.

The Hit Dice, Requirements, Class Skills, Skill Points, and Class Abilities are the same as the Weapon Master prestige class in Sword and Fist. For Defense values, use the Fighter values for the appropriate level; for Reputation gains, use the Fighter gains for the appropriate level.

Banned Prestige Classes

The following prestige classes cannot be used in Dark Sun: The Age of Tao, due either to mechanics issues or thematic unsuitability: Cavalier, Ghostwalker, Knight Protector of the Great Kingdom, Master of Chains, Master Samurai, Ninja of the Crescent Moon, Ravager, Red Avenger, Warmaster.

13.6: Tome and Blood

Elemental Savant

The Elemental Savants are famous throughout Athas as the paragons of the elements, and are more often druids than Akashik magic-users. They serve as the voice of the elemental powers upon Athas.

The Hit Dice, Requirements, Class Skills, Skill Points, and Class Abilities are the same as the Elemental Savant prestige class in Tome and Blood. For Defense values, use the Druid values for the appropriate level; for Reputation gains, use the Druid gains for the appropriate level.

Fatespinner

Fatespinners are those magi who have looked deep into the Tapestry that tells the Great Tale of Athas and have learned how to pull and tug the strands for their own benefit. They are a rare breed of spellcaster, one often sought by Sorcerer-Kings, either as threats or tools.

The Hit Dice, Requirements, Class Skills, Skill Points, and Class Abilities are the same as the Fatespinner prestige class in Tome and Blood. For Defense values, use the Orphan values for the appropriate level; for Reputation gains, use the Orphan gains for the appropriate level.

Spellsword

Spellswords are those Akashik magic-users who have learned how to merge their warrior skills and Akashik magic into a fearsome combat combination. They are rare and hard to find, but worth their weight in steel coins.

The Hit Dice, Requirements, Class Skills, Skill Points, and Class Abilities are the same as the Spellsword prestige class in Tome and Blood, with the following exception. They do

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not gain the Ignore Spell Failure Class Ability. For Defense values, use the Fighter values for the appropriate level; for Reputation gains, use the Orphan gains for the appropriate level.

Banned Classes

The following prestige classes cannot be used in Dark Sun: The Age of Tao, due either to mechanics issues or thematic unsuitability: Acolyte of the Skin, Alienist, Bladesinger, Blood Magus, Candle Caster, Mage of the Arcane Order, Mindbender, Pale Master, True Necromancer, Wayfarer Guide.